Dark Sun: On the Road to Kurn (Inactive)

Game Master EltonJ

The heroes are all caravan guards on the way to Kurn from Tyr. They find that the way to Kurn can be dangerous and maybe fatal. But will they discover the secret of Kurn?


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Peet wrote:
EltonJ wrote:
I don't have a lot of love for that book, that's true. I never really picked it up. Here's an alternative psychic bloodline.

Okay, I didn't read the spoiler tag about psionics, so it sounds like a Psychic from occult adventures will not be allowed?

I had planned on submitting a psychic but can go another route if that doesn't work.

I don't own the Dreamscarred Press stuff so it is a little tough for me to use their stuff. I know it's on pfsrd but it's a little hard to sort through.

Whoa, man. Just because I don't like it doesn't mean that I won't run it. If it's easier to do a psychic, then just submit one.


EltonJ wrote:
Whoa, man. Just because I don't like it doesn't mean that I won't run it. If it's easier to do a psychic, then just submit one.

Oh, okay. The other option was to make a witch with the Ley Line Walker archetype (that turns a which into a spontaneous caster).

I am trying to come up with a backstory now.


I just saw this in passing and don't have time to read the thread and catch up so mostly dotting for intetest but dear God do I need to get back to Athas...


Pathfinder Adventure Path Subscriber

I´m on the verge a bit.
I really like DSP psionics, especially psions, but for some time i nearly exclusively played casters now and would like to play something else for a time. Have to think about it a bit more.

The adventure itself with the fixed frame of the caravan sounds very interesting to me.


Tarkahas is the guy I have been working on. Crunch is mostly done except for gear.

For background I am thinking that he gained his powers from a psychic projection of some horrific creature from the Black. His mind was fundamentally changed, and he found himself with strange abilities. He has the "Abomination" discipline which I think normally implies some connection to some kind of chaotic outsiders.

He came to the surface as he had to flee Kragmorta because he was accused of Heresy. He would tell others that if Dregoth abandoned the first generation Dray, the Dray should abandon Dregoth and stop worshiping him. But the templars didn't like this, and when news got to them that Tarkahas was talking this way they came after him.

He fled to the surface and made his way to Cromlin, and then to Raam. In Raam he joined a rebel group, but had to leave when his group was nearly wiped out. Apparently he joined the wrong one. :)

He signed on with a caravan as a guard, and found himself in Tyr. Now he is looking for more work.

A couple questions:

1. In the Bodhizen conversion guide it describes Raam before the city fell into anarchy, but I have found references online that refer to Raam after that, where there is no Sorcerer-King and the city is divided into factions. I am not that familiar with the timeline, but has this happened to Raam? Or is the sorcerer-king still alive?

2. The Bodhizen conversion guide has two pictures of humanoids on the page discussing Dray (p. 76). One looks like a conventional lizard-man and the other looks a lot like a half-orc with a tail. The guide says the second generation are "more dragon-like." so does that mean the 1st generation Dray look like the one that looks like a half-orc? Or like the reptilian one?


Peet wrote:


A couple questions:

1. In the Bodhizen conversion guide it describes Raam before the city fell into anarchy, but I have found references online that refer to Raam after that, where there is no Sorcerer-King and the city is divided into factions. I am not that familiar with the timeline, but has this happened to Raam? Or is the sorcerer-king still alive?

A. I'm using the Revised and Expanded Dark Sun Campaign Setting which means that the sorcerer-queen Abalach-Re was killed in battle with Sadira of Tyr. See page 53 of the Wanderer's Chronicle (also in the Revised and Expanded Dark Sun Campaign Setting).

Quote:

2. The Bodhizen conversion guide has two pictures of humanoids on the page discussing Dray (p. 76). One looks like a conventional lizard-man and the other looks a lot like a half-orc with a tail. The guide says the second generation are "more dragon-like." so does that mean the 1st generation Dray look like the one that looks like a half-orc? Or like the reptilian one?

I can see the problem. In my opinion, they should be switched. Also I have a few quibbles on how the document has been laid out. It's not that bad, though.


So,

My proposed character is a Chaotic Good Half-Elf Tattooed, Draconic bloodline Sorcerer.

Having said that, of course she isn't "out" as a sorcerer, because that would be a death sentence, so she plays a mild-mannered tattoo artist / bow for hire in order to make money and survive.

