

There is also some material published by Paizo I could never find anywhere. There were also some articles published in Dragon Magazine issues 315 and 319, and Dungeon Magazine issues 110 and 111. There’s the original AD&D2 setting, the ’s unofficial 3.5e adaptation, and the official 4e adaptation. The next step would be to identify which iconic Dark Sun monsters don’t exist in PF2e and create them from scratch.Ī last issue I want to bring here is to decide on what is the Dark Sun setting. I’m also about to go through the bestiaries to identify which PF2e monsters are also present in the Dark Sun setting and are thus to be kept as they are, and which PF2e monsters are not present in the Dark Sun setting, but really fit in and thus could be kept too. I’ve started to work on such a categorization for classes and ancestries. If we go that way, the first steps would be to identify and decide upon which PF2e content falls into which category. Kept with some more substantial modifications Kept as is, or with very minor modifications This would set four possibilities for any PF2e rule element: This also implies, though, that some setting elements will require some substantial modifications to the PF2e rules (I’m thinking especially, but not exclusively, about magic and psionics, here). The question would then be to decide if an element is sufficiently well reproduced or not. This would mean any setting element that can already be satisfyingly reproduced through PF2e mechanics should be. I would personally argue for a somewhat mixed approach, prioritizing Dark Sun’s thematic elements (that’s the setting we love and want to make playable in PF2e, after all), trying to fit their underlying mechanical implications into the existing PF2e rules as much as possible. Let’s define one vision so we can work towards the same goal.Īt first glance, I see two different philosophical approaches: prioritizing Dark Sun’s thematic and mechanical specificities, which will without any doubt affect PF2e’s balance and require more work, or prioritizing PF2e’s mechanics, which will necessarily contradict or neutralize lots of the setting’s thematic elements. Depending on how it goes, more will follow.Īdapting the Dark Sun setting to Pathfinder 2e can go in a lot of different directions. This very first post aims at roughly explaining the vision I have for this project and see if people are interested to join me in this endeavor. Paizo Publishing, LLC.This subreddit has been created in order to serve as a focus point for a collective work on a Pathfinder 2e adaptation for the Dark Sun setting. ↑ Tanya DePass, James Jacobs, Lyz Liddell, et al.The First Edition detail is preserved in the infobox and category structure. Thus, the item no longer requires italic typeface. ↑ Lost Omens Legends has codified that 'sun orchid elixir' is no longer a minor artefact, as it was in Pathfinder First Edition, but an alchemical elixir in Pathfinder Second Edition.Orchid hunters must also contend with the local tribal leaders, known as Water Lords many of these lords are little better than bandits. The flower can be found only in Thuvia's desert interior, regions infested by the corrupted genies known as divs. The key ingredient is the nectar of the rare sun orchid flower. The secret of its creation was discovered by the Thuvian alchemist Artokus Kirran in 1140 AR.

The fabled sun orchid elixir is much sought after for its ability to temporarily halt the aging process, restoring the drinker to the age of its race's young adults. Source: The Inner Sea World Guide, pg(s). 301
