
DM Under a Dark Sun |

Taken from the requirements wrote:All characters may roll once (twice for humans and half-elves) on the Wild Talent table at the end of that document.Quote:Wild Talent: Most elves begin play with some psionic ability and may roll once on the Wild Talent table.Do Elves roll once or twice?
Once. Only humans and half-elves roll twice.

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

Hi DM Under A Dark Sun,
I applied for the initial round of Recruitment (with Aroxa, a half-giant barbarian) and would like another stab at this. I'll be putting together a half-elf psion (I'm new to the psionics rules but reading up fervently).
It looks like it's raining all weekend, so I should have enough time to work something up before the Sunday deadline. Hopefully nothing amazing overwhelms you before then!
I've been DMing my own PbP on these boards most of the year (under my alias DM Tadpole), posting daily or more most of the time.
ability score: 4d4 + 4 ⇒ (1, 3, 1, 1) + 4 = 10
ability score: 4d4 + 4 ⇒ (1, 4, 2, 3) + 4 = 14
ability score: 4d4 + 4 ⇒ (4, 4, 4, 1) + 4 = 17
ability score: 4d4 + 4 ⇒ (1, 1, 4, 2) + 4 = 12
ability score: 4d4 + 4 ⇒ (4, 3, 3, 4) + 4 = 18
ability score: 4d4 + 4 ⇒ (2, 1, 4, 3) + 4 = 14

Thaxos |

Another question for you, DM Under a Dark Sun, as I'm finishing up the crunch of my character:
Since arcane spellcasters are at best reviled by the common population if not outright banned on pain of death by every Sorcerer-King, there comes the need to mask arcane spellcasting as either divine magic or hide it all together. What skill(s) or other methods are you allowing to do this? Bluff? Sleight of Hand? Stealth? Still/Silent Spell? A combination of them?
I just need to know if I need to move some skill points around to Sleight of Hand and/or Stealth or rethink on my feat selection.

Anderlorn |

@DM - Are we playing during or after the time of the Twin-Plagues (true plague and ravenous Thri-Kreen Locusts) that affected the Wind Dancers Elven Tribe?
In addition, can I trade in Low-Light vision for Darkvision 60' under the PF rules for alternate racial traits. Here is the reason why. As a war scout trainee and belonging to a long line of War Scouts, almost all operations were conducted at night for safety from predators, enemy forces, and less water intake requirements.

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

Hi DM,
A couple of psionics related questions:
- Can we use the Unlocked Talent feat on the wild talent(s) we gain inherently.
- What are your thoughts regarding psicrystals? It's not something I recall from the original incarnation of the Dark Sun setting.
Thanks!
1d100 ⇒ 91
1d100 ⇒ 77
One 1st level power plus one 2nd level power and one bonus PP.
1st level power: 1d100 ⇒ 74 Precognition
2nd level power: 1d100 ⇒ 53 Energy Stun

DM Under a Dark Sun |

Another question for you, DM Under a Dark Sun, as I'm finishing up the crunch of my character:
Since arcane spellcasters are at best reviled by the common population if not outright banned on pain of death by every Sorcerer-King, there comes the need to mask arcane spellcasting as either divine magic or hide it all together. What skill(s) or other methods are you allowing to do this? Bluff? Sleight of Hand? Stealth? Still/Silent Spell? A combination of them?
I just need to know if I need to move some skill points around to Sleight of Hand and/or Stealth or rethink on my feat selection.
It's such a basic skill for Athasian wizards, let's just make it a concentration check (caster level + primary ability mod), that way you don't have to devote skill points to it. I'll set a minimal DC to avoid flubbing the spell - say 10 + spell level - and we can use opposed checks vs. observers' Spellcraft to see if you fool them. Sound workable?

DM Under a Dark Sun |

@DM - Are we playing during or after the time of the Twin-Plagues (true plague and ravenous Thri-Kreen Locusts) that affected the Wind Dancers Elven Tribe?
Yes, it would have occurred within the past year or two.
In addition, can I trade in Low-Light vision for Darkvision 60' under the PF rules for alternate racial traits. Here is the reason why. As a war scout trainee and belonging to a long line of War Scouts, almost all operations were conducted at night for safety from predators, enemy forces, and less water intake requirements.
No. With two moons, Athasian nights rarely are pitch-black, so low-light vision would be sufficient the vast majority of the time. And predators are actually worse at night.

DM Under a Dark Sun |

Hi DM,
A couple of psionics related questions:
- Can we use the Unlocked Talent feat on the wild talent(s) we gain inherently.
- What are your thoughts regarding psicrystals? It's not something I recall from the original incarnation of the Dark Sun setting.Thanks!
The Wild Talent feat you get as a bonus with most wild talent rolls counts as the prerequisite for Unlocked Talent. By taking Unlocked Talent you would get an additional 2 PP and get to pick another 1st-level power of your choice.
Psicrystals are fine. The group's psy-warrior has one (when he remembers it).

Anderlorn |

Hayato Ken |

Would you allow a wolf or other animal riding halfling cavalier?
Could also go with a barbarian mad dog or mounted fury.
I have the AD&D Dark Sun box and i would be really interested actualy.
Also read some of the old and new novels.
1: 4d4 + 4 ⇒ (4, 1, 1, 4) + 4 = 14
2: 4d4 + 4 ⇒ (1, 3, 4, 3) + 4 = 15
3: 4d4 + 4 ⇒ (4, 2, 3, 2) + 4 = 15
4: 4d4 + 4 ⇒ (2, 4, 1, 2) + 4 = 13
5: 4d4 + 4 ⇒ (2, 1, 3, 4) + 4 = 14
6: 4d4 + 4 ⇒ (4, 3, 1, 2) + 4 = 14
Wild Talent: 1d100 ⇒ 62
Edit: First Level Power: 1d100 ⇒ 52

