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Post by Badasterysk on Apr 27, 2009 11:13:25 GMT -5
Alright, y’all wanted the suffering existence of Athas, so here we go… I’m considering everyone who voted on the poll to be a player, making the roll call: Rojito tork at menatkhufu TheUdjat Yakumo Jolith (via PM) That makes 7. If anyone has changed their mind, not a problem, just let me know that you’re not in. If anyone else wants to get in, I can take one or two more- just speak up! Now, let’s get to why you’re all here… character generation. I’ll be using the Dark Sun 3r7 download as the ‘Player's Guide to Dark Sun’. It can be found on the bottom of the page at Athas.org. The XPH (Expanded Psionics Handbook) will be used as well. Characters will be made with a 32-point buy and will start at level 3 (mind the level adjustments for certain races!). A few things of note/house rulings before you begin: - I will be using extreme temperature tables (these are from the 6th revision from Athas.org. I don’t think it is available for download anymore, so I can provide the table if needed).
- If you want a race/class not listed in the DSPHB, I ask that you run it by me first. I don’t want to disallow material just because I don’t have it (which would be about everything except what I noted above), so I may ask you to elaborate on racial/class abilities, feats, etc.
- I’ll allow monk and soulknife as PC classes (though paladin and sorcerer are still out).
- Any templar PC will need to be Urikite.
- With few exceptions, you needn’t worry about equipment- your character begins the game as a slave. Backgrounds should include how the character came into servitude.
That about covers it for now. As always, if you have questions/concerns, let me know.
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Post by Rojito on Apr 27, 2009 11:28:23 GMT -5
I know i am going to regret this, as the level adj is a punk. But i think i want a Thri-Keen Monk...
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Post by TheUdjat on Apr 27, 2009 11:30:16 GMT -5
Well, hey, at least it's possible to play a thri-kreen, as I'd hoped. Going to be a rough couple of levels to go that route, though... Some other questions--if one goes with an Urikite Templar, are they assumed to be enslaved to some other city-state (via war or otherwise, for instance), or are they the ones doing the enslaving? Or is the Urikite enslaved by his own city-state (which creates questions like 'do they have access to spells?'). Not sure I'd even do this, but I find templar PCs to be quite fascinating, so I thought I'd ask. Otherwise, talk of equipment makes me a little worried that monks and soulknives will dominate given that they don't need much in the way of equipment. Are monks considered to be part of a given monastic order, or have they obtained enlightenment personally?
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Post by Badasterysk on Apr 27, 2009 11:47:57 GMT -5
Some other questions--if one goes with an Urikite Templar, are they assumed to be enslaved to some other city-state (via war or otherwise, for instance), or are they the ones doing the enslaving? Or is the Urikite enslaved by his own city-state (which creates questions like 'do they have access to spells?'). Not sure I'd even do this, but I find templar PCs to be quite fascinating, so I thought I'd ask. A templar PC would be one of the few exceptions. This character would not be a slave and would have complete access to spells and starting equipment- and make for some very interesting roleplay. This circumstance will not last long enough to become a major factor. There are a few cloistered monasteries throughout Athas, and a PC may have been from one before becoming a slave. Eitherway, in this campaign, a monk will be self taught. The specifics I'll leave to the individual (for the most part), but I see unarmed combat proficiency as a staple in a setting where effective materials (for weapons and armor) are at a premium. If there are psionics, I don't think it's a stretch to be able to accomplish the things a monk can do.
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Post by at on Apr 27, 2009 12:08:26 GMT -5
I'm thinking human scout with a lot of skill tricks (complete scoundrel) to get some wall running action going. Something of a wanderer, dropping into horizon walker at 6th or 7th if it goes that far.
-flagging both these up early as non-dark sun material. Will look at the full pdf later tonight if I get the time.
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Post by tork8342 on Apr 27, 2009 12:33:02 GMT -5
Ok well i hate to play another melee kinda guy but the oppurtunity of playing a half-giant is one i've never had so i'm taking it. even if it is at a +2 level ajustment. and it's probably gonna be a barbarian to maybe some gladiator/monk/or fighter later. I wanna have plenty of options on how i crack skulls. ok and does anyone know anything about the monkey grip feat?7.0
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Post by TheUdjat on Apr 27, 2009 12:43:36 GMT -5
ok and does anyone know anything about the monkey grip feat?7.0 Yeah. Monkey grip allows you to use a weapon one size category larger than you at a -2 penalty to attack. This increases the damage die, i.e. a greatsword doing 3d6 instead of 2d6 damage. Sounds cool, but it has some drawbacks. Power Attack is usually a better option. Not to mention the trouble trying to locate Huge sized weapons to use... Half-giants are hard to resist, no doubt. Monk probably won't help much, but gladiators get that Improved Unarmed attack anyway, so there are options. Hell, pick up a rock and you'll do juuust fine. I'm still thinking thri-kreen, personally, but they get shot to all hell for skill points, and I do like skilled characters. That templar option is pretty enticing, too, if only for the roleplay. Elves are always tempting, as well. Too many cool things to pick from!
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Post by Rojito on Apr 27, 2009 12:51:22 GMT -5
Thri-Kreen Templar then! I have my own way of takeing my monk into larger damage, depending on how long this campaign lasts... I was lookin up in the prestiges of Athas the one called Ravager, level two appeals to me.
