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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I currently am letting my mythic feat float, because there's nothing I can use it on at the moment.

But since the spirit of the game is basics, I'll give mine
(Offensive)-Shizuka is going to be a heavy melee, hitting at touch with a +10/11 depending on his burn for 3d6+3/3d+5. If it's within 30 feet of him, he can hit it, even if it flies. If he misses, his minimum roll goes up 2, so if he tries, he will hit it.

(Defensive)-With an AC of 25 and 9/9/4 saves, he shouldn't have to worry too much, and can frontline relative well.

(Healing)-He has nothing sir, this is not the character you are looking for.

(Face)-With a +5 intimidate and SM of +8, he should be able to be determining if people are trying to backstab. The only problem is his +8 perception is he autofails visual checks, so warn me about cliffs.

(Other Skills)-Using +8 survival, water should be at least somewhat approachable, and he can sneak and jump with +8 Sleight and acrobatics

(Path)-Shizuka is a champion, because his job is to be a hammer :D

Overall, Shizuka is meant to work as the ultimate alarm, using his speed and blindsense to catch anyone and anything unfriendly that approaches, and at least stall it. At higher levels, he'll be able to buff and handle temperatures using air/water abilities, and basically function as a knowledge book using the trance ability.

I've done backstory, but I'll add his appearance

Appearance/Personality:
Often, all most people see of Shizuka is his trademark white wooden armor, with the very distinctive solid mask warning others of his blindness, and of his danger despite it. Often, small crackles of electricity bleed from his hands, with combat making him into an angry ball of electric energy. Outside of the armor, Shizuka is a middle aged man with grey hair contained in a ponytail. His face is rugged and often blank, a trait his dead pale blue eyes share.

Shizuka cares about two things in life, his survival, and the survival of his wife. Beyond that, little concerns the blind warrior. Defiler or preserver matters little to him, only their intent towards him. The arena does not make room for the kind, and Shizuka is very much a product of the arena.


Quote:
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.

Yes, that's fine


Will Pratt wrote:

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?

Yeah, just include the mythic versions too.

I'm not sure about the second question, explain that to me a bit more.

read this link about monks, basically, you can enchant clothes and gloves or something, so basically the answer is yes, you can effectively just apply ABP to your body


Kiradia wrote:

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

3d8 = 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.

** spoiler omitted **...

The feral/urban thing was just a suggestion b/c it looks like we'll have a Thrikreen, 1/2 Giant, and Ssuran, and some more urban characters potentially


we have 4 new players now + my 5,so 9 taken, 7 spots to go.


Well that just saved me a Feat.

But free mythic Power Attack? Whew...time for some rocket tag.


I mean, I looked around on the Elephant in the Room blog about this and I think it assumes it would apply to mythic versions of things as well -- it doesn't seem to make much sense to have one system for mythic feats, and another for non mythic, right?


Krümvar wrote:

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?

@Sebecloki - Can you give me a rundown on how detection/non-detection of spell casting is going to work?

1) A bluff check opposed by a SM/Per/Spellcraft check?
2) A character DC set by sleight of hand to be beat by the opposing NPC?
3) Or some other methodology?

I'm just about finished with Krümvar but looking to know this to get his built/progression figured out. There are several different feats & mythic feats to help depending on the approach.

Thanks


given the amount of applicants, and that fact that I just don't feel my concept coming together, I am going to regretfully withdraw. Best of luck to all.


I think that for detect/nondetection of spells, bluff won't work. Bluff isn't about hiding a spell, it's lying about it.

So...

(1) Malkaer casts prestidigitation.
(2) This makes an effect, which is seen.
(3) Malkaer rolls bluff to say that it was a psionic power.

That's how bluff would work.

To hide your casting...

https://www.d20pfsrd.com/feats/general-feats/conceal-spell/

Quote:

Prerequisite(s): Deceitful, Bluff 1 rank, Disguise 1 rank, Sleight of Hand 1 rank.

Benefit(s): When you cast a spell or use a spell-like ability, you can attempt to conceal verbal and somatic components among other speech and gestures, and to conceal the manifestation of casting the spell, so others don’t realize you’re casting a spell or using a spell-like ability until it is too late. The attempt to hide the spell slows your casting slightly, such that spells that normally take a standard action to cast now take a full-round action, and spells that normally take longer than a standard action take twice as long. (Swift action spells still take a swift action.) 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.

Since you are concealing the spell’s manifestation through other actions, others observing you realize you’re doing something, even if they don’t realize you’re casting a spell. If there is a verbal component, they still hear your loud, clear voice but don’t notice the spell woven within.

