Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

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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So im playing around with my classes once more, and im flirting with a couple of evil or evil-adjacent characters. Anyone have any idea where they plan on sitting vis-a-vis alignment? I don't wanna step on anyone toes, especially for those who are finished or closer to being done then I.


@cuan: I know Jon braziers and kobold press both made feats for the lizardfolk and alternative racial traits to become large and etc. Want me to pass them along?

@sebecloki: I'm taking the living saint mythic pass I think, so I have a pretty decent character arch set up for you about self sacrifice. Plus the saint path is very much open to the DM, so go crazy with it.

@grumbaki and gramork: my PrC makes need to be none good so evil/neutral is my domain. Very much playing a pragmatic druid, so sorry if there is crossover between him and zorakir Grum. They'll have their own twist on druids.

Liberty's Edge

Hello! I've come up with a character for consideration. This is a Mystic (Aurora Soul)//Daevic/Champion that's focused on unarmed combat. There's some interesting synergies between the two classes that I think will be fun to explore in such a high power brutal campaign. I'm pretty sure I've caught all the mechanics needed but gestalt characters are complicated so I am still checking it for errors but its ready to be posted. I also still need to buy equipment but that can be done close to last. I'm writing up a background for the character, how she became mythic and where her power comes from. I'll post that later today. If you have any questions or comments I would greatly appreciate them.

Araska:
Araska
Human Mystic (Aurora Soul)//Daevic Wrath/Champion 1
N Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
Vig 26 (3d8) Wnd 28 (Threshold 14)
Fort +6, Ref +6, Will +7
Defensive Abilities arcane defense, elemental glyph, hard to kill; Immune inhaled poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +9 (1d4+5)
talons +8(+3 sec.) (1d4+5)
Special Attacks mythic power (7/day, surge +1d6)
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 14, Int 13, Wis 17, Cha 14
Base Atk +3; CMB +8; CMD 21
Feats Powerful Maneuvers, Extra Essence, Broken Blade Style, Extra Mythic Power[M], Greater Unarmed Strike, Improved Unarmed Strike
Skills Acrobatics +6, Bluff +8, Diplomacy +4, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (nobility) +7, Perception +9, Sense Motive +11, Spellcraft +7, Stealth +6
Languages Common, Dwarven
SQ animus (4), blade meditation, elemental attunement, fleet charge[MA], mythic sustenance[MA], Emissary, Eternal Hope, Urbanite, Wild Talent, Essence (3)
Other Gear chain shirt, 1,400 gp
--------------------
Special Abilities
--------------------
Mythic Power (7/day, Surge +1d6)
Animus (1 turn)
Blade Meditation
Elemental Attunement
Elemental Glyph (3 allies, 4 rounds)
Fleet Charge
Hard to Kill
Mythic Sustenance (MA)
--------------------
Maneuvers & Stances
--------------------
Level 1
Clockwatcher
Disturbing Blow
Eldritch Shield
Fluctuation Movement
Flurry Strike
Ghost Hunting Blow
Inner Sense
Shards of Iron Strike
Embrace the Elements
Pugilist Stance

Level 2
Bronze Knuckle
--------------------
Veils & Chakra Bonds
--------------------
Passion Veils & Bond Essence: 1
Sea Drake’s Talons

Other Veils & Bond Essence
Forcestrike Knuckles: 1


Looks good friends -- I updated the campaign info again, let me know if anything's missing. I'm trying to make a decent 'landing ground' for recruits without it being overwhelming, since there are wikis and stuff too.

Also, looking at my book -- I think City State of Tyr is set before some of the Prism Pentad events -- that's the version I'm using, so Tithian is still ruling the city as things stand, and Rajaat hasn't been released yet and killed Adrophinis and Alabache-Re (so Free Year 10 instead of 12, for Dark Sun fans).

I think that also means Borys is still alive, so Ur-Draxa can be visited pre-Storm.


@ Kiradia

There's a comment above about equipment -- I basically handwave the imaginary economy, so just pick stuff that makes sense if that's easier.


Also, as I suggested above, it would be cool if, once we get a better sense of who's actually going to make a character, people could PM eachother so little groups of 2-3 characters could have some pre-existing back story together.


Very much interested and could make a character and finish it by tomorrow or Friday at the earliest. Also Dot.


Gramork wrote:
So im playing around with my classes once more, and im flirting with a couple of evil or evil-adjacent characters. Anyone have any idea where they plan on sitting vis-a-vis alignment? I don't wanna step on anyone toes, especially for those who are finished or closer to being done then I.

Malkaer will be good, but he'll be Dark Sun good. In other words...pragmatic good.

The one and only thing he won't accept, as his entire character concept is built around it, is defiler magic. See a defiler? His sword will compel him to kill it.

I figured that this would be a pretty safe bet, as the same would go for any druidic characters. Teiidae seems to be playing a pragmatic druid.

So yeah. Happy to adventure with anyone, so long as we can murder-hobo defilers together.


Also, just to tease some stuff of what I'm planning -- I'm going to be pumping up the gnolls in Howl of the Carrion King quite a bit (I don't very well see why there can't be gnolls in Dark Sun, so I see no reason to convert them to gith or whatever).

I love the town maps, but I'm not nuts about some of the dungeon maps, which are kind of weird looking and/or lame. I'm going to borrow some of the tougher gnolls from Dungeons's rendition of Maure Castle and 3rd party pre-generated stats, or steal a better dungeon map from another source like a Necromancer Game module.

