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4d6 ⇒ (4, 4, 2, 6) = 16 = 14
4d6 ⇒ (6, 4, 5, 6) = 21 = 17
4d6 ⇒ (6, 4, 5, 5) = 20 = 16
4d6 ⇒ (3, 5, 6, 5) = 19 = 16
4d6 ⇒ (2, 2, 6, 2) = 12 = 10
4d6 ⇒ (3, 4, 4, 1) = 12 = 11
That's more like it.
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.
It's just, in a campaign about Kingdom Building, I've got a strong urge to try playing an up-and-coming, would-be Sorcerer-King/Queen in the making, even if the culmination of that character arc is well beyond the scope of the campaign proper...
Still, if you'd rather I didn't, I can reign that particular concept in a bit, or scrape it entirely and try for something more traditional.
EDIT:
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
Are you reading my mind, good sir? :p
Well, was actually thinking Blood Arcanist, but it's more or less the same thing...
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I prefer the same kind if evil. However I just wanted you to know the consequences. I am actually using a power mad Defiler as the main antagonist in place of the power mad Dryad.
Go ahead, I don't care if your evil(not in the slightest bit) just play evil, not stupid. And of course you may defile but your not entirely evil. You could defile in the efforts to destroy a Dragon-king(very bad idea) and never give the thought to be doing it just to destroy the land
A note on alignment: I don't care about it so long as you play it properly. And any deviation can lead to alighment changes, particularly major ones. Although it shouldn't effect you unless your a Templar (Inquisitor) or Monk.
And to be honest I'll only do it if you do something absolutely obvious that goes against the standard of your alighment. Like a good character killing children.

Sixteenbiticon |

4d6 ⇒ (2, 3, 5, 6) = 16 14
4d6 ⇒ (6, 6, 5, 5) = 22 17
4d6 ⇒ (5, 6, 3, 2) = 16 14
4d6 ⇒ (6, 3, 3, 5) = 17 14
4d6 ⇒ (4, 5, 5, 3) = 17 14
4d6 ⇒ (3, 2, 4, 6) = 15 13
Re-roll if needed:
4d6 ⇒ (2, 3, 5, 3) = 13
4d6 ⇒ (6, 5, 4, 4) = 19
4d6 ⇒ (4, 3, 5, 5) = 17
4d6 ⇒ (6, 2, 6, 1) = 15
4d6 ⇒ (4, 2, 4, 5) = 15
4d6 ⇒ (1, 5, 4, 5) = 15
Wild Talents:
3d8 ⇒ (4, 8, 5) = 17
3d8 ⇒ (6, 6, 5) = 17
Third times a charm:
3d8 ⇒ (2, 3, 1) = 6
Hmm, the link for the conversion guide won't open on my work computer so I'm not sure what my wild talents are, but I am certainly keeping that first set!

Yokaiboy |

Dotting. Either a mul fighter or a harmless merchant girl (teisatsu vigilante) rakshasa tiefling.
Let's see what the dice say.
roll: 4d6 ⇒ (6, 6, 5, 5) = 2217
roll: 4d6 ⇒ (2, 3, 4, 4) = 1311
roll: 4d6 ⇒ (5, 1, 2, 6) = 1413
roll: 4d6 ⇒ (5, 5, 5, 1) = 1615
roll: 4d6 ⇒ (5, 4, 2, 4) = 1513
roll: 4d6 ⇒ (1, 4, 5, 5) = 1514

Cuàn |

Any idea on my previous question?
Quoting for ease:
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.

