By Shawn Bowman
Credits
Designer: Shawn Bowman
Play Testers: Berry Mears, Dustin Mitchell, Jean Mitchell, Preston Pounds, Robert Kirchner, and Steven Schroeder
Cover Art: Wayne Reynolds
Interior Art:
Version: 2.0
Special Credit: Anarchopaladin for all his inspiration and work on converting Dark Sun to Pathfinder 2E.
Optional Rules
Dark Sun characters have always been more powerful than other campaign's characters. Dark Sun uses few alternate rules to represent this impact.
Automatic Bonus Progression This variant removes all items bonuses to rolls and DCs provided by magic items and replaces it with a new kind of bonus -- potency-- to reflect a character's innate ability instead.
Free Archetype Every character receives a free multiclass archetype at level 2. I recommend the Psychic dedication for all characters to represent the natural psychic ability of all athasians
Gradual Attribute Boosts Characters gain attribute boosts more gradually as they level up.
Copyrighted Content
All artwork and visual layout elements in this template are copyrighted by Paizo Inc. and are used for demonstration purposes only. If you plan to distribute homebrew material using this template you must remove all elements that are copyrighted: page border, parchment background and the sidebar backgrounds. However, you may use this template to share homebrew with your players, as is.
Cover: "Pathfinder Roleplaying Game" by David Alvarez is licensed under CC BY-NC 4.0.
TABLE OF CONTENTS
1 Introduction 4
Athas is a very different world from most fantasy settings. This section covers the things players need to know when adventuring in Dark Sun.
2 World of Athas 7
This section details the important locations in Dark Sun along with the various planes that interact with Athas. Finally, the section lists the important faiths that characters may worship.
3 Ancestries27
Choose the people your character belongs to—whether they’re dwarves, elves, halflings, or humans.
4 Backgrounds123
Choose a background that fleshes out what your character did before becoming an adventurer. Details on languages also appear in this chapter.
5 Classes 139
Bold fighters, devout clerics, scholarly wizards, and inventive alchemists are just a few of the 16 character classes you can select from.
This chapter also details animal companions, familiars, and multiclass archetypes that expand your character’s abilities.
6 Feats 279
Expand your capabilities by selecting general feats that improve your statistics or give you new actions. This chapter includes skill feats, which are tied directly to your skills.
7 Equipment 283
Gear up for adventure with this vast arsenal of armor, weapons, and gear.
8 Spells 299
Learn to kindle magic in the palm of your hand. This section includes the rules for spellcasting, hundreds of spell descriptions, focus spells used by certain classes, and rituals.
9 Treasure 309
Information on the various magic items are included in this section.
Introduction
For thousands of years, the Tablelands have remained untouched: its politics frozen in a delicate stalemate,
its life in a balance even more delicate. It is true that the Sorcerer-Kings amused themselves with their petty
wars, rattling sabers to punctuate the passing of ages. It is true that, occasionally, another city would be
swallowed by the wastes.
But there were no surprises. The Sorcerer-Kings steered everything from their omnipotent perches, content in their superiority, but ever thirsting for challenge. All that has changed. The Tablelands have been thrown into
turmoil, the likes of which have not been seen since times forgotten. The Sorcerer-Kings have been thrown
into confusion, grasping for the tedium they so recently lamented. And yet I fear the worst is yet to come.
Change is in the air, and change has never come gently to Athas.
Athas’s savage, primal landscape is the result of long centuries of ecological and magical abuses. The world is dying. It breathes its last gasps as water turns to silt, grasslands become sandy wastes, and jungles decay into stony barrens. Still, life finds ways to endure even in these hellish conditions. In fact, it thrives. Children growing up beneath the crimson sun don’t aspire to become heroes. True heroes who champion causes or try to make the world a better place are as rare as steel on Athas. Living to see the next dawn is more important than defending a set of beliefs, so survival ultimately motivates all living creatures—not virtue or righteousness.
Today, Athas rushes toward its future. If the course of destruction is to be diverted, if Athas is to be restored, then heroes must grab the reins of destiny and give new hope and promise to the world. It will not be easy. In fact, it will be extremely difficult. But it is possible. The denizens of the Tablelands have suffered under oppression for thousands of
years, and now, a boiling point has been reached. Perhaps not today, perhaps not tomorrow, but someday, change will come.
Ten Things to Know
Every player needs to know and remember these facts about the world of Athas.
1. Dark Sun is Different from
Traditional pathfinder
Many monsters, classes, spells, or magic items from the core rulebooks simply are not available in Athas.
Many races are not available because Athas has a very different background than most fantasy settings.
2. Tone and Attitude.
Athas puts the survival of the fittest concept to its fullest.
Those who cannot adapt to endure the tyrannical Sorcerer‐Kings, the unrelenting sun, or the many dangers of the wastes will certainly perish.
Illiteracy and slavery are commonplace, while magic is feared and hated. The term “hero” has a very different meaning on Athas.
3. A Burnt World.
Thousands of years of reckless spellcasting and epic wars have turned Athas into a barren world, on the verge of an ecological collapse. From the first moments of dawn until the last twinkling of dusk, the crimson sun shimmers in the olive–tinged sky like a fiery puddle of blood, creating temperatures up to 150° F (65° C) by late afternoon. Water is scarce, so most Athasians need to come up with alternative solutions for dealing with the heat or perish.
4. A World Without Metal.
Metals are very rare on Athas. Its scarcity has forced Athasians to rely on barter and different materials, such as ceramic, to use as currency. It also hampers industrial and economic development as well; mills and workshops rarely have quality tools to produce everyday products.
Even though most Athasians have developed ways of creating weapons and armor made of nonmetallic components, the advantage of having metal equipment in battle is huge.
5. The Will and The Way.
From the lowliest slave to the most powerful Sorcerer‐King, psionics pervade all levels of Athasian society. Virtually every individual has some mental ability, and every city‐state has some sort of psionic academy available. Athasians use the term Will to refer to someone’s innate ability for psionics and the Way for the study of psionics.
Athas’s savage, primal landscape is the result of long centuries of ecological and magical abuses. The world is dying. It breathes its last gasps as water turns to silt, grasslands become sandy wastes, and jungles decay into stony barrens. Still, life finds ways to endure even in these hellish conditions. In fact, it thrives. Children growing up beneath the crimson sun don’t aspire to become heroes. True heroes who champion causes or try to make the world a better place are as rare as steel on Athas. Living to see the next dawn is more important than defending a set of beliefs, so survival ultimately motivates all living creatures—not virtue or righteousness.
Today, Athas rushes toward its future. If the course of destruction is to be diverted, if Athas is to be restored, then heroes must grab the reins of destiny and give new hope and promise to the world. It will not be easy. In fact, it will be extremely difficult. But it is possible. The denizens of the Tablelands have suffered under oppression for thousands of years, and now, a boiling point has been reached. Perhaps not today, perhaps not tomorrow, but someday, change will come.
Ten Things to Know
Every player needs to know and remember these facts about the world of Athas.
1. Dark Sun is Different from
Traditional pathfinder
Many monsters, classes, spells, or magic items from the core rulebooks simply are not available in Athas.
Many races are not available because Athas has a very different background than most fantasy settings.
2. Tone and Attitude.
Athas puts the survival of the fittest concept to its fullest.
Those who cannot adapt to endure the tyrannical Sorcerer‐Kings, the unrelenting sun, or the many dangers of the wastes will certainly perish.
Illiteracy and slavery are commonplace, while magic is feared and hated. The term “hero” has a very different meaning on Athas.
3. A Burnt World.
Thousands of years of reckless spellcasting and epic wars have turned Athas into a barren world, on the verge of an ecological collapse. From the first moments of dawn until the last twinkling of dusk, the crimson sun shimmers in the olive–tinged sky like a fiery puddle of blood, creating temperatures up to 150° F (65° C) by late afternoon. Water is scarce, so most Athasians need to come up with alternative solutions for dealing with the heat or perish.
4. A World Without Metal.
Metals are very rare on Athas. Its scarcity has forced Athasians to rely on barter and different materials, such as ceramic, to use as currency. It also hampers industrial and economic development as well; mills and workshops rarely have quality tools to produce everyday products.
Even though most Athasians have developed ways of creating weapons and armor made of nonmetallic components, the advantage of having metal equipment in battle is huge.
5. The Will and The Way.
From the lowliest slave to the most powerful Sorcerer‐King, psionics pervade all levels of Athasian society. Virtually every individual has some mental ability, and every city‐state has some sort of psionic academy available. Athasians use the term Will to refer to someone’s innate ability for psionics and the Way for the study of psionics.
6. A World Without Gods.
Athas is a world without true deities. Powerful Sorcerer‐Kings often masquerade as gods but, though their powers are great and their worshippers many, they are not true gods. Arcane magic requires life force, either from plants or animals, to be used. All divine power comes from the Elemental Planes and primarily power from the Spirits of the Land that inhabit geographic features.
7. Planar Insulation.
Barriers exist between Athas and other planes. In the case of other planes of existence, the Gray impedes planar travel, except to the Elemental Planes. Consequently, travel via spell jamming is impossible, and planar travel is much more difficult. The same holds true for those trying to contact or reach Athas. The barrier formed by the Gray impedes travel in both directions.
8. The Struggle For Survival.
The basic necessities of life are scarce on Athas. This means that every society must devote itself to attaining food and safeguarding its water supply, while protecting themselves from raiding tribes, monsters, and other city‐states. This essentially means that most Athasian must devote a large deal of their lives just to survive.
9. The Seven City‐states.
The Tyr Region is the center of the world of Athas, at least as far as the people of the seven city‐states are concerned. It’s here, along the shores of the Silt Sea and in the shadows of the Ringing Mountains that civilization clings to a few scattered areas of fertile land and fresh water.
The majority of the population lives in the city‐states of Tyr, Urik, Raam, Draj, Nibenay, Gulg, and Balic. The remainder live in remote villages built around oases and wells or wander about in nomadic tribes searching for what they need to survive.
10. New Races and Classes
In addition to the common player character races found in the Core Rulebook, players can choose to play aarakocra, dray, half‐giant, mul, and thri‐kreen in Dark Sun. Aarakocra are bird people that fly above the wastes. Dray are a dragon like race created by the Sorcerer-King Dregoth. Half‐giants are creatures with great strength, but dull wits.
A mul is a hybrid race that combines the natural dwarven resilience and stubbornness with the adaptability from humans. Thri‐kreen are insectoid creatures that roam the Athasian wastes in search for prey. The following races do not exist on Athas and therefore are not playable races: gnome, goblin, and other races listed in any other sourcebooks.
There is one new class to pick, psychic warrior. However, with that there is a few classes from the Pathfinder that are not playable classes: bard, gunslinger, inventor, sorcerer, thaumaturge, and witch. In most cases a class is exactly as described in the Pathfinder unless otherwise noted in their brief descriptions. Due to the nature of magic (both arcane and divine) on this world the landscape for typical wizards, and clerics have changed dramatically.
The World of Athas
The world of Dark Sun is focused on the Tyr region of Athas. Seven City-States dominate and control most of the Tyr region: Balic, Draj, Gulg, Nibenay, Raam, Tyr, and Urik. Recently the ancient city of Kemalok has been found and has brought new hope to the Tyr region. Most PCs will start in the Tyr region, one of the major humanoid population centers of Athas.
Tyr Region
The Tyr region has been divided amongst the powerful City-States across the region. These City-States are generally ruled by a Sorcerer King or Queen. Almost all races can be found in a City-State but halflings and Thri-Kreen are generally not native to the cities. Smaller villages and outposts dot the Tyr region and may be independent or under the control of a merchant house or City-State.
TyrCity-State
Not far from the tower, a brick step-pyramid soars above the walls: the Ziggurat of Kalak, multicolored and resplendent under the desert sun. The city walls are parched sandstone, smoothed by time and centuries of continual repair. Beyond Tyr loom the ramparts of the Ringing Mountains, whose topmost peaks glint with a dusting of snow during the months of Sun Descending.
UrikCity-State
The hills surrounding Urik are mostly barren, but extensive irrigation transforms the land into arable soil. Grain fields, orchards, and vineyards create surprising greenery beneath the looming brown hills. Four roads emerge from the city-state and cross this verdant tract. The wide, winding Obsidian Way climbs toward the Smoking Crown and Urik’s obsidian mines. The High Road leads west toward Makla, Urik’s most important client village. The Trade Way travels south to the Silver Spring Oasis, and the Road of Kings travels east to Raam.
If you visit Urik, be very careful to obey all of Hamanu’s laws and keep some gold hidden securely away just in case you must bribe a templar for your freedom. Few fates are worse than being sold into slavery to work in the quarry pits. The sharp edges of the glassy stone will slice your fingers, hands, and arms to a point of uselessness within days.
BalicCity-State
The city is renowned for its democratic traditions. Balic’s nobles are seated in a Chamber of Patricians that creates and maintains the code of laws, and its templars must stand for election to 10-year terms. The various professional guilds (and Balic’s chapter of the Veiled Alliance, for that matter) conduct their business by taking votes and electing officers; even the dictator is, in theory, elected. Much of this democracy, however, is little more than an illusion.
The office of dictator is held for life, and Andropinis has endured in his position now for centuries. Public debate and discourse is allowed, but only up to a point. Any direct criticism of the dictator or his templars is dealt with harshly, and the patricians learned long ago to pass only those laws that meet with the dictator’s approval.
Balic enjoys a cultural heritage and a civic mythology dating back thousands of years, which finds expression in a public appreciation for poetry and drama. The mythology still lives in the form of powerful arcane vestiges; Andropinis and his templars are masters of manipulation. The cultural heritage is evident in the dozens of theaters throughout the city-state, which run the gamut from crowded, ramshackle stage-houses in the poorer quarters to magnificent amphitheaters in the noble districts. In Balic, talented playwrights and orators can win acclaim equal to that held by the greatest gladiators as long as they steer clear of subject matter that the dictator’s templars might find offensive.
RaamCity-State
The present difficulties might have been averted by a strong hand, but Abalach-Re had less interest in ruling than in feeding her insatiable appetite for pleasure. Generations ago, she abandoned her royal title and declared herself to be the representative of an all-powerful deity known as Badna.
Calling herself the Grand Vizier, a title normally held by Raam’s greatest mystics, she razed the city’s existing shrines and temples, replacing them with new shrines dedicated to Badna. The deity’s image – that of a grinning, four-armed male dressed in a long loincloth – appears all over the city-state. Abalach-Re continues to assure the citizens that Badna watches her closely and will strike her dead if she falters in her duties, but few believe her anymore.
More than 40,000 people live in Raam, making it the most populous of the city-states. Another 40,000 or so dwell in the warlord-dominated estates surrounding the city. Humans constitute less than half the population.
Raam draws water from a deep reservoir below the city, which provides enough to sustain the populace and irrigate the fields beyond.
Although the renowned mines have been picked clean and the current troubles have all but paralyzed trade, Raam retains enough commodities to lure merchants. The city exports silver, gemstones, flint, silk, rugs, art, and textiles, among other goods.
The mansabdars form the heart of the largest army in the Tyr Region, leading thousands of wretched slave soldiers. In addition, Abalach-Re hoards weapons, armor, and equipment in an enormous armory beneath her palace.
NibenayCity-State
The city has a distant and stoic past. Its remote noble class, to whom blood is cheaper than water and nothing more precious than the fertile land of their fields, preserves the city's most ancient traditions. In Nibenay, the lucky are rewarded and the rest are swallowed whole.
All around the city is evidence of the ancient culture that Nibenay was built upon. Modern Nibenese construction surrounds and intermingles with ancient ruins and edifices. Some of these old sites are abandoned, but others remain occupied by the city's masses.
Of all the rulers of Athas, the sorcerer-king Nibenay (who gave his name to his city) is perhaps the least involved in the day-to-day management of his empire. He has, over the centuries, established an amazingly competent bureaucracy that allows him to focus his attention on the study of dark magic instead of the mundane matters of government. Nibenay's reclusiveness has earned him the title of Shadow King from his people. He spends virtually all of his time in his walled sub-city, called the Naggaramakam, which lies at the center of Nibenay. From here, his templar-wives manage the day-to-day affairs of the kingdom.
Nibenay believes in the delegation of responsibility and management through precisely designed systems. This belief results in a powerful, impersonal bureaucracy that runs smoothly and destroys those caught beneath its wheels.
GulgCity-State
Gulgs live by relatively simple means in a culture that stresses respect for the wisdom of elders, veneration of the hunt, and individual conformity. The people of Gulg are taught to respect the forest of their queen and to live within the strict confines of the rituals and customs that dictate their behavior. This respect, however, is more a testimony to the power of superstition and an oppressive culture than lightened impulse to act as custodians of the planet.
Outsiders often romanticize Gulg as having the only ruler who enjoys the popular support of her people. While this is true in some regard, the oba enjoys that support for three simple reasons. First, they believe she is a goddess embodying the life of the forest whose appeasement benefits the life of the community. Second, they rightly believe that she is all that stands between them and slavery in the city-state of their ancient enemy, Nibenay. Last, the stifling culture of the city is so ingrained in the public consciousness that the people would be hard pressed to even imagine a different life. The people of Gulg do indeed love and fear their oba.
A visitor to Gulg may become discouraged at the confusing customs and suspiciousness of the natives. There are, however, many small and fascinating pockets within the city that will reward the curiosity of the persistent seeker, not least of which is the city-state's ruler. Gulgs believe their queen is an immortal of supreme power. Lalali-Puy (pronounced la-la-lee-pie, meaning forest goddess) is called oba by her people. She is a stunningly beautiful woman with luxurious black hair, and she has not appeared to age a day in all the centuries of her rule.
Her influence can be felt in all aspects of Gulg life. The leafy crown of her palace, built amid the branches of an enormous agafari tree, can be seen from virtually any point in the city Common greetings invoke the protection of the forest woman with luxurious black hair. Her decrees prescribe and regulate all aspects of the behavior of her subjects. The entire forest and everything in it belongs to her. The city of Gulg survives only by her will.
DrajCity-State
Draj owes its sinister nature to its sorcerer-king. Tectuktitlay, the Father of Life, is a pervasive presence in the city-state. His visage adorns walls and buildings, his symbol ripples on banners, and his templars (known as moon priests) are everywhere, enforcing his laws and instructing the people in his perfect divinity. No one would suggest it, but in fact, the sorcerer-king’s features have little majesty. Tectuktitlay has narrow eyes, a wide nose, heavy jowls, and round, pouty lips. Other regal images include the feathered serpent found on banners carried by soldiers in war. The jasuan, or ambush drake, also has a place of prominence in Draj.
Tectuktitlay’s influence is so insidious that most Draji dare not question his divinity, doubt the deeds attributed to him, or disobey the commands given by his moon priests. All citizens know that dissent invites this ire, and his anger can be quelled only by blood sacrifice.
The boggy mudflats surrounding Draj release little usable water, but deep wells in the Gift tap into the water table below.
Draj is an agricultural center, with abundant grain and hemp fields that can feed the city-state many times over. Textiles such as cotton, linen, and silk are major exports. The city’s distance from Tyr means that some commodities, specifically metal goods, are hard to acquire.
The city-state has an enormous military. Some five hundred jasuan knights make up the core of the defense and receive support from another three thousand lesser warriors. The moon priests can press slaves into service if they see the need to do so.
The Tablelands
AltarukCity 12
This protection is not free to travelers. All who want to enter Altaruk must pay a toll of 1 gp per visitor (including each beast of burden). But for those inside the 15-foot-high walls, Altaruk offers stables, room and board, trade opportunities between merchant houses, and gossip from all corners of the Tablelands. Only the largest and fiercest raiding tribes would consider attacking Altaruk, but rumor has it that giants of the Estuary of the Forked Tongue are gathering to strike at the town. It's happened before.
Grak's PoolVillage 4
Midway between Altaruk and Ledopolus stands a mud-brick fortress built over a natural spring. Because surface water is rare anywhere on Athas, Grak’s Pool is a welcome stop for travelers. Grak, a half-elf warrior of some renown, commands a band of mercenaries based here. He allows visitors to set up camp around the outskirts of his fortress, but his water is not free. He charges travelers 5 cp per drink and 20 cp per bath.
Below the fortress and the spring, a foundation of older ruins extends beneath the stony barrens of the surrounding landscape. Grak and his mercenaries have explored only a portion of these tangled, echoing tunnels. Spine-chilling roars sometimes echo up from the deep passages below Grak’s Pool. Their awful resonance has been sufficient to keep the mercenaries from venturing too far beneath the fortress.
KemalokCity 13
Once the dwarven settlement of Kled. The Dwarves along with a group of adventurers were able to rediscover the ancient dwarven citadel of Kemalok. Escanor and a group of adventurers from House Ardinay were able to drive out an elemental cult set on destroying the Tyr region. During their adventurers Escanor was able to find the legendary Axe of the Dwarvish Lords and was proclaimed King of the dwarves on Athas.
Dwarves from all over the Tyr region have been moving to the city. Kemalok has a plentiful supply of water and the fields in a nearby valley produce abundant grain. Near the old village of Kled it is surrounded by fields of cactus that provide the dwarves fruit and sustenance for their herds of kip.
Along with an obsidian mine the dwarves have also been mining the surrounding area providing granite and other stone to the city-states.
Kra-HnurClient Village 6
The leader of the tribe, a huge, one-eyed half giant war chief known as the Great Kra, is far cleverer than his brutish appearance would suggest. The Great Kra spent his youth serving in the royal guard of King Kalak of Tyr, and when he returned home, he seized control of his tribe. He despises humans, elves, and other “weaklings,” and he personally leads his warriors on raids. The Kra-Hnurdha tribe primarily strikes at caravans on the Trade Road and isolated villages and outposts in the Tablelands. However, with the recent chaos in Tyr, the Great Kra has turned his eye on the client villages clustering within the city’s verdant belt.
WalisClient Village 5
The Ivory Triangle
CromlinTrading Village 10
As one of House Shom's last profitable outposts, the authorities here tend to turn a blind eye to the shady practices of anyone who remains to do business with them. Elf merchants from the Sky Singer tribe, nomads, and other traders such as those from Tenpug's Band all bring their wares to Cromlin. Stealing from Shom's emporiums brings harsh punishment, as does raiding a caravan heading to or from the village, but it's fair game to rob unaffiliated travelers or attack caravans that pass through the Black Spine Mountains. These lax laws make Cromlin a haven for smugglers, slavers, pirates, and elves – rogues and scoundrels of all sorts call the place home.
Fort FyraTrading Fortress 7
House Fyra is also a symbol of the hypocrisy of the city-states. When Salt View first began to grow into a stable village. the oba Lalali-Puy and the Shadow King barred any house which traded in their cities from trading with this center of raiding activity. It serves no merchant’s interest to trade with raiders.
However, as Salt View began to show some promise as a legitimate trade partner, House Wavir of Balic ignored the ban. The houses based in Gulg and Nibenay obeyed the edict until Fort Fyra was established. The merchant houses who trade with Salt View through Fort Fyra maintain the polite fiction that the two are entirely separate entities. While House Wavir has been most forward thinking in their efforts to lead the ex-slaves away from their dependency of raiding, some other houses will trade with Fyra to the extent that it serves their own interests, and to the extent that it will protect their caravans from attack by the ex-slaves. The rulers of Nibenay and Gulg have authorized trade with Fort Fyra at the discretion of their Templars.
Fort HarbethTrading Fortress 9
Fort Harbeth is the major fort of House Inika in the Ivory Triangle region. The fortress is in the southwestern foothills of the Mekillot Mountains, at the intersection of the caravan routes between Gulg, Salt View, and North Ledopolus. It stands at the top of a large hill in the stony barrens, its rear and sides protected not only by the fortress wall but also by the sheer sides of the hill which act as natural palisades. A winding road brings caravans up the hillside to the main gate. In keeping with the traditions of this house, its defenses are quietly understated, but the nomads and raiders of the Triangle have learned better than to attack this powerful fort.
Fort InixMerchant Fortress 6
Fort Inix can be found at an oasis 30 miles east of Nibenay, just south of the Blackspine Mountains. It lies in a transition zone where the salt flats of the Great Ivory Plain change to the sandy wastes that dominate this region of the Tablelands. The fort itself sits upon a man-made hill.
The Fort Inix oasis is most fertile in the season of sun ascending and early high sun. At this time, the immediate region is filled with flowers, small brush, and other light vegetation. By the end of the high sun season, however, the land has all but dried completely, with only a few deep wells producing water.
LosthomeVillage 4
Outpost 19Village 7
Salt ViewVillage 6
Estuary of the Forked Tongue
LedopolusTown 10
The giants that inhabit Ledo, a key stepping-stone for any bridge across the estuary, have already torn down two previous bridging attempts. The giants believe that the bridge is a scheme to gain access to their island's valuable flint deposits. Attempts to bribe them into allowing the construction have proved fruitless. Competing merchant houses make the situation even more difficult. The Wavir and Inika trade posts in Ledopolus favor the bridge, but the head of the Tomblador outpost secretly fans the giants' fears.
Road of Kings
KetClient Village 8
MaklaClient Village 8
Makla is a Urikite town of 700 freemen (and another 500-1000 slaves) which sits in the foothills of the Smoking Crown mountains and near the Lake of Golden Dreams.
From Makla, seven obsidian-mine camps sit within a day’s travel (and three more within another day), and as such Makla provides a staging ground for resupplying the mining camps with food, water, tools, and slaves and as a central distribution point for obsidian that comes out of the Smoking Crown mountains.
Generally, merchant caravans will arrive in Makla with supplies, sell them to citizens or various mining concerns, and then load up with obsidian to ferry back to Urik (about 4-5 days’ journey away).
The Urikite military has a large presence in Makla, with a garrison of ~100 soldiers who provide security for the town (both patrolling its streets and protecting it from bandits or rival city-states), though at any given time half of them are on patrol somewhere between Makla and the various mining camps. 20 halflings attached to the garrison serve as scouts and slave-trackers. The garrison is commanded by Captain Raqqaq, a cold and effective thri-kreen.
Hinterlands
Pterran ValeVillage 9
Lost ScaleVillage 7
Lost Scale consists of only 2,000 villagers. Originally, the community was established after the pterrans had a split along religious lines. Some continued toward the Tablelands and became the primitive pterrans that still reside there today. Others settled the village of Lost Scale. The disagreements that led to the split have long since been settled, and today the two villages form the basis of civilization for the pterrans of the Hinterlands.
The people of Lost Scale are recognized for their legion of pterrax riders. The best warriors of the village must travel far to the southeast to reach rocky badlands where the flying creatures reside. There, they search the canyons for pterrax eggs. Each warrior is responsible for securing one egg, and for raising and training the baby pterrax that eventually emerges.
Forest Ridge
OgoVillage 6
The town of Ogo is home to a prosperous tribe of about four thousand halflings. At its heart stands a massive, ruined step-pyramid that has stood for as long as the town lore keepers have recorded. A shrine at the base of the structure houses the Spirit Oracle, female halfling druid of unknown abilities who spends much of her time in deep communion with primal powers. Such is her reputation that even individuals from beyond the Forest Ridge seek out her far-seeing advice.
Planes of Dark Sun
The planes of Athas are complex and exist as the total embodiment of a concept in all its forms. The planes interact with Athas and manifest their concepts and effects on the material plane. This can come in the form of being coterminous or remote - in which the planes effect becomes more or less dramatic across the world, or in the form of Manifest Zones which directly affect a small region of the world.
Planar Traits
Each plane, dimension, and demiplane has its own properties and attributes. Planar traits can be broken down into five categories: scope, gravity, time, morphic, and planar essence. Combined, those traits describe the laws and makeup of the plane. These appear in the plane’s traits entry, though any trait that matches the Material Plane (described in the Normal entry in each section below) is omitted.
Enhanced and Impeded Magic
Some planes enhance certain magic and impede opposing effects. A plane that enhances a particular type of magic grants anyone Casting a Spell with that trait a +1-circumstance bonus to their spell DC or spell attack roll with that spell. Impeded magic means a character who Casts a Spell or Activates an Item with the specified trait must succeed at a DC 6 flat check or lose the spell or activation.
Scope Trait
Most planes are immeasurable, so immense they are impossible to quantify. Which immeasurable planes, if any, are infinite is a subject of debate among philosophers and scholars alike. Since so many planes are immeasurable, those planes omit a scope trait. Otherwise, the plane likely has either the finite or unbounded trait.
Finite: Finite planes consist of a limited amount of space (Material Plane).
Immeasurable: Immeasurable planes are immeasurably large, perhaps infinite.
Gravity Traits
Many planes have unusual gravity.
Normal: Bodies of great mass are the centers of gravity, and objects fall toward those centers with a measured amount of force relative to the size of the body.
Microgravity: There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane.
Subjective Gravity: All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining “down” near their feet. Designating this downward direction is a free action that has the concentration trait. If suspended in midair, a creature can replicate flight by choosing a “down” direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the Fly action.
Time Traits
Time flows differently on many planes.
Normal: Time passes the same way it does on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane.
Timeless: Time still passes, but the effects of time are diminished. Creatures on these planes don’t feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age.
Planar Essence Traits
Planar essence traits describe a plane’s fundamental nature. For example, many of the Inner Sphere’s planes are infused with an element or energy, each of which affects magic on those planes, and the Shadow Plane is awash with shadow.
Outer Planes are fundamentally made up of quintessence, a philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs.
Air: Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and earth magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings.
Earth: These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and air magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Fire: Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and cold and water magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn’t function against this environmental fire damage.
Magma: Planes with this trait are composed of endless fields of magma that never cool. Magma planes are extremely hostile to non-magma creatures.
Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take major environmental fire damage at the end of each round or massive damage in even more fiery areas). Fire magic is enhanced, and cold and water magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn’t function against this environmental fire damage.
Rain: Planes with this trait consist mostly of open spaces but with a constant Heavy Downpour of rain. Rain planes have breathable atmospheres, though they often have Severe Thunderstorms that sweep through the plane. Air and water magic is enhanced, and earth and fire magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings.
Silt: These planes are an endless sea of silt. Wind will often kick up the silt and make visibility non-existent and breathing difficult. The silt does not support any weight and any that are not adapted to silt sink to the bottom. Within the silt there is no visibility and breathing is impossible. During the frequent windstorms that pick up the silt all creatures are concealed in the storm.
Extraplanar creatures take minor void environmental damage at the end of every 10 minutes. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into dust. Void magic is enhanced, and vitality magic is impeded.
Sun: These planes consist of open spaces with a huge crimson sun. No wind disturbs this plane.
Extraplanar creatures take moderate environmental fire damage every minute (sometimes minor environmental damage in safer areas. Light magic is enhanced, and shadow magic are impeded. Any darkness magic is dispelled. Water creatures are extremely uncomfortable on a sun plane, and any natural resistance they have against fire doesn’t function against this environmental fire damage.
Water: These planes are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. Water magic is enhanced, and fire magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
Cold: Planes with this trait are supernaturally cold.
Extraplanar creatures take minor environmental cold damage every minute. Cold magic is enhanced, and fire magic is impeded. Fire creatures are extremely uncomfortable on a cold plane, and any natural resistance they have against cold doesn’t function against this environmental cold damage.
Void: Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color, and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith. Void magic is enhanced, and vitality magic is impeded.
Shadow: Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded.
Planar Stat Blocks
Each of the planes listed in the following pages includes a short stat block of key information. The plane’s type—whether it is a plane, dimension, or demiplane—appears in the stat block’s heading, followed by the traits that define that plane. The following entries also provide important information about each plane.
Category: This indicates whether the plane is an Inner Plane, Outer Plane, Transitive Plane, or dimension.
Powers: A list of all of the powers that call this realm their home.
Native Inhabitants: A sample of typical inhabitants of the plane. Also listed are the plane’s petitioners, the souls of dead mortals who have been judged and sent on to whichever plane reflects the life they led.
Inner Sphere Planes
The planes of the Inner Sphere form the heart of dark sun. They are the home of mortal life, the focus of elemental attention, the source of mortal souls, and the origin point of the great cycle of quintessence that fuels the motions and stability of reality itself.
Arranged in a nested shell, the planes of the Inner Sphere include, from outer to inner: the Elemental Chaos: Air, Earth, Fire, Magma, Rain, Silt, Sun, and Water, which surround the universe of the Material Plane (Athas).
Material PlanePlane
Plane of AirPlane
Cities in the Elemental Plane of Air are vast floating fortresses composed of clouds and walls of wind. While non‐natives will find these disorienting and weird, denizens of the plane have little trouble navigating the streets of these floating cities.
Armies of Air are strange indeed. While many Air elementals are naturally invisible, elemental beasts and incarnations soar within the ranks. They may seem like smaller numbers than are there by sight, but the Armies of Air make a fearsome and terrible noise as they approach. If travelling on the plane, one should flee from the sound of great rushing wind, and thunderclaps that have no clouds or lightning.
Plane of EarthPlane
Despite its unyielding nature, the Elemental Plane of Earth is varied in its consistency, ranging from relatively soft soil to veins of heavier and more valuable metal. Moving within the areas of softer soil will lead to the occasional isolated pocket of air. These locations typically have settlements in them for interacting with and talking to non‐natives. The Lords of the Elemental Plane of Earth understand their followers on Athas aren't as hardy as they, and when they seek an audience, it will be here.
When off to war, the inhabitants of the Plane of Earth come like an earthquake. Their forms are the earth itself, so all manner of stone, metal, gems, soil, and sand rush forward to meet their foes. Earth is the most patient of the Elemental Planes, however, and a sign of surrender or intentions of peace will typically be accepted, even if only for a short while.
Plane of FirePlane
Fire burns here without fuel or air, and flammables brought onto the plane are ignited and consumed. The cities of this plane are constructed of compressed flames and heavy metals, like brass. The Lords of Fire are some of the most volatile, yet weakest rulers of the Elemental Planes. Their passion burns like everything else, and they change their minds in a flash. Beware the traveler who makes a deal with the Lords of Flames as the contract may go up in smoke.
Armies of Fire are masked by the rolling smoke that heralds their approach, and they radiate heat that will burn those that come too close. Travelers on the plane should flee if they encounter a war party, as Fire delights in setting those unburned alight.
Plane of MagmaPlane
Plane of RainPlane
Plane of SiltPlane
Plane of SunPlane
Plane of WaterPlane
The eternal oceans of this plane vary between ice cold and boiling hot, between saline and fresh. The water is constantly in motion, wracked by currents and tides. The plane’s permanent settlements form around bits of coral and other drifting things suspended within this endless liquid. These settlements drift on the tides of the Elemental Plane of Water.
Armies of the Elemental Plane of Water are strange and surprisingly plentiful. Within the waves that are water elementals ride fearsome aquatic creatures, from sharks to kraken. The armies of the plane are aware when an intruder lurks, and if one is injured in battle, the scent of blood will travel for miles, attracting more and more creatures to devour the interloper.
Transitive Planes
At a minimum, each Transitive Plane coexists with one or more other planes, a relationship oversimplified by stating that Transitive Planes are just used to get from one plane to another. The Astral Plane borders every other plane in existence like the backstage of the cosmos. Bright and dark mirrors of the Material Plane, the Black and the Gray overlap the mortal world, albeit often in bizarre ways such that a short distance in one might be a vast gulf in the other. The daring, wise, or desperate can utilize these planes to bypass barriers in the Material Plane or rapidly cross vast distances through much swifter travel.
The AstralPlane
The few travelers who have ever made it here, powerful explorers or scavenger-mercenaries in service of a sorcerer-king, report that it is nothing but a howling, barren void, empty of all worth and containing only hideous abominations.
The BlackPlane
The power and energy from the Black comes from its connection to the Material Plane of Athas. Shadows show what exist by absence. Shadows are negative space that shows existence through a negative. The Black exists where shadows are, and as its own plane. The Black contains not only the negative space from the reflections of existing objects, but also the potential of what all those things could be. Within the Black, all the things that could be are, but they are reflections, and have no substance, not existence, no life. When creatures used the Black to fuel their abilities, they are drawing on this potential and giving it a reality. The Black is not only the reflection of what is on Athas, but also the reflection of what could be. Powerful spellcasters have investigated the power of exploiting this potentiality to great effect. Rumors of a place beyond the Black, where not even reflections of reality exist are true.
Because of this, the landscape of the Black is constantly in motion, and never settled. It is at once a reflection of what is, and all the things that could be. The landscape resembles Athas, and there is a definite up and down, ground and sky, buildings, trees, rivers, and seas. However, all these things change and warp constantly. Gravity here exists, but only if one wishes it to. Within the Black there are creatures that once lived on Athas. The halfling servants of the Warbringer were thrown into the Black during the Rebellion. To this day, they remain bodily within the Black, and are only able to interact with Athas through manipulating shadows. Creatures native to the Black are few, but rumor has it that deep within the depths are possibilities of what could be, for both good and ill, and that these things sleep, unless someone awakens them. Terror could be unleashed on Athas if these things were given form outside the depths of the Black.
The GrayPlane
The Gray is coexistent with the Material Plane but separate from the Elemental Planes. The Material Plane itself is visible from the Gray, but it appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy. The Gray is usually invisible to those on the Material Plane, and creatures in the Gray cannot normally attack creatures on the Material Plane, and vice versa. A traveler in the Gray is invisible, incorporeal, and utterly silent to someone on the Material Plane.
Religion
Faiths
Anyone can be spiritual, but those who do so devoutly should take care to pursue the faith’s edicts (behaviors the faith encourages) and avoid its anathemas (actions considered blasphemous). Each faith has benefits available to the most ardent devotees of the various supreme beings. You get these benefits only if you’re a cleric of the one of the various supreme beings or some other rule specifically gives you a devotee benefit.
Elemental Clerics
The champions of the elemental lords tend to hold the same environmental views as their elemental masters. This is a result of the peculiar selection process of the elementals and of the initiation that all clerics must suffer.
Air
Clerics who make pacts with the denizens of the Plane of Air are perhaps the most misunderstood of all the elemental clerics. They are wanderers, diviners, travelers, and mystics. Like the winds, their minds are constantly wandering, and they rarely seem focused on a current problem or situation. Some say that is because they are empowered by flighty patrons, and others say that repetitive viewing of the future drives one mad.
Edicts fight all forms of bondage whenever possible, including slavery, and preserve the earth and water
Anathema except any form of bondage, including slavery, allow an innocent to remain jailed.
Devotee Benefits
of wind, 4th: fly, 5th: elemental form*, 6th: teleport, 7th: unfettered pack, 8th: punishing winds
Special: You can’t cast any spell with the Earth trait. Your Summon Elemental and Elemental Form spells only allow you to summon creatures with the Air trait or to take the form of an air elemental.
Earth
Earth endures, and like the mountains and the drying plains, earth clerics must bear the brunt of the fight for Athas' s survival.
Because air, fire, and water all depend on growing things for their enrichment, and because earth alone must sustain itself, it is the earth clerics who must carry on the burden of preventing the environmental holocaust looming over Athas. For, if they do not preserve the land, will not the death of Athas weigh upon their shoulders?
Edicts oppose defilers and teach the nature of the life cycle, attempt to reform any friendly defiler, teach proper agriculture techniques
Anathema do not travel with a known defiler, work with one, or allow a defiler to defile in their presence
Devotee Benefits
one with stone, 4th: shape stone, 5th: elemental form*, 6th: petrify , 7th: planar seal 8th: earthquake
Special: You can’t cast any spell with the Air trait. Your Summon Elemental and Elemental Form spells only allow you to summon creatures with the Earth trait or to take the form of an earth elemental.
Fire
The most feared and unpredictable of the Athasian clerics are those of the Elemental Plane of Fire.
Some say these individuals become crazed during initiation, and others say that one must be insane to petition the destructive lords of flame in the first place.
Whatever the reason for their erratic nature, fire clerics are the most powerful and the most destructive of the elemental priests. Fire priests have earned their reputations for two reasons, they are very aggressive and very offensive. They will laugh maniacally while their enemies are incinerated, and they appear to thrive only when everything around them is being devoured by the fiery appetites of their patrons.
Edicts Encourage the growth of forests, cities, and fields so that they can destroy it again
Anathema Work with a sorcerer-king or any defiler
Devotee Benefits
Special: You can’t cast any spell with the Water trait. Your Summon Elemental and Elemental Form spells only allow you to summon creatures with the Fire trait or to take the form of a fire elemental.
Water
Among the elemental brotherhood, none are more desperate than the lords of the Elemental Plane of Water. Millennia ago, these beings were happy, babbling through brook and floating leisurely in the vast, blue seas. Now they are claustrophobic, screaming for each drop lost to the parched earth. They know that they must quench the thirst of the land before their streams and rivers can return, but every spilled drop of water is yielded grudgingly. It must be so, for the Plane of Water has nearly perished. Clerics of the dying Plane of Water are few, still, they perform the age-old functions of water as healer and bringer of life.
Edicts give water and aid to any in need except those who would criminally waste water, protect all water sources
Anathema waste water, destroy a forest or any other moisture producing area
Devotee Benefits
Special: You can’t cast any spell with the Fire trait. Your Summon Elemental and Elemental Form spells only allow you to summon creatures with the Water trait or to take the form of a water elemental.
Paraelemental Clerics
Although they are rare, there are a few seers who have looked beyond the elemental planes to the homes of the paraelementals the realms of Silt, Sun, Magma, and Rain. These paraelementals are not as desperate their elemental cousins because they have not suffered from the defilers devastation of Athas.
Like elemental clerics, the paraelemental clerics do what they must to protect and nurture the raw material that feeds their patrons in the inner planes. The natures of these creatures and what pleases them is different than the natures of the more powerful elementals. They are not interested in the flavors of earth, the fiery feasts of destruction, the singing winds, or the babbling of streams.
As the relentless sun scorches earth into dust and magma spills out over its cracking surface, the power of the paraelements is growing. They are beginning to achieve levels of power heretofore unknown, and they are hungry for more. Where the elementals are concerned with quantity and quality, the paraelementals have not matured to that stage they only want quantity
Magma
Magma demands only that its clerics encourage its growth. Usually, the only things that retard magma are water, rain, or lack of sufficient fuel to maintain the tremendous heat magma requires. Magma clerics have been known to destroy forests to prevent rainfall, and then to feed the branches and logs into rolling rivers of lava. Any ponds or other bodies of water around an eruption are drained or destroyed by magma clerics.
Edicts encourage the growth of magma by destroying forests and feeding the wood to maintain the tremendous heat, drain or destroy bodies of water that turn magma back into earth
Anathema prevent the growth and the flow of magma
Devotee Benefits
Special: You can’t cast any spell with the Water trait. Your Summon Elemental and Elemental Form spells only allow you to summon creatures with the Magma trait or to take the form of a magma elemental.
Rain
The creatures of rain wish only to return their patron's cool caresses to Athas. To do this, the forests that protect and hold the world's water must return. Clerics of rain are required to protect existing forests, and to plant and encourage the growth of new ones.
Edicts return the cool caress of rain back to Athas, protect forests, and encourage the growth of new forests
Anathema destroy grasses and forests, allow a defiler to defile in their presence
Devotee Benefits
Special: You can’t cast any spell with the Earth trait. Your Summon Elemental and Elemental Form spells only allow you to summon creatures with the Rain trait or to take the form of a rain elemental.
Silt
The beings who dwell on the Paraelemental Plane of Silt demand only one thing from their mortal minions the growing tides of silt must continue to expand, eventually to wash over the entire planet.
Edicts extend the flow of silt by destroying trees, grasses, and fauna that retain moisture. teach farming methods that ruin the soil
Anathema allow water to turn the silt into mud
Devotee Benefits
cup of dust, 4th: mirage, 5th: elemental form*, 6th: disintegrate, 7th: control sand, 8th: desiccate
Special: You can’t cast any spell with the Air trait. Your Summon Elemental and Elemental Form spells only allow you to summon creatures with the Silt trait or to take the form of a silt elemental.
Sun
Sun spirits, currently basking in their magnificent power, have the strangest pact in existence between the inner planes and mortal minions.
Sun priests must help eliminate gases that filter and weaken the rays of the sun and remove any other obstructions that would dare defy its radiant omnipotence.
Edicts eliminate gases that filter and weaken the rays of the sun and remove any obstruction that dares defy the sun
Anathema grow trees, forests, or buildings that block the sun
Devotee Benefits
holy light, 4th: radiant beam, 5th: chromatic wall, 6th:
vibrant pattern, 7th: cosmic form*, 8th: prismatic wall
Special: You can’t cast any spell with the Water trait. Your summon elemental and cosmic form spells only allow you to summon creatures with the Sun trait or to take the form of a sun elemental.
Sorcerer-Monarchs
Sorcerer-Kings and Sorcerer-Queens are the uncontested rules of their respective City-States. They are immortal in the sense that they cannot die of old age or non-magical disease. In some cases, they cannot be truly killed, but can be stripped of power.
They are masters of combat and magic. Specifically, they wield vast Arcane power, and often mix this power with other disciplines. All can use defiling techniques to power their magic, but not all do so.
Abalach-Re
Raam’s Great Vizier is a neurotic and paranoid woman. Interestingly, and unlike her fellow Sorcerer-Kings, she makes no claim to godhood. Rather, Abalach-Re claims to be the earthly clergy of a divine being called Badna.
Regardless of the origins of her power, she is the most openly detested of all the rulers of the City-States of Athas. Whether her paranoia is the cause or result of this contempt is difficult to say.
Her people openly despise her rule and her Templars. Her neuroses are seen as weakness, and her Nobles openly discuss her overthrow. Making matters worse, her relations with the other Sorcerer-Kings are no better than her relations with her own people. With such abounding threats from both inside and outside her city, her continued rule of Raam appears to be in danger of coming to an end.
That said, she has ruled Raam in this matter for a very, very long time.
Edicts uphold the laws of Raam, follow the edicts of your Great Vizier, protect templars that are loyal to you
Anathema revolt against the Great Vizier, assist the nobles in their raids and plans
Devotee Benefits
Andropinis
Andropinis is the rightfully elected ruler of Balic, a position he has held for over nine King’s Ages. The position, entitled Dictator, originally referred to the power of dictating decrees and mandates of the elected general assembly to the populace at large. It was thus envisioned as more of an executive position than a legislative one. Unfortunately for the proudly democratic people of Balic, they had no idea how long lived the sorcerer would be when they elected him to a lifelong term.
Erosion of democracy notwithstanding, Andropinis is credited with tolerating the most egalitarian of all the City-States. He is a seemingly rational individual and has created (or allowed) policies that engender a powerful economy. Andropinis interferes little with the elected assembly’s governance of day-to-day life in his city. Socially outgoing and possessed of a powerful intellect Andropinis is known to greatly enjoy sparring in words with able opponents. It was no accident that earned him his lifelong post, for Andropinis is charismatic and a champion orator.
Edicts uphold the laws of Balic, force legal loopholes and manipulate logic to your own end, impress Dictator
Andropinis to gain promotions
Anathema displease or revolt against Dictator Andropinis
Devotee Benefits
Dregoth
"Ravager of Giants". Several hundred years ago Dregoth was killed by several of his fellow sorcerer-kings, led by Abalach-Re, to prevent him from becoming a full dragon. Dregoth was raised from death with the aid of his high templar Mon Adderath, becoming something akin to a kaisharga. New Giustenal exists under the remnants of the old city, and Dregoth reigns there as sorcerer-king. Dregoth rebuilds his city and transforms the inhabitants into the dray.
Some Dray speak of their Creator, a former Sorcerer-King who transcended to godhood. The claim he still lives, deep in the bowls of Athas itself.
Edicts uphold the laws of Giustenal, kill all non-humans, capture humans to transform into dray, perfect your military skills
Anathema disobey Dregoth, associate with non-humans, discuss Dregoth with outsiders
Devotee Benefits
Hamanu
Many of the Sorcerer-Kings are avid patrons of gladiatorial sport. From the Forest Arena to the Gladiatorial Coliseum, all the City-States are known for state arenas with regular tournament schedules. Yet, of all the arenas, only The Pit of Black Death of Urik has seen its patron actively participate in the sport itself.
This hands-on approach extends to more than just the games. Hamanu is very active in the rule of his city, passing down edicts and enforcement protocol in the form of his Code of Laws. What’s more, the Lion personally trains with them nearly every day. Not only do his troops bear witness to his physical power, but they also see he holds himself to the same standards of discipline he holds his subjects.
Still, while Hamanu’s templars believe he is a god. He does nothing to thwart or encourage his belief.
Edicts uphold the laws of Urik, prepare for war constantly, destroy the enemies of Urik
Anathema allow emotions to rise to the surface, pity the non Urikite, disobey the edicts of Hamanu
Devotee Benefits
winning streak
Kalak
There can be no question as to the demands Kalak made upon citizen and slave alike within his City-States. His slaves worked seemingly endless shifts in the Iron Mines of Tyr. Kalak appeared old and frail but had the grip of a trained warrior. He rarely worked magic in front of his people, but claimed he was a god. His Templars viciously stamped out other beliefs, although he did not demand reverence or ritual from his people.
Kalak seemed to lack any form of patience and executed frequently. His Templars were called clergy at times but were in fact bureaucrats. Templars of Tyr were once known for honesty and straight-forward natures. Templars known to have displeased The Tyrant usually ended their lives as part of the Levy. This all has changed with his recent death at the hands of the heroes of Tyr.
Edicts enforce the laws of Tyr, keep order in Tyr
Anathema revolt against Kalak, break the laws of Tyr
Devotee Benefits
Lalali-Puy
The Oba has achieved what most Sorcerers of Athas can only dream of: she is a Goddess in the hearts of her people. As such, she may be the only Athasian monarch with the genuine support and admiration of her subjects. She peaceably accepted the leadership of Gulg from her people, although they believe it took the sacrifice of 1000 people to bind her to a mortal form. Since that time, her impressive powers and exemplary command of nature rituals elevated her status, in the eyes of her people, from matron to deity.
Lalali-Puy seems to uphold an almost druidic sense of reverence for nature. She is very strict about environmentally sustainable practices to support her city. Further, defilers are hard to find in Gulg, save the Goddess herself. Her slaves are constantly busy planting trees and shrubbery to expand the Crescent Forest within which her city resides. This, of course, puts her explicitly at odds with Nibenay’s emphasis on a lumber-based economy for his city. As the Shadow King decimates the forest from the North, the Oba expands it from the South.
This conflict may, ultimately, be the truest basis of the Oba’s status among her people: they believe, rightfully so, that the vast powers of their Oba are all that preserves their lives in the face of the threat of destruction and enslavement at the hands of Nibenay’s Shadow King.
Edicts protect the citizens of Gulg, uphold the laws of Gulg, encourage the worship of the Oba, sustain the environment
Anathema destroy the crescent forest, disobey the Oba, break the laws of Gulg
Devotee Benefits
Nibenay
The Shadow King is a bizarre and secretive ruler whose eerie title only begins to convey his nature. Impossibly old, he founded the eponymous Nibenay well over a millennium ago. His citizenry barely knows him to exist at all, as it is his way to spend all his time within his walled off inner city. His public appearances are so rare that rumors of his death and conspiracy theories of the Templars perpetuating the charade of his existence to maintain their position of power are commonplace. When these rumors and theories are sufficiently pervasive to support civil unrest, usually once per generation, Nibenay himself emerges to quash the disobedience personally. He then retreats to his sanctum, content to leave matters in the hands of his priesthood until the current generation forgets and the cycle repeats.
All of Nibenay’s Templars are women, and they encourage worship of their husband-ruler. Conjecture exists that each serves him as both wife and priestess. His Templars are the only people to move freely between Nibenay’s private inner city and the larger City-State over which he presides. Slaves that are taken into the compound never return, and Nobles and freemen are never allowed within. The rumors of the dark experiments and practices within the inner city are too terrible to deserve retelling.
Edicts battle the enemies of the Shadow-King, uphold the laws of Nibenay, encourage worship of the Shadow-King
Anathema disobey the edicts of the Shadow-King, revolt against Nibenay
Devotee Benefits
entrancing eyes
Tectuktitlay
Tectuktitlay is a vile and tempestuous man whose favorite pastimes are human (or demihuman) sacrifice and basking in the worship he requires of his people. None can say how old Tectuktitlay is, or how long he has ruled Draj because the King prohibited discussion of such information long ago. In fact, The Master and Father of the Two Moons spends a great deal of time and effort in building upon his own mystique. Presumably, this adds credence to his deification. The results speak for themselves: whether or not he is truly believed to be a God by his people, they certainly worship him as such.
