Dark Sun for Pathfinder


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Dark Archive

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In a fit of nostalgia, I recently began working up some house rules for a new Dark Sun campaign using Pathfinder as a base. There's been intermittent interest in similar conversions over the years on this site and others, so I figured I'd post my work for others to comment on or use as they see fit.

A couple of notes on my approach: I don't have any of the 4E Dark Sun material and will be ignoring any changes it made to the setting, such as including tieflings and subbing goliaths for half-giants. I've included a few rules ideas from the 3.5-era Dragon/Dungeon mag conversions, but have excised any setting/canon changes (elans, maenads, etc.) made there, as well. As much as possible, I've tried to emulate the feel of the original boxed set, 2E version of Dark Sun.

To that end, I've included random wild talents - most characters get an actual power (or two) rather than just a PP reserve - and increased the power level of the races to about 20 RP to reflect the superior abilities of the Athasian races compared to their 2E counterparts. I'm using the psionic rules from Psionics Unleashed (available at d20pfsrd.com).

The original called for starting characters at level 3, but I'm leaning toward starting mine at 2nd level. I expect to play fast and loose with the wealth-by-level guidelines in order to emphasize the scarcity of resources and magic. Magic-using classes typically benefit when you do that, but magic-users have their own problems to contend with on Athas ...

When possible, I've tried to err on the side of simplicity. Rather than heavily modifying character classes to bring them in line with the original setting, I've simply banned those that don't jibe while making minor tweaks to others. An inquisitor with very minor changes makes a fine templar, for example, and the rogue easily covers the Athasian bard and trader. If you want to play a gunslinger or a summoner, pick a different world.

It's still a work in progress - the house rules document includes notes on changes to create water and endure elements, for example, but I haven't gone through all the spells in the core rules to sift out inappropriate choices.

I've gone back and forth on the stats for the half-giant (Large or just powerful build?) and thri-kreen, but I'm mostly happy with what I have at the moment.

Here's what I have so far:
Races, Classes and Wild Talents

House Rules

Equipment

Dark Archive

I really like it. Been wanting to do a Dark Sun conversion for a while now, but have not had the time to do all the work. I'll be keeping my eye on this. Hope to see more of it!


Are you going to use any of the psionic classes outside of the core 4? I've played Dark Sun with pathfinder a few times and used a Vitalist as the healer role as elemental clerics were more the kind to blow stuff up or drown you, etc. The Dread was also a good class for Sorcerer Kings minions, also Aegis seems appropriate and just fluff the armor as dense obsidian.

Dark Archive

I wouldn't disallow the other psionic classes, but my group hasn't used any psionics in our games since 3.5, and only intermittently then. I stuck with the core four to keep things simple, more than anything. Dreamscarred stuff looks good, I'm just not very familiar with it yet.


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Are you going to use the Dreamscarred Press' psionics for Pathfinder rules? Lots of fun talents and things there.


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I see, I love Dreamscarred Press material for psionics even during the era of their 3.5 material and I used quite a bit of it in dark sun in the past when I ran the 3.5 material. Dreamscarred Press has a set of feats for talents as well for your dark sun style.


Did you have a look at tne 3e conversion done by the folks at Athas.org?

They've done a really good job at porting Darksun to 3e and they tried too stay true to the original as mush as they could.

Dark Archive

Yes, I've got copies of the Athas.org stuff and likely will be using some of their material (the Terrors of Athas bestiary, for sure) with very minor tweaks. I wasn't in love with their take on the races and classes, however (which are 3e or 3.5, anyway, and not really in line with Pathfinder philosophy) or the way they did wild talents, which is why I did my own.


Question. Why is a suit of chain mail 150gp and full plate mail 15gp?

Dark Archive

See the note at the top of the armor section. The baseline full plate on the list is assumed to be made of nonmetal components. It costs 15 gp. Metal full plate would cost 100 times as much, or 1,500 gp. Chain mail can't be made from nonmetal materials (as noted by the asterisk) and so always costs 150 gp.

