Need more players for Dark Sun.


Recruitment

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Ah forgot the wild talent
Wild talent: 1d100 ⇒ 82 Telekinetic punch.


Can't believe I'd missed this until now. I've always been interested in paying Dark Sun.

I'll see what I can come up with for a character!


Oh, one question that I did have. I have seen that the several of the playtest classes are listed, but the investigator seems to be missing. Are they allowed?

I'm likely to assume that, since the alchemist is missing as well, that would explain the missing investigator.


ShadowyFox: You are absolutely correct. No alchemist, and thus, no investigator.


Well that'll take me in a different direction. I've always thought that the dread would be an interesting class.

As far as

Wild Talent: 1d100 ⇒ 6

Create sound...Interesting....

Lantern Lodge

Wow this took a long time to put together. HayatoKen´s Crpytic here.
Not quite firm with the scribe tattoo rules and no clue about traps actually. Guess we would need to talk about how that would function.

I´m just using a PFS alias now. Should be ok, didnt play that one in a while.

Wild Talent: 1d100 ⇒ 5 Ah create sound comes in handy with this one. That dice roller is indeed funny from time to time.

Encumbrance is at 44/50 light weight. I added all powers and stuff.
Story will follow, but for a good story i should probably read up more of the campaign and the Dark Sun stuff again. Of course some others here already playing Dark Sun have some advantages there.
I really hope i can make it into a Dark Sun campaign finally, bought that AD&D Box ages ago but never had a chance to use it.
I´ll get that Dragonkings Kickstarter stuff though next month i guess, which is the successor of Dark Sun and comes for Pathfinder too.


Here is the barest of bones of Sixteenbiticon's mul ranger. I will probably get most of my crunch done tomorrow while I'm at work, this weekend has been quite hectic on the homefront.


Wild Talent: 1d100 ⇒ 5

Haha. The 3rd character rolled with Create Sound. ><

Here is my submission: Rahger the Halfling Brawler.

Rahger:
Rahger
M Halfling Brawler 4
CN Small Humanoid
Perception +5; Init +3
Hero Points 1
--------------------
DEFENSE
--------------------

AC 19, touch 16, flat-footed 13 (+3 armor, +4 dex, +1 size, +1 dodge)
HP 36 (12 [d10+2] at level one and 8 [half d10+3] for levels 2-4)
Fort +7, Ref +9, Will +2 (or +4 vs fear)

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

Speed 20 ft.
Melee : Unarmed Attack + 10 ( +4 dex, +1 size, + 4 BAB, +1 feat)
Unarmed Damage (1d6 +5 / x2) (+2 str, +2 feat, +1 trait)
Ranged : Sling Attack + 9 ( +4 dex, +1 size, +4 BAB)
Sling Damage ( 1d3 + 2 / x2) 50 ft. (+2 str)
Special Attacks : brawler's furry

--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 8, Wis 9, Cha 16
Base Atk +4; CMB +5 (+6 vs sunder); CMD 19 (20 against sunder)

Traits
1:Auspicious Tattoo : +1 trait bonus on Will saves

2: Heavy Hitter : +1 trait bonus on damage rolls with unarmed attacks

Feats

Weapon Finesse, Improved Unarmed Strike,
Weapon Focus (Unarmed), Weapon Specialization (Unarmed)

Skills:

Acrobatics + 10 (+4 dex, +3 class, +2 racial, +1 rank)
Climb + 8 ( +2 str, +3 class, +2 racial, +1 rank)
Escape Artist + 8 (+4 dex, +3 class, +1 rank)
Handle Animal + 7 (+ 3 cha, + 3 class, +1 rank)
Intimidate + 10 (+3 cha, + 3 class, +4 rank)
Percetion + 5 (-1 wis, +3 class, + 2 racial, +1 rank)
Ride + 8 (+4 dex, + 3 class, +1 rank)
Stealth +10 (+4 dex, + 4 size , +2 rank)

