Dark Sun ala Fabian - To Save a Dying World (Inactive)

Game Master Fabian Benavente

Dark Sun played with Pathfinder Rules (and a healthy dose of house rules) focused on the on-going story of an unlikely group of heroes called to destiny.


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male

Guys, you'll see I populated the campaign tab with some pretty good stuff.

A quick Athas primer.
Link to 4th edition book, great for fluff.
Some stuff on shared benefactor, recent history, and Urik (where we'll start).

And I also found some 'simple' rules.

Now the rules need a lot more info. Who can edit the .pdf document I linked at the beginning of the recruitment thread. There are some things in there that I like.

Questions?

Game on!


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14

Just dotting in for now. So excited this is happening!

Edit: This was also a great high res map with zoom I found. More detail is always nice, although I believe this was made for 4E so some things may be slightly different.


Dot.


male
Valsavis wrote:

Just dotting in for now. So excited this is happening!

Edit: This was also a great high res map with zoom I found. More detail is always nice, although I believe this was made for 4E so some things may be slightly different.

I like that map! (linked it on the campaign page).

You guys are heroes! And heroes don't have stats below 10 after modifiers. So Valsavis just got smarter. :) If you're ready for me to take a look at the rest of the stats (after you adjust his INT) then please let me know.

Heck if you flesh him out, we'll start playing your initial solo part.

How do you guys feel about the wild talent? I noticed that ultimate psionics has 0-level powers. Do we roll on the 'table'? let you guys choose either 3 0-levels or 1 1st-level?

Thoughts?


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14

When I was looking into the Ivory Triangle in the 4E book I stumbled across the entry for Salt View:

"The village of Salt View is home to a raiding tribe founded by the half-elf Xaynon, an escaped gladiator from Raam. Its population has grown to the extent that raiding alone can no longer sustain it. Over the last year or two, ex-slaves from all over the Tyr Region have come to Salt View for sanctuary, drawn by rumors of a place where they can start new lives. Most of them lack skills that might be useful to raiding parties. Still, the new citizens have brought one intriguing talent to the village: performing. Many former slaves who received training in dance and theater have organized into touring troupes, which now travel the roads of the Ivory Triangle and perform for coin and trade goods. The Salt View troupes are valuable sources of intelligence regarding happenings around the region."

So I got to thinking that Valsavis’ family could all be ex-slaves (performers of some kind) from Tyr’s caravan district, who fled east to Salt View. His father led a travelling troupe of performers around the Ivory Triangle which got raided and slaughtered while on the road. After the attack Val was left for dead and discovered/saved by the old preserver. When Val got his bearings he asked the old man who was responsible and the old man promised he would look into things. Val returned to Salt View to pick up the pieces of his broken life and X time later he receives a cryptic letter from the old man telling him to travel to Urik and he would find the answers he sought.

It is during his travels West that he begins to shift from a struggling performer to a man hellbent on vengeance. That would be when he obtains his levels in rogue and slayer, taking whatever jobs he could find on his journey and fighting to not succumb to the perils of the road.

He would arrive in Urik just prior to the start of the campaign, being a foreigner in most respects, having never been to the militant city.

How does that work so far? Obviously, it would be up to you to cook up exactly who his attackers were and what their motivations are. I think I would prefer to be kept in the dark on this so that I could go into the game eager to find out who was responsible, much like my character.

Edit: I will work on adjusting his intelligence and spending my extra skill points. Also I like how the psionic powers work in the house rules document you linked in the beginning. I really like the 2nd level metamorphosis power, so I was definitely looking forward to having that ability.


male
Valsavis wrote:
How does that work...

The traveling troupe of performers works well as well as the preserver 'looking into' the perpetrators.

I think though that Valsavis would have been bitter, hell-bent on revenge before he receives the 'summons' since there wouldn't be enough time for him to acquire all his skills on the trip to Urik. Other than that, it's perfect.

I've decided to keep the power level down so you will all get to select a psionic talent (basically a 0 level spell) for use at will. It will be powered by your psionic focus (full round action to obtain).

The list of talent and rules for their use is here. The list (linked talent) is rather small but if you want a variation of a 0 level 'spell', talk to me about it and we'll probably make it work.

Questions, comments, and/or suggestions?

How are those character coming?

I haven't seen anyone else express interest so it may come down to just the four of you...


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14

I pictured it as his period spent in Salt View prior to his summons he was numb, uncertain, and not necessarily angry. It we only after the letter from the preserver that it clicked that someone was actually responsible for the attach and that he would make the journey to see them brought down.

