The Inheiritance of the Crimson Sun (Legacy of Fire AP in Dark Sun)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Myceloid Cavern Battlemap

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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1-3 psionic items, or life shaped items, but you have to write histories for each of them as in the ghostwalk rules for such items I copied into the campaign info.


Tyren Lourofesh wrote:
Er, here we go!

If it's okay with you, I'm also going to add you after we finish this current combat, I want to get this over with. Also, I'm anxious to have the golem try to swallow Amunet-Ra whole with the gigantic fang-filled maw in its chest.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

I'm not seeing it somehow.


Amunet-Ra wrote:

I'm not seeing it somehow.

It's on slide 2, it's like a big mantis thing


Amunet-Ra wrote:

I'm not seeing it somehow.

It's on slide 1, it's like a big mantis thing


Is there a rule that every character's first grand entrance HAS to have a nat 1? :p


I looked into this a bit, and some people are arguing for making confirm crit fumbles, but I disagree for this game because of the power level. You SHOULD have a 5% chance of totally flubbing to offset everything else.


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

Addon for net browsers: Paizo Campaign Tools

It lets you set an alias for each campaign so that you don't need to choose your alias every time you want to post.


ROUND 3 of combat is about to begin after everyone determines damage from the golem's spray -- it's shooting south of itself down the corridor.

Amunet-Ra is currently digesting in what is basically a mobile Sarlacc Pit, so I hope you'll help her out soon friends!


Where did the creature move? We've got people on both sides of it?


It's sort of unclear exactly where Ri'Kli'Kek (the kreen) is, if he's in the corner of the 2nd square of the hall, then there's a series of 10' squares it can move through.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W38 V127 ~ AC33 tch22 ff21 ~ F+12 R+19 W+14 ~ CMD29; Init+17 Per+18; spot traps within 10' d20+22

Can she be seen through its metal grating?


Jimbli Willit wrote:
Can she be seen through its metal grating?

Is the goal to use a teleportation power here that relies on line of sight?

Also, it's not metal, its organic, I'm just using the rules for the furnace golem for the mechanics.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W38 V127 ~ AC33 tch22 ff21 ~ F+12 R+19 W+14 ~ CMD29; Init+17 Per+18; spot traps within 10' d20+22

Yes

OK


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

Ri'Kli'Klek is in the corner of that square, yes, since you said they're 10' squares.


Jimbli Willit wrote:

Yes

OK

That seems like a gray area, but I guess I'll allow it.


Male Human Bard 20

As a matter of fact Mr. Sable, I was up well past my bed-time, so I was perfectly fine with that. :P
Plus, I'm happy with watching. It gives me a chance to see how RP posts work on Paizo.


TheDez wrote:


As a matter of fact Mr. Sable, I was up well past my bed-time, so I was perfectly fine with that. :P
Plus, I'm happy with watching. It gives me a chance to see how RP posts work on Paizo.

Also, did you see my note about the Automatic Bonus progression, I don't think I mentioned that to you in updating.


Male Human Bard 20

Automatic Bonus Progression, I don't think that sounds familiar outside of what Chopping the Christmas Tree did...


Apply these:Automatic Bonus Progression as if level +2 (i.e., the 'low magic' setting).

EDIT:Also, can you please link your sheets to your profile?


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

ABP


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

I can most certainly link them!
And I'll be making some updates--I just read through the rules a little more thoroughly, and realized I had actually selected some redundant feats!
Also, would you be opposed to me making the firearms out of masterwork bone?
And the bullets out of just...Regular bone?

Man, the more I flesh this guy out, the more gruesome he becomes.


Tyren Lourofesh wrote:

I can most certainly link them!

And I'll be making some updates--I just read through the rules a little more thoroughly, and realized I had actually selected some redundant feats!
Also, would you be opposed to me making the firearms out of masterwork bone?
And the bullets out of just...Regular bone?

Man, the more I flesh this guy out, the more gruesome he becomes.

go ahead.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

Heh, cool.
Alright, I linked Tyren and all his various minions.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:

Is the idea that it's like a evil foo creature for yaksha nobles?

EDIT: I like the idea, but we need some fluff, like it's a specific, known category of creatures that inhabit 'Alaka. Come up with an appropriate Sanskrit analog of some sort.

As far as the actual familiar goes, I was thinking of a raven. Maybe using a modified Daemon Host or Half-Fiend also altered for a Raksasha.


