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Dark Sun Campaign Setting


Pathfinder conversion [Revised 10/17/2014]
Table of Contents
WELCOME TO ATHAS: A Quick Players Primer ............................................................................................................................................................... 2
CHARACTER CREATION .................................................................................................................................................................................................... 3
RACES ............................................................................................................................................................................................................................... 4
FORBIDDEN RACES, THE EXTINCT ............................................................................................................................................................................... 4
ATHASIAN RACIAL TRAITS ........................................................................................................................................................................................... 4
COMMON RACES ......................................................................................................................................................................................................... 4
Dwarves .................................................................................................................................................................................................................. 4
Elves ........................................................................................................................................................................................................................ 5
Half-Elves ................................................................................................................................................................................................................ 6
Half-Giants .............................................................................................................................................................................................................. 7
Halflings .................................................................................................................................................................................................................. 8
Humans .................................................................................................................................................................................................................. 9
Muls ........................................................................................................................................................................................................................ 9
UNCOMMON RACES ................................................................................................................................................................................................. 10
Fetchling ............................................................................................................................................................................................................... 10
Ifrit ........................................................................................................................................................................................................................ 11
Oread .................................................................................................................................................................................................................... 12
Sylph ..................................................................................................................................................................................................................... 13
Thri-Kreen ............................................................................................................................................................................................................. 14
RARE RACES ............................................................................................................................................................................................................... 15
Aarakocra ............................................................................................................................................................................................................. 15
Dray ...................................................................................................................................................................................................................... 16
Half-Pyreen ........................................................................................................................................................................................................... 17
Pterrans ................................................................................................................................................................................................................ 18
Undine .................................................................................................................................................................................................................. 19
Villichi ................................................................................................................................................................................................................... 20
CLASSES .......................................................................................................................................................................................................................... 20
RESTRICTED CLASSES ................................................................................................................................................................................................. 20
NEW CLASSES ............................................................................................................................................................................................................ 20
REVISED CLASSES....................................................................................................................................................................................................... 28
NEW SKILLS .................................................................................................................................................................................................................... 30
NEW FEATS ..................................................................................................................................................................................................................... 31
GENERAL FEATS ......................................................................................................................................................................................................... 31
CHANNELING FEATS .................................................................................................................................................................................................. 32
ITEM CREATION FEATS .............................................................................................................................................................................................. 32
PSIONIC FEATS ........................................................................................................................................................................................................... 33
RACIAL FEATS ............................................................................................................................................................................................................ 33
EQUIPMENT ................................................................................................................................................................................................................... 35
CURRENCY ................................................................................................................................................................................................................. 35
MATERIALS ................................................................................................................................................................................................................ 35
MAGIC ............................................................................................................................................................................................................................ 36
ARCANE MAGIC ......................................................................................................................................................................................................... 36
DEFILING MECHANICS .......................................................................................................................................................................................... 36
ADVENTURING ............................................................................................................................................................................................................... 38

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WELCOME TO ATHAS: A Quick Players Primer

The world of the DARK SUN Campaign Setting is unique in several ways. Many familiar trappings of the DUNGEONS &
DRAGONS game are missing or turned on their heads. Athas is not a place of shining knights and robed wizards, of deep
forests and divine pantheons. To venture over the sands of Athas is to enter a world of savagery and splendor that
draws on different traditions of fantasy and storytelling. Simple survival beneath the deep red sun is often its own
adventure.

Newcomers to Athas have many things to learn about the world, its people, and its monsters, but the following eight
characteristics encapsulate the most important features of the DARK SUN campaign setting.

The World is a Desert: Athas is a hot, arid planet covered with endless seas of dunes, lifeless salt flats, stony wastes,
rocky badlands, thorny scrublands, and worse. From the first moments of dawn, the crimson sun beats down from an
olive-tinged sky. Temperatures routinely exceed 37 degrees by midmorning and can reach 54 degrees or more by late
afternoon. The wind is like the blast of a furnace, offering no relief from the oppressive heat. Dust and sand borne on
the breeze coat everything with yellow-orange silt. In this forbidding world, cities and villages exist only in a few oases or
verdant plains. The world beyond these islands of civilization is a barren wasteland roamed by nomads, raiders, and
hungry monsters.

The World is Savage: Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes of inhuman
savages overrun the deserts and wastelands. The cities are little better; each chokes in the grip of an immortal tyrant.
The vile institution of slavery is widespread on Athas, and many unfortunates spend their lives in chains, toiling for
brutal taskmasters. Every year hundreds of slaves, perhaps thousands, are sent to their deaths in bloody arena
spectacles. Charity, compassion, kindnessthese qualities exist, but they are rare and precious blooms. Only a fool
hopes for such riches.

Metal is Scarce: Most arms and armor are made of bone, stone, wood, and other such materials. Mail or plate armor
exists only in the treasuries of the sorcerer-kings. Steel blades are almost priceless, weapons that many heroes never see
during their lifetimes.

Arcane Magic Defiles the World: The reckless use of arcane magic during ancient wars reduced Athas to a wasteland. To
cast an arcane spell, one must gather power from the living world nearby. Plants wither to black ash, crippling pain
wracks animals and people, and the soil is sterilized; nothing can grow in that spot again. It is possible to cast spells with
care, avoiding any more damage to the world, but defiling is more potent than preserving. As a result, wizards and other
wielders of arcane magic are generally reviled and persecuted across Athas regardless of whether they preserve or
defile. Only the most powerful spellcasters can wield arcane might without fear of reprisals.

Sorcerer-Kings Rule the City-States: Terrible defilers of immense power rule all but one of the city-states. These mighty
spellcasters have held their thrones for centuries; no one alive remembers a time before the sorcerer-kings. Some claim
to be gods, and some claim to serve gods. Some are brutal oppressors, where others are more subtle in their tyranny.
The sorcerer-kings govern through priesthoods or bureaucracies of greedy, ambitious templars, enforcers who can call
upon the kings powers.

The Gods are Silent: Long ago, the gods left Athas. Today, Athas is a world without deities. There are no clerics, no
paladins, and no prophets or religious orders. In the absence of divine influence, other powers have come to
prominence in the world. Psionic power is well known and widely practiced on Athas; even unintelligent desert monsters
can have deadly psionic abilities. Priests and druids call upon the primal powers of the world, which are often sculpted
by the influence of elemental power.

Fierce Monsters Roam the World: The desert planet has its own deadly ecology. Many creatures that are familiar sights
on milder worlds have long since died out or never existed at all. Athas has no cattle, swine, or horses; instead, people
tend flocks of erdlus, ride on kanks or crodlus, and draw wagons with inixes and mekillots. Wild creatures such as lions,
bears, and wolves are almost nonexistent. In their place are terrors such as the id fiend, the baazrag, and the tembo.
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Familiar Races Arent What You Expect: Typical fantasy stereotypes dont apply to Athasian heroes. In many DUNGEONS
& DRAGONS settings, elves are wise, benevolent forest-dwellers who guard their homelands from intrusions of evil. On
Athas, elves are a nomadic race of herders, raiders, peddlers, and thieves. Halflings arent amiable river-folk; theyre
xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. Half-giants are brutal
mercenaries that serve as elite guards and enforcers for the sorcerer-kings and their templars in many city-states.

About This Document
This document sets out the house rules for a Pathfinder-based DARK SUN campaign. The other rules-relevant texts are
the Pathfinder Core Rulebook, the Pathfinder Advanced Players Guide, Dreamscarred Presss Psionics Unleashed and
Athas.orgs Dark Sun 3 Core Rules (revision 7).

This text essentially updates the Athas.org 3.5 rules to a Pathfinder-like standard. This means that races are converted to
be on par as ECL +0 (although the power curve is greater than other campaign settings, they are broadly comparable
with each other).

Classes are modified to the Pathfinder design philosophy of streamlining ability mechanics and removing dead class
levels.

These changes are not set in stone, consider them a proposal for a fun, heroic, mechanical framework around which to
forge your stories of the heroes, villains or survivors you will play.

How to Use this Document
If in doubt as to which conflicting rule should apply from amongst these texts, the hierarchy of precedence is as follows:
House Rules Document (DSHR) > Pathfinder Core Rulebook (PCR) & the Pathfinder Advanced Players Guide (APG) &
Psionics Unleashed (PU) > Athas.orgs Dark Sun 3 Core Rules (revision 7) (DS3r7).

In terms of flavor and descriptive text the Dark Sun 3 Core Rules (revision 7) should be taken as the guide.

CHARACTER CREATION
Generating Attribute Scores: Characters should be created by rolling 4d6 for each attribute and dropping the lowest die;
total ability scores of less than 66 should be re-rolled.

Starting Level and Hit Points: Following DARK SUN tradition, all characters start at 3rd level; awarding max hit points for
these first three class levels. Subsequent levels can either take of a hit die per level (carry over fractions to the next
level), or roll your hit die for hit points ignoring all 1s and 2s.

Skills Note Literacy: Writing and literacy is illegal within the Tyr Region with the exception of nobles, Templars, and
sorcerer-kings. No PC starts with any literacy in languages they know. Literacy must be purchased with skill points.
Wizards do not keep written spell books. They develop coded means of recording spells.

Caste: Decide the strata of the social hierarchy from which your character hails. In descending order Athasian city-state
society is structured as follows: Sorcerer-King, Templars, nobles, freemen, merchants, slaves and outsiders (e.g., elves,
halflings, thri-kreen). This will have role-playing and minor mechanical implications. Note that all gladiators are slaves,
although it is possible that a freeman gladiator could engage in a debt-contract to re-enter the arena, provided a
trustworthy patron is found.

Starting money: Freemen: 300 Cp; Slaves: nothing, in-game assignment of gear by DM.

What you can spend it on: No magic items. Masterwork items permitted. Special materials, including iron weapons,
generally not available, check with DM. Inferior materials freely available. Dont forget water and supplies if you plan on
leaving town!
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RACES
FORBIDDEN RACES, THE EXTINCT
On Athas certain standard or common D&D races are not available as PC races as they are now extinct, they never
existed, or because Athas connections to the Outer Planes have been long severed. These include: Aasimar and
Tieflings. Others were wiped out in horrible acts of genocide. These include: Centaurs, Gnomes, Goblins, Kobolds, Lizard
Men, Orcs, Ogres, Pixies, Trolls and Wemics.

ATHASIAN RACIAL TRAITS
Psionics are prevalent on Athas. Even the humblest slave has some psionic talent. All characters have the following
option:
Psionic Aptitude: When an Athasian takes a level in a favored class, she can choose to gain an additional power
point instead of a hit point or skill point.

COMMON RACES
Dwarves

Dwarves form a good part of the people encountered in the Tablelands. These
strong and devoted beings live to fulfill their focus, a task they choose to devote
their lives to. Stubborn and strongminded, dwarves make good companions, even
though their usual focused nature can tend to be bothersome.
+2 Constitution, +2 Wisdom, 2 Charisma: Dwarves are strong, sturdy, and
perceptive, but their single-mindedness hinders them when dealing with
others.
Humanoid (dwarf): Dwarves are humanoid creatures with the dwarf
subtype.
Medium: As Medium creatures, dwarves have no special bonuses or
penalties due to size.
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and dwarves can
function just fine with no light at all.
Slow and steady: Dwarven base land speed is 20 feet. However, dwarves can move this speed even when
wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures whose speed
is reduced in such situations).
Stability: A dwarf gains a +4 racial bonus to their Combat Maneuver Defense when they are bull rushed or
tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on
the ground).
Hardy: +2 racial bonus on saving throws against poison, psionics, spells and spelllike effects.
Weapons Familiarity: To dwarves, the urgrosh is treated as a martial rather than exotic weapon.
Focus: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus,
a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs. Dwarves also gain
a +4 racial bonus on Will saves against charm or compulsion effects that would change, delay, or distract from
their focus.
Naturally Psionic: Dwarves receive Wild Talent as a bonus feat at 1st level. If a dwarf takes levels in a psionic
class, he may replace Wild Talent with Psionic Talent instead.
Dwarven Psionics: Dwarves gain the following psionic power: vigor. The manifester level for this effect is equal
to the dwarfs level. The DC for this power is equal to 10 + the powers level + the dwarfs Charisma modifier
(unless the dwarf has psionic class levels, in which case a more favorable ability score is used).
Automatic Languages: Common and Dwarven. Dwarves with high intelligence scores can choose from the
following languages: Elven, Giant, Gith, Kreen, Saurian.
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Behind The Veil: The Dwarven Focus
A dwarfs focus is the central point of his existence. Nothing Is more rewarding to a dwarf than to complete his focus. A
Focus must take at least a week to complete; anything less than that is too simple a task to be considered a focus.
Dwarves receive a morale bonus working to complete a focus. The Task must be directly related to the completion of the
focus, however.

For example, Grelak, Protector of his Dwarven community, makes the retrieval of a sacred book stolen during a raid his
focus. After A week of gathering clues, he sets out to retrieve the artifact from its current possessor, who hides in a
trading post two weeks away. On The way to the outpost, he encounters a wild lirr; while battling this foe, he receives
his morale bonus, because he is trying to reach the book. Later, Grelak Stops in Nibenay For some rest, and gets in a
brawl. He doesnt receive any bonuses, because he isnt actively pursuing his focus.