If an opponent fails its check, your casting also does not provoke attacks of opportunity, and an opponent that fails its check can’t use readied actions that depend on realizing that you’re casting a spell or using a spell-like ability, or readied actions such as counterspelling that require identifying the spell you’re casting. Spells such as fireball that create an additional obvious effect (aside from the manifestation of casting that all spells and spell-like abilities share) still create that effect, though it might not be obvious who cast the spell unless it emanates from you.

If a character interacts with you long enough to attempt a Sense Motive check without realizing you have been casting spells, that character can use Sense Motive to gain a hunch that you’re behaving unusually.

I'm actually tempted to try and get this...with Cha16, and the plan to increase it, I might be able to actually make a halfway decent DC. Enough that eventually most normal people would need a 20...


Except that the conversion specifically allows you to use sleight of hand to hide your casting. Personally, I would just call that a set DC skill check instead of doing variable opposed checks or needing the conceal feat (that would just be a bonus).

The whole idea is that this is a world where *every* arcane caster is going to hide it. They are used to it. It isn't the ordeal that it would be in other games.


vigor: 1d8 ⇒ 3
vigor: 1d8 ⇒ 8

Might be a stupid question, but we add the bonus hitpoints from our mythic path to vigor and not wounds?

Grand Lodge

Teiidae wrote:
Might be a stupid question, but we add the bonus hitpoints from our mythic path to vigor and not wounds?

Yes.

so question about hard to kill, how does that ability work with wounds? does it double the amount of damage needed to be killed AND wounded?

also, on the subject of the new action economy, does the way it work now mean we can make three attacks in a round at level 1?

not that the other 2 would even hit at this level, but still. i see that two weapon fighting and spell combat can now move and get their double attack + a free third weapon attack even if they moved.


Krümvar is basically done. Here is his synopsis... more is in his profile.

(Offensive)- Krümvar is a heavy melee type, hitting +8 with a greatsword for 3d6+13. He also has Powerful Maneuvers at +11, so expect a few bull rushes or overruns occasionally with Sunder when appropriate. He attacks with a 10' reach and has combat reflexes, so hopefully we'll see some good AOO opportunities. In combat he'll trade some spell slots for extra damage as necessary. His spell casting will mostly be out of combat at first. As he gets into the mid to late levels, he'll pick up more offensive spells.

(Defensive)-With an AC of 18 that will improve with each mythic tier and 7/5/4 saves. He has 32 vigor and 37 wounds. He has DR/1 that scales with his levels. So, he'll take a beating but keep on going. With rage he'll gain another 6 vigor.

(Healing)- Nope.

(Face)-With a +20 intimidate, he will be demoralizing often.

(Other Skills)-Bluff and Sleight of Hand are +9 & +8 respectively, so he's decent there.

(Path)- Dual: Champion & Archmage

His backstory is in his profile. He's a former gladiator now freed. He homeless but often takes odd jobs from fans to gain free lodging and food.

Anyone up for coordinating backstories?


Loving all the characters.

If we get a full party can we start table 1?


Lets get our pool going first, probably needs to figure out what the theme of the parties will be. Also this is assuming *we* the old players, aren't the first party.


Malkaer, lets try not to rush. Last time you asked to start and I wasn't quite ready ;)

Plus this way we don't scare off any last minute applicants.

Wild Talent: 3d8 ⇒ (1, 1, 2) = 4

Vigor: 3d8 ⇒ (7, 6, 8) = 21


I'm still debating my 2nd class for the gestalt of my Ssurran. I'm looking at Ranger with the Fortune-Finder archetype on one end, possible slapping either Skirmisher or Trapper on there as well.

For the other end I can't decide. Kineticist looks nice but that leaves my will save in the gutter. Both Investigator and Warpriest look nice with the former offering more utility while the latter offers a bigger punch.


@Cuan

Instead of playing a ranger with those archetypes how about spell-less-ranger from kobold press.

Gets you some sneak attack, a few talents and a few other goodies and all you have to give up is the worst spell list in the game (one of em anyway)


Could someone please research the hitpoints = wounds/vigor interface for skills etc. for me? I'd rather spend time getting some maps and stuff together. I have this feeling we might have concluded based on a feat hit points = wounds, but I'm really not sure.

I'd like to get a roster of crunched out characters and then leave a week or so to leisurely develop back story and inter-character relationships and conflicts.

So, I'm with Gramork -- I don't want to start right now. I'm still working on some of my expansions of Kelmarane.


Also, it doesn't have to be any specific division of the players, I just think it'd be fun to have some competing factions, since there will be some opportunity for stuff like stronghold building etc.


