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Dark Sun 4e

Page history last edited by Veggiesama 15 years, 1 month ago

I like Shado's character sheets the best, but these are the official ones.

 

Download your characters as CB files here.

Download your characters as PDFs here.

 

AwesomePackage Part2.zip

  • Bonus updated house rules, see comment, put them in your ..\Character Builder\Custom\ folder.

 

Character builder installation

  1. Download this zip file and unzip it somewhere temporary.
  2. Install ddisetup.exe. Remember where the folder is!
  3. Install 15 CB_Oct_2010.exe and point to the Character Builder folder
  4. Unzip the contents of CBLoaderV1.1.6.zip directly to Character Builder folder
  5. Unzip Wizards Everything.zip to the ..\Character Builder\Custom\ folder
  6. Copy KBM Attack.part, KDM Defense Scaling.part, etc. (basically all the .part files) to the ..\Character Builder\Custom\ folder as well
  7. Create a shortcut to CBLoader.exe in the Character Builder folder and always run that when you want to load the Character Builder. The first time you run it, you will have to wait a few minutes for a console to merge the .part files, but it will load instantly after that.

 

Character creation guidelines

  • IMPORTANT: Under Manage | Details in the Character Builder, CHECK Dark Sun and Inherent Bonuses.
  • Think up a concept before you go wading through the builder.  There's a lot of shit in there.
  • Ability scores: Standard 22 point-buy. However, you cannot raise your starting ability scores past 18 (including racial mods). 
    • In other words, no one can start with a 19 or 20 ability score, but obviously at level 4 you can bump your 18 to 19.
  • Level: Start at level 5.
  • Races: No non-DarkSun races, like gnomes, drow, etc. All dragonborn (dray) breathe fire.
    • Make sure you read the write-up of your race.
  • Classes: No divine classes (the gods of Dark Sun are dead).
    • Arcane classes are rare, because arcane magic is illegal. Bluff skill is highly recommended to disguise your magic. 
    • Martial classes will like the weapon breakage rules. 
  • Themes: Choose one character theme. You get a free power from it at L1 and have the option to take theme-based powers and feats later on.
    • I am skeptical of the themes from Dragon 399, so clear it with me first.
  • Backgrounds: Choose as many backgrounds as you want, but only one gives game bonuses.
    • Forgotten Realms & Eberron backgrounds not allowed, obviously. Also no Scales of War.
  • Wild talent: Choose one wild psionic talent.
  • Equipment: Receive one free L5 or below magic item and 100 gp. Yes, you are tough, but poor as hell.
    • Remember inherent bonuses are enhancement, so they won't stack with weapons/armor.
    • Don't forget survival days (5 gp/day) and backup weapons (weapon breakage rules in effect).
  • Power cards: Did I mention I will not let you play unless you bring your own power cards?
    • The character sheet (button on left) generates some usable cards, but there are others out there that look a whole lot better.
    • Lots of people have used The Magic Set Editor (MSE) to make D&D power cards. It's a really powerful program. 
    • Leave room to pencil in attack bonus / damage rolls, because that will change from level to level.
    • Also, bring power cards.

 

Click for Map of Tyr Region (17mb)

Comments (29)

Veggiesama said

at 8:52 pm on May 31, 2011

Oh, btw, you don't have to post a character sheet to this wiki or anything. Though feel free to write up a short backstory or character concept or whatever.

Veggiesama said

at 4:41 pm on Jun 3, 2011

Added this: "You cannot raise your starting ability scores past 18 (including racial mods)"

Reasons: should discourage one-trick-ponyism and encourage well-rounded characters. Tell me if you have any objections

Veggiesama said

at 4:43 pm on Jun 3, 2011

Oh yeah, last thing. I want to level up extremely fast... maybe 1 level per session. So if we play regularly for a month or two, there's a decent chance we'll hit paragon levels.