Elves

Athas deserts, plains, steppes and badlands
are home to the elves, a longlimbed race of
trading, raiding, thieving sprinters. Running is
the key to acceptance and respect among
elves. Elves that are injured and cannot run
are often left behind to die.
+2 Dexterity, +2 Charisma, and -2
Constitution: Elves are agile and
manipulative, but less sturdy than
humans.
Humanoid (elf): Elves are humanoid
creatures with the elf subtype.
Medium Size: As Medium creatures,
elves have no special bonuses of
penalties due to size.
Swift: Elven base land speed is 40 feet. At 10th level this increases to 50 feet.
Low-light vision: Elves can see twice as far as a human in moonlight and similar conditions of poor illumination,
retaining the ability to distinguish color and detail.
Weapon Familiarity: All elves treat the elven long blade as a martial weapon. Elves are also proficient with all
bows.
Keen Senses: +2 racial bonus to Bluff, Perform and Perception checks.
Temperature resilience: Elves have a natural resistance to extreme temperatures and arent adversely affected
by the heat of the day or the chill of the night. They treat extreme heat or cold as if it were only very hot or cold,
but suffer normally from abysmal heat, or from magical supernatural heat and cold.
Desert Craft: Elves have a +4 racial bonus on Stealth checks in sandy or arid areas.
Elf Run: After a minute of warmup and a Concentration check (DC 10 against character level plus Charisma
bonus), elves can induce an elf run state. This state allows elves to hustle for long distances as easily as a human
can move normally, and run for long distances as easily as a human can hustle. Each day that an elf continues
the elf run, he must make additional Concentration Checks to maintain his elf run state: A Trivial check (DC 10)
On the second day, an easy check (DC 15) On the third day, an average check (DC 20) On the fourth day, a
difficult check (DC 30) On the fifth day, and an heroic check (DC 40) On the sixth day. Once the elf fails his
Concentration check, he loses the elf run benefits and suffers normal penalties for extended hustling and
running. After A full days rest, the elf may attempt again to induce an elf run state. With A group of elves,
runners add their leaders Charisma Bonus both to their movement rate and to any Fortitude Checks related to
movement.
Naturally Psionic: Elves Receive Wild Talent As a bonus feat at 1
st
level. If an elf takes levels in a psionic class, he
may replace Wild Talent with Psionic Talent instead.
Elven Psionics: Elves Gain the following psionic power: conceal thoughts. The Manifester level for this effect is
equal to the elfs level. The DC For this power is equal to 10 + The powers level + The elfs Charisma Modifier
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(unless The elf has psionic class levels, in which case a more favorable ability score is used).
Automatic Languages: Common and Elven. Elves with high intelligence scores can choose from the following
languages: Dwarven, Entomic, Kreen, Gith, Saurian, and Terran.

Half-Elves

Unlike the parents of muls, elves and humans are often attracted to
each other. Halfelves are typically the unwanted product of a casual
interracial encounter.
+2 to One Ability Score: Half-elf characters get a +2 bonus to
one ability score of their choice at creation to represent their
varied nature.
Humanoid (elf, human): Half-elves are humanoids with both
the elf and human subtypes.
Medium: Half-elves are Medium creatures and have no
bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in
conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at
1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception
skill checks.
Child of two worlds: Half-elves gain a +2 racial bonus to disguise checks when impersonating elves or humans.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Table lander: +2 racial bonus on all Survival and Handle Animal checks. Half-elves spend a lot of time in the wilds
of the tablelands.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point
whenever they take a level in either one of those classes.
Naturally Psionic: Half-elves receive Wild Talent as a bonus feat at 1st level. If a half-elf takes levels in a psionic
class, she may replace Wild Talent with Psionic Talent instead. At 5th level if a half-elf does not already have the
Psionic Talent feat, she gains it in addition to the Wild Talent feat gained at 1st level. If she already possesses the
feat she gains an additional 2 power points. (In total, a half-elf will gain 4 power points as a racial bonus).
Half-elven Psionics: Halfelves gain the following psionic power: empathic connection. The manifester level for
this effect is equal to the half-elfs level. The DC for this power is equal to 10 + the powers level + the half-elfs
Charisma modifier (unless the half-elf has psionic class levels, in which case a more favorable ability score is
used).
Automatic Languages: Common and Elven. Half-elves with high Intelligence scores can choose any languages
they want (except secret languages, such as Druidic).

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Half-Giants

Legend has it that in ages past, a sorcererqueen used wizardry to beget a
union of giant and human in order to create a race of powerful slaves.
Whatever the truth of this legend, the halfgiant race has increased in
number and is now fairly common especially in human controlled lands
near the shore of the Sea of Silt. Halfgiants gain great strength, but dull
wits, from their giant heritage, and are nearly as agile as their human
forbearers.
+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: Half-
giants are incredibly strong and hardy, but are also slow-witted
and find maneuvering difficult due to their impressive size.
Humanoid (giant): Half-giants are humanoid creatures with the
giant subtype.
Medium Size: Half-giants are medium-sized creatures but are
subject to the special rules below on account of their greater size.
Normal Speed: Half-giants have a base speed of 30 feet.
Low-Light Vision: Half-giants can see twice as far as humans in
conditions of dim light.
Powerful Build: The physical stature of half-giants lets them
function in many ways as if they were one size category larger.
Whenever a half-giant is subject to a size modifier or special size
modifier for a Combat Maneuver Bonus or Combat Maneuver
Defense (such as during grapple checks, bull rush attempts, and
trip attempts), the half-giant is treated as one size larger if doing
so is advantageous to him. A half-giant is also considered to be
one size larger when determining whether a creatures special
attacks based on size (such as improved grab or swallow whole)
can affect him. They also are considered large for the purposes of
their carrying capacity (i.e. x2 carrying capacity). A half-giant can
use weapons designed for a creature one size larger without
penalty. However, his space and reach remain those of a creature
of his actual size. The benefits of this racial trait stack with the
effects of powers, abilities, and spells that change the subjects
size category.
Big britches: Half-giants have greater girth than most other medium-sized humanoids and find it hard to fit into
armor and clothing designed for medium creatures. Half-giants are treated as large creatures for the purposes of
determining what they can wear, including how much it costs and weighs (PCR: Armor for Unusual Creatures; x2
cost, x2 weight).
Large and in charge: Half-giants are very unstable and can be very intimidating, gaining a +2 bonus to their
Intimidate skill to smaller creatures. As humanoids with the giant sub-type, half-giants treat Intimidate as a class
skill.
Looming Presence: Due to their greater-than-medium build, half-giants incur a -2 penalty to Stealth checks.
Large appetite: Half-giants also require lots of food and water to sustain their massive stature and take twice
the amount of food and water that normal medium creatures require.
Axis Alignment: One aspect of the half-giants alignment must be fixed, and chosen during character creation.
The other half must be chosen when they awake each morning. They are only bound to that alignment until they
sleep again. For example, a half-giant may have a fixed lawful alignment. Every morning, he must choose to be
lawful good, lawful neutral or lawful evil. This alignment change is not mandatory.
Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1
st
level. If a half-giant takes levels in a
psionic class, he may replace Wild Talent with Psionic Talent instead.
Half-giant Psi-like Ability: Half-giants gain the following psi-like ability: 1/daystomp. The manifester level for
this effect is equal to the half-giants level (minimum 1st). The DC for this power is equal to 10 + the powers
level + the half-giants Charisma modifier (unless the half-giant has psionic class levels, in which case a more
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favorable ability score is used).
Automatic Language: Common. Half-giants with high intelligence scores can choose from the following
languages: Dwarven, Giant and Gith.

Halflings

Halflings are masters of the jungles of the
Ringing Mountains. They are small, quick and
agile creatures steeped in an ancient and rich
culture that goes back far into Athas past.
Although they are not common in the
Tablelands, some halflings leave their homes
in the forests to adventure under the Dark
Sun. As carnivores, halflings prefer to eat
flesh raw.
+2 Dexterity, +2 Wisdom, 2
Strength: Halflings are nimble and
strong-willed, but their small stature
makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1
penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth
checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus
granted by Halfling Luck.
Feral: Halflings receive a 2 penalty to all Diplomacy skill checks when dealing with other races. Halflings have a
reputation for cannibalism and disdain for settled societies.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Magic Haters: +2 racial bonus on saving throws against spells and spelllike effects. Note: this stacks with
Halfling Luck.
Keen Senses: Halflings receive a +4 racial bonus on Perception skill checks. Halflings have keen ears. Their senses
of smell and taste are equally keen; they receive a +4 to all Wisdom checks that assess smell or taste. This does
not stack with the aforementioned Perception bonus.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Javelins and slings are common weapons in feral halfling society, and many halflings are
taught to throw at an early age. They receive a +1 racial attack bonus with a thrown weapons. Halflings are
proficient with javelins and slings and treat any weapon with the word halfling in its name as a martial
weapon.
Naturally Psionic: Halfings receive Wild Talent as a bonus feat at 1st level. If a halfling takes levels in a psionic
class, he may replace Wild Talent with Psionic Talent instead.
Halfling Psionics: Halflings gain the following psionic power: mind link. The manifester level for this effect is
equal to the halflings level. The DC for this power is equal to 10 + the powers level + the halflings Charisma
modifier (unless the halfling has psionic class levels, in which case a more favorable ability score is used).
Automatic Languages: Halfling. Halflings with high intelligence scores can choose from the following languages:
Common, Dwarven, Elven, Gith, Kreen, Rhul-thaun, Sylvan, and Yuan-ti.

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Humans

While not the strongest race, nor the quickest, humans have dominated
the Tablelands for the last three thousand years.
+2 to One Ability Score: Human characters get a +2 bonus to one
ability score of their choice at creation to represent their varied
nature.
Humanoid (human): Humans are humanoid creatures with the
human subtype.
Medium: Humans are Medium creatures and have no bonuses or
penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one
additional rank whenever they gain a level.
Naturally Psionic: Humans receive Wild Talent as a bonus feat at
1st level. If a human takes levels in a psionic class, she may
replace Wild Talent with Psionic Talent instead. At 5th level if a
human does not already have the Psionic Talent feat, she gains it
in addition to the Wild Talent feat gained at 1st level. If she
already possesses the feat she gains an additional 2 power points.
(In total, a human will gain 4 power points as a racial bonus).
Human Psionics: At 1st level humans can choose any single 1st-level power from the psion/wilder list. The
manifester level for this effect is equal to the humans level. The DC for this power is equal to 10 + the powers
level + the humans Charisma modifier (unless the human has psionic class levels, in which case a more favorable
ability score is used). At 5th level a human gains a 2nd-level power from the psion/wilder list.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic).

Muls

Born from the unlikely parentage of dwarves and humans, muls combine
the height and adaptable nature of humans with the musculature and
resilience of dwarves. Muls enjoy traits that are uniquely their own, such
as their robust metabolism and almost inexhaustible capacity for work.
The hybrid has disadvantages in a few areas as well: sterility, and the
social repercussions of being created for a life of slavery. Humans and
dwarves are not typically attracted to each other. The only reason that
muls are so common in the Tablelands is because of their value as
laborers and gladiators: slavesellers force breed humans and dwarves
for profit.
+2 Constitution, 2 Intelligence, +2 to any other attribute: Born
of two peoples Muls inherit the robustness of Dwarves. Though
they are often bred for strength, player character Muls inherit the
variability of humankind. However, their status as bred slaves
deprives them of opportunities for intellectual development.
Humanoid (dwarf): Muls are humanoid creatures with the dwarf
subtype.
Medium: As Medium creatures, muls have no bonuses or
penalties due to size.
Normal Speed: Mul base land speed is 30 feet.
Darkvision: Muls can see in the dark up to 60 feet. Darkvision is
black and white only, but is otherwise like normal sight, and muls
can function just fine with no light at all.
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Dwarven Blood: For all effects related to race, a mul is considered a dwarf. Muls, for example, are just as
vulnerable to effects that affect dwarves as their dwarf ancestors are, and they can use magic items that are
only usable by dwarves.
Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from
fatigue.
Incredible Toughness: 1/day a Mul may remove one of the following conditions: Fatigued, Sickened or Dazed as
an immediate action.
Nonlethal Damage Resistance 1/: Muls are difficult to subdue, and do not notice minor bruises, scrapes, and
other discomforts that pain creatures of other races.
Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time
(running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also
be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or
enfeeblement.
Naturally Psionic: Muls receive Wild Talent as a bonus feat at 1st level. If a mul takes levels in a psionic class, he
may replace Wild Talent with Psionic Talent instead.
Mul Psionics: Muls gain the following psionic power: precognition, offensive. The manifester level for this effect
is equal to the muls character level. The DC for this power is equal to 10 + the powers level + the muls
Charisma modifier (unless the mul has psionic class levels, in which case a more favorable ability score is used).
Automatic Language: Common. Mul with high intelligence scores can choose from the following languages:
Dwarven, Elven, Kreen, Gith, and Giant.

