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

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Lazyclownfish wrote:

For my trait, does this work?

Blood of the Ancient Halflings: Long ago, the halflings ruled over this land. Although you are many, many generations removed, their blood still runs in your veins. Perhaps you will find some evidence of this in the tombs of Urik's necropolis. 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 may choose what language? as one of your bonus languages.

Interestingly, this adaptation could work for any race since halflings are the progenitors of all humanoids.

Need to think on this, but tentatively, yes. The language would be an ancient language of an exterminated race (troll or orc or something)


I'm submitting Badr Al-Urik for your consideration.

Stat Rolls:

4d6 ⇒ (6, 3, 4, 3) = 16; 13
4d6 ⇒ (6, 1, 2, 3) = 12; 11
4d6 ⇒ (1, 2, 4, 6) = 13; 12
4d6 ⇒ (2, 2, 1, 5) = 10; 8
4d6 ⇒ (3, 3, 3, 1) = 10; 9
4d6 ⇒ (3, 1, 6, 5) = 15; 14

4d6 ⇒ (2, 5, 2, 2) = 11; 9
4d6 ⇒ (6, 4, 6, 4) = 20; 16
4d6 ⇒ (1, 5, 4, 3) = 13; 12
4d6 ⇒ (6, 3, 3, 4) = 16; 13
4d6 ⇒ (3, 4, 5, 3) = 15; 12
4d6 ⇒ (2, 4, 2, 2) = 10; 8

Badr is going with the 25 point buy.

Psionic Wild Talent: 3d8 ⇒ (3, 2, 2) = 7


Alright, let's make some rolls!

Stat Rolls:

Big Money, No Whammies!
Stat: 4d6 - 2 ⇒ (4, 4, 2, 6) - 2 = 14
Stat: 4d6 - 3 ⇒ (4, 3, 5, 6) - 3 = 15
Stat: 4d6 - 2 ⇒ (2, 5, 2, 5) - 2 = 12
Stat: 4d6 - 1 ⇒ (2, 3, 6, 1) - 1 = 11
Stat: 4d6 - 3 ⇒ (3, 4, 3, 4) - 3 = 11
Stat: 4d6 - 3 ⇒ (5, 4, 3, 3) - 3 = 12
18 point buy...

Survey Says...
Stat: 4d6 - 2 ⇒ (3, 6, 2, 5) - 2 = 14
Stat: 4d6 - 2 ⇒ (3, 2, 6, 4) - 2 = 13
Stat: 4d6 - 1 ⇒ (5, 1, 3, 1) - 1 = 9
Stat: 4d6 - 1 ⇒ (3, 6, 6, 1) - 1 = 15
Stat: 4d6 - 1 ⇒ (6, 1, 2, 2) - 1 = 10
Stat: 4d6 - 2 ⇒ (5, 2, 3, 2) - 2 = 10
14 point buy...

Third Time's the Charm?
Stat: 4d6 - 1 ⇒ (1, 5, 5, 3) - 1 = 13
Stat: 4d6 - 2 ⇒ (5, 5, 2, 2) - 2 = 12
Stat: 4d6 - 3 ⇒ (3, 6, 6, 5) - 3 = 17
Stat: 4d6 - 3 ⇒ (6, 5, 3, 6) - 3 = 17
Stat: 4d6 - 3 ⇒ (3, 3, 3, 6) - 3 = 12
Stat: 4d6 - 1 ⇒ (3, 1, 3, 4) - 1 = 10
33 point buy? That'll do, RNG. That'll do.

Question: Is the Resurrected campaign trait feasible for a valued slave, or are such magics outside the grasp of even the mighty Prince Ninshabur of House Eannatum?

Edit: Reading the campaign trait and actually paying attention to, y'know, the words, looks like magic doesn't even really have to be involved.


Hello GM, "Rune" is my submission for SalaciousCrumb. Pardon any mistakes. I was cross-referencing 3 docs while creating her.

This idea sounds fantastic. I have read the guide that you linked several times and really enjoy. If there is anything that I need to adjust, please let me know. Thanks.


The Tick in the Barrel wrote:

Alright, let's make some rolls!

** spoiler omitted **

Question: Is the Resurrected campaign trait feasible for a valued slave, or are such magics outside the grasp of even the mighty Prince Ninshabur of House Eannatum?

