Need more players for Dark Sun.


Recruitment

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So the PBP campaign I'm running here is suffering from a little player attrition and could generally do with a bigger party. I'm looking for 1-3 badass characters to face the desert and its horrors.

Right now, we have just started the Tyrian Conspiracy module. Once that is done, my current players have expressed interest in founding their own settlement, so this will likely become a Kingmaker game. I also have plans to run the Day of Light module at some point in this campaign, players willing.

The party currently consists of:

  • a human ex-templar (inquisitor/fighter),
  • a half giant psychic warrior,
  • a human cerulean mage (wizard),
  • and a human sniper (rogue)

What you can expect from me:
  • Consistent posting. The only things that prevent me from posting at least once a day are life and death emergencies and waiting on players.
  • My games are a little more on the crunchy side of things. While there certainly is roleplaying, I try to keep the pacing swift.
  • I stick to RAW wherever possible (Exceptions are noted in my character creation document).
  • I prefer to use Google Docs for maps and record keeping.
  • I use tactical maps for all but the most straightforward combat encounters (party vs single enemy on open desert)
  • Do not expect wealth by level. Athas is a hardscrabble place where even basic survival is a challenge.

What I expect from you:
  • Post at least once a weekday and once a weekend (preferably more).
  • Know the rules, know how to use every advantage you can muster. Dark Sun is unforgiving, random encounters are rolled on a chart that does not care about CR. Running away is sometimes the correct choice.
  • Get along with the party. Rivalry and verbal conflict is fine. But when push comes to shove, you should all be working together.
  • Familiarity with the Kingmaker rules is a plus.

Character Creation
All character creation information can be found here and equipment here.
The highlights: 25 point buy. level 4. Roll for a wild talent. A few new races. Psionics encouraged. Playtest classes included. A few classes prohibited. Most things have minor tweaks.

A backstory is appreciated, but not required. Come up with some reason your character would be in the trade town of Altaruk and has taken a job from a mysterious woman they met there. She's instructed you to hire on with a caravan bound for Tyr by way of Urik and to keep an eye on the caravan master.


Dotting with extreme interest. A PFRPG Dark Sun campaign has been my white whale for some time.


I am also extremely interested and have a Druid/Monk built, however I see monk is not a playable class, I'll throw something else together. Is there anything the group would prefer? I'm willing to play anything and can have something built by the end of the night if I get a reply quickly enough. As for posting frequency, I check my PbPs at least once every 30 minutes and I usually post 4-5 times per day in fast campaigns. At any rate, sign me up! I'll be checking back here frequently.


Lol good to see you again Sixteenbiticon.

Dotting with a lot of interest. I'm currently playing in another Dark Sun themed campaign and by far it's one of my favorites. I would love to get into another one.

I have a concept for a half-elf brawler that's been bouncing around in my head for weeks. I'm posting with his alias, although the crunch needs to be re-done for the current guidelines.

I realize it has more of a background than you required, but it's a character I spent a lot of time on and I think this would be a good campaign for him to get into. I'll start working on the crunch, but I always appreciate feedback (from anybody)!

Edit: By "keep an eye on the caravan master" do you mean she thinks he's a threat, or that he needs to be protected?


To interested players, I'm one of the original players and can say that everything Cronax posted as to what you can expect from him is accurate.

I am enjoying the campaign and look forward to seeing where it goes.

JD


I was thinking about making a Thrown Weapon Soulknife but was very upset when I noticed that you can't do Full-Attacks using your Soulblade as a thrown weapon until LEVEL 14. Does anyone know why they reserved such a seemingly normal ability until late to end-game?


Dot, and you say some classes are not allowed which classes would those be?


Any class not listed in the character creation link is not allowed.


Kienyach: You're being hired by the mysterious woman to watch the caravan master in case he does anything suspicious. Although the caravan master is also paying you to guard the caravan. So both.
I don't recall there being any drow on Athas, but normal elves are distrusted enough that your backstory still works. Any idea which city state you joined the army in?

Alistus: Check out the Soulbolt achetype.


Ah, I love the lack of trust in the Dark Sun setting. Very nice.

As for what city state, I'll have to brush up on them before giving you a solid answer.


