[Pathfinder] [OOC] DarkSun game

Walking Dad

First Post
logoadddarksun.gif


Starting at 3rd level.

Will use the SRD for psionics and the PRD for the rest of rules.
The Hypertext d20 SRD (v3.5 d20 System Reference Document) :: d20srd.org
Pathfinder Roleplaying Game Reference Document

Will also use some material from athas.org
http://www.athas.org/

World:
See this wiki: Main Page - The unofficial Dark Sun wiki

Time: The Brown Age.

See houserules in the following posts.

Current group:
kinem - Mul Psion (Kineticist) - Post #25
Pneumatik - Human Ranger - Post #40
Andor - Halfling Soulknife - Post #49
Tailspinner - Half-elf Gladiator - Post #62
Voadam - Half-Giant Druid - Post #71

[Pathfinder] DarkSun: Dangerous Beginnings RG IC OCC
 
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Pathfinder heroic 20 pts buy.

No starting equipment (you will start in medias res on a slave transport :devil:).

Full HP for first, haf Hit die +1 after ( d10 = 6)

And, all characters will start with a psionic bonus feat:

Latent Power (feat)
You gain 2 psionic power points, can now learn any psionic feat for which you meet the prerequisites, can expend your psionic focus, and can gain a single 1st-level power from any list.
Special: You can take this feat more than once. Choose a different power each time. PP stack.


[sblock=Races]

Allowed player races:

Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Focus: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs.
Resistant: Dwarves receive a +2 racial bonus on saving throws against psionics, spells, and
spell-like abilities. They also get a +4 racial bonus to Fortitude savingthrows against poison.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Terran.


Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elf-Running: Elves gain Endurance as bonus feat.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), falchions, rapiers, scimitars, and shortbows (including composite shortbows).
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Gith and Pterran.


Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.
Languages: Half-elves begin play speaking Common. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Half-Giants Racial Traits
Same, no LA and no favoured class, no stomp
Languages: Half-Giants begin play speaking Common. Half-Giants with high Intelligence scores can choose from the following: Dwarven and Giant


Halfling Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Aarakocran, Ancient Halfling, and Pterran.


Human Racial Traits
Same


Mul Racial Traits
+2 Constitution, +2 Strength, –2 Charisma: Combining the human height with the Dwarven musculature, muls end up stronger than either parent race, but their status as born–to–be slaves makes them insecure in their dealings with others.
Medium: Muls are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Muls can see in the dark up to 60 feet.
Dwarven Blood: Muls count as both dwarfs and humans for any effect related to race.
Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue
Hardy: Muls need only half as much rest to fatigue and exhaustion.
Ignore Pain: Muls have nonlethal Damage Resistance 1/–. They are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.
Languages: Muls begin play speaking Common. Muls with high Intelligence scores can choose from the following: Dwarven, Elven, Gith, and Giant.

Rikus.jpg



Unfinished(!):
Aarakocra Racial Traits
•–2 Strength, +4 Dexterity, –2 Constitution: Aarakocra
have keen reflexes, but their lightweight bones are fragile.
• Monstrous Humanoid: Aarakocra are not subject to
spells or effects that affect humanoids only, such as charm
person or dominate person.
• Medium: As Medium creatures, aarakocra have no
special bonuses or penalties due to size.
• Low-light vision: Aarakocra can see twice as far as a
human in moonlight and similar conditions of poor
illumination, retaining the ability to distinguish color and
detail.
• Aarakocra base land speed is 20 feet, and can fly
with a movement rate of 90 feet (average
maneuverability).
• +4 racial bonus to Spot checks in daylight. Aarakocra
have excellent vision.
• Natural Armor: Aarakocra have +1 natural armor
bonus due to their bone chest plate that provides some
protection from blows.
• Natural Weaponry: An aarakocra can rake with its
claws for 1d3 points of damage, and use its secondary bite
attack for 1d2 points of damage.
• Claustrophobic: Aarakocra receive a –2 morale
penalty on all rolls when in an enclosed space. Being
underground or in enclosed buildings is extremely
distressing for them.
• Aerial Dive: Aarakocra can make dive attacks. A
dive attack works just like a charge, but the diving
creature must move a minimum of 30 feet. If attacking
with a lance, the aarakocra deals double damage on a
successful attack. Optionally, the aarakocra can make a
full attack with its natural weapons (two claws and one
bite) at the end of the charge, dealing normal damage.
• Automatic Languages: Auran and Common. Bonus
Languages: Elven, Gith, and Saurian. Aarakocra often
learn the languages of their allies and enemies.

