
DM Under a Dark Sun |

I'm looking to recruit one additional player to step into an existing game set in the Dark Sun campaign setting.
The game (campaign thread is here) is inspired by the original 2E Dark Sun boxed set, rather than the 3.5 or 4E updates. Some familiarity with the original campaign setting is very helpful, but not absolutely required. As much as I disliked the 4E adaptation of the setting, the first page of this document provides a great primer for anyone new to the world of Athas. Additional information about the world is available here.
The game is set in the 190th King's Age, in the Year of Priest's Defiance. King Kalak still rules Tyr with an iron fist as thousands of slaves toil to complete his mighty ziggurat. For the purposes of the campaign the events of the novels and later supplements have not occurred.
The group is finishing an initial campaign arc that will find them back in the dwarven village of Kled, ready to head for Tyr, offering a chance for a new PC to join. Current characters include a half-giant barbarian, human psychic warrior, human oracle, thri-kreen vitalist and mul druid.
They have melee and healing covered, for the most part, so there is a preference for an arcane caster, wizard-like psion or rogue-type, but the only hard requirements are a compelling concept/backstory and a track record of reliable posting. You must be able to post daily, although I am less stringent about weekends. Occasional absences are OK if you give me advance notice.
The crunchy bits
The campaign is Pathfinder-based with a set of house rules primarily focused on character generation. The Dreamscarred Press psionic rules (available on d20pfsrd.com) are used. The house rules documents can be found here:
Races and Classes
House Rules
Equipment
Ability Scores: Roll 4d4+4 six times and arrange as desired.
Level: Character will begin play at level 5. Max hit points for first two levels, then roll for levels 3-5, although you can default to the average of the die rounded up.
Race, class and psionic wild talents: See the Races and Classes document for changes and a list of allowed classes. Psionic classes will use the rules from Psionics Unleashed, which are available at d20pfsrd.com if you don't have a copy.
All characters may roll once (twice for humans and half-elves) on the Wild Talent table at the end of that document.
Traits: All characters will begin play with two traits – I'm happy to create custom traits or modify existing ones to match Athasian flavor.
Other House Rules: In addition to the changes to races and classes, you may want to review the House Rules file for a few other changes – mostly related to heat and dehydration – as well as several custom feats. In particular, note that the Exotic Weapon Proficiency feat has been changed to grant proficiency with groups of exotic weapons. The Equipment file includes amended statistics for a host of weapons. The Races and Classes document also includes options for swapping out certain starting feats.
Equipment: Please list preferences for equipment and I will help fill that out when a selection is made.
Deadline: I will keep taking applications through Sunday evening but may end early if I'm blown away by a concept before then.[/b]

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I would LOVE to play in a Dark Sun campaign, I'll try to come up with a concept and post it before sunday.
What is the dwarven village of Kled like, Do you have a small summary of it, is it 100% dwarf, or is any race there ok?
Based on the Discuession thread, you are looking for a mix of Healing and Arcane, Would a Witch be Viable? Thinking of some Kind Of elven Witch.

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I was thinking of some kinda Elvish Mystic (witch) who is a Preserver. There is a 1/2 elf Archtype that uses a weapon as their Focus (Instead of an Animal) would you allow the use of that archtype for an elf instead?
My Idea of using the Witch class is that they considered Arcane, but can still cast some healing.

DM Under a Dark Sun |

I think an elven witch would be fine, as would the archetype you linked - we could flavor your bonded item as some ancient relic you found that explains your abilities (hexes, healing) that go beyond what a traditional preserver would have.
Kled is almost 100 percent dwarves, but you'll just be passing through, probably on your way to Tyr. Being a preserver, a link to the Veiled Alliance would make sense as well as tie into some plans I have for the upcoming arc.

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Dotting for interest, this setting seems very cool. I've never touched psionics in any way shape or form. I've heard about them, but have no idea how they function at all, so I'm going to avoid them for now.
I have an idea for a half elf wizard, but I have another question. What is meant by preserver/defiler? I'm guessing it has to do with killing life via metamagic feats, but I'm having trouble pinning down some solid info.

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I think an elven witch would be fine, as would the archetype you linked - we could flavor your bonded item as some ancient relic you found that explains your abilities (hexes, healing) that go beyond what a traditional preserver would have.
Kled is almost 100 percent dwarves, but you'll just be passing through, probably on your way to Tyr. Being a preserver, a link to the Veiled Alliance would make sense as well as tie into some plans I have for the upcoming arc.
Would fit with the story to say my tribe or Clan was wiped out (except me) on suspicion of being part of the veiled alliance? Or we were running some cargo for the alliance, and where ambused.
I was found heavily wounded by some locals in teh dwarf village, and thats how i ended up there.