Racial Modifiers:
-2 Str, + 2 Dex, + 2 Cha
Size: +1 size bonus to AC, attack rolls, a-1 to CMB and CMD, and a +4 to Stealth
Fearless: +2 vs fear
Halfling Luck: +1 to all save throws
Sure-Footed: +2 Acrobatics and Climb
Weapon Familiarity: Sling and "halfling" keyword proficient
Keen Senses: +2 Perception

Languages: Common, Halfling

Favored Class : Brawler (skill rank x 3)

--------------------
GEAR/POSSESSIONS
--------------------
==Carried==
+3 Shard (5) 450 CP 0 lbs

==Worn/Equipped==

Small Masterwork Hide Shirt 170 CP 9 lbs
Sling 0CP )lbs
Sling Bullets (40) 2 *P 10 lbs
Backpack 2 CP 2 lbs.
Psionic Tattoos (16) 800 CP 0 lbs
- (2) Biofeedback
- (1) Bite of the Wolf
- (2) Chameleon
- (2) Compression
- (2) Empty Mind
- (1) Foxhole
- (2) Deflect Missile
- (1) Absorb Weapon
- (2) Inevitable Strike
==Backpack==

Carrying Capacity: (0-58 / 59-116/ 117-175) lbs

Current Weight Carried: 21 lbs

Money: 77 Ceramic Pieces 8 Lead Beads

As a brawler, I didn't know what to spend on other than armor, so I splurged on tattoos. Fits his character as Rahger is one of the savage halflings that was caught and forced to fight for entertainment in the arenas. I will probably equip him with some bare necessities later on, but I pictured him having very little.


Bowmaster Sol: Looks mostly good. What skill(s) are your shards imprinted to? In this campaign, Halflings do not begin knowing Common. However, you could put a point in linguistics if you wished. Also, it looks like you could squeeze one more ability score point by rearranging the level 4 increase. Finally, "brawler's furry" is not a path I want this game to go down ;-).


Set the story and personality. How does that look?

Hamailii D´Arquetai :

Elf Cryptic 4 Medium humanoid (elf)
Hero Points 1
Init +7; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
Altered Defense (Su): 8 rounds day / swift action
Absorb: The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to her AC.
Retaliate: The cryptic gains a +1 bonus on her attack rolls against any opponent that successfully hit her since her last turn.

--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex)
hp 32 (4d8+12)
Fort +3, Ref +7, Will +5; +2 vs. enchantments, +4 trait bonus vs. hot conditions, +1 vs. fire, +4 racial vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments, Hot weather outfit +2 Fort vs hot weather, evasion
Immune sleep
Weakness light sensitivity: in bright light or daylight spell dazzled (-1 on attack and sight-based perception).
--------------------
Offense
--------------------
Speed 30 ft.
Melee obsidian dagger +4 (1d4+1/19-20) and
. . obsidian shortspear +4 (1d6+1)

Special Attacks Disrupt Pattern, +7/8 (1d6+4+1d6/+1), standard action 30 feet (half if not chosen creature type on psionic focus)

Cryptic Powers Known (CL 4th; concentration +4; 4 powers known; 16 PP):
0 (at will)— Float: You buoy yourself in water or other liquid. Missive: Send a one-way telepathic message to subject.
1 Inevitable Strike, Roshan’s; Chameleon; Metamorphosis, Minor
2 Concealing Amorpha

