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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Ash.. wrote:

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.

Alrighty. I bet the talk between shaman and druid will be interesting in the downtime.


EltonJ wrote:


Alrighty. I bet the talk between shaman and druid will be interesting in the downtime.

Yeah, definitely looking forward to it. Speaking of trading backstories, I was actually considering have one of my druid's mentors be a death druid. They trade wild shape/AC for phantasm and negative energy resist stuff and spend their time trying to put the phantasm to rest, so they feel like an interesting side of the defiler/preserver conflict to have ~over there~ without having it hijack the campaign into planar nonsense. We split on good terms but the phantasm creeped us out. Maybe our eventual character will be afraid of ghosts.

Is elephant in the room in play?
Is background skills in play?

Finally happy with the thematic bits of my druid/aegis, so starting in on the crunch.


Ash.. wrote:


Is elephant in the room in play?
Is background skills in play?

Background skills are in play.

Elephant in the room is not.


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

I can do this. The main reason I chose it was because of it being a plant and therefore not a prey animal. It would be awkward having most other familiars, especially in a clutch of other thri-kreen. Also, being a plant means that it's directly connected to the Earth in a way that no animal is.

But I'll look around and see if there's something else that fits.


Find the ghost honeybee familiar option (I have faith in years of dark sun/pathfinder splat publishing) so we can have traveling beehives (https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Traveling%20bee% 20hive)

Ok now I really am going back to wrestling character building.


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Does anyone want to tie up backgrounds somehow with my Aarakocra? My character is a monastic birdfolk of sorts, flying around with a bow, and hates confined spaces. He had been for around two decades in the material plane (he came very young from the plane of air) and used to live in a colony that got destroyed by the earthquake.


Well, what would you think of a thri-kreen who flies? She also speaks Auran. It wouldn't like go back that far, but they could have met recently.


I think it would be just fine! My character isn’t too old or experienced either. Just what we should expect from a level 6 monk, basically. The fact she speaks Auran is a big plus! My character is lawful good as imaginable (monk/aarakocra) and worships the neutral good aarakocra goddess (from the plane of air), but it’s mostly a peaceful hunter trying to find his place in an apocalyptic world. As a soulknife (soul bolt)/soul archer, he uses his mind to generate a psionic bow that shoots psionic arrows. He’s a lot more about wild power than study. Like all aarakocra he loves shiny objects, but doesn’t really use armor or anything of the sorts.


Dotting in for interest, I haven't played Dark Sun just yet so this is new ground for me. I was thinking on making a frontline, Earth Kineticist/a thicc full BAB class (probably Fighter or Pally), a miner that uses his geokinetic powers to unearth stone and dig deep enough to find underground metals and aid with Kurn's restoration project.

Turns out, constantly keeping your focus on shaping stone and sometimes having to lift it out yourself makes you extremely strong, so he moonlights as a mercenary or guard in between breaks in his mining. Would that fit in with the setting?

Either way, my rolls are here:
5d4 + 4 ⇒ (3, 2, 3, 1, 1) + 4 = 14
5d4 + 4 ⇒ (1, 3, 3, 2, 1) + 4 = 14
5d4 + 4 ⇒ (4, 3, 1, 4, 4) + 4 = 20
5d4 + 4 ⇒ (1, 4, 4, 4, 3) + 4 = 20
5d4 + 4 ⇒ (4, 2, 1, 2, 3) + 4 = 16
5d4 + 4 ⇒ (2, 1, 4, 3, 3) + 4 = 17


Qyntessential wrote:

Dotting in for interest, I haven't played Dark Sun just yet so this is new ground for me. I was thinking on making a frontline, Earth Kineticist/a thicc full BAB class (probably Fighter or Pally), a miner that uses his geokinetic powers to unearth stone and dig deep enough to find underground metals and aid with Kurn's restoration project.

Turns out, constantly keeping your focus on shaping stone and sometimes having to lift it out yourself makes you extremely strong, so he moonlights as a mercenary or guard in between breaks in his mining. Would that fit in with the setting?

That could fit, yes. Are you planning a mul? Or a dwarf?


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

I guess I should ask what your issue was, so that I know not to select it with my next familiar.


Tkk-Tkk wrote:
EltonJ wrote:
I have a problem with Ptokchuk. Can you choose a different spirit animal?
I guess I should ask what your issue was, so that I know not to select it with my next familiar.

