Ziggurat of Lost Souls: Mummy's Mask in the Burnt World of Athas

Game Master Thackery Baxter J Thorington

Dark Sun Conversion for Pathfinder by Bodhizen

map of the Tablelands

Current Map

Faiths of Dark Sun


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Greetings, Travelers!
I'm a little insane and decided to try this thought-bunny that's been bouncing around my head forever. Mummy's Mask. On Athas. What could go wrong?!

We’ll be using this handy-dandy conversion that Bodhizen posted on the message boards with a few modifications. (see each section below for revisions).

the Hook:

The air broils beneath the scorching rays of the blazing red sun. A team of four muls, tethered to a bone palanquin by stout ropes about their necks, march with dead eyes and strong steps down the street. Four more muls, two in the front and two in the back, bearing stout dragon’s paws in their hands hide whips at their belts. They glare at all who dare choke the streets, slowing their master’s path, and shove those too slow or stupid to heed the warning. Laborers toil endlessly, building even grander mansions for their masters’ whims. Street rats and orphans run through the throngs, filching what food and money they can pocket and darting away quick as shadows before any can see. Templars and their soldiers patrol the streets to keep the King’s Peace, but really to browbeat a bribe from any unfortunate to attract their attention. A minstrel plays a small flute a corner to the amusement of children and adults alike. None of them notice the children picking at their pockets and purses.

A horn sounds, and a small cart rolls down the street, pulled by a crodlu toiling beneath a driver’s whip. Tied to the platform stands a powerful gladiator, his victories branded onto his arms. He flexes and roars challenges to the cheers from countless onlookers. The cart turns down a different road, and the nameless slave warrior is taken into the arena to live or die for the pleasure of his betters.

It is the 30th day of Smolder in the year of Priest’s Vengeance, the last full day before the 5-day festival known as the Festival of the Highest Sun. Each of you have been commanded to appear before Prince Ninshabur of House Eannatum at noon this day. Ninshabur is not a man to be crossed.


The Fluff
Background:

This is seriously important. I cannot stress this enough. Background. Is. Important. This is a savage sword and sandals type of story about a group of nobodies who brave the brutal wastelands to save their world from an ancient evil. Tell me how you came to know/work for Ninshabur, and why he would trust you to plumb the depths of a newly uncovered ruin complex and not take off with the goods.

The game shall open with meeting Master Ninshabur of House Eannatum, a noble in the higher strata of Urik’s elite caste. Check above for a handy dandy map of the important areas of the region. Who are you to him? Why should he trust you with this task? What are your goals and dreams? Do you want to gain your freedom? Do you want to make a more comfortable life for yourself in his service? Do you want to just get wealthy? Whatever your connection is, the answers should be included in your background/hook. I’m not asking for the great American novel, but I am asking for more than a few sentences and a character description. A paragraph or so is fine, give more if you feel like it. I tend to respond better to characters that feel alive and have really fleshed out origins and personalities. In general, though, the plot is something your character will fall into.

For those of you who know about this stuff and/or care, the game will be set in the Original Brown Box of Dark Sun. That’s pre-Prism Pentad. Why? Because, I really don’t like most of the fallout from the series or what happened in the later expansions (some of it’s cool, but I don’t like that there’s ANY large body of water so near to the Tablelands, or anywhere in Athas. Somehow, surfing and Athas just doesn’t jive with me).

The game will also be fairly sandbox. I have a plot, it’s a good one. And, I know where you’re going down my wonderful little railroad. However, the plot is on the PC’s timetable, and can wait until they’re ready to move on. If a PC wants to build a border fort, we’ll make that happen. If someone else wants to get married and establish a family line. Sure, I’ll set up Athasian e-Harmony, and you can live happily ever after. You want to own a stable of gladiators and make a killing on forcing people to kill each other? You monster… I’ll find you a bookie. The point is, PCs should have wants and dreams and hopes and goals. I encourage you all to work towards those plans coming to fruition. I will do my best as well.


The Tone:

On Athas, life is cheap, and death is even cheaper. Survival is a tortured existence, and no one expects to live long. Only the strong survive. The strong prey upon the weak, and the weak band together to become strong and prey on others who are weak. Loners die a quick, painful death. Those that don’t are things of truly awesome power and best left alone. Water is scarce and more precious than gold. Iron is even rarer, and the art of working it has almost completely been lost. A warrior with a steel sword is wealthy beyond measure, and would guard his secret more closely than his own life. Slaves toil endlessly beneath a blazing sun, working themselves to death under the whips of pitiless overseers to serve wealthy and powerful masters. Gladiators fight to the death in merciless arens in the city states (and even the free villages of the Tablelands) to the roars and cheers of the populace; one of the few distractions the average citizens have from their bleak and wretched existence.

This is the world under the Dark Sun. This is Athas. This is your home.

This game will be brutal. Very brutal. Athas is a world in which slavery is an accepted facet of life (even when seen as a horrible evil, some (otherwise heroic and good) people may see it as a necessary evil, others may see that the only way to truly stop slavery is to help people escape to the wastes, where death is almost a guarantee if they cannot make it to a village). Gladiators live and die for the amusement of others as a distraction from their own misery. In the original box set, paladins did not exist because the CONCEPT of a paladin (a warrior of goodness, justice, and selfless protection of others) is so foreign that no one could become one. Point is, Dark Sun was ...dark. This game will be like that. It will be savage and deadly and gruesome. Heroes can, and do, exist in this world. But, even the most heroic (good) champions of justice and righteousness are more… pragmatic… in their approach towards their goals. They may take a more draconian view towards protecting their charges, erring on the needs of the many out-weighing the needs of the few. Mercy is hard to come by, and never free.

I’m not saying I want a game of pure evils. Far from. I think such a world of savagery and selfishness makes heroes even MORE heroic. I’m saying there will be blood. It will be frequent. And, saving the day may mean leaving the poor peasant village to the ravages of the monsters.

This is a low magic item and low-wealth game. Wizards (most people call them Defilers, regardless of whether or not they actually do defile. And, casting arcane magic is illegal in most city states.) are rare and even less visible. Their works are even harder to find. Clerics and druids will provide healing, but rarely for free, and always with strings. They are even less likely to part with items they craft. And, most wander the wastes, or hide in secret shrines in the cities. Ironically, potions, are relatively easy to find (in treasure terms) because they actually grow on trees or are otherwise enchanted fruits. Potion trees are the coveted possessions of the extremely powerful and wealthy (like Sorcerer Kings) or the in lost and forgotten ruins.