I imagined his journey to Urik as not being a straight shot, but suffering from many detours and interruptions and hardships. I pictured it taking him years, and as he finally arrives in Urik he is running on fumes, his need for vengeance the only thing keeping him putting one foot in front of the other.

I will look over the new power list. I might not get a chance to do so until during the week.


male
Valsavis wrote:

I pictured it as his period spent in Salt View prior to his summons he was numb, uncertain, and not necessarily angry. It we only after the letter from the preserver that it clicked that someone was actually responsible for the attach and that he would make the journey to see them brought down.

I imagined his journey to Urik as not being a straight shot, but suffering from many detours and interruptions and hardships. I pictured it taking him years, and as he finally arrives in Urik he is running on fumes, his need for vengeance the only thing keeping him putting one foot in front of the other.

I will look over the new power list. I might not get a chance to do so until during the week.

I can see the numb, uncertain period but you'll have to come up with something else than the 'summons' to break you out of it. Perhaps he heard about other attacks with a similar MO when he realizes that his passion would now be to hunt these people down.

The way I see the summons is that you'll receive a message (appropriate to your circumstances) telling you to be in a certain location in Urik at a certain time, maybe giving you a few weeks to get there. Makes sense?


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14
Fabian Benavente wrote:

Perhaps he heard about other attacks with a similar MO when he realizes that his passion would now be to hunt these people down.

The way I see the summons is that you'll receive a message (appropriate to your circumstances) telling you to be in a certain location in Urik at a certain time, maybe giving you a few weeks to get there. Makes sense?

Yes, I like the idea of additional attacks. And I understand the timeline better. A few weeks is fine. Maybe he worked as a guard for the travelling troupe. I guess when it comes down to it I don't necessarily have to factor his class makeup into the details of his background. I just was trying to avoid a background that was more fitting of an Athasian Bard.

Edit: Maybe Valsavis was never a performer at all. Maybe he was a freed gladiator who decided to travel with the rest of his family (who were performers) to protect them since he knew they lacked the skills to protect themselves.


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14

I haven't looked over the entire list, but Empathy looks like a promising talent for Valsavis.


male
Valsavis wrote:

Yes, I like the idea of additional attacks. And I understand the timeline better. A few weeks is fine. Maybe he worked as a guard for the travelling troupe. I guess when it comes down to it I don't necessarily have to factor his class makeup into the details of his background. I just was trying to avoid a background that was more fitting of an Athasian Bard.

Edit: Maybe Valsavis was never a performer at all. Maybe he was a freed gladiator who decided to travel with the rest of his family (who were performers) to protect them since he knew they lacked the skills to protect themselves.

From what I had read I had assumed that Valsalis was only a teenager (young teen) when the 'attack' happened. Maybe his dad did lead a troupe of entertainers that traveled from place to place. It would be more fitting if his family was NOT ex-slaves but 'freemen'.Valsavis was just making his first forays into 'something', just a put 1 rank into some sort of perform (comedy, dancing, whatever). Then the attack happened, Valsalis was left for dead or was saved by the 'preserver'. The comes a time in his life when he's numb until he realizes that he must do something so he hires himself out as hunter/guide/guard (whatever). He plies his trade for a few years always looking for those that killed his family.

Present time. he gets a summon from preserver.

Somehow, I think the transformation from care-free teen performer to ruthless slayer is far more dramatic than starting from ex-slave gladiator. However, he's your PC so it's of course up to you.

I'll admit that I'm reading the psionics part on an as needed basis. I rather spend my limited time reading fluff rather than crunch. I trust we are all adults and if I make a mistake in rules, we'll fix it and move on.


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14

I enjoy the fluff as well! I agree with pretty much everything you suggest. It all seems to be falling into place. I may or may not go through with the disassociation aspect. I'm not sure if I am feeling it with the direction we've taken his background. Although, on the other hand I could see it working with his innocent self being him as a young performer on the streets of Tyr.

As far as Empathy is concerned, I think it fits the character and the build. I can sense what people are feeling (nervousness, fear, etc.) so that would help him in his efforts to track down his attackers (say if someone is possibly hiding information from him) and it also grants a bonus to intimidate, the skill that is backbone of his build.

You call the shots, I'm sure none of us have a problem with whatever you decide will be the extent of our inherent psionic power. I just happened to be really enjoying the idea of having the variety of bonuses granted by the lesser metamorphosis power. ;)


male

What do you mean by his 'disassociation'?

Empathy sure seems helpful, nice boost to the fluff.

I've made up my mind on the innate psionics; each PC selects a 0-level power.

Can you enlighten me on this intimidate build?


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14

Here is where I discuss disassociation.

