Sand And Stone- A new land of Misfits(Dark Sun Kingmaker) (Inactive)

Game Master william Nightmoon

Dark Sun Conversion Guide


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Sovereign Court

ignuspyre wrote:
DM waz up? wrote:
But you can also make Obsidian two handed hafted weapons, like axes and orc double axes.
To clarify, does that mean an Obsidian Greataxe is purchasable?

And stone ones.


I´m thinking about a halfling or elf uc monk.
Would you allow the 3PP feat deadly agility from Path of War?

Being an unchained rogue would fit my character concept as well and i might crossclass it, with or without that feat.

Sample:

Dark Sun halflng monk
Halfling unchained monk 1 (Pathfinder Unchained 14)
Small humanoid (halfling)
Init +5; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 20, flat-footed 14 (+5 Dex, +1 dodge, +1 size, +3 Wis)
hp 13 (1d10+3)
Fort +5, Ref +8, Will +4; +2 vs. fear
Defensive Abilities fearless
--------------------
Offense
--------------------
Speed 30 ft.; swift as shadows
Melee kama +7/+7 (1d4+5) or
. . unarmed strike +7/+7 (1d4+5)
Ranged blowgun +3 (1) or
. . rope dart +7/+7 (1d3+1) or
. . shuriken +7/+7 (2)
Special Attacks flurry of blows (unchained), poison use, stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +1; CMD 20
Feats - Custom Feat -, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Traits poverty-stricken, wild shadow
Skills Acrobatics +11, Climb +3, Handle Animal +0, Knowledge (history) +4, Perception +9, Stealth +13 (+15 in matching terrain), Survival +8
Languages Common, Halfling
Other Gear blowgun, blowgun darts (20), kama, rope dart[UC], shuriken (10), backpack, bedroll, blanket[APG], camouflage blanket, canteen[UE], grappling hook, silk rope (50 ft.), 16 gp, 6 sp
--------------------
Special Abilities
--------------------
Fearless (Ex) +2 to save vs. fear effects.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Poison Use (1/day) (Ex) No risk of accidentally poisoning yourself.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Swift as Shadows (Ex) Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
--------------------

Deadly Agility
Path of War
You have learned how to use your agility to greater purpose in battle.

Feat Type(s) Combat

Prerequisites: Weapon Finesse base attack bonus +1

Benefit:
You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.
This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.

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Rolling for Talents
3d8 ⇒ (3, 2, 3) = 8 Deja Vu
3d8 ⇒ (3, 2, 4) = 9 Demand Offering
Hmmmmm....


DM waz up? wrote:
ignuspyre wrote:
DM waz up? wrote:
But you can also make Obsidian two handed hafted weapons, like axes and orc double axes.
To clarify, does that mean an Obsidian Greataxe is purchasable?
And stone ones.

Thank you.

I submit Vastryn the Skald for you.


4d6 ⇒ (6, 5, 4, 3) = 18 = 15
4d6 ⇒ (6, 2, 4, 6) = 18 = 16
4d6 ⇒ (3, 1, 1, 3) = 8 = 7
4d6 ⇒ (6, 3, 6, 1) = 16 = 15
4d6 ⇒ (5, 3, 3, 5) = 16 = 13
4d6 ⇒ (2, 2, 4, 6) = 14 = 12

Hmm, nice set overall, though exactly 25 points via Point Buy. Not sure whether to use it as is, or use point buy to tweak it. We will have to see what I decide to play. Given we are discussing Dark Sun, I think one of the Occult Classes fits as they are Pathfinder's take on psionics. I am thinking a Dwarf Kineticist or Occultist. We shall see what develops.

Wild Talents
3d8 ⇒ (8, 8, 3) = 19 = Quintessence
3d8 ⇒ (3, 4, 4) = 11 = Grave Words


Here is Anakim - Half Giant Unchained Monk of the Sacred Mountain.

First and foremost, Anakim wants to be free. After that… A wife? A child? A descended to inherit his learnings? My goal is create something more than a dumb brute. Or rather, my intent is to create a brute, but with a bit of depth!

