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~ P ath fi n der Con v ers i on v 1 .1 ~
Welcome to Athas: A Quick Player’s Primer
The
world
of
the
DARK
SUN
Campaign
Setting
is
unique
in
several
ways.
Many
familiar
trappings
of
the
DUNGEONS
&
DRAGONS
game
are
missing
or
turned
on
their
heads.
Athas
is
not
a
place
of
shining
knights
and
robed
wizards,
of
deep
forests
and
divine
pantheons.
To
venture
over
the
sands
of
Athas
is
to
enter
a
world
of
savagery
and
splendor
that
draws
on
different
traditions
of
fantasy
and
storytelling.
Simple
survival
beneath
the
deep
red
sun
is
often
its
own
adventure.
Newcomers
to
Athas
have
many
things
to
learn
about
the
world,
its
people,
and
its
monsters,
but
the
following
eight
characteristics
encapsulate
the
most
important
features
of
the
DARK
SUN
campaign
setting.
The
World
is
a
Desert:
Athas
is
a
hot,
arid
planet
covered
with
endless
seas
of
dunes,
lifeless
salt
flats,
stony
wastes,
rocky
badlands,
thorny
scrublands,
and
worse.
From
the
first
moments
of
dawn,
the
crimson
sun
beats
down
from
an
olive-‐tinged
sky.
Temperatures
routinely
exceed
37
degrees
by
midmorning
and
can
reach
54
degrees
or
more
by
late
afternoon.
The
wind
is
like
the
blast
of
a
furnace,
offering
no
relief
from
the
oppressive
heat.
Dust
and
sand
borne
on
the
breeze
coat
everything
with
yellow-‐orange
silt.
In
this
forbidding
world,
cities
and
villages
exist
only
in
a
few
oases
or
verdant
plains.
The
world
beyond
these
islands
of
civilization
is
a
barren
wasteland
roamed
by
nomads,
raiders,
and
hungry
monsters.
The
World
is
Savage:
Life
on
Athas
is
brutal
and
short.
Bloodthirsty
raiders,
greedy
slavers,
and
hordes
of
inhuman
savages
overrun
the
deserts
and
wastelands.
The
cities
are
little
better;
each
chokes
in
the
grip
of
an
immortal
tyrant.
The
vile
institution
of
slavery
is
widespread
on
Athas,
and
many
unfortunates
spend
their
lives
in
chains,
toiling
for
brutal
taskmasters.
Every
year
hundreds
of
slaves,
perhaps
thousands,
are
sent
to
their
deaths
in
bloody
arena
spectacles.
Charity,
compassion,
kindness—these
qualities
exist,
but
they
are
rare
and
precious
blooms.
Only
a
fool
hopes
for
such
riches.
Metal
is
Scarce:
Most
arms
and
armor
are
made
of
bone,
stone,
wood,
and
other
such
materials.
Mail
or
plate
armor
exists
only
in
the
treasuries
of
the
sorcerer-‐kings.
Steel
blades
are
almost
priceless,
weapons
that
many
heroes
never
see
during
their
lifetimes.
Arcane
Magic
Defiles
the
World:
The
reckless
use
of
arcane
magic
during
ancient
wars
reduced
Athas
to
a
wasteland.
To
cast
an
arcane
spell,
one
must
gather
power
from
the
living
world
nearby.
Plants
wither
to
black
ash,
crippling
pain
wracks
animals
and
people,
and
the
soil
is
sterilized;
nothing
can
grow
in
that
spot
again.
It
is
possible
to
cast
spells
with
care,
avoiding
any
more
damage
to
the
world,
but
defiling
is
more
potent
than
preserving.
As
a
result,
wizards
and
other
wielders
of
arcane
magic
are
generally
reviled
and
persecuted
across
Athas
regardless
of
whether
they
preserve
or
defile.
Only
the
most
powerful
spellcasters
can
wield
arcane
might
without
fear
of
reprisals.
Sorcerer-Kings
Rule
the
City-States:
Terrible
defilers
of
immense
power
rule
all
but
one
of
the
city-‐states.
These
mighty
spellcasters
have
held
their
thrones
for
centuries;
no
one
alive
remembers
a
time
before
the
sorcerer-‐kings.
Some
claim
to
be
gods,
and
some
claim
to
serve
gods.
Some
are
brutal
oppressors,
where
others
are
more
subtle
in
their
tyranny.
The
sorcerer-‐kings
govern
through
priesthoods
or
bureaucracies
of
greedy,
ambitious
templars,
enforcers
who
can
call
upon
the
kings’
powers.
The
Gods
are
Silent:
Long
ago,
the
gods
left
Athas.
Today,
Athas
is
a
world
without
deities.
There
are
no
clerics,
no
paladins,
and
no
prophets
or
religious
orders.
In
the
absence
of
divine
influence,
other
powers
have
come
to
prominence
in
the
world.
Psionic
power
is
well
known
and
widely
practiced
on
Athas;
even
unintelligent
desert
monsters
can
have
deadly
psionic
abilities.
Priests
and
druids
call
upon
the
primal
powers
of
the
world,
which
are
often
sculpted
by
the
influence
of
elemental
power.
Fierce
Monsters
Roam
the
World:
The
desert
planet
has
its
own
deadly
ecology.
Many
creatures
that
are
familiar
sights
on
milder
worlds
have
long
since
died
out
or
never
existed
at
all.
Athas
has
no
cattle,
swine,
or
horses;
instead,
people
tend
flocks
of
erdlus,
ride
on
kanks
or
crodlus,
and
draw
wagons
with
inixes
and
mekillots.
Wild
creatures
such
as
lions,
bears,
and
wolves
are
almost
nonexistent.
In
their
place
are
terrors
such
as
the
id
fiend,
the
baazrag,
and
the
tembo.
Familiar
Races
Aren’t
What
You
Expect:
Typical
fantasy
stereotypes
don’t
apply
to
Athasian
heroes.
In
many
DUNGEONS
&
DRAGONS
settings,
elves
are
wise,
benevolent
forest-‐dwellers
who
guard
their
homelands
from
intrusions
of
evil.
On
Athas,
elves
are
a
nomadic
race
of
herders,
raiders,
peddlers,
and
thieves.
Halflings
aren’t
amiable
river-‐folk;
they’re
xenophobic
headhunters
and
cannibals
who
hunt
and
kill
trespassers
in
their
mountain
forests.
Half-‐giants
are
brutal
mercenaries
that
serve
as
elite
guards
and
enforcers
for
the
sorcerer-‐kings
and
their
templars
in
many
city-‐states.
1
About Th i s Docum en t
This
document
sets
out
the
house
rules
for
a
Pathfinder-‐based
DARK
SUN
campaign.
The
other
rules-‐relevant
texts
are
the
Pathfinder
Core
Rulebook,
the
Pathfinder
Advanced
Player’s
Guide,
Dreamscarred
Press’s
Psionics
Unleashed
and
Athas.org’s
Dark
Sun
3
Core
Rules
(revision
7).
This
text
essentially
updates
the
Athas.org
3.5
rules
to
a
Pathfinder-‐like
standard.
This
means
that
races
are
converted
to
be
on
par
as
ECL
+0
(although
the
power
curve
is
greater
than
other
campaign
settings,
they
are
broadly
comparable
with
each
other).
Classes
are
modified
to
the
Pathfinder
design
philosophy
of
streamlining
ability
mechanics
and
removing
‘dead’
class
levels.
These
changes
are
not
set
in
stone,
consider
them
a
proposal
for
a
fun,
heroic,
mechanical
framework
around
which
to
forge
your
stories
of
the
heroes,
villains
or
survivors
you
will
play.
H ow to U s e th i s Docum en t
If
in
doubt
as
to
which
conflicting
rule
should
apply
from
amongst
these
texts,
the
hierarchy
of
precedence
is
as
follows:
House
Rules
Document
(DSHR)
>
Pathfinder
Core
Rulebook
(PCR)
&
the
Pathfinder
Advanced
Player’s
Guide
(APG)
&
Psionics
Unleashed
(PU)
>
Athas.org’s
Dark
Sun
3
Core
Rules
(revision
7)
(DS3r7).
In
terms
of
flavour
and
descriptive
text
the
Dark
Sun
3
Core
Rules
(revision
7)
should
be
taken
as
the
guide.
Ch aracter Creati on
Generating
Attribute
Scores:
Characters
can
either
be
created
according
to
the
Pathfinder
25-‐
point
buy
method
(Heroic),
or
by
rolling
4d6
for
each
attribute
and
dropping
the
lowest
die.
If
using
the
dice-‐rolling
method,
total
ability
scores
of
less
than
66
should
be
re-‐rolled.
Starting
Level
and
Hit
Points:
Following
DARK
SUN
tradition,
all
characters
start
at
3rd
level.
Award
full
hit
points
for
these
initial
levels.
Subsequent
levels
can
either
take
¾
of
a
hit
die
per
level
(carry
over
fractions
to
the
next
level),
or
roll
your
hit
die
for
hit
points
ignoring
all
1’s
and
2’s.
Skills
Note
–
Literacy:
Writing
and
literacy
is
illegal
within
the
Tyr
Region
with
the
exception
of
nobles,
templars,
and
sorcerer-‐kings.
No
PC
starts
with
any
literacy
in
languages
they
know.
Literacy
must
be
purchased
with
skill
points.
Wizards
do
not
keep
written
spellbooks.
They
develop
coded
means
of
recording
spells.
Caste:
Decide
the
strata
of
the
social
hierarchy
from
which
your
character
hails.
In
descending
order
Athasian
city-‐state
society
is
structured
as
follows:
Sorceror-‐King,
templars,
nobles,
freemen,
merchants,
slaves
and
outsiders
(e.g.,
elves,
halflings,
thri-‐kreen).
This
will
have
role-‐playing
and
minor
mechanical
implications.
Note
that
all
gladiators
are
slaves,
although
it
is
possible
that
a
freeman
gladiator
could
engage
in
a
debt-‐contract
to
re-‐enter
the
arena,
provided
a
trustworthy
patron
is
found.
