
GM_Panic |
1 person marked this as a favorite. |

The year in Dune is 10,091 A.G. 100 years before the events of the Book DUNE. And house harkonnen controls ARAKIS, it and its two Vasul houses, the House Jarrlo and House Limir, oversee the day to day running of the planet and spice minding. All under the watchful eye of Dmitri Harkonnen who likes nothing more than have them fight over the scraps of power he lets them have. While the new Imperial Planetologist Pardot Kynes sets up labs close to the fringes of the desert. Village Fremen around Arrakeen great bason, suffer from explosion and oppression. some whisper of the wild Fremen out in the deep desert making deals with off world smugglers. This is the setting into which you will play. I am only using Herberts books, not his sons latter works.
House RULES.
NO Magic, Yep no magic, but I will allow Monks, Ki, Gun slingers Grit, Investigators Inspiration. Things that are not explicitly magic.
Be inventive, given this rule, If you have an idea of a PC using ANY class Paizo or 3pp rules, then offer them up. And lets see as a group of players and GM, if we think it will work.
Tech.
Magic items are out, but there is tech, The rule his is simple, dose it FIT the setting. Your poor so there are LAz guns but your not going to have the credits to own one. There are sand tucks and ATVs but again your not that wealthy, So you may have the skill to drive on, but your not going to own one. Same with still suits, you can own one, but it will be broken and old, Village made. Be inventive and make it fit, being the rule.
Races:
Human only, all race traits are open to you, and your getting 5 traits, so you could get cool stuff form other races if clever but the rule goes, offer it and if I think its works in setting you can have it.
Level:
Your level 3, becouse dune is a harsh place and there is tech other there which is a one hit kill. Healing is slow with no magic, so you have to be cafull. "Arrakis kills those who are foolish, taking there water as payment for the sin of stupidity." as the freman say.
States
35 point Buy, no ifs no but, Arrakis, kills the weak, the slow.
Start with,
1: feat a level, + human starting bonus feat.
5 traits
1 Drawbacks + Space addiction, everyone has that if you live on arrakis any length of time
** Elephant in the room
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
[Example: Martin Tenbones]
1) He is a former pirate and retired adventurer and now owns a tavern in the city of St. Clarice.
2) He is outgoing and charismatic, and attempts to keep abreast of all the local gossip and juicy secrets that pass his way, because he believes that knowledge is power.
3) He and his former adventuring band fought against the forces of the pirate captain Craven, who was a major lieutenant for the current Dread Pirate Hellbeard. He used the wealth that he acquired to build his tavern, but he sometimes worries that the pirates may one day decide to find him and extract revenge.
4) Though he is still friends with most of his former adventuring mates, some of them parted the group on bad terms. His girlfriend went back to the sea to fight pirates once more, but he received word that her vessel was taken by Hellbeard and believes she was killed. He mourns her death.
5) Although he is retired, he can be convinced to adventure again if he hears that Sasha (his lost love) may still be alive, or if he is contacted by the White Foxes during a crisis (see secrets).
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
[Example]
1) I would like to see Martin reunited with his lost love and perhaps able to mend fences with some of his former adventuring buddies over the course of this campaign.
2) It would be cool to have Martin face and possibly defeat the Dread Pirate Hellbeard once and for all.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
[Example]
1) Martin is a member of the White Fox Society, a secret society dedicated to keeping Coralton free of tyranny and evil, as well as keeping local governments honest. He provides information and rumors to them, but can be convinced to take a more active roll if pressed.
2) Sasha LeBell, Marin's lost love, is still alive. She was captured by the Dread Pirate Hellbeard and has been kept as his captive for all these years.
3) (Example of a secret I might make up about your character): Not only is Sasha alive, but also she has escaped captivity and killed Hellbeard. She has taken over his ship and crew, and has turned to piracy out of bitterness. She now IS the new Dread Pirate Hellbeard!
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
[Example]
1) Martin's friend Audric Cwellen was one of his adventuring mate. Audric, a holy warrior in the service of the Goddess of Love, is the leader of the local cell of the White Fox society, and provides Martin with information and adventure hooks.
2) Another of Martin's old traveling companions, Aubrey LeVaine, is not as helpful as Audric, because they quarreled over the love of Sasha, and Aubrey is still bitter about losing her to Martin. Still, he can provide some magical support if Martin can convince him to let go of his hate.
3) Yebin Thistledown is a strange little creature from the Feywild called a gnome. Martin met the gnome in the Shroudmist Forest and saved him from a pack of Howlers. The Gnome makes all sorts of alchemical items and gadgets, and loves collecting odd souvenirs and items, as well as "recreational herbs." He operates a bizarre patchwork shop in the Rue Angélique district.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
[Example]
1) Martin remembers growing up in a tavern as a young boy, helping his mother with the cooking. This started his own interest in the culinary arts.
2) Martin remembers the panic he felt when he discovered that the ship he signed on to was a pirate ship after a brutal attack on a merchantman. He vividly recalls the smell of blood and burning timbers.
3) Martin often recalls the goodbye kiss he gave Sasha when she left him. No kiss he's had since ever compares to that memory.
[design notes for the example character] Martin began life as an atypical barkeep. He was a retired adventurer, but still young and vigorous enough to accompany the party on their adventures. His tavern became the party's base for a while, until the BBEG of the game let off a necromantic bomb that killed most of the townsfolk and turned the town into a Zombie Apocalypse nightmare. Martin survived, and he turned into a secondary character for one of the players as he became more important to the ongoing storyline. Most of his background came from this transition from NPC to part-time PC. After the campaign reboot, Martin returned to his role as the barkeep of the party's favorite hang-out, but the players like him enough that he might return to adventuring status in the future.
Starting Money, 3 Leters of water each, spend it well.
The ecomemny of DUNE
Off world Credits is meaningless on Arrakis, where are you going to spend them?
Water as Money: 1 milliliter of water = 1Gp. WHAT!! you mean if I take a pee, Im peeing money down the drain, YES you are. water is wealth, water is life, wast water in sands and you die. Your still suit is your bank. This has been drummed into you from bearth. You very blood is wealth
1 liter of water = 1,000GP The average human has 42 liters of water in there body, so your dead water full body is wroth 42,000gp. Try not to let them bleeds to much when you skill them, we need thier water.
Space as Money. 1KG of refined space is worth 100 Liters of water, so 100,000gp for just 1kg of refined space. Unrefined, well that all depends on who your selling it to.
Water, Still suits and taxs.
Since a properly functioning and fitted stillsuit prevents moisture from being lost by collecting perspiration, wast water and defications, filtering and feeding water to catch pockets, it can reduce the need for water each day to a thimble full. 100ml of water a DAY! thats 100gp a day to live, so how are you going to make your water price?
Where are you, your Village Freemane, kids 20s something that have left home and seeking to make your way. Space or water, off world tech, stealing form the hated harkonnens of their two just as heated Vasul houses.
Ref DOC Dune Encyclopedia
Applications for this
I will keep this open for say 3 weeks. This one will take time to get right, so take your time, ask questions. I would like a Alt link, or post in here you alt so I can have a peek see.
About me.
Well, been a gm for a few years, still learning, so please foegive mistakes. I am dyslexic so spelling and grammer may be fun. I do my best with AI tools these days. Rule of cool, here, I used to say post once a day, but life is not so kind this is PbP so do your beats, just let me know if your having problems and will bot until your back :)
Well thats the idea, one and all, all the best everyone, and above all