Hayato Ken |

Halfling Cavalier (Gendarme) 5
Small humanoid (halfling)
Init +5; Senses Perception +13
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 50 (5d10+15)
Fort +7 (+2 trait bonus vs. effects of hot weather), Ref +7, Will +5; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner, +1 trait bonus vs. fire effects
--------------------
Offense
--------------------
Speed 20 ft.
Melee lance +7 (1d6+1/x3)
Ranged halfling sling staff +11 (1d6+1/x3)
Special Attacks cavalier's charge, challenge
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 13, Wis 16, Cha 12
Base Atk +5; CMB +5; CMD 20
Feats Mounted Combat, Ride-by Attack, Weapon Finesse
Traits tropical upbringing
Skills Acrobatics +7 (+3 jump), Bluff +5, Climb +7, Diplomacy +5, Fly +7, Handle Animal +9, Intimidate +5, Knowledge (nature) +6, Perception +13, Ride +13, Sense Motive +8, Stealth +13, Survival +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, ride mount
Languages Common, Halfling
SQ banner, danger ward, expert trainer, fearless, orders (order of the paw), paw's skills
Other Gear Half. sling staff, Lance, 120 GP
--------------------
Special Abilities
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Danger Ward (3/day) (Ex) Prepare allies to reroll a saving throw once per type per day with a +4 bonus.
Expert Trainer +2 (Ex) +2 to train mounts, reduced training time option.
Fearless +2 racial bonus vs Fear saves.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paw's Challenge +5 (2/day) (Ex) +5 to damage target, -2 AC vs. others when used, mount gains +2 dodge bonus while threatening target.
Paw's Skills Use mount's speed to determine tracking penalty.
Ride-by Attack You can move - attack - move when charging mounted.
Tropical Upbringing +1 vs. fire effects, +2 on Fort saves vs. hot weather.
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On the other hand, i would also be more than willing to play a halfling rogue!

Hayato Ken |

Male Halfling Rogue (Bandit, Survivalist) 5
CN Small humanoid (halfling)
Init +5; Senses Perception +16
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 43 (5d8+15)
Fort +4 (+4 vs. nonlethal damge from hot conditions), Ref +10, Will +5; +2 vs. fear, +4 vs. hot conditions, +1 vs. fire
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee bone scimitar +9 (1d4+3/18-20)
Ranged blowgun +9 (1) and
. . sling +9 (1d3+1)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 13, Wis 16, Cha 12
Base Atk +3; CMB +3; CMD 18
Feats Dervish Dance, Point-Blank Shot, Precise Shot, Skill Focus (Stealth), Weapon Finesse
Traits desert child (desert), dunewalker
Skills Acrobatics +15 (+11 jump), Appraise +5, Bluff +9, Climb +5, Diplomacy +5, Disable Device +11, Disguise +5, Escape Artist +9, Fly +7, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +16 (+18 while in desert terrain), Perform (dance) +6, Sense Motive +9, Sleight of Hand +13, Stealth +21 (+23 while in desert terrain), Survival +4 (+6 while in desert terrain), Use Magic Device +5; Racial Modifiers +2 Perception, swift as shadows
Languages Common, Elven, Halfling
SQ ambush, endure elements, favored terrain (desert +2), fearless, hardy, rogue talents (combat trick, terrain mastery)
Other Gear Masterwork Studded leather armor, Blowgun, Blowgun darts (50), Bone Scimitar, Sling, Sling bullets (50), Backpack, masterwork (empty), Bedroll, Blanket, Canteen, Canteen, Flint and steel, Halfling trail rations (5), 87 GP, 4 SP
--------------------
TRACKED RESOURCES
--------------------
Blowgun darts - 0/50
Endure Elements (CL 5) (1/day) (Sp) - 0/1
Halfling trail rations - 0/5
Sling bullets - 0/50
--------------------
Special Abilities
--------------------
Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Dunewalker +4 Fort saves. vs, nonlethal damage from hot conditions. Move through non-magical sand as normal terrain.
Endure Elements (CL 5) (1/day) (Sp) At 3rd level, a survivalist rogue gains endure elements as a spell-like ability, as the spell of the same name. The survivalist's caster level is the same as her rogue level. This ability replaces trap sense.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Terrain (Desert +2) (Ex) +2 to rolls vs Favored Terrain (Desert).
Fearless +2 racial bonus vs Fear saves.
Hardy (Ex) Survive longer without food or water.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Hidden Pocket
Discipline: psychoportation; Level: Cryptic 1
MANIFESTING
Display: material, Mental
Manifesting Time: 1 standard action
EFFECT
Range: touch
Target: 1 unattended object, weighing up to 1 lb./level
Duration: 1 hr./4 levels (D)
Saving Throw: None;; Power Resistance: No
Power Points: 1
DESCRIPTION
You transfer one touched object to an extradimensional pocket of space in the palm of your hand. This extradimensional space is invisible and weightless, regardless of the weight of the item inside it. When the power ends, the object returns to your hand, although if your hand is not free, the object instead falls to the ground at your feet. You may only have one such extradimensional pocket active at any given time.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, the object being stored can weigh an additional pound per level.
2. For every 2 additional power points you spend, you can have one additional item in your extradimensional pocket, although you are still restricted to the weight limit for all of the items combined.
3. If you spend 4 additional power points, the duration increases to one day.

Dukkoti Breezechaser |

@DM
I think this would be a perfect fit for a Dark Sun Elven character regional trait, thoughts?
Paragon of Speed (aka Hermean Paragon)
In addition, if accepted, can I have a number vaule for "You are quicker than normal members of your race.
+10' to speed?
Also, are Psionics special or the same as Magic in your Dark Sun campaign?

Dukkoti Breezechaser |

paragon of speed is literally just +2 to initiative.
anything more would be silly.
Just for reference, a full fledged feet gives you (fleet) gives you +5 base movement speed... so if the trait did what you were wanting, it'd be basically 2.5 feats in a single trait.
Thank you and it may be true that a speed increase + a plus 2 to initiative is silly, however the verbiage lends people to believe there should also be a speed increase. If it is only supposed to be a +2 to initiative, it should only read +2 to initiative and not,
"You are quicker than normal members of your race, and a +2 to initiative."
In addition, members of my race can have equal or better initiative but a base speed of 45 or 50 coupled with a +2 to initiative would truly make me faster than most members of my race.
The verbiage clearly states there are two parts to this. Hence the reason for the confusion.
I am not going to be a rules lawyer on this but sometimes the editors write something as an afterthought rather than a full thought hence the reason for different interpretations and loop holes.

Dukkoti Breezechaser |

To not waste a feat on different interpretations, expectations, or realism, does Uncanny Concentration allow you to cast a spell during normal movement? In other words, the feat is Shot on the Run for spell casting? Personally, I think it would be the spell casters version of Shot on the Run. I mean after all, you stay still so you can both focus and movement will not cause an error in your somantic gestures. If you have uncanny concentration and do not need to roll for vigorous and violent activities, that means you able to still use your somantic gestures and focus is a point of concentration.
Thaxos wrote:It's such a basic skill for Athasian wizards, let's just make it a concentration check (caster level + primary ability mod), that way you don't have to devote skill points to it. I'll set a minimal DC to avoid flubbing the spell - say 10 + spell level - and we can use opposed checks vs. observers' Spellcraft to see if you fool them. Sound workable?Another question for you, DM Under a Dark Sun, as I'm finishing up the crunch of my character:
Since arcane spellcasters are at best reviled by the common population if not outright banned on pain of death by every Sorcerer-King, there comes the need to mask arcane spellcasting as either divine magic or hide it all together. What skill(s) or other methods are you allowing to do this? Bluff? Sleight of Hand? Stealth? Still/Silent Spell? A combination of them?
I just need to know if I need to move some skill points around to Sleight of Hand and/or Stealth or rethink on my feat selection.
What if you have points in Bluff? Will it then be caster level + bluff score + primary ability modifier and call it Obfuscated Casting?