Starting money: Freemen: 300 Cp; Slaves: nothing, in-‐game assignment of gear by DM.
What
you
can
spend
it
on:
No
magic
items.
Masterwork
items
permitted.
Special
materials,
including
iron
weapons,
generally
not
available,
check
with
DM.
Inferior
materials
freely
available.
Don’t
forget
water
and
supplies
if
you
plan
on
leaving
town!
2
Races
On
Athas
certain
standard
or
common
D&D
races
are
not
available
as
PC
races
as
they
are
now
extinct,
they
never
existed,
or
because
Athas’
connections
to
the
Outer
Planes
have
been
long
severed.
These
include:
Aasimar,
Drow,
Gnomes,
Half-‐orcs,
Tieflings.
Psionics
are
prevalent
on
Athas.
Even
the
humblest
slave
has
some
psionic
talent.
All
characters
have
the
following
option:
• Psionic
Aptitude:
When
an
Athasian
takes
a
level
in
a
favored
class,
she
can
choose
to
gain
an
additional
power
point
instead
of
a
hit
point
or
skill
point.
3
Every
playable
race
receives
a
racial
psionic
power
as
detailed
below.
A
dwarf’s
focus
is
the
central
point
of
his
existence.
Nothing
is
more
rewarding
to
a
dwarf
than
to
complete
his
focus.
A
focus
must
take
at
least
a
week
to
complete;
anything
less
than
that
is
too
simple
a
task
to
be
considered
a
focus.
Dwarves
receive
a
morale
bonus
working
to
complete
a
focus.
The
task
must
be
directly
related
to
the
completion
of
the
focus,
however.
For
example,
Grelak,
protector
of
his
Dwarven
community,
makes
the
retrieval
of
a
sacred
book
stolen
during
a
raid
his
focus.
After
a
week
of
gathering
clues,
he
sets
out
to
retrieve
the
artifact
from
its
current
possessor,
who
hides
in
a
trading
post
two
weeks
away.
On
the
way
to
the
outpost,
he
encounters
a
wild
lirr;
while
battling
this
foe,
he
receives
his
morale
bonus,
because
he
is
trying
to
reach
the
book.
Later,
Grelak
stops
in
Nibenay
for
some
rest,
and
gets
in
a
brawl.
He
doesn’t
receive
any
bonuses,
because
he
isn’t
actively
pursuing
his
focus.
4
Elan
Racial
Traits
• +2
to
one
ability
score:
Elans
gain
a
+2
bonus
to
one
ability
score
chosen
at
creation
to
represent
their
varied
nature.
• Aberrant
Blood:
Elans
are
of
the
humanoid
(aberrant)
subtype.
• Medium:
Elans
are
Medium
creatures
and
have
no
bonuses
or
penalties
due
to
their
size.
• Normal
Speed:
Elans
have
a
base
speed
of
30
feet.
• Aberrant
Nature:
Although
human
in
appearance,
elans
suffer
from
a
nature
slightly
off
from
the
rest
of
the
non-‐elan
society.
They
suffer
a
-‐1
penalty
to
Charisma-‐based
skill
checks
when
dealing
with
non-‐elans.
• Naturally
Psionic:
Elans
gain
the
Wild
Talent
feat
as
a
bonus
feat
at
1st
level.
If
an
elan
takes
levels
in
a
psionic
class,
he
may
replace
the
Wild
Talent
feat
with
Psionic
Talent
instead.
• Resistance
(Su):
Elans
can
use
psionic
energy
to
increase
their
resistance
to
various
forms
of
attack.
As
an
immediate
action,
an
elan
can
spend
1
power
point
to
gain
a
+4
racial
bonus
on
saving
throws
until
the
beginning
of
her
next
action.
• Resilience
(Su):
When
an
elan
takes
damage,
he
can
spend
power
points
to
reduce
its
severity.
As
an
immediate
action,
he
can
reduce
the
damage
he
is
about
to
take
by
2
hit
points
for
every
1
power
point
he
spends.
• Repletion
(Su):
An
elan
can
sustain
his
body
without
need
of
food
or
water.
If
he
spends
1
power
point,
an
elan
does
not
need
to
eat
or
drink
for
24
hours.
• Psionic
Aptitude:
When
an
elan
takes
a
level
in
a
favored
class,
he
can
choose
to
gain
an
additional
power
point
instead
of
a
hit
point
or
skill
point.
• Languages:
Elans
begin
play
speaking
Common.
Elans
with
high
Intelligence
scores
can
choose
any
languages
they
want
(except
secret
languages,
such
as
Druidic).
5
additional
Concentration
checks
to
maintain
his
elf
run
state:
A
trivial
check
(DC
10)
on
the
second
day,
an
easy
check
(DC
15)
on
the
third
day,
an
average
check
(DC
20)
on
the
fourth
day,
a
difficult
check
(DC
30)
on
the
fifth
day,
and
an
heroic
check
(DC
40)
on
the
sixth
day.
Once
the
elf
fails
his
Concentration
check,
he
loses
the
elf
run
benefits
and
suffers
normal
penalties
for
extended
hustling
and
running.
After
a
full
day’s
rest,
the
elf
may
attempt
again
to
induce
an
elf
run
state.
With
a
group
of
elves,
runners
add
their
leader’s
Charisma
bonus
both
to
their
movement
rate
and
to
any
Fortitude
checks
related
to
movement.
• Naturally
Psionic:
Elves
receive
Wild
Talent
as
a
bonus
feat
at
1st
level.
If
an
elf
takes
levels
in
a
psionic
class,
he
may
replace
Wild
Talent
with
Psionic
Talent
instead.
• Elven
Psionics:
Elves
gain
the
following
psionic
power:
conceal
thoughts.
The
manifester
level
for
this
effect
is
equal
to
the
elf’s
level.
The
DC
for
this
power
is
equal
to
10
+
the
power’s
level
+
the
elf’s
Charisma
modifier
(unless
the
elf
has
psionic
class
levels,
in
which
case
a
more
favourable
ability
score
is
used).
• Automatic
Languages:
Common
and
Elven.
Bonus
Languages:
Dwarven,
Entomic,
Kreen,
Gith,
Saurian,
and
Terran.
• +2
to
One
Ability
Score:
Half-‐elf
characters
get
a
+2
bonus
to
one
ability
score
of
their
choice
at
creation
to
represent
their
varied
nature.
• Medium:
Half-‐elves
are
Medium
creatures
and
have
no
bonuses
or
penalties
due
to
their
size.
• Normal
Speed:
Half-‐elves
have
a
base
speed
of
30
feet.
• Low-Light
Vision:
Half-‐elves
can
see
twice
as
far
as
humans
in
conditions
of
dim
light.
See
Chapter
7,
Pathfinder
Rulebook.
• Adaptability:
Half-‐elves
receive
Skill
Focus
as
a
bonus
feat
at
1st
level.
• Elf
Blood:
Half-‐elves
count
as
both
elves
and
humans
for
any
effect
related
to
race.
• Keen
Senses:
Half-‐elves
receive
a
+2
racial
bonus
on
Perception
skill
checks.
• Child
of
two
worlds:
Half-‐elves
gain
a
+2
racial
bonus
to
Disguise
checks
when
impersonating
elves
or
humans.
• Tablelander:
+2
racial
bonus
on
all
Survival
and
Handle
Animal
checks.
Half-‐elves
spend
a
lot
of
time
in
the
wilds
of
the
tablelands.
• Multitalented:
Half-‐elves
choose
two
favored
classes
at
first
level
and
gain
+1
hit
point
or
+1
skill
point
whenever
they
take
a
level
in
either
one
of
those
classes.
See
Chapter
3
for
more
information
about
favored
classes.
• Naturally
Psionic:
Half-‐elves
receive
Wild
Talent
as
a
bonus
feat
at
1st
level.
If
a
half-‐elf
takes
levels
in
a
psionic
class,
she
may
replace
Wild
Talent
with
Psionic
Talent
instead.
• Half-elven
Psionics:
Half-‐elves
gain
the
following
psionic
power:
empathic
connection.
The
manifester
level
for
this
effect
is
equal
to
the
half-‐elf’s
level.
The
DC
for
this
power
is
equal
to
10
+
the
power’s
level
+
the
half-‐elf’s
Charisma
modifier
(unless
the
half-‐elf
has
psionic
class
levels,
in
which
case
a
more
favourable
ability
score
is
used).
• Languages:
Half-‐elves
begin
play
speaking
Common
and
Elven.
Half-‐elves
with
high
Intelligence
scores
can
choose
any
languages
they
want
(except
secret
languages,
such
as
Druidic).
6
Half-Giant
Racial
Traits
A
half-‐giant
can
use
weapons
designed
for
a
creature
one
size
larger
without
penalty.
However,
his
space
and
reach
remain
those
of
a
creature
of
his
actual
size.
The
benefits
of
this
racial
trait
stack
with
the
effects
of
powers,
abilities,
and
spells
that
change
the
subject’s
size
category.
• Big
britches:
Half-‐giants
have
greater
girth
than
most
other
medium-‐sized
humanoids
and
find
it
hard
to
fit
into
armor
and
clothing
designed
for
medium
creatures.
Half-‐giants
are
treated
as
Large
creatures
for
the
purposes
of
determining
what
they
can
wear,
including
how
much
it
costs
and
weighs
(PCR:
Armor
for
Unusual
Creatures;
x
2
cost,
x
2
weight).
• Large
and
in
charge:
Half-‐giants
are
very
unstable
and
can
be
very
intimidating,
gaining
a
+2
bonus
to
their
Intimidate
skill
to
smaller
creatures.
As
humanoids
with
the
giant
sub-‐type,
half-‐giants
treat
Intimidate
as
a
class
skill.
• Looming
Presence:
Due
to
their
greater-‐than-‐medium
build,
half-‐giants
incur
a
-‐2
penalty
to
Stealth
checks.