Pterran Racial Traits
• +2 Strength, +2 Wisdom, –2 Dexterity,: Pterrans are
strong and have keen instincts for others’ motives,
but are a bit clumsy
• Humanoid (psionic, reptilian): Pterrans are
humanoid creatures with the psionic and reptilian
subtypes.
• Medium: As Medium creatures, pterrans have no
special bonuses or penalties due to size.
• Pterran base land speed is 30 feet.
• Poor Hearing: Pterrans have only slits for ears, and
their hearing sense is diminished. Pterrans suffer a –2
penalty to Listen checks.
• Natural Armor: Thri-kreen have a +2 natural armor
bonus to AC due to their naturally tough and resistant
scaly hide.
• Natural Weaponry: Pterrans can use their natural
weapons instead of fighting with crafted weapons if they
so choose. A pterran can rake with their primary claw
attack for 1d3 of damage for each claw. For more on
natural attacks, see MM section on natural weapons.
• Weapon Familiarity: The following weapon is
treated as martial rather than as an exotic weapon:
thanak. This weapon is more common among pterrans
than among other races.
• Automatic Languages: Saurian. Bonus Languages:
Common, Dwarven, Elven, Halfling, Giant, Gith, Kreen,
and Yuan–ti. Pterran know the languages of the few
intelligent creatures that live in the Hinterlands.

Thri-kreen Racial Traits
• +2 Dexterity, +2 Wisdom, —2 Charisma: Thri-kreen are fast
and perceptive, but their alien mindset makes it difficult
for them to relate to humanoids.
• Monstrous Humanoid: Thri-kreen are not subject to
spells or effects that affect humanoids only, such as charm
person or dominate person.
• Medium: Thri-kreen receive no advantages or
penalties due to size.
• Thri-kreen base land speed is 40 feet.
• Darkvision out to 60 feet.
• Sleep Immunity. Thri-kreen do not sleep, and are
immune to sleep spells and similar effects. Thri-kreen
spellcasters and manifesters still require 8 hours of rest
before preparing spells.
• Natural Armor: Thri-kreen have a +5 armor
bonus to AC due to their naturally tough and resistant
chitin. This bonus doesn't stack with the bonus provided by armor.
• Multiple Limbs: Thri-kreen have four arms, and thus
can take the Multiweapon Fighting feat instead
of the Two-Weapon Fighting feat. Thri-kreen can also take
the Multiattack feat. (These are not bonus feats).
• Natural Weapons: Thri-kreen may make bite and
claw attacks as a full round action. Their primary claw
attack does 1d4 points of damage for each of their four
claws. Their secondary bite attack, deals 1d4 points of
damage, and has a chance to poison (starting level 7). A thri-kreen can
attack with a weapon (or multiple weapons) at its normal
attack bonus, and make either a bite or claw attack as a
secondary attack.
• Leap (Ex): At 3rd level, a Kreen adds his HD to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 Power Point as a swift action, a Kreen gains a +20 bonus on Acrobatics checks made to jump for 1 round.
• Deflect Arrows: Thri-kreen gain Deflect Arrows as bonus feat at 7th level.
• Poison (Ex): Starting at level 7 a thri-kreen delivers its poison
with a successful bite attack. A Thri-kreen produces
enough poison for one bite per day. look at new pathfinder poison rules!
• Weapon Familiarity: To thri-kreen, the chatkcha and
gythka are treated as martial rather than exotic weapons.
These weapons are more common among thri-kreen
than among other races.
• Automatic Languages: Kreen. Bonus Languages:
Common, Dwarven, Elven, Entomic, Saurian, and Terran.

Thri-Kreen Poison:
Bite—injury; save Fort DC 11 + T-K con mod; frequency 1/round for 4 rounds; effect 1 Dex and paralyzed 1 min.; cure 1 save.

Altenative: No leap, poison and Deflect Arrows
1st racial level: gain leap
2nd " : gain poison and Deflect Arrows

HP, skills, bab, saves... as monstrous humanoid.

[/sblock]
[sblock=Classes]
PRD, but:

No Paladin or Monk, but Gladiator (athas.org), . Use athas.org bard. Revised skills and d8 HD.

EDIT:
Psion (d6) and Psychic Warrior:
Psion
Psychic Warrior
1st Level Psion/Wilder Powers
2nd Level Psion/Wilder Powers
Psionic Feats

Only clerics of the (para) elements.

Wizards gain Bluff as class skill (Bluff can be used to disguise spellcasting)

No class has swim as class skill

Gladiator
Class Skills (4 + Int modifier per level, x4 at 1st level): Acrobatics, Bluff, Climb, Craft, Intimidate, Perception, Perform, Profession, Sense Motive.

Familiars
Critic Lizard +2 Reflex
Floater +3 Sense Motive
Hurrum, speckled +3 Diplomacy
Jankx +3 auditory Perception
Kes’trekel +2 Fortitude
Mulworm +3 HP
Ramphor +3 visual Perception
Snake +3 Bluff
Z’tal +3 Intimidate

athasian_familiars_s.jpg

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Other Rules:

[sblock=Cleric Domains]
Elemental clerics take their corresponding domain and one other (with DM approval).
Para-elemental clerics take their corresponding domains.

No Glory, Sun, but Mind.

