# Tales of a Dying World: Dragoncat's AD&D DARK SUN Campaign Game Master Dragoncat

An AD&D 2nd Edition campaign set in the dying world of Athas!

Current Date: Day 2, Year of Priest's Defiance, 170th King's Age

The Captain's Map

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Okay, if we're using the Wild Sciences/Wild Devotions tables from pg. 20-21 of The Complete Psionics Handbook:
Science: 1d100 ⇒ 40 Life-Draining
Devotion: 1d100 ⇒ 85 1 Psychoportive Devotion of choice

Char #2:
Score: 4d4 + 4 ⇒ (2, 4, 4, 3) + 4 = 17
Score: 4d4 + 4 ⇒ (3, 3, 4, 3) + 4 = 17
Score: 4d4 + 4 ⇒ (2, 4, 1, 3) + 4 = 14
Score: 4d4 + 4 ⇒ (4, 2, 3, 1) + 4 = 14
Score: 4d4 + 4 ⇒ (1, 1, 1, 1) + 4 = 8
Score: 4d4 + 4 ⇒ (2, 1, 2, 2) + 4 = 11

Science: 1d100 ⇒ 23 Project Force
Devotion: 1d100 ⇒ 78 1 Telepathic Devotion of choice

Char #3:
Score: 4d4 + 4 ⇒ (3, 1, 2, 4) + 4 = 14
Score: 4d4 + 4 ⇒ (2, 2, 2, 3) + 4 = 13
Score: 4d4 + 4 ⇒ (3, 3, 3, 4) + 4 = 17
Score: 4d4 + 4 ⇒ (2, 3, 3, 4) + 4 = 16
Score: 4d4 + 4 ⇒ (2, 4, 2, 3) + 4 = 15
Score: 4d4 + 4 ⇒ (1, 2, 3, 4) + 4 = 14

Science: 1d100 ⇒ 90 1 of any Science OR Devotion of choice
Devotion: 1d100 ⇒ 6 Hear Light

Char #4:
Score: 4d4 + 4 ⇒ (2, 4, 2, 4) + 4 = 16
Score: 4d4 + 4 ⇒ (1, 3, 4, 4) + 4 = 16
Score: 4d4 + 4 ⇒ (1, 3, 1, 4) + 4 = 13
Score: 4d4 + 4 ⇒ (2, 4, 4, 4) + 4 = 18
Score: 4d4 + 4 ⇒ (2, 3, 3, 3) + 4 = 15
Score: 4d4 + 4 ⇒ (3, 4, 4, 2) + 4 = 17

Science: 1d100 ⇒ 72 Probability Travel
Devotion: 1d100 ⇒ 64 Mind Bar

@I'm Hiding In Your Closet: Psionicist kits from any DARK SUN setting sourcebook are permitted.

I don't have my Bard's Handbook with me at the moment, so I can't yet comment on what kits would be available for use.

For Wizard kits, you may use any kit from Defilers & Preservers: The Wizards of Athas, except for ones that deal with the Cerulean Storm or the Free Wizard kit.

Also, I'm pretty sure you're only supposed to roll one wild talent per character, unless your rolls result in you gaining multiple powers.

Mentioning those two kits makes me realize...when will the game be set? It doesn't really matter overly much beyond knowing what sort of gossip and rumors are flying through the slave population. Khar would be totally ignorant of current events, but any of my tree alts would have been able to hear about Tyr, for example.

I'm planning on setting the game a little bit before Kalak's death, and ideally diverging from the Prism Pentad.

Dragoncat wrote:
Also, I'm pretty sure you're only supposed to roll one wild talent per character, unless your rolls result in you gaining multiple powers.

Dragoncat has the right of it. If you're using Complete Psionics you only get to roll on the science table if you roll 91-100 for your wild devotion and you only get a science and a devotion if you roll 100. Prerequisites notwithstanding.

I recommend using the Will and the Way because it had important errata that you'll need to be familiar with in any case. Plus the percentages are better for multiple powers and you have access to the powers presented in that book.

Dragoncat wrote:

@I'm Hiding In Your Closet: Psionicist kits from any DARK SUN setting sourcebook are permitted.

I don't have my Bard's Handbook with me at the moment, so I can't yet comment on what kits would be available for use.

For Wizard kits, you may use any kit from Defilers & Preservers: The Wizards of Athas, except for ones that deal with the Cerulean Storm or the Free Wizard kit.

Also, I'm pretty sure you're only supposed to roll one wild talent per character, unless your rolls result in you gaining multiple powers.

The City-State of Tyr has a suggestion list about how to deal with various kits, and largely recommends that the kits in the Complete Bard are not really suitable for Athas.

I can probably get a snip of the tables and make it available when I get off work later, or just refer to those tables and check those rolls against it (even easier, lol).

@mishima, the way our characters are turning out there should be some tension between ours. Novyn is evil, Icky is good, Icky is ranger racist against elves, etc. Obviously there won't be any PvP but foresee some choice words. Just making sure we're on the same page beforehand.

Hehe, no worries...and thanks for the heads up, will have to find something more clever than 'bug-brain'.

Still working on the third character - there poor rolls and the system's requirements for classes and kits are blocking a lot of ideas - but there's a brief bit about the others here, and Crow's complete sheet.