Seth86 |

So, here is Nox. Drow Cross-blooded Draconic Sorcerer
Nox
Female drow sorcerer (crossblooded) 1 (Pathfinder RPG Ultimate Magic 69)
NE Medium humanoid (elf, orc)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +1; +2 trait bonus vs. effects that cause sleep or paralysis, +1 trait bonus vs. fear and effects created by foes with the dragon type
SR 7
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—mage armor
. . 0 (at will)—acid splash, daze (DC 14), detect magic
. . Bloodline Draconic, Orc
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 10, Wis 12, Cha 19
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Run, Spell Focus (conjuration)
Traits blood of dragons, draconic lineage, drake anatomist
Skills Acrobatics +3 (+7 to jump with a running start, +7 to jump), Bluff +10, Diplomacy +6, Knowledge (arcana) +4 (+6 to identify dragons and their special powers and vulnerabilities), Lore (Black Dragons) +4, Sleight of Hand +7, Spellcraft +4; Racial Modifiers silent hunter, silver tongued
Languages Common, Undercommon
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), umbral unmasking
Combat Gear acid; Other Gear backpack, bedroll, belt pouch, canteen[UE], flint and steel, mess kit[UE], silk rope (50 ft.), soap, trail rations (5), waterskin, 30 gp, 9 sp
--------------------
Special Abilities
--------------------
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Silent Hunter (Ex) Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Silver Tongued (Ex) You can shift a creature's attitude by three steps with Diplomacy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (7) You have Spell Resistance.
Umbral Unmasking You cast s draconic shadow (DC 15 Perception to notice)

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I'm gonna say yes to the Trox, but add a wild talent and a +2 to Con, also add that ability that Thri-Kreen have that makes it harder to wear armor.(this effectivly makes it really expensive to get armor)
As for toubleshooting any problems with the guide, it's Google drive, so it might work better if you used Chrome... Google really doesn't like anyone but Google.

Hayato Ken |

Mh a Dark Sun game sounds very good. I´m a bit unsure about the proposed monster races though. That seems an ever increasing trend, yet it often doesn´t fit as good somehow. I remember Dark Sun as pretty racist ingame. Nonetheless i´m gonna see if i can come up with something good.
Roll: 4d6 ⇒ (4, 6, 1, 1) = 12
Roll: 4d6 ⇒ (3, 2, 5, 6) = 16
Roll: 4d6 ⇒ (4, 6, 4, 3) = 17
Roll: 4d6 ⇒ (2, 2, 3, 2) = 9
Roll: 4d6 ⇒ (6, 6, 4, 6) = 22
Roll: 4d6 ⇒ (2, 5, 4, 1) = 12
11,14,14,7,18,11, already quite good, but the 7 hurts.
Roll: 4d6 ⇒ (1, 5, 1, 5) = 12
Roll: 4d6 ⇒ (4, 1, 1, 6) = 12
Roll: 4d6 ⇒ (2, 3, 1, 2) = 8
Roll: 4d6 ⇒ (5, 5, 2, 4) = 16
Roll: 4d6 ⇒ (4, 3, 6, 6) = 19
Roll: 4d6 ⇒ (6, 1, 1, 6) = 14

Seth86 |

I realised now why the guid has an elf at 20rp
It states they have the same abilities as their PF counterparts. With those extra added. So add elven immunities and +2 perception. And you will get 20RP =^^=
i saw the entry... so nvm, but that still puts me on 17, due to light sensitivity from being a drow :P but if you wish for them to stay that way, it will be fine. but i do have a suggestion to push them to 20
Constant detect magic, and greater spell resistance
if approved :
Nox
Female drow sorcerer (crossblooded) 1 (Pathfinder RPG Ultimate Magic 69)
NE Medium humanoid (elf, orc)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +0; +1 trait bonus vs. fear and effects created by foes with the dragon type
SR 12
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks poison use
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—mage armor
. . 0 (at will)—acid splash, daze (DC 14), detect magic
. . Bloodline Draconic, Orc
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 19
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Run, Spell Focus (conjuration)
Traits blood of dragons, draconic lineage, drake anatomist
Skills Acrobatics +3 (+7 to jump with a running start, +7 to jump), Bluff +10, Diplomacy +6, Knowledge (arcana) +5 (+7 to identify dragons and their special powers and vulnerabilities), Lore (Black Dragons) +5, Perception +7, Sleight of Hand +7, Spellcraft +5; Racial Modifiers silent hunter, silver tongued
Languages Common, Draconic, Undercommon
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), umbral unmasking
Combat Gear acid; Other Gear backpack, bedroll, belt pouch, canteen[UE], flint and steel, mess kit[UE], silk rope (50 ft.), soap, trail rations (5), waterskin, 30 gp, 9 sp
--------------------
Special Abilities
--------------------
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Poison Use (1/day) (Ex) No risk of accidentally poisoning yourself.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Silent Hunter (Ex) Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Silver Tongued (Ex) You can shift a creature's attitude by three steps with Diplomacy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (12) You have Spell Resistance.
Umbral Unmasking You cast a draconic shadow (DC 15 Perception to notice)