Stronghold you say? Well that peaks my interesting. I was planning on taking Guardian of the land feat.

Grand Lodge

Spell-less ranger is very very good, a much better take on the normal ranger, it just so happens to also be one of my classes too. Trust me, it's good, the only sad thing is you give up gravity bow and instant enemy, which sucks, as those are very nice.


Yeah, I think that's a part of the implicit game in 1e and 2e that's really neglected. I like the idea of having players set up a stronghold, barter with locals powers, undergo sieges, play out palace intrigues with upstart followers and that sort of thing.


Yeah I've always liked the idea of leadership, followers, strongholds or some sort of base of operation. It serves at the very least a marker to should you characters have done something in the world.


I think there's already some part of that built into the AP with the rehabilitation of Kelmarane, but you could found a different stronghold or settlement too.


Gramork wrote:

@Cuan

Instead of playing a ranger with those archetypes how about spell-less-ranger from kobold press.

Gets you some sneak attack, a few talents and a few other goodies and all you have to give up is the worst spell list in the game (one of em anyway)

Sebecloki, would you allow me to treat the Spell-less Ranger as an archetype? In that case I could still add the Fortune-Finder archetype to it as the features that replaces are untouched.


Cuàn wrote:
Gramork wrote:

@Cuan

Instead of playing a ranger with those archetypes how about spell-less-ranger from kobold press.

Gets you some sneak attack, a few talents and a few other goodies and all you have to give up is the worst spell list in the game (one of em anyway)

Sebecloki, would you allow me to treat the Spell-less Ranger as an archetype? In that case I could still add the Fortune-Finder archetype to it as the features that replaces are untouched.

write up a new archetype and we'll stick it in the campaign file


Sebecloki wrote:
write up a new archetype and we'll stick it in the campaign file

Don't even think that's needed. If you take the Spell-less Ranger as linked above you can effortlessly add the Fortune Finder to that. All the features that replaces are present in the Spell-less Ranger.

Just for completeness, the Spell-less Ranger as an archetype. It's long and probably not as convenient as the full write up with it applied, as linked above.

Spell-less archetype:

Stealth Attack
If a spell-less ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The spell-less ranger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spell-less ranger levels thereafter. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft.

Stealth attacks are possible only when a spell-less ranger is wearing medium, light, or no armor. He may only use this ability while in a favored terrain or against a favored enemy.

Nature's Healing (Ex)
Beginning at 3rd level, a spell-less ranger’s extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains.

In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits:

Long-Term Care: If the spell-less ranger’s Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the spell-less ranger’s favored terrains.

Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, a spell-less ranger can restore an additional 1d6 hp plus 1 hp for every three spell-less ranger levels he possesses. A spell-less ranger does not need a healer’s kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.

Treat Poison: If a spell-less ranger’s Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.

Treat Disease: If a spell-less ranger’s Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.

Ranger Talents
As a spell-less ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. Starting at 4th level, he gains one ranger talent. A spell-less ranger gains additional ranger talents as he increases in level. Except where specified, he cannot select an individual talent more than once.

Additional Animal Companion (Ex) With this ability you may select an additional animal companion. Your effective druid level is equal to your full spell-less ranger level. This second companion can be the same animal type as you first animal companion or you may select a different animal.

Cat’s Fall (Ex) With this talent you may ignore the first 20 ft. of any fall when calculating falling damage. If you take no damage from the fall, you do not fall prone.

Cheetah’s Stride (Ex) You can move up to twice your speed as a move action. You don’t suffer any penalty on Stealth checks for this move, although it will provoke attacks of opportunity as normal. You may use this talent a number of rounds per day equal to your spell-less ranger level. These rounds need not be consecutive.

Combat Trick: By selecting this talent you gain a bonus combat feat.

Deadly Range (Ex) This talent increases the range at which you can deal stealth attack damage by 10 ft. You may take this talent more than once. Its effects stack.

Eagle Eyed: You gain Eagle Eyes as a bonus feat. You do not need to meet the feat’s prerequisites.

Fast Stealth (Ex) You can move at full speed while using the Stealth skill without penalty.

Favored Attack (Ex) When making an attack against a favored enemy or in a favored terrain, the critical threat range of your weapon is doubled. This does not stack with any other ability that doubles critical threat ranges.

Favored Defender: You gain Favored Defense as a bonus feat.

Favored Step: While in a favored terrain, you may ignore the effects of difficult terrain, treating it as normal terrain instead.

Favored Enemy Critical (Ex) When scoring a critical threat on one of your favored enemies, you gain a +4 bonus to the roll made to confirm the critical.

Hawk’s Eyes (Ex) As a standard action, you can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover. You may also apply stealth attack damage, if applicable, to such a target.

