Dark Sun: New Dawn (Inactive)

Game Master EltonJ

You are caravan guards, guarding a caravan from Tyr to Kurn.


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DM Dickie wrote:

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!

Yep, an unchained rogue can work. Just make sure you have Profession (trader) as one of your skills.


DM Dickie wrote:
I'm a big Dark Sun fan and it sounds like you're starting with the original timeline, is that correct?

>snip!<

I wanted to reply to this. Yes, Kalak is still around, and we are starting with the original timeline. Instead of following the metaplot, however (that is, starting with DS Freedom); you are sent on a trade caravan to Kurn. Why? Ostensibly to create a trade route between Tyr and Kurn.


Note to all Dark Sun fans

This thread has now moved into full blown recruitment. Design the best Dark Sun character you can. You may need to create a tree of characters too, since life under the Dark Sun is unforgiving.

Remember, you are taking goods from Tyr to Kurn. That's the campaign. :)


May I ask if a red mantis type Kreen would work?

LN. Follows the code nothing else really matters. Good/evil.all are equal under the sun


Seth86 wrote:

May I ask if a red mantis type Kreen would work?

LN. Follows the code nothing else really matters. Good/evil.all are equal under the sun

yes.


Awesome, what PF stats will be using regarding the buggos?


Seth86 wrote:
Awesome, what PF stats will be using regarding the buggos?

I'll have to create some. :) Using the stats from the XPH (3.5) as a guide.


awesome. eagerly awaiting

i went with Divine Tracker ranger. will probably take fire/law as the domain

his name is " !-! "

basically just click your tongue twice

EDIT: though kasatha isnt too far from a thri-kreen. maybe just change ability scores around? and maybe add a jump ability? just a few ideas


Would there be the equivalent of the Trader class from Dark Sun?


akododani wrote:
Would there be the equivalent of the Trader class from Dark Sun?

Uhm. Rogue (PC) or Expert (NPC).


Character Tree Idea:

Elven Cousins (They at least call each other cousins)

Elven Rogue

Elven Cavalier

Elven Trader or Ranger

Elven Psion

This clan is just starting to build their trading empire. They look to take advantage of any loopholes in trade deals and are not above selling pieces of dubious origin or pervious ownership. However, they also try to help any elf in distress as well as any children regardless of race.


I've got half of Brekan, a human rogue/trader done. I will try to post a link to a Google doc with his crunch tonight (don't like to create aliases until I know I'm playing the character!) He was always the black sheep of his trader family, House Tsalaxa. His soft touch with the slaves Tsalaxa focused heavily on made him seem weak to his family, and when it was discovered he was romantically involved with "company property" he was banished.

He would be the primary. Two tree characters I've got rough outlines for are an elven preserver interested in recovering lost magical knowledge and a halfling ranger whose tribe was slaughtered by humans and now she's looking for some sort of payback despite not having a clue how to find the perpetrators.

Edit/Update
Finished everything but gear for Brekan Brekan


DM Dickie wrote:

I've got half of Brekan, a human rogue/trader done. I will try to post a link to a Google doc with his crunch tonight (don't like to create aliases until I know I'm playing the character!) He was always the black sheep of his trader family, House Tsalaxa. His soft touch with the slaves Tsalaxa focused heavily on made him seem weak to his family, and when it was discovered he was romantically involved with "company property" he was banished.

He would be the primary. Two tree characters I've got rough outlines for are an elven preserver interested in recovering lost magical knowledge and a halfling ranger whose tribe was slaughtered by humans and now she's looking for some sort of payback despite not having a clue how to find the perpetrators.

Edit/Update
Finished everything but gear for Brekan Brekan

Okay. I need access to your document on Brekan.


Oops, should be fixed now!


I looked closer at Kasatha.

If you want to, just change stats to maybe +2 Dex and +2 Con

Drop the martial weapon trait, and give them a natural attack? it seems to be very good representative


DM Dickie wrote:
Oops, should be fixed now!

Don't forget the Wild Talent feat you get for free. Remember, everyone in Dark Sun is psionic to some degree.


Seth86 wrote:

I looked closer at Kasatha.

If you want to, just change stats to maybe +2 Dex and +2 Con

Drop the martial weapon trait, and give them a natural attack? it seems to be very good representative

Ah. What page are they in the ARG? I know Kasatha liked deserts.


