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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It seems like we're getting some solid role players as far as I can tell, but it should obvious that having 10 players or whatever isn't going to be fun if there's not a lot of inter character interaction and role playing. Just doing endless combats is not going to be fun, and there's also no point in using such an interesting setting if it's just going to be background noise.

Grand Lodge

Was that a call for more interconnected backstories? or was it a public service announcement for what's to be expected?


I hope that didn't seem mean -- I just want to prime the pump so to speak with what I think will make this successful. I was doing some research on the boards about running games for large groups, and those were some of the major take aways.

Grand Lodge

1 person marked this as a favorite.

Oh no, not at all, i was just unsure which you meant. and you are not wrong, PBP lives and Dies by how invested you are to you're character.

Barring real life being non cooperative of course.


Im definitely guilty of flip-flopping vis-a-vis my class selection. It always happens to me with gestalt, I can never narrow down exactly what i want to do.

Dark Archive

Dotting! Love Dark Sun. I'll almost certainly do something psionic with it.

5d6 - 1 - 1 ⇒ (6, 1, 4, 2, 1) - 1 - 1 = 12
5d6 - 1 - 2 ⇒ (2, 3, 3, 1, 3) - 1 - 2 = 9
5d6 - 1 - 1 ⇒ (1, 3, 6, 1, 5) - 1 - 1 = 14
5d6 - 1 - 2 ⇒ (6, 1, 2, 6, 4) - 1 - 2 = 16
5d6 - 1 - 3 ⇒ (3, 4, 6, 4, 1) - 1 - 3 = 14
5d6 - 1 - 1 ⇒ (4, 1, 4, 2, 1) - 1 - 1 = 10

worth a 42pt buy, okay, I'll keep that. Will need to brush up on mythic but the rest of the house rules seem straightforward enough.

Wild talent: 3d8 ⇒ (2, 2, 6) = 10 => Empathy

UPDATE

Sebecloki wrote:
35 pts. buy or roll 5d6, drop lowest.

Your house rules doc says keep the highest three (drop lowest 2 instead of 1). I'm going to assume, as I see many other players doing here, this supersedes the relevant line in your house rules doc.

UPDATED to drop lowest *two*. Funny enough that dropped this to a 21pt buy. So, may as well do the 35pt buy.

Grand Lodge

Gramork wrote:
Im definitely guilty of flip-flopping vis-a-vis my class selection. It always happens to me with gestalt, I can never narrow down exactly what i want to do.

Ditto, Luckily this is a concept i am pretty invested in, so i'm safe this time.

Dark Archive

Question: what if I wanted to take a prestige class later on. Can I do:

single class with 3 feats/level up to certain point, and then...
gestalt (with prestige class) with 1 feat/level after?


Yes, prestige classes are allowed. I guess I really mean gestalt vs. non gestalt, so you'd keep the three.

I'd rather non-gestalt classes use the Alternative System for Single Class characters, but it may be an up hill battle to get people to read that.

Here's the link again for your consideration
Alternative Feat Progression Rules for Single Class Characters


Yeah, sorry I need to edit that in the house rules -- I mean 2 lowest to be explicit.


Do any other Dark Sun fans want to weigh in on where Kelmarane should be? I'm looking at (1) The Ringing Mountains, sort of a satellite of Tyr, (2) near the Lost Oasis in the vicinity of Kalidnay, because of House Vordon's historical connection to the ruined city, or (3) near the Black Spine Mountains, on a silt estuary, with the idea they're trying to compete with Cromlin and House Shom of Nibenay.

Grand Lodge

i like the intrigue that's bound to happen if we chose the the third option, not that i'd be much good at it, but still.

Dark Archive

Sorry, let me be more clear. Can I elect to start single class, and then keep that original class and *gestalt* with the prestige class at some point when/after eligible.


No, prestige classes are the exception to the no multi-classing rule. If you do a PrC, you don't advance the levels simultaneously with the entry class. The idea of that honestly gives me a headache conceptually -- that's like the version of gestalt where people want to have gestalts or multi-classing on both side of the gestalt like wizard/cleric//fighter/horizon walker/whatever. Just no.

Dark Archive

Got it. Thanks!

Yeah, I don't blame you. In the back of my head I was trying to think through the issue of still advancing with entry-class psionic or spell progression, while the PrC also says "advance 1 level in that same thing", and pathfinder has no definition of a 30th level manifester or caster. Looks like we'll just be avoiding this beast :)


Loved Dark Sun back in the day, so thought I might toss the dice a bit and see what pops up.

