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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Tkk-Tkk wrote:
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.
Quote:
Does the yes mean that we are suing ABP? And is it the base level or the no magic items level?

We are using ABP.


Ok, still working gear, the only weapon I'm considering from the pfsrd is the trident (Will make it from wood like the Slodak. Since he was a gladiator, I thought it would be a nice ouch. Borak's craft weapons skill is at + 15 @ 5th level. Do you mind if he crafted his own weapons?


Børak wrote:
Ok, still working gear, the only weapon I'm considering from the pfsrd is the trident (Will make it from wood like the Slodak. Since he was a gladiator, I thought it would be a nice ouch. Borak's craft weapons skill is at + 15 @ 5th level. Do you mind if he crafted his own weapons?

Sure, he can craft weapons.


So Zok was originally a Fighter, but I'm thinking about a new direction for him. His original concept was that he was a bit of a terror, raiding villages for "food" and got captured instead of killed. Instead of immediate escape, I think he should serve his whole sentence, 10 to 25 years. This might mean he'd be middle aged or old, but that would be up to you if you want to play with those rules.

He would have spent a few years in the stocks, only kept alive by the kindness of strangers, mostly halflings, but not all, which would puzzle him greatly. Eventually he would begin to focus on other things than fighting, especially since he could barely move. Mostly self trained, he would use his mind to affect others and using psychosomatic techniques to survive or even somewhat thrive in the hostile environment. He'd come out of the prison a new man, with a minor reputation of infamy, but older and wiser.

I'd like to take him into mesmerist/sorcerer with the psychic bloodline. I'd actually like him to be loathe to kill, going with almost exclusively non flashy spells. Illusion and enchantment, with perhaps a smattering of transmutation, which I would flavor as a mixture of the two, sticking to spells that could be explained by this flavor.

Anyway, those are my thoughts. Also, I noticed that Athasian hakflings usually have a bonus to Wis instead of Cha, and since my character would be Cha based, of course I would like to go with the Cha bonus instead, but its not necessary.


I think Børak's crunch is done. Please take a look at it and let me know if you see anything out of whack.

Once we start the game and have a little more info. I will select the final two languages and any consumables or other gear. Even if we go 'half' for the ABP he'll have plenty cash left over for a few items.

I'll get the fluff done on Monday. It will be pretty straight forward. A gladiator slave in Tyr until the age of 20. Once slaver was ended, has Been mostly out in the wild the last ten years working as a guard or mercenary. There will be some twists and turns, like how he learned the criminal life, how he got his tongue cut out and why he killed his father...


Børak wrote:

Even if we go 'half' for the ABP he'll have plenty cash left over for a few items.

I'm in the same boat. Usually I spend all my gold on as many +1s I can get, but with the ABP system I'm actually stumped on what to take. I did end up finding a pretty nice interaction between Vicious + Flesh of Stone's DR, which lets me get +2d6 damage at no recoil, but aside from that I'm not sure what else to spend gold on.

Also I went to check the Brawling enchantment and realized it's cost got errata'd to +3 instead of +1 as it used to be. Kinda b%~~%*%$ if you ask me but whatever, you do you Paizo :^)


Could the Bard/Medium craft miscellaneous magic items or is that not allowed in Dark Sun?


Phantom Genius wrote:
Could the Bard/Medium craft miscellaneous magic items or is that not allowed in Dark Sun?

It's allowed. Except each item you craft would have a quest attached to it.


EltonJ wrote:
Phantom Genius wrote:
Could the Bard/Medium craft miscellaneous magic items or is that not allowed in Dark Sun?
It's allowed. Except each item you craft would have a quest attached to it.

So does that mean we do a craft miscellaneous magic item prequel? Everybody builds a fourth level character to help Phantom Genius quest for his McGuffin?


Børak wrote:
EltonJ wrote:
Phantom Genius wrote:
Could the Bard/Medium craft miscellaneous magic items or is that not allowed in Dark Sun?
It's allowed. Except each item you craft would have a quest attached to it.
So does that mean we do a craft miscellaneous magic item prequel? Everybody builds a fourth level character to help Phantom Genius quest for his McGuffin?

