Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Uhhh okay, I'll take your word for it :)


Wounds open up across Nnn'tkklik'l's carapace as the thri-kreen uses his own life force to heal Raun, then seal as Woki channels healing power into the collective.

Both Woki and Daina send their rolling balls of energy closer to the giant and the strange, fleshy creature that controls it. Daina's black tentacles flail at the creatures, as well, but lack the strength to hinder the giant and seem unable to grasp the brain sac again. Squares are 10 feet each, so Daina's flaming sphere doesn't make it all of the way to the brain. Daina also makes her second consecutive save vs. poison and is no longer affected by it.

Raun's hammer is effective, however. Each blow pulps one of the floating brains within the fleshy sac - the third shrieks horribly, filling the air with its psychic howls.

Gorkhan darts in but is unable to land a blow against the giant, which retaliates by poking more holes in Raun to replace those Nnn'tkklik'l recently sealed up. Raun takes 43 damage after accounting for DR.

Seemingly recovered from his suicidal dash to the cliff, Grit bounds back toward the fighting as the badly wounded brain creature manifests a power that appears to heal some of the damage, although the smashed brains are not restored.

~~~~~~~~oo~~~~~~~~

You're up!

Updated Map

Combat Round 8

Initiative Group 1: Däina, Nnn'tkklik'l, Raun, Gorkhan, Grit, Woki

Initiative Group 2: Giant, brain thing

Various dice rolls:

Daina Fort save vs. poison: 1d20 + 7 ⇒ (12) + 7 = 19
Giant spear attack vs. Raun: 1d20 + 19 ⇒ (15) + 19 = 343d6 + 15 ⇒ (6, 3, 6) + 15 = 30
Giant spear attack vs. Raun: 1d20 + 19 ⇒ (5) + 19 = 243d6 + 15 ⇒ (4, 1, 1) + 15 = 21
Chanth damage healed from body adjustment: 4d12 ⇒ (1, 11, 7, 11) = 30


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Move: Regain second focus
Standard: try to pull giant into collective again


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Ah, I didn't know the squares were 10 feet. In that case my actions are the same as last round, double moving the flaming sphere closer and having my tentacles be all tentacley.

Fire Damage: 6d6 ⇒ (3, 6, 2, 2, 2, 6) = 21 DC 25

Tentacles: 1d20 + 14 ⇒ (12) + 14 = 26


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)
Nnn'tkklik'l wrote:

Move: Regain second focus

Standard: try to pull giant into collective again

DC22 will negates


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun spits gray matter at the giant, put doesn't shift her attention from the hated psionic weilding foe.

How many brains did it have to start with?

Earthbreaker: 1d20 + 20 + 1 ⇒ (9) + 20 + 1 = 30
Damage: 2d8 + 27 ⇒ (5, 2) + 27 = 34

Earthbreaker (Haste): 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
Damage: 2d8 + 27 ⇒ (8, 6) + 27 = 41

Bite: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan continues to harass the giant, leaving the brains stuck within the black tentacles for Raun to mash up.

Spring Attack w/ studied target: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
Damage: 4d6 + 10 + 1 ⇒ (4, 2, 5, 6) + 10 + 1 = 28

Crit?: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32
Damage: 2d6 + 10 + 1 ⇒ (6, 3) + 10 + 1 = 20


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Round 7
hp 51/62
Effects: Magic Circle vs Evil (+2 deflection bonus to AC, +2 resistance bonus to saves, immune to mental control from evil creatures)

Standard Action: Cast cure serious wounds on self for Nnn to redistribute.
Move Action: Direct ball lightning orbs to move 20' each toward the giant/brain sac.

Cure Serious Wounds: 3d8 + 9 ⇒ (8, 8, 5) + 9 = 30

Woki continues to draw in the spirits energy to heal while the giant wails away at Raun. She also directs her orbs to continue to the giant.


Raun finishes off the strange, pulsating brain sac with two blows of her hammer as Gorkhan slips behind the giant and sinks his blade into its kidneys. The berserk giant fights on for a few seconds more but it doesn't take long for the group to lay it low.

The path falls silent as you catch your breath, the only sounds those of blood dripping from the giant's corpse into the dust and tinkling sounds come from the corpses of the crystal spiders as their scorched carapaces crack and shift in the wind.

Now what? Advancing up the path, healing, or casting other spells?


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Daina walks over to examine the remains of the dangerous brain sac.

Trying to figure out what we're dealing with here.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

who all needs HP? we have 30 to distribute.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

<<I have no wounds, but that poison hurt me badly.>>


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Looks like I'm only down 4. Make sure you take the bulk of that healing. Looks like you need it most.

<<That was pleasant. And just a scratch to show for it. I'm ready to move on...>> Gorkhan transmits, shifting from one foot to the next, seemingly unable to stand still.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

There is precious little for Daina to examine by the time Raun stops pounding the thing into a paste on the ground. She slumps into a seated position, supporting herself with the much splattered hammer. "Where all this blood come from?" she asks, mind clouded by fatigue as she pears at the bloody rents in her clothing which seem to open onto unmarked flesh.


There's not much left of the brain creature after Raun is done, but Daina is able to make the remains of what appear to be three humanoid brains, which had been joined together in fleshy sac, connected by strange, ropy tendons and veins. The thing didn't appear to have any natural means of locomotion and would have been reliant on a dominated host for movement. Examining it with detect magic, she finds traces of powerful defiling magic and a whiff of something else ... Whatever it was, it was clearly created, not born.

The giant's body is less remarkable, although it doesn't appear to have eaten in the past several days and bears the marks of several half-healed wounds - including what looks to be frostbite and the kind of scorch marks left by magic missiles.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

looks like the 30 can cure everyone to full HP. Nnn will spend 3pp to take 4 of Daina's CON damage from her via Empathic Transfer.

this puts Nnn at 81/81 (63/63 with the CON damage)

is it ability DRAIN or DAMAGE? that will affect my ability to shed this later once i can meditate to swap a power.


Damage.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun leverages herself back to her feet once her muscles stop shaking and calm returns to her once more. "Keep going now?" she asks, looking at the others for guidance. Unless Daina or the others had discovered something from their poking of the corpses, then their only real choice was to press on and find the Wanderer.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)
DM Under a Dark Sun wrote:
Damage.

excellent


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Noticing that Nnn is still a bit battered by the last fight, Woki calls on the aid of the spirits to ease the kreen's discomfort.

Using spirit magic to cast lesser restoration on Nnn.
Lesser Restoration: 1d4 ⇒ 4

Afterward, Woki examines the bodies of the fallen giant and brain thing. She shakes her head at the sight, "Very-very-tall-one and head-meat hunted before hunt tall-ones and this one. Think dead-hearts journey this way or wanderer do?"


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Thanks Woki. I had a different power of that level memorized, and realized i never use it. So when we rest, I will memorize a different one.


Woki's question is answered as a tall, cloaked figure comes walking down the trail from above, seeming to appear out of thin air.

"No dead-hearts in the area, as far as I can tell, although certainly a Wanderer," the man says, throwing back his hood to reveal the face of a middle-aged human, black hair and beard shot through with gray. A scar traces across one brow and down his cheek. His clothes are simple but well-made, tailored for traveling. A small pack swings on his hip, tucked inside the cloak next to a short, curved machete.

"I saw the fireworks and surmised that the chanth had found someone else to play with - it took me two days to run it off from the ruins above, but I finally managed to affect it with a magical suggestion."

The man looks around at the signs of battle, sighing when he sees the corpses of the crystal spiders.

"I told the chanth to try to domesticate the crystal spiders, but I suppose it just dominated them and used them for attack dogs. A pity you killed them all - their webs made haunting sounds in the night wind. But I suppose I should have expected as much. Andropinus makes them, combining the brains of several psions and joining them in the stomach of an id fiend. The defiling magic he uses twists personalities, and most go crazy in short order."

He crosses his arms and nocks his head.

