Sand And Stone- A new land of Misfits(Dark Sun Kingmaker) (Inactive)

Game Master william Nightmoon

Dark Sun Conversion Guide


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Sovereign Court

Well, due to the efforts for one Nostalgic DM I am in the mood for some Dark Sun. Now he's doing it in a Mummy's mask format, and I thought... What's the easiest game to convert into a different world?

WELL! my solution is Kingmaker, a game I'm running IRL at the moment and having some fun with. Of course converting it to Dark sun means doing some work(and research into where this might take place). And because Dark sun is about struggle and Endurance, Kingmaker makes a great setting. Now it won't be a perfect convert (I am a majority unfamiliar with the world details) and the setting will be far more dessert. The Greenbelt being turned into a massive monster-infested Oasis. And of course a rich source of metals (like iron instead of the gold that's normally there) And of course Obsidian,(in place if the iron)

Now, for Creation rules I am using A conversation Guide by This guy and a link can be found onThis thread but for those who don't like digging though threads
Here is a Link to the guide directly

and here are the basics:

Starting level:1
Starting money: Average for class, but make sure to reffer to the material restrictions in the guide.
Stats:4d6 drop the lowest, and a 25 pnt buy if you don't want your rolls(Subject to approval I may let you reroll)
Races:those detailed in the guide plus official Paizo Races subject to approval.
Class:Any official non-tec/gun based class

Traits:2- third can be taken with drawback. Also, traits may be altered to fit the game. They do not have to be Campaign due to the fact that this is Dark Sun.

As for wild Talents go ahead and Roll twice, taking whatever fits your character better- however use the Occult versions, not the ultimate psionics

Other Rules:
Background skills
Skill unlocks(Occult and Unchained)
Piece mail armor(As suggested in the conversion)
And Automatic Bonus Progression(I can't seem to remember where the rules are at the moment...)
3rd party subject to approval

Also:A note about Thri-Kreen and age: if you die of old age don't worry, I will allow you to either find ways to extend your age cap or transfer your mind into younger bodies.


Dotting. Intrigued, will read later!

Sovereign Court

Great to see you Chess, your a good man


ok, you know I'm dotting ;)

4d6 - 1 ⇒ (3, 4, 4, 1) - 1 = 11
4d6 - 2 ⇒ (5, 2, 3, 5) - 2 = 13
4d6 - 1 ⇒ (6, 1, 4, 6) - 1 = 16
4d6 - 1 ⇒ (3, 2, 2, 1) - 1 = 7
4d6 - 1 ⇒ (3, 3, 4, 1) - 1 = 10
4d6 - 1 ⇒ (1, 3, 6, 1) - 1 = 10

I think I'll go with the 25 pt. buy.

4d6 - 6 ⇒ (6, 6, 6, 6) - 6 = 18
4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11
4d6 - 2 ⇒ (3, 4, 2, 2) - 2 = 9
4d6 - 1 ⇒ (1, 3, 3, 6) - 1 = 12
4d6 - 2 ⇒ (5, 2, 2, 6) - 2 = 13
4d6 - 2 ⇒ (2, 6, 3, 3) - 2 = 12

unless you like the reroll better, I'm not sure, I love the 18, everything else is sort of pedestrian...

As for your location, what about setting your 'king maker' on an island in the silt sea?

Sovereign Court

Here are the rules for automatic bonus progression.

Sovereign Court

Robert Henry wrote:

ok, you know I'm dotting ;)

[dice=]4d6-1
[dice=]4d6-2
[dice=]4d6-1
[dice=]4d6-1
[dice=]4d6-1
[dice=]4d6-1

I think I'll go with the 25 pt. buy.

[dice=]4d6-6
[dice=]4d6-1
[dice=]4d6-2
[dice=]4d6-1
[dice=]4d6-2
[dice=]4d6-2

unless you like the reroll better, I'm not sure, I love the 18, everything else is sort of pedestrian...

As for your location, what about setting your 'king maker' on an island in the silt sea?

Thanks for the suggestion, I'm looking into location right now, but I have a good idea if what the story is...

Scarab Sages

Interested.


Oh hell yes! Dark Sun! =)

How do you make it drop the lowest when you roll?


preview it and go back and manually enter it

Sovereign Court

Oh, yeah, if your first roll ends up being a 10 point buy or less go ahead and reroll.