The weapon tables take the opposite tack--most weapons are assumed to be made of metal and are priced that way in the table. Then you discount based on the material. Exceptions are weapons that don't lose effectiveness based on materials.

Dark Archive

Also, I realize I took for granted that anyone using the conversion would be familiar with the Dark Sun monetary convention that makes ceramic pieces the standard, rather than gold. 1 cp is equivalent to 1 gp in other campaigns. 10 bits = 1 cp = 1/10 sp = 1/100 gp = 1/1000 pp.


How do you plan to deal with Defiling?

The best 3.5 way I came up with is that all Arcane spellcasters have access to all Metamagic feats in the Player's Handbook at any time, they just have to be willing to defile the world around them.

The level of defiling damage would be equal to the level adjustment of the feat. A maximized spell would do 3 levels of defiling. A preserver would actually learn the feat and modify the spell as usual, but even the most diehard preserver would have to decide if saving his friends lives would be worth a little defiling.

Dark Archive

I went with some very similar, included in the notes on classes. I require the caster to have the metamagic feat, but then let them fuel it w defiling rather than increasing the spell level. I also let it be added on the fly, rather than just when preparing spells.


Might want to see this.

Sovereign Court RPG Superstar 2011 Top 32

This is similar to a conversion I was mentally kicking around. Looks pretty good.

Do you want to take steps to prevent a half-giant player from "locking in" their floating bonus feat? It looses some of the flavor if it just get used to fulfill a prereq and is then ignored.

I had though about making Athasian bards by mashing together the bard and the alchemist - basically removing spellcasting from the bard and giving them the alchemist's extracts and poison use.

You may think of providing a list of appropriate archetypes that fit the world as well.


I've also been working on a conversion. I had a similar idea for defiling being applying metamagic feats for free, but there's still a big difference. I'm more used to 4e's Dark Sun, so there's a sense of that in mine. There's a lot of changing. The Bard is no longer a caster, but has assassiny things. Link's here.

Dark Archive

ryric: I had considered a requirement that the half-giant's floating feat be one possessed by a current companion or a foe encountered within the last week ... and you've talked me back into it.

I thought about an alchemist-based approach to the Athasian bard, as well. If a player was interested that's probably the route I'd explore, but I opted to keep it simple for now. I also wonder if some alchemist-flavored rogue tricks wouldn't do the, er, trick. What with defiling and all, the minor and major magic tricks probably make more sense as alchemy.

It's interesting to see the different approaches people took with their conversions.

I see a lot that kept racial abilities at the traditional Pathfinder baseline, while I purposely boosted mine to about the 20 RP range (using the ARG as a guide) so I wouldn't have to nerf half-giants and thri-kreens, as well as to allow racial mods to fill some of the gap created by sub-par equipment. I don't think there's necessarily a right or wrong way to do it as long as you end up with the desired tone.

My approach was based in large part on the specific dynamics of my group. Several of them first started playing D&D with 2E Dark Sun, so I wanted to emulate that version as much as possible. Several are fairly casual players when it comes to rules, so I wanted to keep changes minimal. And while I like to DM fairly gritty games, they like to be play combat bad-asses, so boosting ability scores in a resource-poor, scramble for survival setting seemed to fill both desires.

We'll see how it works out. I'm converting the intro adventure from the first boxed set ("A Little Knowledge") and will post the stat blocks when I'm done.


Instead of alchemy, I think that it would make the most sense to reflavor it as psionic. I'm not saying to use power points, but just make them psi-like abilities.

I kept my racial abilities at the normal baseline, but I give everyone an additional free feat. I'm not familiar with 3.5's half-giants or thri-kreens, so I made my own. Unfortunately, I haven't had the time yet to add in all of the alternate racial traits that I've made so far.

One thing that I really like about 4e's Dark Sun is the inherent enhancement bonus. I made a version for Pathfinder which should really help out with the low-magicness and helps monks not need an amulet of mighty fists (and all of the natural attacks races get).