I'll be watching my son all day today, so that will limit my computer time, but every chance I get I'll be looking over the material to start putting some ideas together for you. How do you feel about re-skinning a Dervish of Dawn to fit with the ninja-themed Bard in your setting? I'm leaning towards either thri-kreen or aarakocra, with a slight edge to thri-kreen. I can't believe your campaign doesn't already have a thri-kreen, hah.

Hey Kienyach, good to see you. You already have your Dark Sun campaign! Don't steal everyone's fun... ;)


That's what I get for trying to put a character together when I'm tired, that archetype is perfect! I'm thinking of building a Soulbolt Deadly Dealer, a Harrower of sorts that throws cards. I will have him done within a few hours, and I will post his stat block here when I'm finished.


Pathfinder Adventure Path Subscriber

Wow i´m most extremely interested!. Already tried to get into several Dark Sun Campaigns here, since i´m a huge fan, but my local players and GM´s don´t really like it unfortunately. Was trumped out by some other people though, maybe some of them above posters?

Since i´m running a lot of PFS here and my own S&S campaign which i just took over (difficult thing, taking over other´s campaigns), i think i can say i´m quite present here. Also i´m interested in a long and strongly ongoing campaign.

AH just found the psionic classes on the bottom of the class list. Bought the new PF Psionics book lately and it´s really good, so i´d probably like to play one of those.

Couple of questions though:
-How do you think about the elemental half-races?
-Desert Fox Kitsune?
-Psionic races?


Pathfinder Rulebook Subscriber

Are Elans acceptable?


Character is complete, I'll upload his stat block as soon as I get home. Human(Child of the Sun) Soulbolt 4 with the Harrow Chosen Trait if that's acceptable.

Sovereign Court

Interested. However I can only come up with something on Monday as I'll be away somewhat from my com.


Sixteenbiticon: Dervish of Dawn is fine. Although keep in mind that the 5th and 8th level abilities won't be terribly useful to you. I too am surprised no one went kreen.

Alistus: Gambit?

Hayato Ken and Kryzbyn: I want to stick to the races that were present in the 2E core dark sun book.


Pathfinder Adventure Path Subscriber

Allright. I´ll introduce my character tonight or tomorrow. Will be on the finale of Jade Regent shortly :D

Thinking of a psion or cryptic so far. Maybe a wilder. Let´s see^^

One more question: Do you use traits? Didn´t see that as far as i remember. If not is fine, but just want to make sure before i incorporate and spend time choosing some.


After assessing the party needs, I've decided to drop the bard idea and try a para-elemental (Silt) Mul Warpriest using a greatclub. I created the Mul race in Hero Lab and everything looks good except I'm not sure how to get the nonlethal resistance 2 in there. I'll keep plugging away on him, and post him for your review when I'm done.


Cronax wrote:


*cut*
Alistus: Gambit?
*cut*

Indeed! Seems like a very fun concept, and it works out pretty well in the end crunch-wise as well.


Hayato Ken: Yes, traits information is listed in the character creation link.

Also, everyone submitting a character can roll a percentile here to determine their wild talent.


Pathfinder Rulebook Subscriber

Alright, thank you.


Wild Talent: 1d100 ⇒ 51


Here he is, feel free to pick apart any mistakes I most likely made. Also I picked up a pair of Spring-Loaded Wrist Sheaths, not sure if those are allowed or not. Other than that I think he's set.

Lucian(Name Pending):

Lucian
M Human Soulknife(Soulbolt) 4
CN Medium Humanoid(Human)
Perception +9; Init +7

--------------------
DEFENSE
--------------------

AC 19, touch 13, flat-footed 16
HP 36
Fort +3, Ref +9, Will +6

--------------------
OFFENSE
--------------------

Speed 20 ft.;

Ranged +1 Dagger +10 (1d4+6/19-20x2)

Melee +1 Dagger +5 (1d4+1/19-20x2)

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------

Form Mind Bolt(Su)

Shape Mind Bolt

Launch Mind Bolt

Enhanced Mind Bolt +1

Psychic Strike(Su)

--------------------
BLADE SKILLS
--------------------

Mind Daggers

Full Enhancement

--------------------
STATISTICS
--------------------
Str 10, Dex 20(Base 17 + 2 Racial + 1 Level) , Con 14, Int 10, Wis 14, Cha 12
Base Atk +4; CMB +4; CMD 19