Tectuktitlay is among the more hands-off rulers of the Athasian Tablelands. Still, his rule is felt in the form of the tribute he demands of his people and the cultural impact his recreational preferences have on his City. As miserable as its people may be, Draj prospers because The Father of Life. He is credited with the invention of the chinampas based agriculture that fill the mud flats surrounding the city with high yield crops. Further, Tectuktitlay’ s penchant for sacrifice has made a viciously efficient war-mongering machine of his military. Even Hamanu is forced to take note of the might, and constant activity, of Draj’s armies, busy as they are collecting people for sacrifice. And for good reason: Tectuktitlay collects from the people at large when the war prisoner slave pens run short of victims to fulfill his indulgence.
Edicts uphold the laws of Draj, follow the edicts of Tectuktitlay, lead the soldiers of Draj in war, observe the civic worship of King Tectuktitlay
Anathema revolt against your Sorcerer-King, cause the decline of your city state, go against the interests of your sorcerer-king
Devotee Benefits
Ancestries
Table 2-1: Ancestry/Heritage Rarity
Ancestry | Rarity |
---|---|
Aarakocra | Uncommon |
Dray | Uncommon |
Dwarf | Common |
Elf | Common |
Fleshwarped | Rare |
Half-Elf (Human Heritage) | Common |
Half-Giant (Human Heritage) | Common |
Halfling | Uncommon |
Human | Common |
Lizardfolk | Uncommon |
Mul (Human Heritage) | Common |
Tari | Uncommon |
Thri-Kreen | Common |
Table 2-2: Versatile Heritage Rarity
Ancestry | Rarity |
---|---|
Ardande | Uncommon |
Gray-Touched | Rare |
Naari | Uncommon |
Oread | Uncommon |
Shadow-Touched | Rare |
Sylph | Uncommon |
Undine | Uncommon |
Dark Sun
Intelligent creatures inhabit every harsh, desolate corner of the world of Athas. Giants roam the Silt Sea, gith wander the mountains and canyons, and braxats and belgoi stalk the deserts, but few of these cultures have made a lasting impact on the Tyr Region and its nearby environments as the ten ancestries described in this chapter have.
Common or uncommon, they are all prominent racial types, and thus are available as player characters. If you are familiar with fantasy roleplaying games or literature, you will no doubt find many of Dark Sun's concepts familiar. But Athas is a world where the essential, fundamental nature of things has been twisted through years of unchecked, environmentally abusive magic - many of the things you find familiar may be so in name only.
Thus, your character will often meet single-minded dwarves, nomadic elves, brutish half-giants and sturdy muls among the bustling human settlements.
Mingling among these common races are the members of somewhat uncommon species: a half-elven hermit visits the city of Nibenay, after a long trip in the scorching deserts of Athas, carrying a bunch of ancient artifacts. A group of savage halflings roam the streets, befuddled by the human culture they have just met for the first time. And an alien thri-kreen stands guard outside a watering hole, silent and imposing, its insectoid eyes never blinking.
Ancestry
A character has one ancestry and one background, both of which you select during character creation. You’ll also select several languages for your character. Once chosen, your ancestry and background can’t be changed.
This chapter is divided into three parts:
- Ancestries express the culture your character hails from. Within many ancestries are heritages—subgroups that each have their own characteristics. An ancestry provides attribute boosts (and perhaps attribute flaws), Hit Points, ancestry feats, and sometimes additional abilities.
- Backgrounds, starting on page 123, describe training or environments your character experienced before becoming an adventurer. Your character’s background provides attribute boosts, skill training, and a skill feat.
- Languages, starting on page 138, let your character communicate with the wonderful and weird people and creatures of the world.
Aarakocra
Aarakocra are the most encountered bird people of the Tablelands. Some are from Winter Nest in the White 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.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky. These bird‐people can spend hours riding the wind currents of the mountains, soaring in the olive-tinged Athasian sky. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.
Once airborne, an aarakocra leaves the sky with reluctance. While traveling, aarakocra prefer to fly high above to get a good view all-around of their location and detect any threats well in advance. When they stop to rest, they tend to perch on high peaks or tall buildings. Enclosed spaces threaten the aarakocra, who have a racial fear of being anywhere they cannot stretch their wings. This claustrophobia affects their behavior. Unless it is absolutely necessary, no aarakocra will enter a cave or enclosed building, or even a narrow canyon.
Avian Mannerisms
The resemblance of aarakocra to birds isn’t limited to physical features.
Aarakocra display many of the same mannerisms as ordinary birds.
They are fastidious about their plumage, frequently tending their feathers, cleaning, and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.
Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra’ s threat might be taken as a jest and vice versa. The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying.
As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains.
Shiny, glittering objects catch their eyes, and they find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Aarakocra Names
As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.
Male Names: Akthag, Awnunaak, Cawthra, Driikaak, Gazziija, Kraah, Krekkekelar, Nakaaka, Thraka.
Female Names: Arraako, Kariko, Kekko, Lisako, Troho.
Tribal Names: Cloud Gliders, Sky Divers, Peak Masters, Far Eyes, Brothers of the Sun.
Aarakocra Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Nightglider Aarakocra
You are a dedicated nocturnal avian, keeping watch and predating in the most lightless environments. You gain darkvision.
Predator Aarakocra
You come from a line of aarakocra with exceptionally broad wings and lengthy talons. You gain a talon melee unarmed attack that deals 1d4 slashing damage. Your talon attack is in the brawling group and has the agile, finesse, and unarmed traits.
Scavenger Aarakocra
Your ancestors originated from a land where food was scarce, and threats were many. You are trained in Survival. You gain the Forager skill feat as a bonus feat. Your thoroughness when gathering food provides you a +1 circumstance bonus to Survival checks to Subsist.
Songbird Aarakocra
You descend from a talented line of aarakocra storytellers. From the highest mountains and purest landscapes where your lungs fill with glorious clean air, you trill, whistle, and croon sweet songs.
While natural sounds make you predisposed to sing, voices make you predisposed to mimicry. You receive a +1 circumstance bonus on Deception checks to Impersonate a mimicked voice, where the sound of the voice is the only factor; if you are a master in Deception, you gain a +2 circumstance bonus instead. You also gain a +1 circumstance bonus on Performance checks to sing; if you are a master in Performance, you gain a +2 circumstance bonus instead.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As an aarakocra, you select from among the following ancestry feats.
1st Level
Aarakocra Defender FEAT 1
Aarakocra Lore FEAT 1
You also gain the Additional Lore general feat for Aarakocra Lore.
Fledgling Flight FEAT 1
Story Crooner FEAT 1
5th Level
Aarakocra Vengeance FEAT 5
Feathered Cloak FEAT 5
Additionally, your folded wings help you obscure objects on your person, providing a +2 circumstance bonus to Stealth checks to Conceal an Object.
Juvenile FlightFEAT 5
Thrown Voice FEAT 5
9th Level
Ferocious Gust FEAT 9
Fully FlightedFEAT 9
Special You can take this feat a second time. If you do, your fly Speed increases to 35 feet.
Spirit ArtsFEAT 9
Wing Step FEAT 9
13th Level
Ancestor's TransformationFEAT 13
Combat AerialistFEAT 13
styles dedicated to combat in the air. You gain a +2
circumstance bonus to Acrobatics checks to Maneuver in Flight
and a +5-foot status bonus to your fly Speed.
Dray
Created in his image
Dray are tall, lean draconic beings with scaly skin, hairless bodies, and clawed limbs. They have no wings, though they do have tails. The first generation dray are less than the perfect beings Dregoth envisioned. Their claws are jagged, their scales mottled and uneven, their bodies slightly bent and mutated. The second generation are near replicas of the dragon king, with proud draconic heads atop long necks. Straight, ivory teeth are set in neat rows within their long jaws. Their leathery scales come in a variety of colors, and their long, whip like tails stretch out majestically behind them.
Dray Names
Dray have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
Dray Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later.
A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
First Generation Dray
The first generation of dray created were bestial shadows of dragons, and though their bodies are misshapen and mutated they are extremely durable creatures. They are monstrous in appearance and in demeanor, tending toward ferocity rather than wisdom or intellect. Most first generation dray despise Dregoth for having rejected them.
You gain 10 Hit Points from your ancestry instead of 8. You gain a +1 circumstance bonus to saves against dragon breath, effects with the sleep trait, and effects that would make you paralyzed.
Second Generation Dray
The second generation of dray created were more refined in form, in body and in mind. They are not necessarily superior to their progenitors, but they consider themselves to be so, and so does their creator. These dray are frequently arcanist, often favoring defiling magic. Most second generation dray still revere Dregoth, though many do not know he has returned in undeath.
You gain an extra Charisma attribute boost but gain a Dexterity attribute Flaw. Second generation dray have a trace of draconic magic flowing through their veins. Choose one cantrip from the arcane spell list. You can Cast this Spell as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. You are trained in the spell attack modifier and spell DC statistics, and your key spellcasting ability is Charisma.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a dray, you select from among the following ancestry feats.
1st Level
Arcane DragonbloodFEAT 1
Draconic AspectFEAT 1
You have an obvious draconic feature, such as sharp claws, a snout full of sharp teeth, or strong reptilian tail, that you can use offensively. You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits.
- Claws Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile P trait.
- Jaws You gain a jaws unarmed attack that deals 1d8 piercing damage and is in the brawling group.
- Tail You gain a tail unarmed attack that deals 1d6 bludgeoning damage, is in the brawling group, and has the sweep trait.
At 5th level, whenever you get a critical hit with one of the unarmed attacks you have gained or improved with this feat, you get its critical specialization effect.
Dragon's PresenceFEAT 1
In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check.
Dray Breath FEAT 1
At 3rd level and every 2 levels thereafter, the damage increases by 1d4.
Dray LoreFEAT 1
You also gain the Additional Lore general feat for Dray Lore.
Dray Weapon FamiliarityFEAT 1
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Scaly HideFEAT 1
5th Level
Deadly AspectFEAT 5
Draconic ResistancesFEAT 5
Draconic ScentFEAT 5
Flexible TailFEAT 5
WingletsFEAT 5
9th Level
DangleFEAT 9
Evolved DrayFEAT 9
Formidable BreathFEAT 9
Guarded ThoughtsFEAT 9
Wing Buffet FEAT 9
Winglet Flight FEAT 9
13th Level
Draconic VeilFEAT 13
Majestic Presence FEAT 13
Resplendent DrayFEAT 13
Wyrmling FlightFEAT 13
17th Level
Form of the DragonFEAT 17
Lingering BreathFEAT 17
Dwarf
Dwarves of Athas have no lands of their own and live among the other folk of Athas. They reside both in cities and the countryside, and they tend to be builders and farmers instead of nomads or raiders. Despite the absence of their once marvelous cities and strongholds, they still possess a rich cultural history passed down from generation to generation in great sagas and secret traditions.
Stocky and Rugged
Short and powerful, dwarves stand between 4 and 5 feet tall and possess frames that are extremely massive; the average dwarf weighs in the vicinity of 200 pounds. Most dwarves have deep tanned complexions from lives spent toiling in the hot sun, with wide, callused hands and feet. They usually sport little or no hair; the flowing beards commonly found in dwarven societies of other worlds are never seen on Athas.
Life in the Athasian wastes has given the dwarves a rugged look. They prefer simple and practical clothing that is sturdy and unadorned, a set of clothes that shall be worn repeatedly in their span of toiling in the harsh lands.
Laborious Folk
Dwarves embrace work with joy, often giving themselves over to a favorite cause or task. They are a stoic, single-minded people to whom compromise doesn't come easy. Dwarf soldiers, laborers, and crafters are common, though members of this race can be found among the templars, merchants, and slaves.
Dwarves are by nature industrious, skilled, and materialistic. They make excellent artisans and merchants, specializing in either the craftsmanship of handicrafts, weapons, and armor, or the trade thereof.
While they can serve the city or their tribe as warriors, followers of the Way, or healers, their most important contribution to their community is as artisans or traders.
Persistent Minds
Dwarves are known for their stoicism and single-mindedness. They prefer to occupy themselves with meaningful tasks, and often approach these tasks with an intensity rarely seen in other races. Once they fix their minds on the task at hand, be it a challenging bit of engineering, an intricate work of craft, a struggle for survival, or a quest for revenge, it's impossible to abandon it or leave the work half done.
Dwarves will simply fail to listen to reason and will treat any who hinder them as obstacles that must be removed. On the other hand, people who help a dwarf accomplish its task or share its goals are treated with respect and considered good companions.
The commitment to a single task is called a dwarf's focus. A dwarf will work to complete its focus above all else, for the compulsion to succeed is built into the dwarven nature. They literally live for their focus; if a dwarf dies without completing its focus, the need remains so strong that the dwarf may return as an undead to finish the task that drives it.
Dwarf Names
A dwarf receives its name by the community leader, who usually grants it to them after they have completed their first focus, in accordance with their ancient traditions. Thus, they jealously strive to honor their names and never misuse or bring shame to it.
Male Names: Birgaz, Bontar, Brul, Caelum, Caro, Daled, Drog, Ghedran, Gralth, Gram, Hai, Jo'orsh, Jurgan, Kov, Krom, Lian, Lodo, Ltak, Lyanius, Murd, Nati, Portek, Rkard, Sa'ram, Sult, Veso.
Female Names: Ardin, Erda, Ghava, Greshin, Gudak, Fyra, Kesi, Lazra, N'kadir, Palashi, Vashara.
Dwarf Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Ancient-Blooded Dwarf
Dwarven heroes of old could shrug off their enemies’ magic, and some of that resistance manifests in you. You gain the Call on Ancient Blood reaction.
Anvil Dwarf
You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestor, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.
Death Warden Dwarf
Your ancestors were tomb guardians, and their power to ward off death passed on to you. If you roll a success on a saving throw against an effect that has the void trait or was created by an undead creature, you get a critical success instead.
Desert Dwarf
You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Elemental Heart Dwarf
Through a connection to a genie of the Elemental Planes, you can exude a burst of energy. Choose one of the following damage types: acid, cold, electricity, fire, holy, or unholy. Once chosen, this can't be changed. You gain the Energy Emanation activity.
Oathkeeper Dwarf
Growing up, you never tried to lie to get what you wanted, and even when necessary, lying makes you uncomfortable. The especially faithful might even have thought that you were blessed by the elements. You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. Furthermore, you gain a +2 circumstance bonus to Diplomacy checks to convince others you speak the truth when you are telling the truth, and you take a –4 circumstance penalty to Lie and to your Deception DC against Sense Motive.
Rock Dwarf
Your ancestors lived and worked among a quarry of the mountains or in the depths of the earth. This makes you solid as a rock when you plant your feet.
You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you. This bonus also applies to saving throws against spells or effects that attempt to force you to move or knock you prone.
In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.
Strong-Blooded Dwarf
Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a dwarf, you select from among the following ancestry feats
1st Level
Adaptive VisionFEAT 1
Avenge In Glory FEAT 1
Cultured DwarfFEAT 1
You also gain the Additional Lore general feat for the Lore corresponding to your culture (for instance, Kled Lore or Ledopolus Lore).
Dwarven DoughtinessFEAT 1
Dwarven LoreFEAT 1
You also gain the Additional Lore general feat for Dwarf Lore.
Dwarven Weapon FamiliarityFEAT 1
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Eye For TreasureFEAT 1
If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Crafter's Appraisal skill feat, enabling you to identify magic items using the Crafting skill.
Fire SavvyFEAT 1
Forge-Day's RestFEAT 1
Rock RunnerFEAT 1
Stonemason's eyeFEAT 1
You also gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.
If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn’t gain your normal circumstance bonus
Unburdened GraniteFEAT 1
In addition, any time you're taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
Vengeful HatredFEAT 1
5th Level
Boulder Roll FEAT 5
If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect
Defy the DarknessFEAT 5
Dwarven ReinforcementFEAT 5
Sheltering SlabFEAT 5
Tomb-Watcher's GlareFEAT 5
9th Level
Echoes in Stone FEAT 9
Energy BlessedFEAT 9
Heroes' CallFEAT 9
Kneel For No OneFEAT 9
Mountain's StoutnessFEAT 9
If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.
Stone Bones FEAT 9
StonewalkerFEAT 9
If you have the Stonemason’s Eye feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonemason’s Eye and legendary proficiency in Perception, when the GM rolls a secret check for you to notice unusual stonework, you keep your bonus from Stonemason’s Eye.
13th Level
Earthen PowerFEAT 13
March The Mines FEAT 13
Scrutinizing GazeFEAT 13
If you aren't using the Seek action or searching, the GM automatically rolls a secret check for you to notice haunts or undead within 30 feet anyway. This check doesn't gain the usual +2 circumstance bonus, and instead takes a –2 circumstance penalty.
17th Level
StonegateFEAT 17
Stonewall FEAT 17
Elf
Most elf tribes make a living through herding, but merchants and raiders also ply the desert roads. Elf culture, while savage, is also rich and diverse. They have turned celebrating into an art form, and elf song and dance is some of the most beautiful and captivating in all of Athas.
Savage Beauty
Elves stand between 6 and 7 feet tall, with slender yet muscular builds. They have deeply etched features, with skin that has been made rugged by the baking sun and the scouring sand. Unlike the elves of other worlds, the elves of Athas are not pale-skinned, delicate beings. Their pigmentation is as varied as the flesh of other races and as affected by the rays of the sun. They grow no facial or body hair, but the locks atop their heads come in all colors — from sun-bleached blond to red and brown to darkest black.
Elves prefer to dress in garb designed to protect them from the desert and the elements but also to showcase their tribal customs and traditions. Some also incorporate plunder from raids to enrich their native dress. Song and dance play a major part in elven life, and the music they produce is captivating and seductive to non-elves.
Natural Wanderers
Elves are tireless desert rovers forged in the desert — burned dark by the sun, toughened by the swirling sand, and given strength and speed by the constant wind. There's no racial unity among them. Within a given tribe, all elves are brethren, but outsiders —even other elves— are regarded as potential enemies.
Outsiders can be accepted and perhaps even become friends, but trust takes time to develop, and it is often associated with tests and great sacrifice.
Elves crave free, open spaces in which to run, so elven slaves wither in captivity if they can't escape, a practice they always strive for, when captured. Travelers often see whole tribes running swiftly and with great endurance across the sandy wastes.
Only rarely will an elf ride a crodlu or a kank as mount. To do so is dishonorable unless ill or gravely wounded. The custom of the elves is to keep up or be left behind, so those unworthy of following the elf runs are not considered to be strong and useful to the tribe.
Indolent and Unscrupulous
Most Athasians consider elves lazy and deceitful. It's true that many elves dislike hard work and prefer to live in the moment, avoiding unpleasant tasks and drudgery. If work can wait for even another moment, then it will. For an elf, the future is a dark, deadly place, so it strives to make every moment as enjoyable and full as possible. They also enjoy taking advantage of, steal from, lie to, or misdirect outsiders, not out of malice so much as a desire to separate the gullible from their items of value.
Still, elves do work. In some ways, they work harder than members of other races. While they detest hard labor and will never voluntarily set out to construct anything more durable than a tent or small hut, they will spend hours on end haggling and negotiating with potential customers. When it's important to maintain a valuable trading relationship, elves honor their word and barter in good faith. But the moment they perceive an opportunity that is too good to pass up, they abandon their previous deals.
Elf Names
Names are very important to elves, and they take a great deal of time and care before selecting one. Much thought goes into the selection of names, and tribal leaders consider naming young runners as one of their most solemn duties. Elven names are derived from two sources, the name of their tribe, and a given name based upon the elven tradition of a child's first interesting thing while learning to run. While this might seem an easy task, tribal leaders watch for occurrences that are both significant and that fit the child's personality, for traditions hold that names help shape the elves they are given to. With the proper name, a young elf can grow to become a great elf. With the wrong name, the same elf will disappear in the wastes. Some childhood names are changed because of extraordinary actions undertaken during a youth's rites of passage, but such changes do not happen very often.
- Male Names: Abyuuk, Botuu, Coraanu, Dukkoti, Eevuu, Galek, Haaku, Ikan, Jaarati, Kathak, Lobuu, Mutami, Nuuko, Quaar, Radurak, Sorak, Traako.
- Female Names: Alaa, Areela, Celba, Deryssa, Ekee, Elas, Enala, Esylk, Grissi, Guuta, Hukaa, Ittee, Jeila, Katza, Keelorr, Nuuta, Nysia, Tala, Utaa, Yalana.
- Tribe Names: Clearwater, Night Runner, Shadow, Silt Stalker, Silver Hand, Sky Singer, Swiftwing, Water Hunter, Wind Dancer.
Elf Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Deep Desert Elf
Your innate connection to the desert makes you adept at moving across sand. You can ignore difficult terrain and uneven terrain caused by rubble or sand in the desert.
In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of sand, you aren't off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
Moonless Elf
You have traveled countless hours in the dark of night. You gain darkvision.
Seer Elf
You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
Well Traveled Elf
In your journeys, you've dabbled in many paths and many styles. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.
Whisper Elf
Your ears are finely tuned, able to detect even the slightest whispers of sound. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. This benefit doesn’t apply if you can’t hear or if the creature is incapable of making sound (for example, if it’s affected by a silence spell).
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As an elf, you select from among the following ancestry feats.
1st Level
Ancient BloodedFEAT 1
Cultivated KnowledgeFEAT 1
Cultivated LinguisticsFEAT 1
DesertcraftFEAT 1
Elemental WrathFEAT 1
Elf RunFEAT 1
Elven AloofnessFEAT 1
When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes.
Elven LoreFEAT 1
You also gain the Additional Lore general feat for Elf Lore.
Elven VerveFEAT 1
Elven Weapon FamiliarityFEAT 1
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Know Your OwnFEAT 1
Nimble ElfFEAT 1
Desert Stealth FEAT 5
Elven InstinctsFEAT 5
Elven SuspicionFEAT 5
Martial ExperienceFEAT 5
At 11th level, you become trained in all weapons.
Wildborn AdeptFEAT 5
9th Level
Arcane AcumenFEAT 9
Your magic is adaptable. By spending 1 day of downtime, you can change the spell you chose to a different common 2nd-rank spell from the same tradition.
Brightness SeekerFEAT 9
Elf Step FEAT 9
Improved Elf RunFEAT 9
Polished KnowledgeFEAT 9
When the effects of Cultivated Knowledge and Polished Knowledge expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Cultivated Knowledge or make you an expert in the skill you chose with Polished Knowledge.
Sense ThoughtsFEAT 9
13th Level
Avenge Ally FEAT 13
LongrunnerFEAT 13
Universal Knowledge FEAT 13
17th Level
Magic RiderFEAT 17
Fleshwarped
Magic and unnatural energies that can warp bone and twist sinew are rare on Athas. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.
The ancestry name “fleshwarp” is an umbrella term, since on Athas the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, or the Pristine Tower. Whether practiced by Sorcerer Kings and Queens fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by the Pristine Tower should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.
Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!
If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.
You Might...
- Embrace your unusual appearance to inspire respect or fear.
- Be used to relying on yourself.
- Distrust large groups of people, particularly mobs, based on past experiences.
Others Probably
- Find your physiology fascinating or terrifying.
- Assume you are an expert on strange creatures or occult phenomena.
- Consider you an enigmatic and unpredictable—and perhaps even dangerous—outsider.
Physical Description
Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different.
Society
Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.
Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones.
Beliefs
Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. While alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with the elements at all or are exceptionally devout.
Fleshwarped Names
Fleshwarps can come from—and thus have names from—any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as “Triple Handed,” “Barkfoot,” or “Many-Mouth.” Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about.
Fleshwarped Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Cataphract Fleshwarp
Your battle-hardened skeleton is laced with additional cartilage and muscle to help bear armor across vast areas of
operation, and your skin is bedecked with tiny spurs of pliable, resilient keratin to optimize the grip and weight distribution of your armor.
You gain the Armor Proficiency feat. If your class makes you trained in all types of armor, you instead become trained in Athletics (or a skill of your choice if you're already trained in Athletics) and gain the Armor Assist skill feat.
Created Fleshwarp
Either through foul defiling magic or psionics, you were created by someone else, voluntarily, or not. Your manufactured body is durable; you don't need to eat and can't starve. You gain a +2 circumstance bonus to saving throws against diseases.
Discarded Fleshwarp
The lifeshapers who warped your form labeled you a “discard on discovery”—a euphemism for destroying you on sight. An anomaly among anomalies, your body stubbornly repudiates the efforts of lifeshapers seeking to mold you to their grandiose visions, and your immune responses blunt the worst effects of unwanted fleshwarping attempts. If you roll a success on a saving throw against a polymorph effect, you get a critical success instead.
Mutated Fleshwarp
Transformed by uncontrolled magic, by proximity to the Pristine Tower, or by some other mean, you were once a member of a "normal" Athasian ancestry, but not anymore. Due to your toughened or redundant organs, the DC for your checks to recover from persistent bleed damage is 10 instead of 15, and it's reduced to 5 instead of 10 if you have particularly effective assistance recovering from the persistent damage.
Shapewrought Fleshwarp
A powerful defiler, psionicist, or even a sorcerer-monarch, has reshaped you to make you more resilient. You have nevertheless turned the psychic toll of your transformation into a strength. You gain resistance to mental damage equal to half your level (minimum 1).
Surgewise Fleshwarp
The undulations of your body's cilia are hyper-attuned to wellsprings of psionics; they trill and thrum with insights into psychic energies, and their vibrations alert you to the presence of secrets. You gain the trained proficiency rank in Occultism. If you're trained in Occultism, you instead become trained in another skill of your choice. You also gain the Oddity Identification skill feat.
Unknown Origin Fleshwarp
Nobody knows who or what has made you the way you are now. Your emotions are dulled and hard to influence. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a fleshwarp, you select from among the following ancestry feats.
1st Level
Aberration KinshipFEAT 1
Deep VisionFEAT 1
Embodied Nibenese SubjectivityFEAT 1
Living WeaponFEAT 1
Your features are mutable; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain.
At 5th level, whenever you get a critical hit with one of these unarmed attacks, you get its critical specialization effect.
Special You can take this feat multiple times. Each time you do, select a new attack from the options above.
Startling AppearanceFEAT 1
5th Level
Embodied Dreadnought
SubjectivityFEAT 5
Finned RidgesFEAT 5
Gaping Flesh FEAT 5
Mutate Weapon FEAT 5
Powerful GutsFEAT 5
Transposable ComplianceFEAT 5
Uncanny AwarenessFEAT 5
9th Level
Captivating CuriosityFEAT 9
Coating of SlimeFEAT 9
Eerie CompressionFEAT 9
Embodied Dragoon SubjectivityFEAT 9
Gripping LimbsFEAT 9
Slip the Grasp FEAT 9
You increase your multiple attack penalty as appropriate for the actions you took, but only after completing both actions.
13th Level
Augment Senses FEAT 13
Spew SnakesFEAT 13
Half-Elf
Born from two worlds but welcome in neither, half-elves struggle to find their place in a hostile land. While being the offspring of two races, they face prejudice and unwillingness from both sides. That, in conjunction with the lack of culture, has turned the half-elves into lonesome, self-sufficient folk.
Of Two Worlds
Half-elves generally grow taller than their human parents but rarely approach the height of their elven parent. They average well above 6 feet tall, though they tend to inherit some of the bulk of their human half, averaging at 140 pounds. In most cases, a half-elf can pass itself off as a human, though telltale features can be spotted that hint at its elven heritage.
Half-elven coloration and features tend to lie somewhere between their human and elven parents, and thus show a variety even more pronounced than that found among either race. Half-elf men can also grow beards.
No Homeland
A half-elf’s life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves rarely find acceptance with either race. Elves are especially intolerant, going so far as casting out the mother of a half-elf child, while humans are more apt to welcome them as allies or partners, although they seldom accept them into their homes. More often than not, half-elves remain outsiders, forced to endure on society’s fringes.
Half-elves don’t form their own communities. Instead, they live either among or on the fringe of human society. They are most often encountered in the cities of the Tyr Region, though some can be found in the villages and tribes of ex-slaves that inhabit the wilderness.
Natural Survivalists
Intolerance and social rejection has given the half-elf its greatest attribute – self-reliance. As a loner, usually without permanent residence, a half-elf survives the rigors of life in the wilderness completely on its own. The skills involved in survival are only half of the challenge they face – half-elves must also learn to deal with the absence of companionship, the complete lack of conversation and basic friendship. Consequently, these lonesome folk turn for companionship to the animal world, training beasts of the air and sands as servants and friends.
Half-elves hold self-reliance as their most valued trait, never expecting or asking for help no matter what their situation. Self-taught and naturally adept at learning, half-elves dabble in a variety of areas, mastering the skills they need to survive on their own. Some half-elves are bitter and sullen, but most seek to make the best of their circumstances. More than anything, half-elves take pride in defeating expectations.
Half-Elf Names
Half-elves usually pick human or elven naming conventions. As a result of social rejection from both races, they often come up with twisted forms of human and elven names or invent their own.
- Male Names: Boaz, Brazin, Ero, Fyrian, Gathalimay, Laban, Lafus, Luris, Melestan, Mirch, Navarch, Poortool, Regg, Ruach, Solzak, Vok, Wek, Wheetan, Xutan.
- Female Names: Alie, Arya, Aso, Drewet, Feera, Feykaar, Krysta, Lorelei, Mila, Ranis, Sareka, Thania, Vaerhirmana.
Half-Elf Heritage
Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.
Ancestry Feats
You can select elf, half-elf, and human feats whenever you gain an ancestry feat.
1st Level
Earned GloryFEAT 1
You gain the Impressive Performance feat. When you attempt a Performance check to Make an Impression on an elf, if you roll a critical failure, you get a failure instead.
Elf AtavismFEAT 1
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
Round EarsFEAT 1
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
SociableFEAT 1
5th Level
Inspire ImitationFEAT 5
Supernatural CharmFEAT 5
9th Level
Pinch TimeFEAT 9
Half-Giant
Towering Hulks
A half-giant is an enormous individual, standing between 7 and 8 feet tall, and weighing about 450 pounds. Simply put, a half-giant has inherited its size and massive strength from its giant parent. Its human background, along with human features, has provided it with curiosity, and willingness to learn and cooperate.
Half-giant skin ranges from light brown to deep tan, like certain colors of sand. They either shave their heads or wear long knots, usually in black or brown colors, though paler half-giants can be found with sandy blonde hair.
Of No Culture
There is no half-giant culture common to all of their kind. On the contrary, having insufficient history and overall intelligence to have their own culture, half-giants tend to readily adopt the cultures of other creatures they admire or associate with. Half-giants are very imitative creatures, eager to fit into new situations as they present themselves.
Half-giants, however, aren't as emotionally attached to objects or work as are other races. Whenever presented with a new situation, they examine the roles of the people there, determine where they might best fit in, and then start performing the tasks necessary. But if a situation isn't beneficial, or if a half-giant can't perform well in a given environment, it won't imitate the nearby culture, preferring to moving on when it sees fit.
Fickle Minds
Half-giants switch attitudes very quickly, taking on new values to fit new situations. A half-giant whose peaceful farming life is disrupted by marauders may soon adopt the morals of the very renegades who sacked its village. Goals and lifestyles switch easily, usually based on the charismatic individual that crosses paths with the half-giant or as a reaction to a significant change around it.
Such attitude may present half-giants as unpredictable folk, but more often than not this is not the case. Given the right circumstances, an influential personality can turn a half-giant into an obedient and predictable follower. It will demonstrate friendliness and eagerness to help its companion and remain loyal most of the time — that is, until some powerful personality seizes the opportunity to influence it, or a major event occurs that shakes its behavior.
Half-Giant Names
A half-giant's name depends on whether it's free or enslaved. Free half-giants are likely to borrow the naming conventions of the people they interact with, whereas enslaved ones are usually given a human name.
- Male Names: Crag, Den-du, Doorub, Gaanon, Gall, Garchom, Ghurs, Gigus, Hurgen, Jaryx, Junnai, Pegen, T'sor, Tah, Tak, Tutoc.
- Female Names: Atrocla, Astara, Baraka, Camla, Er'the, G'rshun, Hezze, Katid, Mura, Ot, Romla, Tal, Vun, Zambia.
Half-Giant Heritage
Your parents were both half-giants. You have an enormous stature and other telltale signs of giant heritage. You gain the giant trait and begin with 12 starting hit points. Half-Giants start with a Strength, Constitution, and a Free attribute boost and gain an Intelligence attribute flaw. You gain the Big Boned trait.
Big Boned
Because half-giants are Large, they must buy gear made for Large humanoids, see page 295 of CRB for the cost and bulk of items made for large creatures. Half-Giants also require twice as much food and water daily compared to other Ancestries or large sized rations and waterskins. In addition, you can select giant, and human feats whenever you gain an ancestry feat.
Ancestry Feats
You can select giant and human feats whenever you gain an ancestry feat.
1st Level
Fear MeFEAT 1
Giant LoreFEAT 1
You also gain the Additional Lore general feat for Giant Lore.
Giant Weapon FamiliarityFEAT 1
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Powerful FrameFEAT 1
Stoneclad BoulderFEAT 1
Stupid Giant Know Nothing!FEAT 1
Throw Rock FEAT 1
This is considered a simple weapon and a ranged weapon attack from the sling weapon group. However, rocks are not truly considered weapons and cannot normally benefit from weapon runes etched upon them.
5th Level
Behind Me, Tiny! FEAT 5
Break the ChainsFEAT 5
Large ReachFEAT 5
Massive StrideFEAT 5
Rock LobberFEAT 5
9th Level
Catch Rock FEAT 9
Excessive BullyingFEAT 9
Giant ResiliencyFEAT 9
Monumental WeaponFEAT 9
13th Level
Relentless BeatingFEAT 13
Halfling
Small and Primitive
Halflings are diminutive in stature, standing about 3 feet tall. They are muscled and proportioned like humans, but they have the faces of wise and beautiful children that never succumb to the rigors of age. They weigh between 50 and 60 pounds and are virtually always in peak physical condition. Their skin ranges between pale to tan and their hair is usually a brown or black mane. They have brown or hazel eyes, though blue are rarely found; such halflings are said to bear the life of the oceans inside them.
The appearances of the halflings are considered primitive by most of the other Athasian races; while their garments are usually a plain loincloth and occasionally a vest or shirt, halflings fancy painting their skins in various colors. They rarely tend to their hair, instead letting them grow in great lengths, and keeping them unkempt and dirty. Halflings sport no body hair.
Solidary and Ritualistic
Halflings possess a great deal of racial unity. Though divided politically into separate villages and communities, halflings have great respect for their race as a whole. Disputes between members of communities are most often settled peaceably, through ritual and custom.
These customs are often directed by each tribe's shaman, the spiritual leaders who hold positions of honor and respect above all other halflings.
On a personal level, halflings relate very well to one another, well enough to have built a considerable culture rich in art, song, and other expressive communication. Ritual and custom control every aspect of halfling life. Such is the diversity of their culture, that the rest of the races find it difficult to comprehend. More than a few times, a halfling will be frustrated by outsiders who can't seem to grasp their abstract thinking and complicated concepts. Fortunately, halflings who have travelled widely outside their traditional home have a much greater tolerance toward those "lacking" of culture.
Self-Improvement
Halfling culture cares for each individual's inner well-being and spiritual unity with race and environment. They have little concept of conquest or monetary wealth, and vices that other societies take for granted — such as greed and avarice — are particularly discouraged. Treasure that appeals to other characters holds little interest to a halfling. It is more concerned with promoting halfling culture, its own knowledge, or its inner well-being. A halfling will never lie to or betray another halfling.
Expanding Knowledge
Halflings face difficulties at first, in adjusting to other customs and points of view, but as a generally openminded race, they tend to be curious or confused by the actions of others rather than initially combative. Halfling adventurers will attempt to learn all they can about other cultures but will almost never adopt those cultures as their own. Their shamans teach that the customs of others are no threat to their own, so a halfling adventurer will welcome the chance to learn another point of view, rather than instantly try to change it.
Halfling Names
Halflings have a given name, provided to them by their community. They stick to that name as a mark of their heritage, even though they might adopt many different names from the other cultures.
- Male Names: Cha, Derlan, Fullgrin, Lokee, Nok, Pauk, Pletaw, Purhas, Urga-zoltapl, Zivlil.
- Female Names: Alansa, Anezka, Dokala, Grelzen, Horga, Jikx, Joura, La, Nasaha, Tar, Vensa.
Halfling Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Forest Ridge Halfling
Accustomed to the vibrant life of the forest ridge, the soothing sounds of the forest and plentiful vegetation have provided you with the means to find rest and relaxation especially replenishing. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.
Green-touched Halfling
The blood of the life shapers is so strong within you that you’re truly one of them. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. You gain the trained proficiency rank in primal spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. You can change this cantrip to a different one from the same list once per day by meditating to realign yourself with the Green; this is a 10-minute activity that has the concentrate trait.
Gutsy Halfling
Your tribe is known for keeping a level head and staving off fear when in difficult situations, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Nomadic Halfling
Your ancestors have left the forest ridge and have travelled across the Tyr region, never content to settle down. You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the Multilingual feat, you gain another new language.
Observant Halfling
Your finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to your Perception checks.
Twilight Halfling
Your ancestors hunted under the concealing cover of the jungle, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.
Wildwood Halfling
You hail from deep in the jungle or forest, and you’ve learned how to use your small size to wriggle through undergrowth, vines, and other obstacles. You ignore difficult terrain from trees, foliage, and undergrowth.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a halfling, you select from among the following ancestry feats.
1st Level
Canopy SightFEAT 1
Distracting ShadowsFEAT 1
First World MagicFEAT 1
Halfling CourageFEAT 1
Halfling LoreFEAT 1
You also gain the Additional Lore general feat for Halfling Lore.
Halfling Scuttle FEAT 1
Halfling Superstition FEAT 1
Halfling Weapon FamiliarityFEAT 1
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Hunter's Defense FEAT 1
Intuitive CooperationFEAT 1
Jungle StriderFEAT 1
Scuttle UpFEAT 1
SlitherFEAT 1
Snare SetterFEAT 1
SneakyFEAT 1
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
Sure FeetFEAT 1
Teeth SharpenerFEAT 1
Unfettered HalflingFEAT 1
WoodcraftFEAT 1
5th Level
Ambush AwarenessFEAT 5
Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.
Ankle Bite FEAT 5
First World AdeptFEAT 5
Forest Stealth FEAT 5
Kneecap FEAT 5
Recognize Ambush FEAT 5
Skilled ClimberFEAT 5
Snare GeniusFEAT 5
When you Craft and deploy a snare that deals damage, any creature that critically fails its saving throw against the snare's initial effect and takes damage becomes off-guard until the end of its next turn.
Step Lively FEAT 5
9th Level
Between the ScalesFEAT 9
Briar BattlerFEAT 9
Cling FEAT 9
Special You can use this action without a free hand if your preceding Strike was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack.
Close QuartersFEAT 9
Dance UnderfootFEAT 9
First World ExpertiseFEAT 9
Hungry HalflingFEAT 9
IrrepressibleFEAT 9
Skittering ScuttleFEAT 9
Snare Commando FEAT 9
Unhampered PassageFEAT 9
Vivacious ConduitFEAT 9
13th Level
Ceaseless ShadowsFEAT 13
Predator StepFEAT 13
Toppling DanceFEAT 13
Very SneakyFEAT 13
Vicious SnaresFEAT 13
17th Level
Shadow SelfFEAT 17
Human
Diverse in Appearance
There is no typical human in the Tyr Region. An individual can stand a little over 6 feet tall and weigh between 150 and 200 pounds. While they come in all shapes and sizes, they tend to reflect certain traits common to particular city-states. Humans in Draj, for example, have broad chins, bronze skin, and black hair that hardly ever grows on their faces. Humans from Gulg have dark brown skin and rounder features with thick, curly hair. And humans hailing from Balic bear tanned complexions, dark eyes, and grow finely trimmed beards.
More diverse are the humans that have been subject to the abusive magic that devastated the land and twisted its appearance. These people show unusual physical traits — odd skin or eye color, lack of body hair, webbed fingers, or exaggerated features. While unusual, these traits are not uncommon and rarely elicit more than a glance.
A Multitude of Personalities
Humans are the most adaptable, ambitious, and individualistic people among the common races; even the tyranny of the Sorcerer-Kings hasn't stamped out their diversity. Other races often don't know what to expect when meeting a human for the first time, because predicting their behavior based on cultural norms is difficult. Their widely varying tastes, morals and customs is linked to their various different cultures, which are based around the seven city-states.
Individually and as a group, humans can be adaptable opportunists, and they stay alert to changing political and social dynamics.
Bereft of Past
What generally passes for the history of Athas is actually a jumble of folklore and propaganda. Prohibited by the Sorcerer-Kings and templars from keeping written histories, most humans know only the stories told in their communities. These tales paint the despots as saviors, gods, or anointed champions who, through selfless actions, saved Athas from certain destruction. Many humans scoff at these tales, however, being more concerned with the problems of the present than devoting themselves to the lessons of the past.
Still, there are those who chafe against tyranny's chains, but hold their tongues, seeing no reason to jeopardize the shelter, water, and food they receive in the city-states they usually live in return for their loyalty. The most daring, ambitious, relentless, or even foolish among them are usually the ones who defy the comforts of a city-state to choose the life of adventure.
Natural-Born Diplomats
Many humans learn at an early age to get along with everyone, defusing hostility and finding common ground. Since humans are generally more tolerant of other races, they can easily adapt to situations involving elves or dwarves, and even more exotic races such as halflings and thri-kreen. Where other, less tolerant races come into contact with one another, humans often serve as diplomatic buffers.
Human Names
Humans generally adopt the culture of the city-state they live in or are closest too. Since they are a race in constant motion, however, and due to their diversity, it is all too common to meet humans of different ethnic groups living behind the walls of the same city. As such, their naming conventions have been mostly blurred, and humans welcome any names suitable for themselves or others.
- Male Names: Agis, Astemba, Azzer, Banoc, Brevit, Canth, Daclamitus, Dote, Etheros, Evrim, Faldar, Frayne, G'rshun, Gammeg, Grak, Hargat, Ibl, Jedra, Kargash, Kilay, Kyuln, Leoricius, Limrick, Maetan, Marut, Morlak, Nylorac, Ojoba, Paxitus, Quay, Ragoner, Raka, Rathoras, Salust, Sizzkus, Styan, Tabaros, Taiy, Thanik, Thaxos, Toth, Varnag, Weom, Xamres, Ydris, Zaethus, Zeburon.
- Female Names: Amandia, Astara, Averil, Buris, Camla, Catrion, Damras, Dorjan, E'la, Faria, Haarna, Jaseela, Jun, Katid, Kelira, Korla, Lestria, Llunet, Nadia, Nanda, Nauhyotl, Ode, Rasia, Rayne, Sa-rea, Shallin, Sycia, Talara, Tamar, Tara, Tella, Temmnya, Tierney, Ular, Veeshte, Ves.
Human Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later.
A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Half-Elf
Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.
Half-Giant
Your parents were both half-giants. You have an enormous stature and other telltale signs of giant heritage. You gain the giant trait and begin with 10 starting hit points. Half-Giants start with a Strength, Constitution, and a Free attribute boost and gain an Intelligence attribute flaw. You gain the Big Boned trait.
Big Boned
Because half-giants are Large, they must buy gear made for Large humanoids, see page 295 of CRB for the cost and bulk of items made for large creatures. Half-Giants also require twice as much food and water daily compared to other Ancestries or large sized rations and waterskins. In addition, you can select giant, and human feats whenever you gain an ancestry feat.
Mul
One or your parents was a dwarf. Muls resemble powerfully built humans but with broad shoulders, powerful thighs, thick arms but swept-back ears that come to subtle points. You gain the dwarf trait, mul trait, and dark vision. In addition, you can select dwarf, human, or mul feats whenever you gain an ancestry feat.
Skilled Heritage
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.
Versatile Heritage
Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most city-states throughout Athas. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a halfling, you select from among the following ancestry feats.
1st Level
Adapted CantripFEAT 1
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
Cooperative NatureFEAT 1
General TrainingFEAT 1
Special You can select this feat multiple times, choosing a different feat each time.
Haughty ObstinacyFEAT 1
Know Oneself FEAT 1
Natural AmbitionFEAT 1
Natural SkillFEAT 1
Psychic TattoosFEAT 1
Unconventional WeaponryFEAT 1
If you are trained in all martial weapons, you can instead choose an uncommon advanced weapon that has an ancestry’s trait or is common in another culture. You gain access to that weapon and have familiarity with that weapon. For the purpose of proficiency, you treat it as a martial weapon.
5th Level
Adaptive AdeptFEAT 5
Clever ImproviserFEAT 5
Ornate TattooFEAT 5
Sense AlliesFEAT 5
9th Level
Cooperative SoulFEAT 9
Group AidFEAT 9
The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
Hardy TravelerFEAT 9
Incredible Improvisation FEAT 9
MultitalentedFEAT 9
If you're a half-elf, you don't need to meet the feat's attribute score prerequisites.
Virtue-Forged TattoosFEAT 9
13th Level
Advanced General TrainingFEAT 13
Special You can select this feat multiple times, choosing a different feat each time.
Bounce Back FEAT 13
Stubborn PersistenceFEAT 13
17th Level
Heroic Presence FEAT 17
Lizardfolk
Lizardfolk adapt to the environment they are born in. Over several millennia the native Athas Lizardfolk began to change along with the world. They have since developed inito unique heratages.
Jozhal
A typical jozhal rarely tops 4 feet in height and individuals weighing more than 80 pounds are rare. Jozhal have long, slender legs, lanky arms ending in dexterous hands, and long, flexible tails. The neck of a jozhal is also long and flexible, ending in a narrow muzzled head with large eyes and many needle-like teeth. The skin is covered in many tiny scales, which are only visible on close examination, and can change color to match with or contrast against the creatureʹs surroundings.
The jozhal of athas travel in family groups, traveling between the fertile areas of the Tablelands and Hinterlands, beyond the Ringing Mountains. Jozhals are naturally shy and secretive creatures. The leader of a family will learn the Common tongue, so that he or she may communicate with outsiders on the rare occasion that interaction is necessary. When around those they do not know, especially other races, jozhals become much more withdrawn and are unwilling to even speak to outsiders unless necessary. They will often travel days out of their way just to avoid encountering non-jozhals, especially elves and humans, whom they consider destructive. If forced to interact with members of another race, jozhals will attempt to make the experience as short as possible. Jozhals always make use of every little bit of anything that they find, to the point of extremes, practicing cannibalism and fashioning the bones of their dead into weapons and tools.
Lizardfolk of Saragar
Lizardfolk have toothy snouts and long and powerful tails. Those from temperate or desert regions tend toward gray, green, or brown scales that aid in camouflage, while those from tropical climes are brightly colored. Many sport dorsal spikes or garish neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age.
The lizard folk of saragar lifted themselves from savagery earlier than their cousins of other worlds, the lizardfolk of sarangar developed a simple yet civilized society ages ago. Living in close contact with the kreel flocks that they shepherd, the saragar lizardfolk have long since lost their taste for sentient flesh, subsisting instead largely on a diet of kreel flesh, kelp and various shellfish.
Ruled by a line of wise and generous kings, they have also enjoyed the support of Saragar‘s Mind Lords, who saved the lizardfolk from the ravages of the Cleansing Wars and the dread Keltis.
Nikaal
The nikaal are 5 to 6 feet tall and weigh 150 to 250 pounds. Although their facial features are similar to humans, their scales and eyes set them apart. Their bodies are covered with fine, purple scales that regulate the body temperature in the searing desert sun and prevent evaporation of vital fluids. Nikaalian eyes have a distinctly serpentine shape and color.
Nikaals are a race of nomadic tribes of wanderers and explorers. They rarely remain in one place for more than a week, and some suspect they have traveled to the Tablelands from a faraway homeland beyond the Ringing Mountains.
Nikaal tribes wander from city to city, trading goods bought at the last city or picked up on their travels. Only during tribal crises, such as the appointment of a new elder, does a tribe stop for more than a week. Though supposed to have journeyed from beyond the Ringing Mountains, the nikaals‘ origin is shrouded in mystery.
Pterran
Pterrans are 5 to 6 1/2 feet tall reptiles with light brown scaly skin, sharp teeth, and a short tail. Pterrans wear little clothing, preferring belts and loincloths, or sashes. They walk upright, like humanoids, and have opposing thumbs and three– fingered, talon–clawed hands. Pterrans have two shoulder stumps, remnants of wings they possessed long ago, and a finlike growth juts out at the back of their heads. Pterrans weigh between 180 to 220 pounds. There is no visible distinction between male and female pterrans.
Pterrans are rarely seen in the Tablelands. They live their lives in the Hinterlands, rarely leaving the safety of their villages. However, the recent earthquake and subsequent storms have brought disruption into the pterran’s lives. More pterrans now venture outside their homes, and come to the Tyr region to seek trade and information.
Ssurran
Ssurrans range in size from 4 to 6 feet tall and weighing anywhere between 180 and 225 pounds, and there’s little difference between male and female ssurrans in terms of body shape or size. Their thick leathery hide is found in all manner of earthen tones, and has seen them adapt well to the harsh Athasian climate and provides some manner of camouflage in the desert environment. Their heads feature a pronounced, toothy snout –-perpetually curved into a slight, sly smile-– and small, dark eyes. Their crocodilian appearance is completed by a thick, non-prehensile tail, between 2 and 3 feet in length, used for balance, posture, and communication.
Ssurrans are nomadic, humanoid reptiles. Some are raiders while others are simple hunters. As lizardfolk of the desert, they have adapted to the heat of the Athasian day and are active even during the blazing mid-day heat. Ssurrans roam Athas, seeking shelter and food. There have been cases when multiple tribes have joined together against a common threat. These multitribal groups are led by a council of elders formed from the shaman/leaders of each tribe. Ssurrans are strict carnivores. They prefer the flesh of halflings, but prey upon any living thing they find.
Lizardfolk Names
Lizardfolk names come from their ancient language and tend to be traditional. Names are typically chosen by the clan’s astrologer in accordance to omens and which star signs are ascendant when a lizardfolk egg hatches, though occasionally a lizardfolk’s parents may name a hatchling for an ancestor or a beloved historical hero.
- Lizardfolk Names: Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkekek
Lizardfolk Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Jozhal
You can change your skin color to blend in with your surroundings, making minor shifts with a single action and dramatic changes over the course of an hour. When you're in an area where your coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the minor, single action application of this ability to make localized changes that help you blend into your surroundings, gaining a +2 circumstance bonus to Stealth checks until your surroundings change in coloration or pattern. Jozhal are Small size and have an attribute boost in Dexterity and Intelligence and an attribute flaw in Strength.
Lizardfolk of Saragar
Your family is descended from the most common lizardfolk heritage, and you are accustomed to aquatic environments. You gain a 15-foot swim Speed and you gain the Breath Control general feat as a bonus feat. The lizardfolk of saragar have an attribute boost in Strength and Wisdom and an attribute flaw in Intelligence.
Nikaal
You can flare your neck frill and flex your dorsal spines, Demoralizing your foes. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a
penalty when you attempt to Demoralize a creature that doesn't understand your language.
You also gain the Threatening Approach action. Nikaal have an attribute boost to Constitution and Strength and an attribute flaw in Charisma.
Pterran
You move easily through thick forest and jungle, using every branch or bush. You can always use the Take Cover action when in forest or jungle terrain to gain cover, even if you're not next to an obstacle you would normally be able to Take Cover behind. You gain the Terrain Stalker feat, even if you're not trained in Stealth, and you must choose underbrush as your chosen terrain. Pterran have an attribute boost in Charisma and Wisdom and an attribute flaw in Dexterity.
Ssurran
Your thick scales help you retain water and combat the sun's glare. You gain fire resistance equal to half your level (minimum 1). Environmental heat effects are one step less extreme for you, and you can go 10 times as long as normal before you are affected by starvation or thirst. However, unless you wear protective gear or take shelter, environmental cold effects are one step more extreme for you. Ssurran have an attribute boost in Constitution and Strength and an attribute flaw in Dexterity.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a thri-kreen, you select from among the following ancestry feats.
1st Level
Bone MagicFEAT 1
Consult The StarsFEAT 1
Lightning Tongue FEAT 1
Lizardfolk ArmamentsFEAT 1
- Claws Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile P trait.
- Fangs You gain a fangs unarmed attack that deals 1d8 piercing damage and is in the brawling group.
- Tail You gain a tail unarmed attack that deals 1d6 bludgeoning damage, is in the brawling group, and has the sweep trait.
