Looking at Third Dawn


Product Discussion


I am gearing up to run From the Deep adventure path, and have begun reading the Third Dawn Campaign setting. The book itself was made for 3.5 rules, and the Ultimate Psionics had not be produced yet, so there are a few things that need to be adjusted. While there is a Pathfinder verision coming out, its not hear yet and my Google-fu fails to find any hint.

I figured I would post my thoughts here, and see if anyone has any more input.

Races:

The Ultimate Psionics book gives us Dromites, Duergars, Elans, Forgeborn, Half-giants, Maenads, Norals, Ophiduans, and Xephs.
Adonai are re-skinned elves, with a wisdom bonus instead of intelligence. Its worth thinking about keeping them that way, as they would make better Marksmen, Psychic Warrior and Vialists, and less psion or mage like.
I've always hated 'mutant' races, and that's what the Chimairan feels like. However, I'm gonna re-build the race with the Advanced Races Guide, and see what I get. Having a null-psionic race might be fun
Jetturs are re-skinned half-giants.
Orcans will need to be rebuilt (a little), and they kinda look like a replacement for half-orcs. They are also not a psionic race, which stuck me odd, at first. But, I can see having some fun with them, so I'll just 'Pathfinder-ized them for my game and be done with it.

UP Races:

Blues, being a goblin race, isn't in Third Dawn. But without goblins, giants, and orcs, what is a low to mid-level party suppose to face? Yeah, I know, there are more critters in the Bestiary(ies) than just kinds of goblins and orcs. So, no Blues.
Forgeborn I like, so I have to work them in somewhere. With Jutturs, Elans, and Maenad all being 'made' races, I'm not sure I want to add another. Some changes in the history might be in order.
Norals are neat, and I really like the symbiotic relationship between the base race and the dreamscar. I just gotta figure out how to work them in.

Jutturs:
The flavor text about the Sorcerer-Kings made me envision ancient jutters, the original criminals subjected to the foul, transforming magics. Me, if I was an all powerful (and possibly immortal) Sorcerer-King and some ticked me off enough to transform into a monstrous slave, I would make that guy very long lived, so I can enjoy his suffering for a long time. So imagine a giant of a man, twisted, warped, and stretched, with thick scar tissue forming almost a carapace on his back, who has rings to lash chains to worked directly into his bones.

Third Dawn Classes:

Marksman, Psion, Psychic Warrior, and Wilder and all base class from Ultimate Psionics)
Enlightened Monk (archetype in Ultimate Psionics, page 292)
The Ranger from Third Dawn trades nature spellcasting for psionic powers and power points. I am unhappy with this and will either be using the Pack Leader archetype (archetype in Ultimate Psionics, page 293) or simply pointing the player toward the Marksman and its archetypes.
The Society Mind looks like the precursor to the Tactian and Vitalist, so I'm going to remove it and insert those two.
The Thoughtsinger is a Bard archetype in the Ultimate Psionics)
The World Thought Medic is in another book I haven't purchased, but with the Vitalist, I don't see a need for it.

Kinda-New UP Classes:

Aegis would be great for a dual purpose craftsmen/militia members. Plus astral repair would help out a great deal with maintaining ships, buildings, and the like. Plus, once one got to the point is can be enlarged, it opens up a huge amount of labor options reserved for machines and giants.
Cryptic tie in with the 'Flow' so well, I'm pretty sure one inspired the other.
The Dread seems like a 'evil' class at the start, but thinking more on it makes me like the idea of Dread City Watch, elite bodyguards, and interrogators.
The Tactian and Vialist was already discussed as replacements for the Society Mind and World Thought Medic.

That's it for now. Any ideas and input is appreciated. I'm really trying hard not to rebuild the wheel here, just squeeze what works into what's there until the Pathfinder Version comes out...or until Dreamscarred Press hires me


Do you have the Player's Guide for From the Deep? I think they have some alternate suggestions (Skirmisher Ranger and Ksaren Kobolds are ones I specifically remember).

Scarab Sages

Low level critters: Orcs are still around (just nomadic, traditional monsters section of the book). And puppeteers and their charmed buddies make good CR1/2-2 encounters.


Distant Scholar wrote:
Do you have the Player's Guide for From the Deep?

O.o

Yes, I have it, and it references almost everything I just posted, only much more cleanly. I just forgot they had it.

Questions on that: what is an Exemplar? I am operating under the idea that the player's guide would only use Pathfinder and Ultimate Psionics, but I see no Exemplars anywhere.

I like the "new" racial traits for races listed: Adonais, Chimairans, Duergars, Kolbolds and Orcans.

I still want to include Forgeborn and Norals, but haven't figured out if they fit. With 13 races already, its hard to justify.

archmagi1 wrote:
Low level critters: Orcs are still around (just nomadic, traditional monsters section of the book). And puppeteers and their charmed buddies make good CR1/2-2 encounters.

I know; I was being sarcastic about the low level monsters. Really, there are plenty of rarely used monsters to use for those levels, plus the psionic bestiaries.

