
![]() |
2 people marked this as a favorite. |

“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.
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.

Tenro |

dotting for interest
really interested in a 'kreen soulknife
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
1d100 ⇒ 84
1st level powers:
1d100 ⇒ 35 Empathic Connection
1d100 ⇒ 93 Thicken Skin

Berenzen |

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

Tenro |

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).

Peanuts |

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

![]() |

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?

Stiehl9s |

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!

![]() |

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.

![]() |

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)

scranford |

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.

Peanuts |

* 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...
* 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.
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...

![]() |

@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.

Peanuts |

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.

Tenro |

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.

Oterisk |

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

Viluki |

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.
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.
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?

![]() |

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.
![]() |

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.

![]() |

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.

Arknight |

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. :)

![]() |

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.

Arknight |

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. :)

![]() |

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.

![]() |

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.

![]() |

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)

Tenro |

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.

![]() |

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

![]() |

@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).

Arknight |

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:
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.

Arknight |

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...?

Dark Netwerk |

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.