Traits:

Harrow Chosen: twice per week, you can spend 10 minutes consulting this harrow deck on a
particular action to gain the effects of the spell augury as a spellcaster of your character level.
Reactionary: +2 Initiative

Feats:
(Human) Precise Shot
(Soulknife 1) Point-Blank Shot
(1) Rapid Shot
(3) Deadly Throw

Skills:
Acrobatics +5
Knowledge Psionics +7
Perception +9
Stealth +8

Racial Modifiers: +2 Dex; +4/6 Blade Skill;

+2 racial bonus on Fortitude saving throws against the effects of a hot climate,
as well as against the poison and distraction ability of swarms and vermin.

Languages: Common

--------------------
GEAR/POSSESSIONS
--------------------
==Carried==
Harrow Deck

==Worn/Equipped==
Sprin-Loaded Wrist Sheathe(Masterwork Dagger) x2
Masterwork Scalemail
Masterwork Buckler

==Backpack==

Carrying Capacity Light: 33 lbs. Medium: 66 lbs. Heavy: 100 lbs.

Money: 531 Ceramic Pieces

Total carried: 5

*Edit* Just realized I never added the Wild Talent into the block, I'll get that in there eventually.


In the Warpriest text it says:

"A warpriest can select any two blessings granted by his
deity. Deities grant blessings of the same name as the
domains they grant. A warpriest without a deity may
select any two blessings (subject to GM approval)."

I have no deity, but I was rolling him as a Silt (Earth & Water) warpriest, so therefore would I have to take the earth and water blessings or could I choose any? I was planning on taking protection and healing.

Wild Talent: 1d100 ⇒ 49 Oooh, Induce Pain. Nice.


Alistus: Looks pretty good. Wrist sheaths are fine. I count your starting ceramic at 431, you might not have included the cost of your harrow deck (100 ceramic).
Also, something about your skills doesn't add up right. You'll want to double check them.
FYI: while not impossible to have, playing cards are a rarity in Athas, and you'd best not let the templars catch you with a bunch of pieces of paper covered in inked symbols.

Sixteenbiticon: If you want to be a silt priest, it would be earth and water. If you want healing and protection, you can be a Gulgite Templar. If you do go the elemental route, replace the bonus language options with (Auran, Aquan, Ignan and Terran)


Oh, the trait I linked earlier gives me it for free as a "family heirloom" which was going to be my reasoning for having it even though it's a rare item, should I still take out the 100?

As for the skills:
Acrobatics +9(5 + 4 Ranks + 3 Class - 3 Armor)(This one was off)
Knowledge Psionics +7(0 + 4 Ranks + 3 Class)
Perception +9 (2 + 4 ranks + 3 class)
Stealth +8 (5 + 4 ranks + 3 class - 3 Armor)


Pathfinder Adventure Path Subscriber

Mh the Pterran looks funny actually, but doesn´t really fit the classes i would play somehow, also not conceptwise.

And with Kingmaker rules do you mean the rules from the AP or the Kingdombuilding rules from Ultimate Combat?


Alistus: You are correct, I must have missed that skimming over the trait. Looks like everything adds up now.

Hayato Ken: I was unaware that the two sources had different rules. I'm more familiar with the ones out of the AP, but can use either depending on player preference.


Pathfinder Adventure Path Subscriber

Hearsay the Ultimate Combat ones are much better than those from the AP.
Didn´t really look into either, but could look into UC. KM only if those are in the Players Guide.

Just to make sure, sticking to the races which were in AD&D means those you provided on the Character Creation page right?

I´m looking at an elf lost mind cryptic right now.
That is however kind of similar to a rogue and maybe a bit to the souldblade, not sure. I would do a pure psion too, maybe Nomad or Telepath, to add some versality.

Did you set a deadline?
And if there are essentially 3 people applying, will you take all 3?

Oh and what about Masterwork items?


Hayato Ken: Yes, the races listed in the document. No hard deadline. I suppose I could take three more players. There are masterwork items. What about them?


Hmm, I don't think I'm feeling the templar vibe from a concept point of view. I guess my character is still largely up in the air. Are there any classes/races you'd like to see represented Cronax? Or any combinations the party might prefer? I see we have a soulknife applying and a cryptic, and possibly a brawler.