Spoiler:

5d6 ⇒ (5, 3, 1, 4, 5) = 18 = 14
5d6 ⇒ (5, 6, 2, 6, 5) = 24 = 17
5d6 ⇒ (3, 1, 4, 2, 5) = 15 = 12
5d6 ⇒ (5, 5, 1, 2, 6) = 19 = 16
5d6 ⇒ (5, 3, 1, 1, 6) = 16 = 14
5d6 ⇒ (3, 3, 3, 1, 6) = 16 = 12


The whole idea with the feats is to compensate for lost class features if you don't gestalt as much as possible. It has to be three, b/c two would be just like a fighter gestalt basically. I also don't want to have to rebuild every NPC as a gestalt, so adding more feats is an easier fix on my end.

Grand Lodge

so that Feat per Level is including the feat you get at level one right?


Do you get a free feat at level 1? I meant 1 feat per level.

Grand Lodge

Ah, i get now, thanks


I have an idea for a halfling druid/rogue. As you are using the Elephant in the Room feat tax rules and Weapon Finesse is now simply a rule (as opposed to a feat), what will the Athasian Halfling and the Unchained Rogue replace it with?


Out of curiosity, does anyone know what Heavy Armor would modify a move speed of 70 feet to?

Dark Archive

I'm currently thinking of a gestalt unchained monk/psion (egoist) who has lived as an ascetic up until recently.

Hook to House Vordon: They've offered my character training in The Way, in exchange for being a loyal agent of the house. At first this involves traveling with the merchant convoy as an advanced guard, but presumably it will later involve more advanced assignments.

Will work out details this by sometime this weekend.

Grand Lodge

50ft


70ft movement? You're going to make my elf feel slow!


wanderer82 wrote:
I have an idea for a halfling druid/rogue. As you are using the Elephant in the Room feat tax rules and Weapon Finesse is now simply a rule (as opposed to a feat), what will the Athasian Halfling and the Unchained Rogue replace it with?

You can homebrew a decent replacement if that's an issue for your build. I'd look at Spheres of Might or Path of War for inspiration.


Sent in character as complete. The highlights...

(Offense with shocking grasp) To Hit: +9/+9 Damage: 4d6+7
(Defense) AC29 Saves (8/11/9)
(Healing) Lay on Hands. Will get some very minor channels. Only good for patching up minor wounds. But it's something, at least.
(Face Skills) Diplomacy/Bluff (+11) 1/day ignore failed face skill test
(Scout) Stealth (+12) Perception, K-Nature (+10) K-Geography (+9) Survival (+8)
(Mythic) Archmage. Mostly going to be used for getting more spells. While he'll never get spells higher than lvl6 to cast, he'll be able to cast them alot, even with his archetype penalty.

----------

And with that, I'm done. Good scouting and face skills. Reasonably tanky (hard to hit, but once you do he's not that tough). Can do some decent damage in close combat. Pretty limited at range. Has some minor healing for himself and the party.


Sebecloki wrote:
wanderer82 wrote:
I have an idea for a halfling druid/rogue. As you are using the Elephant in the Room feat tax rules and Weapon Finesse is now simply a rule (as opposed to a feat), what will the Athasian Halfling and the Unchained Rogue replace it with?
You can homebrew a decent replacement if that's an issue for your build. I'd look at Spheres of Might or Path of War for inspiration.

As everyone gets the bonus of weapon finesse, how about classes which had that as a class feature get weapon focus as a bonus feat?

For the unchained rogue, they specialize in 1 type of weapon anyways. So as lvl 1 it is weapon focus, and lvl 3 dex to damage with that weapon. Seems like it would logically follow.


I'm trying to get a count right now -- I'm a little confused if some people lost interest. I just tried to PM several individuals who looked like they had almost complete or nearly complete characters to move this along.


I'm just trying to figure out which archetypes to mix.

Still playing my cleric/druid with levels in walker in the waste.


Teiidae -- you have a spot if you want one, see my post above. I'm giving reserved spots to the 'old players', I'm trying to sort out how many new players we're going to have


Yeah I saw that on my break, I'll take the old player privilege. I'm working on a back story in my head. Just need to send you a pm to make sure my race fits with the setting.

Dark Archive

Sebecloki wrote:
I'm trying to get a count right now -- I'm a little confused if some people lost interest. I just tried to PM several individuals who looked like they had almost complete or nearly complete characters to move this along.

I’ve only just begun :) I will explicitly say if I back out, but I don’t expect to.


I have 2 confirmed new players now -- we're up to 7, with 9 spaces potentially up for grabs


I'm still working on my Ssurran. Not quite sure what I'll do, though one side will have something that helps with being a guide.

The question now is, will I go full on "guide mode" or grab something else on the other end.