I'll have to alter the big bad a little bit too.

There could well be some Dark Sun specific complications too -- like conflicts between different factions in Tyr represented in the caravan.


@Terror of Death

Thanks for the interest. I think we're going to be building characters for at least another week, so no hurry. I'm in no rush to start, I'd rather people get detailed back stories generated and whatever.


House Bordon

Likewise, Malkaer has likely been employed as a desert guide. He was likely hired due to his belonging in the Silver Hand Tribe.

----

Also...character seems to be complete. Please feel free to take a look and tell me of any problems that jump out.

Any if anyone would like to link backstories, please PM.


I'm going to be good as well, but agree with Malkaer's interpretation of good overall.
Mainly anti-defiler. Those people are ruining the world.


Sounds good. Pragmatic evil is how I always try to play evil characters. He does evil things but only if it suits his ends. He's not gonna be sacrificing babies and puppies just for kicks.

As for defilers, it seems like everyone in this setting should hate them. They make life easier for literally no one.


I'm curious what is the take on undead in this setting? I need to edit the lore on the dusty conclave for the setting, but the general idea was they we're once an ancient secretive order of druids that wish venerated the vast desert, deceived into doing work for the defilers. Now they seek to maintain the desert and prevent it from becoming nothing more than an empty wasteland as penance for their past mistakes. Using any means necessary to stop those that would now upset the balance. Willing to become undead to become eternal vanguards of the broken world, this is the fate of the walkers in the waste.

Pragmatic evil is the only way to play, why destroy the world? That would leave little for me?


links for undead

Undead Overview

There is an obdsidian plane to the south of the Tablelands with a bunch of undead:

Deadlands gazetter


stats: 5d6 ⇒ (4, 3, 5, 4, 6) = 22 15
stats: 5d6 ⇒ (5, 2, 2, 5, 6) = 20 16
stats: 5d6 ⇒ (5, 5, 4, 4, 2) = 20 14
stats: 5d6 ⇒ (2, 3, 4, 2, 6) = 17 13
stats: 5d6 ⇒ (4, 1, 2, 1, 2) = 10 8
stats: 5d6 ⇒ (6, 5, 2, 2, 3) = 18 14

gross, yeah I'll just take the 35 pnt buy


@Teiidae: That would be great, though mainly the feats as the race is more or less custom and not the standard lizardfolk.

As for the Ssurran blurb.

Ssurran - stats:

Racial modifiers +2 Strength, +4 Constitution
Size Ssurran are of Medium size and receive no bonuses or penalties based on size.
Speed Sssurran have a movement speed of 30 ft.
Low-light Vision Ssurrans can see twice as far as humans in conditions of dim light.
Desert Stride Ssurran move through nonmagical difficult terrain in desert environments at normal speed.
Born of Sand and Sun Ssurran treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin.
Natural Attacks Ssurran have two claw (1d4) attacks and a bite (1d3) attack.
Natural Armor A Ssurran begins play with a natural armor bonus of +1.
Slapping Tail Ssurran have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user’s Strength modifier.

Ssurran - flavor:

The Ssurrans are reptilian humanoids, whose appearance is similar to that of heavy-set lizard men. They roam Athas, living their lives as traders, raiders, hunters and scavengers. While some Ssurrans are markedly more primitive than others, they have spread throughout the Tablelands. Those that dwell in the region of Lava Gorge, on the Scorched Plateau, have benefited from the seclusion and attendant safety that has allowed their tribes flourish, and they often join into great Ssurran nations that sweep across the Plateau.

Physical Description: Ssurrans range from 4 to 6 feet in height, weighing anything from 180 to 225 pounds. They are reptilian, even crocodilian in appearance, with pronounced toothy snouts, scales and a long tail. A Ssurran’s mouth seems perpetually curved in a slight, sly smile. The Ssurran tail is not prehensile and is mostly used for balance, posture and communication.
A Ssurran’s claws are extremely sharp, hardened from long years of tramping across rugged lava flows and the blasted terrain of the Scorched Plateau. They also have a snapping bite, but use of this is considered threatening behaviour in Ssurran society. A Ssurran who bites means business.

Ssurran hide is thick and heavy and protects the creatures from the heat of the Athasian sun. Their natural resistance to heat even allows the Ssurrans to thrive in the immediate surrounds of Lava Gorge.

Society While they are viewed as brutal savages or leery scavengers by many other races of the Tablelands – and even hunted as beasts by some – the Ssurrans boast a complex culture that is quite visible in the way they live their lives. For the Ssurran, the conceit that places “civilised” races above the beasts does not exist. To the Ssurran we are all beasts and we all must all do what we can to survive. Those who have land, have safety. Those who have safety can prosper. Those who prosper can create better tools. Those with the best tools can claim the best land…

Intertwined with this simple philosophy is a rich body of religious belief and legend. Thanks to this body of common tribal knowledge, the Ssurrans display great practicality. Life is a struggle and each Ssurran must learn the skills needed to endure. Ssurrans are no-nonsense, individualistic survivors – traits that make them valued as scouts and guides amongst their fellow races.
Despite their individualism, Ssurrans are most comfortable when surrounded by their allies. When outnumbered or threatened, they are cautious, even cowardly. They will seek to flee or bargain their way out of most overmatched contests, only fighting if cornered. When forced to fight, however, they are savage, rending and biting until an opening to flee presents itself.