At 5th level, whenever you get a critical hit with one of the unarmed attacks you have gained or improved with this feat, you get its critical specialization effect.
Lizardfolk LoreFEAT 1
You also gain the Additional Lore general feat for either Astrology Lore or Lizardfolk Lore.
Lizardfolk Weapon FamiliarityFEAT 1
At 5th level, whenever you get a critical hit with one of these weapons or a lizardfolk unarmed attack, you get its critical specialization effect.
Marsh RunnerFEAT 1
Parthenogenic HatchlingFEAT 1
You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day.
Reptile RiderFEAT 1
Reptile SpeakerFEAT 1
5th Level
Acid SpitFEAT 5
Envenom Fangs FEAT 5
Flexible TailFEAT 5
Gecko's GripFEAT 5
Guided By The Stars FEAT 5
Shed Tail FEAT 5
Swift SwimmerFEAT 5
Tongue Disarm FEAT 5
9th Level
Bone CallerFEAT 9
DangleFEAT 9
Hone Claws FEAT 9
Read The StarsFEAT 9
Terrain AdvantageFEAT 9
13th Level
Bone InvestitureFEAT 13
Lizardfolk Spirit StrikeFEAT 13
Primal RampageFEAT 13
17th Level
Bone RiderFEAT 17
Scion TransformationFEAT 17
Mul
Combining dwarven toughness and human ingenuity, muls inherit the best features of both races. Although muls can serve in many ways, most find their lives shaped by a noble's desire to create a worthy champion or a merchant's calculated investment in a gladiator for the arenas.
Squat and Brawny
Muscular and fit, muls resemble powerfully built humans. Standing between 6 and 7 feet tall and weighing about 300 pounds, these half-dwarves bear heroic proportions — broad shoulders, powerful thighs, and thick arms. Both genders are hairless and hint at their dwarven ancestry, with strong, stern features and small, swept-back ears that come to subtle points. Mul skin and eye colors are as varied as they are in humans, but many muls have a copper or deeply bronzed complexion, and few have noticeable gold flecks in their eyes.
Muls have little collective racial identity and adopt the dress and fashion of their homes. As products of the city-states where they are bred, they have no culture of their own. Some escaped slaves make a home for themselves among the desert tribes, but because no mul can start a family, they have no place to call their own.
Born into Slavery
All muls begin their lives as slaves. Slaveholders throughout the Tyr Region have long known that tremendous hardiness and stamina result from mixing human and dwarven lines. Since muls make outstanding gladiators, slave warriors, and heavy laborers, enduring toil and hardships that would kill lesser folk, they are often most sought.
Born to the slave pens, the taskmaster's whip takes the place of loving parents and family. For this reason, muls develop violent reactions.
But when they perform well in the arena, they receive the most pampered treatment of any slave. Consequently, some don't see slavery as that a great hardship. However, those who have tasted the sweet air of freedom will fight to retain it.
Gruff and Taciturn
Muls are hard, driven, pragmatic folk with little remorse or sympathy in their hearts. Many grow up under the lash, subjected to brutal training for the arena or grinding toil in fields or quarries. As a result, muls have a hard time offering friendship and trust to anyone. More than a few muls, scarred by the hardships of their upbringings, spend their days as bitter, violent misanthropes. Others are suspicious, grasping mercenaries who have learned never to lift a finger on behalf of another person without establishing what they will gain from providing aid. Despite their tendency to be sullen or self-centered, muls don't have a particular enmity for any people and can learn to work alongside others. Growing up in the slave pits and the underclass of society taught them how to figure out who to trust, who not to, and how to gain favor and reputation among others, slaves, or free people; their survival demanded nothing less.
Lust for Freedom
Muls who set their hearts on freedom are difficult to keep in chains. Some escape to the wilds and become raiders or join tribes of ex-slaves, whereas others who escape become mercenaries and sell their fighting skills to whomever they can. Muls who don't flee captivity can win their freedom in the arena or by completing a dangerous task for their masters. A few highly prized gladiators receive so many privileges and comforts that they are effectively free, enjoying great latitude to go where they want and do as they wish.
Mul Names
Muls favor one simple name, generally a human one or variants. They don't have families, so they don't get to pick a last name, but sometimes they use place names to denote their place of origin, like "Mersten of Nibenay" or "Tomak of Tyr".
- Male Names: Aram, Borthomar, Bost, Darok, Darus, Durn, Eben, Erekard, Gard, Harask, Marok, Morg, Rikard, Sanozar, Tomak, Uskan, Zedath, Zorus.
- Female Names: Aisa, Aivel, Brithis, Callia, Demosis, Elina, Faivel, Himithis, Laivi, Mersten, Narisel, Raina, Reshel, Saditha, Tirshel, Uisel, Zerima.
Mul Heritage
One or your parents was a dwarf. Muls resemble powerfully build humans but with broad shoulders, powerful thighs, thick arms but swept-back ears that come to subtle points. You gain the dwarf trait, mul trait, and dark vision. In addition, you can select dwarf, human, or mul feats whenever you gain an ancestry feat.
Ancestry Feats
You can select dwarf, human, or mul feats whenever you gain an ancestry feat.
1st Level
Beast TrainerFEAT 1
Hold MarkFEAT 1
Hold Mark Emblem | Skill | Tradition |
---|---|---|
Burning Sun | Diplomacy | Arcane |
Death's Head | Survival | Primal |
Defiled Corpse | Religion | Divine |
Empty Hand | Intimidation | Occult |
Iron FistsFEAT 1
Mul Ferocity FEAT 1
Mul LoreFEAT 1
You also gain the Additional Lore general feat for Mul Lore.
Mul Superstition FEAT 1
Mul WarmaskFEAT 1
Once you select this source, it can't be changed. You become trained in the associated skill, and you gain the Dubious Knowledge skill feat as a bonus feat. You can spend 1 hour performing a ceremony that costs 50 gp to attune yourself more deeply with your warmask. If you do, you gain a +1 item bonus to the associated skill whenever you wear the warmask.
- The Elements Religion, divine tradition
- The Land Nature, primal tradition
- Psionics Occultism, occult tradition
Mul Weapon FamiliarityFEAT 1
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
5th Level
Athletic MightFEAT 5
Bloody BlowsFEAT 5
Defy DeathFEAT 5
Mask of PowerFEAT 5
Mask of Rejection FEAT 5
Scar-Thick SkinFEAT 5
Victorious Vigor FEAT 5
9th Level
Death's DrumsFEAT 9
Mask of Pain FEAT 9
Pervasive SuperstitionFEAT 9
Undying FerocityFEAT 9
13th Level
Ferocious BeastsFEAT 13
Incredible FerocityFEAT 13
Lifeblood's CallFEAT 13
Mask of Fear FEAT 13
Special You can use this free action even if you have a condition tied to the frightened condition that would normally prevent you from using a free action, such as “fleeing as long as you're frightened” or “paralyzed as long as you're frightened.”
Spell DevourerFEAT 13
17th Level
Rampaging Ferocity FEAT 17
Tari
The tari are unimpressive creatures, roughly 5 feet tall and weighing 100 pounds. They move about as bipeds, but sometimes walk on their knuckles. Their tails are about 2-1/2 feet long, used mainly for balance, and just strong enough that they can wrap it around a branch and hang from it. Their entire bodies are covered with fine fur, usually brown, but sometimes gray, golden, or even silver, or a combination of any of these. Many tari use dyes from gyava berries to create rings or spots of color for decoration. Males and females alike often braid the longer hair along the back of the neck and the base of the spine and decorate these with beads or feathers. Their mouths are filled with needlelike teeth, and to either side they have long black hairs that add to their overall ratlike appearance.
Tari wear no clothing, though warriors sometimes have leather jerkins or even chitin greaves. Chieftains and warriors are taller than other tari and the former are usually highly decorated with dyes, beads, and ceremonial garb.
Tari have a high-pitched, squeaky language all their own. They can send and receive some signals that are beyond the human ear’s ability to hear. Tari can learn other languages, often Common and Elven, though the sounds of humanoid speech are difficult for them to make with their mouths.
Tari Society
The tari race once boasted a thriving culture far to the south of the Tyr region. Ythri, their legendary capital city, is now a ruin lost among the crags. Their education and knowledge was much greater than it is today, and their technology allowed them to build stone and concrete structures. What happened to their civilization is a mystery; the tari of the Tablelands have no written history. All that remains is a collection of exaggerated myths and legends describing wondrous works. Now the tari live wherever they can – in the underbellies of the cities, the back lots of the villages and the lost and hidden canyons in the deepest heart of the wild.
The lives and attitudes of the urban and wilderness tari are quite different. Both kinds travel in packs, but their approaches to matters of survival are quite disparate. Urban tari live like scavengers, taking whatever they can get hands on and stealing what they cannot easily get. They often approach life in a similar fashion, forming strong attachments that are easily discarded. The tari of the wilderness, however, are nomads who scout for miles in all directions, seeking for the best lands and competing fiercely with the other races of the Tablelands to claim them. In daily life they tend to be harsh and competitive, but given to long-lasting bonds over time.
Other than the individual differences between urban and wilderness tari, the rat folk tend to avoid the other races of the Tablelands as much as possible, wherever necessary. This isolationist behavior is for a very simple reason. Tari are generally despised as vermin by the other races of the Tablelands and are hunted where they are found in the larger cities.
Tari Names
Every tari family has perhaps two dozen names that have been passed down from generation to generation, sometimes with minor alterations or alternative nicknames. A grandfather might be Grivver, for example, while his daughter goes by Griva and her son is simply Griv. Ratfolk are often assigned nicknames and sobriquets by humanoids they interact with, but most tari find these names distasteful and endure them only when outside tari communities.
Tari Names: Barnan, Chikis, Chonan, Deto, Jass, Jix, Knagi, Kubi, Lolo, Ninnec, Nos, Rak, Renzi, Skigim, Tali, Zess
Tari Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Deep Rat
Your ancestors lived deeper underground than other ratfolk, granting you the ability to see in the dark. You gain darkvision.
Desert Rat
You are native to arid plains and likely grew up traveling the roads. You have a leaner build than other ratfolk, with longer limbs and short fur. If you have both hands free, you can increase your Speed to 30 feet as you run on all fours. In addition, environmental heat effects are one step less extreme for you, and you can go 10 times as long as normal before you are affected by starvation or thirst. However, unless you wear protective gear or take shelter, environmental cold effects are one step more extreme for you.
Longsnout Rat
The long snouts that run in your family give you a keener sense of smell than most ratfolk. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature’s location. The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.
In addition, you gain a +2 circumstance bonus to Perception checks to Seek a creature or object within the range of your scent.
Sewer Rat
You come from a long line of ratfolk with a community based in the sewers beneath a large settlement. You are immune to the disease putrid plague. You gain a +1 circumstance bonus to saving throws against diseases and poisons. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
Shadow Rat
Your ancestors lived in dark spaces underground, granting you dark fur and a vaguely unnatural mien that unnerves sapient creatures and frightens animals. You gain the trained proficiency rank in Intimidation and can use Intimidation to Coerce animals. When you Demoralize an animal, you don’t take a penalty for not sharing a language with it. If you would automatically become trained in Intimidation (from your background or class, for example), you become trained in another skill of your choice.
Animals’ attitudes toward you begin one degree worse than normal, usually starting at unfriendly instead of indifferent for domesticated animals, and hostile instead of unfriendly for wild animals.
Tunnel Rat
Your incredibly small bones allow you to easily compress your body and squeeze through gaps. You gain the Quick Squeeze feat as a bonus feat, even if you aren't trained in Acrobatics. Tight spaces not tight enough to require the Squeeze action aren't difficult terrain for you.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a thri-kreen, you select from among the following ancestry feats.
1st Level
Cheek PouchesFEAT 1
Pack RatFEAT 1
Rat FamiliarFEAT 1
RatspeakFEAT 1
Skull CreeperFEAT 1
Tari LoreFEAT 1
You also gain the Additional Lore general feat for Tari Lore.
Tinkering FingersFEAT 1
Vicious IncisorsFEAT 1
Warren FriendFEAT 1
13th Level
ShinstabberFEAT 13
Skittering SneakFEAT 13
Warren DiggerFEAT 13
17th Level
Call The Swarm FEAT 17
Greater Than The SumFEAT 17
Thri-Kreen
In the Tyr Region, thri-kreen aren't common in the city-states. They gather in packs devoted to the hunt that roam the wastes and have little understanding of human society.
Alien Bodies
Thri-kreen resemble a giant praying mantis, bipedal and standing about 7 feet tall and weighing between 300 and 350 pounds. They have six limbs, wedge-shaped heads with compound eyes, two antennae, and powerful mandibles, and are covered in tough, sandy-colored chitinous plates. They have six limbs protruding from their thorax: two for walking and four for use as arms, ending in four-fingered claw-like hands capable of tool- and weapon-use. In combat, thri-kreen hold weapons or shields in their upper limbs, while the middle, smaller pair must use lighter weapons or are used instead for fine manipulation.
Alien Minds
Thri-kreen behavior may seem bizarre and alien to members of the other races; after all, they never sleep, they don't collect wealth or possessions, and they sometimes eat other intelligent creatures. As for the latter, they have a particular taste for elves, which keeps both races at an uneasy situation.
Despite their fierce appearance and weird habits, the insectoid people can be loyal and courageous companions. Most importantly, thri-kreen judge others solely on physical and mental ability. The lazy and weak deserve contempt, regardless of race; likewise, strength and cleverness merit respect no matter who demonstrates these qualities.
Pack Mentality
Thri-kreen view everything through the lens of the hunt and the predator-prey relationship. Their basic social units are the clutch, a small group consisting of members in the minds of "team", "friends", and "family", and the pack, a larger social unit that consists of any number of clutches. If deprived of a clutch, a thri-kreen is biologically compelled to seek out a new group to join.
Obeying their pack instincts, thri-kreen try to find their place in any group. When they join up with potential clutch mates, they seek to establish dominance through a series of challenges, that can be subtle and secret like puzzles or, when necessary, demanding a trial by combat. Thri-kreen seize leadership of groups in which they are the strongest members, but they are willing to accept subordinate roles in the presence of powerful allies. They take orders from the pack or clutch leader without hesitation, eager to fulfill the duties of their position.
Natural Hunters
All thri-kreen are obsessed with the hunt, the daily ritual that makes up much of their life. They strive to become skilled and wise hunters, capable of stalking and catching what they need and then moving on before a region is depleted of game.
Non-kreen sometimes view this preoccupation with gathering food and maintaining traveling supplies as a bit strange, especially considering that thri-kreen hunt throughout the night while other races "lazily lie around". Being strict carnivores, thri-kreen will look toward other intelligent races as sources of food in extreme emergencies, but they won't turn to other members of their clutch or packs for food — no matter how desperate the situation.
Combat is just another kind of hunt. Thri-kreen rarely fight out of malice and see no need for aggression unless it is the best means of obtaining the resources they need to survive, or where under self-defense. After a victorious battle, a thri-kreen' s first instinct is to collect any useful possessions that belonged to the enemy or to harvest the body for food.
Thri-Kreen Names
Thri-kreen begin their life and are given a simple name related to something they were observed doing. When the thri-kreen reach adulthood, they take a name that reflects goals or some other aspect of the life path to be pursued. There is no difference between male and females names; both genders use the same names.
- Thri-Kreen Names: Cha'ka, Chuka-tet, Drasna, Drik-chkit, Hakka, Ka'cha, Ka'tho, Klik-chaka'da, Lakta-cho, Qhak'cha, Qhik-ik-cha, Sa'Relka, T'Chai, Tak-tha.
Thri-kreen Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Chameleon Thri-kreen
The color of your chitin is mutable. You can slowly change the vibrancy and the exact color, and the coloration can be different across your body, allowing you to create patterns. It takes a single action for minor localized shifts and up to an hour for dramatic shifts throughout your body. When you're in an area where your coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the single action to make minor localized shifts designed to help you blend into your surroundings. This grants you a +2 circumstance bonus to Stealth checks until your surroundings shift in coloration or pattern.
Resourceful Thri-kreen
You have better aptitude to crafting then most other thri-kreen. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.
Scarred Thri-Kreen
Your chitin carries the marks of your harsh life. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 8. You also gain the Diehard feat.
Scavenger Thri-Kreen
Your ancestors originated from a land where food was scarce, and threats were many. You are trained in Survival. You gain the Forager skill feat as a bonus feat. Your thoroughness when gathering food provides you a +1 circumstance bonus to Survival checks to Subsist.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a thri-kreen, you select from among the following ancestry feats.
1st Level
Alien MindFEAT 1
Ancestral Memory FEAT 1
Clicking FEAT 1
Desert StriderFEAT 1
Hardened ChitinFEAT 1
Improved AntennaeFEAT 1
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
Pack HunterFEAT 1
Powerful MandiblesFEAT 1
Sensitive AntennaeFEAT 1
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
Shallow TorporFEAT 1
In addition, torpor is more restorative for you. You regain HP equal to your Constitution modifier times double your level instead of just times your level, and you reduce any drained and doomed conditions you have by 2 instead of by 1.
StealthyFEAT 1
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
Thri-Keen LoreFEAT 1
You also gain the Additional Lore general feat for Kreen Lore.
Thri-Kreen Weapon FamiliarityFEAT 1
At 5th level, whenever you get a critical hit with one of these weapons or your kreen unarmed attacks, you get its critical specialization effect.
5th Level
Ancestral CeremonyFEAT 5
Climate AdaptionFEAT 5
Climbing ClawsFEAT 5
Envenom Mandibles FEAT 5
Kreen Venom (poison) The save DC for your venom is equal to the higher of your class DC or spell DC, Fortitude; 6 rounds 1d6 poison damage and off-guard (1 round); 2d6 poison damage, clumsy 1, and off-guard (1 round); 2d6 poison damage and paralyzed (1 round)
Pack StalkerFEAT 5
Springing LeaperFEAT 5
Strengthened LimbsFEAT 5
Strong MetabolismFEAT 5
9th Level
Dasl CraftingFEAT 9
Empowered LimbsFEAT 9
Your smaller arms can perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish.
Moderate Enhanced VenomFEAT 9
Moderate Kreen Venom (poison) The save DC for your venom is equal to the higher of your class DC or spell DC, Fortitude; 6 rounds 2d6 poison damage and off-guard (1 round); 3d6 poison damage, clumsy 2, and off-guard (1 round); 3d6 poison damage and paralyzed (1 round)
Pack TacticsFEAT 9
Terrain AdvantageFEAT 9
Thri-kreen CamouflageFEAT 9
Venom Spit FEAT 9
13th Level
Heightened VenomFEAT 13
MoltingFEAT 13
Venom Purge FEAT 13
Very StealthyFEAT 13
17th Level
Adapted CarapaceFEAT 17
Greater Enhanced VenomFEAT 17
Greater Kreen Venom (incapacitation, injury, kreen, paralysis, poison) The save DC for your venom is equal to the higher of your class DC or spell DC, Fortitude; 6 rounds 3d6 poison damage and off-guard (1 round); 4d6 poison damage, clumsy 2, and off-guard (1 round); 4d6 poison damage and paralyzed (1 round)
Vicious Venom FEAT 17
Versatile Ancestries
Athas is home to a variety of versatile heritages. Some are born to unusual creatures or arise through specific mundane or supernatural circumstances. Many, however, result from an infusion of extraplanar energy, whether through direct parentage, more distant ancestors, or simply direct exposure to the quintessence of that plane. These individuals are known as planar scions.
Because the circumstances that give rise to versatile heritages aren't limited to a single ancestry, a versatile heritage can be chosen by a character of nearly any ancestry. Some versatile heritages are more common among some ancestries than others, and some might list additional restrictions specific to that heritage. Your GM may place other restrictions on which ancestries can use a given versatile heritage based on the story and setting.
Playing a Versatile
Heritage
To play a character with a versatile heritage, first select your ancestry, just like you would for any character. You gain Hit Points, size, Speed, attribute boosts and attribute flaws, languages, traits, and other abilities from that ancestry.
Then, instead of choosing a heritage from those normally available to that ancestry, apply your chosen versatile heritage. You gain all the features from your versatile heritage, some of which might modify or replace statistics, abilities, or traits from your ancestry.
Since a versatile heritage is a heritage, you can have only one, and you can't have any other heritage in addition to your versatile heritage.
Sometimes a versatile heritage might give you an ability that conflicts with an ability from your ancestry. In these cases, you choose which of the conflicting abilities your character has.
When selecting ancestry feats, you can choose from those available to your ancestry as well as those specific to your versatile heritage.
Lineage Feats
Some ancestry feats within a versatile heritage have the lineage trait.
These feats specify a physiological lineage your character has—such as the type of genie that birthed a naari character, or the type of shadow that influenced a shadow-touched birth.
You can have only one lineage feat; you can select such a feat only at 1st level, and you can’t retrain into or out of this feat.
In This Book
This book includes the rules for ten versatile heritages, all of which are planar scions.
Planar Scions
Life is present everywhere across the planes of Dark Sun, and the intermingling of Material Plane mortals and extraplanar beings is no rare thing. The resultant children of these relationships—and sometimes the descendants of those children—are known as planar scions. There are numerous types of planar scions, just as there are countless types of beings across the planes that might consort with mortals.
Geniekin
Kin to the elements and infused with the power of the planes within the Inner Sphere, geniekin live scattered all over the world, especially wherever extreme environments provide a conduit to primal energy. Most commonly found in the Tyr region, many geniekin gather in small communities both within and outside of major cities.
Gray-Touched
The Gray touches both the prime material and the elemental planes. Any living creature that dies has its soul sucked into the gray where it slowly dissolves into nothingness. In some cases, the power of the gray infuses certain individuals. Those that have been infused rather than born served the cycle of life and death, but their time was cut short until the gray gave them another life. Born anew, each gray touched appears near the site of their past life, forever altered and with an uncertain destiny. Those born gray touched have an uncertain path ahead, as it is clear from birth that they are unlike the parents they were born to.
Shadow-Touched
Like those that were gray-touched, shadow-touched are individuals infused with the power of the Black. Shadow-touched are a striking people whose skin appears entirely drained of color. These lithe and shadowy beings seem to sink and vanish into the gloom. They see in darkness, exercise control over shadows, and have strange occult powers. Some shadow-touched develop their powers enough to pass between the Black and Material Planes, leaving other ancestries to whisper about figures that emerge from shaded corners and then vanish without a trace.
Geniekin
The strength of mountains, the swiftness of wind, the heat of flame, and the fluidity of tides—geniekin are made of elemental energy as much as they are flesh and blood. They are planar scions, the descendants of unions between mortals and otherworldly creatures from beyond Athas. For geniekin, these planar ancestors are elementals, most often genies, who have altered their families and physiologies forever. Because the category encompasses a wide range of elemental heritages, geniekin vary greatly in appearance. All geniekin clearly read as members of their humanoid ancestry, but some supernatural element always sets them apart. Occasionally, a geniekin child is born to wholly mortal parents who were exposed to powerful elemental forces, or their extraplanar traits might skip one or several generations. Geniekin who grow up without the benefit of an elemental mentor can sometimes have trouble navigating mortal society or understanding what makes them different.
Ardande
Ardande are geniekin descended from spirits of the land. If you want to play a character who embodies the tenacity, flexibility, and succor of the spirits of the land, you should play an ardande.
Brightsoul
Brightsouls are naari geniekin descended from sun elementals, like dukhani. If you want a character who embodies the brutality, strength, and greed of elemental sun, you should play a brightsoul.
Dustsoul
Dustsouls are oread geniekin descended from silt elementals, like wahali. If you want a character who embodies the decay, deception, and craving of elemental silt, you should play a dustsoul.
Lavasoul
Lavasouls are naari geniekin descended from magma elementals, like alsahari. If you want a character who embodies the ferocity, power, and ravenousness of elemental magma, you should play a lavasoul.
Mistsoul / Stormsoul
Mistsouls and Stormsouls are slyph geniekin descended from rain elementals, like qorrashi.
If you want a character who embodies the fervor, passion, and fury of elemental rain, you should play a mistsoul or stormsoul.
Naari
Naari are geniekin descended from fire elementals, like ifrit and fire drakes. If you want a character who embodies the intensity, energy, and hunger of elemental fire, you should play a naari.
Oread
Oreads are geniekin descended from earth elementals, like jabalis and earth drakes.
If you want a character who embodies the strength, stubbornness, and resilience of elemental earth, you should play an oread.
Sylph
Sylphs are geniekin descended from air elementals, like jaathooms and air drakes. If you want a character who embodies the freedom, caprice, and speed of elemental air, you should play a sylph.
Undine
Undines, the water elemental geniekin, are descended from planar creatures like water drakes and faydhaans. If you want a character who embodies the adaptability, mystery, and power of elemental water, you should play an undine.
Geniekin Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a geniekin you can choose from among the following ancestry feats, in addition to those available to your specific geniekin heritage and your ancestry.
1st Level
DualbornFEAT 1
Special This feat replaces the heritage gained from naari, oread, sylph, or undine.
If you take the Elemental Assault or Elemental Bulwark ancestry feats, you can use them only with your chosen elements. You can add your resistance from this feat to the resistance you gain from Elemental Bulwark against effects with your elements' traits, for a total of 5 + half your level, or 10 + half your level with Improved Elemental Bulwark. If you take the Dualelemental Assault feat, you can choose each of your two elements twice each.
Elemental Assault FEAT 1
Elemental EmbellishFEAT 1
Elemental EyesFEAT 1
Special You can select this feat only at 1st level, and you can’t retrain into or out of this feat.
Elemental LoreFEAT 1
You also gain the Additional Lore general feat in the Lore associated with your Elemental Plane of origin (such as Plane of Fire Lore).
Genie Weapon FamiliarityFEAT 1
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Scholar's InheritanceFEAT 1
5th Level
Elemental Bulwark FEAT 5
Special You can add your resistance from your heritage or lineage feat against effects with your elements' traits, for a total of 5 + half your level.
Noble ResolveFEAT 5
Skillful TailFEAT 5
9th Level
Dualelemental AssaultFEAT 9
Miraculous Repair FEAT 9
Suli MagicFEAT 9
13th Level
Continuous AssaultFEAT 13
Improved Elemental BulwarkFEAT 13
Special You can add your resistance from your heritage or lineage feat against effects with your elements' traits, for a total of 10 + half your level.
Planar Sidestep FEAT 13
Ardande
Ardandes are geniekin, or elemental planar scions, born from spirits of the land with flesh and blood-like sap flowing through their veins; just as much elemental essence as they are mortal. They are the descendants of spirits of the land, powerful druids, or were born under the influence of powerful elemental forces of Athas.
Ardandes often share a connection to specific aspects of nature, such as spring blossoms, ancient and rotten stumps seething with life that feeds on their decay, or sap dripping down tree bark; this is called an ardande lineage. Typically, an ardande has the same lineage as their ardande parent, though some are born with a new or different lineage, or to parents who didn’t have one. Sometimes a lineage reflects where an ardande was born, such as springsoul ardandes born in the vibrant forest ridge, or moldersoul ardandes influenced by the oblivion swamp below the jagged cliffs.
If you want to play a character who embodies the tenacity, flexibility, and succor of the spirits of the land, you should play an ardande.
YOU MIGHT…
- Associate your personal identity with spirits of the land, and believe the characteristics of wood, plants, and trees form core aspects of your personality.
- Enjoy giving gifts or expressing love for your friends with food and hospitality.
- Take pride in your elemental lineage and your connection to a specific spirit of the land.
OTHERS PROBABLY…
- Look to you as an authority on plant creatures and elemental spirits of the land.
- Take you for granted as an endless well of energy, patience, and support.
- Mistake you for a ruvoka, perhaps not even realizing there are spirits of the land.
Physical Description
Ardandes vary in appearance just as much as their different ancestors do.
Green, brown, and ash gray are the most common skin tones, though many also have bodies covered in moss, bark, or knotted wood. Ardandes are often born with coils of ivy or flowering vines for hair, but just as common are those who grow beards made of petals or leaves, or hair that rustles like a leaf caught in a perpetual wind. Most smell like dew on fresh grass, wildflowers, or a mossy forest floor. Rarely, an ardande is born with amber or bark for nails, leaves or delicate petals freckling their skin, or even rotten, mossy bodies that shed spores and resin.
Society
Poorly understood by both them and others, ardandes born before the recent convergence of the prime elements have struggled to fully comprehend their own heritage. Due to the recent power surge of the elements, Athas has had too few ardandes for the geniekin to form their own societies or cultural norms. In most regions where ardandes are found, only a single family might have a connection to a spirit of the land, and the norms of the elemental scions in those areas are simply those of that single ardande family.
BELIEFS
Many ardandes value community and family. Religious ardandes gravitate to the druidic orders. Evil ardandes sometimes look to sorcerer kings for guidance, like Hamanu, Nibenay, or Lalali-Puy. The ardandes who venerate these sorcerer kings and queens often interpret corruption and disease as necessary components of nature’s eternal cycle: death that carves the way for renewal, rather than death as a final ending.
Popular Edicts flow with the cycles of nature, grow the world I want to live in
Popular Anathema betray my family
Ardande Heritage
You descend from ruvoka or have some other heritage influenced by a spirit of the land. You might have green, mossy skin, vines that grow from your head instead of hair, or thin appendages that resemble twigs.
You gain the ardande trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
You can choose from ardande feats, geniekin feats, and feats from your ancestry whenever you gain an ancestry feat.
Ardande Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As an ardande, you can choose from among the following feats in addition to those available from your ancestry and geniekin feats.
1st Level
AmbersoulFEAT 1
Grove-HarboredFEAT 1
MoldersoulFEAT 1
SpringsoulFEAT 1
WoodworkerFEAT 1
5th Level
Read The Roots FEAT 5
Sunlit VitalityFEAT 5
TreespeechFEAT 5
9th Level
Druidic MagicFEAT 9
Flowering Path FEAT 9
For the next minute, each time you Step or Stride, you create difficult terrain in each square you leave during your movement.
13th Level
Summon Wood ElementalFEAT 13
Wooden MantleFEAT 13
17th Level
Wood Ward FEAT 17
Naari
Naaris often build up personal relationships between themselves and the idea of fire, feeling as though they embody it mentally or spiritually, in addition to physically. Some naaris relate to fire’s mutable energy, illuminating properties, or destructive nature. Some naaris share a connection from birth to specific aspects of elemental fire, such as radiance or lava; this is called a naari lineage. Naaris often have the same lineage as their parents, though sometimes naaris are born with lineages different from their families, or to parents without one. Lineages can appear in naari children as a reflection of where they were born. They can also occur as a reflection of the naari’s planar ancestry, such as a brightsoul naari having a fire-themed sun ancestor like a Dukhani. Magma naaris with the lavasoul lineage are most often born the descendants of magma drakes or other magma elementals.
You Might...
- Relate your personal identity to elemental fire and believe fire represents core aspects of your personality.
- Always keep yourself moving and busy, traveling to new places or trying new things, for fear that slowing down may dim your inner fire.
- Take great pride in your elemental lineage, especially if you believe you are related to the mighty ifrit nobles, the maliks.
Others Probably...
- Look to you as an authority on fire magic or the elemental planes.
- Think of you as a never-ending well of passion and inspiration, with an inner spark that never dies.
- Assume you must be hot-headed and reckless, acting before you think.
Physical Description
Just as their elemental origins can vary, so too can naaris’ otherworldly appearances. Red, orange, and brass are all common skin colors, while others have charcoal-gray, ash-brown, or radiant white, yellow, or blue hues. Naari hair often falls in untamable coils of flame that grow over the naari’s lifespan. Salamander-descended naaris can have lizard-like scales, while those descended from ifrit may have huge, red horns curling up from their skulls.
Many naaris keep their skin uncovered and open to the air, favoring loose or breathable clothes made in light fabrics like silk and chiffon. Their styles often feature bright colors and bold patterns paired with metallic jewelry.
Society
Naaris are typically born into societies built by others, where they comprise minority populations. Most naaris place a high value on their freedom, and though they might live within societies and cultures dominated by humans, elves, or dwarves, many carve out peaceful, productive, and fulfilling places for themselves. Because most naaris aren’t bothered by high temperatures, many gravitate toward workplaces that get uncomfortably hot for other mortals, like forges.
Beliefs
Naaris are fiercely independent, sometimes valuing their personal freedoms above those of others around them.
Though frequently accused of lacking morals by their detractors, naaris who tend toward mischief are rarely motivated by malice.
Naaris are rarely inclined to venerate Athas’ sorcerer kings, typically resenting the strictures and rules of an organized faith, but those who do most often worship elemental lords of fire or the sun.
Naari Heritage
You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the naari trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from naari feats and feats from your ancestry whenever you gain an ancestry feat.
Naari Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a naari, you can choose from among the following feats in addition to those available from your ancestry.
1st Level
BrightsoulFEAT 1
CindersoulFEAT 1
Ember's EyesFEAT 1
Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.
Inner FireFEAT 1
LavasoulFEAT 1
Molten WitFEAT 1
Sinister AppearanceFEAT 1
5th Level
FiresightFEAT 5
Heat Wave FEAT 5
9th Level
Charred Remains FEAT 9
Ifrit MagicFEAT 9
Scorching Disarm FEAT 9
13th Level
Radiant Burst FEAT 13
Summon Fire ElementalFEAT 13
17th Level
Blazing Aura FEAT 17
Oread
Oreads can be slow to reveal their true selves, or perhaps more accurately, have enough depth and mystery inherent to their beings that they can reveal new and unexpected facets of themselves every day. They usually feel that they personify certain aspects of earth, stone, or other sediments or minerals, such as a cliff’s tenacious resilience against erosion, the generosity and nourishment of fertile soil, or the versatile utility of metal and stone.
Oreads born with a special connection to a specific subset of elemental earth, such as crystal, mud, or silt, might have an oread lineage. A lineage can be inherited along a family bloodline, or it can manifest spontaneously in oread children. They can be caused by where an oread’s ancestors lived, frequently seen in siltsoul oreads, many of whom are born in a desert or to a family that has lived near the sea of silt for generations. Lineages can also be the result of specific planar heritages. Gemsoul oreads often have an earth drake in their lineage, and miresoul oreads descend from the more sodden creatures of elemental earth.
You Might...
- Relate your personal identity with elemental earth and believe stones or mountains represent core aspects of your personality.
- Value moments of peace and quiet seclusion where you can be alone with nature.
- Take great pride in your elemental lineage, especially if you believe you are related to the austere jabali pashas.
Others Probably...
- Look to you as an authority on earth magic or elemental planes.
- Think you are wise and cautious, moving into action only after you have considered a problem from all angles.
- Assume you are stoic and quietly strong, keeping your thoughts and feelings to yourself.
Physical Description
Oreads have the same diversity in height, body type, and physical characteristics as any other member of their mortal ancestries, alongside a handful of other traits that distinguish them as geniekin.
Their skin is often gray or brown, but can also resemble metals and precious stones, with copper and iron veining or crystals that grow out of their skin.
Instead of hair, oreads often have crystals or rocks that grow from their heads; regardless, most oreads sculpt, decorate, or otherwise maintain the appearance of their hair, whatever form it takes. Almost all oreads have shimmering gemstone eyes, beautiful and multifaceted.
Oreads usually dress in sturdy clothes that can withstand physical labor and exposure to the elements, like fur and leather. Many choose clothing that will expose their unique characteristics, tailored to show off any crystals embedded in their rocky skin.
Society
Born and raised within the societies of their mortal families, oread children are often (though not universally) described as shy and quiet, growing up to be patient, observant, and clever. They gravitate toward careers that allow them to work in peaceful contemplation with their thoughts, present opportunities to work with their hands, or ideally, both. Many oreads become miners or crafters who work with the earth, such as stonemasons, metalworkers, or gem cutters. Oreads also tend to enjoy opportunities to uphold structures or systems, and many find their vigilance and patience well-suited for careers as guards, wardens, or clerks. Oreads born in rural communities find fulfillment working and living on the land in a peaceful, self-sufficient harmony with nature.
Beliefs
Oreads are known for being steadfast and reliable, often placing high value on personal honor and keeping their word. Many are fiercely protective of their friends but less concerned for the safety of those outside their circle.
Religious oreads find that lives of silence, contemplation, or seclusion suit them well, and most dedicate themselves to the worship of earth and the Elemental Lords of Earth. Dustsoul oreads however, break this mold and look to further erode the land by deceiving those who wish to enrich their lands with poor farming techniques. These dustsouls most often serve the elemental lords of silt.
Oread Heritage
An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. You might have a crystalline or metallic sheen to your skin or hair, rough and stony flesh, or glittering gemstone eyes. You gain the oread trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from oread feats and feats from your ancestry whenever you gain an ancestry feat.
Oread Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels).
As an oread, you can choose from among the following feats in addition to those available from your ancestry.
1st Level
DustsoulFEAT 1
Elemental TradeFEAT 1
GemsoulFEAT 1
MiresoulFEAT 1
Silent StoneFEAT 1
Steady on StoneFEAT 1
5th Level
Fortify Shield FEAT 5
Treacherous Earth FEAT 5
9th Level
EarthsenseFEAT 9
Jabali MagicFEAT 9
13th Level
Jabali SkinFEAT 13
Metal-Veined StrikesFEAT 13
One With EarthFEAT 13
Summon Earth ElementalFEAT 13
17th Level
Stone FormFEAT 17
Sylph
Sylphs enjoying following their own tempos, shifting between wild energy that draws all eyes to embodying the spirit of unseen breezes that slip away without note. They often build their identities around their perceived personal connection to the element of air, relating to a gentle breeze, a sudden flash of lightning, or an uncontrollable storm.
Some sylphs are born with a connection to an extremely focused aspect of elemental air, such as smoke, storms, or toxic gas. While it does happen, a child is rarely born with a lineage that differs from their parents', as geniekin typically pass these unusual gifts on to their offspring. Lineages can manifest in sylph children as a result of where they're born, such as when stormsoul sylphs are birthed in regions prone to thunderstorms. A lineage can also reflect a sylph's elemental heritage like in smokesoul sylphs, who often descend from belkers. Fumesoul sylphs, on the other hand, are associated with poisonous and otherwise unbreathable gases.
You Might...
- Relate your identity with the element of air and believe the wind and storms represent core aspects of your personality.
- Enjoy traveling and exploring high, secluded places where you can observe the world beneath you.
- Take pride in your elemental lineage, especially if you believe you are related to the gregarious jaathoom viziers.
Others Probably...
- Look to you as an authority on air magic or the elemental Plane of Air.
- Believe you easily flow through all aspects of society, while listening to those around you.
- Assume you must be airheaded or capricious, prone to irresponsible behavior without regard for consequence.
Physical Description
Like all geniekin, sylphs are recognizable as members of their ancestries with unique characteristics that identify their planar heritage. Their skin and hair can be any color of the sky, ranging from cloudy whites to the twilight tones of dawn and dusk. Complex, swirling marks dance across the skin of many sylphs, resembling shifting summer clouds. Some have skin cool to the touch, while others are surrounded by a constant static.
Their hair can move with a life of its own, and they're often accompanied by light breezes that follow them everywhere they go.
Sylphs typically prefer clothing in light, airy fabrics such as silk and linen, cut in loose and voluminous styles that flow in the breeze. Many of them deliberately wear chimes and jewels that jingle in the wind, though stealthier geniekin endeavor to keep everything pinned down.
Society
Sylphs exist within the societies of other ancestries, usually that of their mortal families, and it's incredibly common for them to have a sense of never quite belonging.
Most sylphs engage in a practice known as “listening to the wind,” keeping their eyes and ears open to all that happens, often making their companions uncomfortable in the process. For sylphs, this habit of vigilance and information-seeking helps them feel connected to the world around them. A curious and restless bunch, many sylphs seek out occupations and lifestyles that allow them to travel and explore.
Beliefs
Most sylphs place little value on laws and tradition, preferring to forge their own paths and go where the wind blows, especially as many have a great love for subterfuge and trickery, placing them at odds with nearly all laws and social norms. Overall to pursue the most expedient avenues toward accomplishing their goals, regardless of legality.
Sylphs often find themselves drawn toward the mysteries of the air elemental lords or rain elemental lords.
Sylph Heritage
You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.
Sylph Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a sylph, you can choose from among the following feats in addition to those available from your ancestry.
1st Level
FumesoulFEAT 1
SmokesoulFEAT 1
StormsoulFEAT 1
SwiftFEAT 1
Special The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf).
Wind PillowFEAT 1
Wind TemperedFEAT 1
5th Level
Cloud GazerFEAT 5
Slip With The BreezeFEAT 5
9th Level
Jaathoomi MagicFEAT 9
Inner BreathFEAT 9
Wings of Air FEAT 9
13th Level
Airy Step FEAT 13
Summon Air ElementalFEAT 13
17th Level
Eternal WingsFEAT 17
Storm FormFEAT 17
Undine
Undines often go through life in a series of shifting phases, their interests waxing, waning, or sometimes morphing altogether as old loves are discarded for new interests. Structure provides a much-needed focus to undines’ lives, and without strong goals or support from those around them, undines can find themselves stagnating in feelings of despondence. Most undines feel they personify specific aspects of water, some seeing themselves with the strength and power of the waves, the speed and tenacity of a river current, or the calm of a peaceful lake or pond. Others identify with all these aspects and more, their demeanors shifting like the tides from one situation to the next.
Undines born with a connection only to a specific subtype of elemental water, such as ice, brine, or mist, might have a specific undine lineage. These are typically passed down from parent to child, as with other geniekin, but on occasion, a child is born with a lineage never seen in their family. Sometimes lineages are the result of where an undine’s ancestors lived, such as rimesoul undines being born at the tops of mountain peaks. At other times it can be related to the undine’s elemental heritage, as is often the case with brinesoul undines, who usually descend from water drakes. Mistsoul undines might have a distant but powerful connection to elemental water or might even have a bit of elemental air mixed into their ancestry.
You Might...
- Relate your identity to elemental water and believe the streams and tides represent core aspects of your personality.
- Be equally comfortable above the waves as you are beneath them.
- Take great pride in your elemental lineage, especially if you believe you are related to the formidable faydhaan shahzadas
Others Probably...
- Look to you as an authority on water magic or the elemental planes.
- Think you can speak with aquatic creatures.
- Assume you are easily swayed by others, with few real opinions of your own
Physical Description
With all the same diversity in height, body type, and physical characteristics as any other member of their ancestries, undine coloration runs a vast breadth of variation.
Most commonly, an undine’s skin and hair mimic the colors of the lakes, seas, or oceans near where they were born, ranging from the palest of blues to sea greens and navies. A rare few undines may even take on the bioluminescence of deep-sea fish, the bright colors of corals and anemones, or the pale bone hues of seashells. More unusual traits can include fin-like ears, thin layers of shimmering fish scales covering their bodies, coral growths at their joints or temples, tails with caudal fins, and even webbed hands and feet.
Society
Unlike other geniekin, undines create and congregate within their own tightly knit communities near water or floating on top of it.
Undine neighborhoods that develop within larger cities, typically near the docks or directly on the water, are informally known as flotillas. Because undines deliberately create and seek out these communities, their children usually have healthy childhoods focused on the values of fellowship and harmony. This stands in contrast to many other planar scions, who all-too-often grow up feeling like outsiders.
Undines typically gravitate toward occupations that allow them to live and work near water, and many of them excel at fishing and sailing thanks to their love and understanding of the sea.
Beliefs
Undines are flexible and community-minded, often valuing the overall health of their communities above that of any one individual. Usually, their moral concerns are often centered around their societies rather than their actions.
Religion isn't a major part of most undine's lives, but they often have strong spiritual connections to elemental water or to water itself. Some undines worship elemental lords of water or rain.
Undine Heritage
A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.
Undine Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As an undine, you can choose from among the following feats in addition to those available from your ancestry.
1st Level
Aquatic EyesFEAT 1
Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.
BrinesoulFEAT 1
MistsoulFEAT 1
Native WatersFEAT 1
RimesoulFEAT 1
Tide-hardenedFEAT 1
5th Level
Fluid ContortionistFEAT 5
Steam Spell FEAT 5
9th Level
Faydhaan MagicFEAT 9
Strong SwimmerFEAT 9
13th Level
Summon Water ElementalFEAT 13
Translucent SkinFEAT 13
17th Level
Tidal Shield FEAT 17
Gray-Touched
Gray-touched creatures are those who have been scarred by the horrifying effects of death magic. Born from the undead, cursed by a kaisharga, victor of an immortal conflict, or merely a survivor of a terrible encounter with undeath. Most appear paler and more feral than normal versions of their races. Some gray-touched are generations removed from their undead progenitors.
Gray-touched have an inherent understanding of the cycle of life and death. In most cases this manifests as a deep respect for that cycle and pushes the gray-touched toward occupations that help them to protect it, such as hunters of the undead, midwives, morticians, and priests.
You Might...
- Seek out opportunities to form strong friendships with a diverse array of companions.
- Become focused on preventing the spread of undeath.
- Be intrigued at finding your identity in a previous life.
Others Probably...
- Assume you’re a necromancer or have some other strange interest in death or the dead.
- Want to know if you remember your past life or ask you about the secrets of death or the afterlife.
Physical Description
Whether it is because you have died and have escaped the Gray to return to your body, or because you have magically contacted it, you have developed a physical link to the Gray. As gray-touched retains many of the physical traits they possessed in their previous life and is a member of that ancestry, though as a gray-touched they have distinctive ash-gray, dark blue, or pale corpse-like skin.
Society
It’s not uncommon for a gray-touched to go their entire life without encountering another of their kind. Despite their overall rarity, gray-touched are likely to become adventurers, both due to the strange conditions of their creation and common feelings of social isolation.
Beliefs
Gray-touched are a macabre lot, usually filled with a love for the morbid and sepulchral. Being infused by the force of the Gray itself, gray-touched rarely display fear.
Gray-Touched Heritage
Somehow you were infused by the Gray in your past life, now you have been reborn as a gray-touched, a planar scion with a connection to the Gray. You gain the gray-touched trait in addition to the traits from your ancestry. You gain resistance to void damage equal to half your level (minimum 1). You can choose from gray-touched feats and feats from your ancestry whenever you gain an ancestry feat.
Gray-Touched Ancestry
Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a gray-touched, you can choose from among the following feats in addition to those available from your ancestry.
1st Level
Chance Death FEAT 1
Dead SightFEAT 1
Death GlareFEAT 1
Death TouchedFEAT 1
Deliberate Death FEAT 1
Ghost HunterFEAT 1
GloomyFEAT 1
Gray-Touched LoreFEAT 1
You also gain the Additional Lore general feat for Gray Lore.
Willing Death FEAT 1
If the redirected damage prevents the ally from being reduced to 0 Hit Points, they remain conscious and don't gain the dying condition.
5th Level
Death's DoorFEAT 5
LifesenseFEAT 5
Spirit SootherFEAT 5
Undead CompanionFEAT 5
Undead SlayerFEAT 5
Ward Against CorruptionFEAT 5
9th Level
Gray MagicFEAT 9
Spirit StrikesFEAT 9
13th Level
Resist RuinFEAT 13
17th Level
Call of the GrayFEAT 17
Death's Grandeur FEAT 17
Shadow-Touched
Shadow-touched are a striking people whose skin appears entirely drained of color. These lithe and shadowy beings seem to sink and vanish into the gloom. They see in darkness, exercise control over shadows, and have strange arcane powers. Some shadow-touched develop their powers enough to pass between the Black and Material Planes, leaving other ancestries to whisper about figures that emerge from shaded corners and then vanish without a trace. Through magic and other means, they've spread across Athas, as adaptable as the humans they once were.
You Might...
- Live and work in gloomy areas of dim light with plenty of shadows, only providing bright light when expecting visitors.
- Look to people's shadows as a way of identifying them, alongside features like stature or facial structure.
- Maintain composure when faced with strange creatures and circumstances.
Other's Probably...
- Believe you have shadowy powers, such as the ability to consume light as food, melt into darkness, or travel between planes.
- Expect you to be cautious, reserved, and a loner.
- Express interest in your ancestral physiological connection to the Shadow Plane.
Physical Description
Most of the Black appears as an altered version of Athas but leeched of color. These same forces in the Black have infused the shadow-touched, whose skin tones fall on a monochromatic scale from stark white to deep black, and all the shades of gray between. Their bodies are just as diverse in shape and size as any ancestry, though most display a certain fluidity of motion reminiscent of shifting shadows. Shadow-touched’ s reflective, pupilless eyes can pierce shadow.
A shadow-touched’ s most notable feature is their shadow, which almost never faithfully reflects their body. Instead, shadow-touched shadows might have incongruous shapes or sizes, while others flicker, move of their own accord, or imitate the shadow of another nearby creature.
Society
Most shadow-touched remain close to Athas on either the Material Plane or the Black but forge solitary paths. Both planar groups tend to be insular; many shadow-touched preserve memories of their early, perilous days confronting the Black's hostile or beguiling denizens. Their predilection for forming tight communal bonds and adapting to local customs has spread to become part of broader shadow-touched culture, who live in the shadow of more powerful entities.
Beliefs
A culture of survival passed down through generations means many shadow-touched prefer to maintain a cautious worldview and adapt to prevailing circumstances. As a result, many trend toward a neutral outlook on life. Some choose to join with local powers for personal or communal advancement, or to tear systems down from the inside. Others attempt to shatter what they see as fetters that bind them and their communities.
Shadow-Touched Heritage
You have somehow been infused with the power of the Black or were born under the Black's influence. You gain the shadow-touched trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from shadow-touched feats and feats from your ancestry whenever you gain an ancestry feat.
Shadow-Touched Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a shadow-touched, you can choose from among the following feats in addition to those available from your ancestry.
1st Level
Black EyesFEAT 1
Special You can select this feat only at 1st level, and you can’t retrain into or out of this feat.
Hard to FoolFEAT 1
Shadow Blending FEAT 1
Shrouded MagicFEAT 1
Shrouded MienFEAT 1
SlinkFEAT 1
Shadow-Touched LoreFEAT 1
You also gain the Additional Lore general feat for Black Lore.
5th Level
Clever ShadowFEAT 5
Extinguish Light FEAT 5
Lightless LithenessFEAT 5
Shadowy DisguiseFEAT 5
9th Level
Hefting ShadowFEAT 9
Though the items are in your shadow and can be detected normally, you gain a +2 circumstance bonus to Stealth checks to Conceal the Objects unless someone knows to check your shadow for items.
Sculpt Shadows FEAT 9
Shadow Sight FEAT 9
Slip Into ShadowFEAT 9
13th Level
Shadow's AssaultFEAT 13
Skirt the LightFEAT 13
17th Level
Pierce the LightFEAT 17
Wild Talents
Psionic energy suffuses Athas, making it the most common and accessible power source. Most inhabitants of Athas are born with some small aptitude for psionics. In time, these abilities develop into psionic tricks called wild talents.
Wild Talent Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As you have a psychic ancestry, you can choose from among the following feats in addition to those available from your ancestry.
1st Level
Community Knowledge FEAT 1
Emotional PartitionsFEAT 1
Open MindFEAT 1
5th Level
Empathic CalmFEAT 5
Unlock SecretFEAT 5
Well of Potential FEAT 5
Fortified MindFEAT 5
9th Level
Mental SustenanceFEAT 9
Telekinetic Slip FEAT 9
Transcendent RealizationFEAT 9
13th Level
Psychic Revivification FEAT 13
ReimagineFEAT 13
17th Level
Bend SpaceFEAT 17
Backgrounds
At 1st level when you create your character, you gain a background of your choice. This decision is permanent; you can’t change it at later levels. Each background listed here grants two attribute boosts, a skill feat, and the trained proficiency rank in two skills, one of which is a Lore skill. If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice.
Lore skills represent deep knowledge of a specific subject and are described on page 247. If a Lore skill involves a choice (for instance, a choice of terrain), explain your preference to the GM, who has final say on whether it’s acceptable or not. If you’d like some suggestions, the Common Lore Subcategories sidebar on page 248 lists a number of Lore skills that are suitable for most campaigns.
Skill feats expand the functions of your skills and appear in Chapter 5: Feats
Academy DropoutBackground
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in Occult and Psychic Schools Lore. You gain the Dubious Knowledge skill feat.
AcolyteBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Religion skill and the Elemental Lore skill. You gain the Student of the Canon skill feat.
AcrobatBackground
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
You’re trained in the Acrobatics skill and a Lore skill related to one of the cities you practiced in. You gain the Steady Balance skill feat.