"But I don't suppose you came here for a lecture on the Tyrant of Balic's magical research. The Veiled Alliance could have filled you on that, so you must be after something else if they told you how to find me," he says, waiting expectantly for an explanation.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Daina gives a weak smile as she hears Wanderer. Good, I was hoping this wouldn't take too long. It was certainly dangerous enough. She gives him a quick look-over. Not as crazy looking as I thought he would be. She blushes a bit at the fireworks comment. Are fireworks a thing in this world? :P

Daina gives a regretful nod. "Beautiful indeed, but far too deadly for my taste. Self defense, you see." She shudders a bit at the method of making them. "Maybe I'm not so sorry after all."

She nods, getting to the point. "Defilers doing wicked things is what brought us your way. They are attempting to work a great, destructive evil in Arkhold. However it's time-sensitive and if we can beat them there we believe we can stop it. That's where you come in. We need somebody who has traveled there before to help us teleport there so we can get the upper hand. It's a noble action in it of itself, but we would be willing to pay you in return as well." She says with a sweet but serious smile.

Diplomacy: 1d20 + 20 ⇒ (1) + 20 = 21 Derp.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l regards the stranger, twitching his antennae.

Looking away, at the paste that remains of the chanth, he merely says, "Vvile."


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun spins, raising her hammer threateningly as the stranger appears, only slowly lowering it when the human launches into a lecture rather than an attack. When Daina responds with their mission she just lets out a grunt, gritting her teeth at the thought of things like that being made, even if it did mean 3 less psions in the world.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan warily measures the Wanderer as he and Daina speak. He has the power to handle those brain creatures, but instead sends them off to play a game, without really considering the consequences? This is a dangerous man...


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit joins the others shifting back into his lovable Mul form as he does so. It is as Daina says. We have come a long way to look for you in hopes to win you to our cause, at least enough to help with transportation. We believe our cause is noble, but you must judge that yourself. If you can help us we would be in your debt.


The man who has identified himself as the Wanderer tugs thoughtfully at his beard as Daina and the others speak.

"So, let me be sure I understand you. You want my assistance, so you appeal to my sense of noble purpose to secure it," he says. "But you don't really believe I have one, so you offer me a bribe, just in case?"

He spreads his arms, gesturing toward the crumpled remains of the crystal spiders.

"As you can see, I very recently received a lesson on the unintended consequences that can result from noble intentions. Rather than kill the chanth when it attacked me, I thought I might show the crazed creature mercy, so I sent it here, to occupy itself with the crystal spiders. It acted with bad intentions, causing the spiders to attack you. And you, with reputedly good intentions, slaughtered them. So that's two acts motivated by good intentions that lead to the senseless destruction of things of beauty."

He raises a hand, as if stopping an argument before it starts.

"And don't try to tell me that it was only the chanth's evil actions that caused the spiders' deaths. If these deadhearts you mentioned are involved, your own plans will brush up against the blackest of intentions, as well, and could be twisted just as easily."

"So tell me, why should I intervene on your behalf, when by doing so I risk contributing to something terrible?"


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

"life... full of uncertainty. Do best, learn, do better. This clutch will not darken."


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

"Not care about stupid spiders. They attack us, we kill them. Not their fault, but they still dead." Raun says matter of factly, the wanderer's philosophizing making her head hurt. "All I know is we chase after deadhearts, defilers, evil wizards. They kill many people, try to kill many more, so we going to stop them. If you help then we have better chance. If you not going to, then stop wasting time."

The giantess pokes at the bit of her mind where the champion rests. <<You show him what Dote and maddening woman do, what thing they made.>> she prods at the champion, assuming it was capable of sharing her memories of the aftermath of their previous encounters with the necromancer and his minions.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Daina pauses as the Wanderer finishes. Ah, a man on ruthless reason. I suppose I can be direct than. Her sweet smiles turns into a knowing one, a more honest one. <<Secure the area. This might take a minute.>> She looks at the Wanderer. "I would call it optimistic pragmatism. 'Destructive evil' is a term that appeals to the good natured side of people, so yes I did make an appeal to a good nature. However I didn't want that to be the only incentive if it wasn't compelling. So I made the bid towards the vague concept of goodness, but wanted to make sure it wasn't the only thing I was relying upon."

She gives a nod at twisted intentions. "Nnn speaks wisely. Often malicious actions can lead to good consequences, and good actions can lead to bad consequences. If we were omniscient we would act with full understanding of the consequences of our actions, but as life is there is a certain amount of uncertainty and randomness." She folds her arms. "However, acknowledging the twisting of intentions and actions and consequences is where that line of philosophy should end. Taking it further leads to the conclusion that the world is such a random place that intentions are meaningless. If that's true, then I suppose there's no point in doing anything. But instead I take a pragmatic viewpoint that we should act on what information and intentions we can know, because living in fear of the unknown leads to nothing but stagnation. We act with the best intentions we can given our understanding of the world. I do not promise omnisciently good results, but I can promise that the understanding and work of dozens of good-intending individuals have gone into the making of this decision. The reason and logic of so many good people is the highest authority I believe in."

"The probabilities in reality that shapes the world around us is so complex that it is far beyond our understanding. Perhaps if I chose to eat soup one morning instead of bread, I would be dead instead of where I am today. We can only act on what we can comprehend, and let me tell you what I comprehend." She looks him dead in the eye, serious as death itself. "Somebody is attempting to release a force of such power, destruction, and evil, that some of the oldest and wisest guardians sacrificed their lives just to preserve their souls to warn us of its coming. And we will do everything within our power to stop it from happening. Perhaps the wheel of fate is taking us for a ride. But I'll be damned before I sit here and do nothing when I have the power to help."

Diplomacy (again?): 1d20 + 20 ⇒ (11) + 20 = 31


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan throws up his hands. "Without action, the seals will be broken and that which was imprisoned will be freed. Sure. Perhaps this being is only rumoured to be a horror. It's practically forgotten after all, aside from the spiritual entities that were involved back then."

"Perhaps I am biased, my... closeness with the Seeker is such that it can be difficult at times to see the division between us... but I would like to think that, even before the bond with the Seeker, I would act. Not for the sake of good or right, since those are mere peceptions and points of view, but for the act itself."

"If we cease to act for fear of the unknown, we merely cease to exist. Movement and action, whether physical, mental, or miniscule, are facts... necessities of life. Everything is a risk. If we take no risks, we earn no rewards. In this particular case, if, as is likely, the information we have is correct, there will never be any rewards for anyone aside from those that seek death."


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit's eyes glaze over as Daina speaks. He shakes his head briefly to try to remove the dazed effect from her words and finally manages to add. You choose to see things in the negative it seems. We do not bribe you. We offer honest payment for your help. If you do not seek coin then we can offer other forms of payment.


The Wanderer listens quietly, his expression a mask, as first Raun, then Daina, then Gorkhan make their pleas. His face splits into a broad grin and he claps his hands together.

"Well now, why didn't you say all that to begin with?" he says. "Come, let us leave this battlefield and head down to that silt skimmer I spotted from the mountain. I've been eating grub worms for the last three days and will happily take you where you wish to go in return for a decent meal."

He claps Grit on the back as he passes.

"On the contrary, my new friend, I am something of an optimist. At this point I only hope that one of you can cook as well as you butcher. No need for any bribe beyond that."

Whistling an elven tavern song, the wizard marches down the path toward the silt.