What is Dark Sun, and why should I care?:

Have you ever seen Mad Max? The Dark Sun campaign setting was like Mad Max only without machines, water, or metal. Seriously. There. Is. No. Metal. It was savage, brutal, and there wasn’t anything like it when DnD first launched it. it was deemed so “hard” that characters started at 3rd level, and players had a backup character (or two) to made because it was expected PCs would die and die often. Magic was scarce and defiled the landscape, reducing the world to a desert wasteland. Player races were either alien-looking (the mantis-like thri-kreen), so changed from the core as to be unrecognizable (cannibalistic halflings; desert-running elves who really don’t care about forests other than they’re sources of food, fuel, and weapons; and dwarves who actually DIE if they can’t complete a task they’ve set themselves to), or are the products of horrific breeding programs on slaves (half-giants and muls). The other conventional intelligent species on the planet had been exterminated in world-spanning genocidal wars that left the world a ravaged landscape of desolation almost completely devoid of life.

The grand achievements and advancements of the ancients have been lost to the barren sands and dunes of history, and few, if any, can even conceive of a time before the Sorcerer Kings and the desert. Only the very powerful (or certain slaves of the very powerful) can read. The skill is rare even for wizards (called Preservers and Defilers) and other scholars.

The Known World is the Tablelands: a collection of salt flats, scrub, sandy wastes, and dunes clinging tenaciously to a stretch of land abutting a vast sea of silt filled with unimaginable horrors. A handful of cities states cling to this region, providing some semblance of civilization and security to the people dwelling within site of their walls. Each city is ruled by a powerful Sorcerer King or Queen: people of near omnipotent strength who have transcended mortality (and conventional morality) and become something more and less than human. They are what amounts as gods in this tortured land: they grant spells to their templars (a priest caste of varying amounts of corruption within each city that worship/revere/pay lip service to their specific god king/queen) and command vast armies of slaves which toil endlessly in the farmlands around the walls of their cities.

Psionics are common. Every intelligent being on the planet has some amount of psionic power. They either have a single wild talent, usable to accomplish simple tasks, or they honed their abilities and became true wielders of the Way. All power comes from somewhere. While divine magic draws on the belief of a higher being or force, and psionics draws upon personal reserves of power, arcane magic is bound to the land itself. Every arcane spell borrows power from the surrounding plant life. Preservers draw a small amount, freely given and returned when the spell is cast, and do not harm the world. Others, however, steal what they need, ripping power from plants and leaving a withered waste about them. This is defiling. Only the most learned can tell the difference between the two. Even fewer care. All anyone knows or remembers is that arcane magic rapes the world and leaves a devastated wasteland in its wake and it is the reason why Athas is the hellscape that it is. To the average person (even adventurers) arcane casters are Defilers (regardless of what they do), and being caught casting arcane magic is the quickest way to end up dead at the hands of an angry mob. Preserves (wizards who refuse to defile) maintain secrecy in this underground cabal called the Veiled Alliance. They share traditions with those whom they deem trustworthy. But, getting in is both dangerous and difficult. Defiling even once, no matter the reason, is justification for expulsion from the cabal, and death. Any preserver will be hunted down and slaughtered by her closest allies in the Veiled Alliance if it is ever discovered that she defiled.

This game shall start in the city-state of Urik in the northwest corner of the Tablelands.


and Urik is….:

Legally distinct, but still resembling Ur (Ur, Urik.. get it? Hyuk Hyuk Hyuk). Culturally, it’s lot like a fantasy version of Sumeria. The very poor (slave-labors and free a like) wear little more than a thin loincloth held in place by a string (women would wear a bit more on top, but not much. This is all they can afford or are given). Gladiators (especially muls) sometimes forego even that! More wealthy men wear a knee-length (or lower) wraparound skirt embellished with fringes or extra fabric based on wealth and status. Free women wear wraparound shawls similarly embellished. Slaves that work indoors are usually permitted clothing more closely resembling that worn by the free. Dyes are expensive, and only the truly wealthy can afford garments that are blue, green, or purple. Most commoners satisfy themselves with red, gray, brown, and white. Gold is reserved for the Templars.

Most men wear their hair in square cuts with square-cut beards worked in tiny ringlets. They may even wax their beard or work small beads into the rings. The wealthier the man, the longer the hair and beard get. Hair never gets longer than shoulder-length though. Women have more variation in their styles, but tend prefer free-flowing or tight buns. Both genders like to braid their hair into tight rows. Men also like to be bald. You can, of course, dress your character however you like, these are just typical peoples.

God-King Hamanu (not Hammurabi, because that’s a bit too on the nose), the Lion of Urik, rules the city with an iron fist. His draconian code is harsh, but fair, and applies to all in the city equally. It is, possibly, the most powerful city in the region, and citizens in Urik are treated slightly better than those in the rest of the Tablelands. His templars are relatively less corrupt than others. His ziggurat rises high above the walls of his fortress compound overlooking the King’s Plaza opposite the Grand Arena with all the city spread out before it and crushed against the mighty city’s sun-baked walls.

The Crunch

Allowed Races:

The “standard” Athasian races are what’s allowed. That’s Half-Giant, Mul, Thri-Kreen and the Athasian varieties of Dwarf, Elf, Half-elf, Halfling, Human. No other races will be allowed. Aarakocra and Pterrans are too rare in the Tablelands to be player races.

Allowed Classes:

Many of the classes don’t scream “Athas” to me. They probably do to other people, but they just don’t have that feel to me. So, I’m going to be trimming down a bunch of them. Only the following classes are allowed:
Alchemist, Barbarian (unchained), Bard (athasian), Brawler, Cleric, (elemental and para-elemental), Druid, Fighter, Hunter, Inquisitor (Templar), Psion, Psychic Warrior, Ranger, Rogue (unchained with skill unlocks), Slayer, Swashbuckler, Vigilante, Wilder, Wizard (Preserver or Defiler).

Wizards start as Preserves. If a character defiles, this must happen in-game, and unless they take pains to hide it, there will be RP consequences.

Fighters get the Combat Stamina feat for free. They have to pay for the other feats in the chain, but they start off with the first one for free.

Inquisitors and clerics need some special love, please see the section below in the Gods (or lack thereof) section.

If you want to play a psionic variant of one of the base classes. That’s fine. But, only for the allowed classes.

Finally, we’re going to be leveling at an ad-hoc basis. Whenever you achieve a milestone in the campaign or significantly advanced through the plot, you’ll gain a level. This way you don’t have to fret about clearing the dungeon just to get to 2nd level.

Third Party Content and You:

Other than the conversion book and Psionics, there isn’t any. The ONLY psionic classes i’m allowing are Psion, Psychic Warrior, and Wilder. That’s it. Don’t ask for anything else.