Warpfiend |

Oh fantastic! I'm loving me some Dark Sun
I'll be making an elf rogue (underground chemist)
He'd be a wild and crafty little bastard that likes to cook up some concoctions from chemicals extracted from bugs or critters. He'd also be learning and experimenting with more advanced substances as we progress.
Wild Talent: 3d8 ⇒ (1, 4, 3) = 8 Deja Vu
Wild Talent: 3d8 ⇒ (1, 1, 7) = 9 Demand Offering
I'll take Deja Vu
Ability scores
1: 4d6 ⇒ (2, 4, 1, 5) = 12
2: 4d6 ⇒ (6, 2, 1, 4) = 13
3: 4d6 ⇒ (5, 2, 6, 3) = 16
4: 4d6 ⇒ (1, 1, 5, 1) = 8
5: 4d6 ⇒ (4, 2, 1, 4) = 11
6: 4d6 ⇒ (1, 5, 3, 3) = 12
rerolling 4: 4d6 ⇒ (1, 6, 5, 3) = 15
Ok, that's not BAD, 23, but I'll do a 25pt buy instead

Philo Pharynx |

Yes, everyone is racist. Particularly the elves, Humans, and Halfling. Elves hate Thri-Kreen, Halflings hate everything bigger than them, and humans hate everything that's not human.
Which is strange, because Thri-Kreen simply love elves!
Speaking of Thri-Kreen, here's Tkk-Tkk.
Tkk-tkk
Thri-kreen warpriest of Water 1 (Pathfinder RPG Advanced Class Guide 60)
N Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
hp 17 (1d8+9)
Fort +4, Ref +2, Will +5; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.; jumper
Melee bite +3 (1d6+3 plus Dex poison), 4 claws +4 (1d6+3)
Ranged sling +2 (1d4+3)
Special Attacks blessings 3/day (Liberation: liberation, Water: ice strike), poison, sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 1st; concentration +4)
. . 1st—deadeye's lore[UC], liberating command[UC]
. . 0 (at will)—create water, detect poison, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Tribal Scars, Weapon Focus (claw)
Traits desert child (desert), seeker
Skills Acrobatics +3, Craft (leather) +8, Escape Artist +3, Perception +10, Profession (sailor) +7, Survival +9
Languages Common, Elven, Giant, Thri-Kreen
Other Gear leather, arm piece, mwk lamellar cuirass, torso piece, studded leather, leg piece, sling, sling bullets (20), flint and steel, masterwork backpack[APG], masterwork leatherworking tools, mess kit[UE], parasol[UE], trail rations (15), wandermeal[UE] (10), waterskin (6), 8 gp, 2 sp, 2 cp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Jumper (Ex) You always are considered to have a running start when jumping.
Poison: - Injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Wild Talent Mind thrust I 2/day
Tkk-Tkk grew up in a nomadic tribe of hunters. When she was just a grub, they tattooed her flesh with the ash of bitter herbs. This was painful, and when her carapace grew it had thick ridges over the marks.
She was separated from her tribe in a dust storm, and made her way as a hunter and a leatherworker. Purchasing armor was expensive, so she learned to make her own. Her raw materials came from the creatures she hunted. With a little work, she was able to protect herself and make useful items for herself and for trade.
She was satisfied with her life when the visions came. It was a cave with a deep pool of water. More water than she thought existed. Pure, fresh water. She had a feeling that this was real and she could find it. She felt the water within her, and it gave her power. She didn't know where it was, but she knew it was beyond the sea. She learned to sail and found a ship going in the right direction. She knows one day she will find the source of this water.
As a player, I'm looking for a fun and challenging game.