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 44/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: Biofeedback, DR 3/-

Level 6 vigor points: 1d10 ⇒ 3

How did it go? were we re-rolling 1's only, or taking average if we didn't meet it?


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2
Rokan the Ascetic wrote:

[dice=Level 6 vigor points]1d10

How did it go? were we re-rolling 1's only, or taking average if we didn't meet it?

I'm fairly certain Seb said max per level, which I would assume would be retroactive, but I no longer see that in the campaign info section. Nor does it seem to be in the House Rules doc.


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 44/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: Biofeedback, DR 3/-

dives into the house rules doc... (again? don't remember if this is the original or an update entailing the recent level up discussions)


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Hey Seb, out of sheerest curiosity,

We had originally discussed my fielding a 2nd character, way back when I first started playing, alongside Hamza?

Any chance I could still do that? I'm guessing probably not, since we have so many actual PCs now, but I kinda wanna put together a badass purely ranged PC. Likely Fighter(Because moar feats)/Marksman.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

If you do get to do it, I can promise you one thing: You will have buffs. At least +8 to atk, ALL forms of damage, and all saves.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Sebecloki, Amunet-Ra is still invisible. Unless the golem got some additional senses, he should at least have made a check versus concealment 50%.
Is already done now, so let's go forward with it though.
I'll note more visibly in future posts the invisible status.


Rokan the Ascetic wrote:
dives into the house rules doc... (again? don't remember if this is the original or an update entailing the recent level up discussions)

I changed it, just take max everything, retroactive.

EDIT: I accidentally deleted that from the campaign page. I'm trying to gather all the rewritten rules from 3.5 and PF in a document, and the way's we're using some of them in the campaign info page (like number of feats etc.).

Also, I'm trying to find good equivalents for a lot of Dark Sun stuff to add to this documents. I don't think the conversion document we're using spent much time on the classes. I tried to find some stuff that would be good fits for templar, bard, gladiator, and dune trader; anyone have suggestions on good equivalents for the following base classes:

-Dune Trader (Trader)
-Gladiator (I copied a couple of efforts, any opinions? Other options?)
-Defiler (instead of just making this a way of using magic, is there actually a class that would reflect the energy sucking idea?)
-Elemental Clerics
-Preservers (again, can we find something that is more than just 'uses magic normally', but actually has some connection to positive energy channeling or something)?
-Templar (I copied something that channels dark energy, thoughts?)
-Bard (copied something I thought might work -- any other ideas?)

There could be multiple options for all those things, I'm just trying to come up with a list of suggestions that cover the distinctive slots/roles.


Amunet-Ra wrote:

Sebecloki, Amunet-Ra is still invisible. Unless the golem got some additional senses, he should at least have made a check versus concealment 50%.

Is already done now, so let's go forward with it though.
I'll note more visibly in future posts the invisible status.

Did she have greater invisibility? Because I'm pretty sure invisibility disappears when you attack, which she already did.


Hamza Mīnakshi wrote:

Hey Seb, out of sheerest curiosity,

We had originally discussed my fielding a 2nd character, way back when I first started playing, alongside Hamza?

Any chance I could still do that? I'm guessing probably not, since we have so many actual PCs now, but I kinda wanna put together a badass purely ranged PC. Likely Fighter(Because moar feats)/Marksman.

I'd be open to it since I'm allowing 'buddies' -- we actually had a absolutely horrific (as in amazing amounts of damage-dealing archer) that dropped right about the time you started. Any interest in resurrecting his character with a rebuild (you can change the race and classes, just the general character concept).

EDIT: I also had a whole plot line that surrounded him -- a lot of the original characters were from a single village in the Ringing Mountains around Tyr, and it would be nice to be able to re-incorporate that plot.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

I think it might help to see it less as channeling positive energy and more as replacing as much of your magic with stuff of the real world as possible. 'Cuz really the thing that separates a Preserver from a Defiler is how much life energy they have to use.

EDIT:
For instance:
http://spheresofpower.wikidot.com/essentialist
(Yes, I've been in Spheres of Power this whole time)
I could imagine this being pretty easily refluffed for Athas. A Preserver buys a lot of expensive plants, then ever-so-carefully takes the life-force from one to bolster another. Then they extract the magic from the plant.
Spheres also has the benefit of being able to handle the pros and cons of the two sides with Traditions. For instance, a Preserver could be fluffed to take magic more from themselves than the environment, so the more magic they use, the more they exhaust themselves until they eventually pass out. I.E. Strenuous. You could take it a step further and have it actually cause physical damage.


