I'm considering starting an urban Dark Sun campaign, set specifically in the Warrens of Tyr. Kind of a wacky idea for a campaign setting that focuses on harsh desert wilderness survival, but I think it will be fun. PCs will start out as part of a criminal organization, living in absolute poverty and trying to claw their way to a position of influence within the city. I wanted to create a couple of themes suited to this somewhat unusual application of the Dark Sun setting and possibly modify or houserule existing themes.
The two big themes I really want and need in the game are what I'm calling "Alley Rat&" and "Innate Mage." Alley Rat represents somebody who was born and bred in the Warrens, or has at least lived there a long time. Innate Mage is a new concept I'm adding to the fluff and flavor of the campaign. In addition to preserving and defiling, some people are simply born with a natural affinity for magic. So, innate mages are to defilers/preservers as sorcerers are to wizards. A big part of the campaign will be figuring out what causes innate mages, where their powers stem from, etc. I want to do this as a theme because a Druid or Psion could easily be re-flavored as a person with an innate capacity for arcane magic. Innate mages also explain why somebody who lived their whole life in squalid poverty in the Warrens could learn/use magic, with no access to teachers or magical materials.
Here's what I'm thinking for these themes, mechanically.
Alley Rat Theme
Benefits: Gain training in two of the following skills: Stealth, Thievery, Intimidate, or Streetwise
Thuggery
Encounter-Personal
Free Action
Effect: You gain a +4 bonus to damage rolls against enemies granting combat advantage until the end of your turn.
Innate Mage Theme
Benefits: If your class would normally grant you access to Arcane Defiling, you lose access to it. You gain training in two of the following skills: Bluff, Arcana, Streetwise or Intimidate
Elemental Attunement
Encounter-Personal
Free Action
Special: When you select this power, choose Water, Earth, Fire, Wind, Lightning, or Void
Effect: You gain the benefit associated with your element.
-Water: You gain a +2 power bonus to Will and Fortitude until the end of your next turn. This power can only be used on your turn.
-Earth: You gain a +2 power bonus to AC and Fortitude until the end of your next turn. This power can only be used on your turn.
-Fire: Your attacks deal an extra 1d10 fire damage until the end of your turn.
-Wind: You gain concealment until the end of your next turn. This power can only be used on your turn.
-Lightning: Your attacks deal an extra 1d10 lightning damage until the end of your turn.
-Void: You gain resist 5 fire, lightning, cold and necrotic until the end of your next turn. If you already have resistance to one or more of these damage types, instead increase that resistance by 5.
Here are my planned modifications to existing Themes:
Athasian Minstrels gain training in Thievery in addition to the other benefits of their Theme.
Dune Traders gain training in Bluff in addition to the other benefits of their Theme.
Elemental Priests gain training in Nature in addition to the other benefits of their Theme.
Gladiators gain training in Athletics in addition to the other benefits of their Theme.
Noble Adepts gain training in Diplomacy in addition to the other benefits of their Theme.
Primal Guardians gain training in Nature in addition to the other benefits of their Theme.
Templars gain training in Intimidate in addition to the other benefits of their Theme.
Veiled Alliance gain training in Bluff in addition to the other benefits of their Theme.
Wasteland Nomads gain training in Nature in addition to the other benefits of their Theme.
Wilders gain training in Insight in addition to the other benefits of their Theme.
The two big themes I really want and need in the game are what I'm calling "Alley Rat&" and "Innate Mage." Alley Rat represents somebody who was born and bred in the Warrens, or has at least lived there a long time. Innate Mage is a new concept I'm adding to the fluff and flavor of the campaign. In addition to preserving and defiling, some people are simply born with a natural affinity for magic. So, innate mages are to defilers/preservers as sorcerers are to wizards. A big part of the campaign will be figuring out what causes innate mages, where their powers stem from, etc. I want to do this as a theme because a Druid or Psion could easily be re-flavored as a person with an innate capacity for arcane magic. Innate mages also explain why somebody who lived their whole life in squalid poverty in the Warrens could learn/use magic, with no access to teachers or magical materials.
Here's what I'm thinking for these themes, mechanically.
Alley Rat Theme
Benefits: Gain training in two of the following skills: Stealth, Thievery, Intimidate, or Streetwise
Thuggery
Encounter-Personal
Free Action
Effect: You gain a +4 bonus to damage rolls against enemies granting combat advantage until the end of your turn.
Innate Mage Theme
Benefits: If your class would normally grant you access to Arcane Defiling, you lose access to it. You gain training in two of the following skills: Bluff, Arcana, Streetwise or Intimidate
Elemental Attunement
Encounter-Personal
Free Action
Special: When you select this power, choose Water, Earth, Fire, Wind, Lightning, or Void
Effect: You gain the benefit associated with your element.
-Water: You gain a +2 power bonus to Will and Fortitude until the end of your next turn. This power can only be used on your turn.
-Earth: You gain a +2 power bonus to AC and Fortitude until the end of your next turn. This power can only be used on your turn.
-Fire: Your attacks deal an extra 1d10 fire damage until the end of your turn.
-Wind: You gain concealment until the end of your next turn. This power can only be used on your turn.
-Lightning: Your attacks deal an extra 1d10 lightning damage until the end of your turn.
-Void: You gain resist 5 fire, lightning, cold and necrotic until the end of your next turn. If you already have resistance to one or more of these damage types, instead increase that resistance by 5.
Here are my planned modifications to existing Themes:
Athasian Minstrels gain training in Thievery in addition to the other benefits of their Theme.
Dune Traders gain training in Bluff in addition to the other benefits of their Theme.
Elemental Priests gain training in Nature in addition to the other benefits of their Theme.
Gladiators gain training in Athletics in addition to the other benefits of their Theme.
Noble Adepts gain training in Diplomacy in addition to the other benefits of their Theme.
Primal Guardians gain training in Nature in addition to the other benefits of their Theme.
Templars gain training in Intimidate in addition to the other benefits of their Theme.
Veiled Alliance gain training in Bluff in addition to the other benefits of their Theme.
Wasteland Nomads gain training in Nature in addition to the other benefits of their Theme.
Wilders gain training in Insight in addition to the other benefits of their Theme.
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