Edit: Reading the campaign trait and actually paying attention to, y'know, the words, looks like magic doesn't even really have to be involved.

Ninshabur of House Eannatum has the means to bring back a useful slave


I forgot to roll for Wild Talent: 3d8 ⇒ (2, 1, 5) = 8.


D o' A n' F, I'm working on a mul bodyguard concept and see there's only 1 mul race trait provided in the conversion rules. Would you allow me to choose either of the following Golarion race traits for a mul: Helpful (Halfling) or Inheritor (Gillman)?. My thinking on the halfling trait is that mul slaves are inured to thanklessly assisting their masters lest they face punishment, while the gillman trait would reflect a mul that embodies other races' expectations of competence and subservience.


The Tick in the Barrel wrote:
D o' A n' F, I'm working on a mul bodyguard concept and see there's only 1 mul race trait provided in the conversion rules. Would you allow me to choose either of the following Golarion race traits for a mul: Helpful (Halfling) or Inheritor (Gillman)?. My thinking on the halfling trait is that mul slaves are inured to thanklessly assisting their masters lest they face punishment, while the gillman trait would reflect a mul that embodies other races' expectations of competence and subservience.

The traits are fine.


-Bug- wrote:
On a more personal note, THANK YOU for ignoring Prism Pentad. The original box set is where the setting is best. I can't stand what the novels and later editions did to it.

+1 on this. I also love the old school feel of Dark Sun. There's plenty adventure in the Tyr Region.

BTW, I haven't selected a campaign trait for Basha. Nothing really seems to fit but I will reskin 'trap-finder' if needed for the group.

Looking forward to the game (and hopefully playing). :)

Game on!


GM, it seems like there's a few people struggling to make a mummy's mask trait relevant to thier character.

Since a lot of the campaign traits are very Osirion specific, would it be possible to use one of the traits presented in the conversion guide instead? Or perhaps write up some example re-fluffs of the mummy's mask traits that would suit Athas?


Along those same lines, I was also curious to what extent the background information on Wati found in the AP player's guide carried over to Urik.


I feel like I may need to revisit Rune's background and flesh it out more. This campaign seems gritty, dark, brutal, and primitive. A very attractive setting to say the least. I would like to further augment the background if allowed to do so after submitting, but before selection.


I'm also 'slightly' confused on the sleight of hand's wording here:

pg 61 wrote:

Spellcasters may attempt to hide any spell with a

verbal or somatic component they are currently casting by making a Sleight of Hand check (DC 15 + the
level of the spell cast) as a swift action. Success grants a
+4 competence bonus to conceal your spellcasting.

So, my sleight of hand with ranks and ability mods is +5. I want to conceal magic missile being cast, thus DC 16. I roll a 13, so a total of 18. That means I get a +4 bonus to conceal my spellcasting.......on what roll?

I thought it meant the Conceal Spell feat at first. So without Conceal Spell how does concealing spells work?

edit: I guess theres also Cunning Caster feat which would let sleight of hand give a +4 to the bluff check?


-Bug- wrote:

GM, it seems like there's a few people struggling to make a mummy's mask trait relevant to thier character.

Since a lot of the campaign traits are very Osirion specific, would it be possible to use one of the traits presented in the conversion guide instead? Or perhaps write up some example re-fluffs of the mummy's mask traits that would suit Athas?

Y’know, how about this: you don’t have to take a campaign trait, take the traits you want (including the ones in the converision book) as long as they follow the rules (no doubling social traits and whatever). Does that work?


Fabian Benavente wrote:
-Bug- wrote:
On a more personal note, THANK YOU for ignoring Prism Pentad. The original box set is where the setting is best. I can't stand what the novels and later editions did to it.

+1 on this. I also love the old school feel of Dark Sun. There's plenty adventure in the Tyr Region.

BTW, I haven't selected a campaign trait for Basha. Nothing really seems to fit but I will reskin 'trap-finder' if needed for the group.

Looking forward to the game (and hopefully playing). :)

Game on!

See my other post about traits , I think that might help you


SalaciousCrumb wrote:
I feel like I may need to revisit Rune's background and flesh it out more. This campaign seems gritty, dark, brutal, and primitive. A very attractive setting to say the least. I would like to further augment the background if allowed to do so after submitting, but before selection.