GM_Panic |

Ooo interesting concept. How do you feel about barbarians and rage powers? Are those too close to magic in your mind? A brawler might be on point however.
I'm curious how you'll handle bene jesuits, I guess they're close to some sort of psion.
I think if it can find rage stuff that can be explained as not magic, then I think it could work.

Dorian 'Grey' |

After much fun researching and putting pieces together, I will be submitting a Human Ranger ( Trapper / Transporter ) 3.
I will research the Human racial traits next, although if we can cherry pick other Racial Traits (looking at you Grippli)....
Probably going down the Equipment Trick (net) and Improved grapple route.... don't want to spill any of that precious gold....errr...blood/water!

Grumbaki |

Very interesting campaign. No magic is pretty awesome. I just have a few questions.
Do you allow incredible healer?
Also, I'm thinking of making a trench fighter fighter.
Name: TBD
Race: Human
Stats: Str (13) Dex (19) Con (16) Int (14) Wis (12) Cha (12)
Class: Trench Fighter Paladin
Traits:
* Religion: Battlefield Surgeon (Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.)
* Campaign: Frontier Healer (You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.)
* Regional: Silent Hunter (+1 stealth and class skill)
* Equipment: Heirloom Weapon
* Combat: Something? I don't know yet.
Feats:
Human Lvl 1: Improvisational Healer
Bonus Lvl 1: Weapon Focus (Bayonet)
Fighter Lvl 1: Precise Shot
Lvl 1: Gunsmithing
Bonus Lvl 2: Rapid Shot
Fighter Lvl 2: Slashing Grace
Bonus 3: Rapid Reload
Lvl 3: Incredible Healer
Skills:
* Heal
* Survival
* Knowledge Nature
* Knowledge Engineering
* Stealth
Equipment:
* Bayonet Socket (-2 to hit but don't need to take the bayonet off to shoot...only to be used at lvl 6 when there are iterative attacks)
A fighter. Dex to hit in close combat and range. Can help heal the party.
He would be taking heirloom weapon. What options would you be open to him having for weapons with that trait? I'm assuming that guns are commonplace, and as such count as martial weapons.

GM_Panic |

When you say all race traits are open to you, and your getting 5 traits are you referring to Racial Traits, or Traits (Combat, Social, etc)?
Can my Human take Grippli Weapon Proficiency Net for an example?
I was going to say just raits but color me intarested,
You have to be Human
but all race traits are open to you IF they fit the setting
That means you can look at elf orc and so one race traites.

GM_Panic |

Very interesting campaign. No magic is pretty awesome. I just have a few questions.
Yes I dont see a problem with that,
Also, I'm thinking of making a trench fighter fighter.Thats fine,
They do have Bindi pistols and other slug throwers in DUNE
some working on Air and others Springs.
So I will alow all weapons on this page IF the suit setting.