Alignments:

Athas is a harsh and savage world. Only the strong survive. The weak are either food, slaves, or unite their strength into large bands to stay free. Men who call themselves gods bring order, safety, shelter, and life, even as they enslave and brutalize their people. Mercy is a luxury few can suffer, and even less can offer. Sometimes, the world needs monsters to protect it from the other monsters of the land. In short, the results are what matters to most people on Athas, not the methods. So, any alignment is allowed, provided the characters can work together.

Ability Scores:

I'm going to shamelessly steal an idea from a buddy of mine.
Roll 4d6, dropping the lowest die roll, 6 times and arrange the resulting scores accordingly. If you don't get a net positive bonus, or your total point but wouldn't be a 20 point buy, keep rolling new 6 sets of 4d6 (junking the old rolls) until both conditions are met. Please post all rolls in the recruitment thread.
If you prefer, you can also just default to 25 point buy. A calculator can be found here.

Hit Points:

You get max hp per level. Have fun.

Traits:

You can take 2 traits, plus more if you pay for them through feats or drawbacks. One of these traits must be a campaign trait from Mummy’s Mask. Please reword the trait to apply to Athas. Ask me for advice if you need help rewording things.

The gods (or lack thereof):

For those who want to play a divine caster, I have a handy-dandy doc up on the top that summarizes options.

Athas has no gods. It’s almost completely cut off from the outer planes (and may not even be in the traditional multiverse), so it doesn’t have gods in the traditional sense (or outsiders as well). Clerics venerate specific elements or para-elements, they see these amoral; druids, hunters, and rangers derive power from nature itself (however tortured it might be), and templars worship Sorcerer Kings and Queens--all powerful rulers of the city states who have survived for millennia, and are possibly the single most potent stabilizing force in the Tablelands.

The elements do not care for the faith of mortals. Clerics do not receive power from some all-powerful elemental at the heart of each of the inner planes. Rather, they receive power because of their belief and the adoration of the qualities the particular element (or para-element) possesses. A fire cleric thinks fire is sacred, and so it is. She might believe that fire is transformative: it brings change with its flame and allows for growth and restoration of the young to replace the old. Or, he might believe it is a killing wave, washing over the world in an unstoppable inferno, burning everyone and anything in its path in a vast wave of destruction. Whichever the case, the cleric believes that the element is the purest and most important foundation of reality.

Most people pay some amount of lip-service to the Sorcerer King or Queen of their city state. You never know when a templar can hear an unkind word against a sorcerer king. Besides, the Sorcerer Kings (and Queens) provide the gladiatorial games, bring rains, strength, stability, and relative prosperity for their city states. But, they cannot deny the powers of the elements that have shaped this world.

Templars require a special bit of attention.
Templars are basically inquisitors, but are pledged to serve a Sorcerer King. They MUST serve a Sorcerer King or Queen. We’ll be based in Urik, and Hammanu is Sorcerer King there. So, it’s highly suggested that any templar be a servant of Hammanu. However, the sorcerer kings and queens do not form a pantheon. They do not have portfolios or a hierarchy. They each are a tyrant unto their own and view themselves the equal (or even superior) to the others. They can and do wage wars against each other, occasionally, and their current political relations are best called a “detente”. While nothing directly forbids templars from other cities to operate in Urik, they will receive no special dispensations from Hammanu and they are NOT allies of his templars. If anything, they would be viewed with even more mistrust and suspicion. Under no circumstances can templars serve Daskinor, Dregoth, or Oronis (the city states these Sorcerer Kings rule are not in the Tablelands, or are completely forgotten by the people).


Skills and Languages:

There is no common language in the Tablelands. Each city state has its own language (it’s the only logical reason I can think of that the city states have such vastly different linguistic traditions). The languages of the cities are the names of the city (Urik speaks Urik, Draj speaks Draj, etc). There are also racial tongues for every intelligent species except Mul and Half-giants (who are created races, and thus do not have a racial tongue). Racial tongues are preferred amongst communities of separate races.

People (including the PCs) are assumed to be illiterate. To read a language, you must spend a point in linguistics for each language you speak. This also applies to secret languages (like Druid) and bonus languages. Wizards and Alchemists come up with their own methods for recording their formulae and spells which don’t qualify as “writing” (even in regular Pathfinder, magical writings aren’t really a “language” in the traditional sense). This could be knotted ropes, tattoos, artfully decorated colored stones, intricate scars on their body, or anything else you can think of. Reading/learning new formulae and spells from scrolls or “books” will require either the “read magic” cantrip for Wizards or an Intelligence check for Alchemists. Alchemists and Wizards cannot learn spells or formulae from the other’s work (Alchemists can’t pick up formulae from Preservers, and Preservers can’t learn spells from Alchemists).

Speaking of skills, we’ll be using background skills. Crafting is allowed. Any pre-game crafts are assumed to be auto-successes. Have fun.

psionics:

Everyone gets 1 wild talent selected from the list in the conversion book. Please roll 3d8 to determine your random power. You also get 2 power points to manifest this power. Even if you choose to be a psion, you still get this free power and power points. Have fun.

Psions also get to know their two discipline talents.

Arcane Magic and You:

Preserving (and defiling) are the ONLY ways to be an arcane caster in Dark Sun. Please see all the changes in the conversion book for this. Being an arcane caster means you draw energy to fuel your spells from the lifeforce of the environment around you. Preserves “borrow” this energy: they take a little bit from a LOT of things and then give it back. Or, rather, it’s not such a big pull that living things can’t compensate.

Defilers just grab the energy. They forcibly rip it out of the surrounding wildlife, leaving nothing but death and destruction in their wake.

Mechanically, defiling allows an arcane caster with a metamagic feat to prepare spell with that metamagic feat without occupying an adjusted spell slot. The only limit is they can’t stack a spell beyond their class level. So, a 2nd level defiler could stack a first level spell to 2nd level and then put it in a first level slot, while a 20th level Defiler could cast a 20th level magic missile with stacked metamagics and have it occupy a single first-level slot. They “buy down” the power with energy from the world around them. They also acquire a number of Defiling Points equal to that buy-down. Defiling stains their soul and irrevocably takes them a step closer to evil. Even defiling ONCE to buy down ONE level of spell power is enough tarnish a soul in such a way that an otherwise good character would be Neutral forever after. Once the Defiler has at least 30 Defiling Points, they are EVIL forever after.

So who cares? Evil’s allowed in this game, right? Very true. However, the more an arcane wielder defiles, the more palpable their taint becomes until PEOPLE can sense it. They just KNOW that there’s something wrong about the person in front of them. While people can be convinced to at least tolerate a preserve or work with her, an entire city would turn against a known defiler and hunt him until he’s dead. What’s more, the Sorcerer Kings take a narrow view towards arcane magic of any sort. They might ignore preserving. But, defiling? No. THEY are the defilers, and the more defilers there are, the less life-energy there is for the rest of them.