Sovereign Court

I'm gonna rule that you can take a trait from the guide for Dark sun as well

Note: Any race I Approve beyond those listed will gain a Wild talent and some other bonuses, because where you are going will be an Isolated "Island" in the Sea of Silt... So some races may exist even if they don't in the original world. (Like Kobold... I love them too much to remove them)


dot

stat: 4d6 ⇒ (6, 2, 3, 2) = 1311
stat: 4d6 ⇒ (6, 1, 2, 2) = 1110
stat: 4d6 ⇒ (1, 2, 1, 6) = 109
stat: 4d6 ⇒ (6, 6, 6, 4) = 2218
stat: 4d6 ⇒ (1, 6, 2, 2) = 1110
stat: 4d6 ⇒ (1, 4, 4, 5) = 1414

25 point buy is better


4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (3, 4, 6, 6) = 19 16
4d6 ⇒ (2, 6, 6, 3) = 17 15
4d6 ⇒ (6, 5, 3, 1) = 15 14
4d6 ⇒ (1, 1, 2, 2) = 6 5
4d6 ⇒ (5, 1, 1, 3) = 10 9

Um... Nobody is going to survive Dark Sun with a 5 in any stat. May I have a reroll please?

Sovereign Court

And I am approving First generation Dray(as described in the Guide, page 76)

Catfolk(with Wild Talent),Ratfolk, Plaintouched, and Kathasa also allowed,

... Researching some more...

Sovereign Court

Philo Pharynx wrote:

4d6 15

4d6 16
4d6 15
4d6 14
4d6 5
4d6 9

Um... Nobody is going to survive Dark Sun with a 5 in any stat. May I have a reroll please?

Yeah, that's around the 15 area, approval given.


In case it's allowed, here's the reroll

4d6 ⇒ (1, 1, 4, 3) = 9 8
4d6 ⇒ (6, 1, 3, 1) = 11 10
4d6 ⇒ (1, 6, 1, 5) = 13 15
4d6 ⇒ (4, 2, 6, 4) = 16 14
4d6 ⇒ (5, 2, 3, 6) = 16 14
4d6 ⇒ (3, 3, 1, 1) = 8 7

*sigh*

4d6 ⇒ (6, 4, 1, 5) = 16 15
4d6 ⇒ (4, 5, 6, 2) = 17 15
4d6 ⇒ (1, 4, 6, 3) = 14 13
4d6 ⇒ (1, 5, 2, 1) = 9 8
4d6 ⇒ (3, 4, 2, 1) = 10 9
4d6 ⇒ (1, 3, 1, 1) = 6 5

I think fate is telling me to take the point buy.


Well let's see what we get here, shall we?

Stat 1: 4d6 ⇒ (1, 4, 2, 6) = 13
Stat 2: 4d6 ⇒ (5, 1, 2, 5) = 13
Stat 3: 4d6 ⇒ (4, 1, 1, 1) = 7
Stat 4: 4d6 ⇒ (4, 6, 5, 3) = 18
Stat 5: 4d6 ⇒ (3, 5, 3, 4) = 15
Stat 6: 4d6 ⇒ (4, 1, 6, 1) = 12

Ehn.

Sovereign Court

I think so... But I did make the point buy 25 and gave no restrictions.

Also make sure to note the Racial stat changes. I'm gonna let people know the changes of other races if they apply with one. Such as catfolk: they have Scent as standard instead of low light... A very bright sun does that


BTW I'll send you some of the issues I had in the guide in a email. that way you can see what you thought of them.


How long will recruitment stay open?

Think I'm going to go point buy instead of those stats.

Sovereign Court

chubbs wrote:
BTW I'll send you some of the issues I had in the guide in a email. that way you can see what you thought of them.

Alrighty, but try to keep it short, and sweet...

I'm gonna keep recuitment open until I get at least a party, then wait a week after that for additional submissions and such. If the thread becomes super popular really fast I'm gonna keep it open for two weeks.


Sounds great! I'd love to get in on this.

Sovereign Court

Storywize, your characters have been sailing on the Sea of Silt for months, lost in a storm, thrown around by Giants, and otherwise lost when you come apon a great Island Oasis far from the City states and laws of Tyr... Unfortunately this land is wild and ruled by Bandits and savages.


wild talent: 3d8 ⇒ (2, 4, 7) = 13 Mind Thrust I/Float

Are you allowing Ultimate Psionics?

Sovereign Court

Okay, since most races have a gratuitous amount of ability increases, any of my approved races must also compensate. For catfolk, this is an additional +2 Con, For planetouched it depends. Most will have a greater Str, but some may have more Dex.

For Ratfolk it is definitely more Con.
Gonna leave Kathasa... Save for the bonus Wild talent.