Crow:

Crow Irontouched

Good (Neutral)
Initiative; +3

--------------------
Defense
--------------------

Armour Class 9
10 -1(Dex)
hp 69 HP
Vs Paralysis, Poison & Death Magic 13
Rod,Staff or Wand 15
Petrification & Polymorph 14
Breath Weapon 16
Spell 16

--------------------
Offence
--------------------

THAC0 18
Melee
[b[Ranged[/b]

--------------------
Statistics
--------------------

Str 19 (+3 to Hit - +7 Damage - Max Weight 485 - Bend Bars 50%)
Dex 15 (Defense -1)
Con 17 (Bonus HP +3 - System Shock 97% - Res Survival 98%)
Int 8
Wis 8
Cha 12 (Max Number of Henchman - 5)

--------------------
Proficiency
--------------------

Weapons Known All
Slots 5 (4 used)
Weapon Specialization
Two-Handed Sword (+1 to hit, +2 Damage)
Punching (+1 to hit, +1 damage, + or -1 on Punching Table).

Non-Weapon Proficiency
Slots 4
Blind Fight (2 slots) - Take only -2 when fighting in darkness, or -1 in starlight, halves movement penalties and -2 when fighting invisible enemies.
Armour Optimization (Dex) (1 slot) - On a successful check at the start of combat get -1 to armour. Save is Dex -2
Heat Protection (int) (1 Slot) - On a successful check the character needs only half as much water.

Languages Common

--------------------
Psionics
--------------------

Power Score - Con -2
PSP Cost - 5
Effect - Heal any non-magical diseases. On the roll of a 1 it succeeds but costs twice as many PSP. Each round thereafter it can be maintained to heal 1 hp per 5 PSP spent (max 20 PSP).
If the Power Score is reached it heals all disease or 10hp.
Power Points 33

Appearance:
Named for the gleaming, black eyes of a Crow, Crow is not a pretty person. Perhaps with his genetics that’s not a shock, but he is also not a completely hideous creature. His features are a little too strong - a heavy brow, a large and slightly crooked nose, a jutting chin - but Crow does not look like he’s about to try and eat your family, either. His dark eyes glisten with humour but little in the way of wits.

Crow himself is a massive mound of a man, towering over most humanoids at well in excess of eleven feet tall. His shoulders are massively broad and his arms and legs are thick with huge muscles. Despite his massive height his pure bulk gives him an appearance of being nearly squat.

Although he has a preference for his tailor to be a blacksmith, when not wearing armour Crow dresses in looser fitting garments that often display his impressive physique. His voice is deep and rich, surprisingly pleasant and smooth for one so massive, and he tends to smell much like any many who wears armour in the desert - a desperate scent of soap losing a battle against sweat, blood and grime.

Personality:
There are some who oppose slavery, fight against the loss of freedom and the lack of choices. Crow has never been one of those people. Created a slave gladiator, as with most Half-Giants, blessed with the prodigious strength and immense durability of his kind, and with the intellectual gifts as well.

Crow wanted for nothing. Part of this is simply because he was good at what he did, learning and mastering weapons and fighting in bouts without complaint or hate. Part of it was simply that it never occurred to him that he could have more. He understood, in a loose sort of way, that strong people could take from the weak. It just never occurred to him that he was especially powerful.

Equally, it has never occured to Crow to hold a grudge or be vindictive. What happens in a bout, happens. He wins mostly, sometimes he looses, and either way he ends up bleeding a bit. For the most part, people find him decent company, if not always quick on the uptake.

Occasionally, Crow reveals a surprisingly deep insight or thought. There are hints that there is a brain there, if a very underdeveloped one that takes a long time to reach an answer. Mostly, Crow is unassertive, preferring others

Backstory:
A slave, born and bred for the entertainment and amusement of one Champion or another, Crow has never been one for deep thought about his position. He was a slave, after all. Questioning wasn’t his job. Growing was his job, and he was good at it. Some other Half-Giants are more massive, but not many, and even fewer are as wide in the shoulder. Crow was oddly resilient to diseases, and healed very fast. This meant he lost little time, and the many wasting diseases didn’t touch him.

One he was big enough, his task was to train with weapons. And he was once more very good at it, especially at using his bare fists and some truly massive swords. But anything that he could grasp in his bulky fist could usually be put to an effective use, main strength and quick reflexes making up for lack of technique.

And then it was his task to fight. Having learned the weapons, Crow put them to good use. As with most of his kind he was strong, and he was tough, and others often found it difficult to strike a blow that would stop him. The same was often not true. And, occasionally, his wounds would heal if given a breathing space. As a result he was able to win a lot more often than he lost.

Now, it has been Crow’s task to fetch a fine price. Crow doesn’t really understand what this entails, but that’s fine. Someone will explain what he needs to do. Eventually. For now he can travel with the rest of the slaves, and see the wastes.

Tree 1 - Opi, Halfling Tribal Psionicist:

A captured slave after her Tribe was wiped out, kept because of her Psionic gifts in Psychometabolism.

--------------------
Statistics
--------------------

Str 11 (+0 to Hit - +7 Damage - Max Weight 40 - Bend Bars 2%)
Dex 20 (+3 Reaction - +3 Missle - -4 Def)
Con 18 (Bonus HP +2 - System Shock 99% - Res Survival 100%)
Int 13 (3 languages)
Wis 17 (+3 Magic)
Cha 18 (Max Number of Henchman - 15 - +8 Loyalty - +7 Reaction Adjustment)

Tree 2 -Maust - Mul Wanderer Water Priest:

When one has seen the price people pay when they have not water, then its true power becomes obvious. Maust has seen what water’s gift - and its lack - can do even to the great, and dedicated himself to it.