Veggiesama said

at 7:56 pm on Jun 6, 2011

Made a change to backgrounds: no Scales of War. Some are just silly strong (auspicious birth), and many are just awful.

I also found out something I forgot about how backgrounds work. When you pick a primary background, you get one of the following benefits:
* Gain a +2 bonus to checks with a skill associated with your background.
* Add a skill associated with your background to your class’s skills list before you choose your trained skills.
* Choose one language connected to your background. You can speak, read, and write that language fluently.

I forgot about the +2 bonus option. That makes backgrounds look a looooot better.

Jimmy Heck said

at 12:34 pm on Jun 7, 2011

I was just looking at the map, and its key. Can we please start on the scrub plains? :P

Tlasco said

at 2:25 pm on Jun 7, 2011

So I was going through feats, desperately trying to make my BM sticky (even though he uses a pole-arm (for now)). All I could really find were options that give me OA when mobs don't behave like I want. And as you know, there is little reason for me to get STR, making my MBA awful. I keep debating on the worth of spending a whole feat to make my defender on-par with other defenders (Melee Training Con), so I googled it.

http://community.wizards.com/go/thread/view/75882/22464381/Enders_Game_-_the_Battlemind_Handbook&post_num=7#391275401

It seems that some people think it ought to be a free fix for BMs, much like other HR math fixes. For now, I'll just suck it up and take the feat in order to finish my character, but if you could think about it I'd really like a different feat :3

Tlasco said

at 2:31 pm on Jun 7, 2011

Also, I figured out a really fucking sweet combo for BM move-forcing and polearms. However, I basically can't take it with being a Wild BM, I guess I can't wreck the game. :(

Polearm Momentum
Dex 15, Wis 15 (yheck), Fighter (easy)
Whenever you use a polearm or spear attack to push or slide a target 2 or more squares, you can also knock that target prone at the end of the forced movement.

Consider that in tandem with my copious forced movement potential.. It makes me sad every time I remember I can't take the feat. :(

Tlasco said

at 2:33 pm on Jun 7, 2011

And yes, I could definitely go Wis BM, but then I lose my face abilities. So them's the trade-offs.

Regardless, I'm still super hyped.

Veggiesama said

at 11:20 pm on Jun 7, 2011

Download the AwesomePackage Part2.zip (link at top of page) to get some new house rules. I'll post the entire list over on the House Rules page.

Veggiesama said

at 5:00 am on Jun 24, 2011

Everything you ever wanted to know about Spirit Companions:
http://community.wizards.com/go/thread/view/75882/22949629/Shaman_Spirit_Companion_FAQ

Veggiesama said

at 5:17 am on Jun 24, 2011

Some highlights:
* SCs ignore difficult terrain and can actually fly or be summoned in the air.
* SCs are not considered allies (or creatures, for that matter) and cannot flank with your allies. However, if YOU flank with an ally, your SC gains the combat advantage bonus, whether or not it's also in a flanking position (weird, huh?).
* For an added twists, SCs can't BE flanked either, because they are not creatures.
* SCs are immune to area or close attacks (only can be targeted by melee/range).
* SCs occupy a square, but they don't provide cover.
* Protector Spirit's spirit boon grants +CON hp to both the primary target and the ally who gets +1d6, provided they are both adjacent to the SC. You get to "double dip."
* Vigorous Spirit (feat) provides +WIS only to the primary target, NOT the other ally who gets +1d6.

Veggiesama said

at 5:20 am on Jun 24, 2011

Actually you're level 6 now... so if both are adj. to SC, your heal should look like this:
Primary: Healing surge + CON (spirit boon) + WIS (feat) = HS + 8
Secondary: 2d6 + CON (spirit boon) = 2d6 + 4

Veggiesama said

at 6:07 am on Jun 24, 2011

I want to rule that all of the battlemind's Psionic Study powers (Wild Focus, Speed of Thought, etc.) now require NO ACTION as opposed to free/immediate actions. This will allow you to use them during surprise rounds (chalk it up to psychic premonition). It makes no sense to get screwed out of a class feature just because you're not in the surprise round (Battleminds don't even get Perception as a class skill to help alleviate that).