--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 18, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Run, Psionic Meditation, Scribe Tattoo, Point Blank Shot, Wild Talent
Traits desert child (desert), warrior of old, poverty stricken
Drawback Envy
Skills Acrobatics 8 (Dex +3 +3) +2, Appraise 8 (Int +4 +3) +1, Autohypnosis 7 (Wis +1 +3) +4, Climb 5 (Str +1 +3) +1, Craft Trap 12 (Int +4 +3 +4) 1, Disable Device 9 (Dex +3 +3 +2) +1, Escape Artist 7 (Dex +3 +3) +1, , Linguistics 8(Int +4 +3) +1, Perception 9 (Wis +1 +3 +2) +3, Sense Motive 5 (Wis +1 +3) +1, Sleight of Hand 7(Dex +3 +3) +1, Spellcraft 8 (Int +4 +3) +1, Stealth 9 (Dex +3 +3) +3, Survival 8 (Wis +1 +3 +1) +3, Use Magic Device 4 (Cha +3) +1.
Knowledge (all) (Int +4), Knowledge (psionics) 8 (Int +4 +3) +1, Knowledge (local) 8 (Int +4 +3) +1, Knowledge (geography) 8 (Int +4 +3) +1, Knowledge (nature) 8 (Int +4 +3) +1, Knowledge (arcana) 8 (Int +4 +3) +1, Knowledge (dungeoneering) 8 (Int +4 +3) +1, Knowledge (planes) 8 (Int +4 +3) +1
Racial Modifiers +2 Perception
Languages Common, Elven, Literacy Common, Dray, Gith, Literacy Dray, Halfling
SQ hero points
Combat Gear potion of cure light wounds (4); Other Gear masterwork hide shirt, obsidian dagger, obsidian shortspear, masterwork backpack, bandolier, burner, 4x canteen, compass, cooking kit, flint and steel, fuel pellet (10), hat, hot weather outfit, colored ink, inkpen, salt tablets (30), shinobi shozoku (desert dress), silk rope, thieves' tools, masterwork, veil, 829 gp, 8 sp

--------------------
Insights
Fast Stealth (Ex): This ability allows a cryptic to move at full speed using the Stealth skill without penalty.
Branding Pattern (Su): As a swift action, the cryptic can manipulate the pattern of one enemy to “mark” them as a ranged touch attack. Until the cryptic’s next turn, each time the cryptic makes a successful attack against that enemy, she deals an additional amount of hit point damage equal to her Intelligence modifier.
--------------------
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Envy You grew up in or near an opulent, decadent culture that valued nothing more than showing up the material wealth or accomplishments of others, causing the seed of envy to be planted in your heart.
Effect: For each day you spend without stealing at least 10 gp worth of valuables or other wealth, attempt a DC 20 Will save. If you fail, you take a cumulative –1 penalty on Will and Reflex saving throws and concentration checks (up to a –5 penalty). If you succeed, the penalty is reset to 0.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Evasion (Ex): At 2nd level and higher, a cryptic can avoid even magical, psionic and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.
Psionic Meditation Become psionically focused as a move action
Scribe Tattoo You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one,or more creatures. Scribing a psionic tattoo takes one day.,When you create a psionic tattoo, you set the manifester,level. The manifester level must be sufficient to manifest,the power in question and no higher than your own, level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp. To scribe a tattoo, you must use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price. When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power.
--------------------
Altered Defense (Su): A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.
Absorb: The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to her AC.
Retaliate: The cryptic gains a +1 bonus on her attack rolls against any opponent that successfully hit her since her last turn.
Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

Disrupt Pattern (Su): All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.

Lesser Insights: Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.

Scribe Tattoo: At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

Trapfinding: A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.

Trapmaker: A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.

Hidden Pattern (Ex): A cryptic learns how to recognize patterns in light and sound around her that can help her to mask her presence. At 2nd level, a cryptic gains a +2 competence bonus on all Stealth checks. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, as long as the cryptic maintains psionic focus, she can use the Stealth skill to hide, even while being observed.

Rapid Defense (Su): Starting at 4th level, a cryptic can use her altered defense ability as a free action by expending her psionic focus. The cryptic may even do this when it is not her turn.

Enhanced Disruption: At 3rd level and every two levels thereafter, the cryptic’s disrupt pattern deals an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature
struck is not of the cryptic’s active creature type.

Evasion (Ex): At 3rd level and higher, a cryptic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.