Kasathas

Source Inner Sea Races pg. 245,
Bestiary 4 pg. 174,
People of the Stars pg. 8

Kasatha AoN


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Seth86 wrote:


Kasathas

Source Inner Sea Races pg. 245,
Bestiary 4 pg. 174,
People of the Stars pg. 8

Kasatha AoN

Thri-Kreen

Monstrous Humanoid (Thri-Kreen) 3 RP
Size: Medium 0 RP
Base Speed: 30 feet per round 0 RP
Abilities: Specialized +2 Strength, +2 Dexterity, -2 Charisma. 1 RP
Languages: Xenophobic Thri-Kreen start knowing only Thri-Kreen. 0 RP
Racial Abilities
Defense Racial Traits
Desert runner 2 RP
Feat and Skill Racial Traits
Stalker 1 RP
Terrain stride (desert) 1 RP
Other Racial Traits
Multi-armed (4 arms) 8 RP
Total 15 RP

Note: this is subject to revision!


Awesome. As soon as I'm home I'll build one

Even though a four armed blender would be amazing. I won't do it here :P


Presenting the crunch of

! - !:

! - !
Thri-kreen ranger (divine tracker) 3 (Pathfinder RPG Advanced Class Guide 108)
LN Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 31 (3d10+9)
Fort +6 (+4 vs. fatigue, exhaustion, running, forced marches, starvation, thirst, and hot or cold environments), Ref +5, Will +2; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
Defensive Abilities desert runner
--------------------
Offense
--------------------
Speed 30 ft.; terrain stride
Melee dagger +6 (1d4+3/19-20) or
. . mwk sawtooth sabre +5 (1d8+3/19-20) or
. . mwk sawtooth sabre +5 (1d8+3/19-20)
Ranged reflex bow +5 (1d6/×3)
Special Attacks combat style (Achaekek), favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 16, Int 8, Wis 12, Cha 13
Base Atk +3; CMB +6; CMD 18
Feats Bloody Sabres, Double Slice, Endurance, Two-weapon Fighting
Traits affable, desert child (desert)
Skills Diplomacy +7 (+9 to gather information.), Intimidate +7, Knowledge (geography) +5, Knowledge (local) +5, Perception +7, Profession (gardener) +7, Stealth +6, Survival +7
Languages Common, Thri-Kreen
SQ affirmation: lawful, favored terrain (desert +2), track +1
Other Gear +1 mithral chain shirt, heavy wooden shield, arrows (20), blunt arrows[APG] (20), dagger, mwk sawtooth sabre[ISWG], mwk sawtooth sabre[ISWG], reflex bow, bandolier[UE], bandolier[UE], bedroll, belt pouch, fishhook (2), flint and steel, masterwork backpack[APG], sewing needle, signal whistle, silk rope (100 ft.), small tent, trail rations (7), waterskin, 4 gp, 6 cp
--------------------
Special Abilities
--------------------
Bloody Sabres If you hit with two sawtooth sabres in the same attack action, deal 1 bleed damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Desert Runner (Ex) +4 to Con checks and Fort saves vs. fatigue/exhaustion, or ill effects from running, starvation, and temperature.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Desert +2) (Ex) +2 to rolls when in desert terrain.
Terrain Stride (Favored Terrain [Desert]) (Ex) Not slowed by difficult terrain in chosen terrain, unless magically manipulated.
Track +1 Add the listed bonus to Survival checks made to track.


Seth86 wrote:

Presenting the crunch of

** spoiler omitted **...

Looks good, although I think the Divine Tracker archetype might not fit the Dark Sun aesthetic.


I will have a look and see what to do. Will have to replace one feat with exotic weapon prof then

Scarab Sages

I probably can't commit to this, but I saw and was certainly tempted?

How are you handling the "everyone has at least a little psionic talent" thing?

Classes may be restricted to Core and APG, but what about class Archetypes of those classes from beyond those sources?

Also, how would you do the all-important DARK SUN Bard?
I've seen a few cool conversion concepts (I could even try to share them, but I'm on the wrong computer atm for that).


I'm Hiding In Your Closet wrote:

I probably can't commit to this, but I saw and was certainly tempted?

How are you handling the "everyone has at least a little psionic talent" thing?

Thanks for your interest, I'm Hiding. A1. Everyone gets the Wild Talent feat for free.

Quote:
Classes may be restricted to Core and APG, but what about class Archetypes of those classes from beyond those sources?

