Вы находитесь на странице: 1из 9

Dark Sun Player's Guide General Character Creation Begin at level two.

. You have not yet begun adventuring extensively, but you have endured harsh environments, developed skills necessary to survival, and accrued some degree of experience in combat. Your backstory should be reflective of this. The world of Athas a post-apocalyptic, Darwinian environment in which only the strong survive. This is why there are additional character options (themes, backstory elements, etc.). Expect brutal encounters, difficult survival situations, and scarcity of resources and prepare accordingly. When determining ability scores, either roll or choose the standard array. Additionally, add a permanent +1 bonus to an ability score of your choosing, based on a significant event in your backstory. This event must elaborated upon, or you will not receive this bonus. This bonus cannot be added to your highest ability score. Rolling Roll seven times, removing the lowest roll. If these stats are un-playable (none above 13 or less than +4 mod) then re-roll. Standard array 18, 16, 15, 11, 11, 9 The following are common races that will be available for play in this setting. Each are, however, markedly different within the Dark Sun setting: Dray (Dragonborn) Halfling Dwarf Human Mul (Half-Dwarf) Half-Giant (Goliath) Elf Thri-Kreen The following are rare races that will be available for play in this setting. However, special attention should be payed to your racial background, and how your character came to be in the Tyr region of Athas. Close collaboration with the DM is encouraged when playing one of these races, as they are not all fully fleshed out in Dark Sun: Gnome Eladrin Warforged Gnoll Minotaur Changeling Genasi Tiefling Shifters Shadar-Kai Kenku Duergar Githzerai Shardmind Satyr (Wilden) The following are extinct races within the dark sun setting (or they have never existed), and are not available for play: Orcs Goblin Half-Orcs Hobgoblin Kobolds Bugbear Deva Drow Githyanki Bullywog Kalashtar

The following typical character classes (Martial, Primal, and Psionic) will be available for play, some of which may undergo aesthetic changes in order to fit into the setting: Fighter Shaman Ranger Warden Rogue Ardent Warlord Battlemind Barbarian Monk Druid Psion Seeker The following arcane character classes will be available for play, but are subject to the defiling/preserving dichotomy of arcane magic within the dark sun setting (DSCS p. 80, additional house rules as well). Each arcane caster must choose whether to be a preserver or a defiler. Additionally, unsanctioned use of arcane magic and associated rituals are illegal in the vast majority of city-states. For this reason, magic users should make an effort to hide their abilities in a reasonable manner (DSCS p. 80), lest they be persecuted and hunted. Warlock Artificer Wizard Bard Sorcerer Swordmage The following are divine character classes are available for play, but only player will be allowed a divine class: Cleric Invoker Paladin Runepriest Avenger If you are the divine character in the party, you must have a very specific background element similar to the ideas presented in the Divine Characters section (DSCS p. 9), but you are encouraged to individualize the element, and run it by me. Religion - The gods who once influenced Athas are long dead and nearly forgotten by the people of the world. Religions is virtually non-existent in the Dark Sun setting. The gods are silent, uncaring, nonexistent, or long-dead depending on who you ask. The overwhelming majority of persons on Athas are Atheist or Agnostic. Divine power sources, temples, and holy symbols may exist, but they are relics of a bygone age, and are not well understood. However, some of the Sorcerer-Kings who rule Athas's city-states claim to be gods, and are worshiped by their followers as such. Religion otherwise does not exist in the traditional sense. One can instead choose to focus on loyalties to a monastic tradition, a specific set of ethical principles, pacts with powerful entities, devotion to an ideal, etc. Alignment is something that happens to planets from an interesting astronomic and geometric point of view, not a prescribed worldview or attitude of a person. You can choose a basic alignment (3.5 Chaotic/Lawful, Evil/Good, and Neutral Axis), but keep in mind this will have no in-game effect. Instead, it is a very loose roleplaying guideline, with many shades of gray and exceptions. You may choose one extra Feat to begin play with. This feat is encouraged to be the Wild Talent Master feat, allowing you to choose three wild talents (detailed on DSCS p. 81). I understand, however, that not all characters manifest Psionic powers. If having wild talents does not suit your character, choose another feat instead.