Kasit |

Grumbaki here…and Wonderful. :)
Reading up on it, it seems like the Maula Pistol is the most more accurate weapon to use. And I think the Revolver, Nagant M1895 rules fit it best.
I’ll get a profile and crunch up as I read up on this abit more. This is very much WIP

Grumbaki |
1 person marked this as a favorite. |

So tempting, I keep reading the recruitment thread. I feel like I'm close to my max on games, but GM Panic, PF 1 and Arakis. Hard not to at least ask especially with Grumbaki and Dorian 'Grey' hanging out.
GM Panic what are your thoughts on the unchained classes?
You echo my thoughts. You, DG and GM Panic? That’s a recipe for a good time. That and I’m a sucker for interesting build rules. :)

Dorian 'Grey' |

Come on in! The water's fine!
@GM Panic just so I am understanding prior to building.
Human with 5 Racial Traits for other Races? Seems excessive. I am only interested in Weapon Familiarity Net (from Grippli).
5 Traits (assuming different Category) from Combat, Social, Magic etc.
He is mostly done in my head. Net route is Feat intensive which is why I am doing it here. Plus, blood is literally money.
I really think that the Transporter Archetype fits nicely for the Setting. Be really nice at 4th when he can share the bonuses with Everyone!

GM_Panic |
1 person marked this as a favorite. |

So tempting, I keep reading the recruitment thread. I feel like I'm close to my max on games, but GM Panic, PF 1 and Arakis. Hard not to at least ask especially with Grumbaki and Dorian 'Grey' hanging out.
GM Panic what are your thoughts on the unchained classes?
I think they should work, but again its a setting fit thing,
=====
A note on leveling, Im going to limit this game to level 6,
and may go mythic after that, between levels I will be gving players,
new class abilities and other rewards.
The highest level NPC in the game will be a level 6 with lots of skills, feats amd abilities.
@GM Panic just so I am understanding prior to building.
I am going to remove the, have to take traits form each category, and no more. If you want 5 background traits from combat you can.
Trust me this is not too much, DUNE is deadly. And your limited to level 6, no PC will be or NPC is higher than that.

Kasit |

Sounds good. 6 is a good level for being strong without being beyond mortal men.
Kasit should be complete, barring actual equipment choices.
* Fights with a maula pistol. Better at range than close combat, but can do both. Without his gun, though…he is extremely worse off. Thematically, it looks like this
- Ranged: +9 to hit vs touch AC, 1d10+6 damage
- Melee: +9 to hit vs regular AC, 1d6+6 damage
* Has all of the skills needed to survive on Arrakis (perception, survival, stealth, k-nature). However the main focus is Heal. He can treat wounds 2x per day on a person. Each time heals 1d20+9 (heal skill) + 2 (healer’s kit) + 2 (trait). Can do this without a kit thanks to improvisational healer (delayed rapid shot to take that). Took “friendless” trait so he can heal himself.
@Robert Henry and Dorian Gray. Would either (or both?) of you want to make our characters family? If so, Kasit will take the “family-ties” drawback.
* Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
- Loyal to his sietch, with duty being core to his belief as towards what makes a man.
- Learned the healing arts, first to have a skill which would always be considered useful, and later for himself.
- Wields a maula pistol passed down in his family. It was originally taken from an Imperial officer who had tried to pacify his people. It is a prized possession.
- He truly despises House Harkonnen, seeing them as would-be despots who live in unearned luxury.
- He is secretly fascinated by off-world medical knowledge and technology.
* Step 2: List at least two goals for the character.
- Water independence. He dreams of the day when he doesn’t need to worry about making his water value.
- Medical knowledge. He wants to be a physician, where he truly knows how the human body works and how to heal it.
* Step 3: List at least two secrets about your character.
- He has heard tales of planets covered in water. He dreams about visiting such a place, even though his loyalty is to his family.
- He studied a medical textbook written for House Harkonnen. He truly believes that off-world medical knowledge is superior to that of his people, and would be very interested in learning, regardless of its source.
- He is not religious, nor is he spiritual. Everything can be explained with enough knowledge.
* Step 4: Describe at least three people that are tied to the character.
- Name TBD: He was apprenticed to (name), his village’s doctor. A now elderly man, who took on Kasit as a son that he never had.
- Name TBD: He is betrothed to (village doctor’s) daughter. She is as competent as he is as a healer, if not more so. There is no true spark between the two. Their union was made because her father willed it, and both agreed as it was their duty.
- Name TBD: Village Naib. He believes that it is proper for young men to wander from the village and to explore before returning to the sietch. He is on good terms with Kasit, as he has been one of his patients.
* Step 5: Describe three memories, mannerisms, or quirks that your character has.
- He tends to be quiet, not speaking unless there is a point and is generally reserved when it comes to his emotions.
- He found a book on the corpse of a man who got lost in the desert and died of thirst. It contained medical knowledge unknown to Kasit’s teacher. He secretly read the book over and over again, before burying it in the sand lest anyone accuse him of impropriety as an apprentice.
- When nervous he tends to touch his pistol, which serves to calm him down.

