2015 Dark Sun Conversion for Pathfinder


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Bodhizen,
I know this project is essentially done and/or on the back burner, but I had a couple more thoughts now that I've had some time to look through the PDF.

1) I'm finding that I'm not a fan of cold iron being only 20x cost vs the 100x cost for steel. It seems like an easier way for players to get a similarly powerful weapon (with the bonuses of cold iron to boot) without nearly the drawback of price. It seems like the two should be closer in value to maintain the rarity/scarcity/value of iron.

2) I believe it could be beneficial to notate some spell updates. For example, Create Water is just too damn powerful for Dark Sun. It should at the very least be changed to a level 1 or 2 spell to make it a finite costly resource, or removed completely. Other spells that create water/food should be similarly penalized or removed in my opinion, as they undermine Athas' draining energies and scarce resources. Endure Elements also seems a bit powerful in its ability to trivialize the heat of the Athasian sun.
Note- I have little issue with the mid-to-high level spells that create food and drink since by that time you have endured the hardships of the campaign and have several tools to deal with them.

Anyone have an opinion on these subjects?


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Zedth wrote:

Bodhizen,

I know this project is essentially done and/or on the back burner, but I had a couple more thoughts now that I've had some time to look through the PDF.

1) I'm finding that I'm not a fan of cold iron being only 20x cost vs the 100x cost for steel. It seems like an easier way for players to get a similarly powerful weapon (with the bonuses of cold iron to boot) without nearly the drawback of price. It seems like the two should be closer in value to maintain the rarity/scarcity/value of iron.

2) I believe it could be beneficial to notate some spell updates. For example, Create Water is just too damn powerful for Dark Sun. It should at the very least be changed to a level 1 or 2 spell to make it a finite costly resource, or removed completely. Other spells that create water/food should be similarly penalized or removed in my opinion, as they undermine Athas' draining energies and scarce resources. Endure Elements also seems a bit powerful in its ability to trivialize the heat of the Athasian sun.
Note- I have little issue with the mid-to-high level spells that create food and drink since by that time you have endured the hardships of the campaign and have several tools to deal with them.

Anyone have an opinion on these subjects?

I agree. If I ever get to use this I will make some modifications for my home games, but not many.


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Just a Mort wrote:
Sorry, someone's using this system for a game I'm applying for. I'm curious about Tigones(for animal companion). They have rake, but no pounce nor grab. Is it intentional?

Yes, this is intentional.

Just a Mort wrote:
Also as they are psions, with like 14 int, do they speak a language/do they have telepathy?

They would speak tigone, but would not explicitly have telepathy.

Zedth wrote:

Bodhizen,

I know this project is essentially done and/or on the back burner, but I had a couple more thoughts now that I've had some time to look through the PDF.

1) I'm finding that I'm not a fan of cold iron being only 20x cost vs the 100x cost for steel. It seems like an easier way for players to get a similarly powerful weapon (with the bonuses of cold iron to boot) without nearly the drawback of price. It seems like the two should be closer in value to maintain the rarity/scarcity/value of iron.

I will address this in an update.

Zedth wrote:

2) I believe it could be beneficial to notate some spell updates. For example, Create Water is just too damn powerful for Dark Sun. It should at the very least be changed to a level 1 or 2 spell to make it a finite costly resource, or removed completely. Other spells that create water/food should be similarly penalized or removed in my opinion, as they undermine Athas' draining energies and scarce resources. Endure Elements also seems a bit powerful in its ability to trivialize the heat of the Athasian sun.

Note- I have little issue with the mid-to-high level spells that create food and drink since by that time you have endured the hardships of the campaign and have several tools to deal with them.

Anyone have an opinion on these subjects?

I find this to be perfectly reasonable.


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Bodhizen wrote:
Zedth wrote:

Bodhizen,

I know this project is essentially done and/or on the back burner, but I had a couple more thoughts now that I've had some time to look through the PDF.

1) I'm finding that I'm not a fan of cold iron being only 20x cost vs the 100x cost for steel. It seems like an easier way for players to get a similarly powerful weapon (with the bonuses of cold iron to boot) without nearly the drawback of price. It seems like the two should be closer in value to maintain the rarity/scarcity/value of iron.

I will address this in an update.

Actually, upon further reflection, I don't need to.