Däina |

Found a trait that could make some very interesting roleplaying. Elven Reflexes. Unknown to her, the elven in Däina's blood comes from one of the wild elf's who still is in the area.

Hayato Ken |


DM Under a Dark Sun |

Tons of questions, tons of answers (I hope):
Added a couple of paragraphs to the end of her background, still looking to add more depth to it. Always love to hear feedback!
Daina is looking good, I appreciate the clean sheet and clear formatting. Your trait choices are fine and make sense.
@DM - Is Desert Runner the endurance feat? If not, does endurance and desert runner stack giving me a +8 bonus?
They are different and in cases where they offer bonuses to the same thing, the bonuses stack, since they are untyped.
Halfling order of the paw cavalier ... On the other hand, i would also be more than willing to play a halfling rogue!
Go with the rogue. There are no wolves on Athas, and while we could find a suitable substitution, I'd rather not add another creature into the group on top of 6 PCs and a druid's animal companion.
A couple of notes on your rogue submission: Survivalist would grant the nerfed version of endure elements included in the House Rules document. The bonuses vs. hot conditions granted by Desert Child and Dunewalker would not stack, as both are trait bonuses, so you'll probably want to sub out one or the other.
(Couple of posts about Paragon of Speed trait)
I don't think there is anything ambiguous about the trait - you get a +2 initiative, end of story. That is what makes you "quicker than normal members of your race." It's exactly the same bonus offered by Reactionary or Elven Reflexes. If you want a faster movement rate you will have to invest in the Fleet feat.
To not waste a feat on different interpretations, expectations, or realism, does Uncanny Concentration allow you to cast a spell during normal movement? In other words, the feat is Shot on the Run for spell casting?
Absolutely not. Does the feat say it allows you to move and cast? No, it doesn't. You seem to be trying to extrapolate from the flavor text to create rules benefits that are not included in the feat.
(RE: Concealed casting) What if you have points in Bluff? Will it then be caster level + bluff score + primary ability modifier and call it Obfuscated Casting?
No, caster level + primary ability modifier is essentially a skill bonus already. Allowing you to stack in Bluff would be like adding together your bonuses from two different skills for a single roll. Not gonna happen.

Dukkoti Breezechaser |

(Couple of posts about Paragon of Speed trait)
I don't think there is anything ambiguous about the trait - you get a +2 initiative, end of story. That is what makes you "quicker than normal members of your race." It's exactly the same bonus offered by Reactionary or Elven Reflexes. If you want a faster movement rate you will have to invest in the Fleet feat.
I already removed it for something that fits.
To not waste a feat on different interpretations, expectations, or realism, does Uncanny Concentration allow you to cast a spell during normal movement? In other words, the feat is Shot on the Run for spell casting?
Absolutely not. Does the feat say it allows you to move and cast? No, it doesn't. You seem to be trying to extrapolate from the flavor text to create rules benefits that are not included in the feat.
That maybe true regarding extrapolation hence the reason why I asked. If I could cast a spell riding a horse, even in a correct canter (left foot lead and the most stable fast moving gate), I definitely could at normal movement. Again, like above, it's all about interpretations. Thanks for the clarification ... :-)

Hayato Ken |

Ah thanks for the hint!
Was focussing on the rogue anyway. Didn´t look into the traits too much, just chose the one on the boni and the other because of the sandwalking. Will stick with dunewalker then, seems cooler somehow.
Will that vital strike count on ranged attacks too actually?
And i didn´t see whips somehow on the weapons list, how about those?
Then, a halfling slingstick is a light club in melee, which is finessable.
Does that give proficiency? And would you let the halfling sling feats count on a halfling slingstick?
Will come up with a deeper backstory rooted in Athas.

DM Under a Dark Sun |

Will that vital strike count on ranged attacks too actually?
Yes, Vital Strike works with ranged attacks. You get the actual Vital Strike feat as a bonus feat when you hit BAB +6, in lieu of an iterative attack.
And i didn´t see whips somehow on the weapons list, how about those?
Whips and scorpion whips are on the Equipment doc linked above under Light Melee Weapons-Exotic.
Then, a halfling slingstick is a light club in melee, which is finessable. Does that give proficiency? And would you let the halfling sling feats count on a halfling slingstick?
Yes to both.

Cronax |

I'm a bit interested in making a submission.
ability: 4d4 + 4 ⇒ (1, 4, 2, 4) + 4 = 15
ability: 4d4 + 4 ⇒ (4, 2, 2, 2) + 4 = 14
ability: 4d4 + 4 ⇒ (1, 4, 3, 3) + 4 = 15
ability: 4d4 + 4 ⇒ (3, 3, 1, 1) + 4 = 12
ability: 4d4 + 4 ⇒ (3, 1, 4, 4) + 4 = 16
ability: 4d4 + 4 ⇒ (4, 3, 1, 2) + 4 = 14
wild talent: 1d100 ⇒ 99
1st level power: 1d100 ⇒ 73
2nd level power: 1d100 ⇒ 77