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Dotting for interest, this setting seems very cool. I've never touched psionics in any way shape or form. I've heard about them, but have no idea how they function at all, so I'm going to avoid them for now.
I have an idea for a half elf wizard, but I have another question. What is meant by preserver/defiler? I'm guessing it has to do with killing life via metamagic feats, but I'm having trouble pinning down some solid info.
Arcane Magic in Arthas draws form the Life force around you.
A preserver only draws enough life force to power their spells without killing anything around them.
Defilers pull as much energy as they can, draining all life force around them, but are able to case more powerful spells.

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Yix wrote:Dotting for interest, this setting seems very cool. I've never touched psionics in any way shape or form. I've heard about them, but have no idea how they function at all, so I'm going to avoid them for now.
I have an idea for a half elf wizard, but I have another question. What is meant by preserver/defiler? I'm guessing it has to do with killing life via metamagic feats, but I'm having trouble pinning down some solid info.
Arcane Magic in Arthas draws form the Life force around you.
A preserver only draws enough life force to power their spells without killing anything around them.
Defilers pull as much energy as they can, draining all life force around them, but are able to case more powerful spells.
Ah sorry, I should have clarified. Thanks for answering btw!
I understand what they mean conceptually, but I was wondering how they worked mechanically. Is it just the note on metamagic?

DM Under a Dark Sun |

@Marek: That could certainly work if you'd like to write it up.
@Yix: In the Dark Sun setting, arcane magic is powered by life energy (usually from plants, but some high level users can drain power animals/people or even the sun). Preservers have learned how to draw power slowly and carefully so the surrounding plant life recovers; defilers draw energy quickly and carelessly, turning nearby plants to ash and ruining the land. Everybody hates defilers (who can apply free metamagic when casting), but most can't tell the difference, so preservers are persecuted, as well, especially by the ruling sorcerer-kings (who are all defilers). EDIT:Yes, mechanically preservers are just regular wizards. Only defilers get the metamagic bennies, but everyone - possibly including good-aligned party members - will try to kill them.
@Josh: In the campaign the local elf tribes are in a running war with the sorcerer-king of Urik, so it would work fine for your tribe to have been wiped out. You could be headed to Tyr to seek refuge with the Veiled Alliance - your tribe might have smuggled spell components and messages between alliance cells in Tyr and Urik, as one possibility.

Castle_Bravo |

Hi, getting an idea for a concept...
attribute: 4d4 + 4 ⇒ (3, 1, 3, 4) + 4 = 15
attribute: 4d4 + 4 ⇒ (1, 1, 4, 1) + 4 = 11
attribute: 4d4 + 4 ⇒ (4, 1, 4, 4) + 4 = 17
attribute: 4d4 + 4 ⇒ (4, 3, 3, 1) + 4 = 15
attribute: 4d4 + 4 ⇒ (3, 1, 2, 1) + 4 = 11
wildtalent: 1d100 ⇒ 34
wildtalent_1stlevelpower: 1d100 ⇒ 18

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4d4 + 4 ⇒ (2, 2, 2, 1) + 4 = 11
4d4 + 4 ⇒ (1, 1, 3, 2) + 4 = 11
4d4 + 4 ⇒ (4, 2, 3, 1) + 4 = 14
4d4 + 4 ⇒ (2, 3, 3, 3) + 4 = 15
4d4 + 4 ⇒ (3, 4, 2, 2) + 4 = 15
Wildtalent: 1d100 ⇒ 27
3 wild talents: 1d100 ⇒ 981d100 ⇒ 961d100 ⇒ 58
Re-roll for two of the same talent: 1d100 ⇒ 63

Anderlorn |

Dotting Interest for either a Thri-Kreen Marksmen since it appears the party could use a range monkey too. Or, I can play a Psychic Mage but I only have the play test PDF and not Psionics Augmented, Volume 1.
Oops, getting ahead of myself, is a Marksman permitted?
Atts
4d4 + 4 ⇒ (3, 4, 1, 4) + 4 = 16
4d4 + 4 ⇒ (2, 3, 1, 1) + 4 = 11
4d4 + 4 ⇒ (3, 4, 4, 3) + 4 = 18
4d4 + 4 ⇒ (2, 3, 3, 4) + 4 = 16
4d4 + 4 ⇒ (1, 2, 2, 4) + 4 = 13
4d4 + 4 ⇒ (1, 3, 1, 4) + 4 = 13
HPs Levels 3 - 5
1d10 ⇒ 10
1d10 ⇒ 7
1d10 ⇒ 8
or
1d6 ⇒ 1
1d6 ⇒ 5
1d6 ⇒ 3
Wild Talents
1d100 ⇒ 98

