Laori Vaus

Lady Sol-Eet De-Ron-Xue's page

13 posts. Alias of Johnny_Panic.


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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


EltonJ wrote:
GM_Panic wrote:
I just want to check if I need to make a all new PC for this or you will let me chance one of the ones a made for that thread :)
Yes, you may submit one of the ones made for that thread.

Thanks GM, I will offer up

Lady Sol-Eet De-Ron-Xue
Desert elf Psion


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? Becouse I made 3 PCs for that one and it just stopped.


Sooo, is this one stalled everyone?


Tinta-Tal-Ma wild talent 3d8 ⇒ (7, 5, 2) = 14=Fortify, Lesser
Doctor Ebrill Dwynwen wild talent 3d8 ⇒ (3, 1, 7) = 11=Energy Splash


Hi GM
Can I check the setting cost for metals?
Dark Sun has a range, from 2x normal pathfinder costs to 10x price.
Most Armor and weapons are made of non-metal substances.

The breakdown of my trio of ALTS is three Females,
Lady Sol-Eet De-Ron-Xue ELf Noble Lady, IMAGE HERE
Tinta-Tal-Ma Her Half Gaint bodyguard, IMAGE HERE
Doctor Ebrill Dwynwen Her Halfling Secretary/PA/medic IMAGE HERE


Ok sounds good, so just checking this, I did a little convention to try and keep some of the flavor, of the settings conventions while I hope staying in the core race rules. A lot of it works well.

Racial Traits Athasian Elf that are with in core:

Unless otherwise noted, Athasian elves possess the same racial traits as standard elves in Pathfinder.

USE CORE: Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

USE CORE: Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

USE CORE: Keen Senses: Elves receive a +2 racial bonus on Perception checks.

USE CORE: Elf Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

USE CORE: Languages:
Elves begin play speaking Common and Elven.

ALT: Athasian Elf Race Traits that are core.

Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
This racial trait replaces elven magic.

GM BOON: Wild Talent: Elves begin play with a psionic talent, determined by a roll on the Wild Talent table (p. 45).

ADDED separately on top of race traits above, at the cost of feats/Traits and race traits

ALT Elf Alternate Racial Traits that can be taken separately

Silver Tongued: Human Athasian Elfs are often adept at subtle manipulation and putting even sworn foes at ease. Humans Athasian Elfs with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Reaplces: Elf Weapon Familiarity:

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic or Athasian Elf Desert Runner race trait.

Traits that can be taken separately
Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Replaces Athasian Elf Fleet-Footed: +2 trait bonus on initiative checks.

ALT Feats that can be taken separately
**Run Feat
Replaces Athasian Elf Fleet-Footed: Feat run
**longshanks x2
Replaces Athasian Elf **Fast feat: Elves have a base speed of 40 feet.

And PC updated


GM I want to check something,
I have used the races as outlined in
Bodhizen's Dark Sun conversion

Do you want us to stick to core and use only Pathfinder core books
RE, PCs build.


3d8 ⇒ (7, 5, 7) = 19=Sense Poison


1 person marked this as a favorite.

The world Setting:

Its a post-apocalyptic setting, thing Fall-Out meets LoTR with a smig of Dying Earth and butt load of DUNE. Tech is impossible to find, Mettle rare. magic is near all necromatic in nature, sucking life force to power things. Psionics is powered by your own mind, body and soul.

LINK HERE

The world
The campaign setting of Dark Sun is played on the fictional planet Athas. Novels and source books largely take place in the Tyr Region, though other areas are described for play. The exact landmass configuration of the planet or the existence of other continents is unknown.