Steel got the same benefit as cold iron in this conversion (see p. 63), and it got more hit points per inch of thickness, greater hardness, and the ability to overcome some damage reduction. So, it would make sense that it's more expensive than cold iron.


Hi, is the Oct. 28, 2016 the final version for this? I'm going to assume that there will be no more updates?

Only asking as I want to print off the latest copy. Thanks. :)


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Unless I receive notification that more people wanted to contribute to things like the bestiary, or feats, or anything else, there are no updates planned for the foreseeable future.


Excellent. Thanks for the answer. It's a very professionally looking piece of work. :)


Thank you. I do try to make everything look and function as professionally as possible.


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Hey...Thanks for the free stuff!

Sovereign Court

Just a passing comment, the conversion is pretty good and I like it a lot, just an alternative suggestion:

I would probably tone down the Sorcerer-Kings...yeah they are powerful but would probably make most of the sorcerer kings CR 26-29, with Dregoth being CR 30.

To be more in line with Pathfinder power scaling.

At CR 26-29, most sorcerer kings can fight demon lords, empyreal lords, archfiends, Great old ones toe to toe, which should be plenty enough to represent their vast power and can crush easily dukes of hell, the tarrasque etc...

Dark Sun being mostly a survival/dark fantasy, most players aren't going to become Mythic anyway(unless a gm runs that kind of game of course), so killing a sorcerer king is almost impossible for the average party even when they reach level 20 and that doesn't even take into account their vast resources.


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Eltacolibre wrote:

Just a passing comment, the conversion is pretty good and I like it a lot, just an alternative suggestion:

I would probably tone down the Sorcerer-Kings...yeah they are powerful but would probably make most of the sorcerer kings CR 26-29, with Dregoth being CR 30.

To be more in line with Pathfinder power scaling.

At CR 26-29, most sorcerer kings can fight demon lords, empyreal lords, archfiends, Great old ones toe to toe, which should be plenty enough to represent their vast power and can crush easily dukes of hell, the tarrasque etc...

Dark Sun being mostly a survival/dark fantasy, most players aren't going to become Mythic anyway(unless a gm runs that kind of game of course), so killing a sorcerer king is almost impossible for the average party even when they reach level 20 and that doesn't even take into account their vast resources.

I appreciate the alternative suggestion, Eltacolibre! However, given the amount of time that I spent in constructing the Dragon Kings and in attempting to make them genuine and appropriate threats for the environment of Athas, I do not think that I'll be re-configuring them. That, and the currently statted Demon Lords can give the Dragon of Tyr (for example) a run for his money.

As a thought exercise, I'm going to play this out a little, keeping with simple actions as an example.

Spoiler:
Borys of Ebe (the Dragon of Tyr) gets into a fight with Pazuzu (a demon lord). They roll for initiative.

Pazuzu: Initiative: 1d20 + 13 ⇒ (14) + 13 = 27
Borys: Initiative: 1d20 + 20 ⇒ (19) + 20 = 39
Borys has initiative, so he's going to make a single bite attack.

Borys: Bite Attack: 1d20 + 41 ⇒ (16) + 41 = 57
As this beats Pazuzu's Armor Class of 48, Borys hits, doing...
Bite Attack Damage: 8d6 + 6 ⇒ (5, 6, 2, 4, 4, 4, 4, 1) + 6 = 36
Heat Aura: 2d6 ⇒ (6, 4) = 10
46 points of damage to Pazuzu. Pazuzu is down to 716 hit points.

Pazuzu retaliates with his +5 anarchic keen unholy longsword, making a single attack as well.
Pazuzu Longsword Attack: 1d20 + 54 ⇒ (7) + 54 = 61
As this beats Borys' Armor Class of 40, Pazuzu hits, doing...
Longsword Attack Damage: 2d6 + 20 ⇒ (6, 1) + 20 = 27
Borys must resist Pazuzu's Aura of Locusts. Borys' Fortitude Save: 1d20 + 30 ⇒ (8) + 30 = 38
Since Borys did not make the save, he is nauseated, so he may only make a move action next round.
30 points of damage to Borys. Borys is down to 674 hit points.

Should they continue at this rate with the same attack and damage results, if Borys doesn't overcome those Aura of Locust saves, he's toast. Should he manage to overcome them, he's doing 46 damage to Pazuzu's 30, and will win in 16 rounds.