If there are any more questions just go ahead and ask.

Dark Archive

I'll toss in a dot. Don't know too much about Dark Sun, but what I have seen is certainly interesting.

What's your position on alignment? My character concepts occasionally...okay, frequently...tend to skirt the lower edge of neutral, at best. I'm currently brainstorming an arcane caster-type and I like the idea of having to struggle against the temptation to engage in just a little bit of defiling every once in a while.

In the mean time, let's get some stat rolls out of the way...

4d6 ⇒ (5, 6, 1, 2) = 14 13
4d6 ⇒ (1, 1, 2, 3) = 7 6
4d6 ⇒ (1, 3, 4, 6) = 14 13
4d6 ⇒ (3, 2, 1, 4) = 10 9
4d6 ⇒ (5, 4, 2, 5) = 16 14
4d6 ⇒ (5, 1, 5, 5) = 16 15

Somewhere in the realm of a 13-point buy array... :/
I assume a reroll (or just regular point-buy) would be in order?

Wild Talent rolls
3d8 ⇒ (1, 1, 7) = 9 => Demand Offering
3d8 ⇒ (6, 8, 6) = 20 => Telekinetic Projectile

Hmm... I'll have to think on which to go with.


Dotting =^^=

4d6 ⇒ (3, 2, 2, 5) = 12 10
4d6 ⇒ (6, 1, 5, 5) = 17 16
4d6 ⇒ (6, 3, 6, 5) = 20 17
4d6 ⇒ (4, 6, 1, 2) = 13 12
4d6 ⇒ (3, 5, 4, 1) = 13 12
4d6 ⇒ (1, 2, 3, 3) = 9 8

heh. 25 pt

Power: 3d8 ⇒ (8, 6, 4) = 18 psychic reading
Power: 3d8 ⇒ (5, 8, 8) = 21 telepathic projection (think ll take this one)

My idea: thri-keen ranger battle scout, going for horizon walker


4d6 - 2 ⇒ (3, 2, 6, 2) - 2 = 11
4d6 - 1 ⇒ (5, 3, 3, 1) - 1 = 11
4d6 - 1 ⇒ (1, 2, 6, 3) - 1 = 11
4d6 - 2 ⇒ (2, 2, 2, 3) - 2 = 7
4d6 - 2 ⇒ (5, 6, 6, 2) - 2 = 17
4d6 - 2 ⇒ (2, 2, 2, 6) - 2 = 10

Well that was terrible. Probably just go with the point buy.

Sovereign Court

Keltor and veltharas , you two can reroll if you like(keep it in a spoiler please)

As for world knowledge, don't need to k is much, you'll be away from the major areas where all the major politics are. Instead you'll be making your own major area with your own politics.

And remember that Defiling is the worst sin you can ever commit. A good character that uses it once in even the slightest way goes automatically to neutral. It is a "lots of power fast" card but it happens to be worse than eating people alive in terms of sin.

Also, because I'm allowing background traits, I would like at least a simple background. They should Consist of these three points:
1) Who/what where you before you left on the Ship?

2)How did you happen to Come to this Ship(Which is a Trade vessel-of all types of supplies. You where able to survive on the Sea so long because if this)

3)What Is your Character's goal? Why did he come to this Ship or why does he continue to live despite being a slave/not quite free.

4)your goals as a player


My plan for my thri-kreen is to make him a duel wielding tank. 2 swords. 2 shields. So melee and defence.

And evetually with all the horizon walker goodies. Passive team buffs.

If not battle scout. I may go warden instead. That will give me quite a lot of favoured terrains to give my fellow party members the bonuses

I just remembered i get an extra wild talent trait as a TK
3d8 ⇒ (5, 6, 6) = 17 Paranoia

Background etc will be posted once i have my character ready to submit


Hey DM, What's up? (hur, hur, I'm clever).

Definitely down to play some DS (I even had a character in the other thread for Mummy's Mask).

Here come da dice!

4d6 ⇒ (4, 5, 5, 5) = 19 15
4d6 ⇒ (2, 2, 5, 2) = 11 9
4d6 ⇒ (3, 3, 3, 3) = 12 9
4d6 ⇒ (4, 1, 6, 3) = 14 13
4d6 ⇒ (3, 6, 4, 4) = 17 14
4d6 ⇒ (6, 4, 5, 5) = 20 17

An Odd set, but still not the worst.

I am going to roll out a Half-Giant Gladiator (Class-wise, a Barbarian me thinks).