Robert Henry |

@Robert Henry and Dorian Gray. Would either (or both?) of you want to make our characters family? If so, Kasit will take the “family-ties” drawback.
Dude.... if not family at least from the same Sietch. But I like the idea of family. As long as we've lost someone to the 'off-worlders.'
I'd been looking at either an unchained monk or unchained rogue. I like the monk for the bonus to AC, but I like the rogue ability to do damage with dex.
I decided to go rogue, between the extra damage from dex, sneak attack and the extra skill points it just seemed more practical.
Panic, I'm looking at archetypes, what's your opinion on turning Earthshadow into 'sandshadow'? I'm looking for a way to emulate attacking from under the sand. This feels like it may fit. If it's too 'mystical' I'll lean towards the archetype survivalist Sadly I can't do both, since both give up 'trapfinding'

GM_Panic |

@Robert Henry and Dorian Gray. Would either (or both?) of you want to make our characters family? If so, Kasit will take the “family-ties” drawback.
Dude.... if not family at least from the same Sietch. But I like the idea of family. As long as we've lost someone to the 'off-worlders.'
I'd been looking at either an unchained monk or unchained rogue. I like the monk for the bonus to AC, but I like the rogue ability to do damage with dex.
I decided to go rogue, between the extra damage from dex, sneak attack and the extra skill points it just seemed more practical.
Panic, I'm looking at archetypes, what's your opinion on turning Earthshadow into 'sandshadow'? I'm looking for a way to emulate attacking from under the sand. This feels like it may fit. If it's too 'mystical' I'll lean towards the archetype survivalist Sadly I can't do both, since both give up 'trapfinding'
-=====
Earthcraft (Su)
At 2nd level, an earthshadow can draw upon the power of earth to perform mystical tricks. At the start of each day, an earthshadow gains a pool of earthcraft points equal to half her rogue level plus her Wisdom modifier, and she can spend earthcraft points to use certain spell-like abilities. The caster level of these spell-like abilities is equal to the earthshadow’s rogue level. Earthcraft effects affect only the earthshadow, even if the spell could normally affect others. She can spend 1 earthcraft point to cast blend, even if she is not an elf, but this ability works only in areas of natural earth or unworked stone.
At 4th level, an earthshadow can spend 2 earthcraft points to cast meld into stone Sand
And I think it will work Robert H
“Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic.”
― Frank Herbert, Dune

Robert Henry |


GM_Panic |

** spoiler omitted ** It feels like we should only carry one Crysknife, does that seem right?
Yes, Fremen are given it as a sign of Adulthood and that they have done and act to warrant it, like Kill an Enemy or called a worm and rode it.
Each sietch has its own rules but you only get given 1, however if your a two weapon fighter, and take the Airloom trait I will let you have 2 for fighting.
“What do you despise? By this are you truly known.”
― Frank Herbert, Dune

Dorian 'Grey' |

Four brothers?
Probably due to the fact I usually play immature types, I am the youngest...lol.
Cool with having "Dad" been victim of some off world's work.
I mostly have his Crunch done in my head. I will piggyback your Backstorys for symmetry.
(Assuming we get picked...)
Also, my Dune Lore is barely Trained, so I need to cram some Dunewiki this week!
@RH Both those Archetypes are really good. Flavorful! Sand is Earth so...easy!
Tough decision....good thing someone already stole Trap finder duties....
If it helps your decision, I will be granting +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks involving traveling along his plotted course.

Dorian 'Grey' |

Robert Henry |

So actually thinking about crunch, and the amount of water we have to spend. Can we use the price for grappling hooks and rope for the hooks to ride a worm? Will the tents at price work to keep our moisture? Will a 'healing kit' work to seal both our wound and our still suits or will we need another way to keep them repaired. What would that kit look like? Any Idea the price on 'thumpers'? Keeping in mind they are disposable :)
Since we're just still in the bare beginnings of making characters, we don't need to know now, but questions about pricing on specifically Dune items may need to be addressed along with specific skills.
Would any of us know how to fly a thopter? It wouldn't be hard to make 'fly' be equipment and add 'Drive' to the skill list for land vehicles.
Does Ride get to be our skill at mounting a worm :)
Anyway, just food for thought

GM_Panic |

Dorian 'Grey' wrote:Four brothers?What are the odds of a family having four children make it to adulthood? I was thinking cousins or from the same sietch, but if everyone else is sold on brothers I'd do it.
The attrition rate for Freman, even village ones like you, is high, Environment, accidents, The Harkonnens and two vasel Houses. Suggles, and just the cost of getting your daily water. 1 in 2 dose not make past puberty.

Robert Henry |
2 people marked this as a favorite. |

Robert Henry wrote:The attrition rate for Freman, even village ones like you, is high, Environment, accidents, The Harkonnens and two vasel Houses. Suggles, and just the cost of getting your daily water. 1 in 2 dose not make past puberty.Dorian 'Grey' wrote:Four brothers?What are the odds of a family having four children make it to adulthood? I was thinking cousins or from the same sietch, but if everyone else is sold on brothers I'd do it.
With this in mind, do you all mind if my character is a cousin or foster child? Watched his parents die at the hands of the Harkonnens, earned a scar in the process, hid in the sand until they left. Was raised with you since then.