Hayato Ken |

Male Halfling Rogue (Bandit, Survivalist) 5
CN Small humanoid (halfling)
Init +7; Senses Perception +15
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 43 (5d8+15)
Fort +4 (+4 vs. nonlethal damge from hot conditions), Ref +10, Will +5; +2 vs. fear
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee scorpion whip +9 (1d3+1)
Ranged blowgun +9 (1) and
. . halfling sling staff +9 (1d6+1/x3)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 13, Wis 16, Cha 12
Base Atk +3; CMB +3; CMD 18
Feats Go Unnoticed, Point-Blank Shot, Precise Shot, Skill Focus (Stealth), Weapon Finesse
Traits dunewalker, reactionary
Skills Acrobatics +14 (+10 jump), Appraise +5, Bluff +9, Climb +5, Craft (alchemy) +5, Craft (armor) +5, Craft (clothing) +5, Craft (weapons) +5, Diplomacy +5, Disable Device +15, Disguise +5, Escape Artist +9, Fly +7, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +15 (+17 while in desert terrain), Perform (dance) +5, Sense Motive +9, Sleight of Hand +12, Stealth +23 (+25 while in desert terrain), Survival +4 (+6 while in desert terrain), Use Magic Device +5; Racial Modifiers +2 Perception, swift as shadows
Languages Common, Elven, Halfling
SQ ambush, endure elements, favored terrain (desert +2), fearless, hardy, rogue talents (combat trick, terrain mastery)
Other Gear Masterwork Studded leather armor, Blowgun, Blowgun darts (50), Half. sling staff, Scorpion whip, Sling bullets (50), Backpack, masterwork (empty), Bedroll, Blanket, Canteen, Canteen, Flint and steel, Halfling trail rations (5), Shinobi shozoku, Thieves' tools, masterwork, 37 GP, 4 SP
--------------------
TRACKED RESOURCES
--------------------
Blowgun darts - 0/50
Endure Elements (CL 5) (1/day) (Sp) - 0/1
Halfling trail rations - 0/5
Sling bullets - 0/50
--------------------
Special Abilities
--------------------
Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Dunewalker +4 Fort saves. vs, nonlethal damage from hot conditions. Move through non-magical sand as normal terrain.
Endure Elements (CL 5) (1/day) (Sp) At 3rd level, a survivalist rogue gains endure elements as a spell-like ability, as the spell of the same name. The survivalist's caster level is the same as her rogue level. This ability replaces trap sense.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Terrain (Desert +2) (Ex) +2 to rolls vs Favored Terrain (Desert).
Fearless +2 racial bonus vs Fear saves.
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Hardy (Ex) Survive longer without food or water.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
--------------------
Lokee still remembers the story told to him and other young halflings around a fire one night in the forest ridge by the elders of his tribe:
"Gather around my little hunters, and I will tell you about the other races in the world, most of whom you will never see. Actually, I take that back... Basha, you are the oldest here. Do you remember the night five high suns ago that our great chief returned from his journey across the mountains with an offering of ten fat humans for our tribe? You would have been young, but perhaps you remember the great feast that night. Well, It is no matter. In order to hunt the tall ones, it is best that you understand them, as I have come to understand them. When the five clans gather at the village pyramid every quarter year, there is much story weaving. And I have listened to the stories about the tall ones most closely, as we all should. Some of the tales speak of such amazing and outlandish things that they are easily disbelieved. But I have culled what I believe out of these stories enough to form facts from them.
What? What did you say, Basha? Do I trust the tall ones? No. They are all lowly creatures who fight amongst themselves for no reason. They wage wars against others of their own race—and remarkably do not live peacefully within their own cities and among their own kind. It is the natural way that one halfling does not fight another. Also, you know as well as I do that one halfling will always help another. You feel this in your heart as strongly as any other halfling, and you are all children. Humans, dwarves and elves and the like, fight against this natural way. The very fact that one human will kill another for petty differences as easily as I might kill an offending fly proves this.
But however stupid and untrustworthy they are, these races have many things that they can offer the us, if we are willing to learn from them. First, I will speak of a race you will not likely see within the borders of the forest. Nor will you be likely to understand this creature as anything but a monstrous insect. They are called Mantis Warriors, known among themselves as thri-kreen. They are very large, standing as tall as two halflings placed one on the shoulder of the other. They have four arms with fierce claws. Their bite is poisonous and they move with a speed like the wind through the trees. Still, these actually intelligent creatures have many things in common with Halflings. They honor the hunt first in their lives more than any other thing, even above their own racial unity. They eat meat and meat only, just like halflings; even though they do not use fire to cook it and can be particular in their tastes. For instance, I hear that thri-kreen ONLY eat elves for some reason. Despite their disfigured appearance and strange mannerisms, they share a wisdom among their race and worship the earth in a similar fashion to Halflings. Dwarves, a sturdy race of stubborn single-minded individuals, have much to offer as well. They are hard workers. They attach themselves to one task—and one task only—for a long period of time. They are similar in height to halflings, but will never be confused as such, for their sheer girth and strength make them as wide as the widest trees. Though slow, they have so much in the way of persistance that they cannot be easily defeated."
Thus he and others set out on a voyage to find out about those races and what they could learn of their mystery. They traveled many days and nights through the deserts of Athas and one day found a trading caravan, which they set to ambush. unfortunately there were mighty psions with the caravan and the halflings noble intentions were thwarted. Instead some of them were taken as slaves, Lokee amongst them. 5 years later he had learned their language and mamanged to escape wandering around on his own finally stumbling around the dwarfen village of Kled. he made up his mind that after all he found out and could see during his time as a slave, the other races might actually be something more than food, even if they fight amongst themselves so much and follow strange ways. Still set on finding out more about their mysteries he searches for a chance to penetrate into their tribes again. That is still his major motivation, since he doesn´t want to come back with empty hands to his tribe. he could try to lure some fat humans there, but he wants more than that.
In all that time he became a real desert runner, just like most halflings are forest runners. Harrassing enemies from afar with little well places stings and poison. After all, it´s far safer and better to slowly wear them down while being unseen and later eat them than to rush into combat head voer heels and get eaten oneself.
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Backstory inlcuded in charakter description. Hoped for soon to have gear on character. Would be nice to have some poisons too, but did not include some due to lack of knowledge what would be allowed or not.