He's atypical: opinionated and religious. Should be interesting :)

The Exchange

Let me work my point buy(25)

Alignment:NG
Illuriel (Spirit Guide Oracle 1/heavens)

12 str
14 dex
14 con
12 wis
15 int
18 cha

Curse: Haunted
Revelation: Awesome display
Feat:Spell Focus Illusion, Improved Initiative

. . At will: Detect Magic, Mending, Guidance

Create water not taken on request

Spell Lv 1 spells known (4/day): Cause Fear, CLW, Bless

Racial Traits: Emmissary, Eternal Hope, Breadth of Experience (Perception, Survival), Urbanite, Eternal Hope

Traits: Paragon of Speed, Disciple of the Way, Desert Traveller

Skills:Spellcraft +6, Knowledge Nature +6, Knowledge Religion +6, Knowledge Local +6, Diplomacy +8, Heal +5, Survival +5

Background skills: Knowledge history +6, Knowledge geography +6

Alternate racial traits: Dimdweller

wild talent: 3d8 ⇒ (8, 3, 1) = 12 - Mental Block
wild talent: 3d8 ⇒ (1, 8, 6) = 15 - Far Hand

I did consider cleric, but I can't cover both divine casting + knowledge checks at the same time. I will push all my FCB into extra spells known, and I'm happy to pick up crafting feats, since my character is at this time, complete.


The more I read the more I realize that my previous idea is probably not a very good fit for this campaign so I am changing it.
Instead I am thinking of taking you up on the Dragon King offer :)

GM waz up? wrote:
Note:If any Character wishes to be a Dragon Bloodline Sorcerer I will gladly comply by making the game semi-mythic and give you the chance to become a Dragon-king. If course doing so will be late game

So with that I would like to create a Half-Giant Dragon Sorcerer with the intent of going into Dragon Disiple, and eventually self-proclaiming himself a Dragon King.

But I was wondering, I have a Cha of 14 as my highest stat and that is pretty low for a full caster :( would you allow me to take Dragon Affinity as an alternate racial trait in place of something?
Dragon Affinity wrote:
Dragon Affinity: Kobold sorcerers with the draconic bloodline or kobold bloodline treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait.

It would allow me to actually be a Sorcerer :/

wrote:
Also, because I'm allowing background traits, I would like at least a simple background. They should Consist of these three points:

1) Who/what where you before you left on the Ship?

Muloch was an exile. More specifically Muloch's mother was an exile. She had been a mistress for one of the Dragon Kings and had concieved by him, now normally a newborn baby would be greeted joyously but an illegitimate and bastard son of one so powerful could have no other fate then execution.
So the woman with child fled under the cover of darkness one night and lived in self-imposed exile, knowing that hatred and revulsion would greet them if ever their secret was to be exposed. So Muloch grew up isolated yet taught all the ways of the nobility and with the expectant destiny of one day being a Dragon King. Unexpectedly, the womans ancestry had strong Giants blood flowing through her veins and while it had skipped her generation it had shown early manifestations within the child and he quickly grew to a massive size, he also manifested the power of the dragons in his youth, a sure sign of his destiny.
Muloch emerged from his isolation once his mother died from a common, and easily curable disease, the time to set out and claim his destiny finally at hand. But how?
Soon after he joined up with a passerby trade caravan that then soon got lost in a storm...

2) How did you happen to Come to this Ship(Which is a Trade vessel-of all types of supplies. You where able to survive on the Sea so long because if this)
Muloch found this particular caravan by happenstance more then anything else. Muloch had emerged from isolation (brought on by exile) and was quickly lost in the world. Then he met the trade ship and agreed to provide protection in exchange for shelter and passage to a nearby settlement (and who would refuse? He is a bulky half-giant, thats protection enough ^_^)

3) What Is your Character's goal? Why did he come to this Ship or why does he continue to live despite being a slave/not quite free.
Muloch has had a Manifest Destiny drilled into him since birth by his mother. He firmly believes that he has the potential to become one of the Dragon Kings one day, he has the physical power, Draconic power and the blood to prove it. However there is an order to these things, and it is going to be a long path...
Muloch intends to persue that path using a mixture of physical might, Enchantment magic and by flaunting his bloodline (all of his Giant blood, Dragon blood and Dragon-King ancestry).
In game terms he will often fight as a melee bruiser suplemented with Enhancement magic as well as being able to cast Enchantment magic to control people.