Athas is a devastated world, the result of magic run amok. Most of Athas is an empty desert, interrupted by a handful of corrupt city states controlled by power-mad sorcerer-kings and their spell-wielding lackeys. The brutal climate and the oppressive rule of the sorcerer-kings have created a corrupt, bloodthirsty, and desperate culture that leaves little room for chivalric virtues common to fantasy settings (hence why paladins are excluded).[24]: 5  Slavery is commonplace, gladiatorial duels provide entertainment for the elite, and death permeates the culture. As rain falls only once per decade in some areas, water is more precious than gold. Due to the scarcity of natural resources, few wizards have access to books made of paper pages and hard covers; instead, they record their spells with string patterns and complex knots. Metal is also rare, affecting both the economy and the quality of equipment. The ceramic coin, made from clay and glazed in various colors, is the primary medium of exchange, worth about a hundredth of a gold piece. Due to a scarcity of metal, weapons and armor are made from natural materials such as bone, stone, wood, carapace or obsidian, and are prone to breaking. Only a single dragon exists in all of Athas, a monstrosity whose appearance heralds disasters of catastrophic proportions.[15]

Arcane magic draws its power from the life force of plants or living creatures, with the potential to cause tremendous harm to the environment. As a result, wizards and other arcane casters are despised and must practice in secret. Psionics are extremely common with nearly every living thing having at least a modicum of psionic ability.[24]: 119–120 

Athas has no deities and no formal religions other than the cults created by the sorcerer-kings.[31]: 17  There is some contention within the source material as to whether or not there were ever deities in the setting. The AD&D source material seems to suggest that there weren't ever any gods involved with Athas, while the 4th edition setting leaves the option open, more explicitly stating that the gods were destroyed or driven away by malevolent elemental spirits.[24]: 208  Clerics and druids instead draw power from the Inner Planes/Elemental Chaos.

Sample of roll play:

She sat on the dune as the fun started to move down to the horizon. Some distance below here, she looked on as a Caravan was attacked by a tribe of Lizard men. Water sellers traveling the sands, and picking the wrong root to take. She saw a human run from one of the wagons be shot in the back by a ceramic-tipped arrow. Falling as two Lizard men ran over to collect his blood. Others were carrying off the water barrels and looking off the plunder.

She stood up and brushed off the sand from her Desert clothing. Taking the small pipe on the side of her head, she took a drink of her water.
She turned and walked into the deeper desert, The lizard tribe who controlled this area, liked to attack rapidly. So they would be moving out soon. And by the time the Family caravan came thought tomorrow, they would not be in the mood to attack it. That is why she had sold them the information about this caravan. Such was her job, protect the family.

She looked out over the great sands and felt a great sense of peace. her job done she could spend some days out in the great Sand-sea. Taking out her Wayfinder she checked her direction, Soon it would be night and she would walk in the cool dark. Once rested in the day here and moved at night. She walked into the dark and left the dead and dying behind.


Cool lets go PMs and have a look at her PC alt, she is 90% done.
Note she is Lawfull Evil and has my other alt has her attendants.

GM:

Alt 2 /. just spotted got this wrong
1:5d4 ⇒ (1, 4, 4, 3, 3) = 15
2:5d4 ⇒ (1, 4, 2, 4, 4) = 15
3:5d4 ⇒ (4, 3, 2, 3, 4) = 16
4:5d4 ⇒ (4, 3, 2, 4, 4) = 17
5:5d4 ⇒ (2, 3, 3, 3, 4) = 15
6:5d4 ⇒ (3, 3, 2, 3, 1) = 12

Should be
STR [15]
DEX [16]+4=[20]
CON [12]-2=[10]
INT [17]+2=[19]
WIS [15]
CHA [15]

Also I think this works well for a noble

Note: Taking Drawback
Family Ties [The house of De-Ron-Xue]
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.

Effect(s) When a family [De-Ron-Xue] member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.


Seth86 wrote:
Lady Sol Eet. We could link stories if we are both chosen for the game

Happy too, Seth


Is it ok to take

Athasian Noble: You have lived a life of wealth and privilege in one of the city-states. This has afforded you time to study all manner of subjects that the commoners couldn't begin to comprehend. You gain a +1 trait bonus to Knowledge (Nobility), which becomes a class skill for you. You also begin play with 900 ceramic pieces; a one-time benefit.

As a trait