Plus, the party might want to kill you.

Ok, so.. I’m confused, can I defile, or not? You can… but there will be in-game RP consequences if you do. Or not, it’s possible that a defiler could totally hide what they do for a very long time. It might be possible to even hide the act of casting a spell altogether. Such skullduggery and deceit is all too common in the Burnt World of Athas.

Starting Wealth and Future Wealth:

I REALLY hate looting and loot-mongering. Some people like keeping track of that stuff. I don’t. As a GM, I find it almost impossible to give players gear that they need and want. So they end up selling the loot at a reduced cost. And, a lot of time the really cool loot in a room is dependent on whether or not people roll perception. Also, looting the badguy (who uses their gear) actually results in subpar gear for the party. As a player, I can NEVER seem to save enough gp to get the gear I really want, so I just make do with humdrum static boosting gear.

We are going to circumvent all of that. We’ll be using Automatic Bonus Progression. All of those “plus to saves, abilities, and AC gears” don’t exist. You get those bonuses naturally as you level. In exchange, you get half of the total amount of wealth you’d get starting at 3rd level (when you get your first bonus). It actually works to your favor in the long run, because you’re not spending gp on static bonuses anymore. You are allowed to switch Ability boosts for your level with the one immediately ABOVE your level, but you MUST take the other ability boost when you level. For example, at 4th level, Johnny Appleseed gets a +2 to a Physical score. Unfortunately, he’s a wizard, and what he really needs is a +2 to a Mental score (like intelligence). Normally, he’d have saved up for a circlet of undumbification giving him a +2 to his int by now, but that isn’t going to happen because of automatic bonus progression. He notices that level 5 gives him a +2 to one mental ability stat. Alright. So, he will take the +2 to his mental stat, at 4th level and then take +2 to a physical stat at 5th.

In addition, this is going to be considered a “low magic” game. You start off at 2 levels higher on the wealth chain (level 3, not level 1). So everyone will start with a +1 resistance bonus. You still only start off with max wealth for first level.

You will still need to loot rooms and stuff for treasure, but the value of treasure will be greatly reduced than normal for the AP.

At first level, you start with the maximum amount of wealth for your class (in the conversion book),

All armor, shields, and weapons are considered to have the Fragile condition. On a natural 1, weapons will gain the broken condition. Armor that is struck with a natural 20 will gain the broken. They will be shattered on a second natural 1 or 20, respectively.

Norms:

We’re going to do battles on Roll20.net. You move yourself, I’ll handle updating damage points and so on.

I’ll make the rolls for saves, perceptions, and initiatives to keep things moving along. You handle attacks, damage, and any player-initiated actions. Give me flavor text (i lurves the flavor text), please. Also, give me a link to any spell you’re going to cast, along with your DCs.

I’ll do a summary post at breaks in initiative when actions revert back to players.

For example: say there are 4 players and the initiative order splits the action with 2 PCs acting, then monsters, then 2 PCs. I’ll call for the 1st 2 PCs’ actions first, then resolve with the monsters, and then call for the last 2 PCs’ actions to finish the round.

I would like a post every day. I live in Hawaii, so I may not get to things right away, but I find that if the players post every day, then that keeps the timezone lag down to a minimum.

Finished characters are due by 6am EST on Saturday, January 20th.

[/spoiler]


Whew... that was a lot to read through! Dark Sun, how exciting!

I love gritty settings. Definitely interested.

Wild Talent: 3d8 ⇒ (4, 5, 4) = 13 - Float. Cool. (Edit: Interesting but probably not very useful anyway. XD)


I dunno if I'm entirely sure I wanna see the suffering a dark sun campaign usually entails, but I'll roll before I write it off entirely.

3d8 ⇒ (5, 6, 6) = 17

4d6 ⇒ (1, 1, 1, 3) = 6
4d6 ⇒ (1, 4, 3, 5) = 13
4d6 ⇒ (6, 4, 2, 1) = 13
4d6 ⇒ (3, 5, 4, 2) = 14
4d6 ⇒ (1, 4, 4, 2) = 11
4d6 ⇒ (2, 3, 1, 3) = 9
5, 12, 12, 12, 10, 8. Yuck.

4d6 ⇒ (5, 6, 3, 6) = 20
4d6 ⇒ (4, 3, 5, 1) = 13
4d6 ⇒ (1, 4, 6, 2) = 13
4d6 ⇒ (1, 6, 2, 2) = 11
4d6 ⇒ (3, 4, 6, 2) = 15
4d6 ⇒ (3, 1, 4, 4) = 12
17, 12, 12, 10, 13, 11; that's a 21 point buy, I guess. Total defiler bait, that spread is. Maybe... I dunno.


Groundhog wrote:
I dunno if I'm entirely sure I wanna see the suffering a dark sun campaign usually entails, but I'll roll before I write it off entirely.

OMG, the suffering is the entire point! You should read The Blade Itself or The Way of Shadows for inspiration. Neither are quite as dark as Dark Sun(maybe), but you can get a real feel for how characters could interact with a gritty setting. Especially in the first one.

They both have themes similar to that evoked by the Sorcerer-Kings of Dark Sun. Someone has powerful magic. But it's not you. And it's not anyone you know or can talk to. In fact, getting noticed by that someone is probably a very bad idea. Best keep your head down and go back to work.


Dragonofashandflame's games are visceral, gory, highly descriptive and absolutely fantastic.

I played in a PbP as a captured Gulgite nganga (Gulgite "templar" of Lalai-Puy) (reflavored Witch Hunter Inquisitor)/Fighter (Gladiator) - we started the game as slaves/prisoners and played for a couple of years before the DM completely vanished without warning - until then it was a lot of fun!

Definitely happy this occurs before the Prism Pentad. Thinking of reprising that character (or just a captured Gulg nganga-in-training who is now a gladiator), OR a half-giant gladiator slave of Ninshabur.

Question is Doaaf - am I welcome back?


Oceanshieldwolf wrote:

Dragonofashandflame's games are visceral, gory, highly descriptive and absolutely fantastic.

I played in a PbP as a captured Gulgite nganga (Gulgite "templar" of Lalai-Puy) (reflavored Witch Hunter Inquisitor)/Fighter (Gladiator) - we started the game as slaves/prisoners and played for a couple of years before the DM completely vanished without warning - until then it was a lot of fun!

Definitely happy this occurs before the Prism Pentad. Thinking of reprising that character (or just a captured Gulg nganga-in-training who is now a gladiator), OR a half-giant gladiator slave of Ninshabur.

Question is Doaaf - am I welcome back?

Of course!


Hey, how much of the various psionic releases will be allowed? Yeah the classes are restricted, but how about archetypes?