Thanks for the input, especially reminding me about the Player's Guide.


If I remember right the Exemplar was a class that was similar to the Dragon Shaman from 3.5 that hit playtest but never came to full release. It used auras as a mechanic, I loved it and was sad to see it not be officially released.

As for Norals and Forgeborn I think they got a decent explanation of how they fit into TD over on the DSP forum, I could be mistaken so dont quote me on it.


Freedom16 wrote:
If I remember right the Exemplar was a class that was similar to the Dragon Shaman from 3.5 that hit playtest but never came to full release. It used auras as a mechanic, I loved it and was sad to see it not be officially released.

That's a shame. But, I think I will have enough options without it (see below)

Freedom16 wrote:
As for Norals and Forgeborn I think they got a decent explanation of how they fit into TD over on the DSP forum, I could be mistaken so dont quote me on it.

An poster over at here named tevolria posted his idea for the Norals and Forgeborn, but that's all I found.

I also want to include the Path of War and the Akashic Mysteries as well. For starters, as I both are fairly new to me (and one is still 'in development') I will keep to the basics; i.e. Stalker, Warder and Warlord, and similar basic classes of the Akashic Mysteries.

The PoW will be easy to insert anywhere, as long as you think of the art as a fighting style taught in war colleges, mercenary units, and the like. The Akashic Mysteries, being a kind of magic (like psionics are a kind of magic) is a bit harder, but I'm sure a place can be found.

Publisher, Dreamscarred Press

Yeah, upgrading Third Dawn is next on our plate after we get all the rewards for the Ultimate Psionics and Psionic Miniatures Kickstarters shipped out.

A good fit for Forgeborn would be in the war-ravaged sections of Femon. We haven't really looked at how to fit the norals into the world yet.

The worldthought medic and society mind were both 3.5 classes that became the vitalist and tactician, so yes, they can largely be ignored.

For low-level monsters - we actually did introduce orcs - From the Deep makes heavy use of them. :) But no goblins.


Oh, wow. Jeremy Smith, himself, came to this thread. That is awesome (cuz, ya know, its a long trip to get here).

Jeremy Smith wrote:
Yeah, upgrading Third Dawn is next on our plate after we get all the rewards for the Ultimate Psionics and Psionic Miniatures Kickstarters shipped out.

You (and others) gave me Ultimate Psionics and Path of War; I can forgive a delay after that.

I have yet to run an adventure path without some significant additions and slight changes, so changing a few monsters here and there won't be an issue.


This is a replacement event, replacing the normal event. Its not that I dislike the event, but I prefer the heroes in my game to start off humbled, and be announced as heroes later. Plus, this makes the after-the-ground-shake area much more chaotic:

Part One: The Earth Trembles:

The market district of Arbil is bustling, which occurring to what you have been told, is an oddity. The month of Spalis arrives at the tail end of spring, well before harvest. Additionally, the overcast clouds threaten rain, and the wise would avoid the open air stalls for dryer areas. Perhaps it’s the rumor that new exotic goods from that mysterious continent to the north, supposedly named Femon by its inhabitants- likely just something made up by those Maquoran to drive up the prices. Or it could that caravan that was scheduled to arrive today, but it’s hard to imagine utilitarian pottery causing all this ruckus- and judging by the empty stalls, the caravan is still on its way. Perhaps there is a particularly well love acrobatic troupe that is going to perform.
As a soft wet fruit explodes into a sticky sludge on your cheek, you begin to think the crowd is there to heckle the thieves of the kobold gold, and the poisoners of the Flow. The chains on your wrists are pretty strong evidence to the crowd, at least, that’s who you are.

The Flow has been out of true for some time, but only slightly. Like a wall slowly sagging because a crucial brace has been removed, it is off just enough that those sensitive enough to it can feel it. The slight disruption hasn't impeded anything yet, but it is enough that anyone psionically active (has power points or a psionic class like Soulknife) feels more irritable, even if they don’t know why. After several weeks of this, and it’s getting on everyone’s nerves, and tempers are rising.

It was discovered last night, that the last shipment of ore from the mines was stolen, of which a tiny fraction was precious metal such as silver and copper (none of it gold). A novice seer named Abraham announced that he had a vision, identifying the thieves, and that those said thieves are responsible for the poisoning of the Flow. Abraham is wrong, of course, but after a couple cups of wine at the local bar his frayed nerves could keep his mouth shut. Without confirming with better trained and more adept seers, Abraham made his proclamation in the bar, and rallied the townsfolk to gather the strangers and have them brought to justice.

The heroes were roused from their beds, clamped in irons by the few town guards caught up in the mob mentality, and dragged down the street, joining six other newcomers to the city in chains. With City Guards prodding them along and Abraham leading the parade, they are dragged through the market district where they are pummeled by fruit, insults, threats, and occasionally the small stone.

The spell is broken when Zorotaer pushes his way through the crowd.
Though at first it look like you were attending your lynching, it now appears to be have reached its peak with insults and rotten fruit. The crowd seems to be losing steam as the sun climb above the horizon, and the guard have started to mumble about ‘cells’ and ‘trial’.