UNCOMMON RACES
Fetchling

Descended from humanoids trapped in the Black, fetchlings are creatures
of darkness and light intertwined. Generations of contact with that
strange plane and its denizens have made fetchlings a race apart from
their ancestors. While fetchlings acknowledge their origins, they exhibit
little physical or cultural resemblance to their ancestors on the Material
Plane, and are often insulted when compared to them.
+2 Dexterity, +2 Charisma, 2 Wisdom: Fetchlings are quick and
forceful, but often strange and easily distracted by errant
thoughts.
Outsider (native): Fetchlings are outsiders with the native
subtype.
Medium: As Medium creatures, fetchlings have no bonuses or
penalties due to size.
Normal Speed: Fetchling base land speed is 30 feet.
Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.
Low-Light Vision: In addition to their ability to see perfectly in the
dark up to 60 ft, fetchlings have low-light vision, allowing them to
see twice as far as humans in conditions of dim light.
Fetchling Psionics: Fetchlings gain the following psionic power: unearthly terror. The manifester level for this
effect is equal to the fetchlings character level. The DC for this power is equal to 10 + the powers level + the
fetchlings Charisma modifier (unless the fetchling has psionic class levels, in which case a more favorable ability
score is used).
Naturally Psionic: Fetchlings receive Wild Talent as a bonus feat at 1st level. If a fetchling takes levels in a psionic
class, he may replace Wild Talent with Psionic Talent instead.
Silent Hunter: Fetchling reduce the penalty for using Stealth while moving by 5 and can make Stealth checks
while running at a 20 penalty (this number includes the penalty reduction from this trait).
Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20%
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miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadow Affinity: Fetchling sorcerers with the shadow bloodline treat their Charisma score as 2 points higher for
all sorcerer spells and class abilities. Fetchling clerics with the Darkness domain use their domain powers and
spells at +1 caster level. Fetchling spellcasters and manifesters cast/manifest spells/powers with the illusion
(shadow) descriptor as at +1 caster/manifester level.
Shadow Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Stealthy: Fetchlings have a +2 racial bonus on Stealth checks.
Automatic Languages: Common. Fetchlings with a high Intelligence scores can choose from the following:
Aquan, Auran, Elven, Gith, Giant, Ignan, and Terran.

Ifrit

Humanoids whose ancestry includes beings of elemental fire such as
efreet, ifrits are a passionate and fickle race. No ifrit is satisfied with a
sedentary life; like a wildfire, ifrits must keep moving or burn away into
nothingness. Ifrits not only adore flames, but personify multiple aspects of
them as well, embodying both fire's dynamic, ever-changing energy and
its destructive, pitiless nature.
+2 Dexterity, +2 Charisma, 2 Wisdom: Ifrits are passionate and
quick, but impetuous and destructive.
Outsider (native): Ifrits are outsiders with the native subtype.
Medium: As Medium creatures, ifrits have no bonuses or
penalties due to size.
Normal Speed: Ifrit base land speed is 30 feet.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Desert Mirage: Ifrits thrive in the deserts of the world, where
their keen instincts and resistance to heat give them a huge edge
over their competitors. Those with this trait gain a +2 racial bonus
on Stealth checks in desert environments and on saves to resist
starvation and thirst.
Passionate: Ifrit receive a +2 racial bonus to all Diplomacy and
Intimidate skill checks.
Energy Resistance: Ifrits have fire resistance 5.
Elemental Affinity (fire): Ifrit Pyrokineticists add their Charisma bonus to the damage for all Pyrokineticist class
abilities that deal damage. Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2
points higher for all sorcerer spells and class abilities. Ifrit clerics with the Fire domain use their domain powers
and spells at +1 caster level. Ifrit spellcasters and manifesters cast/manifest spells/powers with the fire
descriptor as at +1 caster/manifester level.
Heat Resilience: Ifrits have a natural resistance to extremely hot temperatures and arent adversely affected by
the heat of the day. They treat extreme heat as if it were only very hot, but suffer normally from abysmal heat,
or from magical/supernatural heat.
Ifrit Psionics: Ifrits gain the following psionic power: energy ray (fire). The manifester level for this effect is equal
to the ifrits character level. The DC for this power is equal to 10 + the powers level + the ifrits Charisma
modifier (unless the ifrit has psionic class levels, in which case a more favorable ability score is used).
Naturally Psionic: Ifrits receive Wild Talent as a bonus feat at 1st level. If an ifrit takes levels in a psionic class, he
may replace Wild Talent with Psionic Talent instead.
Automatic Languages: Common and Ignan. Ifrits with high Intelligence scores can choose from the following:
Aquan, Auran, Dwarven, Elven, Halfling, Kreen and Terran.

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Oread

Oreads are humanoids whose ancestry includes the touch of an
elemental being of earth somewhere along the line, often that
of a shaitan genie. Stoic and contemplative, oreads are a race
not easily moved, yet almost unstoppable when spurred to
action.
+2 Strength, +2 Wisdom, 2 Charisma: Oreads are
strong, solid, stable, and stoic.
Outsider (native): Oreads are outsiders with the native
subtype.
Medium: As Medium creatures, oreads have no
bonuses or penalties due to size.
Normal Speed: Oread base land speed is 30 feet.
Darkvision: Oreads can see perfectly in the dark up to
60 feet.
Crystalline Form: Oreads with gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin.
In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect
Arrows feat.
Craftsman: Oread gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Energy Resistance: Oreads have acid resistance 5.
Elemental Affinity (earth): Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2
points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain
powers and spells at +1 caster level. Oread spellcasters and manifesters cast/manifest spells/powers with the
acid descriptor at +1 caster/manifester level.
Granite Skin: Rocky growths cover the skin of oreads and they gain a +1 racial bonus to natural armor.
Oread Psionics: Oreads gain the following psionic power: crystal shard. The manifester level for this effect is
equal to the oreads character level. The DC for this power is equal to 10 + the powers level + the oreads
Charisma modifier (unless the oread has psionic class levels, in which case a more favorable ability score is
used).
Mountain-Born: Oreads are drawn to mountains and other high places, and after many generations they've
grown well suited to their environment. Oreads gain a +2 racial bonus on Acrobatics checks made to cross
narrow ledges and on saves against altitude fatigue and sickness.
Naturally Psionic: Oreads receive Wild Talent as a bonus feat at 1st level. If an oread takes levels in a psionic
class, he may replace Wild Talent with Psionic Talent instead.
Stonecunning: Oread receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and
hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass
within 10 feet of them, whether or not they are actively looking.
Automatic Languages: Common and Terran. Oreads with high Intelligence scores can choose from the following:
Aquan, Auran, Dwarven, Elven, Giant, Halfling, Kreen, and Ignan.

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Sylph

Born from the descendants of humanoids and beings of
elemental air such as djinn, sylphs are a shy and reclusive race
consumed by intense curiosity. Sylphs spend their lives blending
into the crowd, remaining unnoticed as they spy and eavesdrop
on the people around them. They call this hobby listening to
the wind, and for many sylphs it becomes an obsession. Sylphs
rely on their capable, calculating intellects and on knowledge
gleaned from eavesdropping to deliver them from danger.
+2 Dexterity, +2 Intelligence, 2 Constitution: Sylphs
are quick and insightful, but slight and delicate.
Outsider (native): Sylphs are outsiders with the native
subtype.
Medium: As Medium creatures, sylphs have no bonuses
or penalties due to size.
Normal Speed: Sylphs base land speed is 40 feet.
Darkvision: Sylphs can see perfectly in the dark up to 60
feet.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control
these winds than others. A Sylph may surround herself with swirling winds, gaining a +2 racial bonus to AC
against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day,
the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against
one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer
provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability.
Energy Resistance: Sylphs have electricity resistance 5.
Elemental Affinity (air): Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points
higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain use their domain powers and
spells at +1 caster level. Sylph spellcasters and manifesters cast/manifest spells/powers with the electricity
descriptor at +1 caster/manifester level.
Like the Wind: Sylphs gains a +10 foot bonus to their base speed (40ft total). Slyphs also gain the Improved
Initiative feat
Naturally Psionic: Sylphs receive Wild Talent as a bonus feat at 1st level. If a sylph takes levels in a psionic class,
he may replace Wild Talent with Psionic Talent instead.
Sylph Psionics: Sylphs gain the following psionic power: catfall. The manifester level for this effect is equal to the
sylphs character level. The DC for this power is equal to 10 + the powers level + the sylphs Charisma modifier
(unless the sylph has psionic class levels, in which case a more favorable ability score is used).
Automatic Languages: Common and Auran. Sylphs with high Intelligence scores can choose from the following:
Aquan, Dwarven, Elven, Halfling, Ignan, Saurian, and Terran.

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Thri-Kreen

Thrikreen are the strangest of the intelligent races of the
Tablelands. These insectoid beings possess a mindset very
different from any humanoid being encountered. They roam the
wastes in packs, hunting for food day and night, since they
require no sleep. Thrikreen are quick and agile and make
fearsome fighters, feared throughout the wastes.
+2 Dexterity, +2 Wisdom, -2 Charisma: Thri-kreen are
fast, but their alien mindset makes it difficult for them to
relate to humanoids; furthermore, their clutch-mind
instincts leave them with a poor sense of themselves as
individuals.
Monstrous Humanoid (insectoid): Thri-kreen are not
subject to spells or effects that affect humanoids only,
such as charm person or dominate person.
Medium: As medium creatures, thri-kreen receive no advantages or penalties due to size.
Swift: Thrikreen base land speed is 40 feet.
Darkvision: Thri-kreen can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like
normal sight, and thri-kreen can function just fine with no light at all.
Sleep Immunity: Thri-kreen do not sleep, and are immune to sleep spells and similar effects. Thri-kreen
spellcasters and manifesters still require 8 hours of rest before preparing spells.
Natural Armor: Thri-kreen have a +3 natural armor bonus to AC due to their naturally tough and resistant chitin.
This bonus does not stack with the AC bonus provided by armor.
Non-humanoid shape: Due to their sixlimbed forms, thrikreen cannot easily wear armor designed for four
limbed creatures. Armor can be converted to fit a thrikreen by spending an additional 50% of its cost.
Multiple Limbs: Thri-kreen have four arms, and thus can take the Multiweapon Fighting feat (Bestiary) instead
of the Two-Weapon Fighting feat. Thri-kreen can also take the Multiattack feat. (These are not bonus feats).
Natural Weapons: Thri-kreen may make bite and claw attacks as a full round action. Their primary claw attack
does 1d4 points of damage for each of their four claws. Their secondary bite attack, deals 1d3 points of damage,
and has a chance to poison. A thri-kreen can attack with a weapon (or multiple weapons) at its normal attack
bonus, and make either a bite or claw attack as a secondary attack (at a -5 penalty).
Leap (Ex): At 3
rd
level, a Kreen adds his HD to all Acrobatics checks made to jump, both for vertical jumps and
horizontal jumps. In addition, he always counts as having a running start when making jump checks using
Acrobatics. By spending 1 Power Point as a swift action, a thri-kreen gains a +20 bonus on Acrobatics checks
made to jump for 1 round.
Poison (Ex): Starting at 7
th
level, a mature thrikreen delivers its poison (Fortitude save DC 11 + Con modifier)
with a successful bite attack. A thri-kreen produces enough poison for one bite per day.
Thri-reen Poison Bite: Type poison, injury; save Fort DC 11 + Kreen con mod; frequency 1/round for 4 rounds;
effect 1d3 Dex and paralyzed 1 min.; cure 1 save.
Weapon Familiarity: To thri-kreen, the chatkcha and gythka are treated as martial rather than exotic weapons.
These weapons are more common among thri-kreen than among other races.
Desert Craft: Thri-kreen have a +4 racial bonus on Stealth checks in sandy or arid areas.
Naturally Psionic: Thri-kreen receive Wild Talent as a bonus feat at 1
st
level. If a thrikreen takes levels in a
psionic class, he may replace Wild Talent with Psionic Talent instead.
Psi-like Abilities: 3/day chameleon, know direction; and, at 7
th
level: 1/day greater concealing amorpha,
metaphysical claw. These abilities are manifested as a psychic warrior of half the thri-kreens hit dice, rounded
down (minimum 1).
Automatic Languages: Common and Kreen. Thri-kreen with high intelligence scores can choose from the
following languages: Dwarven, Elven, Halfing, Giant and Pterran.
Level Adjustment: As a powerful race, Thri-Kreen have a +2 level adjustment.