I know it's fantasy for plants to have animal like features (move about, make sounds, have psionics). But in the real life, plant life is programmed to grow from a seed. They don't have brains or muscle or vocal chords. There are some ways a plant can move, like it's roots, but it doesn't uproot itself and walks.


EltonJ wrote:
Tkk-Tkk wrote:
EltonJ wrote:
I have a problem with Ptokchuk. Can you choose a different spirit animal?
I guess I should ask what your issue was, so that I know not to select it with my next familiar.
I know it's fantasy for plants to have animal like features (move about, make sounds, have psionics). But in the real life, plant life is programmed to grow from a seed. They don't have brains or muscle or vocal chords. There are some ways a plant can move, like it's roots, but it doesn't uproot itself and walks.

So it's either have food as my familiar or rejigger to get an improved familiar?

Would it be possible to get a psicrystal instead?


Philo Pharynx wrote:
EltonJ wrote:
Tkk-Tkk wrote:
EltonJ wrote:
I have a problem with Ptokchuk. Can you choose a different spirit animal?
I guess I should ask what your issue was, so that I know not to select it with my next familiar.
I know it's fantasy for plants to have animal like features (move about, make sounds, have psionics). But in the real life, plant life is programmed to grow from a seed. They don't have brains or muscle or vocal chords. There are some ways a plant can move, like it's roots, but it doesn't uproot itself and walks.

So it's either have food as my familiar or rejigger to get an improved familiar?

Would it be possible to get a psicrystal instead?

yes.


EltonJ wrote:
That could fit, yes. Are you planning a mul? Or a dwarf?

Most likely a Mul, I like being a big boi. Also the double bonus to Con is very welcome, since I have to manage burn and such.

EltonJ wrote:

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.

EDIT: I think the option I'm considering the most currently is Kineticist/Unchained Monk. Would it be okay to use the UMonk, or are we strictly using the books you mentioned?


EltonJ wrote:
*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.

Aquan? Is the language list for Athas or am I missing something? The Fan-made list was: Dwarven, Elven, Giant, Gith, Halfling and Kreen. Do we want to change the language options?

Edit Has anyone asked how were doing Hit Points yet?


Cool, that's fixed.


It's Lapyd here with my Aarakocra! Still wrapping up the last details of his background, but will add soon. I'm building him as a "mapmaker" - I figure it would be a cool little thing, useful in Dark Sun, and something fitting for someone flying around and making annotations.

The crunch isn't finished either but I'm more concerned on finishing the concept on the paper. I'd still need to know how to calculate HP (like Robert Henry brought up) and equip him, beyond other things.


How might the dice inspire me today? (And what does the party most need?)

5d4 + 4 ⇒ (2, 4, 1, 3, 2) + 4 = 16
5d4 + 4 ⇒ (3, 2, 3, 1, 3) + 4 = 16
5d4 + 4 ⇒ (3, 3, 1, 4, 4) + 4 = 19
5d4 + 4 ⇒ (3, 3, 3, 4, 1) + 4 = 18
5d4 + 4 ⇒ (4, 2, 2, 3, 4) + 4 = 19
5d4 + 4 ⇒ (4, 4, 4, 2, 1) + 4 = 19

Wow, three 19s is both exciting and depressing.


Robert Henry wrote:
EltonJ wrote:
*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.

Aquan? Is the language list for Athas or am I missing something? The Fan-made list was: Dwarven, Elven, Giant, Gith, Halfling and Kreen. Do we want to change the language options?

Edit Has anyone asked how were doing Hit Points yet?

Sorry, got carried away with the languages. :) The fan-made languages are accurate. As for hit points, Full hit points at 1st level, then average from then on out.


Qyntessential wrote:
EltonJ wrote:
That could fit, yes. Are you planning a mul? Or a dwarf?

Most likely a Mul, I like being a big boi. Also the double bonus to Con is very welcome, since I have to manage burn and such.

EltonJ wrote:

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.

EDIT: I think the option I'm considering the most currently is Kineticist/Unchained Monk. Would it be okay to use the UMonk, or are we strictly using the books you mentioned?

