Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


“I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained across the vast tablelands. Even the wind, dry and searing as a kiln, can kill a man with thirst.
“This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call men to slow suffocation in a Sea of Silt, and legions of slaves clash over a few bushels of moldering grain. The dragon despoils entire cities, while selfish kings squander their armies raising gaudy palaces and garish tombs.
“This is my home, Athas. It is an arid and bleak place, a wasteland with a handful of austere cities clinging precariously to a few scattered oases. It is a brutal and savage land, beset by political strife and monstrous abominations, where life is grim and short.”

-The Wanderer

Races and Classes
House Rules
Equipment

Summoning lists:

Summon Monster I
Jankx (Dire rat): A large rodent (similar to a prairie dog) with poisoned spurs.
Young zhackal (Dog): An adolescent desert canine similar to a jackal.
Large kes’trekel (Eagle): A vicious, hawk-like desert bird know for eating live prey as well as carrion.
Fire beetle: Standard
Viper: Standard

Summon Monster II
Riding kank (Ant, giant worker): A six-legged insect the size of a small horse often used as a mount.
Elemental, Small: Standard Giant centipede: Standard
Giant spider: Standard
Zhackal (Hyena): A desert predator similar to a jackal.
Jhakar (Wolf): A wolf-like reptilian predator known for hunting in packs.

Summon Monster III
Soldier kank (Ant, giant soldier): A more aggressive variety of kank normally tasked with guarding a kank queen.
Baazrag (Ape): A semi-intelligent, ape-like humanoid known for its great strength.
Carru (Aurochs): A horned herd animal with a protective carapace augmenting its thick hide.
Tagster (Cheetah or Leopard): A fast desert feline predator.
Constrictor snake: Standard
Dire bat: Standard
Monitor lizard: Standard

Possessions

Undivided Loot:

Fen's satchel: sheaf of documents written in house code; two glazed ceramic tokens, one of which identified Fen as a merchant of Urik, another marking him as a merchant in Tyr

Bone key to warehouse off Iron Square

(3) potions of invisibility
(2) potions of fly]
(2) potions of alter self
potion of expeditious retreat in crystal flask
(2) potions of cure moderate wounds

(14) doses of curative salve (functions as wand of cure light wounds)

bead of force

wand of improved longstrider (CL8, 10 charges)

8 sp

(6) large steel great terbutje (a large-sized, two-handed tembo sword, does 2d10 damage)
MW large steel great terbutje
large masterwork iron breastplate
(6) large steel javelins (1d10 damage)
large composite longbow (Str 24) with 20 masterwork steel arrows (2d8 damage).

Magic item descriptions:

Psychic Reliquary (the Warden)
This pale green crystal can be used as a psionic reservoir, storing up to 3 power points for later use, and emanates a protective aura that grants its owner a +2 resistance bonus to saving throws against mind-affecting spells or psionic powers. In addition, it the crystal functions as a psionic reliquary - some consciousness or entity is stored inside, apparently slumbering. This particular entity refers to itself as the Warden. If bonded to its owner's brow chakra (occupying the headband slot) or heart chakra (occupying the chest slot) it provides a +2 enhancement bonus to Wisdom and a +2 enhancement bonus to Constitution.

Psychic Reliquary (the Champion)
This orange crystal glows like magma. The crystal functions as a psionic reliquary, housing the consciousness of an ancient warrior known as the Knight-Champion. It can store up to 3 PP as a psionic reservoir. If bonded to its owner's brow chakra (occupying the headband slot) or heart chakra (occupying the chest slot), it grants a +2 enhancement bonus to Charisma and a +2 enhancement bonus to Strength. In addition, once per day a bonded user under the effects of a mind-affecting spell or power can act normally by sacrificing 2d6 hit points per round of normal actions.

Psychic Reliquary (the Seeker)
This blue crystal glows with a sapphire light. The crystal functions as a psionic reliquary, housing the consciousness of an ancient warrior known as the Seeker. It can store up to 3 PP as a psionic reservoir. If bonded to its owner's brow chakra (occupying the headband slot) or heart chakra (occupying the chest slot), it grants a +2 enhancement bonus to Dexterity and a +2 enhancement bonus to Intelligence.
By spending 1 PP or expending psionic focus, a bonded user may treat all or a portion part of her normal movement in a round as teleportation - the total distance is unchanged but the character does not actually pass through the intervening space, which must be in sight but may contain matter than normally would block access.
A bonded user who wields the Seeker's blade can spend 3 PP as a swift action to imbue the sword with the speed of thought. For one minute, the wielder may treat the blade as a finesse weapon with the agile property, applying his or her Dexterity bonus to attack and damage in place of Strength. The damage bonus is not increased if the sword is wielded with two hands.