If you're curious about my build, it's all in the profile. I can discuss things in more detail later as right now I'm away from my computer and posting from my phone.


Dot. I didn't see any of this until now, I'll read up when I can throughout the next few days, when are we starting?


male
Reaubalt of the Sands wrote:
Dot. I didn't see any of this until now, I'll read up when I can throughout the next few days, when are we starting?

Let's give everyone two weeks to get their character fluff ready (we can continue working on the crunch after the game started if needed) so I'll send Turn 000 no later than Saturday February 7th.

That being said, we can start some mini turns as PCs are complete.

@Valsavis: the disassociation part is up to you just don't become some dull, sullen guy who doesn't talk. PM me how you plan to play your intimidation stuff. Are your stats ready for a closer review?

Questions?

Game on!


Male Dwarf Wizard (Universalist) 6 | HP 36/36 | AC: 12 T:11 FF:11 | F:+4 R:+3 W:+6 (+4 vs Spells/Spell like Ability) | CMB+3 CMD 16 | Init. +2 | Perception: +2 Spells Per Day: 4/4/4/3 | Hand of the Apprentice: 7/7

Fabian going to start working on my character we still doing level 7 start?

(Alias of Karmic)


male
Jurgran wrote:

Fabian going to start working on my character we still doing level 7 start?

(Alias of Karmic)

Good to hear!

We are starting at 5th level. Read through the information on the Campaign Tab as it will be useful for fluff and crunch.

Let me know if you have any questions.


So do you need any help or want to discuss something?

Looking over some stuff, i have some ideas of my own:
-DS all PC were starting at level 3 with full Hp. You plan anything there?
-How do you want to do the PB system? If the Athas difficulty is still there, i could imagine a 25PB system in use.
-How about the race conversions now? Just use the pathfinder ones? Elves have a racial trait for deserts, i would make that mandatory and similar things with some other races.
-And a final word on classes?

I can still imagine Arcanists as fitting wizards for Dark Sun somehow.
Also for a race besides the core races, i have an idea for a converted race.

Fennec Kitsune:

Base class is like Kitsune, with some minor adjustments, probably around 10 race points or below.
Essentially they keep their stats and everything, they loose dancing lights, kitsune magic could be adaptable to psionics and they could gain the desert thing elves have.

I could also imagine thematically the half elemental races could be a good fit, except undines of course.


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Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14

Pretty sure we were 20 PB starting at level 5 unless I missed something (although he did bump my int up to 10 so who knows, lol). Still using the races from the previously linked conversion document. Classes are still up in the air so you might want to request approval for the ones you're eyeballing.

Personal preference, if we want to retain the feel of the original Dark Sun I would rule against the half-elemental races. But, on the other hand, I could see them working from a fluff perspective with the worshipping of the elements due to the absence of a pantheon.

Shapeshifting fox people on the other hand...


male

I agree with what Valsavis is saying. I want to make the conversion wrk minimal so we can get to playing.

So:
20 point buy (no stat below 10 after all adjustments);
5th level to start (for our campaign);
race adjustment as per the previously linked document (doc) with the exception of innate psionics,
innate psionic is to select a 0-level power
everything else as PF (hit points, etc.).

I want to maintain the original DS feel so no weird races, not even the races introduced in 'DS 2' and 4th edition DS.

Talk to me for about classes but the 'doc' was a pretty good start.

Anything else?

Game on!


I see. Will look into options further then.

We have a slayer and a desert druid so far right?
Karmic Knight what is Jurgran going to be?


Race adjustments from the DS Pathfinder Houserule Conversion 1.1?


male
Hayato Ken wrote:
Race adjustments from the DS Pathfinder Houserule Conversion 1.1?

Yes, except the psionic stuff (for which you will select a 0-level power).

Karmic Knight was working on a dwarf psychic warrior.

I have another interested player who is thinking of some sort of elven elemental singers/battle dancer.

Other questions?


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14
Hayato Ken wrote:

I see. Will look into options further then.

We have a slayer and a desert druid so far right?
Karmic Knight what is Jurgran going to be?

Yes, so far it looks like we have a human rogue/slayer, a half-elf desert druid, and a dwarven psychic warrior in various stages of development. Someone is also working on an elven elemental singer/blade dancer which is very intriguing. I feel like the group could definitely benefit from some ranged/casty/healy bits.

Any idea what class/race you're considering Ken?