Veggiesama said

at 6:09 am on Jun 24, 2011

I'll throw it up on the house rules page later.

Veggiesama said

at 6:27 am on Jun 24, 2011

Looking at the infamous Lightning Rush battlemind power... Just to pre-empt arguments:
1. If you LR an enemy using an area/ranged attack, then yes, you get a "double whammy" (the LR attack, plus an Opportunity attack triggered by the original area/ranged attack).
2. If you use augment 2, it says you become the target of the attack. However, I want to change one thing: if it's an area/close attack, then you must become *a* target of the attack. In other words, the attack must include you as a target, but if another ally can be included in the revised attack, then that's still valid. So rushing in on a dragon's breath (close blast) or an exploding enemy (close burst) might not be the best time to use Lightning Rush, but stopping a fireball spell (area blast), a sniper (ranged), or a sword (melee) would be.

Veggiesama said

at 6:30 am on Jun 24, 2011

Another way to rule #2: if you like thinking of the power as "jumping on a grenade to save your allies", then here's another way we could rule it. For every ally who would have been targeted, you become the new target. So if the dragon is about to consume 3 of your allies in a fire blast, then you could grab the dragon's face and consume 3 separate attack rolls and damage by yourself. Maybe 4 since you are now considered an independent target for the blast (1 + 3 ally soaks).

Seems like an easy way to get yourself killed though.

Veggiesama said

at 6:54 am on Jun 24, 2011

Some thoughts on Body Double, if you decide to take that instead:
1. You are the same person, just occupying two places at once, so any conditions affecting you affect your double. If your double is knocked prone, you are too. Defenses and attack rolls identical.
2. Move (Move action): Your [body double] or both of you take a move action. The move actions need not be the same. [adapted from Commanding a Beast Companion, MP41]

Veggiesama said

at 6:58 am on Jun 24, 2011

Now here's where things get tricky... if an enemy triggers your Blurred Step, who gets to shift? Just you, not the double? The self who it was triggered for? Both of your selves?

What about an ally's power that lets allies shift 1 square? Does it let both you and the double shift 1, one or the other, or just you?

Oh man, my head is going to explode...

Veggiesama said

at 7:01 am on Jun 24, 2011

Also Body Double has some issues with its augments... they kinda suck.

What if Augment 1 let you do 1[W] + Con, and Augment 2 was 2[W] + Con, in addition to the effects described?

Veggiesama said

at 7:06 am on Jun 24, 2011

Oh god, Lodestone Lure. I came across this funny idea of an exploit:

"This power has some curious wording as to how it works. Under one interpretation it can almost act like a melee immobilize as well, if the creature isn't pulled preventing it from moving anywhere at all. After some thought and it appearing not once, but twice in two games and thinking about it the power will be interpreted as such: If the creature is non-adjacent to the battlemind to begin with, it can still move but it must end that move in a square adjacent to the battlemind and each square of movement must take it closer to an adjacent square. This is closer to the intent of the power I feel and means it doesn't get a secondary rider effect - effectively immobilize - that I don't think is originally intended by the power. "

Veggiesama said

at 7:18 am on Jun 24, 2011

You could pull and enemy and walk away, or teleport away, or maybe the enemy is immune to forced movement. Either way, the power says "the target can move only to squares that are adjacent to you:"

|_|_|_|_|_|
|Y|_|_|T|_|
|_|_|_|_|_|

In that example, the Target can't move to any adjacent squares that are adjacent to You, so he can't move anywhere, which makes him effectively mobilized. Woo.

Pretty stupid. Let's go with something like "The target must end their turn adjacent to you" instead, or else... you know this power might be a lot more fair if there was an "or else" clause.