Crystal Staff of Battle
This leather-wrapped shaft of blue crystal is a potent psionic weapon. In addition to functioning as a +1 quarterstaff, it allows a psionic wielder to manifest energy push (sonic) or deceleration as if they were among the wielder’s known powers, using the wielder’s power points and manifester level. As part of an attack action, the wielder may spend one power point to imbue the blow with psionic force. If successful, the blow inflicts an additional 1d6 damage allows the wielder to attempt a bull rush against the target using the wielder's manifester level and primary ability modifier in place of BAB and Strength.

Helm of Contemplation
This ancient copper and iron helmet grants a +1 insight bonus to AC and a +2 resistance bonus to Will saving throws.

Battle Fetish
Worn around the neck, this carved bone fetish grants the wearer a +1 natural armor bonus to AC, a +1 resistance bonus on saving throws and a +2 competence bonus on Perception checks.

Seeker’s War-Belt
This heavy belt is a covered in electrum plates. Worn alone, it functions as a +2 armored belt. If added to a suit of non-magical light or medium armor, it instead grants the suit a +2 enhancement bonus.

Spirit Shield
This crude bone fetish is mounted on a leather thong. Once per day on command, the wearer can surround himself with a cloud of swirling winds filled with ragged spirits for 1 minute, granting a 50% miss chance against all ranged attacks, including rays and other ranged spells that require a roll to hit. This wind does not hinder the wearer in any way. At any one time during this duration, as a swift action, the wearer can cause the spirits carried within the storm to more fully materialize, causing 4d6 points of cold damage to all adjacent creatures. A DC 14 Reflex save halves this damage.

Swiftbite
This +1 keen bone longsword grants the wielder haste for one round any time it inflicts a critical hit.

Shadow Urn
This bottle is crafted from the darkest ebony. When opened and held upright, faint whispers can be heard emanating from the bottle's mouth. The bottle initially has 4 charges. When turned upside down, the bottle summons a shadow to do the bidding of the user, draining 1 charge each round of service. As a standard action, the bearer may dismiss the summoned shadow. If the shadow kills a humanoid creature of at least 4 HD, the bottle gains 1 charge. The bottle is automatically restored to 4 charges at sundown.

Feral Talisman
This simple hide cord is strung with the claws of many beasts. When the wearer assumes a new form using wildshape or a similar ability or spell, the new shape takes on a feral appearance, with larger horns and claws or a protective carapace. Any bonus to natural armor granted as part of the change is increased by 2 and the wearer gains a +2 enhancement bonus to either Strength, Dexterity or Constitution while in the new form.

Wanderer’s cloak
Named after the anonymous author of the ‘Wanderer’s Journal,’ these cloaks are crafted occasionally by members of the Veiled Alliance. They grant the wearer a +1 deflection bonus to AC and a +1 resistance bonus to saves) and can shift appearance on command, looking worn and dingy or clean and well-tailored.

Helgren’s haversack
Claimed after Helgren’s disappearance, this leather satchel functions as a handy haversack, with one additional power - unless a command word is spoken when opening the bag, it always appears empty.

Stormcatcher amulet: This bone and wicker talisman can absorb one damaging spell with the electricity subtype that would affect the wearer. Within the next three rounds, the wearer may release the trapped energy in a 20-foot radius spreading outward from the wearer. Damage is equal to the spell that “charged” the amulet, minus one dice. Reflex save for ½ damage, with a DC one less than the charging spell. The stormcatcher is destroyed after the energy is released.

Nightmare beast tattoo: This facial tattoo grants a +5 competence bonus to Intimidate checks. As a swift action, wearer's face is replaced by the maw of a nightmare beast, granting her a secondary bite attack that deals 2d6 damage. The bite can be used up to five rounds a day, which need not be consecutive.

Klar-Killer's cloak: This heavy cloak of klar hide grants a +3 resistance bonus to saving throws and +1 deflection bonus to AC. When reduced below half his normal hit point total, the wearer must make a DC 14 Will save or be affected by a rage spell for five rounds.

Gorkhan's blade: This +1 obsidian bard's friend has a hilt bound in red leather cord. Once per day, alcohol poured on the blade is transformed into blue whinnis poison, coating the bard's friend with enough poison for three attacks.