That's not a bad idea, actually!


All of the aegis are master craftsmen by default too. We could pretty easily have a small business side quest in crafting all sorts of mundane and even wondrous items going forward. I think we just accept that prequel crafting was mundane and didn’t happen for permanent magic gear. Scribe scrolls/dorjes/power stones/shards etc and make potions, buy your masterwork backpacks and beasts of burden. Now we have a pretty great ongoing quest hook for magical McMuffins to make stuff, which certainly helps explain why we’re all interested in caravans.


Having our own kind of business would be pretty sweet. Downtime rules would have to be reworked a bit though if we were to follow them some, I suppose. Or maybe not. Zok could be underground and black market contacts, info gathering and the like. He'd definitely be into looking into the magic of the world, what's possible and where we go from here.


So I'm doing fluff now for my druid and designing a terrain feature she gets her power from because it seemed fun. Looking at a map of the Kurn Region there's an unmarked mountain splotch to the east of fort hole, so pending DM approval I'm sticking my slowly reforming murderous watering hole there.

The Twin Burning Pools, Our Lady's Home:

The spirit of the Twin Burning Pools is patient, and wise, mournful, and hopeful. She has no time for strangers, and less easy trust than most. She remains a spirit of the heart of the land and in this place the land is of three parts, no matter how our Wisdom leads us to two of those today. Fire, Water, and Earth lie at the heart of it. The Wind here is a visitor, for good or ill, it does not stay. The heart of Fire is heat, and a slow building pressure, It is sleeping now, the fire, but it is always here you must remember. The heart of water is dissolution and a timeless sense of flow, and change, and growth. The water is life, but also death, and never so clearly as the waters at the heart of our keeping. The heart of Rock is a solid stability found in few places on Athas, here is a deep root sunk into the heart of the world, of Granite old before we reckoned age, and it will endure more than we might wish it to. Combined, they make a steadily, invisibly burning, watering hole responsible for millions of deaths throughout it's existence, slow and relentless as it changes, enduring and evolving, with slumbering fire beneath. Water, the right kind of water, will kill faster than a thought, and the earth is deep here. Within that earth? Fire nurtures new life amidst caves no human eye might delve. The wind alone, is visitor. So like the wind, you must go now, and see what lies beyond the Burning Pools. ~From the writings of Jiveevah, the wise.

The Caldera that forms the natural border is ancient. In a time before the blue age, it might have been a towering peak, but that time is gone now. Along with the peak, and the city within. The heart of this pool was fiery and deep and it long ago blasted its way to the surface, then was buried again. Now, all that remains are the lesser companions of that once great granite, surrounding the silent caldera over the exposed heart of the land, surrounded in turn by an endless ring of pulverized granite ash, buried beneath the blowing sands.

Spaced like teeth, these are folded mounts, sharp and craggy, around a valley that from the ground appears entirely normal, if overly large, and exceptional within the sea of silt on Athas only for the growth and vigor of the local wildlife inside it. In this way, the first pool is hidden from sight of all who walk and run behind the mundane glory of plant and sheer rocky face. It is only through flight that the outline of the pool can be seen, a concentric ring of explosive force painted on the impenetrable granite, large beyond imagination, and worn by sand and time with a perfectly marked center.

This central pool, the second of the Twin Pools naming, is a cerulean oasis of pure water, it's shores ringed in brilliant green then yellow then red bands, and a barren shattered flat rock face around them. No grass, no scrub, no trees grow near, for all it is as wet and strangely humid as any such plant might hope. Instead, a blooming mass of algae floats below the water's steaming surface, and the dust tastes bitter and the air grows hotter the nearer the edge you approach. This then is the heart of the waters, and just as deceptive. The water sits suspended well above the natural boiling point of water, and contact is therefor ill advised. Some effect, unknown and unexplained, feeds the water from below, and holds it to it's liquid form. Of course, heat is not the only concern, the water is extremely acidic as well. Yet still, it is so clearly water that every year hundreds of overflying creatures feed it's depths. A slight contact turns to burning agony to even quicker dissolution and the algae colony grows stronger on each of these inadvertent tithes. So thus the plunge of life further down into the land continues, and Our Lady of the Twin Pool's tears grow redder.
~From the writings of Elaine Aslandaughter, before she left on her novitae wanderings.

