Skeleton

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The links are no longer working. I wanted to take a look at this, especially those dragon stats. :)

Anyone have copies of this or can the author update his links?


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First off, fantastic job. As someone who did a conversion of Dark Sun (AD&D to Hackmaster), I know exactly how you feel. I only wish mine was as pretty :)

That aside, thought I'd point a few things out.

1. Thri-kreen should have a 40 movement. I know it's a powerful race as it is, but they've always been fast in every edition. I know pathfinder frowns on putting penalties, the thri-kreen have a few. Thri-Kreens of Athas had lots of good weakness. Top ones I used was their inability to swim due to weight and this breathing hole they can't close. I know it's Athas, but hey there's some water. Also, they can't eat vegetables without getting sick. Here's from my conversion "Almost totally carnivorous. Mere taste of a plant usually makes them sicken. Only a few herbs, spices, and fruits with magical effects (potions) can be safely eaten."

Guess I'm just used to bug butt thrikreens too :) So heavy they break things.

2. There are technically two monk orders in Nibenay. The Exalted Order and Serene Bliss (first male, second female). Though they mention psionics, they also call them monks.

3. You're missing Aarakocra and Pterran from the list of PC races. Any plans to add?

4. Wild Talents - I might suggest expanding that section to allow a larger selection of powers and using psionic/psychic points instead of 2/day. Wild Talents could be anything back in the AD&D Dark Sun days with the ability to at least cast it once a day. Just a suggest. This post has a good example. I'm sure it can be setup for Psychic too.

5. I noticed no mention of the other Psionic Classes, such as Aegis, Cryptic, Dread, Soulknife, Tactician, Vitalist. It's not like they couldn't be used without an entry. Some may not fit as well as others, but really gives you that ability for pure psionic class groups with these other classes.

Overall, I love the work you put in. Plan to use it..


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Hello All,

Please review my character build below for a kensai bladebound Magus. I'd love suggestions. I used the Kensai Build guide out there. I'm looking for the most effective use of the character in combat but don't want to sacrifice any RP stuff or lose my racial spells for having less than 12 Cha (i hate being the 7 cha guy :) ).

But please help with possible skill changes, feats and arcana suggestions. Even stat adjustments.

The goal of the character is to go with into melee, use the standard shocking grasp build with touch of fatigue when not doing grasp. Protect fellow players with bodyguard. Basically I'm mixing the basic build with bodyguard. It seems I'm the main melee so far in the group.

Goal is for evasion tank DPS, basically. I went acrobatics to move through threatened zones when possible to backup other melee characters.

And if you have Mystic Past life spell suggestions, let me know. I don't know how up to date this guide is. Some suggest spells for Mystic Past Life are: Cure Critical Wounds (Bard’s list), Inflict Wounds (Witch’s spell list), Contingency, Heroism or Greater Heroism, Permanency, Touch of Fatigue, Touch of idiocy, Juxtaposition, Protection from Energy, False Life, Mage Armor, Dance of a Hundred Cuts, Haste (From the Summoner’s spell list, making it a level 2 spell) and Bestow Curse.

Used this as a guide: https://docs.google.com/document/d/1NzctTRYgBVzNanNnzSpOCdTyifV3elCgpkBeayu a97s/pub

And yes, I'm married to my Wakizashi chioce for my black blade.

Samsaran
Magus (Kensai & Bladebound Archetype)
20 point build
STR: 8
Dex: 16
Con: 10
Int: 18 (Boosted every 4 levels)
Wis: 9
Cha: 12

Samsaran Mystic Past Life (5 spells): Hasted (2nd level Summoner), Touch of Fatigue (0th), Dance of a Hundred Cuts (4th), Mage Armor (1st), Cure Critical Wounds (4th)

Traits: Magical Lineage (Shocking Grasp)
Traits: Rescued (Acrobatics)
Traits: Vetern Jungle Guide (Perception)
Flaw: Overprotective

Kensai Bonus: Weapon Focus (Wakizashi)
L1: Weapon Finesse
L3: Combat Reflexes
L5: Bodyguard
Magus 5: Arcane Strike
L7: Intensified Spell
L9: Elemental Spell
L11: ???
Magus 11: ???
L13: Critical Focus
L15: Staggering Critical
L17: Critical Mastery
Magus 17: Critical Mastery
L19: Extra Arcana: ???

Magus Arcana
L3: Black Blade (replaces choice)
L6: Arcane Accuracy or Wand Wielder (for Truestrike wands)
L9: Whatever wasn't picked at level 6.
L12: Maximized Magic
L15: Quickened Magic
L18: ???

Skills (6 points per level, putting Favored class point into HP)
Acrobatics
Intimidate
Knowedge Arcana
Perception
Spellcraft
Use Magic Device