Tuesday, August 11, 2015

Dark Sun: Feral Classes

The barbarian an the druid classes didn't required much changes. Just some renaming and tweaking for flavor sake.

The barbarian totems for example, since there are no wolves, bears and eagles in Athas, I had to look around for beasts with similar qualities. The Klar is literally a big nasty bear, so the choice was easy. The Dagorran (as presented in 4E) is a tracking beast that hunts in packs, so very much like the wolf, specially the benefits provided by the wolf totem. Finally the eagle was a hard one, I could not find a bird of prey besides the Kes'trekel, which is more a carrion bird. I really don't like it for a totem, but for now I'll leave at that—perhaps later I'll work a new totem from scratch based on an Athasian beast.

Regarding the druid, I gave the circles a little name tweak, and created new circle spells lists, more appropriate for Athas peculiar geography. I was tempted at first to use just four types of terrains: the Tablelands, the Sea of Silt, the Ringing Mountains and the Forest Ridge—I guess someone can try this simpler approach and use the desert, coast, mountain and forest spell lists, respectively. But I rather worked on the types of terrains presented in the 4E Dark Sun Campaign Setting book. Some of the spell lists may seem repetitive, because the differences are subtle. My three main focuses when creating the lists was theme, traveling, and survival in each particular terrain. Let me know what do you think.

Barbarian

Brutality is a way of life in Athas, as much in some of the cities as in the dwindling tribes of Athas’ harsh wastes. Nibenese sages claim that the potential for savagery is in every sentient race, and the history of Athas seems to support their claim.

Class Features

You get all the class features from the Barbarian class as presented in the PHB, unless noted otherwise.

Totem Spirit

In Athas you substitute the regular totem animal as follows:

Klar Totem

The klar looks much like a large kodiak bear with a head that seems a little too large for the body. Its back is covered with a chitinous plate It has a thick, stump of a tail that aids its balance when it stands erect. The klar is large, towering over most Athasian fauna when standing fully erect. Its thick, sandy-colored fur grows as much as six inches long. The klar moves about on all four massive paws. Its long arms reach the ground when erect.
The Klar totem spirit gives you the same benefits as the Bear totem.

Kes’trekel Totem

Kes’trekel are fairly scrawny in appearance, with black plumage graying from the constant exposure. The only spot of appreciable color is found on the head, where the vivid crimson stands out like the blood it resembles. The horrid croak of a kes’trekel is considered a harbinger of death, because these predators gather when a creature is about to die. 
The Kes’trekel totem spirit gives you the same benefits as the Eagle totem.

Dagorran Totem

Vicious predators of the wastes, these reptilian creatures are feared throughout Athas. They track the unique traces of sentient minds, running in packs as they relentlessly hunt down their quarry. Dagorrans are pack predators. A dagorran can latch onto a sentient creature's mind, whether through direct contact or by stum­bling upon that creature's psychic trail. The pack is relentless once on the scent of prey, tracking a target for days or weeks before closing for the kill. 
The Dagorran totem spirit gives you the same benefits as the Wolf totem.



Druid

Druids are independent priests who ally themselves with various spirits of the land. He shares power with the spirit he worships, nurturing and protecting the geographical feature to which the spirit is tied. Virtually every feature of the land on Athas has a druid to protect it, but there is no worldwide organization of druids-they serve independently, living patient, solitary lives of guardianship.

Class Features

You get all the class features from the Druid class as presented in the PHB, unless noted otherwise.

Proficiencies

As presented in the PHB, but replace Religion skill for Stealth.

Wild Shape

Not all the beasts of the 5E Monster Manual® are present in Athas. The following is a list of options for the druid to use with the Wild Shape feature.

CR 0
Bat, Giant Fire Beetle, Lizard, Rat, Scorpion, Spider
CR 1/8
Giant Rat, Poisonous Snake, Kes’trekel*
CR 1/4
Baazrag*, Constrictor Snake, Erdlu*, Giant Bat, Giant Centipede, Giant Lizard, Giant Poisonous Snake, Giant Wolf Spider, Jhakar*, Kank*, Panther
CR 1/2
Giant Wasp, Hatori*
CR 1
Giant Spider, Lion, Tiger
CR 2
Crodlu*, Giant Constrictor Snake, Saber-Toothed Tiger
CR 3
Cha’thrang, Giant Scorpion, Inix*
CR 5
Greater Hatori*
*Creatures stats not converted yet.

Druid Circle 

For flavor sake, the Circle of the Land and the Circle of the Moon have been renamed as the Circle of the Wastelands and the Circle of the Two Moons, respectively. Also a list of circle spells are suggested, adapted to Athas unique geography.

Forest
Druid Level
Circle Spells
3rd
barkskin, spider climb
5th
plant growth, spirit guardian
7th
freedom of movement, grasping vine
9th
commune with nature, tree stride

Mountain
Druid Level
Circle Spells
3rd
spider climb, earthbind*
5th
lightning bolt, meld into stone
7th
stone shape, stoneskin
9th
passwall, wall of stone

Rocky Badland
Druid Level
Circle Spells
3rd
spider climb, spiked growth
5th
clairvoyance, meld into stone
7th
freedom of movement, locate creature
9th
passwall, transmute rock*

Salt Marsh
Druid Level
Circle Spells
3rd
levitate, protection from poison
5th
water breathing, water walk
7th
freedom of movement, giant insect
9th
antilife shell, insect plague

Sandy Waste
Druid Level
Circle Spells
3rd
blur, dust devil*
5th
protection from energy, wall of sand*
7th
blight, hallucinatory terrain
9th
control winds*, mislead

Scrub Plain
Druid Level
Circle Spells
3rd
invisibility, pass without trace
5th
haste, phantom speed
7th
dimension door, greater invisibility
9th
commune with nature, control winds*

Silt Shore†
Druid Level
Circle Spells
3rd
levitate, misty step
5th
water walk, slow
7th
freedom of movement, dominate beast
9th
transmute rock*, hold monster

Stony Barrens
Druid Level
Circle Spells
3rd
spiked growth, locate animals or plants
5th
meld into stone, erupting earth
7th
freedom of movement, stone shape
9th
transmute rock*, wall of stone

*This spells can be found in the Elemental Evil Player’s Companion.
†This includes mudflats, estuaries and shores of the Sea of Silt.


More Dark Sun conversions:
[ Elemental Cleric ]
[ Athasian Wizard ]

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