Now we know that this is not indicative of real combat, so we'll go with full attacks this time. We're not using spells or psionics, which would further complicate matters. I'm just keeping this simple for now.

ROUND 1

Borys makes a full attack, attacking with his bite, two claws, two wings, and a tail slap.
Borys: Bite Attack: 1d20 + 41 ⇒ (6) + 41 = 47
Borys: Claw Attack #1: 1d20 + 41 ⇒ (14) + 41 = 55
Borys: Claw Attack #2: 1d20 + 41 ⇒ (12) + 41 = 53
Borys: Wing Attack #1: 1d20 + 36 ⇒ (10) + 36 = 46
Borys: Wing Attack #2: 1d20 + 36 ⇒ (15) + 36 = 51
Borys: Tail Slap: 1d20 + 36 ⇒ (7) + 36 = 43
Since Pazuzu's Armor Class is 48, only the Bite Attack, Claw Attack #2, Wing Attack #1, and the Tail Slap land.
Borys: Bite Attack Damage: 8d6 + 6 ⇒ (4, 2, 5, 6, 4, 3, 3, 1) + 6 = 34
Borys: Claw Attack #2 Damage: 6d6 + 6 ⇒ (5, 3, 3, 6, 2, 1) + 6 = 26
Borys: Wing Attack #1 Damage: 6d6 + 6 ⇒ (1, 1, 1, 3, 2, 1) + 6 = 15
Borys: Tail Slap Damage: 6d8 + 6 ⇒ (7, 8, 4, 5, 3, 6) + 6 = 39
Borys: Heat Aura: 2d6 ⇒ (5, 1) = 6
Pazuzu is savaged for 124 points of damage and is down from 752 hit points to 628.

Pazuzu retaliates with a full attack, attacking with his longsword only.
Pazuzu: Longsword Attack #1: 1d20 + 54 ⇒ (5) + 54 = 59
Pazuzu: Longsword Attack #2: 1d20 + 49 ⇒ (13) + 49 = 62
Pazuzu: Longsword Attack #3: 1d20 + 44 ⇒ (9) + 44 = 53
Pazuzu: Longsword Attack #4: 1d20 + 39 ⇒ (18) + 39 = 57
Against Borys' Armor Class of 40, all four attacks hit.
Pazuzu: Longsword Attack #1 Damage: 2d6 + 20 ⇒ (3, 3) + 20 = 26
Pazuzu: Longsword Attack #2 Damage: 2d6 + 20 ⇒ (4, 2) + 20 = 26
Pazuzu: Longsword Attack #3 Damage: 2d6 + 20 ⇒ (1, 4) + 20 = 25
Pazuzu: Longsword Attack #4 Damage: 2d6 + 20 ⇒ (6, 4) + 20 = 30
Borys: Fortitude Save versus the Aura of Locusts: 1d20 + 30 ⇒ (10) + 30 = 40
Borys is sliced up for 101 points of damage and is down from 704 hit points to 603. In Round 2, he can only take a move action.

ROUND 2
Borys moves 65 feet away from Pazuzu, and his nauseated condition wears off. Pazuzu moves 60 feet toward Borys and waits for the next round.

ROUND 3

Borys takes a 5-foot step toward Pazuzu and makes a full attack, attacking with his bite, two claws, two wings, and a tail slap.
Borys: Bite Attack: 1d20 + 41 ⇒ (2) + 41 = 43
Borys: Claw Attack #1: 1d20 + 41 ⇒ (15) + 41 = 56
Borys: Claw Attack #2: 1d20 + 41 ⇒ (9) + 41 = 50
Borys: Wing Attack #1: 1d20 + 36 ⇒ (12) + 36 = 48
Borys: Wing Attack #2: 1d20 + 36 ⇒ (2) + 36 = 38
Borys: Tail Slap: 1d20 + 36 ⇒ (15) + 36 = 51
Since Pazuzu's Armor Class is 48, only the Bite Attack, Claw Attack #1, Wing Attack #1, and the Tail Slap land.
Borys: Bite Attack Damage: 8d6 + 6 ⇒ (5, 4, 2, 4, 4, 2, 2, 3) + 6 = 32
Borys: Claw Attack #1 Damage: 6d6 + 6 ⇒ (2, 1, 3, 1, 2, 2) + 6 = 17
Borys: Wing Attack #1 Damage: 6d6 + 6 ⇒ (1, 6, 2, 6, 2, 3) + 6 = 26
Borys: Tail Slap Damage: 6d8 + 6 ⇒ (6, 4, 1, 3, 6, 2) + 6 = 28
Borys: Heat Aura: 2d6 ⇒ (1, 3) = 4
Pazuzu is mauled for 105 points of damage and is down from 628 hit points to 519.