GM_Panic |

Grumbaki wrote:Should we ask for Background skills....Great idea on fly and drive! Man…I wish fighters had more skill points. :(
Also what are the rules for the knives we get? I might move away from empty quiver style based on that info.
I think thats a 100% yes, 2 points a level,
Back ground skills, well Craft, procession and performance will be key ones, someone has to be able to fix your stillsuits.
“It's easier to be terrified by an enemy you admire.”
― Frank Herbert, Dune

GM_Panic |

GM_Panic wrote:With this in mind, do you all mind if my character is a cousin or foster child? Watched his parents die at the hands of the Harkonnens, earned a scar in the process, hid in the sand until they left. Was raised with you since then.Robert Henry wrote:The attrition rate for Freman, even village ones like you, is high, Environment, accidents, The Harkonnens and two vasel Houses. Suggles, and just the cost of getting your daily water. 1 in 2 dose not make past puberty.Dorian 'Grey' wrote:Four brothers?What are the odds of a family having four children make it to adulthood? I was thinking cousins or from the same sietch, but if everyone else is sold on brothers I'd do it.
“Polish comes from the cities; wisdom from the desert.”
― Frank Herbert, Dune

Robert Henry |

Curious about languages, is there a common tongue? I assume we speak 'Freman' whether that's Chakobsa or something else, but will we also speak what the outworlders speak, or will that need to be an extra language. Is there a 'battle' sign language also? Those would be the three languages I would be most interested in.
Also, what is the lore on carrying more than one Crysknife? I know the fremen have one, they don't draw it unless they get blood on it. But can someone carry two? If not, what if I spend a 'trait' on 'Heirloom weapon' I want my rogue to use two knives, preferably crysknives. As a child he watched his parents and brother killed by Harkonnen soldiiers. He would be severely wounded and hide. But would keep his fathers (or mothers) Crysknife (possibly having killed the harkennen who wounded him with it). Then later earning his own, thus using two. Might be the only weapons he carries. If that doesn't work he will carry some other sort of dagger or knife with his Crysknife.
The character is coming together in my head, short (5'4") lithe, wild eyed, scar down the face (possibly lost an eye if it doesn't effect perception) Grows up half wild, gets beaten a lot for taking stuff that doesn't belong to him. Very religious, hangs out with the 'poisoner' to learn his craft and wants to kill Harkonnen REAL bad.

Robert Henry |

I'm still working on the fluff, but this is most of the crunch, minus purchased items. I need to decide if I'm going to use a previously used name or come up with a new one. IF I use a present name it will be either Borak or Kunala, I'm leaning towards Borak. Any opinions?
Human Rogue (3rd lvl)
Initiative: 6 = 4 [dex] + 2 [trait]
Speed: 30 ft.
Hit Points: 33 = 8 + 5 + 5 + 12 + 3
AC: = 10 + [armor] + 4 [dexterity] + 1 [TWD]
Touch:
Flat-footed:
Fort: + 5 = 1 [base] + 4 [constitution]
Ref: + 7 = 3 [base] + 4 [dexterity]
Will: + 5 = 1 [base] + 3 [wisdom] + 1 [trait]
Base Atk + 2
CMB 3 = 2 [base] + 1 [strength]
CMD 17 = 10 + 2 [base] + 1 [strength] + 4 [dexterity]
Melee: + 3 = 2 [base] + 1 [strength]
Ranged: + 6 = 2 [base] + 4 [dexterity]
Stats: Str. 12, Dex. 19, Con. 18, Int. 12, Wis. 16, Cha. 8,
Race: Human
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Traits:
Armor Expert - Reduce your armor check penalty by 1.
Child of Nature: +2 Survival to find food and water, +1 bonus on Knowledge (nature) becomes class skill.
Eyes of the Wild: +2 bonus on Perception in natural settings
Indomitable Faith - +1 to will saves
Militia Veteran: + 2 Survival becomes a class skill.
Reactionary - +2 bonus to Initiative
Drawbacks:
Spice addiction:
Scarred
Feats:
1st lvl: Two-Weapon Fighting (Combat)
2nd lvl: Two-Weapon Defense (Combat)
3rd lvl: Double Slice (Combat)
Unchained Rogue Archetpe: Sandshadow
Sneak Attack: 2D6 If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Sandlink (Su): When an Sandshadow is in direct contact with an expanse of natural sand or unworked stone that is at least as large as she is, she adds half her rogue level (minimum 1) to Acrobatics and Perception checks. This replaces trapfinding.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse. Once this choice is made, it cannot be changed.Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.
3rd lvl: dagger
Rogue Talents:
2nd level Poison use
Sandcraft (Su): Sandcraft points @ 4 a Sandshadow can draw upon the power of sand to perform mystical tricks. At the start of each day, a Sandshadow gains a pool of sandcraft points equal to half her rogue level plus her Wisdom modifier, and she can spend sandcraft points to use certain abilities. [i]This ability replaces evasion and the rogue talents gained at 4th
@ 2nd lvl: She can spend 1 earthcraft point to cast blend but this ability works only in areas of sand or unworked stone.
Danger Sense + 1 At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
favored class bonus: Rogue + 1 HP
33 = 3(8 [class] + 1 [Int] + 2 [background skills)
The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Knowledge (Nature) (Int.) and Survival (Wis) from Trait
Acrobatics: = 4 [Dex] + 3 [rank] + 3 [class skill] - [armor]
Appraise: + 1 [Int]
Bluff: - 3 = - 1 [Cha] – 2 [drawback]
Climb: = 1 [Str] + 1 [rank] + 3 [class skill] - [armor]
Craft (poison) + 7 = 1 [Int] + 3 [rank] + 3 [background skill]
Diplomacy: - 1 [Cha]
Disable Device: = 4 [Dex] + 3 [rank] + 3 [class skill] - [armor]
Disguise: - 6 = - 1 [Cha] – 5 [drawback]
Escape Artist: = 4 [Dex] + 3 [rank] + 3 [class skill]- [armor]
Heal: + 3 [Wis]
Intimidate: - 1 [Cha]
Knowledge (geography) + 7 = 1 [Int] + 3 [rank] + 3 [background skill]
Knowledge (local) + 5 = 1 [Int] + 1 [rank] + 3 [class skill]
Knowledge (Nature) + 6 = 1 [Int] + 1 [rank] + 3 [class skill] + 1 [trait]
Perception: + 9/11 = 3 [Wis] + 3 [rank] + 3 [class skill] + 2 (natural settings) [trait]
Ride: = [Dex] 3 [rank] + 3 [class skill] - [armor]
Sense Motive: + 3 [Wis]
Stealth: = 4 [Dex] + 3 [rank] + 3 [class skill] - [armor]
Survival: + 11/13 = 3 [Wis] + 3 [rank] + 3 [class skill] + 2 [trait] + 2 (find food/water) [trait]
Swim: = 1 [Str] - [armor]
Mundane Items
Explorer’s outfit: N/A, N/A
sub-total gp. lbs.
Consumables:
Sub-total gp. lbs.
Total expenditure: gp.
Total weight of all gear: lbs,
wealth
Carry Capacity
Light load: 43 lb. or less
Medium load: 44 lb.–86 lb.
Heavy load: 87 lb. –130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.
talents in relationship to poison:
Poison use
lasting poison
signature poison
swift poison
Feats:
Edit Do we get a 6th trait for the drawback 'spice addiction'?
:)
Edit #2 How are we doing HP?
Edit #3 I may have misread the recruitment. Was the drawback plus addiction mandatory or did we get a sixth trait with the drawback? If mandatory I will need to drop a trait.