There's so so much cool stuff to dig into in Athas, but it's also so easy to get lost in this stuff when at the end of the day we're a caravan having an adventure and the mythic backstory is just that, backstory.

Still need to spend money, but here's where I ended up crunch wise -

Aslandaughter - Crunch:
Aslandaughter
Half-giant druid (saurian shaman) 6/aegis 3/soulknife (high psionics gifted blade) 3/gestalt 6 (Pathfinder RPG Ultimate Magic 39, Ultimate Psionics 28, 57, 282)
NG Medium humanoid (giant)
Init +4 (+6 during surprise rounds); Senses low-light vision; Perception +17
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Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 58 (6d10+18)
Fort +9 (+4 to avoid nonlethal damage from hot or cold environments, +4 to resist damage from suffocation, If save allows for a reduced or partial effect, then ignore the effect if you successfully save.), Ref +9, Will +12 (If save allows for a reduced or partial effect, then ignore the effect if you successfully save.); +2 racial bonus vs fire spells and effects., +4 vs. fey and plant-targeted effects
Defensive Abilities evasion, form astral suit; DR 2/—
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), fly 30 ft. (perfect)
Melee mind blade (light) +12/+7 (1d8+5/19-20) or
mind blade (light) +12/+7 (1d8+5/19-20)
Special Attacks enhanced mind blade, form mind blade, powerful build, psychic strike, wild shape 2/day
Druid (Saurian Shaman) Spells Prepared (CL 7th; concentration +13)
D Domain spell; Domain Animal (Feather domain[APG] subdomain)
Domain Psi-Like Abilities (CL 6th; concentration +7)
1 use—astral construct, inertial armor
At will—astral repair (2 hp)
1/day—stomp (DC 12)
Aegis Powers Known (power points 26, ML 3rd; concentration +4)
0 (at will)—
Druid (Saurian Shaman) Powers Known (power points 26, ML 7th; concentration +13)
0 (at will)—
Soulknife (High Psionics Gifted Blade) Powers Known (power points 26, ML 3rd; concentration +4)
1st—expansion, force screen
0 (at will)—
--------------------
Statistics
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Str 20, Dex 19, Con 17, Int 16, Wis 21, Cha 13
Base Atk +6; CMB +11; CMD 26
Feats Boon Companion[UW], Fighter's Blade, Mindblade Proficiency, Natural Spell, Power Attack, Psionic Talent, Psionic Talent, Student Of The Astral Suit, Unlocked Talent
Traits psionic knack, psychoportive talent
Skills Acrobatics +10, Craft (cloth) +12, Craft (glass) +7, Fly +10, Handle Animal +10, Heal +9, Knowledge (nature) +14, Knowledge (psionics) +8, Perception +17, Ride +5, Sense Motive +6, Spellcraft +12, Survival +15, Swim +2 (+6 to resist nonlethal damage from exhaustion), Use Magic Device +10; Racial Modifiers +3 Perception, +4 Survival
Languages Common, Druidic, Giant, Ignan, Sylvan
SQ active energy type, animal companion (ankylosaurus named Saurauh), astral skin, blade skill (mental power), eyes of the hawk, fire as she bears, invigorating suit, manifesting, nature bond (Feather domain[APG]), nature sense, reconfigure (1/day), saurian's totem transformation, saurian's totemic summons, shape mind blade, throw mind blade, trackless step, wild empathy +7, woodland stride
Other Gear mwk ironwood kikko armor[UC], glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], silk rope (50 ft.), 7,585 gp
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Special Abilities
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Active Energy Type (Electricity) Lets you set your psionic active energy type.
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Astral Skin AC +0; Free customizations: speed (2), nimble.
Boon Companion (Saurauh) Companion or familiar abilities are treated as if you were a higher level.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Druid (Saurian Shaman) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Enhanced Mind Blade +3 (Su) You can enhance your Mind Blade with a total enhancement bonus of +3.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Eyes of the Hawk (+3 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Fighter's Blade Your training with a mind blade is not hindered by dabbling in other studies.
Fire as She Bears FaSB Helper for Getting the Gauge and Aboard a moving ship.