~~~~~0~~0~~~~~

Back on the ship, Razick appears overjoyed to have Daina back so quickly. When the Wanderer repeats his request for a worm-free meal, the tarek captain begins barking orders immediately, bringing up a secret stash of Balican olives and wine while the ship's cook begins whipping up a modest feast.

The Wanderer stuffs olives into his mouth ravenously, but pauses when Orryn comes on deck with Grit's tigone, Ral.

"Welcome, little sister. I did not expect to meet one of your order in such circumstances," he says. He brushes a hand across her brow, looking deeply into her eyes. "You have endured much, but do not fear - the well of strength within has no end if you do not shy away from its depths."

He sits up straighter, rubbing his belly.

"After so long subsisting on such poor fare, it would be wise for me to eat sparingly of the delicacies being prepared at our captain's orders. So, why don't you do your best to ruin my appetite by telling me more of these 'deadhearts' whose plot you seek to stop?"


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Woki motions to the west, "Deadhearts served great evil one that fell in tall-one village many days that way. Deadheart tall-one name Dot Pain and apprentice no not name. Anger spirits by making dead walk when want sleep. Anger spirits even more by want awaken old slumbering evil from past times."


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Huh, Dote didn't die. Oh you mean he used to serve the sorcerer king? Fair enough then.

Gorkhan can almost feel to force of Raun's stare as he divulges information about their task, information which she had still thought was to be kept from others. She continues to poke at the Champion as they start back down. <<Think we can trust him? What we tell him?>>


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

<<Yes.>> Daina answers to Raun immediately. <<I know his type, you can trust him. Don't lie, if you think he asks too much than just stay silent. I have to keep the captain entertained to stay on his good side.>>


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan stares at the man for a moment. He's mad... Completely mad... before joining the group as they travelled back to the skimmer.

"If you know of the villichi order, then you know of the task they were set to do, and their capabilities that relate to it. The 'deadheart', a former servant of the now dead god-king of Tyr, has this ones sister and plans to undo everthing their order helped to put in place... A villichi, a book, and a sword... boom..."


The Wanderer seems thoughtful as Woki and Gorkhan talk, raising one eyebrow at the mention of the villichi and a great evil.

"The Willing Key, the Knights Eternal and the Fifth Seal - these are mysteries of which few on Athas are even aware, let alone knowledgeable," he says, gesturing toward the colored gems lodged in the flesh of several party members. "I suppose you gained your knowledge from the source. Dote Mal Payne seems like the type who might have stumbled upon such secrets - and horded them - but breaking the seal seems ... uncharacteristic.

"I only know the man by reputation, but few would accuse Kalak's pet necromancer of rash action. Unleashing ancient demons upon the world for the sole purpose of destruction isn't his style - perhaps he plays at some other game?"

He shrugs, as if stowing the puzzle away for later.

"If Arkhold is your goal, I suppose you seek artifacts left by the mind-knights? Certain old histories I read in Raam mentioned a chapterhouse there, one of the last still active before the knights were wiped out in the Cleansing Wars. I've only visited the outskirts of the ruin myself, but those I traveled with said the dunes shift constantly, unearthing different sections of the old town. And even if the chapterhouse itself remains buried, you may be able find your way there through some of the old underground tunnels - the ancients had water in such abundance they used it to flush waste through channels carved beneath the streets."

If he had more to say, it is quickly forgotten as Razick's cook appears with a steaming pot of steaming soup, the rich smell of braised erdlu rising from it in waves. Minutes pass as the Wanderer shoves spoonfuls into his mouth, hardly pausing to breath. Sated, he rocks back in his seat.

"Ah, that was certainly a worthy payment for future services. We shall rest here tonight and in the morning I will prepare the spells needed to take you to Arkhold. Until then, what other questions do have for me - or better, what knowledge can you share with an old storyteller?"


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

"Why... stay so far from clutch?"


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

"Pursuing his motive is a prudent task, but we intend to stop his malicious actions regardless of his reason. There is much to be gained by learning the reason though." She raises a brow at his knowledge. Even more knowledgeable than I thought. "It sounds like it would take months or even years to search those ruins. Quite a monumental task."

Daina smiles as the soup is brought, thanking the cook. She sips as the Wanderer inhales, giving an amused smile at his voraciousness. "Traveling may have its perks, but constant hot meals must not be one of them." She sits back and thinks about what she could tell.

Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19

Trying to get a read on what he may be interested in knowing. Daina has a few pretty impressive knowledge skills so she can probably keep him entertained.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit takes a seat by Orryn, genuinely glad to see he. He eats his fill as well and listens to what he can of the legends and histories. If the old man is interested he will tell the tale of the rescue of his teacher and the cleansing of the well.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Arkhold is where the citadel and the ritual is right? Not the sword and ritual book?

Given the Champion's silence and the wanderers apparent knowledge of their task anyway, Raun just grunts as he points at the glowing gem beneath her armor, deciding to give up on trying to maintain the secret.

"Don't matter why he do it, but he is. He tortured Seeker, kidnap Orryn sister, make horrible undead creature from gladiator... Just need other parts to ritual then he go to arkhold to break seals. We go there first, wait for him and stop him." Raun says decisively. Beyond eating a large share of the soup she remains quiet after that, not having any stories to share that any of the other's couldn't also related unless the Wanderer wanted to learn how to train a half-giant anyway.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

The 'kreen says little as well, only occasionally adding to any stories Grit tells that the kreen was there for.


"Why stray so far from my clutch?" The Wanderer seems thoughtful. "That is an interesting question. I have found, over the years, that the things I did to protect those I care for has taken me farther and farther away from them. I have sacrificed much to make them safe ... their company being one of the most painful."

The Wanderer listens with great interest as Grit recounts the companions' adventures in the Maw, the forgotten knowledge they uncovered there and the cleansing of the oasis near Kled.

"Ah, so you know the loneliness of the hero, as well," he says. "How many times have the moons gone round since last you saw the oasis? How many times will they go round again before you return? But to ensure it is there for others, you travel half way across the Tablelands to stop a necromancer."

Raun: Arkhold is where the sword and codex are. The Black Isle is where the knights' old citadel is.

Seemingly roused from slumber, the Champion's voice echoes in Raun's brain.

<<I am sorry. It is harder to concentrate on your world after exerting myself in battle ... I become lost in thoughts of old struggles, duels ... This one talks much, as all wizards do. But he seems to an alright sort ... and if he turns out to be a defiler, you can smash him.>>

When Raun tunes back in, the Wanderer is speaking of Arkhold.

"I was only there once, several years ago, with a group of other travelers making for the Crimson Monolith," he says. "We stopped for a few hours and dug into a building near the outskirts that the wind had uncovered - the castle above the town remains clear but the rest of the ruins are buried by the sand most of the time. Burrowing worms had collapsed a cellar, creating a sinkhold that siphoned off enough of the sand for us to explore.

"My companions each found a steel sword before night fell and we had to leave. Twisted cannibals the size of half-giants haunt the ruins, as well as packs of dune reapers. You'll do well to search quickly - I expect your crystal-bound mentors can guide you to the approximate location of your prize, but you may have to dig your way in or find a route through a nearby section of the ruins."

His hunger apparently sated, the Wanderer rises.