MIND DOMAIN
Granted Powers: Your faith protects your mind, and you can use that faith to defend others. In addition, you receive a +2 resistance bonus on Will saving throws. This bonus increases by 2 for every 5 levels you possess.
Mental Ward (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Mind domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Evolving Mind (Ex): At 8th level, you receive Hidden Talent as a bonus feat. In addition, you receive 4 more PP as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Mind Domain Spells
1 Comprehend Languages: You understand all spoken and written languages.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts†: Read subject’s memories, one question/ round.
7 Brain Spider†: Eavesdrop on thoughts of up to eight other creatures.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.


Water Domain
Special: Swim is a class skill for you.
Granted Powers: You can manipulate water, dry dust and acid, conjure creatures of water, and resist acid.
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
Domain Spells: 1st—obscuring mist (dust), 2nd—fog (dust) cloud, 3rd—water breathing, 4th—control water (tide), 5th—ice (mire) storm, 6th—cone of cold (acid), 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

[/sblock]

[sblock=Sorcerer Bloodlines]
Aberrant, Arcane, Destined, Elemental, Undead only (+Psionic)

Psionic
Your family has always been skilled in the internal art of mind. While many of your relatives were accomplished psions, your powers developed without the need for meditation and practice.
Class Skill: Knowledge (psionic).
Bonus Spells: charm person (3rd), detect thoughts (5th), telepathic bond, lesser (7th), dweomer of transference (9th), psychic turmoil (11th), mental pinnacle (13th), psychic turmoil, greater (15th), mind blank (17th), astral projection (19th).
Bonus Feats: Latent Power, Psionic Body, Psionic Mimicry (athas.org), Quicken Spell, Silent Spell, Still Spell, Skill Focus (Knowledge [psionic]), Skill Focus (Knowledge [autohypnosis]).
Bloodline Arcana: Whenever you cast a spell of the mind-affecting subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the astral world, and as your power increases, so does the influence of your psionic heritage.
Psionic Bond (Su): At 1st level, you gain psicrystal affinity feat, as a psion equal to your sorcerer level. Your sorcerer levels stack with any manifester levels you possess when determining the powers of your psi crystal.
Psionic Resilience (Su): At 3rd level, when you take damage, you can spend power points to reduce its severity. As an immediate action, you can reduce the damage you are about to take by 2 hit points for every 1 power point you spends.
Confuse (Sp): At 9th level, you can confuse an enemy for a number of rounds per day equal to your sorcerer level. This ability functions as confusion. These rounds need not be consecutive.
Dual Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Evolved Self (Ex): At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects.
Additionally, you gain damage reduction 10/ (alignment different from yours), which allows you to ignore the first 10 points of damage from any attack made by a nonaligned weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.

[/sblock]

[sblock=Animal Companions]
baazrag (pony; no hooves, but bite with wounding)
kank (horse; no bite & hooves, but pincer with poison)
kes’trekel (bird)
snake
yallix (bird; claws as bite, no talons, but all-around vision)
erdlu (dinosaur)
jhakar (wolf)
monitor lizard (crocodile; no hold breath…)
seskarran (bear/boar)
crodlu (cat, big; no grab, but ram)
inix (camel; no spit, but tail slap)
[FONT=&quot]pterrax / razorwing (dire bat, preview)[/FONT]
[/sblock]
 
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Elements and favored weapons:

Code:
[FONT=Courier New]Athasian Elements, Energy Types &  Fav. Weapons
Element                Type        Weapon
Air                 Electricity    Longbow
Earth                  Acid       Warhammer
Fire                   Fire        Scimitar
Magma (Earth, Fire)    Fire       Battleaxe
Rain (Air, Water)   Electricity   Starknife
Silt (Earth, Water)    Acid         Spear
Sun (Air, Fire)        Fire      Morningstar
Water                  Acid        Trident[/FONT]
[sblock=Other]
From the Death in Freeport game:

4e style healing surges - 6+con bonus times a day can use a healing surge to heal self of 1/4 round down of max hp in damage. All healing magic uses a healing surge. Once per combat can spend a standard action to use a healing surge.
[/sblock]
 
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Wow, I haven't seen some Dark Sun for years! If I weren't trying to cut down the number of games I'm in, I'd totally think about submitting a concept.
 

Must ... resist ...

Locked in struggle against the compulsion, I will my hands away from the key board ... but ... it ... is ... too ... strong ...

(fails Will save)

I will submit a character :eek:
 

Very very tempting. If I wasn't full into my moving preparations I'd try putting a character together. As is I won't be able to even contemplate doing so until next week. :erm:
 

very cool, haven't seen much of Athas since wow.. 2e, wish I had the time, but I'm waiting to see wether a few other games get off the ground and don't wanna spread myself further than I have time to post with
 

What are the methods for ability scores, hp, and starting steel?

BTW, I'm thinking psionically (so to speak).

Though I hate the 10-min rest rule - healing arrow wounds in 10 min and all reminds me of 4e - I should ask, how does it interact with psionics?
 
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