Pazuzu decides to switch things up, making with a full attack with all of his attacks (but only striking with the longsword once).
Pazuzu: Longsword Attack: 1d20 + 54 ⇒ (3) + 54 = 57
Pazuzu: Bite Attack: 1d20 + 49 ⇒ (12) + 49 = 61
Pazuzu: Claw Attack: 1d20 + 49 ⇒ (11) + 49 = 60
Pazuzu: Sting Attack: 1d20 + 49 ⇒ (4) + 49 = 53
Pazuzu: Talon Attack #1: 1d20 + 49 ⇒ (13) + 49 = 62
Pazuzu: Talon Attack #2: 1d20 + 49 ⇒ (14) + 49 = 63
Against Borys' Armor Class of 40, all six attacks hit.
Pazuzu: Longsword Attack Damage: 2d6 + 20 ⇒ (1, 4) + 20 = 25
Pazuzu: Bite Attack Damage: 2d6 + 15 ⇒ (5, 6) + 15 = 26
Pazuzu: Claw Attack Damage: 1d6 + 15 ⇒ (3) + 15 = 18
Pazuzu: Sting Attack Damage: 2d8 + 15 ⇒ (6, 4) + 15 = 25
Pazuzu: Talon Attack #1 Damage: 1d6 + 15 ⇒ (3) + 15 = 18
Pazuzu: Talon Attack #2 Damage: 1d6 + 15 ⇒ (6) + 15 = 21
Borys: Fortitude Save versus the Aura of Locusts: 1d20 + 30 ⇒ (5) + 30 = 35
Borys is torn up for 123 points of damage and is down from 603 hit points to 480. He's nauseated again.

You can see where this is going. Borys is getting the short end of the stick here. Since that worked better for Pazuzu, he's going to continue in the same fashion in subsequent rounds.

ROUND 4
Borys moves 65 feet away from Pazuzu, and his nauseated condition wears off. Pazuzu moves 60 feet toward Borys and waits for the next round.

ROUND 5

Again, Borys takes a 5-foot step and makes a full attack, attacking with his bite, two claws, two wings, and a tail slap.
Borys: Bite Attack: 1d20 + 41 ⇒ (11) + 41 = 52
Borys: Claw Attack #1: 1d20 + 41 ⇒ (12) + 41 = 53
Borys: Claw Attack #2: 1d20 + 41 ⇒ (18) + 41 = 59
Borys: Wing Attack #1: 1d20 + 36 ⇒ (2) + 36 = 38
Borys: Wing Attack #2: 1d20 + 36 ⇒ (9) + 36 = 45
Borys: Tail Slap: 1d20 + 36 ⇒ (19) + 36 = 55
Since Pazuzu's Armor Class is 48, only the Bite Attack, Claw Attack #1, Wing Attack #2, and the Tail Slap land.
Borys: Bite Attack Damage: 8d6 + 6 ⇒ (1, 3, 2, 4, 3, 4, 5, 4) + 6 = 32
Borys: Claw Attack #1 Damage: 6d6 + 6 ⇒ (3, 3, 4, 2, 2, 4) + 6 = 24
Borys: Wing Attack #2 Damage: 6d6 + 6 ⇒ (6, 3, 3, 5, 2, 5) + 6 = 30
Borys: Tail Slap Damage: 6d8 + 6 ⇒ (6, 4, 6, 2, 4, 2) + 6 = 30
Borys: Heat Aura: 2d6 ⇒ (5, 2) = 7
Pazuzu is battered for 123 points of damage and is down from 519 hit points to 396.