Stalker's mask: This black leather mask is chased with copper thread. It functions as a mask of the mantis.

Serpent bracers: These jade bracers are carved in the shape of serpents. They grant the wearer a +2 resistance bonus to saving throws that is doubled on saves against poison. In addition, once per day the carved bracers can transform a dose of any poison into a restorative elixir that functions as a potion of lesser restoration; doing so causes the wearer of the bracers to suffer two points of Constitution damage. Rather than create the elixir, the wearer can use his or her own blood to create a single dose of poison worth up to 500 gp; the wearer loses 1d6 hit points for every 100 gp of the poison’s value.

Punisher’s ring: The wearer of this rough iron band can make melee attacks as if armed with a +1 gauntlet. Three times a day, the wearer can activate the ring to inflict maximum damage as part of a successful melee attack, but half the damage is non-lethal.

Amulet of shadows: As a standard action, the wearer’s flesh takes on a shadowy aspect. The wearer’s speed increases by 10 feet, she gains a +8 racial bonus to Stealth, darkvision 60’, superior low-light vision, cold resistance 10 and hide in plain sight. If active for more than one minute (10 rounds) in a one-hour period, the wearer must succeed at a Fortitude saving throw (DC 12 +1 per previous check) each minute or take 1d4 points of Constitution drain. A wearer reduced to 0 Constitution becomes an undead shadow.

Iron fists of El: While wearing these articulated iron gauntlets, the wearer’s melee touch attacks deal 1d6 points of electrical damage. If the wearer wields a weapon or makes an attack with an unarmed strike or natural weapon, that attack gains the shocking weapon special ability.

Shroud of night: This gauzy black cloak grants a +2 deflection bonus to AC. Twice per day as an immediate action, the cloak may grant the wearer concealment for 5 rounds or DR 10/magic for 1 round.

The Seeker's blade: This +2 keen steel bastard sword grants the wielder the Quick Draw feat, a +5 competence bonus to Perception and a +4 bonus to initiative. It also functions as a stone of alarm.

The three eyes of Ios: This set of three linked cognizance crystals is stored in a pouch of black lizard hide. One stone stores 3 PP, the other two store 1 pp each. When meditating to regain power points, a user may designate one power known. For the next 24 hours, the user can pool the crystals' power points (spending up to 5 pp total) when using them to manifest that power.

Agent’s ring: This engraved copper band grants the wearer a +1 deflection bonus to AC and a +2 resistance bonus to saving throws.

Messenger's staff: The wielder of this staff may cast the message cantrip as a swift action. In addition, the staff holds 10 charges that can be used to cast the following spells: shield 1 charge; warding weapon using the staff as a focus, 2 charges; fly 4 charges.

Rattling skirt: This belt of elven finger bones grants the wearer a +2 deflection bonus to AC. Once per day as a swift action, the wearer can sacrifice a 1st level spell slot to cast false life or expeditious retreat.

Orb of Jah-hoz: This fist-sized chunk of red marble can be used by a druid to augment wildshape. By calling on the orb and taking on an aspect of the spirit within, the druid can wildshape into an earth elemental as if his or her druid level was two levels higher than normal. The druid also gains a +4 enhancement bonus to Constitution while in earth elemental form. For 24 hours after using the orb, the druid is treated as two levels lower when using wildshape to take any form other than an earth elemental.

Nnn'tkklik'l:

crystal staff of battle, mul-back cords, crystal mask of knowledge (psionics), belt of levitation, psychic reliquary carrying the Warden, the three eyes of Ios, bracers of resistance +2, ring of natural armor +2, gravewatch pendant, focusing crystal (+2 Autohypnosis), a well-made leather harness made to carry four, two-gallon waterskin (full), bag of rations (enough to feed a human for 10 days), healer's kit (10 uses), 15 sp, 50 cp.

Raun:

+ 1 furious large stone earthbreaker (+1 to hit, 2d8+1), MW large obsidian hatchet (net +0 to hit, 1d8), MW large composite shortbow (+4) (+1 to hit, 1d8+4), 20 iron arrows, (2) MW iron spears (+1 to hit, 1d8), +1 silk wyrm scale breastplate (+7 armor bonus altogether, +5 max dex, -1 ACP, counts as light armor), MW large wooden shield, amulet of shadows, headband of intellect +2 (Stealth), fist-sized stone enchanted with continual flame, potion of invisibility in crystal flask, helm of contemplation, nightmare beast tattoo,
psychic reliquary holding the Champion, horn of goodness/evil, riding kank with pack saddle, (4) one-gallon waterskins (full), common clothing, leather pack holding 15-gallon cask of water (full), bedroll and large tarp, rations (enough to feed a human for 40 days), MW leatherworking tools, (x2) 50' lengths of silk rope and (10) bone pitons.