Däina |

Yix here, posting via alias.
Have the basic outline done. Crunch is completely done (I'm pretty sure, I'll have to check over) and her childhood background is done (still need to have her more recent history). But you can get the general feel for her. Went mostly conjurer and transmuter with a few evocations.
Also, is Breeze allowed as a cantrip? It's paizo material, but like create water I was wondering if it needed a nerf for the setting. It's not nearly as good as infinite water, just kind of fans the person and gives them a +2 to their saves.

DM Under a Dark Sun |

What are some of the languages? Are they any different from traditional pathfinder?
How much money do we start with?
Languages are listed in the race entries. There are also human dialects associated with some city-states, but Common works for the most part.
As for money and equipment, give me an idea of what you would like and I will supply you with gear in line with the other PCs, including a magic item or two.

Däina |

Languages are listed in the race entries. There are also human dialects associated with some city-states, but Common works for the most part.
As for money and equipment, give me an idea of what you would like and I will supply you with gear in line with the other PCs, including a magic item or two.
Any languages that you think would be of use in this area? I don't want to pick up giant if every giant speaks common, or fail to pick up elven if we need it half the time. Just don't know the setting well enough.
Well level 5, let's see...what would be on my shopping list. Probably a few wands: cure light wounds, protection from evil, and silent image come to mind. Cloak of resistance is always nice, failed saves can kill a caster quickly. Pearls of power are good for versatility (only like the 1st level versions). Handy haversacks are fantastic, I have never regretted getting one. Ring of sustenance could prove extremely helpful for the setting.
Well that's obviously a pretty huge list for what a level 5 would have, but just bouncing some ideas around. Lol I should try and find an everfilling mug, I'd be rich.

DM Under a Dark Sun |

Can you tell me what you think about the cleric water domain, ala all the ice spells that seem very out of flavor for Dark Sun. Thoughts on fixes for this? (Flotsam, Ocean and Ice subdomains have similar problems.)
The Weather domain and its sub domains would be a better fit for a water cleric.

DM Under a Dark Sun |

Dotting Interest for either a Thri-Kreen Marksmen since it appears the party could use a range monkey too. Or, I can play a Psychic Mage but I only have the play test PDF and not Psionics Augmented, Volume 1.
Oops, getting ahead of myself, is a Marksman permitted?
** spoiler omitted **
Not really keen on a Marksman, would much rather see a psion. (Is that what you mean by psychic mage? I'm going off what is available on d20pfsrd.com). Also, we already have on psionic thri-kreen in the group, so you would improve your chances by picking another race.

DM Under a Dark Sun |

Also, is Breeze allowed as a cantrip? It's paizo material, but like create water I was wondering if it needed a nerf for the setting. It's not nearly as good as infinite water, just kind of fans the person and gives them a +2 to their saves.
Breeze is fine, thanks for checking. Will look over the sheet and let you know if I see any rough spots.

