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Death by poison.

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4621 No. 4621 edit
This is going to serve as a temporary repository for rules, setting information, and some other stuff.
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>> No. 4622 edit
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4622
If you disagree with a rule here, you can talk it out with me.

Probably the most applicable rule is this : if a houserule isn't listed here, we're probably not using it. Experience isn't increased, no free expertise feats, enemies are not marked when they leave your defender aura, etc. (the last one requires a feat to be defined later)

As this game is testing the waters for an actual Dark Sun game, we're going to use some of the rules from the Dark Sun game catalogue and some from different Dark Sun rules sources. You might want to familiarize yourself with information about your race, place of origin, and power source before you make a character.

Yes, this specific game might not use all that character stuff, but it's in preparation for the next one to make sure everything works properly. If you like your character, you can reuse it in the next game (unless you do something really awful), but the events of this game will be mostly non-canon.

Making a Character

We're starting this game at level 1.

You're restricted to the following classes and their subclasses when making a character, and cannot multiclass into any class not listed. Hybrids are not allowed, and the Divine power source does not exist in this setting - anything with the Divine keyword cannot be used here. Classes such as the artificer, swordmage, and bladesinger are (apparently) setting-specific, and so cannot be used here without a good (story) reason (being transplanted from another plane does not count as a good story reason).
-Ardent
-Assassin (Executioner)
-Barbarian (Berserker)
-Bard (Skald) *
-Battlemind
-Druid (Protector, Sentinel)
-Fighter (Slayer, Knight)
-Monk
-Psion
-Ranger (Scout, Hunter) ***
-Rogue (Thief)
-Seeker
-Shaman**
-Sorcerer** (Elementalist) *
-Warden
-Warlock** (Hexblade, Binder) *
-Warlord
-Wizard (Mage, Sha'ir, Witch) *

*For arcane classes, your character gains the Arcane Defiling power (click the details section on the manage tab, then check Dark Sun in the optional details menu; though it gives you the option to take a wild talent, you may not do so unless specified otherwise). Make sure you understand the implications of playing an arcane character in the Dark Sun setting and what using that power entails.

**Shamans, sorcerers, and warlocks gain Ritual Caster as a free feat at level 1 (as long as they have Religion or Arcana trained), and a first level ritual of their choice. They also get a ritual book for holding their spells at no cost.

***Beastmaster rangers with a beast companion do not get ritual casting and the raise beast ritual. Instead, they can bring back the beast companion by spending a healing surge at the end of any short or extended rest.

You're restricted to using the following races, though you may argue your case to play something other :
-Dragonborn (Dray)
-Dwarf
-Eladrin
-Elf
-Goliath (Half-giant)
-Half-elf
-Halfling
-Human
-Mul
-Thri-kreen
-Tiefling

The following races are considered extinct on Athas :
-Devas
-Gnomes
-Kobolds
-Ogres (not playable)
-Orcs
-Pixies
-Trolls (not playable)

A PC can choose a character background from the Dark Sun setting and one benefit associated with that background. You can also take general backgrounds (with some exceptions, as races behave differently on Athas) in addition to a Dark Sun background and gain a single benefit associated with one of those backgrounds instead.

A PC with 15 or higher intelligence can take an additional language of their choice other than Supernal or Abyssal.

At first level, a PC can choose a theme from the Dark Sun setting or the Escaped Slave theme at character creation. Changing a theme requires an in-game justification. At higher levels, you can choose powers from your theme in place of powers from your class. At character creation, a PC can choose not to take a theme and instead gains the following benefits:
-At first level, the PC gains an extra feat and gains a single wild talent (click the details section on the manage tab, then check Dark Sun in the optional details menu; choose your wild talent in the powers section of the buld tab). This feat can be any feat that require you to be a specific class, race, or power source (Martial, Arcane, Primal, Psionic, or Shadow), or any multiclass feat that you qualify for.
-At fifth level, the PC can take the Skill Focus feat for three of their trained skills, or training in a new skill that they qualify for or devote sufficient effort towards training (in story). This cannot be changed later.
-At tenth level, the PC gains an extra feat.

