The Drive to Guistenal (Dark Sun) (Inactive)

Game Master EltonJ

The Player Characters are caravan guards, protecting a caravan from Old Kurn to Guistenal.


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Obviously, I'm still gunning down D20 Modern and Eberron. However, Dark Sun is a favorite of mine and I've been re-reading the rules and the world for it. Obviously the sun is a red dwarf (about the size of our own sun, which is a yellow dwarf.)

Premise: Athas is a planet ravaged by runaway sorcery. Defiling magic has scoured the Earth, changing water to silt, verdant grassland into sandy wastes, and hot jungles into sun baked barrens. You the player characters have to survive out in the sandy wastes, but as such as it is heroic actions call for a more hardy player character.

The Twist: The player characters start in old Kurn. The city has been trying to restore it's part of Athas to the Green Age. So far, the restoration project is succeeding. It's Sorcerer King was transformed from dragon into an Avangion, and wants to return Athas to the Blue Age. And don't forget, Dark Sun is a High Psionics setting.

The Climax: The heroes are a part of a trade caravan heading to Guistenal. They are to trade with the dragonborn there (2nd generation Dray). Once the trade is complete, the caravan goes back to Kurn.

Considerations
You will need to read: The Dark Sun Expanded and Revised Edition (written by Bill Slavisek), and the Dark Sun Campaign Setting for fourth edition (written by Rich Baker, Robert J Shwalb, and Rodney Thompson). Although the DSCS resets the timeline to Kalak's transformation into his next Dragon form, we are using the DSERCS time line where the Dragon (Borys of Ebe) was ultimately defeated, and Rajaat was ultimately defeated and imprisoned in the Cerulean Storm.

Books Allowed
Core Rulebook: Pathfinder 1e. Sorry, didn't pick up 2e.
Psionics Rulebook: Ultimate Psionics (by Dreamscarred Press), although it's possible to use Occult Adventures (yep, I finally have that book), just remember Dark Sun is a high psionics setting and most people will be Psion(icists). The creatures of Dark Sun have psionics, and the plants have psionics too (don't know how that would be, since plants are programmed to grow from their seeds and don't have spirits).
Defilers and Preservers: the Wizards of Athas: If you are planning to play a wizard or sorcerer, this book will give you an overview on how Defiling and Preserving works. Also it gives an overview on both advanced beings, Dragons and Avangions.
Earth, Air, Fire, and Water: A good read for clerics. The clerics of Dark Sun draws on the Elemental Planes for divine power. This pretty much means that Clerics must choose their domains or subdomains from the elemental domains and subdomains. If you plan on a para-elemental cleric instead (Sun, magma, rain, or silt) check with me first and we can work something out. It is possible for elemental clerics to ascend into elemental beings.
Other Clerical Options: It is possible to play a Christian Cleric. The Christ of Athas is making his will known, especially revealing the holy rights of the Christian priesthood. They also believe in the restoration of Athas to it's Paradisical glory. Domains will be: Knowledge, Healing, Glory, and Travel. Players who want to play clerics are encouraged to play an elemental cleric.

Races
The following races from the Core Rulebook are allowed: Humans, halflings, dwarves, elves, and half-elves. New races include: Dragonborn (2nd Generation dray), arrakocra, muls (human/dwarf half-breeds), half-giants (human/giant half-breeds), Pterrans, and Thri-Kreen. Player characters can be one of these races. Remember, the races are twisted. Elves are more likely to rip you off and run off. There are no Half-orcs, since all the orcs were killed during the Cleansing Wars. Humanity has more feral features. And halfings have been reduced to cannibals.

Well, I think that's it. Anyone interested can respond to this thread.


Curious to hear more on your plans! Would maybe be a psionics-only party with the different first and third party classes? Or maybe everybody is kinda of gestalted in a psionic + nonpsionic one? What would you use for the non-PF races (the old D&D ones? Not sure it fits well with PF).


I'm just checking for interest, of course. But I won't turn down gestalted characters. Plans?

Plan A -- to do the caravan as planned. Enemies would be tribes of caravan raiders. Ambulatory plants like Triffids. And other enemies.

Plan B -- the Caravaners discover a lost halfling village from the Blue Age.