Go for it, you can change anything before the due date


mishima wrote:

I'm also 'slightly' confused on the sleight of hand's wording here:

pg 61 wrote:

Spellcasters may attempt to hide any spell with a

verbal or somatic component they are currently casting by making a Sleight of Hand check (DC 15 + the
level of the spell cast) as a swift action. Success grants a
+4 competence bonus to conceal your spellcasting.

So, my sleight of hand with ranks and ability mods is +5. I want to conceal magic missile being cast, thus DC 16. I roll a 13, so a total of 18. That means I get a +4 bonus to conceal my spellcasting.......on what roll?

I thought it meant the Conceal Spell feat at first. So without Conceal Spell how does concealing spells work?

edit: I guess theres also Cunning Caster feat which would let sleight of hand give a +4 to the bluff check?

I’m away from my computer until tomorrow. I’ll have and answer for you then.


mishima here, I might change crunch a bit depending on how sleight of hand works out, but here is my primalist (pathfinder's name for wild mage) illusionist:

Background:

As the rough quartz sand grains bit into his bloodied sandals, Vigan's gaze never left the tembo's. With a gait counter to its clockwise steps, circling each other, he could not help but think back at what placed him in this situation at this particular moment...

It wasn't so long ago he was sucking marrow from the bones that clanked into the shadows on the streets of Urik. Homeless and abandoned, without a gang he was nothing...less than a slave. It was perhaps that reason the Templars did not notice him sitting there in the trash as they beat down a Veiled Alliance operative...

"This one's just about spent. Leave it to me boys." the others left the Templar alone, but somehow Vigan watched on wide-eyed and unnoticed. "...I got a deal for ya. Listen good 'cause I ain't repeating myself. I been hunting you scum for years now...8 years of my life on you worms and I never learned any 'o that magicks. Now you're gonna teach me something or I'm gonna brain ya in the slowest way I can..." the Templar pulled out a long glass hook, holding it close to the mage's nostril.

Pleading for his life the mage tried to explain it didn't work that way, that the Templar would never be able to learn something, even something minor in an instant. As the torture started, he tried anyways. He held out a small carved stone disk, explaining the pattern of shadows was a cipher holding a formula. He even cast the spell, right there in front of the Templar, causing a symbol written in blue-hot script brighter than lightning to etch itself upon the Templar's braxat hide bracer.

The Templar tried to duplicate the mage's motions but obviously failed. Perhaps it was just a sick joke the Templar liked to play on operatives before he killed them. The Templar flung the strange disk against the wall, shattering it, before hoisting the mages body over his shoulder and walking back into the sunlight.

Vigan spent hours reassembling the disk, and the screams of torture perfectly recorded the scene in his memory as he would replay it over and over again. It was in this way he learned his first spell, how to make an arcane mark for a sick price. Being nothing, the ability to alter the world so deeply with his actions was exciting in a twisted way.

More secrets would come, controlled trials of modifications to the disks, the subtle changes to the shadow could bring forth new effects. He quickly knew enough tricks to get himself off the streets. But this latest trick, he knew he had to retreat into the desert, lest he be discovered.

It was hard at first, much harder than the others. It had taken 5 days of pacing on the rough quartz grains, but finally there the tembo was before him. His illusion of a tembo. Satisfied, Vigan closed his eyes and the tembo vanished.

Crunch:

NE human wizard (primalist) illusionist
10.17.16.19.13.12

hp: 10
ac: 13.0.13
atk: 0.3
sv: 4.4.4 (+1 resistance)
concentration: +7

alternate racial:
heart of the slums - +2 sleight and stealth, +4 survival urban and underground, roll twice vs disease (replaces skilled)

languages:
Urik

abilities:
primal magic - 1/day cast spell without losing slot or wild magic surge

feats:
conceal spell
eschew materials
scribe scroll

traits:
Fast Talker - +1 bluff and class skill
Desperate Focus - +2 concentration bonus

skills: (6)
sleight of hand 1+3+3+2=9
bluff 1+3+1+1=6
spellcraft 1+3+4=8
k(arcana) 1+3+4=8
k(local) 1+3+4=8
k(nobility) 1+3+4=8

bg skills: (2)
k(history) 1+3+4=8
c(sculptures) 1+3+4=8

spells:
known:
0th: all but enchant/necro
1st: (7) illusion of calm, silent image, color spray, magic aura, auditory hallucination, feather fall, endure elements

prepped:
0th: (3) detect magic, read magic, prestidigitation
1st: (3) illusion of calm, silent image, auditory hallucination