AmnesiacBackground
It’s up to you and the GM how to handle the truth of your character’s backstory. You could leave it to the GM so it’s a secret, work together with the GM, or even choose to leave it undecided until later. In any case, you and your GM should determine a few noteworthy details about your character or their belongings to get the first clues to your past.
You gain three free attribute boosts. You choose two, and the GM chooses the third based on their first inklings of your character’s possible history.
Animal WhispererBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
Anti-magicalBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in a Lore skill of your choice, though it can’t be about a magical subject (as determined by the GM if it’s unclear, but psionics aren't considered magic in this case). Whenever you would be affected by arcane magic, even your own or that of an ally, the originator of the effect must attempt a DC 5 flat check. On a failure, the magic doesn’t affect you (though it still has its normal effects on anyone else). This includes any defiling effect that could occur as a consequence of this arcane magic effect. On a success, the magic affects you and there is no need to attempt further flat checks for the same magical effect, even if it affects you again later.
ArcheologistBackground
Choose two attribute boosts. One must be to Constitution or Intelligence, and one is a free attribute boost.
You’re trained in the Survival skill and the Architecture Lore skill. You gain the Additional Lore skill feat related to a type of terrain in which you have actively searched for ruins (such as Sandy Wastes Lore or Sea of Silt Lore) or to a type of monster you can encounter in such places (such as Silt Monsters Lore or Undead Lore)
Arena DoctorBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You are trained in the Medicine skill and the Gladiatorial Lore skill. You gain the Risky Surgery skill feat.
ArtisanBackground
Choose two attribute boosts. One must be to Strength or Intelligence, and one is a free attribute boost.
You’re trained in the Crafting skill and the Labor Lore skill. You gain the Specialty Crafting skill feat.
ArtistBackground
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in the Crafting skill and the Art Lore skill. You gain the Specialty Crafting skill feat.
AstrologerBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in Arcana, Occult, or the Religion skill, and the Astrology Lore skill. You gain the Oddity Identification skill feat.
BanditBackground
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in the Intimidation skill and a Lore skill related to the terrain you worked in (such as Salt Flat Lore or Scrub Plain Lore). You gain the Group Coercion skill feat.
BarberBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Medicine skill and the Surgery Lore skill. You gain the Risky Surgery skill feat.
BarkeepBackground
You’re trained in the Diplomacy skill and the Alcohol Lore skill. You gain the Hobnobber skill feat.
BarristerBackground
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in the Diplomacy skill and the Legal Lore skill. You gain the Group Impression skill feat.
BlessedBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You are trained in a Lore skill associated with the entity who blessed you (such as Last Drink’s Spirit Lore) if you know their identity, or else in a Lore skill of the GM’s choice if you don’t. Either you can cast guidance as a divine innate spell at will, or you gain a similar blessing determined by the GM.
BookkeeperBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Society skill and the Accounting Lore skill. You gain the Eye for Numbers skill feat.
Bounty HunterBackground
Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Legal Lore skill. You gain the Experienced Tracker skill feat.
BureaucratBackground
Choose two attribute boosts. One must be to Charisma or Intelligence, and one is a free attribute boost.
You’re trained in the Diplomacy skill and the Templarate Lore skill. You gain the Group Impression skill feat.
Caravan MasterBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in the Diplomacy skill and the Mercantile Lore skill. You gain the Group Impression skill feat.
Caravan MerchantBackground
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in the Society skill and the Mercantile Lore skill. You gain the Multilingual skill feat.
CharlatanBackground
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in the Deception skill and the Underworld Lore skill. You gain the Charming Liar skill feat.
Chosen OneBackground
Choose two attribute boosts. One must be to Strength or Charisma, and one is a free attribute boost.
Decide with your GM the basics of the prophecy in which you’re meant to play a major part. You’re trained in one skill related to the prophecy, and the Astrology Lore skill. You gain the Prophecy’s Pawn free action.
For 24 hours afterward, the GM can force you to reroll a successful saving throw, attack roll, or skill check as fate balances the scale. This is a misfortune effect. You can’t use prophecy’s pawn again until the GM uses this option or 24 hours pass, whichever comes first.
Circuit JudgeBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in Deception and Legal Lore. You gain the Lie to Me skill feat.
Code BreakerBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Society skill and the Cryptography Lore skill. You gain the Glean Contents skill feat.
CookBackground
Choose two attribute boosts. One must be to Constitution or Intelligence, and one is a free attribute boost.
You’re trained in the Survival skill and the Cooking Lore skill. You gain the Seasoned skill feat.
CourierBackground
Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost.
You’re trained in the Society skill and the Lore skill for the city in which you were raised. You gain the Glean Contents skill feat.
CriminalBackground
Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost.
You’re trained in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.
Crystal HealerBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in the Nature skill and the Plane of Earth Lore skill. You gain the Natural Medicine skill feat.
CursedBackground
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You are trained in Astrology Lore and Curse Lore. You gain the Warding Sign reaction. You and the GM should determine the full effects of the curse, though you’ve staved most of them off for now. The GM determines the curse’s lingering manifestations on you, which usually include at least a constant or very frequent thematic effect and occasional more dangerous effects.
DeckhandBackground
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
You're trained in the Acrobatics skill, and the Sailing Lore skill. You gain the Cat Fall skill feat.
DendrologistBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Spirit of the Land Lore skill. You gain the Terrain Expertise skill feat for forests.
DeputyBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Hunting Lore skill. You gain the Experienced Tracker skill feat.
Desert HerderBackground
Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the Nature skill and the Animal Lore skill. You gain the Train Animal skill feat.
DetectiveBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Society skill and the Underworld Lore skill. You gain the Streetwise skill feat.
DriverBackground
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
You’re trained in the Acrobatics skill and the Piloting Lore skill. You gain the Assurance skill feat with Piloting Lore.
Dune TraderBackground
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
You’re trained in the Society and Survival skills, and a Lore skill related to one terrain type you’re used to travel through (such as Mud Flat or Stony Barrens).
Dung HandlerBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Nature skill and the Dung Lore skill. You gain the Assurance skill feat with Dung Lore.
Elementally InfusedBackground
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
Choose one elemental plane: Air, Earth, Fire, Magma, Rain, Silt, Sun, or Water. You are trained in the corresponding Lore skill: Plane of Air Lore, Plane of Earth Lore, Plane of Fire Lore, Plane of Magma Lore, Plane of Rain Lore, Plane of Silt Lore, Plane of Sun Lore, or Plane of Water Lore. You also gain a cantrip according to your chosen plane: Air: gale blast; Earth: scatter scree; Fire: ignition; Magma: magma shield; Rain rousing splash; Silt ancient dust; Sun ray of sunlight; or Water: water spout. You can cast this spell as a primal innate spell at will.
EmissaryBackground
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in the Society skill and a Lore skill related to one city you’ve visited often. You gain the Multilingual skill feat.
Energy ScarredBackground
Choose two attribute boosts. One must be Constitution and one is a free attribute boost.
Your innate magical trait is primal. Choose acid, cold, electricity, fire, force, void, vitality, or sonic. You are trained in a Lore skill associated with the chosen energy (such as Fire Lore) and you gain resistance to that energy type equal to half your level (minimum 1).
EntertainerBackground
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in the Performance skill and the Entertainment Lore skill. You gain the Fascinating Performance skill feat.
Escaped SlaveBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Deception and the Stealth skills. You gain the Lengthy Diversion skill feat.
ExorcistBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Medicine skill and the Herbalism Lore skill. You gain the Inoculation skill feat.
False MediumBackground
Unlike a through-and-through charlatan, there’s some real mystic methodology behind your flimflam, but that’s likely cold comfort to the people you swindle.
You might have decided to take a more righteous path, been caught, and made to pledge to make it right, or still have been slipping in a few "séances".
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in Religion and Gray Lore. You gain the Deceptive Worship skill feat.
FarmhandBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Athletics skill and the Farming Lore skill. You gain the Assurance skill feat with Athletics.
FarmsteaderBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Farming Lore skill. You gain the Forager skill feat.
Feral ChildBackground
Choose one attribute boost. It must be Strength, Dexterity, or Constitution.
You are trained in Nature and Survival. You gain low-light vision (or darkvision if you already had low-light vision), imprecise scent with a range of 30 feet, and the Forager skill feat.
Field MedicBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Medicine skill and the Warfare Lore skill. You gain the Battle Medicine skill feat.
Fire WardenBackground
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You’re trained in the Athletics skill and the Plane of Fire Lore skill. You gain the Breath Control feat.
Forest DwellerBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Nature skill as well as the Forest Lore skill. You gain the Natural Medicine skill feat
Forest GuerillaBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Stealth skill and the Forest Lore skill. You gain the Terrain Stalker (underbrush) skill feat.
Fortune TellerBackground
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in the Religion skill and the Astrology Lore skill. You gain the Oddity Identification skill feat.
GamblerBackground
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in the Deception skill and the Games Lore skill. You gain the Lie to Me skill feat.
Genie-BlessedBackground
Choose two attribute boosts. One must be to Charisma, and one is a free attribute boost.
You’re trained in the Diplomacy skill and the Genie Lore skill. You gain the Wish for Luck free action.
GladiatorBackground
Choose two attribute boosts. One must be to Strength or Charisma, and one is a free attribute boost.
You’re trained in the Performance skill and the Gladiatorial Lore skill. You gain the Impressive Performance skill feat.
Grave RobberBackground
To whichever group you belong to, you know the first one can bring you the ceramics you need to survive or whatever other goal you may fancy.
Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.
GuardBackground
Choose two attribute boosts. One must be to Strength or Charisma, and one is a free attribute boost.
You’re trained in the Intimidation skill and the Legal Lore or Warfare Lore skill. You gain the Quick Coercion skill feat.
HauntedBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You are trained in Religion and an additional skill in which the haunting entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity’s skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were Aiding you. If you accept but fail the check, you are frightened 2 (frightened 4 on a critical failure). The initial frightened value can’t be reduced by effects that would reduce or prevent the condition (such as a fighter’s bravery).
Haunted CitizenBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in the Diplomacy skill and the Lore skill for your home settlement. You gain the No Cause for Alarm skill feat.
HerbalistBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Nature skill and the Herbalism Lore skill. You gain the Natural Medicine skill feat.
HermitBackground
Choose two attribute boosts. One must be to Constitution or Intelligence, and one is a free attribute boost.
You’re trained in the Nature or Occult skill, plus a Lore skill related to the terrain you lived in as a hermit (such as Mountain Lore or Mud Flat Lore). You gain the Dubious Knowledge skill feat.
Hired KillerBackground
Choose two attribute boosts. One boost must be to Strength or Dexterity, and one is a free attribute boost.
You’re trained in the Stealth skill and the Underworld Lore skill. You gain the Terrain Stalker skill feat, choosing a terrain appropriate for where you make your kills.
Hounded ThiefBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Thievery skill and the Underworld Lore skill. You gain the Pickpocket skill feat.
HunterBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Tanning Lore skill. You gain the All the Animal skill feat.
InlanderBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and a Lore skill related to the terrain type associated with your home region (such as Boulder Fields Lore or Mountain Lore). You gain the Survey Wildlife skill feat.
InsurgentBackground
Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the Deception skill and the Warfare Lore skill. You gain the Lengthy Diversion skill feat.
Junk CollectorBackground
Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost.
You’re trained in the Crafting skill and your choice of either the Engineering Lore or Mining Lore skill. You gain the Crafter’s Appraisal skill feat.
JunkerBackground
Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the Athletics skill and the Lore skill of the terrain in which you scavenge. You gain the Hefty Hauler skill feat.
LaborerBackground
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You’re trained in the Athletics skill and the Labor Lore skill. You gain the Hefty Hauler skill feat.
Magical ExperimentBackground
You gain one attribute boost. It must be to Constitution.
You’re trained in Arcana and the Underworld Lore skill.
You gain one special ability as a result of the magical experimentation. Work with the GM to select an appropriate ability from the following list or to come up with another special ability.
- Enhanced Senses You gain low-light vision (or darkvision if you already had low- light vision) and an imprecise sense with a range of 30 feet, such as scent, thoughtsense, tremorsense, or wavesense.
- Resistant Skin The experiments rendered your skin tougher and resilient to a particular type of damage. You gain resistance equal to half your level (minimum resistance 1) against two of the following types of energy damage, one chosen by you and the other chosen by the GM: acid, cold, electricity, fire, or sonic.
- Touch Telepathy The experiments to your body allowed you to link minds via touch. You gain telepathy with creatures as long as you are in physical contact. This allows you to communicate mentally with any creatures you’re in physical contact with, as long as you both share a language. This doesn’t give any special access to their thoughts, and communicates no more information than normal speech would.
Magical Merchant
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in Crafting and the Mercantile or Underworld Lore skill. You gain the Crafter’s Appraisal skill feat.
Magical MisfitBackground
Choose two attribute boosts. One must be to Intelligence or Dexterity, and one is a free attribute boost.
You’re trained in Arcana and Underworld Lore. You gain the Trick Magic Item skill feat.
Market RunnerBackground
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
You’re trained in the Diplomacy skill and the Mercantile Lore skill. You gain the Bargain Hunter skill feat.
Martial DiscipleBackground
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
You’re trained in your choice of the Acrobatics or Athletics skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics. You’re also trained in the Warfare Lore skill.
Menagerie Dung SweeperBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Nature skill and the Animal Lore skill. You gain the Train Animal skill feat.
MerchantBackground
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in the Diplomacy skill and the Mercantile Lore skill. You gain the Hobnobber skill feat.
Merchant House UnderlingBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Society skill and the Mercantile Lore skill. You gain the Experienced Professional skill feat.
MinerBackground
Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Mining Lore skill. You gain the Terrain Expertise skill feat with underground terrain.
MissionaryBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You are trained in the Diplomacy and Religion skills. You gain the Group Impression skill feat.
Mortuary TenderBackground
Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost.
You’re trained in the Medicine skill and the Funeral Lore skill. You gain the Forensic Acumen skill feat.
Musical ProdigyBackground
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in Performance and Music Lore. You gain the Virtuosic Performer skill feat.
Necromancer’s ApprenticeBackground
Choose two attribute boosts. One must be to Constitution or Intelligence, and one is a free attribute boost.
You’re trained in the Arcana skill and the Necromancy Lore skill. You gain the Quick Identification skill feat.
Nibeneese Forest LaborerBackground
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You’re trained in the Athletics skill and the Forest Lore skill. You gain the Assurance skill feat with Athletics.
NobleBackground
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in the Society skill and a Lore skill related to the region or city-state you live in. You gain the Courtly Graces skill feat and Literacy Feat.
NomadBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and a Lore skill related to one terrain you traveled in (such as Salt Flats Lore or Sandy Wastes Lore). You gain the Assurance skill feat with Survival.
Otherworldly MissionBackground
Is this call to action a message from the character’s own mind, are they being manipulated by some manner of supernatural entity, or are they actually getting marching orders from one of the elemental or paraelemental lords?
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in Religion. Once per adventure, you can ask the voice you believe to be a superior entity commanding you for orders and get some kind of instruction—you never get any kind of explanation, simply a command to go somewhere or do something. Following those commands isn’t always safe, but it’s usually interesting.
PilgrimBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in the Religion skill and the Lore skill for your faith. You gain the Pilgrim’s Token skill feat.
Planar MigrantBackground
Choose two attribute boosts. One must be Dexterity or Constitution, and one is a free attribute boost.
Plant WhispererBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in Nature and Plant Lore. You gain the Natural Medicine skill feat.
Press-GangedBackground
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You’re trained in the Athletics skill and the Labor Lore skill. You gain the Hefty Hauler skill feat.
PrisonerBackground
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You’re trained in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.
RaiderBackground
Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the nature skill and a Lore skill related to the terrain you hunt in (such as Grassland or Scrub Plain). You gain the Express Rider skill feat.
Raised by BeliefBackground
Choose two attribute boosts. One boost must be to an attribute specified in the (Para)Elemental or Sorcerer-Monarch Attribute entry for your faith, and one is a free attribute boost.
You’re trained in your (Para)Elemental or Sorcerer-Monarch’s associated skill, and you gain Assurance with that skill. You gain a Lore skill with a subcategory associated with your (Para)Elemental or Sorcerer-Monarch.
RefugeeBackground
Choose two attribute boosts. One must be to Constitution or Intelligence, and one is a free attribute boost.
You are trained in the Survival skill and the Hunting Lore skill. You gain the Forager skill feat.
ReturnedBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You gain the Diehard feat and the Additional Lore feat for Gray Lore.
RevenantBackground
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
You’re trained in Religion and Gray Lore. You’re still alive, not undead, but you have the void healing ability, which means you’re harmed by vitality damage and healed by void effects as if you were undead.
SaboteurBackground
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
You’re trained in the Thievery skill and the Engineering Lore skill. You gain the Concealing Legerdemain skill feat.
SailorBackground
You’re trained in the Athletics skill and the Sea of Silt Lore skill (a player might also opt to take Forked Tongue Estuary Lore instead). You gain the Silt Marauder skill feat.
ScavengerBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Lore skill of the settlement in which you scavenge. You gain the Forager skill feat.
ScholarBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You receive the Literacy general feat. You’re also trained in a Lore skill of your choice (the GM might impose some restrictions on this choice, though).
Scion of SlayersBackground
Choose two attribute boosts. One must be to Strength or Intelligence, and one is a free attribute boost.
You’re trained in the Athletics skill and the Undead Lore skill. You can cast vitality lash as an innate divine cantrip. You can use Intelligence as your spellcasting ability for this innate spell.
ScoutBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and a Lore skill related to one terrain you scouted in (such as Boulder Field Lore or Salt Flats Lore). You gain the Forager skill feat.
Sea of Silt IslanderBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and Sea of Silt Lore skill related. You gain the Terrain Expertise skill feat for mud flat.
Seer of the DeadBackground
You gain one attribute boost. It must be to Constitution or Wisdom.
You’re trained in Religion and Undead Lore. You gain the effects of the spirit sense spell at all times.
ServantBackground
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in the Society skill and the Labor Lore skill. You gain the Read Lips skill feat.
Shadow HuntedBackground
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Intimidation skill and the Black Lore skill. You gain the Quick Coercion skill feat.
Sky RiderBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Acrobatics skill and the Plane of Air Lore skill. You gain the Cat Fall skill feat.
Slave OverseerBackground
Choose two attribute boosts. One must be to Strength or Charisma, and one is a free attribute boost.
You’re trained in the Intimidation skill and the Labor Lore skill. You gain the Group Coercion skill feat.
Slave Tribe VillagerBackground
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You’re trained in the Survival skill and a Lore skill related to the terrain in which your village is located (such as Sandy Wastes or Salt Flat). You gain the Survey Wildlife skill feat.
SpotterBackground
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Stealth skill and the Scouting Lore skill. You gain the Terrain Stalker skill feat.
SpyBackground
Choose two attribute boosts. One must be to Wisdom or to Charisma, and one is a free attribute boost.
You’re trained in the Deception skill. You gain the Lie to Me and the Secret Speech skill feats.
SquireBackground
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You’re trained in the Athletics skill and your choice of the Heraldry Lore or Warfare Lore skill. You gain the Armor Assist skill feat.
Storm SurvivorBackground
Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Weather Lore skill. You gain the Forager skill feat.
Street PreacherBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in the Religion skill and the Elemental Lore skill. You gain the Dubious Knowledge skill feat.
Street UrchinBackground
Choose two attribute boosts. One must be to Dexterity or Constitution, and one is a free attribute boost.
You’re trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin (such as Nibenay Lore or Tyr Lore). You gain the Pickpocket skill feat.
Student of PsionicsBackground
Choose two attribute boosts. One must be Intelligence or Charisma and one is a free attribute boost.
You're trained in Occult, and the Psionic Schools Lore skill. You gain the Recognize Spell skill feat.
Tall-TaleBackground
That’s what the stories say, anyway, and even if people don’t strictly believe them, they are curious about you. Certainly, the stories keep spreading, and it would appear that you either have a unique destiny or are trying to convince the world that you do.
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
You’re trained in Performance. You gain the Impressive Performance skill feat. You can gain the Connections skill feat later without being expert in Society or having Courtly Graces—this represents less traditional social connections and more the way that your legend has spread, and you’ve learned to leverage your legend, with people wanting to meet you and see you for themselves.
Tavern ScourgeBackground
Choose two attribute boosts. One must be to Charisma or Dexterity, and one is a free attribute boost.
You’re trained in the Performance skill and a lore skill of your choice. You gain the Virtuosic Performer skill feat.
Tax CollectorBackground
Choose two attribute boosts. One must be to Strength or Charisma, and one is a free attribute boost.
You’re trained in the Intimidation skill and the Lore skill for the settlement that employed you. You gain the Quick Coercion skill feat.
Templarate AspirantBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in the Diplomacy skill, and the Lore skill for your city-state. You gain the Bon Mot skill feat and literacy general feat.
TinkerBackground
Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost.
You’re trained in the Crafting skill, and the Engineering Lore skill. You gain the Specialty Crafting skill feat.
Tomb BornBackground
Choose two attribute boosts. One must be to Dexterity or Constitution, and one is a free attribute boost.
You’re trained in the Undead Lore skill. You gain the Final Spite reaction.
TrailblazerBackground
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Cartography Lore skill. You gain the Terrain Expertise skill feat with one terrain you’ve explored (such as Forest or Mountain).
Undercity ScavengerBackground
Choose two attribute boosts. One must be to Strength or Charisma, and one is a free attribute boost.
You’re trained in the Crafting skill, and in the Mining Lore skill or the Engineering Lore skill. You gain the Improvise Tool skill feat.
Veiled Alliance ProspectBackground
Choose two attribute boosts. One must be to Intelligence or to Charisma, and one is a free attribute boost.
You’re trained in the Deception skill and the Underworld Lore skill. You gain the Lie to Me skill feat.
Wandering PreacherBackground
Choose two attribute boosts. One boost must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Religion skill and a Lore skill associated with the Element, Paraelement, or any other religious patron you worship. You gain the Pilgrim’s Token skill feat.
WardBackground
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
You’re trained in the Performance skill and the Genealogy Lore skill. You gain the Fascinating Performance skill feat.
WarriorBackground
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You’re trained in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.
Waste WalkerBackground
Choose two attribute boosts. One boost must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill, and a Lore skill related to the terrain you went to (such as Salt Flat Lore or Sandy Wastes Lore). You gain the Forager skill feat.
Well MasterBackground
Choose two attribute boosts. One boost must be to Strength or Intelligence, and one is a free attribute boost.
You’re trained in the Crafting skill, and the Aquifer Lore skill. You gain the Specialty crafting skill feat.
Willing HostBackground
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in the Spirit Lore skill. You gain the Host Spirit action.
Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can’t use Host Spirit again until you’ve performed the favor. If you haven’t completed it after 24 hours, you’re fatigued until the obligation is fulfilled.
Languages
Half-Elves, half-giants, and muls don't have their own societies or cultures to draw upon, so they speak the language of the society they live in. For example, a mul raised in the gladiator pits of Urik would converse in Urikite a High Tyrian variety in that city. Thri-kreen, on the other hand, use a combination of clicks and whines that come naturally to their pincer mouths, a speech humans find almost impossible to imitate. Language barriers therefore present a major obstacle for adventures set in Athas. Characters must rely heavily on magic, psionics, or interpreters for communication.
Because knowledge is power, and the most efficient way of passing on knowledge is through literature, the Sorcerer-Monarchs have decreed that literacy is outlawed and punishable by death. No one but templars and nobles are permitted to read and write. Other people who gain access to that knowledge are considered threats to the stability of the system and are hunted down. Most Sorcerer-monarchs have authorized their templars to execute on the spot anyone demonstrating any reading or writing skills. Merchants are educated enough to keep accounts, and thus they seldom face any repercussions, although some are fully literate.
Slaves of nobles with artistic abilities may also have access to reading and writing, but when they are no longer needed, they are often disposed of prematurely.
Languages
The following languages are present in the world of Athas. Most humanoids in the world of Athas speak at least one of the common languages. Uncommon languages are typically only be found in isolated cultures.
Many uncommon languages are spoken by natives of other planes who rarely appear near the Tyr region unless summoned. Mortals learning these languages might spend a lifetime without meeting a native speaker.
Regional Languages
These regional languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Tyr region, the language referred to as Common elsewhere in the rules is the same as Tyrian.
Table 2-3: Regional Languages
Language | Regions |
---|---|
Balican | Balic |
Draji | Draj |
Gulgan | Gulg |
Nibenese | Nibenay |
Raamish | Raam |
Tyrian | Tyr |
Urikite | Urik |
Table 2-3: Common Languages
Language | Typical Speakers |
---|---|
Common | Traders, Tyr region |
Dwarvish | Dwarves |
Elvish | Elves |
Table 2-4: Uncommon Languages
Language | Typical Speakers |
---|---|
Aarakocran | Aarakocra |
Anakore | Anakore |
Belgoi | Belgoi |
Braxat | Braxat |
Draconic | Dray |
Gith | Gith |
Halfling | Halflings |
Iruxi | Lizardfolk, Pterran, Nikaals, Ssurrans |
Jotun | Giants, B'rohg |
Kreen | Thri-kreen |
Necril | Undead creatures |
Petran | Earth creatures |
Pyric | Fire creatures |
Sakvroth | Hej-Kin, Serpentfolk, Tari |
Shadowtongue | Shadow Giants |
Susurran | Air creatures |
Tarek | Tarek |
Thalassic | Water creatures |
Classes
AlchemistPage 141
create alchemical items—such as bombs,
elixirs, and poisons—that they use to defeat
foes and aid allies. Smart and resourceful,
an alchemist often has just the right tool for
the job and esoteric knowledge to help their
friends get out of a jam.
BarbarianPage 145
The barbarian is a fearsome embodiment
of rage, focusing the deadly power of their
anger against anyone who stands in their
way. A barbarian is quick to enter battle
and, once their fury has been unleashed, is
immensely strong, often unpredictable, and
nearly unstoppable.
BardPage 149
Athasian bards are the unquestioned masters
of oral tradition and forgotten lore, but rather
than sharing their lore with whoever will
listen, Athasian bards guard their secrets as
jealously as the sorcerer‐kings harbor their
water and iron.
ChampionPage 153
A defender of the (para)elements, or a sorcerer
king, who straps on armor and wields a
righteous weapon, the champion protects
those who follow his cause. Steadfast in
their beliefs, and devoted to his cause, they
follow a strict code as they fight to protect his (para)element or sorcerer-king.
ClericPage 162
Athas is a world without gods, so clerics in the
Dark Sun setting draw power from the
enigmatic rulers of the (para)elemental
planes or sorcerer-kings. These clerics
devote themselves to a single elemental
domain: Air, Earth, Fire, and Water. Those that serve the sorcerer-kings are their templars.
DruidPage 166
The druids are the remnants of an ancient
order dedicated to protecting Athas and the
unseen spirits that dwell within the land.
Each druid draws spiritual energy from a
landmark or stretch of terrain known as
their "guarded land". They are fierce enemies
of the defilers and Sorcerer-Kings that seek to destroy the land for their own purposes.
FighterPage 169
With calculated daring and fearless
determination, the fighter tracks down and
confronts their enemies while defending
allies from harm. A master of the battlefield,
the fighter is quick to exploit opportunities
and strike any who stumble within reach of
their sword or bow.
InvestigatorPage 173
Clever and insightful, the investigator solves
mysteries and teems with knowledge. In
battle, they play out every possibility in
advance, striking true when the time is right.
Their methodology grants them an edge, and
their high Intelligence and number of skills
mean they almost always have the right tool for the job.
KineticistPage 176
The power of the elements flows from within you. Roaring fire, pure water, fleeting air, steadfast
earth, twisting wood, slicing metal. A kinetic
gate inextricably tied to your body channels
power directly from the elemental planes,
causing elements to leap to your hand, whirl
around your body, and blast foes at your whim. As your connection to the planes grows, you attain true mastery over your chosen elements.
MonkPage 181
Although rare, monks do exist on Athas.
Through training and discipline they
hone their minds and bodies, tapping
into psychic powers within. Other monks
may be hermits, hiding in secluded canyons
and atop high peaks, far away from the rigors of urban life.
OraclePage 186
able to tap into and manipulate energies
from the elemental and paraelemental
planes that would overwhelm anyone else.
These mysteries grant unusual powers and
revelations, as well as a double-edged curse -
which they must learn how to simultaneously endure and exploit.
PsychicPage 191
Guided by the personal combination of their access to the will and the way, a psychic calls forth psionics with but a
thought. The psychic focuses more on
moment than on daily spell slots,
wielding, unique, versatile cantrips and
unleashing their mind to use strange and
powerful abilities.
Psychic WarriorPage 194
The psychic warrior, a polymath of battle, trains in both psionics and strikes.
Combining these arts, a psychic
warrior channels psionics into their
weapon or body to inflict devastating
wounds upon their foes. The psychic warrior's
versatility in combat and knowledge of psionics makes them a welcome addition to any party.
RangerPage 205
Resourceful and cunning, the ranger
is a hunter, tracker, and warrior who
preserves the natural world and
protects civilization from its ravages.
Whether they use a bow, crossbow
a pair of weapons, or snares, the ranger
is a fearsome enemy and great ally in the wild.
RoguePage 208
Cunning and quick, the rogue brings
skill and expertise few of their comrades
can match. In battle, they excel at
sneak attacks and ambushes. Their
racket gives them the tools they need
to get the job done, and their wide array of
skill choices lets them specialize as they see fit.
SummonerPage 210
You can magically beckon a powerful being
called an eidolon to your side, serving as
the mortal conduit that anchors it to the
world. Your connection to it marks you as
extraordinary, shaping the course of your life.
SwashbucklerPage 218
To a swashbuckler, anything worth doing is worth
doing with style. This dynamic daredevil performs
bold feats of derring-do and mixes their own
unique style with flamboyant attacks. The
swashbuckler tumbles around the battlefield,
befuddling their foes to set them up for powerful finishing moves.
WizardPage 221
The wizard is the arcane master of spellcasting,
plucking incredible power from the land through
complicated spell formulas. They stride with
confidence, without a need for armor or ,
weapons enacting their will upon the world and
bringing woe upon their enemies.
Table 3-1: Variant Features
Level | Benefits |
---|---|
1 |
- |
2 |
1st attribute boost, attack potency +1, free archetype |
3 |
2nd attribute boost, skill potency (one at +1) |
4 |
3rd attribute boost, devastating attacks (two dice), free archetype |
5 |
4th attribute boost, defense potency +1 |
6 |
Free archetype, skill potency (two at +1 each) |
7 |
1st attribute boost (a second set), perception potency +1 |
8 |
2nd attribute boost, free archetype, saving throw potency +1 |
9 |
3rd attribute boost, skill potency (one at +2, one at +1) |
10 |
4th attribute boost, attack potency +2, free archetype |
11 |
Defense potency +2 |
12 |
1st attribute boost (a third set), devastating attacks (three dice), free archetype |
13 |
2nd attribute boost, perception potency +2, skill potency (two at +2 each, one at +1) |
14 |
3rd attribute boost, free archetype, saving throw potency +2 |
15 |
4th attribute boost, skill potency (three at +2 each, one at +1) |
16 |
Attack potency +3, free archetype |
17 |
1st attribute boost (a fourth set), attribute apex, skill potency (one at +3, two at +2 each, two at +1 each) |
18 |
2nd attribute boost, defense potency +3, free archetype |
19 |
3rd attribute boost, devastating attacks (four dice), perception potency +3 |
20 |
4th attribute boost, free archetype, saving throw potency +3, skill potency (two at +3 each, two at +2 each, two at +1 each) |
Alchemist
Dark Sun Alchemist
The alchemist is mostly unchanged from how it is presented in the Pathfinder Core Rulebook. Any new changes are noted below.
During Combat Encounters...
You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. You might even use mutagens to warp your body into a resilient and powerful weapon
While Exploring...
You keep an eye out for additional ingredients that you can turn into alchemical reagents, while giving advice on all things alchemical and mysterious..
In downtime...
You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.
You Might...
- Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.
- Get a kick out of wreaking havoc with the alchemical concoctions you’ve made, and enjoy watching things burn, dissolve, freeze, and jolt.
- Endlessly experiment to discover new, more potent alchemical tools.
Others Probably...
- Think you’re some kind of wizard and don’t understand and fear what you can do. The general population doesn't understand that you don't cast spells.
- Don’t understand your zeal for alchemy, creativity, and invention.
- Assume that if you haven’t caused a catastrophe with your experimentations, you inevitably will.
Table 3-2: Alchemist Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, alchemy, research field, alchemist feat |
2 |
Alchemist feat, skill feat |
3 |
General feat, skill increase |
4 |
Alchemist feat, skill feat |
5 |
Ancestry feat, field discovery, powerful alchemy, skill increase |
6 |
Alchemist feat, skill feat |
7 |
Alchemical weapon expertise, general feat, skill increase, will expertise |
8 |
Alchemical feat, skill feat |
9 |
Alchemical expertise, ancestry feat, double brew, skill increase |
10 |
Alchemist feat, skill feat |
11 |
Advanced vials, chemical hardiness, general feat, skill increase |
12 |
Alchemist feat, skill feat |
13 |
Ancestry feat, greater field discovery, medium armor expertise, skill increase, weapon specialization |
14 |
Alchemist feat, skill feat |
15 |
Alchemical weapon mastery, explosion dodger, general feat, skill increase |
16 |
Alchemist feat, skill feat |
17 |
Abundant vials, alchemical mastery, ancestry feat, skill increase |
18 |
Alchemist feat, skill feat |
19 |
General feat, medium armor mastery, skill increase |
20 |
Alchemist feat, skill feat |
Class Changes
Research field
Bomber
Chirurgeon
This research field has been around for millennia and is accessed as normal.
Mutagenist
Toxicology
The ancient art of poison making has been around since the beginning of time. This research field is accessed as normal.
Alchemist Feats
At each level that you gain an alchemist feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. The feats listed below are new or updated alchemist feats.
4th Level
Inured to AlchemyFEAT 4
6th Level
Artokus's Fire FEAT 6
8th Level
Retaliatory Cleansing FEAT 8
12th Level
Shaped ContaminantFEAT 12
20th Level
Astonishing Explosion FEAT 20
Plum Deluge FEAT 20
Barbarian
Dark Sun Barbarians
The barbarian is mostly unchanged from how it is presented in the Pathfinder Core Rulebook. Any new changes are noted below.
During Combat Encounters...
You summon your rage and rush to the front lines to smash your way through. Offense is your best defense—you’ll need to drop foes before they can exploit your relatively low defenses.
While Exploring...
You look out for danger, ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water’s surface. If something needs breaking, you’re up to the task!
You Might...
- Have a deep-seated well of anger, hatred, or frustration.
- Prefer a straightforward approach to one requiring patience and tedium.
- Engage in a regimen of intense physical fitness—and punch anyone who says this conflicts with your distaste for patience and tedium.
Others Probably...
- Rely on your courage and your strength, and trust that you can hold your own in a fight.
- See you as uncivilized or a boorish lout unfit for high society.
- Believe that you are loyal to your friends and allies and will never relent until the fight is done.
Table 3-3: Barbarian Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, rage, instinct, barbarian feat |
2 |
Barbarian feat, skill feat |
3 |
Deny advantage, general feat, skill increase |
4 |
Barbarian feat, skill feat |
5 |
Ancestry feat, brutality, skill increase |
6 |
Barbarian feat, skill feat |
7 |
General feat, juggernaut, skill increase, weapon specialization |
8 |
Barbarian feat, skill feat |
9 |
Ancestry feat, lightning reflexes, raging resistance, skill increase |
10 |
Barbarian feat, skill feat |
11 |
General feat, mighty range, skill increase |
12 |
Barbarian feat, skill feat |
13 |
Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon fury |
14 |
Barbarian feat, skill feat |
15 |
General feat, greater weapon specialization, indomitable will, skill increase |
16 |
Barbarian feat, skill feat |
17 |
Ancestry feat, heightened senses, skill increase, quick rage |
18 |
Barbarian feat, skill feat |
19 |
Armor of fury, devastator, general feat, skill increase |
20 |
Barbarian feat, skill feat |
Instincts
Animal Instinct
Athas is home to very fierce beasts, some of which fill you with wild ferociousness when you Rage, granting you ferocious unarmed attacks. Select an animal from Table 3–4: Animal Instincts that best matches your chosen animal.
Specialization Ability 7th
Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal's unarmed attacks. If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal’s unarmed attacks.
Table 3-4: Animal Instincts
Animal |
Attack |
Damage |
Traits |
---|---|---|---|
Ant |
Mandibles |
1d10 P |
Grapple, unarmed |
Bat |
Fangs Wings |
1d10 P 1d4 P |
Unarmed Parry, unarmed |
Bird |
Beak Wings |
1d10 P 1d4 P |
Unarmed Parry, unarmed |
Carru |
Horn |
1d10 P |
Shove, unarmed |
Dagorran |
Jaws |
1d10 P |
Trip, unarmed |
Dunecrab |
Big Claw Claw |
1d10 B 1d4 S |
Razing, unarmed Parry, unarmed |
Feylaar |
Fist |
1d10 B |
Grapple, unarmed |
Hatori |
Jaws Tail |
1d10 P 1d6 B |
Unarmed Agile, unarmed |
Inix |
Jaws Tongue |
1d10 B 1d4 B |
Unarmed Agile, unarmed |
Kirre |
Jaws Claw |
1d10 P 1d6 S |
Unarmed Agile, unarmed |
Klar |
Jaws Claw |
1d10 P 1d6 S |
Unarmed Agile, unarmed |
Mekillot |
Jaws Tail |
1d8 P 1d6 B |
Deady d12, Unarmed Agile, unarmed |
Sand Shark |
Jaws |
1d10 P |
Grapple, unarmed |
Scorpion |
Stinger Pincer |
1d6 P 1d4 S |
Reach, unarmed, venomous Parry, unarmed |
Snake |
Fangs |
1d10 P |
Grapple, unarmed |
Spider |
Stinger Pincer |
1d8 P Special* |
Reach, unarmed, venomous Range increment 15 feet |
Sygra |
Horn |
1d10 P |
Shove, unarmed |
Wasp |
Stinger |
1d4 P |
Backstabber, deadly d8, unarmed, venomous |
*The spider’s web attack deals no damage, but the target takes a –10-foot circumstance penalty to its Speeds for 1 round on a hit. If a target is hit a second time by the same character’s web attack while they have this penalty, they’re instead immobilized until they succeed at a check to Escape against your class DC.
Dragon Instinct
There are no dragon's living on Athas except for The Dragon. This instinct is renamed to Drake Instinct and all are Primal. Select a type of drake from the Drake Instincs table as your instinct's drake type.
Instinct Ability - Drake Rage
While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your instinct’s drake breath instead of the damage type for your weapon or unarmed attack.
If you do this, your Rage action gains the primal trait, as well as the trait matching the damage type where applicable.
Specialization Ability 7th
When you use drake rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using drake rage from 8 to 16.
Raging Resistance
You resist piercing damage and the damage type of your instinct’s drake breath.
Table 3-5: Drake Instincts
Drake | Drake Breath |
---|---|
Air | Sonic |
Earth | Bludgeoning |
Fire | Fire |
Magma | Fire |
Rain | Electicty |
Silt | Acid |
Sun | Fire |
Water | Bludgeoning |
Fury Instinct
A world so brutal as Athas can fuel a deep rage within people who have not been lucky enough to avoid its cruelty and unfairness. You are such a person. Your rage comes from a deep and purely personal well within you. You use your rage as you choose. No change to the abilities listed in Pathfinder Core 2.
Giant Instinct
Giants of the Sea of Silt have had some profound influence on you, one way or another. No change to the abilities listed in Pathfinder Core 2.
Spirit Instinct
Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession. No change to the abilities listed in Pathfinder Core 2.
Superstition Instinct
Arcane magic has left the world in ruins, and as such, you rightly despise it.
While you don’t have anything against elemental, druidic, or maybe even templar magic, or against the Way, you can’t accept the very existence of any practitioner of arcane magic, whatever their nature or their actual goals.
Anathema
Your deep superstition means it’s anathema for you to learn or Cast an arcane Spell, or to wield or use an item that can be activated to Cast an arcane Spell. If you violate this anathema, you lose the instinct’s abilities and any feats that list the instinct as a prerequisite until you spend 1 day of downtime re-centering yourself, though you keep all your other barbarian abilities.
While raging, you gain a +2 status bonus to all saves against magic. Increase your damage from Rage from 2 to 3, or 4 against creatures you have witnessed Casting a Spell within the last hour. When you Rage, you regain Hit Point equal to the temporary HP you gained from the Rage action; you then can’t regain HP in this way again for 10 minutes. While raging, if you willingly accept the effects of an arcane spell or effect, you are frightened 1.
You cannot reduce your frightened condition below 1 as long as you are affected by the spell or effect.
Superstitious Resilience (Instinct Ability)
While raging, you gain a +2 status bonus to all saves against magic. Increase your damage from Rage from 2 to 3, or 4 against creatures you have witnessed Casting a Spell within the last hour. When you Rage, you regain Hit Point equal to the temporary HP you gained from the Rage action; you then can’t regain HP in this way again for 10 minutes. While raging, if you willingly accept the effects of a magic spell or effect, you are frightened 1. You cannot reduce your frightened condition below 1 as long as you are affected by the spell or effect.
Specialization Ability 7th
Increase the damage from Rage from 3 to 7, or 8 against creatures you have witnessed Casting a Spell within the last hour. If you have greater raging specialization, instead increase the damage from Rage to 13, or 16 against creatures you have witnessed Casting a Spell within the last hour.
Raging Resistance 9th
Choose two associated magical traditions: arcane and occult, arcane and primal or arcane and divine. The resistance from your raging resistance class feature applies against all damage you take from spells cast with these two traditions of magic, regardless of the type of damage dealt by the spell.
Barbarian Feats
At each level that you gain a barbarian feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. The feats listed below are new or updated barbarian feats.
1st Level
Draconic ArroganceFEAT 1
6th Level
Drake's Rage Breath FEAT 6
12th Level
Drake's Rage Wings FEAT 12
16th Level
Drake Transformation FEAT 16
At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, and you gain a +14 status bonus to your Dragon Breath damage.
Bard
Dark Sun Bards
Athasian bards are the unquestioned masters of oral tradition and forgotten lore, but rather than sharing their lore with whoever will listen, Athasian bards guard their secrets as jealously as the sorcerer‐kings harbor their water and iron.
During Combat Encounters...
You use psychic performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful psionics as needed.
While Exploring...
You’re a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group’s adventure. Your psionics and performances inspire your allies to greater discovery and success.
You Might...
- Have a passion for your art so strong that you forge a spiritual connection with it.
- Take point when tact and nonviolent solutions are required.
- Follow your muse, whether it’s a philosophical concept, or psychic force, and with its aid learn secret lore that few others possess.
Others Probably...
- Relish the opportunity to invite you to social events, either as a performer or guest, but consider you to be something of a curiosity in their social circles.
- come to you to spy, gather information, or possibly assassinate their rivals
- Respond favorably to your social charm and abilities but remain suspicious of your beguiling magic.
Table 3-3: Bard Advancement
Level | Class Features |
---|---|
1 | Ancestry and background, attribute boosts, bard spellcasting, initial proficiencies, spell repertoire, composition spells, muse |
2 | Bard feat, skill feat |
3 | 2nd-rank spells, general feat, reflex expertise, signature spells, skill increase |
4 | Bard feat, skill feat |
5 | 3rd-rank spells, attribute boosts, ancestry feat, skill increase |
6 | Bard feat, skill feat |
7 | 4th-rank spells, expert spellcaster, general feat, skill increase |
8 | Bard feat, skill feat |
9 | 5th-rank spells, ancestry feat, fortitude expertise, performer’s heart, skill increase |
10 | Bard feat, skill feat |
11 | 6th-rank spells, bard weapon expertise, general feat, skill increase, vigilant senses |
12 | Bard feat, skill feat |
13 | 7th-rank spells, ancestry feat, light armor expertise, skill increase, weapon specialization |
14 | Bard feat, skill feat |
15 | 8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase |
16 | Bard feat, skill feat |
17 | 9th-rank spells, ancestry feat, greater performer’s heart, skill increase |
18 | Bard feat, skill feat |
19 | General feat, legendary spellcaster, magnum opus, skill increase |
20 | Bard feat, skill feat |
Class Features
The following class features have been changed to represent the Athasian Bard.
Bard Spellcasting
Your spellcasting draws on the will and the way to cast psychic powers. You are a spellcaster and can cast psychic powers using the Occult spell list using the Cast a Spell activity. As a bard, when you cast spells, your psychic powers might include musical riffs or clever limericks, your gestures might incorporate dance and dramatic pantomiming, and you might accompany your spellcasting by playing a musical instrument.
Each day, you can cast up to two 1st-rank spells. You must know spells to cast them, and you learn them via the psychic repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a bard, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Bard Spells per Day table in Player Core.
Some of your psychic powers require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifiers and spell DCs use your Charisma modifier.
Heightening Psionics
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell’s rank, heightening it to match the spell slot. You must have a spell in your psychic repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain psionics freely.
Cantrips
Some of your psychic powers are cantrips. A cantrip is a special type of psychic power that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest rank of bard spell slot you have. For example, as a 1st-level bard, your cantrips are 1st-rank spells, and as a 5th-level bard, your cantrips are 3rd-rank spells.
Psychic Repertoire
The collection of psychic powers you can cast is called your psychic repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your psychic repertoire by using a spell slot of an appropriate spell rank.
You add to this psychic repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your psychic repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your psychic repertoire are separate. If a feat or other ability adds a spell to your psychic repertoire, it wouldn’t give you another spell slot, and vice versa.
Muses
As a bard, you select one muse at 1st level. This muse leads you to great things and might be someone you know, a supernatural creature, location, philosophy, or captivating mystery. Depending on the type of inspiration you receive, your 1st-level muse grants you a specific 1st-level bard feat and adds a spell to your repertoire.
In addition to this, each muse opens the door to many later bard feats. If one type of inspiration is not enough to represent your muse, consider the Multifarious Muse feat.
Enigma
Your muse is a mystery, driving you to uncover the hidden secrets of life and the planes of Athas. These muses can be people you cannot fully grasp, texts layered deeply with symbolism, or emotional paradoxes that underline a lifetime’s work. If your muse is an otherworldly creature, it might be a mysterious elemental or an elemental drake. Art inspired by an enigma muse could be cryptic, eerie, or laden with speculation and conspiracy. As a bard with the enigma muse, you support your allies by providing knowledge alongside inspiration and occult support.
Muse Feat Bardic Lore
Muse Spell sure strike
Maestro
Your muse constantly inspires you to greater heights of artistic prowess. For many bards, a teacher or rival fills this role, although some set their sights higher and attempt to surpass great composers of the past or blaze a new trail entirely. If your muse is a supernatural creature, it might be one who loves to perform. Art inspired by a maestro muse is precise and inventive, a formalist achievement. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities.
Muse Feat Lingering Composition
Muse Spell soothe
Polymath
Your muse is a jack of all trades, flitting between skills and pursuits. Some bards are constantly moved by new muses or draw their inspiration from an idealized being, whether it’s based on a real person or purely philosophical. If your muse is a single creature, it might be an eclectic creature or one who’s learned a lot over a long lifespan. Art inspired by a polymath muse is restless, with each composition exhibiting new techniques and an ever-evolving style.
As a bard with a polymath muse, you are interested in a wide array of topics but rarely dedicated to any one, and you rarely make up your mind—you want to try everything.
Muse Feat Versatile Performance
Muse Spell phantasmal minion
Warrior
The battlefield is your stage, the clang of steel, your song. Your muse has seen countless battles, whether reveling in combat or resigned to its necessity. An individual soldier or general might inspire you, but so might a battlefield or weapon with a particularly profound history. If your muse is a creature, it might be an otherworldly soldier, such as an elemental genie. Art inspired by a warrior muse is triumphant and strident, often detailing epic battles. As a bard with a warrior muse, you train for battle in addition to performance, and you prepare your allies for the dangers of combat. You might even wade into the thick of things with them.
Muse Feat Martial Performance
Muse Spell fear
Champion
During Combat Encounters...
You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.
While Exploring...
You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and—when your fellow adventurers ask for it—providing guidance.
In Downtime...
You spend much of your time in solemn prayer and contemplation, rigorous training, and fulfilling the tenets of your code, but that doesn’t mean there isn’t time to take up a craft or hobby.
You Might...
- Believe there is always hope that your element will triumph over its opposition, no matter how grim the odds.
- Know the ends justify the means, since justified acts increase the influence of your Sorcerer-King.
- Have a strong sense of how the elemental planes interact with the world, and grow frustrated when others don't understand this fact
Others Probably...
- See you as a symbol of hope or one of tyranny.
- Worry you secretly despise them for not living up to the impossible standards of your Sorcerer-King, or afraid you may bring the wrath of the elements down upon them if they disagree with you.
- Know that you've sworn an oath of service they can trust you to keep.
Table 3-5: Champion Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, champion's code, oath and cause, religious weapon, champion's reaction, devotion spells, champion feat, shield block |
2 |
Champion feat, skill feat |
3 |
Divine ally, general feat, skill increase |
4 |
Champion feat, skill feat |
5 |
Ancestry feat, skill increase, weapon expertise |
6 |
Champion feat, skill feat |
7 |
Armor expertise, general feat, skill increase, weapon specialization |
8 |
Champion feat, skill feat |
9 |
Ancestry feat, champion expertise, divine/elemental smite, juggernaut, lightning reflexes, skill increase |
10 |
Champion feat, skill feat |
11 |
Alertness, diving will, exalt, general feat, skill increase |
12 |
Champion feat, skill feat |
13 |
Ancestry feat, armor mastery, skill increase, weapon mastery |
14 |
Champion feat, skill feat |
15 |
General feat, greater weapon specialization, skill increase |
16 |
Champion feat, skill feat |
17 |
Ancestry feat, champion mastery, legendary armor, skill increase |
18 |
Champion feat, skill feat |
19 |
General feat, hero's defiance, skill increase |
20 |
Champion feat, skill feat |
Faith
As a champion, you are a warrior in the name of a supreme being you revere above all others. The most common supreme beings in Dark Sun appear on pages 20-26 of this campaign guide, along with their edicts, areas of concern, and the benefits you get for being a devotee of that supreme being. Choose one supreme being.
Skill
You become trained in the divine skill listed for your supreme being. As normal, if you’re already trained in that skill, you become trained in a different skill of your choice.
Anathema
Champions care deeply about the edicts and anathema they take from their supreme being, sanctification, and cause. As with any implementation of edicts and anathema in the rules, these are a tool for roleplaying between you, the GM, and the other players at the table—you’re still playing a nuanced character, not strictly following a script.
Acts fundamentally opposed to your supreme being’s ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your surpeme being remove you from your faith’s good graces.
Similarly, using items, spells, or actions that are anathema to the tenets or goals of your faith could interfere with your connection to your supreme being. For example, assisting with a ritual that raises undead would be anathema to Air, Earth, Fire or water elements. Many actions that are anathema don’t appear in any faith’s formal list. For borderline cases, you and your GM determine which acts are anathema.
If you perform enough acts that are anathema to your faith, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your holy or unholy trait, your focus pool, and your blessing of the devoted. These abilities can be regained only if you repent by conducting an atone ritual (Player Core 390). If your faith doesn’t require the specific sanctification you had, your GM might let you retrain your sanctification and cause (page 89) while still following the same faith.
Sanctification
Depending on your faith, their sanctification can make you holy or unholy. This commits you to one side of a struggle over souls. Whether you become holy, unholy, or neither will limit your choice of causes, devotion spells, and feats.
If you “can be” holy or unholy according to your faith’s sanctification entry, you make that choice, and if you “must be” holy or unholy, you gain the trait automatically. If the deity lists “none,” you can choose only options that don’t require the holy or unholy trait. If you are holy or unholy and gain the opposing trait in some way, you lose the previous trait until you atone.
Unholy sanctification for a champion can be extremely disruptive to a typical game and should be a player character option only in appropriate adventures or campaigns where the group collectively decides to embrace them.
Unholy sanctification and causes are uncommon options.
Holy: You gain the holy trait and add that trait to any Strikes you make. You gain the edict, “Do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them” and the anathema “Commit murder.” Even if your game includes behavior outside the Pathfinder baseline (Player Core 397), the acts listed there are anathema to you.