• Large
appetite:
Half-‐giants
also
require
lots
of
food
and
water
to
sustain
their
massive
stature
and
take
twice
the
amount
of
food
and
water
that
normal
medium
creatures
require.
• Axis
Alignment:
One
aspect
of
the
half-‐giant’s
alignment
must
be
fixed,
and
chosen
during
character
creation.
The
other
half
must
be
chosen
when
they
awake
each
morning.
They
are
only
bound
to
that
alignment
until
they
sleep
again.
For
example,
a
half-‐giant
may
have
a
fixed
lawful
alignment.
Every
morning,
he
must
choose
to
be
lawful
good,
lawful
neutral
or
lawful
evil.
This
alignment
change
is
not
mandatory.
• Naturally
Psionic:
Half-‐giants
receive
Wild
Talent
as
a
bonus
feat
at
1st
level.
If
a
half-‐giant
takes
levels
in
a
psionic
class,
he
may
replace
Wild
Talent
with
Psionic
Talent
instead.
7
• Half-giant
Psi-like
Ability:
Half-‐giants
gain
the
following
psi-‐like
ability:
1/day—stomp.
The
manifester
level
for
this
effect
is
equal
to
1/2
the
half-‐giant’s
level
(minimum
1st).
The
DC
for
this
power
is
equal
to
10
+
the
power’s
level
+
the
half-‐giant’s
Charisma
modifier
(unless
the
half-‐giant
has
psionic
class
levels,
in
which
case
a
more
favourable
ability
score
is
used).
• Automatic
Language:
Common.
Bonus
Languages:
Dwarven,
Giant
and
Gith.
• +2
Dexterity,
+2
Wisdom,
–2
Strength:
Halflings
are
nimble
and
strong-‐willed,
but
their
small
stature
makes
them
weaker
than
other
races.
• Small:
Halflings
are
Small
creatures
and
gain
a
+1
size
bonus
to
their
AC,
a
+1
size
bonus
on
attack
rolls,
a
–1
penalty
to
their
Combat
Maneuver
Bonus
and
Combat
Maneuver
Defense,
and
a
+4
size
bonus
on
Stealth
checks.
• Slow
Speed:
Halflings
have
a
base
speed
of
20
feet.
• Fearless:
Halflings
receive
a
+2
racial
bonus
on
all
saving
throws
against
fear.
This
bonus
stacks
with
the
bonus
granted
by
Halfling
Luck.
• Feral:
Halflings
receive
a
–2
penalty
to
all
Diplomacy
skill
checks
when
dealing
with
other
races.
Halflings
have
a
reputation
for
cannibalism
and
disdain
for
settled
societies.
• Halfling
Luck:
Halflings
receive
a
+1
racial
bonus
on
all
saving
throws.
• Magic
Haters:
+2
racial
bonus
on
saving
throws
against
spells
and
spell-‐like
effects.
Note:
this
stacks
with
Halfling
Luck.
• Keen
Senses:
Halflings
receive
a
+4
racial
bonus
on
Perception
skill
checks.
Halflings
have
keen
ears.
Their
senses
of
smell
and
taste
are
equally
keen;
they
receive
a
+4
to
all
Wisdom
checks
that
assess
smell
or
taste.
This
does
not
stack
with
the
aforementioned
Perception
bonus.
• Sure-Footed:
Halflings
receive
a
+2
racial
bonus
on
Acrobatics
and
Climb
skill
checks.
• Weapon
Familiarity:
Javelins
and
slings
are
common
weapons
in
feral
halfling
society,
and
many
halflings
are
taught
to
throw
at
an
early
age.
They
receive
a
+1
racial
attack
bonus
with
a
thrown
weapons.
Halflings
are
proficient
with
javelins
and
slings
and
treat
any
weapon
with
the
word
“halfling”
in
its
name
as
a
martial
weapon.
• Naturally
Psionic:
Halfings
receive
Wild
Talent
as
a
bonus
feat
at
1st
level.
If
a
halfling
takes
levels
in
a
psionic
class,
he
may
replace
Wild
Talent
with
Psionic
Talent
instead.
• Halfling
Psionics:
Halflings
gain
the
following
psionic
power:
mindling.
The
manifester
level
for
this
effect
is
equal
to
the
halfling’s
level.
The
DC
for
this
power
is
equal
to
10
+
the
power’s
level
+
the
halfling’s
Charisma
modifier
(unless
the
halfling
has
psionic
class
levels,
in
which
case
a
more
favourable
ability
score
is
used).
• Automatic
Languages:
Halfling.
Bonus
Languages:
Common,
Dwarven,
Elven,
Gith,
Kreen,
Rhul-‐thaun,
Sylvan,
and
Yuan–ti.
8
Human
Racial
Traits
• +2
to
One
Ability
Score:
Human
characters
get
a
+2
bonus
to
one
ability
score
of
their
choice
at
creation
to
represent
their
varied
nature.
• Medium:
Humans
are
Medium
creatures
and
have
no
bonuses
or
penalties
due
to
their
size.
• Normal
Speed:
Humans
have
a
base
speed
of
30
feet.
• Bonus
Feat:
Humans
select
one
extra
feat
at
1st
level.
• Skilled:
Humans
gain
an
additional
skill
rank
at
first
level
and
one
additional
rank
whenever
they
gain
a
level.
• Naturally
Psionic:
Humans
receive
Wild
Talent
as
a
bonus
feat
at
1st
level.
If
a
human
takes
levels
in
a
psionic
class,
she
may
replace
Wild
Talent
with
Psionic
Talent
instead.
At
5th
level
if
a
human
does
not
already
have
the
Psionic
Talent
feat,
she
gains
it
in
addition
to
the
Wild
Talent
feat
gained
at
1st
level.
If
she
already
possesses
the
feat
she
gains
an
additional
2
power
points.
(In
total,
a
human
will
gain
4
power
points
as
a
racial
bonus).
• Human
Psionics:
At
1st
level
humans
can
choose
any
single
1st-‐
level
power
from
the
psion/wilder
list.
The
manifester
level
for
this
effect
is
equal
to
the
human’s
level.
The
DC
for
this
power
is
equal
to
10
+
the
power’s
level
+
the
human’s
Charisma
modifier
(unless
the
human
has
psionic
class
levels,
in
which
case
a
more
favourable
ability
score
is
used).
At
5th
level
a
human
gains
a
2nd-‐level
power
from
the
psion/wilder
list.
• Languages:
Humans
begin
play
speaking
Common.
Humans
with
high
Intelligence
scores
can
choose
any
languages
they
want
(except
secret
languages,
such
as
Druidic).
9
• Dwarven
Blood:
For
all
effects
related
to
race,
a
mul
is
considered
a
dwarf.
Muls,
for
example,
are
just
as
vulnerable
to
effects
that
affect
dwarves
as
their
dwarf
ancestors
are,
and
they
can
use
magic
items
that
are
only
usable
by
dwarves.
• Nonlethal
Damage
Resistance
1/–:
Muls
are
difficult
to
subdue,
and
do
not
notice
minor
bruises,
scrapes,
and
other
discomforts
that
pain
creatures
of
other
races.
• Naturally
Psionic:
Muls
receive
Wild
Talent
as
a
bonus
feat
at
1st
level.
If
a
mul
takes
levels
in
a
psionic
class,
he
may
replace
Wild
Talent
with
Psionic
Talent
instead.
• Mul
Psionics:
Muls
gain
the
following
psionic
power:
precognition,
offensive.
The
manifester
level
for
this
effect
is
equal
to
the
mul’s
character
level.
The
DC
for
this
power
is
equal
to
10
+
the
power’s
level
+
the
mul’s
Charisma
modifier
(unless
the
mul
has
psionic
class
levels,
in
which
case
a
more
favourable
ability
score
is
used).
• Automatic
Language:
Common.
Bonus
Languages:
Dwarven,
Elven,
and
Giant.
10
Thri-Kreen
Poison
Bite:
Type
poison,
injury;
save
Fort
DC
11
+
T-‐K
con
mod;
frequency
1/round
for
4
rounds;
effect
1d3
Dex
and
paralyzed
1
min.;
cure
1
save.
• Weapon
Familiarity:
To
thri-‐kreen,
the
chatkcha
and
gythka
are
treated
as
martial
rather
than
exotic
weapons.
These
weapons
are
more
common
among
thri-‐kreen
than
among
other
races.
• Desert
Craft:
Thri
kreen
have
a
+4
racial
bonus
on
Hide
checks
in
sandy
or
arid
areas.
• Naturally
Psionic:
Thri-‐kreen
receive
Wild
Talent
as
a
bonus
feat
at
1st
level.
If
a
thri-‐kreen
takes
levels
in
a
psionic
class,
he
may
replace
Wild
Talent
with
Psionic
Talent
instead.
• Psi-like
Abilities:
3/day
–
chameleon,
know
direction;
and,
at
7th
level:
1/day
–
greater
concealing
amorpha,
metaphysical
claw.
These
abilities
are
manifested
as
a
psychic
warrior
of
half
the
thri-‐kreen’s
hit
dice,
rounded
down
(minimum
1).
• Automatic
Languages:
Kreen.
Bonus
Languages:
Common,
Dwarven,
Elven,
Halfing,
Giant
and
Pterran.
11
Classes
PERMITTED
CLASSES
Allowed
classes
include:
• Anti-paladin
(Knight-Templar)
–
Alignment:
Any
evil.
Martial
servants
of
the
sorceror-‐
kings.
[APG]
• Athasian
Bard
[DS3r7]*
• Barbarian
[PCR]*
• Cleric,
Elemental
[PCR]
• Druid
[PCR
+
DS3r7]
–
Druids
should
consider
the
Desert
Druid
archetype
from
the
APG
• Fighter
[PCR]
• Gladiator
[DSHR]*
• Inquisitor
(Templar)
[APG]*
• Psion
[PU]
• Psychic
Warrior
[PU]*
• Ranger
[PCR
+
DS3r7]*
• Rogue
[PCR]
• Templar
[DS3r7]*
• Wilder
[PU]*
• Wizard
[PCR
+
DS3r7]*
* See Revised Classes below for specific changes to Core Rules.