Pazuzu makes a full attack with all of his attacks (but only striking with the longsword once).
Pazuzu: Longsword Attack: 1d20 + 54 ⇒ (13) + 54 = 67
Pazuzu: Bite Attack: 1d20 + 49 ⇒ (11) + 49 = 60
Pazuzu: Claw Attack: 1d20 + 49 ⇒ (20) + 49 = 69
Pazuzu: Sting Attack: 1d20 + 49 ⇒ (19) + 49 = 68
Pazuzu: Talon Attack #1: 1d20 + 49 ⇒ (17) + 49 = 66
Pazuzu: Talon Attack #2: 1d20 + 49 ⇒ (7) + 49 = 56
Against Borys' Armor Class of 40, all six attacks hit.
Pazuzu: Longsword Attack Damage: 2d6 + 20 ⇒ (5, 1) + 20 = 26
Pazuzu: Bite Attack Damage: 2d6 + 15 ⇒ (6, 6) + 15 = 27
Pazuzu: Claw Attack Damage: 1d6 + 15 ⇒ (3) + 15 = 18
Pazuzu: Sting Attack Damage: 2d8 + 15 ⇒ (6, 4) + 15 = 25
Pazuzu: Talon Attack #1 Damage: 1d6 + 15 ⇒ (6) + 15 = 21
Pazuzu: Talon Attack #2 Damage: 1d6 + 15 ⇒ (4) + 15 = 19
Borys: Fortitude Save versus the Aura of Locusts: 1d20 + 30 ⇒ (17) + 30 = 47
Borys is torn up for 134 points of damage and is down from 480 hit points to 346. However, this time he's not nauseated.

At this rate, Pazuzu will probably kill Borys in two more rounds and have somewhere in the neighborhood of 180 hit points remaining.

With magic and psionics, the outcome will likely be different, but this demonstrates that in a straight slug-fest, Borys and Pazuzu are doing pretty well against one another.

Without the inclusion of magic, you can see that Borys probably could use a boost in fighting capabilities, if anything. That heat aura isn't doing a whole lot for him, and his bonuses to damage are much smaller than Pazuzu's, which is why Pazuzu can keep pace with him pretty well.

So, despite the fact that their CRs are quite different, when you get up to those kinds of CRs, most monsters are pretty well matched. It's when you're adding in class levels, class features, and magic that things get really wonky. Mythic levels don't mean that a non-mythic party can't handle a mythic creature. There's just extra stuff to worry about.

Best wishes!

Sovereign Court

That's actually an interesting analysis, it works out fine.


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Considering the addition of the old 10th level spells into the conversion...


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Has anyone used these rules yet? If so how did it go? :)


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As a big fan of Dark sun, this all sound very interesting.

By the way, did you guys know Dark Sun was originally going to be an artic world instead of a desert one? It was changed cuz creators thought it would give them an excuse for using "bikini armor" designs.

Except, u kno, you would have to be a complete idiot to wear revealing clothing in a freaking desert.


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The links are no longer working. I wanted to take a look at this, especially those dragon stats. :)

Anyone have copies of this or can the author update his links?


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Author here. The link still points to the exact place the file is stored.

Best wishes!


The link does not work. It points to a Google page of "Sorry, the file you requested does not exist." If it is still there maybe just repost a link to it?


Bodhizen wrote:

Author here. The link still points to the exact place the file is stored.

Best wishes!

Nope the link is down


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The link is still functional.


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The link works for me too.

Assuming the permissions are not locked it should work. Maybe Google had server problems.


I was wondering..im doing my own interpretation of dark sun with the pathfinder system. But im trying to find the monstrous compendiums I heard the community did to update them from 2e to 3.5/pathfinder.

Can anyone help me out?


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I'm not normally into thread necromancy, but I have a few questions...

1. Bodhizen, did you ever complete the epic spell conversions or 10th level spell conversions? I'm quite interested in this especially.
2. Does defiling harm plant creatures or just nonsentient plants?
3. Will there be "raze" feats of any kind in the next update.
4. Will there be an update?
5. You have the Longevity and Immortal mythic abilities noted as being mythic feats under the Dragon King abilities. Was this intentional or an error?
6. Do Athasian Dragons still require a perfect obsidian orb worth at least 1,000 gp as a focus for their Dragon Magic ability? Currently, I have it errata'ed for my campaign that they do.