I'm extremely surprised no one is using any of the Dark Sun exclusive races aside from the half-giant, so you can guarantee I will be choosing one of them. As far as exactly what type of character, I'll be doing some hard research today.


dotting for interest. I really enjoy the harsh setting of Dark Sun, so I'm very interested. I will admit I am still putting this profile together and haven't PBP a d20 game before. However, I do play irl games with friends, so I am familiar with the game mechanics.

I am thinking of rolling a savage halfing brawler. Back story will have to do with being captured and forced to fight in the arena. I'm hoping to complete my character submission by the day's end.


Pathfinder Adventure Path Subscriber

Can we start with a masterwork item? That was more the question.

It´s true, the dark sun races are very interesting. But there already is a half giant and you Sixteenbiticon talked of taking one of the others^^
Elves and halflings as well as half-elves in that regard are also very different in dark sun. But then dwarves too and mules.


I have decided on a Mul switch-hitter ranger.

He's an escaped slave from Urik, forced to survive in the Great Alluvial Sand Wastes where he learned to survive in the harsh conditions of the wastes, with occasional visits to Altaruk to trade and buy supplies. It is on one such visit that he encountered the mysterious woman with the job offer. Favored Enemy: Human, Favored Terrain: Sand Wastes. He does not get along with anyone who owns slaves, especially humans.

I am still working on choosing an animal companion since I'm having trouble finding which animals are native to the sand wastes. If you have any recommendations on that front, I'd appreciate it.

I plan on taking the Indomitable Faith and the Magical Knack traits as they both work mechanically, but will try to re-skin them to fit in with my background and the Dark Sun setting.

I plan on wielding a Great Macahuitl and a Composite Longbow.


Hayato Ken: Yes, you can start with masterwork items. Masterwork weapons and armor still normally possess the fragile quality (unless also metal).

Sixteenbiticon: Animal companions that could likely be found in the sandy wastes: Dunecrab, Dust Glider, Jhakar, Inix, Giant Scorpion, or Antloid.


Do we have adjusted starting wealth for being a higher level than the original recruitment thread?


Kienyach: Yes, 1500 ceramic. The original party had up to 1000 ceramic, almost all of which was confiscated by slavers.


Hahaha, brilliant. Gotcha, Kienyach is ready to go except for gear, which will be nothing crazy since he fights unarmed.


I was brushing up on the Hero Points rules, and I was wondering if you would consider Kienyach taking the "antihero" route. I think it fits his background and personality well.


Oh and as far as the nation he was in, I think Urik would be cool. It's a heavy military nation and I could imagine Kienyach getting in trouble for trying to leave after his honorable discharge.


Thank you. I'm torn between Inix and Jhakar. I'm just trying to decide if I want him to be mounted or not.


Kienyach: I'm going to say no to the antihero option.

Sixteenbiticon: While there will be some indoor areas, Dark Sun is a lot more wilderness and less dungeon crawling than most settings.


I'm definitely liking the sounds of this. I'll have to read up on Dark Sun, but color me interested.


Yes, I've decided to go with the Inix. I'm not taking the mounted combat route however, the switch-hitter is rather feat intensive as it is. He will function as a pack beast and to make extended overland travel a bit easier on the party.

Your changes list replacing blindsense with combat trained. Since the basilosaurus doesn't receive blindsense until 7th level, will it not obtain that ability until then or will it also replace low-light vision?


Alias created, hopefully I'll get to use it! -Alistus


Here is the crunch, but for the backhground I have one question. Is there any place wherre someone can find out more about the Pterrans? I haven't been able to find that much.

Salziar:

Salziar
M Pterran Psion (Telepathy) 4
LE Medium Humanoid (Reptilian)
Perception +15 (psicyrstal near) (+13 if trying to hear, psicystal near); Init +3
Hero Points 1
--------------------
DEFENSE
--------------------

AC 17, touch 11, flat-footed 16
HP 22
Fort +2, Ref +2, Will +4

--------------------
OFFENSE
--------------------

Speed 30 ft.