She took feats for being able to wield a bow and be good at it, and bought a very expensive composite longbow (+2) so she (hopefully) will fit into the caravan setting.

She is a member of the Veiled Alliance (trait), and thus is of course a Preserver.

She was also raised among humans (trait) in Tyr, and people don't realize she isn't human.

I chose Copper Dragon for her dragon blood, but wasn't sure if that was cool. I know all draconic blood on Athas has to be related to the Sorcerer kings, but I couldn't find anywhere what specific natures they had, or if there were restrictions that way. Let me know if I need to switch that.

Her backstory I feel like is still sort of fluid. She's an excellent tattoo artist and archer, but mentally and emotionally she's probably not fully formed, because she's been hiding all her life (her half-elf nature and her sorcery) behind her Charisma (18). She is used to being able to talk her way out of things, and having people like her, and she is great at that. She's faced the physical challenges of life on Athas, and she's usually up to it (Strength 14 / Dex 16, Con 12), but in other ways she is pretty idealistic, which might be a bad thing or a good thing, depending on what she faces and what hard realities she gets thrown up against. She's hopeful and wants to change the world for the better... and she thinks that she can, both of which can get you killed, so I worry about her getting caught in a situation where her idealism overcomes her sense (Intelligence 14, but Wisdom 10). :)

I am having a hard time choosing her familiar, but otherwise am close to done. Any stumbling blocks I need to work out from an Athas perspective? Or any perspective, I suppose. :)


Zanbabe wrote:

So,

I am having a hard time choosing her familiar, but otherwise am close to done. Any stumbling blocks I need to work out from an Athas perspective? Or any perspective, I suppose. :)

I think you should switch her bloodline from a copper draconic one to either an Arcane bloodline, an elemental bloodline, or a psychic one. As for a familiar, any lizard might do.


Here's the Lion Cleric with Haasami, half-elven gladiatrix of the Tyr arena, and Ki'Narrl, razorwing animal companion.

Wild Talent: 3d8 ⇒ (7, 6, 1) = 14 Fortify, Lesser Not bad!

She's one of the better gladiators left in the somewhat decaying Tyr arena, it's getting financially uneffective to support her and her lifestyle. Her master has sold her contract to herself, and suggested her to find employment as a caravan guard, since treating an elite gladiator as a common slave is bad for one's reputation.

EDIT: Finished the backstory quicker than I thought.

I'll be updating and calculating the items. I've treated the weapon as a masterwork weapon costing x5 the normal price (1,700 cp) to indicate its fine and unorthodox make, I hope that's alright, if not, I can change it to another one with no issue!


Neat. I'm extending tryouts for a week. :)


Pathfinder Adventure Path Subscriber

Wild Talent: 3d8 ⇒ (6, 3, 4) = 13 Float, that´s more useful as it sounds^^ I only say Sea of Silt...

Edit: EltonJ, you considering the "deadly agility" feat from DSP path of War? That would be really helpful for an idea i have.


Hayato Ken wrote:

[dice=Wild Talent]3d8 Float, that´s more useful as it sounds^^ I only say Sea of Silt...

Edit: EltonJ, you considering the "deadly agility" feat from DSP path of War? That would be really helpful for an idea i have.

I'm trying to consider it.


Ah, didn't know there was a die roller built into the message boards. Guess I will reroll my Wild Talent:

3d8 ⇒ (2, 1, 6) = 9 Ectoplasmic Trinket apparently. Should be interesting.

I've changed my character to elemental bloodline, and will pop it into an Alias as modeled by Haasami above, although I haven't figured out the spoiler tags yet. Hopefully just the word itself, like the dice which I just barely figured out. :)

I chose a Ramphor for my familiar.


Nice, that's three so far.

Anyone for an even 6?


Even 6 what? You had more completed submissions than 3, haven't you?


Still figuring out if I would make a psychic warrior or a druid.


Vastryn wrote:
Even 6 what? You had more completed submissions than 3, haven't you?

you're right.

:)
I just looked at yours.


Pathfinder Adventure Path Subscriber

I'm gonna submit something this week, but would be nice to get a yes or no on deadly agility. No is good too, just breed to know.


Pathfinder Adventure Path Subscriber

"need" to know.