Anyway, excellent work. I absolutely love this conversion of Dark Sun. It's the best I've ever seen. :)


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DragonKing666 wrote:

I'm not normally into thread necromancy, but I have a few questions...

1. Bodhizen, did you ever complete the epic spell conversions or 10th level spell conversions? I'm quite interested in this especially.
2. Does defiling harm plant creatures or just nonsentient plants?
3. Will there be "raze" feats of any kind in the next update.
4. Will there be an update?
5. You have the Longevity and Immortal mythic abilities noted as being mythic feats under the Dragon King abilities. Was this intentional or an error?
6. Do Athasian Dragons still require a perfect obsidian orb worth at least 1,000 gp as a focus for their Dragon Magic ability? Currently, I have it errata'ed for my campaign that they do.

Anyway, excellent work. I absolutely love this conversion of Dark Sun. It's the best I've ever seen. :)

Hello, DragonKing666!

So, no, I never completed the spell conversion for 10th level spells. There never seemed to be that much interest in them, and the spells themselves needed a lot of work. The power level in the spells varied widely, but for the most part, they were underpowered compared to 9th level spells in Pathfinder. If there's interest, then I'm certainly up for revising them...

Let me see if I can answer all of the rest of your questions.

Question #2: Defiling would harm plant creatures just as it would harm a plant in a hanging basket. Defiling magic draws from the soil, but also from nearby plant life, and that would also include plant creatures. As an initial thought, I would say that any plant creature caught within the radius of a defiling effect takes 1d4+1 points of damage (no save) per defiler point used when the spell is cast. This is in addition to any other damage that such a spell might cause with its effects. The plant creature can also be the sole target for the defiler's magical energies, but only if the available land to draw energy from is already defiled, in which case, the plant creature takes 2d4+1 points of damage (no save) per defiler point used when the spell is cast. Any plant creature that is slain from such defilement crumbles to dust, but its equipment will remain unaffected.

For example, If the defiler cast an enlarged, dazing, burning magic missile (which would have a final spell slot level of seven, but only use a first level spell slot), they are reducing the spell by six levels, and the defiler would gain six defiler points. If a plant creature is caught within the area of effect for the defilement, it also takes 6d4+6 points of damage from the defiler drawing upon its life source. If it's caught in the effect while in lands that have already been defiled, the damage increases to 12d4+6.

However, if a defiler casts a spell and defiles land within the presence of any plant creature or creatures, all plant creatures with line of sight to the defiler or to any defiled squares automatically become hostile to the defiler. They will prioritize stopping or slaying the defiler over other targets.

Question #3: I had not planned to include any, as defiler magic already wreaks significant devastation for a pretty significant benefit. However, I could be convinced to write some.

Question #4: That depends... How many people are really using this? I had not planned to do another update, but I could be persuaded if there are a fair amount of people out there using this document. I will admit that I was somewhat astonished to find it on Scribd, but... I never sought to make any money off of this anyway.

Question #5: No, this is not an error. You get the powers of those mythic feats. It was a convenient way to grant those powers without copying and pasting the feats themselves or creating something similar, but new.

Question #6: I always felt that was a silly requirement, given the level of spellcasting and psionic power that was required to become a dragon king in the first place. Canonically, the dragon kings swallowed such orbs as they gained levels as dragon kings. In this conversion, I purposefully omitted this requirement, as it was just "Have the gold to have this thing and you can afford to be a dragon king, too... If you meet all of the other requirements." Granted, it is a way to reduce the power of the dragon king (but breaking its orb or orbs), but as a dragon king, I can use magic to rapidly repair, replace, or undo the damage, so... What's the point? I can cast make whole (quickened or otherwise) to fix those orbs in an instant.

Thanks for your questions. In the future, if you want to get in touch with me to ask questions (or to summon me back to these boards faster), you can reach me at bodhisattvaspath@gmail.com.

Best wishes!


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DragonKing666 wrote:
I'm not normally into thread necromancy, but I have a few questions...

There's nothing wrong with Necromancy, thread or otherwise.


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Many thanks for your answers, Bodhizen. I found them helpful. I have always been a fan of Athas in general and it was nice to see a usable conversion that was Pathfinder friendly. It's actually the best version I've ever seen.