Fly (30 feet, Perfect) You can fly!
Form Astral Suit (Su) Form an astral suit around your body.
Form Mind Blade (Mind Blade [Light], Slashing) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind.
Harness Power Stone The aegis can manifest a single 1st-level power from a power stone stored in his power stone repository as if it were a known power, with an effective manifester level of 1. This effective manifester level does not make an aegis eligible for feats an
Harness Power Stone The aegis can manifest a single 1st-level power from a power stone stored in his power stone repository as if it were a known power, with an effective manifester level of 1. This effective manifester level does not make an aegis eligible for feats an
Harness Shard The aegis is able to place a single shard into the astral suit as a move action. By spending one power point as a standard action, he can gain one use of the shard without the shard disintegrating. This customization may be selected mul
Invigorating Suit (Su) Gain a bonus to Consitution checks and Fortitude saves.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifesting You have a reduced ML equal to ML-2.
Mental Power Not implemented yet
The soulknife gains an additional power known from the gifted blade power list, up to the maximum power level he can manifest. In addition, the soulknife gains an additional 2 power points. This blade skill can be selected
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Nimble (+2 Dex) +2 enhancement bonus to Dexterity while wearing astral suit.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Stone Repository Absorb power stones into your astral suit.
Powerful Build Can function as one size larger where advantageous.
Psionic Talent Gain 2 or 1 extra power points.
Psionic Talent Gain 2 or 1 extra power points.
Psychic Strike +1d8 (Su) +1d8 to your mind blade damage.
Reconfigure (3 customization points, 1/day) Reconfigure up to your Int mod in customization points.
Saurian's Totem Transformation (Standard Action, 6 minutes/day) (Su) Adopt aspect of the saurian while in normal form.
Saurian's Totemic Summons (Su) Standard action to summon dinosaur/reptiles and grant temp Hp.
Shape Mind Blade Change the form of your mind blade, or reassign its abilities
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speed (10 feet) Increase land speed by +10 ft while wearing astral suit.
Stalwart Ignore partial effects when making a Fort/Will save.
Student of the Astral Suit Your studies in other areas has not hindered your skill with astral suits.
Throw Mind Blade Light 20ft, 1H 15ft, and 2H can't be thrown.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unlocked Talent Manifest chosen power as if level 1 manifester.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Saurauh CR –
Female ankylosaurus (Pathfinder RPG Bestiary 83)
N Large animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 28, touch 13, flat-footed 26 (+1 deflection, +2 Dex, +1 enhancement, +15 natural, -1 size)
hp 36 (6d8+6)
Fort +7, Ref +8, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee tail slap +9 (1d8+8)
Space 10 ft.; Reach 5 ft.
Special Attacks stun
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Statistics
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Str 20, Dex 14, Con 13, Int 5, Wis 12, Cha 8
Base Atk +4; CMB +10; CMD 23 (27 vs. trip)
Feats Ability Focus (stun), Light Armor Proficiency, Power Attack
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Receive Spell, Work
Skills Acrobatics +6, Fly +9, Linguistics -2, Perception +5, Stealth +2, Survival +2, Swim +9
Languages Common, Halfling
SQ attack any target, combat riding, devotion, fire as she bears, receive spell (Fly), work
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Fire as She Bears FaSB Helper for Getting the Gauge and Aboard a moving ship.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Receive Spell [Trick, Fly] Trained to fully take advantage of specific spell effect.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stun (DC 20) (Ex) Tail attack can stun targets.
Work [Trick] The animal pulls or pushes a medium or heavy load.