Grit:

+1 steel scimitar (so +1 to hit/damage, 1d8 damage), MW steel spear (+1 hit, 1d10 damage), MW sling and bullets (+1 hit, 1d4 damage),
+2 agafari heavy shield (as darkwood), +1 wild breastplate made from the carapace of the Crawling Doom, Klar-Killer's cloak, feral talisman, fist-sized stone enchanted with continual flame, wand of cure light wounds (18 charges), wand of lesser restoration (6 charges), druid's vestments,
orb of Jah-hoz, +1 studded leather barding and battle fetish for tigone, (3) one-gallon waterskins (full), two-gallon waterskin (full), good quality leather outfit and sandals, well-made pack and bedroll, MW weaponsmithing tools, bag of rations (enough to feed a human for 20 days), healer's kit (10 uses), 40 sp, 50 cp, riding kank with saddle

Gorkhan:

The Seeker's blade (+2 keen steel bastard sword, +2 to hit, 1d10+2 one-handed or 2d6+2 two-handed), Gorkhan's blade (+1 obsidian bard's friend, +1 to hit, 1d4+1/18-20x2, plus poison ability), stalker's mask, punisher’s ring, psychic reliquary containing the Seeker, (2) pots of oil of keen edge, blackguard’s cloak (as cloak of elvenkind), high quality leather clothing, (4) one-gallon waterskins (full), skin of cheap wine, well-made pack and bedroll, bag of rations (enough to feed a human for 20 days), gems worth 2,000 cp, 15 sp, 50 cp

Däina:

Helgren’s haversack, knuckle-sized obsidian orb (as pearl of power I but lose 1 hp when used), ring of sustenance, agent’s ring, shroud of night, messenger's staff, headband of intellect +2 (Bluff), lesser metamagic rod of selective spell, lesser metamagic rod of empowering, (2) scrolls of dispel magic, scroll of fireball (CL 8), 2,000 cp of additional scrolls (can be used to scribe new spells, as well), MW iron dagger, MW light crossbow w/ 20 iron bolts, fine clothes, a wizard’s kit, (3) one-gallon waterskins, bag of rations (enough to feed a human for 20 days), 15 sp, 50 cp, riding kank with saddle, spellbooks, including all desired spells from Lord Sanet's spellbook (all 0-level spells plus comprehend languages, disguise self, frostbite, magic missile, mount, protection from good, ray of enfeeblement, shield, shocking grasp, unseen servant; bear's endurance, blood transcription, blur, elemental touch, invisibility, scorching ray; arcane sight, dispel magic, hold person, lightning bolt, vampiric touch)

Woki:

+1 guided small spear, small MW bone short sword, small bone dagger, small blowgun w/ 10 MW darts, small MW sling, lesser metamagic rod of reach, Watta's head (functions as a grim lantern, made from the head of a halfling named Watta), Gubba’s head (shrunken head of a halfling shaman, grants +2 Wis and functions as a headband of intuition), rattling skirt, serpent bracers, calcified tentacle of a dune horror (functions as iron spike of safe passage), ghostvision gloves, eagle cape, hot-weather outfit, human-stomach satchel containing wooden holy symbol (carved from a piece of lightning scarred deadfall), spell component pouch, rations (random pieces of salted, dried meat sufficient to feed a halfling for 20 days), waterskin x2, sling bullets x10, blanket (ratty piece of hide), clay jar of animal glue, ball of plant fiber twine, assortment of teeth and claws, bag of cooking herbs and spices, gems worth 1,000 cp

Traveling Plan
* Travel by day.
* When day breaks, Grit makes a Survival check to find shaded shelter (Nnn'tkklik'l, the PC w/ the second highest Survival, will roll to aid another)
* Eat and refill waterskins from the cask.
* Grit casts one create water to restore up to 5 gallons to the cask.
* Nnn'tkklik'l can be the primary sentry, with others taking shorter turns on watch.
* Sleep. With shade and the lack of activity during daylight, you won't have to make heat checks unless it gets really hot or you wander into extremely inhospitable terrain.