@GM: What is the difference between an ex-slave and a freeman? I googled Dark Sun Freeman/men and didn't find anything. Also, if we can use our free psionic talent at will, are those of us who are not inherently psionic still limited by our daily power points? If so, did we go with 1/lvl for non-psionic classes?


male
Valsavis wrote:
@GM: What is the difference between an ex-slave and a freeman? I googled Dark Sun Freeman/men and didn't find anything. Also, if we can use our free psionic talent at will, are those of us who are not inherently psionic still limited by our daily power points? If so, did we go with 1/lvl for non-psionic classes?

FREE CITIZENS: City dwellers who aren’t templars, nobles, affiliated merchants, or slaves are citizens. Independent merchants and artisans make up the bulk of this class.

Mercenaries, minstrels, monks, priests, masters of the psionic arts, and adventurers or others who wield extraordinary powers make up the rest.
These people are free, but only until a capricious templar or noble judges them guilty of a crime. When that happens, a free citizen becomes a slave. However, this fate usually befalls only the powerless citizens.
Those who can defend themselves are rarely harassed by templars, who do not wish to risk losing several soldiers just to acquire one slave.

PSIONIC TALENT
These are 'powered' by your psionic focus, which takes a full round action to 'obtain' once used. More details here.


To use your psionic talents, you need to psionically focus first, what is done via a autohypnosis skill check and takes a standard action. To use the talent you then expand your psionic focus. No use of power points involved, that would need a class that can actually use power points.

Right now i wanted to make that halfling raider rider.
Was thinking of a cavalier first, because of the mounted combat stuff.
But since it´s not in i´m thinking of a hunter now with maybe a dip in swashbuckler. Hunter could be ranged too.

Alternatively i can always play a psion, human or elan then probably.


male
Hayato Ken wrote:

Right now i wanted to make that halfling raider rider.

Was thinking of a cavalier first, because of the mounted combat stuff.
But since it´s not in i´m thinking of a hunter now with maybe a dip in swashbuckler. Hunter could be ranged too.

Alternatively i can always play a psion, human or elan then probably.

The cavalier orders and such are not part of Athas but mounted halflings are. Look for some sort of archetype that favors mounted combat and we'll go with it.

Elan is a no go for true DS races but human psion is doable.

Game on!


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14
Fabian Benavente wrote:

FREE CITIZENS: City dwellers who aren’t templars, nobles, affiliated merchants, or slaves are citizens. Independent merchants and artisans make up the bulk of this class.

Mercenaries, minstrels, monks, priests, masters of the psionic arts, and adventurers or others who wield extraordinary powers make up the rest.
These people are free, but only until a capricious templar or noble judges them guilty of a crime. When that happens, a free citizen becomes a slave. However, this fate usually befalls only the powerless citizens.
Those who can defend themselves are rarely harassed by templars, who do not wish to risk losing several soldiers just to acquire one slave.

I think ex-slave works much better for Valsavis considering the fluff of Salt View and the exodus east to begin life anew.

Okay, so as long as I maintain psionic focus, I can use my talent at will. Got it. I don't see anything here about making an autohypnosis skill check, however. A halfling hunter sounds like a very fun character!


Male Human Slayer 4/Rogue (Thug) 1 | HP 40/40 | AC 20, Tch 13, FF 18 | CMD 22 | Fort +6, Ref +9, Will +4 | Init +4 | Perception +10 | Intimidate +14

I could see this working for your character Ken, just re-fluff the wolf into something Dark Sun appropriate and your character could've been charged with maintaining the borders of your tribe's territory. Something along those lines.


male
Valsavis wrote:
I could see this working for your character Ken, just re-fluff the wolf into something Dark Sun appropriate and your character could've been charged with maintaining the borders of your tribe's territory. Something along those lines.

The thing that I don't see halfling tribes from the forest ridge having much use for mounts (none are ever mentioned). And I still don;t like the 'cavalier orders'.

I can see a halfling 'hunter' used to the desert and having a mount.

I would build that character either as a hunter, a barbarian, or a ranger. You guys are 5th level so you have some leeway with regards to feats and could easily take boon companion for a ranger or barbarian mount.

The DS3_r7.pdf doc has info on typical Athasian mounts.

Other questions?


Male? I'm actually a half-turtle. Antipaladin 8/Paladin 12

I am lurking always, know this.

Life has been busy and I've not had the time to give reaubault the just amount of effort he is due, but I will have him excellent, 3 dimensional and ready before the 7th, with crunch and fluff.

I might not post here until I run into a roadblock when I'm in the process of creation is what I'm saying.


male
That Other Guy wrote:

I am lurking always, know this.

Life has been busy and I've not had the time to give reaubault the just amount of effort he is due, but I will have him excellent, 3 dimensional and ready before the 7th, with crunch and fluff.

