| EltonJ |
Checking if anyone is interested in a Dark Sun game. The game will feature a way for Wizards and Sorcerers to choose to either preserve the ecology or to defile it without using metamagic feats.
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. Both Wizards and Sorcerers are either Preservers or Defilers. Spellcasters will use the BESM d20 Advanced d20 Magic rules, generally for Wizards and Sorcerers, you can defile the ecology. Doing so adds a +5 bonus to your fortitude saving throw. If you preserve the ecology, you don't use the Defiling option. Clerics and Druids don't have the option to defile or preserve (they don't depend on the life force of the land to cast spells).
-- 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.
-- The psionics system from Occult Adventures does not work with Advanced d20 Magic. The reason is, in Advanced d20 Magic, you are considered to have the Silent Spell feat and the Still Spell feat by default. In Ad20M, you have the option of Evoking the spell (calling out its spell name out loud) (thus getting a +5 bonus to your fortitude saving throw), and Invoking the spell (adding gestures and phrases to help you control the magical energies) (thus getting another +5 bonus to your saving throw). In order to replicate the psionics system in OA, well, lets just say if we use it you won't be able to advance your character. We are using Ultimate Psionics.
DARK SUN is an imaginative world. One where psionics is prominent, and magic has wasted the land. Also the races have been twisted. Halflings have largely regressed back to barbarism, elves are desert runners, and dwarves are basically single minded. Dragons are the result of a Defiler metamorphosing into one, and Avangions are the result of a Preserver metamorphosing into one.
This isn't a recruitment, I just want to see who's interested in a game.