Unholy: You gain the unholy trait and add that trait to any Strikes you make. You gain the edict, “Do not put another’s needs before your own or those of your faith” and the anathema “Commit an entirely altruistic act, such as giving something away in charity” and “Put anyone’s needs before those of your supreme being.” None of these prevents you from performing acts others might consider helpful, but these acts must be done with the expectation that they ultimately further your own goals or those of your deity.
Weapon of Faith
You zealously bear your faith’s favored weapon. If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). If the weapon is uncommon, you gain access to it, and if it’s an advanced weapon, you treat it as a martial weapon for the purposes of proficiency.
Champion's Aura
You’re surrounded by an aura in a 15-foot emanation. It has the aura and divine traits. Any follower of your faith within the aura immediately knows you’re a champion of your faith. This aura is used as the range for your champion’s reaction and for various other effects. You can suppress or resume the aura as a single action, which has the concentrate trait, and it ends if you fall unconscious.
Cause
You devote yourself to a specific cause in your faith’s name. Some causes are limited to certain sanctifications. Your cause adds to your edicts and anathema and grants you a special protective reaction called your champion’s reaction. The following champion causes are on pages 91–93 of Player Core 2
Desecration (Unholy, Paraelemental): You selfishly corrupt and destroy.
Grandeur (Holy, Elemental): You exemplify the glory and splendor of the celestial realms.
Iniquity (Unholy, Paraelemental or Sorcerer King): You destroy, take advantage, and act with dishonor.
Justice (Elemental, Paraelemental, or Sorcerer King): You follow laws and mete out just punishment.
Liberation (Elemental or Paraelemental): You oppose tyranny and fight for freedom.
Obedience (Elemental, Paraelemental, Sorcerer King): You enforce hierarchies and order.
Redemption (Holy, Elemental): You try to redeem those who commit wicked deeds.
Devotion Spells
Your faith’s power grants you special divine spells called devotion spells, which are a type of focus spell. Choose one of the spells appearing on page 256 of Player Core 2, either shields of the spirit or a spell based on your deity’s divine font (lay on hands if your deity allows heal, touch of the void if your deity allows harm).
It costs 1 Focus Point to cast a focus spell. When you gain your first devotion spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your faith or do service toward their causes.
Your devotion spells are divine spells. Your spellcasting attribute is Charisma.
Focus spells are automatically heightened to half your level rounded up. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. The full rules for focus spells appear on page 298 of Player Core.
Blessing of the Devoted3rd
Your supreme being blesses your service with a boon. This might come in the form of an elemental spirit that visits you and inhabits your items or body, a mysterious tattoo upon your body, or the like. Choose one of the following blessings, or any other to which you have access.
Blessed Armament: Select one weapon or unarmed strike. You gain that armament’s critical specialization effect, and you grant the armament a property rune of your choice from the following list: corrode, crushing, fearsome, flame, ghost touch, ice, jolt, returning, shifting, or vitalizing. During your daily preparations, you can change the spirit to inhabit a different armament, grant a different rune, or both. Elemental Faith's choose rune's that match their element.
Blessed Shield: In your hands, a shield gains the minor reinforcing rune. As you go up in level, the shield gains the reinforcing rune of your level (lesser at 7th level, moderate at 10th level, greater at 13th level, major at 16th level, and supreme at 19th level). If your shield already has the appropriate reinforcing rune for your level, or if it’s a sturdy shield of the same level as the appropriate reinforcing rune, the shield’s Hardness instead increases by 1.
Blessed Swiftness: You gain a +5-foot status bonus to Speed. If you’re mounted, your mount gains the bonus instead. In addition, when the movement of one of your allies triggers an enemy’s reaction while the ally is in your champion’s aura, the ally gains a +2 status bonus to all defenses against that reaction.
Champion Feats
At each level that you gain a champion feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. The feats listed below are new or updated champion feats.
1st Level
Agile Shield Grip FEAT 1
Everstand Stance FEAT 1
2nd Level
Defiler Executioner's OathFEAT 2
Your Retributive Strike gains a +4 circumstance bonus to damage against a defiler, or +6 if you have master proficiency with the weapon you used. If you have Iron Command when you use your champion’s reaction against a defiler, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level). The resistance you gain from Glimpse of Redemption or Flash of Grandeur against damage from a defiler is 7 + your level. If you use Liberating Step triggered by a defiler, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider defilers to be legitimate authorities, even in nations they rule.
Devoted Guardian FEAT 2
Elemental Restoration OathFEAT 2
If you can use it, your Retributive Strike gains a +4 circumstance bonus to damage against any such creature, or +6 if you have master proficiency with the weapon you used. If you have Iron Command when you use your champion’s reaction against a paraelemental threat, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level). If you can use it, your Flash of Grandeur or Glimpse of Redemption’s resistance against damage from any such creature is 7 + your level. If you use Liberating Step triggered by a paraelemental foe, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider rulers worshipping the paraelements to be legitimate authorities, even in nations they rule.
End to Arcane Magic OathFEAT 2
Your Retributive Strike gains a +4 circumstance bonus to damage against any such creature, or +6 if you have master proficiency with the weapon you used. If you have Selfish Shield, Destructive Vengeance, or Iron Command when you use your champion’s reaction against an arcane spellcaster, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level). If you can use it, your Flash of Grandeur or Glimpse of Redemption’s resistance against damage from any such creature is 7 + your level. If you use Liberating Step triggered by an arcane spellcaster, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
Oath of BalanceFEAT 2
During your daily preparation, you can choose the domains you have access to among the domains granted by any element or paraelement adjacent to yours (for instance, magma or silt for earth, air, or water for rain, and so on).
You gain the domain’s initial domain spell as a devotion spell.
Oath of Civic LoyaltyFEAT 2
Your Retributive Strike gains a +4 circumstance bonus to damage against any such creature, or +6 if you have master proficiency with the weapon you used. When you use your champion’s reaction against an exterior threat to your city-state, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level).
Oath of Paraelemental UsurpationFEAT 2
Your Retributive Strike gains a +4 circumstance bonus to damage against any such creature, or +6 if you have master proficiency with the weapon you used. If you have Selfish Shield, Destructive Vengeance, or Iron Command when you use your champion’s reaction against an elemental foe, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level). If you use Liberating Step triggered by an elemental foe, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
Reliable SquireFEAT 2
Resilient MindFEAT 2
Shining OathFEAT 2
Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. When you use your champion’s reaction against an undead, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level). Your Flash of Grandeur, Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider undead to be legitimate authorities, even in nations ruled by undead.
Slaver OathFEAT 2
Your Retributive Strike gains a +4 circumstance bonus to damage against a slave, or +6 if you have master proficiency with the weapon you used. When you use your champion’s reaction against a slave, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level).
4th Level
Accelerating TouchFEAT 4
Everstand Strike FEAT 4
Inspiring Resilience FEAT 4
Knock Sense FEAT 4
Light of RevelationFEAT 4
Sun BladeFEAT 4
6th Level
Corrupted ShieldFEAT 6
The damage the attacker takes increases to 2d6 at 11th level and 3d6 at 16th level.
Shield Wall FEAT 6
8th Level
Impassible Wall Stance FEAT 8
Sacrifice Armor FEAT 8
Sense DefilingFEAT 8
10th Level
Elemental Blade ArmamentFEAT 10
Elemental Light FEAT 10
Litany against EvilFEAT 10
Litany of Self-InterestFEAT 10
Resilient TouchFEAT 10
12th Level
Amplifying TouchFEAT 12
Enforce Oath FEAT 12
You stop Enforcing your Oath once the chosen creature is reduced to 0 Hit Points or offers a legitimate surrender to you or your allies. You immediately stop Enforcing your Oath if you are unconscious or if the chosen creature goes unnoticed by you for more than 1 minute. You can also stop Enforcing your Oath at any time during your turn as a free action.
Miraculous Intervention FEAT 12
Necromantic DeflectionFEAT 12
Pale MountFEAT 12
14th Level
Anchoring AuraFEAT 14
Aura of VengeanceFEAT 14
Greater InterposeFEAT 14
Litany of RighteousnessFEAT 14
Magicbane AuraFEAT 14
16th Level
Auspicious MountFEAT 16
- It gains the elemental, or dragon trait—whichever best matches your deity, and its appearance shifts to look more like them. It also gains the holy trait or the unholy trait if you are sanctified.
- Its Intelligence modifier increases by 2 and its Wisdom modifier by 1.
- Its proficiency rank in Religion increases to expert.
- It can speak the language associated with your deity (such as Susurran, Petran, Pyric, or Thalassic).
- Its maximum Hit Points increase by 20, increasing to 25 at 18th level and 30 at 20th level. If the mount has the holy trait, the extra HP increase by 5, and the mount gains weakness 5 to unholy. If it has the unholy trait, the extra HP increase by 5, and the mount gains weakness 5 to holy.
- It gains wings that grant it a fly Speed equal to its land Speed.
18th Level
Dragon FormFEAT 18
Elemental FormFEAT 18
20th Level
Aura of Unbreakable virtueFEAT 20
Banishing Blow FEAT 20
Elemental Blade ParagonFEAT 20
In addition, you can change the rune you’ve selected for the day to a different rune from your list as a single action that has the concentrate and divine traits. Changing the rune doesn’t restore abilities that can be used only a limited number of times.
Everdistant DefenseFEAT 20
Cleric
During Combat Encounters...
If you’re a warpriest, you balance between casting spells and attacking with weapons— typically the favored weapon of your element. If you’re a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your outlook, you get extra spells to heal your allies or harm your enemies.
While Exploring...
You detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.
In Downtime...
You might perform services at a temple, travel to spread the word of your element or sorcerer-monarch, research scripture, celebrate holy days, or even found a new temple.
You Might...
- Visit the temples sacred to your element or in your city-state and have an immediate affinity with other worshipers of your element or other templars.
- Follow the beliefs and guidance of your element or uphold the laws of your city-state.
- Cooperate with your allies, provided they don’t ask you to go against your element or sorcerer-king.
Others Probably...
- Find your devotion impressive, even if they don’t understand it.
- Expect you to heal their wounds.
- Rely on you to interact with other spiritual figures
Table 3-6: Cleric Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, elemental power or sorcerer-monarch, cleric spellcasting, divine font, doctrine |
2 |
Cleric feat, skill feat |
3 |
2nd-rank spells, general feat, second doctrine, skill increase |
4 |
Cleric feat, skill feat |
5 |
3rd-rank spells, ancestry feat, perception expertise, skill increase |
6 |
Cleric feat, skill feat |
7 |
4th-rank spells, general feat, skill increase, third doctrine |
8 |
Cleric feat, skill feat |
9 |
5th-rank spells, ancestry feat, resolute faith, skill increase |
10 |
Cleric feat, skill feat |
11 |
6th-rank spells, fourth doctrine, general feat, lightning reflexes, skill increase |
12 |
Cleric feat, skill feat |
13 |
7th-rank spells, ancestry feat, divine defense, skill increase, weapon specialization |
14 |
Cleric feat, skill feat |
15 |
8th-rank spells, fifth doctrine, general feat, skill increase |
16 |
Cleric feat, skill feat |
17 |
9th-rank spells, ancestry feat, skill increase |
18 |
Cleric feat, skill feat |
19 |
Final doctrine, general feat, miraculous spell, skill increase |
20 |
Cleric feat, skill feat |
Class Changes
Elemental Power or Sorcerer-Monarch
As a cleric, you are a mortal servitor of an elemental power or sorcerer-monarch you revere above all others. You may choose from the elements of Air, Earth, Fire, or water or the paraelements of Magma, Rain, Silt, or Sun. The Templars (clerics of the sorcerer monarchs) choose from either Abalach-Re, Andropinis, Dregoth, Hamanu, Kalak, Lalali-Puy, Nibenay, or Tectuktitlay. These spiritual powers appear on pages 17-23, along with their benefits you get for being a cleric of that spiritual power. Your spiritual power grants you the trained proficiency rank in one skill and with the power's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.
Your spiritual power also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.
Sanctification
Depending on your faith, its sanctification can make you holy or unholy. This gives you the holy or unholy trait, which commits you to one side of a struggle over the lives of Athas and may be referenced in other abilities. If you “can be” holy or unholy according to your faith, you make that choice, and if you “must be” holy or unholy you gain the trait automatically. If you gain the opposing trait in some way, you lose the previous trait until you complete an atone ritual.
Anathema
Acts fundamentally opposed to your spiritual powers ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your spiritual power remove you from your power's good graces.
Casting spells opposed to your element is always anathema to the elemental lords and would interfere with your connection to your elemental lord.
If you perform enough acts that are anathema to your spiritual power, or your Sorcerer-monarch dies, you lose the magical abilities that come from your connection to your spiritual power. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual. For those templars that have a sorcerer-monarch die it is possible to pledge your loyalty to a new sorcerer-monarch.
Cleric Feats
At each level that you gain a cleric feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. The feats listed below are new or updated cleric feats.
1st Level
False FaithFEAT 1
This ability applies to the religious symbol of only one power at a time—making a different religious symbol work in this fashion requires another hour of prayer and causes the old one to cease functioning. You can always use a religious symbol of your sorcerer-king without affecting this ability.
2nd Level
Resilient MindFEAT 2
4th Level
Prayer-Touched Weapon FEAT 4
Sun Light FEAT 10
Enemy creatures in the area must succeed at a Will save equal to your class DC or spell DC (whichever is higher) or become dazzled for 1 round.
14th Level
Purifying Breeze FEAT 14
20th Level
Dance of Intercession FEAT 20
Denier of Destruction FEAT 20
Emblazon Divinity FEAT 20
You can select a different benefit for each emblazoned symbol, chosen from any you have from Emblazon Armament or other feats such as Emblazon Energy or Emblazon Antimagic.
Druid
During Combat Encounters...
You call upon the forces of nature to defeat your enemies and protect your allies. You cast spells that draw upon primal magic to protect yourself and your friends, heal their wounds or summon deadly animals to fight at your side. Depending on your bond to nature, you might call upon powerful elemental magic or change shape into a terrifying beast.
While Exploring...
Your nature skills are invaluable. You track down enemies, navigate the wilderness, and use spells to detect magical auras around you. You might even ask wild animals to lend their extraordinary senses and scouting abilities to your group
In Downtime...
You might craft magic items or potions. Alternatively, your tie to nature might lead you to tend a wilderness area, befriending beasts and healing the wounds caused by civilization. You might even teach sustainable farming and animal husbandry techniques that allow others to subsist off the land without harming the natural balance
You Might...
- Have a deep and meaningful respect for the power of nature.
- Be in constant awe of the natural world, eager to share it with others but wary of their influence upon it.
- Treat plants and animals as allies, working with them to reach your goals.
Table 3-7: Druid Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, druid spellcasting, anathema, druidic order, Shield Block, voice of nature, Wildsong |
2 |
Druid feat, skill feat |
3 |
2nd-rank spells, fortitude expertise, general feat, perception expertise, skill increase |
4 |
Druid feat, skill feat |
5 |
3rd-rank spells, ancestry feat, reflex expertise, skill increase |
6 |
Druid feat, skill feat |
7 |
4th-rank spells, expert spellcaster, general feat, skill increase |
8 |
Druid feat, skill feat |
9 |
5th-rank spells, ancestry feat, skill increase |
10 |
Druid feat, skill feat |
11 |
6th-rank spells, general feat, skill increase, weapon expertise, wild wildpower |
12 |
Druid feat, skill feat |
13 |
7th-rank spells, ancestry feat, medium armor expertise, skill increase, weapon specialization |
14 |
Druid feat, skill feat |
15 |
8th-rank spells, general feat, master spellcaster, skill increase |
16 |
Druid feat, skill feat |
17 |
9th-rank spells, ancestry feat, skill increase |
18 |
Druid feat, skill feat |
19 |
General feat, legendary spellcaster, primal hierophant, skill increase |
20 |
Druid feat, skill feat |
Others Probably...
- View you as a representative of nature and are sure you can control it.
- Assume you’re a recluse who avoids society and cities and prefers to live in the wild.
- Consider you a mystic, similar to a priest, but answering only to the forces of nature.
Druid Feats
At each level that you gain a druid feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. The feats listed below are new or updated druid feats.
12th Level
Necromantic DeflectionFEAT 12
Cactus Skin FEAT 12
When an adjacent creature damages you with piercing or slashing damage, it must succeed at a Fortitude save against your class DC or become stupefied 1 (or stupefied 2 on a critical failure) until the end of its next turn.
These benefits last until you’re no longer polymorphed into a plant.
20th Level
Apex CompanionFEAT 20
Fighter
During Combat Encounters...
You strike with unmatched accuracy and use specialized combat techniques. A melee fighter stands between allies and enemies, attacking foes who try to get past. A ranged fighter delivers precise shots from a distance.
While Exploring...
You keep up your defenses in preparation for combat and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.
In Downtime...
You might perform manual labor or craft and repair armaments. If you know techniques you no longer favor, you might train yourself in new ones. If you’ve established your reputation, you might build an organization or a stronghold of your own
You Might...
- Know the purpose and quality of every weapon and piece of armor you own.
- Recognize that the danger of an adventurer’s life must be balanced out with great revelry or ambitious works.
- Have little patience for puzzles or problems that require detailed logic or study
Others Probably...
- Find you intimidating until they get to know you—and maybe even after they get to know you.
- Expect you’re all brawn and no brains.
- respect your expertise in the art of warfare and value your opinion on the quality of armaments.
Table 3-8: Fighter Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, Reactive strike, fighter feat, Shield Block |
2 |
Fighter feat, skill feat |
3 |
Bravery, general feat, skill increase |
4 |
Fighter feat, skill feat |
5 |
Ancestry feat, fighter weapon mastery, skill increase |
6 |
Fighter feat, skill feat |
7 |
Battlefield surveyor, general feat, skill increase, weapon specialization |
8 |
Fighter feat, skill feat |
9 |
Ancestry feat, battle hardened, combat flexibility, skill increase |
10 |
Fighter feat, skill feat |
11 |
Armor expertise, fighter expertise, general feat, skill increase |
12 |
Fighter feat, skill feat |
13 |
Ancestry feat, skill increase, weapon legend |
14 |
Fighter feat, skill feat |
15 |
General feat, greater weapon specialization, improved flexibility, skill increase, tempered reflexes |
16 |
Fighter feat, skill feat |
17 |
Ancestry feat, armor mastery, skill increase |
18 |
Fighter feat, skill feat |
19 |
General feat, skill increase, versatile legend |
20 |
Fighter feat, skill feat |
Fighter Feats
At each level that you gain a fighter feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. The feats listed below are new or updated fighter feats.
1st Level
Agile Shield Grip FEAT 1
4th Level
Flip FEAT 4
Inured to AlchemyFEAT 4
Knock Sense FEAT 4
6th Level
Pain ToleranceFEAT 4
Shield Wall FEAT 6
8th Level
Warrior's Retaliation FEAT 8
10th Level
Dazzling Display FEAT 10
20th Level
Reflecting Riposte FEAT 20
Investigator
During Combat Encounters...
Your keen insights regarding your foes make you more dangerous than your physical strength would suggest. After spending a moment to study your enemies, your perceptiveness allows you to act quickly, striking them where it hurts most. You often assist tougher members of your party, wisely protecting yourself while providing vital aid.
While Exploring...
You look for clues in your environment. You often prove yourself to be a valuable ally by serving as a party scout, analyzing the intricacies of puzzles or mysterious phenomena, and pursuing leads that could reveal beneficial information.
In Downtime...
You study up on subjects new and old, make new allies you can share information with, and pursue hobbies that keep your active mind satisfied. You might make a bit of coin on the side working as a private detective or consulting with the local constabulary.
You Might...
- Start asking questions—including several that are quite involved—immediately after you’re presented with a conundrum.
- Strive to uncover the deeper meanings behind anything you encounter and to identify the social machinations that truly drive events behind the scenes.
- Get so involved in a case that you ignore other matters, deeming them trivial.
Table 3-9: Investigator Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, on the case, Devise a Stratagem, methodology, investigator feat, strategic strike 1d6 |
2 |
Investigator feat, skill feat |
3 |
General feat, keen recollection, skill increase, skillful lesson |
4 |
Investigator feat, skill feat, skill increase |
5 |
Ancestry feat, skill increase skillful lesson, strategic strike 2d6, weapon expertise |
6 |
Investigator feat, skill feat, skill increase |
7 |
General feat, skill increase, skillful lesson, vigilant senses, weapon specialization |
8 |
Investigator feat, skill feat, skill increase |
9 |
Ancestry feat, great fortitude, investigator expertise, skill increase, skillful lesson, strategic strike 3d6 |
10 |
Investigator feat, skill feat, skill increase |
11 |
Deductive improvisation, general feat, resolve, skill increase, skillful lesson |
12 |
Investigator feat, skill feat, skill increase |
13 |
Ancestry feat, incredible senses, light armor expertise, skill increase, skillful lesson, strategic strike 4d6, weapon mastery |
14 |
Investigator feat, skill feat, skill increase |
15 |
Evasion, general feat, greater weapon specialization, skill increase, skillful lesson |
16 |
Investigator feat, skill feat, skill increase |
17 |
Ancestry feat, greater resolve, skill increase, skillful lesson, strategic strike 5d6 |
18 |
Investigator feat, skill feat, skill increase |
19 |
General feat, light armor mastery, master detective, skill increase, skillful lesson |
20 |
Investigator feat, skill feat, skill increase |
Others Probably...
- Find the cascades of information you spout forth extremely helpful, if difficult to fully comprehend.
- Get a bit annoyed that you’re such a know-it-all.
- Rely on you to solve mysteries, puzzles, or other challenges requiring intellectual curiosity and reasoning.
Class Changes
Methodology
Alchemical Sciences
Empiricism
Many investigator's pursue the methodology of Empiricism. This methodology is common.
Forensic Medicine
Many city-states will hire an Investigator that pursues forensic medicine. This methodology is common.
Interrogation
Many templar's in the city-states have an investigator on hand that pursues the methodology of interrogation. This methodology is common.
Investigator Feats
At each level that you gain an investigator feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. The feats listed below are new or updated investigator feats.
4th Level
Merchant House Initiate FEAT 4
8th Level
Merchant House Veteran FEAT 8
Unseen Passage FEAT 8
20th Level
All The Time In The World FEAT 8
Kineticist
During Combat Encounters...
Elemental magic surges from you throughout the fight. Without any restrictions on how often you can use your abilities, you become a reliable slinger of magic. You can develop powers you can use in a variety of situations... or you can choose just a few favorite attacks you use repeatedly
While Exploring...
Your innate connection to the elements hones your awareness of the natural world. In an environment full of an element you can channel, you’re unparalleled, with the ability to repeatedly manipulate the element around you.
In Downtime...
You could commune with the elements or practice your control over your kineticist powers. Through retraining, you can realign the flow of your kinetic gate to perfect different manifestations of your element.
You Might...
- Have a conflicted relationship with the kinetic gate that fuels your kineticist magic, possibly because it manifested at a traumatic point in your past.
- Struggle with controlling and understanding your elemental powers.
- Form a kinship with elemental creatures or feel at home in areas strong with your element.
Table 3-10: Kineticist Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, kinetic gate, kinetic aura, impulses (Elemental Blast, Base Kinesis), kineticist feat |
2 |
Kineticist feat, skill feat |
3 |
Extract Element, general feat, skill increase, Will expertise |
4 |
Kineticist feat, skill feat |
5 |
Ancestry feat, gate's threshold, skill increase |
6 |
Kineticist feat, skill feat |
7 |
General feat, kinetic durability, kinetic expertise, skill increase |
8 |
Kineticist feat, skill feat |
9 |
Ancestry feat, gate's threshold, perception expertise, skill increase |
10 |
Kineticist feat, skill feat |
11 |
General feat, kinetic quickness, reflow elements, skill increase, weapon expertise |
12 |
Kineticist feat, skill feat |
13 |
Ancestry feat, gate's threshold, light armor expertise, skill increase, weapon specialization |
14 |
Kineticist feat, skill feat |
15 |
General feat, greater kinetic durability, kinetic mastery, skill increase |
16 |
Kineticist feat, skill feat |
17 |
Ancestry feat, double reflow, gates' threshold, skill increase |
18 |
Kineticist feat, skill feat |
19 |
Final gate, general feat, kinetic legend, light armor mastery, skill increase |
20 |
Kineticist feat, skill feat |
Others Probably...
- Find your ability to keep calling on more and more elemental power truly astonishing.
- Defer to you in all matters related to your element, from the smallest tasks to the politics of the elemental planes.
- Worry you’ll consume yourself with elemental magic or lose control of its primal forces.
Class Changes
Kinetic Gate
The plane of wood and metal do not exist in Dark Sun.
Dual gate
When choosing to combine elements you select from the paraelements. In Dark Sun you select from Magma (earth and fire), Rain (water and air), Silt (earth and water), and Sun (fire and air). Then, select two 1st-level impulse feats, one with the trait of the first element and one with the trait of the other.
Kineticist Feats
At every level that you gain a kineticist feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. Wood and Metal impulses are not available on Dark Sun.
Elemental Impulses: When you gain a kineticist feat, you can either select one from the feats available to all kineticists or select an impulse feat for one of your kinetic elements: air, earth, fire, or water. You can also choose a composite impulse if you can channel all the kinetic elements it requires.
Composite Impulses
4th Level
Ice pinions FEAT 4
Ice Strike FEAT 4
Lava Leap FEAT 4
The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn.
Living Sunlight FEAT 4
When you make an air or fire ranged Elemental Blast, you can have it come from the mass of light instead of you, flinging burning rays of light. This blast deals an additional 1d6 fire damage. Each time you do this, the size of your ball of light is reduced by one 5-foot square. If all the squares are removed, the impulse ends.
Silt Stream FEAT 4
Sun Rays FEAT 4
6th Level
Consume Power FEAT 6
Dash of Rain FEAT 6
Alternatively, you can add the rain to a dish of food being prepared for up to six people. Creatures who partake in the meal gain the benefits. The herbs’ healing effects wear off if not eaten within an hour, though their flavor remains.
Magma Barricade FEAT 6
8th Level
Conductive Sphere FEAT 8
When you conjure the sphere and the first time you Sustain the impulse on subsequent rounds, you can either have it Fly up to 20 feet or deal 1d12 electricity damage to an adjacent creature with a basic Reflex save against your class DC.
Magma Skin FEAT 8
This impulse lasts for 10 minutes, but each time the target takes physical damage, the duration decreases by 1 minute. The target is temporarily immune to this impulse for 1 hour. If you use Spike Skin again, any previous one ends.
Silt Retch FEAT 8
Solar Radiation FEAT 8
12th Level
Rain of Magma FEAT 12
18th Level
Beasts of slumbering cloud FEAT 18
The mounts have AC 40, Fortitude +30, Reflex +30, Will +25, and 180 Hit Points. They’re mindless and immune to bleed, healing, paralyzed, poison, and sleep. They can’t attack. They remain for 1 minute or until you use this impulse again. You can use this impulse as a 1-minute exploration activity to make the duration 1 hour, but this halves the mounts’ defenses and HP.
Magma Hell FEAT 18
Each creature that fails its save is covered in stone, becoming immobilized until it Escapes (the DC is your class DC); a creature that critically failed is also off-guard as long as it’s covered.
The hell remains until the end of your next turn, but you can Sustain it up to 1 minute. Using this impulse again ends any previous one. The first time you Sustain it each round, the magma reignites. Each creature in the area takes 3d12 fire damage with a basic Reflex save against your class DC.
Squares in the area are hazardous terrain. A creature takes 6 fire damage for every square of the area it moves through.
Monk
During Combat Encounters...
You speed into the fray, dodging or leaping past obstacles with acrobatic maneuvers. You strike opponents in a rapid flurry of attacks, using your bare fists or wielding specialized weapons that you mastered during your monastic training. Stances let you change up your combat style for different situations, and ki abilities allow you to perform mystic feats like healing yourself and soaring through the air.
While Exploring...
You climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually stay toward the outside of the group to protect more vulnerable members, and you’re well suited to looking for danger or moving stealthily.
In Downtime...
You diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.
You Might...
- Maintain a regimen of physical training and meditation.
- Face adversity with a calm and measured approach, never panicking or succumbing to despair.
- Look to the future for ways you can improve, while remaining at peace with your present self.
Others Probably...
- Marvel at your feats of physical prowess.
- Think you’re more than a bit uptight, given your vows and tenets.
- Come to you for philosophical advice.
Table 3-10: Monk Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, flurry of blows, monk feat, powerful fist |
2 |
Monk feat, skill feat |
3 |
General feat, incredible movement +10 feet, mystic strikes, skill increase |
4 |
Monk feat, skill feat |
5 |
Alertness, ancestry feat, expert strikes, skill increase |
6 |
Monk feat, skill feat |
7 |
General feat, incredible movement +15 feet, path to perfection, skill increase, weapon specialization |
8 |
Monk feat, skill feat |
9 |
Ancestry feat, metal strikes, monk expertise, skill increase |
10 |
Monk feat, skill feat |
11 |
General feat, incredible movement +20 feet, second path to perfection, skill increase |
12 |
Monk feat, skill feat |
13 |
Ancestry feat, graceful mastery, master strikes, skill increase |
14 |
Monk feat, skill feat |
15 |
General feat, greater weapon specialization, incredible movement +25 feet, skill increase, third path to perfection |
16 |
Monk feat, skill feat |
17 |
Adamantine strikes, ancestry feat, graceful legend, skill increase |
18 |
Monk feat, skill feat |
19 |
General feat, incredible movement +30 feet, perfect form, skill increase |
20 |
Monk feat, skill feat |
Class Changes
The below changes represent monks in Dark sun.
Table 3-11: Monk Unarmed Attacks
Attack |
Damage |
Group |
Traits |
---|---|---|---|
Dagorran jaw |
1d8 P |
Brawling |
Agile, backstabber, finesse, nonlethal, unarmed |
Drake tail |
1d10 B |
Brawling |
Backswing, nonlethal, unarmed |
Erdlu wing |
1d6 B |
Brawling |
Agile, finesse, nonlethal, unarmed |
Falling stone |
1d8 B |
Brawling |
Forceful, nonlethal, unarmed |
Iron sweep |
1d8 B |
Brawling |
nonlethal, parry, sweep, unarmed |
Kirre claw |
1d8 S |
Brawling |
Agile, finesse, nonlethal, unarmed |
Lashing branch |
1d8 S |
Brawling |
Agile, finesse, nonlethal, unarmed |
Wind crash |
1d6 S |
Brawling |
Agile, nonlethal, propulsive, unarmed |
Monk Feats
Every level at which you gain a monk feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.
1st Level
Dagorran Stance FEAT 1
If you’re flanking a target while in Dagorran Stance, your dagorran jaw unarmed attacks also gain the trip trait.
Drakes Stance FEAT 1
Erdlu Stance FEAT 1
While in Erdlu Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
Feylaar Stance FEAT 1
While in this stance, the only Strikes you can make are feylaar slam unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the backswing, forceful, grapple, nonlethal, and unarmed traits.
While you are in Feylaar Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead.
Kirre Stance FEAT 1
As long as your Speed is at least 20 feet while in Kirre Stance, you can Step 10 feet.
Rain of Embers Stance FEAT 1
While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1).
6th Level
Blazing Talon Surge FEAT 6
Dagorran Drag FEAT 6
Drake Roar FEAT 6
After you use Drake Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Drake Stance. Creatures in the area of your roar are then temporarily immune for 1 minute.
Erdlu Flutter FEAT 6
Feylaar Pound FEAT 6
Special If you have this feat, while you are in Feylaar Stance, you gain a climb Speed of 15 feet.
Kirre Slash FEAT 6
8th Level
Floater Stance FEAT 8
While in Floater Stance, you gain a +2 circumstance bonus to Reflex saves and on checks to Escape and Squeeze.
10th Level
Entwined Energy Qi FEAT 10
Special At the GM's discretion, this feat can alter other ki spells.
Wronged Monk's Wrath FEAT 10
12th Level
Sense Qi FEAT 12
14th Level
Explosive Death Drop FEAT 14
16th Level
Electric counter FEAT 16
Special This feat has the trait corresponding to the tradition of qi spells you cast, either divine or occult.
18th Level
Effortless Reach FEAT 18
Oracle
During Combat Encounters...
You draw upon your mystery to empower yourself in combat, balancing miraculous effects with the increasing severity of your curse as conflicting divine demands overtax your physical body. You cast spells to aid your allies and devastate your foes, or depending on your mystery, you might wade into battle yourself.
While Exploring...
You recenter yourself to bring the terrible metaphysical conflicts causing your curse back under control so you can draw upon your mystery’s power again later. You remain aware of supernatural forces acting around you, perhaps peeking into the future to gain insights.
In Downtime...
You might seek to learn more about your mystery and the divine wellsprings that fuel your power. Associating with others interested in the subject of your mystery can make it easier to live with your curse. You could associate with an organized religion or even start your own faithful following devoted to your mystery.
You Might...
- View your oracular powers as a blessing, a curse, or both.
- Push yourself to the limits of what you can withstand to work great acts of magic.
- Rely on magical items to provide a pool of safer and more reliable magic.
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, divine spellcasting, spell repertoire, mystery |
2 |
Oracle feat, skill feat |
3 |
2nd-rank spells, general feat, signature spells, skill increase |
4 |
Oracle feat, skill feat |
5 |
3rd-rank spells, ancestry feat, skill increase |
6 |
Oracle feat, skill feat |
7 |
4th-rank spells, expert spellcaster, general feat, resolve, skill increase, |
8 |
Oracle feat, skill feat |
9 |
5th-rank spells, ancestry feat, magical fortitude, skill increase |
10 |
Oracle feat, skill feat |
11 |
6th-rank spells, alertness, general feat, major curse, skill increase, weapon expertise |
12 |
Oracle feat, skill feat |
13 |
7th-rank spells, ancestry feat, light armor expertise, lightning reflexes, skill increase, weapon specialization |
14 |
Oracle feat, skill feat |
15 |
8th-rank spells, general feat, master spellcaster, skill increase |
16 |
Oracle feat, skill feat |
17 |
9th-rank spells, ancestry feat, extreme curse, greater resolve, skill increase |
18 |
Oracle feat, skill feat |
19 |
General feat, legendary spellcaster, oracular clarity, skill increase |
20 |
Oracle feat, skill feat |
Others Probably...
- Don’t realize your spellcasting draws upon elemental power and instead believe you command stranger—and possibly evil—powers.
- Assume you performed some terrible transgression to become cursed by the elements.
- Admire your determination and the sacrifices you make to perform wondrous acts.
Class Changes
On dark sun the Oracle wields miraculous power from the elemental lords. They have a direct connection to the elemental and paraelemental planes.
Mystery
An oracle wields elemental power, either from the elemental or paraelemental planes. This power could come from a potent concept or ideal, the attention of an elemental lord whose area of concern is a specific element, or a direct and dangerous conduit to raw elemental power. This is the oracle’s mystery, a source of elemental magic not beholden to any elemental power.
Choose the mystery that empowers your magic. Your mystery grants you special spells called revelation spells and might later grant you divine domain spells. It dictates the effects of your oracular curse, adds an additional cantrip to your repertoire, and gives you one or more trained skills. Drawing insight and power from the collective divine influences that fuel your magic also provides you with a special benefit.
The following oracle mysteries are available in Dark sun.
Ash: You see all things in the world as little more than fleeting and temporary, waiting to be purified into their base essence: the ash left behind after a burning fire.
Flames: You dance with fire and do your best to remain unscorched by it.
Frost: Ice encrusts your heart, and cold pulses through your veins.
Life: The teeming energies of life flow through you out into the world.
Mountain: Your soul is linked to the awesome might of towering mountains.
Radiance: The light is the purveyor of truth, and the truth is inescapable.
Tempest: Wind, waves, and storms rage at your beck and call.
Mysteries
Choose the elemental mystery that fuels your mystical power. Your mystery might represent a devotion to an elemental lord with power over the element of your mystery, or a conduit to raw elemental energy.
Whatever its origin and nature, your mystery determines the revelation spells you can cast and the oracular curse that overtakes your body when you do. You learn skills related to that mystery, gain access to a cantrip, and gain a special benefit drawn from the combined divine knowledge and experience of your mystery.
Reading a Mystery Entry
A mystery entry contains the following information, followed by a description of that mystery’s curse.
Ash
You see all things in the world as little more than fleeting and temporary, waiting to be purified into their base essence: the ash left behind after a burning fire. While you understand fire is a necessary part of this process, you see fire mostly as a tool to achieve final purity, not a goal. You have much in common with oracles with the flames mystery, but you may consider them to be short-sighted, or at best simply lacking in understanding of the truths that their burning fires impart.
You might see ash as the only true representation of the impermanent nature of life and its pointless existence. Alternatively, you may see the benefit ash can have on soils and farmlands as part of a larger cycle of death and rebirth.
Mystery Skill Nature
Oracle Feat Whispers of Weakness
Curse of Creeping Ashes
Your body is slowly being consumed by the fires of your internal power, purifying you with each passing day. You are occasionally wracked with dry, wheezing coughs, and wherever you go you leave behind a fine trace of ash that falls from your body. When you have the cursebound condition, you are enfeebled with a value equal to your cursebound value, and you take a status penalty to perception checks equal to your cursebound value as ash floods your vision..
Flames
Fire lives at the center of the world, the center of the sun, and the center of civilization. You might revere this elemental force, siphon power from the Elemental Plane of Fire, or the Paraelemental Plane of Sun.
Mystery Skill Acrobatics
Oracle Feat Foretell Harm
Curse of Engulfing Flames
Frost
Ice encrusts your heart, and cold pulses through your veins. No matter where you go, or what you do, subzero temperature clings to you as a vessel of the cold. You draw your powers from the heart of the Paraelemental Plane of Rain, the fierce power of ice shall be known by your presence.
Mystery Skill Crafting
Oracle Feat Foretell Harm
CURSE OF ICY STEPS
Life
The never-ending flow of vitality within living beings is palpable to you. You might uphold the sanctity of life, or perhaps you seek to undermine it. You draw power from the Elemental Plane of Water.
Mystery Skill Medicine
Oracle Feat Nudge the Scales
Curse of Outpouring Life
Mountain
Your soul is linked to the awesome might of towering mountains. You have a direct connection with the Elemental Plane of Earth. You yourself are a holy peak, and your powers manifest as such.
Mystery Skill Athletics
Oracle Feat Moutain's Endurance
CURSE OF THE ANCIENT SUMMIT
Radiance
The light is the purveyor of truth, and the truth is inescapable. You carry light with you as a great warrior would wield a weapon, though perhaps it burns you greater than any mortal weapon could hope to wound you. You found the guiding light from the Paraelemental Plane of Sun. The light will shine as long as you walk with it by your side.
Mystery Skill Arcana
Oracle Feat Foretell Harm
CURSE OF UNSUPRESSABLE BRILLIANCE
Tempest
The fury of the wind and waves pounds in your heart, whether your power flows from natural storms, a conduit to the elemental Planes of Air, Water, or paraelemental Plane of Rain.
Mystery Skill Nature
Oracle Feat Foretell Harm
Curse of inclement headwinds
The weather seems to always oppose you in ways large and small. Even when you are calm and at rest, your hair and clothing are inconveniently blown about by gentle winds, you are slightly damp from the faintest drizzle, and your touch often comes with a static shock. When you have the cursebound condition, you are opposed by the elements, with the following effects.
Oracle Feats
At every level that you gain an oracle feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.
1st Level
Mountain's Endurance FEAT 10
10th Level
Trial by Skyfire FEAT 10
Psychic
During Combat Encounters...
You rely on your collection of psionic cantrips as a mainstay, choosing where and when to amplify them for maximum effect. You weave your more conventional powers into the fray where more complex psionics are needed, unleashing your mind’s full potential in a blaze of power when the time is right.
While Exploring...
You keep your mind’s eye open for the many paranormal threats that those who are less sensitive might not detect. Typically, you either scan for magic or investigate for psychic impressions, veiled thoughts, and wandering spirits.
In Downtime...
You strive to learn more about the depths of the mind, seeking out new psionics and phenomena to uncover, knowing that as you gain a deeper understanding of yourself, you can access more of the power within. You test the limits of your adaptability by retraining to fit your evolving understanding of your potential.
You Might...
- Show a preference for learning, meditation, dreams, or other intangible manifestations of thought over the immediacy of the physical world.
- Learn new things about yourself, just when you thought you knew it all.
Table 3-13: Psychic Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, psychic spellcasting, spell repertoire, psi cantrips and psi amps, unleash Psyche, subconscious mind, conscious mind |
2 |
Psychic feat, skill feat |
3 |
2nd-rank spells, general feat, signature spells, skill increase |
4 |
Psychic feat, skill feat |
5 |
3rd-rank spells, ancestry feat, clarity of focus, precognitive reflexes, skill increase |
6 |
Psychic feat, skill feat |
7 |
4th-rank spells, expert spellcaster, general feat, skill increase, |
8 |
Psychic feat, skill feat |
9 |
5th-rank spells, ancestry feat, great fortitude, skill increase |
10 |
Psychic feat, skill feat |
11 |
6th-rank spells, extrasensory perception, general feat, skill increase walls of will, weapon expertise |
12 |
Psychic feat, skill feat |
13 |
7th-rank spells, ancestry feat, personal barrier, skill increase, weapon specialization |
14 |
Psychic feat, skill feat |
15 |
8th-rank spells, general feat, master spellcaster, skill increase, |
16 |
Psychic feat, skill feat |
17 |
9th-rank spells, ancestry feat, fortress of will, skill increase |
18 |
Psychic feat, skill feat |
19 |
General feat, infinite mind, legendary spellcaster, skill increase |
20 |
Psychic feat, skill feat |
- Think of your psionics as so much a part of you that you use it even when normal methods suffice, perhaps preferring to communicate via mental messages or levitating an object to a companion at the opposite end of a table.
Others Probably...
- Are awed by your mental abilities, especially when your psyche is unleashed.
- Have difficulty understanding that the magic you perform with your mind comes from the same source as more conventional spellcasting.
- Wonder if you might be a monster in disguise, possessed by spirits, or have some other unusual reason for your strange powers.
Psychic Warrior
KEY ATTRIBUTE STRENGTH OR DEXTERITY |
---|
At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity. |
HIT POINTS 8 plus your Constitution modifier |
---|
You increase your maximum number of HP by this number at 1st level and every level thereafter |
During Combat Encounters...
You channel psionics through your weapon or body to hit enemies with a powerful attack and spell combination. Because your spells per day are limited, you often rely on trusty, carefully chosen cantrips and focus spells. When necessary, you know how to win a fight without psionics.
While Exploring...
Your flexibility means you might look for psychic auras, remain on guard, or even sneak around. Your ability to fill different niches means that your role often depends on the talents of the other members of your group.
In Downtime...
You split your time between psychic pursuits, like researching psionics and crafting items, and martial practice, such as retraining combat abilities to learn new techniques.
Table 3-14: Psychic Warrior Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, conflux psionics, hybrid study, psychic spellcasting, psionic cascade, psystrike |
2 |
Psychic warrior feat, skill feat |
3 |
2nd-rank spells, general feat, skill increase, unlimited signature spells |
4 |
Psychic warrior feat, skill feat |
5 |
3rd-rank spells, ancestry feat, lightning reflexes, skill increase, weapon expertise |
6 |
Psychic warrior feat, skill feat |
7 |
4th-rank spells, general feat, skill increase, studious spells, weapon specialization |
8 |
Psychic warrior feat, skill feat |
9 |
5th-rank spells, alertness, ancestry feat, expert spellcaster, resolve, skill increase |
10 |
Psychic warrior feat, skill feat |
11 |
6th-rank spells, general feat, medium armor expertise, skill increase |
12 |
Psychic warrior feat, skill feat |
13 |
7th-rank spells, ancestry feat, skill increase, weapon mastery |
14 |
Psychic warrior feat, skill feat |
15 |
8th-rank spells, general feat, greater weapon specialization, juggernaut, skill increase, |
16 |
Psychic warrior feat, skill feat |
17 |
9th-rank spells, ancestry feat, master spellcaster, medium armor mastery, skill increase |
18 |
Psychic warrior feat, skill feat |
19 |
Double psystrike, general feat, skill increase |
20 |
Psychic warrior feat, skill feat |
You Might...
- Continually refine your psionics and item selections to suit your personal style or prepare battle plans and psychic lists for a variety of situations.
- Socialize with scholars of psionics and veteran combatants alike, seeking out masters to teach you new techniques.
- Overreach with ambitious plans that pull you in too many directions at once.
Others Probably...
- Wonder how you can keep on top of two disparate disciplines at the same time.
- Believe you have a broad enough skill set to take care of yourself in most situations.
Class Changes
The abilities listed below apply to the psychic warrior which is a reskinned Magus.
Psychic Spellcasting
You study psionics so you can combine them with your attacks or solve problems that strength of arms alone can’t handle. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you’re a psychic warrior, you can draw replacement sigils with the tip of your weapon or your free hand for psionics requiring material components, replacing them with somatic components instead of needing a material component pouch.
At 1st level, you can prepare one 1st-rank spell and five cantrips each morning from the spells in your repertoire (see below). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
As you increase in level as a psychic warrior, your number of spell slots and the highest rank of spells you can cast from spell slots increase, shown in Table 3–15: Psychic Spells per Day. Because you split your focus between physical training and psionic scholarship, you have no more than two spell slots of your highest rank and, if you can cast 2nd-rank spells or higher, two spell slots of 1 rank lower than your highest spell rank.
Some of your spells require you to attempt a psychic attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your psychic attack rolls and spell DCs use your Intelligence modifier. Details on calculating these statistics appear on page 447 of the Core Rulebook.
Heightening Spells
When you gain spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell’s rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
Cantrips
A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of spell you can cast as a psychic warrior. For example, as a 1st-level psychic warrior, your cantrips are 1st-rank spells, and as a 5th-level psychic warrior, your cantrips are 3rd-rank spells.
Spell Repertoire
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn four 1st-rank occult spells of your choice and eight cantrips from any type of your choice. You can choose the eight cantrips from any spell list.
You choose the 1st-rank spells from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3-15), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select one 2nd-rank spell, and so on. When you add spells, you might add a higher rank version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher ranks.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.
Swapping Spells in your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. If it’s a level at which you lose a set of lower rank slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.
At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a rank you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don’t end up with slots you can’t use. For instance, at 6th level you would need to keep at least one 2nd-rank spell, but all your other spells could be 3rd-rank.
Psystrike
You’ve learned the fundamental psychic warrior technique that lets you combine psychic and physical attacks together. You gain the Psystrike activity.
Psystrike
After you use Psystrike, you can’t do so again until you recharge your Psystrike as a single action, which has the concentrate trait. You also recharge your Psystrike when you cast a conflux psionic that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Psystrike.
Psystrike Specifics
Though the base Psystrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.
One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures.
Reach: The coupled psionic affects the target using the reach of the weapon or unarmed attack you make your Psystrike with. For instance, thunderstrike would affect a creature beyond the reach of your hand if you used a weapon with reach, and frostbite would affect only a creature in your weapon’s reach, even though the spell’s range is longer.
Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, caustic blast would still deal its splash damage to creatures other than the target and tangle vine’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.
Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones.
Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.
Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Psystrike. A spell has to take exactly 1 or 2 actions; you can’t use Psystrike with a spell that takes a free action, reaction, or 3 or more actions.
Spellshape: You typically can’t use spellshape with Psystrike because spellshape requires the next action you take to be Cast a Spell, and Psystrike is a combined activity that doesn’t qualify.
Psionic Cascade
After you wield psionics, you can enter a special stance to make your attacks more effective.
Psionic Cascade
TABLE 3-15: CLASS SPELLS BY LEVEL
Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1 | 5 | 1 | — | — | — | — | — | — | — | — |
2 | 5 | 2 | — | — | — | — | — | — | — | — |
3 | 5 | 2 | 1 | — | — | — | — | — | — | — |
4 | 5 | — | 2 | — | — | — | — | — | — | — |
5 | 5 | — | 2 | 2 | — | — | — | — | — | — |
6 | 5 | — | 2 | 2 | — | — | — | — | — | — |
7 | 5 | — | * | 2 | 2 | — | — | — | — | — |
8 | 5 | — | * | 2 | 2 | — | — | — | — | — |
9 | 5 | — | * | — | 2 | 2 | — | — | — | — |
10 | 5 | — | * | — | 2 | 2 | — | — | — | — |
11 | 5 | — | — | * | — | 2 | 2 | — | — | — |
12 | 5 | — | — | * | — | 2 | 2 | — | — | — |
13 | 5 | — | — | — | * | — | 2 | 2 | — | — |
14 | 5 | — | — | — | * | — | 2 | 2 | — | — |
15 | 5 | — | — | — | * | — | — | 2 | 2 | — |
16 | 5 | — | — | — | * | — | — | 2 | 2 | — |
17 | 5 | — | — | — | * | — | — | — | 2 | 2 |
18 | 5 | — | — | — | * | — | — | — | 2 | 2 |
19 | 5 | — | — | — | * | — | — | — | 2 | 2 |
20 | 5 | — | — | — | * | — | — | — | 2 | 2 |
Any Strike that benefits from this damage gains the occult trait, making it magical.
If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).
Hybrid Study
Your extensive physical training and carefully chosen psionics combine to form a unique and dangerous fighting style that’s more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to Psystrike or Psionic Cascade, and it determines your initial conflux psionic. The hybrid studies presented in this book are as follows.
Inexorable Iron
Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield.
When you enter Psionic Cascade stance and at the start of each of your turns while you’re in that stance, if you’re wielding a melee weapon in two hands, you gain temporary Hit Points equal to half your level (minimum 1 temporary HP).
Conflux Psionic thunderous strike
Laughing Shadow
Psionics are freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of psionics and blade, always one step ahead of your foes, always with a trick up your sleeve.
While in Psionic Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you’re unarmored. If you have a free hand while in the stance and are attacking an off-guard creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn’t apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.
Conflux Psionic dimensional assault
Sparkling Targe
You’ve studied the applications of psionics, training yourself to perform not just offensive maneuvers but defensive tactics as well.
When psychic power flows through you, your shield can block impossible things, even a dragon’s breath or a force barrage.
You gain the Shield Block general feat.
When you’re in Psionic Cascade stance with your shield raised, your circumstance bonus to AC from your shield also applies to your saves against spells and other magical effects. In addition, damage you take as a result of a spell or magical effect while you’re in Psionic Cascade can trigger your Shield Block reaction, even if the damage isn’t physical.
When blocking damage in this way, increase your shield’s Hardness by an amount equal to the extra damage from Arcane Cascade (typically 1, but 2 if you have weapon specialization, or 3 if you have greater weapon specialization). These benefits apply whether you’re using an actual shield, the shield spell, or something else that works like a shield (such as a raised tome if you have the Raise a Tome feat).
Conflux Psionic shielding strike
Starlit Span
With psionics, the sky’s the limit, and you can’t be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.
When you use Psystrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack.
Conflux Psionic shooting star
Twisting Tree
The staff is perhaps one of the simplest of weapons, but this simplicity belies its elegance and versatility. To you, a staff is casting implement and martial weapon alike—the foundation of a fighting style.
While you wield a staff in one hand, the staff adjusts in shape and weight, gaining the agile trait and increasing its damage die size to 1d6. While you wield a staff in both hands, it lengthens, twists, and reshapes, gaining the parry, reach, and trip traits. While you’re in Psionic Cascade stance, you can Interact or Release to change your grip on the weapon as a free action when you Strike with your staff, including Strikes made in a Psystrike. This happens before you roll your attack roll. You can also Interact to change your grip on the staff as a free action triggered at the end of your turn.
Conflux Spell spinning staff
Conflux Psionics
You learn a conflux psionic from your hybrid study, and you can cast additional conflux psionics by selecting certain feats. Conflux psionics are psychic warrior-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point.
You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform a physical regimen. Psychic Warrior conflux psionics appear on pages 280–281.
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.
Unlimited Signature Spells 3rd
All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher rank spell slot, up to the maximum rank of spell you can cast. You can similarly cast any of its lower rank versions without learning them separately.
Studious Spells 7th
Your hybrid study grants you additional spells that can enhance your power in combat. You gain two special 2nd-rank studious spell slots, which can be used to prepare gecko grip, sure strike, water breathing, and an additional spell depending on your hybrid study. You add any spells from this class feature to your spellbook. At 11th level, the extra slots increase to 3rd-rank, and you add haste and an additional spell depending on your hybrid study. At 13th level, the extra slots increase to 4th-rank, and you add fly and an additional spell depending on your hybrid study.