I might not post here until I run into a roadblock when I'm in the process of creation is what I'm saying.

Glad you checked in and are still committed to the game. :)

The 7th seems like a such a long time away!, especially with the momentum we started but I stand by my deadline so the 7th it is.

But that doesn't preclude us starting with other PCs.

Has anyone given thought to some sort of shared adventuring or past lifes? Is it too early to start thinking where the hell you all were when you received the 'summons'?

Game on!


Order of the Paw was exactly what i was thinking of.
Fabian, i think the cavalier could just be played as a rider with some special tricks. The whole order fluff could be left away.

There are some other classes i could take though, that´s right.
Hunter is one of them and i was looking at it.
Sohei Monk or Dragoon fighter get feats, but no animal companion to ride on. I´ll look into it and come up with the story for the halfling and the psion to have alternatives.


male

@Hayato;

OK, I'm confused now. Is the cavalier class for the halfling? Because at the bottom you talk about the 'story of the halfling and the psion to have alternatives'.

If the cavalier is NOT a halfling, then it makes it easier to see another race who has a mount and defends his/her community. I'll have to check closer on some of those cavalier abilities like banner to see how they would fit.

If you still want a halfling with a mount, we'll have to discard the cavalier or totally have the halfling be brought up in another community because 'regular' halflings don't defend their homes with mounts.

Tell us some more about what you're thinking with regards to fluff and crunch and we'll give you a couple of alternatives.

EDIT: A 5th level ranger with boon companion and mounted combat style would also make a pretty good 'rider'.


Hey folks. Fabian invited me to submit a character for the game and I jumped at the chance to play around in another DM's (blood-soaked) sandbox.

At this point I'm strongly leaning toward an exiled elven battle dancer, a warrior/elemental priest dedicated to an element (fire) other than the one traditionally worshiped by her tribe. Mechanically, I'm looking at taking one level of slayer (for more martial weapon proficiencies and some elf/roguish skills) then four levels of oracle with the flames mystery. I'll be a decent party face and scout, good secondary healer/divine caster and better-than-average swordswoman. The flames mystery gives some nice fire-based abilities, as well, and in a couple of levels I'll get fireball, if we are lacking an arcane caster.

One question for the DM - would you consider the Branded curse? It's third party, in the list of curses here. I think it would be cool for a fire priest, perhaps appearing as a tattooed sphere on her forehead that glows when she's angered or casting spells. If not, I'll probably go with the Tongues curse.

I'm digging the other characters submitted so far and will be looking at the other backgrounds for possible connections as I put my character together.


male
DM Under a Dark Sun wrote:
Hey folks. Fabian invited me to submit a character for the game and I jumped at the chance to play around in another DM's (blood-soaked) sandbox.

Welcome aboard!

Let's see so you decided to go oracle, OK. However, a branded elf is not much of a curse in Athas and, to top it off, it gives you a power. I think we need to reshuffle on the curse. :)

Are you sure a 5th level cleric doesn't appeal to you? You get fireball right now and fire and another subdomain sound pretty cool.

Have you considered shaman (flame spirit), later to be possessed by another wandering spirit? The hexes are very similar to the oracles revelations and no curse (and fireball at 5th level).

Just some options out there but oracle is fine as well (just switch out the curse).

Other questions?


Ah that´s you! Welcome!

Why don´t you go swashbuckler over slayer? When i think elven battledancer it´s more finesse to me, but views might vary.
Dark Sun had the elven longsword which was finesseable right?

Yeah i narrowed myself down to either play a sort of halfling raider or a psion. So cavalier would be for the halfling. But let´s forget about cavalier, too much confusion there^^

DS3_r7.pdf has the companion stats?
I´ve got herolab and playing around there. Could the Athas fauna said to be similar with dinosaurs? Kanks and the like? Or are there stats for those and similar critters as animal companions somewhere?

Hunter also gets some arcane spells actually and there is an archetype i´m looking to take that trades woodland stride for a desert stride.


male
Hayato Ken wrote:

DS3_r7.pdf has the companion stats?

I´ve got herolab and playing around there. Could the Athas fauna said to be similar with dinosaurs? Kanks and the like? Or are there stats for those and similar critters as animal companions somewhere?

Hunter also gets some arcane spells actually and there is an archetype i´m looking to take that trades woodland stride for a desert stride.