All PCs start with the following equipment and items, plus 25 gp unless specified otherwise. None of these items can have metal in them :
-1 non-magical, non-masterwork armor they are proficient with
-1 non-magical melee weapon they are proficient with and 1 non-magical shield they are proficient with OR 2 non-magical melee weapons they are proficient with OR 1 non-magical ranged weapon they are proficient with and 20 pieces of standard ammo OR up to 5 thrown weapons
-1 non-magical implement the character is proficient with, if any
-1 adventurer's kit, with the following changes : 2 survival days replaces trail rations, 4 torches replaces sunrods, and fire kit replaces flint & steel
-1 tool kit related to a skill you are currently trained in or to your class : thieve's tools, climber's kit, disguise kit, poisoner's kit, possibly others (check with me first)
-1 magic fruit (a potion of healing with a name change)

Special rule : Reckless Breakage : When you roll a natural 1 on an attack roll with a weapon, your weapon has a chance to break. You can accept the result, automatically missing the attack as usual, but keeping your weapon intact. Alternatively, you can reroll your attack, but your non-metal weapon breaks once the triggering attack is complete (if you use this on the first roll of the fighter's Driving Attack, for instance, your weapon breaks before you make the secondary attack). If you choose to reroll with a metal weapon, it only breaks on a roll of a natural 5 or lower on the reroll. You can choose not to use Reckless Breakage when you roll a natural one. Broken weapons are treated as improvised weapons, and broken magic weapons lose their enhancement, properties, and powers until repaired. Repairing can be done at the end of an extended rest in a city, town, or other safe, populated area. Note that this rule can apply to enemies as well.

Special Rule : Recovering Equipment : At the end of each extended rest in a city, town, or other safe, populated area, you can refresh your gear kit to match the equipment you started with, replacing items you lost, used up, or broke (but not items sold, given away, or otherwise willingly gave up).

Some rituals are banned or altered, particularly those that produce food and water. Ask me first.

Your PC cannot worship a deity. There are no gods here anymore. If you want to worship something else, discuss it with me.

Tick the box that says Inherent Bonuses on the manage tab, under the details section and the option details menu. This lets your character gain bonuses to attack and defense as you level that would normally come from magic equipment, and do not stack with magic equipment bonuses. They progress slowly, however, so you'll still probably want magical equipment.

PCs do not gain automatic Wild Talents. PCs can take wild talents with the Wild Talent Master feat or by choosing not to take a theme.

Figure out your character traits. For a rundown of this step, see page 19 of the PHB. It's also helpful if you can figure out what your characters ambitions, dreams, and hobbies might be.

A PC can play any alignment but needs a good reason to be lawful good, evil, or chaotic evil, particularly if the rest of the party is of different alignment.


Your character needs a reason to be where they are. Explain why your character is in the starting town (Altaruk, in the Tablelands), even if they were born and raised there.
>> No. 4623 edit
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4623
If you disagree with a rule here, you can talk it out with me.

Probably the most applicable rule is this : if a houserule isn't listed here, we're probably not using it. Experience isn't increased, no free expertise feats, enemies are not marked when they leave your defender aura, etc. (the last one requires a feat to be defined later)

As this game is testing the waters for an actual Dark Sun game, we're going to use some of the rules from the Dark Sun game catalogue and some from different Dark Sun rules sources. You might want to familiarize yourself with information about your race, place of origin, and power source before you make a character.

Yes, this specific game might not use all that character stuff, but it's in preparation for the next one to make sure everything works properly. If you like your character, you can reuse it in the next game (unless you do something really awful), but the events of this game will be mostly non-canon.

Gameplay

Some rules won't be used in this particular game. This is just groundwork for the next one.

There is only one dungeon in this game, and it's pretty short.

Leveling up happens during an extended rest after you've acquired enough experience to progress to the next level.

You can take an extended rest anywhere, but bear in mind that it's very unsafe away from civilization and you have a chance to be interrupted if you don't take precautions.

Arcane characters are feared, hated, and reviled by the vast majority of the people. If you want to avoid this, you'll have to disguise your magic as something psionic (e.g. wizard uses fireball, claims pyrokinesis) using a bluff check. This may extend to your party members if they're not okay with it (you only need to roll one bluff check for the party). If you use Arcane Defiling, however, no amount of bluffing will convince witnesses that you are not a wielder of arcane power.

Metal is extremely rare on Athas. You can't have anything made of metal unless you find it during the course of the game or it is given to you during the course of the game.

The world is a desert. Temperatures normally get higher than 100 degrees Fahrenheit by midmorning, and can hit 130 by late afternoon. Plan accordingly, and be prepared to make Endurance checks if you run out of food and/or water (a high fortitude makes you less susceptible to sun sickness). You're going to need Survival Days to avoid that (explained in DSCS 198-199).

Read up on how your race is different in the Dark Sun setting. The various races play differently from usual here. For instance, you'd be hard-pressed to find an eladrin wizard who willingly uses arcane defiling.
>> No. 4624 edit
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4624
This adventure is non-canon.

Kavalar Aren, a dwarf archeologist, led a couple of dozen volunteers into what they believed to be old dwarven ruins to obtain artifacts. Several months ago, they began underground exploration operations, as well as a surface excavation for a small keep. Hearing of this development, the mayor of the nearby town of Altaruk sent two militia members to investigate. They should have returned two days ago, and the mayor is growing restless.

The representative of the merchant house in Altaruk has asked you to find out what happened to the two militia members, and those they were sent to protect.
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