Blinding Ray - ranged touch blind or dazzled, 7/day

spell fluff note:
3 inch square soapstone carving, when light is shone from one side the shadow's spell out the cipher for spells
going to refluff spells to look like thrown daggers or vials

wild talent:
Judge - Sense Motive +2

Inventory I still need to finish.

edit: His main motivation is to locate and join the Urik Veiled Alliance.


...and submission complete.

Creation Inventory:

item cost weight
artisan's tools (stone etching) 5 5
desert clothing 0 3
everburning torch 110 1
waterskin 1 4
alchemist's fire 20 1
acid 10 1
bedroll 1 5
backpack 2 2
rations, trail (10) 5 10
glass dagger 2 1

totals 156 33 light load
leftover cp 104


Pathfinder Companion Subscriber

I am going to withdraw from the recruitment. Good luck all!


mishima wrote:
Along those same lines, I was also curious to what extent the background information on Wati found in the AP player's guide carried over to Urik.

Wati isn’t there . Somehow I missed this post. But, don’t sweat descrpencies too much, we can massage things to make it fit when the time comes


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber
Dragonofashandflame wrote:
-Bug- wrote:
...

Y’know, how about this: you don’t have to take a campaign trait, take the traits you want (including the ones in the converision book) as long as they follow the rules (no doubling social traits and whatever). Does that work?

Absolutely, I'm going to massage Shaja's background and second trait a little then. The goodwill associated with the resurrection didn't feel fully right for the setting, so between smuggling mule and escaping from Nibenay in a caravan will change.


Very interested.
Wild Talent: 3d8 ⇒ (5, 8, 1) = 14

Going with a 25 point buy
Will try to have a character up in a few hours

Dark Archive

Okay, finally back at this after a long week. I've been looking over the conversion doc for inspiration and came up with the following so far.

GM I could use a bit more info on Ninshabur. Would a student of the way reasonably reside in Urik, and somehow be notable for such a noble to request his assistant? Would Ninshabur have sponsored such a student with promise under the pretense that he then gets to utilize and manipulate him after the sponsored training is completed? In the background below, I've woven this in as forced training and loyalty due to a petty criminal background.

I have a bad feeling that characters "having life" has to do with how good a writer somebody is, and I am not one, so here goes nothing :)

Brief background:

Darzus and Barak roamed the streets of Urik, their parents having long been sold into slavery. Perhaps they'd drawn the ire of the wrong noble, or perhaps they'd actually been caught in a criminal act. The boys were very young when they were left on their own. They became proficient cutpurses very quickly. Working as a pair they developed a system. One would stop an adult passerby, "Sir, I'm sorry but it seems you've dropped something over there." He would point and the other would cut or filch, and they'd both be off in the dense crowd.

Luck never got much better as they grew older, and so they more or less stuck to this life, evolving their routine and tactics. One particular day, they noticed a promising mark and set about their old routine. Darzus is reviewing the usual distraction lines in his head when, before he knows it, Barak has already gone for the man's purse. The man notices immediately and angrily turns and swats him away. He instantly calls for the templars and the two boys run for their lives. Once they are safe, Darzus asks, "What were you thinking? I hadn't even spoken yet!" Barak replies in surprise, "I know I heard you speak the words!" He keeps thinking about it and realizes he heard the words in his head, not with this ears. Darzus had projected thoughts from his mind he doesn't yet know it, but a Missive. He begins to understand that he possesses some of the psionic abilities that are so often heard about. They didn't personally know anybody who could teach them about it.

They find themselves having to hide out for several days before it is safe again after this close call. With Darzus' newfound powers they up their game, signaling more efficiently (at least in one direction), becoming more confident in their ability to hit marks. Then, one day, just as the two are about to approach a lavishly dressed noblewoman, a tall, official looking man flanked by two templars intercepts them both. "You must come with me now!" he snarls as one of the templars grabs him by the arm. They start to drag him away when Darzus notices a man that was behind his captors, smugly counting a payment of sorts. Meanwhile the other templar is dragging Barak off in the opposite direction.