In addition to the wild talents described in the DSCS, the following talents will be available for choosing: Break Object You destroy a small object with a burst of psychic hatred. At Will, Psionic Minor Action, Ranged 5 Target: One unattended, non-metal, non-magical object weighing 5 pounds or less that you can see. Effect: You cause the target to break. Iron Constitution Wild Talent Cantrip With a quiet concentration, you put aside your physical struggles. At-Will, Psionic Minor Action, Personal Effect: You gain a +1 power bonus to Endurance checks Mind over Matter Wild Talent Cantrip Through mind over matter, you are able to increase the efficiency of your basic biological functions. At-Will, Psionic Minor Action, Personal (requires a survival days worth of supplies) Effect: When you spend a survival day, you are considered "supplied" for the next two days (or 48 hours). Stabilizing Mind Wild Talent Cantrip You channel some of your very essence into a fallen comrade to bring him back from the brink. At-Will, Psionic Standard Action, Touch Target: One unconscious ally Effect: You spend a healing surge and the target is immediately stabilized. You may choose one theme for your character. You do not have to choose a theme, but it is recommended. These are essentially a mini-prestige class that start from an early level (DSCS p. 34). Additionally, if you like the mechanical aspects of a certain theme, you can reasonably alter the name and fluff of that theme to fit your character. For example, the Dune Trader theme could be re-worked to provide the same benefits and powers, but instead be called Tribal Mediator, and rather than stemming from extensive merchant experience, the benefits are due to your long-standing history as a diplomat/adviser in a remote desert tribe. In this way, a Barbarian or Druid could adopt this theme without having to belong to a merchant organization. Such modifications are not only allowed, but encouraged. Choose your Equipment. You will begin with basic clothing, 5 survival days worth of consumables (food, water, sun protecting/moisturizing balms, etc.), a healing potion in the form of a fruit of your choosing, and 450 ceramic pieces to spend on weapons, armor, and starting equipment from the PHB (p. 210), or the DSCS (p. 118). Ceramic pieces are the Athesian equivalent to gold pieces. Due to the rarity of metals, currency is measured differently. 1 copper piece = 1 bit 1 silver piece = 1 bead 1 gold piece = 1 ceramic piece 1 platinum piece = 1 psionic ring 1 astral diamond = 1 astral diamond Choose at least three backstory elements. Backstory elements are important events or aspects in your

character's history that define him or her, and provide tangible mechanical benefits. Such benefits can stem from your character's region, race, training, education, upbringing, or any other aspects of your backstory. Sample elements can be found in the PHB 1 and 2, or can be custom created. Elements will provide three of the following benefits, each of which must be explained somehow in your backstory: Gain a +2 misc. bonus to one of the skills associated with your background. One skill associated with your background becomes a trained skill. Gain one language associated with your background. Become literate in any language you understand. Gain a +1 misc. bonus to either Fort, Ref, or Will defense. Begin play with an item of high value, such as an artifact made of metal (non-weapon tool, coinage, etc), or a rare minor magic item. This is subject to DM discretion. Begin play with a non-combat NPC companion, whether this is an animal (e.g. a hawk used for scouting), or a connection via familial or organizational ties (e.g. a fence in a merchant guild). This is subject to DM discretion. Gain proficiency with a weapon, implement, or armor type not normally associated with your chosen class. Gain access to the Psionics skill without meeting the class pre-requisites. Begin play with an additional wild talent of your choosing. Gain a +2 misc. bonus to death saving throws.