Suddenly, another man bursts through the crowd, a withered ophiduan in a fine, but dirty, sleeping robe. In a horrified voice he screams “The end is nigh! The end of the future! The ground will split and the Flow will be torn asunder!”

The mob silences instantly, with the whispered name of “Zorotaer” shooting through its ranks. It is apparent that this seer is known by all, and if their silence is any indicator, his predictions are considerably more accurate.

“All will be lost...” he moans, his voice trailing, until he’s eyes fall upon you. Those eyes widen, and take on a frightful gleam. “Unless... you, you! And... And you and you!” each accusation is punctuated by a sudden point of his finger, one of them at you. You do not have time to process what he means before he adds, “Cut the strings...”

With the final enigmatic statement, Zorotaer collapses as a rag doll tossed aside, and though people rush to help him, all eyes are on you; prophesized to save a city of prophecy.

A cluster rush toward the fallen sage, while the rest of the mob stare at the heroes. A look of confusion, and indecision creeps across the mob. Weather to believe this seer who seems to think you are a hero, the other see who says you are villains, or to just fret about the end of the world coming.

The answer comes seconds later, when a glass falls to the ground with a delicate crash. The sound is soon followed by the sounds of clatter clay, wood, and stone. The ground bucks, kicking everyone’s feet out from under them, and the market became a floor of people. The crowd beings to shout and yell as stalls and shelves collapse, sending their contents everywhere. Crack appear in cobblestone ground, and a few buildings cant to one side, threatening to fall.

In less than a minute, the rumbling ceases, and no building fall. Shaken, frightened people being to get up. In the odd silence after the earthquake, a soft whistling sound can be heard. As you follow the sound, you find that it is coming from the cracks and old, dry air escape the confines of the earth. Suddenly, blue and green sludge erupt from the holes, bursting out into a stream and pouring into a sick pile some feet from the cracks. The pile lurches to one side, taking on the vague shape of a man, and lets out an angry, wet hiss.

There are 20 ectoplasmic humans spilling from the various cracks across the market place, but only a handful stay close enough to fight. Anyone would succeeds in DC 12 Perception can act during the surprise round. In addition, there are a half a dozen thought eaters that escape out, and run out of the market place for easier prey in the city. Each of the six guards nearby, all prone for the first round of combat, most of which are killed as the ectomplasmic attack. Each guard is armed with the halberd and club, and every second guard has a light crossbow with 10 bolts.

Ectoplasmic Human (1 per PC), CR 1/2 (XP 200)

Once the ectoplasmic creatures (when the heroes have defeated at least 1 per member of the party) the city watch arrive with reinforcements, quickly ending the battle. Noxev, the city guard commander, a wiry Ophiduan so thin he appears gaunt named, sees the heroes in chains and scowls. In quickly produces a key and unlocks their hands and has his men replace any impromptu weapons with that of the guards. “Defend the city, and these will stay off,” he says, indicating the chains. He doesn't stick around for the character’s reply.

There are two brain eaters using hit and run tactics on some city guard just outside of the market, which the squad of guard seem to be totally out matched; if the players intercede, the guards will handle on while the party manages the other.

Citizens will tell the characters of the looters (see the side quest on page 6 of the Uncertain Futures) and the thought eater trapped in Marsha’s house (page 7, in area A2). The first will be as the last of the creatures are dealt with, as the merchant comes running up, yelling "They stolen everything! My stores, my wares! How am I going to feed my family?" The second will likely occur when the PC's wander by the area, moving on to another location.

The encounter and introduction to Mosephi in the market pretty much as described in the book, only with the chaos of the extoplasmic creatures adding to the earthquake mess.

After the meeting with Mosephi in the Overseer’s home, the party is given leave for one day to wander around town and see about buying some supplies for the three day trip. “Best you leave in the morning. A steady march will put you there just before sunset on the third day,” Mosephi suggests, giving proof that he has taken the trip before.

Sovereign Court

I thought there only was a monster book for third dawn.
Apparently, I missed something ?

Publisher, Dreamscarred Press

For Pathfinder, there's currently the From the Deep adventure path. The first three parts of it are available, plus the free player's guide.

We'll be doing a full campaign setting, and potentially more for it, once we have time on the schedule. :)


Stereofm wrote:

I thought there only was a monster book for third dawn.

Apparently, I missed something ?

Where did you read that? It would be a shame, to toss out all four Bestiaries filled with player killing monsters, just because there isn't any magic in the world. There are a lot of monsters without arcane or divine magic, and of those that are a lot can be switched to psionic sources without a hitch.

In either case, since its a game I'm running...well, its my game. I might change it back if Jeremy wants a place at the table (there is an opening) but I doubt he would want to play the same path over again, the same way.

Community / Forums / Pathfinder / Pathfinder First Edition / Third-Party Pathfinder RPG Products / Product Discussion / Looking at Third Dawn All Messageboards

Want to post a reply? Sign in.
Recent threads in Product Discussion