Plan C -- I'll have to think about it.

The non-PF races will have to be built with the ARG, of course.


Hrm, PSI-stalt, that sounds fun to build and playing it as a dreaming mind and a waking mind is in line with at least some of the early dark sun stuff iirc.

I’d forgotten how smoothly defilers and preservers reads until I pulled it down and now it’s an hour later. Color me intrigued.


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What level are you thinking?

With their elemental focus, a cleric/kineticist would be an intriguing idea. I'll have to go dredge for the books to look thing up. since kineticists are occult, it would sort of work for a psistalt.

As for racial conversions, has anybody noticed that the Kasatha race looks remarkably like what happens when you take a Thri-Kreen and peel off all of the product identity chitin? It's a good starting point, but you'd have to change or add a couple of things.

Half-giants exist in the Psionic books.


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Philo Pharynx wrote:

What level are you thinking?

With their elemental focus, a cleric/kineticist would be an intriguing idea. I'll have to go dredge for the books to look thing up. since kineticists are occult, it would sort of work for a psistalt.

As for racial conversions, has anybody noticed that the Kasatha race looks remarkably like what happens when you take a Thri-Kreen and peel off all of the product identity chitin? It's a good starting point, but you'd have to change or add a couple of things.

Half-giants exist in the Psionic books.

Yep, they do. Was thinking 5th level.

Ah, forgot the combinations that can happen with either PSI book. Or maybe it entered my mind when I started reading, ahem, OA (still think of Oriental Adventures as OA). I didn't know that the Kasatha would be a good replacement for Thri-Kreen until you brought it up.


Love the 'Athas' setting, have always wanted to play a Mul. Would be weird to see a christian cleric on 'Athas.' Obviously need to see a little more information, like: posting rate, beginning level, anticipated length of game, other Variant Campaign Rules and what requirements for gestalt (for instance if one class must be PSI)


Robert Henry wrote:
Love the 'Athas' setting, have always wanted to play a Mul. Would be weird to see a christian cleric on 'Athas.' Obviously need to see a little more information, like: posting rate, beginning level, anticipated length of game, other Variant Campaign Rules and what requirements for gestalt (for instance if one class must be PSI)

I want this to be short, just like my old Dark Sun campaign on here. There the heroes were guarding the caravan to old Kurn. Maybe a month or two. Sequels are possible, but it depends on how much fun you had with this one.

Yes, I know it's weird, but you aren't privy to my plans. ;-) Dark Sun is a high psionics setting. The main power of the Green Age was psionics, and sorcery came after. Remember Rajaat?


EltonJ wrote:
Robert Henry wrote:
Yes, I know it's weird, but you aren't privy to my plans. ;-) Dark Sun is a high psionics setting. The main power of the Green Age was psionics, and sorcery came after. Remember Rajaat?

Sadly, I do not. But I do know how to google


Robert Henry wrote:
EltonJ wrote:
Robert Henry wrote:
Yes, I know it's weird, but you aren't privy to my plans. ;-) Dark Sun is a high psionics setting. The main power of the Green Age was psionics, and sorcery came after. Remember Rajaat?
Sadly, I do not. But I do know how to google

Ah. Of course the Wanderer's Journal explains things better. When Rajaat escaped, he was frightening. He wanted to return things to the Blue Age, but he was ultimately imprisoned in the Cerulean Storm.


Level 5 is a nice cozy spot, although I might suggest bumping up by one to an even level 6 to let the full-BAB-Classes and sorcerers/oracles have nice things if we have people wanting to play Full-BAB or spontaneous casters.

I suggested PSI-stalt and mostly meant it as having one side be Athas-Appropriate Psionic to help sort archetypes etc.

When trying to think of Atlas-Appropriate Psionics I'd say the Occult Adventures and DSP Psionic stuff largely fits cleanly into Athas modulo anything that shifts source to arcane/divine being not in play, Even the DSP Initiators maybe count as the monk-adjacency is strongly supported in Athas, Meanwhile Divine/Arcane classes and archetypes clearly do-not-count as Psychic. GM's word is obviously final on all of this, just my musing in the afternoon.