--------------------
Statistics
--------------------

Str 16 (+0 to Hit - +1 Damage - Max Weight 195 - Bend Bars 10%)
Dex 12
Con 12 (Bonus HP +0 - System Shock 80% - Res Survival 85%)
Int 10 (2 languages)
Wis 15 (+2 Magic - Bonus Spells 1st, 2nd)
Cha 10 (Max Number of Henchman - 4)

Well, I managed to roll some pretty cool Sciences up there! Not knowing any better, I was copying what Delmoth did.

Ick-tk-chk-ka wrote:
I recommend using the Will and the Way because it had important errata that you'll need to be familiar with in any case. Plus the percentages are better for multiple powers and you have access to the powers presented in that book.

Is that the one that comes with the boxed set?

It's a separate supplement. Unlike complete psionics when rolling on the Will and the Way tables you roll for the discipline first then for the power so it's still two d100 rolls.

4d4 + 4 ⇒ (2, 3, 2, 3) + 4 = 14
4d4 + 4 ⇒ (2, 1, 2, 1) + 4 = 10
4d4 + 4 ⇒ (3, 1, 4, 2) + 4 = 14
4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17
4d4 + 4 ⇒ (4, 4, 3, 2) + 4 = 17
4d4 + 4 ⇒ (3, 3, 2, 4) + 4 = 16
str table if I choose a strength boosting race: 1d100 ⇒ 7
1d100 ⇒ 76 I don't have the will and the ways, the complete Psionic table gives me truthear (prerequisites contact, mindlink)
1d100 ⇒ 75 but google does and this gives me sight link (prerequisites contact, mindlink, oddly similar)
Oh cool, I've not played 2e in years and I've not played dark sun ever
This will be a first for me
After dusting off my old hardcovers I've been playing around with things for a bit I have two character builds in mind
One is a charming trickster with a bit of magic and a hidden blade up his sleeve elf bard (blade) maybe multiclassing with gladiator or psion
The other is a more of a Psionic hulk with gladiator/psion

Since I can't seem to find the books that the mull, dray and half giants were printed in I'll work on the elven bard Cale'Anon Vaty first

Stats rough draft:

Str 14 (weight allowance 55, max press 170, open doors 8 bend bars lift gates 7%)
Dex 18 (reaction +2 missile attack +2 defense -4)
Con 9 (system shock 65% resurrection survival 70%)
Int 14 (4 bonus languages/proficiencies)
Wis 16 (magical defense +2 (handy on a world where everyone is Psionic))

Prime requisites dex/cha +10% bard exp wisdom +10% psion exp (still not certain I'm taking psion)

I might swap str and con, malnutrition during childhood is probably the explanation for whichever dump stat happens

Rogue percentiles
Climb walls 50%
Detect noise 30%
Pick pockets 50%
Open locks 15%
Find/remove traps 10%
Move silently 15%

Weapon proficiencies 2 (gain more every 4 levels) Longbow, 1 other appropriate to the setting. Short sword placeholder
Non weapon proficiencies 8 (gain more every three levels)
survival, appraising, spellcraft, dancing, blind fighting, animal handling, healing

Spells known? Hm tricky. Got it narrowed down to mage armor, shield and/or maybe mount,

Mul and half-giant are in the campaign Setting, Dray came from "City by the Silt Sea". Percentile isn't used for Str, but warrior sub classes gain a 1d4 bonus after racial modifiers to strength and use the chart from the DSCS.

For people's convenience, roll on table I and then on the table indicated. * means there's a pre-req that you get as well. Some powers are in a third book I don't remember off hand.

Will and the Way Wild Talent tables:
Table I: Wild Disciplines
Roll Discipline Table
01-16 Clairsentience II
17-35 Psychokinesis III
36-61 Psychometabolism IV
62-70 Psychoportation V
71-94 Telepathy VI
95-00 Sciences VII

Table II: Clairsentience
Roll Wild Devotion
01-07 All-Round Vision
12-17 Combat Mind
18-25 Danger Sense
26-28 Environment
29-34 Feel Moisture
35 Feel Sound
36 Feel Light
37 Hear Light
37-44 Know Course
44-48 Know Location
49-56 Know Direction
57-60 Poison Sense
65 See Magic
66-68 See Sound
69-70 See Ethereal
71-76 Sensitivity to Observation*
77-78 Spirit Sense
79-81 Watcher's Ward
82-87 Weather Prediction*
88-90 Choose from above
91-94 Roll twice on this table1
95-98 Roll again2
99-00 Roll again3
1 Ignore another result of 88 or better.
2 Roll one power on this table, and then roll a second wild talent from Table I again. Ignore rolls of 88 or better.
3 Roll one power on this table. Then roll on Table VII until a Clairsentient Science is indicated. Ignore additional rolls of 88 or better.