Keltor Dox |

4d6 - 1 ⇒ (5, 1, 1, 4) - 1 = 10
4d6 - 4 ⇒ (5, 4, 4, 6) - 4 = 15
4d6 - 1 ⇒ (5, 2, 1, 4) - 1 = 11
4d6 - 1 ⇒ (1, 4, 5, 5) - 1 = 14
4d6 - 2 ⇒ (5, 5, 2, 5) - 2 = 15
4d6 - 2 ⇒ (5, 6, 5, 2) - 2 = 16
Yeah I am definitely going to build something with that. I'll have it ready to go tonight. This looks great. I have never played this setting before.

Vrog Skyreaver |

Since these things are always useful, I present you with:
Character Submission/Interest List:
Vrog Skyreaver: OhmPraRah (aka Blackfist), Half-Giant Barbarian
Seth86: Nox the Black, Drow Sorcerer
Philo Pharynx: Tkk-Tkk, Thri-kreen Warpriest
Interest:
The Chess
Robert Henry
aptinuviel
ignuspyre
CucumberTree
ReNoid
Veltharis
Keltor Dox
Cuan
Valjoen_KC
Sixteenbiticon
-Karma-
Yokaiboy
Hayato Ken
Warpfiend
Keltor Dox

Varro the Wanderer |

This is Keltor Dox's submission. Varro the elf eldritch archer magus. All of his stats are in the character while the fluff is in this post.
The night is peaceful. I must be able to see a million stars out here. The herd has been calm, and resting in this rare patch of grass is refreshing... Varro sees a shimmering light in the distance. what is that? What had been a small glimmer in the vast expanse of open desert sky had grown. It seemed to be moving. Varro followed the ridge of the dune leaving his animals behind. Bow grasped firmly in hand, he followed the path of this bright white object that was just getting bigger. Once he got to the top of a giant dune, it was probably a few hundred feet from the ground. He raised his bow to shield him and only remembers blinding white light and intense cold like he had never felt in the desert.
He never saw his animals or his tribe again. He woke up what felt like days later, baking in the sun. On the verge of death he was able to summon ice to quench his thirst. Where did this invigorating power come from? If I return home with these new found powers, they will surely kill me. Varro fled into the desert.
He wandered into the desert for the next decade or two. Time didn't matter at that point. He felt ostracisized from any community because of this new arcane curse. He spent his free time working on his extensive network of tattoos. One day out of supplies, out of luck, and out of options; Alain came upon a village along the Sea of Silt. He signed up with a merchant vessel for extra coin as a mercenary. The last few months on the ship he became a decent sailor and quite enamored with life in the Sea of Silt despite the hardships.
Varro stands an imposing seven feet tall. For his height, he is rather slender. Four trees inscribed with runes denoting the cardinal directions and other aspects of nature are tattooed on his chest, back, and sides. The branches of the trees entwine up his neck and down his arms to his wrists. These tattoos are hidden most of the time by the layers of cloth wrapping that cover his entire body with extrs cloths over his face and mouth. Thick goggles cover his eyes, and a hood covers his normally vibrant red and white hair.
Varro is happy with his new job and new adventures, but someday he would love to live in a place with trees like the ones he tattooed on himself. While the Sea of Silt is a deadly place, it allows him to hide the magic that courses through him better. People are less likely to notice when thwir lives are in immediate danger, he noticed. For now he is content to sail the silt until he finally finds a place to settle.
This campaign idea and setting looks like a lot of fun. I am fairly new to PbP, and it seems like I have had some trouble finding a reliable game. I really am just looking to play a fun game with some longevity to it. I've also wanted to play this character for a while now. I guess my only real goals are to have some fun and meet some other people to play with.