Character Survey

Please answer the following questions in a few sentences to a paragraph each: 1. Give a basic profile of your character: What race are you, or what race might people assume you are? Physically describe what your character looks like. Include details such as gender, age, body type, height, skin color, possible tattoos or markings (often race-specific), eye color, hair style and color, facial hair, etc. Secondly, what is your character wearing? Describe each article of clothing and armor, as well as any visible weapons and other accessories. Try to keep the Dark Sun setting in mind here. 2. At a glance, what is obvious about you? Basically, if someone were to look at you and briefly study or judge you, what might they see? What are your character's mannerisms and speech patterns? 3. What are your most valuable possessions, either on your person or not? Additionally, what kinds of items does your character value? How do you view items of scarcity, such as literature, metals, water, magic items, etc.? 4. What are your values? Do you have a code of honor, a personal set of morals, or a personal philosophy? What is your outlook on life? How do you see the world? 5. What do you hate? What are your fears? Are you prejudiced against any group or race? 6. What is your character's greatest strength? Biggest weakness? 7. What circumstances would provoke your character to violence? Under what conditions would you consider surrendering? 8. What is your fighting style? What weapon or weapons do you prefer, and how do you use them? What is your character's role in a combat troop? Describe, in general, how you prefer to handle a violent situation. 9. What are your views concerning arcane magic? What does your character know about defiling and preserving; can you even distinguish between the two? If you use arcane magic, do you defile or preserve, and why? 10. Provide a brief description of your character's personality. This is a very broad topic, and you can consider some of the following questions: How do you behave in social interactions? How optimistic are you? How trusting are you of others? Conversely, how trustworthy are you? How assertive are you at decision making? How conscientious are you about following rules? How empathic are you? How courageous are you in dire straits? How do you feel when faced by setbacks? How are your nerves?

Character Backstory

The following are guidelines to assist you in writing a backstory for your character. You are not obligated to answer every single question, or to touch on ever piece of information. You are also not limited to the items below, they are simply a starting point. Feel free to add anything to your backstory you feel is relevant. There are no minimum length requirements, but please put some effort into it. I know this feels like schoolwork, but surely you have some creative writing and storytelling skills. Consider your character survey: Just about any of the answers to the questions in the character survey can be applied to your backstory, if you wish. Consider your place of origin: What are the circumstances of your character's birth? Who are your parents? What is your family lineage? Where were you born? What was your childhood like? What was your socioeconomic standing? Where did you grow up? What city state or region specifically? You should be able to pinpoint it on the map, but you are free to make up a place of origin and describe it. Consider your loyalties: Do you have any living family members? If so, provide some information about them. What is/was your relation to them, if any? Do you have any good friends? If so, provide some information about them. How about enemies? Contacts? Have you traveled with anyone before? Who or what was a mentor or a teacher to you, or were you self-taught? What ideas, objects, or groups are you loyal to? (Consider any groups specific to the Dark Sun setting, such as a specific sorcerer king, a merchant house, or an individual tribe.) Consider your aptitudes: How are your base attributes (Str, Int, Con, etc.) reflective of your backstory? What caused the permanent + 1 bonus you received to one attribute? How did you acquire your class, trained skills, theme, and extra feat? How did you obtain levels in your base class, and where/how did you learn your chosen class? How did you enter into your career, calling, or archetype that is your theme? If you chose the wild talent feat, at what point did your wild talents begin to manifest, and how did they develop into at-will powers? How has your character made a living, and survived all this time? Secondarily, what do you like to do when not adventuring or training? Do you have any sidepursuits, hobbies, artistic talents, or activities you enjoy or are good at? Consider your background elements: How did you come to obtain your three mechanical bonuses? For example, if you are literate, how did you learn to read? If you received +2 to a skill, how did you come by that training? If you receive a +2 to death saving throws, did you have a near-death experience or other such encounter? If you have any notable possessions, how did you come to own them? Individualize each element, and explain how it benefits your character. Consider your appearance: How did you come to have any tattoos, piercings, or other body modifications (if any)? Do you have any lasting scars, burns, nervous tics, or psychological effects from a previous wound or trauma? Consider your motivations: Why did you leave your home? What are your goals? What do you seek to accomplish by adventuring? Are you in it for a specific reason, a task or quest, or an item? Where would you like to travel to? What drives your character to advance? Consider your defining personality traits: What is your character's general demeanor? (Refer to question 10 of the character survey.) How has your character's personality changed with time? What aspects of your character's life, or specific events therein, have shaped his or her personality? Consider the defining moments of your character's life: What were your early experiences with death? What was the most traumatic experience in your character's life? What was the greatest injury (or injuries) your character sustained, and how did it happen? What was the best thing that has ever happened to your character? Did you have some kind of rite of passage, or event that guided you to adulthood? What were your experiences with romance or love, if any? Have any moments of clarity or epiphanies shaped your character? Misc. House Rules