Laughing Shadow 7th: mirror image; 11th: shift blame; 13th:
translocate
Sparkling Targe 7th: resist energy; 11th: warding aggression;
13th: mountain resilience
Starlit Span 7th: darkvision; 11th: wall of wind; 13th:
freedom of movement
Inexorable Iron 7th: enlarge; 11th: earthbind; 13th:
planar seal
Twisting Tree 7th: embed message; 11th: slow; 13th: blink
Psychic Warrior Feats
At every level that you gain a psychic warrior feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.
1st Level
FamiliarFEAT 1
Psionic FistsFEAT 1
At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group.
Psychic Warrior's Analysis FEAT 1
2nd Level
Cantrip ExpansionFEAT 2
Enhanced FamiliarFEAT 2
Expansive PsystrikeFEAT 2
- If your Strike critically fails, the spell is lost with no effect.
- Creatures use their normal defenses against the spell, such as saving throws.
- If the spell lets you select a number of targets, it instead targets only the creature you attacked with your Strike.
- If the spell has an area, the target must be in that area. A burst is centered on a corner of the target’s square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you’re not adjacent to the target (using a reach weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the Strike still targets only one creature.
Force FangFEAT 2
Spell Parry FEAT 2
Spirit SheathFEAT 2
During a Psystrike, you can Interact to draw the weapon before you Cast the Spell. You can draw or return a weapon in a spirit sheath as an Interact action, as can anyone else holding or wearing the clothing that contains the sheath.
A dispel magic spell or similar effect can be used against the spirit sheath to expel the weapon. The counteract check is made against your spell DC and uses the sheath’s counteract rank of 1. The weapon is also expelled if you become unconscious.
4th Level
Devastating Psystrike FEAT 4
Distracting Psystrike FEAT 4
Emergency Targe FEAT 4
spell prepared
Starlit EyesFEAT 4
When you cast shooting star and target a hidden creature, you don’t have to attempt the flat check for targeting a hidden creature with a ranged Strike.
Steady SpellcastingFEAT 4
Striker's SealFEAT 4
You can Cast the Spell from the seal as part of a psystrike, assuming the spell is one you could normally use with Psystrike. You can’t Cast the Spell in any other way while it’s affixed, though you can use Affix a Talisman again to remove the seal and use it as a normal—if a bit scratched—seal.
Student of the StaffFEAT 4
In addition, you can place property runes into a magic staff you prepare, even though a magic staff can’t typically hold property runes. You can’t inscribe runes that can’t be placed on a non-magical staff, nor can you inscribe the shifting rune. When you prepare a staff, you can impart any number of property runes into the staff, up to the limit imposed by your attack potency bonus.
6th Level
Reactive strike FEAT 6
Cascade CountermeasureFEAT 6
Knowledge is PowerFEAT 6
8th Level
Capture Magic FEAT 8
Fused StaffFEAT 8
You can Cast Spells from the staff as part of a Psystrike even when the staff is in weapon form. Otherwise, you can’t cast the staff’s spells while it’s in weapon form.
The fusion lasts until your next daily preparations, though you can spend 10 minutes to separate the two items and meld the staff into a different weapon. The melding works for you alone. A different wielder can use the staff in its current form but can’t transform it, get the benefit of the shared runes, or use its spells for a Psystrike if it’s in weapon form.
Psychic Swipe FEAT 8
If your psychic spell could affect two or more targets, your psychic spell affects whichever foes you hit, not just the first target; otherwise, choose one target to affect with the spell. A Psionic Swipe counts as two attacks for your multiple attack penalty, but the penalty doesn’t increase until after you make both attacks.
If you’re using a weapon that has the sweep trait, its circumstance bonus applies against both targets. You can use this activity with only melee Strikes, even if you have the starlit span hybrid study or a similar ability.
If you use Expansive Psystrike to Psystrike with an area spell, apply the area as described in Expansive Psystrike, choosing one of the creatures you Strike to determine the area and whether the spell fails due to a critically failed Strike. If you use Expansive Psystrike to Psystrike with a targeted spell, the spell is lost completely only if both Strikes are critical failures.
Runic ImpressionFEAT 8
Standby PsionicFEAT 8
10th Level
Cascading Ray FEAT 10
If the spell deals more than one type of energy damage, you choose only one for the ray. This ray has the attack trait, the school and tradition traits of the original spell, and the trait matching the damage type.
Dazzling BlockFEAT 10
Dimensional DisappearanceFEAT 10
Lunging Psystrike FEAT 10
Meteoric Psystrike FEAT 10
Rapid Recharge FEAT 10
Sustaining Steel FEAT 10
If the spell had the void trait, any persistent void damage you have ends automatically, and you can change the damage type from Psionic Cascade to vitality if you wish. (Vitality damage typically damages only undead or other creatures with void healing.)
12th Level
Conflux FocusFEAT 12
Magic SenseFEAT 12
Overwhelming Psystrike FEAT 12
14th Level
Hasted AssaultFEAT 14
Preternatural Parry FEAT 14
Psionic Shroud FEAT 14
16th Level
Dispelling Psystrike FEAT 16
If it hits, you also attempt to counteract a single spell (of your choice) active on the target. The counteract rank is half your level rounded up, and the counteract check modifier is the standard modifier for counteracting with a spell (your Intelligence modifier plus your spellcasting proficiency bonus, plus any bonuses or penalties that specifically apply to counteract checks).
Resounding Cascade FEAT 16
18th Level
Versatile PsystrikeFEAT 18
20th Level
Supreme PsystrikeFEAT 20
Whirlwind Psionic FEAT 20
If you use Expansive Psystrike to Psystrike with an area spell, apply the area as described in Expansive Psystrike, choosing one of the creatures you Strike to determine the area and whether the spell fails due to a critically failed Strike. If you use Expansive Psystrike to Psystrike with a targeted spell, each creature you critically fail to Strike is unaffected by the spell, but the spell isn’t lost completely from a single critical failure.
You can use this activity with only melee Strikes, even if you have the starlit span hybrid study or a similar ability.
Ranger
During Combat Encounters...
You can single out particular foes to hunt, making you better at defeating them. You target and brutalize your chosen foe with either a bow or melee weapons, while supporting your allies with your skills.
While Exploring...
You guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it’s not overt.
In Downtime...
You craft weapons and train animals in preparation for your next venture. If you prefer to get outside, you might go on hunts or scout nearby areas to better understand your environment.
You Might...
- Respect the raw power of nature and understand how to make the best of its bounty.
- Enjoy the thrill of the hunt.
- Scout out ahead of the party, reconnoitering dangers before combat begins.
Others Probably...
- Call upon you to protect them from the wilds or the encroachment of civilization.
- Expect you to be a quiet or taciturn loner.
- Think there is something dangerous and wild about you
Table 3-15: Ranger Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, hunt prey, hunter's edge, ranger feat |
2 |
Ranger feat, skill feat |
3 |
General feat, skill increase, will expertise |
4 |
Ranger feat, skill feat |
5 |
Ancestry feat, ranger weapon expertise, skill increase, trackless journey |
6 |
Ranger feat, skill feat |
7 |
General feat, natural reflexes, skill increase, perception mastery, weapon specialization |
8 |
Ranger feat, skill feat |
9 |
Ancestry feat, nature's edge, ranger expertise, skill increase |
10 |
Ranger feat, skill feat |
11 |
General feat, medium armor expertise, skill increase, unimpeded journey, warden's endurance |
12 |
Ranger feat, skill feat |
13 |
Ancestry feat, skill increase, martial weapon mastery |
14 |
Ranger feat, skill feat |
15 |
General feat, greater natural reflexes, greater weapon specialization, perception legend, skill increase, |
16 |
Ranger feat, skill feat |
17 |
Ancestry feat, masterful hunter, skill increase |
18 |
Ranger feat, skill feat |
19 |
General feat, medium armor mastery, skill increase, swift prey |
20 |
Ranger feat, skill feat |
Class Changes
The following entries have been changed to reflect a ranger in Dark sun.
Ranger Feats
At every level that you gain a ranger feat, you can select one of the following. You must satisfy any prerequisites before taking the feat.
2nd Level
Favored TerrainFEAT 2
- Aquatic You gain a swim Speed equal to your Speed. If you already had a swim Speed, you gain a +10-foot status bonus to your swim Speed.
- Sandy Wastes, Salt Flats, or Stony Barrens You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance.
- Forest, Mountain, Rocky Badlands, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you gain a +10-foot status bonus to your climb Speed.
- Scrub Plains You gain a +10-foot status bonus to your land Speed.
- Silt You can move through silt at full Speed, even if it is deep enough to be greater difficult terrain.
- Sky You gain a +10-foot status bonus to your fly Speed, if you have one.
4th Level
Favored EnemyFEAT 4
You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy.
Rogue
During Combat Encounters...
You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.
While Exploring...
You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.
In Downtime...
You might pick pockets or trade in illegal goods. You can also become part of a thieves’ guild, or even found one of your own.
You Might...
- Hone your skills through intense practice, both on your own and out in the world.
- Know where to attain illicit goods.
- Skirt or break the law because you think it’s meaningless or have your own code.
Others Probably...
- Find you charming or fascinating, even if they think they know better than to trust you.
- Come to you when they need someone who is willing to take risks or use questionable methods.
- Suspect you’re motivated primarily by greed.
Table 3-16: Rogue Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, rogue's racket, sneak attack 1d6, surprise attack, rogue feat, skill feat |
2 |
Rogue feat, skill feat, skill increase |
3 |
Deny advantage, general feat, skill feat, skill increase |
4 |
Rogue feat, skill feat, skill increase |
5 |
Ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks |
6 |
Rogue feat, skill feat, skill increase |
7 |
Evasive reflexes, general feat, skill feat, skill increase, vigilant senses, weapon specialization |
8 |
Rogue feat, skill feat, skill increase |
9 |
Ancestry feat, debilitating strike, rogue resilience, skill feat, skill increase |
10 |
Rogue feat, skill feat, skill increase |
11 |
General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6 |
12 |
Rogue feat, skill feat, skill increase |
13 |
Ancestry feat, improved rogue reflexes, incredible senses, light armor expertise, master tricks, skill feat, skill increase |
14 |
Rogue feat, skill feat, skill increase |
15 |
Double debilitation, general feat, greater weapon specialization, skill feat, skill increase, |
16 |
Rogue feat, skill feat, skill increase |
17 |
Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6 |
18 |
Rogue feat, skill feat, skill increase |
19 |
General feat, light armor mastery, master strike, skill feat, skill increase |
20 |
Rogue feat, skill feat, skill increase |
Summoner
During Combat Encounters...
You and your eidolon fight together as one. You can rely on your eidolon for mundane challenges, saving your spells for when they’re needed most.
While Exploring...
Whether you remain on alert for the presence of strange magic or keep an eye out for trouble, you and your eidolon act together to cover more ground, pool your knowledge, and leverage each other’s abilities.
In Downtime...
You might attempt to learn more about the nature of your eidolon and delve deeper into the secrets of its magical tradition to Learn a Spell, Craft magic items with your eidolon’s help, or make allies using your social skills.
You Might...
- Rely on your eidolon to accomplish physical tasks while you handle the mental ones.
- Develop attitudes and mannerisms in line with your eidolon’s way of thinking, even as your nature shapes its behavior.
- Consider your eidolon a close friend, a guiding figure, a protector, or a rival bound to you.
Others Probably...
- Feel safe with you (and your eidolon) at their side.
- Expect that since you know information about your eidolon, you might know details about other sorts of strange monsters
- View you with awe or fear because of the powerful, strange creature that accompanies you.
Table 3-17: Summoner Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, eidolon, evolution feat, link spells, spell repertoire, summoner spellcasting |
2 |
Skill feat, summoner feat |
3 |
2nd-rank spells, general feat, shared vigilance, skill increase, unlimited signature spells |
4 |
Skill feat, summoner feat |
5 |
3rd-rank spells, ancestry feat, eidolon unarmed expertise, skill increase |
6 |
Skill feat, summoner feat |
7 |
4th-rank spells, eidolon symbiosis, eidolon weapon specialization, general feat, skill increase |
8 |
Skill feat, summoner feat |
9 |
5th-rank spells, ancestry feat, expert spellcaster, shared reflexes, skill increase |
10 |
Skill feat, summoner feat |
11 |
6th-rank spells, eidolon defensive expertise, general feat, simple weapon expertise, skill increase, twin juggernauts |
12 |
Skill feat, summoner feat |
13 |
7th-rank spells, ancestry feat, defensive robes, eidolon unarmed mastery, skill increase, weapon specialization |
14 |
Skill feat, summoner feat |
15 |
8th-rank spells, greater eidolon specialization, general feat, shared resolve, skill increase |
16 |
Skill feat, summoner feat |
17 |
9th-rank spells, ancestry feat, eidolon transcendence, master spellcaster, skill increase |
18 |
Skill feat, summoner feat |
19 |
General feat, eidolon defensive mastery, instant manifestation, skill increase |
20 |
Skill feat, summoner feat |
Reading an eidolon entry
An eidolon entry contains the following information, followed by a description of the eidolon’s initial ability and abilities gained from the eidolon symbiosis and eidolon transcendence class features.
Anger Phantom Eidolon
Your eidolon is a lost soul, bound to the mortal world by undying anger or a bitter grudge. Most phantom eidolons are humanoids with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents it from succumbing to corruption and undeath.
Together, you will need to decide whether to work with your eidolon to control its anger, or channel its wrath into power.
Furious Strike
Your eidolon can infuse an attack with unmitigated rage. It gains the Furious Strike activity.
Furious Strike
Seething Frenzy7th
Your eidolon can stoke itself into a frenzy. It gains the Seething Frenzy action.
Seething Frenzy
Anger Aura17th
Your eidolon exudes wrath in an aura around it, rousing the ire of nearby creatures and causing their defenses to crack as they seethe with rage. Your eidolon gains a 20-foot anger aura, which has the aura, emotion, enchantment, mental, and occult traits. The resistances of any creature in the aura, including you, your allies, your enemies, and your eidolon, are reduced by an amount equal to 3 + your eidolon’s Constitution modifier.
Your eidolon can hold in its rage by spending a single action, which has the concentrate trait. This reduces the aura’s effect to affect only your eidolon. It can take this action again to reinstate the full effect of its aura. Creatures in a barbarian Rage, Seething Frenzy, or similar ability that allows them to channel their anger aren’t affected by the anger aura.
Beast Eidolon
Your eidolon is a manifestation of the life force of nature in the form of a powerful magical beast that often has animal features, possibly even several from different species. You might have learned the way to connect with the world’s life force via a specific philosophy or practice, such as the beliefs of the god callers of Sarkoris, or formed a bond on your own. Regardless, your link to your eidolon allows you both to grow in power and influence to keep your home safe from those who would despoil it.
Beast's Charge
Your eidolon can make a ferocious charge or pounce on foes, allowing it to quickly engage. It gains the Beast’s Charge activity.
Beast's Charge
Primal Roar7th
Your eidolon can bellow a terrifying roar, screech, croak, or other overpowering sound to frighten foes. It gains the Primal Roar activity
Primal Roar
Whirlwind Maul17th
Your eidolon thrashes violently, damaging many foes in its reach. It gains the Whirlwind Maul activity.
Whirlwind Maul
Construct Eidolon
Your eidolon is a mental construct based on an astral thoughtform and given physical presence and life by its connection to you, its shape limited only by your imagination. Your eidolon's appearance and physical form vary based on your shared vision for its construction, from clockworks to stuffed dolls and everything between, and it's not uncommon for that appearance to change greatly as your construct gains evolutions. Because it arises from an astral entity, your construct is no mindless servitor, but a fully thinking being with its own ideas, goals, and even emotions. These entities are extremely diverse; while many construct eidolons come from a powerful symbiotic connection with astral denizens, just as many arise from the forgotten memories of ancient empires and craftworks drifting across the Silver Sea of the Astral Plane.
Construct Heart
Your construct eidolon has a link directly to your life force, which renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects. It doesn't have a construct's normal immunities, but does gain a +2 circumstance bonus to saving throws against death effects, disease, void, and poison effects, as well as effects causing the fatigued or sickened conditions.
Additionally, its astral essence bleeds off slowly, and it only needs to succeed at a DC 10 flat check to remove persistent bleed damage (or DC 5 after receiving particularly effective aid).
Reconfigured Evolution7th
Your construct eidolon is particularly easy to reconfigure, gaining an additional evolution that suits both of your whims. Choose one additional evolution feat of 6th level or lower. Your eidolon gains that feat. You can Retrain this feat for any other evolution feat of 6th level or lower with only a single day of downtime if you succeed at a Crafting check, with a standard DC of your eidolon's level. If you fail, you can try again on a later day. Many summoners choose Eidolon's Wrath for this ability.
Ultimate Reconfiguration17th
Your construct eidolon becomes even more customizable. Choose an evolution feat of 16th level or lower. Your eidolon gains that feat. You can spend downtime to adjust it using Crafting, just like the feat from reconfigured evolution. Many summoners select Ever-Vigilant Senses for this ability.
Devotion Phantom Eidolon
Your eidolon is a lost soul, unable to escape the mortal world due to a strong sense of duty, an undying devotion, or a need to complete an important task. Most phantom eidolons are humanoid with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents them from succumbing to corruption and undeath, and together, you will grow in strength and fulfill your phantom's devotion.
Dutiful Retaliation
Your eidolon deeply respects your assistance, and it extends its loyalty to you, attacking those who dare harm you. It gains the Dutiful Retaliation reaction.
Dutiful Retaliation
Steadfast Devotion7th
Your eidolon's dedication makes it extremely challenging for your foes to bend its mind. Your eidolon gains a +2 circumstance bonus to saving throws against mental effects, and if they roll a success against such an effect, they get a critical success instead. If you have the shared resolve class feature and your eidolon rolls a critical failure against a mental effect, they get a failure instead.
Devotion Aura17th
After fighting at your side for so long, your eidolon has become as devoted to protecting you and your allies as it is to its original cause. It gains a 20-foot devotion aura, which has the aura and occult traits. Whenever one of your eidolon's allies within the aura takes damage, you can reduce the damage by your eidolon's Constitution modifier. You lose a number of Hit Points equal to half the amount by which the eidolon reduced the damage, rounded down. If the damage was lower than the Constitution modifier, base the damage you take on the actual amount of damage prevented.
Drake Eidolon
Because drakes have a strong connection to elemental magic, their minds can often leave an echo floating in the Astral Plane. Such an entity is extremely powerful but unable to interact with the outside world on its own. Drake eidolons manifest in the powerful, scaled forms they had in life. You have forged a connection with such a drake eidolon and together, you seek to grow as powerful as an ancient drake.
Breath Weapon
Your eidolon has a powerful breath weapon, which they are able to use regularly to wreak havoc upon your foes. They gain the Breath Weapon activity. Choose a damage type from among acid, cold, electricity, fire, piercing, poison or void, and choose whether the area is a 60-foot line or a 30-foot cone.
Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.
Breath Weapon
At 3rd level and every 2 levels thereafter, the damage increases by 1d6.
Draconic Frenzy7th
Your eidolon can make a furious assault, potentially recovering the use of their Breath Weapon. They gain the Draconic Frenzy activity.
Draconic Frenzy
Drake's Breath17th
Your eidolon can draw upon the power of drakes to enhance the eidolon's Breath Weapon. Your eidolon gains the Drake's Breath free action.
Drake's Breath
Elemental Eidolon
Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.
Elemental eidolons tend to reach their unusual state— powerful but formless—as the result of large scale events or cataclysms, such as the war to seal the benevolent Elemental Lords or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left-over essence of a mighty servant of the Elemental Lords brought low varies from eidolon to eidolon.
Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own.
Elemental Core
Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against poison and sleep effects, as well as effects causing the paralyzed condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove persistent bleed damage is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an air, earth, fire, magma, rain, silt, sun or water elemental. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.
- Air: Your eidolon is formed from elemental air and is light as a breeze. Your eidolon can Leap, High Jump, and Long Jump twice as far, and doesn't take falling damage.
- Earth: Your eidolon is formed from elemental earth, and is incredibly hard to move by force. Your eidolon gains a +2 circumstance bonus to their Fortitude or Reflex DCs against attempts to Shove or Trip them. This bonus also applies to saving throws against spells or effects that attempt to knock them prone. In addition, if any effect would force them to move 10 feet or more, they're moved only half the distance.
- Fire: Your eidolon is formed from elemental fire and burns with embers of flame. Your eidolon gains resistance equal to half your level (minimum 1) to fire and an equal amount of weakness to cold and water. Their unarmed attacks deal 1 additional fire damage.
- Magma: Your eidolon is formed from elemental magma and its body flows with lava. Your eidolon gains resistance equal to half your level (minimum 1) to fire and weakness equal to your level vs cold and water. Their unarmed attacks deal 1 additional fire damage. Your eidolon also gains a +1 circumstance bonus to their Fortitude or Reflex DCs against attempts to Shove or Trip them. This bonus also applies to saving throws against spells or effects that attempt to knock them prone.
- Rain: Your eidolon is formed from elemental rain and lightning flows around it. Your eidolon gains resistance equal to half your level (minimum 1) to electricity. Their unarmed attacks deal 1 additional electricity damage.
- Silt: Your eidolon is formed from elemental silt and swims through silt and sand with ease. Your eidolon gains the silt trait, allowing them to breathe in sand and silt. Your eidolon's land Speed is reduced to 15 feet, and they gain a swim Speed of 25 feet in sand or silt. You can take the Silt Form feat to increase their land Speed back up to 25 feet, as described in the feat.
- Sun: Your eidolon is formed from elemental sun and emits radiance like the sun. Your eidolon gains resistance equal to half your level (minimum 1) to fire and an equal amount of weakness to cold and water. Their unarmed attacks deal 1 additional fire damage. Your eidolon emits bright light in a 20-foot radius (and dim light to the next 20 feet). As an action it can suppress this aura.
- Water: Your eidolon is formed from elemental water and swims with ease. Your eidolon gains the amphibious trait, allowing them to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed Strikes underwater. Your eidolon's land Speed is reduced to 15 feet, and they gain a swim Speed of 25 feet. You can take the Amphibious Form feat to increase their land Speed back up to 25 feet, as described in the feat.
Elemental Burst7th
Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.
Elemental Burst
Elmental Maelstrom17th
Your eidolon can form a swirling vortex of elemental matter and move across the battlefield, damaging everything in their path. Your eidolon gains the Elemental Maelstrom activity.
Elemental Maelstrom
Plant Eidolon
Your eidolon is an intelligent plant, formed from the same disembodied fragments of nature's life energy that become leshys. Plant eidolons tend to be curious and adaptable, with temperaments based on the parts of mortal culture they feel affinity toward. Despite coming from the same source, plant eidolons don't always look like leshys. Plant eidolons have forms that vary greatly and can look like almost any kind of plant creature in existence. Some even resemble plant creatures so strange they are impossible to identify.
Tendril STrike
Your eidolon can stretch out vines and roots, attacking foes outside its reach. It gains the Tendril Strike action.
Tendril Strike
Growing Vines7th
Your eidolon's vines and branches lengthen even more. All your eidolon's melee unarmed attacks gain the reach trait.
Field of Roots17th
Your eidolon learns how to send its roots underground to hinder foes. It gains the Field of Roots activity.
Field of Roots
Undead Eidolon
Your eidolon is an undead spirit pulled from the Gray, embodied, and bound to your life force in an unusual, potentially antithetical way that even other summoners can't quite understand. Undead eidolons take about every imaginable shape and form, as their bodies manifest from their connection to you. Their ultimate form can be influenced by an amalgamation of the echoes and memories of their old life before becoming undead, their cause of death, their encounters in the afterlife, and portions of your own essences. Together, you and your eidolon need to explore the mysteries of life, death, and undeath to understand what your bond means for both of your futures.
Void Essence
Your undead eidolon has a link directly to your life force, which grants it a twilight state between living and undead. This renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects.
The eidolon has void healing, meaning it heals from void energy effects that heal undead and is damaged by vitality energy effects that damage undead. It doesn't have an undead's normal immunities, but it does gain a +2 circumstance bonus to saving throws against death effects, disease, and poison effects, and non-damaging effects that target only undead. Additionally, its necrotic essence stanches its wounds easily. The flat check to remove persistent bleed damage from the eidolon is DC 10 (or DC 5 after receiving particularly effective aid).
Drain Life7th
Your eidolon's link with you sustains it, but it still craves the life essence of the living, whether through blood or pure essence.
Drain Life
Rejuvenation17th
Your eidolon's unusual connection with you allows you both to rejuvenate when defeated. The first time each day your turn begins while you're dying, you instantly regain a number of Hit Points equal to three times your level and wake up. (Increase your wounded condition as normal.) You can immediately Manifest your Eidolon as a free action. You can then take your turn as normal.
2nd Level
Silt FormFEAT 2
Swashbuckler
During Combat Encounters...
You show off to gain panache, leveraging your flair to build up to powerful finishing moves. You stay nimble, moving into the best position to perform your maneuvers while dodging enemy blows and responding with swift ripostes. Depending on your swashbuckler’s style, you might dance among your foes; slip past their defenses; or beguile, distract, or frighten them.
While Exploring...
You keep a careful eye on your surroundings and other people, always prepared to leap into action with bravado and flair. You interact with the environment in bold, sweeping strokes rather than skulking to avoid detection.
In Downtime...
You might carouse at the tavern, repair, and maintain your armaments, or train to learn new techniques. To maintain your impressive reputation, you might build an organization in your name or establish a following of admirers.
You Might...
- Portray yourself as a heroic daredevil or a roguish braggart, knowing you can live up to the image you present.
- Hold yourself in high esteem, confident in your abilities and your reputation.
- Practice your skills and maneuvers regularly to ensure you never grow rusty.
Table 3-17: Swashbuckler Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, panache, swashbuckler's style, precise strike (2d6), confident finisher, swashbuckler feat |
2 |
Skill feat, swashbuckler feat |
3 |
General feat, great fortitude, opportune riposte, skill increase, stylish trick, vivacious speed +10 feet |
4 |
Skill feat, swashbuckler feat |
5 |
Ancestry feat, precise strike (3d6), skill increase, weapon expertise |
6 |
Skill feat, swashbuckler feat |
7 |
Evasion, general feat, skill increase, stylish trick, vivacious speed +15 feet, weapon specialization |
8 |
Skill feat, swashbuckler feat |
9 |
Ancestry feat, exemplary finisher, precise strike (4d6), skill increase, swashbuckler expertise |
10 |
Skill feat, swashbuckler feat |
11 |
Continuous flair, general feat, skill increase, vigilant senses, vivacious speed +20 feet |
12 |
Skill feat, swashbuckler feat |
13 |
Ancestry feat, improved evasion, light armor expertise, precise strike (5d6), skill increase, weapon mastery |
14 |
Skill feat, swashbuckler feat |
15 |
General feat, greater weapon specialization, keen flair, skill increase, stylish trick, vivacious speed +25 feet |
16 |
Skill feat, swashbuckler feat |
17 |
Ancestry feat, precise strike (6d6), resolve, skill increase |
18 |
Skill feat, swashbuckler feat |
19 |
Eternal confidence, general feat, light armor mastery, skill increase, vivacious speed +30 feet |
20 |
Skill feat, swashbuckler feat |
Others Probably...
- Admire your theatrics, bravado, and skill with a blade.
- Find you arrogant unless they know you well enough to appreciate your style.
- Underestimate how much of a threat you pose until they face the end of your deadly blade.
Wizard
During Combat Encounters...
You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like invisibility or flight, you answer with spells like revealing light or earth bind, leveling the field for your allies.
While Exploring...
You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.
In Downtime...
You learn new spells, craft magic items, or scribe seals for your party, and seek out new and exciting formulas in addition to spells. You might even join the veiled alliance in your city-state.
You Might...
- Have an unquenchable intellectual curiosity about how everything in the world around you works—magic in particular.
- Believe fervently that your school of magic is superior (if you’re a specialist) or that true mastery of magic requires knowledge of all schools (if you’re a universalist).
- Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.
Table 3-17: Wizard Advancement
Level | Class Features |
---|---|
1 |
Ancestry and background, initial proficiencies, wizard spellcasting, arcane study, arcane bond, arcane thesis |
2 |
Skill feat, wizard feat |
3 |
2nd-rank spells, general feat, skill increase |
4 |
Skill feat, wizard feat |
5 |
3rd-rank spells, ancestry feat, reflex expertise, skill increase |
6 |
Skill feat, wizard feat |
7 |
4th-rank spells, expert spellcaster, general feat, skill increase |
8 |
Skill feat, wizard feat |
9 |
5th-rank spells, ancestry feat, magical fortitude, skill increase |
10 |
Skill feat, wizard feat |
11 |
6th-rank spells, general feat, perception expertise, skill increase, wizard weapon expertise |
12 |
Skill feat, wizard feat |
13 |
7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization |
14 |
Skill feat, wizard feat |
15 |
8th-rank spells, general feat, master spellcaster, skill increase |
16 |
Skill feat, wizard feat |
17 |
9th-rank spells, ancestry feat, prodigious will, skill increase |
18 |
Skill feat, wizard feat |
19 |
Archwizard's spellcraft, general feat, legendary spellcaster, skill increase |
20 |
Skill feat, wizard feat |
Others Probably...
- Consider you to be incredibly powerful and dangerous.
- Fear what your magic can do to their minds, bodies, and souls, and attack you furiously, as few can identify whether one of your spells is harmless or malevolent until it’s too late.
Class Changes
The following rules reflect arcane spell casters in Dark Sun.
Defiling
The act of defiling empowers you with magic. If your next action is to cast a cantrip or a spell, reduce the number of actions to cast it by 1 (minimum 1 action).
If your next action is to cast a focus spell, there is no focus cost for casting the spell.
The Cost of Defiling
Defiling leaves a trace in the body and soul of a defiler.
When an arcane spellcaster defiles, three things happen: you attempt a saving throw against addiction, you suppress the negative effects of addiction for 1 day, and you gain the defiling trait. Failing a save against addiction caused by defiling causes you to go to 1 stage higher than the maximum stage you had previously (2 stages higher on a critical failure.) If you're currently suffering from addiction when you attempt a save from defiling, you can't improve your stage; if you succeed on the save, the stage remains the same as it was.
When you attempt your save against addiction each week, the stage you are currently at can't get worse - it can only stay the same or improve. The conditions from addiction can only be removed by an atonement ritual while you are affected by the addiction and suppressing the addiction by defiling only avoids the effects - it doesn't remove the disease.
Saving Throw Fortitude (difficulty equal to spell rank DC (10 for cantrips) + amount of times previously defiled that week.) Onset 1 round; Stage 1 +1 status bonus to spell attack rolls and DCs and -1 status penalty to any non-intimidate charisma check or DC (1 week); Stage 2 fatigued, +1 status bonus to spell attack rolls and DCs and -2 status penalty to any non-intimidate charisma check or DC (1 week); Stage 3 fatigued, sickened 1, +1 status bonus to spell attack rolls and DCs and -3 status penalty to any non-intimidate charisma check or DC (1 week); Stage 4 fatigued, drained 1, sickened 2, stupefied 1 and -4 status penalty to any non-intimidate charisma check or DC (1 week).
As soon as an arcane spell caster has any addiction stage, they can be felt as defilers. Any druid, natural animal, beast, or spirit of the land can make a secret perception check. DC 30 stage 1, DC 20 stage 2, DC 15 stage 3, DC 10 stage 4.
Arcane Studies
Most wizards acquire their knowledge of spells from a teacher. At 1st level, you choose your arcane study, which grants you magical abilities.
You gain additional spells and spell slots from the curriculum learned during your studies. Some wizards follow the study of unified magical theory, which attempts to forge a new way of learning by studying independently and drawing information from a multitude of texts. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.
Arcanamach
The royal defilers are feared and powerful wizards traditionally in the service of the sorcerer-monarchs. They are often trained in the arcane arts by more powerful defilers in service of the king or queen, and sometimes even personally by the sorcerer-monarch. Royal defilers can exert the same authority as templars within the boundaries of their monarch’s city state. In cities that have lost their dragon kings, some defilers still serve the new rulers of the cities, either openly or in secrecy. Contrary to the templars of many city-states, the defilers have not lost their spellcasting abilities. These defilers can attain powerful positions in the templar hierarchy and can achieve great personal power.
Arena Mage
The arena mage is a wizard who has acquired the skills necessary to survive the rigors of arena combat, engaging his opponents with an arsenal of spells. The lesson to conceal this spellcasting ability comes quickly, as failure means death. As such, an arena mage becomes a master at casting spells in secret, as well as masking his magic-use. To accomplish this feat, the arena mage has developed a unique talent to help him: giving his spells the trappings of psionic powers. Through the art of deception and a constant charade of psionic aptitude he is able to maintain secret his spellcasting even in the most public of places.
Chasseur
Chasseurs, or huntsmen, are wizards who specialize in hunting down others of their kind. Some chasseurs are found working for the Veiled Alliance hunting down defilers, while others are employed by the templars and the sorcerer-kings to hunt down preservers. Some do not answer to any authority at all, but have their own agendas. Whether a defiler or a preserver, a chasseur uses skill and magic to hunt down and kill or capture other wizards.
Earth Defender
Earth defenders are preservers concerned with protecting the environment at all costs. Some earth defenders choose to protect an area of land, while others devote their efforts to protect a species. The earth defender’s charge is called a ward, and she is prepared to go to almost any length to protect it.
Many earth defenders are fanatics. Their hatred against defilers or anything else that could harm their ward can be extreme. Death is the most usual punishment for threatening the earth defender’s ward.
Exterminator
Exterminators are defilers who use their defiling methods to purposefully destory the ecosystem. Some of these defilers enjoy the rush of power that destroying plants give them; some are so consumed by hatred that they want to annihilate everything in their path. Others may be convinced that the evil plants of Athas need to be obliterated. Exterminators are the blood enemies of restorationists and earth defenders.
Illusionist
As an illusionist, you use magic to create images, figments, and phantasms to baffle your enemies. You understand that perception is reality.
Mercenary
Mercenary wizards are those who sell their talents to the highest bidder. They work for whoever pays the best-usually. There are exceptions. Mercenaries are usually flamboyant, openly practicing their magic whenever possible so that prospective employers will notice them.
Necromancer
As a necromancer, you call upon the powers of life and death. While your study is often vilified for its association with raising the undead, you understand that control over life also means control over healing.
Restorationist
Restorationists are preservers whose main goal is to return Athas to its former state of verdant vegetation and plentiful water. Wholly subsumed to their task, restorationists often tutor others in ecologically sound land management. A restorationist seldom takes lives unnecessarily, eats meat only when fruit and other plants that can return something to the land are unavailable, and searches for magic in her travels that can revitalize Athas.
Tribal Wizard
The tribal wizard is a spellcaster who comes from a small tribal group. Mysterious and often feared, they nonetheless exert great influence in their communities.
Unified Theory
You eschew the idea that magic can be neatly expressed by the teachings of any single study, instead directing your self-study to pick up the best of every study of magic. In doing so, you’ll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic.
One day, you’ll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue.
Your studies into the very nature of magic itself have let you use it more efficiently—instead of using Drain Bonded Item only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time.
Veiled One
Veiled ones are wizards who have joined the secretive network of preservers known as the Veiled Alliance. In the Alliance they find a safe haven and gain access to magical resources otherwise unavailable. In return they devote themselves to the causes of the Alliance.
The Alliance is the enemy of the sorcerer-kings and all defilers, although the various Alliance chapters have different approaches and varying degree of success. Missions Veiled Ones undertake range from assaults on defilers and templars and rescuing imprisoned preservers to obtaining rare spell components and arcane items. Other missions revolve around breaking into templar offices to find compromising information, and hunting down renegade members who pose a threat to the organization. Alliance wizards benefit from archives of spells and arcane knowledge, but once they join the Alliance there is usually no way out except through death. This is due to well-founded paranoia that the wizard could betray the Alliance, or be captured by agents of the sorcerer-kings.
Wizard Feats
At each level that you gain a wizard feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
Agonizing RadiusFEAT 2
Controlled RazeFEAT 2
If you are in an area of desolate terrain but barren, verdant, or forest is within 10 feet you expand your defiling radius by 5 feet to gather the energy you need.
Defiling Conservation FEAT 4
Destructive RazeFEAT 4
Distance RazeFEAT 6
Efficient RazeFEAT 10
Master DefilerFEAT 14
Superior DefilingFEAT 16
Animal Companions and Familiars
Animal Companions
An animal companion is a loyal comrade who follows your orders. Your animal companion has the animal and minion traits, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.
Young Animal Companions
The following are the base statistics for a young animal companion, the first animal companion most characters get. You adjust these statistics depending on the type of animal you choose. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to Speed and AC (their maximum item bonus to AC is +3). As you gain levels, you might be able to make your companion stronger by advancing.
An animal companion’s starting statistics are as follows.
Level: Your animal companion’s level is equal to yours.
Proficiencies: Your animal companion is trained in its unarmed attacks, unarmored defense, barding (a type of armor for animals), all saving throws, Perception, Acrobatics, and Athletics. Animal companions can’t use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it.
Attribute Modifiers: An animal companion begins with base attribute modifiers listed in its stat block.
Hit Points: Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have.
Companion Types
The species of animal you choose is called your companion’s type. Each companion type has its own statistics, as follows.
Size The companion’s size
Unarmed Attacks One or more entries with the companion’s
unarmed attacks and their traits and damage
Attribute Modifiers Starting attribute modifiers
Hit Points The companion’s ancestry Hit Points
Skill An additional trained skill your companion has
Senses Special senses your companion has
Speed Your companion’s Speeds
Special If present, this lists any special ability your
companion has, such as whether it often serves as a
mount.
Support Benefit A special benefit you gain by Commanding
the Animal to use the Support action (see below).
Advanced Maneuver A powerful new action your
companion learns how to use if it becomes a nimble or
savage animal companion
Support
Riding Animal Companions
You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can’t move and Support you on the same turn. However, if your companion has the mount special ability, it’s especially suited for riding and ignores both of these restrictions.
Air Elemental
Circling Flyby
Ape
Frightening Display
Aprig, Boar
Boar Charge
Baazrag
Baazrag Rage
- It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.
- It takes a –1 penalty to AC.
- It can’t use actions that have the concentrate trait unless they also have the rage trait. The animal companion can Seek even while raging.
After it has stopped raging, it can’t use Baazrag Rage again for 1 minute.
Bat
Wing Thrash
Beetle, Screamer
Sonic Blast
Bird
Flyby Attack
Cat
Cat Pounce
Conashellae
Two rows of pseudopods jut out from the creature’s front, one set dexterous and probing the dust like sensory organs, the other hard as bone, pointed, and strong, used for burrowing.
Extend Pseudopod
Crodlu
Tearing Clutch
Dagorran
Knockdown
Drik
Lurching Rush
Dunecrab
Constrict
Earth Elemental
Rolling Knockdown
Erdlu
Darting Attack
Fire Elemental
Flamethrower
Giant Centipede
Lurching Rush
Giant Poisonous Snake
Darting Attack
Giant Wolf Spider
Tearing Bite
Hatori
Death Roll
Inix
Lurching Rush
Jankz
Hustle
Jhakar
Knockdown
Kank
Hustle
Kes'trekel
Feast on the Fallen
Klar
Klar Hug
Mekillot
Overwhelm
Minotaur Lizard
Lurching Rush
Mole Boar
Mole Boar Rage
- It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.
- It takes a –1 penalty to AC.
- It can’t use actions that have the concentrate trait unless they also have the rage trait. The animal companion can Seek even while raging.
After it has stopped raging, it can’t use Mole Boar Rage again for 1 minute.
Pterrax
Pterrax Swoop
Rasclinn
Rasclinn Rage
- It deals 4 additional damage with its jaws attacks.
- It takes a –1 penalty to AC.
- It can’t use actions that have the concentrate trait unless they also have the rage trait. The animal companion can Seek even while raging.
After it has stopped raging, it can’t use Rasclinn Rage again for 1 minute.
Rhynox
Rhynox Charge
Sand Shark
Shred
Scorpion
Grab and Sting
Shadow Hound
Bay
Slimahacc
Tail Swipe
Snake
Constrict
Treant Sapling
Throw Rock
Warthog
Warthog Charge
Water Elemental
Drench
Weezer
Flyby Attack
Companion Advancement
You can advance an animal companion, usually due to one of your class feat choices. Normally, you can advance a young animal companion to a mature animal companion, advance a mature companion to either a nimble or savage companion, and advance a nimble or savage companion into a specialized companion.
Genie-Touched
If you take a feat that would normally allow you to choose to have a savage or nimble animal companion, you can instead choose to for it to become a genie-touched companion.
When you choose the feat, select the type of genie whose power infuses your companion. The genies and their elemental traits are as follows: jaathoomi (air), ifrit (fire), faydhaan (water), or jabali (earth). A genie-touched companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks; this damage is fire damage for an ifrit-touched companion or of the same type as the unarmed attack for the others. It gains resistance 5 to damage of a type depending on the genie: acid for jaathoomi, fire for ifrit or faydhaan, and electricity for jabali. If the companion is jaathoomi-touched or ifrit-touched, increase its proficiency rank in Acrobatics to expert; if it is faydhaan-touched or jabali-touched, increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. Its attacks count as magical for the purpose of ignoring resistances and gain the genie's elemental trait.
Indomitable
When you pick your animal companion, you can choose to have it be a megafauna animal companion. Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path.
If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, a megafauna companion instead can choose to become a savage or indomitable companion.
An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows in size by one category. Its attacks count as magical for the purpose of ignoring resistances.
Mature Animal Companions
To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1.
Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your attack companion is Medium or smaller, it grows by one size.
Nimble Animal Companions
To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1.
It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in Acrobatics to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances.
Savage Animal Companions
To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances.
Unseen
Cryptid animal companions look a touch peculiar, often with uncanny features or ones that seem to come from a different animal. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, you can choose to make it an unseen animal companion instead. An unseen companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1.
It deals 3 additional damage with its unarmed attacks and deals an extra 1d4 precision damage against off-guard targets (if the animal companion already deals precision damage, such as a cat, combine the precision damage). Increase its proficiency rank in Stealth to expert. It also learns the advanced maneuver for its type.
Specialized Animal Companions
Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master. Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6. Each specialization grants additional benefits. Most animal companions can have only one specialization.
Ambusher: In your companion’s natural environment, it can use a Sneak action even if it’s currently observed. Its proficiency rank in Stealth increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert.
Bully: Your companion terrorizes foes with dominance displays and pushes them around the battlefield.
Its proficiency ranks for Athletics and Intimidation increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3
Daredevil: Your companion joins the fray with graceful leaps and dives. It gains the deny advantage ability, so it isn’t flat footed to hidden, undetected, or flanking creatures unless such a creature’s level is greater than yours. Its proficiency rank in Acrobatics increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert.
Racer: Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1.
Shade: (shadow wizard) Your companion's physical form is made, in whole or in part, of shadow. It gains darkvision, resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert.
Steadfast Strider: Your companion ignores natural difficult terrain and greater difficult terrain from sediment or stone and can move across quicksand, mud, sand, and similar surfaces as if they were solid. It gains a +2 status bonus to saving throws and DCs to prevent being Shoved or Tripped. Its Strength modifier increases by 1 and its proficiency for barding increases to expert. This specialization can only be selected by jabali-touched companions.
Tracker: Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in Survival increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1.
Wildfire Scorcher: Your companion gains resistance to fire equal to your level. Any creature that attempts to Grapple or Grab your companion, hits your companion with a melee unarmed attack, or hits your companion with a melee weapon Strike while adjacent to your companion takes 2d6 fire damage. Its Dexterity modifier increases by 1 and its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by ifrit-touched companions.
Wind Chaser: Your companion gains a +20-foot status bonus to its Speed or fly Speed (your choice if it has both). Its proficiency in Acrobatics increases to master and its Dexterity modifier increases by 1. Its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by jaathoomi-touched companions.
Wrecker: Your companion smashes things. Its unarmed attacks ignore half an object’s Hardness. Its Athletics proficiency increases to master, and its Strength modifier increases by 1.
Familiars
Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You gain the Pet general feat (page 259), except that your pet has special abilities. Common choices for familiars include bats, cats, foxes, ravens, and snakes. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar has the plant or fungus trait instead of animal. A familiar is different from a basic pet in the following ways
Modifiers and AC
For Perception, Acrobatics, and Stealth, you can have your familiar use your spellcasting attribute modifier + your level instead of 3 + your level if it’s higher.
Communication
Your familiar can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability.
Selecting Familiar and Master Abilities
Instead of choosing two abilities only when you gain your familiar as you do with a normal pet, you can choose the two abilities each day during your daily preparations. You can choose from familiar abilities and master abilities. You can choose the pet abilities from the feat as familiar abilities as well. You can’t swap out abilities that are innate to your familiar. For example, you couldn’t choose not to give a raven familiar flying.
Familiar Abilities
Accompanist: Your familiar helps you perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you're a master in Performance.
Alchemical Gut: Your familiar can act as a bomb coagulant alembic by swallowing the bomb to be affected, which takes two Interact actions from it and one from you. Your familiar regurgitates the concentrated item 1 minute later. If your familiar tries to distill a bomb that's level is higher than your own —1, it instead takes damage as though it were successfully struck with the bomb.
Ambassador: Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Make an Impression (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
Amphibious: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).Burrower: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
Burrower: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
Climber: It gains a climb Speed of 25 feet. Damage Avoidance: Choose one type of save. It takes no damage when it rolls a success on that type of save; this doesn’t prevent effects other than damage.
Damage Avoidance: Choose one type of save. It takes no damage when it rolls a success on that type of save; this doesn't prevent effects other than damage.
Darkeater: This ability is for a shadow familiar. Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level.
Darkvision: It gains darkvision.
Fast Movement: Increase one of the familiar’s Speeds from 25 feet to 40 feet.
Flier: It gains a fly Speed of 25 feet.
Focused Rejuvenation: When you Refocus, you generate magical energy that heals your familiar. Your familiar regains 1 Hit Point per level whenever you Refocus.
Gills: Your familiar grows a set of gills, allowing it to breathe water in addition to air.
Greater Resistance: Your familiar increases the resistance it gains from its resistance familiar ability to 3 + half your level. Your familiar must have the resistance ability to select this.
Independent: In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn't work with valet or similar abilities that require a command, if you're capable of riding your familiar, or similar situations.
Kinspeech: It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level.
Lab Assistant: It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this.
Manual Dexterity: It can use up to two of its limbs as if they were hands to perform manipulate actions.
Master's Form: Your familiar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a cat's eyes or a serpent's tongue. This form is always the same each time it uses this ability. This otherwise uses the effects of humanoid form, except the change is purely cosmetic. It only appears humanoid and gains no new capabilities. Your familiar must have the manual dexterity and speech abilities to select this.
Partner in Crime: Your familiar is your criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
Plant Form: Your plant familiar can change shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar's nature. This otherwise uses the effects of one with plants. You must have a familiar with the plant trait, such as a leshy, to select this ability.
Poison Reservoir: Your homunculus familiar has a reservoir for poison, allowing it to apply an injury poison to an adjacent ally's exposed weapon with a single Interact action. You must supply the poison and instill it into this reservoir using two consecutive Interact actions. You must have a homunculus familiar to select this ability.
Resistance: Choose two of the following: acid, cold, electricity, fire, poison, or sonic. Your familiar gains resistance equal to half your level against the chosen damage types.
Scent: It gains scent (imprecise, 30 feet).
Second Opinion: Your familiar is your academic confidant. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Recall Knowledge skill check for a skill in which it has the skilled familiar ability (it still has to prepare to help you as normal for the Aid reaction).
It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question. Your familiar must have the skilled ability to select this.
Shadow Step: This ability is for a shadow familiar. A shadow wizard, however, can select this ability for any kind of familiar. Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar.
Skilled: Choose a skill other than Acrobatics or Stealth. Your familiar's modifier for that skill is equal to your level plus your key spellcasting ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time.
Snoop: Your familiar keeps its eyes and ears open, ready to relay every snippet of gossip it catches, helping you gather information. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Gather Information (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
Speech: It understands and speaks a language you know.
Spellcasting: Choose a spell in your repertoire or that you prepared today that is at least 5 ranks lower than your highest rank spell slot. Your familiar can Cast that Spell once per day using your magical tradition, spell attack modifier, and spell DC. If the spell has a drawback that affects the caster, both you and your familiar are affected. You must be able to cast 6th-rank spells using spell slots to select this ability.
Threat Display: Your familiar helps you convey wordless threats through body language. Whenever you attempt an Intimidation check to Demoralize a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don't take the normal –4 penalty on the Intimidation check if your target doesn't understand the language you're speaking.
Toolbearer: Your familiar can carry a set of tools of up to light Bulk. So long as your familiar is adjacent to you, you can draw and replace the tools as part of the action that uses them as if you were wearing them. Your familiar must have the manual dexterity ability to select this.
Touch Telepathy: Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.
Tough: Your familiar's maximum Hit Points increase by 2 per level.
Tremorsense: Your familiar is keenly aware of any vibrations traveling through a surface. It gains imprecise tremorsense with a range of 30 feet.
Valet: You can command your familiar to deliver you items more efficiently. Your familiar doesn't use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can't use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.
Wavesense: Your familiar can sense vibrations in the water or silt. It gains imprecise wavesense with a range of 30 feet.
Master Abilities
Master abilities primarily affect you or the magic that passes between you and your familiar.
Absorb Familiar: Your familiar can transform into a mark you carry on your flesh, typically seeming like a birthmark, tattoo, or gem that vaguely resembles its normal form. When transformed, the familiar can’t act except to turn back into a familiar. It isn’t affected by area effects and must be targeted separately to affect it, which requires knowledge that it’s a creature. This means you and your allies can heal or assist the familiar while most enemies stay unaware of its true nature. Creatures must attempt a DC 20 Perception check to Seek to realize a it is actually a familiar. Your familiar can still communicate its feelings empathically. Transforming the familiar between forms is a 1-minute activity that has the concentrate trait.
Cantrip Connection: You can prepare an additional cantrip or, if you have a repertoire, designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.
Extra Reagents: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.
Familiar Focus: Once per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maximum. You must have a focus pool to select this.
Innate Surge: Once per day, you can draw upon your familiar's innate magic to replenish your own. You can cast one innate spell gained from an ancestry feat that you have already cast today. You must still Cast the Spell and meet the spell's other requirements.
Lifelink: If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, special effects that would occur due to that damage (such as snake venom) still apply to your familiar.
Recall Familiar: You can summon your familiar to your side. Once per day, you can use a 3-action activity, which has the concentrate trait, to teleport your familiar to your space. Your familiar must be within 1 mile or the attempt to summon it fails. This is a conjuration and teleport effect.
Restorative Familiar: Once per day, your familiar can use 2 actions with the concentrate trait to give up some of its animating energy and heal you. It must be in your space to do so. You restore a number of Hit Points equal to 1d8 times half your level (minimum 1d8).
Share Senses: Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect.
Spell Battery: You gain one additional spell slot at least 3 ranks lower than your highest-rank spell slot; you must be able to cast 4th-rank spells using spell slots to select this master ability.
Spell Delivery: If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn’t reach the target to touch it this turn, the spell has no effect.
Tattoo Transformation: Your familiar can transform into a tattoo you carry on your flesh. When transformed into a tattoo, the familiar looks like a colorful and stylized version of itself and can't act except to turn back into a familiar. It isn't affected by area effects and must be targeted separately to affect it, which requires knowledge that it's a creature. This means you and your allies can heal or assist the familiar while most enemies stay unaware of its true nature. Creatures must attempt a DC 20 Perception check to Seek to realize a tattoo is actually a familiar (which few foes will try). Your familiar can still communicate its feelings empathically. Transforming into a tattoo or back to familiar form is a 1-minute activity that has the concentrate trait.
Archetypes
Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept and select the archetype’s dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.
Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).
Each archetype’s dedication feat represents a certain portion of your character’s time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype’s list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.
Sometimes an archetype feat lets you gain another feat, such as the alchemist’s basic concoction. You must always meet the prerequisites of the feat you gain in this way.
Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.
Additional Feats
Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat’s name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class trait doesn’t have that class trait.
Multiclass Archetypes
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name (for instance, a swashbuckler can’t select the Swashbuckler Dedication feat).
Spellcasting Archetypes
Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.
Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the witch’s master spellcasting feat is called Master Witch Spellcasting. All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype. For instance, the eldritch archer archetype allows you to pick a spell list when you take its dedication feat. If you pick arcane spells, the archetype then grants you spell slots you can use only to cast arcane spells from your eldritch archer repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.
