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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thri-kreen would be super interesting because of some ancient history that's going to come to the fore in a little, but either would be fine.

When do you think you can get a character together? We're in the middle of a discussion right now with an NPC who is sending the pcs into the ruins of Kalidnay, and it would be good if we could get you introduced before they enter the city.


I am out of the house tonight but I could have a full submission ready by tomorrow night! :-)


As long as you get a character together you can play -- I'll think up a solution with how to catch you up with the current party depending on whether you're a thri-kreen or a mul.

Let me know if you need a summary of where we're at -- it's kind of a leisurely pace, but there's a lot of detail.


I'll do Thri Kreen never played one even in table top 2e days. I'll read through and catch up no worries that I can do tonight.

I'll roll now:

5d6 ⇒ (4, 5, 1, 4, 4) = 18 13

5d6 ⇒ (5, 6, 5, 1, 1) = 18 16

5d6 ⇒ (2, 4, 5, 5, 6) = 22 16

5d6 ⇒ (1, 2, 1, 1, 5) = 10 8

5d6 ⇒ (1, 5, 6, 1, 2) = 15 13

5d6 ⇒ (1, 1, 3, 3, 5) = 13 11

Per Recruitment single base class size I'll go Wizard, I'll see if there is a PRC in the Fanmade Pathfinder link you sent (pretty cool) and I'll research the Mythic Tier tonight as well.

Thanks for the opportunity DM, I've not played in DS in forever!

Hmmm, Gestalt or single class with 3 feats per level, though one.

Grand Lodge

Dotting...

Haven't played dark sun once and I want to experience it for once. Heard that it is psionic heavy setting. Will need to read all the materials before I pick a class though.

5d6 ⇒ (5, 6, 1, 5, 6) = 23 17

5d6 ⇒ (4, 4, 6, 2, 5) = 21 15

5d6 ⇒ (5, 2, 5, 3, 5) = 20 15

5d6 ⇒ (4, 2, 6, 4, 6) = 22 16

5d6 ⇒ (1, 3, 3, 1, 2) = 10 8

5d6 ⇒ (5, 3, 3, 3, 5) = 19 13


That's 5d6, take the three highest out of those 5 rolls, not add them all together.

Grand Lodge

I noticed. I was following the example of the previous post.


There are some good links to setting fluff in the 'campaign info' page, and the conversion document has a gazetter as well.


Just about done reading through the Gameplay posts, I'll have a character up for review a bit later.


Vigor -
Level 2 1d6 ⇒ 2 = 5
Level 3 1d6 ⇒ 5 = 5

Psionic Wild Talent = 3d8 ⇒ (6, 7, 8) = 21


Kittenmancer's submission. End goal is to become an avangion. :)


My submission - need to complete gear (I do not think there is much I would need but I want to think on it), and his Appearance. I'll get an Avatar together tonight or tomorrow.

Pak'cha:
– Thri-Kreen Wizard (Abjurer)/Psion (Seer) 3 (Gestalt) – Mythic Archmage (Dual Path Overmind) 1

L-G – Medium Monstrous Humanoid

Init +6; Senses Darkvision 60’; Perception +10

Hero Points - 3

DEFENSES

AC 17 (+3 Dex, +2 Natural, Carapace Attunement +1, +1 Deflection) , touch 13, flat-footed N/A
Wound points 34 (Con x2 +6 Psionic Body)
Wound threshold 14
Vigor points 19 (16+3 Mythic)

Fort +5, Ref +5, Will +8

Defensive abilities Resistance 5 (Element Selected anew Daily); Never Surprised - Constant Watcher + Ready Response + Naturally Focused

If caught unawares during a surprise round, you do not lose your Dexterity bonus to AC. You can act on your initiative count in the surprise round, but can only take a move action. At the beginning of a surprise round, if you would not normally take an action, you can expend your psionic focus to roll initiative and take a standard action or a move action. If you do move normally in a surprise round, you can expend your psionic focus to take a full round of action, rather than only a standard or move action.