Here's something I found on animal companions:

--------------------
Available Animal Companions (Rangers must choose from those listed with an *)
Ant, giant (antloid), aurochs (carru), axe beak (crodlu/erdlu)*, badger* (mole-boar/rasclinn), bat, dire, beetle, giant, bird* (dustgull, kes’trekel), cat, big (kirre), cat, small*, centipede, giant, chameleon, giant, crab, giant (dune crab), glyptodon (cha’thrang), hyena* (zhackal), iguanodon (inix, trade claws for bite), kank, mantis, giant, megalania, megatherium (Athasian sloth), monitor lizard, pteranodon (pterrax), rat, dire (jankx)*, rhinoceros (minotaur lizard), roc, scorpion, giant, snake, constrictor*, snake, viper*, spider, giant, thylacine*, wasp, giant (wezer), wolf* (jhakar)
New Animal Companion:
Kank*
Starting Statistics: Size Large; Speed 40 ft.; AC +4 natural armor; Attack bite (1d6); Ability Scores Str 16, Dex 13, Con 15, Int —, Wis 11, Cha 8; Special Qualities Darkvision 60 ft., tremorsense 60 ft., vermin traits
7th-Level Advancement: AC +2 natural armor; Ability Scores Str +2, Con +2; Special Attacks Grab, poison; Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution based.
------------------

However, I want to review them to make sure they are OK. When making my halfling hunter, I noticed that the stats suggested were OK for an erdlu but not a crodlu.

So you would have to tell me what you were looking for and we would adjust. Again, the intent here is not to make a DS to PF conversion document but to actually play a game hence my request that you 'narrow' down your choice (and my work). :)

Trading woodland stride for desert stride is a no brainer here.

Let's keep that discussion going.


Hunter gets teamwork feats and spells and can share those with the AC.
That´s of course a prime feature and a very interesting one.

A companion that is medium (able to carry me), a good mount, but also has some interesting featurs and can be a fighting/flanking partner.
That´s what i would be looking for.

Thinking about it, a mad dog barbarian could also be an option to go there, but hunter looks cooler somehow.


Another question - will we have a more citybased/dungeon campaign or more somewhere in the free landscape?


male

A medium animal that can serve as a mount for a small PC would be an erdlu.

The Terrors of Athas (from Athas.org) is probably the 'monster manual' I'll be using for this campaign (at least as a basis). It's got some animal companions.

This first adventure will start off in city and then will head out into the wilds.


Basically, I want to be a graceful, dancing, elven longblade-wielding fire priest who is at least competent in the traditional elven pursuits of sneaking, surviving and scamming the city-dwellers. I also wanted to keep things simple, mechanically, without a bunch of fiddly bits.

The elven racial write up in the pdf you posted only gives familiarity with the elven longblade, making it a martial weapon, so I need a level in a warrior class for proficiency. Fighter gets a bonus feat but is light on skills. Swashbuckler is ok w/skills and gets Weapon Finesse free but I don't want to deal with the extra complication of panache. Ranger and Slayer are about equally good - lots of skill points, very appropriate skill list. Studied target just seems easier to remember and less situational than favored enemy and wild empathy.

For the priest part, I considered a cleric but they have awful skill points and skill list and lack the needed weapon proficiency. Shaman just has too much going on with the spirit/familiar and wandering hex/spirit changing. I looked hard at a dervish of dawn bard but don't love the spell list. Warpriest would work and would be stronger in melee but suffer (a lot) with skills and later with spellcasting. Oracle just hits all the right spots without a lot of extra systems. Plus I like spontaneous casters.

That said, if anyone knows of a better/simpler mechanical route to the first paragraph, I'm all ears.

As for the curse, I'll just stick with tongues - overtaken by the spirit of battle, she starts babbling in the voice of the flames. I just liked the image associated with Brand. I may still include some tattoos, or maybe her eyes glow orange when she's casting spells.


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That animal companion list was one I put together for my game. I was going for a no-conversion-needed approach, just reskinning standard companions to the Athasian analogue without getting too fancy. I'd just look through Terrors of Athas for something that catches your eye then find a traditional PF mount with abilities that get you into the ballpark.


male
DM Under a Dark Sun wrote:
That said, if anyone knows of a better/simpler mechanical route to the first paragraph, I'm all ears.

I would have gone with bard/dervish but I can see the merits of your chosen build. I'm glad we are all different. :)


Mh. Brutal disruptor cryptic might be a way.
Not much fire priest there though.

Weapon finesse, weapon focus elven longblade and slashing grace would go a long way for you though.


Yeah, Finesse-Focus-Slashing Grace is the plan.


My build will be stealth and control based. I can deal damage with Summons, but I'd rather spend my feats on DC buffs, sr penetration, wildshape and utility.

I'll be the god druid, you all do the damage. K?