I might refer to your documents for the heat/starvation rules and the wild talents. I wasn't quite sure what to do with wild talents because I don't know them in 2e and 4e's wild talents are useless at best.


Four months. Hope that isn't too long. Dark Sun 2nd Edition had several odd rules, most which seem to have been forgotten. A lot adapts oddly to Pathfinder, but I enjoy everybody's take on so many different conversion threads.

One thing about bards. All rogues (bards and thieves) in 2nd Edition Dark Sun gained illusion spells at 20th level. Not sure what good Ventriloquism does at 20th level, but sure. Also, in the Defilers and Preservers of Athas book, they had something called Shadow Magic. I think this would be a great route to take the Bard. There was little difference between Bards and Thieves in Dark Sun, and a lot of conversions I’ve seen make them Rogues with music.


The Alchemist idea is a good one and could be made to work well. Just curious to what should be given up.


Lots of great resources here! My Dark Sun experience is all 2E and was pretty limited, but I love a lot of the ideas behind the setting

Liberty's Edge

Great Resource! a friend of mine who i ran with in 2E has tried to adapt dark sun to pathfinder. I will definetly refer him here.


Please do. Also, post occasionally. I might take some time and link the other Dark Sun threads here. Dark Sun had a great number contradictions and holes in the theme, but so many people, including me, love the setting.


Link!

There is link to another thread in the link above.

Grand Lodge

Whatever you do, do not use 4E's version of Dark Sun. The 2E version of Dark Sun is far superior for a conversion. 2E's is far more indepth and many of the changes to 4E were not for the better.


I didn't like all the changes in the revised edition. I'm guessing everybody has their own versions. I haven't actually read 4th edition Dark Sun, so I cannot speak to how good or bad it is.


I loved the old PC dos game.. I never got the chance to table top it. It looks great.


Loyal Battle Monkey wrote:
Whatever you do, do not use 4E's version of Dark Sun. The 2E version of Dark Sun is far superior for a conversion. 2E's is far more indepth and many of the changes to 4E were not for the better.

I used 4e's Dark Sun, and there are definitely problems with it. It's really easy to say that 4e's is less in depth considering that there is a single book as opposed to 2e's dozens. I'd say that it's a good introduction to the setting and it explains some things better than 2e's (why are there no gods intervening in the world, for instance). The main problem is just 4e's combat is not threatening. It's just tedious. Probably even worse is that defiling is just plain aweful in the 4e version. I never once saw a PC use it, even on nat 1s for a daily power. Even after I powered up defiling, it was still aweful. I think that mixing the two is probably the best way to go for me, but it depends on DM and PCs. The setting is highly dependant on the players and DM and what they want from it.


What are some things that have to be a "must" in Dark Sun and what can be reflavored?

Must
- Lack of metal and wealth in general
- War Torn desert world
- Evil rules the land, for the most part
- Thieving elves, stubborn and hairless dwarves, feral halflings

Everybody will have a different list. Just wondering what a majority agree on.

Liberty's Edge

Mogre wrote:

What are some things that have to be a "must" in Dark Sun and what can be reflavored?

Must
- Lack of metal and wealth in general
- War Torn desert world
- Evil rules the land, for the most part
- Thieving elves, stubborn and hairless dwarves, feral halflings

Everybody will have a different list. Just wondering what a majority agree on.

You nailed it! This is the only setting that I felt the need to play psionics. It is also the last setting that literally scared me good. I literally felt like we had no chance.

Shadow Lodge

Azixirad wrote:
Mogre wrote:

What are some things that have to be a "must" in Dark Sun and what can be reflavored?

Must
- Lack of metal and wealth in general
- War Torn desert world
- Evil rules the land, for the most part
- Thieving elves, stubborn and hairless dwarves, feral halflings

Everybody will have a different list. Just wondering what a majority agree on.

