Interest Check -Dark sun placed Mummys mask AP


Recruitment

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Here is my submission:

Kast
CG Half-Giant Kineticist 1

STR 14
DEX 16
CON 20
INT 8
WIS 8
CHA 8

HP 17
AC 14 (-1 size, +3 dex, +2 armor) Touch 12 Flat-Footed 11
BAB 0 CMB +3; CMD 16
Init +0

Fort +7 (+1 to avoid non-lethal damage from hot environments)
Ref +5
Will -1

Speed 30'

Cold Blast: +2 to hit; 1d6+2 damage; 20/x2 crit
Quarterstaff: +1 to hit; 1d8+3 damage; 20/x2 crit

Skills: Survival r1 +3/4 in deserts, Bluff r1 +0, Perception r1 +3

Feats: Endurance, Toughness

Traits: Commune with nature (faith), Disciple of the way (psionic), Desert Traveler (Social)

Class Features: Archetype (Kinetic Chirgeon), Element Focus (Water), Burn (1/rnd; 8 max), Gather Power (1/2/3), Kinetic Blast (Cold), Wild talents (Basic Hydrokinesis, Kinetic Healer), Kinetic Chiurgery

Equipment: Studded Leather Armor, Quarterstaff

Backstory:

Kast was found and adopted by a hermit priest of water named Rexal, who took him to his cave where a naturally occurring spring arose. Rexal taught him to respect nature, protect water, and care for those who he could.

It was during his 14th year that Kast first discovered his abilities. He was running through the desert (as part of his training, Rexal made him survive in the desert so that he would know how those without the gift of water felt) when he wished fervently for water. He was immediately deluged with it.

Returning to the cave, he showed Rexal what he could do. Rexal explained that he must always keep his abilities hidden, less the Sorcerer Kings use his gifts to cause suffering. After helping him to refine his abilities, Rexal ordained him as a priest of water and sent him out into the world, to ease suffering and bring peace to those he could.

Kast does his best to keep his true abilities hidden and presents himself as a priest of water. He has even learned the gestures and words necessary to mimic the create water spell, which he uses to further hide his abilities.

Kast was captured when he was aiding a caravan that had been attacked by a pack of Lirr when a slave caravan approached and took all of them as slaves bound for Tyr. Knowing that he could not stay a slave for fear of his abilities being discovered, he was one of the first to organize a revolt that helped to free the prisoners. He was forced to reveal his abilities as part of the battle, and he has tended the injured as best he can.

Kast is a pacifist, preferring dialogue over violence. He will always try to talk down a combat first. The only exception to this rule is defilers; Those, he will sacrifice his life to kill.

description:

Standing just shy of 11' tall, Kast is something of a runt. His naturally dark hair he dyes a lighter blue, the mixture of which results in a deep blue that would be reminiscient of an ocean were such a thing to exist. Green eyes and the muscular build that mark his race round out his appearance.

Kast wears studded leather armor that he was given by his mentor, and recently acquired a passable quarterstaff from the remains of the caravan.


Dot. I have never played in Dark Sun but reading through the conversion guide I am quite intrigued! Not sure of a character yet- maybe wild talents will inspire me. :D

wild talent: 3d8 ⇒ (6, 6, 4) = 16 Oneric Horror
wild talent: 3d8 ⇒ (4, 5, 8) = 17 Paranoia

Interesting.


I'll have a submission up by Wednesday.

Liberty's Edge

Dotting for interest. I love the Dark Sun setting!

Are looking for character submissions, or just checking for interest? I have many ideas, just need to decide :)

Are all Paizo classes available?


There is a surprising lack of thri-kreen.


Teiidae wrote:
There is a surprising lack of thri-kreen.

I would like to remedy that.

There is a question there though: Would a Cavalier with the Disciple of the Pike archetype be ok? The flavour would have to be redone, consider a lack of Order of the Pike Hellknights.

The basic idea is the character is a Thri-Kreen who got rather bored with just hunting for food. Anyone can do that. Instead he'd be after the biggest game he can find. Both because it's a challenge and because a single big kill can feed you for longer.