Tyren Lourofesh wrote:
I think it might help to see it less as channeling positive energy and more as replacing as much of your magic with stuff of the real world as possible. 'Cuz really the thing that separates a Preserver from a Defiler is how much life energy they have to use.

Yeah, I know that's the fluff. Is there a class or spell system that gets that across more? The conversion document just has preserving magic as being like normal spell casting, and defiling uses metamagic. But surely someone's come up with a class or magic system that gets that idea of sucking life out of the world more?


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

Actually, to that end, Spheres of Power has pretty easily the best single disadvantage to work with that:
Terrain Casting.
Basically, every time you cast a spell, you either pay a spell point, slow your casting by an action step, or damage the surrounding environment for a year.


That's actually a pretty good representation of the 2e system I think -- at least for preserver.

Terrain Casting [Apoc]

Your magic draws upon the primal energy and nutrients of the terrain. Whenever you use a sphere talent or ability you must either spend an additional spell point or increase your casting time by one step, else your magic drains and corrupts your space and all adjacent squares. Terrain that has been blighted in such a manner prevents those who possess the Terrain Casting drawback from using sphere talents or abilities as if it were a dead magic zone. Areas that have had its nutrients drained are affected in different ways depending upon location (water may turn brackish or stagnant, while soil may become barren or salted); regardless of location, blighted areas will generally heal naturally after a year.


Here's some more defiling mechanics[/url]


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

I could see the traditions being arranged thusly:

Preservers:
Drawbacks:
Draining Casting(1 pt. of nonlethal damage, +1 per 5 Caster-levels for each spell you cast)
Skilled Casting(Requires a Skill Check of 15+Caster-level or else you suffer a -1 to the caster-level per 2 points you fail by)
And then a boon if you're feeling kind. Maybe Draw Magic(Gain +1 to CL if there's 3 creatures being effected by your spell. +2 if there's 6.)

Defilers:
Drawbacks:
Terrain Casting(Use up resources faster or else wreck the environment)
Addictive(The more you use your magic, the successively harder it becomes to live w/o it. Every spell point you use causes a DC 10+(1/every time you've made this check) check to see if you gain a level of addiction. It goes from none > Minor(-2 Con) > Moderate (-2 Con/-2 Str) > Severe (-2 physical, -2 wis, -2 casting). Only way to reduce the DC is to not use spell points for a day and then succeed on a check vs. the save. It also reduces the addiction by one step. Otherwise, spend a spell point to avoid the effects for a minute.

For that one, you might actually want to hand out a free feat, since it's a potent drawback and already has a social stigma attached.

EDIT: Oh, yeah, so there's actually a way to reinvigorate the land in-setting--Cool, Spheres also kind of has that, too.

The nature sphere has an advanced talent called Rapid Growth that's locked behind a CL of 15. It basically allows you to cause vegetation to spring forth, but also requires you provide some way to sustain it.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2
Sebecloki wrote:
Amunet-Ra wrote:

I'm not seeing it somehow.

It's on slide 2, it's like a big mantis thing

Actually meant the rules for equipment and items specifically^^

I'll take a look again later.

Also just did a sum up post before, i saw Jimblis post.
Had to do that reflex save, since it happened before Amunet-Ra got swallowed.
Round 3 action coming in.

I was about to ask how the interior looks like exactly though :D


Amunet-Ra wrote:
Sebecloki wrote:
Amunet-Ra wrote:

I'm not seeing it somehow.

It's on slide 2, it's like a big mantis thing

Actually meant the rules for equipment and items specifically^^

I'll take a look again later.

Also just did a sum up post before, i saw Jimblis post.
Had to do that reflex save, since it happened before Amunet-Ra got swallowed.
Round 3 action coming in.

I was about to ask how the interior looks like exactly though :D

Fixed it -- equipment rules were in the spoiler about feats; I'm still trying to figure out how best to organize stuff. I'm thinking of splitting up some of the rules into different files like a combat rules file, a spell rules file (I'd like to put something better together for the magic system that's close to 2e Dark Sun), and one for equipment options and so on.