4) your goals as a player
Muloch has the complete potential and willingness to cast Defiling magic however he views that as the "Right of the Dragon King" and so he simply won't use that until he has satisfied for himself that he is a True Dragon King, or he at least has is legitimate claminant for the title.
This means that he is Lawful Neutral and he wont be using Defiling Magic until significantly further down the line (if ever) and that his alignment will expectedly change to LE around that time.
Another interesting contradiction will be the interaction between a Half-Giants natural inclination to imitate and assimilate the traits of those around them with the desire to lead. How do you direct someone and at the same time follow their example? How do you force someone onto a certain path yet empathise with the life they used to live?
It should be an interesting delemma :)


@ DM waz up?, for back story purposes, what port/area are we leaving from and what port/area was our original destination or destinations?


Is eschew materials something I should consider since arcane magic is punishable by death? Or would my high sleight of hand score suffice? I plan on using spells that make me look like a great archer rather than have magical effects. Then when I get spellstrike, I can imbue my arrows with stuff. I should be able to hide it fairly decently just concerned about the material components.

The Exchange

1) Who/what where you before you left on the Ship?
Illuriel was born to parents of desert nomads, but had always been strange as a child. She would sleep in the day and stare at the night sky, speaking to the stars, saying that they spoke back and had a destiny in store for her. Her parents despaired, knowing that their child(and rightly so), would never make a proper marriage. Illuriel always had the urge to see what was over the next hill, so true enough, when she came of age, the first thing she did was to run away from home to explore the world beyond. The stars spoke to her, telling her there was out there, a place meant truly to be a home, and she would need to find it.

2)How did you happen to Come to this Ship(Which is a Trade vessel-of all types of supplies. You where able to survive on the Sea so long because if this)
The stars told her her home lay across the sea…not in the place of her birth. In the wilds, she had picked up some rudimentary survival and healing skills. When she heard that the ship was going over the sea, she joined them, claiming she had healing skills.

3)What Is your Character's goal? Why did he come to this Ship or why does he continue to live despite being a slave/not quite free.
Illuriel wants to go to the land that the stars have promised her. And she has seen the ship in her dreams, that it will lead to the promised land.

4)your goals as a player
Make landfall, talk with the natives, start colonization, build an empire in a land flowing with milk and honey.

I don't see any reasons why there should be issues with arcane casters so long as you don't use defiling magic.


Varro the Wanderer wrote:
Is eschew materials something I should consider since arcane magic is punishable by death? Or would my high sleight of hand score suffice? I plan on using spells that make me look like a great archer rather than have magical effects. Then when I get spellstrike, I can imbue my arrows with stuff. I should be able to hide it fairly decently just concerned about the material components.

I'm not going to lie, that's one of the reasons I took only spells with V,S and no material components to start with.

Sovereign Court

You can always use a component pouch for most components.

As for the Giant Sorcerer: No- Even so you'd still need at least a 16 in Cha to even cast spells of 6th level, even if you had that trait!

Some races just can't be certain classes.

And if you notice, all the Dragon-Kings are humans. Sure some of them are farther along the line of Dragon-king but all of them human... Also make note that dragons of dark sun don't follow the standard rules. Dragons(even the most basic of them) are uber-powerful defilers who leave continents of wasteland behind them. Sure there are the lesser dragons and such but they don't follow the standard rules. They aren't Chromatic. They breathe a molten glass and are relitivly humanoid.