Karma- yes except Gunslinger. both on interest and submission. wanted to see what people thought.

Caun- no problem with Pike.

I also don't want to trivialize Dark sun with some of the really simple fixes. its supposed to be a brutal world. so it was suggested that create water spell and effects get changed to Expand existing water. and to remove Endure elements spells. to capture more of the essence of the place. please tell me what you think.


Cool.

I have some more questions though:

If I choose the Wild Talent as a Thri-Kreen do I lose the entire Toxic Bite racial feature or just the poison? In other words, do they keep the 1d3 bite?

Would you allow the Elven Branched Spear? Something about a Kreen with an Elven weapon just seems right to me. That and it's a finesse option.

EDIT: As for Create Water, I have seen a good fix for that in another PF Dark Sun game some time ago. In that game it simply became a 1st level spell instead of a 0 level spell and produced a quarter of what it normally produces.

With Endure Elements, I'm not sure cutting the spell is the way to go. Might be an idea to just decrease it's power. Something like the 1st level version only working between -5 and 100 Fahrenheit and adding a 3rd level version that is like the normal version. Communal version would get the same treatment.
Other options would be upping the cast time (I'd go as far as making it 30 mins for a Communal version), adding a component cost (not to hefty but should eat into funds if casting often) or cutting the duration (either in half or making it 1h/lvl). Another option is just make it give a bonus on the saves and checks instead of immunity (Like Endurance, but it stacks with Endurance).

Grand Lodge

dot


@DM: I'm looking at a half-giant druid of some sort. The Conversion Guide lists some recommended archetypes (e.g. bear shaman, eagle shaman) which require a specific AC which is not on the list for Athas on the next page. I am pretty interested in both of those archetypes and I'm curious what you would want me to do as far as an animal companion in that situation. There's a couple other archetypes I'm considering as well which don't have that problem if that helps.


Just when I thought I had made up my mind I am in doubt again.

Either the Thri-Kreen Disciple of the Pike Cavalier I mentioned before or a Half Giant Witch, perhaps with the Ashiftah archetype, who has an Umbral Giant heritage and ties to the Black (Shadow patron).


@tundran- I think the those choices after looking at it were meant for Domain only, however if you want to make a comparable animal with a dark sun theme. I would be ok with that. (example- eagles are now more bat like and featherless. covered in scales but still the "same " creature)

@caun- just poison. not bite.


@Chubblestone- Now I've never actually played a Dark sun game, I know a little bit about the setting. Tell me though, are there any giant sand worms to fight in Dark Sun?

I should have a character ready for tomorrow, latest friday.


As much as like my halfling hunter with his crodlu companion, I don't think it's quite the right fit for a Mummy's mask type of game.

I need someone more materialistically-inclined so I will take a city elf and make him into an unchained rogue.

With regards to the spells (create water and endure elements), I would make them both 2 levels higher than normal.

When is the deadline for submissions?

I'm assuming you want the fluff and crunch, correct?

What will be your criteria for selecting players?

Sorry for so many questions. :)

Game on!

Sovereign Court

Teiidae wrote:

@Chubblestone- Now I've never actually played a Dark sun game, I know a little bit about the setting. Tell me though, are there any giant sand worms to fight in Dark Sun?

I should have a character ready for tomorrow, latest friday.

Yeah, but they're smart.


@Jesse-Thank you. I need to find as many sources of Dark Sun, I want to try and make a very good backstory for my Pterran. Sadly the conversion pdf has nothing.

Sovereign Court

Teiidae wrote:
@Jesse-Thank you. I need to find as many sources of Dark Sun, I want to try and make a very good backstory for my Pterran. Sadly the conversion pdf has nothing.

Sadly there's not too much information about pterrans for DS. The main canonical source material is in the Dark Sun revised and expanded boxed set.