OFFENSE

Speed 30’

Melee Claws (Attuned) (x4) 1d20 + 3 ⇒ (4) + 3 = 7 - Damage 1d3 + 1 ⇒ (2) + 1 = 3
Bite 1d20 + 2 ⇒ (15) + 2 = 17 - Damage 1d3 + 1 ⇒ (3) + 1 = 4 + Poison 1x day Fort DC 12 1d2 Dex Damage

Ranged Heavy Crossbow 1d20 + 5 ⇒ (17) + 5 = 22 - Damage 1d10 ⇒ 4
Spells – Rays/Ranged Touch 1d20 + 5 ⇒ (4) + 5 = 9

Stamina Pool – 3

Special attacks Spells

SPECIAL

Exotic Frame – Armor & Clothing cannot be used and costs double.

Jumper - Always have running start when making Acrobatics checks to jump.

Protective Ward – Create 10’ area granting allies +1 AC for 4 rounds – 7x per day. (AC Bonus & Duration change as I level & increase Int).

Detect Psionics - All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

Discipline Ability -

Recovered Information (Su): At 2nd level, as long as you maintain psionic focus, when someone successfully saves against a Clairsentience power you’ve manifested, you learn about a single psionic effect currently in effect (if any) on the target. Each subsequent successful save against a Clairsentience power you manifest transfers information about another psionic effect currently in effect (if any) on the target. If there are no psionic powers in effect on the target that you do not already know, then you learn information about a single psionic item the creature currently possesses, as if you had identified the item. This effect does not give any information on artifacts. The number of psionic effects or items you learn about per save increases by one every four psion levels thereafter.

ABP – Resistance +1, Armor & Weapon Attunement +1, Deflection +1

Psionic Wild Talent - Telepathic Lash

MYTHIC
Mythic Tier 1 Archmage (Dual – Overmind):
Mythic points: 5/5
Mythic Surge (Su):

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Power:

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Hard to Kill (Ex):

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Wild Arcana (Su):

As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

STATISTICS
str 10, dex 16, con 14, int 18, wis 18, cha 9

Base Atk +1; CMB +1; CMD 15

Feats Scribe Scroll, Arcane Bond (Familiar), Constant Watcher, Psionic Body, Psionic Meditation (Gain Psionic Focus as a Move Action), Ready Response

Mythic Feat – Dual Path - Overmind – Path Selection – Naturally Focused - You do not lose your psionic focus when you sleep, lose consciousness, or enter a meditative trance, and you are always treated as having your focus for effects that require maintaining psionic focus. In addition, you can expend one use of mythic power as a free action when you expend your psionic focus to automatically regain psionic focus. This does not allow you to use two effects that require expending psionic focus on a single action.

Skills – 6+1 Favored Class Per Level = 21
Autohypnosis (3) +10
Diplomacy (3) +5
Knowledge Arcana – (2) +9
Knowledge Local – (2) +9
Knowledge Nature – (1) +9
Knowledge Psionics – (1) +8
Knowledge Religion – (1) +8
Psicraft – (1) +8
Perception – (3) +10
Spellcraft – (1) +8
Survival – (3) +11

Background Skills – 4 Per Level = 12
Knowledge Engineering (2) +9
Knowledge (geography) (2) +9
Knowledge History (2) +9
Lore – (Blue Age) (3) +10
Sleight of Hand (3) +9

Languages Common, Thri-Kreen, Giant, Halfling, Elven, Dwarven

Gear Heavy Crossbow, 20 x bolts;
12 x waterskin + 6 x rations (3 days);

Traits
Wary Warrior - (Thri-Kreen only) Born and bred to the harsh realities of the desert, you are keenly aware of your surroundings and respond quickly to danger. You gain a +2 trait bonus on Initiative checks.

Know the Land - +1 Trait bonus on Knowledge Nature & Survival – Survival a Class Skill.

Familiar – Kr’Kleek (Kes'trekel) = +2 Fortitude Save

Psion Powers: Power Points – 15

(0) Conceal Thoughts
(0) Lesser Fortify
(1) Precognition
(1) Call to Mind
(1) Energy Ray
(1) déjà vu
(2) Clairvoyant Sense
(2) Sustenance
(2) Sensitivity to Psychic Impressions

Spellbook:

(Opposition Enchantment/Transmutation)

All 0th,

First -
Protection from Evil
Alarm
Magic Missile
Comprehend Languages
Mage Armor
Feather Fall

Second -
Protection from Arrows
Resist Energy
Web
Invisibility
Misdirection

Spells Per Day:

0th – 4
1st – 3 + Abjuration
2nd – 2 + Abjuration

Background:

Pak'cha spent his life dwelling in the Hinterlands as part of an Order associated with the Great Chak'sa Monument. He has long been a Sage of the Blue Age (are as many of his Order) and has studied the period at length.