Anderlorn |

The Marksman would have been the Thri-Kreen - ok no problem for not liking the class. If not a marksman, how about a Thri-Kreen Soulknife Soulbolt Archetype? In addition, do you have a limit on archetypes?
I was thinking Elf for the Psychic Mage - I believe since the following post can be downloaded for free from Paizo, it is ok to post here.
This sounds like Cerebremancer without having to worry about two classes. I was thinking that my character and perhaps a small sect has learned how to cast magic (and Psionics) using the mind (Psionics) instead of defiling the planet or casting "reserve" spells. And he acts more like a priest than a Defiler and maybe a Preserver.
Psychic Mage (Wizard)
To some, the line between arcane magic and psionic
power is a diffuse and confusing line. To others, it is a
line that becomes easier to cross as their minds expand
with the options magic allows for. Either way, these
psychics can weave magic into psionics and powers into
their spells to create effects that are unparallelled.
Arcane Bond: The psychic mage can choose Solicit
Psicrystal as a bonus feat instead of choosing a familiar
or item. If he does, count his wizard levels as psionic
class levels for the purposes of his psicrystal’s abilities.
Psionic Infusion: The psychic mage chooses two
opposition schools, but gains no additional spell slots.
He instead gains Wild Talent as a bonus feat. This ability
replaces arcane school.
Formulaic Powers: A psychic mage can scribe a
psionic power into his spell book at first level and when
he gains a new level instead of a spell. The power is
chosen from the psion/wilder power list. He may also
scribe powers from power stones as a wizard does from
scrolls. He can also learn them from a psionic character
that has that power. The time and cost is identical to
adding spells to his spell book.
These powers can then be prepared as spells, taking up
a spell slot for that power’s level and can be manifested
by spending the spell slot. The power is treated as if the
minimum number of power points needed to manifest a
power of that level were spent on the power, but instead
of spending power points, the psychic mage spends the
spell slot. The psychic mage can spend power points to
manifest a power he has prepared. The prepared power
is not spent when the psychic mage manifests powers in
this way.
Alternately, the psychic mage can expend a higher
level unprepared spell slot to manifest a power he has
prepared and treat the power as if the number of power
points needed to manifest that higher level spell had
been spent on the power. The prepared power is not
spent when the psychic mage manifests powers in this
way. For example, if the psychic mage has prepared
energy ray in a 1st level spell slot, he could spend a 2nd
level spell slot to treat the power as if 3 power points had
been spent. The 2nd level spell slot would be spent, but
energy ray would still be prepared as a 1st level power.
The psychic mage’s manifester level for these prepared
powers is equal to his caster level.
The psychic mage must have an Intelligence score of
at least 10 + the power’s level to manifest it and uses
his Intelligence modifier to calculate save DCs for his
powers.
Bonus Feats: The psychic mage can select Expanded
Knowledge, Extra Power Known, or a metapsionic feat
when selecting one of his bonus feats from gaining levels
in wizard.
Arcane Power: Every time the psychic mage takes a
psionic feat, his power point pool increases by 1.
The psychic mage must get a good night’s sleep each
day to regain his power points.
Arcanomorph: A psychic mage blurs the line between
powers and spells at 8th level. He can expend his psionic
focus to remove a spell component requirement or focus
requirement from a spell he casts. Material components
costing more than 1 gp cannot be removed in this way.
Additionally. he can choose to add both vocal and
somatic components to a power he is manifesting to
lower its power cost by 1 power point (to a minimum of
1). This ability cannot be used on 0 level powers.

DM Under a Dark Sun |

Any languages that you think would be of use in this area? I don't want to pick up giant if every giant speaks common, or fail to pick up elven if we need it half the time. Just don't know the setting well enough.
Common, the trade tongue (and native language of the nearby city-state of Tyr), will cover you in any city-state and with many non-human tribes. Urikite, spoken by those in and around the city of Urik, is relatively common in the area, as well. Dwarven and Elven also would see use (Elven moreso). Kreen and Halfling are less common (although thri-kreen and halflings are possibly less likely to know common). Giant, Gith and Terran primarily are spoken by humanoid monster types.

DM Under a Dark Sun |

The Marksman would have been the Thri-Kreen - ok no problem for not liking the class. If not a marksman, how about a Thri-Kreen Soulknife Soulbolt Archetype? In addition, do you have a limit on archetypes?
I was thinking Elf for the Psychic Mage - I believe since the following post can be downloaded for free from Paizo, it is ok to post here.
** spoiler omitted **...
No on soulknife - I didn't realize I had left it on the list of available classes. The flavor isn't necessarily a problem, but the soulknife's primary ability bypasses one of the core challenges of the setting, ie. dealing with scarce resources and sub par weapons and materials. I had a soulknife player in my home game and it wasn't a lot of fun for anybody.
As I told folks in the original recruitment thread, feats and abilities that help you deal with the setting's challenges by offering bonuses, etc. (like breeze or the Endurance feat) are perfectly fine, but I'm not inclined to allow abilities that bypass those challenges completely (ie. original create water or endure elements.)
As far as I can see the Psychic Mage archetype is still a beta or work-in-progress, so I'm going to say no on that, as well. Let me know if it has been published in final form somewhere and I will reconsider.
RE archetypes: I'm ok with stacking multiple archetypes as long as it doesn't get too cheesy and there are no gray areas in the rules.

DM Under a Dark Sun |

Wild talent roll
1d10006-10 Psionic resistant. No powers, but you gain a +4 bonus to all saving throws vs. psionics.
Note that this doesn't prevent you from gaining psionic powers from another source. You could take the Wild Talent feat and the Unlocked Talent feat, for example, for a total of 4 PP and a 1st-level power of your choice.

