
Caro Cogitatus |

stat: 4d4 + 4 ⇒ (3, 1, 3, 4) + 4 = 15
stat: 4d4 + 4 ⇒ (4, 3, 2, 2) + 4 = 15
stat: 4d4 + 4 ⇒ (4, 3, 2, 4) + 4 = 17
stat: 4d4 + 4 ⇒ (3, 3, 2, 3) + 4 = 15
stat: 4d4 + 4 ⇒ (4, 2, 2, 2) + 4 = 14
stat: 4d4 + 4 ⇒ (1, 4, 3, 1) + 4 = 13
Wild Talent: 1d100 ⇒ 4 bonus feat
Wild Talent: 1d100 ⇒ 81 two 1st-level powers
1st-level power: 1d100 ⇒ 39 Entangling Debris
1st-level power: 1d100 ⇒ 99 (Roll twice)
1st-level power: 1d100 ⇒ 94 Thicken Skin
1st-level power: 1d100 ⇒ 60 Know Direction and Location
With those rolls I think the gods are telling me to continue.
Thinking of a human wilder. Will think about backstory, but my breadth of experience with Dark Sun consists of playing Shattered Lands 20 years ago.
I've got some reading to do.

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I'd forgotten about this thread but will monitor it now. Also, don't fret too much about particularly high or low ability rolls. I can use magic items and other bennies to even things out between those more and less blessed by the dice gods.
Hope I wasn't out of place reviving this thread from the dead. I just didn't want to clutter up your game threads.
I'm working on a Halfling Cleric of Rain at the moment.

