
EltonJ |
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Calling all Dark Sun fans,
I'm checking to see who is interested in a longer lived Dark Sun campaign. The campaign will be simple, guarding a trade caravan from Tyr to Kurn. Along the way are several dangers including triffids (ambulatory plants), monsters, exotic places (or what can be exotic for a place the size of Utah or Arizona), cannibalistic halflings, dragonborn, and the Dragon. Meanwhile, my knowledge of Desert Ecology should help bring the place to life.
What You Will Need
1. The PATHFINDER 1e Core Rulebook.
2. The Dark Sun Campaign Setting, Expanded and Revised.
3. The Advanced Race Guide for Pathfinder 1e. In case you want to play a pterran, or an arrocrokra, or a mul. I will help you convert them on the spot.
4. Ultimate Psionics. Yes, this is a psionics included campaign. I do have the OFFICIAL PF book on mental spells. No, we won't be using it.
Character Creation Aspects
1. Abilities: Dark Sun campaigns are brutal. The technology is barely bronze age. 25 point buy, I don't want you to argue with me on rolling.
2. Race: Use the races from the Expanded and Revised Dark Sun campaign setting.
3. Classes: PF1e Core Rulebook and APG. The Inquisitor class replaces the Templar class from 2e. You know me, I don't like Inquisitors, but they fit in Dark Sun. As for Wizards and Sorcerers, they may choose to defile or to preserve the ecology around them. Defiling requires using your metamagic feats. Preserving is precluding your metamagic feats.
A note on Clerics. Almost all clerics represent one of the four elements in Dark Sun. Clerics may choose one of the four elemental domains (Earth, Fire, Air, or Water) for their first domain. These represent the four elemental spheres from DS 2e. The second domain must either be: Healing, Knowledge, Good, Evil, Chaos, Law, or Magic to represent the Sphere of the Cosmos. These are called Elemental Clerics.
Another note: the 2e book Earth, Air, Fire, and Water expands on clerics in a Dark Sun game. One of these topics in that book describe para-elemental clerics. If you want to play a para-elemental cleric instead, we can talk about which subdomains you can take to represent your para-elemental status. Note, it's not suggested though. The para-elemental clerics are splinter faiths from the dominate faiths of the Elements.
A note on Druids. Druids are often tied to a part of the ecology. Of course, Earth, Air, Fire, and Water talks about druids and their role in Dark Sun.
4. Skills. We will be using background skills.
5. Feats. we will not be using Elephant in the Room/Feat tax rules. Sorry, if you love them, but they don't represent Reality.
6. Traits. You get two traits. Please choose them wisely, and try not to metagame your traits, or I'll take away the privilege.
7. Backgrounds. You can come from any background in DS. You can be a noble, slave, freeman, or something else entirely. Like a hermit or mountain man (a good background for druids or rangers). Since the campaign starts in Tyr, I strongly suggest having a city-based background if you want to come from Tyr.
8. Finishing Touches. We can discuss goals you want your character to have for the game. I'd like a motivation as to why you choose to adventure out into the hot, hot, scorching desert.
9. Alignment. Please choose either Good or Neutral alignments. I want to play all the bad guys.
I think that's everything. Note, I know someone put out a Dark Sun conversion book for PF. I like the information in it, but the layout is not spectacular. If more than a few request that we use it, I may be persuaded.

karlprosek |

Interesting. If the game idea is caravan guards, ranger makes sense. Half-elf, maybe? Life's tough for everybody on Athas but half-elves take crap from everybody. I'll have to think about it.
Hmm, thinking a little more about a caravan guard type PC. What do you think about Sacred Hunstmaster Inquisitor as a templar of Tyr assigned to protect the trade road and caravans along the road? Half-elf could be a typical orphaned at birth, raised to worship the god emperor kind of thing. Ranged combat, knows about monsters and threats along the road, rides a crodlu, has a jhakar or kirre as an animal companion.

EltonJ |
1 person marked this as a favorite. |

karlprosek wrote:Interesting. If the game idea is caravan guards, ranger makes sense. Half-elf, maybe? Life's tough for everybody on Athas but half-elves take crap from everybody. I'll have to think about it.Hmm, thinking a little more about a caravan guard type PC. What do you think about Sacred Hunstmaster Inquisitor as a templar of Tyr assigned to protect the trade road and caravans along the road? Half-elf could be a typical orphaned at birth, raised to worship the god emperor kind of thing. Ranged combat, knows about monsters and threats along the road, rides a crodlu, has a jhakar or kirre as an animal companion.
That might work, sure. Let me see what you come up with.
Totally ready for some Dark Sun: any thoughts on allowing DSP's Elan race? The feeling of them is very Dark Sun, but I wanted to ask.
Yeah, I think an Elan is not impossible.

EltonJ |

Kehlysch wrote:I just realized Verdant Bloodline isn't in the Core Rulebook. It looks like I will have to pick another Bloodline.I have an idea for a Verdant-bloodline sorcerer (preserver).
I will be filling him out under this profile in the next few days.
Hopefully something close to your original concept?