Pterran description from the revised boxed set:
The Hinterlands west of the Ringing Mountains are home to many different species of animals and even a few intelligent races. The most prominent sign of civilization is the pterrans of the large villages of Pterran Vale and Lost Scale. Prior to the Great Earthquake, when few people left the confines of the Tyr Region, the only pterrans ever encountered were those of the small, primitive clans that settled near the rocky barrens on the eastern side of the Ringing Mountains. These pterrans bear only a superficial resemblance to their cousins from the Hinterland villages. Hinterland pterrans have already made an impact on the societies of the Tablelands. The free city of Tyr has exchanged diplomatic envoys with Pterran Vale, and a few of the more adventurous merchant houses have begun establishing trade.
Pterrans are reptiloids with light brown, scaly skin. Adults grow to be about 6 feet tall, and there are no obvious physical characteristics that distinguish males from females. Pterrans stand upright, with two arms that end in hands that have three taloned fingers and an opposable thumb, and two legs with three-toed feet. They have short tails and two stubs at their shoulder blades-evidence of wings that vanished many generations ago. Some believe pterrans are related to the flying creature called the pterrax, though the link must be in the distant past.
The highly intelligent pterrans from the Hinterland villages have begun exploring the Tyr Region in earnest, hoping to find help from the threats unleashed by the Great Earthquake. They are particularly fearful of the thri-kreen emerging from the Great Rift, though the continuing aftershocks have wreaked destruction on the twin villages.
All pterrans revere the Earth Mother, the name they have given to Athas. They believe that they are the Earth Mother’s first, best children, and that the recent earthquake and aftershocks are a call to action for their race. “The Earth Mother cries out, and we share her pain,” the pterran druids proclaim. “Now we must aid her in her time of desperate need.” Adult pterrans follow one of three “Life Paths”—the Warrior’s Path, the Druid’s Path, and the Psionicist’s Path—as part of their normal society.
While most encounters with the Hinterland pterrans have been instigated by explorers ranging far from the Tyr Region, a few pterran adventuring parties have made their way across the Ringing Mountains. Of the city-states, only Tyr has thus far welcomed them, but Lalali-Puy’s templars have extended an invitation for them to come to Gulg at their earliest convenience. The Oba is very interested in meeting strangers who seek to aid the troubled world. The pterrans have yet to accept the gracious invitation. Beyond that, a few merchant houses and elf tribes have greeted the visitors warmly, hoping to profit from them in some way. The pterrans have taken great pains to avoid any of the thri-kreen packs that wander the Tablelands.

Liberty's Edge

Some questions: The guide offers information about things like the Distillation Kit in the Athasian Items section, but I can't find any price for quite a few things from that section. Also, would poison be any more or less available due to it being more readily created?

Since I can't afford an Alchemist Lab at the moment to make my own, I will have to purchase it. In the guide, the Bard is the one most affiliated with poisons, though it does mention them in reference to Ninjas.

If it helps, I have taken the Veiled Alliance Contact trait. So it's possible that one of my other contacts has access to some poisons.

Liberty's Edge

Here is a (mostly complete) version of Verinthal:

Wall of Text:

Verinthal

Description: A swarthy tanned human with decorative carved bone details tied to his leather armour. He wears a dark cloth over his head, tied in a nomadic fashion, with it draping loose enough around his face to keep him cool and to be pulled up over his mouth and nose should he need to keep from inhaling dry sands or keep his identity hidden.