DM Under a Dark Sun |

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

Here's my completed submission. Unfortunately, word of the need for a healer build only reached when Talmun was half done, and with a busy week I opted to forge ahead with him rather than start from scratch. I had a idea for an elven songhealer, but I think it'd be another week before I would have time to put him together.
I've given Talmun good ranks in UMD, so should a healing wand come along he'd be able to contribute well to healing.
@ DM, I've put together some equipment for Talmun, mainly to give some more flavour for the character. I understand you might add, delete or alter this, or even start Talmun with nothing given the circumstances that find him in the arena.
On that front, Talmun might be in the arena scheduled for execution, having been captured by the templars. Or might be there simply to watch the spectacle, being a bit of a gambler and as interested in in bloodshed as the next man.
Talmun
Male human rogue 5
N Medium humanoid (human)
Init +5 Senses Perception +11
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AC 17, flat-footed 13, touch 14 (+4 Dex, +3 armour)
Hp 48 (5d8 + 20)
Fort +4 Ref +8 Will +4
Defensive abilities: evasion, trap sense +1, uncanny dodge
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Speed 30-ft.
Melee +6 bone puchik (1d6 20x3)
Melee +6 obsidian dagger (1d4 19-20x2)
Ranged +7 shortbow (1d6 20x3)
Special attacks: sneak attack +3d6
Wild Talents: control object (manifester level 1st)
Power Points: 5
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Str 10 Dex 18 Con 16 Int 12 Wis 16 Cha 9
Base attack +3 CMB +3 CMD 17
Feats: deadly aim, point-blank shot, precise shot, weapon finesse, weapon focus (shortbow)
Skills : acrobatics +12, appraise +6 bluff +5, climb +5, craft (bows) +4, diplomacy +4, disable device +8, disguise +4, escape artist +9, heal +9, intimidate +5, knowledge (arcana) +7, knowledge (local) +7, perception +11, sense motive +8, sleight of hand +9, stealth +12, use magic device +4
Rogue Talents: resiliency, weapon training (shortbow)
Traits: mercenary (+2 diplomacy, intimidate and sense motive checks negotiating payment on a service you provide), tactician (+1 initiative, +2 to AoO 1/day)
Favoured class: rogue (+1 hp)
Languages: Common, Elven
SQ breadth of experience (heal and knowledge (arcana) are class skills, weapon proficiency in battle axe and longbow.
Gear: bone puchik, obsidian dagger, shortbow, studded leather, masterwork thieves’ tools, caltrops, acid, tanglefoot bag, barbed vest, gambler’s kit (cheating), rogue’s kit, silk rope, wrist sheath, riding kank, antidote, vermin repellent, twitch tonic, smoke pellet, itching powder, quiver of 20 bone-headed arrows (a second quiver on riding kank), Ugga the ‘golem’
Magical gear: No real preferences here; I prefer quirky items over the typical ‘Big Six’, although some magical arms and armour (a bow in particular) would be heartily appreciated. Further to this, given the concern over a healing, a wand of cure light wounds or similar item would be a good addition.
He favours loose, comfortable clothing with many pockets to hide things in, dyed in shades that make it easy for him to blend in with a crowd or go unnoticed in the shadows gathering in Tyr’s narrow alleys. A deeply hooded cloak of loosely stitched cloth is an item of preference, and he rarely ventures abroad without the protection of an armoured jacked of mekillot leather studded with scales.
Nonetheless, he does his best to portray himself as a rather villainous type, finding he gets less hassle if most who know him fear him. He tries to avoid open battle as much as he can, considering an arrow in the back from as far away as possible the best way to start and end a fight. Talmun has a passion for gambling, and considers cheating without being caught a natural element to any game of chance.
Only Talmun’s father, a hunter too old and stubborn to recognise he could no longer support even himself alone, elected to remain in the wilderness. Leaving her husband to his inevitable fate, Talmun’s mother Vetha took the remainder of her family (Talmun being the oldest of five) to Tyr. There she sold herself back into slavery, the price of her bondage going to Talmun with his promise to care for his brothers and sisters. Vetha disappeared into the Brickyards, to join the sorry slaves bound to spend their short lives toiling on Kalak’s ziggurat, and Talmun, at the age of fourteen, found himself head of the family.
Finding home in a tiny hovel within the warrens, the naïve Talmun was swiftly swindled out of the coin made by his mother’s purchase. In desperation he turned to thievery … and turned his fortunes around in less than a month. With a knack of burglary, pickpocketing, scams and intimidation, Talmun became a child of Tyr’s streets – the worse kind perhaps, but one that saw his brothers and sisters fed, clothed and even educated in a fashion without facing the heavy chains of slavery or the string of a master’s whip. He in turn, developed quite a reputation, and grudging respect even from the duplicitous elves, who taught him a little of their language as they fenced his stolen goods.
Talmun’s skills as a marksman also found favour, for though his father had never taught him the ways of the desert, he had shown him how to use a bow and make viciously barbed arrowheads from the teeth of kes’strekels. The shadier members of Tyr’s underworld paid well for assassinations, and one such job led Talmun to cross paths with the Veiled Alliance.
The murder of Gurzen Rhuc’Tel was not planned by the Veiled Alliance, but when the smuggler was found one night with an arrow in his throat it was considered a convenience. As one of few apart from the elves with the means of smuggling magical components into Tyr, Gurzen had for too long been a necessary evil for the Alliance. They needed him, but his loyalty was ever suspect, and many suspected it was only a matter of time before he went to the templars with what he knew.
It was Talmun’s arrow that silenced Gurzen, following a generous bounty paid by the elf C’hel, who wished to corner the market in esperweed, a trade in which Gurzen also competed.
Following Gurzen’s killing, Talmun began to feel extra eyes on him in crowded places, and strangers following him about the warrens. Fearing the templars, he ambushed one of these ‘shadows’, and thus made the acquaintance of Aramethesa, a young sorceress amongst the Alliance. An unfortunate run-in with Kalak’s forces a short while later gave both a chance to demonstrate their mutual hatred of the templars, and a friendship was formed. Through Aramethesa, Talmun was recruited to act as Gurzen’s replacement, and began smuggling spell components for the Veiled Alliance through his contacts in the Elven Market.
The years have passed, and Talmun’s secret involvement with the Alliance has deepened (as have his unrequited feelings for Aramethesa). His siblings have grown up and gone to find their own fates in the world, and without familial responsibilities Talmun has grown more reckless in his desire to strike back at the templars who lord it over the poor and enslaved. Unbeknownst to him, his actions and allegiances have become known to the templars . . . which I think is where the DM steps in! .
This is the latest incarnation of Uggu (other have been destroyed, lost or simply fallen apart). Talmun uses his innate psionic wild talent to animate Uggu to intimidate or simply confuse those he does business with, fuelling the rumour that Uggu is a golem under Talmun’s control.