I looked up a lot of stuff about line of sight -- the rules are different between 3.5 and PF, with the latter being considerably less rigid. I was trying to compare it to a arrowslit, which is partial cover, which can count for line of effect in 3.5. I think in the future I may have some kind of penalty, because I was sort of imagining the mouth opening and closing, with Amunet only visible part of the time, but we're through it now, so let's just keep going. There are inevitably gray areas where, even if you look up a bunch of rules, it's not 100% clear what RAW is, and I try to side with the PC if I think they're being clever and making interesting uses of their powers, which Jimbli is always doing with his teleportation abilities.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

There was a 3.5 PrC, Blight something maybe, that could probably sub for a defiler.

Also, I know the online community, Dicefreaks, had a PrC for their Gates of Hell project that was similar to the defiler.


Male Weremonkey Rogue/Ranger/Trickster
Sebecloki wrote:

I'd be open to it since I'm allowing 'buddies' -- we actually had a absolutely horrific (as in amazing amounts of damage-dealing archer) that dropped right about the time you started. Any interest in resurrecting his character with a rebuild (you can change the race and classes, just the general character concept).

EDIT: I also had a whole plot line that surrounded him -- a lot of the original characters were from a single village in the Ringing Mountains around Tyr, and it would be nice to be able to re-incorporate that plot.

Since I just have the idea of an archer, I'm open to an actual character concept.

However, it will probably be quite awhile before I'm ready to bring this character in, as I need to finish up Hamza's changes and updating him with all the new rules.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

The use of power reminds me, Ri'Kli'Klek is a psychic as well, but didn't see him use many powers so far.
Perhaps this is a chance since we definately have a need there.
Most people i saw use a spell or power seem only to have self buffing stuff so far, but no real control spells or powers.

I also like the approach for magic here!

Amunet-Ra would work as archer as well. Just would need to take a look on how to flurry then, but it's either Zen Archer or a magical weapon enhancement that turns any bow into a monk weapon.
Works well with the Dark Sun fluff too, elves and bows...

That said i already have good ranged combat with Shuriken!


Amunet-Ra wrote:

The use of power reminds me, Ri'Kli'Klek is a psychic as well, but didn't see him use many powers so far.

Perhaps this is a chance since we definately have a need there.
Most people i saw use a spell or power seem only to have self buffing stuff so far, but no real control spells or powers.

I also like the approach for magic here!

Amunet-Ra would work as archer as well. Just would need to take a look on how to flurry then, but it's either Zen Archer or a magical weapon enhancement that turns any bow into a monk weapon.
Works well with the Dark Sun fluff too, elves and bows...

That said i already have good ranged combat with Shuriken!

What specifically do you like about the magic -- that there aren't a lot of full casters in the party, or were you commenting on some of the suggestions above for defiling/preserving?

Also, what does everyone think of the spell points systems? I'm not going to require it, but I was wondering what the view of that was in comparison to Vancian casting.

Also, I'm assuming everyone's going to basically rush inside the little room now that it's open, is that a far assumption so we can move things along?


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

Spell points is one of the main reasons I like Spheres so much. Vancian is not my jam.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield
Amunet-Ra wrote:

The use of power reminds me, Ri'Kli'Klek is a psychic as well, but didn't see him use many powers so far.

Perhaps this is a chance since we definately have a need there.
Most people i saw use a spell or power seem only to have self buffing stuff so far, but no real control spells or powers.

Ri'Kli'Klek mostly has support psychic spells. Given our actual level versus the power level of foes we can anticipate, control spells seem like a losing proposition unless you really focus on them.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Mh didn't look at your spells Ri'Kli'Klek, but you are probably right.
Guess we can't face down this thing any way.

@Sebecloki: I was indeed looking at the preserving/defiling options.
Defiling should give a considerable power boost, but have severe effects.
Preserving shouldn't be easy on the other hand.
There was a system somewhere which let you apply free metamagic for defiling for Pathfinder.

Magic should also be stronger than Psionics in some ways, else it wouldn't really justify the fluff i think.
With DSP Psionics, that's pretty difficult though.
I once played a Psion through a complete campaign, it was a really feared PC :D

I didn't look at the spell points, since it's not affecting me at the moment.


I just bought an isometric maps set bundle on steep sale at RPG drivethru. It's sort of like Baldur's Gate in look if you've played that -- sort of between 2 and 3 dimensions. I'm going to try to use that for our next explorations, I'm still playing around with the system.

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