Meanwhile, we're going to be guards, are we playing with the full DS experience of Fragile weapons and sunder games with equipment? It's fine with me if we are but it's the kinda thing players should agree on before we start if only so we can make sure on buying out 30 fragile bone longspears or w/e.

I might do some sort of polearm druid, now that I stop to think about it. Not sure what the psionic side would be. Thanks for reminding me about Athas, this has been a fun one to noodle on.


Ash.. wrote:
Level 5 is a nice cozy spot, although I might suggest bumping up by one to an even level 6 to let the full-BAB-Classes and sorcerers/oracles have nice things if we have people wanting to play Full-BAB or spontaneous casters.

6th level is a possibility.

Quote:

I suggested PSI-stalt and mostly meant it as having one side be Athas-Appropriate Psionic to help sort archetypes etc.

When trying to think of Atlas-Appropriate Psionics I'd say the Occult Adventures and DSP Psionic stuff largely fits cleanly into Athas modulo anything that shifts source to arcane/divine being not in play, Even the DSP Initiators maybe count as the monk-adjacency is strongly supported in Athas, Meanwhile Divine/Arcane classes and archetypes clearly do-not-count as Psychic. GM's word is obviously final on all of this, just my musing in the afternoon.

Meanwhile, we're going to be guards, are we playing with the full DS experience of Fragile weapons and sunder games with equipment? It's fine with me if we are but it's the kinda thing players should agree on before we start if only so we can make sure on buying out 30 fragile bone longspears or w/e.

Most of Athas' natural resources have been depleted. There is an iron mine at Tyr, for instance. The only person out to restore Athas is Oronis of Kurn. And he wants to restore Athas to the Blue Age.

Quote:
I might do some sort of polearm druid, now that I stop to think about it. Not sure what the psionic side would be. Thanks for reminding me about Athas, this has been a fun one to noodle on.

Thanks!


Dot for interest


Excellent. Obsidian Darts for everyone. (I think it was obsidian darts)


Ash.. wrote:
Excellent. Obsidian Darts for everyone. (I think it was obsidian darts)

Obsidian darts, arrow heads, flint works well too.


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Character Creation Guidelines.

1). Dark Sun is a High Psionics campaign. So figure on psionics playing a part. So we are going to create Gestalt characters. This makes ascension simple. One of your Gestalt classes may be "psionic." What I mean is you can choose your 1st Gestalt class from Ultimate Psionics or Occult Adventures (yes, I have the book, and no I don't have to like it). Your second class may be chosen from the Core Rulebook (1st Edition please), Advanced Class book, the APG, and Ultimate Magic. Just remember: Those of the Inquisitor class are called Templars, and Magi fight in the Arenas. Just remember to disguise your magic as psionics.

2). Races. The following races from the Core Rulebook are allowed: Humans, halflings, dwarves, elves, and half-elves. New races include: Dragonborn (2nd Generation dray), arrakocra, muls (human/dwarf half-breeds), half-giants (human/giant half-breeds), Pterrans, and Thri-Kreen (Kasatha can replace Thri-Kreen).

3). Ability scores. Normally, the players would choose 15, 20, or 25 points to distribute among their Abilities. However, Dark Sun is too dangerous for a character created with 15, 20, or 25 points to survive. Stats are rolled. Roll 5d4+4 dice six times and arrange to taste.

4). Archetypes. You may choose one archetype for your gestalt character. They may be chosen from the APG, Ultimate Combat, Ultimate Magic, and the Advanced Class guide.

5). Traits. You may choose two traits.

6). Starting level. 6th level. Wealth is accorded to ceramic pieces, because gold is hard to come by. Remember, Athas is not a metal rich world, so steel is very hard to come by.

I think that's it.


Cool beans! I'm trying to think on the custom races; I thought about building them, but I feel some could likely be used from the existing Pathfinder ones (like Lizardfolk for Pterran, or Kasatha for Thri-kreen). If I want to build a character for one of the non-standard-PF races, do I build with race points and propose here? I saw some adaptations online but I felt they were build with a little too many RP. For instance, I like muls and half-giants, but they would likely be far from the RP of a Thri-kreen/Kasatha or Aarakocra (maybe use Strix stats for Aarakocra? Lol)

Anyway - looking forward to it. I think you're contextualizing well on the wealth thing, but I'd recommend also talking about the magic items (they work very differently in Dark Sun, are a lot rarer, and are crafted very differently as well).