As a scholar of History amongst almost all other disciplines, Pak ascertained that the only way to defeat the ancient Champions was to best them at their own game – the Way and the Art he must master to stand a chance to defeat these evil Tyrants and restore the lands to his people from whence they have been taken.

Recently, the order bade that Pak attach himself to the House Vordon caravan because there are rumors that ancient, powerful, and deadly Stoneburner technology is being unleashed in the ruins of Kalidnay. The obsidian technologies of the Green Age, including the orbs which power the Great Orrery, are remnants of the malificent Stoneburner influence on Athas at the close of the Blue Age, and are also responsible for the dragon metamorphosis process taught by Rajaat.

In addition, this trip will allow Pak to gather more direct knowledge of the burning lands thus he is quite enthusiastic about the ordeal. However, he was not paying attention when the call to gather and visit Nalcaros and his master Faalcuun the Lawkeeper was called. He hopes that he can find his way to do so even if late, perhaps his Invisibility magic can assist him…


Kethe Cinderfell wrote:
Kittenmancer's submission. End goal is to become an avangion. :)

Thanks for your submission. It looks like you're first level unless I'm misreading this. We're starting at 3rd, with 1 mythic tier.

Other things to double check --

feat options (3/lv for single class, 1/lv if gestalt).
background skills


Storyteller Shadow wrote:

My submission - need to complete gear (I do not think there is much I would need but I want to think on it), and his Appearance. I'll get an Avatar together tonight or tomorrow.

** spoiler omitted **...

Great, and don't worry on the background material, I'm going to write you into the story right away, you'll see.

Grand Lodge

Still deciding because lack of gods and the amount of 3rd party materials kind of messed with the concepts that I have and my ability to choose.

Vigor Level 2: 1d8 ⇒ 5
Vigor Level 3: 1d8 ⇒ 3


Sebecloki wrote:
Storyteller Shadow wrote:

My submission - need to complete gear (I do not think there is much I would need but I want to think on it), and his Appearance. I'll get an Avatar together tonight or tomorrow.

** spoiler omitted **...

Great, and don't worry on the background material, I'm going to write you into the story right away, you'll see.

Terrific!:-)


Yas392 wrote:

Still deciding because lack of gods and the amount of 3rd party materials kind of messed with the concepts that I have and my ability to choose.

[dice=Vigor Level 2]1d8
[dice=Vigor Level 3]1d8

That's the good and bad part of this type of Recruitment.

So many choices but sooooo many choices.

Grand Lodge

Yeah but seeing a vanilla party composition that fits the setting discouraged me from dabbling in another system that the party did not include in their builds (I am looking at you, Path of War). And my original plan was to go female half-orc mesmerist/fighter if weren't for the fact that way of the shooting star requires a deity unless it can be re-fluffed to function without such.


you can re-fluff it to worship an ideal or something like that

Grand Lodge

Cool. I'll have my character up later by today.


or an element, given that it's a shooting star....


Love the idea of a current day pathfinder AP set in the old-school, unique world of Dark Sun and would love to throw up a submission.

5d6 ⇒ (3, 6, 2, 6, 5) = 22 -17
5d6 ⇒ (6, 1, 6, 1, 4) = 18 -16
5d6 ⇒ (5, 3, 3, 6, 3) = 20 -14
5d6 ⇒ (2, 1, 6, 4, 6) = 19 -16
5d6 ⇒ (4, 3, 1, 6, 5) = 19 -15
5d6 ⇒ (5, 5, 4, 6, 1) = 21 -16

Wow, I can definitely work with that.


wanderer82 wrote:

Love the idea of a current day pathfinder AP set in the old-school, unique world of Dark Sun and would love to throw up a submission.

5d6 -17
5d6 -16
5d6 -14
5d6 -16
5d6 -15
5d6 -16

Wow, I can definitely work with that.

Make a character, and you can play.

Grand Lodge

We shall see. Btw, forgot about her psionic talent. Going to roll it here.

Wild talent: 3d8 ⇒ (6, 8, 1) = 15


I think I fixed my character now.


Yas392 here. I have decided I will go with only mesmerist instead of gestalt.


There's a new post with a spoiler to introduce Canaan, Kethe, and Pak'cha to the story


wanderer82 wrote:

Love the idea of a current day pathfinder AP set in the old-school, unique world of Dark Sun and would love to throw up a submission.