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

Okay, I believe my submission is complete. If selected I'll create a full profile for Sythynis Shadethrift. As I said before, this is the first psion I've created. I've done my best to get everything correct, but please shout out any errors!
Best of luck to my fellow applicants!
Sythynis Shadethrift
Female half-elf psion (kineticist) 5
NE Medium humanoid (half-elf)
Init +5 Senses low-light vision, Perception +2
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AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge)
Hp 43 (5d6+20)
Fort +4 Ref +4 Will +4
Defensive Abilities: psionic dodge, desert child
========================================================================
Speed: 30-ft.
Melee:
Ranged: +5 telekinetic hurl (1d4 20x2)
Special Attacks: telekinetic hurl (range 30-ft.)
Psionic Abilities (manifester level 5th)
Discipline: psychokinesis
3rd body adjustment, energy bolt (DC 18)
2nd concealing amorpha, energy push (DC 17), energy stun (wild talent), mental disruption (DC 17), sustenance
1st control flames, entangling debris (DC 16), inertial armour, mind thrust (DC 16), precognition (wild talent), vigor
Talents detect psionics, energy ray, force screen
Power Points: 38
========================================================================
Str 12 Dex 16 Con 17 Int 20 Wis 10 Cha 15
Base Attack +2 CMB +3 CMD 16
Feats: dodge, empower power (p), psionic dodge (p), skill focus (autohypnosis), split psionic ray (p), toppling power, wild talent
Traits: desert child, elven reflexes
Wild Talent: precognition (1st level), energy stun (2nd level)
Skills: autohypnosis +11, bluff +5, disable device +7, intimidate +8, heal +2, knowledge (dungeoneering) +11, knowledge (geography) +9, knowledge (local) +13, perception +4, sense motive +4, spellcraft +9, stealth +5, survival +3, use magic device +4
Languages: Common (Trade Tongue), Elven, Dwarven, Giantish, Kreen, Tyrian, Gith
Favoured Class: Psion (+1 hit point) & Fighter (+1 skill point)
Gear: No particular desires either way regarding gear. I’d like a magical or masterwork light crossbow and a spear. Some item which could dish out healing would be beneficial for all in the team. Any minor psionic or magical items that do interesting rather than gamebreaking things would be fun. Oh, and a riding kank.
========================================================================
Special Abilities
Desert child (trait): You gain a + 4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.
Psionic dodge (feat): You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat. You may expend your psionic focus as an immediate action to increase this bonus to a +4 dodge bonus to your Armor Class for a single attack made against you.
Telekinetic hurl (kineticist ability): At 2nd level, as long as you maintain psionic focus, you gain the ability to telekinetically hurl objects of up to 5 lbs. as a ranged attack at an enemy within 30 ft. Such attacks deal 1d4 points of damage due to the force exerted. This damage increases by 1d4 points of damage for every four psion levels thereafter.
Appearance: Sythynis is lithe and agile, appearing somewhere in her mid-twenties by human standards. Her hair is a long mane of shimmering darkness, a vanity she likes to display conspicuously at every opportunity. Her eyes are grey, with the slightest hints of silver when the light of the dark sun catches them. Sythynis has an open, innocent face dappled with light freckles. It’s the kind of face that men believe could do no wrong, despite all the evidence to the contrary.
Sythynis favours flowing silk robes of black, white or grey, protecting her hair with a crimson burnoose when travelling in the desert. A long tattoo of a silt drake winds around her left leg, its tail beginning at her ankle and its length coiling all the way up to where its fang-filled head gapes at the curve of her pelvis. Sythynis also bears the tattoos of her former slave tribe, the Blood Ghosts, consisting of twin runnels of red ochre running from the eyes over both cheeks and a stylised red skull inked over her heart.
Personality: At heart, Sythynis is a wicked, self-centred soul. She’s motivated by the acquisition of power, and delights in exerting power, be it through threats, influence or raw psionic energy, on those she meets. However, she’s wise enough to conceal the darker side of her nature unless completely comfortable she has control of any given situation. In battle she’s ruthless, happily indulging in her destructive tendencies and glorying in the fear she instils in her enemies.
Despite all this, she enjoys the company of others and thanks to her looks and charm, rarely lacks attention. There are even some she’d venture to call friends, and would not betray unless the rewards were very great. She’s both inquisitive and acquisitive, constantly fascinated by what motivates others, constantly considering how those she meets might ultimately serve her own ends. Sythynis is quick to flirt with a handsome male, but though whilst she is certainly lustful, love is a foreign emotion to her. Presents make her happy, especially if they indicate the giver fears or wants her, both emotions she can exploit.
Background: When the old elf Draako Galesprint could run no longer, his tribe left him behind, hobbling through the desert as death rushed to claim him. Yet Draako did not immediately meet the fate waiting him for him, as before his strength finally gave out he stumbled across a roaming slave tribe, the Blood Ghosts.
Falsely believing the old elf might serve as a good hostage in their endlessly violent relationships with the raiding elves, the slave tribe did not immediately kill him, but instead gave him water and shelter. Though his strength and limbs were failing him, Draako’s charm remained as sharp as an obsidian blade, and in the few months he lived alongside the Blood Ghosts he developed a close bond with a human woman named Yrasa. A wandering dune reaper ended Draako’s life before the Blood Ghosts had a chance to realise what a useless hostage he would prove to be, but by that time Yrasa was already pregnant.
Yrasa’s child was named Sythynis, and from a young age began to show a potent psionic wild talent. When she was but six, Kaltan, the despotic chieftain of the Blood Ghosts and himself an accomplished mystic, took away Yrasa’s child to be his servant and apprentice. Under Kraltan’s cruel tutelage, Sythynis’ psionic abilities blossomed, whilst at the same time her innocence and compassion were stamped out. Much as she hated Kaltan, they made a good team, devastating in the destruction they caused together on Blood Ghost raids against caravans and villages about the Tablelands.
Sythynis’ own power soon rivalled Kaltan’s, and the young half-elf quickly realised that she would soon cease to become an asset, and instead be recognised as a threat. She had no interest in deposing Kaltan or continuing her fugitive existence with the slave tribe. She wanted the freedom to explore the world from which the treasures the Blood Ghosts’ stole and fought for came from.
When one raid proved a tougher battle than expected, she grabbed her opportunity, leaping atop a spooked crodlu and riding it along the Trade Road until it collapsed beneath her. Fatefully, by then, she was only a night’s walk from Balic.
Thus began Sythynis’ career as a mercenary, a blaster for hire ready to defend whoever or whatever with the full extent of her psionic powers. Despite her looks, there’s little attractive in what Sythynis offers: nothing more than the opportunity to burn your attackers to a crisp, melt them into goo or freeze the blood in their veins. Over the last decade, such employment has sent Sythynis the length and breadth of the Tablelands, and now brings her to the dwarven village of Kled.
With regards to how Sythynis got to Kled, I’m quite open to any suggestions from the DM. My best guess would be that she was hired to guard a dwarven caravan that ended in Kled. On the road relationships between Sythynis and her employers soured as the dwarves realised quite how callous and brutal she could be during a bandit attack. Now in Kled, but feeling very unwelcome, Sythynis wants to travel to Tyr as swiftly as possible, but doesn’t want to make the journey alone.
A note on alignment: Although I’ve stated Sythynis’ alignment as Neutral Evil, I’m certainly not one of those players. First of all, I’d rather be in the campaign as a neutral or even good version of Sythynis rather than not at all, so I’m quite happy to change it if you or the existing players wish.
I chose evil because I thought the notion of a ruthless, pitiless and rather selfish character would suit the world of Athas. However, I don’t see Sythynis’ alignment would preclude her from forging friendships and loyalties with the other PCs over time. She’s not a baby-killing murder hobo, she just puts herself first and isn’t afraid to cross over to the ‘dark side’ to get what she wants. Initially, she’d see the rest of the group as sensible companions to make the trip to Tyr safer. Hopefully Sythynis’ alignment could be a source of interesting roleplaying rather than dissension in the party. As a player I’d be as conscientious as possible, and I’d make liberal use of the discussion thread and ooc type to ensure Sythynis’ actions don’t cause problems for the other players and PCs.