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Looks nice, Ashe.


EltonJ wrote:
May 5th, 2022. :)

Well folks, one day left.

EltonJ I've got Børak's background up until he leaves Tyr, (ten years ago) I'm assuming the next ten years were spent as merchant guard/mercenary where he eventually finds his way to 'old Kurn' Since I'm not sure if were supposed to know about 'New Kurn' I left that info blank. I'll finish a few more purchases (consumables)for Børak once we get a little further into the party and the plan. Please take a look at him and let me know if anything needs altered.

Good luck to everyone, and thanks again EltonJ for running the game, we appreciate it,


I think Magnus is fully complete, crunch, backstory and everything. I settled on something of an outsider, born in the Silt Sea and having traveled across Athas for years before settling in Kurn and becoming a miner. Hopefully I got the nuances of Dark Sun right, I read the books but it's still my first time poking my head in the desert.

All that's left is spending the remaining 5.2k Cp. If Magnus is accepted, could I spend my remaining ceramic on permanent spells instead? 5k for permanent Enlarge Person + Resistance spells sounds like a solid deal.

The Exchange

Sounds like a cool game in an interesting setting, but I think I should resist the urge to splurge on 3 books and stay up late cramming. But still, I bet it's a lot of fun!


Well, it's going to be short. ;-)

After the players have played to Guistenal, then we can talk about sequels.


Looking forward to finding out we signed up for rappan athas when we find a well in old guistenaphlan…


Ash.. wrote:
Looking forward to finding out we signed up for rappan athas when we find a well in old guistenaphlan…

Something like that. Depends on the sequel.


That is both delightful and terrifying. My poor kind Half-Giant.


Ash's Druid alias. I'll get the crunch and location copied over into the profile shortly. Still have a chunk of ceramic to spend, and may just sit on that till recruitment selections are done to better fit with the party needs.


Big day today. Good luck everyone!


Alright, this is who will be playing. All you have to do is report to the beautiful discussion thread.

* Tkk-Tkk: Elemental Shaman.

* Daqas Kukiarr: Arrakocra Monk.

* Magnus, Earthshaper: Mul brawler/Earth Kineticist.

* B0rak: Slayer/Aegis

* Zok the Butcher: Aboriginal Halfling.

* Elaine Aslandaughter: half-giant druid.


What a waste of amazing stat rolls. Let me know if you need a replacement caravan guard.

=)


Ah, boo. I see you are done with recruiting.
Dark Suns is my partner's FAVORITE setting and he hasn't seen it run in a long time.

Ah well. Good gaming, all!

@Eltonj thanks for resurrecting the fun old setting <3
Let me know if you do another or if anyone drops out.


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Okay, recruiting for one more. One of the players had to drop out.

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.

The heroes are fighting two Kirres right now, and while I think five players are enough to handle the Kirres, one more wouldn't hurt.

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.

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.


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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.


Are the concepts previously mentioned for my character still good? (Message 107 and something from the previous page. :-)


Phantom Genius wrote:
Are the concepts previously mentioned for my character still good? (Message 107 and something from the previous page. :-)

Yep. Although all I could see was character generation rolls and you asking about the bard class.


Pathfinder Adventure Path Subscriber

Mh exciting. Already have a concept in mind :D

Stat Roll: 5d4 + 4 ⇒ (4, 1, 3, 2, 2) + 4 = 16
Stat Roll: 5d4 + 4 ⇒ (1, 1, 4, 2, 3) + 4 = 15
Stat Roll: 5d4 + 4 ⇒ (2, 2, 2, 4, 1) + 4 = 15
Stat Roll: 5d4 + 4 ⇒ (3, 3, 3, 3, 1) + 4 = 17
Stat Roll: 5d4 + 4 ⇒ (3, 3, 4, 3, 1) + 4 = 18
Stat Roll: 5d4 + 4 ⇒ (4, 3, 4, 1, 3) + 4 = 19

Ha! Not a single 5! That is remarkable^^


This would be my character.