Edit: Oh, no witches. Ley Line Guardian Witch could've been fun. Hmm.


Ok, I'm on the road at the moment, but I'll get the submission up as I go.

Going to reprise the nganga concept - 1st level will be the Witch-hunter Inquisitor, then Fighter (Gladiator) then likely all Inquisitor.

Can someone let me know what my Wild Talent is? Accessing the PDF on my phone is difficult. An awesome resource btw, I remember posting with my nganga on the thread...

Wild Talent: 3d8 ⇒ (5, 4, 4) = 13


Spoiler for spam:
Roll: 4d6 ⇒ (1, 6, 6, 3) = 16
Roll: 4d6 ⇒ (6, 5, 1, 3) = 15
Roll: 4d6 ⇒ (6, 2, 3, 1) = 12
Roll: 4d6 ⇒ (3, 6, 3, 3) = 15
Roll: 4d6 ⇒ (4, 1, 2, 3) = 10
Roll: 4d6 ⇒ (3, 6, 2, 5) = 16

15, 14, 11, 12, 9, 14 Less than 20. Let's see what happens next (but I have s#@*-all luck at rolling stats so I might just opt for the buy)

Roll: 4d6 ⇒ (2, 2, 2, 3) = 9
Roll: 4d6 ⇒ (2, 6, 2, 6) = 16
Roll: 4d6 ⇒ (6, 3, 3, 2) = 14
Roll: 4d6 ⇒ (4, 1, 5, 6) = 16
Roll: 4d6 ⇒ (4, 3, 3, 6) = 16
Roll: 4d6 ⇒ (2, 6, 3, 1) = 12

7, 14, 12, 15, 12, 11 Wow , that's even worse...

Roll: 4d6 ⇒ (4, 6, 5, 6) = 21
Roll: 4d6 ⇒ (3, 4, 3, 3) = 13
Roll: 4d6 ⇒ (2, 4, 1, 2) = 9
Roll: 4d6 ⇒ (5, 6, 2, 2) = 15
Roll: 4d6 ⇒ (1, 6, 1, 3) = 11
Roll: 4d6 ⇒ (3, 2, 3, 1) = 9

17, 10, 8, 13, 10, 9 I told you I suck at this, guys.

Roll: 4d6 ⇒ (2, 6, 2, 6) = 16
Roll: 4d6 ⇒ (6, 4, 3, 1) = 14
Roll: 4d6 ⇒ (5, 4, 4, 3) = 16
Roll: 4d6 ⇒ (6, 1, 4, 3) = 14
Roll: 4d6 ⇒ (3, 4, 1, 1) = 9
Roll: 4d6 ⇒ (5, 1, 3, 3) = 12

14, 13, 13, 13, 8, 11 Looks like 13 point buys are my thing! Ugh...

Roll: 4d6 ⇒ (2, 2, 4, 5) = 13
Roll: 4d6 ⇒ (1, 1, 5, 6) = 13
Roll: 4d6 ⇒ (1, 6, 4, 3) = 14
Roll: 4d6 ⇒ (4, 3, 1, 2) = 10
Roll: 4d6 ⇒ (4, 4, 4, 1) = 13
Roll: 4d6 ⇒ (2, 2, 5, 2) = 11

11, 12, 13, 9, 12, 9 A 6 point buy! You have to be kidding me. At least if you're reading this you're amused. You cannot have this luck.

Roll: 4d6 ⇒ (5, 6, 2, 2) = 15
Roll: 4d6 ⇒ (1, 2, 6, 1) = 10
Roll: 4d6 ⇒ (2, 6, 5, 4) = 17
Roll: 4d6 ⇒ (5, 2, 3, 3) = 13
Roll: 4d6 ⇒ (3, 6, 3, 4) = 16
Roll: 4d6 ⇒ (1, 3, 5, 3) = 12

13, 9, 15, 11, 13, 11 There we have a 14 point buy. Ya know... I think some deity is telling me something, guys.

Roll: 4d6 ⇒ (1, 3, 1, 3) = 8
Roll: 4d6 ⇒ (3, 3, 2, 4) = 12
Roll: 4d6 ⇒ (4, 1, 1, 6) = 12
Roll: 4d6 ⇒ (1, 4, 3, 1) = 9
Roll: 4d6 ⇒ (1, 4, 5, 5) = 15
Roll: 4d6 ⇒ (3, 5, 4, 3) = 15

7, 10, 11, 8, 14, 12 A 2 point buy?! I want you all to see this list of aborted characters and feel better. Really. In dark sun these things would be thrown in the trash like Spartan kids with club feet. Yeesh!

Roll: 4d6 ⇒ (3, 3, 4, 4) = 14
Roll: 4d6 ⇒ (4, 4, 4, 2) = 14
Roll: 4d6 ⇒ (3, 4, 6, 2) = 15
Roll: 4d6 ⇒ (2, 2, 6, 5) = 15
Roll: 4d6 ⇒ (2, 3, 5, 6) = 16
Roll: 4d6 ⇒ (4, 4, 2, 2) = 12

11, 12, 13, 13, 14, 10 A 14 point buy is better, but Lord have mercy I have a curse with rolling stats. Now do we see why I hate rolling stats, gents?

Roll: 4d6 ⇒ (6, 5, 5, 3) = 19
Roll: 4d6 ⇒ (4, 4, 6, 3) = 17
Roll: 4d6 ⇒ (1, 3, 4, 1) = 9
Roll: 4d6 ⇒ (4, 6, 1, 5) = 16
Roll: 4d6 ⇒ (6, 3, 6, 2) = 17
Roll: 4d6 ⇒ (1, 3, 4, 3) = 11

16, 14, 8, 15, 15, 10

Hey! My rolls showed up. Stupid site...

Power: 3d8 ⇒ (8, 4, 8) = 20


13 is what I rolled also. Pretty high chance to get, honestly. You can psionically float in water.

Edit: I'm taking the point buy, btw. I have a thing about rolling stats in recruitments so I'll avoid the issue entirely :P

Dark Archive

I love Dark Sun AND I love the Mummy's Mask setting. I have played the PFS level 1 mod but so long ago I do not recall it much and I have played a Dark Sun Mul Druid up pretty high on these board. I'd love to play. Lets roll some dice!

Stat: 4d6 ⇒ (1, 5, 4, 5) = 15 14
Stat: 4d6 ⇒ (5, 2, 6, 6) = 19 17
Stat: 4d6 ⇒ (4, 5, 3, 2) = 14 12
Stat: 4d6 ⇒ (5, 5, 4, 2) = 16 14
Stat: 4d6 ⇒ (6, 6, 3, 5) = 20 17
Stat: 4d6 ⇒ (2, 2, 1, 3) = 8 7

Well, that is a nice set of stats right out of the gate. Very playable.