Thaxos |

Okay, finally wrapped up with my entry.
Male Half-elf Wizard(transmuter, preserver) 3/Psion(telepath) 2
NG Medium Humanoid (elf, human)
Init +3(+5); Senses Perception +7(+9)
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DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 45/45 (5d6+20)
Fort +4, Ref +4, Will +7;
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OFFENSE
--------------------
Spd 30 ft.
Melee shortspear +3 (1d6+1, 20/x2, 20ft)
Ranged crossbow, heavy +5 (1d10, 19-20/x2, 120ft)
Special Attacks telekinetic fist +5 (1d4+1, 7/day)
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SPELLCASTING
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-Wizard-
CL 5
School Transmutation
Opposition Schools Enchantment, Necromancy
Spells Per Day 4/4/3
Cantrips (DC 14)
Acid Splash
Arcane Mark
Breeze
Dancing Lights
Detect Magic
Detect Poison
Flare
Ghost Sound
Haunted Fey Aspect
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Spark
1st Level Spells (DC 15)
Alter Winds
Disguise Self
Endure Elements
Ear-piercing Scream
Enlarge Person
Feather Fall
Magic Missile
Shield
Silent Image
2nd Level Spells (DC 16)
Cat's Grace
Scorching Ray
-Psion-
ML 2
Discipline Telepathy
Powers Known 6
Power Points 13
Talents (DC 14)
Conceal Thoughts (self only)
Mind Link
1st Level Powers (DC 15)
Attraction
Empathic Connection
Deceleration
Deja Vu
Inertial Armor
Matter Agitation
Mind Thrust
--------------------
STATISTICS
--------------------
Str 13, Dex 16, Con 16, Int 19, Wis 13, Cha 13
Base Atk +2; CMB +3; CMD 16
Feats Skill Focus(Perception), Endurance, Psionic Meditation, Psionic Endowment, Eschew Materials, Heighten Spell
Traits Magical Knack(wizard), Keeper of the Veil
Trained Skills Autohypnosis +8, Bluff +8, Disguise +7, Diplomacy +7, Knowledge(arcana) +10, Knowledge(history) +8, Knowledge(local) +8, Knowledge(psionics) +10, Perception +7(+9), Sense Motive +8(+10), Spellcraft +12, Survival +3
Untrained Skills Acrobatics +3, Appraise +4, Climb +1, Escape Artist +3, Fly +3, Heal +1, Intimidate +1, Ride +3, Stealth +3
Languages Common, Elven, Dwarven, Halfling, Kreen, Kurnish
SQ mental intrusion, physical enhancement(Constitution)
Gear I would like a nice shortspear and crossbow of some sort. Other than that, general traveling supplies a lone wanderer pretending to be a merchant would have including a kank mount (which could die just before introduction if need be).
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CLASS ABILITIES
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Weapon and Armor Proficiency Wizard/psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Armor does not, however, interfere with the manifestation of powers.
Arcane Bond Familiar - Merrax (razorwing).
Arcane School School: Transmutation. Opposition Schools: Enchantment, Necromancy.
A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. Specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
Physical Enhancement (Su) You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Choice: Constitution.
Telekinetic Fist (Sp) As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Detect Psionics (Ps) All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Discipline Telepathy.
Discipline Talents (Ps) As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.
Mental Intrusion (Ex) At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
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RACIAL TRAITS
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+2 to Dexterity, +2 to Intelligence.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Focused Study Half-elves gain Skill Focus in a skill of their choices at 1st, 8th, and 16th level.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood half-elves count as both elves and humans for any effect related to race.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Eye for Talent Half-elves gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice.
Greater Wild Talent Wild Talent as a bonus feat, Deja Vu as a 1st-lvl Power, and an additional 3 PP.
Favored Class Wizard, Psion.
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CHARACTER TRAITS
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Keeper of the Veil Even when not cloaked in magic, your training has taught you how to conceal your true nature.
Benefit: You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you. Choice: Disguise.
Magical Knack You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Familiar
MERRAX CR 5
Male Razorwing
N Tiny magical beast
Init +4; Senses low-light vision, scent; Perception +6
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DEFENSE
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AC 18, touch 16, flat-footed 14 (+4 dex, +2 natural, +2 size)
hp 22 (5d8)
Fort +2, Ref +8, Will +8;
Defensive Abilities improved evasion
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OFFENSE
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Spd 10 ft., fly 40 ft. (good)
Melee bite +6 (1d3-2)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks sudden swoop
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STATISTICS
--------------------
Str 6, Dex 19, Con 11, Int 7, Wis 14, Cha 11
Base Atk +2; CMB +3; CMD 12
Feats Lightning Reflexes
Trained Skills Autohypnosis +6, Bluff +4, Disguise +2, Diplomacy +3, Fly +12, Perception +6, Sense Motive +4, Stealth +12, Survival +4
Untrained Skills Acrobatics +4, Climb -2, Escape Artist +4
SQ empathic link, share spells, deliver touch spells
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SPECIAL ABILITIES
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Sudden Swoop (Ex) If a razorwing makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Rather than flee to the west where the slaving caravans would pick up any stray soul to ship back to Draj for the daily sacrifices, she set out to the east to follow the trade route north along the coast of the Silt Sea. With only a couple kanks and a few weeks’ worth of rations, Thaxos’ mother set out into the wilds of Athas. By the time she arrived at Azeth’s Rest, both kanks had perished from hungry predators and exposure and the whole collection of her supplies had dwindled to the size of a knapsack. Weak, exhausted, and in general pitiful condition, Thaxos’ mother was able to purchase safe passage for herself and Thaxos with House Azeth to the city-state of Kurn by selling the last few pieces of her jewelry that she had smuggled out of Draj.
Thaxos’ mother secured a small home in the city for them and lived out the rest of her days a free citizen of Kurn. Unfortunately, this space of time was fairly short as she never recovered from the hard journey north and passed on into the Gray after only two years. Thaxos was too young to fend for himself as of yet but luckily this was Kurn, not Draj or any other city-state, and orphans are turned out into the wastes to perish or taken as slaves. With other young boys and girls bereft of parents or guardians, Thaxos was taken care of at an orphanage by kind Templars of King Oronis.
As the years flew by, Thaxos grew into a reserved young man but with an insatiable curiosity. His innate connection with the Way and the speed he picked up any task given him was not overlooked by Oronis, who was known to visit the children at least once a week. Once they were of age, Oronis selected six of the orphans, including Thaxos, to train under him as his apprentices, not to eventually become Templars, but as those that could learn what he had to teach and help him in his grand project of restoring Athas to its past verdant splendor. Thus began Thaxos schooling in not just the power of the Way but the mysteries of preserving magic.
By the time that Thaxos was in his early twenties, he had learned much from Oronis and was considered one of the king’s top two star pupils. When the powerful preserver/psion Korgunard arrived in Kurn and convinced Oronis to share the techniques for the avangion metamorphosis with him, Thaxos was there to listen to the man’s charismatic words. In in the aftermath, once Oronis had shared the secret did the king worry that what other inquisitive individuals might track the same trail that Korgunard used back to Kurn.
Oronis was still burdened with the sadness of Nerad’s death when he originally went down to the region around Tyr to clean up any ties leading back to him and thus must of missed something. Concerned for his people’s safety, Oronis tasked his two star apprentices with important tasks. To Thaxos, he asked the half-elf to travel to Tyr and make sure there was nothing, not a scrap of paper or whispered rumor, which mentioned Nerad or avangion with Kurn or Oronis. He was given a contact in the Tyrian Veiled Alliance to get in touch with once he was in the city. The other student was sent out to follow Korgunard and make sure the man took the proper precautions not to be uncovered by another sorcerer-king or, spirits forbid, the Dragon. Ready to prove his worth, Thaxos gladly set out to follow his master’s instructions.
Thaxos joined one of Kurn’s rare trade caravans down to Draj. The whole trip there he spent cultivating the fake persona that he would adopt once amongst non-Kurnians. He was to be a collector of ancient and exotic antiquities working for a rich patron from a well-off large village north of Draj, notably in the market for artifacts from the Ringing Mountains and Halfling tribes of the Forest Ridge.
In Draj, Thaxos put his backstory to the test when he booked passage for the next phase of his journey with a House Tsalaxa caravan leaving for Raam then Urik. The trip was a hard one as he was exposed to the brutality of the southern cities and settlements, so different from peaceful Kurn, and given a firsthand education in the prejudices heaped upon half-elves by both humans and elves. The caravan leader must have detected some of Thaxos’ unease and the cracks that started to form in his persona and decided to take advantage and line his own pockets, as on the road between Raam and Urik his guards restrained the half-elf, beat him bloody, then shackled him with a handful of the slaves the caravan was going to sell in Urik for a bit of extra profit.
However, luck would be on Thaxos side as an elven raiding party struck the caravan a few days travel from Urik. Thaxos had kept the brunt of his powers hidden from his captors and in the ensuing chaos of the raid, he was able to break his bonds and set the other slaves free. The half-elf took a certain satisfaction in boiling the caravan master’s brain in his own skull when he went to collect his stolen possessions. Before Thaxos could see if the guards or elven raiders won, he fled into the sands. With new knowledge on his past mistakes, Thaxos re-donned his fake persona and made his way into Urik as a lone merchant/traveler. He stayed in the orderly military city-state only a day, enough time to gain a kink mount and fresh supplies before he left in haste to resume his journey south to Tyr.
It would be the sandstorm that suddenly rolled in one afternoon that threw him off the main trade route down to Tyr. It lasted for half a day and by the end of it, Thaxos was hopelessly lost. He was able to gain enough barring to tell north and that Tyr was still probably somewhere to the southwest. Praying that his supplies, especially the water, would hold out, Thaxos set out southwest toward what he hoped would eventually be Tyr, or at the least he’d know better once he ran into the Ringing Mountains.