DM's Best Friend A circumstantial bonus/penalty of +2/-2 or +4/-4 may be provided to virtually any d20 roll, depending on the conditions. If you believe such a bonus is merited, suggest it. Rolling Dice Roll all dice within sight, on a flat surface. Re-roll any dice that balance on an edge or fall off the table. A die hitting a pencil or a book is not grounds for a re-roll. Fixed Enhancement Bonuses Due to the rarity of magic items, we will be playing with the fixed enhancement bonus rules (DSCS p. 209). Fumble A roll of a 1 on a d20 roll results in a fumble. When this occurs during an attack roll, there is a chance of weapon breakage. Roll again, and if the die results in a 5 or lower, the weapon breaks, and is only useful as an improvised melee weapon. If the roll results in a 6 or above, it is simply a normal missed/deflected attack. Alternatively, a player may choose to re-roll a die result of 1 for a reckless attack. The player will receive a +10 modifier to this attack, but their weapon will break at the end of their turn. This is a risk vs. reward scenario, ensuring that the attack hits, but at the cost of guaranteed weapon breakage. An armor/shield fumble occurs instead when you are critically hit by an enemy who rolls a natural 20 on an attack roll. You may choose whether to receive such a hit with your shield, if applicable, or your armor. Make a save to determine if this shield/armor will break, and if the die results in a 5 or lower, the item breaks. If it is a shield, it is treated like a broken weapon, and must be repaired in order to be used properly (Can be used as an improvised weapon). If it is a piece of armor, subtract 2 from its equipment bonus to AC. This cannot result in a negative armor bonus. When this occurs during a skill check or ability check, a penalty will occur at the DM's discretion (e.g. setting off a trap on a disarm check, tripping or falling during an athletic check, etc.) Masterwork weapons, armor, and shields instead break on a re-roll/ item save of 3 or lower. Metal items instead break on a re-roll/item save of 1, unless they are steel or equivalent/higher quality, in which case they are not subject to breakage rules. Magical items are not subject to breakage rules, and can only be broken or destroyed by extreme means. Item Repair Most mundane items can be repaired with the Make Whole ritual, a 1st level arcane ritual (described on p. 309 of the PHB). If this ritual is unavailable, you can attempt to repairing a broken weapon, shield, or suit of armor during a period of rest. During an extended rest, you can attempt to fix one broken item you possess. Roll an item repair check. A nonmetal item is repaired on a result of 5 or higher, a metal weapon is repaired on a result of 10 or higher. Each time an item breaks, it becomes harder to repair. At a certain point it becomes impossible to repair and the weapon is considered ruined, and is unusable. Each time an item is broken it takes a -1 penalty to repair checks. Subsequent breaks worsen this penalty by 1. An item suffering a -6 penalty that breaks is ruined and cannot be repaired. An item repair kit can be used to aid in this process. This kit includes leather strips and cords, various adhesives, gianthair thread, a small stone chisel, a sharpening stone, and a granite file. A single use of the repair kit grants a +2 bonus to a single weapon repair check. The repair kit is of limited use, as the tools either get used up or worn out. Each repair kit has 10 uses. However, these components can be salvaged from other sources or scavenged from the environment. A DC 20 nature check will restore 5 uses to an item repair kit. Metal items can only be repaired by a Make Whole ritual, or a skilled blacksmith, which is a rare thing indeed. Paragon Paths These may not require specific builds, such as pact requirements or weapon style