Now what to play...Thinking maybe an alchemist. What archetypes, if any are you allowing? And how much background are you looking for to make selections from?

I am excited!


Pathfinder Adventure Path Subscriber

4d6: 4d6 ⇒ (4, 4, 1, 3) = 12 11
4d6: 4d6 ⇒ (5, 4, 1, 2) = 12 11
4d6: 4d6 ⇒ (4, 2, 4, 3) = 13 11
4d6: 4d6 ⇒ (5, 5, 5, 3) = 18 15
4d6: 4d6 ⇒ (4, 5, 1, 3) = 13 12
4d6: 4d6 ⇒ (4, 3, 6, 3) = 16 13

15 Point Buy

Random Power: 3d8 ⇒ (6, 8, 6) = 20

4d6: 4d6 ⇒ (4, 1, 2, 3) = 10 9
4d6: 4d6 ⇒ (5, 1, 4, 2) = 12 11
4d6: 4d6 ⇒ (6, 5, 5, 1) = 17 16
4d6: 4d6 ⇒ (1, 1, 2, 2) = 6 5
4d6: 4d6 ⇒ (6, 5, 1, 2) = 14 13
4d6: 4d6 ⇒ (4, 5, 2, 3) = 14 12

11- Point Buy

4d6: 4d6 ⇒ (1, 6, 5, 3) = 15 14
4d6: 4d6 ⇒ (3, 5, 6, 5) = 19 16
4d6: 4d6 ⇒ (1, 2, 2, 5) = 10 9
4d6: 4d6 ⇒ (1, 3, 2, 3) = 9 8
4d6: 4d6 ⇒ (6, 4, 5, 5) = 20 16
4d6: 4d6 ⇒ (6, 6, 6, 3) = 21 18


Groundhog wrote:

Hey, how much of the various psionic releases will be allowed? Yeah the classes are restricted, but how about archetypes?

Edit: Oh, no witches. Ley Line Guardian Witch could've been fun. Hmm.

Archetypes: anything for the allowed classes (including psionic variants), ask if you’re not sure. Oh except for elemental wizards. Wizards can’t specialize in the elemental schools. It’s kinda the exact opposite mentality for being a wizard :)


Ok so I think I'll be working on a Dwarven Earth Cleric that will go for the Elemental Burst(maybe) and Elemental Sacrifice(definitely) feats. Still tossing around the concept but I really like the idea of directly opposing defilers.

Edit: Do clerics get access to Create Water in this setting?

Dark Archive

I have never seen that conversion document. Its great! Learning a lot and getting ideas. :)


Background: I want a paragraph or two. More of you feel wordy. The more alive your character feels to me the more favorably ill look on them (I.e the more likely your PC is to get selected).

I really don’t like “and so I became X” type backgrounds with the hook thrown in at the end. For example, backgrounds of the “Something, something, dark side. Something, something, guess it’s time to work for Ninshabur” variety will barely get my attention, no matter how cool the mechanics would be. It’s easier for me to GM for characters that feel Rilke they’ve been really immersed in the hook and setting.

Oh, also, PLEASE avoid knowing canon bigwigs in the game. Being Hamanu’s illegitimate (and secretly favorite) love child with Lalali-Puy who just so happens to have also trained in the Druidic Arts with the Wanderer beneath the shadow of the Ivory Tower (and mutated to look like a Much Handsomer version of Rajaat) will NOT be looked on favorably. Nor will knowing Rikus, Sadiira, or any of that crew. Oh, and you don’t know what the Dark Lens is. I don’t even know if it exists in this universe. Also, please avoid saying you’re from the Kreen Empire, (new)Guistenal, Eldaarich, Kurn, Ur Draxa, or the Last Sea. The known world is Dark Brown Box Tablelands. The Kreen Empire is a closely guarded secret, unknown to most Kreen of the Tablelands. Eldaarich hasn’t been open to trade in millennia and people thinks it’s haunted/dead, Guistenal is ruins. And no one (not even traders) know of the other places .

You CAN want to become as powerful as the Dragon of Tyr, though. You will need to research how to do this and don’t know that Dragons were once humans, though.


Lazyclownfish wrote:

Ok so I think I'll be working on a Dwarven Earth Cleric that will go for the Elemental Burst(maybe) and Elemental Sacrifice(definitely) feats. Still tossing around the concept but I really like the idea of directly opposing defilers.

Edit: Do clerics get access to Create Water in this setting?

. No. Create water doesn’t exist.


Good. It's more interesting that way.

I'm skimming through the campaign traits and I have some ideas. Would Master Ninshabur of House Eannatum have slaves that deal with dead bodies? Gravediggers and the like?

And I'm assuming a dwarf slave is reasonable here. If I'm wrong, let me know.

Dark Archive

I'm in too many games, I'm in too many games, I'm in too many games... OMG DARK SUN. The thing I loved the most back in 2e...

4d6 ⇒ (2, 4, 2, 5) = 13 11
4d6 ⇒ (6, 3, 4, 1) = 14 13
4d6 ⇒ (2, 5, 4, 4) = 15 13
4d6 ⇒ (6, 6, 2, 6) = 20 18
4d6 ⇒ (2, 4, 1, 1) = 8 7
4d6 ⇒ (5, 2, 4, 3) = 14 12

22-point buy. This looks like a good Psion.

Wild Talent: 3d8 ⇒ (4, 7, 4) = 15 Judge


Lazyclownfish wrote:

Good. It's more interesting that way.

I'm skimming through the campaign traits and I have some ideas. Would Master Ninshabur of House Eannatum have slaves that deal with dead bodies? Gravediggers and the like?

And I'm assuming a dwarf slave is reasonable here. If I'm wrong, let me know.

Ya that was my thought too. Ninshabur would have slaves who dealt with dead bodies, plumb tombs, et cetera .


Back in Athas, oh what fun it was as we begged for mercy from an unfeeling master.

Stats:

Stats: 4d6 ⇒ (4, 1, 2, 6) = 13 12
Stats: 4d6 ⇒ (4, 6, 4, 6) = 20 16
Stats: 4d6 ⇒ (4, 6, 2, 4) = 16 14
Stats: 4d6 ⇒ (4, 5, 6, 5) = 20 16
Stats: 4d6 ⇒ (3, 5, 2, 2) = 12 10
Stats: 4d6 ⇒ (4, 4, 3, 5) = 16 13

A 30pt buy straight out of the gate. I'll go with this.

Wild talent:
Talent: 3d8 ⇒ (6, 5, 4) = 15

Nothing that screams unstoppable about those stats, Rogue or Alchemist in the Dark sun setting would be interesting. I'll play with creating something and have it up soon.