Cheers! Already thinking on a cool background. Thinking on building some sort of vagabond brawler of sorts, maybe mixed with psychic warrior or soulknife :D Would the hinyasi archetype for brawler be acceptable? It's from Blood of the Ancients. I realize it's not a source you mentioned, so my apologies for asking (not trying to ask for exceptions, just really checking as I think it meshes well with Dark Sun).


I don't have Blood of the Ancients. I have Blood of the Moon, and Blood of the Elements. Paizo didn't include it with their "Player Options" bundle last month.


This is the archetype I thought about using - it's alright if I can't, not married to it ;) I like the idea of improvised weapons on this environment, but I can make it work differently.

Just wanted to point this out:

Quote:
(...) Anyway - looking forward to it. I think you're contextualizing well on the wealth thing, but I'd recommend also talking about the magic items (they work very differently in Dark Sun, are a lot rarer, and are crafted very differently as well) (...)


Well, something like this:

Magic Items

Magic items are affected by the nature of Athas, as well. Use of magical items never causes a defiling effect on the surrounding grounds. However, defilers (those who choose to defile) who create magical items do cause destruction at the time of manufacture.

Potions

On Athas, potions are drawn from the juices of fruits.

Scrolls

The process of setting a spell to a scroll inherently strips the spell of defiler or preserver characteristics. Thus, spells cast from scrolls do not cause defiler destruction.

Rings, Rods, Staves, Wands, and Wondrous Items

Most items function just as described in the Dungeon Master’s Guide. Such items rarely consist of metal, but rather are fashioned from the finest alternate materials available.

Weapons

All magical weapons found as part of a treasure are metal or have metal components. Nonmetal weapons can be enchanted as well, but magical adjustments must still take into account the inherently poorer quality of the material used.


I'm thinking of an elemental shaman/kineticist.


Still thinking either a Mul or half-Giant ex-gladiator, I like the idea of a brawler combined with a psi-class. In one of your previous Athas recruitment, I gave up because the archetypes were to much, so this time the brawler will be very vanilla. But I need to decide on a second class. And I know nothing about the Ultimate Psionics classes so I will need to do some digging tomorrow.

The only material I presently have is "Dark Sun 3.5" Copywrite: David Nooman, Pazio Publishing Co. Can I use the Mul stats from it, or do you recommend something else.

All right, let's give the dice a roll:
stat: 5d4 + 4 ⇒ (3, 1, 3, 4, 2) + 4 = 17
stat: 5d4 + 4 ⇒ (1, 4, 1, 1, 4) + 4 = 15
stat: 5d4 + 4 ⇒ (2, 4, 4, 4, 3) + 4 = 21
stat: 5d4 + 4 ⇒ (2, 4, 1, 2, 2) + 4 = 15
stat: 5d4 + 4 ⇒ (3, 4, 2, 3, 2) + 4 = 18
stat: 5d4 + 4 ⇒ (3, 2, 2, 3, 4) + 4 = 18
Wow, I won't complain about those...


Robert Henry wrote:

Still thinking either a Mul or Giant ex-gladiator, I like the idea of a brawler combined with a psi-class, your last Athas recruitment, I gave up because he archetypes were to much, so this time the brawler will be very vanilla. But I need to decide on a second class. And I know nothing about the Ultimate Psionics classes so I will need to do some digging tomorrow. The only material I presently have is "Dark Sun 3.5" Copywrite: David Nooman, Pazio Publishing Co. Can I use the Mul stats from it, or do you recommend something else.

I would like to see the Mul stats he came up with. :) Yes, you can use them. But see if you can rebuild the Mul stats with the ARG.