He's taken to what seems like the kind of estate he would normally be kicked out of, or arrested and sold into slavery if he came within a block of it. He's quickly taken to a private room, sitting across a table from the tall man. "Do you know how we caught you? That man we paid was a sufficiently capable telepath who tips us off to local psychic activity. We're always on the lookout for new talent to train in the service of Prince Ninshabur. Usually we approach prospects with an option to take on sponsored training. It's always in their best interest to take the deal, but imagine our delight when we found you in the midst of a life of pretty crime. Meaning that once I caught you with state templars as witness, you have two choices: answer for your crimes..." He flashes a sinister grin confirming shared understanding of what that can mean. "Or accept the terms of training and loyal usage of your talents for the Prince."

Resentfully, he takes up his training with a mentor of The Way, in service of the prince. At a time when the mentor feels is appropriate, he will become an agent of his excellency, perhaps even rounding up new psions as the man in the streets had done.

Feedback is welcome. Crunch is on the way, but that's the easy part. I wanted early feedback on the above in case it's too far off the mark to proceed. Basis for crunch will be:

Name Darzus
Race Elf
Class Psion (Telepath or Generalist)
Traits Market Pickpocket, TBD campaign trait
Wild Talent 3d8 ⇒ (4, 7, 4) = 15 Judge (from before)
25pt buy (escaping out of the 20pt roll I had :P)


GM: do we know why Prince Ninshabur has summoned us?

If so, I'd like to write something up in Basha's 'recent background' to reflect that.

BTW; I never rolled for the wild talent...

wild talent: 3d8 ⇒ (8, 5, 8) = 21, telepathic lash


@Fabian: no. Just that he wants you for something dangerous and most likely out side of Urik proper.


Hey all. Sorry for the delay in replies. I visited some friends for the weekend, and then paizo kept crashing on me every time i did try and update. grr..


PaleDim wrote:

Okay, finally back at this after a long week. I've been looking over the conversion doc for inspiration and came up with the following so far.

GM I could use a bit more info on Ninshabur. Would a student of the way reasonably reside in Urik, and somehow be notable for such a noble to request his assistant? Would Ninshabur have sponsored such a student with promise under the pretense that he then gets to utilize and manipulate him after the sponsored training is completed? In the background below, I've woven this in as forced training and loyalty due to a petty criminal background.

I have a bad feeling that characters "having life" has to do with how good a writer somebody is, and I am not one, so here goes nothing :)

** spoiler omitted **...

This is pretty spot-on for Dark Sun! kudos


Ok, i think i've updated the submissions doc as much as i can

Dark Archive

Dragonofashandflame wrote:
PaleDim wrote:

Okay, finally back at this after a long week. I've been looking over the conversion doc for inspiration and came up with the following so far.

GM I could use a bit more info on Ninshabur. Would a student of the way reasonably reside in Urik, and somehow be notable for such a noble to request his assistant? Would Ninshabur have sponsored such a student with promise under the pretense that he then gets to utilize and manipulate him after the sponsored training is completed? In the background below, I've woven this in as forced training and loyalty due to a petty criminal background.

I have a bad feeling that characters "having life" has to do with how good a writer somebody is, and I am not one, so here goes nothing :)

** spoiler omitted **...

This is pretty spot-on for Dark Sun! kudos

Good deal, and thanks! Let me know if you’d like any adjustments on story hooks. I’ll proceed with crunch and have it up likely Wednesday (US/Pacific).

Also this character is feeling CN by that story, but that’s how it goes in Athas when good doesn’t always aid survival.


Here is Chobo's submission: Ktambo Twice-born, human, Slayer (Bounty Hunter). His crunch and fluff are in his alias, if you would rather me post it in this thread let me know. Of note, I went with the 4th level Automatic Bonus Progression and the resurrected campaign trait.


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

I've got a mul barbarian percolating in my head (are Unchained Barbs cool?)(EDIT: I just re-read the initial post and saw that UnBars are the preferred flavor, so nevermind). If I get him written up to an adequate level, I'll submit.