A2. Yes, they may select class archetypes from beyond those sources.

Quote:

Also, how would you do the all-important DARK SUN Bard?

I've seen a few cool conversion concepts (I could even try to share them, but I'm on the wrong computer atm for that).

I'd like to see a few. However, I will allow bards to multiclass into the Assassin PrC to look like the Dark Sun bard. However, since I haven't seen a person submit a bard, I don't have to worry about it, yet. Since the campaign is pretty much straight forward.


Closest I think is !-! Who plan to have the RMA PrC


Most of the crunch for the half-elf templar (inqusitor) I've been talking about. Mostly just needs gear.

Concept is that Kalak (or Tithian or some other high level templar) uses half-elves orphans to train into loyal templars. This guy has always been good with animals and has been assigned to keeping the road safe for commerce.

Inquisitor (Sacred Huntmaster) 3
LN M Half-elf

STATS:

Str 13 (3 pts)
Dex 18 (10 pts +2 race)
Con 12 (2 pts)
Int 10 (0 pts)
Wis 16 (10 pts)
Cha 10 (0 pts)

HP: 20 = 8+1+[(4.5+1)x2]
AC: 14 = 10 +4 Dex
CMD: 17 = 10 +2 BAB +1 Str +4 Dex

BAB: +2
Melee: +3 = +2 BAB +1 Str
Ranged: +6 = +2 BAB +4 Dex
CMB: +3 = +2 BAB +1 Str
Initiative: +7 = +4 Dex +3 Wis

Fort: +5 = +3 +1 Con +1 item
Ref: +6 = +1 +4 Dex +1 item
Will: +7 = +3 +3 Wis +1 item

COMBAT STATS:

Initiative +7
AC: 14 = 10 +4 Dex

MW +1 Str Composite Longbow +7 1d8+1
-vs elves: +8 1d8+1
-w/ Bless+Divine Favor: +9 1d8+2
-w/ Wrath+Divine Favor: +9 1d8+3
-elves w/ Wrath+DF: +10 1d8+3

Misc. Modifiers
+1 to attack and +2 dodge AC vs elves
Bless +1 morale bonus to atk rolls+save vs fear 1 min/lvl
Divine Favor +1 luck bonus to atk+dmg/3 lvls 1 min
Protection from Evil +2 deflection bonus to AC and resistance bonus on saves, prevents contact by summoned evil creatures, immune to mind control from evil creatures 1 min/lvl
Wrath +1 morale bonus to atk+dmg/3 lvls 1 min

SPELLS:
Spells Known
0 (DC 13, 6): Acid Splash, Create Water, Detect Magic, Guidance, Light, Oath of Anonymity
1 (DC 14, 4/day, 4): Bless, Divine Favor, Protection from Evil, Wrath

RACIAL TRAITS:
Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Elf-Scorned: Many half-elves, especially half-drow, are rejected by their elven parents and feel nothing but hatred and fear toward their inhuman ancestors. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against elves. This racial trait replaces elven immunities and multitalented. Source PCS:ISR

CLASS FEATURES:
Weapon and Armor Proficiency
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain (or Inquisition)
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

(Editor’s Note: A complete listing of domains can be found here: Domains. Inquisitors also have access to Inquisitions, which are similar to Domains but do not include Domain spells. A complete listing of Inquisitions can be found here: Inquisitions.)

Judgment (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day.

Animal Companion (Ex)
At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level.

This ability replaces judgment 1/day.

At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Monster Lore (Ex) = +3 to Kn checks to ID creatures
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex) = +1 to Intimidate, Sense Motive
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex) = +3 to Initiative
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp)
At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex) = +1 to Survival to track/ID tracks
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Hunter Tactics (Ex)
At 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

This ability replaces solo tactics.

Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

TRAITS AND FEATS:

Trait: Rancher (+1 to Handle Animal, HA is class skill, animal companion +3 max HP)
Trait: Tablelands Guide (+1 to Kn:Geography, Geography is class skill, +1 to Survival in Tablelands)
1: Point Blank Shot
Race: Skill Focus (Perception)
3: Precise Shot
I3: Coordinated Shot

SKILLS:
Adventuring Skills 24 = (6 +0 Int +1 race +1 FCB/lvl)
Climb 5 = 1 +1 Str +3 CS
Diplomacy 6 = 3 +0 Cha +3 CS
Intimidate 7 = 3 +0 Cha +3 CS +1 class
Kn: Arcana 5/8 = 2 +0 Int +3 CS +3 Wis to ID creatures
Kn: Dungeoneering 5/8 = 2 +0 Int +3 CS +3 Wis to ID creatures
Kn: Nature 5/8 = 2 +0 Int +3 CS +3 Wis to ID creatures
Kn: Planes 4/7 = 1 +0 Int +3 CS +3 Wis to ID creatures
Kn: Religion 5/8 = 2 +0 Int +3 CS +3 Wis to ID creatures
Ride 8 = 1 +4 Dex +3 CS
Perception 14 = 3 +3 Wis +3 CS +2 race +3 feat
Sense Motive 8 = 1 +3 Wis +3 CS +1 class
Survival 10/11 = 3 +3 Wis +3 CS +1 trait +1 to track/ID tracks
---
Background Skills 6 = 2/lvl
Craft (Bows) 5 = 2 +0 Int +3 CS
Handle Animal 7 = 3 +0 Cha +3 CS +1 trait
Kn: Geography 5 = 1 +0 Int +3 CS +1 trait

ANIMAL COMPANION:

Cat, Big
Stats
Size Medium; Speed 40 ft.; AC 19/14/15 +2 armor +4 Dex +3 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13+1, Dex 17+1, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.

7th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).

3 HD
BAB +2
Melee +6

Bite +6 1d6+2
Claw +6 1d4+2
Claw +6 1d4+2
Rake +6 (2 claws 1d4+2/1d4+2)

Str/Dex +1

Nat Armor +2

Fort +3+1
Ref +3+4
Will +1+2

Skills 3
Acrobatics 8 = 1 +4 Dex +3 CS
Perception 6 = 1 +2 Wis +3 CS
Stealth 8 = 1 +4 Dex +3 CS

Feats 2
Armor Proficiency (Light)
Weapon Finesse

Tricks 6+Bonus Tricks 2
Combat training (Attack, Come, Defend, Down, Guard, Heel)
Attack 2 (attack all)
Rattling Strike (free action before melee attack; if attack hits, target -2 on attack/saves/skill/ability rolls for 1d4 rounds) 4/day (1/2 lvl +3 Wis/day)

Link
Share spells
Evasion

Leather barding +2 AC Max Dex +6 ACP 0 20gp

MOUNT:
Crodlu (re-skinned heavy horse), 200gp
Draft (Heavy) HorseCR 2

XP 600
N Large animal
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE
AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3

OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ docile

Tricks
Combat Riding (Attack, Come, Defend, Down, Guard, Heel)

GEAR:
WBL 3000gp-260gp mount+exotic military saddle=2740-20gp cat barding=2720
MW Composite Longbow +1 500gp
MW Backpack 50gp (carrying capacity 14)
Cloak of Resistance 1000gp

Hot Weather Clothing


Best bet for bard might be a rogue with one of the two or three archetypes that gain poison use. Toxic talon is probably a good bet. You'd just needs skills and traits to add the rest of the flavor. I thought there was a bard archetype that lost spell access, but I dont see one at a glance.

I've reverted back to my initial idea of a halfling barbarian over ranger. Currently working on that now. She will be a hurler archetype and take hurling rage powers.

I can't find a good angle for another tree character. The elf preserver just seemed meh. I'm considering instead some sort of air priest instead. Possibly pterran, IDK yet for sure.


So I dropped the archetype. Plain ranger then. Changed feats.

Though I am tempted to get 2 levels of Horison Walker

And for a reason he's doing what he's doing. He's hired. Best buggo for the job. He knows how to travel in the conditions better than anyone else


Huh. If Seth's thri-kreen ranger and my guy overlap too much (both are desert guides, basically) I could shift him to be more of a merchant kind of guy, maybe. Also looks like Dickie is also doing a wilderness focused PC, which makes sense for the campaign as described.

Maybe I could lean into the idea that templars are the city's bureaucrats and make him kind of a traveling diplomat as well as caravan facilitator.


TBH I have the clearest vision of my rogue-merchant character, but the halfling is growing on me. They're polar opposites, funny enough. The barbarian would be a fish out of water in the tablelands, the rogue is a charming face who can fast-talk his way out of trouble in most citystates.

With character trees there will always be some overlap, but that's a good thing. It means we can assemble the best team for any job. And if/when someone is lost, killed, or otherwise made not available, backups are always good to have, lol.