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RARE RACES
Aarakocra

Aarakocra are the most commonly encountered bird-people of
the Tablelands. Some are from Winter Nest in the Snow Crown
Mountains near Kurn, while others are from smaller tribes
scattered in the Ringing Mountains and elsewhere. These
freedom-loving creatures rarely leave their homes high in the
mountains, but sometimes, either as young wanderers or cautious
adventurers, they venture into the inhabited regions of the
Tablelands.
-2 Strength, +4 Dexterity, -2 Constitution: Aarakocra have
keen reflexes, but their lightweight bones are fragile.
Monstrous Humanoid (aarakocra): Aarakocra are
monstrous humanoid creatures with the aarakocra
subtype.
Medium: As Medium creatures, aarakocra have no special
bonuses or penalties due to their size.
Slow Land Speed: Aarakocra base land speed is 20 feet.
Fast Flight Speed: Aarakocra can fly with a movement rate
of 90 feet (average).
Low-light vision: Unlike other monstrous humanoids,
aarakocra do not have darkvision.
Excellent vision: +4 racial bonus to Perception checks in
daylight.
Natural Armor: An aarakocras bone chest plate provides some protection from blows and gives the aarakocra a
natural armor bonus of +1.
Natural Weaponry: An aarakocra attacks for 1d4 points damage with its claws or can use its bite for 1d3 points
of damage. These natural weapons do not provoke attacks of opportunity.
Claustrophobic: Being underground or in enclosed buildings is extremely distressing for aarakocras. They suffer
a -2 morale penalty on all rolls when in an enclosed space.
Aerial Dive: Creatures that fly can make dive attacks. A dive attack works just like a charge attack, but the diving
creature must begin the charge at least 30 feet in the air. Aarakocra may make claw attacks, or attack with a
lance held in both claws. These attacks deal double damage on a successful charge attack.
Automatic Languages: Auran and Common. Aarakocra with high intelligence scores can choose from the
following languages: Elven, Gith, and Saurian.

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Dray

Dray are a race of intelligent draconic humanoids created by
Dregoth, the sorcerer-king of Giustenal. Through his experience
as a Champion of Rajaat and an advanced being, Dregoth came
to believe that the dragon was the next step in human
evolution, and created the dray to explore this belief.
+2 Constitution, +2 Charisma, -2 Dexterity: Dray are
tough and proud, but lacking in grace.
Dragon Blood: Dray count as dragons and humanoid
(reptilian) for any effect related to race.
Medium: Dray are Medium creatures and have no
bonuses or penalties due to their size.
Normal Speed: Dray have a base speed of 30 feet.
Darkvision: Dray can see in the dark up to 60 feet.
Draconic Mein: Dray have a +2 racial bonus on
Diplomacy and Intimidate skill checks.
Elemental Nature: Dray choose one of the following
energy types: acid, cold, electricity, or fire; once it has
been selected, it cannot be changed. They gain energy
resistance 5 against the selected energy type.
Keen Senses: +2 to Perception skill checks.
Natural Armor: Dray have a natural armor bonus of +1.
Draconic Heritage: Dray have a varied nature. They may select one of the following racial features at character
creation; once it has been selected, it cannot be changed.
Breath Weapon (Su): Three times per day, the dray can use a breath weapon that causes energy damage as determined by
their elemental nature. Acid and electricity breath weapons are 30 foot long lines. Cold and fire breath weapons are 15 foot
long cones. This breath weapon causes 2d6 points of energy damage. Creatures in the area of effect are allowed to make a
Reflex Saving Throw for half damage with a DC of 10 + the drays hit dice + the drays Constitution modifier. A dray must
wait 1d4 rounds between uses of his breath weapon.
Dragon Tail (Ex): The dray has a long powerful tail. He also gains a tail slap natural attack that does 1d6 + 1 his Strength
modifier of bludgeoning damage.
Eye of the Dragon (Ex): The dray has superior vision and gains blindsense with a range of 30 feet.
Frightful Presence (Ex): Whenever the dray attacks or charges, all opponents within a radius of 30 feet who have fewer
levels or Hit Dice than the dray become shaken for a number of rounds equal to 1d6 + the drays Charisma modifier. The
effect is negated by a Will save (DC 10 + 1/2 the drays level + her Cha modifier). A successful save indicates that the
opponent is immune to the drays frightful presence for 24 hours. This ability cant affect creatures with an Intelligence of 3
or lower, nor does it have any effect on dragons.
Scales of the Dragon (Ex): The dray gains DR 5/magic.
Soul of the Dragon (Ex): The dray is immune to paralysis and sleep effects.
Tooth and Claw of the Dragon (Ex): The dray has claws that act as 2 natural weapons. They cause 1d4 points of damage +
the drays Strength modifier. The dray gains a bite attack that causes 1d6 points of damage + his Strength modifier.
Wings of the Dragon (Ex): A dray becomes able to fly at a speed of 40 feet (poor maneuverability) and gains Fly as a class
skill. A dray cant fly while carrying a medium or heavy load or while fatigued or exhausted.
Automatic Languages: Common. Dray with high intelligence scores can choose from the following languages:
Dwarven, Elven, Giant and Trade.

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Half-Pyreen

During the height of the Preserver Jihad and throughout the
Cleansing Wars, the pyreen were known as peace-bringers, as they
tried to end the Wars. Not all worked for peace, and some joined
the Rebirth races in resistance to the Champions of Rajaat. A few of
these Pyreen took mortal lovers and thus the rare half-pyreen were
born.
+2 to One Ability Score: Half-pyreen characters get a +2
bonus to one ability score of their choice at creation to
represent their varied nature.
Fey: Half-Pyreen are fey.
Medium: As Medium creatures, half-pyreen have no
bonuses or penalties due to size.
Normal Speed: Half-Pyreen base land speed is 30 feet.
Darkvision: Half-pyreen can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like
normal sight, and half-pyreen can function just fine with no
light at all.
Low-Light Vision: Half-pyreen can see twice as far as
humans in conditions of dim light.
Camouflage: Disguise and Linguistics are always class skills.
Minor Shape Change (Su): All half-pyreen have the ability to transform themselves at will. This ability is similar
to Alter Self with the following exceptions.
It is a supernatural ability, akin to a lycanthrope's shapechange, and thus, it is not subject to dispelling.
It does not alter the half-pyreen's subtype, gender, attributes or skills, nor does it grant any feats or
abilities.
It lasts for as long as the half-pyreen desires, even if unconscious or sleeping (although half-pyreen do
revert back to their natural form upon death).
While it does not affect clothing or gear, it does effect the tactile, olfactory and audible aspects the new
form, thus granting a +10 circumstance bonus to disguise checks.
Changing form is a full round action that does not provoke attacks of opportunity. True Seeing and
anything that can see through or acts on a shape changers alternate forms applies to a half-pyreen in
the same manor.
Half-pyreen with grievous physical wounds (lost eye, severed hand, etc.) cannot disguise that injury
regardless of their form, nor can a half-pyreen mimic such an injury intentionally.
Naturally Psionic: Half-Pyreen receive Wild Talent as a bonus feat at 1st level. If a half-pyreen takes levels in a
psionic class, she may replace Wild Talent with Psionic Talent instead.
Half-Pyreen Psionics: At 1st level half-pyreen can choose any single 1st-level power from the psion/wilder list.
The manifester level for this effect is equal to the half-pyreens level. The DC for this power is equal to 10 + the
powers level + the half-pyreens Charisma modifier (unless the half-pyreen has psionic class levels, in which case
a more favorable ability score is used).
Automatic Languages: Common and Rhulisti. Half-Pyreens with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic).

Table: Random Starting Ages
Race Adulthood
Barbarian, Rogue,
Soulknife, Wilder
Bard, Fighter, Psychic
Warrior, Ranger
Cleric, Druid,
Psion, Wizard
Half-Pyreen 110 years +1d4 +1d6 +2d6

Table: Half-Pyreen Aging Effects
Race Middle Age Old Venerable Maximum Age
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Half-Pyreen 175 years 263 years 350 years 350 + 4d% years


Pterrans

Pterrans are a humanoid species rarely seen in the Tablelands. They
live their lives in the Hinterlands, rarely leaving the safety of their
villages.
-2 Dexterity, +2 Wisdom, +2 Charisma: Pterransstrong
confidence and keen instincts for othersmotives makes
them keen diplomats, and when they take the path of the
psion, powerful telepaths.
Humanoid (reptilian): Pterrans are humanoids with the
reptilian subtype.
Medium: As Medium creatures, pterrans have no special
bonuses or penalties due to their size.
Normal Speed: Pterran base land speed is 30 feet.
Poor Hearing: -2 penalty to Perception checks for hearing.
Pterrans have only slits for ears, and their hearing sense is
diminished.
Life Path: Pterrans may select one extra feat at 1st level but
this feat must coincide with the pterrans chosen life path
(Druid, Mind or Warrior).
Natural Weaponry: A pterran attacks for 1d4 points damage with its claws or can use its bite for 1d3 points of
damage. These natural weapons do not provoke attacks of opportunity.
Wild Telepathy: All pterrans are gifted from the day they hatch with the ability to use the missive talent at will,
but only with their fellow reptiles.
Weapon Familiarity: Thanaks are treated as martial rather than exotic weapons by pterrans. These weapons are
more common among pterrans than among other races.
Naturally Psionic: Pterrans receive Wild Talent as a bonus feat at 1st level. If a pterran takes levels in a psionic
class, she may replace Wild Talent with Psionic Talent instead. At 5th level if a pterran does not already have the
Psionic Talent feat, she gains it in addition to the Wild Talent feat gained at 1st level. If she already possesses the
feat she gains an additional 2 power points. (In total, a pterran will gain 4 power points as a racial bonus).
Pterran Psionics: At 1st level pterrans can choose any single 1st-level power from the psion/wilder list. The
manifester level for this effect is equal to the humans level. The DC for this power is equal to 10 + the powers
level + the pterrans Charisma modifier (unless the pterran has psionic class levels, in which case a more
favorable ability score is used). At 5th level a pterran gains a 2nd-level power from the psion/wilder list.
Automatic Languages: Common and Saurian. Pterrans with high intelligence scores can choose from the
following languages: Dwarven, Elven, Halfling, Giant, Gith, Kreen, and Yuanti. Pterran know the languages of
the few intelligent creatures that live in the Hinterlands.

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Undine

Undines are humanoids who trace their ancestry to creatures from the
Plane of Water. Even at first glance, one notices the potency of their
ancestry, for an undine's very flesh mimics the color of lakes, seas, and
oceans. Whether they have the blood of marids or water mephits as their
kin, all undines define themselves through their ancestry.
+2 Dexterity, +2 Wisdom, 2 Strength: Undines are both
perceptive and agile, but tend to adapt rather than match force
with force.
Outsider (native): Undines are outsiders with the native subtype.
Medium: As Medium creatures, undines have no bonuses or
penalties due to size.
Normal Speed: Undine base land speed is 30 feet.
Swim Speed: Undine also have a swim speed of 30 feet, can move
in water without making Swim checks, and always treat Swim as a
class skill.
Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.
Amphibious: Undines are born with a permanent bond to water. Undines gain the aquatic subtype and
amphibious special quality.
Energy Resistance: Undines have cold resistance 5.
Elemental Affinity (water): Undine sorcerers with the elemental (water) bloodline treat their Charisma score as
2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water
domain powers and spells at +1 caster level. Undine spellcasters and manifesters cast/manifest spells/powers
with the cold descriptor at +1 caster/manifester level.
Flesh Chameleon: Undines can change their coloration to match their humanoid ancestrys skin tones. As a
standard action, an undine can change her natural blue hue to match any normal skin tone of their humanoid
ancestry, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear as
their humanoid ancestry.
Nereid Fascination: Undines can trace their ancestry to nereids as well as to outsiders. Once per day as a
standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura's range
to become fascinated with her for a number of rounds equal to 1/2 the undine's character level (minimum 1).
Targets may resist with a Will save (DC 10 + 1/2 the undine's level + the undine's Charisma modifier). This is a
supernatural ability.
Naturally Psionic: Undines receive Wild Talent as a bonus feat at 1st level. If an undine takes levels in a psionic
class, he may replace Wild Talent with Psionic Talent instead.
Undine Psionics: Undines gain the following psionic power: float. The manifester level for this effect is equal to
the undines character level. The DC for this power is equal to 10 + the powers level + the undines Charisma
modifier (unless the undine has psionic class levels, in which case a more favorable ability score is used).
Automatic Languages: Common and Aquan. Undines with high Intelligence scores can choose from the
following: Auran, Dwarven, Elven, Halfling, Ignan, Gith, and Terran.


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Villichi

Villichi are human females who are born with latent psionic powers
of great promise. Subtle mutations in mind and body soon set them
apart from their biological family. Perhaps one out of maybe 3,000
human girls born becomes villichi. Being susceptible to the sun and
sterile they are usually shunned by other humans, although never
abandoned or killed, for doing so would be a bad omen, one so bad
that even sorcerer-kings think twice before even having anything to
do with a villichi child. The bad omen is usually one that is met with
revenge being played out on the perpetrator.
+2 Dex, -2 Con, +2 Int, +2 Wis: Villichi are agile and possess
sharp mental abilities but their thin frame makes them less
sturdy than normal humans.
Humanoid (human): Villichi are female humanoid creatures
with the human subtype.
Medium: As Medium creatures, villichi have no special
bonuses or penalties due to their size.
Normal Speed: Villichi base land speed is 30 feet.
Light Blindness: Villichi are blinded for 1 round if abruptly
exposed to bright light (such as sunlight or a daylight spell).
Manifester Prodigy: Villichi receive a +2 to their main manifester ability score for the purpose of determining
bonus power points only.
Naturally Psionic: Villichi gain 3 power points at 1st level. This benefit does not grant them the ability to
manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Power Resistance: Villichi have power resistance equal to its class levels + 6.
Psi-like Abilities: 3/dayinertial armor, missive, defensive precognition; 1/daybiofeedback, cloud mind (DC
12). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DCs are Charisma based.
Automatic Languages: Common. Bonus Languages: Aarakocran, Halfling. Villichi often learn the languages of
other forest dwellers.