GM_Panic |

You get a 6th trait if you take a Drawback along with Spice addiction.
Max HP, {you will need it]
Note:
Stillsuits
Armor
Off worlder Still suit Cost 10L Armor/Shield Bonus +1 Maximum Dex Bonus +2 Armor Check Penalty -2 water loss day 10% Speed 15' Weight 30lbs
Village Still suit Cost 50L Armor/Shield Bonus +2 Maximum Dex Bonus +4 Armor Check Penalty -1 water loss day 2% Speed 20' Weight 20lbs
Wild Freman Still suit Cost 100L Armor/Shield Bonus +4 Maximum Dex Bonus +6 Armor Check Penalty 0 water loss day 0.5% Speed 30' Weight 10lbs
All PCs start with a
Village Still suit,
A Knife
1/4 L of water

GM_Panic |

Curious about languages, is there a common tongue? I assume we speak 'Freman' whether that's Chakobsa or something else, but will we also speak what the outworlders speak, or will that need to be an extra language. Is there a 'battle' sign language also? Those would be the three languages I would be most interested in.
Also, what is the lore on carrying more than one Crysknife? I know the fremen have one, they don't draw it unless they get blood on it. But can someone carry two? If not, what if I spend a 'trait' on 'Heirloom weapon' I want my rogue to use two knives, preferably crysknives. As a child he watched his parents and brother killed by Harkonnen soldiiers. He would be severely wounded and hide. But would keep his fathers (or mothers) Crysknife (possibly having killed the harkennen who wounded him with it). Then later earning his own, thus using two. Might be the only weapons he carries. If that doesn't work he will carry some other sort of dagger or knife with his Crysknife.
The character is coming together in my head, short (5'4") lithe, wild eyed, scar down the face (possibly lost an eye if it doesn't effect perception) Grows up half wild, gets beaten a lot for taking stuff that doesn't belong to him. Very religious, hangs out with the 'poisoner' to learn his craft and wants to kill Harkonnen REAL bad.
You can have two knifes but your PC will be known for that, you will have to take the Scarred drawback as the price.
Scarred
An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance.
Effect You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
Notes on Village freeman over Wild Freman
Village freeman live close to the only city on Dune, The mix with offworlders and some even marry them. Some Village freman have links tpo the Freman of the Deep dersort, what everyone calls the 'Wild Freman" who have nothing to do with off worlders other then to kill them and take their water should they ever be foolish and head into the deep dersort. Your NOT wild freman your village Freman BUT and this is a big but, you can have links to them, V family or contacts, you may even have stayed at a wild Siech, gain some goods from them. Like your knife.
As a group of village freman youth you can live in the hinter land between the Village and the wild. You know some things only deep Freman know, and you know to keep your mouth shut about them, even on pain of death. The is a harkonnen bounty on Crisk Knives, you know NOT to show yours in the streets and villages account the main city.
You know NEVER to steal from wild freman, to do so is death.
You know EVERYONE hates the Harkonnens even the two vasal houses, working under them but you know, the Harkonnens are BRUTAL, kill a single Harkonnen officer and they will wipe out the whole village where it happened, killing every living them and removing it from existence with laz fire. Just looking oddily or bumping into a Harkonnen trooper means death.
Everyone village freman knows this and bends the knee. But not so the vasal houses, they can only act of the Harkonnen say so, so you can rob thire where houses, seal from their troopers. while the Harkonnen overloads sit around, their two vassal houses do the durty work of running the the place, while trying to wipe the other out so they can get more CHOAM Benefits even dear they ask, a full CHOAM membership should they be the last vasul house standing, from the Harkonnens
Harkonnen Vasla houses on DUNE
House Jarrlo
A trading family, who run the water trade on ARAKUS. Exploitive, greedy, ruthless. They control the markets, off world imports, slaves and luxury goods. They rose from nothing over 4 generations on DUNE, and where inherited when the Harkonnens took over ARAKUS. They love the Harkonnens and always seek to suck up to them.
House Limir
A once honorable house, who was bankrupted by the Harkonnens. They use t have CHOAM shares but lost them to the Harkonnens. They are a house of engineers, builders. They look after the infrastructure of ARAKIN and space mining. Bright here by the Harkonnens for that use. They only follow the Harkonnens, but everyone knows they hate the fate they have been dragged into by the Harkonnens. But they are a house of honor and as such follow the commands of the Harkonnens to the letter.