Relations: The Ssurrans are seen as savages, raiders or poor traders by most other species. For their part, the Ssurrans view most civilised races as pretentious fools, lost in their tools and forgetful of their kinship with the beasts of the wilderness.
The Ssurrans dominate those whom they can and will seek to forge cordial relationships with those they cannot. If threatened, Ssurran tend to leave, only to return later and strike from ambush, usually with gruesome results.
Ssurrans are carnivores and will eat anything that they think will taste good and fill their bellies. The less civilised among them will eat intelligent life and have a particular fondness for halfling flesh, claiming it is soft, sweet and ever so spicy. These Ssurrans mark their food, either with claw marks or urine, and have been known to do this to foes they slay in battle, only to return and eat them later.

Alignment and Religion: Ssurrans tend towards the chaotic or the neutral. The elder the Ssurran is, the more she tends toward lawful alignments, as the ties of tribe and family grow stronger.

The more sophisticated amongst the Ssurrans have adopted worship of the elements and para-elements, along with most of the rest of Athas. They favour Magma and Sun, with Fire also being popular. Clerics of the Earth element are also welcome amongst the wandering tribes.

Those Ssurrans of a more ancient heritage believe in ancient gods that they claim watch over them. The Ssurran’s oldest legends hold that their progenitors were hatched from the World Egg, which they equate with Athas herself. They baked for aeons within the egg, until they were ready to hatch. The Egg cracked and the first Ssurrans came forth. They found a baked and burned world waiting for them and, slipping across the surface between the sand and the shadows, they began to make a new home for themselves in the world their gods had prepared.

Adventurers: Ssurran adventurers tend to be from more civilised tribes, for no other reason than these Ssurrans have an easier time relating to the other races and hence tend to be more successful. More primitive Ssurrans do take up the adventuring life, but theirs is a hard road, and they have many preconceptions about their kind to overcome.

Ssurran adventurers soon become aware of the bestial reputation that their species has and treat it with varying degrees of wry acceptance. They know that supposedly more civilised races are beasts as much as they are – they just have better tools. Out in the wild, however, the Ssurran is in his element, and other adventurers soon find themselves grateful for the presence of their perpetually smiling scaled companion.

Male Names: Chavesh’ess, Ithoriss, Ssuss’ess, Thuuuss, Uss’ule’ess, Zath’ess

Female Names: Ashess’uess, Iieth, Isth’uess, Ithissa, Ula’nis’uess, Uthiss’uess

There is just one question that remains: Language. Would Ssurran speak Draconic, like your typical lizardfolk, or would they have their own language, considering the nature of dragons on Athas.


@cuan: I'm sure sebecloki wouldn't mind, I'll send them to you after I get back from work.


This is Valjoen_KC's character, a half-giant unchained barbarian/sorcerer with the Champion path.

The basic crunch is done (although there a bunch of house rules still to go over) and starting in on his background and how he fits into Tyr.

Character Sheet:

Krümvar
Male half-giant unchained barbarian 3/sorcerer 3/gestalt 3/Champion 1 (Pathfinder Unchained 8)
CG Large humanoid (giant, human)
Hero Points 1
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 enhancement, +1 natural, -1 size)
hp 56 (3d12+20)
Fort +7, Ref +4, Will +4 (+3 bonus vs. mind-affecting effects)
Defensive Abilities danger sense +1, hard to kill, uncanny dodge; Immune inhaled poison; Resist fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 greatsword +8 (3d6+14/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (11 rounds/day), claws (2, 1d6, 6 rounds/day), gatecrasher, mythic power (5/day, surge +1d6), rage power (calm stance)
Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—burning disarm (DC 14), burning hands (DC 14), enlarge person (DC 14), mage armor
. . 0 (at will)—detect magic, mage hand, message, open/close (DC 13), prestidigitation
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 22, Dex 15, Con 17, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +9 (+11 bull rush, +11 drag, +11 overrun, +13 sunder); CMD 23 (25 vs. bull rush, 25 vs. drag, 25 vs. overrun, 25 vs. sunder)
Feats - Custom Feat -, Combat Stamina, Eschew Materials, Improved Bull Rush, Improved Drag[APG], Improved Overrun, Improved Sunder, Intimidating Prowess, Power Attack[M], Steadfast Personality[ACG], Toughness
Traits omen, vagabond child (urban)
Skills Acrobatics +6 (+10 to jump), Appraise +4, Climb +10, Handle Animal +7, Intimidate +16, Knowledge (arcana) +6, Linguistics +1, Perception +6, Sleight of Hand +9, Spellcraft +4
Languages Common, Draconic, Giant
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, hero points, improved bull rush, improved drag, improved overrun, improved sunder, intimidating prowess, mythic sustenance[MA], power attack, sudden attack[MA]
Other Gear greatsword
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Calm Stance (Ex) While in stance, only gain temp Hp from rage, but ignore rage penalties.
Claws (6 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Gatecrasher (Ex) Gain a +2 bonus on Strength checks to break objects.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Bull Rush [Combat Trick] Spend stamina points up to Str or Dex bonus, bonus to CMD against Bull Rush equal to stamina spent.
Improved Drag You Drag at +2 and don't cause an attack of opportunity.
Improved Drag [Combat Trick] Spend stamina points up to Str/Dex, bonus against drag equal to stamina spent.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Improved Overrun [Combat Trick] Spend stamina points up to Str/Dex, bonus against overrun equal to stamina spent.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Sunder [Combat Trick] Spend stamina points up to Str/Dex, bonus against sunder equal to stamina spent.
Intimidating Prowess [Combat Trick] 2 stamina points per size category to ignore size penalty on Intimidate.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rage (Unchained, 11 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +1 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------
Progression Plan:

Feats
1: Steadfast Personality (1st)
2: Powerful Maneuvers (2nd)
3: Intimidating Prowess (3rd)
4: Dodge/Mobility (4th)
5: Weapon Focus: Heavy Blades (5th)
6: Cornugan Smash (6th)
7: Vital Strike (7th)
8: (8th)

Mythic Feats
1: Power Attack
3: Dual Path
5:
7:
9:

Mythic Path Abilities:
1: Mythic Sustenance
2:
3: Titan’s Rage


Don't forget we are using wounds and vigor

Quote:
Wound Points Typically a creature has a number of wound points equal to twice its Constitution score. It also has a wound threshold equal to its Constitution score. Wound points represent the amount of physical punishment a creature can take before it dies. When a creature’s wound points drop to or below its wound threshold, that creature becomes wounded. When a creature is wounded, it gains the staggered condition until it is no longer wounded. Furthermore, when a creature is wounded, if that creature takes any standard or move action on its turn, its remaining wound points are reduced by 1 and it must make a DC 10 Constitution check. If the creature fails that check, it falls unconscious.

Your Con is 17. So you have 34 wounds.

Quote:
Creatures with one or more full Hit Dice or levels gain vigor points. With each level gained or each Hit Die a creature has, it gains a number of vigor points based on its Hit Die type.

Your hit die is 12. So, without rolling and with FCB...

13+8+8=29 Vigor.


@Malkaer - Yep, just added that option into hero lab. Wounds=37 & Vigor=32 with toughness. Also added gear. Updates in my profile.


Toughness doesn't affect both as far as Im aware, should just be vigor.


According to the PRD and what I can find, Vigor HD per level plus FCB. So, Krümvar's Vigor is 12+7+7+3=29.

Wounds is 2x Con plus +3 from Toughness. So, Krümvar's Wounds is 17+17+3=37

PRD wrote:

Toughness

You have enhanced physical stamina.

Benefit: You gain 1 wound point for every level or Hit Die your character has.

This is my first time using the Wounds & Vigor alternate rules, so please let me know if I'm missing something.

EDIT: My math is off.


Oh okay I see


I wasn't sure why Herolab was showing my Vigor at 34 not at the 29 that I'm figuring. Mythic is adding 5 vigor, so my Vigor is 34.

Grand Lodge

definite interest from me, i'll have a character up at some point, spell-less Ranger/Soul Knife probably


Damn was hoping to make a beefed up version of dhampir to play. Looks like vampires don't really exist in Dark Sun though.


@Gramork -- we can probably make that work -- there can be other forms of undead besides what's described. The issue is there are no angels or demons for the other case


In that case a dude named humble minion on some forum I was on earlier had a pretty neat idea for how the first vampire might have come to be (given that there are no gods to curse a mortal with undeath) Ill find it and Pm you in a bit.


@cuan: Here you go, There are numerous typos from copying it right out of the pdf, shouldn't be too hard to decipher.

Lizardfolk feats from Kobold press:

lizArdfolk feats
Lizardfolk have access to the following feats.

All-Out Attack (Combat)
You can expend all of your energy in a sudden furious
onslaught.
Prerequisites: Lizardfolk, Burst of Speed, Multiattack,
Vital Strike.
Beneft: You may choose to make two Vital Strike attacks
as a full attack action against a single opponent with
your natural attacks. Tese attacks are rolled separately,
but the damage for each is increased as normal for the
Vital Strike feat. Afer the attacks are resolved, you
gain the exhausted condition. You may not use this feat
when you are fatigued or exhausted. If you possess the
Improved Vital Strike or Greater Vital Strike feats, the
damage is increased for both attacks.

Brutal Strike (Combat)
You are adept at decisively attacking defenseless prey
before it has a chance to respond.
Prerequisites: Lizardfolk, Power Attack.
Beneft: Whenever you are flanking an opponent or
they are denied their Dexterity modifer, your primary
natural attacks add 1-1/2 × your Strength modifer to
damage rolls. Tis increases any bonus to damage from
the Power Attack feat by half (+50%).

Burst of Speed
You can surprise prey with your quickness at the
beginning of combat.
Prerequisites: Lizardfolk.
Beneft: During the surprise round or frst round of
combat, you may move up to triple your speed if you
charge a surprised or flat-footed creature.

Cold Demeanor
Your thoughts are reptilian in nature and hard for
mammals to understand.
Prerequisites: Lizardfolk.
Beneft: Any Sense Motive skill checks made regarding
you take a penalty equal to 1/2 your character level
unless the creature possesses the reptilian subtype.
Tis does not include Sense Motive checks made to
resist a feint in combat but does include checks made
to determine if you are enchanted or to discern secret
messages you attempt to transmit.

Cold-Blooded
Unlike the foolhardy mammals, you are never ruled by
your emotions.
Prerequisites: Lizardfolk, Cold Demeanor.
Beneft: You are immune to any charm or fear effect
and to the confusion condition. However, you gain no
morale bonuses granted by spells, such as bless, good
hope, and rage, or by class abilities, such as a bard’s
ability to inspire courage or a barbarian’s rage.