Heel (Ex) You may use this talent as an immediate action when your animal companion moves. The square in which your animal companion starts its move is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The animal companion must end this movement in a square adjacent to you and must be able to see and hear you in order to take this movement.

Improved Stealth Attack (Ex) You may add an additional 1d6 to your total stealth attack damage.

Low-Light Vision (Ex) With this ability you gain low-light vision. If you already have low-light vision, this ability has no additional effect.

Ranger Feat: Instead of a talent, you may choose a feat for which you qualify from your chosen combat style or from the following list: Additional Favored Enemy*, Additional Favored Terrain*, Animal Affinity, Athletic, Coordinated Companion*, Dodge, Diehard, Favored Defense**, Favored Terrain Expert*, Favored Terrain Master*, Greater Animal Companion*, Improved Animal Companion*, Improved Nature’s Healing*, Increased Devotion*, Invulnerable Animal Companion*, Natural Tracker*, Nimble Moves, Run, Savage Terrain Warrior*, Self-Sufficient, Slayer’s Knack***, Stealthy, Sudden Strike*, Toughness.

Scent (Ex) You gain the scent special ability.

Skirmishing Attack (Ex) With this talent, whenever you move at least 10 ft. and attack in the same round, you may also apply stealth attack damage, if applicable, to the target, as though it were flat-footed. If you make more than one attack during the round, this ability applies only to the first attack. Foes with uncanny dodge are immune to this ability.

Skilled Climber (Ex) You may climb at up to your full speed as a move action without penalty. If you fail a Climb check by 5 or more, you can immediately make another Climb check at the surface’s base DC +10 (or at the surface’s base DC +5 if in a favored terrain). If successful, you stop your fall by clinging to the surface. You do not take any falling damage when stopping your fall in this manner.

Skilled Swimmer (Ex) With a successful Swim check, you may swim at up to your full speed (as a full-round action) or at half your speed (as a move action). If you fail a Swim check by 5 or more, you can immediately make another Swim check at the water’s base DC +10 (or at the water’s base DC +5 if one of the spell-less ranger’s favored terrains is swamp or water). If successful, you do not go underwater. When underwater, you may add +4 to the total number of rounds you can hold his breath.

Stag’s Leap (Ex) This talent allows you to attempt a running jump without moving 10 ft. before the jump.

Stealthy Sniper (Ex) With this talent, when using the Stealth skill to snipe, you suffer only a –15 penalty (or –10 when in a favored terrain) on your second Stealth check instead of the normal –20.

Trap Finding (Ex) When in a favored terrain, you can use the Perception skill to locate traps (see rogue).

Trackless Step (Ex) When desired, you leave no trail in natural surroundings and cannot be tracked. You can track others possessing the trackless step ability when in one of your favored terrains, but you suffer a –10 to the check.

Uncanny Senses (Ex) As a standard action, you may gain a +5 insight bonus (or a +10 insight bonus when in a favored terrain) to Perception checks for one round.

This replaces Spellcasting.

Fast Movement (Ex)
When in a favored terrain, the spell-less ranger’s base speed increases by +10 ft. at 5th level.

At 12th level, this bonus increases to +20 ft. These bonuses apply only when a spell-less ranger wears medium, light, or no armor.

The only question would then become, can a Ranger that gives up Nature's Bond still pick up the "Additional Animal Companion" Ranger Talent?


From my understanding yes, think of it like an alchemist that doesn't get the normal mutagen but later on takes the mutagen discovery.


I'm debating what to do with the Efreeti, other genies, and city of brass. The Ruvoka are an additional elemental race in planescape, and some of the DS video games have genies, so there's not a necessity of replacing them. Still, the city of brass is likely on the other side of the barrier of the gray I posted in the cosmology links in campaign info. Can anyone I'm imagine a DS equivalent for the city of brass on the plane of fire magma or sun?


How about, instead being extraplanar, it physically circles the sun? In that case getting there wouldn't require leaving the material at all.


Sebecloki, I've been trying to research vigor and wounds as you asked but there isn't much info as far as I can tell. People don't seem to use this system much.

Toughness applies to wounds there is no question of that. It actually says on the W&V page. What makes sense to me is that feats or anything tied directly to con would apply to wounds. Vigor should be rolls and HP received from favored class and mythic ranks since those sources of HP are not actually linked to con.

That's what makes the most sense to me. So barbarian rage would increase your wound points and your mythic ranks would increase your vigor.

Having said all of that it seems easiest just to use regular health. That way you don't have to rework hard to kill and other abilities.