I'm nearly done Sebecloki, just a few little choices and Shizuka will be ready to stalk the sands.

Backstory:
Born in a Gulg area pit, Shizuka never knew either of his parents. As soon as they discovered his lack of sight, he was left to the hidden section of the pits, to scrounge and earn his own survival. For a majority of his early years, the young blind child lived underneath the feet of area fighters, taking scraps of food and stealing sips of water where he could. One day however, a lesser pit champion was enraged by the discovered theft of his water skin, and soon traced it back to the small child crouched in a dark corner. Few expected the runt of the area to survive the first blow, none expected him to return the favor with a bolt of lightning in hand.

Not soon after, Shizuka was thrown into the arena by the Pit Master, to placate the master about the loss of his champion. There, the white haired human discovered his skill at the art of war, and began to build a body of fallen foes built with the sharp scent of ozone and unnatural awareness. Several handicaps were placed on the 'Blind Bastard', as he came to be known. Weights found themselves ensuring his limbs, and his foes became steadily more ferocious. Still, nothing could hold back Shizuka, and eventually he caught the eye of a ruling noble.

The noble realized the utility of a warrior like Shizuka for serving Gulg's purposes. Cladding him in the wood from their rival city of Nibenay, and allowing him relative freedom, including a wife of his own, the noble slowly earned his loyalty.

Sorry if the backstory seems vague, I don't have any specifics to work with at the moment.

@Malkaer-Someone's got to beat you and your magic blade to the punch ;)Besides, if the lightning master isn't blindingly fast, something's wrong.

Vigor Rolls: 1d10 ⇒ 1
Vigor Rolls: 1d10 ⇒ 6


Looking at the Pathfinder Conversion document for Darksun, the concealing spells discussion on Page 61 references the sleight of hand skill.

Athasian Pathfinder Conversion wrote:
Spellcasters may attempt to hide any spell with a verbal or somatic component they are currently casting by making a Sleight of Hand check (DC 15 + the level of the spell cast) as a swift action. Success grants a +4 competence bonus to conceal your spellcasting. This bonus stacks with any benefits gained from the conceal spell feat.

I'm guessing this is in reference to a 3.5 feat, as the Pathfinder feat is check by the potential observer with the DC being set by the caster.

PRD for Conceal Spell Feat wrote:

To discover your ruse, a creature must succeed at a Perception, Sense Motive, or Spellcraft check (the creature receives an automatic check with whichever of those skills has the highest bonus) against a DC equal to 15 + your number of ranks in Bluff or Disguise (whichever is higher) + your Charisma modifier; the creature gains a bonus on its check equal to the level of the spell or spell-like ability you are concealing.

If your spell has a somatic component, any creature that can see you receives a Perception or Spellcraft check (whichever has the highest bonus) against a DC equal to 15 + your number of ranks in Sleight of Hand + your Dexterity modifier; the creature gains a bonus on its check equal to the level of the spell or spell-like ability you are concealing.

So, if I make the Sleight of Hand check, does the observer take a -4 penalty or is there another mechanic I'm missing here?

Also, may I take the skill unlock feat for Sleight of Hand from Unchained? The granted benefits listed in the conversion document will tremendously help with concealing spells.

Lastly, I'm rolling for Wild Talent...

Wild Talent: 3d8 ⇒ (1, 7, 4) = 12


Another thought hitting me:

If I haven't yet or don't ever take Conceal Spell feat, how do I attempt to conceal any spells I cast... or is that impossible and I'm forced to take the feat. Or just not cast any spells in public?


Alternatively, do what I plan to do. Have a decent bluff modifier.

Bluff: 1d20 + 11 ⇒ (12) + 11 = 23

"This isn't magic. It's psionics."


@Malkaer - The bluff description in the pro doesn't say anything about being able just make an opposed bluff check... although I'd love that to be the case. This is a new mechanic for me, so please excuse the questions as I'm trying to figure this out. I did find the Subtle Magic mythic path ability... you get a Bluff against an opposed Sense Motive, and magical auras and magical effects on you and your items are undetectable. That looks promising, but I've already dual pathed between Archmage and Champion, and I'd rather not give up one of those paths to go Trickster just to get this ability.

Perhaps we could house rule that ability accessible to the Archmage mythic path. That seems logical given the Darksun setting. :)


Darksun PDF wrote:

Magus

The magus has an advantage over other arcane casters on Athas, and that advantage is that the magus can far more easily masquerade as either psionic fighters or as extremely skilled warriors with magical weapons.

They ply their skills as desert guides, treasure hunters, or researchers. Some even go so far as to work for templars or preserver organizations as sorcerer-hunters, putting an end to the defilers that occasionally cause trouble for the city-states.