Jump Attack (Combat)
You can jump on opponents and knock them around.
Prerequisites: Lizardfolk, Acrobatic, Leaping Legs.
Beneft: If you successfully jump at least 20 f.
horizontally or 5 f. vertically when making a charge
attack, you may leap through the air to land on an
opponent. If the charge attack hits, you may make a
free bull rush or overrun combat maneuver against the
opponent. Tis does not draw an attack of opportunity.
You gain a +1 circumstance bonus to your CMB on the
maneuver for every additional 10 f. of horizontal or 5 f.
of vertical distance you jump as part of the charge.

Leaping Legs
Your powerful legs can launch you great distances.
Prerequisites: Lizardfolk, Acrobatic.
Beneft: You always count as having a running start when
making Acrobatics checks to jump. Te base DC for you
to make a jump is equal to 1/2 the distance crossed (if
horizontal) or 2 × the height to be reached (if vertical).

Skinpiercer
Your piercing strikes punch through the toughest hides.
Prerequisites: Lizardfolk, Strength 13, Power Attack,
base attack bonus +1.
Beneft: When you attack with a piercing melee weapon,
you gain a +1 bonus on your attack rolls if your target
has at least a +1 natural armor bonus. Tis bonus
increases by +1 when your base attack bonus reaches
+6 and again when it reaches +11 and +16. Te bonus
gained from this feat can never be higher than your
target’s natural armor bonus.

Still Swimmer
You can swim through water without leaving ripples or
signs of your passage.
Prerequisites: Lizardfolk, Stealthy, swim speed.
Beneft: You may move up to your full swim speed
in water without taking a penalty to Stealth checks.
When swimming, you may make a Stealth check when
running or charging but at a −10 penalty.

Tail Wielder
Your tail can wield lashed weapons like a third arm.
Prerequisites: Humanoid or magical beast with a tail,
Dexterity 13+.
Beneft: You may lash a bludgeoning or slashing melee
weapon to your tail and make attacks with that weapon.
Tis attack is treated as a secondary natural attack using
the afxed weapon’s damage dice. Tis ability does not
make your tail a prehensile appendage, and your tail can
only wield weapons sized normally for you.

Tailtripper
Your muscular tail sweeps enemies off their feet.
Prerequisites: Lizardfolk, Intelligence 13, Combat
Expertise, Improved Trip.
Beneft: Whenever you miss a target with a melee attack,
you can perform a trip combat maneuver as a swif
action against that target so long as it is within your
natural reach. Instead of making a combat maneuver
check, make the trip attempt with the same bonus as the
attack that missed but with a −5 penalty. If you have a tail
attack, you cannot use your tail to attack this round.

Lizardfolk Race traits from jon brazer:

Traits
The following race traits are available for lizardfolk.
Autotomic Tail: Your tail can break off and regrow
itself, allowing you to escape certain situations more
easily. You may take a +20 trait bonus to any CMB check
or Escape Artist check to escape a grapple or full-body
restraint as a swift action; when you do so, your tail breaks
off, and you lose any benefts gained from having a tail until
it regenerates. The tail regrows itself in 1d6+8 days (if you
have regeneration, such as from a magic ring, spell, or other
effect, this time is halved).

Expressive Dewlap: You have a colorful flap of skin
beneath your chin and neck that expands dramatically
when you breathe, and you can use this when attempting to
impress others. You gain a +2 trait bonus to all Intimidate
and Perform checks and also on Bluff and Diplomacy
checks against any creatures of the dragon type or reptilian
subtype who are sexually attracted to you.

Nictitating Membranes: You possess a secondary set
of translucent eyelids that protect you from assaults against
your vision. You gain a +2 trait bonus to all saving throws
against effects that would cause you to become blinded.
Pain Tolerance: You gain a +2 trait bonus to
Constitution checks made to stabilize when reduced to
negative hit points, as well as to concentration checks made
due to taking damage while casting spells.

Tough-Scaled: You gain a +2 trait bonus to your AC
against critical hit confrmation rolls from bludgeoning,
piercing, or slashing weapons


5d6 ⇒ (4, 2, 6, 6, 6) = 24=18
5d6 ⇒ (5, 6, 3, 6, 4) = 24=17
5d6 ⇒ (1, 2, 1, 6, 6) = 16=14
5d6 ⇒ (3, 5, 4, 1, 6) = 19=15
5d6 ⇒ (1, 1, 4, 6, 1) = 13=11
5d6 ⇒ (4, 6, 5, 3, 4) = 22=15

50 points, I'll take it.


@Gramork, let's refluff the dhampir as a half-breed T'liz. Most of the categories of Athasian undead overlap with the standard undead. I think that's closest to a Vampire and suggests some interesting avenues for beefing up the dhampir.

Grand Lodge

oookaaaaay, i just did the 35 point build, i only have ability scores and all the fluff, i'll finish the crutch later tonight maybe. but the fluff is done...most likely. i say that as there is always the chance that somebody will like what they see and want to collaborate on our backstories. so unless that happens, nothing to serious should change about Kuro.