Male Human Ninja 1
NG Medium humanoid (human)
Init +3, Senses Perception +1
Age 22, Heights 6'2", Weight 160 lbs
Hair Dark brown with blond highlights, Eyes Turquoise
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +5, Will +1 (+2 vs. fear, despair)
OFFENSE
Speed 30 feet
Melee bone katana +2 (1d8+2, crit. 18-20/x2) or
Melee bone dagger +3 (1d4+2, crit. 19-20/x2)
Ranged thrown bone dagger +3 (1d4+2, crit. 19-20/x2)
Special Attacks: Sneak Attack 1d6, Poison Use
STATISTICS
Str 14, Dex 16, Con 14, Int 8, Wis 12, Cha 14
Base Atk +0, CMB +2, CMD 15
Feats: Self-Sufficient, Weapon Finesse
Skills
Acrobatics +7, Bluff +6, Craft (Alchemy) +3, Diplomacy +2 (+2 to gather information), Disguise +6, Heal +3, Knowledge (arcane) +3, Knowledge (local) +3, Sense Motive +1 (+1 to understand secret messages, +2 to get a hunch about a social situation), Stealth +7, Survival +7
Languages: Common
Traits:
Safeguard - When Verinthal fights defensively, he reduces his attack penalty by 2.
Veiled Alliance Contact - Verinthal has connections to the Veiled Alliance, keeping an ear out for anything that might be of interest to it. He has +1 trait bonus on Knowledge (local) checks to know hidden organizations, rulers, and locations, and on Sense Motive checks to understand secret messages.
Oathbound - Verinthal has made a solemn oath, and pursues that oath with headstrong determination. Once per day, he may reroll a saving throw against a charm or compulsion effect, but must take the second result even if it is worse.
Gear: leather armor, serrated bone katana, bone daggers (2), desert clothing,
SPECIAL ABILITIES
Breadth of Experience As a human, Verinthal gains an additional two skills at first level that are always considered Class skills. For Verinthal these skills are Survival and Knowledge (arcana).
Emissary Once per day, Verinthal can roll twice when making a Bluff or Diplomacy check and take the better roll.
Eternal Hope Verinthal has a +2 racial bonus to saving throws against fear and despair effects. Once per day, on a natural roll of 1 on a d20 roll, Verinthal may reroll and use the second result.
Poison Use Verinthal is trained in the use of poison and cannot accidentally poison himself when applying poison to his weapons.
Sneak Attack Verinthal deals extra precision damage in combat when his target would be denied a Dexterity bonus to AC or when he flanks his target.
Urbanite Verinthal has a +2 racial bonus on Diplomacy skill checks made to gather information and Sense Motive skill checks made to get a hunch about a social situation.
Wild Talent: Detect Psychic Significance

Born among the rich and powerful, Verinthal has seen personally how the Templars of the Sorcerer Kings treat the common people, and he was not pleased. One particular event resulted in the death of his older sister, and this set him on a stealthy course of revenge. It was from that moment that he began to train diligently in the use of both poisons and the art of the katana. He also swore an oath of vengeance against the templar that killed his sister. One day, he will repay the deed.

Verinthal escaped the eyes of his remaining sister, who still enjoyed her family's heritage in their small mansion. He took to the desert but remained opposed to the Sorcerer Kings or at least to the Templars who acted tyrannically. He found his way into the contacts of the Veiled Alliance, and devoted a great deal of his free time to helping smuggle arcane components and spellbooks for those wizards who attempted to defy the established order.

Today, Verinthal spends most of his time hiding in the shadows of the underworld, trying to remain available as an agent for the few times that the Veiled Alliance can ask for his aid, and trains with blade and shadow for the fated moment.


I'll get my submission up tomorrow, will be up late updating several threads I DM.


I present Ineluki

Background:
A Nibenese trained dancer as an orphaned child, Ineluki was sold into slavery and then purchased by a trader who took him to Tyr. Purchased by a templar, he was put to work with his fine hands and agility to help with potion and poison crafters eventually catching the eye of a nobleman who recognized his talent with poisons and dancing and worked him into a bard troupe where he performed several assassinations of minor noble enemies.

Appearance and Personality:

Ineluki wears a mohawk often dyed with clay or other colored stone powder paints. His face was tatooed as a child dancer with a large butterfly-esque shaped tatto covering both eyes and dipping deep into his cheeks down to his jaws. He has entwined rope-like tatooos running up his arm.

Crunch Decisions:

Took the second stat bonus in Charisma, Exotic Weapon proficiency in scorpion whip, Athasian traits: Raised by Humans, Tyrian Craftsman; rolled wild talent: paranoia earlier

The rest is in the profile stat block


Damn as much as I want to submit to this I don;t think I'll ave the time to give to it. Have to withdraw interest here. :-(


If you would prefer DM Chubbleston I can remake my character into something else not water priest-ish.


@vrog yes please if you have another in mind.


Okay, working on it now.


Rolling for my wild talent:

3d8 ⇒ (2, 6, 5) = 13
3d8 ⇒ (5, 5, 1) = 11

Going to take mind thrust I.