It's okay to use the Unchained monk. :)


And just as I get that answer, I realize that Brawler is just better in every way. No pesky mysticism or Ki to worry about, just raw bruiser, raw fistfighting power along with Martial Flexibility to help with being a switch hitter and the Brawler's Flurry + Kinetic Blade/Kinetic Whip combos. Punchy miner tosses boulders while at a distance, then closes in, encases his fists in rock, and unleashes a bunch of attacks. Not to mention the Kinetic Knight's added armor proficiencies + elemental defense for that sweet, sweet DR, just to make the tanky boy even tankier.

Feels like the closest I'll ever get to a proper earthbender in PF1e. I'm settled on the Kinetic Knight/Brawler build, now time for the crunch and backstory.


Lapyd wrote:
I think it would be just fine! My character isn’t too old or experienced either. Just what we should expect from a level 6 monk, basically. The fact she speaks Auran is a big plus! My character is lawful good as imaginable (monk/aarakocra) and worships the neutral good aarakocra goddess (from the plane of air), but it’s mostly a peaceful hunter trying to find his place in an apocalyptic world. As a soulknife (soul bolt)/soul archer, he uses his mind to generate a psionic bow that shoots psionic arrows. He’s a lot more about wild power than study. Like all aarakocra he loves shiny objects, but doesn’t really use armor or anything of the sorts.

Sounds good. I'm lawful neutral, and I use air blasts and natural weapons.

Maybe we could play up the carnivore angle. One of us is chasing prey that runs toward the cover of rocks. The other comes out from the rocks and finishes it off. I expect I'd be down among rocks. We both watch each other warily from a distance, but don't attack each other. Through gestures at a distance, we indicate that we'd be willing to share and draw closer.

As we split the carcass, we find ourselves talking and learn each other's similarities. And then we are attacked by something wanting our meat. We fight it off and the rest is history.


Good backstory Daqas Kukiarr and Tkk-Tkk. Do you need a hook to become part of this guard detail? Borak, who spends a lot of his free time in the wild, could meet you two in the desert and introduce you to his employer. The guy that hires guards for wagon trains :)

EltonJ can we add Aarakocra to the language list?


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Robert Henry wrote:

Good backstory Daqas Kukiarr and Tkk-Tkk. Do you need a hook to become part of this guard detail? Borak, who spends a lot of his free time in the wild, could meet you two in the desert and introduce you to his employer. The guy that hires guards for wagon trains :)

EltonJ can we add Aarakocra to the language list?

We can add Aarakocra to the language list. Although it's harder for apes (ex. humans, halflings, orcs, elves) to pronounce because we lack beaks.


Hi everyone.

If your character isn't picked for this campaign, you can try for Athalantar, Sebecloki's Forgotten realms campaign. It's very good, and I recommend it!

That too, is a gestalt (quadrastalt) campaign set in the Realms' forgotten past.


Aarakocra likely can speak Auran - they're native of the Plane of Air, and that's what's officially spoken there (in Pathfinder). The adaptation I used suggests common/auran as their base languages.


EltonJ wrote:

Hi everyone.

If your character isn't picked for this campaign....

I may have missed it, did you set a date for the end of recruitment?


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May 5th, 2022. :)


In 5e they specify that Aarakocra speak a dialect of Auran. This probably helps because the elemental languages would be used by many priests.

https://darksun.fandom.com/wiki/Aarakocra#Language


I keep coming up with 'fluffy' character ideas and willing to try to get a little crunchy benefit from them. Where are you at on 'Drawbacks'?

I'm Thinking about having him unable to talk (Had his tongue cut out as punishment) So understands five or six languages, but cannot speak. (might use a slate board for writing messages)

I would think it might be worth a drawback if we're using them. Something like scarred or Righteous indignation, any opinions?


Robert Henry wrote:

I keep coming up with 'fluffy' character ideas and willing to try to get a little crunchy benefit from them. Where are you at on 'Drawbacks'?

I'm Thinking about having him unable to talk (Had his tongue cut out as punishment) So understands five or six languages, but cannot speak. (might use a slate board for writing messages)

I would think it might be worth a drawback if we're using them. Something like scarred or Righteous indignation, any opinions?

I can allow one drawback. Of course, you do get an extra trait for taking it.


Curious about taking indomitable faith What religions on Athas might apply?


Robert Henry wrote:
Curious about taking indomitable faith What religions on Athas might apply?

