
Fabes DM |

OK, here's the description of themes:
Once you select a theme, it grants you the following benefits:
* You automatically gain the theme's granted power.
* You can choose to take the additional theme powers when you reach the appropriate level.
* You unlock feats and paragon paths that use the theme as a prerequisite.
Themes:
Athasian Minstrel - Entertainer, advisor, or assassin
Dune trader - Agent of the merchant houses
Elemental priest - Worshipper of the primal elements
Gladiator - warrior forged in the arena
Noble adept - Privileged and tutored in the Way
Primal guardian - protector of the oases and forests
Templar - agent of a sorcerer-king
Veiled Alliance - secret practitioner of magic
Wasteland Nomad - raider of scout of the desert
Wilder - Hero gifted with psionic talent
If any of those sound interesting, I can give you more info on them.

Fabes DM |

Elemental Priest
Secondary Role: Leader
Power Source: Primal
Granted Power: You gain the Spirit of Athas power.
Spirit of Athas - Elemental Priest Feature
A spirit appears, defending you and your allies with its body
Encounter * Conjuration, Implement, Primal
Minor Action Ranged 5
Effect: You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a a standard action you can dismiss the spirit and make the following melee 1 attack from the spirit's square.
Target: 1 enemy
Attack: Primary ability vs Reflex
Hit: 1d10 + ability modifier damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.
The rest of the theme's powers are all conjurations that call forth elementals to attack. The Level 10 power is a healing one instead.
Primal Guardian
Secondary Role: Defender
Power Source: Primal
Granted Power: You gain the Mark of Thunder power.
Mark of Thunder - Primal Guardian Feature
You invoke the fading power of the world as you strike
Encounter * Primal, Thunder, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Primary ability vs AC
Hit: 1[W] + ability modifier thunder damage
Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you, it takes 5 thunder damage.
The rest of the theme's powers are all melee attacks and shapeshifting into elemental forms to fly, be tougher etc. The Level 10 power is a healing one instead.
Wasteland Nomad
Secondary Role: Striker
Power Source: Primal
Granted Power: You gain the Wasteland Fury power.
Wasteland Fury - Wasteland Nomad Feature
You catch the merciless sun's cruel radiance in your weapon and redirect it to dazzle your foe, covering your movement
Encounter * Primal, Weapon
Standard Action Melee or Ranged weapon
Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Target: 1 creature
Attack: Primary ability vs AC
Hit: 1[W] + ability modifier damage. If you have combat advantage against the target, you deal extra damage equal to your primary ability modifier.
The rest of the theme's powers are all about not standing next to any of your allies and moving around the battlefield.
Hope that helps!

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So Shamash, Klik, and Ojal seem done. How are the others doing?
My 4E books are currently packed up and we're doing the last bit of moving this weekend. I'm hoping to unbox everything and be set up by the middle of next week. If you want to go ahead and start the game without me and just have my guy show up a little later, that's perfectly understandable.

Lemris |

Alright, here we go, Lemris is up, I've already written up his background, and to be fair I'm more the type to just wing it as far as story goes anyway. By the way, even though it may not be abundantly clear from his semi complete profile, he's a wizard, extremely paranoid about being arcane, very much a know-it-all, and combat wise is a controller, period (seriously, he does almost 0 damage).

Fabes DM |

Is everyone ready to make a start? My intention is that each of you is 'sponsored' by one of the elders on the village council
Characters:
Lemris - Human Wizard - Veiled Alliance theme (publicly arcane?)
Shamash - Dragonborn Swordmage - Dune Trader theme (not publicly arcane)
(the village has a preserver wizard -Anaphas the Seer- who is part of the village council but he is getting on a bit - Lemris' mentor perhaps? - and is tolerated by the village for his psionic talent for dowsing water sources, and that he is very vocally against defiling)
Ojal - Human Psion - Noble Adept theme (pretending not to be a noble)
T'klik Chik - Thri-kreen Monk - Wasteland Noble theme
(Orin is a mul gladiator who is the de facto leader of the village - he will sponsor anyone who shows initiative, intelligence or martial prowess)
Taanak Dunestalker - Elf Shaman - Elemental Priest theme
(you could choose to be apprenticed to Eskalia the Witching Woman, the half-elf elemental priest of the tribe and part of the village council)
A few things to point out/clarify:
Weapon Breakage:
Non-metal weapons break on the roll of a 1 on the to-hit roll.
Literacy:
Everyone is non-literate by default. You can choose to be literate, but please indicate on your profile and by letting me know in this thread. Remember that Dwarven no longer has a written form in modern Athas.
Survival Days:
Category: Gear
Price: 5 gp
Weight: 8 lb
Description: A survival day is an abstract representation of the preparations a traveler must make to navigate the wastelands without risk of exposure. Each survival day includes water, food, proper apparel, and common unguents to ward off sunburn

Fabes DM |

I should have the first post of the game thread up tonight hopefully. But to tantalise you here is your first look at your environs:
To be explicit, this game is a Heroic Tier sandbox, which is to say you can go anywhere you choose (subject to resources) and encounter hazards and creatures from the range of the Heroic Tier, so yes, some things will be tough at Level 1 if you're unwary. Generally speaking the further one gets from settlements, the more dangerous the 'wildlife'. You are based in Bitter End. Hardhold is a fort that has some trade with you.

Aardvark Barbarian |

About the sponsors, is there something we need to accomplish for approval/acceptance?
I don't think T'klik finds any value in the pyramid or necropolis, that is not where sustenance is found. The kanks have honey, the jhakars have meat, and both the baazrag and silt runners pose close proximity threat to the clutch.
I think feeding and defending the clutch are first priority.

Art |

>>>>GAME THREAD<<<<
Good luck everyone and have fun! Fabes, my copy of the dark sun campaign book arrived in yesterday's post. So if you ever need an alternate or an extra troupe member just give me a shout ;)

Monoc One-eye |

Fabes DM wrote:Feel free to create a character. He or she can be hanging at the village until there's a space.Sweet. I'll do just that.
It turns out the online character builder is kinda addictive. So I created...
a halfling ranger,a mul fighter,
a tiefling warlock,
a human bard, and
an elf assassin....
before I finally came to a decision!
Presenting Monoc One-Eye, the Goliath Barbarian :)

Taanak Dunestalker |

Did I miss some mention about our starting equipment somewhere? How much money do we have to spend (if any) on our initial equipment? I think I have everything done except for buying stuff and filling in the basic melee/ranged blanks.
Sorry for my delay, but we have no internet at home and I've been staying home sick from work for the last couple of days. Finally back in the saddle again and trying to do this stuff PLUS catching up on two days of work.... oy vey.

Monoc One-eye |

No worries, I have been shattered by work as well.
Equipment - yes, 100gp. You will need a supply of survival days (detailed above)
Art - what the hell, come join the band right away. :D
Rockin' ;). I'll head on over to the game thread later today. You're comfortable with Monoc?