DM waz up? wrote:

As for the Giant Sorcerer: No- Even so you'd still need at least a 16 in Cha to even cast spells of 6th level, even if you had that trait!

Some races just can't be certain classes.

And if you notice, all the Dragon-Kings are humans. Sure some of them are farther along the line of Dragon-king but all of them human... Also make note that dragons of dark sun don't follow the standard rules. Dragons(even the most basic of them) are uber-powerful defilers who leave continents of wasteland behind them. Sure there are the lesser dragons and such but they don't follow the standard rules. They aren't Chromatic. They breathe a molten glass and are relitivly humanoid.

I really like the idea but I guess I'll have to scrap it, either that or see how significant it would be to modify it to be a human.

Thanks for the feedback, I'll keep thinking :)

Actually, would the basic premise of being an illegitimate son of one of the Dragon Kings still be feasible if I went human?
I might still go Dragon Sorcerer into Dragon Disiple into eventual Dragon King.


So i need to make a human to go a dragon king? Not an elf?


I was thinking about a half-giant druid in the other Dark Sun thread which came and went. Still think that might be a fun character.

rolls:
4d6 ⇒ (4, 5, 5, 4) = 18 =14
4d6 ⇒ (3, 5, 3, 3) = 14 = 11
4d6 ⇒ (6, 1, 3, 5) = 15 = 14
4d6 ⇒ (1, 1, 1, 4) = 7 = 6
4d6 ⇒ (5, 6, 5, 3) = 19 = 16
4d6 ⇒ (1, 3, 1, 3) = 8 = 7

wild talent: 3d8 ⇒ (7, 5, 7) = 19
wild talent: 3d8 ⇒ (3, 1, 1) = 5

Ugh.

reroll:
4d6 ⇒ (1, 6, 4, 6) = 17 = 16
4d6 ⇒ (5, 5, 1, 3) = 14 = 13
4d6 ⇒ (3, 2, 5, 4) = 14 = 12
4d6 ⇒ (4, 2, 5, 2) = 13 = 11
4d6 ⇒ (2, 5, 4, 2) = 13 = 11
4d6 ⇒ (1, 4, 2, 5) = 12 = 11

25 point buy it is. Quintessence or Calm Spirit for my wild talent.

Sovereign Court

Seth86 wrote:
So i need to make a human to go a dragon king? Not an elf?

Technically there is no rule saying you have to be human, all it means to be a dragon bloodline Sorcerer is that you are somehow related to a Dragon-king. One if them is either a relative or somehow you where given the same power they possess.


Yey then =^^=

Fitting for a "Drow" to have Black Dragon ancestry.

At least thats how i think =^^=

Sovereign Court

Bumping to both make sure you all are still interested as well as to bring this back into attention.


Robert Henry wrote:
@ DM waz up?, for back story purposes, what port/area are we leaving from and what port/area was our original destination or destinations?

I have a rough background, was looking for specific details so I could make my elf from near the port they left from and plan on trading in the place they were going.


Still here

Sovereign Court

I don't have a specific port. The ship was mostly a Trade Vessel that bounced along the Coast of the Sea of Silt. So it's a very "don't matter where your from" kinda thing.


Still here!


I´m also still here.


Bug Five standing by.


Was he bumping for everyone? I thought he was just bumping those that had expressed interest but hadn't submitted a character maybe.


I am here as well


DM waz up? wrote:
Bumping to both make sure you all are still interested as well as to bring this back into attention.

Thanks for the bump, making something.


This is the beginning of Wanderer82's submission. Weekends are my busy time at work, so that is when my posting is slower. Should finish the character tomorrow morning.


Still here, still half giant (but whole fun!)

Dark Archive

Still here... Made the mistake of pulling out my copy of Persona 5 for a bit of post-finals relaxation and lost a couple of days.

Character's coming together nicely, though. Should be able to get it up tomorrow-ish.

Sovereign Court

Alrighty, and FYI, this is infact Kingmaker. You will run a kingdom and you will infact have to deal with the desert and hard to settle land.