Ranged

Melee Thanak Attack +5 Damage 2d6+3 (x3) Type S Special on a critical a Thanak inflicts 1 point of strength damage

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Power Point Total: 25

Missive at will (but only to reptiles)
Detect Psionics at will (requires psionic focus)
Mind link at will (requires psionic focus)
Conceal Thoughts (self only) at will (requires psionic focus)

Mental Intrusion (Ex)

At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

--------------------
POWERS KNOWN
--------------------

1st: Mind Thrust, Attraction, Mind Link, Unearthly Terror, Empathic Connection

2nd: Natural Linguist, Compelling Voice, Cloud Mind, Id Insinuation

--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 12, Int 17, Wis 10, Cha 16
Base Atk +2; CMB +4; CMD 15

Traits
1: Seeker
Benefit: +1 trait bonus on Perception checks, and Perception is a class skill

2: Reactionary
Benefit: +2 trait bonus on initiative checks

Feats

Pterran racial: Psionic Talent
Psion 1: Psicrystal Affinity
1: Armor Proficiency (Light)
3: Armor Proficiency (Medium)

Skills:

Bluff +10 (4 ranks, 3 class, 3 cha)
Diplomacy +10 (4 ranks, 3 class, 3 cha)
Linguistics +7 (4 ranks, 3 int)
Perception +13 (4 ranks, 3 class, 1 trait, 2 life path, 3 psicrystal)
Sense Motive +7 (4 ranks, 3 class) (+9 next to psicyrstal)
Knowledge (Psionics) +10 (4 ranks, 3 class, 3 int)

Racial Modifiers:

+2 Cha, +2 Wis, -2 Dex; +4 Skill Points;
Naturally Psionic: Either Wilder Talent, or Psionic Talent as a free bonus feat at level 1.
Life Path: +2 bonus to a skill chosen at level 1 (Perception)
Ear Slits: -2 perception to hear
Weapon Familiarity: proficient with thanak
Natural weapons: 2 claws (1d4), and 1 bite (1d3)
Psi-like ability (manifester level 1): May use Missive at will, but only to other reptiles

Languages: Pterran (literate), Common (literate), Dray (literate), Halfling, Elven, Giant

--------------------
GEAR/POSSESSIONS
--------------------
==Carried==

==Worn/Equipped==

Masterwork Hide Armor 165 CP 25 lbs.
Masterwork Thanak 375 CP 10 lbs.
Backpack 2 CP 2 lbs.
Belt pouch 1 CP 1/2 lbs.

==Backpack==

Carrying Capacity Light: 58 lbs. Medium: 116 lbs. Heavy: 175 lbs.

Current Weight Carried: 37 and 1/2 lbs.

Money: 957 Ceramic Pieces

Psicrsytal:

Psycrystal

Diminutive construct LE
Init +2 Senses Sighted 40 ft., Perception +6 (+8 next to master)
Speak: Common
Personality: Meticulous

DEFENSE
AC 17 touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural)
hp 11
Fort +2, Ref +2, Will +4 Hardness 8

OFFENSE
Speed 30 ft., climb 20 ft.
Melee -
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 15*, Con -, Int 7, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6

SPECIAL ABILITIES
Construct traits

A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Psicrystals do not have the usual construct traits of darkvision and low-light vision.

Psicrystal Granted Abilities

The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)

Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.

Natural Armor Adj. (Ex) (+1)

This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.

Intelligence Adj. (Ex) (+1)

Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).

Alertness (Ex)

The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.

Improved Evasion (Ex)

If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Personality (Ex)

Every psicrystal has a personality. See Psicrystal Personality, below.

Self-Propulsion (Su)

As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).

Share Powers (Su)

At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).

Sighted (Ex)

Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.

Telepathic Link (Su)

The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

Deliver Touch Powers (Su)

If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.


Sixteenbiticon: It will gain combat-trained at effective druid level 7. Low Light vision remains.

Void Dragon: Looks good. You might look here for information on Pterran society.

So far the candidates are:

  • Alistus - Lucian Harrowborn - Human Soulbolt - completed
  • Void Dragon - Salziar - Pterran Telepath - completed
  • CampinCarl9127 - Kienyach - Half Elf Brawler - completed
  • Sixteenbiticon - ?? - Mul Ranger

I'm going to make a decision on Monday from among the characters that are complete by then.


Ok, sounds good DM. Anything else you want to see from my character?


Wild Talent: 1d100 ⇒ 63

Missive. Cool.

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