Looks like you guys are shaping up to be quite a team.


Updated !-! so no archetype

!-!:

! - !
Thri-kreen ranger 3
LN Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 31 (3d10+9)
Fort +6 (+4 vs. fatigue, exhaustion, running, forced marches, starvation, thirst, and hot or cold environments), Ref +5, Will +2; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
Defensive Abilities desert runner
--------------------
Offense
--------------------
Speed 30 ft.; terrain stride
Melee dagger +6 (1d4+3/19-20) or
. . mwk sawtooth sabre +7 (1d8+3/19-20) or
. . mwk sawtooth sabre +7 (1d8+3/19-20)
Ranged reflex bow +5 (1d6/×3)
Special Attacks combat style (Achaekek), favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 16, Int 8, Wis 12, Cha 13
Base Atk +3; CMB +6; CMD 18
Feats Double Slice, Endurance, Exotic Weapon Proficiency (sawtooth sabre), Two-weapon Fighting
Traits affable, desert child (desert)
Skills Diplomacy +7 (+9 to gather information.), Intimidate +7, Knowledge (geography) +5, Knowledge (local) +5, Perception +7, Profession (gardener) +7, Stealth +6, Survival +7
Languages Thri-Kreen
SQ favored terrain (desert +2), track +1, wild empathy +4
Other Gear +1 mithral chain shirt, heavy wooden shield, arrows (20), blunt arrows[APG] (20), dagger, mwk sawtooth sabre[ISWG], mwk sawtooth sabre[ISWG], reflex bow, bandolier[UE], bandolier[UE], bedroll, belt pouch, fishhook (2), flint and steel, masterwork backpack[APG], sewing needle, signal whistle, silk rope (100 ft.), small tent, trail rations (7), waterskin, 4 gp, 6 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Desert Runner (Ex) +4 to Con checks and Fort saves vs. fatigue/exhaustion, or ill effects from running, starvation, and temperature.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Desert +2) (Ex) +2 to rolls when in desert terrain.
Terrain Stride (Favored Terrain [Desert]) (Ex) Not slowed by difficult terrain in chosen terrain, unless magically manipulated.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Yes, that looks better; Seth86.

Scarab Sages

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Any chance of permitting anything homebrewed?

Speaking of which, you might be interested in this - this was the source for one of the Bard-updates I mentioned (see the PDF, pages 44-47).


1 person marked this as a favorite.
I'm Hiding In Your Closet wrote:

Any chance of permitting anything homebrewed?

Speaking of which, you might be interested in this - this was the source for one of the Bard-updates I mentioned (see the PDF, pages 44-47).

*I'll have to read it first, Hiding; but we may use it.


How exactly do you want to do starting money/gear? Also, native Athasian weapons are designed to avoid the material penalty rules, but i can't recall if there are any analogs. Any thought to those? Id figure most can just use the weight, cost and damage from the setting book translate fine, but crit and range values may need a tweak...

The crunch for the rogue and barb should be about done, fluff is in my head for both, just not written up anywhere yet. Still indecisive about another tree character. Going with a cleric for sure, but that's literally all I know lol, other than that they're on the road following some ineffable task for their patron element.

Edit: also the old link for Brekan may not work right anymore, moved him to a different folder to keep things organized. I'll post a link to the folder itself later on which will include the halfling.


DM Dickie wrote:

How exactly do you want to do starting money/gear? Also, native Athasian weapons are designed to avoid the material penalty rules, but i can't recall if there are any analogs. Any thought to those? Id figure most can just use the weight, cost and damage from the setting book translate fine, but crit and range values may need a tweak...

The crunch for the rogue and barb should be about done, fluff is in my head for both, just not written up anywhere yet. Still indecisive about another tree character. Going with a cleric for sure, but that's literally all I know lol, other than that they're on the road following some ineffable task for their patron element.

Edit: also the old link for Brekan may not work right anymore, moved him to a different folder to keep things organized. I'll post a link to the folder itself later on which will include the halfling.

I think it's best to start with your class' starting roll, but change it to ceramic pieces. Gold is hard to come by. I'll have to read the DS3e setting book, though, for your last question.

Just send me the update when you are ready.

Scarab Sages

EltonJ wrote:
*I'll have to read it first, Hiding; but we may use it.

It'll need further updating/empowering since it's set for 3.5. Maybe give it access to a combination of Slayer and Vigilante Talents?