These
can
be
found
in
this
House
Rules
document
(DSHR),
the
Pathfinder
Core
Rulebook
(PCR),
Advanced
Player’s
Guide
(APG),
the
3.5
Expanded
Psionics
Handbook
or
Dreamscarred
Press’
Psionics
Unleashed
(PU),
and
the
Athas.org
Dark
Sun
3
rules,
revision
7
(DS3r7).
DS3r7
should
be
referred
to
for
Athas-‐specific
details
on
animal
companions,
bonus
feats,
favoured
enemies,
favoured
terrain,
cleric
domains,
additional
weapon
proficiencies
and
additional
spells.
Since
skills
have
been
streamlined
and
condensed
in
Pathfinder,
the
section
below
also
translates
and
lists
changes
where
relevant
for
Athasian
classes.
RESTRICTED
CLASSES
The
following
classes
are
not
available
on
Athas:
• Cavalier
• Monk
• Oracle
• Paladin
• Sorceror
• Soulknife
• Summoner
• Witch
12
REVISED
CLASSES
Athasian
Bard
Hit
Die:
d8
Class
Skills:
The
bard’s
class
skills
are
Acrobatics
(Dex),
Appraise
(Int),
Bluff
(Cha),
Climb
(Str),
Craft
(Int),
Diplomacy
(Cha),
Disguise
(Cha),
Escape
Artist
(Dex),
Heal
(Wis),
Intimidate
(Cha),
Knowledge
(all)
(Int),
Linguistics
(Int),
Perception
(Wis),
Perform
(Cha),
Profession
(Wis),
Sense
Motive
(Wis),
Sleight
of
Hand
(Dex),
Stealth
(Dex),
and
Use
Magic
Device
(Cha).
Barbarian
Class
Skills:
Escape
Artist
and
Profession
are
class
skills
for
Athasian
barbarians.
Swim
is
not.
Cleric
Athasian
elemental
and
paraelemental
clerics
should
select
two
domains
from
DS3r7
and
can
furthermore
receive
the
special
abilities
described
in
the
2nd
edition
Earth,
Air,
Fire,
and
Water
supplement.
Players
should
check
with
DM
in
the
event
of
any
cross-‐edition
incompatibilities.
Druid
Class
Skills:
Stealth
is
a
class
skill
for
Athasian
druids.
Swim
is
not.
Fighter
Class
Skills:
Knowledge
(warcraft)
is
a
class
skill
for
Athasian
fighters.
Swim
is
not.
Gladiator
Role:
Gladiators
are
martial
entertainers
who
excel
at
using
their
talents
to
demoralize
their
enemies
and
inspire
their
allies.
They
employ
exotic
weapons
to
better
amuse
crowds,
whilst
their
training
in
defensive
maneuvers
allows
them
to
survive
the
long
battles
demanded
by
the
bloodthirsty
arena-‐goers
of
Athas.
In
and
out
of
the
arena,
an
Athasian
gladiator
is
tough
to
take
down.
Character
build:
Strength
and
Constitution
are
key
abilities
to
let
you
hit
your
enemies
and
survive
punishment.
You
will
need
Charisma
to
take
full
advantage
of
all
your
Gladiatorial
Performance
powers,
as
well
as
for
Bluffing
and
Intimidating
foes.
Dexterity
is
useful
to
boost
the
meagre
armors
of
Athas
and
bolster
acrobatic
maneuvers.
Alignment: Any.
13
Class
Skills:
The
gladiator’s
class
skills
are
Acrobatics
(Dex),
Bluff
(Cha),
Climb
(Str),
Craft
(Int),
Intimidate
(Cha),
Perception
(Wis),
Perform
(Cha),
Profession
(Wis),
Sense
Motive
(Wis).
Class Features
Combat
Stance:
A
gladiator
with
1
or
more
ranks
in
Perform
can
assume
a
combat
stance,
showing
off
to
spectators
and
displaying
a
warning
to
opponents.
You
receive
a
+2
competence
bonus
to
AC
against
the
first
attack
made
against
you
within
5
rounds
after
assuming
the
stance.
At
6th
level
combat
stance
can
be
assumed
as
a
move
action,
and
at
12th
level
as
a
swift
action.
Martial
Display:
A
gladiator
with
1
or
more
ranks
in
Perform
can
entertain
the
crowd
and
intimidate
enemies
with
a
display
of
unarmed
attacks
or
weapon
prowess.
You
receive
a
+2
competence
bonus
to
the
first
attack
roll
you
make
within
5
rounds
after
ending
the
martial
14
display.
At
6th
level
martial
display
can
be
assumed
as
a
move
action,
and
at
12th
level
as
a
swift
action.
Team
Strike:
A
gladiator
with
1
or
more
ranks
in
Perform
can
distract
an
enemy
so
an
ally
can
exploit
a
vital
spot
when
making
a
melee
attack.
Team
strike
can
only
be
used
against
an
enemy
you
threaten
with
a
melee
weapon.
The
ally
must
act
on
the
same
initiative
as
you
or
before
your
next
turn
to
gain
the
benefit
of
team
strike.
The
ally
receives
a
+1
bonus
to
hit
and
inflicts
an
additional
1d4
points
of
damage
on
the
next
melee
attack
against
the
target.
If
the
enemy
moves
out
of
your
threat
range
before
your
ally
attacks,
the
ally
does
not
receive
the
benefits
of
team
strike.
Creatures
immune
to
sneak
attack
damage
and
critical
hits
are
immune
to
team
strike.
At
7th
level
and
every
six
levels
thereafter
these
bonuses
increase
by
+1
to
attack
and
+1d4
to
damage
(+2
attack
and
+2d4
damage
at
7th,
+3
attack
and
+3d4
at
13th,
+4
attack
and
+4d4
at
19th).
Taunt:
A
gladiator
of
3rd
or
higher
level
with
3
or
more
ranks
in
Perform
can
demoralize
enemies
by
verbal
ridicule.
Enemies
must
be
within
30
feet
of
the
gladiator
and
capable
of
hearing
you,
and
you
must
be
able
to
see
your
enemies.
Each
enemy
affected
suffers
a
–1
morale
penalty
to
attack
and
damage
rolls,
and
a
–1
morale
penalty
on
saving
throws
versus
charm
and
fear
effects.
The
effect
lasts
as
long
as
enemies
hear
your
taunts
and
for
5
rounds
thereafter.
At
8th
level
and
every
six
gladiator
levels
thereafter,
the
penalties
increase
by
1
(–2
at
8th,
–3
at
14th
and
–4
at
20th).
Taunt
is
a
mind-‐affecting
ability.
Shake
Off:
A
gladiator
of
6th
or
higher
level
with
6
or
more
ranks
in
Perform
can
try
to
end
a
mind-‐affecting
effect
in
play
on
himself
or
an
ally.
You
shake
your
head
violently
to
clear
your
mind,
or
slap
an
ally
to
bring
her
back
to
her
senses.
The
recipient
of
the
shake
off
can
reroll
a
single
failed
save
or
opposed
skill
check
(with
the
same
DC
as
the
failed
roll)
to
end
a
mind-‐affecting
effect.
If
there
is
no
save
or
check
to
avoid
the
mind-‐affecting
effect,
the
effect
ends
automatically,
Trick:
A
gladiator
of
9th
or
higher
level
with
9
or
more
ranks
in
Perform
can
temporarily
confuse
an
adversary
through
the
use
of
ploy
and
deception.
The
creature
to
be
tricked
must
be
within
30
feet,
able
to
see
and
hear
you.
You
must
also
be
able
to
see
the
creature.
You
make
an
opposed
Bluff
check
(vs.
Sense
Motive)
as
a
move
action.
If
the
creature
succeeds
on
the
opposed
roll,
you
cannot
attempt
to
trick
that
creature
again
for
24
hours.
If
its
roll
fails,
the
creature
becomes
dazed
(unable
to
act,
but
can
defend
normally)
for
1
round.
For
every
three
gladiator
levels
attained
beyond
9th,
you
can
target
one
additional
creature
with
a
single
use
of
this
ability
(two
at
12th
level,
three
at
15th,
four
at
18th).
Chant:
A
gladiator
of
12th
or
higher
level
with
12
or
more
ranks
in
Perform
can
start
a
chant.
The
chant
boosts
the
gladiator
or
an
ally’s
abilities,
granting
a
+2
competence
bonus
to
AC,
skill
checks
and
saving
throws.
To
be
affected
an
ally
must
be
within
30
feet
of
you.
For
every
three
levels
attained
beyond
12th,
you
can
affect
one
additional
creature
within
30
feet
(two
creatures
at
15th
level,
three
at
18th).
Combat
chant
is
a
mind-‐affecting
ability
which
lasts
as
long
as
you
chant
and
for
5
rounds
thereafter.
Threatening
Glare:
A
gladiator
of
15th
or
higher
with
15
or
more
ranks
of
Perform
can
panic
enemies
with
his
mere
gaze.
Creatures
within
a
30
feet
radius
that
can
see
you
must
make
a
Will
Save
(DC
10
+
half
your
class
level
+
your
Charisma
bonus).
On
failing,
creatures
with
less
HD
than
you
are
affected
as
if
under
the
effects
of
a
fear
spell
for
5
rounds.
Those
with
equal
to
or
more
than
your
HD
become
shaken
for
5
rounds.
If
the
creature
succeeds
on
the
save
you
cannot
attempt
to
affect
that
creature
again
for
24
hours.
Threatening
Glare
is
a
mind–affecting
gaze
affect.
Dragon’s
Fury:
A
gladiator
of
18th
or
higher
level
with
18
or
more
ranks
in
Perform
can
enter
a
trance-‐like
state
in
which
his
full
offensive
gladiatorial
potential
is
unleashed.
You
are
immune
to
fear
effects,
receive
a
+4
competence
bonus
to
attack
rolls
and
damage
rolls,
and
an
additional
attack
per
round
made
at
your
highest
base
attack
bonus.