You nailed it! This is the only setting that I felt the need to play psionics. It is also the last setting that literally scared me good. I literally felt like we had no chance.

ive never played dark sun, all my 2e experience was either in the underdark of toril, or in the outer planes, but from the sound of it 2e's best and most flavorful locations were total death traps, the underdark, athas (dark sun) ravenloft,

I loved it, I got to make new characters


OmNomNid wrote:
Might want to see this.

Like the link, well all except the Defiling rules, do not like the bookkeeping.

.....

Simpler version might be. Since you do not allow sorcerer's

Wizards = Normal

But You gain +1 spell slot per spell level, that you can Spontaneous cast as a sorcerer, from the listed spell that the wizard has already memorized for the day. Using these spell slots are always consider an evil act, which can cause alignment change.
This spell is always considered a defiling spell. Causing a 1 foot radius per spell level, defoliation to plants. Creatures in this radius, take 1 hp damage per 3 spell levels, while plant/water creature take 1 hp per spell level. Undead/Constructs do not suffer any damage at all.
Evil Wizards, or once you become an evil wizard. You can also, overpower your normal spells, if you choose to.

  • In lush terrain, you can cast your spells as if you were +3 to your caster level, in terms of range, area of effect, duration, or damage.
  • In abundant terrain, you can cast your spells as if you were +2 to your caster level.
  • In Fertile terrain, you can cast your spells as if you were +1 to your caster level.

In other terrain, you may Not over charge your spells. If you overcharge any spell, that spell is consider an evil spell, and does Defiling damage. Causing a 1 foot radius per spell level, defoliation to plants. Creatures in this radius, take 1 hp damage per 3 spell levels, while plant/water creature take 1 hp per spell level. Undead/Constructs do not suffer any damage at all.

The temptation for wizard to use these bonus spell slots, is what causing them to fall. Evil Wizard, just have an outright advantage, for being evil, in spell power. But Evil wizards, are also Hated and Feared for the damage they cause to all. Evil wizards are called Defilers; are hunted and killed when possible.

Even neutral or good wizards, who do not defile, have sigma attached to Arcane magic. They are never treated with respect, looked down apon, distrusted, and looked at as dabbling in destructive magic. People who can not tell the difference, or who do not care, might consider even neutral or good wizards as Defilers, and treat them as such.


Elf Racial Traits

• +2 Dexterity, +2 Charisma, -2 Constitution (0 RP)

• Medium: Elves are medium creatures and have no special bonuses or penalties due to their size. (0 RP)

• Normal Speed: Elves have a base speed of 30 ft. (0 RP)

• Low-Light Vision (1 RP)

• Desert Runner: Elves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (2 RP)

• Fleet-Footed: Elves receive Run as a bonus feat and a +2 racial bonus on Initiative checks. (3 RP)

• Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. (2 RP)

• Weapon Familiarity: Elves are proficient with longsword, short sword, longbow (including composite longbow) and short bow (including composite short bow), and treat any weapon with the word “elven” in its name as a martial weapon. (2 RP)

• Languages: Common and Elven. Bonus Languages: Giant, Gith, Saurian, Sign Language, and Kreen. (0 RP)

Total of 10 pts.


Oliver McShade wrote:
OmNomNid wrote:
Might want to see this.

Like the link, well all except the Defiling rules, do not like the bookkeeping.

.....

What about this for defiling? Instead of more spells, you can spontaneously apply metamagic. This can be kept the same even if you add in sorcerers.

Dark Archive

I haven't looked deeply into the playtest ddocument, but the Slayer class seems pretty perfectas an Athasian bard.

Dark Archive

dot


tribeof1 wrote:
I haven't looked deeply into the playtest ddocument, but the Slayer class seems pretty perfectas an Athasian bard.

There is also an obscure reference in the old Defilers and Preservers of Athas book about the Shadow Mage. Wizards who drew their magic from the Black. To me, if you really wanted to use your imagination, simply make Bards more like Shadow Wizards. In all honesty, the only neat thing Bards received in 2nd Edition was Poison. Other than that, they were just thieves with lower Thief Skills.