DM Chubbleston wrote:
It seems like there is fairly good interest. so yes I would like to see builds if you want and have fun doing it. (its one of my favorite parts of the game.) I'm not doing official "recruitment" yet. just idle curiosity. (I still have to read all the way through the players guide that was written so far I have enjoyed it. Its pretty extensive)

Dotting! This is what I get for not checking the recruitment threads every day or so. I really like the dark sun setting, but have never gotten to play it yet. I will try and put something together for you DM Chubbleston!


Robert Henry wrote:
DM Chubbleston wrote:
It seems like there is fairly good interest. so yes I would like to see builds if you want and have fun doing it. (its one of my favorite parts of the game.) I'm not doing official "recruitment" yet. just idle curiosity. (I still have to read all the way through the players guide that was written so far I have enjoyed it. Its pretty extensive)
Dotting! This is what I get for not checking the recruitment threads every day or so. I really like the dark sun setting, but have never gotten to play it yet. I will try and put something together for you DM Chubbleston!

Same Here! Big fan of the setting from way back. Will read through and put a concept together asap.

Liberty's Edge

Jesse Heinig wrote:
DS is a setting that is all about scarcity. Water is scarce. Metal is scarce. Shade is scarce. Arcane magical power is scarce. You must carefully husband your resources to survive. Anything that breaks one of these resource scarcity elements in low-level gameplay is changing the setting that you are playing.

I do agree completely with Jesse here - the challenge of survival is a major theme in DS (at least, to me). However, Pathfinder is very different system from 2e, and there are many class features breaking this scarcity element. Monk is of course one, but there are many other ways to get high-damage unarmed attacks or natural weapons, just as there are plenty of ways to get high AC without armor. Also, psychic spells are now very similar to arcane spells, but only the latter has the social stigma. Etc, etc. So I don't know where is the fine line between "keeping true" to the original Dark Sun theme, and using all the interesting option Pathfinder system has to offer...

--

Anyway, I can't still make up my mind what character to make :) Mul gladiator, Elven trader, human noble psychic... choices, choices...
@DM Chubbleston: Let me know if there's a deadline for the submissions...


Mahdi was born into the streets of Tyr. An orphan, he quickly learned to survive and proved himself remarkably resilient despite his frail build. Always, he sought his way – until he found his master. The man taught him the old ways...

He became the man's emissary, negotiating in his stead, travelling far and wide, learning languages; until the man died, and he found himself without a home, without a master, back in the streets.

Perhaps he is now a slave, which means no spell book... An interesting challenge!

Or he could be a merchant - I would then get the appraise skill, for good measure.

Your thoughts?

Wild Talent: 3d8 ⇒ (4, 3, 1) = 8 Deja Vu
Wild Talent: 3d8 ⇒ (7, 3, 2) = 12 Mental Block

Wild Talent to be decided...

Character (tentative) build:
BASICS
Level 1 wizard
School: elemental wood (opposite schools: necromancy, enchantment)
Arcane bond: ring
Traits: orphaned, seeker, resilient

ABILITIES
str 7
dex 11
con 13
int 20
wis 15
cha 10

SKILLS
Knowledge (nature) 9
Knowledge (arcana) 9
Linguistics 12
Spellcraft 9
Survival 7
Perception 7
Stealth 4
Sense motive 6 (+2 Urbanite)

FEATS
Nature Magic: You gain know direction as a constant spell-like ability + create water once per day (or purify food & water, if preferable - or perhaps these "old ways" are frowned upon, and make him a target?)
Skill focus: linguistics
Orator
Exotic Weapon: to be determined


Let's see about the wild talent:

Wild Talent: 3d8 ⇒ (4, 7, 4) = 15 Object Reading
Wild Talent: 3d8 ⇒ (3, 8, 7) = 18 Psychic Reading

Interesting... guess I'd be a bit of a reader either way!


I'm still working on my character, but I can't decide between a Half-giant gladiator or a human noble.

I'm looking at going occultist either way (the gladiator will be a panapoly savant, and the noble will be a silksworn).