CLASSES
RESTRICTED CLASSES
The following base classes are the standard base classes available in the campaign: Athasian Bard, Barbarian, Elemental
Cleric [Cleric], Druid, Fighter, Knight Templar [Antipaladin], Magus, Ranger, Rogue, Sorcerer [Limited Bloodlines],
Shadow Assassin, Templar [Cleric], and Wizard. All psionic classes from Dreamscarred Press Ultimate Psionics.

Additional base classes and all prestige classes are subject to availability based on approval by the GM.

NEW CLASSES
The following base classes will be available in the campaign: Athasian Bard.
Athasian Bard
Hit Die: d8
Class Skills: The bards class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception
(Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device
(Cha).
Skill Ranks per Level: 6 + Int modifier.

Tablet: Athasian Bard
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Level Base
Attack
Bonus
Fort Save Ref
Save
Will
Save
Special
1st +0 +2 +2 +2 Bardic music, bardic knowledge, smuggler
2nd +1 +3 +3 +3 Poison use, streetsmart
3rd +2 +3 +3 +3 Quickdraw
4th +3 +4 +4 +4 Trade secret
5th +3 +4 +4 +4 Mental resistance
6th +4 +5 +5 +5 Quick thinking +2, improved poison use
7th +5 +5 +5 +5 Chance 1/day
8th +6/+1 +6 +6 +6 Trade secret
9th +6/+1 +6 +6 +6 Speed reactions
10th +7/+2 +7 +7 +7 Slippery mind
11th +8/+3 +7 +7 +7 Quick thinking +4
12th +9/+4 +8 +8 +8 Trade secret
13th +9/+4 +8 +8 +8
14th +10/+5 +9 +9 +9 Chance 2/day
15th +11/+6/+1 +9 +9 +9 Defensive roll
16th +12/+7/+2 +10 +10 +10 Trade secret, quick thinking +6
17th +12/+7/+2 +10 +10 +10 Awareness
18th +13/+8/+3 +11 +11 +11 Mindblank
19th +14/+9/+4 +11 +11 +11
20th +15/+10/+5 +12 +12 +12 Trade secret

Class Features
Weapon and Armor Proficiency: You are proficient in all simple weapons, and the following additional weapons: bards
friend, crossbow (any), garrote, greater blowgun, whip and widows knife. You are proficient in light armor, but not
shields.
Bardic Music: This is exactly like the bard class feature ability of the same name.

Bardic Knowledge: This is exactly like the bard class feature ability of the same name.

Smuggler: You receive a +1 insight bonus to Bluff and Sleight of Hand checks for every two bard levels.

Poison Use: Bards are trained in the use of poisons, and as of 2nd level, never risk accidentally poisoning themselves
when applying poison to a blade.

Streetsmart: When you reach 2nd level, you get a +2 competence bonus to Gather Information and Intimidate checks.

Quickdraw: Bards learn to strike quickly and without warning. At 3rd level, you gain Quickdraw as a bonus feat.

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Trade Secrets: At every 4th level you learn a trade secret chosen from the list below.
Alchemy Dealer: Pay onehalf of the market price for raw materials needed to craft alchemical items.
Accurate: When you attack an armored opponent, your accuracy allows you to ignore 1 point of natural armor bonus
to AC or 1 point of armor bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Agile: You receive a +1 dodge bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Coolheaded: You may take 10 on Bluff and Diplomacy checks.
Improvised Materials: You can craft poisons from raw materials at hand instead of relying on specific ingredients.
Doing so increases the Craft (poisonmaking) check DC by 5 but otherwise has no effect on the poisons potency.
Poison Dealer: Pay onehalf of the market price for raw materials needed to craft poisons.
Poisonbane: You receive a +4 insight bonus to Craft (alchemy) checks when creating antitoxin and poison antidotes.
Poison Resistance: You receive a +4 bonus to saving throws against poisons.
Scorpions Touch: Add +1 to the save DC of all poisons applied by you. This trade secret may be chosen more than
once, and its effects stack.
Skilled: Add onehalf your bard level (rounded down) as a competence bonus to one of the following skills: Appraise,
Bluff, Craft, Diplomacy, Heal, Perform, Profession, Sense Motive or Sleight of Hand. This trade secret may be chosen
more than once, each time it applies to a different skill.
Smokestick Application: You can combine inhaled poisons with smokesticks. All creatures within the area the
smokestick covers (10ft. cube) are affected by the poison you applied to the smokestick.
Versatile: Select any two nonclass skills. These are now considered class skills for you.

Mental Resistance (Ex): Bards carry many dark secrets they would prefer remain secret. This, combined with a large
amount of knowledge based on halftruths and false rumors makes your mind unreliable to those who would seek to
mentally affect it. At 5th level you receive a +2 morale bonus to saves made against telepathic powers and
enchantment/charm spells.

Improved Poison Use (Ex): At 6th level, you can apply poison to a weapon as a free action without provoking attacks of
opportunity.

Quick Thinking: Bards often find themselves in a tight spot where they have to act quickly, whether it is to escape a
templar patrol or strike first when in confrontation with a foe. At 6th level, you get a +2 bonus on initiative checks. This
bonus increases by 2 at 11th and 16th level.

Chance: Bards live on the edge in many ways. At 7th level you may reroll one single d20 roll once per day, but have to
keep the latter resultfor better or for worse. At 14th level you may use this ability two times per day.

Speed Reactions: Beginning at 9th level, when you use the attack action or full attack action in melee, you may subtract
a number from all melee attack rolls and add the same number to your initiative. This number may not exceed your base
attack bonus. You may not make ranged attacks this round. The initiative increase takes effect on the next round. The
new initiative is your initiative for the remainder of the combat, unless you were to use speed reactions again, which
would increase your initiative further.

Slippery Mind: This is exactly like the rogue special ability of the same name.

Defensive Roll: At 15th level you learn how to avoid a potentially lethal blow. You gain the ability to reduce damage
from a knockout blow. This is exactly like the rogue special ability of the same name.

Awareness (Ex): At 17th level, you are never caught flatfooted and always act in the surprise round.

Mind Blank (Ex): At 18th level your mind becomes completely sealed against involuntary intrusion as per the mind blank
spell. This spelllike ability is always considered active.

Rogue [Psionic Variant]
Hit Die: d8.
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Class Skills
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Autohypnosis* (Wis), Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering)
(Int), Knowledge (local) (Int), Knowledge (psionics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession
(Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.

Psionic Rogue Class Table:

Level BAB Fort Ref Will Special Power
Points/Day
Powers
Known
Maximum
Power Level
Known
1st +0 +0 +2 +0 Sneak Attack 1D6, Trap Finding 1 1 1st
2nd +1 +0 +3 +0 Evasion, Psionic Rogue Talent 2 2 1st
3rd +2 +1 +3 +1 4 3 1st
4th +3 +1 +4 +1 Sneak Attack 2D6 6 4 2nd
5th +3 +1 +4 +1 Danger Sense, Psionic Rogue
Talent
8 5 2nd
6th +4 +2 +5 +2 12 6 2nd
7th +5 +2 +5 +2 Sneak Attack 3D6/Danger
Sense (Uncanny Dodge)
16 7 3rd
8th +6 +2 +6 +2 Psionic Rogue Talent 20 8 3rd
9th +6 +3 +6 +3 Danger Sense (Improved
Uncanny Dodge)
28 9 3rd
10th +7 +3 +7 +3 Sneak Attack 4D6 36 10 4th
11th +8 +3 +7 +3 Advanced Talents, Psionic
Rogue Talent
44 11 4th
12th +9 +4 +8 +4 52 12 4th
13th +9 +4 +8 +4 Sneak Attack 5D6 60 13 5th
14th +10 +4 +9 +4 Psionic Rogue Talent 68 14 5th
15th +11 +5 +9 +5 80 15 5th
16th +12 +5 +10 +5 Sneak Attack 6D6 92 16 6th
17th +12 +5 +10 +5 Psionic Rogue Talent 104 17 6th
18th +13 +6 +11 +6 116 18 6th
19th +14 +6 +11 +6 Sneak Attack 7D6 128 19 6th
20th +15 +6 +12 +6 Psionic Master Strike, Psionic
Rogue Talent
147 20 6th

Class Features
All the following are class features of the psychic rogue.
Weapon and Armor Proficiency: Psychic rogues are proficient with all simple weapons, plus the hand crossbow, rapier,
sap, short bow, and short sword. Psychic rogues are proficient with light armor, but not with shields.

Power Points/Day: A psychic rogue's ability to manifest powers is limited by the power points he has available. His base
daily allotment of power points is given on Table: The Psychic Rogue. In addition, he receives bonus power points per
day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide
bonus power points per day, as may certain feats and items. A 1st-level psychic rogue gains no power points for his class
level, but he gains bonus power points (if he is entitled to any) and can manifest the single power he knows with those
power points.

Powers Known: A psychic rogue begins play knowing one psychic rogue power of your choice. Each time he achieves a
new level, he unlocks the knowledge of a new power.
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Choose the powers known from the psychic rogue power list. (Exception: The feats Expanded Knowledge and Epic
Expanded Knowledge do allow a psychic rogue to learn powers from the lists of other classes.) A psychic rogue can
manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a psychic rogue can manifest in a day is limited only by his daily power points.
A psychic rogue simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way
that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent
power points.

The Difficulty Class for saving throws against psychic rogue powers is 10 + the power's level + the psychic rogue's
Intelligence modifier.

Maximum Power Level Known: A psychic rogue begins play with the ability to learn 1st-level powers. As he attains
higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a psychic rogue must have an Intelligence score of at least 10 + the power's level.

Sneak Attack: If a psionic rogue can catch an opponent when he is unable to defend himself effectively from her attack,
she can strike a vital spot for extra damage.
The psionic rogues attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not), or when the psionic rogue flanks her target.
This extra damage is 1d6 at 1st level, and increases by 1d6 every three psionic rogue levels thereafter. Should the psionic
rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a psionic rogue can make a sneak
attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal
nonlethal damage in a sneak attack, not even with the usual 4 penalty.
The psionic rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a
spot. A psionic rogue cannot sneak attack while striking a creature with concealment.

Trap Finding: Psychic rogues adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill
checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a psychic rogue can avoid even magical and unusual attacks with great agility. If he
makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. Evasion can be used only if the psychic rogue is wearing light armor or no armor. A helpless
psychic rogue does not gain the benefit of evasion.

Psionic Rogue Talents: Like their Non-Psionic cousins, Psionic rogues pick up talents to confound their foes as they gain
experience.
At 2nd, 5th, and 8th level they gain a Psionic Rogue Talent. The following list of Rogue Talents are not available to the
Psionic Rogue. A list of new talents that are exclusive to the Psionic Rogue follows. As with the standard Rogue, each
talent can only be selected once unless otherwise noted.

Remove: Crippling Strike, Fast Stealth, Ledge Walker, Minor Magical Talent, Major Magical Talent, Rogue Crawl, and
Stand up.
Add: Disabling Strike, Psionic Trick, Meta Psionic Trick, and Psionic Acrobatics.

Disabling Strike (Ps): A Rogue with this ability can cause any target struck by his sneak attack to act as if Disabled (see
PHB: 307). Once struck, the Target first takes sneak attack damage, and then, by expending their psionic focus, if the
Psionic Rogue so chooses, they can affect the target struck with the Disable Power. Note that the power only affects the
creature that is struck. The Will Power save DC for the creature to resist is 10 + The Number of Sneak attack Dice +
Psionic Rogue's Intelligence modifier. It can affect a creature of up to 4 Hit Dice, +1 Hit Die for each Sneak Attack die. The
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Psionic Rogue can choose to augment this power. For every 2 additional power points spent, before making the attack,
the disabling strike can affect a creature with +1 additional hit die, and raises the save DC by 1. You cannot spend more
psionic strength points in this fashion than equal to your manifester level.

Psionic Trick: A Psionic Rogue that selects this talent gains a bonus Psionic Feat.

Meta Psionic Trick: A Psionic Rogue that selects this talent gains a bonus Meta Psionic Feat

Psionic Acrobatics (Ps): By selecting this ability a Psionic Rogue can choose to expend their psionic focus to do any one of
the following rogue talents. The duration for each talent is 1 minute, per psionic strength point spent. A Psionic Rogue
cannot spend more power points that equal to their manifester level.
-Fast Stealth
-Ledge Walker
-Rogue Crawl
-Stand Up

Danger Sense (Su): At 5th level, a psychic rogue gains the ability to augment his ability to sense danger. When active,
this ability grants the psychic rogue the effects of the danger sense power. This ability is active as long as the psychic
rogue maintains psionic focus.