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Here's a document that I've seen used before. It has races and more.

https://drive.google.com/file/d/0B9vv1a7v3y5BbEowUzZkQ1NBdlk/view?resourcek ey=0-jy9jVub4GwtgspfqYnlbDQ


5d4 + 4 ⇒ (3, 3, 3, 2, 2) + 4 = 17
5d4 + 4 ⇒ (2, 2, 2, 2, 1) + 4 = 13
5d4 + 4 ⇒ (4, 4, 4, 2, 1) + 4 = 19
5d4 + 4 ⇒ (3, 1, 4, 1, 4) + 4 = 17
5d4 + 4 ⇒ (4, 2, 3, 1, 2) + 4 = 16
5d4 + 4 ⇒ (1, 4, 2, 2, 4) + 4 = 17

Thinking druid thoughts, not sure what the other side will be, psionic but unclear what fits. Soul knife, or maybe aegis? Hrm


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I've seen that. :) I have that. I don't agree with all of his design suggestions, and he leaves out arrokra and pterrans.


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https://pdfcoffee.com/dark-sun-pathfinder-campaign-setting-4-pdf-free.html

This one has aarakocra and pterrans.


Oh, I should roll ro see what I get.

stats: 5d4 + 4 ⇒ (4, 4, 2, 1, 4) + 4 = 19
stats: 5d4 + 4 ⇒ (2, 1, 4, 2, 4) + 4 = 17
stats: 5d4 + 4 ⇒ (4, 3, 3, 3, 4) + 4 = 21
stats: 5d4 + 4 ⇒ (2, 2, 3, 2, 3) + 4 = 16
stats: 5d4 + 4 ⇒ (4, 2, 3, 2, 2) + 4 = 17
stats: 5d4 + 4 ⇒ (2, 1, 3, 3, 2) + 4 = 15


@GM Elton, could I build based on the link Philo sent? Honestly, I'm still a bit far from crunch, as I'm focusing on the backstory. I also wanted to double check if the archetype I linked above is okay or not (again, not a big deal - crunch is the last thing I think about).

More of a lore question: at what age does the game occur? Towards the end of the green age ("Time of Magic"), maybe? I only have the AD&D 2nd edition book but I had been looking around other online sources.


Lapyd wrote:
@GM Elton, could I build based on the link Philo sent? Honestly, I'm still a bit far from crunch, as I'm focusing on the backstory. I also wanted to double check if the archetype I linked above is okay or not (again, not a big deal - crunch is the last thing I think about).

I looked at your link, and it baffles me why one needs an Archetype to do improvised weapons, when Robin D. Laws made up Improvised Weapon rules that works for all classes in his work Burning Shaolin.

Yes, you can use the link Philo sent.

Quote:
More of a lore question: at what age does the game occur? Towards the end of the green age ("Time of Magic"), maybe? I only have the AD&D 2nd edition book but I had been looking around other online sources.

The game is set ten years after Tyr has gained its freedom. Typically after the Earthquake that ravaged the Tyr region.


Thanks Elton! I didn't know this "Burning Shaolin" book! I don't have it unfortunately. Are you recommending it? Would it be an allowed source if I build on top of it?

Thanks for the lore details! This helps. The earthquake you talked about is the one that caused the Great Rift, right?


I don't remember a great rift, except for the one that allows the Thri-Keen empire access to the tablelands. That's the great rift you are talking about? Then yes.

The Burning Shaolin book has little character information except for stunt rules and improvised weapons rules.


I working on my shaman and I have a couple of things to run by you.

I'm doing the kasatha conversion for thri-kreen, but they just aren't the same without claws. Can I trade jumper and stalker for claws and bite?

I also want to reskin the divine barrier feat. It allows a channeler to spend a use of channel energy to reduce the effect of an area energy attack. It very much fits in with the idea of being in sync with the elements.


Would this adaptation work for Aarakocra? I'm actually going a different route with my story, and it just ended up making sense - I built the character as a monastic outcast of sorts, someone in a current solemn/focused status, trying to make sense of the world crumbling around it. I'm considering combining Zen Archer with Soulknife (by level 6, going into the Soul Archer prestige class) - and the Aarakocra went really well with my concept :)

Rolling to add the numbers to my crunch:

5d4 + 4 ⇒ (2, 2, 4, 3, 4) + 4 = 19
5d4 + 4 ⇒ (1, 4, 2, 3, 1) + 4 = 15
5d4 + 4 ⇒ (1, 4, 2, 2, 4) + 4 = 17
5d4 + 4 ⇒ (4, 1, 3, 2, 1) + 4 = 15
5d4 + 4 ⇒ (3, 1, 3, 4, 2) + 4 = 17
5d4 + 4 ⇒ (3, 2, 3, 3, 2) + 4 = 17


Philo Pharynx wrote:

I working on my shaman and I have a couple of things to run by you.