Stats:

Kuro
Spell-less Ranger/3 - Soul Knife/3
Int Senses perception
========================================================================
Defense
========================================================================
Defense Score Flat-Footed
WP VP DR
Fort Ref Will
========================================================================
Offense
========================================================================
Speed 30ft
Melee
Melee
Melee
Ranged
Special
========================================================================
Statistics
========================================================================
Str 16 Dex 18 Con 16 Int 12 Wis 8 Cha 16
Base Atk
CMB
CMD
Feats
Skills
Traits
Drawbacks Overprotective
Racial Traits
Languages
Combat Gear
Other Gear bedroll, blanket, small tent, silk rope (50 feet), Masterwork Backpack, chicken(10),
Oregano(2), Garlic(2), Potatoes(10),
========================================================================
Special Abilities
========================================================================

backstory:

Kuro was born south of Tyr, away from the dry and anarchic north. Raised in a small community called Fuyuki, a city of people who migrated from Tyr and the rule of it's god-king. The town was able to thrive under the leadership of Kuro's Father, a Druid who was able to pull large amounts of water from the ground. It was a good life...until his father died. From that moment onward, Kuro was constantly surrounded by injustice. Whether it was the stalls that would cheat each other for a few more bits, or the slavers/drug dealers who would prowl the night, it didn't matter as there was always something. He was okay with it, it never really bothered him as he was just a kid, there was no one left to teach him that this wasn't normal.

But it change quickly one day, too quickly.

A fire, great and all consuming, broke out when he was 8. The flames rolled over buildings and sandy streets, trapping and burning everyone. All around were the screams of the tormented, cursed smoke rising to the skies as the hell on earth manifested. No matter how high was the screams or how heartfelt were the tears, the flames did not stop.

It was all meaningless, the fire consumes all. Except for a white haired boy, walking amongst carnage.

With every step he took a part of him was lost. Memories and everything he ever did was gone with each thud of his foot, his first day of Learning, gone like it was never there, his seventh birthday, his first crush, his mother telling him stories of heroes long gone, every ounce of self-worth burned to a crisp by the time he reached the center of his once cheerful neighborhood, but even so he refused to die.

He had no memory of what was happening, that was consumed by the fire.

He no longer felt anything about the hell around him, his emotions were already devoured. He only had hope left, but soon enough that was also extinguished.

His unwavering will had nothing more to sacrifice to him, but he continued his trek. Soon however, he missed a step and fell on the now barren ground, the rain chose that exact moment to start.
As he gazed to the sky above him, he couldn't feel anything, he couldn't think anything and he couldn't BE anything, but just as his life was about to end, in the place of the sky now was the face of a crying and smiling man. As the young boy stared at his overjoyed face, only one thought surfaced.

"... I wonder if I can be as happy as him someday..."

That man was Kisturugi, a Inquisitor of something he never told Kuro, his face was filled with tears, he was so happy.
It was because he saved him, he was so happy because he saved him....
Kuro so desperately wants to smile like that.

Kisturugi nursed him back to health and adopted him as his own, raising him and teaching him the wonders of Divine magic, and the horrors of the Defilers...not that Kuro was any good. Kuro was told he was absolutely terrible at it...but through pure stubbornness and stupidity, Kuro was able to awaken to his natural psychic ability.

5 years later, Kisturugi succumbed to a terminal disease. As he laid there dying, Kuro promised to uphold and accomplish the dream Kitsurugi could never do.

To become a true hero of justice. To help and save everyone, even if he knew it was impossible.

And after that, Kisturugi died, and Kuro left the rebuilt Fuyuki, traveling and searching for people to save and dedicate his life to.

after travelling around for a while, freeing slaves as he went, he ended up back in Tyr, the birthplace of his old home. it was there that he learned of the expedition that was being organized for the abandoned village of Kelmarane.

Now Kuro isn't the best when it comes to money...his almost always empty bit bag can attest to that. he almost always spends his money on food for the homeless in Tyr, cooking for them, talking to them, and bearing their burdens as his own.

Now Kuro has his next order of business. To Kelmarane...

personality and appearance:

Kuro appears as a man in his late 20's with a muscular build. Kuro has white lightly messy hair, gray eyes and tanned skin color. His eyes are slightly narrowed.

Due to the trauma he suffered during the great fire, Kuro has a constant emptiness in his personality and suffers from tremendous survivor's guilt. He feels that, as the only survivor, it is unfair to the deceased to prioritize his own needs before those of others. He has a distorted sense of values where he only finds self-worth from helping people without any compensation, feeling that the very act “helping people” is its own reward. He believes it is highly unfair that some people survive and others do not. When it comes down to receiving an injury or even giving up his life to help someone, he will do it without a second thought. The people who see this side of him are often very worried and attempt to correct his behavior, though they are unable to change his opinions.

Besides that, he enjoys cooking and cleaning, especially for other people. Its kinda easy to take advantage of his kindness, and he know it but makes no effort to change it.

When he's out and about, he goes by the name Archer, he's freed a bit of slaves, so he thought it safer that nobody knows his name.


His first attack on the Gnoll Slavers:

A Gnoll stops her patrol around her camp exterior, muzzle raised into the air as she sniffs....

"...Smells like chicken... the Gnoll mumbles, moving away from the camp and through some bushes.

Once the bushes are cleared, she sees it. A campfire, still going on, with a spit roasting 3 pounds of chicken on it.
The Gnoll squeals in excitement, then going over on all fours and sliding on her knees over to the chicken, like a child.

Unbeknownst to her, a red cloaked figure slowly walks behind her, unsheathing a Machete....
The Gnoll sinks her teeth into the meat of the deliciously seasoned chicken, yipping lowly in delight. The figure raises the Machete and gets ready to bring it down on the creature.

...but he hesitates. The Gnoll, ever unaware, continues to eat the great cooking that was just 'left here'.