Dark Archive

Not finding a starting wealth for each class in the conversion book. Should we just convert gp to cp and go with that?


Ya it’s weirdly hidden I’ll look when I’m home I’m battling Costco right now


Pathfinder Adventure Path Subscriber

Presenting Gaanon, a half-giant brawler for your consideration.


yes, you start with max wealth for your class converted to cp. you'll make less $ as you go along anyways.


Oceanshieldwolf wrote:

Ok, I'm on the road at the moment, but I'll get the submission up as I go.

Going to reprise the nganga concept - 1st level will be the Witch-hunter Inquisitor, then Fighter (Gladiator) then likely all Inquisitor.

Can someone let me know what my Wild Talent is? Accessing the PDF on my phone is difficult. An awesome resource btw, I remember posting with my nganga on the thread...

[dice=Wild Talent]3d8

Ocean, you start with Float as your Wild Talent.

Sovereign Court

I am also traveling and about to go into a play, but I am definitely interested and will try to follow up later tonight.


So, I've been listening to some music to try and get into the setting and my initial concept won't work at all.

Now I'm looking at an Elf Ranger instead. Would you allow this archetype as a divine ranger devoted to air, similar to an elemental cleric? If so, would I choose the air blessing and one other non-elemental blessing like a cleric chooses domains?


Lazyclownfish wrote:

So, I've been listening to some music to try and get into the setting and my initial concept won't work at all.

Now I'm looking at an Elf Ranger instead. Would you allow this archetype as a divine ranger devoted to air, similar to an elemental cleric? If so, would I choose the air blessing and one other non-elemental blessing like a cleric chooses domains?

sure dont' see why it wouldn;'t work


Dragonofashandflame wrote:
Oceanshieldwolf wrote:

Ok, I'm on the road at the moment, but I'll get the submission up as I go.

Going to reprise the nganga concept - 1st level will be the Witch-hunter Inquisitor, then Fighter (Gladiator) then likely all Inquisitor.

Can someone let me know what my Wild Talent is? Accessing the PDF on my phone is difficult. An awesome resource btw, I remember posting with my nganga on the thread...

[dice=Wild Talent]3d8

Ocean, you start with Float as your Wild Talent.

Gotcha, trying to get character profile together on phone, but plane I'm on has been stranded for 2 1/2 hours on tarmac. Too much fun!


Oceanshieldwolf wrote:
Dragonofashandflame wrote:
Oceanshieldwolf wrote:

Ok, I'm on the road at the moment, but I'll get the submission up as I go.

Going to reprise the nganga concept - 1st level will be the Witch-hunter Inquisitor, then Fighter (Gladiator) then likely all Inquisitor.

Can someone let me know what my Wild Talent is? Accessing the PDF on my phone is difficult. An awesome resource btw, I remember posting with my nganga on the thread...

[dice=Wild Talent]3d8

Ocean, you start with Float as your Wild Talent.
Gotcha, trying to get character profile together on phone, but plane I'm on has been stranded for 2 1/2 hours on tarmac. Too much fun!

Wow. Ew. ya, I feel your pain.


Can I use the background material here for my character at all? I'm going for an elf raider who was captured and enslaved.

If not, do you have another resource I could use to research the elf tribes?


Lazyclownfish wrote:

Can I use the background material here for my character at all? I'm going for an elf raider who was captured and enslaved.

If not, do you have another resource I could use to research the elf tribes?

ya, that's fine. I'm really not this anal.. but, i've had a few character submissions in the past that basically read like a phone book of all the characters in a setting, and it's just a pet peeve


Rofl, I'll keep it short. I always do. It just helps me to develop a personality to have details to draw from. I probably won't use any names in the setting other than the character's owner.

Dark Archive

Just in case...

I'm guessing the choice to take 25pt. buy has to be made before rolling?


PaleDim wrote:

Just in case...

I'm guessing the choice to take 25pt. buy has to be made before rolling?

nope roll and then choose to go 25 if you want. it's meant as a failsafe.


Hmmm. I don't really know the setting at all, but I'm a sucker for rolled stats. let's see what the dice have to say.

4d6 - 2 ⇒ (5, 5, 6, 2) - 2 = 16
4d6 - 3 ⇒ (3, 5, 6, 6) - 3 = 17
4d6 - 1 ⇒ (3, 3, 4, 1) - 1 = 10
4d6 - 1 ⇒ (1, 5, 6, 6) - 1 = 17
4d6 - 3 ⇒ (3, 6, 3, 3) - 3 = 12
4d6 - 3 ⇒ (4, 4, 6, 3) - 3 = 14
17, 17, 16, 14, 12, 10 Not bad at all.

3d8 ⇒ (6, 7, 8) = 21
Telepathic lash. Certainly seems to work in the setting.


Hey, so it took me a minute to figure out but I think you accidentally linked the thumbnail for your map up there. It's tiny.

You should use this link instead. (same file, just not the thumbnail version)


Lost many a PC playing in Dark Sun, it was sort of embarrassing getting ate by halflings.

Anyway, I'm in! Got several ideas floating around and will go with the point buy.

Wild Talent: 3d8 ⇒ (3, 1, 5) = 9


Pathfinder Companion Subscriber

Hurrah for Darksun! Consider me totes interested!

Dice Rollings!:

4d6 - 1 ⇒ (4, 4, 3, 1) - 1 = 11
4d6 - 4 ⇒ (5, 5, 4, 4) - 4 = 14
4d6 - 1 ⇒ (1, 4, 4, 3) - 1 = 11
4d6 - 2 ⇒ (6, 2, 3, 4) - 2 = 13
4d6 - 2 ⇒ (5, 5, 5, 2) - 2 = 15
4d6 - 3 ⇒ (4, 5, 3, 5) - 3 = 14

Wild Talent: 3d8 ⇒ (2, 3, 8) = 13


Pathfinder Companion Subscriber

Would you be willing to let me start with the Famed Gladiator feat?


Pathfinder Companion Subscriber

Here is my character submission, minus my question above:

Ohm-Pra-Rah (Blackfist):

CG Half Giant Barbarian (Unchained) 1
Large Humanoid (Human, Giant)

STR 19
DEX 14
CON 18
INT 9
WIS 9
CHA 11

HP 19
AC 16 (14) (+3 armor, +2 dex, +2 shield, -1 size) T 11 (9), FF 14 (12)
BAB 1
Init +2

Fort +7
Ref +2
Will 0 (+2)

Speed 40'

Obsidian Spiked Gauntlet: +4 (6) to hit; 1d6+4 (6) damage; x2 crit

Skills: Perception r1 +3, Sense Motive r1 +3, Intimidate r1 +4

Feats: Toughness,

Traits: Bred in the Pits, Blood of Giant Kings (The blood of the ancient giant kings flows through your veins. Although the kingdom of Giants has long since been swallowed by the omnipresent desert, you still retain some spark of their ancient nobility. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (Nobility) checks and that skill is always a class skill for you. In addition, you can choose one of the elemental languages (chosen when you take this trait) as one of your bonus languages.