[b]"Now I must rest, and after that study the necessary spells to take you to Arkhold - Daina, if you have not yet mastered spells for long distance traveling, you are welcome to read over my shoulder and copy the formula. I suggest you settle on a plan and make yourselves ready - we can leave in the morning, to maximize the amount of daylight. I will try to stay in the area, out of sight, should you need to travel again, but I can make no promises once the sun sets on Arkhold."[/b


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Ahh... Hadn't we decided to skip the sword stop and go straight to the ritual site to make sure we were ahead of him this time?


That was discussed (I think you suggested it) but the prevailing opinion appeared to be try to cut them off at Arkan's Hold/Arkhold (nabbing the sword and Argent Codex first) if possible. That was the whole point of coming to find the Wanderer, as he can teleport you to Arkhold. He can't 'port you to the Black Isle, as he's never been there, and even the Champion/Warden/Seeker are too hazy on what it would look like now to give accurate coordinates.

If you do want to go directly to the Black Isle, you'll need to secure some method of transportation across the Sea of Silt, as it is about 150 miles northeast of Arkhold, or roughly 120 miles south-southeast of the Isle of Bones, which can be seen on the trader's map you obtained in Crossroads. Razick's skimmer isn't provisioned for a trip like that at the moment, but probably could be, if Daina talked him into it ...

Let me know what everyone is thinking, as well as any preparations for the visit to Arkhold (or elsewhere, as the case may be).


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Dropping Restoration (non-spirit magic slot of the spell) to cast Divination in the morning.

Woki spends a bit of time, before falling asleep, hunting around the island for aromatic weeds and herbs. Before the sun rises over the distant horizon, she awakens and prepares a small space with the pungent odor of weeds burning and a small pile of bones and flesh she has been collecting over the party's various endeavors. Speaking Halfling, Woki calls out to the sky as she raises her arms wide, "Spirits of the skies, spirits of the waters, spirits of the rains that refresh the land, I call upon thee! Your humble shaman and these tall-ones journey to stop a great darkness from awakening that threatens all. I ask your wisdom with our great quest. Does traveling to this place the tall-ones call Arkhold allow us to arrive before or while the deadheart named Dote Mal Payne finds that which he seeks in the place?"

Chance of Success: 79%: 1d100 ⇒ 75


The silt is still, windless, when Woki rises in the morning. Completing her entreaty, she waits for a response. After a long, pregnant pause, a swirl of silt dances across the deck of the skimmer. Rising in front of the halfling, the silt dervish takes the shape of a great desert worm, devouring all before it. Just ahead, a hunter runs, gathering up children and animals before the worm, staying just steps ahead as he races toward an oasis.

The dust devil collapses as the members of the crew begint o climb on deck. Razick follows, calling for the sails to be raised. Within minutes the skimmer is sailing west at full speed.

"There is a village of independent sailors - pirates, really - a few hours from here," Razick brags to Daina. "I can take on supplies there and meet you in Arkhold in five days, maybe six."

Daina hardly hears him, her mind still running over the words of the teleportation spell the Wanderer had shown her. The forms were still beyond her, but not so far out of reach. A little more practice and she would be able to master it.

Having decided to trust to Grit's druidic abilities to help them locate the codex and mind-knight's sword, the other members of the group assemble on deck. The Wanderer had shared what he knew of Arkhold, but his description left much unknown. The ruined town is dominated by one of the stone fortresses of the ancients, sitting high on a rocky outcropping overlooking the sea of silt. The Wanderer recommended against approaching too close - his own guides had warned of its dangers, and strange lights glow from within the decaying walls when the moons' light is dimmest.

Below the keep, the bones of smaller ruins protrude from the sand dunes. Every few nights, the winds uncover a new section of the ruins as they bury another that had been clear. Scavengers have picked many of the old stone buildings clean over the years, but some still manage to return with plunder - if they survive the cannibalistic tribes that claim the ruins.

Gathering the group together, the Wanderer withdraws a long tether of red silk and has each member take hold. Runes stitched into the fabric glow as you grasp it.

"This will reduce the burden, allowing me to carry all of us with a single casting of the spell," he says, casting back his cloak and raising his arms as he begins to intone his spell. You feel a sharp tug in your guts as the skimmer's sails vanish and your vision goes black. You feel intense cold, then shut your eyes as a new and stronger wind whips dust into your eyes.

The Sea of Silt stretches endlessly to the east, the colorless dust giving way to polished, rust-red rock that rises in grooved fingers to the west. A quarter mile from the silt, pink sand dunes lie in twisting ribbons, the smooth mounds interrupted here and there by crumbling stone walls. Above it all looms the fortress on its cliff, several winding trails cut into the rock leading up to it. Gusts of wind cloak the ancient ruins in a patchy haze of blowing sand.

<<The chapterhouse was near the base of the cliff?? the Warden says, sending his thoughts into the collective for all to hear. <<I only came here once after taking my vows, but I remember the sun cast the shadow of the keep's southern towers into the chapterhouse courtyard just after mid-day.>>

Gathering up his silk rope, the Wanderer nods toward the ruins.

"I've been close enough already, and will keep my distance this time. I have other errands to attend, but I will return at sunrise tomorrow, and the day after that, should you need to leave - or flee - before Razick arrives. I have heard terrible tales of these ruins after nightfall, and heard wails that convinced the tale-tellers told true. You would be wise to make camp as far away as you can."

With that, the wizard waves, then raises his arms again to cast a spell. He vanishes, a whirl of sand rising to fill the space where he had been standing.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun throws her arm up against the sand, squinting against the spray of gritty silt. She looks to the Wanderer, giving him a nod, but quickly turns back to scanning the new landscape, wary of danger.

"We can handle ourselves." she murmurs, trying to make sense of the Warden's words as she squints at the dunes of sand.

Aid on Survival to figure out where the keep's shadow would have pointed etc.: 1d20 ⇒ 11
Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Raun has 2 charisma damage, not a big issue for her, but she would have healed one of that over night, yeah?

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Dark Archive

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“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

Dark Sun is one of my favorite campaign setting and I recently put together a set of rules converting the setting to Pathfinder. If there's enough interest, I'd like to start a play-by-post here using the same material.

I'd prefer players who are familiar with the Dark Sun setting (particularly the original 2E campaign setting, from which I drew inspiration for my conversion). That said, anyone with an interesting character concept is welcome. As much as I disliked the 4E adaptation of the setting, the first page of this document provides a great primer for anyone new to the world of Athas. Additional information about the world is available here.

I'll be setting the game in the 190th King's Age, in the Year of Priest's Defiance. King Kalak still rules Tyr with an iron fist as thousands of slaves toil to complete his mighty ziggurat. For the purposes of the campaign the events of the novels and later supplements have not occured.

Characters will start as slaves, although it's up to you whether that is a recent development or long-term condition. If you simply can't reconcile starting as a slave with your character concept, I may be able to work you in, but in most cases I think slavery can be justified – a noble may have offended a sorcerer-king, a templar may be going undercover, a druid might have been captured by slavers, etc.

As a play-by-post, I expect the game will emphasize role-playing interspersed with exploration and (hopefully quick, almost certainly brutal) combat. To keep combats moving, I'll likely have players describe a series of two or three actions at a time, rolling damage along with to hit rolls, etc. We'll see how it goes and adjust as needed – combat and Dark Sun go hand-in-hand, but I don't want to spend a week at a time on a single fight.

I tried to emulate the original Dark Sun rules as much as possible, which means starting characters are a little more powerful than the Pathfinder baseline to account for the deadlier environment and lack of resources. Those benefits (higher ability scores overall and starting at 2nd level with max hit points) should help characters survive even if they aren't optimized for combat. Heavily min-maxed characters will be passed over in favor of those with broader capabilities and strong backgrounds.