Magi that live their lives out in the burning sands of Athas often seek out rare magical texts or ancient strongholds, searching for rare magics to give them more of an edge, or masters of the martial arts to train under. Others work from the wastelands to free slaves from within the cities or defend villages from slavers, raiding parties and the deadly beasts that come out of the wilds.

As rare as arcane spellcasters are on Athas, magi are even more rare, for few that study the arcane arts are willing to take the time and energy to study fighting styles as well. They take great pains to ensure that their use of arcane energies are not discovered. Those that choose the path of the defiler are truly fearsome foes to face, as the mix of sorcery and martial prowess makes them versatile in more situations than most might imagine.

Emphasis mine.

I really don't think that we should have to spend a very valuable mythic ability just to use the bluff skill. I mean...

Bluff wrote:


Deceive or Lie

If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true. Bluff checks are modified depending upon the believability of the lie. The following modifiers are applied to the roll of the creature attempting to tell the lie. Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion).

Trying to deceive someone into thinking that your arcane magic is psionic? Roll opposed bluff.

I really don't think that using bluff to lie about the nature of your powers is worth something on the scale of +4 spell slots...


Malkaer I can't help but notice that you took mythic weapon finesse to get your dexterity to damage. There's a paths of war feat that does the exact same thing and if memory serves Sebecloki approved it in the original thread.

If I am correct that might save you a mythic feat.


Question, Since everyone automatically gets access to power attack, and weapon finesse do we automatically get access to the mythic versions as well?

Also if I have deft maneuvers would I take mythic deft maneuvers and get all of the mythic versions of those feats or would it be on a one for one basis at that point?

Oh and with the automatic bonus progression am I able to just choose to enchant myself for the weapon/armor or do I have to actually be wearing armor/ wielding a weapon?


Gramork wrote:

Malkaer I can't help but notice that you took mythic weapon finesse to get your dexterity to damage. There's a paths of war feat that does the exact same thing and if memory serves Sebecloki approved it in the original thread.

If I am correct that might save you a mythic feat.

Oh? Nice. Link please. :)


@Malkaer Deadly agility


Nice! Slight rework coming up. Much obliged!

Liberty's Edge

Sebecloki, I'll be PMing you my complete character sheet with backstory shortly. I just need to roll up a Wild Talent here...

3d8 ⇒ (3, 2, 2) = 7 = Detect Psionics

Also, you talked about wanting to do a kind of urban/feral thing and Araska would certainly fall more on the feral side of things. As a person she's open to adventuring with just about anyone and has a focus on vengeance (because of her daevic possession) directed towards defilers so if there are people who plan on being defilers then that might not work out but from what I've seen there's a lot of people leaning either neutral or preserver.

I'll admit to a bit of a problem coming up with connected characters because I don't really see much about people's characters beyond crunch so to get that rolling, I'll post my backstory below. If anyone wants to try and tie in with me or sees any possibilities for interesting character combinations please feel free.

Araska's Backstory:

I went into the desert to silence the voices...

Since the time of my majority they had plagued me, whispers half-heard by day and a confused babble by night that haunted my dreams. My concentration wandered, my strength ebbed, and the Elders of the Hurien, my tribe, whispered of madness. But the Eldest Druid stayed their blades, and told them that my journey was not yet over but could not continue among the tribe. I turned my back on them before the Blade Wielder called for my blood. As I walked into the empty sands, the voices mocked me, laughing at my fear.

I walked until I was past The Dragon Horns and deep into the Great Alluvial Sand Wastes, where at the hottest the Sun's fury has turned the sands to glass. I walked over them until my feet bled through the cloth wraps of my feet. There was such torment, such agony that the whispering voices grew silent. I saw the steam rising from my bloody footprints, and I realized I was unafraid.

After three days I walked again upon sand. I drew a circle in the sand and sat down at its center, beneath the empty sky. After two days more and the last of my water, I felt the ache of hunger until it left me, and thirst became a comfort. Each day the Sun burned me, but I sat still and endured her fury. On the seventh day the voices returned. With them came the visions.

The Cilops came first, and whispered that his was the voice that plagued me. He mocked my weakness, growling that I had failed my tribe, and that my family would never mourn me. He offered me death, dripping from his barbed mandibles, and called it mercy. I refused him, and bid him leave me. As he vanished, I felt the akasha, the holy fire of my blood, burn hot and pure. I had never guessed at the strength that lay hidden within suffering and enduring.