Wild Talent: Float

Race Features:
Gatecrasher: +2 to break objects and to CMB to Sunder.
Low-Light Vision
Toughness as a bonus feat.

Class Features: Archetype (Invulnerable Rager), Fast Movement, Rage (8 rnds/day; +2 to Melee Attack Rolls, Melee Damage Rolls, Thrown Weapon Damage Rolls, and Will Saves. -2 Penalty to AC. 2 temp HP/HD. Fatigued for 1 minute after a rage ends.)

Languages: Common, Giant

Equipment: Obsidian Spiked Gauntlet, Obsidian Studded Leather Armor, Heavy Wooden Shield, Bracer (died blue with obsidian and gold inlay), 20 bits

Backstory:

Ohm-Pra-Rah (Blackfist, translated from Giant) was born a slave in Urik, to a Gladiator and a pleasure slave. He was taken from his mother as soon as he could walk and sent to a gladiator school, where he trained extensively with most gladiator weapons, but it wasn't until his first match that he found his namesake weapon, an obsidian gauntlet that fit over his left fist.

During that match what followed is still talked about to this day: he was paired off against a Mul, who refused to go down. Blackfist hit him over hundred times with blows that would have mortally wounded another man, and yet still the Mul refused to drop. The stunned crowd watched a fight that lasted several hours, and by the time the organizer called the fight, both men had become momentary legends: the Mul (who's name was Korgan) for his durability and stubbornness, and Ohm-Pra-Rah, for his punches so hard that they could be felt in the stands.

Flash forward several years, where both men had become legends among the gladiator pool in the city. God-King Hamanu declared a tournament to celebrate his recent victories against one of the city-states or another; the winner of the gladiatorial tournament would be offered their freedom and citizenship in Urik. Each stable, however, could only send one champion. Sensing the time was right, Blackfist requested and was sent to the tournament. Breezing through several of the rounds (including one where the fight took less than a combat round), Blackfist made his way to the finals, where he once again faces Korgan "The Rock", known for outlasting all enemies who stood against him.

Betting for the final round saw historic levels, and it is said that on that day more than one noble house lost their financial standing, such was the amount of money changing hands. When the two men met in the ring, they each saluted the other, and then the battle was joined.

The sounds of the blows from both men shook the arena, and the battle itself lasted from noon until just before dawn the next day, with neither gladiator giving an inch. By the time Blackfist landed the winning blow, both men were so spent that they collapsed in the floor of the arena and had to be carried away. Ohm-Pra-Rah was still woozy the next day when Hamanu presented him with his freedom and a symbol of the victory he had won: a leather bracer dyed blue and inlaid with both gold and obsidian.

The next few months were an interesting time for Blackfist, as many nobles considered it the height of fashion to have a freed gladiatorial champion as a bodyguard. One of the noblemen he contracted with was named Prince Ninshabur. The prince was impressed with not just his physique, but his attention to detail and wariness, all of which came into play when a small group of assassins came for the Prince. They expected to find a frail noble, with a soldier or two for a guard. What they found instead was a gladiatorial champion who tore through them like the Athasian sun through a well of water. It is said that one of the rugs in the prince's bedchamber was so soaked in the blood of his attackers that there was no way to remove it, so instead the Prince sent it as a warning for what it means to attempt an assassination to the noble who had ordered him to be killed.

Eventually, Ninshabur was forced by social norms to hire a new bodyguard, but Blackfist had left such an impression on him that when he needed explorers for a recently uncovered tomb, he knew who one of them would be...


A definite Dot


Here is Yaynil Flamesprin for your consideration. He is the Alchemist candidate submitted by Skorn. I welcome any thoughts or recommendations by both players and the GM. Backstory, appearance, and crunch are included in the alias. I tried to keep the equipment simple and hope there is no issues there.

Yaynil is a grenadier alchemist with the Trapfinder trait so could serve as a primary trap spotter and disabler or as a backup for someone more specifically dedicated.


I have an idea for an orphaned psychic warrior who is brought before Nunshibar to interpret dreams. She has interpreted dreams in the past accurately, but purely by luck. I can work up a decent background, but I am struggling with the mechanics to accompany the background.

Originally, I thought about a cleric with the luck domain, but I don't think that it fits the character requirement. I could find a way to boost bluff, I guess. Any input?


I still need to roll my psionic power:

Power: 3d8 ⇒ (6, 4, 2) = 12 Far Hand. Sorta like Mage Hand I guess.


SalaciousCrumb wrote:
Originally, I thought about a cleric with the luck domain, but I don't think that it fits the character requirement. I could find a way to boost bluff, I guess. Any input?

As long as you worship an element, you can take that element's domain as well as the luck domain. I was looking at a cleric concept. You get a bunch of extra stuff for being a cleric in the conversion book. Energy resistance and stuff.

Sovereign Court

Working on a Rain para-elemental Cleric.

Die rolls:

Stat: 4d6 ⇒ (3, 1, 3, 4) = 11 -> 10
Stat: 4d6 ⇒ (1, 6, 3, 6) = 16 -> 15
Stat: 4d6 ⇒ (1, 5, 1, 5) = 12 -> 11
Stat: 4d6 ⇒ (4, 1, 3, 5) = 13 -> 12
Stat: 4d6 ⇒ (4, 3, 5, 5) = 17 -> 14
Stat: 4d6 ⇒ (3, 1, 3, 3) = 10 -> 9
...14 point buy. Reroll...

Stat: 4d6 ⇒ (5, 6, 5, 6) = 22 -> 17
Stat: 4d6 ⇒ (6, 2, 4, 5) = 17 -> 15
Stat: 4d6 ⇒ (5, 4, 6, 1) = 16 -> 14
Stat: 4d6 ⇒ (2, 5, 4, 4) = 15 -> 13
Stat: 4d6 ⇒ (3, 2, 3, 4) = 12 -> 10
Stat: 4d6 ⇒ (6, 4, 5, 2) = 17 -> 15
...32 point buy.

Wild talent: 3d8 ⇒ (7, 2, 1) = 10 -> Empathy


I found another source that limits the domains somewhat based on element, but I'm not sure if the GM wants to use that. You could use it perhaps for inspiration though.


How do you handle Templars?
It seems quite interesting.
Psionic: 3d8 ⇒ (1, 4, 6) = 11

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