Table III: Psychokinesis
Roll Wild Devotion
01-04 Animate Object*
14-18 Ballistic Attack*
19-21 Compact
22-29 Concentrate Water*
30-33 Control Body*
34-39 Control Flames*
40-44 Control Sound
45-49 Control Light
50-52 Control Wind*
53-54 Cryokinesis
55-57 Deflect*
58-66 Levitation*
67-69 Magnetize
70-71 Molecular Bonding
72-76 Molecular Agitation
77-80 Return Flight
81-85 Soften
86-87 Static Discharge*
88-90 Choose from above
91-94 Roll twice on this table1
95-98 Roll again2
99-00 Roll again3
1 Ignore another result of 88 or better.
2 Roll one power on this table, and then roll a second wild talent from Table I again. Ignore rolls of 88 or better.
3 Roll one power on this table. Then roll on Table VII until
a Psychokinetic Science is indicated. Ignore additional rolls of 88 or better.

Table IV: Psychometabolism
Roll Wild Devotion
01-05 Absorb Disease
06-07 Accelerate
10 Aging
11-14 Biofeedback
15-16 Body Control
17 Body Weaponry
18-22 Body Equilibrium
23 Carapace
24-28 Catfall
29-30 Cause Decay
31 Cause Sleep
40-41 Chameleon Power
42-43 Chemical Simulation
44-46 Displacement
47 Double Pain
48-49 Ectoplasmic Form
50-55 Enhanced Strength
56 Expansion
57-61 ResYi Armor
62-65 Graft Weapon
66-69 Heightened Senses
70 Immovability
71-75 Lend Health
76-77 Mind Over Body
78 Pheromone Discharge
79-80 Photosynthesis
81 Reduction
82-84 Share Strength
85-86 Spider Touch
87 Suspend Animation
88-90 Choose from above
91-94 Roll twice on this table1
95-98 Roll again2
99-00 Roll again3
1 Ignore another result of 88 or better.
2 Roll one power on this table, and then roll a second wild talent from Table I again. Ignore rolls of 88 or better.
3 Roll one power on this table. Then roll on Table VII until a Psychometabolic Science is indicated. Ignore additional rolls of 88 or better.

Table V: Psychoportation
Roll Wild Devotion
01 05 Astral Projection
19-26 Dimension Walk
27-37 Dimensional Door
38-40 Dream Travel
41-44 Duo-Dimension
45-49 Ethereal Traveler
50-57 Phase
58-59 Phase Object*
60-63 Pocket Dimension
70-71 Spatial Distortion
72-73 Teleport Lock*
74-77 Teleport Object*
78-81 Time Shift*
82 Time Duplicate*
83-87 Time/Space Anchor
88-90 Choose from above
91-94 Roll twice on this table1
95-98 Roll again2
99-00 Roll again3
1 Ignore another result of 88 or better.
2 Roll one power on this table, and then roll a second wild talent from Table I again. Ignore rolls of 88 or better.
3 Roll one power on this table. Then roll on Table VII until a Psychoportive Science is indicated. Ignore rolls of 88 or better.

Table VI: Telepathy
Roll Wild Devotion
01-07 Acceptance
08 Amnesia*
09 Attraction*
10 Aversion*
11 Awe*
12-16 Conceal Thoughts
17-18 Daydream*
19-24 Empathy*
25-29 ESP*
30 False Sensory Input*
31-32 Identity Penetration*
34-36 Incarnation Awareness
37-38 Inflict Pain*
39 Invincible Foes*
40-43 Invisibility*
44-47 Life Detection
48-51 Mind Bar
52-59 Mind Blank
60 Phobia Amplification*
61 Post-Hypnotic Suggestion*
62-64 Psychic Messenger
65 Psychic Impersonation*
66 Repugnance*
67-70 Send Thoughts*
71 Sensory Suppression*
79-83 Suppress Fear
84 Synaptic Static*
86 Telempathic Projection*
87 Truthear*
88-90 Choose from above
91 -94 Roll twice on this table1
95-98 Roll again2
99-00 Roll again3
1 Ignore another result of 88 or better.
2 Roll one power on this table, and then roll a second wild talent from Table I again. Ignore rolls of 88 or better.
3 Roll one power on this table. Then roll on Table VII until a Telepathic Science is indicated. Ignore rolls of 88 or better.

Table VII: Sciences
Roll Wild Science
Clairsentient Sciences
01-02 Aura Sight
03-06 Clairaudience
07-10 Clairvoyance
11-14 Detection
16-17 Recognition
18-19 Sensitivity to Psychic Impressions
20 Choose from above
Psychokinetic Sciences
21-22 Detonate*
23-24 Disintegrate*
25-26 Kinetic Control
27 Molecular Rearrangement*
28-29 Project Force*
30-34 Telekinesis
35 Telekinetic Flight*
36 Telekinetic Barrier*
37 Choose from above
Psychometabolic Sciences
38-42 Animal Affinity
43-44 Complete Healing
45 Death Field
46 Energy Containment
47 Life Draining
48-49 Metamorphosis
50 Nerve Manipulation*
51 Poison Simulation*
52 Regenerate*
56 Choose from above
Psychoportive Sciences
57-58 Banishment*
59-62 Probability Travel
63 Summon Planar Creature*
64-69 Teleport
70-71 Teleport Other*
72 Time Travel*
73 Wormhole*
74 Choose from above
Telepathic Sciences
75-77 Domination*
78-84 Ejection
86 Hallucination*
87 Mass Domination
93 Mindwipe*
94 Probe*
95 Superior Invisibility*
96 Switch Personality*
97 Choose from above
98-99 Roll again1
00 Roll twice on this table2
1 Roll one power on this table, and then roll a wild talent starting from Table I again. Ignore additional rolls on this table of 98 or better.
2 Ignore another result of 98 or better.