We should probably talk about an elven tribe that makes sense and other circumstances.


Remember you need one side of your Gestalt to qualify as a psionic class. Looks interesting.


Elaine is right. One side of your Gestalt needs to qualify as psionic.


Posting interest.

Question regarding archetypes: are archetypes from Ultimate Psionics also allowed?

Elaine Aslandaughter wrote:
Remember you need one side of your Gestalt to qualify as a psionic class. Looks interesting.
EltonJ wrote:
Elaine is right. One side of your Gestalt needs to qualify as psionic.

Not Amunet-Ra's player, but it looks like one of the crossblooded bloodlines taken was Psychic, making the sorcerer a psychic caster, rather than an arcane one.


Yeah. We are discussing his character over PMs.


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


Yes, the psychic sorcerer was taken explicitly for that purpose, to have psychic spellcasting, which counts for the bard spellcasting as well.

There is a bard archetype that does that as well, but does not really hit the flavor of the character.
The idea is to have a rogueish, sleazy Dark Sun elf.
I went approximately by a document i found and used before for Pathfinder Dark Sun, think that stuff mimics the Dark Sun elves quite good.

Open to discuss suggestions.

I believe there was another archetype or thing that gives gives psychic casting to bards, but i'm not sure that was Paizo or 3PP, did not find it again.


I'm a little confused about starting wealth at chargen, though I did notice we will be using ABP. Clarification would be appreciated.

EDIT: Also, I'm not sure any guidance was ever offered on how hit points would be determined.


Belltrap wrote:

I'm a little confused about starting wealth at chargen, though I did notice we will be using ABP. Clarification would be appreciated.

EDIT: Also, I'm not sure any guidance was ever offered on how hit points would be determined.

Most everyone used ABP. On Dark Sun, the wealth level is according to ceramic pieces. There's hardly any gold, and if there is (and I think there is), gold is often in the nobles' coffers.

As for hit points, full first level, then average subsequent levels.


Thought I'd show people what I have so far. It's 90% of a statblock and a backstory.

There are a few things I'd like to ask for input on.

I'm trying to decide between Ymir and Anakim as a name, and I was wondering if there were any Dark Sun items in particular I should consider strongly when selecting gear.

I'd also like to ask the DM if it would be alright to take a psicrystal in place of a bloodline familiar.

Statblock:
Male half-giant fighter 2/ bloodrager 4 | aegis (aberrant) 5/war mind 1
TN Medium humanoid (giant, human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14
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AC 21, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +2 natural armor)
62 hit points (6d10+24 plus 1)
Fort +12, Ref +6, Will +10; +2 racial vs mind-affecting effects
Defensive Abilities blood sanctuary, uncanny dodge; DR 4/-
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Speed 40 ft, fly 40 ft. (good)
Melee Large sledge +19/+14 (8d6+15/x3) or unarmed strike +15/+10 (1d3+9)
Special Attacks bloodrage (10 rounds/day); chain of personal superiority +2 1/day
Bloodrager spells known (CL 4th; concentration +7)
1st (2/day) - endure elements, long arm
Psi-like abilities
At will - vim (ML 5th; concentration +8)
1/day - stomp  (DC 13, ML 3rd; concentration +6)
War mind Powers Known (ML 1st; concentration +6; power points 13)
1st - 1 power
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Bloodraging Statistics When bloodraging, [Name's] statistics are
AC 18, touch 11, flat-footed 14, hp 73, Fort +14, Will +12;
Melee Huge sledge +20/+15 (10d6+18/x3) or unarmed strike +16/+11 (1d4+11)
Str 32, Dex 16, Con 23; CMB +18; CMD 32 Skills Fly +0, Swim +11
Fatigued Statistics When fatigued, your statistics are
Init +2; AC 20, touch 13, Ref +5
Melee Large sledge +18/+14 (8d6+14/x3) or unarmed strike +14/+9 (1d3+8)
Str 26, Dex 15; CMB +15; CMD 27; Skills Fly +5, Swim +8
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Str 28, Dex 17, Con 19, Int 16, Wis 21, Cha 17
Base Atk +6; CMB +16; CMD 29
Feats Catch Off-Guard (b), Eschew Materials (b), Psionic Talent (b), Shikigami Manipulation, Shikigami Mimicry, Shikigami Style, Vital Strike (b)
Skills Autohypnosis +14 (6 ranks), Diplomacy +9 (6 ranks), Fly +6, Intimidate +8 (1 rank), Knowledge (arcana) +7 (1 ranks), Knowledge (psionics) +11 (5 ranks), Perception +14 (6 ranks), Use Magic Device +11 (5 ranks), Spellcraft +7 (1 rank), Survival +13 (1 rank), Swim +9 (1 rank; +13 to resist nonlethal damage from exhaustion); Armor Check Penalty -1
Background Skills Knowledge (history) +8 (2 ranks), Perform (oratory) +12 (6 ranks), Profession (Silt Sea sailor) +10 (4 ranks)
Traits surprise weapons +1 more
Languages Common, Giant +2 more
SQ bloodcasting, bloodline (abyssal), fast movement, powerful build, psionic form, transformed body (brawn [x2], darkvision, flight, hardened strikes, hardy, improved damage reduction)
Combat Gear; Other Gear bloodrager's kit, masterwork leather lamellar, traveler's any-tool