Fire, water, earth, and air. Other than those and the para-elemental clerics and priests, at this time. Athas has no religion.


What does the party still need the most? It seems that melee, ranged, and healing are covered. Maybe a skill monkey or bard? (I'd rather not do wizard with all of the differences from what I know of Golarion and the fact that I'm playing a wizard in another game.)


Here's my earthben- I mean, earthshaper. Totally not the same thing at all :^)

I ended up ditching Kinetic Knight. The restrictions were a bit too tight for me, plus as much as I'd love to flurry with Kinetic Blade, we definitively aren't lacking in the damage department and I'd much rather get the feat and magic item support that unarmed combat has. Ends up still being quite the solid switch hitter, so I suppose we'll be bumping shoulders in the frontline, Robert!

Still gotta do the backstory and stuff, but I think the crunch is done save for a very much necessary once over to ensure it's all good.

Phantom Genius wrote:
Maybe a skill monkey or bard?

A face seems like what we need the most, yeah.


Magnus, Earthshaper wrote:
Phantom Genius wrote:
Maybe a skill monkey or bard?
A face seems like what we need the most, yeah.

I'm looking at a Sandman (Bard)/Medium. Both use Charisma and the combination can cover many of the rogue skills/party face/party buffer needs.


EltonJ wrote:
Robert Henry wrote:
Curious about taking indomitable faith What religions on Athas might apply?
Fire, water, earth, and air. Other than those and the para-elemental clerics and priests, at this time. Athas has no religion.

I didn't know if you were going ahead with "The Christ of Athas is making his will known," or what that might look like for a Mul ex-gladiator.


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Robert Henry wrote:
EltonJ wrote:
Robert Henry wrote:
Curious about taking indomitable faith What religions on Athas might apply?
Fire, water, earth, and air. Other than those and the para-elemental clerics and priests, at this time. Athas has no religion.
I didn't know if you were going ahead with "The Christ of Athas is making his will known," or what that might look like for a Mul ex-gladiator.

I'm saving that angle for later. :)


... and we'd need 12 PC's for that story.


Ok, this is the beginning crunch on RH's Mul slayer/Aegis Børak. I still have to finalize Feats, customize his Astral Suit and purchase gear.

I've been mentally working on the fluff as I go and will get it typed once the crunch is done.

I've not played a psionic character before and need to look harder at some of those things before he's done.

Questions:
I Put the question in a spoiler it to save space. They are in no particular order.

Is the Darkleaf special material available. Considering Darkleaf Lamellar as a base armor, but need to make sure it's permitted.

I know we are using Ceramic pieces instead of gold, and that metal is rare and most weapons are bone/stone/wood. But Are there magical items for sale at all?

Are we strictly using the pathfinder goods, or are any items from some of the other sources available? I don't have anything particular in mind, I just remember there were some pretty cool 'Athas' weapons available.


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I like the angle of tying Daqas with Tkk on the hunting side. It's the natural order of things, and it's the kind of agreement that would eventually benefit both - as territorial as Aarakocra are, at the end of the day they're smart enough to identify a condition of mutual benefit, especially since the other birdfolk are very rare, and the Thri-keen brings a lot more to the table.

I like that it also nicely works with other people on the party to join later - either because they were travelling through the duo's hunting grounds, or maybe decided to hunt something they were both already on the trail, I mean - many interesting possibilities, and still feels very "Dark Sun-ny" :D


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Borak wrote:

Questions:

I Put the question in a spoiler it to save space. They are in no particular order.

Both Slayer and Trailblazer provide 'track' will you let me double dip and add them both?

You use only one 'track.' IF you add both, there's no mechanical benefit. Track doesn't stack.

Quote:
Is the Darkleaf special material available. Considering Darkleaf Lamellar as a base armor, but need to make sure it's permitted.

It's possible that it can be grown as part of Oronis' preservation project. But it's still rare.

Quote:
I know we are using Ceramic pieces instead of gold, and that metal is rare and most weapons are bone/stone/wood. But Are there magical items for sale at all?

I don't think so. Each magic item is uniquely created on Athas. A preserver or defiler wizard or sorcerer of a certain level is needed to create them. On Athas, a magic item is a special and rare thing. The economy and ecology of Athas can't support mass production of magic items.