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Post by tork8342 on Apr 27, 2009 13:10:34 GMT -5
Not to mention the trouble trying to locate Huge sized weapons to use... Hell, pick up a rock and you'll do juuust fine. well i'm thinking maybe a whole tree could pass as a huge club. and your right a rock is always i nice option but my tree trunk would have like a 20 or 30ft reach.(not sure which i'll have to look that up) hahaha and everyone knows it's always cool to be the one with the biggest stick! (du dum chi)
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Post by TheUdjat on Apr 27, 2009 13:16:32 GMT -5
well i'm thinking maybe a whole tree could pass as a huge club. and your right a rock is always i nice option but my tree trunk would have like a 20 or 30ft reach.(not sure which i'll have to look that up) hahaha and everyone knows it's always cool to be the one with the biggest stick! (du dum chi) Good luck finding a tree. This is Athas.
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Post by tork8342 on Apr 27, 2009 14:26:05 GMT -5
yeah i know and i would probably get lynched by the tree huggers if touched it. ok well i'm done with my character now just waiting for a forum to post him in. 7.0
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Post by Yakumo on Apr 27, 2009 14:55:06 GMT -5
I think I am going to go with a Human Rogue/Psion combination. I've never played with Psionics and I feel like it would be a great time to start now.
Any help or recommendations would be nice - I like the skill heavy classes but I dont want to step on any toes.
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Post by TheUdjat on Apr 27, 2009 15:06:15 GMT -5
I think I am going to go with a Human Rogue/Psion combination. I've never played with Psionics and I feel like it would be a great time to start now. Any help or recommendations would be nice - I like the skill heavy classes but I dont want to step on any toes. If Bad* will allow the Lurk from Complete Psionic, this is basically a Rogue/Psion. Otherwise you'll want the Practiced Manifester feat to keep manifester level up.
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Post by TheUdjat on Apr 27, 2009 17:12:29 GMT -5
Holy crap. I've been operating with the old 3 r6 rules, didn't even realize they had a recent update. From the sounds of it, a ton of changes. I will have to absorb this data. Makes a lot of options more appealing now.
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Post by Yakumo on Apr 27, 2009 18:33:09 GMT -5
I dont have the complete psionic. How does a Lurk work?
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Post by Badasterysk on Apr 27, 2009 18:33:23 GMT -5
Holy crap. I've been operating with the old 3 r6 rules, didn't even realize they had a recent update. Neither did I, until about a week ago. The main reason I'm using the update is that it's what's available, and I figured nobody had access to anything else. My only gripe (for now) is that the formatting seems very... 4th edition-ey. But that could be just me. *shrugs*
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Post by TheUdjat on Apr 27, 2009 21:22:04 GMT -5
Holy crap. I've been operating with the old 3 r6 rules, didn't even realize they had a recent update. Neither did I, until about a week ago. The main reason I'm using the update is that it's what's available, and I figured nobody had access to anything else. My only gripe (for now) is that the formatting seems very... 4th edition-ey. But that could be just me. *shrugs* I have the old r6, but so far I like this version better. Templars had it rough in the old edition. Now they're actually a decent option (which means I am seriously considering that Urikite Templar). I'm not sure about the change to thri-kreen, though. Taking them from a 2 HD monster class makes room for more adjustment and options at lower levels, but increasing the ECL to +2 while reducing their Nat. Armor bonus gives them a rough time with survivability at this level. A 'decent' Thri-Kreen Psywarrior is looking at 10 HP vs. a capable human's HP of 23 at level 3. The last thing they needed was a hit to AC on top of that, given that they don't get armor. With some clever feat choices and reliance on Vigor during that first level it's probably doable, though at what price? Psywarrior already gets a shameful 3/4 BAB for a supposedly martial class, so they're starting at +0 at the same effective level where Gladiators, Fighters, and Barbarians are at a full +3 (and have more hit points). But then, Thri-kreen never sleep and have four arms, so maybe it balances out at higher levels. Just takes a lot of careful attention at those lower levels... Just musing out loud. I'm torn between the Kreen Psywarrior, the Urikite Templar, and a Halfling Druid. Was also considering the Soulknife, but I'm not so sure about that one anymore. I am overwhelmed with options. Yakumo--A Lurk is sort of like a Psywarrior, but with stealth. They get a similarly limited power list, powers available, and power points. They do get 'Lurk Augments' which help them spice up their attacks, and a reasonable skill selection for being a psionic class. If you're still interested maybe I can get something to you, though I don't crave typing it all out. Bleh.
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Post by Yakumo on Apr 27, 2009 21:50:26 GMT -5
Sounds really cool, I'll see if I can scare up a copy of the complete psionics or whatever it is in. too bad Deekin isn't around I know he loves Psionics.
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Post by tork8342 on Apr 27, 2009 23:58:37 GMT -5
Come on Udjat man up!! I'm a half-giant and we have a +2 level adjustment to. I don't wanna be the only one stuck with it. but think you pay the price for a great product me i get big and strong and stupid. You get to not sleep and have 4 arms. and at least you natural armor isn't taken down a step by bein bigger than everyone so you lose half of it for your size like i do.7.0
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Post by at on Apr 28, 2009 4:08:45 GMT -5
Lurks are :
3/4 BAB, strong ref and will, 1 psionic power known per level (up to 6th level powers), 4 skill points per level, d6 hitdice.
They cause sneak attack damage while psionically focussed (still need flanking) though not a huge amount.
Their 'unique' ability is an attack augment that they can use level + int mod times per day to gain things like extra sneak attack damage, stunning damage, power draining, etc. Lurks can enhance these augments with extra pps - the specific abilities they know are fixed and restricted by level.
Their psionic powers are equal to those of psychic warriors (essentially trading the bonus feats for the special attack powers and a few other perks).
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