>>
|
No. 4800
File
139249809665.png
- (57.75KB
, 450x554
, ruuz_throne.png
)
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.
Making a Character
We're starting this game at level 2, so your character has 1000 experience points alreay.
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. Benefits must be simple, such as gaining a bonus with a skill, being able to train a skill, or learning a new language.
At first level, a PC can choose a theme from the Dark Sun setting, the Escaped Slave theme, or another non-divine theme with an encounter power at the first level 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. If you picked a Dark Sun theme, you start with a feat that corresponds to your theme (chosen by myself). At levels 5 and 10, you gain another feat corresponding to your theme (chosen by myself); if there are only three feats, and the third is a paragon tier feat (Elemental Priest), you do not gain the third feat until level 11.
You need permission to take the werebear, wererat, and werewolf themes.
All PCs start with the following equipment and items, plus 720 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. Additionally, some rituals are not available at their normal levels such as Enchant Weapon or Raise Dead. To fit with the notion of scarcity on Athas, these will be paragon tier rituals (but the cost of purchasing the ritual will remain the same).
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 and their general history. Basically, if you don't have your character's general appearance, personality traits, history, motivations, likes, dislikes, fears, and any quirks they may have listed on your sheet somewhere, you're not done with this part! Any hobbies and relationships they might have with other characters (not just the PCs but people they know) is also helpful!
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. Just being a dumb, destructive brute isn't evil in and of itself!
Your character needs a reason to be where they are. Explain why your character is in the starting city (Tyr, the free city), even if they were born and raised there, and why you're traveling together.
|