| EltonJ |
Checking if anyone wants to play in a DARK SUN campaign on Sunday or Monday nights. The campaign will happen on Roll20. I'm tired of recruiting for Online Play-by-Post games, and I want to do something either on Sunday or Monday nights. I can't recruit for a face-to-face game, but an online game on Roll20 is the ticket.
Campaign Features
-- Clerics will get the ability to transform into Elementals at high levels. This is a druid ability, to be sure, but in Dark Sun clerics teach, preach, and lead the Elemental Church. There is a Para-elemental Church (often known as a heresy), but Player Clerics represent the Elementals. Player Clerics in Dark Sun choose from the Elemental domains for their first domain, and any one other domain besides the elemental domains (to represent the Sphere of the Cosmos). Choosing an elemental subdomain (like for instance, Storms) means you are a Para-elemental cleric.
-- Druids will be able to transform into Spirits of the Land. They do this at high levels.
-- Defiling and Preserving is a choice. Generally, if you use your metamagic feats, your defiling. If not, then you preserve the ecology. Both Wizards and Sorcerers are either Preservers or Defilers.
-- Dark Sun is based on Edgar Rice Burroughs' Mars series. It has more in common with the Sword and Planet genre. Although the landscape is wasted by the Cleansing Wars, to be sure and technology is in the Neolithic Age (sort of). In Ages past, the Tyr Region enjoyed a higher level of technology. But there was a major regression after the Cleansing Wars. For this reason, most people still think the setting is Post Apocalyptic.
-- We will be using the DARK SUN Expanded and Revised Setting. We won't be using the Original DARK SUN campaign setting. Despite the fact that I have all the RPG books for Dark Sun (including the Original DSCS).
-- The Inquisitor class from the APG takes over the Templar class in the Original DSCS.
-- Defilers still get the chance to turn into Dragons, and Preservers still get the chance to turn into Avangions.
-- DARK SUN is more deadly than Golarion. So you will create three characters of level 3. Also, certain Golarion specific rules (like most traits) don't apply to a DARK SUN campaign.
I think that covers the Features of the campaign. I hope that covers everything but psionics. As for psionics -- I do have a copy of Occult Adventures for PF1. But I feel that doesn't work for DARK SUN. We will use Ultimate Psionics instead.
So, I think that's it. The above features isn't a one-to-one conversion, but it should generate some one interested in an Online Virtual Tabletop game.