The third book you mentioned would be the Dragon Kings sourcebook.

dickie wrote:
Mul and half-giant are in the campaign Setting, Dray came from "City by the Silt Sea". Percentile isn't used for Str, but warrior sub classes gain a 1d4 bonus after racial modifiers to strength and use the chart from the DSCS.

I skimmed city by the silt sea and only was able to find the dray history, not their abilities. but where does the d4 come in?

wait could that boost my strength all the way to 25 potentially?
that's hilarious

Where can I find The Will and the Way?

Now I (based on what was said above) roll on the Wild Sciences table, right?:
Science!: 1d100 ⇒ 99 WOO-HOO!

SCIENCE!: 1d100 ⇒ 44 Complete Healing
+
Table I roll: 1d100 ⇒ 22
Psychokinetic Devotion: 1d100 ⇒ 18 Ballistic Attack

Char #2:
Science!: 1d100 ⇒ 99 !!!

SCIENCE!: 1d100 ⇒ 44 Complete Healing
+
Table I roll: 1d100 ⇒ 39
Psychometabolic Devotion: 1d100 ⇒ 36 Cell Adjustment

Char #3:
Science!: 1d100 ⇒ 76 Domination

Char #4:
Science!: 1d100 ⇒ 27 Molecular Rearrangement

Not too shabby!

and I thought I'd have a lot of power points
nice

RPGnow/DrivethruRPG has the official pdfs

@Lord Foul: IIRC, the full Dray info was on the player aid cards from the boxed set.

The 1d4 is actually going to require clarification. I can't find the rule in the original Dark Sun Campaign Setting (DSCS), it is on page 23 of The Age of Heroes book in the revised DSCS. So I don't know if it is actually "in-play" since I know Dragoncat had mentioned the original in regards to races available.

No, the 1d4 boost is not in play. Pretty much everything is going to be using the original boxed set rules.

Hmm...so does that mean original trader class rules from Dune Trader over revised? Far more multiclass options in the original.

I have never played it but am interested in getting into a game. Is i worth my while to give it a shot to make a character, OR do you have enough that it would be a waste of time for a someone new to that specific system? I am 100% ok with either answer.

The.Squirrel.Ninja wrote:
I have never played it but am interested in getting into a game. Is i worth my while to give it a shot to make a character, OR do you have enough that it would be a waste of time for a someone new to that specific system? I am 100% ok with either answer.

You would be the 8 or 9th applicant which I'm guessing means we have more than enough players. However it's much better odds than the last two games I applied for, like 30+ applications. If it's worth your time, that I can't answer. But the setting in my opinion is worth suffering through AD&D.

Uh two questions, forgive me if these have already been answered or could be answered if I had the right book, but how do wild talents interact with the psion class?
Also as a multiclass character I would go Bard (blade kit) 2/psion 1 yes? Or 2/2 since lower levels have less xp? I don't know which is considered "3rd level equivalent"

Regarding psionicists and wild talents: Psionicists don't roll for wild talents--unless you picked the 'Tribal Psionicist' kit from The Will and the Way.

And regarding multiclass characters:

DARK SUN Original Boxed Set Player's Handbook wrote:
Player characters who are multi-classed start adventuring in the campaign at different levels. The character begins with just enough experience points to be 2nd level in his most expensive class.

So if you wanted to start as a multiclassed bard/psionicist, you'd start with enough XP to start at 2nd level in both classes. Were you to start as a rogue/preserver, you'd start as a level 3 rogue (bard/thief/trader)/level 2 preserver because the minimum XP amount for a 2nd level preserver is 2500--which is also the same amount required to reach level 3 in a Rogue class.

Oh neat, I'm glad to have an answer on the multiclass thing
The lack of wild talent for psionicist is a bit annoying but I'll live. I'll have to take a look at the kits for psion

Ok hammered out some details at work

stats for Cale'Anon Vaty, NG Bard (blade)/psion (mercenary) level 2/2:

Str 10
Dex 18 (reaction +2 missile attack +2 defense -4)
Con 14 (system shock 88 resurrection survival 92
Int 14 (4 bonus languages/proficiencies)
Wis 16 (magical defense +2 (handy on a world where everyone is Psionic))
Prime requisites dex/cha +10% bard exp wisdom +10% psion exp

Offense
Thaco 20 (19 at next level)
(+1 to hit/damage with weapon of choice, +1 to hit with bows, long sword and short sword, +2 with missile attacks)

Weapon proficiencies (gain more every 4 levels) Longbow, 1 other appropriate to the setting.
Bonus proficiency: shortsword
At least half of a Blade's weapon proficiency slots must be selected from the following: sword (any), dagger, knife. Blades are also limited to expending but one slot on a purely missile weapon (one that cannot be used in melee combat). This does not include such weapons as spears or hand axes, which can be thrown or used in melee.