Robert Henry |

Somehow I missed the second sentence here and asked a second time, sorry about that. I will either switch one of my traits or use 'normal knives'Robert Henry wrote:It feels like we should only carry one Crysknife, does that seem right?Yes, Fremen are given it as a sign of Adulthood and that they have done and act to warrant it, like Kill an Enemy or called a worm and rode it.
Each sietch has its own rules but you only get given 1, however if your a two weapon fighter, and take the Airloom trait I will let you have 2 for fighting.
Anyone got room for Craft suits?With the background skills we all should. I've got Craft Poison, but can add craft stillsuit instead of 'knowledge' geography if needed.
All PCs start with a
Village Still suit,
A Knife
1/4 L of water
Is this instead of the "Starting Money, 3 Liters of water" or along with it?
I was thinking 'village' Fremen would be a little more independent than it sounds. For clarification, do we live in a sietch? Would any of us have learned to ride a worm?
Panic, three questions more, is learning to craft poisons a possibility? Would 'normal' knives be confiscated also? Lastly, I posted my characters crunch (minus expenses) would you take a look at it and make sure you approve?
I will switch one of the traits to the 'heirloom' trait or just use 'regular knives and keep his crysknife hidden.
Edit: Nice description on the two houses!

Kasit |
1 person marked this as a favorite. |

Skills
* Heart of the Sun: Humans born in tropical climates Arrakis treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
* 2x (class) + 2 (int) +2 (background) = 7 skill points
* Heal [he is a doctor]
* Survival [needed for Arrakis]
* Perception [very useful for surviving in Arrakis]
* Stealth [very useful for surviving in Arrakis]
* Taking 1 point from Stealth to have Knowledge Nature trained [Just think it is useful to have it as a trained skill. And stealth has MW tools to help make up for this]
* Craft Stillsuit [being able to repair his own stillsuit sounds like it could save his life, and nobody should rely on others for that]
* Drive [see below]
1 background skill left. Would we, as villagers, have Ride Sandworm? I know that the Freemen have mastered this art, but our characters are from a village. As we aren't "wild freemen" I don't know if we should have this. In the absence of that, I'll take "drive" so that if we find any vehicles, he will know how to use them.
Gear
* Village Still Suit
* A Knife
* 1/4 L of water
* Starting Money, 3 Liters of water each, spend it well
* Total Starting Money in Ml: 3250
- MW Maula Pistol (700 Ml)
- Backup MW Maula Pistol (700 Ml)
- 2x Bandoliers (1 Ml)
- 98 rounds (98 Ml) (14 clips, or 7 in each bandolier)
- Gunslinger's Kit with MW backpack (74 Ml)
- MW Buckler (hardened gauntlet used for parrying) (155 ml)
- Filter Scarf (Made of heavy material, this scarf filters out dust, sand, smoke, and other airborne contaminants. When worn over your nose and mouth, this scarf grants you a +1 resistance bonus on saving throws against inhaled poisons and other airborne effects that require breathing.) (5ml)
- Hot Weather Outfit (+2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.) (8 ml)
- Masterwork Stealth Tools: Reversible Cloak (also used as blanket at night as deserts get cold. Can be reversed to help blend into rocky terrain and sand) (50 ml)
- 2x Water Purification Sponge (This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.) (50ml)
- 2x Healer's Kits (+2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses) (100ml)
- Surgeon's Kit (When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.) (25 ml)
- Antidote Kit (+3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses.) (100 ml)
- 1348 Ml Spent
- 1902 Ml leftover. If we can add masterwork to our armor, then I'll take that. Otherwise, it's good to have water to live on!
[Overall? Two weapons, so if something horrible happens, he'll still have something to fight with. One pistol per bandolier, and each bandolier has 50 rounds stored. So, combat shouldn't be a problem. Plenty of healing for the party. 2x per person each day, he can heal 1d20+14 wounds. Antidote kit, for things akin to desert scorpions and the like. Water purification sponges for when we find water that otherwise wouldn't be drinkable, which I am sure will come up.]
Extra Drawback:
Burned
- As a child, he witnessed House Jarrlo enforcers use flame-based weapons to make an example out of water thieves. He has had an aversion, bordering on full blown fear, of fire ever since. Dreams of the burning men and women periodically haunt him, and the idea of facing such a fate fills him with dread.
Extra Trait
Muscle of the Society
- In Arrakis everyone must be able to carry their own weight, quite literally. I don't want to have to worry about carry capacity for his gear. With his masterwork backpack, that should be an effective strength of 15 for carry capacity. More than enough.