The main changes is that all the forest in the original Greenbelt is now a mix of Jungle and swamp, the plains are dessert, and the hills are still hills however. Rivers will be... Well they won't be there. most of the lakes will be, but they won't have any rivers feeding them... Except perhaps the skunk river and those rivers that start in the jungle


Hey Waz up, I was in the other thread for the original interest thread, will you allow me to play a Pterran? Also would you allow me to play this class,Savage it's fairly flavorful and should fit in the world very well.

Sovereign Court

Teiidae wrote:

Hey Waz up, I was in the other thread for the original interest thread, will you allow me to play a Pterran? Also would you allow me to play this class,Savage it's fairly flavorful and should fit in the world very well.

Hello, I'm afraid I'm not gonna approve the Savage class, I see what you wanted though. I suggest actually using the barbarian or Brawler if you want to keep a similar concept, but I'm afraid I'm skeptical when it comes to new classes like that.


Fair enough, you have the final say after all. Is the Pterran fine though?

Sovereign Court

Teiidae wrote:
Fair enough, you have the final say after all. Is the Pterran fine though?

What is that? I'm afraid I'm unfamiliar with it...


Pterrans are a race of Pterodactyl people.

They aren't in the handbook sadly but they're a staple of Dark sun.

DM Chubbleston wrote:
2. using the players guide that is shown on the link. with the following changes...lizardmen as ptarrens with the following adjustments- (+2 str +4 con, scent instead of swim, and wild talent.)

Sovereign Court

Teiidae wrote:

Pterrans are a race of Pterodactyl people.

They aren't in the handbook sadly but they're a staple of Dark sun.

DM Chubbleston wrote:
2. using the players guide that is shown on the link. with the following changes...lizardmen as ptarrens with the following adjustments- (+2 str +4 con, scent instead of swim, and wild talent.)

Hmm... Okay, I see what you mean. Take note I am also allowing Dray, I'll give this a thumbs up(I'm much more accepting of Race) with those stated Changes.

The rules for Dray are on page:112 of the guide. Just first Gen, not second BTW.


I will give them a look.


Wow, is this still open?

Always wanted to try a Dark Sun game. Never played it before but I read one of the novels and I know a little bit (though not a lot) about the setting.

I'm going to go ahead and roll:

4d6 ⇒ (1, 3, 3, 4) = 11 10
4d6 ⇒ (5, 4, 2, 3) = 14 12
4d6 ⇒ (2, 2, 6, 4) = 14 12
4d6 ⇒ (5, 3, 6, 6) = 20 17
4d6 ⇒ (5, 6, 6, 3) = 20 17
4d6 ⇒ (6, 3, 6, 3) = 18 15

Yeah, that's definitely workable.

I'll think things over and get back to you.

Sovereign Court

Yes, and so far only about 5 character are fully submitted.


DM waz up? wrote:
Yes, and so far only about 5 character are fully submitted.

How do you feel about the idea of a Thri-Kreen Inquisitor who doesn't have a patron from the cities? They seem to be almost all evil and I don't want to play an evil character.

I am thinking of a vagabond wanderer type of character with the Cloaked Wolf archetype. Basically he disguises himself as a mundane and humble traveler and wanders the world trying to right wrongs but doesn't know why he is compelled to do so.

I also like the Heretic archetype but they are not compatible without some homebrewing since they both replace monster lore.

Are Thri-Kreen automatically proficient with Chatkchas? I envision him throwing these a lot.

BTW we both had characters in the "Tales of Eventyr" campaign that died a swift death. I was Rribak Bonerattle.


DM waz up? wrote:
Yes, and so far only about 5 character are fully submitted.

Gimme 10 hours and I'll have my elf rogue chemist ready :D

Sovereign Court

@Peet: I remember that!... Vaugely. Yeah, I like your idea, but there are really no gods in the path(no real ones anyway) and... Well if you want to do an Inquisitor I see no reason why you can't. To be honest, most of the Templar are not evil, even if their patrons are.