Liberty's Edge

I do love Dark Sun...

Would a halfling barbarian fit the team?

Also, are the rules from CRB used for non-metallic weapons, or can any weapon be made from bone/stone/obsidian?


Hayato Ken wrote:

I'm gonna submit something this week, but would be nice to get a yes or no on deadly agility. No is good too, just breed to know.

I'll need a d20pfsrd.com link first.


Karma,

We don't have a halfling barbarian yet, so I think you're good. :) As for non-metallic, Bodhizen's conversion (https://drive.google.com/file/d/0B9vv1a7v3y5BbEowUzZkQ1NBdlk/view?usp=shar ing) which we are using does have some weapon material limitations. For instance, it says "Only certain weapons can effectively be made of wood," and gives a list. It also has some other materials (like chitin for armor) that can be used. Check page 63 under "Material Goods."


Link to the Deadly Agility feat:

http://www.d20pfsrd.com/path-of-war/feats/#TOC-Deadly-Agility-Combat-

and the text:

Deadly Agility (Combat)

You have learned how to use your agility to greater purpose in battle.

Prerequisite(s): Weapon Finesse, base attack bonus +1.

Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.

This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.


Okay, here is my submission (for Zanbabe). I still have to tweak the Equipment a little, and maybe add to the background, but she's pretty much done.

Liberty's Edge

Bodhizen's conversion just mentions the prices, but CRB says the following:
Obsidian: light and one-handed weapons that do piercing or slashing damage, as well as spear tips and arrowheads.

Bone: Light and one-handed melee weapons, as well as two-handed weapons that deal bludgeoning damage only, can be crafted from bone. Hafted two-handed weapons such as spears can be crafted with bone tips, as can arrowheads. Other two-handed weapons cannot be constructed of bone.

Stone: Light and one-handed bludgeoning weapons, spears, axes, daggers and arrowheads can all be made of stone.

So that leaves out a lot of two-handed weapons. Then again, it suits the campaign flavor to leave out the great blades :)

I'll try to get a character submission done tomorrow.


Pathfinder Adventure Path Subscriber

Thanks for the link Zanbabe!

Depending on the GM decision on that i´m gonna apply with a sword devil ranger or a half giant unchained barbarian.
Got great stories for both and both would be fun to play for me i think.


Pathfinder Adventure Path Subscriber

As for weapons, there are some stone age weapons. Atlatl, Terbutje and the like, published by Paizo in Ultimate Combat and Ultimate Equipment.
This type of weapons seems perfectly fit for Dark Sun!

Moreover, at level 5 you already have a +1 to a weapon from automatic bonus progression, which is able to make one weapon the equivalent of a magic weapon, meaning the fragile quality doesn´t count for that. Usualy. If the GM decides so^^


This is Peet's submission. Haven't bought all my gear yet but background is done in point-form.

I still have a few questions.

1. Since Athas is cut off from most other planes, when conjuring can you still conjure outsiders? Do animals conjured with summon monster spells still have either the celestial or fiendish templates? Tarkahas has a connection to the Black written into his background, so it would be cool if the creatures he conjured could be from there.

2. Is item crafting allowed? Will it be worthwhile getting item crafting feats? If I did take such a feat, would I get a discount on any items? I have Craft Wondrous Item down at the moment but I could swap that out for something else.

Peet


This is Karma's submission.

Still missing most of equipment (and a rage power...), but I'll keep working on those.


Tarkahas Tassik wrote:

This is Peet's submission. Haven't bought all my gear yet but background is done in point-form.

I still have a few questions.

1. Since Athas is cut off from most other planes, when conjuring can you still conjure outsiders? Do animals conjured with summon monster spells still have either the celestial or fiendish templates? Tarkahas has a connection to the Black written into his background, so it would be cool if the creatures he conjured could be from there.

A1. Interesting question. Athas is not isolated in the Universe. Athas is in a galaxy that could contain other campaign worlds. "Could" is an operative word, of course.

Athas is still connected to the elemental planes of Earth, Fire, Water, and Air. This is important since the elemental clerics channel elemental energy from these planes and become elemental beings (eventually). The Black is a place of shadow, where Shadow Wizards get their power from. Things conjured from the Black is made of shadow stuff. The Grey is where the dead go (and in a universe that allows for reincarnation, they reincarnate from the Grey).