I'm afraid the other source I had in mind no longer seems to exist - but it did the obvious with the DARK SUN Bard: Replace spellcasting with Alchemy (so it was basically a Bard/Alchemist "hybrid-class")!

BTW, would it be unreasonable to request a house-rule that "Infusion" be a given for Alchemists, so they don't have to take a Discovery-"tax" just to share their potionettes with others? I never thought that made sense....


I'm Hiding In Your Closet wrote:
EltonJ wrote:
*I'll have to read it first, Hiding; but we may use it.

It'll need further updating/empowering since it's set for 3.5. Maybe give it access to a combination of Slayer and Vigilante Talents?

I'm afraid the other source I had in mind no longer seems to exist - but it did the obvious with the DARK SUN Bard: Replace spellcasting with Alchemy (so it was basically a Bard/Alchemist "hybrid-class")!

BTW, would it be unreasonable to request a house-rule that "Infusion" be a given for Alchemists, so they don't have to take a Discovery-"tax" just to share their potionettes with others? I never thought that made sense....

I think that is reasonable, yes.


Anyone else have questions?


EltonJ wrote:
Anyone else have questions?

How long will the submission process run?

How many characters would you consider appropriate for the tree?

If selected for the game, will we have some ability to move a few skill points/languages around prior to the game going live?


DM Dickie wrote:
EltonJ wrote:
Anyone else have questions?

How long will the submission process run?

How many characters would you consider appropriate for the tree?

If selected for the game, will we have some ability to move a few skill points/languages around prior to the game going live?

Until the Seventeenth of May. 3 characters for your tree is enough. If selected, you can move your skill points around for a day.


Brekan HP: 2d8 + 8 ⇒ (3, 4) + 8 = 15
Brekan Starting CP: 4d6 ⇒ (3, 6, 3, 3) = 15 x10
Koura HP: 2d12 + 21 ⇒ (8, 7) + 21 = 36
Koura Starting CP: 3d6 ⇒ (6, 2, 2) = 10 x10
Mahti HP: 2d8 + 17 ⇒ (6, 5) + 17 = 28
Mahti Starting CP: 4d6 ⇒ (6, 5, 4, 2) = 17 x10

Current folder with crunch for three PCs. Let me know if it isn't working right.

I'm working on various tweaks and have left languages mostly unselected, but these are the current stats. I'll flesh out more details (and gear) as we go, but here is a short bit on each of these characters:

Brekan is young, ambitious, and pragmatic, yet also compassionate and romantically-inclined. Understanding that on Athas everyone is just one bad day from being enslaved, he believes in treating everyone fairly, not just customers. For this his family, House Tsalaxa, stripped him of status and exiled him from company operations. What they could not take away was his good looks, warm smile, and merchant house training. Brekan knows he can parlay those things to success for himself, and any loyal partners he makes along the way.

Koura was once one of her tribe's top hunters, trained from an early age to take advantage of her natural grace and strength to hunt game to keep her people fed and clothed. Returning from a hunt one day, she found her tribe was destroyed. Most killed or dying of mortal wounds. Others were simply missing, taken. What she learned from one dying survivor was that humans had come and laid waste to the tribe. Now without her people, Koura has traveled to the Tablelands in a vain attempt to find those taken and avenge the dead.

Mahti has never had much. Never much money. Never many friends. None of that matters to him, for what he does have is all he needs: faith. Whatever his patron truly wants, he knows not, but he has faith that the elements wish to restore balance to Athas. He has faith his Lord in Earth is using him as a tool to that effort. It has become his life's focus, which means something to a dwarf. He can't know if his Lord in Earth is truly using him as a tool for good, but he has faith, and that's all he needs.


DM Dickie wrote:

[dice=Brekan HP]2d8 + 8

[dice=Brekan Starting CP]4d6 x10
[dice=Koura HP]2d12 + 21
[dice=Koura Starting CP]3d6 x10
[dice=Mahti HP]2d8 + 17
[dice=Mahti Starting CP]4d6 x10

Current folder with crunch for three PCs. Let me know if it isn't working right.