requirements. Instead, these are suggestions. Racial and Class requirements may still apply. This is subject to DM discretion. If you are interested in a Paragon Path that you do not meet the pre-requisites for, but seems to fit your character well, run it by me. Defiling/ Preserving When casting an encounter or daily power of the arcane power source, the caster must choose to either preserve or defile. Arcane Magic must have a power source, and in other worlds this may consist of reagents and verbal/somatic components. However, in Athas, Arcane Magic draws on the vitality of nearby plants, creatures, or minor primal spirits. Defiling magic is easy and intoxicating, but it destroys or damages the life from which a spell draws power. Preserving is much more difficult, requiring discipline and care, but it avoids harming the world around the caster. Arcane Defiling You draw upon the vitality of nearby life to fuel your magic, heedless of the harm you cause to the land, as well as friend and foe alike. At-Will, Arcane, Necrotic. Free Action, Personal Trigger: You make an attack or damage roll as part of an arcane encounter or daily power. Effect: You can reroll the triggering roll but must use the second result. In addition, each living creature within (10+ your level) squares of you takes necrotic damage equal to your healing surge value. This damage ignores immunities and cannot be reduced in any way. Minions are instead stunned by this effect until the end of their next turn. In addition, you gain temporary hit points equal to your healing surge value. This temporary hp stacks with any other similar effects, and lasts until you take an extended rest or use Arcane Defiling again. This type of temporary hp does not stack with itself. Special: If an arcane daily power is used as the trigger, terrain in a close burst (1+ level) is drained of all vitality, and becomes defiled terrain. All defiled terrain has the Sickening Heat property (Effect: A creature that begins or ends its turn in a square of sickening heat is weakened until the end of its next turn). No plant life will grow in defiled terrain for (10 x spell level) years. If Arcane Defiling is used in a particularly verdant area, the plants will wither into a fine powder and create Ash Field terrain When defiling magic is used to slaughter innocents, a foul miasma mixes with the ground to create Black Sand terrain. When the most powerful arcane magic completely drains the vitality of an area, and it becomes Dead Magic terrain (p. 134 DSCC). Arcane Preserving You carefully channel vitality of nearby life, cycling it through your body and mind, directing it into your spell. Through sheer willpower, you become a two-way conduit for life force, sustaining your own spellcasting and returning life force to nearby creatures and plants. This is no easy task, and sometimes you are forced to draw upon your own energies in order to avoid defiling At-Will, Arcane, Radiant. Free Action, Personal Trigger: You make an attack roll as part of an arcane encounter or daily power. Effect: You are forced to make an Arcana check in order to cast your spell. If you fail this check, you must draw upon your own life-force in order to preserve, making an endurance check. If the triggering spell is an encounter power, the DC for both of these checks is easy (10+ your level). If the triggering spell is a daily power, the DC for both of these checks is moderate (15+ your level). If you succeed on the Arcana check, the spell is cast as normal. If you fail the Arcana check, but succeed on the Endurance check, the spell is cast as normal. If you are to fail both of these checks, you lose one healing surge. Ritual Casting - Preserving magic is the primary means by which rituals are cast. Rituals, by their

very nature, require intense discipline and forethought. They also draw power from residuum and other reagents, which is represented by the component cost of a ritual. They are therefore preserving magic, by default. Additionally, certain rituals may not be available within the Dark Sun Setting (DSCS p. 116) A few rituals make life in Athas's harsh environment too forgiving. Others allow travel or communication that is too easy Which rituals are available are subject to DM discretion please run any initial rituals or rituals you wish to purchase/obtain by me. Ritual Defiling A caster may use Arcane Defiling to eliminate of the component cost of any ritual (up to 250gp) by fueling the ritual with the vitality of nearby life forms. Upon completion of the ritual, both the Effect and Special entries of Arcane Defiling occur. This can only be used in an area with substantial plant life, or in the presence of at least three creatures (willing or unwilling). Ritual Preserving A caster may use Arcane Preserving to eliminate the component cost of any ritual (up to 1,000gp) by funneling their very essence into the ritual. Upon completion of the ritual, the caster loses all healing surges and is left at 1 hp. If a caster uses Arcane Preserving in this way to complete a ritual more than once a week, they immediately die, but the ritual does take effect. Religion/Psionics The religion skill is replaced by Psionics, which is based off of intelligence. Psionics is used for knowledge of Psionic artifacts, Psionic lore, or Psionic creatures This behaves much like Arcane or Religion knowledge checks (PHB p. 179). Additionally, this skill can be used to detect Psionics (trained only). This behaves like detect magic (PHB p.181), identifying psionic zones, Psionic effects, or sensing the presence of Psionics.

Вам также может понравиться