Sovereign Court

Currently ruminating possibly on an aarakocra ranger.


I’m working on a thri-keen ranger (trapper archetype). Here are two rolls for the wild talent.
Wild Talent: 3d8 ⇒ (7, 3, 6) = 16 Oneric horror
Wild Talent: 3d8 ⇒ (5, 5, 8) = 18 Psychic reading


Working on a Pterran Bloodrager with the draconic bloodline.


A quick question DM Chubbleston, how long will you be leaving the recruitment open?

wild talent: 3d8 ⇒ (3, 7, 4) = 14 Fortify, Lesser
wild talent: 3d8 ⇒ (3, 1, 2) = 6 Crystal Light

edit:
More questions:

DM Chubbleston wrote:
I am thinking about introducing the group as being owned by the same noble that outside of tyr after the assassination of Kalik his caravan heard that they would be free if they went to tyr and turned on him in true Dark sun fashion outside the gate and then just went in..."

It sounds like the caravan was headed toward tyr.

Do we know what city-state the nobleman was from?

And I assume it's ok that a guard or guide, with the caravan, could join the slaves also?

I'm thinking about either a Mul 'gladiator' (some melee class) or a half-elf guide (ranger or slayer).


I'll roll Wild Talent to help me figure out the character better:

Wild talent: 3d8 ⇒ (1, 6, 1) = 8 Distract
or
Wild talent: 3d8 ⇒ (8, 8, 3) = 19 Sense Poison

The Exchange

wild talent: 3d8 ⇒ (1, 8, 3) = 12 Far hand
wild talent: 3d8 ⇒ (8, 2, 4) = 14 Fortify, Lesser

Eyeing Shaman, Oracle and witch for now. I'm traditionally a caster. But don't feel like dealing with dragon kings, so no clerics for me.

Chances are Shaman/Oracle will come out top over witch.

The Exchange

GM - how would something like this work for non-hunter animal companions? I realized that some of the psychic cats (Tigone) qualify for combat expertise(with their int), so (if you're ignoring the ability to acquire an animal companion part), could qualify for pack flanking. Would it work?

Sort of trying to factor in if I want to do some kind of mounted lunar oracle build. Also, do Tigone animal companions(pg 126 of guide) get grab or pounce like other big cats? Otherwise I don't see how the rake ever comes into play.

I was thinking of actually having an animal companion that can speak to me back. Otherwise I'll probably go back to a tiger, since bears don't exist in Darksun.

The Exchange

Illuriel:

Illuriel (Spirit Guide Oracle 1)

14 str
10 dex
14 con
10 wis
14 int
18 cha

Curse: Haunted
Feat: Extra Revelation (Prophetic armor)
Revelation: Primal Companion

. . At will—Stabilize, Mending, Detect Magic, Mage Hand, Ghost Sound
Lv 1 spells known (3/day): Cause Fear, CLW, Magic Weapon, Fumbletongue

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

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

Skills:Spellcraft +6, Knowledge Nature +6, Survival +4 (+5 in desert), Knowledge Religion +6, Knowledge Local +6, Knowledge Arcana +6
Diplomacy +8

Hp - 10

Create Water not taken by request.

Exotic Weapon Proficiency: Fauchard
Armor: Studded Leather armor
Weapons: Bone Fauchard, Bone Dagger

Gp - 15 Ceramic pieces
Spell Component Pouch

Will figure out what companion to grab with GM info(Leaning to Tigone at the moment). Backstory later.


I wanted to see what others were thinking about to help decide what I would do, so here is the list:

interest in order of appearance: idea or race and class: Characters
Vrog Skyreaver half-giant or human Occultist
Storyteller Shadow Withdraws
stardust Human Ninja Verinthal
Ken Marable
R0B0GEISHA
Zedth
Teiidae Pterran bloodrager
The Chess
Jesse Heinig Aarakocra Ranger
chillblame
Fabian Benavente City Elf unchained rogue
Sixteenbiticon
Warpfiend Human Monk
Ash.. Hunter
Philo Pharynx Mul kineticist
Arknight Half-Elf, raised by a Thri-Kreen Druid....
Iff
DM Fflash half-elf bard Ineluki.
Tundran Half-Giant Druid
-Karma- Mul gladiator, Elven trader, human noble psychic
Cuàn
Raltus
Robert Henry Mul Half giant 'Gladiator' or half-elf elf 'guide'
Blackacre
Amergin the Wise Human Wizard Mahdi
Ken Marable
tomtesserae Thri-Kreen ranger
Just a Mort Spirit Guide Oracle Illuriel

I will continue to update, If I have missed anyone please let know.