Backstory:
Recently (in the eyes of an immortal, a few decades in the eyes of those subject to the ravages of time), the sorcerer-king Andropinis conceived of a program designed to produce super soldiers that would make Balic undisputed not only in affluence, but in military might in conventional warfare. Part magical experiment, part breeding program, the intent of the program was to determine how to produce bloodragers who would then be further tempered as aberrant aegii.

[Name] was the first of the program's only two successes before Andropinis sailed off into the Sea of Silt, yet to return. As Balic began to fall into internal strife, enemies of Balic's remaining Praetors discovered the project and struck out against it, afraid the templars might unleash the successes (or even the more viable failures) to tilt the balance of power in their favor. In the chaos, [Name] was only barely able to escape with his life, though his failure to find the second, more recent success of the program and the closest thing he had to a younger sibling and bring them with him still haunts him to this day.

Escaping to freedom, however, was only the beginning. [Name] quickly discovered just how reviled arcane magic was in the world beyond the walls he'd known all his life. Before long, he fled Balic entirely, hoping to get far from anyone who might be able to identify him as the defiler who witlessly revealed himself.

Since then, he has sold his services as a wandering mercenary, being very careful to avoid any spellcasting he can, though if given the choice between death and sorcery, he will not hesitate to make the necessary choice to survive. He has heard rumors of preservers and of the Veiled Alliance, and while he wishes to learn their ways, he is slow to trust them not to turn him into a weapon for their agenda. In the meantime, he is doing his best to master "preserving" without a mentor, though it has thus far eluded him. Even now, he never fails to chase any rumors that may lead him to a reunion with his younger "sibling", though he still hasn't found the courage to return to Balic, despite knowing in the pit of his chest where he needs to go if he wants to find his lost younger "sibling".


Belltrap wrote:

Thought I'd show people what I have so far. It's 90% of a statblock and a backstory.

There are a few things I'd like to ask for input on.

I'm trying to decide between Ymir and Anakim as a name, and I was wondering if there were any Dark Sun items in particular I should consider strongly when selecting gear.

I will say that Anakim makes me think of a certain whiny young jedi...

Belltrap wrote:
I'd also like to ask the DM if it would be alright to take a psicrystal in place of a bloodline familiar.

He let me take a psicrystal as a shamanic familiar. But I do have stone as my primary spirit.


Pathfinder Adventure Path Subscriber

Does everyone have a fly speed?


Only Tkk-Tkk and Daqas have any sort of a flying ability.


Changed this up a bit as hinted. Hope it will complement the party well and does not step on anyone's toes.

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