Quote:


2. Is item crafting allowed? Will it be worthwhile getting item crafting feats? If I did take such a feat, would I get a discount on any items? I have Craft Wondrous Item down at the moment but I could swap that out for something else.

A2. Yes, item crafting is allowed.


Pathfinder Adventure Path Subscriber

Czernobog:

Czernobog
Half giant unchained barbarian 5 (Pathfinder Player Companion: Dirty Tactics Toolbox 15, Pathfinder Unchained 8)
Large humanoid (giant)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +1 deflection, +3 Dex, -1 size)
hp 65 (5d12+25)
Fort +8, Ref +5, Will +3; +3 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies'
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 tepoztopilli +9 (2d8+7/19-20) or
. . cestus +8 (1d6+4/19-20) or
. . obsidian atlatl dart +4 (1d8+4) or
. . terbutje +8 (2d6+4/19-20)
Ranged atlatl +7 (1d8+4) or
. . sling +7 (1d6+4)
Space 10 ft.; Reach 5 ft. (10 ft. with +1 tepoztopilli)
Special Attacks rage (15 rounds/day), gatecrasher, rage powers (intimidating glare, superstition +3)
--------------------
Statistics
--------------------
Str 19, Dex 16, Con 16, Int 12, Wis 10, Cha 8
Base Atk +5; CMB +10 (+14 dirty trick, +12 sunder); CMD 24 (26 vs. dirty trick)
Feats Desert Dweller[ISWG], Furious Focus[APG], Greater Dirty Trick[APG], Improved Dirty Trick[APG], Power Attack, Toughness
Traits highlander (hills or mountains), indomitable faith
Skills Acrobatics +8, Appraise +3, Climb +9, Craft (weapons) +9, Handle Animal +5, Intimidate +5, Knowledge (nature) +5, Perception +8, Stealth +7 (+9 in hilly or rocky areas), Survival +8; Racial Modifiers highlander (hills or mountains)
Languages Common, Common
SQ fast movement
Other Gear mwk agile breastplate[APG], tepoztopilli[UC], atlatl[UC], cestus[APG], obsidian atlatl dart[UC], sling, sling bullets (30), terbutje[UC], canteen[UE], flint and steel, masterwork backpack[APG], shinobi shozoku, silk rope (50 ft.), torch (10), waterskin (5), 576 gp, 3 sp
--------------------
Special Abilities
--------------------
Desert Dweller Starvation, thirst, and extreme heat effects lessened
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gatecrasher (Ex) Gain a +2 bonus on Strength checks to break objects.
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration and use Str instead of Cha for check.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 15 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Superstition +3 (Ex) While raging, gain bonus to save vs. spells, but must resist all spells even allies'.

Origins:

Czernobog, born and raised in Tyr, once was a gladiator fighting for othersjoy and amusement. Wasn´t his thing though. Unlike others, he didn´t bask in the false glory. He saved his ceramics and opportunities and when the time came, he bought himself out. Hired as a caravan guard then, because he loves his freedom. Lots of freedom out there in the desert. And solitude. Not like in the crowded cities. Although cities provide nice things. Of course the occasional bashing to do, but that is fine.
Many think him dumb because he is a half-giant, but Czernobog is more clever than most think. That´s why he tries to avoid cities when he can. He likes them just enough, especially the nice things and some good company, but cities mean trouble. Always something going on there.
Caravans are good though. Wander from one place to another, have some company, earn more ceramics. That´s good.


Zera is completely updated in terms of equipment, background etc.


Pathfinder Adventure Path Subscriber

This still alive, going on in secrecy or died down?


The site has been down a lot lately, so I am guessing there is just a delay because people can't get on.


Yep, that's the problem, I can't get on the site.


Pathfinder Adventure Path Subscriber

Outrageous! I´m having problems from time to time too though at the moment.


I'm going to wait another couple of days before I can get the campaign going. I don't trust the site yet.


Bump.

The site seems to be pretty stable now, at least for me.


Yes, stable for me too.

Alright, all of you can play. Just know that this is Dark Sun, and some of you may die. Gameplay thread is up. Just post an introductory monologue stating your desire to go to Kurn, your motivation for adventuring, and other stuff.

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