At 7th level, the psychic rogue's danger sense ability gains the effects of a single augmentation and he is granted the
effects of the uncanny dodge ability. While his danger sense ability is active, the psychic rogue can react to danger
before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught
flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a psychic
rogue already has uncanny dodge from a different class (a psychic rogue with at least two levels of barbarian, for
example), he automatically gains improved uncanny dodge (see below) instead.

At 9th level, he gains a second augmentation and is granted the effects of the improved uncanny dodge ability. While his
danger sense ability is active, the psychic rogue cannot be flanked; he can react to opponents on opposite sides of him
as easily as he can react to a single attacker. This defense denies another rogue the ability to sneak attack the character
by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has
uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead,
and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank
the character.

Advanced Talents: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a psychic rogue's
list of talents expands to include the following options.

Blind Spot (Ps): The psychic rogue can use this ability once per day. While in effect, the psychic rogue can attempt to
make himself completely undetectable to any single creature as if manifesting the cloud mind power with a manifester
level equal to his psychic rogue level. If the target creature fails its save, the psychic rogue can remain hidden as long as
he maintains concentration on this ability.

Decoy (Ps): Once a day, the psychic rogue can create an illusionary duplicate of himself. The illusion functions as a
project image spell with a caster level equal to his psychic rogue level, except that it lasts as long as he maintains
concentration, to a maximum of 1 round per caster level.

Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he adds psionic damage to his sneak attacks.
This ability increases his sneak attack damage by +1d6. (For example, an 11th-level psychic rogue would deal +5d6
damage with a sneak attack instead of +4d6). This ability may be selected up to three times.

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Improved Evasion (Ex): This ability works like evasion, except that while the psychic rogue still takes no damage on a
successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless psychic
rogue does not gain the benefit of improved evasion.

Mind Cripple (Su): A psychic rogue with this ability has learned to focus psychic energy into his sneak attacks, which
disrupts the mental capability of his foe. An opponent damaged by one of his sneak attacks also takes 2 points of
Intelligence damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged
ability.

Shadow Jump (Ps): The psychic rogue gains the ability to travel between shadows. This ability works like the psionic
dimension door power with a manifester level equal to his psychic rogue level, except as follows: The transport must
begin and end in an area with at least some shadow. A psychic rogue can jump up to a total of 60 feet each day in this
way; this can be a single jump of 60 feet or he can split the total distance he can jump each day among many jumps, but
each one, no matter how small, counts as a 10-foot jump.
The psychic rogue can select this ability up to three times and he adds 60 feet to the daily total each time he selects it.
The psychic rogue can expend his psionic focus to use this ability as a move action.

Skill Mastery: The psychic rogue becomes so certain in the use of specific skills that he can use them reliably even under
adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When
making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him
from doing so. A psychic rogue may gain this special ability multiple times, selecting additional skills for it to apply to
each time.

Slippery Mind (Ex): This ability represents the psychic rogue's ability to wriggle free from magical or psionic effects that
would otherwise control or compel him. If a psychic rogue with slippery mind is affected by an enchantment spell or
effect and fails his saving throw, he can attempt it again 1 round later at the same Difficulty Class. He gets only this one
extra chance to succeed on his saving throw.

Feat: A psychic rogue can gain a bonus feat in place of a special ability.

Psionic Master Strike (Ps): Upon reaching 20th level, a psionic rogue becomes incredibly deadly when dealing sneak
attack damage. Each time the psionic rogue deals sneak attack damage, she can expend her Psionic Focus and spend 17
Psionic Strength Points, to apply any one of the following three effects:
-The Target is effected by the Suspend Life Power.
-The Target is effected by the Insanity Power
-or the Target is effected by the Recall Death.
Regardless of the effect chosen, the target receives a Will Power save to negate the additional effect. The DC of
this save is equal to 10 + 1/2 the psionic rogues level + the rogues Intelligence modifier. Once a creature has been the
target of a master strike, regardless of whether or not the save is made, that creature is immune to that psionic rogues
psionic master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Psionic Power List: Psionic Rogue
1st Level
Astral Traveler
Attraction
Bolt
Burst
Catfall
Compression
Conceal Thoughts
Control Light
Create Sound
Dj Vu
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Detect Psionics
Detect Secret Doors, Psionic
Detect Snares and Pits, Psionic
Dimensional Pocket
Disable
Distract
Elfsight
Empathy
Empty Mind
Entangling Ectoplasm
Far Hand
Float
Force Screen
Know Direction and Location
My Light
Precognition, Defensive
Precognition, Offensive
Prescience, Offensive
Sense Link
Skate
Vigor

2nd Level
Animal Affinity
Aversion
Body Equilibrium
Chameleon
Cloud Mind
Concealing Amorpha
Control Object
Control Sound
Darkvision, Psionic
Detect Hostile Intent
Feat Leech
Find Traps, Psionic
Knock, Psionic
Levitate, Psionic
Object Reading
Read Thoughts
Sustenance
Thought Shield
Tongues, Psionic
Wall Walker

3rd Level
Body Adjustment
Body Purification
Concealing Amorpha, Greater
Control Air
Dimension Slide
Escape Detection
Hustle
Keen Edge, Psionic
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Mental Barrier
Microkinesis
Telekinetic Force
Ubiquitous Vision

4th Level
Correspond
Dimension Door, Psionic
Freedom of Movement, Psionic
Steadfast Perception
Telekinetic Maneuver
Wall of Ectoplasm

5th Level
Adapt Body
Feather Weight
Power Resistance
Remote Viewing
Retrieve
True Seeing, Psionic

6th Level
Aura Alteration
Cloud Mind, Mass
Mind Blank, Personal
Phase Door, Psionic
Suspend Life

REVISED CLASSES
Barbarian
Class Skills: Escape Artist and Profession are class skills for Athasian barbarians. Swim is not.

Druid
Class Skills: Stealth is a class skill for Athasian druids. Swim is not.
Nature Bond: Druids may only choose animal companions from a limited list. The following familiars are available:
Anklyosaurus, Ape, Bat (Dire), Beetle (Giant), Bird (Eagle/ Hawk/ Owl), Cat (Tiger/ Lion), Cat (Cheetah/ Leopard),
Centipede (Giant), Hyena, Monitor Lizard, Rat (Dire), Scorpion (Giant), Snake (Constrictor) and Snake (Viper).

Elemental Cleric [Cleric]
Athasian elemental and para-elemental clerics gain two domains from the following list based on their patron element.
Elemental clerics also must have neutral in one or both of their alignment axis.

In addition to the domains listed below a good aligned elemental cleric may choose the Protection domain and an evil
aligned elemental cleric may choose Destruction. A neutral cleric may choose either Protection or Destruction as one of
their domains depending on which side of nature they wish to side with.

Tablet: Athasian Elements
Patron Element Energy Type Domains Typical Worshipers
Air Sonic Air, Weather aarakocra, elves
Earth Acid Earth, Plant dwarves, muls, jozhals
Fire Fire Fire, War dwarves, ssurrans
Magma Fire Earth, Fire ssurrans
Rain Electricity Air, Weather Drajis
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Silt Acid Earth, Water silt runners, giants
Sun Fire Fire, Sun aarakocra
Water Acid Travel, Water half-elves, lizardfolk

Fighter
Class Skills: Knowledge (warcraft) is a class skill for Athasian fighters. Swim is not.
An Athasian fighter may select the Psionics Expanded Psionic Fighter archetype.
-Gladiator Archetype, as per the Fighter archetype: http://www.d20pfsrd.com/classes/core-
classes/fighter/archetypes/paizo---fighter-archetypes/gladiator

Magus
Class Skills: Bluff, Disguise, and Literacy are class skills for Athasian magi. Swim is not.

Monk
Class Skills: Survival is a class skill for Athasian monks. Swim is not.
Athasian Monks are limited to the Psionics Expanded Enlightened Monk archetype only.

Psychic Warrior
Class Skills: Intimidate is a class skill for Athasian psychic warriors. Swim is not.

Ranger
Class Features: Unless the ranger is from the Forest Ridge or some other forested region, she may make the following
substitution for the 7th level feature Woodland Stride:
Desert Native (Ex): At 7th level, a desert ranger gains a bonus on Initiative checks and Knowledge (geography),
Perception, Stealth, and Survival checks equal to 1/2 her ranger level in desert terrain, and she cannot be tracked in such
environments. This ability replaces woodland stride.
Other terrains may be substituted for desert with the DMs approval, provided they are appropriate to the rangers
background. The list of favored terrains in DS3r7 may be used as a more specific guide.

Rogue
Class Skills: Survival is a class skill for Athasian rogues. Swim is not.
An Athiasn rogue may choose the Psionics Expanded Cerebral Infiltrator archetype.

Sorcerer
Class Skills: Disguise and Literacy are class skills for Athasian sorcerers.
Limited Bloodline availability: Arcane, Destined, Elemental, Fey [Half-Pyreen only], Shadow [Official and Paizo Fans
United variant], Sylvan [Half-Pyreen only], Psionic and Psychic.
Limited Archetype availability: Learned Sorcery

Shadow Assassin
Class Skills: Survival is a class skill for Athasian shadow assassins. Swim is not.

Templar [Cleric Archetype]
As per the standard Cleric with the following alterations:
Class Skills: Bluff, Intimidate and Literacy are class skills for Templars.
Domain abilities: Where domain abilities make reference to Wisdom, you may use Charisma instead. As the Sorcerer-
Kings are not true deities, a Templar may not opt to take any subdomains.

Tablet: Sorcerer-King Domains
Sorcerer-Monarch Alignment City-State Domains
Abalach-Re Chaotic Evil Raam Chaos, Charm, Knowledge, Evil, Trickery
Andropinis Lawful Evil Balic Evil, Law, Nobility, Travel, War
Borys Neutral Evil Ur Draxa Destruction, Evil, Knowledge, Magic, Protection
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Daskinor Chaotic Evil Eldaarich Chaos, Evil, Madness, Strength, Trickery
Dregoth Chaotic Evil New Guistenal Chaos, Death, Destruction, Evil, Knowledge
Hamanu Lawful Evil Urik Evil, Law, Protection, Strength, War
Kalak Neutral Evil Tyr Artifice, Evil, Knowledge, Magic, Trickery
Lalali-Puy Neutral Evil Gulg Animal, Charm, Community, Evil, Plant
Nibenay The Shadow King Neutral Evil Nibenay Darkness, Evil, Magic, Rune, Trickery
Oronis True Neutral Kurn Healing, Knowledge, Magic, Protection, Trickery
Tectuktitlay Neutral Evil Draj Evil, Destruction, Strength, Sun, War

Wilder
Class Skills: Survival is a class skill for Athasian wilders. Swim is not.

Wizard
Class Skills: Bluff, Disguise, and Literacy are class skills for Athasian wizards.
Arcane Bond: Wizards may only choose familiars from a limited list. The following familiars are available: Bat, Cat,
Centipede, Donkey Rat, Goat, Hawk, Lizard, Monkey, Rat, Scorpion, Spider, Thrush, Viper, and Weasel.

NEW SKILLS
Literacy and Linguistics: Since writing is generally banned on Athas learning both the oral and written forms of a
language are split between the skills of Literacy and Linguistics. Linguistics normally grants proficiency in both writing
and speaking, but on Athas it only confers oral ability while literacy confers the other.

Note that demonstrating literacy if one is not either a noble or Templar is grounds for capital punishment.

Knowledge (Ancient History)
This is a very unusual skill, and the DM should take great care to see that this skill is not treated casually. While most
people have heard legends of a better time, to most they are simply disregarded as fanciful mythology. Knowledge of
the Green Age, the Cleansing Wars, the Champions, and of Rajaat is shrouded in mystery and peppered with
disinformation. The sorcererkings have destroyed most written records of the history of Athas, and what little remains
is plagued with halftruths and outright lies.

Knowledge (Warcraft)
You are knowledgeable in organized warfare. Some of the aspects of warfare this skill covers are: supervising
construction of defenses, supervising construction of siege weaponry, logistics, commanding siege weapon operations,
commanding war beetle operations, teaching in the use of weapons and communication through signals and
messengers (including the relevant terminology).

Check: Answering a warfarerelated question has a DC of 10 (for really easy questions, such as identifying troop
types or formations, assessing logistics and supplies, or establishing camps and simple patrols), 15 (for basic questions,
such as identifying favorable or unfavorable terrain, deploying simple offensive or defensive troop formations, or
establishing scouting parties), or 20 to 30 (for really tough questions, such identifying or establishing ambushes,
deploying complex troop formations, or coordinating several levels of interlocking strategy).

In many cases, you can use this skill to identify tactics, armies, and battle formations. In general, the DC of such a check
equals 10 + the armys Encounter Level. A successful check allows you to remember a bit of useful information about
that particular army, or tactic or battle formation. For every 5 points by which your check result exceeds the DC, you
recall another piece of useful information.