Seth86 |

Nox was born with incredible potential. From an early age she discovered the powers she wielded was far more than the plain simple tricks most of the population had. Her powers were different. But, she soon discovered that people did not like or even tolerate the kind of magic she wielded. Sorcery, that’s what they called it. To be hated and feared. She maintained her cover, not letting the others know about her powers, or used it for her own gain. In private, yes, her powers fun to use and experiment with, but she knew better. And so she grew and studied in secret, trying to unlock the mysteries and the reasons to her having these powers.
Then, soon after she was deemed to have reach adulthood, came a missive and an invitation for willing souls of her people to travel to a new land rich with resources, but filled with monsters, bandits and who knows what else. She saw this as her chance to perhaps leave this place, start a new life, and perhaps, prove that her powers should be respected
Nox is much smaller than her surface dwelling cousins, 1.5m tall. She has long silver hair that she ties at the top and bottom. Her eyes, unlike her kin, are slitted, some say she may be cursed, others say it’s an omen, but she knows it’s from her ancestry. Her skin is dark, even if her people are not surface dwellers, their skin sets them apart from those who do. She is very elegant. Lithe build. Sharp ears. No blemishes or scars anywhere on her body. She does tend to spin the truth, and rather well. Which has helped her keep her powers hidden for so long.
Hope this is enough =^^=

Gobo Horde |

4d6 - 1 ⇒ (3, 5, 1, 2) - 1 = 10
4d6 - 2 ⇒ (2, 5, 6, 2) - 2 = 13
4d6 - 1 ⇒ (4, 1, 2, 5) - 1 = 11
4d6 - 1 ⇒ (6, 2, 4, 1) - 1 = 12
4d6 - 3 ⇒ (4, 4, 5, 3) - 3 = 13
11pb XD
4d6 - 3 ⇒ (4, 6, 6, 3) - 3 = 16
4d6 - 2 ⇒ (5, 5, 4, 2) - 2 = 14
4d6 - 1 ⇒ (3, 5, 1, 6) - 1 = 14
4d6 - 2 ⇒ (6, 2, 3, 3) - 2 = 12
4d6 - 2 ⇒ (2, 4, 2, 6) - 2 = 12
4d6 - 2 ⇒ (6, 6, 4, 2) - 2 = 16
34pb, all even numbers. 2 high, 0 low... Wowzers :]
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)
Heres an idea, would we be able to make a local work? I was thinking of a local idiot who got swept out to sea in a storm one day. Some time later I wash past the boat and get hauled aboard. I then spend the next few weeks interacting with the crew and party and learning a rudimentary language (he will be quick to pick up languages, and will have a point in Common. I NEED to be able to communicate with the group.).
Heck, I'm the reason the captian knows that there is land somewhere nearby, however if you dont want me to have a connection to the area we land then I can also easily be from a different part of the island and not know where we are. It would give you a nice plot hook down the road if you wanted as well :)He would be a Human Barbarian True Primitive, a spear wielding caveman >:)
Well, could we make something like that work?
Edit: would it also be alright if the True Primitive was proficent with Obsidian weapons and armors as well as bone?
And remember that Defiling is the worst sin you can ever commit.
Ummm. Whats the Defiling? I have not yet read that part. just curious
Big Edit: I am a bit confused :s Deserts, Seas and Jungles. I at first thought we were at sea, heading to an island known as the Green Belt that was covered in jungle, hence the native lost at sea. But reading more of it and there also seems to be a big desert and that is where we are at?
Admittedly this is my first exposure to this setting and I may answer more of my own questions as I read further but could you give me a short blurb of where we are starting out? It would help a lot :)

Vrog Skyreaver |

Big Edit: I am a bit confused :s Deserts, Seas and Jungles. I at first thought we were at sea, heading to an island known as the Green Belt that was covered in jungle, hence the native lost at sea. But reading more of it and there also seems to be a big desert and that is where we are at?
Admittedly this is my first exposure to this setting and I may answer more of my own questions as I read further but could you give me a short blurb of where we are starting out? It would help a lot :)
The silt sea is basically a giant dust bowl, if the dust were hundreds of feet deep. It's normally compacted enough that you can walk across it, but then you can hit areas that are full of quicksand.