GM_Panic |

Robert Henry
Is this instead of the "Starting Money, 3 Liters of water" or along with it?
I gave 3L of water to get gear, but with giving you a weapon and a suit from the get go, I reduced it. and I wanted you to start broke. I well let each player also get 1 kit. So take your pick
I was thinking 'village' Fremen would be a little more independent than it sounds. For clarification, do we live in a sietch? Would any of us have learned to ride a worm?
Your Vaiilage freman, which means you live in the small number of towns around Arkin, how ever you could have come from a sietch looking for off worlder water, or you can have links to them V family. If you all want to start in a sietch, with you heading into a town for raids, I will allow that as well. But your a sietch very close to ARKIN.
Panic, three questions more, is learning to craft poisons a possibility?
Yes
Would 'normal' knives be confiscated also?
Depends on situation, everyone on DUNE tends to have a weapon of some from. So carrying one is seen as something common just don't let anyone see you doing so.
Lastly,
I posted my characters crunch (minus expenses) would you take a look at it and make sure you approve?
Will do over weekend
I will switch one of the traits to the 'heirloom' trait or just use 'regular knives and keep his
You start with a free crysknife, heirloom'gets you a second one, and scaring from trait is just another way. hidden see above
Edit: Nice description on the two houses! Thanks

GM_Panic |

Question, are bucklers or light shield a thing in dune? I read the first two books years ago, and I don't remember reading about non-technological shields.
Yes they are common, but your will LOOK like your ready for a fight walking around with one. So think of a way to hide it. Even in plain sight.

Kasit |

@Robert Henry: I like your rogue. 2 weapon fighting rogue? Sounds awesome, especially the archetype. I also like being a poison expert, that feels very Arrakis.
@Dorian 'Grey': Looked over Audi. Works very well to have trapfinding, as the party will need it (I assume that rather than dealing with magical traps, it will instead deal with technological ones?) I've also never actually seen nets being used as a main weapon, but in conjunction with trapper it is very thematic. Also, must say that favored enemy humans? Perfection. I wonder for a second favored enemy if mechanical would be one? Even if robots and the like aren't a thing, it would be nice to have a bonus for attacking vehicles and the like. The only thing I'd say needs changing is the armor, as we're going to have to wear the stillsuits.

Kasit |

Ah....shyt. So my gear choices don't work. 250ml is...not enough to even buy a gun. Let alone any ammo. And Kasit's entire build is based around having a gun to use.
I'm switching class from fighter to swashbuckler (flying blade). Staying a doctor and all, but focusing on knife work.
Gear 250ml to spend with free desert kit
- Buckler (5ml)
- Filter Scarf (Made of heavy material, this scarf filters out dust, sand, smoke, and other airborne contaminants. When worn over your nose and mouth, this scarf grants you a +1 resistance bonus on saving throws against inhaled poisons and other airborne effects that require breathing.) (5ml)
- 2x Healer's Kits (+2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses) (100ml)
- Surgeon's Kit (When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.) (25 ml)
- Antidote Kit (+3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses.) (100 ml)
15 ml left over. Will find a use for it

FangDragon |

Dune is brutal and notions of a fair fight seem like a good way to get yourself killed, so I'm thinking of making a rather underhanded knife fighter. A bounty hunter slayer seems a perfect chassis for that. If allowed the kitsune style chain would make for very effective dirty trick use.
I was looking through the traits and noticed scarred descendant and carefully hidden, which suggested a background: One of my budding fremen's ancestors was from either a Harkonnen or perhaps more likely from one of their vassel houses. For one reason or another they rebelled (or did they) and went native. Could make for an interesting campaign hook.
I'm assuming a stillsuit is equivalent to leather armour, please correct me if I'm wrong.
Human slayer (bounty hunter) 3 (Pathfinder RPG Advanced Class Guide 53, 118)
LN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 26 (3d10+6)
Fort +5, Ref +6, Will +3; +2 trait bonus vs. divinaton effects, +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +8 (1d4+4/19-20)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +7 (+9 dirty trick, +9 disarm, +9 reposition, +9 steal, +9 trip); CMD 20 (22 vs. dirty trick, 22 vs. disarm, 22 vs. reposition, 22 vs. steal, 22 vs. trip)
Feats Combat Expertise, Deadly Aim, Deft Maneuvers, Endurance, Kitsune Style, Kitsune Tricks, Power Attack
Traits carefully hidden, charming smile, cunning soul, desert child (desert), scarred descendant
Skills Acrobatics +9, Bluff +9, Craft (leather) +5, Diplomacy +3, Disguise +8, Heal +7, Intimidate +9, Knowledge (geography) +7, Perception +7, Sense Motive +8, Stealth +9, Survival +7 (+8 to track favored enemies of your own subtype)
Languages Common
SQ dirty trick, finesse weapon attack attribute, track +1
Other Gear mwk leather armor, mwk buckler, mwk dagger
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Dirty Trick (Ex) As a free act on sneak att vs. studied target, no extra dam but dirty trick at +1 per extra dice lost.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Kitsune Style Perform Dirty Trick at the end of a charge.
Kitsune Tricks Kitsune Style can apply two different conditions in single dirty trick attempt.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.