In
addition,
you
gain
two
temporary
hit
points
per
class
level.
Dragon’s
fury
lasts
for
10
rounds.
15
Mercy:
At
1st
level,
you
suffer
no
penalty
to
attack
rolls
when
attacking
with
a
weapon
to
inflict
nonlethal
damage.
Bonus
Feats:
A
gladiator’s
training
is
more
specific
than
a
fighter’s.
Thrilling
the
bloodthirsty
audiences
of
Athas
involves
training
in
both
unarmed
attacks
and
especially
exotic
weapons.
At
1st,
4th,
8th,
12th
and
16th
level
a
gladiator
receives
an
Exotic
Weapon
Proficiency
as
a
bonus
feat.
At 2nd level a gladiator receives Improved Unarmed Strike as a bonus feat.
At
6th,
10th,
14th,
18th
and
20th
levels
you
receive
a
bonus
feat
selected
from
“combat
feats”.
A
gladiator
counts
as
a
fighter
for
the
purpose
of
qualifying
for
feat
pre-‐requisites.
Due
to
their
extensive
training
in
combat
maneuvres,
a
gladiator
counts
as
having
Combat
Expertise
and
Int
13
only
for
the
purposes
of
qualifying
for
feat
pre-‐requisites.
Such
feats
can
only
be
purchased
as
bonus
feats.
Arena
Guile:
Starting
at
2nd
level,
you
add
one-‐half
your
gladiator
level
(round
down)
as
a
bonus
to
all
Bluff
and
Sense
Motive
checks
that
relate
directly
to
melee
combat.
Uncanny
Dodge
(Ex):
At
4th
level,
you
retain
your
Dexterity
bonus
to
AC
(if
any)
even
if
you
are
caught
flat-‐footed
or
struck
by
an
invisible
attacker.
However,
you
still
lose
your
Dexterity
bonus
to
AC
if
immobilized.
If
you
already
have
uncanny
dodge
from
a
different
class,
you
automatically
gain
improved
uncanny
dodge
(see
below)
instead.
Armor
Training
(Ex):
Starting
at
5th
level,
a
gladiator
learns
to
be
more
maneuverable
while
wearing
armor.
Whenever
he
is
wearing
armor,
he
reduces
the
armor
check
penalty
by
1
(to
a
minimum
of
0)
and
increases
the
maximum
Dexterity
bonus
allowed
by
his
armor
by
1.
Every
four
levels
thereafter
(9th,
13th,
and
17th),
these
bonuses
increase
by
+1
each
time,
to
a
maximum
–4
reduction
of
the
armor
check
penalty
and
a
+4
increase
of
the
maximum
Dexterity
bonus
allowed.
In
addition,
a
gladiator
can
also
move
at
his
normal
speed
while
wearing
medium
armor.
At
7th
level,
a
gladiator
can
move
at
his
normal
speed
while
wearing
heavy
armor.
No
Mercy:
Beginning
at
7th
level,
you
can
perform
a
coup
de
grace
as
a
standard
action
rather
than
a
full-‐round
action.
Improved
Uncanny
Dodge
(Ex):
At
8th
level
and
higher,
you
can
no
longer
be
flanked.
This
defense
denies
a
rogue
the
ability
to
sneak
attack
you
by
flanking
you,
unless
the
attacker
has
at
least
four
more
rogue
levels
than
you
have
gladiator
levels.
If
you
already
have
uncanny
dodge
(see
above)
from
a
second
class,
the
levels
from
all
classes
that
grant
uncanny
dodge
stack
to
determine
the
minimum
level
a
rogue
must
be
to
flank
you.
Parry
(Ex):
Beginning
at
11th
level,
once
per
round
you
can
forfeit
an
attack
to
attempt
to
parry
an
incoming
melee
attack.
The
forfeited
attack
has
to
be
the
one
with
your
highest
base
attack
bonus.
If
wielding
two
weapons,
the
parry
must
be
made
using
your
primary
weapon.
You
make
an
opposed
attack
roll
with
a
–5
penalty
against
your
attacker
roll.
If
you
succeed,
the
attack
is
parried
and
you
suffer
no
damage
or
ill
effects
related
to
the
attack,
including
touch
attacks
used
to
deliver
spells.
Superior
Feint:
Beginning
at
15th
level,
you
can
make
a
Bluff
check
to
feint
in
combat
as
a
free
action,
but
only
once
per
round.
Improved
Parry:
At
19th
level
you
no
longer
suffer
a
–5
penalty
to
your
opposed
attack
roll
when
you
parry
(see
above).
Armor
Mastery
(Ex):
At
20th
level,
a
gladiator
gains
DR
5/—
whenever
he
is
wearing
armor
or
using
a
shield.
16
Inquisitor
Inquisitors
exist
only
for
sorcerer-‐kings
and
follow
the
domain
options
for
templars.
Psychic
Warrior
Class
Skills:
Intimidate
is
a
class
skill
for
Athasian
psychic
warriors.
Swim
is
not.
Ranger
Class
Features:
Unless
the
ranger
is
from
the
Forest
Ridge
or
some
other
forested
region,
she
may
make
the
following
substitution
for
the
7th
level
feature
Woodland
Stride:
Desert
Native
(Ex):
At
7th
level,
a
desert
ranger
gains
a
bonus
on
Initiative
checks
and
Knowledge
(geography),
Perception,
Stealth,
and
Survival
checks
equal
to
1/2
her
ranger
level
in
desert
terrain,
and
she
cannot
be
tracked
in
such
environments.
This
ability
replaces
woodland
stride.
Other
terrains
may
be
substituted
for
desert
with
the
DM’s
approval,
provided
they
are
appropriate
to
the
ranger’s
background.
The
list
of
favoured
terrains
in
DS3r7
may
be
used
as
a
more
specific
guide.
Templar
As
per
the
Athas.org
Dark
Sun
3
(rev
7)
rules,
with
the
following
exceptions:
Sorceror-King Domains
A
templar
must
spend
at
least
one
of
her
two
bonus
martial
weapon
proficiencies
on
her
patron’s
favoured
weapon.
17
TABLE
3:
THE
TEMPLAR
HIT
DIE:
D8
Level
Base
Attack
Fort
Ref
Will
Special
Spells
per
Day
Bonus
Save
Save
Save
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Channel
5
3+1
—
—
—
—
—
—
—
—
energy
1d6,
domains,
orisons,
secular
aptitude,
sigil
2nd
+1
+3
+0
+3
—
6
4+1
—
—
—
—
—
—
—
—
3
rd +2
+3
+1
+3
Channel
6
5+1
—
—
—
—
—
—
—
—
energy
2d6
4th
+3
+4
+1
+4
—
6
6+1
3+1
—
—
—
—
—
—
—
5th
+3
+4
+1
+4
Channel
6
6+1
4+1
—
—
—
—
—
—
—
energy
3d6
6th
+4
+5
+2
+5
—
6
6+1
5+1
3+1
—
—
—
—
—
—
7th
+5
+5
+2
+5
Channel
6
6+1
6+1
4+1
—
—
—
—
—
—
energy
4d6
8th
+6/+1
+6
+2
+6
—
6
6+1
6+1
5+1
3+1
—
—
—
—
—
9th
+6/+1
+6
+3
+6
Channel
6
6+1
6+1
6+1
4+1
—
—
—
—
—
energy
5d6
10th
+7/+2
+7
+3
+7
—
6
6+1
6+1
6+1
5+1
3+1
—
—
—
—
11th
+8/+3
+7
+3
+7
Channel
6
6+1
6+1
6+1
6+1
4+1
—
—
—
—
energy
6d6
12th
+9/+4
+8
+4
+8
—
6
6+1
6+1
6+1
6+1
5+1
3+1
—
—
—
13
th +9/+4
+8
+4
+8
Channel
6
6+1
6+1
6+1
6+1
6+1
4+1
—
—
—
energy
7d6
14th
+10/+5
+9
+4
+9
—
6
6+1
6+1
6+1
6+1
6+1
5+1
3+1
—
—
15th
+11/+6/+1
+9
+5
+9
Channel
6
6+1
6+1
6+1
6+1
6+1
6+1
4+1
—
—
energy
8d6
16th
+12/+7/+2
+10
+5
+10
—
6
6+1
6+1
6+1
6+1
6+1
6+1
5+1
3+1
—
17th
+12/+7/+2
+10
+5
+10
Channel
6
6+1
6+1
6+1
6+1
6+1
6+1
6+1
4+1
—
energy
9d6
18th
+13/+8/+3
+11
+6
+11
—
6
6+1
6+1
6+1
6+1
6+1
6+1
6+1
5+1
3+1
19th
+14/+9/+4
+11
+6
+11
Channel
6
6+1
6+1
6+1
6+1
6+1
6+1
6+1
6+1
4+1
energy
10d6
20th
+15/+10/+5
+12
+6
+12
—
6
6+1
6+1
6+1
6+1
6+1
6+1
6+1
6+1
6+1
Note:
“+1”
represents
the
domain
spell
slot
18
Wilder
Class
Skills:
Survival
is
a
class
skill
for
Athasian
wilders.
Swim
is
not.
Wizard
Class
Skills:
Bluff,
Disguise,
and
Literacy
are
class
skills
for
Athasian
wizards.
Jazst
(Gladiator)
Jazst
are
widely
traveled
theatrical
performers
in
the
Athasian
arenas.
Jazst
are
always
free,
and
the
only
gladiatorial
combatants
that
travel
freely
between
the
arenas
of
major
cities.
Jazst
are
usually
early
warm-‐up
acts
that
amuse
the
eager
crowds.
As
highly
skilled
arena
performers,
jazst
depend
on
their
theatrical
ability,
coordination,
muscle
tone,
and
balance,
rather
than
brute
force,
to
win
in
the
arena.
Jazst
are
allowed
to
choose
their
specialization
at
a
very
early
age,
and
spend
years
perfecting
their
skill.
In
the
early
years
of
practice,
areas
of
study
may
include
dancing,
juggling,
acrobatics,
tumbling,
and
other
skills.