I'm doing the kasatha conversion for thri-kreen, but they just aren't the same without claws. Can I trade jumper and stalker for claws and bite?

I also want to reskin the divine barrier feat. It allows a channeler to spend a use of channel energy to reduce the effect of an area energy attack. It very much fits in with the idea of being in sync with the elements.

Yes for Thri-Kreen. And also divine barrier could work, if you reflavor Channel Energy to look like the element your attuned to. :)


Lapyd wrote:

Would this adaptation work for Aarakocra? I'm actually going a different route with my story, and it just ended up making sense - I built the character as a monastic outcast of sorts, someone in a current solemn/focused status, trying to make sense of the world crumbling around it. I'm considering combining Zen Archer with Soulknife (by level 6, going into the Soul Archer prestige class) - and the Aarakocra went really well with my concept :)

They look like humanoid buzzards or vultures. Are you fine with that?


Plugging away at druid, thinking I may do the dinosaur companion thing with an ankylosaurus and fluff it as inix-adjacent. Trying to make sense of gestalt action economy, and also decide just how heavily into the preserver/defiler war my druid wants to lean or if I just want to have a lifetime dream of some sort of traveling garden. Getting lost in the lore is half the fun of character gen.


EltonJ wrote:
Lapyd wrote:

Would this adaptation work for Aarakocra? I'm actually going a different route with my story, and it just ended up making sense - I built the character as a monastic outcast of sorts, someone in a current solemn/focused status, trying to make sense of the world crumbling around it. I'm considering combining Zen Archer with Soulknife (by level 6, going into the Soul Archer prestige class) - and the Aarakocra went really well with my concept :)

They look like humanoid buzzards or vultures. Are you fine with that?

Oh totally ;) I like these bird inspired races. And their demeanor kinda matches well with my concept. Even the claustrophobic thing, it’s a drawback of sorts but I like having handicaps too.


Ash.. wrote:
Plugging away at druid, thinking I may do the dinosaur companion thing with an ankylosaurus and fluff it as inix-adjacent. Trying to make sense of gestalt action economy, and also decide just how heavily into the preserver/defiler war my druid wants to lean or if I just want to have a lifetime dream of some sort of traveling garden. Getting lost in the lore is half the fun of character gen.

Alright, that sounds good. Just remember, druids become spirits of the land.


EltonJ wrote:
Ash.. wrote:
Plugging away at druid, thinking I may do the dinosaur companion thing with an ankylosaurus and fluff it as inix-adjacent. Trying to make sense of gestalt action economy, and also decide just how heavily into the preserver/defiler war my druid wants to lean or if I just want to have a lifetime dream of some sort of traveling garden. Getting lost in the lore is half the fun of character gen.
Alright, that sounds good. Just remember, druids become spirits of the land.

Oh I was channeling full on green man at the start, I’ve been doing my best to moderate the epic fantasy towards more barsoomian tropes as I read more and athas comes back to me. Being in hiding from the sorcerer kings as a caravan guard that happens to favor a particular route seems in keeping with the low key nature of druids in athas.


Dotting and dicing.

5d4 + 4 ⇒ (3, 2, 1, 2, 3) + 4 = 15
5d4 + 4 ⇒ (3, 3, 3, 3, 4) + 4 = 20
5d4 + 4 ⇒ (1, 2, 4, 2, 3) + 4 = 16
5d4 + 4 ⇒ (2, 1, 3, 2, 4) + 4 = 16
5d4 + 4 ⇒ (1, 3, 3, 1, 4) + 4 = 16
5d4 + 4 ⇒ (4, 4, 1, 4, 4) + 4 = 21

This is an old Athasian Halfling alt, I might updated him for this game. Love playing me some Athasian Halflings...


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I still need to reread some of the lore, it's been a while.