Weapons Display: For this ability to have an effect, the Blade must whirl a non-missile weapon about his body. The observer must be close enough to the Blade to see the display (e.g., a darkness spell negates the effect). The display has no effect upon those already engaged in close combat, as they are too busy to pay attention to the show. Also, Weapons Display works only on those of Low (5) or better Intelligence, who can either use weapons or have seen them used. (It is impossible to impress green slime by twirling a dagger in your fingers.) Likewise, a highly intelligent creature that has never seen a weapon used will also be unintimidated by the Blade's display.
By whirling a melee or hurled weapon about, a Blade can affect the morale and courage of others. Such a display of skill, precision, and deadly grace lowers opponents' morale by 2 (but it does not require an immediate morale check) and inspires allies, giving a +1 bonus to allies' attack rolls.
The display must occur for a full round without interruption. During this time, any successful attack upon the Blade, or failed saving throw by the Blade, disrupts the display.
Weapons Display may be used only once per encounter; the display lasts for one round per level of the Blade.
This ability requires a lot of room; it cannot be done in a narrow corridor. Specifically, the Blade must be able to stand with his arms extended while holding out the weapon and be able to move his arms in all directions without contacting any obstructions.
Handle Weapon: Blades train and perform with weapons in both hands. Although all rogues are allowed to attack with two weapons (see Chapter 9 of the PHB), Blades suffer no penalty to their main weapon and only a -2 penalty to the attack roll with their secondary weapon.
Blades are considered to be ambidextrous. They can shoot a bow equally well with either their left or right hand, they can wield a sword in either hand, and they can throw daggers with either hand-all with no penalties.
When a Blade tries to catch small weapons that are thrown at him, the attack roll (see the juggling proficiency) is made using the Blade's level as a bonus.
Trick Throw: Although this ability is called "trick throw," it functions the same for both missile weapons and hurled weapons. Trick throw enables a Blade to perform called shots (as per Chapter 9 in the DMG). The usual -4 attack roll penalty is lessened by 1 for every five experience levels of the Blade (round fractions up). Thus 1st- through 5th-level Blades suffer only a -3 penalty, 6th- through 10th-level Blades suffer only a -2 penalty, and so on.
Because Blades throw weapons blindfolded, they extend the blind-fighting proficiency to include hurled weapons and missile weapons (to a maximum range of 30 feet).

Defense
AC 6
Magic resistance 90% vs charm and sleep
Hp 24
+2 on all saves vs enchantment spells

Utility
Rogue percentiles
Climb walls 50%
Detect noise 30%
Pick pockets 50%
Open locks 15%
Find/remove traps 10%
Move silently 15%
Identify magic item 10%

Non weapon proficiencies (gain more every three levels)
survival, appraising, spellcraft, dancing, animal handling, healing, singing, endurance
Bonus nwp Reading/Writing (native tongue), Local History, Blind-fighting, Juggling, land based riding, direction sense.

An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of elves or halflings (also not in metal armor), or 90 feet or more away from his party (the group of characters he is with) to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.
Elven infravision enables them to see up to 60 feet in darkness.
Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.

The bard can also influence reactions of groups of NPCs. When performing before a group that is not attacking (and not intending to attack in just seconds), the bard can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the bard (round fractions down). If the saving throw fails, the group's reaction can be shifted one level (see the Reactions section in the DMG), toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the bard can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting before the battle begins. This affects those within a range of 10 feet per experience level of the bard.
The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be reinspired by the bard's words. A troop of soldiers, inspired by Cwell, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue. Cwell, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit.
Bards are also able to counter the effects of songs and poetry used as magical attacks. Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song (or recites a poem, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if he is struck or fails a saving throw, his effort is ruined. Success is checked by having the bard make a saving throw vs. spell. Success blocks the attack, failure means the attack has its normal effect (everyone affected rolls saving throws, normal damage is inflicted, etc.). The bard can use this ability once per encounter or battle. This power does not affect verbal spell components or command words; it is effective against spells that involve explanations, commands, or suggestions

Spells known: mage armor, shield, mount (it said 2-4 I went with 3 of this is ok)
Spells per day 2

Disciplines known: psychoportation, clariescence
Sciences known: clairvoyance
Devotions known 5: see magic, duodimension, dimensional blade, know direction, danger sense.
Max power points 33

Weaknesses: -1 power point per level, "Unlike many other bards, Blades do not gain the 10th-level ability to use all forms of written magical items. Blades study weapons, not scrolls, maps, and books."

backstory rough draft/outline:

Young Cale'anon, began his life working as an entertainer for a traveling circus circus, throwing daggers as trick shots, singing, dancing and helping to manage the animals. He had a relatively quiet life before one of the mercenary psions that guarded the caravan noticed he had potential. He took the young man (roughly 50 at the time) under his wing to teach him a few things and tell him stories of life as an adventurer. This sparked Cale's sense of wanderlust. He wanted to see new sights and participate in the tales of daring and adventure. Sadly the lands of the dark sun don't take kindly to a wide eyed idealist trying to right wrongs with only his mind and his blade to back him up, and after an attempt to free a group of slaves resulted in his own capture, he was used to replace those men he was able to free.

notes:

It was a tough choice between sensi and mercenary, and I might change my mind between now and the start time later

I think I'll withdraw my submission here and let others get a chance. My other games are keeping me pretty busy.

Alrighty then.

Lord Foul: Normally, elves aren't allowed to be bards. That class is restricted to humans and half-elves.

Dragoncat wrote:
Regarding psionicists and wild talents: Psionicists don't roll for wild talents--unless you picked the 'Tribal Psionicist' kit from The Will and the Way.

I thought we were house ruling that but I'll switch over to the tribal psionicist when I get a moment. It's probably worth it to get contact, mindlink, and more PSPs up front over free defense modes down the line.