A
Dexterity
of
16
or
better
is
required
for
this
archetype.
Bonus
Feats:
A
jazst
may
take
Jazst
Dance,
Rasclinn
Strike,
Weeping
Cuts
and
Improved
Weeping
Cuts
feats
in
place
of
a
bonus
Exotic
Weapon
Proficiency.
Suggested
Feats:
Agile
Maneuvers,
Bleeding
Critical,
Combat
Expertise,
Critical
Focus,
Dazzling
Display,
Deadly
Stroke,
Dodge,
Greater
Weapon
Focus
(light
blade),
Jazst
Dance,
Mobility,
Rasclinn
Strike,
Shatter
Defences,
Spring
Attack,
Step
Up,
Two-‐Weapon
Fighting,
Weapon
Finesse,
Weapon
Focus
(light
blade),
Weapon
Specialization
(light
blade),
Weeping
Cuts,
Whirlwind
Attack.
Burst
of
Speed
(Ex):
At
3rd
level,
when
wearing
light
or
no
armor,
a
jazst
increases
her
base
land
speed
by
10
feet.
She
loses
this
ability
if
wearing
medium
or
heavier
armor.
This
ability
replaces
proficiency
in
medium
armor
and
shields.
Balletic
Charge
(Ex):
At
5th
level,
a
jazst
takes
only
a
-‐1
penalty
to
her
AC
after
charging.
At
9th
level,
a
jazst
can
charge
with
no
penalty.
This
ability
replaces
armor
training
1.
Arena
Acrobatics
(Ex):
At
9th
level,
a
jazst
gains
a
+2
bonus
to
acrobatics
checks.
This
is
an
un-‐
typed
bonus
and
thus
stacks
with
others.
She
also
gains
a
+1
dodge
bonus
to
AC.
This
ability
replaces
armor
training
2.
The
Dance
of
Whirling
Blades
(Ex):
The
jazst
runs
towards
her
target,
spinning
her
blades
as
she
leaps
into
the
air.
This
risky
signature
jazst
attack
is
a
crowd
pleaser.
At
13th
level,
a
jazst
can
combine
a
full
attack
with
a
single
move.
She
suffers
a
-‐1
AC
penalty
until
her
next
turn.
This
ability
replaces
armor
training
3.
Lightning
Strike
(Ex):
At
17th
level,
as
part
of
a
full
attack,
a
jazst
can
make
one
additional
attack.
This
attack
is
at
the
jazst’s
highest
attack
bonus,
but
each
attack
in
the
round
(including
the
extra
one)
takes
a
-‐2
penalty.
This
ability
replaces
armor
training
4.
Bleed
Master
(Ex):
At
20th
level,
once
per
day,
for
the
duration
of
combat,
any
bleed
damage
you
inflict
against
a
single
enemy
is
doubled.
Alternatively,
you
may
inflict
1d6
bleed
damage
during
the
combat.
This
ability
replaces
armor
mastery.
19
Fire
Clerics
Weapons
and
Armor
Fire
clerics
are
proficient
with
all
simple
weapons
and
domain
weapons.
Fire
clerics
dislike
normal
weapons
like
swords
and
bows,
unless
they
can
be
enflamed.
Any
metal
weapon
may
be
carried
by
a
fire
cleric,
but
he
must
magically
light
it
or
smear
oil
on
it,
igniting
it
before
combat
in
order
to
use
it
effectively.
Most
fire
clerics
don’t
even
carry
weapons,
relying
on
the
spell
flame
blade
instead.
They
will
use
bows
and
crossbows,
but
prefer
to
ignite
the
arrows
or
bolts.
Obsidian
weapons,
however,
are
acceptable
for
fire
clerics,
because
they
were
forged
under
great
heat.
Even
these
weapons,
though,
will
be
slicked
with
oil,
ready
to
inflame.
Fire
clerics
may
use
any
light
or
medium
armor
and
shields
(except
tower
shields),
and
they
usually
paint
them
brilliant
red
or
char
it
to
black.
At
the
5th
level,
fire
clerics
may
ignore
fire
and
heat
for
a
number
of
rounds
equal
to
their
level.
Their
weapons
and
possessions
are
also
protected.
A
heat
metal
spell
would
make
a
priest’s
sword
glowing
hot,
but
it
would
not
warp
or
otherwise
affect
it.
When
the
time
limit
has
passed,
the
priest
is
subject
to
the
full
effects
of
whatever
is
attacking
him.
Items
that
have
been
heated
to
extremes
will
suffer
whatever
effects
are
appropriate
if
they
are
not
cooled
before
the
power
fades.
The
sword
in
the
example
above
would
warp
as
soon
as
the
cleric’s
power
stopped
functioning
if
a
heat
metal
spell
was
still
in
effect.
At
the
7th
level,
the
cleric
can
gate
in
raw
flame
from
the
Elemental
Plane
of
Fire.
The
flame
can
be
as
small
as
the
character
wishes,
its
maximum
size
is
1
cubic
foot
for
every
level
of
the
priest
above
the
6th.
Each
cubic
foot
can
affect
one
medium
to
large
sized
creature.
As
the
total
volume
increases,
so
does
the
heat
and
damage.
Every
cubic
foot
gated
in
does
1d6
points
of
damage
to
anything
that
it
touches.
A
successful
reflex
saving
throw
will
cut
this
in
half.
Fire
without
fuel
will
last
only
a
single
round.
It
ignites
paper,
clothing,
hair,
wood,
and
other
light
materials
if
a
successful
saving
throw
vs.
magical
fire
is
not
made.
Summoned
fire
that
catches
on
combustible
materials
will
burn
normally
and
destroy
material
items
accordingly.
A
cleric
may
not
move
the
flame
once
it
has
materialized,
and
it
must
appear
at
a
point
no
more
than
50
feet
away.
Anything
that
can
ignite
will,
unless
a
saving
throw
vs.
magical
fire
is
successful.
Items
carried
by
characters
who
make
the
saving
throw
are
also
unaffected.
Burning
items
inflict
damage
normally.
In
addition
to
the
major
powers
listed
above,
the
cleric
may
choose
one
of
the
following
minor
powers
at
levels
3,
5,
7,
9,
11,
and
13.
Only
the
priest
may
directly
benefit
from
these
powers.
Enflame
(Sp):
The
priest
does
not
gate
flame
from
his
plane,
but
creates
small
fires
the
size
of
a
match
stick
at
will.
This
power
ignites
torches
and
larger
materials
normally.
The
ability
has
a
range
of
1
yard
per
level
of
the
caster.
Affect
Normal
Fires
(Sp):
Range:
15
ft./level;
Duration:
2
rounds/level;
Area
of
Effect:
10-‐ft.
radius.
Once
per
day,
as
a
standard
action,
this
spell
enables
the
cleric
to
cause
nonmagical
fires-‐-‐from
as
small
as
a
torch
or
lantern
to
as
large
as
the
area
of
effect-‐-‐to
reduce
in
size
and
brightness
to
become
mere
coals
or
increase
in
light
to
become
as
bright
as
full
daylight
and
increase
the
illumination
to
double
the
normal
radius.
Note
that
this
does
not
affect
either
fuel
consumption
or
damage
caused
by
the
fire.
The
caster
can
affect
any
or
all
fires
in
the
spell's
area.
He
can
alter
their
intensities
with
a
single
gesture
as
long
as
the
spell
is
in
effect.
The
spell
lasts
until
the
caster
cancels
it,
all
fuel
is
burned,
or
the
duration
expires.
The
caster
can
also
extinguish
all
20
flames
in
the
area,
which
expends
the
spell
immediately.
The
spell
does
not
affect
fire
elementals
or
similar
creatures.
Cleansing
Flame
(Su):
The
cleric
steps
into
a
flame
the
size
of
a
campfire
for
no
more
than
one
round.
This
allows
him
to
skip
one
meal
(food
and
water),
cures
him
of
1d6
points
of
damage,
and
cleans
his
body
of
dirt
and
filth.
If
the
cleric
is
poisoned,
the
cleansing
flame
will
allow
him
a
second
saving
throw.
Note
that
this
“meal”
is
not
enough
to
sustain
the
cleric
for
any
length
of
time.
He
will
still
need
normal
food
and
water
to
supplement
the
energy
given
him
by
the
cleansing
flame.
A
character
may
invoke
this
ability
when
attacked
by
a
fireball,
when
stepping
into
a
burning
building,
or
at
any
other
time
of
need.
The
effects
last
for
only
one
round.
After
that,
the
priest
either
suffers
the
usual
damage,
or
he
has
to
use
his
ability
to
ignore
the
element
to
protect
himself.
He may use this ability once per day as an immediate action.
Control
Flame
(Su):
A
fire
priest
can
control
any
fires
smaller
than
torch
head.
He
may
cause
them
to
smother,
spread,
or
move,
as
long
as
the
flames
remain
in
contact
with
combustible
material.
The
fire
may
even
perform
short
leaps
through
the
air
by
expanding
and
catching
on
other
materials,
but
this
range
is
limited
to
6
inches
per
level
of
the
caster.
A
6th-‐level
cleric
could
cause
the
flame
to
leap
36
inches,
or
3
feet.
Flame
Ward
(Su):
A
fire
cleric
may
take
this
ability
upon
reaching
the
5th
level.
As
an
immediate
action,
for
one
minute,
it
grants
him
a
+2
to
saving
throws
vs.
any
fire-‐based
attack.
The
disadvantage
of
this
ability
is
that
the
priest
is
at
-‐2
to
any
water-‐based
attacks,
since
casting
flame
ward
will
dowse
his
own
fiery
energies.
A
fire
cleric
may
use
flame
ward
a
number
of
times
per
day
equal
to
3
+
his
Charisma
modifier.
21
Equipment
Currency
10 ceramic bits (bit) = 1 ceramic piece (Cp) = 1/10 silver piece (sp) = 1/100 gold piece (gp)
Breaking
Weapons:
Obsidian,
bone,
and
wooden
weapons
are
prone
to
breaking.