Special Equipment:

Burner Price 3 GP
WEIG HT 1 lb.
A burner is a metal or ceramic cylinder, open at the top and perforated with air holes along the sides, often with sliding vents to open or close these apertures as the fire inside requires. A burner is used to burn fuel pellets at night without giving off light that would reveal the user’s position to unfriendly eyes in the wide, empty desert lands. In places where charcoal is a popular fuel, burners are made of heavier-gauge metal. Lit coals can be banked with ashes and kept hot, either for later ignition or simply so the burner can serve as an improvised radiant heater.

Fuel Pellet Price 3 SP
Small nuggets of compressed fibers, resins, and dung, fuel pellets give off very little smoke when burned. Each pellet burns for 10 minutes, providing enough heat to boil water, and can be lit as a move action.

Salt Tab lets Price 1 GP
These tablets of pressed salt help stave off dehydration. Taking a salt tablet once every 24 hours grants you a +2 circumstance bonus on saving throws to avoid heatstroke and on Constitution checks to avoid thirst.

Veil Price 1 SP
A veil reduces the effect of sun glare and keeps the wearer’s face shaded and cool. A veil may be full-length or may leave a small space for the eyes, and is often draped, wrapped, or hung with chains below a turban, hat, or other headgear. A veil grants a +1 bonus on saving throws against the dazzled condition and against nonlethal damage from heat exposure, but the wearer takes a –1 penalty on vision-based Perception checks

Powers:

Chameleon
Discipline: Psychometabolism; Level: Cryptic 1
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: Cryptic 1,
Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Stealth checks.
Augment: For every two additional power points spent, the enhancement bonus on Stealth checks increases by 1.

Metamorphosis, Minor
Discipline: Psychometabolism; Level: Cryptic 1,
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level (D)
Power Points: Cryptic 1,
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below.
If you choose to imitate an existing person, you gain a +2 circumstance bonus to Disguise checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.

Enhancement Menu A
• +2 enhancement bonus to Strength
• +2 enhancement bonus to Dexterity
• +2 enhancement bonus to Constitution
• Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
• Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
• Increase your base land speed by 10 feet.

Abilities Menu A
• You gain 5 temporary hit points
• You gain the Cleave feat.
• You gain the Improved Trip feat.
• You gain a +1 natural armor bonus.
• You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
• You gain Resistance 5 against one of these energy types:
Cold, Acid, Fire, Electricity.
• You gain a swim speed of 20 feet.
• You gain a climb speed of 20 feet.
• You gain a burrow speed of 15 feet.

Augment: For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.

Inevitable Strike, Roshan’s
Discipline: Clairsentience; Level: Cryptic 1
Display: Visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: See text
Power Points: 1
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +5 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Augment: This power may be augmented in one or both of the following ways.
1. You can increase the manifesting time to 1 standard action and increase the insight bonus to +20.
2. For every additional power point spent, the insight bonus increases by 2, but the total bonus may not exceed +25.

Concealing Amorpha
Discipline: Metacreativity (Creation); Level: Cryptic 2,
Display: Material; see text
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: Quasi-real amorphous film centered on you
Duration: 1 min./level (D)
Power Points: 3
You weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.
Augment: If you spend 4 additional power points, the membrane can spread and affect one creature adjacent to you. If the creature moves away from you, it loses the protection.

Story:
The sun burned down merciless unto the sands, like on any other day. But this day was special. It was the day of her initiation, where she had to prove that she could bear herself and become a full member of her tribe. Ever since the days of Coraanu Star Racer every elf had had to do that. She had already failed with the traditional weapons - longsword and longbow - so favord and appreciated by any elf on Athas. Today she would not fail and prove them all. So she ran. She flew over the plains under the sun, faster than any other of her tribe and while the others had to rest she could press on and was the first to arrive at their goal, a small trading settlement. She´d been here before and knew the layout, so her task was easy. Unseen she went in and left again, holding the item of her proof dearly. She didn´t even really know what it was, but she succeeded, that was all what mattered to her.