EltonJ wrote:
The game is set ten years after Tyr has gained its freedom. Typically after the Earthquake that ravaged the Tyr region.
This will help with my backstory, I figure my Mul would have been a slave/gladiator when Tyr gained it's freedom, and has worked from job to job as a bouncer/guard/mercenary.
EltonJ wrote:
Robert Henry wrote:
Still thinking either a Mul or Giant ex-gladiator, I like the idea of a brawler combined with a psi-class, your last Athas recruitment, I gave up because he archetypes were to much, so this time the brawler will be very vanilla. But I need to decide on a second class. And I know nothing about the Ultimate Psionics classes so I will need to do some digging tomorrow. The only material I presently have is "Dark Sun 3.5" Copywrite: David Nooman, Pazio Publishing Co. Can I use the Mul stats from it, or do you recommend something else.
I would like to see the Mul stats he came up with. :) Yes, you can use them. But see if you can rebuild the Mul stats with the ARG.

I copied three of the 'Mul' stats, the first from the Darks Suns 3.5, the second from the Fan Guide Philo posted and the third from 4 th edition and have posted them below. I tried to duplicate David Nooman's Mul with rules from the Advanced Race Guide, using the other two guides as aids. But it has been difficult due to specific race traits of the Mul or psionics that aren't in the guide.

I'm happy to use any of the designs, either from the 3.5 guide or the fan based guide. Or, with your help, tweak what I came up with from the ARG.

do you have any ideas or preferences?

Dark Sun 3.5:
Copywrite: David Nooman, Pazio Publishing Co.
Racial Modifiers: + 2 Str, + 4 Con.
Size: Medium,
Base Speed: 30 ft.
Hardy: Muls need only half as much rest to eliminate the effects of fatigue and exhaustion
Faster Natural Healing: Muls heal damage a twice the normal rate, recovering 2 hit points per level per day, at 10 lvl they gain fast healing 1, and at 15 lvl they gain fast healing 3.
Inborn Power: Muls gain 3 extra power points at 1 st lvl, regardless of whether they choose a psionic class or not. They can use the power points provided to manifest their offensive prescience power. If you take levels in a class that offers a repertoire of psionic powers, simply add the 3 power points to your power point total, and add your inborn power to your list of powers known. Muls use their inborn power at a manifester level equal to their character level, they use Charisma to set the save DC unless they have levels in psionic class that uses a different ability score to set the DC/ In that case they choose either Charisma or the psionic class's relevant ability score to set the save DC.
Automatic Language: Common
Bonus Language: Dwarven
Favored Classes: Fighter
Level Adjustment: + 1

Fan Made Athasian Pathfinder Conversion:
Provided by Philo Pharynx
Athasian Mul Racial Traits (19 RP)
Racial Modifiers: +4 Strength, +2 Constitution, -2 Charisma.
Size: Medium.
Base Speed: 30 feet.
Darkvision:
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.
Wild Talent: Muls begin play with a psionic talent, determined by a roll on the Wild Talent table (p. 45).
Languages: Muls begin play speaking Common. Muls with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gith, Halfling and Kreen.

4th-edition-dark-sun-campaign-setting:
RACIAL TRAITS
Average Height: 5’ 8”-6’ 4”
Average Weight: 200-300 lb.
Ability Scores: +2 Constitution; +2 Strength or Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Dwarven
Skill Bonuses: +2 Endurance, +2 Streetwise
Born of Two Races: Select either human or dwarf. You can take feats that have your choice as a prerequisite (as well as those specifically for muls), as long as you meet any other requirements.
Mul Vitality: Increase your number of healing surges by one.
Tireless: You need to sleep 6 hours in a 72-hour period (instead of a 24-hour period) to gain the benefit of an extended rest.
Incredible Toughness: You have the incredible toughness power

Race builder:
The best I could sort out
Advanced: (15 RP)
Traits per Category @ 4
Humanoid (0 RP): Mul
Medium: (0 RP)
Base Speed: Normal (0 RP)
Ability Score Modifier: Flexible (2 RP) + 2 Str, + 2 Con,
Language: Standard (0 RP) Common, Racial language (dwarf)
Racial Traits:
Advanced Constitution (4 RP)
Defense Racial Traits:
Healthy (2 RP) Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Stability (1 RP) Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Feat and Skill Racial Traits
Static Bonus Feat:
Wild Talent (2 RP)
Endurance (2 RP)
Senses Racial Traits:
Darkvision 60 ft (2 RP)