Whenever
a
successful
attack
inflicts
maximum
damage,
roll
a
d20,
on
a
result
of
1
the
weapon
will
break,
as
per
the
following
example:
Bruth
is
sent
to
the
arena
armed
with
a
bone
battle
axe
against
three
unarmed
gith.
In
his
first
round,
Bruth
cleaves
through
the
skull
of
his
first
opponent
(makes
a
successful
attack)
and
brings
him
down
(rolls
an
8
on
his
1d8
for
damage).
Unfortunately,
the
shock
of
the
blow
splinters
the
bone
of
the
axe
head
(Bruth’s
player
rolls
a
1
on
1d20
indicating
weapon
breakage),
leaving
him
weaponless.
Bruth’s
career
in
the
arena
may
be
brief.
Materials Rules
Agafari
Wood
comes
from
the
Crescent
Forest
near
Nibenay.
The
crafters
from
that
city
profit
from
making
weapons
from
the
extraordinarily
hard
wood,
the
next
best
thing
to
bronze.
Blood Obsidian is formed from volcanoes resulting from powerful defiling. It is exceedingly rare.
Blood
—
+1
12
30
x
2
x
2,000
Obsidian
Iron — — 10 30 — x 100
Basically,
the
Cp
cost
of
weapons
and
armour
equals
the
gp
cost
listed
in
the
PCR,
modified
by
the
material
price
multiplier.
Iron
weapons
effectively
cost
the
same
number
of
gp
on
Athas
as
they
do
on
other
worlds,
but
this
is
100-‐times
the
value
of
an
equivalent
bone/stone
weapon
in
Cp.
All
weapons
and
armour
should
be
listed
on
player
inventories
with
their
appropriate
material
name,
e.g.
bone
longsword,
wooden
mace.
22
The
following
weapons
from
the
PCR
can
be
constructed
from
non-‐metal
materials
without
penalty:
bolas,
all
bows
(and
arrows),
club,
all
crossbows
(and
bolts),
dart,
dagger,
greatclub,
javelin,
all
lances,
all
maces
(except
wooden-‐headed),
net,
nunchaku,
quarterstaff,
sai,
sap,
sling
(and
bullets),
all
spears,
and
whip.
They
weigh
the
same
as
listed
in
the
PCR.
These
weapons
cost
1%
of
the
listed
gp
price
in
the
PCR.
Simply
convert
the
listed
price
in
the
PCR
to
Cp.
For
example,
a
spear
listed
at
2
gp
in
the
PCR
costs
2
Cp.
Furthermore,
due
to
the
rarity
of
metal,
Athas
has
its
share
of
unique
weapons
designed
to
be
constructed
from
non–metal
materials;
as
such,
they
do
not
suffer
from
the
inferior
materials
penalties
described
above.
These
are
listed
in
DS3r7
Table
5-3:
Athasian
Weapons,
p.
113-‐4.
Weapons
Jazst
Blade
Suit
(Exotic
Weapon,
Light
Melee)-
Dmg:
1d10
(M);
1d6
(S)/19-‐20/x2/Slashing
-‐
To
jazst,
arena
combat
is
an
art
form
and
they
revel
in
the
beauty
of
movement.
Jazst
prefer
long,
slim,
razor
like
weapons,
and
they
carry
a
lot
of
them,
mounted
on
their
legs
and
arms.
Jazst
prefer
steel
but
will
settle
for
the
brightly
colored,
flexible
feather/scales
of
the
Z’tal
lizard.
The
individual
scales
deliver
1
point
of
razor
damage
per
scale.
Up
to
10
(or
6
on
a
small
jazst)
can
be
safely
mounted
on
each
appendage
of
the
Jazst’s
performing
outfit.
If
a
successful
hit
is
made
against
a
gladiatorial
opponent,
the
PC
rolls
1d10
to
see
how
many
razor
feather
scales
came
in
contact
with
the
intended
victim.
Each
scale
less
than
10
(or
6)
imposes
a
-‐1
penalty
to
damage.
Scales
can
be
added
to
any
armor,
but
jazst
favour
light
armors.
In
addition
to
the
cost
of
the
armor,
each
scale,
if
it
can
be
purchased,
costs
2
Cp
per
scale.
Jazst
often
find
it
worthwhile
to
hunt
for
Z’tals
in
order
to
obtain
enough
scales.
A
full
medium
suit
would
add
80
Cp
to
the
armor
cost,
a
small
suit
would
add
48
Cp.
If
a
Jazst
is
forced
to
grapple
with
an
opponent,
she
may
be
able
to
bring
more
than
one
set
of
razors
to
bear.
A
successful
grapple
check
to
damage
can
be
used
to
bring
another
razor
set
into
play.
A
jazst
cannot
make
more
razored
grapple
checks
than
she
has
limbs,
nor
can
she
make
more
razored
grapple
attacks
in
a
turn
than
her
number
of
successful
grapple
checks
to
damage.
Lance
–
A
half-‐giant
that
charges
with
a
lance
is
considered
to
be
mounted
and
thus
does
double
damage.
Several
city-‐state
armies
feature
such
half-‐giant
‘cavalry’.
Skills
Swim
Skill:
Large
bodies
of
water
are
rare
to
non-‐existent
upon
Athas.
No
class
therefore
has
Swim
as
a
trained
skill.
Literacy
and
Linguistics:
Since
writing
is
generally
banned
on
Athas
learning
both
the
oral
and
written
forms
of
a
language
are
split
between
the
skills
of
Literacy
(DS3r7)
and
Linguistics
(PCR).
Linguistics
normally
grants
proficiency
in
both
writing
and
speaking,
but
on
Athas
it
only
confers
oral
ability.
Note
that
demonstrating
literacy
if
one
is
not
either
a
noble
or
templar
is
grounds
for
capital
punishment.
Spellcraft
Skill:
Due
to
the
status
of
arcane
magic
as
a
largely
illegal
practice
wizards
have
taken
great
pains
to
making
their
casting
harder
to
spot
and
more
unobtrusive,
as
well
as
to
encrypt
their
spellbooks.
Accordingly
the
DC
is
raised
by
5
when
attempting
to
identify
spells
as
they
are
being
cast
(DC20+spell
level),
learning
spells
from
a
spellbook
(DC20+spell
level),
preparing
spells
from
a
borrowed
spellbook
(DC20+spell
level),
or
deciphering
a
scroll
(DC25+spell
level).
23
Feats
Benefit:
When
wielding
light
blade
weapons,
you
can
use
your
Dexterity
modifier
instead
of
your
Strength
modifier
on
melee
attack
and
damage
rolls.
You
make
a
combination
of
quick
strikes,
sacrificing
accuracy
for
multiple,
minor
wounds
that
prove
exceptionally
deadly.
Benefit:
When
wielding
a
light
weapon,
you
can
choose
to
take
a
-‐1
penalty
on
all
melee
attack
rolls
and
combat
manoeuvre
checks
to
gain
a
+2
bonus
on
all
melee
damage
rolls.
This
bonus
to
damage
is
halved
(-‐50%)
if
you
are
making
an
attack
with
an
off-‐hand
weapon
or
secondary
natural
weapon.
When
your
base
attack
bonus
reaches
+4,
and
for
every
4
points
thereafter,
the
penalty
increases
by
-‐1
and
the
bonus
on
damage
rolls
increases
by
+2.
You
must
choose
to
use
this
feat
before
the
attack
roll,
and
its
effects
last
until
your
next
turn.
The
bonus
damage
does
not
apply
to
touch
attacks
or
effects
that
do
not
deal
hit
point
damage.
This
feat
cannot
be
used
in
conjunction
with
the
Power
Attack
feat.
Sacrificing easy strikes, you target vital areas to inflict bloody wounds that are slow to heal.
Prerequisites: Dex 16, Jazst Dance, Rasclinn Strike, base attack bonus +6.
Benefit:
When
wielding
a
light
blade
weapon,
you
can
choose
to
take
a
–5
penalty
on
all
melee
attack
rolls
and
combat
manoeuvre
checks
to
inflict
1d4
points
of
bleed
damage
with
your
weapon
melee
attacks,
in
addition
to
the
normal
damage
dealt
by
the
weapon.
A
creature
continues
to
take
bleed
damage
every
round
at
the
start
of
its
turn.
Bleed
damage
can
be
stopped
by
a
DC
15
Heal
check
or
through
any
magical
healing.
Bleed
damage
from
this
feat
does
not
stack
with
itself.
You
must
choose
to
use
this
feat
before
making
the
attack
roll,
and
its
effects
last
until
your
next
turn
(although
the
bleeding
lasts
until
healed,
as
normal).
Prerequisites: Dex 16, Jazst Dance, Rasclinn Strike, Weeping Cuts, base attack bonus +11.
Benefit:
Your
penalty
when
using
Weeping
Cuts
is
only
-‐2
on
all
melee
attack
rolls
and
combat
manoeuvre
checks.
24
Combat
Tactical
Movement
Taking A Breather
• Heal
up
to
your
character
level
in
lost
hit
points;
• Gain
a
bonus
equal
to
+1,
plus
an
additional
+1
per
4
levels,
to
one
attack
or
damage
roll
made
during
the
next
round;
or
• Gain
a
+1
bonus
to
the
save
DC
of
one
spell
cast
the
next
round.
Because
taking
a
breather
is
an
action,
conditions
that
prohibit
actions—such
as
being
stunned
or
held—prevent
you
from
taking
a
breather.
Because
you
can
only
take
a
breather
once
per
encounter,
you
cannot
stand
around
between
fights
taking
breathers
until
you
are
fully
healed;
rather,
this
gives
all
characters
a
chance
to
heal
some
damage
during
an
adventure
without
the
need
for
magic.
25
Magic
Terrain
Modifiers
for
Arcane
Spellcasting
Terrain
types
affect
arcane
magic
depending
on
the
amount
of
plant
life
available.
Barren
and
desolate
terrains
weaken
spells,
while
fertile
and
abundant
terrains
boost
spells.