5d6 -17
5d6 -16
5d6 -14
5d6 -16
5d6 -15
5d6 -16

Wow, I can definitely work with that.

Are you still intending to make a character? The 3 others have already joined in. I was thinking of having your character be a wandering nomad they encounter, or an inhabitant of ruined Kalidnay if that works for your character concept at all.


Yes, I am still planning to join (sorry, last week was Restaurant Week and we blew all our sales goals out of the water), and both a wandering nomad or inhabitant of ruined Kalidnay work perfectly, as i am building a halfling druid (still finalizing second class for gestalt).

I have the day off today and am working on the character currently! Had actually come back to this page to double check my rolls and saw your post directed at me.


Want to clarify a couple things:

Level/Tier: I believe you listed level 3, tier 1, but I was a little confused by active characters that range from 1st to 5th level. Just want to confirm I am building to 3rd level, 1st tier.

Equipment: you said no WBL, just hand wave expected gear, but I noticed a couple characters with mithral armor, which is supposedly beyond priceless in Dark Sun. So, I am just looking for a little clarity here.

wild talent: 3d8 ⇒ (6, 1, 5) = 12

Grand Lodge

GM stated we will be level 4 and mythic tier 2 after the empowerment on the main storyline so you might want to build your character in that level range. For items, at this level, we have enough for mithral armor and masterworks items at this point if we fall back to pathfinder wealth by level. For me, I am just following the GM's guideline in that he is allowing non-magical gear within reasonable limits.


The 5th level PCs are part of a 'second table' from another planet -- they used different rules to make their characters b/c the races from that world are weaker than the Dark Sun races.

I'm boosting everyone to level 4/2 tiers within the week, so just go ahead and make your character that level.

I love the idea of the halfling -- I think the party will be taking the underground route into Kalidnay, and he can be an inhabitant of the dungeons easily.

I'll PM you with some ideas if you decide to go that route.


Took awhile battering around the idea, went through many iterations, and have settled on a halfling druid (nature fang) / unchained monk (other finalist was a druid (restorer) / unchained rogue). Yes, I realize giving up wild shape is a major Loss for a druid, but wild shape and monk are two different means to the same melee combat role, and this will allow a different spin on a nature avenger.

Shadow Lodge

Oh cool

Would a Nagaji be setting appropriate? If so I have an Alchemist/fighter (venomblade) that I have been dieing to play though I’ve never built a martial mythic character

How much time is left for recruitment?


I'm in the market for another player or two for this campaign.

Any interest?


I'm very interested. Dark Sun is my jammy jam. Is there anything the group needs to shore up, concept/ability wise?


I think we could use a heavy tank kind of character. Let me know if you have questions, we're using a lot of alternative rules.


It looks like we're using gestalt character creation, and if we want we can use the multiclass archetypes from the link in the whatsit. It also looks like we're using mythic rules. Are the current levels 4 and tier 2 mythic? I'm currently sketching out some kind of Fighter // Chosen Apostle with the Guardian Mythic path. A pair of extraplanar gods teamed up to have the power to tap his shoulder with purpose; Athas's disconnect from the outer planes means that there's no real connection to the gods despite their teamwork, just an ineffable sense of destiny and doom in the tradition of oracles.


Yes, 4 levels and 2 mythic tiers.

I'll want a fleshed out story about what exactly happened with these extraplanar gods -- if you look at the campaign info page, I have a link to a map of the planes. Athas is on one side of a barrier that crosses the elemental planes, with the weird Athasian set up on one side. Otherwise, it's totally isolated.

My interpretation of Athas is it's in a side of the multiverse without gods. It also exists alongside a other planets without real gods, including the Arcana Evolved setting from Monte Cook, and the Stardrive Universe from Alternity.

Most of the magic is actually exceptionally advanced alien technology gifted by the Precursors of Alternity.

The gods that made your character would have to derive from the other side of the barrier and have some cause for interfering in this galaxy.