Thaxos |

Dark Sun has always been my favorite setting since its introduction.
I'm working on a Half-elf Wizard (Preserver) / Psion (Telepath or Nomad) that would eventually be going into Cerebremancer.
Would this be an acceptable premise to build a backstory or is it too far out of bounds with your current campaign?
4d4 + 4 ⇒ (2, 3, 1, 4) + 4 = 14
4d4 + 4 ⇒ (3, 1, 3, 4) + 4 = 15
4d4 + 4 ⇒ (1, 4, 2, 2) + 4 = 13
4d4 + 4 ⇒ (3, 1, 3, 2) + 4 = 13
4d4 + 4 ⇒ (1, 4, 2, 2) + 4 = 13
Wild Talent: 1d100 ⇒ 47
Wild Talent plus 1 1st-lvl Power
Wild Talent 1st-lvl Power: 1d100 ⇒ 22
1st-lvl Power: Deja Vu
HP: 3d6 ⇒ (6, 3, 4) = 13

Anderlorn |

Roger for the Soulbolt.
"As far as I can see the Psychic Mage archetype is still a beta or work-in-progress, so I'm going to say no on that, as well. Let me know if it has been published in final form somewhere and I will reconsider."
It has been officially published, however I do not think it is on any site for free and that is if it is OGL.
I will search to see if it has been fully posted for free. Unless it is not OGL, I am expecting to be published on d20pfsrd when they get around to it.
Hmm, I did get the Psychic Mage from here and it is states free sample so I am guessing the rules I posted above are indeed the final version.

DM Under a Dark Sun |

@Anderlorn: I'll allow the psychic mage. There is precedent in Dark Sun for casters that use psionics to augment or modify their magic, and vice versa, but you would still be a defiler or preserver - you can't use psionics to avoid drawing power from the land. Very high-level casters, with the aid of psionics, are able to draw life force from people, rather than plants, but that's level 20+ stuff.

DM Under a Dark Sun |

The short version: Party escaped from slavery, made their way to Kled, where they found the nearby oasis had been poisoned by Urikite templars. They've gone in search of the oasis's druid guardian, who had been called to deal with another threat in the nearby mountains. After tracking the druid to a buried fortress, they are in the process of helping him kill a necromantic tree so they can all get back to Kled and cleanse the oasis. Events likely will lead to Tyr after that.

Gutta Darkmoon |

Idea for Backstory:
Gutta Darkmoon's Tribe was in dire shape, The war with Urik was draining their resources faster than they could be replaced, as the trade caravans between Tyr and Urik were drying up. Willing to do anythingt o keep the tribe Running, Guuta went to the veiled Alliance for help. They would supply her tribe with food, weapons, and armor, in exchange for smuggling messages between the two cities. Guuta's Agreement to save her Tribe backfired, and ended in their doom.
After a few of the smuggling runs, Her tribe was set upon by Templars from Urik, and wiped out. Only Gutta Was able to escape, abet badly wounded. Mending herself as best she could, Gutta headed for Tyr, determined to Deliver a message her Tribe paid for with their Lives. She was Impressed with herself, She made it quite far into the Wastes before her legs gave out. As she crashed into the sands, Gutta thought she could see a village in the Distance.
I kinda like the idea of someone within the tribe betraying them, but thats up to you.

DM Under a Dark Sun |

Ok, I'm trying to find a way to make her backstory lead in to meeting them. What do you think of it so far? And also, as far as the end of it (right now anyways), how realistic is it for a head slaver to take on a slave caster and keep her secret?
I think it works, although she would have had to conceal her ability to read - for a slave, that's punishable by death in any city-state. The slaver idea is ok, but it would be easier to integrate if the slaver recently sold you to a merchant trying to make the dangerous trip between Urik and Tyr. You and the merchant could have stopped off in Kled to resupply or evade the warring templars and elf tribes.

DM Under a Dark Sun |

Hi, where do I find Psionic Traits?
I'm not sure what you mean - can be more specific or give me some context? Do you mean psionic talents, which are the equivalent of cantrips/orisons? The Races and Classes documents linked above links to those in the last section about Wild Talents and includes links to the appropriate entries at d20pfsrd.com.
If you mean Traits, I'm not aware of any psionic ones. Everyone gets two traits, drawn from the normal lists (with weird or campaign-specific choices subject to DM approval).