I'm working on various tweaks and have left languages mostly unselected, but these are the current stats. I'll flesh out more details (and gear) as we go, but here is a short bit on each of these characters:

Brekan is young, ambitious, and pragmatic, yet also compassionate and romantically-inclined. Understanding that on Athas everyone is just one bad day from being enslaved, he believes in treating everyone fairly, not just customers. For this his family, House Tsalaxa, stripped him of status and exiled him from company operations. What they could not take away was his good looks, warm smile, and merchant house training. Brekan knows he can parlay those things to success for himself, and any loyal partners he makes along the way.

Koura was once one of her tribe's top hunters, trained from an early age to take advantage of her natural grace and strength to hunt game to keep her people fed and clothed. Returning from a hunt one day, she found her tribe was destroyed. Most killed or dying of mortal wounds. Others were simply missing, taken. What she learned from one dying survivor was that humans had come and laid waste to the tribe. Now without her people, Koura has traveled to the Tablelands in a vain attempt to find those taken and avenge the dead.

Mahti has never had much. Never much money. Never many friends. None of that matters to him, for what he does have is all he needs: faith. Whatever his patron truly wants, he knows not, but he has faith that the elements wish to restore balance to Athas. He has faith his Lord in Earth is using him as a tool to that...

I can see them.

Scarab Sages

EltonJ wrote:
3 characters for your tree is enough.

Oh, wow! The TREE!

I've heard of that, but having never actually played a DARK SUN game before, please elaborate.


I'm Hiding In Your Closet wrote:
EltonJ wrote:
3 characters for your tree is enough.

Oh, wow! The TREE!

I've heard of that, but having never actually played a DARK SUN game before, please elaborate.

A character tree is a concept where you create more than one character, in this case, three. And you can choose which one is active during the adventure. When your active character advances, you can choose which of your inactive characters also advance.


DM Dickie wrote:

[dice=Brekan HP]2d8 + 8

[dice=Brekan Starting CP]4d6 x10
[dice=Koura HP]2d12 + 21
[dice=Koura Starting CP]3d6 x10
[dice=Mahti HP]2d8 + 17
[dice=Mahti Starting CP]4d6 x10

Current folder with crunch for three PCs. Let me know if it isn't working right.

I'm working on various tweaks and have left languages mostly unselected, but these are the current stats. I'll flesh out more details (and gear) as we go, but here is a short bit on each of these characters:

I'm working on various tweaks and have left languages mostly unselected, but these are the current stats. I'll flesh out more details (and gear) as we go, but here is a short bit on each of these characters:

Brekan is young, ambitious, and pragmatic, yet also compassionate and romantically-inclined. Understanding that on Athas everyone is just one bad day from being enslaved, he believes in treating everyone fairly, not just customers. For this his family, House Tsalaxa, stripped him of status and exiled him from company operations. What they could not take away was his good looks, warm smile, and merchant house training. Brekan knows he can parlay those things to success for himself, and any loyal partners he makes along the way.

Koura was once one of her tribe's top hunters, trained from an early age to take advantage of her natural grace and strength to hunt game to keep her people fed and clothed. Returning from a hunt one day, she found her tribe was destroyed. Most killed or dying of mortal wounds. Others were simply missing, taken. What she learned from one dying survivor was that humans had come and laid waste to the tribe. Now without her people, Koura has traveled to the Tablelands in a vain attempt to find those taken and avenge the dead.

Mahti has never had much. Never much money. Never many friends. None of that matters to him, for what he does have is all he needs: faith. Whatever his patron truly wants, he knows not, but he has faith that the elements wish to restore balance to Athas. He has faith his Lord in Earth is using him as a tool to that effort. It has become his life's focus, which means something to a dwarf. He can't know if his Lord in Earth is truly using him as a tool for good, but he has faith, and that's all he needs.

I looked at the crunch for each character, and it looks pretty solid. Just remember to add the Wild Talent feat to your characters, so you can have some psionic ability.


EltonJ wrote:
GM_Panic wrote:

Here is my Athasian Elf psion

ALT Lady Sol-Eet De-Ron-Xue

work in progress

Image here

Very much like a Jedi

Yes 100% she is that kind of pc hehe

Going to alter her so she can have the called weapon power
And has a hilt with her psicyral in from which the ectoplasmic blade springs
It’s about as Jedi as I can make her


Going to try and get gear finished up today. Its a little tricky because of the materials rules, but I'm also wondering what sort of supplies will be already with the caravan we will be running? Like rations and water/liquid? Also, the characters are hired hands, but if my rogue wanted to purchase some trade goods for a side profit (or just invest some of his own cash) would that be possible?

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