Submitting Kargash the Ranger!
In terms of party role he is a melee combatant with a decent number of skills. He also has trapfinding and various other useful bits.

Everything should be in the alias.

If there is an issue or you have a question just let me know. I will be regularly checking on this thread anyhow.

Who am I: I am a Pathfinder player with 5 years of experience but am pretty new to PbP, Dark Sun, and Mummy's Mask. I am also in the PT time zone.


ClevrGamer wrote:

Submitting Kargash the Ranger!

In terms of party role he is a melee combatant with a decent number of skills. He also has trapfinding and various other useful bits.

Everything should be in the alias.

If there is an issue or you have a question just let me know. I will be regularly checking on this thread anyhow.

Who am I: I am a Pathfinder player with 5 years of experience but am pretty new to PbP, Dark Sun, and Mummy's Mask. I am also in the PT time zone.

heh, i had to do a double-take because i thought Kargash the Ranger was.. Korgoth the Barbarian. Man, I liked that cartoon


Vigan wrote:

mishima here, I might change crunch a bit depending on how sleight of hand works out, but here is my primalist (pathfinder's name for wild mage) illusionist:

** spoiler omitted **...

Sorry it took so long i needed to do some reading. I broke down the scenarios into 2 categories: Sleight of Hand WITH the conceal spell feat. and Sleight of Hand without the feat. I figure these are the most likely cases since you'll need Sleight of Hand for Conceal Spell, but not the other way around.

Sleight of Hand with Conceal Spell:

So, my understanding (from the conceal spell feat) is that it goes like this: you want to cast a spell, but the templars are watching pretty close, so you decide to do it on the sly.

you attempt to Bluff (or, disguise) your way through it (basically you're trying to make it look like you're doing somethign else). This also makes doubles your casting time.

Templar gets a perception, spellcraft, or sense motive check (which ever is higher) DC = 15 + ranks in bluff or disguises (whatever you have as higher) + cha mod. Templar gets a bonus = to the level of your spell/spell like ability
so... the DC for a 1st level Wizard with a Charisma of 10 (it's a dumpstat, after all) and 1 rank in Bluff, is 15 + 4 + 0 = 19.

if you make your sleight of hand check, you get a +4 bonus to that DC, making it a 23.

The 1st level Templar (with a Wisdom of 16 and a perception of +6) gets a + 7 to his roll (because you're casting a 1st level spell). Instead of needing to a roll a 12 or higher, he now needs to roll a 16.

sleight of hands only:

the sleight of hands rule in the conversion guide states that you get a +4 bonus to conceal your spell, if you make your SoH check. the +4, it appears, is to the DC to detect your spellcasting.

So, what the hell is the DC to detect spellcasting (normally)?

The core book says you have to speak in a strong voice (and make obvious gestures for non-verbal spells). The 3e Player's Handbook listed the DC to detect spellcasting as 0. And, pathfinder lists the DC for a conversation as 0 (which is at least audible and obvious voice and gesture). Using these as precedence, sleight of hand, on its own, would afford a +4 bonus to the DC 0 of detecting spellcasting So, it'd raise it to a DC of 4. This means, that, without other modifiers, the Templar from the above scenario would only miss the spell being cast on a natural 1.

My advice: take the feat. :-)


Ha, ok...I wonder if that's really what the conversion author intended or if it was just a miswording. Sounds good to me though, Conceal Spell is pretty neat. Thanks for the explanation.


I am linking to a profile I just created for my submission,
Azhra-Mok, my mul barbarian. (But I'm not posting as Azh; I'd like to reserve the right to delete/repurpose the profile if this guy isn't accepted.)

He still needs his gear finished; I think that's the only real WIP part of this guy. Oh, and I punted to the 25-pt buy; if you'd rather I stick with my rolls, I can, but that way he felt more like "Johnny Dumpstat" with the 11/11/7 there.

DM, a question: the "base" terbutje seems to imply it's already made of obsidian, so I costed it out as it is, and didn't apply the obsidian modifiers. Right move?

Oh, and I still have to Wild Talent this guy: Wild Talent?: 3d8 ⇒ (4, 8, 8) = 20

The triggering event for Azh's campaign trait, figure very similar to the Conan story The Thing In The Crypt, except no, I'm not getting a cool new sword out of the deal. :)

Good luck everyone!