....slowly the figure lowers his blade and silently sighs, raising it again and slamming the blade against the Gnolls head, knocking it out. The Gnoll falls to the floor unconscious, and the figure drops his hood, showing his large shock of white hair, grey eyes' and dark tanned skin.

He grimaces, grabbing the Gnolls legs and dragging her off into some bushes before looking towards the Gnoll camp...

He pulls out a poorly drawn picture with what seems to be a human child with the name Sarasha and a message.

"Please save my mommy! The bad dog men took her!" the message also talks about the reward.

Kuro sighs, the desert is a very hard place to track anything down, but somehow...he did it. Glancing back at the unconscious Gnoll, he remembers that he doesn't have all day.

Sheathing his Machete, he starts to silently stalk to the Gnoll camp, pressing himself to the edge as he circles the palisade walls, looming for the best point of entry.

Seeing no other option, Kuro latches onto the palisade wall and climbs, vaulting over it and landing inside the camp and ducking into some bushes. The Gnolls laze about the camp, fighting, eating, and laughing....all around, a normal camp atmosphere.

He narrows his eyes, looking around the camp and trying his best to search for the place they keep the prisoners. Eventually, his eyes find a large wagon ment to carry animals. Through the Bars, he see's a multitude of Elves and Halflings, a few Humans as Well.

'bingo' he thinks, stalking closer as the hyena-men laugh and joke with their brethren. He moves closer and closer, heart beginning to pump harder and harder. Sadly, in his tunnel vision he steps on a branch, causing a large snap.

He silently curses as it gains the attention of a nearby sitting Gnoll. Kuro watches apprehensively as the man beast draws closer and closer, instinctivly stilling his breathing, pulling his cloak tighter against himself.

But a rock soon hits it in the head, causing it to yelp and turn to glare at the offender, another Gnoll who is cackling in amusement. Turning, it charges at the laughing Hyena and begins
a small brawl which the other occupents eagerly crowd around.

Kuro lets out a sigh of relief, this is definitely a stroke of luck....

Either way, he moves quickly behind a building, then ducks behind the carriage. The occupants see him, the children seem excited, but the adults quickly silence them before looking at him in apprehension and hope.

He nods, offering a smile to the people....it doesn't seem to help.

Regardless, he starts slinking away, towards where the biggest makeshift tent is, the Key should be there..

---------------------------

His hunch was right, it WAS there...at least, a unknown key was...

But thats niether here or there right now.

He's staring down a...big Gnoll...its probably the leader if its size was anything to go by...

He ducks under another swing of the Gnolls Greatsword, the wind displaced by the weapon buffering against his face.

'This is not good....!' he says in his mind, jumping over the Gnolls cot which offers no resistance to the blade, shattering it.

It only makes the pack leader more angry, his attacks get stronger and more ferocious, Kuro can only do so much dodging and deflecting untill he's caught.

The greatsword strikes against his chest, cutting into his leather armor and digging into his flesh. Kuro stays silent, but his teeth are grit so tightly they might crack. The pain is very real....
But it also grants a opportunity.

As soon as the blood leaves his body, he grabs a handful, slamming it into the gnolls nose and eye's, blinding it and driving it into a blood frenzy at the sense overload. As it starts swinging at random, Kuro kicks off the desk and hops on the leaders back before driving his Black and White Machete into the Gnoll's shoulders.

They peirce down, severing tendons and peircing arteries. Kuro immediately silences the beasts roar of pain by stuffing his arm into its sharp teeth filled mouth. The Gnoll bites down hard on his arm, easily piercing the leather and flesh.

Kuro silences his own scream by sinking his own teeth into the Gnolls shoulder, Holding on tightly. After a few more seconds, the Gnoll starts getting slower, its bleeding to much....

It starts trying to get to its breathren, but Kuro immediately pulls the White Machete, affectionately named Kanshou, out of the beasts shoulders and stabs it into the Gnoll back, right into the heart.

The struggles stop, and the Gnoll leader dies, its jaw slacking on his arm which he immediately pulls from its dead mouth.

Kuro pants raggedly, watching the blood pool aroung the beasts body, uncaring of his own viscious wounds....

He leans down and uses his good arm to close the beast eyes, wishing it good passage onto the afterlife as everyone deserves.

He has to hurry up....they'll smell the blood soon...god he's hurting....

Shakily, he reaches into his pack and pulls out a set of bandages. taking his shirt off and haphhazerdly wrapping his arm and chest, he bites his lips to silence his pain filled groans. The bandages are quickly staining red.

Moving through the pain, he wipes Kanshou off on the broken cot, before hurredly making his way back to the slave cart.

The slaves look alarmed at how wounded he is, some of them covering the kids eyes.

He's thankful that they do so, no need for them to see this. He hears the howls and yips of the Gnolls become alarmed, seems they found there leader, as the entire camp starts converging at the end of camp....

...which means he probably has enough time.

Quickly, he jams the key into the slot and lo and behold, the door opens.

"...Quickly! Go! There's a wagon of supplies in the underbrush of the Savannah...go there and get out!"

The slaves stare stupified, before pilling out of the cage and running out of the camp and into the Savannah.

.....he doesn't go with them....which some people notice.

"S-Sir! Come on!" a woman yells to him

Kuro only shakes his head
"....If some one doesn't distract them, they'll end up rounding you all up again..."

The woman turns white, looking torn, along with a few other of the slaves.