If there's enough interest I'll pick the top five or six characters submitted over the next week or so and we can get started soon thereafter. This will be my first time running a play-by-post game but I'm a long-time GM. I'd like everyone to try to post daily, but occasional lapses are fine. My own schedule can be a little hard to predict, but I should be able to respond at some point during any given day.

Character Creation:

Ability Scores: Roll 4d4+4 six times and arrange as desired.

Level: Characters begin play at level 2, with maximum hit points. Characters will roll for hit points at subsequent levels, with a minimum gain equal to the average for their hit die (round up).

Race, class and psionic wild talents: See the Races and Classes document for changes and a list of allowed classes. Psionic classes will use the rules from Psionics Unleashed, which are available at d20pfsrd.com if you don't have a copy.

All characters may roll once (twice for humans and half-elves) on the Wild Talent table.

Traits: All characters will begin play with two traits – I'm happy to create custom traits or modify existing ones to match Athasian flavor.

Other House Rules: In addition to the changes to races and classes, you may want to review the House Rules file for a few other changes – mostly related to heat and dehydration – as well as several custom feats. In particular, note that the Exotic Weapon Proficiency feat has been changed to grant proficiency with groups of exotic weapons. The Equipment file includes amended statistics for a host of weapons.

Equipment: Everyone will start play as a slave with no possessions other than a breechcloth (and harness, if female). For characters that need certain equipment to use class abilities (like a spellbook or divine focus), we'll work something out. Characters that receive familiars or animal companions will have an opportunity to find one relatively soon after the campaign begins, as will characters specialized in certain weapons or armor.


dotting for interest

really interested in a 'kreen soulknife

abilities:

4d4 + 4 ⇒ (4, 3, 2, 1) + 4 = 14
4d4 + 4 ⇒ (4, 2, 4, 1) + 4 = 15
4d4 + 4 ⇒ (3, 4, 2, 2) + 4 = 15
4d4 + 4 ⇒ (1, 3, 4, 3) + 4 = 15
4d4 + 4 ⇒ (3, 3, 4, 4) + 4 = 18
4d4 + 4 ⇒ (1, 2, 1, 1) + 4 = 9

wild talent table:

1d100 ⇒ 84
1st level powers:
1d100 ⇒ 35 Empathic Connection
1d100 ⇒ 93 Thicken Skin


Ability Scores:
4d4 + 4 ⇒ (2, 3, 4, 1) + 4 = 14
4d4 + 4 ⇒ (2, 2, 3, 1) + 4 = 12
4d4 + 4 ⇒ (2, 2, 4, 3) + 4 = 15
4d4 + 4 ⇒ (4, 1, 4, 2) + 4 = 15
4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17
4d4 + 4 ⇒ (4, 3, 3, 4) + 4 = 18

Looking at a Human Defiler.

Wild Talent Table:

1d100 ⇒ 15 Wild Talent Feat and one psionic feat for which I qualify
+3pp


What material are Gythka normally made of? They don't have an asterisk next to them on your document, but as far as i know they are an Athasian weapon typically made of materials other than metal (although accounts differ from source to source as to what they are most commonly made of, hence my asking for clarification).


hmmm. Love the Dark Sun setting.
Let's see what the dice give me.
4d4 + 4 ⇒ (2, 2, 1, 2) + 4 = 11
4d4 + 4 ⇒ (3, 2, 1, 3) + 4 = 13
4d4 + 4 ⇒ (1, 4, 3, 3) + 4 = 15
4d4 + 4 ⇒ (4, 4, 1, 3) + 4 = 16
4d4 + 4 ⇒ (4, 3, 4, 3) + 4 = 18
4d4 + 4 ⇒ (3, 2, 1, 4) + 4 = 14


Well I'm only a little bit familiar with Dark Sun, the major differences in setting and rules and the like, but I'd definitely be keen to learn :) Thinking a Half-Giant Barbarian (the whole, random alignment and feats thing sound a lot of fun, and big dumb barbarians are always enjoyable), but may actually look into the psionics rules and see if that'd be viable at all. A Halfling character of some variety also sounds tempting.

4d4 + 4 ⇒ (2, 4, 4, 4) + 4 = 18
4d4 + 4 ⇒ (4, 1, 2, 3) + 4 = 14
4d4 + 4 ⇒ (2, 2, 3, 4) + 4 = 15
4d4 + 4 ⇒ (1, 4, 2, 2) + 4 = 13
4d4 + 4 ⇒ (2, 2, 1, 2) + 4 = 11
4d4 + 4 ⇒ (2, 4, 1, 2) + 4 = 13

Wild Talent: 1d100 ⇒ 8

Hmm, well not Psionic then :p


I love DS! In fact, the first online game I hosted was DS (back in the last century). :)

However, I hate to say that with playing in three games and hosting two, my plate is full. Nonetheless, I'll read along. Who knows, maybe my plate will clear some in the future.

Lots of luck!

Grand Lodge

Human Psychic Warrior (Feral Warrior Path)
Feats to be chosen
Traits to be chosen
Equipment: None

Wild Talent: 1d100 ⇒ 29 and 1d100 ⇒ 62

29=>You gain the Wild Talent feat. Roll for three talents

62=>You gain the Wild Talent feat. Roll for a 1st-level power

if i understand correctly for the wild talent i chose either the first roll or the second?


Big fan of the Dark Sun setting although admittedly it has been some time since I delved into it. I'll have to stop by the used book store and pick a story or two to refamiliarize myself. That being said I have a hankering to play a Mul - Unbreakable Fighter that was born and bred for the pits.

4d4 + 4 ⇒ (4, 4, 1, 4) + 4 = 17
4d4 + 4 ⇒ (4, 4, 3, 2) + 4 = 17
4d4 + 4 ⇒ (1, 4, 2, 2) + 4 = 13
4d4 + 4 ⇒ (3, 3, 2, 2) + 4 = 14
4d4 + 4 ⇒ (2, 2, 4, 2) + 4 = 14
4d4 + 4 ⇒ (4, 2, 1, 4) + 4 = 15

That I can work with!

Dark Archive

Questions first, then a couple of general notes.

@Tenro: The DS books contain examples of gythka made from a variety of materials (chitin, bone, obsidian, even steel), but they'll still take penalties based on the material. The "no-penalty" rule only applies to a handful of weapons like clubs and carrikals (which by design are made from jaw bones).

@Algar: As a human you get both rolls, although you only get the Wild Talent feat once. At this point, you should roll for three random talents and one 1st level power. Alternatively, you can drop the second roll (your 62) to gain +3 PP.

Now, for the general stuff:

* I didn't include a note in my original post about alignment and I can't edit it now. I'm not outright banning evil alignments or characters that regularly commit evil acts (such as defiling) but you will have to work much harder to convince me to choose your character to be part of the group. Athas is a ruthless world - LG would be a tough sell, too - but there may be in-game consequences for evil acts.
Defilers, especially, will be difficult but not impossible to play. The defiling rules are not meant as a "gimme" for arcane casters. In most places the consequence of being found out (it's kind of hard to hide a 30-foot circle of ash) will be a painful death - possibly by other party members. For an idea of the type of defiler that might be allowed, check out this campaign journal.

* Likewise, heat and dehydration rules will be an issue. This could make being a half-giant ... problematic. Note the requirement for four times the normal amount of food and water. Will your traveling companions value your company that much? Also see the note about min-maxing: a raging half-giant focused on Strength is pretty much maxed.