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Actually, those are pretty good. But the ARG build is off. It creates a strong character, but it's off. Try this build:

Mul (Humanoid, Human sub-type)
* Medium: Muls have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
* Base Speed: Muls has a base speed of 30 feet. (0 RP)
* Ability Scores: Flexible. Muls gain a +2 bonus to Strength and Constitution. (2 RP)
* Advanced Constitution: Muls receive a +2 racial bonus to Constitution. (4 RP)
*Hardy: Muls gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. (3 RP)
* Flexible Bonus Feat: Muls select one extra feat at 1st level. (4 RP)
* Stability: Muls receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. (1 RP)
*Psionic Heritage: Muls receive the Wild Talent feat for free for being a psionic race. If the Mul chooses a psionic class, then he can choose the Psionic talent feat instead of Wild Talent. (1 RP)
*Languages: Standard. Muls start with Common plus Dwarven. Muls can also learn Aquan, Auran, Gnoll, Halfling, Ignan, Sylvan, and Terran. Members of this race with high Intelligence scores can choose from any of these additional languages.

Total RP: 15 RP.


Very cool, I will get working on my Mul.

Since Lapyd seems to be working on some type of brawler, I will make my ex-gladiator a Slayer/Aegis.

The Aegis side will reflect his use of psi-armor learned for the arena and the slayer side will reflect new skills he's learned since he was freed. He will be a switch-hitter leaning towards melee.


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@GM, should I use the Aarakocra from Philo's link, or the one from the link I found? Or do you want me to build one myself and propose? :)

@Robert: I'm now building a Monk Zen Archer/Soulknife (Soul Bolt) going into the Soul Archer prestige class. Basically, a big humanoid bird throwing arrows from a psionic bow :D


Lapyd wrote:

@GM, should I use the Aarakocra from Philo's link, or the one from the link I found? Or do you want me to build one myself and propose? :)

@Robert: I'm now building a Monk Zen Archer/Soulknife (Soul Bolt) going into the Soul Archer prestige class. Basically, a big humanoid bird throwing arrows from a psionic bow :D

The one you found on the D&D wiki seems close enough to an actual Aarakocra build from the source material. I wonder how they got the picture from Goat Kid. It's rare that he would draw something modest. :)

You can use the one from the D&D wiki.


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Robert Henry wrote:

Very cool, I will get working on my Mul.

Since Lapyd seems to be working on some type of brawler, I will make my ex-gladiator a Slayer/Aegis.

The Aegis side will reflect his use of psi-armor learned for the arena and the slayer side will reflect new skills he's learned since he was freed. He will be a switch-hitter leaning towards melee.

There is one slayer talent that is off limits. It's the one that reveals an enemy's hit points. That talent allows one to Metagame. Please don't pick that one, it's unrealistic. If you have to have it, it needs to be rewritten.


Mechanics - I'm definitely Druid/Aegis, doing wildshape + spiritual armor flavored ectoplasm.

I think the most game-power that gives is being a very large dinosaur at some point, but honestly I'm just sort of enjoying not having to stress about having sensible armor while wildshaped. I've been goofing around with power stone repository and initiator's soul, but also just thinking about what it means to be a druid on Athas. I sort of want to spend a chunk of my wealth on a wagon and stick plants in it for no particular reason.


Ash.. wrote:
Mechanics - I'm definitely Druid/Aegis, doing wildshape + spiritual armor flavored ectoplasm.

Very cool! You could also use the abomination template for aegis and flavor that as the wild possibility of nature.

==========

Here's Tkk-Tkk. A thri-kreen shaman/kineticist. She is split between Earth and Air.

She's starting out without a clutch because they were all killed by a mysterious masked elf kreen-slayer. she has lost the trail and she's alone. And thus starts out a little off-balance because of this.

Highly mobile, has decent attacks for both ranged and melee. On the healing angle, she has a CMW each day for each person and a bunch of channels. 5 at 3d6 and 7 at 2d6. Right now I don't have a lot of spell slots oriented toward healing, but I'll do that if we need more.


I have a problem with Ptokchuk. Can you choose a different spirit animal?

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