He shakes his head and motions them to get going. Reluctantly, the former slaves turn and run after there fellow escapees.

Satisfied that it's just him, he walks to the gate into the camp. Facing inward, he draws Kanshou, then his other Machete, a twin of Kanshou except it is black, Bakuya. He steels himself, fingers digging into the leather handles of the short blades. His chewed up arm screams in protest at the action, as if reminding him that he is wounded.

He doesn't turn, he stays where he is, resolute to buy as much time as he can, he wants to be a hero, more then anything. His body screams at him, begging to run and not fight. The screams only increase as the first Gnoll comes into sight, running at him with a great axe.

"Kisturugi...are you watching me right now...?"

He quick steps forward, surprising the Gnoll, running it through with both Machetes. He kicks the body off of his blades with some hesitation, clearly still uncomfortable with taking a sentient life.

"Are you proud of me...?"

The Gnolls start comming in droves, one after the other, first thing that happens is he gets smacked by a bo staff....everything after that is fuzzy.

"...I am the bone of my sword...

he unconsciously starts to recite Kitsurugi's Aria of Blades, the song he was taught that helps him summon his psychic blades. There are flashes of red and white, screaming, yelling, pain.

"...Steel is my body and fire is my blood..."

He can't feel anything, he thinks He's on his back. There's armored feet running to and fro. His mind continues to recite the Aria of blades that Kitsurugi taught him.

"...Unaware of loss, Nor aware of gain..."

The sun is fading...or is it that he's dieing....?

"...I have overcome countless battlefields...mental and physical...."

It's getting dark now......he hopes that the slaves got away...

"...Not even once retreating, not even once being victorious..."

......

"...Thus, my life needs no meaning.
This body is made of infinite swords."

--------------------

Kuro would awake a couple days later in the care of a band of clerics and paladins. Apparently they were already on route to destroy that particular Gnoll camp, it had kidnapped one of their own to sell on the market as a slave.

He was then chewed out for being a reckless idiot; the word for word response of the strong willed cleric that apparently healed him. He can't keep the smile off his face as he is chewed out, he saved them, that's all that matters.

So all in all....mission successful!

A picture i drew of him

also i saw you say that Gnolls aren't being switched out? if i am wrong about this, i can just change it to that other slaver race you mentioned.


I'm not switching out gnolls, I don't see why they have to be changed, they work fine for Dark Sun.

Grand Lodge

Aw sweet, I don't have to meticulously comb over and change every time I mentioned Gnolls.


okay, I think we have 8 now that have actually made a character or gotten most of one done. If we get to over 12, I want you all to divide yourselves into 2 groups that will have slightly competing agendas to make things more interesting.

I think the maximum I want is 16, making 2 groups of 8 of like monster vs. civilized characters or rural/urban, different merchant houses or whatever


Also, send me a PM when you have a character finished up for me (like everything is done) -- I want to keep an accurate running count so I can cut it off when we get to 16.

I'm not interested in weighing submissions, I'm just going to do first come first serve -- I'm sorry if that offends the usual protocol of submission, I'm just not interested in looking through 30 characters or whatever.

My original players from the last campaign have reserved spaces, the rest are up for grabs.


Ok I've got tomorrow off but I know what my build is going to be. Brawler/Monk/student of perfection PRC focusing on feints, snaek attack damage, charging, and lots of mobility. I'm going to go the path of the stranger route. Will you allow the Kasatha race? It seems like it'l fit into the adventure very well and would be great for a couple archtypes I want to take as well as the backstory I'm currently mulling over.


yeah kastha is perfect

Grand Lodge

rolling some things
wild talent: 3d8 ⇒ (5, 1, 1) = 7 Detect Psionics


Sorry, I've just been busy handling IRL stuff. I'll work on finishing up the fluff for Shizuka. I have a question. As far as I read, there are no dragons in Darksun correct?

Wild Talent: 3d8 ⇒ (8, 5, 8) = 21 Telepathic Lash


Wild talent: 3d8 ⇒ (8, 1, 3) = 12 Far hand.


There are no chromatic etc. dragons, but a transformational path that advanced defiler/psions can undergo -- that's what the sorcerer kings are; there are also super drakes, but no chromatic and metallic dragons.


Psions you say? Interesting.


Yeah, all the sorcerer kings, at least in 2e are advanced multiclass psion/defilers, you have to be both in 2e to transform into a Dragon or Avangion. I didn't look how the conversion handles this exactly, but it looks like it's a prestige class that can be entered by occult classes too.


All the sorcerer kings are slowly turning into Dragon forms. Borys, the Dragon, was the only one who had completed the process.

In other words, they're 'Dragons' like those in Iron Kingdoms, if you're familiar with that setting; they're big and mean intelligent lizards things, but not the classic DnD ones -- they're rare creatures that are the result of a transformation undergone by advanced magic-user/psions.

Grand Lodge

rolling Vigor
level 1: 1d10 ⇒ 2
level 2: 1d10 ⇒ 5
level 3: 1d10 ⇒ 10


So as for completed characters what do we have thus far?


No one's PM'd me yet. I clarified that you and all the old group have an automatic slot. It just seems there's more people than I was expecting, and I don't want to read 30 submissions or whatever. I'm getting really confused between people indicating interest but maybe aren't following up after that, others making new aliases, and so on. I think there are 8 relatively complete characters now.

Grand Lodge

i'm just doing the crunch, should be done in a couple hours.

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