I do game design myself, but more as a hobby. I entered the scene too late to contribute anything substantial or noteworthy, but I still like fiddling with the mechanics. I made a cold and shadow based variation of a dragon king recently. Very little had to be altered, because the original was so well written. Your own mechanics were very fluid and easy to understand.

I check this thread every few days or so for updates. I'm always lurking here. Love this site.


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Thread Necromancers' Guild wrote:
DragonKing666 wrote:
I'm not normally into thread necromancy, but I have a few questions...
There's nothing wrong with Necromancy, thread or otherwise.

I'm rather fond of Necromancy. I just know that some mods are not fond of thread necromancy for some reason. Never truly understood it myself, but I try to respect the alien ways of mods.


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I don't think that you'll find too much in the way of updates, unless of course, people are really interested in more material for this conversion. I could expand on the bestiary, but honestly, that was my least favorite part of the conversion (barring the entries on the Dragon Kings and Avangion).

But, if you want to engage, I'm up for it.

Best wishes!


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Is there a link to the current version?


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Current version. As far as I know.

https://drive.google.com/file/d/0B9vv1a7v3y5BbEowUzZkQ1NBdlk/view?resourcek ey=0-jy9jVub4GwtgspfqYnlbDQ

I'm interested in updating some monsters. Might next week.
Any requests?


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DragonKing666 wrote:

Current version. As far as I know.

https://drive.google.com/file/d/0B9vv1a7v3y5BbEowUzZkQ1NBdlk/view?resourcek ey=0-jy9jVub4GwtgspfqYnlbDQ

I'm interested in updating some monsters. Might next week.
Any requests?

So many to think of. On a quick glance at the table of contents I think you have all the basis covered. Though there is this one monster from Al-Quadim that was like half cat half crocodile. Spacing the name right now.


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Hello Bodhizen and Dark Sun fans! I was curious about this thread and I'm glad I popped over to see what was new.

Zedth wrote:

8/10/2016 If I might recommend -

You should probably add the Silk Worm to the bestiary list, as it is a fairly signature Athasian monster.
Bodhizen wrote:
I don't remember it being central to any literature or adventures.

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It occurs to me that I misspelled monster as "Silk Worm" when I meant "Silk Wyrm,", which was a creature that appeared in the very first Dark Sun adventure "A Little Knowledge" from the original boxed set. If memory serves, it was one of the first creatures the PCs would encounter in the wastes after escaping their caravan.

I would love to see it added to the PDF's bestiary if you're up to it.


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I apologize for not being more active here. I could add in the Silk Wyrm, but I'm loathe to do an update just for one monster.

What are some other things that people would like to see in this PF1 conversion (yes, I have considered a PF2 conversion, but I haven't actually gotten to play PF2 yet, so...)?

Ross Hearne aka poisonbladed wrote:
So many to think of. On a quick glance at the table of contents I think you have all the basis covered. Though there is this one monster from Al-Quadim that was like half cat half crocodile. Spacing the name right now.

I've had strong thoughts about Al-Qadim of late. For the moment, setting aside the problematic nature of some of the content, I did really enjoy the feeling of the Sha'ir. The implementation of such a class in PF1 has never felt organic or satisfactory to me, but I will fully admit that I haven't gone looking for every permutation of fan-created content related to the Sha'ir.

Then again... I have spent most of my Pathfinder energies focusing on my own pet project (a setting, which includes multiple world-layers, a couple of unchained versions of existing classes, a variety of new monsters, differences in traditional races, etc...).

Best wishes!


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Good to hear from you Bod. I would not expect you to update the document for a single new monster entry; I posted the Silk Wyrm as a heads-up wish-list sort of thing in case you ever revisited the project.

Pet projects are fun too. I've been working hard on my own new RPG which I'm quite proud of - The game system takes PF/D&D theme concepts and meshes them with a more flexible dice system that empowers players with risk/reward mechanics, with an emphasis on meaningful choice.

(One of my least favorite parts of PF/D&D is rolling the same ol' d20 regardless of circumstances, regardless of how dire a situation is, regardless of how important a certain roll is. I created a system where you may opt to increase your chance for success for a cost or by using party-generated "fortune/momentum," akin to Modiphius' Conan 2d20 doom and momentum mechanic.)

Merry Christmas/Happy Holidays to you all. May your Christmas parties, pet projects, and adventures be filled with risk and reward!

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