Cronax |

Marok of the Wastes
Born to a small village, Marok did what was necessary to survive. Neither the strongest nor the fastest, he relied on his cunning. When hungry, he stole. When threatened, he hid. Over time, his mental powers developed, working more from instinct than any conscious impetus. He’s an opportunist above all, taking what he can from both the living and the dead. He prefers to avoid direct confrontation, using guile and his psychic talents to deflect and evade.
He looks a dirty youth, with matted blonde hair. A bit on the scrawny side with well tanned skin. A crude jerkin of lizard skins pock marked with bits of bone drapes his frame. He runs around barefoot with an eternal smirk on his face.
Human Psion (Telepath) 5
True Neutral
Scores
str 12 dex 15 con 17 int 19 wis 14 cha 14
AC 15 Flat Footed 13 Touch 12
CMD 15
HP 39
Initiative +2
Saves Fort +4 Refl +3 Will +6
Speed 30’ (40’ with speed of thought)
Languages (Common, Kreen Elven Dwarven Urikite)
Skills
Autohypnosis [5] +10
Bluff [5] +10
Diplomacy [5] +10
Perception +4
Psicraft [5] +12
Sense Motive [5] +12
Sleight of Hand [5] +10
Stealth [5] +13
Feats
Martial Weapon Proficiency: Longbow
Martial Weapon Proficiency: Carrikal
Wild Talent
Psionic Meditation
Psicrystal Affinity: Sneaky
*Awareness
Speed of Thought
Persistent Power
Endurance
Other Abilities
Mental Intrusion
Traits (Focused Mind, Armor Expert)
Attack (BAB 2)
Carrikal +3 for d8+1 (20x3)
Longbow +4 for d8 (20x3)
CMB +3
Likely Gear
Studded Leather
Thieves’ Tools
Carrikal
Longbow
Psionics (ML 5th, 42PP, Concentration +11)
Talents (Mind Thrust, Mind Link, Detect Psionics)
1st (Precognition*, Empathic Connection, Vigor, Catfall, Far Hand, Distract)
2nd Recall Agony*, Compelling Voice, Breach, Sustenance, Minor Metamorphosis)
3rd (Dispel Psionics, Energy Bolt)
*Bonus from Wild Talent

DM Under a Dark Sun |

Lots and lots of great submissions. Anyone who has posted in the thread already has until Monday morning to finalize their submissions, but I'm closing it to anyone new. It likely will be a few days before I make a choice so I can solicit some feedback from the existing group.
As best I can tell, here's the list of applicants:
Gutta Darkmoon (Josh Shrader)-Elf Witch (bonded witch)(NOT FINISHED)
Daina (CampinCarl9127)-Half-Elf Wizard (conjuration [teleportation] specialist) (FINISHED)
Dukkoti Starbreeze (Anderlorn)-Elf Wizard (psychic mage) (FINISHED)
Thaxos (Draconas)-Half-Elf Wizard (transmuter)/Psion (telepath) (FINISHED)
Sythynis Shadethrift (Transylvanian Tadpole)-Half-elf Psion (kineticist) (FINISHED)
Lokee (Hayato Ken)-Halfling Rogue (bandit, survivalist) (FINISHED)
Marok of the Wastes (Cronax)-Human Psion (telepath) (FINISHED)

DM Under a Dark Sun |

On being evil (or not)
With the direction the story is headed, an evil alignment probably isn't going to work even if you are friendly and cooperative with the rest of the group, which right now ranges from NG-CG-N-CN. I don't mind reluctant or accidental heroes (and we have a couple of those) but a manipulative, power-hungry sadist won't be accepted by some of the people the party will be working with in the future.
Can you tweak Sythynis's backstory to accommodate? Maybe a change of heart caused her to flee the slave tribe? Maybe she worked for someone who inspired her to be less bloodthirsty? One way or another you need to get her at least up to the mercenary, shoots-first Han Solo level.