Yeah my bad, though amusing coincidence I was going to have to switch some things around anyway because I finally got my hands on the book and saw that athas bards don't get spellcasting and instead they make poison which doesn't interest me
So I need to decide whether to swap bard for thief or priest or preserver or warrior leaning on preserver because if my math is right that would let me have psion 3/preserver 2
Maybe war mage or bladesinger kits from the complete book of elves

Lord Foul II wrote:

Yeah my bad, though amusing coincidence I was going to have to switch some things around anyway because I finally got my hands on the book and saw that athas bards don't get spellcasting and instead they make poison which doesn't interest me

So I need to decide whether to swap bard for thief or priest or preserver or warrior leaning on preserver because if my math is right that would let me have psion 3/preserver 2
Maybe war mage or bladesinger kits from the complete book of elves

Preserver 2 takes 2,500 xp; psionicist 3 is 4,400. You'd be preserver 2/psionicist 2 with 2,500 xp in each class.

Athasian elves don't have the culture of bladesinging; they have their own kits in the Elves of Athas sourcebook.

cale'anon vaty stats version 3. NG elf Psion (mercenary) 2/preserver mage (arena mage) 2:

Str 10
Dex 19 (reaction +3 missile attack +3 defense -4 movement +6 squares/30ft)
Con 13 (system shock 88 resurrection survival 92)
Int 17 (6 bonus languages/proficiencies 75% chance to learn a spell)
Wis 16 (magical defense +2 (handy on a world where everyone is Psionic))
Cha 14 (reaction adjustment +2) l
Prime requisites int +10% preserver exp wisdom +10% psion exp

Offense
Thaco 20 (19 at next level)
(+1 to hit/damage with weapon of choice, +1 to hit with bows, long sword and short sword, +3 with missile attacks)

Weapon proficiencies (gain more every 4 levels) Longbow, quarterstaff
Bonus proficiency: short sword

Utility/other

Non weapon proficiencies (gain more every three levels)
survival, haggling, spell craft, dancing, ancient history, find water, singing, Psionic lore, somatic concealment, path lore, reading/writing,spellweaving
Bonus nwp heraldry, direction sense, Psionic mimicry

Surprise Bonus. Because of their intimate ties with Athass wilderness and wastes, elves gain a surprise bonus over their opponents when in these areas. Alone or in the company of other elves, an elf can move with great stealth through the deserts and steppes of the Tyr region. Non-elves or mixed groups suffer a 4 penalty to their surprise rolls when approached by elves.
However, elves do not gain this surprise bonus against other elves, when they are in the company of non-elves, or when they are not in the appropriate terrain. This bonus reflects the fact that elves spend so much time learning the ways of the desert that they can blend into its natural flow.
 Infravision. Elvensight, or infravision, enables the desert runners to see up to 60 feet in darkness. This abil- ity, they believe, was developed during Coraanus race across the stars, although we know that elves of other worlds have elvensight as well. In addition, elves have extremely keen natural vision. They can see farther and with more clarity than a human or half-elf.
lected by a 2 penalty to their initial Constitution scores.
 Resistance to Heat and Cold. Athasian elves are
less affected by their worlds temperature extremes than are other races. For this reason, elves do not suffer as greatly from the heat of the day or the chill of the nightand thus they appear less weathered than mem- bers of other races. The sun still bakes their flesh dark, and the cold still causes them discomfort, but not to the same degree as humans, dwarves, and halflings.
Until the temperature climbs above 110°F or dips below 32°F, elves exhibit no undue stress. They lose no body water to sweat until the heat of the day surpasses their tolerance limit, and they do not need to protect themselves from the night cold until it drops below freez- ing (a rare but not unheard of occurrence in the Athasian wastes). This resistance does not, however, extend to mag- ical or supernatural heat or cold.
 Natural Swiftness. While elves have the same base movement rate as humans and half-elves (12), they do not move at the same speed as the shorter, bulkier races. This inbred swiftness is related to the elf run, which courses through elven systems (see below). In game terms, elves receive bonuses to their base movement rate according to their Dexterity scores. Dexterity determines how swift elves are in normal movement situations (walk- ing, in combat rounds, etc.), while Constitution deter- mines swiftness when elves are engaging in long periods of overland movement.

Disciplines known: psychoportation, clariescence (I plan to learn metapsionics and psychokinesis next, and telepathy Last if I ever understand how telepathic combat works)
Sciences known: clairvoyance
Devotions known 5: see magic, duodimension, dimensional blade, know direction, danger sense.
Max power points 33

backstory take two, taking into account new knowledge of the setting:
Young Cale'anon had always been a curious child, driven by an unending thirst for more knowledge . This was nourished by his clan, the sky singers, he was trained in history and rudimentary magics by his tribes mystics, and after some pleading, psionics from the mercenary psionics of the clan. But the more Cale learned, the stronger Cale's sense of wanderlust grew. He wanted to see new sights and participate in the tales of daring and adventure. Sadly the lands of the dark sun don't take kindly to a wide eyed idealist trying to right wrongs with only his mind and his blade to back him up, and after an attempt to free a group of slaves resulted in his own capture, he was used to replace those men he was able to free. Cale quickly learned to conceal his magical abilities in the arena, knowing that it could put a target on his head. He pretended that his magical powers were the result of telekinesis, a trick that was made easier by his knowledge of Psionic theory and his existing Psionic power. Even now he searches for an opportunity to escape from captivity, perhaps returning to the life of a merchant mystic, perhaps spring-boarding to greater adventure

summery of what Cale brings to the party:

For now, Cale is predominately a jack of all trades, able to preform decently as a frontline swordsman with duo-dimensional blade and a few abjurations if he needs to, or he can kite and distract enemies with his incredible speed and accuracy with ranged weapons but he lacks the stamina and much of the raw damage and AC of a real frontline fighter, what he really brings to the table is out of combat utility that will only grow with experience with clairvoyance and knowledge skills he has good information gathering abilities and he's got the basics covered for wilderness survival between his racial resistance to extreme climate and the three basic survival nwps he makes for a good navigator too so long as you don't need to deal with animals
Eventually once the whole quadratic wizardry comes around he'll also bring both incredibly destructive magics, Psionic item creation and all the arcane spells he can find that help restore the planet.... assuming he lives that long
He's also an energetic and optimistic soul with a penchant for Adventure!

Sorry for all the rewrites, I haven't played 2e since I was a teenager, I'm trying to quickly learn all I need to in order to be able to play
I'm getting really excited
Side note: I tried to post this a half hour ago about four times and it wouldn't go though, hopefully the other times I tried to post wont suddenly show up too
Edit: they did, about a half hour later than this and I deleted them. It's slow at work today

Today is the big day of the selection
It's exciting!

Side note: think I figured out the technical difficulties yesterday. Probably caused by the daylight savings time thing

Just to toss this out to help:

Official errata for the Complete Psionics Handbook

Ok, squeaking in just under the wire, using array #4 from back on the first page, I've repurposed an old profile from a dead game into the all-new Laurelin Kentades, human psionicist (beastmaster). A combination of telepathic and psychometabolic talents helps her to understand and control animals, and she has a wide range of useful survival skills thanks to the beastmaster's special background benefits.

Personality-wise, she's a bit naive, having grown up in the scrublands outside of Tyr and rarely been to the city. She likely was caught up in a templar sting operation and accused (falsely) of trading in contraband, then sent off to slavery.

Oh neat! A human beastmaster telepath, that covers my deficiencies as a self declared jack of all trades nicely. If we can find a brute and a healer we'll do nicely XD

List of applicants
Complete applications I was able to fins the stats of

Crow Irontouched neutral good Half-Giant Gladiator 3 by John garret

Ick-Tk-Chk-ka Female Neutral Good Thri-Kreen Ranger 2 /Cleric (Fire) 2/Psionicist 2 by delmoth

Cale'Anon Vaty of the sky singers clan, Neutral Good Elf Psion (mercenary Psion)/preserver (arena mage) 2 by lord foul

Laurelin Kentades, neutral good human psionicist (beastmaster) 3 by jessee
Novyn neutral evil elf thief (free-wanderer) 3 by Mishima withdrawn

Characters I wasn't able to find the stats of or that weren't complete

Khar mul gladiator by dickie (crazy good stats rolled and a cool personality but I couldn't find a full character sheet)

I'm hiding in your closet "either be a straight Psionicist or a Bard...or maybe a Preserver Wizard."

This of course doesn't take into affect any characters sent to the DM directly, and this list isn't really important, I'm just killing time

I can tweak my power selection if need be. I could drop Pheromone Control for Cell Adjustment to do a tiny bit of healing, if we needed it. No rogues though, could hurt if we hit traps at some point.

Yeah the only thief withdrew and the only bard rebuilt to remove bard

I'm pretty sure that my clairvoyance should help with that deficiency in a pinch if we're careful, and if it doesn't work, that's what backup characters are for :P

We'll muddle through, I'm sure. I have plans for at least one character with thief abilities on the extended character tree. This one just has a good chance of surviving the initial setup that the DM proposed, plus some chances for interesting personality interactions!

Looks like we've got about five or six characters to start with. I'll give anyone still finishing up characters until this evening to get their sheets sorted out.

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Dice rolls for backup character because others have made them and why not :
4d4 + 4 ⇒ (1, 4, 4, 3) + 4 = 16
4d4 + 4 ⇒ (4, 4, 4, 4) + 4 = 20
4d4 + 4 ⇒ (3, 4, 4, 4) + 4 = 19
4d4 + 4 ⇒ (1, 2, 4, 1) + 4 = 12
4d4 + 4 ⇒ (4, 3, 1, 4) + 4 = 16
4d4 + 4 ⇒ (3, 4, 1, 3) + 4 = 15

Hm Half giant of some kind, that 20 is just begging for crazy strength
But I want to defy stereotypes just a little, make some kind of caster giant, they can't go arcane so priest or psion
Something like
Str 24
Dex 15
Con 18
Int 14
Wis 17
Cha 10

Yeah, and with a psycho metabolism specialty of psionics (maybe secondary metapsion)... yeah this guy would be fun
That's fun. I hopefully won't need this absolute unit that's effectively professor hulk but I'll have him if I need him

Alright--calling it here.

Those of you who've finished their characters--the discussion thread is open for you to dot in.

That means:
--JonGarrett
--Jesse Heinig
--Delmoth
--dickie
--and Lord Foul II are welcome to post in the discussion thread. :)

Sorry, got off track over a super busy weekend, will create a real alias in the next 24!

I've had a whole lot of things to juggle, recently, and I actually don't know how to make a 2nd Edition character sheet - but WOULD like to be able to play a game such as this. I even bought The Will And The Way.

What are my options?

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