I can deal some damage tho with spells like stone call. And some meh fire blasts. I'll most often never prepare blasts tho.

A lot of druid spells concerning control deal with creating difficult terrain. I plan on doing that a bit, however for those reliant on melee range there is a communal spell I can use either now or next spell level to circumvent the symmetrical terrain effects... I think it's called communal feather step?

I also do not gain wildshape until next level.


I would have this telepath in petto:

Telepath:
Unnamed Hero
Male human psion 5
CN Medium humanoid (human)
Init +6; Senses alertness; Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 51 (5d6+15)
Fort +3 (+2 circumstance bonus vs. hot weather, +4 vs. nonlethal damge from hot conditions), Ref +3, Will +5; +1 bonus on saving throws against the dazzled condition and against nonlethal damage from heat exposure.
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk obsidian xephyr knife +3 (1d6/18-20)
Psion Powers Known (power points 40, ML 5th; concentration +9)
. . 3rd—heightened vision, telekinetic force (DC 17)
. . 2nd—aversion (DC 16), brain lock (DC 16), compelling voice (DC 16), energy missile (DC 16), minor metamorphosis, read thoughts (DC 16)
. . 1st—demoralize (DC 15), inertial armor, mind thrust (DC 15), mindlink, slumber (DC 15)
. . 0 (at will)—crystal light (DC 14), detect psionics, missive, psionic repair
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 13, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Expanded Knowledge, Extra Power Known, Persistent Power, Psicrystal Affinity, Psion Weapon Proficiencies, Psionic Body, Psionic Meditation, Psionic Talent, Psionic Talent
Traits dunewalker, reactionary, student of philosophy
Skills Autohypnosis +8, Bluff +12, Diplomacy +16, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (psionics) +8, Perception +8 (7 on vision-based Perception checks.), Sense Motive +9, Spellcraft +12
Languages Common
SQ deliver touch powers, discipline (telepathy [telepath]), mental intrusion, share powers, talents, telepathic link
Combat Gear dorje, dorje; Other Gear mwk obsidian xephyr knife, cognizant crystal (1 pp), cognizant crystal (3 pp), companion stone of diplomacy, psicrystal staff, bandolier, blanket, canteen, hip flask, hot weather outfit, hourglass (1 hour), masterwork backpack, veil, psicrystal, 1,863 gp, 4 sp
--------------------
Special Abilities
--------------------
Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
Cognizant Crystal (1 pp, 1Until Replenished) Cognizance crystals store power points that psionic characters can use to pay for manifesting their powers.

Physical Description: A cognizance crystal consists of a core crystal and two or three smaller crystals arranged in specific positions around it on strands of silver wire. The crystals give off a faint glow. A typical cognizance crystal weighs approximately 1 pound, has AC 7, 10 hit points, a hardness of 8, and a break DC of 16.

Activation: The user must merely hold or have a crystal on her person for a period of at least 10 minutes (which is long enough to attune oneself to the crystal). Thereafter, the owner can use power points stored in the crystal to manifest powers she knows.

The maximum number of points a cognizance crystal can store is always an odd number and is never more than 17. It can store only as many power points as its original maximum, set at the time of its creation. When a cognizance crystal's power points are used up, the glow of the crystal dims. However, the user can recharge it by paying power points on a 1-for-1 basis. While doing this depletes the user's own power point reserve for the day, those power points remain available in the cognizance crystal until used.

A user cannot directly replenish her personal power points from those stored in a cognizance crystal, nor can she draw power points from more than one source to manifest a power.

Faint to strong psychokinesis; ML equal to maximum power point storage; Craft Cognizance Crystal; Weight
1 lb.
Cognizant Crystal (3 pp, 3Until Replenished) Cognizance crystals store power points that psionic characters can use to pay for manifesting their powers.

Physical Description: A cognizance crystal consists of a core crystal and two or three smaller crystals arranged in specific positions around it on strands of silver wire. The crystals give off a faint glow. A typical cognizance crystal weighs approximately 1 pound, has AC 7, 10 hit points, a hardness of 8, and a break DC of 16.

Activation: The user must merely hold or have a crystal on her person for a period of at least 10 minutes (which is long enough to attune oneself to the crystal). Thereafter, the owner can use power points stored in the crystal to manifest powers she knows.

The maximum number of points a cognizance crystal can store is always an odd number and is never more than 17. It can store only as many power points as its original maximum, set at the time of its creation. When a cognizance crystal's power points are used up, the glow of the crystal dims. However, the user can recharge it by paying power points on a 1-for-1 basis. While doing this depletes the user's own power point reserve for the day, those power points remain available in the cognizance crystal until used.