Tlasco said

at 12:42 pm on Jun 24, 2011

Oh god, I'll sift through this in a second. So yeah, according to this thread we were doing the healing right and wrong simultaneously. But I like this the most:
"Q: Can the spirit companion be flanked?

A: No. This is a bit of complicated reasoning, but to be flanked the target needs to be a creature as defined by the PHB 57. Your SC is not a creature and therefore can not be flanked."

Tlasco said

at 12:54 pm on Jun 24, 2011

God, this is going to be a point by point nonsense rant. Anyway. You sure you want to change the BM feature to no actions? It could be kind of fun. Wild BM feature has some nice feats iirc. I might keep Wild instead of going for Quick -- I'll look into it. I don't have the rules with me here, but hey, I'm bored at work so I'll handwave with abandon.

For LR augment 2, it was never in my reading that it would soak up an entire AoE, just (with good positioning) make me able to be the only target in Burst 3, for example. I think it's fine without the "grenade jumping" ruling.

Body Double. Are you sure the BD gets knocked prone if I do? Not sure if "thoughts" means musings for HR or reflection on RAW. As for moving, yes. I like the idea that I can position him like a pet. Seems to make its 1 round limit a lot more attractive. I wonder if we'll have too many pets..:3 The augment suggestions seem OK. I rather have augs wow me with (controllerish?) abilities than just deal more damage, but damage is nice, too. And I could telemaport with just an Aug 1.. so.. Yeah, those seem good!

I had figured that BD RAW would allow the image to shift on Blurred step along with me. Looking for info on this on the forums. However, I have no idea about ally powers. I assume the answer would be 'one or the other' as targetted, but I have to look at the wordings of how BS and BD are written to make sure the ruling would be consistent.

And as for your lodestone lure exploit. Yes, this is exactly how it works and yes, I've been looking for a chance to use it as such. However, I haven't had any chances (goddamn pits).

Tlasco said

at 1:01 pm on Jun 24, 2011

Honestly I don't like the idea of an "or else" addition. Too much work for a power I'd much rather have be pure adhesive. I'm fine with rewriting the power to make enemy movement identical to charge rules: that every square they enter must bring the creature closer to a square adjacent to me. Also, they should probably be required to move their maximum movespeed until they reach a square adjacent.

Veggiesama said

at 7:40 pm on Jun 24, 2011

LR Aug 2: Okay good

BD: Except for specific movement positioning, the double IS you for all intents and purposes. So all conditions that affect the double affect you and vice-versa. As for the bonus damage, I dunno. Lightning Rush has amazing augments while BD's augments are forgettable. Aug 1 basically lets you do a free teleport on your next turn, and Aug 2 adds 1[W] damage. Considering LR basically grants you another action and can save an ally's life...

As far as blurred shifting + body double, that's probably a judgment call on us, since by RAW i don't think the body double ever moves from its position for any reason. No force move, etc.

Lodestone Lure: Yeah, I'm not a fan of the virtual immobilize. Doesn't seem to be the spirit of the attack. So we'll go with the "every square they enter must bring the creature closer" interpretation, like charging.

Jimmy Heck said

at 9:24 pm on Jun 24, 2011

http://i222.photobucket.com/albums/dd181/VanBeliever12/error.jpg
Btw, I still can't install the Character builder. I keep getting this error message

Veggiesama said

at 7:38 am on Jun 25, 2011

You might need the latest version of .NET
http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=17851

Otherwise I dunno

Tlasco said

at 12:55 pm on Jun 28, 2011

Just wondering. Is there a way to use html forms in PBwiki? Like checkboxes? I started making a template to save daily power usages for my page (for between-session tracking), but then I realized -- durr -- it needs to save the information somewhere. This problem reminds me of that really cool combat tracker you made for the Gevearth game. I think it used javascript? Or was that just so we could display multiple pages in those boxes?

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