Wild Talent Roll: 3d8 ⇒ (6, 5, 3) = 14
Wild Talent Roll: 3d8 ⇒ (1, 4, 8) = 13


Here is my submission, short and sweet:

OhmPraRah:

(Blackfist in Giantese)
TN Half-Giant Barbarian 1

STR 21 (25)
DEX 14
CON 19 (25)
INT 7
WIS 7
CHA 11

HP 19 (22)
AC 14 (12; 3 armor, 2 dex, -1 size) Touch 11, Flat-Footed 12
BAB 1
Init 2

Fort 6 (9)
Ref 2
Will -2 (0)

Speed 40'

Obsidian Earthbreaker: +5 (7) to hit; 3d6+7 (10) damage; x2 crit

Blackfist (Obsidian Cestus) +5 (7) to hit; 1d6+5 (7) damage; 19-20/x2 crit

Skills: Acrobatics r1 +6, Intimidate r1 +4

Feats: Raging Vitality, Toughness

Traits: Safeguard, Muscles of the Society

Class Features: Rage, Fast Movement, Trap Sense

Equipment: Stone Earthbreaker, Studded Leather Armor, Obsidian Cestus

Backstory:

OhmPraRah was born a slave, where he was sold at the ripe old age of 3 to a gladiatorial school, where he was molded into an outstanding gladiator.

Of his early days, he mainly remembers his sister and the songs she used to sing. She was sold elsewhere, and he has not seen her since the day she was dragged away.

As time went on, The Blackfist (as he had come to be known in Ulik) rose to be a gladiator who stood atop all challengers and gained his freedom. Leaving the city, he moved through the desert and discovered that life was terrible. He fought bandits, mainly for the water he carried. He took work where he could find it, and ultimately got hired on as a caravan guard, where his massive size and brusque demeanor won him the praises of his co-workers and no real friends.

It was while he was guarding a caravan that it became lost in a sandstorm. During the sandstorm, some sort of creatures attacked the caravan, and as the storm lifted he realized that he had wandered way off course. He could see an island in the distance, and so he took his chances and moved as quickly as he could.

OhmPraRah seeks to find out what happened to his sister, but first and foremost he seeks to survive.


How would you feel about Trox?

Basic idea for background for the race is that they are the result of experimentation by one of Nibenay's high ranking templars to make a version of the Thri-Kreen that was better suited for slavery. They seemed to have succeeded as the result lived longer, was stronger and not as bright but they were at least twice as stubborn. Many escaped into the desert in a brutal slave revolt the remainder was put down. As was their creator. This all would have happened ages ago.


Crunch of :

K'Krik:

K'Krik
Male thri-kreen ranger (skirmisher, warden) 1 (Pathfinder RPG Advanced Player's Guide 128, Pathfinder RPG Ultimate Combat 68)
N Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 20 (+5 armor, +3 Dex, +2 natural, +2 shield, +1 trait)
hp 13 (1d10+3)
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor); jumper
Melee dagger +4 (1d4+3/19-20) or
. . longsword +2 (1d8+3/19-20) or
. . short sword +2 (1d6+1/19-20) or
. . short sword +2 (1d6+1/19-20) or
. . bite -1 (1d3+1)
Special Attacks bite
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 16, Int 10, Wis 14, Cha 6
Base Atk +1; CMB +4; CMD 17
Feats Multiweapon Fighting
Traits defender of the society, rice runner, shield-trained
Skills Acrobatics +2 (-2 to jump), Appraise -2, Bluff -4, Climb +1, Diplomacy -4, Disguise -4, Escape Artist -5, Fly -5, Heal +0, Intimidate -4, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Profession (soldier) +6, Ride -5, Sense Motive +0, Stealth -5, Survival +6, Swim +1
Languages Common, Kreen
SQ master of terrain, meticulous, track +1, wild empathy
Other Gear scale mail, heavy wooden shield, dagger, longsword, short sword, short sword, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, soldier's uniform[UE], string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone
--------------------
Special Abilities
--------------------
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Darkvision (60 feet) You can see in the dark (black and white only).
Jumper (Ex) You always are considered to have a running start when jumping.
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Meticulous -2 on all untrained skill checks
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Wild Talents :
Telepathic Projection

Considering it's dark sun, Desert as a fav terrain sounds good?


Are you using ultimate psionics or occult? or both?


dotting for interest


So are occult magics completely replacing psionics?

Edit: Looks like Philo beat me to the punch, but I'll leave the question up for visibility.