The Exchange

I'm human Robert. Need to check if I get a spare feat at level 1.

No, so yeah sheets fine that way.


Okay, here's Tkk-Tkk. I changed to a Thri-Keen warpriest.

Tkk-tkk:

Tkk-tkk
Thri-keen warpriest of Water 1 (Pathfinder RPG Advanced Class Guide 60)
N Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
hp 17 (1d8+9)
Fort +4, Ref +2, Will +4; +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor)., +2 trait bonus on saving throws against a mummy's aura of despair., +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.; jumper
Melee bite +3 (1d3+3 plus Dex poison), 4 claws +4 (1d6+3)
Ranged sling +2 (1d4+3)
Special Attacks blessings 3/day (Scalykind: scaly touch, Water: ice strike), poison, sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—deadeye's lore[UC], liberating command[UC]
. . 0 (at will)—detect magic, detect poison, purify food and drink (DC 12)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 9
Base Atk +0; CMB +3; CMD 15
Feats Tribal Scars, Weapon Focus (claw)
Traits desert child (desert), mummy-cursed, seeker
Skills Acrobatics +3, Perception +9, Survival +8
Languages Common, Elven, Thri-Keen
Other Gear lamellar cuirass, torso piece, studded leather, arm piece, studded leather, leg piece, sling, sling bullets (20), backpack, flint and steel, mess kit[UE], parasol[UE], trail rations (15), wandermeal[UE] (10), waterskin (6), 2 gp, 2 sp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Jumper (Ex) You always are considered to have a running start when jumping.
Poison: - Injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Tkk-Tkk's chitin is etched with intricate tribal designs. He is a traveller, a hunter who keeps moving. Deep inside, he's always had a connection to water and he can even bring forth ice occasionally.

Liberty's Edge

stardust wrote:

Some questions: The guide offers information about things like the Distillation Kit in the Athasian Items section, but I can't find any price for quite a few things from that section. Also, would poison be any more or less available due to it being more readily created?

Since I can't afford an Alchemist Lab at the moment to make my own, I will have to purchase it. In the guide, the Bard is the one most affiliated with poisons, though it does mention them in reference to Ninjas.

If it helps, I have taken the Veiled Alliance Contact trait. So it's possible that one of my other contacts has access to some poisons.

So still curious about this stuff... :P


karma- right now no deadline.

fabain- there is not really a submission deadline. if i decide to start ill give it about two weeks to look over submissions and tell people.

startdust- I don't see why not.

amergin the wise- probably going to change the create water.

robert- yes the recruitment will be open. the caravan was heading towards tyr, the noble was from Urik, and yes on random other traveling with the noble dark sun people are incredibly pragmatic so other people besides just slaves could be in the group.

just a mort- bears do exist I just read it in book two, they are just like regular bear except they have a tortoise shell. , I don't see why not on the pack flank. tigone I don't think they get grab or pounce. the psionic abilities more then make up for it. yes on the human extra feat otherwise I don't understand your question on spare feat.


Okay, I'd like to get some feedback on my two characters, each of which I have now built like 3 times:

My half giant gladiator is from Urik who wields an obsidian cestus and is known as OmPraRah (or Blackfist in Giantish). He's a favored gladiator of the half-giants there, but he was recently sold to an owner in Tyr, who put him on the caravan and basically treated him with disdain during the entire trip, trying to "put him in his place". When the revolt happened, Blackfist would have snapped her neck like a twig and then gathered up his gladiatorial gear (armor, cestus, and a Madu made from a Crodlu skull).