* The lack of resources and making do with inferior weapons are hallmarks of the Dark Sun setting. A player in my home game runs a soul-knife and his lack of reliance on weapons borders on unbalanced. More importantly, it makes him kind of boring. Character builds that don't use weapons aren't prohibited, but you'll have to work extra hard selling your concept if it side-steps a core theme of the game. Same thing for any archetypes, abilities or spells that allow you to ignore thirst, heat, etc.

* Finally, for anyone unhappy with their Wild Talent roll (or hankering for more psionic flavor), I would draw your attention to the Unlocked Talent feat, which almost everyone should qualify for at 1st level and will let you pick up an additional 1st-level power known of your choice.

Dark Archive

Also, @Peanuts: Rolling the "psionic resistant" entry on the Wild Talents table doesn't prevent you from taking levels in a psionic class, or from gaining a power through feats (Wild Talent and Unlocked Talent together get you 4 PP and one 1st-level power).

Grand Lodge

Understood DM

-even if i know a bit about dark sun setting (having played a Living Greyhawk Special adventure in this setting: [CORS3-02] Dust of the Dead World - the end of Ether threat Series- ) it would be my first full campaign in it.

Rolling for the random talents

1d100 ⇒ 28 (Distract)
1d100 ⇒ 62 (Missive)
1d100 ⇒ 54 (Fortify, lesser)

1st power

1d100 ⇒ 100

-Edit- (wow the 100)

Rolling 2 Power

1d100 ⇒ 16 (Control Objects)
1d100 ⇒ 54 (inertial Armor)

Grand Lodge

Rolling stats

4d4 + 4 ⇒ (4, 1, 1, 2) + 4 = 12
4d4 + 4 ⇒ (4, 3, 1, 1) + 4 = 13
4d4 + 4 ⇒ (1, 3, 3, 3) + 4 = 14
4d4 + 4 ⇒ (2, 3, 3, 4) + 4 = 16
4d4 + 4 ⇒ (4, 2, 2, 4) + 4 = 16
4d4 + 4 ⇒ (4, 3, 1, 1) + 4 = 13


Pathfinder Lost Omens Subscriber

I'm thinking about a female Dwarven Magus. Just need to review the setting a bit and see how that works.

4d4 + 4 ⇒ (1, 1, 4, 1) + 4 = 11
4d4 + 4 ⇒ (2, 4, 3, 4) + 4 = 17
4d4 + 4 ⇒ (1, 1, 2, 1) + 4 = 9
4d4 + 4 ⇒ (2, 2, 3, 2) + 4 = 13
4d4 + 4 ⇒ (1, 2, 2, 4) + 4 = 13
4d4 + 4 ⇒ (3, 1, 4, 2) + 4 = 14

1d100 ⇒ 19

STR 16 (14)
DEX 11 (13)
CON 17 (13)
INT 17 (17)
WIS 13 (11)
CHA 7 (9)

Talent - Crystal Light.

Hmmm. Not real happy with the Talent...but I'll see what I can come up with.


tribeof1 wrote:
* Likewise, heat and dehydration rules will be an issue. This could make being a half-giant ... problematic. Note the requirement for four times the normal amount of food and water. Will your traveling companions value your company that much? Also see the note about min-maxing: a raging half-giant focused on Strength is pretty much maxed.

Yes, I imagine a Large character with 28 Strength (when raging) might cause some issues. I was looking at putting the 18 into Dex though, and just having a 20 strength (14+6) instead :p

As to the heat and dehydration, well it depends on the campaign I suppose. If it's something where there's a lot of travelling, then the size/strength of a Half-Giant could be put to good use hauling a wagon or the like. I guess there's probably more efficient beasts of burden though...

tribeof1 wrote:
* The lack of resources and making do with inferior weapons are hallmarks of the Dark Sun setting. A player in my home game runs a soul-knife and his lack of reliance on weapons borders on unbalanced. More importantly, it makes him kind of boring. Character builds that don't use weapons aren't prohibited, but you'll have to work extra hard selling your concept if it side-steps a core theme of the game. Same thing for any archetypes, abilities or spells that allow you to ignore thirst, heat, etc.

Hmm, so what about Invulnerable rager? Guessing that would fall under the latter half (third level they get constant endure elements effect in either hot or cold environments, and their DR (which is equal to half level) is doubled against non-lethal damage (so at 6th level they'd be largely immune to heat, and uhh, well with your houserules dehydration and starvation as well I guess. That doesn't seem quite right though...))

What about if the double DR didn't work on heat/starvation/dehydration damage? Would it be okay then? Mostly want it for the improved DR and Endure Elements.

tribeof1 wrote:
Also, @Peanuts: Rolling the "psionic resistant" entry on the Wild Talents table doesn't prevent you from taking levels in a psionic class, or from gaining a power through feats (Wild Talent and Unlocked Talent together get you 4 PP and one 1st-level power).

Mmm, fair enough then, I thought that might be the case.

Well if my Giant is not sounding too plausible, then I'll take a look at some of the other Psionics stuff, see if I can wrap my head around them :) No-one's mentioned a healer, so a Vitalist maybe...

Dark Archive

@Stiehl9s: Sounds like a great gladiator concept.

@Peanuts: The half-giant concept you've described sounds pretty balanced - go ahead and pursue that if it's where your interest lies. Although a vitalist (maybe even a half-giant!) wouldn't be bad, either.

Also, regarding the invulnerable rager - the house rules amend endure elements so that it reduces heat by one "level" rather than eliminating the need for Fort saves altogether. Also, the invulnerable rager's DR (like DR from any source) only applies against "normal attacks" like weapons or unarmed strikes.
TLDR: Invulnerable rager would be perfectly fine.


Hmm, well cool :) I've largely statted him up already so will post him soonish, and maybe look at a Half-Giant Vitalist too (since that seems an interesting concept).

Grand Lodge

DM: how do you handle iterative attack when using natural weapon? (i am a bit off on the rules as i last used then in 3.5 And when using claw claw bite you din't get more attacks, but aberration could get the feat rapid strike that allowed them to get more natural attack at higher levels)


Raun, Half-Giant Barbarian:
Raun
Female Half-Giant Barbarian (Invulnerable Rager) 2
?G Large Humanoid (giant, human)
Init +3; Senses low light; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 9 (+3 Dex, -1 size)
hp 28 (2d12+4)
Fort +5, Ref +3, Will +1; +4 bonus to all saving throws vs. psionics.
DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks rage (8 rounds/day), rage powers (intimidating glare)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 15, Int 7, Wis 13, Cha 11
Base Atk +2; CMB +8; CMD 21
Feats Intimidating Prowess. Impressionable: Catch Off-Guard
Traits Affable, Hard to Kill
Skills Acrobatics +7 (+11 jump), Diplomacy +4 (+6 to gather information.), Fly +1, Intimidate +10, Perception +5, Stealth -1, Survival +5
Languages Common
SQ fast movement +10
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Affable +2 on Diplomacy to gather information and do so in half time.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flexible Alignment Only one axis of a half-giant’s alignment - either law/chaos or good/evil - is fixed at character creation. The other portion

is chosen when the half-giant wakes each day.
Great Size A half-giant must consume four times as much food and water as normal each day. Armor and clothing cost and weigh twice as much.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Impressionable Half-giants select an additional feat at 1st level. Each day, the half-giant can replace the bonus feat with another for which he

qualifies, but the feat must be one possessed by one of the half-giant’s companions or by an opponent the half-giant encountered within the last week.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Wild Talent - Psionic resistant +4 bonus to all saving throws vs. psionics.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Re: defiling: I was worried a bit about a defined pc as well since Kreens will almost always kill defilers on sight.