Alias ad Tempus |

Love Darksun. Love fighting to survive. Here goes!
4d6 - 2 ⇒ (4, 4, 6, 2) - 2 = 14
4d6 - 2 ⇒ (6, 5, 2, 4) - 2 = 15
4d6 - 2 ⇒ (4, 3, 5, 2) - 2 = 12
4d6 - 1 ⇒ (5, 5, 1, 1) - 1 = 11
4d6 - 2 ⇒ (5, 2, 2, 6) - 2 = 13
Looks like a 25 point buy (?).
And for the Wild Talent:
3d8 ⇒ (4, 5, 4) = 13 Mind Thrust I
3d8 ⇒ (7, 1, 7) = 15 Object Reading
Food for thought.

Robert Henry |

crud, DM waz up? I keep looking at it and looking at it. I truly don't need to be in another game, but I really like 'Dark Sun'.
OK, the numbers I rolled were terrible! So I will go with a 25 pt buy. My character will be Iradyiel Madras elf slayer, who was sent by his family to open a new trade route. He will be ranged focused and sneaky. Will use the criminal trait to pick up disable device first level. Not sure how may locks or traps we will find on the Island but he will be ready for them when we do.
I will fill in the fiddly bits, you know fluff and crunch, tonight. I just wanted to put something up to get on Vrog Skyreaver list. Hey Vrog!
ok, Wild tallents:
option #1: 3d8 ⇒ (8, 7, 4) = 19 Quintessence
option #2: 3d8 ⇒ (8, 5, 7) = 20 Telekinetic Projectile
hhhmmmm, Quintessence would certainly fit with the stereotypical idea of an elven trader, however Telekinetic Projectile turns anything he can throw into a weapon, going to need to think about it a little.

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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
Hmm, would that work also for a dragon bloodline bloodrager going dragon disciple?
Although, dragons being evil defilers, that would somewhat set the campaign to the evil side (or major intra-party conflicts)
In any case, here's a submission for now. I might change it to crossblooded if the dragon way is a go.
Darksun
Mul bloodrager 1 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Advanced Class Guide 15)
N Medium humanoid (human, dwarf)
Init +7; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 15 (1d10+5)
Fort +5, Ref +3, Will +2
Defensive Abilities ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee bone earth breaker +6 (2d6+10/×3)
Melee obsidian longsword +6 (1d8+12/x3) (2-handed)
Special Attacks bloodrage (8 rounds/day)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 19, Int 11, Wis 12, Cha 11
Base Atk +1; CMB +6; CMD 12
Feats Alertness (bonus), Endurance (bonus), Power Attack
Traits Bred in the Pits (+1 init, +1 ref), Auspicious tattoo (+1 will)
Skills Acrobatics +4 (+4 to jump), Intimidate +4, Perception +7, Sense Motive +3, Survival +5
Languages Common
SQ fast movement, spell catalyst
Other Gear lamellar cuirass torso piece, scale arm piece, studded leather leg piece, bone earth breaker[UE], 50 gp
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Special Abilities
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Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Dwarf Blood: Muls count as both dwarves and humans for any effect related to race.
Endless Stamina: Athasian muls add a +4 racial bonus to Constitution checks and Fortitude saves to avoid
fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot
or cold environments. Additionally, muls gain Endurance as a bonus feat at 1st level.
Ferocity: If the hit points of a mul fall below 0, but it is not yet dead, it can continue to fight. If it does, it is
staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its
Constitution score.
Mul Resilience: Muls gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming
nauseated or sickened. Furthermore, they regain hit points at twice the normal rate while resting.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.
Wild talent: 3d8 ⇒ (6, 3, 1) = 10 Detect Psychic Significance
Wild talent: 3d8 ⇒ (5, 4, 4) = 13 Mind Thrust I
Background to follow

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Drow + Dark Sun from a flavor standpoint doesn't compute in my mind. Care to expand a bit on how are you making that work DM?
Mostly is just like a subtype. Like the difference between a human culture. Drow aren't typically evil, they are just like any other elf, mostly because their culture never diverged greatly from that of other elves.
What separates them is that they have that spell resistance and ability to see in the dark. This is because they did indeed move underground - not because they where driven there but because they figured it's better than the scorching sun.
They are just as evil as any other elf, but most races can't really tell the difference.