Coordinate Allies: You can also use Knowledge (warcraft) to coordinate allies. Each creature to be affected must
be able to see and hear you, and able to pay attention to you. To coordinate, make a Knowledge (warcraft) check with a
DC equal to 15 + the number of allies affected. If the check succeeds, all affected allies gain a competence bonus on
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attack rolls or a dodge bonus to AC equal to your Charisma modifier. You choose which of the two benefits to impart and
must impart the same benefit to all affected allies. The benefits last for 1 round.
You cannot use this ability on yourself. Coordinate allies does not provoke an attack of opportunity.
Action: Varies. A Knowledge (warcraft) check made to coordinate allies is a fullround action. A Knowledge check
to answer a question doesnt take an actionyou simply know the answer or you dont.
Try Again: Varies. Retries are allowed when you are trying to coordinate allies, but you may attempt such a retry
only once per round. Each retry carries the same chance of failure.
Special: If you have the Leadership feat, you get a +2 bonus on Knowledge (warcraft) checks.
Synergy: If you have 5 or more ranks in Knowledge (warcraft), you get a +2 bonus on Diplomacy checks related
to dealing with troops.
Untrained: This skill may not be used untrained.

Sleight of Hand
In addition to the normal uses, Sleight of Hand can be used to disguise the verbal and somatic components of arcane
spells.
Disguise Verbal and Somatic Component: As part of casting a spell, a spellcaster can use sleight of hand to disguise the
verbal and somatic component of any arcane spell cast. This is opposed by the targets passive perception. Targets that
are trained in spellcraft gain a +2 bonus on the relevant skill.

Spellcraft Skill: Due to the status of arcane magic as a largely illegal practice wizards have taken great pains to making
their casting harder to spot and more unobtrusive, as well as to encrypt their spellbooks.

Accordingly the DC is raised by 5 when attempting to identify spells as they are being cast (DC 20 + spell level), learning
spells from a spellbook (DC 20 + spell level), preparing spells from a borrowed spellbook (DC 20 + spell level), or
deciphering a scroll (DC 25 + spell level).

Swim Skill: Large bodies of water are rare to non-existent upon Athas. No class therefore has Swim as a trained skill
except Elemental Clerics of Water.

NEW FEATS
GENERAL FEATS
Feat Name Category/Type Prerequisites Benefit
Ancestral
Knowledge
General
Int 13, Knowledge
(history) 10 ranks
Choose one of the following time periods: Blue Age, Green
Age, or Cleansing Wars. You gain a +10 on bonus on
Knowledge (history) checks or bardic knowledge checks to
gain information about the chosen category.
Special: You can take this feat more than once, but the
bonus doesnt stack. Each time you take this feat, you
choose another time period.
Breadth of
Knowledge
General
Half-Pyreen, 100+ years
old
You get a +2 bonus on all Knowledge and Profession skill
checks, and can make checks with those skills untrained.
Commanding
Presence
General
Diplomacy 7 ranks,
Knowledge (warcraft) 5
ranks
This feat grants a new use for the Knowledge (warcraft)
skill.
Enabling an Ally: You can remove harmful conditions from
an ally as a move action by making a DC 20 Diplomacy
check. If the check succeeds, you can negate any one of
the following conditions: cowering, dazed, fatigued,
nauseated, panicked, shaken, or stunned.
You cannot use this ability on yourself.
Special: A fighter may select Commanding Presence as one
of his fighter bonus feats.
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Improved
Familiar
General
Ability to acquire a
familiar
In addition to the standard list of familiars, you may also
choose one from the table on page 73 of DSR3r7.
Lesser Noble General
Human, half-elf or half-
pyreen with a Human
parent, must be taken at
1
st
level
You gain a +2 trait bonus on Diplomacy, Knowledge
(nobility) and Sense Motive checks. Literacy is always class
skills for you. In addition, your starting money is increased
by 100 cp your birthright, such as it is.
Merchants
Child
General Must be taken at 1
st
level
You gain a +2 trait bonus on Appraise, Bluff and Sense
Motive checks. Appraise is always class skills for you. In
addition, your starting money is increased by 100 cp
your birthright, such as it is.
Tactical
Expertise
General
Knowledge (warcraft) 7
ranks
You can use coordinate allies as a standard action. Special:
A fighter may select Tactical Expertise as one of his fighter
bonus feats.
Psionic
Mimicry
General
Bluff 8 ranks, Knowledge
(psionics) 4 ranks,
Spellcraft 4 ranks
You can disguise your spells as psionic powers by making a
successful Bluff check (DC 10 + spell level). An onlooker
trained in spellcraft that suspects the nature of your
spellcasting can attempt to identify your spell being cast
with a Spellcraft check (DC equals the result of your Bluff
check).

CHANNELING FEATS
Feat
Name
Category/Type Prerequisites Benefit
Elemental
Cleansing Channeling
Command
Undead or Turn
undead
Any undead that you successfully turn or rebuke takes 2d6 points of
energy damage in addition to the normal turning or rebuking effect.
The type of damage dealt is the one associated with your patron
element.
Elemental
Might Channeling
Channel energy
class feature, Str
13, Power Attack
As a free action, spend one of channel energy uses to add your
Charisma bonus as energy damage to your weapon for 1 full round.
The type of damage dealt matches your patron elements descriptor.
Elemental
Vengeance Channeling
Channel positive
energy class
feature, Extra
Turning
As a free action, spend one of your channel positive energy uses to
add 2d6 points of energy damage to all your successful melee attacks
against undead until the end of your next action. This is a
supernatural ability. The type of damage dealt matches your patron
elements descriptor.

ITEM CREATION FEATS
Feat
Name
Category/Type Prerequisites Benefit
Brew
Potion Item Creation Caster level 3rd
Special: On Athas, potions take many different forms. The most
common form is an enchanted fruit, often called a potionfruit. Other
common items for enchantment include obsidian orbs, packs of
herbs, and bone fetishes.
The potion, regardless of material used to make it, is consumed or
destroyed when used.
Due to the nature of their magic, defilers cannot enchant organic
materials, such as fruits, as a potion. As a consequence, most non
defilers use those receptacles almost exclusively, as a way of assuring
the potion is not a product of defiler magic.
Scribe
Scroll Item Creation Caster level 1st
Special: On Athas, scrolls take many different forms. Common forms
include paper or papyrus sheets, clay tablets, and woven cloth.

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PSIONIC FEATS
Feat
Name
Category/Type Prerequisites Benefit
Greater
Unlocked
Talent Psionic
Cha 13, Improved
Unlocked Talent,
character level
5th
You gain 3 power points. Choose one 2ndlevel or 1stlevel power
from any psionic class list and add it to your powers known. Use
Charisma to determine the saving throws of those powers.
Special: You cannot take or use this feat if you have levels in
manifester classes.
You can gain this feat multiple times. Each time, you learn one new
2ndlevel or 1stlevel power.
Improved
Dwarven
Focus Psionic Dwarf
You must be psionically focused to use this feat. While actively
pursuing your dwarven focus, you receive an additional +2 morale
bonus on all checks related to your focus.
Improved
Elf Run Psionic Elf
You must be psionically focused to use this feat. While in an elf run
state, you gain an insight bonus to your speed of 15 feet.
Improved
Unlocked
Talent Psionic
Cha 12, Unlocked
Talent, character
level 3rd
You can manifest your Hidden Talent power as a manifester equal to
onehalf your Hit Dice (minimum 1st). Additionally, your Charisma
modifier now grants you bonus power points based on your new
manifester level.
Special: You cannot take or use this feat if you have levels in
manifester classes.
Pterran
Telepathy Psionic Pterran
You can use your racial missive psi-like ability to communicate with
all humanoid creatures in addition to reptiles. Your manifester level
for this effect is equal to 1/2 your Hit Dice (minimum 1st).

RACIAL FEATS
Feat Name Category/Type Prerequisites Benefit
Active
Glands Racial
Character level
10th, Thri-kreen You can use your poisonous bite two additional times per day.
Advanced
Antennae Racial Thri-kreen You gain the Scent ability.
Blend Racial Thri-kreen
Your racial bonus on Stealth checks in sandy or arid terrain is
increased by +4.
Blessed by
the
Ancestors Racial Thri-kreen
You get a +1 bonus on all saves.
Special: This feat must be selected at 1st level.
Cannibalism
Ritual Racial Halfling, Wis 13
When you have slain a creature in combat with Hit Dice equal or
superior to your character level you may devour its remains after
performing a ritual alone that lasts two hours. If you do, you receive a
+2 bonus to either Strength, Dexterity or Constitution for 24 hours.
This effect is not cumulative.
Dwarven
Vision Racial Mul You gain darkvision up to 60 feet.
Elfeater Racial Thri-kreen
You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival
checks when using these skills against elves. Likewise, you get a +1
bonus on attack rolls and a +2 to confirm critical hits against elves.
Elfish Eloy Racial
Half-elf, both
parents must be
half-elves
You receive the same natural resistance to extreme temperatures
that regular elves have. In addition, you receive a +3 bonus to Stealth
checks made in aboveground natural terrain. Special: This feat must
be selected at 1st level.
Extra Breath
Weapon Racial
Dray, Constitution
+15, Breath
You can use your breath weapon 2 additional times per day.
Special: You may select this feat more than once, its effects stacks.
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Weapon racial
feature
Extra
Draconic
Heritage Racial
Dray, Constitution
13+, Charisma 13+
You gain 1 additional Draconic Heritage racial feature.
Special: You may select this feat multiple times. Each time you do,
the minimum Constitution and Charisma scores increase by 2. Each
time you select this feat, you may select a different Draconic Heritage
racial feature.
Heritage of
the Rebirth
Races
Racial Half-Pyreen
When you use your minor change shape ability to assume the form of
a humanoid creature, you can also emulate any of that humanoids
subtypes. Though you do not gain any of the humanoids traits, you
are considered to be a member of that race for all other purposes
(allowing you to use magic items or spells keyed to race, for
example). You can also ignore the normal penalty on Disguise checks
when disguising yourself as a different race.
You can only emulate one race at a time, and you always retain the
fey type.
Ice Dweller Racial Aarakocra You gain resistance to cold 5.
Improved
Eye of the
Dragon Racial
Dray, Wisdom
13+, Eye of the
Dragon racial
feature, 15 ranks
in Perception You gain blindsight with a range of 60 feet.
Improved
Gythsa Racial Con 13, Thri-kreen
With a full nights rest (8 hours or more), you recover 2 hit points per
character level. If you are tended successfully by someone with the
Heal skill, you instead regain double the normal amount of hit points.
Special: This feat must be selected at 1st level.
Improved
Soul of the
Dragon Racial
Dray, Base
Fortitude Save +2,
Base Reflex Save
+2, Base Will Save
+2, Soul of the
Dragon racial
feature You gain spell resistance 5 + your Hit Dice.
Improved
Tooth and
Claw of the
Dragon Racial
Dray, BAB +5,
Strength 13+,
Tooth and Claw of
the Dragon racial
feature
Your base bite and claw damage increase to 1d8 and 1d6
respectively.
Improved
Wings of the
Dragon Racial
Dray, Dexterity
11+, Wings of the
Dragon racial
feature, Fly 11
ranks Your fly speed increases to 60 feet with good maneuverability.
Longhshanks Racial
Half-elf, both
parents must be
half-elves
Your land speed is faster than the norm for a half-elf by +10 feet. For
example, regular half-elf has his land speed increased from 30 ft. to
40 ft. Special: This feat must be selected at 1st level.
Tikchak Racial
Character level
5th, Thri-kreen
You are proficient with the chatkcha. You receive an insight bonus on
Survival checks while hunting equal to your Wisdom modifier.
Tokchak Racial Thri-kreen
Allies adjacent to you gain a +1 bonus to Reflex saves. This benefit
does not apply when you are flatfooted.
Quick
Change
Racial Half-Pyreen You can use your minor change shape ability as a move action.
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EQUIPMENT
CURRENCY
All prices in Dark Sun are given in terms of ceramic pieces. 10,000 bd = 1,000 bits =100 Cp = 10 sp =1 gp.

Table: Currency Conversions
Athasian
Currency (weight)
Core Rulebook
Equivalent
Ceramic
Pieces
Lead bead (bd) Copper piece (cp) 1/100
Ceramic bit (bit) Silver piece (sp) 1/10
Ceramic piece (Cp) Gold piece (gp) 1
Silver piece (sp) Platinum piece (pp) 10
Gold piece (gp) N/A 100

MATERIALS
Breakage Due to Inferior Materials Rules
Breaking Weapons: Obsidian, bone, and wooden weapons are prone to breaking. Whenever a successful attack inflicts
maximum damage, roll a d20, on a result of 1 the weapon will break, as per the following example:

Bruth is sent to the arena armed with a bone battle axe against three unarmed gith. In his first round, Bruth
cleaves through the skull of his first opponent (makes a successful attack) and brings him down (rolls an 8 on his
1d8 for damage). Unfortunately, the shock of the blow splinters the bone of the axe head (Bruths player rolls a
1 on 1d20 indicating weapon breakage), leaving him weaponless. Bruths career in the arena may be brief.

Materials Rules
Agafari Wood comes from the Crescent Forest near Nibenay. The crafters from that city profit from making weapons
from the extraordinarily hard wood, the next best thing to bronze.