Basic Spellcasting Feat: Usually available at 4th level, these feats grant a 1st-rank spell slot. At 6th level, they grant you a 2nd-rank spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-rank spell slot. Archetypes refer to these benefits as the “basic spellcasting benefits.”
Expert Spellcasting Feat: Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-rank spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-rank spell slot, and at 16th level, they grant you a 6th-rank spell slot. Archetypes refer to these benefits as the “expert spellcasting benefits.”
Master Spellcasting Feat: Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-rank spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-rank spell slot. Archetypes refer to these benefits as the “master spellcasting benefits.”
Bounded Spellcasting Archetype
Some archetypes, such as the psychic warrior multiclass archetypes, grant you spellcasting abilities based on the way psychic warriors cast spells, albeit delayed compared to a character from those classes. In this book, this archetypes is a bounded spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren’t multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature.
Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the psychic warrior’s master spellcasting feat is called Master Psychic Warrior Spellcasting. All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype.
Basic Bounded Spellcasting Feat: Usually gained at 6th level, these feats give you a 1st-rank spell slot and a 2nd-rank spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the “basic bounded spellcasting benefits.” At 10th level, you replace your 1st-rank spell slot with a 3rd-rank spell slot.
Expert Bounded Spellcasting Feat: Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-rank spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, you replace your spell slots with two 4th-rank spell slots and one 5th-rank spell slot, and at 16th level, you replace your spell slots with two 5th-rank spell slots and one 6th-rank spell slot. Archetypes refer to these benefits as the “expert bounded spellcasting benefits.”
Master Bounded Spellcasting Feat: Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-rank spell slot. At 20th level, they replace your two 5th-rank spell slots with two 7th-rank spell slots. Archetypes refer to these benefits as the “master bounded spellcasting benefits.”
Alchemical Archetypes
Some archetypes give you abilities to use alchemy in a similar manner to an alchemist and say that you get the basic alchemy benefits.
This means you get the Alchemical Crafting feat, infused reagents (a pool of reagents usable to make alchemical items), and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). The individual archetype might impose special restrictions or benefits or adjust the number of reagents you get or your advanced alchemy level. The rules for these are in the Core Rulebook: Alchemical Crafting on page 258, and rules for infused reagents and advanced alchemy are on page 72.
If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. For instance, at 2nd level an alchemist with a +4 Intelligence modifier would normally get six batches of infused reagents per day from the class, and a character with the Herbalist Dedication feat would normally get two batches. A character who is both an alchemist and an herbalist has six batches—the higher number from alchemist—but is able to use them for abilities in the class or the archetype. Your advanced alchemy level always depends on which ability you’re using. In the example above, the herbalist’s advanced alchemy level for their herbalist abilities is 1st, though it’s 2nd for alchemist abilities.
Temporary Items
Several archetypes allow you to prepare temporary items. Much like the infused items created by alchemists, these temporary items last only a short time before becoming useless. Examples include temporary scrolls created by the scroll trickster and temporary weapons, armor, or adventuring gear created by the scrounger.
Temporary items are clearly not up to the same quality as other items, so they typically can’t be sold. If an ability doesn’t list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn’t already (unless it’s a permanent effect).
Champion
You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.
Multiclass Champion Characters
The champion archetype greatly improves defenses, particularly armor.
It’s a great way for a character to gain armor proficiency or a powerful defensive reaction.
Champion DedicationFEAT 2
Basic DevotionFEAT 4
Champion's DevotionFEAT 4
Champion ResiliencyFEAT 4
Advanced DevotionFEAT 6
Special You can select this feat more than once. Each time you select it, you gain another champion feat.
Champion's ReactionFEAT 6
Elemental AllyFEAT 6
Diverse Armor ExpertFEAT 14
Kineticist
You have, intentionally or accidentally, awoken a gateway to elemental power inside yourself and can now channel that power to devastating effect, adding an elemental arsenal to your abilities.
Multiclass Kineticist Characters
Kineticist is a great fit for characters with high Constitution who want to add some magical blasting to their repertoire without managing the complexity of spell slots. Kineticist impulses can also provide damage types that are useful against certain creatures and special utility abilities such as better movement or battlefield control.
Champions looking to diversify their capabilities, barbarians with the Moment of Clarity feat, and particularly stout druids might all find suitable options.
kineticist DedicationFEAT 2
Base KinesisFEAT 4
Through The GateFEAT 4
Advanced Element ControlFEAT 6
Improved Elemental BlastFEAT 8
Add ElementFEAT 10
Expert Kinetic ControlFEAT 12
Psychic Warrior
You’ve mixed physical combat with psionics.
Multiclass Psychic Warrior Characters
If your character wants to dabble in the power of a psychic warrior, you can take the following multiclass archetype to do so.
Psychic Warrior DedicationFEAT 2
Your key spellcasting ability for psychic warrior archetype spells is Intelligence, and they are occult psychic warrior spells. You become trained in Occult; if you were already trained in Occult, you instead become trained in a skill of your choice. You become trained in simple weapons.
Basic Martial MagicFEAT 4
Hybrid Study SpellFEAT 4
PsystrikerFEAT 4
Advanced Martial MagicFEAT 6
Basic Psychic Warrior SpellcastingFEAT 6
Expert Psychic Warrior SpellcastingFEAT 12
Master Psychic Warrior SpellcastingFEAT 18
Acrobat
You have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard and fumbling for a response, turning every fight into performance art
Acrobat DedicationFEAT 2
Alter Ego
A highly guarded castle in the middle of an extravagant ball, the headquarters of a city’s infamous thieves’ guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss.
Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd.
This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can’t resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it.
Alter Ego DedicationFEAT 2
Assume a Role (concentrate) Requirements You’ve spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on
someone, using magic to observe them at work, or some other method, as long as you have a visual source of information;
Effect You quickly and accurately learn how to do mundane jobs or at least copy the movements enough to appear as if you do. A chosen role can take many forms—from cook, cleaner, or librarian to cult member, priest, or duke—but it’s always a role and never a specific individual.
You perform the Impersonate activity to pass as a member of the role you observed and gain a +1 circumstance bonus to any Deception checks you attempt in your impersonation. This takes the normal amount of time it takes you to Impersonate. You also choose one Lore skill relevant to that role (such as Farming Lore for a farmer). While in your role, you gain a +1 circumstance
bonus to checks for that Lore skill, and if you’re untrained in it, you can use your level as your proficiency bonus. You stop
assuming the role after 24 hours, if you start studying for a new role, or if you choose to.
Special You can’t select another dedication feat until you’ve gained two other feats from the alter ego archetype.
Animal Trainer
You have befriended an animal to serve as an able assistant and loyal guardian.
Animal Trainer DedicationFEAT 2
Archaeologist
Adventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites.
You might accomplish your goals with scholarly learning, by training to overcome the tricks and traps set by ancient peoples and rivals, through magical training, or even with a bit of inexplicable luck.
Archaeologist DedicationFEAT 2
Archer
Bows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from long distances, and from behind cover. Those dedicated to the bow—from mysterious cloaked strangers to heartless snipers—are often viewed with a mixture of respect and fear. Like any weapon adept, the archer's skill is forged through experience and constant practice. A true archer becomes one with the bow and is able to accomplish with that weapon things that most would consider impossible, or at least nearly magical.
Archer DedicationFEAT 2
Assassin
Targeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some live by a moral code, preying on the wicked, the cruel, or those who revel in unchecked aggression or power.
Assassin DedicationFEAT 2
Bastion
Some say that a good offense is the best defense, but you find such boasting smacks of overconfidence. In your experience, the best defense is a good, solid shield between you and your enemies. You've focused your training on how best to use a shield to protect yourself and those around you.
Bastion DedicationFEAT 2
Beastmaster
You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary.
Beastmaster DedicationFEAT 2
Blessed One
Through luck or deed, heritage, or heroics, you carry the blessing of an element.
This blessing manifests as the ability to heal wounds and remove harmful conditions and exists independent of worship. You might offer thanks daily to the element whose power you wield, or you might carry these blessings reluctantly, seeking to avoid responsibility or even acting to defy the elements’ influence on you. You might wear an elemental focus of your element, or you might give little thought and even less reverence to the source of your powers. However, you feel about these gifts, there can be no doubt that you wield a special power.
Blessed One DedicationDEDICATION FEAT 2
Bounty Hunter
Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, searching up on leads, and pursuing villains to hell and back.
Bounty Hunter DedicationFEAT 2
If you already have Hunt Prey, you become an expert in Survival and gain the circumstance bonus to Gather Information about your prey; you can still designate a creature you’re tracking during exploration, in addition to the conditions above.
Butterfly Blade
You've trained in one of the oldest traditions of espionage, intimidation, and combat mastery. You use your skills to learn about your enemies and cut them down with your mastery of the butterfly sword.
Butterfly Blade DedicationFEAT 4
Captivator
Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate psionics. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions.
Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals.
Some captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their psionics to quickly subdue or enthrall enemies while minimizing harm to their companions.
Other captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their psionics to cause harm. These captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that these captivators can easily assume.
Captivator DedicationFEAT 4
Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the Cast a Spell activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma.
Cavalier
You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount.
You and your mount are an unparalleled team, moving with shared intent to become a powerful force on the battlefield. You might wield a banner in the name of a greater organization, a liege, or an ideal you uphold, or you might fight solely to further enrich your own prestige, reputation, and coffers.
Cavalier DedicationFEAT 2
Celebrity
You're a special personality... and you know it. You're not merely comfortable in the spotlight, you crave it. While the traditional celebrity is a musician or another type of performer, you could be known for any occupation.
Celebrity DedicationFEAT 2
Clawdancer
Nature provides many creatures weapons for hunting and defense, but few are as common and simple as the claw. Whether for climbing, catching, or rending, claws are an indispensable tool for any limbed denizen of the wild. Humanoid species with these weapons often take pride in such a gift, developing clawed combat into an art.
Clawdancer DedicationFEAT 2
Corpse Tender
You tend to mindless undead, such as the zombie farmhands and farm animals.
Corpse Tender DedicationFEAT 2
You can use Diplomacy to Make an Impression on mindless undead and to make very simple Requests of them; their mindless trait doesn't grant immunity to these mental effects. Most mindless undead are likely hostile toward you by default and must be kept at a safe distance to give you time to Make an Impression.
You become trained in Diplomacy; if already trained, you instead become trained in another skill of your choice.
Curse Maelstrom
Some folks are ridden with bad luck: the rations they were counting on turn out to be spoiled, the ship they were hoping to catch sinks in the harbor, or the new home they bought is destroyed by a rampaging golem. Most know that they are cursed, feeling an emptiness in their soul that weighs upon them, gnawing at their confidence and shrouding their ambitions. Sometimes, these curse maelstroms learn to control and channel their curse; you are one such unfortunate soul.
You have a powerful curse living deep within you. You might have been able to restrain your curse for the most part, but it flares up occasionally and tempts you with the power to curse your foes, should you allow it to exert itself. Why should you be the only one who has to endure a cursed life when others have so clearly earned such woe?
Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune—which rarely pans out as you'd like—or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little.
Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible.
Curse Maelstrom DedicationFEAT 2
In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a misfortune effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's curse effect and are affected by the curse, you also enter a curse maelstrom state. No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute.
While in a curse maelstrom state, you can't benefit from fortune effects, and they also don't cancel misfortune effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target.
Dandy
You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired it later in life, or merely pretend to possess it, you look and act your part to manicured perfection.
Dandy DedicationFEAT 2
You become trained in Deception and Society; if you were already trained, you become an expert instead.
Dual-Weapon Warrior
You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, continual offense is the best form of defense, and you leave little room for your foes to avoid your whirlwind of weapons.
Dual-Weapon Warrior DedicationFEAT 2
Duelist
All across Athas, students are trained by weapon masters with their blades to master one-on-one combat. These weapon masters show deep troves of information detailing hundreds of combat techniques, battle stances, and honorable rules of engagement. Those who are trained by such masters might train in formalized duels—and that's certainly the more genteel route to take. However, others assert that there's no better place to try out dueling techniques than in the life-and-death struggles common to an adventurer's life.
Duelist DedicationFEAT 2
Elementalist
You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element.
Elementalist DedicationFEAT 2
Familiar Master
From the wise critic perched on the wizard's shoulder to the crafty snake that serves a templar for their own reasons, the ghastly homunculus in the alchemist's lab to the clever z'tal that picks the lock of the thief's cell, familiars have always served. Whether through rigorous training or a preternatural connection, yours serves better than most.
Familiar Master DedicationFEAT 2
Firebrand Braggart
You travel the Tyr region drawing attention to yourself, making great shows of your exploits, and proclaiming your great deeds.
Firebrand Braggart DedicationFEAT 4
If the chosen action can be used with multiple skills, such as Identify Magic or Recall Knowledge, you must specify which skill you are using for that particular action, such as using Arcana to Identify Magic, and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check.
Typically, a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action’s success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later.
Flexible Spellcaster
You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day.
Flexible Spellcaster DedicationFEAT 2
Folklorist
Folklorists are welcome across the Tyr Region for the entertaining stories they tell and the counsel they impart. However, those who take the art of storytelling to the next level can produce psionic effects based on their understanding of stories and their firm belief that life conforms to the contours of these tales. While many such folklorists are benevolent, terms like hero and villain are notoriously relative, changing to fit the perspective of the storyteller.
Folklorist DedicationFEAT 2
Spin Tale (auditory, linguistic) Frequency once every 10 minutes; Effect You tell a story, designating one of your allies (but not
yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story
continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are occult illusion effects that have no mechanical impact other than illustrating your tale.
Game Hunter
Game hunters find, follow, and slay game animals, then honor their fallen rivals by securing and preserving a trophy of the kill. Many game hunters show a reverential respect for their prey bordering on the sacred. The finest game hunters engage only in a fair chase, strive for painless kills, and use every part of the animal's carcass.
Game Hunter DedicationFEAT 2
When you succeed at a Strike against your hunted prey while it's flat-footed, it must attempt a Fortitude save against your class DC. On a failure, the prey's Speeds are each reduced by 10 feet for 1 round; on a critical failure, the duration of this effect is 1 minute. The prey is then temporarily immune to this effect for 10 minutes.
If you already have Hunt Prey, you become an expert in Survival. You apply the Stealth bonus and the Speed reduction only when your prey is an animal, beast, or drake.
Gang Enforcer
You've become a powerful gang enforcer. This archetype is the same as Golden League Xun.
Gang Enforcer DedicationFEAT 8
Geomancer
You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties.
You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible.
Geomancer DedicationFEAT 2
Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell, you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect. Aquatic (water) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed.
- Desert (fire) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're fatigued until they drink water or another potable liquid.
- Forest (plant) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become clumsy 1 for 1 round (clumsy 2 on a critical failure).
- Mountain (earth) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell rank for 1 round.
- Plains (plant) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell rank for 1 round.
- Sky (air) A gust of wind carries you aloft. You can Fly up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall.
- Swamp (plant) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take persistent poison damage equal to half the spell's rank (minimum 1 damage) with a basic Fortitude save.
- Underground (earth) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain darkvision as well as imprecise tremorsense out to 15 feet.
Ghost Hunter
Ghosts have a wide range of capabilities and features— no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts.
The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to dissolve in the Gray.
Ghost Hunter DedicationFEAT 2
Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait. You can cast these spells as innate occult spells. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma.
Gladiator
The roar of the crowd and thrill of competitive combat drive you to become the best—and the fame isn't bad either.
If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter.
Gladiator DedicationFEAT 2
At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative.
Hallowed Necromancer
It's quite common for mages of all sorts to study necromancy—the surprisingly diverse school holds the secrets of vitality and void energy, as well as life and death. Many tap into these powers with no consideration of the morality of their use. For these unscrupulous magic users, it's simply another avenue in their never-ending pursuit of power, and the abilities learned are turned to the caster's personal ends, whatever they may be.
Others choose a different path. Through spiritual study and introspection, they have come to recognize the evil intrinsic in the existence of undead, the fundamental wrongness of using the universal energy of death to create an appearance of life. To combat this evil, these casters learn to conduct vitality energy and direct it to great effect against the undead they encounter. They may also engage in ongoing study to learn of the nature of life, death, and undeath, and the precise relationship between each state. These scholars and mages are commonly known as hallowed necromancers—a slightly misrepresentative name, as many of them don't use religious methods, but a frequently used shorthand regardless.
The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic elemental lord, while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied.
Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies.
Hallowed Necromancer DedicationFEAT 2
Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using void energy isn't anathema, as it serves a natural purpose, but twisting that void energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an atone ritual.
Herbalist
The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use.
Herbalist DedicationFEAT 2
Horizon Walker
Many long for the open road, but you prefer the trackless wild. You can find safe passage through the most inhospitable terrain in the world—salt flats, deserts, and similar environs are where you're comfortable. Your talents open untrod paths for you and help guide others through the wilderness.
Horizon Walker DedicationFEAT 2
Juggler
You’re a skilled performer, with impressive balance and coordination that help you greatly in battle.
Juggler DedicationFEAT 2
Linguist
Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled.
Linguist DedicationFEAT 2
Loremaster
Knowledge is power, and you labor in pursuit of that power. No matter the situation, you can usually procure some tidbit of knowledge to inform your actions. You specialize in secrets, both uncovering them and hiding them away, and your command of the written word borders on the supernatural. As you discover deeper secrets of lore, you might develop a power over knowledge that becomes outright magical, allowing you to understand and disguise information even more effectively.
Loremaster DedicationFEAT 2
Marshal
Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own glory for the greater good of the team. Some marshals lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support.
Regardless of their preferred method of combat, marshals' ability to bring the best out in every ally is a valuable addition to any group.
Marshal DedicationFEAT 2
In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.
Mauler
You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near.
Mauler DedicationFEAT 2
Medic
You've studied countless techniques for providing medical aid, making you a peerless doctor and healer.
Medic DedicationFEAT 2
Mind Smith
“The mind makes it real.” Though uttered in many parts of Athas, nowhere is this more literal than perhaps among mind smiths—those with a mysterious mental talent that allows them to manifest their mind into a physical object. Some gain this power through magical training from an ancestor or mentor, while others earn it as a gift or reward from some greater being, or by inexplicable chance.
Whatever the source, you have mastered the ability to form a mental image into a corporeal figment solid enough to affect the physical world. You trained the power to aid you in battle by shaping itself into a potent weapon, bound by only the reaches of your own imagination.
Mind Smith DedicationFEAT 2
- A one-handed weapon that deals 1d4 damage and has the agile and finesse traits
- A one-handed weapon that deals 1d6 damage and has the finesse trait
- A one-handed weapon that deals d8 damage
- A two-handed weapon that deals 1d10 damage and has the reach trait
Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken.
You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn.
Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it.
Oozemorph
You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a tyrian slime, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Nibenay. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent.
Oozemorph DedicationFEAT 2
As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to Diplomacy checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of –4 for four or more feats.
Pirate
You live a life of freedom, taking by force and intimidation all that you desire.
You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving.
Pirates have much in common with swashbucklers, and many pirates have the swashbuckler class or archetype. Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to impress, intimidate, and gain panache. For example, if you have the panache class feature and your Acrobatics check for a Boarding Assault exceeds the very hard DC for your level, you would gain panache.
Pirate DedicationFEAT 2
Boarding Assault (Flourish) Effect Either Stride twice or
attempt an Acrobatics check (DC determined by the GM, but
usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during
this movement, you can make a melee Strike that deals one
additional weapon damage die.
Poisoner
People are so delightfully fragile when exposed to the glories of nature. The bite of a certain serpent makes the blood congeal to jelly. A particular stone, suitably powdered, causes hallucinations and delirium. The sap of a tree inflicts such pain that death seems preferable. You are a student of such dark wonders, making you a dangerous foe indeed.
Poisoner DedicationFEAT 2
Provocator
The provocator is a gladiator who mixes brilliant performance with mastery of weapons.
Provocator DedicationFEAT 10
Psychic Duelist
The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses.
Psychic Duelist DedicationFEAT 4
- Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's rank.
- Psychic Fist You can use your standard ability modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC.
Reanimator
Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations before. Such customs assume a common conclusion: once the spirit that inhabited it has gone on to the Gray, the empty shell of a corpse has no purpose beyond its eventual return to the elements that formed it. You know differently. As the vessels that once housed immortal souls, corpses hold great power and potential, perfect construction materials for creations of unsurpassed wonder.
As a reanimator, you have chosen to focus your study of the necromantic arts on the transformation of dead flesh into innumerable varieties of undead, from the lowliest shuffling corpses and brittle skeletons to abominations of ghastly splendor barely conceived of by only the most fanatical—or brilliant— mortal minds.
Reanimator DedicationFEAT 2
In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead.
Ritualist
While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck gives them surprising skill at performing rituals, whether they want that power or not.
Ritualist DedicationFEAT 4
Scout
You're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to report to your comrades, or suddenly and decisively strike your foes. Your skills ease the difficulty of travel for you and your companions and keep you all on guard when you're approaching danger.
Scout DedicationFEAT 2
Sentinel
Armor offers solid, reassuring protection in combat, and as someone who faces danger on a regular basis, you have made it your business to get the most out of your defenses. You stand solid on any battlefield, encased in the sturdiest armor you can find. When danger threatens, your solid defenses will safely get you, and possibly your companions, home again. As a sentinel, you might be a member of an order of knights or bodyguards that trained you how best to take advantage of heavy armor.
On the other hand, you might just be an adventurer who took one too many scrapes and decided that enough was enough, so you trained yourself to wear the heaviest plate you could get your hands on. Some witches or sorcerers have chosen to follow the path of the sentinel to increase their survivability.
Sentinel DedicationFEAT 2
Shadowdancer
Shadow has always been the cousin of fear. Within the darkness, monsters dwell, plans are hatched, and enemies strike with fang and dagger and dark magic. But some embrace the Black, gain power from it, and dance within its shifting dark.
A true shadowdancer is a creature who flits on the edge of light and darkness. Moving amid the inky blackness, shadowdancers are spies, assassins, infiltrators, and emissaries. Some shadowdancers use their relationship with the Black for good, while others embrace the primordial night, its terror, and its betrayal.
Regardless of the reason why someone embraces the shadows, the shadows embrace that person in turn, gradually transforming them into something inky, nebulous, and mysterious.
Shadowdancer DedicationFEAT 8
You also gain a +2 circumstance bonus to Stealth checks when you are within dim light or darkness.
Sixth Pillar
The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate magic, but it can be used by anyone who can cast spells.
Sixth Pillar DedicationFEAT 10
Sleepwalker
Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind.
Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams, and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance.
Sleepwalker DedicationFEAT 4
- You gain a +1 status bonus to Will saves. This bonus increases to +2 against mental effects. If you're legendary in Occultism, the bonus against mental effects increases to +3.
- You take a –1 penalty to Perception checks and initiative rolls.
Snarecrafter
You're able to take ordinary materials and use them to create deadly snares, special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair.
Instead, when a battle takes place at a location of your choice, you have a major advantage thanks to your well-placed snares. Once your foes come to realize that you may have trapped any location on the battlefield, their fear of walking into another trap can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place.
Snarecrafter DedicationFEAT 2
Soul Warden
You consider yourself a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle.
While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey to the Gray, thus ensuring the continuation of existence.
Soul Warden DedicationFEAT 2
In addition, you can cast vitality lash as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom.
Staff Acrobat
You can perform amazing acts in and out of combat when you have a spear, staff, or polearm.
Staff Acrobat DedicationFEAT 2
Swarmkeeper
Many civilizations throughout history have benefited from a symbiotic relationship with insects. A community might raise insects for certain byproducts, such as a bee’s honey or a spider’s silk, or tame larger versions of common species as mounts. Some even take this harmony to the extreme and willingly host a swarm of insects inside their bodies. Because of their unusual arrangement, swarmkeepers tend to live solitary lives, or at least as solitary as you can be as a host of thousands. When dealing with those who might be squeamish of their abilities, some swarmkeepers wear straw skeps, backpack-like boxes often employed by beekeepers as a kind of social camouflage. Such items might even be used to house additional insects if their swarm grows too big to fit inside their body.
Swarmkeepers can add new capabilities to their swarms. For some, this means incorporating many different species of insects into their swarm, making even mortal enemies in nature work together. Others selectively cultivate one kind of insect precious to them into various morphs that give the swarm new capabilities.
Swarmkeeper DedicationFEAT 2
While outside your body, your swarm is Large and has a Speed of 15 feet and a climb Speed of 15 feet. It can occupy the same space as other creatures. While outside your body, the swarm can be attacked. It uses your statistics for defenses but is immune to grappled, prone, restrained, and mental effects that target only a specific number of creatures. The swarm has resistance equal to your level to physical damage and weakness equal to your level to area and splash damage. Any damage that would be dealt to the swarm is dealt to you instead, though you take damage only once from any ability that includes both you and the swarm in the area of effect (though you take the greater amount of damage).
When Swarm Forth ends, the swarm disperses into individual creatures. While dispersed, it can no longer be used for actions or be targeted, and the insects return to you and nest in your body again. This typically takes 1 minute unless you're extremely far away (as determined by the GM).
Swordmaster
Those trained to master the sword learn so to survive, defend others, and defeat their enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge.
Swordmaster DedicationFEAT 6
Undead Master
Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells. Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end.
This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. The additional feats below are found in the beastmaster archetype. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead.
Undead Master DedicationFEAT 2
Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your “active companion,” follows you during exploration and encounters; the rest are reduced to an “inactive” state that can be easily tucked into an inventory or stored in a nearby crypt.
Undead Slayer
Anywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield—you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like T’liz; train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead.
Undead Slayer DedicationFEAT 2
Weapon Improviser
As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever's at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you off guard.
Whether you're smashing someone over the head with a bar stool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a fight breaks out. Because you fight with disposable weapons, you don't need to be as careful with your weapons as other warriors do, and you can break them when needed to win a fight without feeling any regrets later.
Weapon Improviser DedicationFEAT 2
Winged Warrior
Nature provided wings to certain creatures to help them soar above predators or reach food hanging from tall trees or the side of a cliff. When those graced with wings no longer have to depend on flight for survival, their appendages can be turned to a different use: combat. In addition to granting strategic elevation over foes, wings provide a variety of combat advantages.
Winged warriors are found independently among several ancestries. Aarakocra of the Tyr region are the most commonly seen practitioners of this fighting style. Warriors able to take flight, even temporarily, can often name their price when joining a merchant caravan. Despite the ranged armaments available on many caravans, many guards are hard-pressed to defend against skilled aerial assailants.
Even those who develop wings later in life, like certain Dray and those with grafted wings, can learn the fighting style of a winged warrior. Although it’s a long path, many of the techniques involved are reinvented, rediscovered, and even updated by individual warriors.
Winged Warrior DedicationFEAT 2
Wrestler
Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life.
The wrestling tradition is common all over Athas. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed.
Wrestler DedicationFEAT 2
Dark Sun Archetypes
Avangion
Having mastered both psionics and arcane magic, some of Athas' most powerful preservers seek out the mysteries of a metamorphosis, to change themselves into strange beings of gossamer wings and light. As avangions, they can combine their mastery of the Way and arcane arts into psionic enchantments that some say counters dragon magic. Others say that the avangions bring a healing power, and that they come not to fight, but to return life to dying lands. Most sages have never heard of avangions, and would probably call them myth.
Avangion DedicationFEAT 12
You gain the celstial trait and are surrounded by a halo of light and goodness at all times as well as your skin glitters in the sunlight. Your halo sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the concentrate trait. Your eyes turn silver, and you gain Dark Vision. Finally, you gain the Celestial Wings action.
Aura of RighteousnessFEAT 14
Your righteous aura dampens evil's might. You and all allies in the avangions halo of light gain unholy resistance 5.
Avangion Metamorphosis IFEAT 14
At 16th level, the resistance increases to 2, or 4 if the source is non-magical. At 18th level, the resistance increases to 3, or 5 if the source is non-magical.
Avangion Metamorphosis IIFEAT 16
Aura of unbreakable virtueFEAT 20
Avangion Metamorphosis IIIFEAT 20
Dragon
Athasian dragons are a species of reptiles native to Athas that are created when a powerful wizard uses their powers to absorb enough magic from the natural world or from captured slaves to evolve into a new form. The process takes several stages, the first being the larval dragon, the form the wizard evolves into when they complete the initial ceremony of transformation. The new dragon then progresses through a series of stages, fueled by defiler magic all the way, till they are transformed into a full-fledged dragon.
Dragon DedicationFEAT 12
You gain the dragon trait. Your skin becomes scaly giving you fire resistance equal to half your level and environmental heat effects are one step less extreme. Your fingers elongate into sharp claws. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits in the brawling weapon group. Finally, your eyes turn reptilian, and you gain Dark Vision.
During the Dragon Metamorphosis you crafted a perfect obsidian sphere and swallowed it whole. You gain the Dragon Magic action.
The act of defiling empowers you with magic. If your next action is to cast a cantrip or a spell, reduce the number of actions to cast it by 1 (minimum 1 action). Dragon magic also improves with additional defiling feats.
Dragon Metamorphosis IFEAT 14
At every 2 levels thereafter, the damage increases by 1d4 for each damage type.
Dragon Metamorphosis IIFEAT 16
Dragon SensesFEAT 16
Frightful AuraFEAT 18
Dragon Metamorphosis IIIFEAT 20
Elemental
There are several ways for a mortal to consume a primordial spark but continuing to become an elemental takes concentrated effort. A mortal might be born with an elemental spark, gifted one, or they could gain one by consuming the power of an elemental. Once acquired, one must spend a great deal of time contemplating and understanding the spark to unlock its full potential.
The process of attaining elemental mastery is dangerous. The slightest slip in control can cause devastation on a massive scale.
Elemental DedicationFEAT 12
You gain the elemental trait and are attuned to the element you worship: air, earth, fire, magma, rain, silt, sun, or water. You gain resistance equal to half your level against damage dealt by effects with your elemental trait. In addition, you gain the Naari, Oread, Sylph, or Undine trait and can choose ancestry feats from those versatile heritages.
Disciple of the ElementsFEAT 14
Elemental SpellsFEAT 14
Depending on the element that influenced you, you changed the marked spells damage based on your element. If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with flame; and if it's water, you inundate your foes with torrents of water. For fire, magma, or sun, all marked spells deal fire damage.
For Air, Earth, or Water elements, they deal bludgeoning damage. For rain they deal lightning damage and for silt they deal void damage. You replace any existing elemental traits with the trait of the element you chose.
Burning Spell FEAT 14
Current Spell FEAT 14
This effect has the air, rain, or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, rain trait, water trait, or all until the start of your next turn, depending on the spell's traits.
Rockslide Spell FEAT 14
Void Spell FEAT 14
Wind-Tossed Spell FEAT 14
Scintillating Spell FEAT 16
Elemental FormFEAT 18
Kaisharga
Kaishargas are extremely powerful undead. They voluntarily embraced this existence through a complicated ritual in order to prolong their life and increase their power. They come from all classes: fighters, wizards, gladiators, psions, and even evil clerics.
Gaunt, skeletal beings, kaishargas gain incredible powers through undeath. Their eyes burn with green fire of hatred for the living, and their connection to the Gray gives their skin a grayish tint. Kaishargas dress as they did in life.
A kaisharga’s transformation gives it great strength and agility, as well as deep cunning and wisdom. The defiler becoming or creating a kaisharga must be able to cast 6th-rank arcane spells.
Kaisharga DedicationFEAT 12
Special You can't select another dedication feat until you have gained two other feats from the kaisharga archetype.
Hand of the KaishargaFEAT 14
When you critically hit a living creature with your fist Strike, the creature is slowed 1 until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. This is a critical specialization effect.
Kaisharga MagicFEAT 14
Magic SenseFEAT 14
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Enhanced Kaisharga MagicFEAT 16
Frightful AuraFEAT 18
Legendary Kaisharga MagicFEAT 20
Living Vessel
With the dawning of a new era comes the need for a new seat of power, and what better way to show your coming master your devotion than by sacrificing your entire being for their use? You presented yourself before their altar and they answered your call, flooding your body with their power and granting you the gift of their original form. Or maybe you were abducted in the dark, on a night that the moon refused to shine, when you were taken to a profane location where a mysterious cult bound you to their master against your will. Now you have powers you didn't before and you have new features that scare (and maybe, in a small dark part of your heart, thrill) you.
You might have even become a living vessel through a strange bargain. For instance, perhaps at the brink of death, you received an offer from an entity to spare your life in exchange for inhabiting you. Or you might have offered yourself to the entity in exchange for saving a loved one, for riches, or to fulfill a lifelong dream.
Beings of any alignment can inhabit a living vessel. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely.
Living Vessel DedicationFEAT 2
You need to spend at least an hour each day assuaging the entity within you, or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become doomed 1, and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda.
You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling unconscious, though at the risk of letting it enact its will.
Entity's Resurgence Trigger You would be reduced to 0 Hit Points but not immediately killed; Effect Instead of letting you fall unconscious; your entity takes control. You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key attribute modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall unconscious, whichever comes first.
While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make. No matter the entity's nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even an evil entity won't change allegiances or ignore danger except in the most extreme circumstances.
Special You can't select another dedication feat until you've gained two other feats from the living vessel archetype.
Entity's StrikeFEAT 4
Tap Vitality FEAT 6
Special This action has the tradition trait appropriate to your entity, typically divine for an elemental, arcane for an entity from the Black or undead spirit from the Gray, or primal for a spirit of the land.
Elemental Constriction FEAT 8
The creature attempts a basic Reflex save that applies to both types of damage and uses the higher of your class DC or spell DC.
Exude Undead Corruption FEAT 8
At 14th level, the unholy damage increases to 2d6, and at 20th level, the void damage increases to 3d6.
Shadow's Trickery FEAT 8
Vessel's From FEAT 16
- If you were Medium or smaller, you become Large, and your reach increases to 10 feet.
- You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap.
- If you have the Entity's Strike feat, the unarmed attack you gained from that feat increases its damage die from 1d6 to 1d8.
- You gain 40 temporary Hit Points.
- You gain a fly Speed equal to your Speed.
Special This action has the tradition trait appropriate to your entity, typically divine for an elemental, arcane for an entity from the Black or undead spirit from the Gray, or primal for a spirit of the land.
Martial Artist
You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination.
Martial Artist DedicationFEAT 2
Special You can't select another dedication feat until you have gained two other feats from the martial artist archetype.
Brawling FocusFEAT 4
Dagorran Stance FEAT 4
If you’re flanking a target while in Dagorran Stance, your dagorran jaw unarmed attacks also gain the trip trait.
Drake Stance FEAT 4
Erdlu Stance FEAT 4
While in Erdlu Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
Feylaar Stance FEAT 4
Kirre Stance FEAT 4
As long as your Speed is at least 20 feet while in Kirre Stance, you can Step 10 feet.
Mountain Stance FEAT 4
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer's clothing, mystic armor, and bracers of armor.
Stumbling Stance FEAT 4
Follow-Up StrikeFEAT 6
Dagorran Drag FEAT 8
Drake Roar FEAT 8
After you use Drake Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Drake Stance. Creatures in the area of your roar are then temporarily immune for 1 minute.
Erdlu Flutter FEAT 8
Your circumstance bonus to AC from Erdlu Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make an erdlu wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach.
Feylaar Pound FEAT 8
Special If you have this feat, while you are in Feylaar Stance, you gain a climb Speed of 15 feet.
Grievous Blow FEAT 8
This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level.
Kirre Slash FEAT 8
Mountain Stronghold FEAT 8
Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1.
Stumbling FeintFEAT 8
Path of Iron FEAT 14
Mountain Quake FEAT 16
Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.
Mekillot Lord
You are one of the brave individuals that have trained a Drik, Inix, Mekillot, or Slimahacc from birth. Collectively this group is known as mekillot lords but often are called Drik, Inix, Mekillot, or Slimahacc Lords.
They often ride these enormous creatures into battle. Astride these mighty steeds, Mekillot lords lead their followings, and they defend their people from enemies and other perils of the desert wastes.
You're one of these rare individuals, a true Mekillot Lord. You've captured or befriended one of the megafauna of the desert and tamed it. This heroic deed is best done as part of an adventure, but if that isn't possible, work with your GM to determine the details of how you managed to make one of these tremendous creatures your companion. You now ride this fantastic beast into battle, fighting from atop its back.
Mekillot Lord DedicationFEAT 4
Contrary to the usual rules for animal companions, this feat can give you a second animal companion. If you have more than one animal companion, you can adventure with only one of them at a time. You can switch between them like a beastmaster does. You gain the Call Companion action, as the beastmaster archetype, and you follow all the other rules found in the Call Companion sidebar.
Quick Mount FEAT 4
Wild EmpathyFEAT 4
Companion's CryFEAT 6
Mature Megafauna CompanionFEAT 6
Megafauna VeterinarianFEAT 6
Mekillot Charge FEAT 6
Speech of the Mekillot LordsFEAT 7
Incredible Megafauna CompanionFEAT 8
Stalwart Mind FEAT 8
Staggering Blow FEAT 10
Unbreakable BondFEAT 10
Gigantic Megafauna CompanionFEAT 12
Trampling Charge FEAT 12
Specialized Megafauna CompanionFEAT 14
Special You can select this feat up to three times. Each time, add a different specialization of the ones listed above to your megafauna companion. Your megafauna can't have more than three specializations.
Legendary RiderFEAT 20
Morg
A morg is a powerful undead similar to a kaisharga or t'liz but with one critical difference: a morg cannot bring himself into the eternity of undeath. The process of creating a morg is extremely complex and requires that the subject be dead before it commences.
Morg’s desiccated; near-mummified features and brown-gray pallor mark them as noticeably dead. Their bodies often appear emaciated but not skeletal, for the mummification process leeches most of the liquids from the body, replacing them with spiced unguents and balms. The result is a smooth-skinned, sweet-smelling corpse, with flesh tight but not shriveled around the bones.
Morg DedicationFEAT 2
Many effects that harm the living are far less effective against your desiccated form. You gain the Toughness feat, but also light blindness.
Your tongue elongates; you gain a tongue unarmed attack that deals 1d6 bludgeoning damage. It is in the brawling group and has the disarm, grapple, trip, and unarmed traits.
You gain the leech life action.
Crushing GrabFEAT 4
Semblance of Life FEAT 4
Grave MummificationFEAT 6
When you critically hit a living creature with your tongue Strike, the creature is slowed 1 until the end of your next turn unless it succeeds at a Fortitude save against the higher of your class DC or spell DC. This is a critical specialization effect.
Morg's Despair FEAT 6
Accursed TongueFEAT 8
Desiccating Inhalation FEAT 12
At 14th level and every 2 levels thereafter, the damage increases by 1d8.
Greater DespairFEAT 12
Necromant
Necromants are wizards who have somehow become tied to the plane known as the Gray, which they tap into to power their spells.
Necromants are either undead wizards who have developed the ability to cast spells where there is no life, such as in the Obsidian Plains, or they can be living creatures seeking to unravel the mysteries of death and find answers to questions that only the ancient dead know.
Some necromants seek out powerful intelligent undead to learn the secrets to becoming undead, or to
increase their already impressive powers. Others might yet have other sinister reasons for their preoccupation with death.
Necromant DedicationFEAT 2
You gain the call of the grave domain spell that is powered by the Gray. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating to siphon power from the Gray and refill your focus pool. Your domain spells from the necromant archetype are arcane and you may defile the Gray when casting.
FamiliarFEAT 4
Undeath SpellsFEAT 4
Disciple of DeathFEAT 6
Enhanced FamiliarFEAT 6
Special (Wizard) If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Gray Spell FEAT 8
This spell is powered by the Gray and any defiling pulls additional power from the Gray.
Gray MagicFEAT 10
As with your other Necromant spells these spells are powered by the gray and when defiling with these spells it pulls energy from the Gray.
Necromantic ReservoirFEAT 10
These additional spells are powered from the Gray. An arcane spell caster can defile as normal when casting these spells with no effect to plant life around the spell caster.
Regardless of the way in which you cast spells; you can spontaneously cast a spell from your necromantic reservoir by using one of your spell slots of the same rank. If you're a prepared spellcaster, you lose the spell you prepared in that slot.
Spells cast from your necromantic reservoir gain the void trait. If the spell requires an attack roll, use the lower of the target's AC or their Fortitude DC. If the spell requires a saving throw, the target uses their Fortitude saving throw or the spell's normal saving throw, whichever is lower. Each time a creature fails its saving throw against a spell cast from your reservoir, a small piece of your flesh dies.
If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, your necromantic reservoir spells are always arcane.
Additional Gray MagicFEAT 12
Secrets of the GrayFEAT 12
As Necromantic Reservoir this additional spell is powered from the Gray. An arcane spell caster can defile as normal when casting this spell, with no effect to plant life around the caster.
In addition, the dead flesh generated by casting necromantic spells protects your body against harmful damage, but you also become innately weaker. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for holy, vitality, and any damage done by a weapon with the ghost touch rune. This resistance increases to 2 if the source is non-magical.
At 14th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical.
Gray PowerFEAT 14
Enhanced Gray CastingFEAT 18
If you want to, you can cast any arcane spell without any effect from defiling. If you do so, you can cast arcane spells while in lifeless environments, such as the obsidian plains. Powering your arcane spellcasting through the Gray allows you to defile with no destruction to plant life.
Ruvoka
Ruvoka are elemental creatures that are created when a powerful druid uses psychic power to transform into a creature with affinity to one elemental plane. They travel the planes easily, even the Astral Plane, but on Athas they are bound to certain locations.
Ruvoka DedicationFEAT 12
You gain the elemental trait and you are attuned to an element of your choice; air, earth, fire, or water. You gain resistance equal to half your level against damage dealt by effects with your elemental trait. Ruvoka also gain the feat Domain Initiate for the element they select.
Summon ElementalFEAT 14
Elemental Blade FEAT 14
Advanced DomainFEAT 16
Special You can select this feat multiple times. Each time, you must select a different advanced domain spell from a domain for which you have an initial domain spell.
Planar Sidestep FEAT 16
Plane ShiftFEAT 18
Shadow Wizard
The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness… all except shadow wizards.
By trading away that piece of their spirit, shadow wizards have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realm of the Black.
Shadow Wizard DedicationFEAT 2
You gain the cloak of shadow domain spell that is powered by the Black. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating to siphon power from the Black and refill your focus pool. Your domain spells from the shadow wizard archetype are arcane and you may defile the Black when casting.
FamiliarFEAT 4
Shadow SpellsFEAT 4
Disciple of ShadeFEAT 6
Enhanced FamiliarFEAT 6
Special (Wizard) If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Shadow Spell FEAT 8
This spell is powered by the Black and any defiling pulls additional power from the Black.
The effects of Shadow Spell end if you use Shadow Spell again.
Shadow ReservoirFEAT 10
These additional spells are powered from the Black. An arcane spell caster can defile as normal when casting these spells with no effect to plant life around the spell caster.
Regardless of the way in which you cast spells; you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same rank. If you're a prepared spellcaster, you lose the spell you prepared in that slot.
Spells cast from your shadow reservoir gain the shadow trait and affected creatures might be able to disbelieve them. If the spell requires an attack roll, use the lower of the target's AC or their Will DC.
If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is lower. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadow stuff.
If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, your shadow reservoir spells are always arcane.
Secrets of ShadowFEAT 12
As Shadow Reservoir this additional spell is powered from the Black. An arcane spell caster can defile as normal when casting this spell, with no effect to plant life around the caster.
In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain void resistance equal to the highest rank of spell you can cast from spell slots; if you have void healing (or are otherwise harmed by vitality damage and not void damage), you instead gain vitality resistance in the same amount.
Shadow MagicFEAT 12
As with your other Shadow Wizard spells these shadowdancer spells are powered by the Black and you may defile as normal.
Shadowdancer focus spells are arcane spells.
Additional Shadow MagicFEAT 14
Shadow IllusionFEAT 14
You become an expert in arcane spell attack rolls and DCs if not already.
Unending EmptinessFEAT 14
Shadow PowerFEAT 16
Enhanced Shadow CastingFEAT 18
T'liz
T’Liz are undead defilers whose spirits have outlived their bodies. They are extremely powerful undead who seek magical knowledge and power above all else and exist as such to continue their study of magic. They seldom associate with the living except when mortals provide suitable pawns.
Because they appear much as they did in life, t’liz can move freely among the living. Their only unusual features are their skin, which is extremely pale, and their weight, which often diminishes until they become no greater than average in build. T’Liz must anoint themselves with numerous oils and substances that prevent their bodies from deteriorating. They must also feast upon the life energy of the living to sustain their own energies.
T’Liz may be detected in a number of ways. They cast no reflection or shadow and they move in complete silence.
T'liz DedicationFEAT 14
Replenishing ConsumptionFEAT 16
Grave StrengthFEAT 16
Frightful AuraFEAT 18
Breath of Hungry Death FEAT 18
When a creature is killed using Breath of Hungry Death, its body is reduced to a smoldering pile of ash wafting with necrotic fumes. You can use a reaction to immediately inhale these fumes and become satiated or fully satiated as if you had used Life Leech.
Glutton for LifeFEAT 18
If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have Grave Strength, you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated.
Improved Life LeechFEAT 20
Wrath of the First T'Liz FEAT 20
Feats
1st Level
All of the AnimalFEAT 1
Different WorldsFEAT 1
ForagerFEAT 1
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a critical success (two if you’re an expert, 4 if you're a master, or 8 if you're legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
LiteracyFEAT 1
Medical ResearcherFEAT 1
Secret SpeechFEAT 1
Special You can take this feat multiple times. You learn the secret speech of a different society each time.
Silt MarauderFEAT 1
Tame AnimalFEAT 1
To use this feat, choose a wild animal that isn't actively hostile to you, and which isn't confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically too scared to be tamed). Attempt a Nature check against a DC determined by the GM; this is usually the animal's Will DC, but circumstances might adjust the precise DC. This attempt usually takes an hour, but you can perform it in 10 minutes if you have expert proficiency in Nature, 1 minute if you have master proficiency, or as a three-action activity if you have legendary proficiency.
2nd Level
Eye of the Sorcerer-King FEAT 2
- you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell;
- you gain darkvision;
- you gain a +2 status bonus to Perception checks to Seek undetected and hidden creatures and to your Perception DC against Hide and Sneak.
After your third eye closes, you are dazzled for an amount of time equal to how long you had it open.
Eyes of the CityFEAT 2
Fleeing DiversionFEAT 2
succeed at your check to Create a Distraction against the majority of the creatures (at least half of the creatures) whose attention you're trying to divert, you can use your reaction to immediately Hide, Sneak, or Step. As normal, you are only hidden to creatures against which you succeed on your check to Create a Diversion, even if you manage to Hide or Sneak away.
Half-TruthsFEAT 2
Predict WeatherFEAT 2
Once you make an attempt to Predict the Weather, you cannot attempt to do so again for 24 hours.
Triumphant BoastFEAT 2
Tweak AppearancesFEAT 2
Wilderness SpotterFEAT 2
Special You can select this feat more than once. Each time you select it, the feat applies to a new type of terrain.
4th Level
Ambush TacticsFEAT 4
That's Not Natural! FEAT 4
If you know the commune with nature ritual, you can use Survival as a primary or secondary check to resolve that ritual—if you do so, you gain a +2 circumstance bonus.
Veiled Alliance Cognitive Crossover FEAT 4
Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one), Medicine, Nature, Occultism, Religion, or Society.
6th Level
Say That AgainFEAT 6
7th Level
Magical CraftingFEAT 6
12th Level
Too Angry to DieFEAT 12
Equipment
IN A WORLD WHERE SURVIVAL ALWAYS HANGS in the balance, gear can be crucial. As you make your way across the Athasian wilds, your items help to keep thirst, starvation, sand, salt, and the blazing sun at bay. You need a good weapon and effective armor to fight off predators. A hardy mount can shorten your trip or, if you're desperate, serve as extra provisions. Your traveling gear will make sure you won't get lost, get eaten, or fall prey to the multitude of raiders that roam the deserts.
To understand commerce and the availability of equipment on Athas, one must understand that Athas is a metal-poor world. Nearly bereft of metals, all items - including armor and weapons - are made from substitute materials, such as bone, obsidian, or wood. The scarcity of metal has forced the people to rely on barter and different materials, such as ceramic, to use as currency. It has also hampered industrial and economic development as well; farms, mills, and workshops rarely have quality tools to produce everyday products. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the world of Athas presents.
Monetary Systems
Wealth appears in many forms in the world of Athas. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Societies on Athas exchange goods and services in three ways: coins, barter, and service. Nomads usually trade in common goods, bartering for what they need. Free citizens, members of the nobility and merchants prefer coinage, though deals in services are not uncommon. Many an adventurer has provided mercenary work at a merchant house's trading caravan, only to be offered food, water, and some shade to rest during the long trip.
Athasian Coinage
Ceramic coins marked in various denominations are the most common form of money in civilized areas of Athas. Each city state strikes its own coins, sculpting, glazing, firing, and treating them in specific ways to discourage forgery. The typical ceramic coin—or bit, as it’s sometimes called— weighs approximately one-sixth of an ounce and is equivalent in value to a metal coin type: copper bit, silver bit, or gold bit
(For convenience, this book uses the standard Pathfinder Core Rulebook abbreviations of cp for copper piece, sp for silver piece, and gp for gold piece; just remember that these denominations refer to ceramic, not metal, coins.) Ceramic coins equivalent to platinum pieces are simply gold bits marked with a higher value. Talented criminals can make good profits counterfeiting ceramic coins, but if they are caught, the penalties are severe and usually affect the counterfeiter’s entire family.
Sorcerer-kings back their cities’ ceramic coins with royal wealth and carefully regulate the currency as a means of controlling the population. In merchant emporiums, travelers can exchange the coins of one city-state for those of another for a fee of 5 percent. In practice, few people bother swapping their currency, since most merchants accept coins of any city (though the templars might start cracking down on that custom).
Metal coins exist on Athas, having been found in ancient treasure troves and circulated now and then. Very old coins attract unwanted attention unless the owner pays “taxes” to the right templars and nobles. In addition, merchant houses and minters who serve the sorcerer kings strike small amounts of metal coins, which have the normal value. Real coinage is a necessary guarantee against the possibility of a monarch abruptly devaluing the ceramic currency or banning the coins of an enemy city. Real coins are also useful for dune traders who deal with villagers or tribes in the wastes, where ceramic coins are just pretty clay chips Merchant houses prize metal coinage and exchange local ceramic currency for it at full value, but city officials watch these transactions closely. Only merchant houses, nobles, or travelers who deal with such individuals can trade large amounts of ceramic coins for metal equivalents (or vice versa) without arousing suspicion.
Barter
Barter is the exchange of goods for other goods - no coins change hands. By its very nature, barter is an age-old ceremony of negotiation. Characters who often venture out in the deserts encounter tribes and nomads who usually deal in this type of trade - a herdsman or a hunter would rather own a few waterskins than a handful of coins. Thri-kreen always resort to bartering since they have little use of coins.
When your character enters a barter, you compare the costs of the items to be exchanged and then match the quantities until they are approximately even. For example, Kyuln's tribe wishes to exchange its crop of rice for barrels of water. On Athas, rice is worth 5 copper pieces per pound, and each barrel of water is worth 25 cp. Kyuln's tribe would have to trade 5 pounds worth of rice to the merchant in exchange for one barrel of water.
Selling Treasure
Opportunities abound to find treasure, equipment, weapons, armor, and more in your adventures. Normally, you can sell your treasures and trinkets when you return to a city or other settlement, provided that you can find buyers, and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market.
Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer, per the rules for selling a magic item.
Trade Goods. Outside the city-states, many people conduct transactions through barter. Like gems and art objects, trade goods - bars of iron, bags of rice, livestock and so on - retain their full value in the market and can be used as currency.
Armor
On Athas, an armorer might spend an entire career without accumulating a sufficient quantity of metal to create a suit of armor. Even if a windfall of metal were to be found, the techniques for forging such armor have largely been lost to the ages. Were these challenges overcome and the armor constructed, Athas’s intense heat would leave the crafter with few interested buyers. For these reasons, Athasian crafters turn to more lightweight materials, such as bone, chitin, leather, and wood, when assembling protective gear.
Armor Class
Your Armor Class (AC) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.
Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you’re wearing. If you’re not wearing armor, use your proficiency in unarmored defense.