Re: soul knife: I was playing with the idea of making him focused on throwing or making him a nimble blade since he can't realistically wear armor. In any event, at least early on, i have found it is useful to carry real weapons anyway due to having to take a move action to summon yours.


I've always wanted to play an Athasian Halfling. If I have time, I will flesh this out.

Rolls
4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16
4d4 + 4 ⇒ (3, 1, 2, 3) + 4 = 13
4d4 + 4 ⇒ (4, 2, 2, 4) + 4 = 16
4d4 + 4 ⇒ (4, 4, 4, 4) + 4 = 20
4d4 + 4 ⇒ (4, 2, 1, 3) + 4 = 14
4d4 + 4 ⇒ (3, 2, 2, 3) + 4 = 14
Wild Talent
1d100 ⇒ 75
1d100 ⇒ 74


4d4 + 4 ⇒ (3, 1, 2, 1) + 4 = 11
4d4 + 4 ⇒ (2, 4, 2, 2) + 4 = 14
4d4 + 4 ⇒ (1, 1, 3, 1) + 4 = 10
4d4 + 4 ⇒ (2, 4, 3, 1) + 4 = 14
4d4 + 4 ⇒ (4, 4, 1, 2) + 4 = 15
4d4 + 4 ⇒ (1, 2, 4, 4) + 4 = 15

1d100 ⇒ 13

the two 15s become 17s due to human race and taking roll once and get 3 extra pp option.

atats:

lvl 2 human cryptic, CN
hp 20, Initative 3+, ac 13, fort 2+. reflex 6+, will 3+
str 11
dex 17
con 14
int 17
wis 10
cha 14
feats Wild Talent, Rapid shot, point blank shot and Empowered shot.
7 powerpoints
favor class benefit 1/6 of a new insight per lvl
skillpoints 8 per lvl bluff, diplomacy, knowledge psionics, sleight of hands, stealth, disable device, perception and autohypnosis.
talents Missive and Empathy
traits Peace-maker and Fast-Talker
1st lvl power Chameleon
lauguages common, giant, dwarven and elven.

story:
Krellian was born into a wandering tribe of vagabonds he was trained in the use of the shortbow. When he was captured and sold to the noble family of Khur, there his abilities began to develop and his ability to read he hid well from the overseers. He learned from texts that he read in the hidden library about psionics and tattooing.

Thanks to his knowledge he learned to develop his latent psionic abilities and then he began to guide his "master" Reyinara. One of the families lesser daughters who was 14 and spoiled to the core. He learned to manipulater her emotions and could tell her moods on sight. Thanks to this he became her personal "slave" and has been using her to advance his own agenda, which even he is only begining to piece together.

This character favors manipulation and deceit, he plays the part of a dumb, loyal slave to his "master" to complete the act he stutters.

GM do you like?

Dark Archive

Algar Lysandris wrote:
DM: how do you handle iterative attack when using natural weapon? (i am a bit off on the rules as i last used then in 3.5 And when using claw claw bite you din't get more attacks, but aberration could get the feat rapid strike that allowed them to get more natural attack at higher levels)

You don't get iterative attacks with natural weapons, just one attack per natural weapon (which may be at a penalty if it's a secondary natural attack).

You could get iterative attacks by wielding a weapon in your main hand (but see the change to iterative attacks in the House Rules document)and still get a single, secondary attack with a bite and/or claw.

Dark Archive

Tenro wrote:
Re: soul knife: I was playing with the idea of making him focused on throwing or making him a nimble blade since he can't realistically wear armor. In any event, at least early on, i have found it is useful to carry real weapons anyway due to having to take a move action to summon yours.

That would be fine.

Grand Lodge

Albert
Psychic Warrior 2 (feral warrior path)
Init +2; Senses Perception +9
==DEFENSE==
AC 13, touch 13, flat-footed 10 (+2 dex)
hp 20 (2d8+2+2)
SR 0
Fort +4, Ref +2, Will +4
==OFFENSE==
Spd 30 ft/x4
Melee Claw +6 (1d6+4) 20/x2 CM +1
==STATISTICS==
Str 18, Dex 14, Con 13, Int 13, Wis 18, Cha 12
BAB +1, CMB +5, CMD +18
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Combat Expertise (PFCR 119), Dodge (PFCR 122), Weapon Focus (Claw) (PFCR 136-137) Overchannel, Talented, (b)Wild talent
Skills Acrobatics +7, Perception +9, Autohypnosis +9, Spellcraft +6, Survival +9
Traits Expert Duelist (1 trait still to choose)
Languages Common

Power points: 6
Bonus powers: (Distract) (Missive) (Fortify, lesser) (Control Objects) (inertial Armor)

Path powers: Bite of the wolf, claws of the beast

Powers: Shield, Thicken Skin

---------------------
Fluff:

Al, has been a slave for the past few years. As a sparing partner for the very strong gladiator, he used to serve in the arena when he first became a slave. but the crowd didn't like his fighting style so much as is focus on defensive strikes and wearing down his opponent. A few month after he was purchased by a wealthy family to serve as a sparing partner (aka a punching ball) for the house guards and to train the new recruits.


Ok, I'm interested :)

I have an idea for a half-elf raised by a 'Kreen Druid. Probably go Ranger/Rogue.... Or straight Ranger, not sure yet....

Stats:
4d4 + 4 ⇒ (2, 3, 2, 3) + 4 = 14
4d4 + 4 ⇒ (1, 1, 1, 4) + 4 = 11
4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16
4d4 + 4 ⇒ (3, 4, 3, 3) + 4 = 17
4d4 + 4 ⇒ (1, 4, 1, 1) + 4 = 11
4d4 + 4 ⇒ (3, 2, 1, 4) + 4 = 14

Wild Talent: Wild Talent feat + 3 1st level powers
1d100 ⇒ 88
1d100 ⇒ 77

Powers:
1d100 ⇒ 17 - Control Object
1d100 ⇒ 10 - Claws of the Beast
1d100 ⇒ 66 - Metaphysical Weapon

Some interesting powers. :)

Dark Archive

Viluki wrote:
GM do you like?

Looks cool. What insight did you choose? Also, don't forget the (new) human racial ability:

Breadth of Experience: Humans choose two extra class skills at 1st level and gain proficiency in two martial weapons or one exotic weapon of their choice.

Dark Archive

Algar Lysandris wrote:
Traits Expert Duelist (1 trait stll to choose)

Where is this trait from? Also, race? I assume human.

Grand Lodge

Expert duelist: PFSc: GtPSOP 18), In your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe.
You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied
to your Armor Class for touch attacks or when denied your Dex bonus.

and yes indeed human.


Would there be any change in the Survivalist Rogue Archetype?

It just screams for an outcast half-elf that has grown up in the wilds with a Thri-Kreen as a parent figure. :)

Dark Archive

Arknight wrote:

Would there be any change in the Survivalist Rogue Archetype?

It just screams for an outcast half-elf that has grown up in the wilds with a Thri-Kreen as a parent figure. :)

That archetype would be fine, just note the change to endure elements in the House Rules document.


oh thats right i forgot we are using lvl 2 chars, insight is Social pattern and my 2nd lvl 1 power is prescience, offensive and my power points are 8 not 7 (another thought it was a lvl 1 character not 2nd lvl mishap)

Grand Lodge

change fluffed and i am considering Desperate focus trait (+2 concentration)

How is the character for you DM?

Dark Archive

Algar Lysandris wrote:

change fluffed and i am considering Desperate focus trait (+2 concentration)

How is the character for you DM?