Some days later she left her tribe though. Running over the endless sands in search of new patterns, he songs of the desert in her blood, hot and burning with her youth. She desperately wanted to learn about new things and see more of this world, discover more of the patterns she was so appealed to. If she could meet with some of that humans or other interesting races meanwhile and perhapseven acquire some twinkling and flashing precious things, she surely wouldn´t mind.

Appearance:
First thing you notice is that you are standing before a typical Athasian elf. Tall and slender, with a small and agile frame, seemingly endless legs. Tanned skin yet soft and smooth.
The woman wears herself with a slightly condescending attitude, as if she would think herself far above the world and her surroudnings. At the same time she seems amiable and servile with a sly grin and devious sparkling in her brown eyes.
On her back she carries a pack with some gourds and other equipment, suited for wandering in the desert. This is mirrored in her clothing, kind of a turban with a veil, leather framed spectacles for eye protection from the sun and sandstorms, and wide, loose, light colored linen robes that blend her in with most desert and sandy environments.
There is a glimpse of some sort of leather armor and with a short spear in hand, she seems able to defend herself.

Didn´t do the story that extensive on purpose. Even though the character is level 4 now, she is still young and her adventures just started. While Athas is harsh, i bet this game is not about childhood traumata^^ Story might develop more ingame.

I´m thinking of replacing inevitable strike with hidden pocket or kinetic legerdemain. The character is kind if a thief for sure.
Might also revisit the insights, though i´m keen on the stealth thing since it really fits the theme. Best insights come on level 6 anyway it seems. Also just read through leves of Athas one third, pretty interesting.

Sovereign Court

I'll have to pass. I can't come up with any ideas at the moment.


Ha! I had myself a good laugh. I read "flurry" as "fury" and put "furry". >< Yeah. That would be intimidating for a whole other reason. =)

It does make sense Rahger would need to put a rank in Linguistics to better understand orders and the situation he is in. The level 4 increase is put on Int. I figured being exposed to "modern" society made him a bit smarter. It might go elsewhere if I change my mind last minute.

I will have that stat block updated showing the changes and correcting those pesky misspellings. ^_^ ;

Rahger:

Rahger
M Halfling Brawler 4
CN Small Humanoid
Perception +5; Init +3
Hero Points 1
--------------------
DEFENSE
--------------------

AC 19, touch 16, flat-footed 13 (+3 armor, +4 dex, +1 size, +1 dodge)
HP 36 (1d10 +2, half 3d10 +3)
Fort +7, Ref +9, Will +2 (or +4 vs fear)

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

Speed 20 ft.
Melee : Unarmed Attack + 10 ( +4 dex, +1 size, + 4 BAB, +1 feat)
Unarmed Damage (1d6 +5 / x2) (+2 str, +2 feat, +1 trait)
Ranged : Sling Attack + 9 ( +4 dex, +1 size, +4 BAB)
Sling Damage ( 1d3 + 2 / x2) 50 ft. (+2 str)
Special Attacks : Brawler's Flurry
Wild Talent : Create Sound

--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 8, Wis 9, Cha 16
Base Atk +4; CMB +5 (+6 vs sunder); CMD 19 (20 against sunder)

Traits
1:Auspicious Tattoo : +1 trait bonus on Will saves

2: Heavy Hitter : +1 trait bonus on damage rolls with unarmed attacks

Feats

Weapon Finesse, Improved Unarmed Strike,
Weapon Focus (Unarmed), Weapon Specialization (Unarmed)

Skills:

Acrobatics + 10 (+4 dex, +3 class, +2 racial, +1 rank)
Climb + 8 ( +2 str, +3 class, +2 racial, +1 rank)
Escape Artist + 8 (+4 dex, +3 class, +1 rank)
Handle Animal + 7 (+ 3 cha, + 3 class, +1 rank)
Intimidate + 10 (+3 cha, + 3 class, +4 rank)
Linguistics + 0 ( - 1 int, + 1 rank)
Perception + 5 (-1 wis, +3 class, + 2 racial, +1 rank)
Ride + 8 (+4 dex, + 3 class, +1 rank)
Stealth +9 (+4 dex, + 4 size , +1 rank)

Racial Modifiers:
-2 Str, + 2 Dex, + 2 Cha
Size: +1 size bonus to AC, attack rolls, a-1 to CMB and CMD, and a +4 to Stealth
Fearless: +2 vs fear
Halfling Luck: +1 to all save throws
Sure-Footed: +2 Acrobatics and Climb
Weapon Familiarity: Sling and "halfling" keyword proficient
Keen Senses: +2 Perception

Languages: Halfling (literate), Common (literate?)

Favored Class : Brawler (skill rank x 3)

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

==Worn/Equipped==
Small Waterskin 1 CP 2 lb
Small Hot Weather Outfit 0 CP 2lbs
Small Masterwork Hide Shirt 170 CP 9 lbs
Sling 0CP 0 lbs
Sling Bullets (40) 2 LB 10 lbs
Backpack 2 CP 2 lbs.
Belt Pouch 1 CP 1/4 lb
Psionic Tattoos (16) 800 CP 0 lbs
- (2) Biofeedback
- (1) Bite of the Wolf
- (2) Chameleon
- (2) Compression
- (2) Empty Mind
- (1) Foxhole
- (2) Deflect Missile
- (1) Absorb Weapon
- (2) Inevitable Strike
==Pouch==
+3 Shard (Climb)(2) 100 CP 0 lbs
+3 Shard (Acrobatics)(2) 100 CP 0 lbs
+3 Shard (Ride)(1) 50 CP 0 lbs
==Backpack==
Rations (3) 1 CP 5 LB 3 lbs

Carrying Capacity: (0-58 / 59-116/ 117-175) lbs

Current Weight Carried: 25.25 lbs

Money: 74 Ceramic Pieces 3 Lead Beads


Ah I forgot the level 4 increase as well. All done. I believe Kienyach is completely ready to go. Any comments or anything else you would like to see from me Cronax?


Kienyach: All the crunch looks fine. I still can't say I'm too keen on the drow aspect.


May lady luck smile upon you all, though the cards seem to be stacked in my favor.


As much as it pains me to say this I just don't have the time to fully flesh out Szeth to my liking. It looks like you have some fantastic recruits as it is.

I will be forever shamed that I missed the opportunity to play PFRPG Dark Sun. If anyone needs me I'll be in the corner, weeping softly.


Aye, I'll be backing out as well. Kienyach is a character whose concept and fighting style I fell in love with, and I would rather not tweak him like I would with most other characters. Good luck with your game Cronax, fun gaming all!


Sadly I also think I'm going to have to bow out of this one. My plate is filling up rather quickly and I would not want to overburden myself and have my campaigns suffer as a result.

I wish you all a truly miserable yet deeply satisfying desert adventure!


I've got a character idea that I played back in 2e Dark Sun. He's a Half Elf, discarded in the desert, only to be found and raised by a solitary Thri-Kreen Druid.

If I do him as a Psionic class such as psion or psychic warrior, do I need to roll wild talent still?


With the withdrawals, the decision became a bit easier. Joining the party will be:

Lucian Harrowborn
Rahger
Hamailii D'Arquetai

Please make an alias if you don't already have one. Campaign is here. You'll join the party just as soon as the current encounter is finished.

Thank you everyone for your submissions, I'll keep you in mind should the party suffer any unfortunate 'accidents'.


Welcome Lucian, Hamailii and Rahger. May you aid us as we bear the brunt of the Dark Sun's outpourings. ;)


Yay! I'm quite excited. I'll go about creating that alias. ^_^
May we endure together!

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