The difference between the 3.X Bard and the 2nd Edition Bard is massive. I like the Pathfinder Bard as is and think it can find a place in a Dark Sun campaign.

Dark Archive

Well, in 2E Dark Sun they were meant to be assassins, not the "magical music men" they were in vanilla 2E and 3.X/Pathfinder. As a long-time hater of the magical music man (MMM) ideal (just my opinion, YMMV), I appreciated that approach, and still do. It comes down to personal preference - if you wanted to include a MMM-style bard in Dark Sun, you certainly could find a way to shoehorn one in, such as using a variant power source like the Black. Personally, I don't think it's needed. I gravitate toward the original version of Dark Sun from the first boxed set, rather than the post-Prism Pentad version that introduced some of the alternative arcane traditions.

If a player was really interested in playing the bard class, I'd try to make something work, either by modding the class to use psionics, rather than arcane magic (keeping the buffing and sound/language/music-based powers, but subbing in vitalist-style psionics for the spells), or, for players most interested in the jack-of-all-trades aspect, have them be an archeologist, casting as either a defiler or preserver.


I ran a few sessions of Dark Sun in Pathfinder recently. I just had all the arcane casting classes work the same way, all could either defile or preserve. If you want defiling or preserving to be just a wizard thing (keeping with 2e where those called sorcerers were just wizards by another name, and bards weren't arcane casters, and newer classes like witches didn't exist) then yeah, that won't work for you, and adding in all those other arcane classes may seem a bit blasphemous but I guess I'm not quite as huge on necessarily sticking strictly with 2e canon as some.
Now, don't get me wrong, as far as setting material I do prefer 2e material over the newer material (though really have never been a fan of 2e rules, thus why I don't use them), however I also wanted to update the setting somewhat from 2e and put my own spin on it in a way that would make it work with the new material in Pathfinder.

As for 4e's Dark Sun, it isn't appealing at all to me (though if it happens to be your thing, nothing wrong with that, just really not my cup of tea). Even if it explains things like why there's no gods in Athas in a way that is better than how 2e did (as one poster mentioned), that's one of those things I prefer to just come up with reasons of my own for, or leave completely mysterious anyways. Same deal with why the dragon-kings can grant their followers spells: players are welcome to come up with their own theories, but what is true, well, who knows? It is unlikely I'll ever clarify it for them, so they can keep guessing at that mystery.


Well, although I haven't read your conversions yet, I'm also one of those people who have been looking for a good Pathfinder-compatible version of the Dark Sun setting.

Like you I will ignore much of the 4th Edition version, although I did pick up the campaign book, mostly for the 'flavor text' (descriptions of regions and peoples), and the artwork (setting and monsters, etc).

In regards to Half-Giants: Strangely enough, I like the look of the Goliath race, so for my campaign that's the 'default' look of half-giants (makes them more visually distinct than 'giant sized dwarves' ^_^). I think I'll stick with the "Expanded Psionics Handbook" version of their stats, as opposed to those in "Psionics Unleashed" (in the original material, they didn't seem all that intuitive/wise to me).

I looked at the Athas.org conversion to 3.5 and, truth to tell, I think it suffered from being too complex (because the makers had such a love for the original setting). Their Defiling rules are a bit confusing to me (as opposed to those in Dragon Magazine #315, which made it a simple matter of 'free' metamagic feats at a cost (kinda like Dark Side points in the Star Wars RPG), and their half-giants and Thri-Kreen were just WAY overpowered, even for a Dark Sun campaign.

As others have also said, I like the 4e explanation for why the gods no longer exist on Athas (and people who know the history of Dregoth the Undead Sorcerer King can see some justification for at least one demi-god level being on Athas in ancient times). For my own campaign, though, I will be changing MUCH of the history of the Sorcerer-kings and their reasons for being (to be short, they are the last survivors of the 'dead' races, who transformed themselves to fight against Borys, who was bent on their destruction: I see Hamanu as the last Orc, and Abalach-Re as the last Nymph [no idea who the other are yet ^_^]).