My flesh withered, my mouth bled, and my skin darkened. Days later (how many? I cannot tell, for I had lost all hint of their reckoning) the Serpent came to me, and whispered that his voice was the one who had plagued me for so long. He offered me food, to aid me in my Test. But I heard the lies that lay hidden in his words, and bid him take the food away. He did so, but in his spite the Serpent lashed out, biting my hand. And then my blood ran cold, as cold as the pale dead waters legends tell of, as cold as the dark between the stars. I writhed in agony, and screamed until my voice was gone.

But in time my akasha, my fire, mastered the ice, and my sinews thawed. I saw the power of the akasha to transform: sand into glass, wood into charcoal, mud into hard brick, flesh into food. I saw the power of the soul flame to heal and cure, mending flesh and blunting venom. But I felt no joy at the revelation, for my ordeal had left me as barren as the sands.

Finally, a Fly came to me, and its voice buzzed within my ears. He buzzed that he was Death, and that his was the voice that had plagued me for so long. He praised my strength, saying that he had not the spirit left to vie with my soul any longer. He had tried since my birth to corrupt me into madness, but now I had won. I was free. The Fly whispered many things to me; ancient secrets, chants and charms of great power, tidings of the buried past and hidden future. He offered me water, so that I could regain my strength and return to my tribe, where they would praise my Wisdom and beg me to command them. But I laughed, refusing him. "You dare defy me?" the Fly buzzed. "Do you know who you are, and who I am?"

I laughed again. "I am nothing," I said. "I am the least child of the least family of my tribe... If you would bring me death then do so, otherwise, I have heard your words and found power and wisdom in them but no meaning. Give me meaning or end my torment spirit."

And then there was laughter, feminine laughter, for I had passed its Test. The fly was gone, the Desert was gone, and before me there was a woman shrouded in white cloth with bright red eyes. I found myself sitting and leaning against a tall bleached white tree, shaded from the harsh Sun. "I am your meaning child, and you... you are my vengeance. I will merge the last life energy I have with your soul and we will both receive what we desire. I will shape you into a weapon to destroy my enemy and you will never be the least child of the least family again. Should you agree, of course."

I left my tribe low of status and have not returned. My mother and father presume me dead, swallowed by the sands like so many others. It has been years since I last saw them but I know the time is not right yet to rejoin them. Only once my task is complete may I rejoin them.

Now, I travel among a group of companions who I have found agreeable enough. We survive, at the very least, and under the dark sun of Athas, sometimes, that's all it takes.

I went into the Desert to silence the voices.
Instead, I learned to listen.

Araska Picture

Liberty's Edge

I like what Malkaer Illuvinar did there with giving his basics, so i will too.

(Offense and Offense with Psychic Strike) My main form of attack is a composite long bow, that with the use of my path ability lets me effectively shoot from 550ft away with no range incriminate, and 5,500ft at maximum. normal full attack is two arrows that deal +9/+9 (1d8+4), i can also take a -2 to all attacks and shoot out a third if i wanted. by popping mythic power i can also gain another one. I can also join the melee if the bombardment from afar doesn't work. Kuro does +8/+8(1d6+3/1)(+15) with his Mindblades and has the capability to add 2d8 psychic damage to each hit, as well as a extra d8 if we are fighting in the desert, or fighting human's. once we hit forth, i'll be able add the Psychic strike to my bow as well.

(Defense) AC19 Saves (+7/+8/+4)

(Healing) i do not have access to magical healing, but if we stay in the Desert, i can triple the effects of Long-Term Care, deadly wounds, treat poison and disease.

(Face Skills) +9 Diplomacy

(Scout) +10 Acrobatics, +10 Stealth, +6 Survival, and i can track.

(Mythic) I decided on the Champion Path to help supplement my weapon abilities.

so all in all, i am a Archer, but i am willing to help the front line if i need to, i am a passable out of combat healer as well. i can track, and know the land. and again, am passable at being a back up face, or one to assist the face in his rolls.

i'll also just put his backstory here as others are doing.

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's:

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...

Kuro grimaces, 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.

dismissing 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 glowing 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 a bud drew of him

Edit: Kiradia, really like that backstory and would love to connect them in some way, if you would want to as well.


... Alright, I'm caving- Joining in.

Current concept requires the use of Spheres of Power at this level, and is a rehash of this character her, a curmogony old half-pyreen alchemist (Functionally just a modified human Oracle, but 'eh), who has learned to fight as she might.

Currently planning on either going Incanter 3//Conscript or Incanter // Oracle 3, not entirely sure which. The Conscript will be a better fighter, certainly, but she's supposed to be more an alchemist than a fighter. Just pure Incanter could be reasonable, but then the mythic is rather frivolous, wouldn't you say? A difficult challange in terms of building her, especially as there are so few mythic item handbooks.

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