A user cannot directly replenish her personal power points from those stored in a cognizance crystal, nor can she draw power points from more than one source to manifest a power.

Faint to strong psychokinesis; ML equal to maximum power point storage; Craft Cognizance Crystal; Weight
1 lb.
Companion Stone of Diplomacy The wielder of a staff enhanced with this stone gains a +4 competence bonus on Diplomacy checks.

COMPANION STONES
A companion stone is similar to a setting stone in that it functions only in conjunction with a psicrystal staff (see below). Like setting stones, companion stones add functionality to each staff. Unlike setting stones, however, companion stones take up orbit around the head of the staff, similar to the way ioun stones orbit the head of their owner. However, companion stones orbit only the head of a chosen psicrystal staff, not the wielder of the staff.

When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1 foot from the head of her staff. A character must grab the companion stone to remove it from orbit about the psicrystal staff. The owner may voluntarily seize and stow a stone to keep it safe, but she loses the benefits of the stone during that time.

Companion stones have an Armor Class of 22, 8 hit points, and a hardness of 10.

The wielder can enhance her psicrystal staff with a maximum of 10 companion stones before the density of orbiting stones becomes too great.

As with the benefits provided by setting stones, the character must have her psicrystal staff in hand to gain the benefits from any orbiting companion stones.

Aura Faint telepathy; ML 5th
Slot -; Price 1,700 gp;
Weight -
Deliver Touch Powers (Su) If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the "toucher" The psicrystal can then d
Dunewalker +4 Fort saves. vs, nonlethal damage from hot conditions. Move through non-magical sand as normal terrain.
Expanded Knowledge (Psion, Energy Missile) You learn addtional power.
Extra Power Known (Psion) You know an additional psionic power.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Mental Intrusion (Ex) At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power's save DC.
Psicrystal Affinity You have created a psicrystal
Psicrystal Staff (empty) A psicrystal staff is a long shaft of wood or crystal
designed to provide a “setting” for a psionic character's
psicrystal, if a character has one. The basic psicrystal
staff grants minimal ability to the psionic character's
psicrystal; however, every psicrystal staff can be
customized, modified, and upgraded by the addition
of setting stones. Each stone grants different abilities
to the psionic character who uses the staff to carry his
psicrystal. Of course, many psionic characters already
carry their psicrystals on staves-only practiced eyes
can tell the difference between a decorative setting and
a potent item.

Psicrystal staves have an Armor Class of 7, 10 hit
points, a hardness of 8, and a break DC of 24.

Activation: Psicrystal staves are activated as a free
action so long as the psionic character keeps his
psicrystal docked on the staff's primary setting. The
staff wielder must hold the staff to utilize its power.
Psicrystals (as well as ancillary setting stones) can
be docked for free. As a standard action, the psion can
dock or release his psicrystal, psionically affixing it to
the staff or releasing it; psicrystals with self-propulsion
can dock or release themselves, at the direction of the
psionic character. While docked, the psicrystal (and
setting stones, if any) and the staff function as a unit.
Besides the psicrystal itself, the psicrystal staff can
hold a total of three additional setting stones. The
wielder can switch a setting stone with another as a
standard action. Setting stones, when mounted, also
become part of the staff.

Docked psicrystals are treated as if their owner's
manifester level is +2 higher than it really is, thus
unlocking psicrystal potential early. The psicrystal
must be mounted for at least 12 consecutive hours to
initially gain this benefit, and it loses this benefit if it
is unmounted for more than 12 hours total in a given
day. For instance, a 1st-level psion with a psicrystal
staff and a mounted psicrystal gains the benefits of a
psicrystal with the ability to deliver touch powers, +1
natural armor, and +1 Intelligence, which is something
normally only a psionic character of 3rd to 4th level
could expect.
Psionic Body Bonus HP +14
Psionic Meditation You can take a move action to become psionically focused.
Psionic Talent Gain an additional 2 power points.
Psionic Talent Gain an additional 3 power points.
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Student of Philosophy Use Int instead of Cha for Diplomacy checks to persuade others and Bluff checks to lie.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.
Telepathy (Telepath) A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Class Sk

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It´s a concept i had for some time now, but might be playing it somewhere else. Will take a look at the halfling raider in the next days and then think about a background.

Anyone martial interested in taking teamwork feats?
With the common background might be a good idea.
I was looking at outflank and some others for the hunter.


male
Reaubalt of the Sands wrote:

I can deal damage with Summons

I also do not gain wildshape until next level.

Summons. Yeah. DM's favorite. :)

What's up with the wildshape? Taking an archetype?

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