I find it very hard to resist Dark Sun, so I am thinking about a half-giant vexing daredevil mesmerist. A tricksy 'mess with your head and then cut it off while you're distracted' front-liner with a really big sword. ;)

Liberty's Edge

Moar Dark Sun, sweet!

So this takes place in an island where no Dragon King governs (that the characters know of)?

Have you considered using combat stamina rules? That might make fighters/martials more attractive.

Rolling first, deciding the character later...
Stat: 4d6 - 2 ⇒ (5, 2, 5, 4) - 2 = 14
Stat: 4d6 - 1 ⇒ (6, 1, 6, 5) - 1 = 17
Stat: 4d6 - 1 ⇒ (1, 5, 5, 3) - 1 = 13
Stat: 4d6 - 1 ⇒ (1, 6, 3, 3) - 1 = 12
Stat: 4d6 - 3 ⇒ (6, 3, 6, 6) - 3 = 18
Stat: 4d6 - 1 ⇒ (4, 6, 1, 1) - 1 = 11

(Wow, I think that set is worth keeping...)


Wild Talent Option 1: 3d8 ⇒ (1, 1, 7) = 9
Wild Talent Option 2: 3d8 ⇒ (5, 4, 4) = 13

Sovereign Court

Philo Pharynx wrote:
Are you using ultimate psionics or occult? or both?

Unfortunately I have no idea about the ulm psionics so yes, only Occult.

Fpr combat stamina I'll allow you to take the feat, but I'm not granting it to everyone for free.

Sovereign Court

Yes, overall you don't know of any Sorcerer-Kings, but with you establishing your colony so close to a vibrant oasis... Your bound to attract the attention of some. Lord with the intent of taking it from you.


@GM
I take it desert is a good FT to choose for a ranger?

Sovereign Court

Seth86 wrote:

@GM

I take it desert is a good FT to choose for a ranger?

Yes, it is, and mountains is another, and jungle is good for a third

Note:If any Character wishes to be a Dragon Bloodline Sorcerer I will gladly comply by making the game semi-mythic and give you the chance to become a Dragon-king. If course doing so will be late game


wow... now im tempted... :P


4d6 - 1 ⇒ (1, 2, 2, 3) - 1 = 7
4d6 - 1 ⇒ (1, 5, 2, 6) - 1 = 13
4d6 - 3 ⇒ (3, 3, 5, 4) - 3 = 12
4d6 - 2 ⇒ (6, 3, 2, 5) - 2 = 14
4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14
4d6 - 1 ⇒ (3, 1, 5, 3) - 1 = 11

Yay, a 12-point-buy!

Sovereign Court

The Chess wrote:

4d6-1

4d6-1
4d6-3
4d6-2
4d6-2
4d6-1

Yay, a 12-point-buy!

Go ahead and reroll


I now am very tempted to make a sorcerer...

Can we play as Drow? Thinking Black Dragon Bloodline


4d6 - 1 ⇒ (6, 3, 1, 4) - 1 = 13
4d6 - 1 ⇒ (1, 1, 6, 1) - 1 = 8
4d6 - 3 ⇒ (5, 5, 3, 3) - 3 = 13
4d6 - 1 ⇒ (2, 3, 1, 4) - 1 = 9
4d6 - 3 ⇒ (6, 4, 3, 4) - 3 = 14
4d6 - 1 ⇒ (5, 3, 3, 1) - 1 = 11

Yay, a 9-point-buy!

Sovereign Court

Ah... I did say any roll under 10 points was a free reroll, but please try to keep the pages if dice inside a spoiler.

Ah, Drow? Afraid not, Dark sun has no equivalent to them, and because elves suffer a large amount of changes they would also. Although I don't know what those may be. Mostly the increased speed and basic changes that happen with the elf...

Okay I'll give a thumbs up to the Drow, but they also gain an additional +2 to Dex, and have the same replacements as Elves for subsiquent abilities. So no elven immunities and such

And unlike surface Elves they will not have the Dessert runner Racial trait.
And they don't get a Wild talent because they have the spell resistance- it prevents their Powers from manifesting like other races.

Method to Converting:

Most characters are gonna experience some bonuses to their physical stats, depends on the race and how they might develop. The rest falls into what else they have. Most of the races in Dark Sun have a power level of around 18-25 RP, this is because alot of them have additional abilities like bonuses to certain things or higher land speeds, and almost always a bonus to stats. So each race always has at least 4 extra RP from the physical stats boost. The rest comes in later. I'm gonna try to boost any approved races to 20RP

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