My Human occultist is going to be a Noble from Nibenay, who was a simple passenger on the caravan and seeing how the tides were turning, sided with the slaves. She is clearly rich and powerful, both in the political and magical sense. She was making her way to Tyr to meet her contact in the Veiled Alliance, which she is loosely affiliated with in Nibenay (Her archetype makes her an arcane caster instead of a psychic caster).

I would like to get opinions on which character people would like me to make, so I can use that as the deciding factor in my character build.

The Exchange

I'd probably say Kineticist, but that's because I have more familiarity with them. And I'm biased against the OA casters because I feel their spell list is a tad...weird.

Working on my character with the new information. Since we're using OA instead of Psychic adventures and...

Unless otherwise noted, Athasian humans possess the same racial traits as standard humans in Pathfinder - I'm going to tweak some racial traits and stuff. As well as work on my extra feat and come out with my Tigone buddy!

DM - I looked at the Tigone's psychic powers and I feel it's rather OPed for a level 1 character.

2nd (4/day)-bear's endurance, mind thrust II (DC 14)
1st (7/day)-charm person (DC 13), expeditious retreat,
mind thrust I (DC 13), stunning barrier

At CL 4 - that would be 4d6 of damage I can do 7 x per day, and 4d8 of damage 4x per day.

Even if using at Psychic 2, animal companion HD starts at 2, so it'd be 2x of 2d6 damage I can do, will half, 5x per day. Nerf please? Unless you don't mind it that way.

I would also be happy if I could choose the spells on my Tigone's list, but if I can't I don't mind overly much either. Can Tigones speak? I suppose not.

I will calculate BAB as per animal companion BAB(Even though technically it is a magical beast and should get full BAB)?


DM Chubbleston wrote:
Amergin the wise- probably going to change the create water.

I figured! I'll create an alias and discuss the finer details with you, if and when... Or should I go ahead and do so now-ish? Are you expecting detailed sheets to make your recruitment decisions? Or perhaps more fleshed-out backgrounds?

The Exchange

Illuriel's Tigone companion:

Luna

12 str
19 dex
12 con
14 int
17 wis
14 cha

Based on Psychic Lv 2:
. . At will—Detect Psychic Significance, Know Direction, Resistance, Sift, Telekinetic Projectile, Virtue.
Lv 1 spells known (5/day):Mind Thrust I(DC 13), Stunning Barrier(DC 13)

Skills: Perception +7, Survival +7, Stealth +8, Acrobatics +8

Feats: Bonded Mind (Guess I don't need to worry about speaking anymore).

Hp - 13
AC - 10 + 4(nat armor) + 1(size) +4(dex) +3(wis bonus from Psychic discipline) = 22

Attack: Bite +3 (1d6+1)

CMB +1, CMD 17
Fort +4, Ref +7, Will +3

Tricks: 42 total - why don't we just say...everything. I counted on handle animal list - there were only 30 tricks.

I will redo Illuriel with the bonus feat factored in. I may also want to do more of a melee focus.

The Exchange

Illuriel:

Illuriel (Spirit Guide Oracle 1)

16 str
10 dex
14 con
10 wis
14 int
16 cha

Curse: Haunted
Feat: Extra Revelation (Prophetic armor)
Revelation: Primal Companion
Bonus Feat: Bonded Mind

. . At will—Stabilize, Mending, Detect Magic, Mage Hand, Ghost Sound
Lv 1 spells known (4/day): Cause Fear, CLW, Magic Weapon, Fumbletongue

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

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

Skills:Spellcraft +6, Knowledge Nature +6, Handle Animal +4 (+9 for Luna), Knowledge Religion +6, Knowledge Local +6, Knowledge Arcana +6
Diplomacy +8

Alternate racial traits: Dimdweller

Hp - 10

Create Water not taken by request.

Exotic Weapon Proficiency: Estoc
Armor: Studded Leather armor
Weapons: Bone Longspear, Bone Estoc

Gp - 15 Ceramic pieces
Spell Component Pouch

Will figure out what companion to grab with GM info(Leaning to Tigone at the moment). Backstory later.

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