@GM Are you allowing small bits of iron to be manifested by the Ectoplasmic Trinket talent? I am asking as I am re-writing my background for a grittier feel.

Thanks


@Salacious, I don't recall that talent being able to make anything akin to iron.

Here's the talent's description.


SalaciousCrumb wrote:

@GM Are you allowing small bits of iron to be manifested by the Ectoplasmic Trinket talent? I am asking as I am re-writing my background for a grittier feel.

Thanks

@salacious: No, ectoplasmic trinket can’t make iron.


I've still got a druid coming. I'll take the time to write her up tomorrow night.


rolling nonsense:

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

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


Dragonofashandflame wrote:
SalaciousCrumb wrote:

@GM Are you allowing small bits of iron to be manifested by the Ectoplasmic Trinket talent? I am asking as I am re-writing my background for a grittier feel.

Thanks

@salacious: No, ectoplasmic trinket can’t make iron.

Ok. I was wondering to work it into my backstory.

Also, I cannot find a full picture of all of the Athan weapons. Do you know of a pdf that shows all of them?


SalaciousCrumb wrote:
Dragonofashandflame wrote:
SalaciousCrumb wrote:

@GM Are you allowing small bits of iron to be manifested by the Ectoplasmic Trinket talent? I am asking as I am re-writing my background for a grittier feel.

Thanks

@salacious: No, ectoplasmic trinket can’t make iron.

Ok. I was wondering to work it into my backstory.

Also, I cannot find a full picture of all of the Athan weapons. Do you know of a pdf that shows all of them?

lemme see what i can scrounge up at home?


Oh a bit about spells and powers that create permanent water" They don't exist. So, Create Water (already said) and other things like that which create permanent volumes of water do not exist. if there's a spell that creates a river or something like that it'll be MUCH harder to do. Temporary liquids like acid-splash DO exist.

Spells and powers that could create metal, don't create metal. They create weapons of obsidian, bone, stone, leather, hair, wood, etc. but NOT metal

I understand that there will be a THOUSAND different spells and powers that will need to be adjudicated and this rule probably won't fit all of those cases. Best idea, check with me when you're picking a power or spell that could create water or metal, and assume that it won't be able to create water or metal.

Also, spells like entangle and anything that uses the natural plant life around you. So, they'll have limited use in the desert. They still exist and can work in the less desolate areas, but in the sandy wastes? no.


Would that mean something like a hydrokinetic is unusable? Not that I have any plans to make Mr. Freeze or anything...

I have some things I still need to finish on my guy. First order of business, languages. I know I read something in the conversion doc about the languages of the city-states, but now I can't find it. Can anyone point me towards a page number?

Oh, and muls, what subtype are they? Human? Dwarf? Both? Is Mul its own subtype of humanoid?


I feel that expeditious excavation could really shine on Athas at low levels.


Redblade8 wrote:
Oh, and muls, what subtype are they? Human? Dwarf? Both? Is Mul its own subtype of humanoid?

My understanding is they would probably be something like "Humanoid (Dwarf, Human)" or "Humanoid (Dwarf, Human, Mul)"


Redblade8 wrote:

Would that mean something like a hydrokinetic is unusable? Not that I have any plans to make Mr. Freeze or anything...

I have some things I still need to finish on my guy. First order of business, languages. I know I read something in the conversion doc about the languages of the city-states, but now I can't find it. Can anyone point me towards a page number?

Oh, and muls, what subtype are they? Human? Dwarf? Both? Is Mul its own subtype of humanoid?

Each city is it's own language. Mul and Half Giant don't have their own languages because they're created races.

Hydrokinetics don't create permanent water, right?


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Redblade8 wrote:

Would that mean something like a hydrokinetic is unusable? Not that I have any plans to make Mr. Freeze or anything...

I have some things I still need to finish on my guy. First order of business, languages. I know I read something in the conversion doc about the languages of the city-states, but now I can't find it. Can anyone point me towards a page number?

Oh, and muls, what subtype are they? Human? Dwarf? Both? Is Mul its own subtype of humanoid?

Muls count as both humans and dwarves, jut like how half-elves counted as humans and elves and half-giants count as humans and giants.

Halflings count as lings, though. whatever those are. :)

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