I will take a look at your conversion, though, and mine it for ideas for my own campaign (which I admit I'll probably never run [players are hard to come by where I live], but I have fun fine tuning my 'house rules' ^_^).

Thanks for the hard work!


Freedom16 wrote:
Are you going to use any of the psionic classes outside of the core 4? I've played Dark Sun with pathfinder a few times and used a Vitalist as the healer role as elemental clerics were more the kind to blow stuff up or drown you, etc. The Dread was also a good class for Sorcerer Kings minions, also Aegis seems appropriate and just fluff the armor as dense obsidian.

Again, although I haven't played my own 'house rules' version yet, I do agree with you that the Vitalist is a good sub for the "healing cleric" in a standard D&D game, and I love the 'flavor' of the Dread class.

I also like the idea of The Inquisitor class as a class for a NPC Villain for the PCs (working for a Sorcerer-King to hunt down rivals to his rule).


Did somebody mention psionic bards?
It's 3.5. But shouldn't take too much monkeying.


This is really well done. Will the Dragon Kings be mythic foes?


This is quite interesting. Leaving a dot here.


I loved Dark Sun. Definitely keeping an eye on this. Any way to download that Pathfinder conversion on ISSU? Doesn't seem to be a way to.

Also, I don't know if it's been linked, but the guys that did Dark Sun made a kickstarter for something similar called Dragon Kings. Check it out here.


Odraude wrote:

I loved Dark Sun. Definitely keeping an eye on this. Any way to download that Pathfinder conversion on ISSU? Doesn't seem to be a way to.

Also, I don't know if it's been linked, but the guys that did Dark Sun made a kickstarter for something similar called Dragon Kings. Check it out here.

Dragon Kings looks interesting, and the artwork in the Kickstarter video is great ^_^ (I think Baxa was as much responsible for the look/feel of Dark Sun in its latter years as Brom was when it first started).


Made a Dark Sun Wizard over HERE! Let me know what you think!


Greetings Fellow Athasians!

I am running a PATHFINDER RPG set in the desolate wasteland campaign world of DARK SUN!

My colleagues and I both far and near, have 100% converted all DARK SUN rules and gameplay into the PATHFINDER system, and it has taken more than 2 years to do so!

I am currently running a DARK SUN campaign in Southern California (south bay), and we are in need of two additional heroes brave enough to face the horrors of Athas!

Please contact me directly if interested :)

Here is the Campaign Blog:

THE DARK SUN CHRONICLES BOOK 5: Obsidian Shadows
http://dsunos1.blogspot.com/


DARK SUN DUDE wrote:

Greetings Fellow Athasians!

I am running a PATHFINDER RPG set in the desolate wasteland campaign world of DARK SUN!

My colleagues and I both far and near, have 100% converted all DARK SUN rules and gameplay into the PATHFINDER system, and it has taken more than 2 years to do so!

I am currently running a DARK SUN campaign in Southern California (south bay), and we are in need of two additional heroes brave enough to face the horrors of Athas!

Please contact me directly if interested :)

Here is the Campaign Blog:

THE DARK SUN CHRONICLES BOOK 5: Obsidian Shadows
http://dsunos1.blogspot.com/

May I ask how you did character generation? Like what resources you allowed,etc.?


Awesome! Dark Sun for PF was the first game I ran online starting nearly 5 years ago now! Mine was all 2E too, though I used some of the 3e conversion from athas.org.

Can you link the final rules you'll came up with? I could probably find mine somewhere if you have any interest in seeing, though it sounds like yours are done. I was thinking of starting another DS game, but went with elder scrolls instead, but its on my radar for a future game (granted that's probably a year to two now.) I'd love to see what you all did and either scrap my rules or possibly incorporate some of you'lls!

Have a great game!

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