Blood Obsidian is formed from volcanoes resulting from powerful defiling. It is exceedingly rare.

Table: Material Rules
Material Attack Mod Damage Mod* Hardness HP/Inch Weight Multiplier CP Price Multiplier
Blood
Obsidian
+1 12 30 x2 x 2,000
Bone -2 -2 6 10 x 1/2
Bronze -1 -1 9 20 x 10
Iron 10 30 x 100
Stone
(Obsidian)
-2 -2 8 15 x2
Wood -3 -3 5 10 x 1/2 x 1/2
Wood, Agafari -1 -1 8 15 x 1/2 x 10
* Damage modifiers never reduce damage below 1.
Basically, the Cp cost of weapons and armor equals the gp cost listed in the PCR, modified by the material price
multiplier. Iron weapons effectively cost the same number of gp on Athas as they do on other worlds, but this is 100-
times the value of an equivalent bone/stone weapon in Cp.

All weapons and armor should be listed on player inventories with their appropriate material name, e.g. bone
longsword, wooden mace.

The following weapons from the PCR can be constructed from non-metal materials without penalty: bolas, all bows (and
arrows), club, all crossbows (and bolts), dart, dagger, greatclub, javelin, all lances, all maces (except wooden-headed),
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net, nunchaku, quarterstaff, sai, sap, sling (and bullets), all spears, and whip. They weigh the same as listed in the PCR.
These weapons cost 1% of the listed gp price in the PCR. Simply convert the listed price in the PCR to Cp. For example, a
spear listed at 2 gp in the PCR costs 2 Cp.

Furthermore, due to the rarity of metal, Athas has its share of unique weapons designed to be constructed from non-
metal materials; as such, they do not suffer from the inferior materials penalties described above. These are listed in
DS3r7 Table 5-3: Athasian Weapons, p. 113-4.

MAGIC
ARCANE MAGIC
Terrain Modifiers for Arcane Spellcasting
Terrain types affect arcane magic depending on the amount of plant life available. Barren and desolate terrains weaken
spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in
Table: Terrain Modifiers.

The Obsidian Plains are completely devoid of plant life. If arcane spellcasters have no alternative energy sources, or
magical items such as wands, they are unable to cast spells in this terrain.

Table: Terrain modifiers to Arcane spells
Terrain Vegetation Spell DC Modifier Caster Level Check Modifier
Lush (forest, garden, oceans) +2 +2
Abundant (grassland, active farmland, swamps, mud flat) &
Fertile (oases, scrub plain, inactive farmland)
+1 +1
Infertile (cities, rocky badlands, bare mountains) 0 0
Barren (boulder fields, sandy wastes, salt flats) -1 -1
Desolate (Silt Sea) -2 -2

DEFILING MECHANICS
Defiling follows the rules set out in DRAGON Magazine #315 with some minor alterations.

In brief, defiling, like most other arcane magic on Athas, draws its power from plant life. Only the most epic of arcane
spellcasters can draw arcane power from animal life.
Preservers suffer no mechanical penalties from casting spells, however, they always face the temptation to defile if
desperate.

Defiling allows a caster to employ metamagic effects on his spells without having to use higher spell slots. However, this
power does not come entirely for free. Each use of such defiling causes the defiler to accrue defiling points which can
incur mental and physical penalties. See Table Defiler Benefits and Costs.

Limits to defiling: You can only incur up to half your caster level in defiling points per spell with a defiling metamagic
effect. A 6th-level wizard cant use defiling to cast a maximized fireball as that would earn 4 defiling points, but an 8th-
level wizard could do so.

For choices on Table Defiler Benefits and Costs that dont mimic metamagic effects there is no limit on how many defiler
points you can incur with a single spell:

Recover Expended Spell: Unlike other uses of defiling magic, you arent casting a spell at the moment. Instead, you
spend a standard action to draw forth the life energy of Athas (which provokes an attack of opportunity from any nearby
foe) and recall any one spell that you had prepared and then cast. The spell is ready for use as if it had not been
previously cast.

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Cast a spell without expensive material component: You can gain defiler points to substitute a material component
with the life energy of Athas. You can split the cost between defiler points and gp if you wish.

Table: Defiler Benefits and Costs
Effect Defiler Points Earned
Make spell silent 1
Make spell still 1
Make spell heightened 1 per level
Make spell empowered 3
Make spell enlarged 1
Make spell extended 2
Make spell maximised 4
Make spell quickened 4
Make spell widened 4
Recover expended spell 2 per spell level
Cast a spell without expensive material component 1 per 500 gp

The Taint of Defiling
Defiling points accumulate over time and also affect the radius of vegetation destroyed around
the caster.

Defiling the planets life energy takes its toll on your own body. Too much defiling can weaken your own life energy and
willpower, it also produces a sense of unease within yourself and in others. Accumulated defiling points have the
following effects:

Table: Accumulated Defiling Points
Defiler Points Effect
1+ -2 penalty on all Wisdom- and Charisma-based skill checks.
11+ -2 penalty to Constitution. If you engage in strenuous action (fighting, hustling, etc.) for more than 1
minute, you are fatigued.
21+ -2 penalty on all Wisdom- and Charisma-based skill checks.
31+ -2 penalty to Constitution. Your alignment changes to evil if it isnt already.
41+ You become a tliz, an undead creature, and fall under the DMs control.
Successive tiers of effects are cumulative. Note, if your Constitution drops to 0 or below, you will die.

Defiling Radius
When a wizard defiles the number of points earned on Table Range of Defilement are multiplied by a vegetation based
factor according to the table below. If no defiling meta-magic effects are invoked then the radius multiplier is 1:

Table: Range of Defilement
Terrain Vegetation Radius Defiled
Lush (forest, garden, oceans) 1 ft. x (number of defiler points earned on casting + spell level)
Abundant (grassland, active farmland, swamps, mud
flat)
5 ft. x (number of defiler points earned on casting + spell level)
Fertile (oases, scrub plain, inactive farmland) 10 ft. x (number of defiler points earned on casting + spell level)
Infertile (cities, rocky badlands, bare mountains) 20 ft. x (number of defiler points earned on casting + spell level)
Barren (boulder fields, sandy wastes, salt flats) 30 ft. x (number of defiler points earned on casting + spell level)

Defiling in the same spot multiple times: If you cast a spell from within a recently defiled area (such as on a subsequent
round), add the radius of the previous defilement to half the new radius in order to determine the new defiled radius.
(Previous radius + (New radius)) = Defiled radius Defilers ash is black and totally devoid of life-giving properties. It is
the telltale sign of wizardry. Nothing grows in a defiled area for years. Even if the defilers ash moves with the wind, the
ground remains a lifeless scar.
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Exposure to Defiling Radius
Creatures except the defiler caught within the defiling radius at casting time experience pain and suffer a -1 penalty to
all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also
suffer 2 hp damage x spell slot level expended (a 0-level spell inflicts 1 hp damage).


Reducing Defiling Points
Defiling points can only be reduced by either assuming the taint of defiling into yourself, thus increasing your defiler
score or meditating in an undefiled area.

(Note: a defiling score is an historical record of the damage you have inflicted on Athas lifeforce. Defiling points
represent how much life energy you have been warping lately).

Assuming the Taint
You can voluntarily accept the taint of defilement. You must be stationary for 10 minutes per defiling point, during
which time you can take no other actions. After, if you were fatigued due to your defiler points, you arent anymore. Add
half your defiler points (round up) to your permanent defiler score. Then wipe away all your defiler points. For example,
if you have 11 defiler points and defiler score of 3 when you assume the taint, your defiler score goes up to 9, you have
no defiler points, and you lost the attribute and skill check penalties.

A defiler score has no immediate penalties, but it does mark you forever as having defiled and may leave you vulnerable
to certain druidic and magics designed to punish defilers. Someone with a defiler score will have an aura detectable by
certain druid and templar spells.

Cleansing Meditation
Someone with defiling points can meditate in an undefiled area in order to eliminate defiling points. How fast defiler
points disappear depends on the terrain in which meditation occurs. See Table Meditating to Reduce Defiler Points. If
you have a druid assisting you in meditation, you eliminate defiler points twice as fast. But remember: Druids hate
defilers.

Table: Meditating to Reduce Defiler Points
Terrain Vegetation Time spent meditating
Lush (forest, garden, oceans) 2 hours per defiler point
Abundant (grassland, active farmland, swamps, mud
flat)
4 hours per defiler point
Fertile (oases, scrub plain, inactive farmland) 8 hours per defiler point
Infertile (cities, rocky badlands, bare mountains) 1 day per defiler point
Barren (boulder fields, sandy wastes, salt flats) 1 week per defiler point

MAGIC AND PSIONICS ARE MOSTLY THE SAME
Effects that dispel or negate magic and psionics function equally well against both, because they enforce the mundane
reality of Athas. A psion cannot use ego whip within an antimagic field. Negate psionics will dispel a wizards mage
armor spell. Similarly, spell resistance and power resistance work equally well against both spells and psionics.

However, detect magic and detect psionics will notice the presence of either psionics or magic, respectively. However,
they reveal nothing of the schools active, only the number of auras.

This changes the Psionics is Different rule in DS3r7 and is consistent with Psionics Unleashed.

ADVENTURING
Athasian resistance to temperatures
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Athasians have gradually developed a higher tolerance towards high temperatures. Even more importantly, through the
accumulated knowledge of countless generations, they have learned to protect themselves effectively from the
blistering rays of Athas sun. The information in Table Temperature Categories replaces the heat categories from Chapter
13 The Environment, in the Pathfinder Core Rulebook.

Elves are particularly resilient to temperature extremes. Elves do not suffer ill effects from very hot temperatures, and
they are affected by extreme heat as others are affected by very hot temperatures. Likewise, they are unaffected by cold
temperatures, and are affected by extreme cold as others are by cold.

Table: Temperature Categories
Heat Category Temperature Fortitude Save Frequency* Damage (nonlethal)
Cold Below 40F (4C) 1 save/hour 1d6
Very hot Above 120F (49C) 1 save/hour 1d4
Extreme heat Above 140F (60C) 1 save/10 minutes 1d4
Abysmal heat Above 160F (71C) 1 save/5 minutes** 1d4**
* The DC of the Fortitude save vs heat is 15 + 1 for each previous check.
** Being exposed to Abysmal heat automatically inflicts 1d6 fire damage/minute (no save) regardless to and in addition to the
subdual damage suffered by failed Fortitude Saves.

If you take nonlethal damage from heat you suffer from heatstroke and are fatigued until you heal from this heat
damage.

A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that
would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest,
fatigued characters are no longer fatigued.

You heal nonlethal damage at the rate of 1 hit point per hour per character level.

Average and Hot days
The temperature rarely fluctuates from season to season on Athas, and so temperatures are fairly constant throughout
the year. The dark sun shines relentlessly during the day, with temperatures around 110F (43C) before noon and 130F
(54C) by late afternoon. On very hot days temperatures sometimes rise to 150F (65C). By nightfall, the low humidity in
the air has let a lot of the heat escape, and the temperature falls to 40F (4C), and in some isolated spots, as low
as 0F (-18C).

On an average day the temperature reaches very hot for four hours. A character exposed to the sun all day would have
to make four Fortitude Saves.

On a hot day the temperature reaches very hot for four hours and extreme heat for four hours. A character exposed to
the sun all day would have to make 28 Fortitude saves.

Table: Heat and Cold dangers
Time Normal Hot Cold
6am-10am
10am-12:00pm Fort save/hour
12:00pm-4:00pm Fort save/hour Fort save/10 mins
4:00pm-6pm Fort save/hour
6pm-11pm
11pm-2am Fort save/hour
2am-4am Fort/10 mins
4am-6am Fort save/hour

To escape the deadly heat, a character should seek shade.

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Shade
As per the Pathfinder Core Rulebook (Chapter 13, The Environment), shade negates the effects of
very hot and extreme temperature, but not abysmal heat. The following criteria can be applied to
determine what constitutes shade and what does not. Often the DM must resolve these issues on
a case-by-case basis:

1. A physical object not worn by the character
2. The object must shield half or more of the creature from the sun.

Examples of objects that grant shade: howdah, tent, parasol, building, wagon.
Examples of objects that do not grant shade: shields, backpacks, clothes, armor.

Shade and terrain
In certain terrains it is more difficult to protect oneself effectively from the suns blistering rays, and the benefits of
shade are subsequently reduced.
Salt Flats: Shade reduces the heat category by one (extreme heat becomes very hot. Very hot becomes none. No
changes to abysmal heat).
Obsidian Plains: Shade does not negate or reduce the effects of heat.

Heat and Armor
Heat has a disastrous effect on those wearing armor or heavy clothing. Apply the armor check penalty of a given suit of
armor (and shield) as a penalty to Fortitude saves vs. heat.

For example, hide armor incurs a -3 penalty. A masterwork hide armor would incur a -2 penalty. This rule replaces the
PCRs simplified -4 save penalty for wearing heavy clothing and any form of armor. Clothing no longer incurs a save
penalty. Athasians use clothing to effectively shield themselves from the sun.