I'm familiar with the Gray Split cosmology. When I was looking through the the Multiclass Archetypes page, looking for inspiration, the Chosen Apostle one really appealed to me with it's inherent, intrinsic tension with being an emissary of two opposed forces. Since Gods are very much Not A Thing under the Dark Sun, I hadn't planned on having the PC being aware that they were a source of their power, only that "Something" is, in the same way that the Pathfinder conversion of Dark Sun suggests oracles be done:

Athasian Pathfinder wrote:
These mysteries do not come from the gods, nor are any revelations given to oracles from any divine beings. The powers granted to them come clearly from beyond the world, from other planes of existence, but the source of their powers remains the greatest mystery of all-mysteries that are as engaging to oracles as they are frightening.

I approached it this way because Chosen Apostle, as it's written, really requires two opposed forces (usually good and evil, though it could be law and chaos) to agree to work together and it's harder to make that work with 'ideals' rather than concrete entities. Two Gods worked together to do what any one God can't achieve; push some presence through the barrier of the Gray, and even then they can't really connect, they can only function at the same level as the ineffable Somethings of an Oracle. If you had any advice on how to make that work without the interference from the other side of the Gray, I'd appreciate it.


Actually, I think I've got something. Short version is that the Precursors sealed some evil in a can; one half of it is the evil trying to get out, the other is the AI that was set to watch over it. Which will all be completely over his head, of course.


I like that!

Liberty's Edge

Interested. Sounds like a lot of fun.

Thinking about an Elven Warder(PoW)/Investigator (thining Dervish Defender and Empiricist) who was a Caravan guard with a reputation for being capable despite lack of experience.
Likely dual-pathed from a Mythic Standpoint.
Point Buy for me.

Uses his Intelligence to solve issues and then alchemy and getting physical when that won't work.

My knowledge of Darksun is a bit limited, I've played in one short-term campaign, but it was fun and I like high-power campaigns. Need to do some reading to make it a whole deal. No experience with Legacy of Fire either.
Wild Talent: 3d8 ⇒ (4, 6, 4) = 14
Either Lesser Fortify or Mindlink.


The hook I'm proposing for both of you is that you're captives that are going to be momentarily freed by the other characters. You were attached to a caravan that got attacked by a morlock party, and are about to be sacrificed to some fire drakes. If that's amenable, I'll flesh out a few more details for you to add in to your back story.


Perfect to me, I just need to keep hammering on the crunchy bits of this Guardian! Fighter // Chosen Apostle. I have... a lot of feats.


DinosaursOnIce wrote:

Interested. Sounds like a lot of fun.

Thinking about an Elven Warder(PoW)/Investigator (thining Dervish Defender and Empiricist) who was a Caravan guard with a reputation for being capable despite lack of experience.
Likely dual-pathed from a Mythic Standpoint.
Point Buy for me.

Uses his Intelligence to solve issues and then alchemy and getting physical when that won't work.

My knowledge of Darksun is a bit limited, I've played in one short-term campaign, but it was fun and I like high-power campaigns. Need to do some reading to make it a whole deal. No experience with Legacy of Fire either.
[dice=Wild Talent]3d8
Either Lesser Fortify or Mindlink.

I'm not sure if this was clear, but you can try out both ability generation methods (i.e., 5d6, take 3 highest x6 AND 35 pt. buy) and choose the one you want to use. You don't need to select one off the bat, you could see how the rolls go and do pt. buy if they're not to your liking.


Hey, so this is Wanderer82, I had thought I had posted my avatar three weeks ago and had been waiting to hear from you in PM about playing a halfling, but had not. I saw the thread pop up in recruitment again and so clicked in, only to realize I tagged in before with my normal avatar and not my proposed character! So, if you are still looking for a character, I present Taalik Amun, an Athasian Halfling Druid/Monk. He is a full-caster, solid damage dealer, and surprisingly adept tank.


Yeah, sorry, I thought you hadn't finished making a character, I'll write you with the other two new characters sometime this week.


No apology necessary, at all. I think I edited the post, and it must have reverted to my base avatar at that time. My fault for not catching it. Just excited to see this interpretation of Dark Sun!


5d6 ⇒ (6, 3, 4, 3, 6) = 22
5d6 ⇒ (2, 1, 1, 4, 2) = 10
5d6 ⇒ (6, 5, 5, 5, 2) = 23
5d6 ⇒ (2, 2, 4, 1, 3) = 12
5d6 ⇒ (3, 6, 5, 3, 3) = 20
5d6 ⇒ (1, 4, 3, 6, 2) = 16

Let's see if I can get dice to work!

16, 8, 16, 9, 14, 13

So, that looks terrible. Guess it's 35 pt buy.

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