People online agree that this system is 'grittier' (no clue what they mean exactly) but there seems to be a fair divide on whether it makes the game harder or easier for players. I've heard some say players have way too much health but others say the opposite. I'm not really sure why there is such a divide of opinion but there you go.

That sums up a couple hours of research and a little discussion with Teiidae.


So, on the whole equipment thing... I think you said anything nonmagical within reason, but it isn't clear whether metal weapons are reasonable. I mean, it is Athas, so anything steel costs 100 times more than it would in Golarion. Does that make it unreasonable? I am guessing yes, but wanted to be sure.


You can have like AN (i.e. 1, like A set of bracers, or A breastplate/armor, A shield) iconic piece of metal -- but this being Athas, you have to be okay with people trying to take it from you if you have a really nifty steel broadsword, for example, that everyone can see and thus covet.

It'd be nice if you can make a story to explain how you got the metal item.

My sense is that's the most that could be justified for characters of this level, does anyone want to drop some setting knowledge on me that contradicts that impression?


@Gramork. I appreciate your efforts.

It's important to me for the feel of the setting to not use the standard hit point system. I'd actually like to add some additional things like armor that has hit points and falls apart in combat (a system from the Old Advanced Player's Guide put out by Sword and Sorcery Studios), but the Vigor/Wounds is really important for me to have combat feel appropriate to Athas.


Its fine, I wasn't trying to get rid of the W&V, though I wouldn't complain if we did.

As for the your previous question, the Dark Sun conversion suggests that third level characters in this setting would around 1600cp which is equal to the same amount of gold pieces. So strictly speaking having steel equipment is probably not exactly in line with how much gear we should have due to the fact we need to multiply the price by 100. Like just as an example, a steel greatsword is worth 50 gold pieces, which translates to 5000 ceramic pieces.

Of course all of the above is only if you care about WBL.


^^
He is right about the price. I just had a couple questions. The pdf makes no mention of Darkleaft cloth but it does Darkwood. However,

Core rulebook wrote:
Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes.

So can we use Darkleaf in Athas? Secondly I don't believe you ever mentioned if we can use drawbacks for extra traits, would you allow us to take 1-2 drawbacks?


Gramork wrote:
So barbarian rage would increase your wound points and your mythic ranks would increase your vigor.

I believe you are correct. Assuming HeroLab has properly implemented V&W, activating rage increases my wounds.


So can we use Darkleaf in Athas? Secondly I don't believe you ever mentioned if we can use drawbacks for extra traits, would you allow us to take 1-2 drawbacks?

Yes to materials question, and yes for traits and drawbacks too.

Dark Archive

Sebecloki wrote:
We're going to spend a couple of weeks making characters, there is no hurry, thanks for the interest.

When is your intended cutoff?


Well, we're up to 9 right now, and 16 is my max, so whatever you think will get you a place in terms of submission. I'm not going to look through 30 submissions or whatever -- I'm taking my original players and others on a first come, first serve basis. 7 slots still open.

One we have the crunch done and the roster, I'm going to leave some additional time for everyone to communicate and work on back storie


Just a quick update, Im almost done. Sorry its taking so long I had some RL issues to deal with and pbp just wasnt at the top of my thoughts.


I've been keeping an eye 'cause Dark Sun is a personal favourite! I'll find the time to work on something this week... That being said, is there a roster that has been compiled so that I don't step on anyone's build?


I'm almost done, I'm just banging out a few details here and there.


@Alia ad Tempus -- Once Gramork and Teiidae are done, I'll try to post the current roster, but whatever you want to do should be fine, I don't think this is a group that's going to guard certain build roles in the party.

Friends, I have a thread going in the Legacy of Fire forum to see if other GMs can give me any interesting ideas for this campaign; I want to let that run for a few days to see if I pick up any more inspiration.

I'm going to be using the expanded setting map from here. I think some of the additions are positively inspired, like a country sized obsidian dome that Illithids live under east of Ur-Draxa, across the Sea of Silt from the Tablelands -- see here,


Got it! Thanks!


Posted some more maps in Campaign Info.

What would everyone think about the end of next week as a start time? I don't want to lose momentum, but I also want to have some time to work more on back stories after people get crunch done.

Also for posting, I'm planning on 1 day and not on weekends.

I would really rather we post less, but make more substantial posts -- like at least a nice sized paragraph with some well-written description, than going quicker.

Dark Archive

That makes sense to me.

In my experience, for people who cannot construct the better post while at work it may lead to a little less than one per day (that is, not reliably every day), because for that level of substance I imagine there will be more building off other posts as they come.


Wild Talent: 3d8 ⇒ (5, 7, 7) = 19 --> Sense Poison.

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