EltonJ |

See both the Dark Sun Campaign Setting (original) and Dark Sun Expanded and Revised (revised) for racial writeups and cream text. See page 14 of the DS Campaign Setting (original) Rulebook, and page 17 in the Age of Heroes: Rules for Conquering the Savage Land (revised).
Mul Racial Traits -- 14 RP total.
* Racial Type: Humanoid -- Muls (pronounced as mule) have the human and dwarf subtypes. -- 0 RP.
* Size: Medium. Although Muls can grow up to seven feet tall. -- 0 RP.
* Speed: 30 ft. per Round -- 0 RP
* Ability Scores: Flexible due to their human heritage. A mul may add 2 points to any one ability score. -- 0 RP.
* Language: Standard. Muls may start with Common and Dwarven. Muls with high intelligence may also start with: Elven, Halfling, Giant, Terran, Aquan, Ignan, and Auran. -- 0 RP.
* Advanced Constitution: Due to their dwarven heritage, mules receive a +2 racial bonus to Constitution. -- 4 RP
* Darkvision: due to their dwarven heritage, muls can see in the dark up to 60 feet. -- 2 RP
* Stability: Also due to their dwarven heritage, muls receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. -- 1 RP
* Flexible Bonus Feat: Due to their human heritage, muls select one extra feat at 1st level. This replaces weapon familiarity. -- 4 RP
* Hardy: muls gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. This is due to their dwarven heritage. -- 3 RP.
Note: This is subject to revision.

Kehlysch |

Question for GM Eltonj: With regard to traits and your warning about misuse of them, I had an idea of taking two traits that would simulate having some small psionic talent: Untapped Potential (social), that allows use of telekinetic projectile once per day, and Magical Talent (magic) that allows use of one 0-level cantrip once per day, which I would use to select mage hand. Would this be acceptable, or would you prefer I not?

EltonJ |

Question for GM Eltonj: With regard to traits and your warning about misuse of them, I had an idea of taking two traits that would simulate having some small psionic talent: Untapped Potential (social), that allows use of telekinetic projectile once per day, and Magical Talent (magic) that allows use of one 0-level cantrip once per day, which I would use to select mage hand. Would this be acceptable, or would you prefer I not?
That might work. Although, there are feats in hyperconscious that grants psionic powers that might work better as traits.

EltonJ |
1 person marked this as a favorite. |

I've been looking through Ultimate Psionics, but can't find a reference to hyperconscious in the feats section. Am I just misssing it?
Maybe. Hyperconscious is Bruce R. Cordell's work. It was done for 3.5 Psionics. I didn't list it in the approved books, because I didn't think anyone who signed up will still have it. I'll link it for you.

Tinta-Tal-Ma |

GM Panic here, I am going for something super simple,
Tinta-Tal-Ma NG half-Giant Psychic Warrior (Brawling Path) / Work in progress,
She was a slave pit fighter until he earned her freedom. Now she is muscle for hire.
"I am NOT stupid, I'm just a little slow. If you call me stupid again, I will get upset and when I get upset, bones get broken"

EltonJ |

GM Panic here, I am going for something super simple,
Tinta-Tal-Ma NG half-Giant Psychic Warrior (Brawling Path) / Work in progress,She was a slave pit fighter until he earned her freedom. Now she is muscle for hire.
"I am NOT stupid, I'm just a little slow. If you call me stupid again, I will get upset and when I get upset, bones get broken"
Sounds like a character you created before for one of my games.

Evindyl |

How many of you think that it will be easier to substitute Tengu stats from the ARG for DS Aarakocra stats?
The problem with using Tengu is that Aarakocra can actually fly. For me, from PF1, the Strix are a much much closer comp than Tengu, and all of the messy shapeshifting feats are off the table as well. Strix racial feats are def better suited as well.

EltonJ |

EltonJ wrote:How many of you think that it will be easier to substitute Tengu stats from the ARG for DS Aarakocra stats?The problem with using Tengu is that Aarakocra can actually fly. For me, from PF1, the Strix are a much much closer comp than Tengu, and all of the messy shapeshifting feats are off the table as well. Strix racial feats are def better suited as well.
I didn't look at the Strix. I'll check them out now. Fortunately, they are in the ARG.

EltonJ |

DM, do you mind adding a small element to Tyr lore? I was thinking Kalak (or Tithian?) might like to gather half-elf cast-offs to raise as templars because they're outcasts from human and elven communities, so they'd be a built-in loyal base of followers. Does that work for you?
I think that can work. Kalak is still sorcerer-king of Tyr when the campaign starts.

Lady Sol-Eet De-Ron-Xue |

EltonJ |

Here is my Athasian Elf psion
ALT Lady Sol-Eet De-Ron-Xuework in progress
Very Jedi like.
So this was the PC I offered up for this game recruitment thread that stalled
LINK HERE
Given the last one stalled GM do you think this one will have legs this time? Because I made 3 PCs for that one and it just stopped.
Yep, this one will have legs.

EltonJ |

Do Dark Sun elves have nobles? What book is that from?
edit: I want to be clear that I'm not saying 'that's not a thing! neenerneenerneener' I'm literally asking if there's Dark Sun lore I don't know about. It's an honest question.
The 2e book, Elves of Athas talks about the possibility of elven nobles. Generally they are chieftains and the sons and daughters of chieftains. Aside from that, elf nobility in the cities are very rare. Simply because the templars are trained to suspect elves of committing crime some time during their stay.
If you want to work an elf noble in the game, we can talk about it.

DM Dickie |

I'm a big Dark Sun fan and it sounds like you're starting with the original timeline, is that correct? I saw mention of Kalak still being around...
I will work up something that's as close to an original flavor gladiator as possible (a threat with any weapon handed to them, likely combat maneuver focused to be tricky). A halfling barbarian would be fun, but that's always hard to find a reason to be on this side of the mountain's and in a city-state.

DM Dickie |

All my gladiator ideas so far are not very interesting, so considering instead a rogue "merchant" for that original DS feel. I am thinking a dishonored and ostracized member of one of the merchant houses who has been trying to use their family training to make a fortune big enough to buy their own oasis fort.
If I were to submit a rogue for consideration, would unchained be available? It's not core or APG so I'm assuming no, but might as well ask!