Däina |

Ah I forgot to include opposition schools! I had even thought them out. Well necromancy jumped out to me for sure, Daina abhors any sort of magic that drains life, regardless if it is a defiler or a necromancer. For the other one I had to think for a bit, and ended up going process of elimination. Abjuration was too important to drop with such a hard life, you need protective magic to survive in such a harsh world. Conjuring and evocation are some of the flashier spells, as well as the more physical ones that are useful. Illusion is good for tricking people to get out of a bad situation. Transmutation goes with abjuration, having a lot of protective spells as well as altering winds and the land. Divination is important just for being a wizard, being able to understand the arcane. So I decided to drop enchantment, which she considers a luxury for those who have time and need to charm others.
I'll include them in my sheet
Edited

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

Can you tweak Sythynis's backstory to accommodate? Maybe a change of heart caused her to flee the slave tribe? Maybe she worked for someone who inspired her to be less bloodthirsty? One way or another you need to get her at least up to the mercenary, shoots-first Han Solo level.
Thanks for the feedback DM. Han(a) Solo it is! I'll change Sythynis' alignment to plain old Neutral and make the necessary revisions. Unfortunately Monday's going to be be a big day workwise, so that'll probably have to wait until Tuesday.

DM Under a Dark Sun |

DM Under A Dark Sun wrote:Can you tweak Sythynis's backstory to accommodate? Maybe a change of heart caused her to flee the slave tribe? Maybe she worked for someone who inspired her to be less bloodthirsty? One way or another you need to get her at least up to the mercenary, shoots-first Han Solo level.Thanks for the feedback DM. Han(a) Solo it is! I'll change Sythynis' alignment to plain old Neutral and make the necessary revisions. Unfortunately Monday's going to be be a big day workwise, so that'll probably have to wait until Tuesday.
No problem. Like I said, I plan on taking a few days to make the decision.

Hayato Ken |

Thrilling :D
And some nicely thought out competition here hehe.
In the meanwhile, DM Under a Dark Sun, i would like to ask you how you handle stealth and sniping. I planned to take hellcat stealth on level 6, which totally fits a sneaky sniping wild halfling under the harsh sun of Athas deserts in my eyes.
Also i thought about changing the alignment to LN, since that could fit the tribe behaviour more and take one level in monk zen archer. That WIS to AC fits the half naked wild halfling quite good also.

DM Under a Dark Sun |

Hell at Stealth would be fine, you can snipe, as well, but it would be a total of - 30 to rehide if you are out in the open.
Monk is not allowed on n Athas. However, there is a psychic warrior archetype that is similar to monk, but I don't think it offers Wisdom to AC, which is a little OP in Dark Sun.

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

Slight reworking of Sythynis' backstory and personality below to reflect her changed alignment from Neutral Evil to Neutral.
Sythynis enjoys the company of others and thanks to her looks and charm, rarely lacks attention. She’s both inquisitive and acquisitive, constantly fascinated by what motivates others, always seeking to learn new things and possess new treasures. Sythynis is quick to flirt with a handsome male, though whilst she;s certainly lustful, love has so far been a foreign emotion to her.
Falsely believing the old elf might serve as a good hostage in their endlessly violent relationships with the raiding elves, the slave tribe did not immediately kill him, but instead gave him water and shelter. Though his strength and limbs were failing him, Draako’s charm remained as sharp as an obsidian blade, and in the few months he lived alongside the Blood Ghosts he developed a close bond with a human woman named Yrasa. A roaming dune reaper ended Draako’s life before the Blood Ghosts had a chance to realise what a useless hostage he would prove to be, but by that time Yrasa was already pregnant.
Yrasa’s child was named Sythynis, and from a young age began to show a potent psionic wild talent. When she was but six, Kaltan, the despotic chieftain of the Blood Ghosts and himself an accomplished mystic, took away Yrasa’s child to be his servant and apprentice. Under Kraltan’s cruel tutelage, Sythynis’ psionic abilities blossomed, whilst at the same time her innocence and compassion were smothered, though not completely extinguished. Much as she hated Kaltan, they made a good team, devastating in the destruction they caused together on Blood Ghost raids against caravans and villages between Tyr and Urik.
Sythynis’ own power soon rivalled Kaltan’s, and the young half-elf quickly realised that she would soon cease to become an asset, and instead be recognised as a threat. She had no interest in deposing Kaltan or continuing her fugitive existence with the slave tribe. She wanted the freedom to explore the world from which the treasures the Blood Ghosts’ stole and fought for came from.
When one raid proved a tougher battle than expected, she grabbed her opportunity, leaping atop a spooked crodlu and riding it along the Trade Road until it collapsed beneath her. Fatefully, by then, she was only a night’s walk from Balic.
Thus began Sythynis’ career as a mercenary, a blaster for hire ready to defend whoever or whatever with the full extent of her psionic powers. Despite her looks, there’s little attractive in what Sythynis provides: nothing more than the opportunity to burn your attackers to a crisp, melt them into goo or freeze the blood in their veins. Brutal as this may sound, she’s no assassin. If the enemy draws weapons she’ll fight back without mercy, but she's got no interest in bringing such wrath down on strangers. She had more than her fill of such senseless ravaging under Kaltan’s tutelage. Over the last decade, such employment has sent Sythynis the length and breadth of the Tablelands, and now brings her to the dwarven village of Kled.
With regards to how Sythynis got to Kled, I’m quite open to any suggestions from the DM. My best guess would be that she was hired to guard a dwarven caravan that ended in Kled. Now in Kled, but feeling restless, Sythynis wants to travel to Tyr as swiftly as possible, but doesn’t want to make the journey alone.

DM Under a Dark Sun |

Hey all, sorry for the delay - it's been a busy couple of days, complicated by the board shenanigans yesterday.
More than anything, this was a very, very tough decision, to the point that I've been putting it off longer than I should. I wish I had five spots available in the party rather than one, but that's all that's available at the moment.
At this point I'll be adding Daina to the party, but I will definitely be contacting several others from this thread if and when additional spaces open up in the group. The quality of submissions was very impressive, and it came down to group dynamics and needs more than anything else. Thank you all for applying and good gaming!