But, like clerics you can follow one of the elements.

I'll allow it, but I'll let you know that it has to be a little convincing.


DM waz up? wrote:

Yeah, I like your idea, but there are really no gods in the path(no real ones anyway) and... Well if you want to do an Inquisitor I see no reason why you can't. To be honest, most of the Templar are not evil, even if their patrons are.

But, like clerics you can follow one of the elements.

I'll allow it, but I'll let you know that it has to be a little convincing.

Yeah, I know that there are no gods. The sorcerer-kings grant power to their Templars. But since this is a KM game, it would be pretty obvious that a Templar would have loyalty to someone outside the party and their new-found kingdom. I can see that being a problem for this type of game. I also don't know enough about the individual rulers to feel I can write convincingly about them.

But a "mystery" patron could have some interesting RP possibilities. I am willing to let it remain a mystery for now, but I had some ideas:
* Possibly his patron is a Sorcerer-King who is believed dead and his city was destroyed. He now has only a fragment of his power and no longer aspires to rule a city-state, since his anonymity is the only thing protecting him, though he would like revenge against the Sorcerer-King that defeated him.
* Perhaps this Sorcerer-king actually is dead but has found a way to project his will from beyond the grave.
* Possibly a Thri-kreen hivemind or collective consciousness has somehow developed the ability to act as a patron.
* Some other ancient consciousness has awakened in the desert, a relic of some powerful culture that lived before the world was turned to desert. Angry at the destruction of its world it seeks to try and rebuild the world.
* The secret patron might support the Veiled Alliance somehow.

I am willing to leave this "mystery" as an unknown that could be developed later. It could end up being tied into the overall secrets of the campaign. Whatever it is I do want it to be generally good-willed, and probably not interested in my species alone.

As for domains I was thinking the travel domain, since it fits with the wanderer concept. This domain does show up on the lists of eligible domains for two of the cities.

The archetype gives the disguise skill. I don't think it would be likely that a Thri-kreen could use disguise to make himself seem to be another race, but he could use it to make himself seem insignificant and "nameless."

BTW: what's your ruling about Chatkcha proficiency?


Oh, BTW:

Wild Talent: 3d8 ⇒ (4, 5, 7) = 16 Oneiric Horror
Wild Talent: 3d8 ⇒ (4, 7, 5) = 16

GM: If I roll the same one twice do I get to roll again for a different one? Or is the one that I rolled better because I rolled two of them?


FYI a part of my idea was inspired by this section about the templar class:

conversion guide wrote:
Although extraordinarily rare, there are templars that serve a different sort of master. There are whispered rumours that there are templars emerging from the deep deserts that serve a master that is said to be able to heal the land, templars that promote peace, unity and prosperity. Templars that do not seek to oppress or rule by fear, but are genuine servants of the people they guide...

It goes on to say that the Sorcerer-Kings deny the existence of these Templars and punish those who spread rumors about them.

Sovereign Court

As long as your willing to RP it, I did give approval.

The weapon can be Martal in Thri-Kreen hands.

And you reroll any time you roll the same(except in the event you roll 24 and the second roll from that is the same)


DM waz up? wrote:

As long as your willing to RP it, I did give approval.

The weapon can be Martal in Thri-Kreen hands.

Inquisitors don't get martial proficiency, though they do get a few interesting ones like hand crossbow and repeating crossbow. Could I use my "patron favored weapon" to get proficiency instead?

DM waz up? wrote:
And you reroll any time you roll the same(except in the event you roll 24 and the second roll from that is the same)

OK here goes:

wild talent: 3d8 ⇒ (2, 4, 1) = 7 = Decrepit Disguise

Actually that was the one I wanted as I figured it would fit with the concept!

What ability score do these psi abilities work off of?

Sovereign Court

All wild Talents go off of Cha, seeing they are spell-like abilities. So the DC for saves and such are 10+Spell level+Cha

And weapon depends on the patrion. First, what domains will be assigned to it?

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