Arknight |

Interested....
4d6 - 1 ⇒ (5, 1, 5, 4) - 1 = 14
4d6 - 1 ⇒ (3, 1, 1, 4) - 1 = 8
4d6 - 2 ⇒ (5, 2, 6, 2) - 2 = 13
4d6 - 1 ⇒ (4, 6, 4, 2) - 1 = 15
4d6 - 1 ⇒ (2, 5, 6, 1) - 1 = 13
4d6 - 1 ⇒ (6, 3, 1, 2) - 1 = 11
I can work with that. :)
Wild talent: 3d8 ⇒ (6, 8, 4) = 18 - Psychic Reading
Wild talent: 3d8 ⇒ (8, 3, 2) = 13 - Mind Thrust I
Interesting......

Philo Pharynx |

Euh. Here's a dumb question about racial benefits to class: how do you account for a +1/4 bonus? Is that +1 at 4th level, and +2 at 8th level? Is there usually a minimum?
You take them for four levels and at the fourth, you get the bonus. It's worth it for some of the bonuses, and really stupid for others.

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Born in the breeding pens of Urik's arena, from a forced coupling of a dwarven father and human mother. Thrixus was exactly what the slavemasters wanted, a perfect specimen gladiator fights - combining the best features of both parent races. As soon as the young mul was old enought to walk, he was given a practice sword and put into gladiatorial training. Thrixus grew up just as promising as the slavemasters had hoped for, and the boy was sold many times for a big pile of ceramic pieces before he had even had his first fight. Just the promise of great fame made the school owners outbid each other. And then, one day, Thrixus was put into the ring for his first fight.
As his opponent closed, and he sensed the real danger, Thrixus just blacked out. A moment later, he snapped awake, his opponent butchered before him. The mul was told afterwards, that he just cried out in frenzy, leaped forwards and cut the other in half with one blow. The audience was ecstatic at first, but as the same was happening fight after fight, they started to grow bored. Thrixus won each fight, of course. But each time the black rage overpowered him, and the fight was almost immediately over. Each opponent dead in most brutal ways, whether or not the fight was to the death.
So Thrixus' value started to decrease, and the current owner was desparate to sell him. Already famous in Urik, he had to be taken elsewhere where unsuspecting buyers would be still willing to pay good money of him. But one the way to Raam, one of the caravan guards decided to have a little fun with his whip, igniting Thrixus' rage. Power by the terrible rage, the mul broke off from his restrains and killed the first guard with his bare hands. Then, armed with the guard's weapons, Thrixus had killed several guards before the rest even realized what was going on. The other slaves realized their chance for escape, and joined the fight, forcing the remaining guards to flee.
And from there, free for the first time in his life, Thrixus walked away from his previous life. Bearing the tattoos of a slave, he would not find solace in the cities. So he must travel the wild. Some of the other slaves mentioned about new land beyond the Sea of Silt, a promised land. So that is where he must go, steal a ship if he must.
Like all muls, Thrixus is broad- shouldered and wide, with almost no body fat. And just like the others, he has no facial hair, but has slightly pointed ears. But even for a mul, Thrixus is extravagantly large, standing at seven feet tall. All over his muscular body are tattoos describing his former owners - which he tries to hide as best as he can.

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For those of you who want to know, you can find things like Obsidian Longsword. The stone is so plentiful in some areas that the large crystals can easily be carved into weapons. So the rules for Obsidian are tweaked a bit. You can't make complex weapons or two handed blades from it though. No greatswords or scimitar. However bronze does exist and can be made into weapons. And at half cost despite it's rarity. Infact I'll be replacing alot of the masterwork items you normally would find with either brass or Iron versions.(more likely brass)
But you can also make Obsidian two handed hafted weapons, like axes and orc double axes. Infact the world even has special names for those weapons.
But besides the point, I am keeping the bone weapon damage reduction (-2 damage if made of bone). Because bone may be hard but it's light