Quote:
Are we strictly using the pathfinder goods, or are any items from some of the other sources available? I don't have anything particular in mind, I just remember there were some pretty cool 'Athas' weapons available.

The Burnt World of Athas have a 3e conversion for the Dark Sun boxed sets. I think they have a magic item .pdf on their website.


EltonJ wrote:
I don't think so. Each magic item is uniquely created on Athas. A preserver or defiler wizard or sorcerer of a certain level is needed to create them. On Athas, a magic item is a special and rare thing. The economy and ecology of Athas can't support mass production of magic items.

Wait, so does that mean our selection of starting magic items is limited? I assumed we'd have the average wealth of 16k and spent it accordingly.


Qyntessential wrote:
EltonJ wrote:
I don't think so. Each magic item is uniquely created on Athas. A preserver or defiler wizard or sorcerer of a certain level is needed to create them. On Athas, a magic item is a special and rare thing. The economy and ecology of Athas can't support mass production of magic items.
Wait, so does that mean our selection of starting magic items is limited? I assumed we'd have the average wealth of 16k and spent it accordingly.

I was thinking the exact opposite, the magical items were not allowed. So I was trying to figure out what to spend the money on and what 'special materials' were available. 'Darkleaf' is a valuable commodity in a world without metal :)

I'll have to take a look at 'The Burnt World of Athas' and see what's available.


Yeah, I had brought up it before - magic items in Dark Sun are very rare. They do exist, but it's very limited.


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EltonJ wrote:
Borak wrote:
Both Slayer and Trailblazer provide 'track' will you let me double dip and add them both?
You use only one 'track.' IF you add both, there's no mechanical benefit. Track doesn't stack.
Sorry I had deleated this, apparently too late. I've removed the trailblazer archetype, I decided not to mess with it and keep things simple.
EltonJ wrote:
Quote:
Is the Darkleaf special material available. Considering Darkleaf Lamellar as a base armor, but need to make sure it's permitted.
It's possible that it can be grown as part of Oronis' preservation project. But it's still rare.
Would it be purchasable and would the cost be what's listed on PFSRD
EltonJ wrote:
Quote:
Are we strictly using the pathfinder goods, or are any items from some of the other sources available? I don't have anything particular in mind, I just remember there were some pretty cool 'Athas' weapons available.
The Burnt World of Athas have a 3e conversion for the Dark Sun boxed sets. I think they have a magic item .pdf on their website.

Are the items from the Dark sun Core Rules or An Athasian Emporium (from that website) ok? Are the weapons and equipment limited to this website or can we also use stone/bone/wooden items from the PFSRD?


Lapyd wrote:
Yeah, I had brought up it before - magic items in Dark Sun are very rare. They do exist, but it's very limited.

We should probably use automatic bonus progression with 50-75% WBL then depending on if we're buying into the caravan with wagons and such. The game math assumes some chunk of magic items, and if we want to eliminate them that keeps the math close.

It might also mean we want to take crafting feats and turn them into crafting quests/story feats at some point, but that's in the future.


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Børak wrote:
Are the items from the Dark sun Core Rules or An Athasian Emporium (from that website) ok? Are the weapons and equipment limited to this website or can we also use stone/bone/wooden items from the PFSRD?

The items from the Dark Sun Core Rules and An Athasian Emporium are allowable. The weapons and equipment is limited to the stone/bone/wooden items from Athas.org and the PFSRD are both allowed.

Ash . . wrote:

We should probably use automatic bonus progression with 50-75% WBL then depending on if we're buying into the caravan with wagons and such. The game math assumes some chunk of magic items, and if we want to eliminate them that keeps the math close.

It might also mean we want to take crafting feats and turn them into crafting quests/story feats at some point, but that's in the future.

Yes. The crafting feats should have a story associated with them under the Dark Sun.


Ash . . wrote:

We should probably use automatic bonus progression with 50-75% WBL then depending on if we're buying into the caravan with wagons and such. The game math assumes some chunk of magic items, and if we want to eliminate them that keeps the math close.

It might also mean we want to take crafting feats and turn them into crafting quests/story feats at some point, but that's in the future.

Yes. The crafting feats should have a story associated with them under the Dark Sun.

Does the yes mean that we are suing ABP? And is it the base level or the no magic items level?

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