Donning and Removing Armor
Getting in and out of armor is time consuming—so make sure you’re wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor.
Armor Statistics
Table 6–1: Unarmored Defense provides the statistics for the various forms of protection without wearing armor. Table 6–2: Armor provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.
CATEGORY
The armor’s category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor.
AC BONUS
This number is the item bonus you add for the armor when determining Armor Class.
DEXTERITY MODIFIER CAP [DEX CAP]
This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor
CHECK PENALTY
While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor’s Strength threshold (see Strength below), you don’t take this penalty.
SPEED PENALTY
While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor’s Strength threshold (see below), you reduce the penalty by 5 feet.
STRENGTH
This entry indicates the Strength modifier at which you are strong enough to overcome some of the armor’s penalties. If your Strength modifier is equal to or greater than this value, you no longer take the armor’s check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet).
BULK
This entry gives the armor’s Bulk, assuming you’re wearing the armor and distributing its weight across your body. A suit of armor that’s carried usually has 1 more Bulk than what’s listed here (or 1 Bulk total for armor of light Bulk). An armor’s Bulk is increased or decreased if it’s sized for creatures that aren’t Small or Medium in size.
GROUP
Each type of clothing and armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects.
ARMOR TRAITS
The traits for each suit of armor appear in this entry. Armor can have the following traits.
Adjusted: The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can’t have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item’s base statistics, such as adding the noisy trait, that’s reflected in the equipment’s table entry.
Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier.
Comfort: The armor is so comfortable that you can rest normally while wearing it.
Flexible: The armor is flexible enough that it doesn’t hinder most actions. You don’t apply its check penalty to Acrobatics or Athletics checks.
Hindering: This armor is so heavy and bulky it slows you down no matter what. You take a –5 penalty to all your Speeds (to a minimum of a 5-foot Speed). This is separate from and in addition to the armor’s Speed penalty and affects you even if your Strength or an ability lets you reduce or ignore the armor’s Speed penalty.
Laminar: The armor is made up of layered sections, so when it breaks, it isn’t as much of a problem. The status penalty to AC if this armor is broken is –1 for broken medium armor, –2 for broken heavy armor, or no penalty for broken light armor.
Noisy: This armor is loud and likely to alert others to your presence. The armor’s check penalty applies to Stealth checks even if you meet the required Strength score.
ARMOR SPECILIZATION EFFECTS
Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.
Chain: The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor’s potency rune for medium armor, or 6 + the value of the armor’s potency rune for heavy armor. This can’t reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.
Composite: The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Leather: The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Skeletal: Armor made from the bone or exoskeleton of creatures as diverse as bears, insects, and coral, skeletal armor protects vital points from precision damage. You gain resistance to precision damage equal to 3 + the value of the armor’s potency rune for medium armor, or 5 + the value of the armor’s potency rune for heavy armor.
Wood: Wood armor is generally flexible and light, but it can splinter as it breaks, throwing off shards and fragments that damage foes who deal you critical blows. If a foe critically hits you with a melee unarmed attack or critically hits you with any melee attack while adjacent to you, it takes piercing damage equal to 3 + the armor’s potency rune value for medium armor, or 5 + the armor’s potency rune value for heavy armor.
Armor Descriptions
Each type of armor is described in more detail below.
Breastplate. This breastplate is made from pieces of shell taken from large beasts such as from ankhegs or braxats. The pieces of shell are then carved to shape and affixed to a sturdy leather cuirass.
Bone Armor: In places where wood is hard to come by armor has been fashioned from slats and strips of bone or horn, along with whole bones or horns. Bone armor is usually woven together with strong cord, forming a suit like a breastplate. This suit is worn over heavy clothing or a surcoat like padded armor.
Buckle Armor: Tyrian style once led famous adventurers to wear clothing with an unusual number of buckles, pouches, and straps. This fashion birthed a trend that led to “buckle armor,” a colloquial name for chic armor with spacious tool storage. Buckle armor comes with the storage armor adjustment.
Ceramic Plate: Ceramic plate alleviates the need for metallurgy and smithing, instead relying on ceramic firing, glazing, and strong cord work with a backing of leather and thick canvas. Ceramic plate is colorful and artistic and is built with the armor latches armor adjustment.
Chitin Armor. This armor is skillfully made by interlocking hexagonal bits of chitin (usually carved from a kank’ s carapace). Chitin armor is the Athasian equivalent to the Core Rulebook’s chain shirt armor.
TABLE 6-1: UNARMORED DEFENSE
Unarmored |
Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
---|---|---|---|---|---|---|---|---|---|
Explorer's clothing | 1 sp | +0 | +5 | — | — | — | L | Cloth | Comfort |
Gi | 2 sp | +0 | +5 | — | — | — | L | Cloth | Comfort |
TABLE 6-2: ARMOR
Light Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
---|---|---|---|---|---|---|---|---|---|
Buckle armor | 4 gp | +2 | +3 | -1 | — | +1 | 1 | Leather | Adjusted, noisy |
Chitin Armor | 5 gp | +2 | +3 | -1 | — | +1 | 1 | Chain | Flexible, noisy |
Leaf weave | 4 gp | +1 | +4 | -1 | — | +0 | 1 | Wood | Laminar |
Leather lamellar | 3 gp | +1 | +4 | -1 | — | +0 | 1 | Composite | Laminar |
Leather armor | 2 gp | +1 | +4 | -1 | — | +0 | 1 | Leather | — |
Padded armor | 2 sp | +1 | +3 | — | — | +0 | L | Cloth | Comfort |
Quilted armor | 3 sp | +2 | +2 | -1 | — | +1 | L | Cloth | Comfort |
Studded leather armor | 3 gp | +2 | +3 | -1 | — | +1 | 1 | Leather | — |
Wood armor | 5 gp | +2 | +3 | -1 | — | +1 | 1 | Wood | Laminar |
Medium Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
---|---|---|---|---|---|---|---|---|---|
Bone armor | 5 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Skeletal | Laminar |
Breastplate | 8 gp | +4 | +1 | -2 | -5 ft. | +3 | 2 | Plate | — |
Ceramic plate | 6 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Plate | Adjusted, noisy |
Hide Armor | 2 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Leather | — |
Lamellar breastplate | 7 gp | +4 | +1 | -2 | -5 ft. | +3 | 2 | Composite | Hindering, Laminar |
Scale mail | 4 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Composite | — |
Shell armor | 6 gp | +4 | +1 | -2 | -5 ft. | +3 | 2 | Chain | Flexible, noisy |
Wooden breastplate | 6 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Wood | — |
Heavy Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
---|---|---|---|---|---|---|---|---|---|
Full plate (level 2) | 30 gp | +6 | +0 | -3 | -10 ft. | +4 | 4 | Plate | Bulwark |
Half plate (level 1) | 18 gp | +5 | +1 | -3 | -10 ft. | +3 | 3 | Plate | — |
Lamellar armor (level 2) | 35 gp | +6 | +0 | -3 | -10 ft. | +4 | 5 | Composite | Bulwark, laminar |
Splint mail (level 1) | 13 gp | +5 | +1 | -3 | -10 ft. | +3 | 3 | Composite | — |
Explorer’s Clothing: Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).
Full plate. Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of chitin. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.
Gi: Also called martial arts suits or practice clothes, gi are outfits of tough cloth built for comfort and unrestricted movement—ideal for practicing martial arts. They have reinforced stitching resistant to strenuous use.
Half plate. Half plate consists of most of the upper body plates used in full plate, with lighter or sparser chitin plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.
Hide Armor. This crude armor is usually fashioned from the dense hides of mekillots or braxats.
Lamellar Armor: Larger plates of leather, horn, shell, or wood are laced together to make up a suit of heavy lamellar. The custom-fitted and often highly decorative suit covers most of the body. Rounding out the suit are a tiered helmet and fearsome mask, often depicting a fiendish or monstrous creature.
Lamellar Breastplate: Small plates of leather, horn, shell, or wood are laced together to form a protective coat making up lamellar breastplates. Leather bracers and greaves provide some measure of defense for the limbs.
Leaf Weave: Specialized crafters, often from Gulg, create leaf weave out of sturdy leaves from ancient agafari trees. Such leaves, when treated properly, have the strength of leather, and other tough plant materials hold the leaves together to form the armor. Such suits are popular among those who wish to avoid materials taken from slain beasts. As a material, leaf weave has the same statistics as thin wood.
Leather Lamellar: Leather lamellar is a composite armor made of small rectangular pieces of lacquered leather laced together with high-quality cord. It’s typically worn with an undershirt.
Leather Armor. Perhaps the most common type of armor used on Athas, leather armor is usually made of carru leather, stiffened in oil.
Padded Armor. Padded armor consists of quilted layers of cloth and batting. Many Athasian warriors don padded armor woven from giant hair.
Quilted Armor: Quilted armor is built in a long coat intended for defensive use without other armor. Quilted armor protects the upper body and legs, differentiating it further from the typical padded undercoat. This armor is frequently made in stylish colors or patterns to facilitate use as protective outerwear or a military uniform.
Scale Mail. This armor is crafted by affixing the hide of a scaled creature like an erdlu or inix over a sturdy leather backing to form a heavy coat and leggings or greaves.
Shell Armor. Shell armor is made by weaving giant’s hair around the shells of various small creatures such as an aprig. Shell armor is the Athasian equivalent to the Core Rulebook’s chain mail armor.
Splint mail. This type of armor is shell armor reinforced with flexible, interlocking chitin plates, typically located on the wearer’s torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets.
Studded Leather Armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes made of bone or chitin.
Wood Armor. Made of small wooden plates or longer slats, typically vertical, joined with sinew or cord and painted with decorations. Wood armor traditionally comes with a fearsome wooden helm carved in the shape of a mighty creature.
Wooden Breastplate: A suit of carved and tempered wood, a wooden breastplate resembles a metal breastplate in shape and function. Such suits can be carved from large pieces of wood, but they most often come from agafari trees.
Metal Armor
Though exceptionally rare and expensive, suits of bronze, iron, or even steel armor can still be found in old ruins or crafted by legendary artisans.
While metal armor provides superior protection and durability, it is also cumbersome and potentially deadly in the extreme heat of the Athasian sun. Wearing armor constructed of metal has the following benefits and drawbacks.
Cost
Metal is crafted with the rules for Crafting with Precious Materials. Low-grade metal is 100 gp per Bulk.
Armor LatchesITEM 1
StorageITEM 1
Table 6-3: Damaging Armor
Material | Hardness | HP | BT |
---|---|---|---|
Bone (bone armor, breastplate, chitin armor, full plate, half plate, lamellar armor, lamellar breastplate, scale mail, shell armor, splint mail) | 6 | 24 | 12 |
Cloth (explorer's clothing, gi, padded armor, quilted armor) | 1 | 4 | 2 |
Leather (buckle armor, hide armor, leather armor, leather lamellar, studded leather armor) | 4 | 16 | 8 |
Stone (ceramic plate) | 7 | 24 | 12 |
Thin Wood (leaf weave) | 3 | 12 | 6 |
Wood (wood armor, wooden breastplate) | 5 | 20 | 10 |
Shields
Raise a Shield is the action most commonly used with shields. Most shields must be held in one hand, so you can’t hold anything with that hand and Raise a Shield, and you lose its benefits if that hand is no longer free. A buckler, however, doesn’t take up your hand, so you can Raise a Shield with a buckler if the hand is free (or, at the GM’s discretion, if it’s holding a simple, lightweight object that’s not a weapon).
When you have a tower shield raised, you can use the Take Cover action (page 471) to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised, or until any of the normal conditions that end Take Cover, whichever comes first. If you would provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield).
If you have access to the Shield Block reaction (from your class or from a feat), you can use it while Raising your Shield to reduce the damage you take by an amount equal to the shield’s Hardness. Both you and the shield then take any remaining damage.
Shield Statistics
Shields have statistics that follow the same rules as armor: Price and Bulk. Their other statistics are described here.
AC Bonus
A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action.
Hardness
Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the Shield Block feat (page 266).
HP (BT)
This column lists the shield’s Hit Points (HP) and Broken Threshold (BT).
These measure how much damage the shield can take before it’s destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the Shield Block reaction.
Speed Penalty
A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.
Shield Traits
Unlike in the Core Rulebook, many of the new shields have traits.
Deflecting: This shield is designed to block or divert certain types of attacks or weapons. Increase the shield’s Hardness against the listed type of attack by 2.
Foldaway: This shield can collapse into a smaller form, which is attached to a gauntlet for stability and easy travel.
Hefty: A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a 2-action activity unless your Strength modifier equals or exceeds the number with the trait.
Integrated: This shield has been created to include a weapon in its construction, which works like an attached weapon but can’t be removed from the shield.
Launching: A mechanism within this shield can shoot projectiles, functioning as a ranged weapon.
Shield Throw: A shield with this trait is designed to be thrown as a ranged attack.
Attacking with a Shield
A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash. The shield bash is an option only for shields that weren’t designed to be used as weapons. A shield can’t have runes added to it. You can also buy and attach a shield boss or shield spikes to a shield to make it a more practical weapon. These work like other weapons and can even be etched with runes.
Shield Descriptions
Each type of shield is described in more detail below.
Table 6-4: Shields
Shield | Price | AC Bonus* | Speed Penalty | Bulk | Hardness | HP (BT) | Shield Traits |
---|---|---|---|---|---|---|---|
Buckler | 1 gp | +1 | — | L | 3 | 6 (3) | — |
Chitin shield | 2 gp | +2 | — | 1 | 4 | 16 (8) | — |
Dart shield | 8 gp | +1 | — | 1 | 3 | 12 (6) | Launching dart |
Fortress shield | 20 gp | +3/+4** | -10 ft. | 5 | 6 | 24 (12) | Hefty +2 |
Gauntlet buckler | 5 gp | +1 | — | 1 | 3 | 6 (3) | Foldaway |
Heavy rondache | 4 gp | +1 | — | 1 | 5 | 24 (12) | — |
Hide shield | 2 gp | +2 | — | 1 | 4 | 20 (10) | Deflecting bludgeoning |
Meteor shield | 4 gp | +2 | — | 1 | 4 | 16 (8) | Shield throw 30 ft. |
Razor disc | 5 gp | +1 | — | 1 | 4 | 16 (8) | Integrated 1d6 S, shield throw 20 ft. |
Salvo shield | 6 gp | +2 | — | 1 | 4 | 16 (8) | Deflecting physical ranged |
Swordstealer shield | 6 gp | +2 | — | 1 | 4 | 16 (8) | Deflecting slashing |
Tortoise blade | 3 gp | +1 | — | 1 | 3 | 10 (5) | Integrated 1d6 S (versatile P) |
Tower shield | 10 gp | +2/+4** | -5 ft. | 4 | 5 | 20 (10) | — |
Wooden shield | 1 gp | +2 | — | 1 | 3 | 12 (6) | — |
Buckler: This very small shield is a favorite of duelists and quick, lightly armored warriors. It’s typically made of chitin, shell, or bone and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that’s not a weapon in that hand.
Chitin Shield: Like wooden shields, chitin shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.
Dart Shield: This wooden shield features a spring-loaded device on its surface that can fire darts with powerful force. A small mechanism within the shield allows you to fire a dart even while actively holding the shield or blocking with it.
Fortress Shield: Also known as portable walls, these thick and heavy shields are slightly larger than tower shields. Like tower shields, they’re typically made from wood reinforced with stone.
Gauntlet Buckler: This buckler-sized shield is segmented, allowing it to collapse into a housing bound to a gauntlet for easy storage. A small catch enables you to expand the shield quickly in battle when you’re in need of defense.
Heavy Rondache: Similar in size to a buckler, this chitin shield is intended to absorb as many blows as possible instead of deflecting attacks. It features multiple layers of chitin and is reinforced with additional wood.
Hide Shield: Hide shields come in a variety of shapes and sizes. Specialized tanning techniques combined with tough hides from creatures such as mekillot result in these particularly tough shields. The hardened hide of the shield still has enough flexibility to diminish the impact of battering and pummeling attacks.
Meteor Shield: Meteor shields are specifically designed with throwing in mind. A meteor shield is made from thin chitin and has quick-release straps, allowing for easy, long-distance throws.
Razor Disc: Several small blades line the outside edge of this chitin shield. This specialized throwing shield is common among warriors in Gulg, where its blades can cut down foliage as it flies.
Salvo Shield: This specialized chitin shield features an outer layer of angled wooden plates, which help deflect or redirect incoming ranged projectiles but don’t offer any additional protection against melee weapons.
Swordstealer Shield: This specialized chitin shield features several wide bone hooks along its surface. These hooks help catch swords and other blades, reducing the impact of their incoming attacks.
Tortoise Blade: The tortoise blade consists of a foot‐long dagger mounted to the center of a shell. The tortoise blade is strapped over the wearer’s hand, preventing them from holding anything but the tortoise blade.
Tower Shield: These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with bone or chitin.
Wooden Shield: Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than chitin shields, they break more easily.
Weapons
Attack Rolls
When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you’re using. Modifiers for melee and ranged attacks are calculated differently.
Bonuses, and penalties apply to these rolls just like with other types of checks.
Multiple attack penalty
If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.
The multiple attack penalty doesn’t apply to attacks you make when it isn’t your turn (such as attacks made as part of a reaction). You can use a weapon with the agile trait to reduce your multiple attack penalty.
Damage Rolls
When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target’s AC, you hit your target! Roll the weapon or unarmed attack’s damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.
Ranged weapons don’t normally add an attribute modifier to the damage roll, though weapons with the propulsive trait add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.
Characters with devastating attacks add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon’s damage die. At higher levels, most characters also gain extra damage from weapon specialization.
Critical Hits
When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target’s AC by 10, you achieve a critical success (also known as a critical hit).
If you critically succeed at a Strike, your attack deals double damage. Other attacks, such as spell attack rolls and some uses of the Athletics skill, describe the specific effects that occur when their outcomes are critical successes.
Unarmed Attacks
Almost all characters start out trained in unarmed attacks. You can Strike with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group, and they might have weapon traits. However, unarmed attacks aren’t weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.
Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them.
Improvised Weapons
If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have.
Weapon Statistics
The tables on pages 247–248 list the statistics for various melee and ranged weapons that you can purchase. The tables present the following statistics. All weapons listed in this chapter have an item level of 0.
Damage
This entry lists the weapon’s damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.
Range
Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon’s range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible. For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet.
Reload
While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.
An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon.
Bulk
This entry gives the weapon’s Bulk. A weapon’s Bulk is increased or decreased if it’s sized for creatures that aren’t Small or Medium size.
Hands
Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.
Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn’t require two hands or have the two-hand trait.
Group
A weapon or unarmed attack’s group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack’s critical specialization effects.
Weapon Traits
The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a “weapon” can also apply to an unarmed attack that has that trait.
Ammunition
Some entries in the ranged weapons tables are followed by an entry for the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it.
Inferior Material and Athasian Weapons
Metal is rare on Athas, and many weapons ordinarily crafted using metal components are extremely expensive.
Unworked iron is worth 100 gp per pound on average, but can cost much, much more in some places.
Table 6-5: ATHASIAN MELEE WEAPONS
Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
---|---|---|---|---|---|---|
Club | 0 | 1d6 b | 1 | 1 | Club | Thrown 10 ft. |
Dagger | 2 sp | 1d4 P | L | 1 | Knife | Agile, finesse, thrown 10 ft., versatile S |
Gauntlet | 2 sp | 1d4 B | L | 1 | Brawling | Agile, free-hand |
Light mace | 4 sp | 1d4 B | L | 1 | Club | Agile, finesse, shove |
Longspear | 5 sp | 1d8 P | 2 | 2 | Spear | Reach |
Mace | 1 gp | 1d6 B | 1 | 1 | Club | Shove |
Morningstar | 1 gp | 1d6 B | 1 | 1 | Club | Versatile P |
Puchik | 3 sp | 1d4 P | L | 1 | Knife | Agile, deadly d6, gladiator, monk |
Quabone | 5 sp | 1d4 B | L | 1 | Club | Agile, finesse, nonlethal, versatile S |
Sickle | 2 sp | 1d4 S | L | 1 | Knife | Agile, finesse, trip |
Spear | 1 sp | 1d6 P | 1 | 1 | Spear | Monk, thrown 20 ft. |
Staff | 0 | 1d4 B | 1 | 1 | Club | Monk, two-hand d8 |
Uncommon Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
---|---|---|---|---|---|---|
Singing Sticks | 1 sp | 1d4 B | L | 1 | Brawling | Agile, finesse, gladiator, monk, parry, twin |
Talid | 3 sp | 1d4 P | L | 1 | Brawling | Agile, free-hand, gladiator, versatile S |
Tonfa | 5 sp | 1d4 B | L | 1 | Club | Agile, finesse, nonlethal, parry |
Widow's Knife | 4 sp | 1d4 S | L | 1 | Knife | Agile, finesse, injection |
Worked metal is even more expensive, as craftsmen who actually know how to craft metal items are rare at best. Most metal weapons are items dating back to the Green Age or have been crafted from the meager resources of Tyr’s iron mines.
Due to the rarity of metal, weapons and other items constructed primarily from must be crafted using the Crafting with Precious Materials rules. Low-grade metal costs 100 gp per Bulk.
For example, 10 low-grade metal‐tip arrows cost 10 gp. Due to the extremely high cost of metal weaponry, most weapons from the Core Rulebook are constructed from inferior, but functional, materials instead on Athas. Most common are bone and stone such as flint or obsidian, but treated wood is sometimes used as well. Weapons constructed from inferior materials, such as bone longsword or an axe with a head made from stone, suffer a –1 penalty to attack and damage rolls and gain additional traits based on the material type. This penalty cannot reduce damage dealt below 1. These weapons cost the normal listed price in the Core Rulebook.
The following weapon groups can be constructed from non‐metal materials without penalty: bows (and arrows), clubs, darts, flails, knifes, shields, slings (and bullets), spears, and whips.
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 but gain the weapon traits for the material used.
Table 6-6: Damaging Weapons
Material | Hardness | HP | BT | Weapons Allowed | Traits |
---|---|---|---|---|---|
Wood | 3 | 12 | 6 | Bows, Clubs, Flails, Knifes, Spears | flaw, lightweight |
Bone | 4 | 16 | 8 | All | flaw, lightweight |
Stone | 4 | 16 | 8 | All | deadly, flaw, weighty |
Weapon Traits
These weapons include the following traits, in addition to any described in the Core Rulebook.
Deadly: All Stone weapons include the deadly trait with a die size one higher than the base weapon to a maximum of d12. If the weapon already includes the deadly trait, increase the die size by one to a maximum of d12. If the weapon has fatal, increase the die size by one to a maximum of d12.
Flaw: A player can choose to reroll a critical miss or on a critical hit can choose to do max damage, if a player chooses this effect the weapon takes 1d6 damage and reduces max hitpoints by 1.
Inferior: Weapons constructed from inferior materials, such as bone longsword or an axe with a head made from stone, suffer a –1 penalty to attack and damage rolls.
Table 6-7: ATHASIAN MELEE WEAPONS
Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
---|---|---|---|---|---|---|
Alak | 9 sp | 1d6 P | 1 | 1 | Flail | Disarm, grapple, trip |
Bastard Sword | 4 gp | 1d8 S | 1 | 1 | Sword | Inferior, two-hand d12 |
Battle axe | 1 gp | 1d8 S | 1 | 1 | Axe | Inferior, sweep |
Bo Staff | 2 sp | 1d8 B | 2 | 2 | Club | Monk, parry, reach, trip |
Datchi Club | 1 gp | 1d10 B | 2 | 2 | Club | Backswing, reach, shove |
Forearm Axe | 1 gp | 1d8 S | 1 | 1 | Axe | Free-hand, gladiator, sweep |
Falchion | 3 gp | 1d10 S | 2 | 2 | Sword | Forceful, inferior, sweep |
Flail | 8 sp | 1d6 B | 1 | 1 | Flail | Disarm, sweep, trip |
Glaive | 1 gp | 1d8 S | 2 | 2 | Polearm | Deadly d8, forceful, inferior, reach |
Gouge | 8 sp | 1d10 P | 2 | 2 | Polearm | Reach, shove |
Greataxe | 2 gp | 1d12 S | 2 | 2 | Axe | Inferior, sweep |
Greatclub | 1 gp | 1d10 B | 2 | 2 | Club | Backswing, shove |
Greatpick | 1 gp | 1d10 P | 2 | 2 | Pick | Fatal d12, inferior |
Greatsword | 2 gp | 1d12 S | 2 | 2 | Sword | Inferior, versatile P |
Guisarme | 2 gp | 1d10 S | 2 | 2 | Polearm | Inferior, reach, trip |
Halberd | 2 gp | 1d10 P | 2 | 2 | Polearm | Inferior, reach, versatile S |
Hatchet | 4 sp | 1d6 S | L | 1 | Axe | Agile, inferior, sweep, thrown 10 ft. |
Impaler | 1 gp | 1d6 P | 1 | 1 | Pick | Fatal d10, sweep |
Lance | 1 gp | 1d8 P | 2 | 2 | Spear | Deadly d8, jousting d6, reach |
Light hammer | 3 sp | 1d6 B | L | 1 | Hammer | Agile, inferior, thrown 20 ft. |
Light pick | 4 sp | 1d4 P | L | 1 | Pick | Agile, fatal d8, inferior |
Longsword | 1 gp | 1d8 S | 1 | 1 | Sword | Inferior, versatile P |
Main-gauche | 5 sp | 1d4 P | L | 1 | Knife | Agile, disarm, finesse, parry, versatile S |
Maul | 3 gp | 1d12 B | 2 | 2 | Hammer | Inferior, shove |
Pick | 7 sp | 1d6 P | 1 | 1 | Pick | Fatal d10, inferior |
Ranseur | 2 gp | 1d10 P | 2 | 2 | Polearm | Disarm, inferior, reach |
Sabre | 2 gp | 1d6 S | 1 | 1 | Sword | Deadly d8, disarm, finesse, inferior |
Sap | 1 sp | 1d6 B | L | 1 | Club | Agile, nonlethal |
Scimitar | 1 gp | 1d6 S | 1 | 1 | Sword | Forceful, inferior, sweep |
Scythe | 2 gp | 1d10 S | 2 | 2 | Polearm | Deadly d10, inferior, trip |
Shield bash | — | 1d4 B | — | 1 | Shield | — |
Shield boss | 5 sp | 1d6 B | — | 1 | Shield | Attached to shield |
Shield spikes | 5 sp | 1d6 P | — | 1 | Shield | Attached to shield |
Shortsword | 9 sp | 1d6 P | L | 1 | Sword | Agile, finesse, inferior, versatile S |
Trident | 1 gp | 1d8 P | 1 | 1 | Spear | Thrown 20 ft. |
War flail | 2 gp | 1d10 B | 2 | 2 | Flail | Disarm, sweep, trip |
Warhammer | 1 gp | 1d8 B | 1 | 1 | Hammer | Inferior, shove |
Whip | 1 sp | 1d4 S | 1 | 1 | Flail | Disarm, finesse, nonlethal, reach, trip |
Lightweight: These weapon’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). This trait does not apply to bows or clubs.
Weighty: These weapon's Bulk is increased by 1 (or to 1 Bulk if its normal Bulk is L).
Table 6-8: ATHASIAN MELEE WEAPONS
Uncommon Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
---|---|---|---|---|---|---|
Bard's friend | 9 sp | 1d4 P | L | 1 | Knife | Agile, backstabber, deadly d8, finesse |
Carrikal | 2 gp | 1d8 S | 1 | 1 | Axe | Forceful, gladiator, sweep |
Elven curve blade | 4 gp | 1d8 S | 2 | 2 | Sword | Elf, finesse, forceful, inferior |
Garrote, bard's | 4 gp | 1d4 S | L | 1 | Brawling | Agile, backstabber, deadly d8, finesse, grapple |
Handfork | 7 sp | 1d6 P | L | 1 | Knife | Agile, disarm, tarek |
Heartpick | 1 gp | 1d8 P | 1 | 1 | Pick | Fatal 1d10, tarek, trip |
Kama | 1 gp | 1d6 S | L | 1 | Knife | Agile, monk, trip |
Khakkara | 2 gp | 1d6 B | 1 | 1 | Club | Monk, shove, two-hand d10, versatile P |
Khopesh | 2 gp | 1d8 S | 1 | 1 | Sword | Inferior, trip |
Ko• | 5 sp | 1d4 S | L | 1 | Knife | Agile, deadly d8, finesse, kreen, versatile P |
Kukri | 6 sp | 1d6 S | L | 1 | Knife | Agile, finesse, trip |
Lotulis | 3 gp | 1d8 S | 2 | 2 | Spear | Agile, backswing, finesse, gladiator, sweep |
Macuahuitl, small | 1 gp | 1d4 B | L | 1 | Club | Draji, fatal d8, versatile S |
Macuahuitl | 2 gp | 1d6 B | 1 | 1 | Club | Draji, fatal d10, versatile S |
Macuahuitl, great | 5 gp | 1d8 B | 2 | 2 | Club | Draji, fatal d12, versatile S |
Master's whip | 5 sp | 1d4 S | L | 1 | Flail | Disarm, finesse, reach, trip |
Mekillot sap | 5 sp | 1d6 B | 1 | 2 | Club | Backswing, nonlethal, reach, trip |
Nunchaku | 2 sp | 1d6 B | L | 1 | Club | Backswing, disarm, finesse, monk |
Sai | 6 sp | 1d4 P | L | 1 | Knife | Agile, disarm, finesse, monk, versatile B |
Skyhammer | 3 gp | 1d8 B | 2 | 2 | Flail | Backswing, disarm, reach, trip |
Slodak | 5 sp | 1d6 P | L | 1 | Sword | Agile, finesse, lizardfolk, versatile S |
Spear, double-tipped | 3 gp | 1d6 P | 1 | 2 | Spear | Agile, finesse, gladiator, thrown 20 ft. |
Spiked chain | 3 gp | 1d8 S | 1 | 2 | Flail | Disarm, finesse, trip |
Temple sword | 2 gp | 1d8 S | 1 | 1 | Sword | Inferior, monk, trip |
Thanak | 1 gp | 1d6 S | 1 | 1 | Sword | Agile, finesse, lizardfolk |
Tkaesali | 1 gp | 1d8 S | 2 | 2 | Polearm | Deadly d8, lizardfolk, reach, sweep, trip |
Weighted pike | 4 gp | 1d8 P | 2 | 2 | Polearm | Reach, shove, versatile B |
Wrist razor | 2 sp | 1d4 S | L | 1 | Brawling | Agile, deadly d8, disarm, finesse, free-hand, monk |
Melee Weapon
Descriptions
Each of the weapons listed in Table 6–5 and 6-6 are detailed below.
Alak: An alak consists of a 2‐foot long shaft of bone or wood, with four serrated bones tied to the sharp end, like the four prongs of a grappling hook.
Alhulak: The alhulak consists of an alak tied to a 5‐foot long leather cord, which wraps around your wrist at the other end.
Bard's Friend: This weapon is crafted with several
obsidian blades and wooden prongs, which are fastened to a handle. Several small spikes jut out from where the knuckles hold the weapon.
Cahulak: A cahulak consists of two alaks (see above)
joined by a 5‐foot rope.
Carrikal: The sharpened jawbone of a large creature is
lashed to a haft. The jagged edges are sharpened, forming a sort of battleaxe with two forward‐facing heads.
Chatkcha: This thri-kreen throwing weapon is used primarily for hunting small game. It is a lightweight, three bladed weapon.
Crusher: The crusher is made from a large stone or metal weight, mounted at the end of a 15‐foot long shaft of springy wood. The weight is whipped back and forth.
Datchi Club: This weapon, generally found in the arenas, is made by affixing a 4‐5 foot length of dried insect hive or roots to a three‐foot long shaft. Teeth, claws, or obsidian shards are embedded into the head of the weapon.
Dragon's Paw: Popular in the arenas, the dragon’s paw consists of a five or six‐foot long pole, with a blade on either end. A basket guards your hands from attack.
Forearm Axe: Strapped to the forearm like a buckler, the forearm axe resembles a double‐headed battleaxe, with the wearer’s arm serving as the haft of the axe.
Table 6-9: ATHASIAN MELEE WEAPONS
Uncommon Advanced Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
---|---|---|---|---|---|---|
Alhulak | 1 gp | 1d6 P | 1 | 2 | Flail | Finesse, gladiator, grapple, reach, sweep, trip |
Cahulaks | 2 gp | 1d6 P | 2 | 2 | Flail | Agile, finesse, gladiator, grapple, reach, sweep, trip |
Chatkcha | 5 sp | 1d4 S | L | 1 | Knife | Finesse, kreen, recovery, thrown 30 feet |
Crusher | 2 gp | 1d10 B | 2 | 2 | Polearm | Deadly d10, forceful, reach |
Dragon's paw | 2 gp | 1d8 P | 2 | 2 | Spear | Agile, backswing, gladiator, parry, sweep |
Dwarven war axe | 3 gp | 1d8 S | 2 | 1 | Axe | Dwarf, inferior, sweep, two-hand d12 |
Gythka | 1 gp | 1d8 S | 2 | 2 | Spear | Agile, backswing, finesse, kreen, sweep |
Kyorkcha | 8 sp | 1d6 S | L | 1 | Knife | Finesse, kreen, rare, recovery, thrown 30 feet |
Lajav | 2 gp | 1d6 B | 2 | 2 | Polearm | Grapple, kreen, reach |
Trikal | 2 gp | 1d8 P | 2 | 2 | Polearm | Deadly d8, gladiator, reach, trip, versatile S |
Garrote, Bard's: This giant hair is thin and hard to see, making it perfect for an ambush. The wielder wraps the giant hair around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations.
Gouge: Worn in an over‐the‐shoulder harness, the gouge is commonly found in the Nibenese infantry. A wide blade of bone, obsidian or chitin is mounted to a three‐foot long shaft of wood.
Gythka: This thri-kreen polearm has wicked, curved blades at either end. The weapon's thick shaft allows it to be wielded similarly to a quarterstaff.
Handfork: The handfork, most popular among tareks, is a slicing weapon with a handle‐grip and obsidian blades that join above the knuckles in an “M” shape.
Heartpick: The name of this weapon expresses its simple intent. Usually made of bone, the heartpick is a hammer like weapon with a serrated pick on the front, and a heavy, flat head on the back.
Impaler: Like many Athasian weapons, the impaler was developed for the arenas. Two blades are mounted parallel to the end of a four‐foot long shaft, forming a bladed ‘T’. The impaler is swung horizontally or vertically with great force.
Khopesh: This curved sickle sword has a pointed tip, allowing it to be swung like a handaxe or thrust like a short sword. The tip of a khopesh is usually hooked so it can be used to disarm an opponent's shield or weapon.
Ko•: The Ko• combines a jagged blade that has been carved from a roughly oval stone. This exotic weapon of kreen manufacture is typically used in matching pairs. The ko• is designed to pierce chitin, shells, and tough skin.
Kyorkcha: The kyorkcha is a more dangerous variant of the chatkcha. This tohr‐kreen weapon consists of a curved blade, much like a boomerang, with several protrusions along the edge, as well as jutting spikes near each end.
Lajav: The lajav is a kreen weapon designed to capture opponents. It incorporates two flattened bones, joined in a hinge about two feet from the end. The result looks something like a nutcracker and is used roughly in the same crushing way.
Lotulis: Two barbed, crescent shaped blades adorn either end of the lotulis, a double weapon once popular in the arena of Tyr.
Macahuitl: A macahuitl is a sword painstakingly crafted using a core of solid wood, with small, sharp shards of obsidian embedded into the wood to form an edge on two opposite sides of the weapon. These weapons are swung like the scimitar, though macahuitls tend to require more maintenance.
The macahuitl is especially popular among the Draji, who seem to be the only ones who can easily pronounce this weapon’s Draji name (“ma‐ka‐wheet‐luh”). Non‐Draji simply refer to it as the “obsidian sword” or the “Draji sword.”
Master's Whip: The master’s whip is usually braided from giant hair or leather, and has shards of chitin, obsidian or bone braided into the end of the whip.
Mekillot Sap: The mekillot sap is a soft but tough large leather bag filled with fine gravel or sand, stitched together with giant’s hair, and tied to the end of a five‐foot rope. The throwing sap is swung overhead with both hands.
Puchik: A bone or obsidian punching dagger.
Quabone: Four jawbones are fastened around a central haft, at right angles to one another. The quabone is often used in the arenas.
Singing Stick: A singing stick is a carefully crafted and polished club, often used in pairs. Singing sticks draw their name from the characteristic whistling sound they make when used.
Skyhammer: The sky hammer consists of a 10‐foot length of rope with a large hammer‐like object at one end. Its rope is coiled and swung around the body two‐handedly until enough momentum is gained to hurl the hammer at a target.
Table 6-10: ATHASIAN RANGED WEAPONS
Simple Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |
---|---|---|---|---|---|---|---|---|
Atlatl | 2 sp | 1d6 P | 60 ft. | 1 | 1 | 1 | Dart | Propulsive |
Blowgun | 1 sp | 1 P | 20 ft. | 1 | L | 1 | Dart | Agile, nonlethal |
10 blowgun darts | 5 cp | L | ||||||
Bola | 5 sp | 1d6 B | 20 ft. | — | L | 1 | Sling | Nonlethal, ranged trip, thrown |
Crossbow | 3 gp | 1d8 P | 120 ft. | 1 | 1 | 2 | Crossbow | — |
10 bolts | 1 sp | L | ||||||
Dart | 1 cp | 1d4 P | 20 ft. | — | L | 1 | Dart | Agile, thrown |
Hand crossbow | 3 gp | 1d6 P | 60 ft. | 1 | L | 1 | Crossbow | — |
10 bolts | 1 sp | L | ||||||
Heavy crossbow | 4 gp | 1d10 P | 120 ft. | 2 | 2 | 2 | Crossbow | — |
10 bolts | 1 sp | L | ||||||
Javelin | 1 sp | 1d6 P | 30 ft. | — | L | 1 | Dart | Thrown |
Sling | 0 | 1d6 B | 50 ft. | 1 | L | 1 | Sling | Propulsive |
10 sling bullets | 1 cp | L |
Uncommon Simple Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |
---|---|---|---|---|---|---|---|---|
Pelota | 2 sp | 1d4 P | 10 ft. | 0 | L | 1 | Sling | Propulsive, thrown |
Pelota, Hinged | 4 sp | 1d4 P | 10 ft. | 0 | L | 1 | Sling | Propulsive, thrown, varies |
Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |
---|---|---|---|---|---|---|---|---|
Alchemical bomb | Varies | Varies | 20 ft. | — | L | 1 | Bomb | Varies |
Arbalest | 12 gp | 1d10 P | 110 ft. | 1 | 2 | 2 | Crossbow | Backstabber |
10 bolts | 1 sp | L | ||||||
Bola | 5 sp | 1d6 B | 20 ft. | — | L | 1 | Sling | Nonlethal, ranged trip, thrown |
Composite longbow | 20 gp | 1d8 P | 100 ft. | 0 | 2 | 1+ | Bow | Deadly d10, propulsive, volley 30 ft. |
10 arrows | 1 sp | L | ||||||
Composite shortbow | 14 gp | 1d6 P | 60 ft. | 0 | 1 | 1+ | Bow | Deadly d10, propulsive |
10 arrows | 1 sp | L | ||||||
Longbow | 6 gp | 1d8 P | 100 ft. | 0 | 2 | 1+ | Bow | Deadly d10, volley 30 ft. |
10 arrows | 1 sp | L | ||||||
Shortbow | 3 gp | 1d6 P | 60 ft. | 0 | 1 | 1+ | Bow | Deadly d10 |
10 arrows | 1 sp | L |
Uncommon Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |
---|---|---|---|---|---|---|---|---|
Dejada | 3 gp | 1d8 P | 30 ft. | 1 | L | 1+ | Sling | Gladiator, propulsive |
Splashbow | 5 gp | 1d8 P | 60 ft. | 2 | 2 | 2 | Bow | |
Shuriken | 1 cp | 1d4 P | 20 ft. | 0 | — | 1 | Dart | Agile, monk, thrown |
Slodak: The slodak is a wooden short sword, carved from young hardwood trees and treated with a mixture of tree sap and id fiend blood. This treatment renders the blade of the weapon extremely strong, making it a deadly weapon.
Spear, Double-Tipped: A long shaft ending with a metal spike on both ends and can be thrown.
Talid: The talid, also known as the gladiator’s gauntlet, is made of stiff leather with metal, chitin, or bone plating on the hand cover and all along the forearm. Spikes protrude from each of the knuckles and along the back of the hand. A sharp blade runs along the thumb and there is a 6‐inch spike on the elbow.
Thanak: The thanak is a chopping weapon of pterran manufacture resembling a jagged sword or sawblade. It consists of a pair of hardwood strips bound together, with a row of pterrax teeth protruding from between them along one edge of the weapon particularly capable of slicing through muscle and sinew.
Tkaesali: This polearm, commonly used by the nikaal, consists of long wooden haft topped with a circular, jagged blade.
Tonfa: The tonfa is a stick with a short handle and is popular among street‐patrolling Nibenese templars and their guards.
Trikal: Three blades project radially from the business end of a six‐foot long haft. A series of sharp serrated edges line the shaft below the foot‐long blades, while the far end of the weapon is weighted, in order to balance the weapon.
Weighted Pike: A solid head, generally stone or baked ceramic, is mounted on the end of a spear or a pike.
Widow's Knife: Named for a similar-looking harvesting tool used in the verdant belts, this weapon has a wide blade on one end of a wood or an ivory handle. Hidden within the handle are two spring-loaded prongs. A thumb latch on the handle releases the prongs.
Wrist Razor: Several shards of obsidian or bone are fastened to a strip of leather or other binding material or are lashed onto the forearm of the wielder.
Ranged Weapon
Descriptions
Each of the weapons listed in Table 6–7 is detailed below.
Atlatl: The atlatl, sometimes called a “staff‐sling,” is a javelin‐throwing device that is swung over the shoulder, using both hands.
Dejada: The dejada allows the wielder to throw pelota (see the pelota description for details).
Pelota: Popular in arena games and increasingly popular in the street games of some city‐states, pelota are hollow leaden spheres with small holes that cause the sphere to whistle as it flies through the air. The surface of most pelota is studded with obsidian shards.
Pelota, Hinged: To the careless eye a hinged pelota looks like an ordinary pelota without obsidian spikes. Hinged pelota can be twisted open like a small jar. Bards and assassins often use this feature to insert a splash‐globe—a thin crystal sphere that contains acid, injury poison, contact poison, alchemical fire, or some other liquid. When the pelota strikes, the globe breaks, spilling the liquid through the holes of the pelota. Like pelota, hinged pelota can be thrown with a dejada. Hinged pelotas are also used as ammunition for the splashbow.
Splashbow: This exotic weapon looks like a misshapen crossbow, only three feet long from bow to handle, but with a horizontal bow nearly five feet wide. Rather than bolts, the splashbow fires hinged pelotas, which can be filled with splash–globes of alchemical fire, contact poison, acids, or other interesting liquids. Splash–globes burst on impact, spraying their contents like a thrown grenade.
Spells
Spell Descriptions
Ancient Dust Cantrip 1
the persistent damage increases by 1.
Conductive Weapon Spell 1
Gray Plague SPELL 5
Gray Plague (disease) Level 9; The target can’t recover from the drained condition from Gray plague until the disease is cured; Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day).
Magma Shield Cantrip 1
the damage increases to 1d4 + your spellcasting attribute
modifier.
modifier.
modifier.
modifier.
Obsidian Shards Cantrip 1
Ray of Sunlight Cantrip 1
Rousing Splash Cantrip 1
Wall of Magma SPELL 5
Focus Spells
Champion
Litany against evil FOCUS 5
Litany of Righteousness FOCUS 7
Litany of Self-Interest FOCUS 5
Druid
Apex Companion FOCUS 7
- Your animal companion becomes Huge, and its attacks have 15-foot reach. It must have enough space to expand into or the spell is lost.
- 30 temporary Hit Points.
- Darkvision.
- Your animal companion’s attack’s damage dice increase by one step, and its attack gains the deadly d12 trait.
- +10-foot status bonus to its Speeds.
- Ignores difficult terrain and greater difficult terrain.
Elemental
Lightning Form FOCUS 7
Magma Field FOCUS 7
- Ensnare The magma clumps around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes.
- Impede The magma twists and writhes, making the entire area difficult terrain.
- Wall A wall of magma appears in the area, lasting for 1 round.
Silt Web FOCUS 7
Sunlight Burst FOCUS 7
If the globe overlaps with an area of magical darkness or affects a creature affected by magical darkness, sunlight burst attempts to counteract the darkness effect.
Unblinking Flame Emblem FOCUS 7
Unbreaking Wave Barrier FOCUS 7
Unfolding Wind Blitz FOCUS 7
Untwisting Iron Augmentation FOCUS 7
Oracle
Flash of Brilliance FOCUS 1
Fractal Frosting FOCUS 6
Ice Shield FOCUS 3
Juggernaut of Jagged Stone FOCUS 6
Fist +22 fist, Damage 3d12 bludgeoning
Trample Your size or smaller, fist, spell DC. If you move in a straight line, you can Stride up to triple your speed.
Light Prison FOCUS 1
Rainbow Blade FOCUS 3
Raise Mountain FOCUS 3
If a creature occupies the space where you cast this spell, it is carried upward atop the formation. The creature can attempt a Reflex save (DC equal to the caster's spell DC); on a success, the creature can either attempt to Grab an Edge or move into an adjacent unoccupied square. If the rocky formations would rise higher than the ceiling, it firmly abuts the ceiling but does not rise any higher.
Rolling Rubble FOCUS 1
Every square you pass through becomes difficult terrain. This movement isn't a Stride, but you measure the distance in a similar way, and it still triggers reactions caused by movement. You can't transport anyone else with you.
Sheets of Ice To FOCUS 1
(somatic, verbal) The cone is 10 feet long
(material, somatic, verbal) The cone is 20 feet long.
Two Rounds The cone is 30 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 1d8, and the ice in the area lasts an additional round.
Psychic Warrior
Cascade Countermeasure FOCUS 3
Dimensional Assault FOCUS 1
Force Fang FOCUS 1
Hasted Assault FOCUS 7
Runic Impression FOCUS 4
If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed.
Shielding Strike FOCUS 1
Shooting Star FOCUS 1
Spinning Staff FOCUS 1
Thunderous Strike FOCUS 1
Ritual Spells
AtonementRITUAL 4
Defiler MetamorphosisRITUAL 6
Elemental MetamorphosisRITUAL 6
The character spends the day conversing with the bound elemental in primordial learning its name, history, and motivations. At the end of the ritual the elemental transfers its primordial spark to the character completing the transformation.
Kaisharga CreationRITUAL 6
The ritual requires the caster to open a gate to the gray providing the tree a steady supply of void energy. This influx of void energy causes the tree to grow a single beautiful jet-black fruit. While the pear-shaped fruit looks and smells very appetizing before its skin has been broken, it is beyond terrible in taste and smell once bitten into.
When the fruit is plucked from the tree the gate to the gray is rent open, flooding the area with a tremendous amount of void energy. When the prospective kaisharga eats the fruit, he becomes the focus of this energy, drawing in such power as to nearly defy the mind. If any of the requirements are not met, or improperly performed, it reduces the degree of success for the primary caster's skill check to complete the ritual by one level for each missing requirement. Each of these should be difficult to obtain, requiring a significant quest or great personal sacrifice.
Morg CreationRITUAL 4
Once the candidate has died and his spirit has gone to the gray. The caster opens a gate to the gray. The caster then concentrates, forcing the gray energy into the corpse while the gate remains open.
As the mentor concentrates, the flood of negative energy soon fills the room to the ceiling. Motion becomes difficult as the Gray energy forms an ever-thickening fog, blinding the caster and forcing him to plant his hands on the morg’s corpse to complete the ritual.
When the gate is sealed, the mentor uses the last and freshest of the morg candidate’s blood to bathe the revivifying corpse. At the touch of the blood, the unguent laden linens age in an instant into mere tatters which are easily removed, and the morg, born in a bath of his own blood, rises from morgbirth to meet his maker.
Preserver MetamorphosisRITUAL 6
T'liz transformationRITUAL 6
The pact stipulates that the wizard gives up his soul, which is sucked into the Gray and added to the spirit’s, allowing it to grow stronger. The spirit gains influence in the Gray, remains separate and more powerful than its neighbors, and fends off dissolution longer.
Once the pact is agreed upon, the caster must open a portal to the gray to connect the patron spirit's void energy to Athas. Once connected the caster must die from void damage. This can occur from spells such as enervation. This would normally prove fatal to the target, but the transformation ritual leaves the casters body animated by energy supplied by the spirit from the gray, combined with his own force of identity. The caster expels his soul to the Gray and becomes a t'liz.
Tree of LifeRITUAL 5
Treasure
Materials
Most items are made from readily available materials—usually leather, bone, wood, or stone—but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages. Weapons made from precious materials are better able to harm certain creatures, and armor of these materials provides enhanced protection.
Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one precious material, and only an expert in Crafting can create it. Some rare and exotic materials require master or even legendary proficiency.
A material’s Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low-grade, standard-grade, and high-grade. Regardless of a precious material’s purity, an item made from it gains the full effects of the precious material but creating higher-level items and more powerful magic runes with precious material requires greater purity.
Some precious materials are available only at certain grades. For instance, dwarf metal and agafari wood can’t be low-grade. Items made of materials with a lower grade than expected for the item’s level, or of a higher grade than necessary, will mention the precious material’s grade.
Crafting with Precious Materials
Only an expert crafter can create a low-grade item, only a master can create a standard-grade item, and only a legendary crafter can create a high-grade item. In addition, to Craft with a precious material, your character level must be equal to or greater than that of the material.
Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level.
High-grade items use the purest form of the precious material and can be used to Craft magic items of any level holding any runes. Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item.
When you Craft an item that incorporates a precious material, your initial raw materials for the item must include that material; at least 10% of the investment must be of the material for low-grade, at least 25% for standard-grade, and all of it for high-grade. For instance, a low-grade silver object of 1 Bulk costs 20 gp. Of the 10 gp of raw materials you provide when you start to Craft the item, at least 1 gp must be silver. The raw materials you spend to complete the item don’t have to consist of the precious material, though the GM might rule otherwise in certain cases.
After creating an item with a precious material, you can use Craft to improve its grade, paying the Price difference and providing a sufficient amount of the precious material.
Agafari WoodMATERIAL 8+
Agafari Wood Items | Hardness | HP | BT |
---|---|---|---|
Thin Items | |||
Standard-grade |
7 | 28 | 14 |
High-grade |
10 | 40 | 20 |
Items | |||
Standard-grade |
11 | 44 | 22 |
High-grade |
14 | 56 | 28 |
Structures | |||
Standard-grade |
18 | 72 | 36 |
High-grade |
28 | 112 | 56 |
DaslMATERIAL 2+
Dasl Items | Hardness | HP | BT |
---|---|---|---|
Thin Items | |||
Low-grade |
5 | 20 | 10 |
Standard-grade |
7 | 28 | 14 |
High-grade |
10 | 40 | 20 |
Dwarf SteelMATERIAL 8+
Dwarf Metal Items | Hardness | HP | BT |
---|---|---|---|
Thin Items | |||
Standard-grade |
10 | 40 | 20 |
High-grade |
13 | 52 | 26 |
Items | |||
Standard-grade |
14 | 56 | 28 |
High-grade |
17 | 68 | 34 |
Structures | |||
Standard-grade |
28 | 112 | 56 |
High-grade |
34 | 136 | 68 |
MetalMATERIAL 2+
Metal Items | Hardness | HP | BT |
---|---|---|---|
Thin Items | |||
Low-grade |
5 | 20 | 10 |
Standard-grade |
7 | 28 | 14 |
High-grade |
10 | 40 | 20 |
Items | |||
Low-grade |
9 | 36 | 18 |
Standard-grade |
11 | 44 | 22 |
High-grade |
14 | 56 | 28 |
Structures | |||
Low-grade |
18 | 72 | 36 |
Standard-grade |
22 | 88 | 44 |
High-grade |
28 | 112 | 56 |
Runes
Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.
Runes must be physically engraved on items through a special process to convey their effects. Property runes grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon’s attacks.
The number of property runes a weapon or armor can have is equal to the value of its quality. An expert weapon can have one property rune, but it could hold another if the weapon was upgraded to master quality.
Corrode Rune 3+
Flame Rune 3+
Ice Rune 3+
Jolt Rune 3+
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