Looking fine, although the name "Albert" seems a little ... off, for Athas. I keep thinking of Fat Albert or Albert Einstein, rather than Albert the grizzled Athasian gladiator.

EDIT: If anyone is interested, you can find a gigantic list of Athasian names at this website.

Grand Lodge

Then how about Astor then? :)

Dark Archive

Great. It will be much easier to resist having NPCs yell "Hey, hey, hey, it's Faaaaat Astor."

Grand Lodge

:)

Dark Archive

For reference, here's a list of the characters mentioned or submitted so far. Some healing certainly might be useful ...

Tenro: thri-kreen soulknife (perhaps nimble blade)
Berenzen: human defiler
Spazmodeus: ??
Stiehl9s: mul fighter (unbreakable)
Peanuts: half-giant barbarian (invulnerable rager)
Algar: human psychic warrior (feral warrior)
Scranford: dwarf magus
Oterisk: halfling ?
Viluki: human cryptic
Arknight: half-elf ranger and/or rogue (survivalist)


in that case i might change my thri-kreen to vitalist instead. i was already thinking of a vitalist but i thought i saw someone up there who was thinking of vitalist. and since you were reticent regarding soulknives. and the vitalist's collective jives well with kreen's clutch mentality.

maybe my thrikreen vitalist was the thrikreen in Arknight's background? (unless you were set on it being a druid druid.) however, a kreen and a half elf getting along is a bit odd considering the kreen's natural hatred of elves...

ill spin the idea around a bit.

Dark Archive

Interested. Loved the setting in 2nd edition. Read the books years ago. Played a little of 4th ed right before giving up 4th ed all together. In truth the Dark Sun Supplement prolonged my 4th ed experience a few months. :)

I'll have to read up on the races and classes and powers and all. Been a while. But before I peek at the rules I think I want to play a Mul. :)

So here are some stats. See if the elemental forces of this great world will favor me.

Stats: 4d4 + 4 ⇒ (2, 1, 3, 4) + 4 = 14
Stats: 4d4 + 4 ⇒ (4, 3, 3, 2) + 4 = 16
Stats: 4d4 + 4 ⇒ (2, 4, 3, 4) + 4 = 17
Stats: 4d4 + 4 ⇒ (3, 3, 3, 4) + 4 = 17
Stats: 4d4 + 4 ⇒ (4, 1, 2, 2) + 4 = 13
Stats: 4d4 + 4 ⇒ (3, 3, 4, 1) + 4 = 15

Would it be crazy to be a Mul druid? That is where I am leaning.

Here is my wild talent roll:

Wild Talent: 1d100 ⇒ 40

First level Power: 1d100 ⇒ 79

Dark Archive

@Tenro: A vitalist would be interesting, as well. Coordinating backgrounds with Arknight (or anyone else) also is a great idea. Based on what I have planned at this point, it might make sense for both characters to have been raised by a thri-kreen druid (possibly a relation to your character). You then could have been recently enslaved during a visit to Urik.

Note for everyone: When the campaign starts, you will be in a slave caravan en route from Urik to Tyr, where you presumably will be sold (if you are lucky) or put to work building Kalak's ziggurat.

@Skorn: I've got nothing against a mul druid. You could even have been raised by the same thri-kreen druid as the rest - one big happy family. (Note: being raised by a bug is not a prerequisite for being picked).


That was my thoughts as well, that either Tenro and/or anyone else may have been raised by the same druid. :)

Here's what I'm looking at currently:

D'Vrack:
D'Vrack
Male Half-Elf Rogue (Survivalist) 2
NG Medium Humanoid (elf, human)
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 22 (2d8+6)
Fort +3 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +7, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 16, Int 14, Wis 14, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Psionic Weapon, Skill Focus (Survival), Weapon Finesse, Wild Talent
Traits Iron Liver, Know the Land (Survival)
Skills Acrobatics +9, Bluff +5, Climb +6, Craft (weapons) +7, Diplomacy +4, Disable Device +8, Knowledge (geography) +4, Knowledge (nature) +5, Perception +9, Sense Motive +9, Stealth +9, Survival +11; Racial Modifiers +2 Perception, +2 Sense Motive
Languages Common, Elven, Halfling, Kreen
SQ elf blood, eye for talent, focused study, greater wild talent (two rolls), hardy, rogue talents (finesse rogue)
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
Power Points, Total - 0/2
--------------------
Special Abilities
--------------------
Elf Blood You are counted as both elven and human for any effect relating to race.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
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.
Focused Study Half-elves gain Skill Focus in a skill of their choice at 1st, 8th, and 16th level.
Greater Wild Talent (Two Rolls) Most half-elves display considerable natural psionic ability and may roll twice on the Wild Talent table. Alternatively, the character may roll once and gain an additional 3 PP.
Hardy (Ex) Survive longer without food or water.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Psionic Weapon You can charge your melee weapon with additional damage potential.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Wild Talent Your mind wakes to a previously unrealized talent for psionics.
--------------------
Wild Talent Powers:
Claws of the Beast
Control Object
Metaphysical Weapon

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


hmm how do you handle my guys placement on the caravan if im selected?

Dark Archive

Viluki wrote:
hmm how do you handle my guys placement on the caravan if im selected?

Easy. Your mistress (or one of her relatives) might have grown wise to your tricks, or she might have died, and you were sold.


or the mistress herself might have gotten placed on this caravan (perhaps the family is finally fed up with her and has sent her to help with the family business) remember this is Athas being a spoiled brat even among the nobility might not be good for your health.


GM, if you could come up with an alternate favored class bonus for ThriKreen Vitalists, that would be cool (if you think one would exist for that class/race combo, i know not all class/race combos have special favored class bonus options)


Tenro's submission, nearly done (needs traits and to type up the backstory which is kinda waiting on Arknight)


some Kreen racial traits would be cool too.


Tenro: No need to wait on me, I can adapt. :) I'm at work most of today, so won't get to really come up with anything until tonight at least. I only had a couple of things in mind for sure:

*kreen Druid found him in the aftermath of a raid
*human mother was dead on top of him, with a necklace of elven make in hand
*took D'vreck in and raised him, trying to teach him the Druidic ways, but he didn't have an aptitude for the magic
*often wandered and explored the desert region surrounding his home, learning more and more and having a real knack for the wilderness.

That was it from my POV, I can run with whatever you come up with. I see as having been captured maybe when heading back from town with supplies...?


Wow, I haven't seen Dark Sun in ages. Dotting for interest and making some rolls.

Human Psychic Warrior (Assassin Path) {also considering the Traceur archetype}
4d4 + 4 ⇒ (4, 2, 4, 3) + 4 = 17
4d4 + 4 ⇒ (3, 2, 4, 3) + 4 = 16
4d4 + 4 ⇒ (2, 4, 4, 3) + 4 = 17
4d4 + 4 ⇒ (4, 1, 1, 4) + 4 = 14
4d4 + 4 ⇒ (4, 2, 2, 4) + 4 = 16
4d4 + 4 ⇒ (1, 1, 4, 1) + 4 = 11

Wild Talent #1: 1d100 ⇒ 63
Wild Talent #2: 1d100 ⇒ 4 Drop this for +3 PP

Talent: 1d100 ⇒ 7 Conceal Thoughts
1st Level: 1d100 ⇒ 59 Kinetic Legerdemain

Hmm, maybe take a trait to make Disable Device become a class skill.
EDIT: Wait, I'm human, I can make DD one of my free extra class skills. Nice.

How long will the process be open? I'll be mostly offline from now until Sunday. I suppose it'll give me some time to refresh my memory about the setting and figure other things out.

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