Spell
save
DCs
and
caster
level
checks
are
affected
as
indicated
in
Table
6:
Terrain
Modifiers.
The
Obsidian
Plains
are
completely
devoid
of
plant
life.
If
arcane
spellcasters
have
no
alternative
energy
sources,
or
magical
items
such
as
wands,
they
are
unable
to
cast
spells
in
this
terrain.
Defiling
Mechanics
Defiling
follows
the
rules
set
out
in
DRAGON
Magazine
#315
with
some
minor
alterations.
In
brief,
defiling,
like
most
other
arcane
magic
on
Athas,
draws
its
power
from
plant
life.
Only
the
most
epic
of
arcane
spellcasters
can
draw
arcane
power
from
animal
life.
Defiling
allows
a
caster
to
employ
metamagic
effects
on
his
spells
without
having
to
use
higher
spell
slots.
However,
this
power
does
not
come
entirely
for
free.
Each
use
of
such
defiling
causes
the
defiler
to
accrue
defiling
points
which
can
incur
mental
and
physical
penalties.
See
Table
7.
Limits
to
defiling:
You
can
only
incur
up
to
half
your
caster
level
in
defiling
points
per
spell
with
a
defiling
metamagic
effect.
A
6th-‐level
wizard
can’t
use
defiling
to
cast
a
maximised
fireball
as
that
would
earn
4
defiling
points,
but
an
8th-‐level
wizard
could
do
so.
For
choices
on
Table
7
that
don’t
mimic
metamagic
effects
there
is
no
limit
on
how
many
defiler
points
you
can
incur
with
a
single
26
spell:
Recover
Expended
Spell:
Unlike
other
uses
of
defiling
magic,
you
aren’t
casting
a
spell
at
the
moment.
Instead,
you
spend
a
standard
action
to
draw
forth
the
life
energy
of
Athas
(which
provokes
an
attack
of
opportunity
from
any
nearby
foe)
and
recall
any
one
spell
that
you
had
prepared
and
then
cast.
The
spell
is
ready
for
use
as
if
it
had
not
been
previously
cast.
Cast
a
spell
without
expensive
material
component:
You
can
gain
defiler
points
to
substitute
a
material
component
with
the
life
energy
of
Athas.
You
can
split
the
cost
between
defiler
points
and
gp
if
you
wish.
Defiling
points
accumulate
over
time
and
also
affect
the
radius
of
vegetation
destroyed
around
the
caster.
Defiling
the
planet’s
life
energy
takes
its
toll
on
your
own
body.
Too
much
defiling
can
weaken
your
own
life
energy
and
willpower,
it
also
produces
a
sense
of
unease
within
yourself
and
in
others.
Accumulated
defiling
points
have
the
following
effects:
11+
-‐2
penalty
to
Constitution.
If
you
engage
in
strenuous
action
(fighting,
hustling,
etc.)
for
more
than
1
minute,
you
are
fatigued.
21+ -‐2 penalty on all Wisdom-‐ and Charisma-‐based skill checks.
31+ -‐2 penalty to Constitution. Your alignment changes to evil if it isn’t already.
41+ You become a t’liz, an undead creature, and fall under the DM’s control.
Successive
tiers
of
effects
are
cumulative.
Note,
if
your
Constitution
drops
to
0
or
below,
you
will
die.
Defiling Radius
When
a
wizard
defiles
the
number
of
points
earned
on
Table
7
are
multiplied
by
a
vegetation-‐
based
factor
according
to
the
table
below.
If
no
defiling
meta-‐magic
effects
are
invoked
then
the
radius
multiplier
is
1:
27
TABLE
9:
RANGE
OF
DEFILEMENT
Lush
(forest,
garden,
oceans)
1
ft.
x
(number
of
defiler
points
earned
on
casting
+
spell
level)
Abundant
(grassland,
active
farmland,
5
ft.
x
(number
of
defiler
points
earned
on
casting
swamps,
mud
flat)
+
spell
level)
Fertile
(oases,
scrub
plain,
inactive
farmland)
10
ft.
x
(number
of
defiler
points
earned
on
casting
+
spell
level)
Infertile
(cities,
rocky
badlands,
bare
20
ft.
x
(number
of
defiler
points
earned
on
mountains)
casting
+
spell
level)
Barren
(boulder
fields,
sandy
wastes,
salt
30
ft.
x
(number
of
defiler
points
earned
on
flats)
casting
+
spell
level)
Defiling
in
the
same
spot
multiple
times:
If
you
cast
a
spell
from
within
a
recently
defiled
area
(such
as
on
a
subsequent
round),
add
the
radius
of
the
previous
defilement
to
half
the
new
radius
in
order
to
determine
the
new
defiled
radius.
(Previous
radius
+
½(New
radius))
=
Defiled
radius
Defilerʹs
ash
is
black
and
totally
devoid
of
life-‐giving
properties.
It
is
the
telltale
sign
of
wizardry.
Nothing
grows
in
a
defiled
area
for
years.
Even
if
the
defilerʹs
ash
moves
with
the
wind,
the
ground
remains
a
lifeless
scar.
(Note:
a
defiling
score
is
an
historical
record
of
the
damage
you
have
inflicted
on
Athas’
lifeforce.
Defiling
points
represent
how
much
life
energy
you
have
been
warping
lately).
You
can
voluntarily
accept
the
taint
of
defilement.
You
must
be
stationary
for
10
minutes
per
defiling
point,
during
which
time
you
can
take
no
other
actions.
After,
if
you
were
fatigued
due
to
your
defiler
points,
you
aren’t
anymore.
Add
half
your
defiler
points
(round
up)
to
your
permanent
defiler
score.
Then
wipe
away
all
your
defiler
points.
For
example,
if
you
have
11
defiler
points
and
defiler
score
of
3
when
you
assume
the
taint,
your
defiler
score
goes
up
to
9,
you
have
no
defiler
points,
and
you
lost
the
attribute
and
skill
check
penalties.
28
A
defiler
score
has
no
immediate
penalties,
but
it
does
mark
you
forever
as
having
defiled
and
may
leave
you
vulnerable
to
certain
druidic
and
magics
designed
to
punish
defilers.
Someone
with
a
defiler
score
will
have
an
aura
detectable
by
certain
druid
and
templar
spells.
Cleansing Meditation
Someone
with
defiling
points
can
meditate
in
an
undefiled
area
in
order
to
eliminate
defiling
points.
How
fast
defiler
points
disappear
depends
on
the
terrain
in
which
meditation
occurs.
See
Table
10.
If
you
have
a
druid
assisting
you
in
meditation,
you
eliminate
defiler
points
twice
as
fast.
But
remember:
Druids
hate
defilers.
Fertile (oases, scrub plain, inactive farmland) 8 hours per defiler point
Barren
(boulder
fields,
sandy
wastes,
salt
1
week
per
defiler
point
flats)
The
mechanics
proposed
above
combine
the
defiling
system
proposed
in
DRAGON
#315
with
the
simpler
system
from
DS3r7.
Defiling
has
two
major
aspects.
One,
is
a
set
of
metamagic
bonuses
which,
at
the
cost
of
defiling
points,
allow
a
defiler
to
cast
magic
quicker,
faster,
etc.
–
all
the
qualities
traditionally
associated
with
defiling.
Second,
defiling
causes
feelings
of
discomfort
in
living
creatures,
also
a
traditional
impact
from
the
first
edition
of
DARK
SUN.
The
system
in
toto
does
require
some
book-‐keeping,
but
its
flavour
is
consistent
with
the
setting.
The
metamagic
aspect
offers
a
ready
source
of
tempting
power
for
the
desperate
preserver.
The
penalties
for
acquiring
the
defiling
taint
act
as
a
limit
to
nova-‐ing
with
metamagic.
However,
detect
magic
and
detect
psionics
will
notice
the
presence
of
either
psionics
or
magic,
respectively.
However,
they
reveal
nothing
of
the
schools
active,
only
the
number
of
auras.
This changes the Psionics is Different rule in DS3r7 and is consistent with Psionics Unleashed.
29
Cleric Domains
The
following
domains
are
revised
from
DS3r7.
An
asterisk
(*)
denotes
that
the
spell
can
be
found
in
DS3r7:
Burning Eyes
Worshippers: Fire, Sun
Class Skill: Perception
Weapon: Atlatl.
Granted Power:
Eyes of Fire (Ex): You cannot be dazzled or blinded by light effects, such as spells with the
light descriptor. During the day, you gain a competence bonus on Perception checks equal to
your cleric level.
Fiery Wrath
Worshippers: Fire, Sun.
Class Skill: Intimidate.
Weapon: Flail.
Granted Power:
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th
level. At 20th level, you gain immunity to fire.
Light’s Revelation
Worshippers: Fire, Sun.
Class Skill: Sense Motive.
Weapon: Warhammer.
Granted Power:
Searing Judgement (Su): Once per day as a standard action you can burn all creatures within
30 ft. who intentionally tell a lie (it must be a falsehood, not a half-truth or incomplete
information), dealing 1d6 fire damage/3 cleric levels. This power lasts for 1 minute. Each
creature can only be damaged once, regardless of how many lies they tell. This granted
power is a supernatural ability.
30
Light’s Revelation Domain Spells
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
2. Zone of Truth: Subjects within range cannot lie.
3. Invisibility Purge: Dispels invisibility within 5 ft./level.
4. Discern Lies: Reveals deliberate falsehoods.
5. True Seeing: See all things as they really are.
6. Find the Path: Shows most direct way to a location.
7. Legend Lore: Learn tales about a person, place or thing.
8. Discern Location: Exact location of creature or object.
9. Foresight: “Sixth sense” warns of impending danger.
Smoldering Spirit
Worshippers: Fire.
Class Skill: Intimidate.
Weapon: Shortbow.
Granted Power:
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your
outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with
this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for
every two cleric levels you possess. You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.
The
following
spells
can
be
prepared
by
fire
clerics
at
the
listed
spell
level.
An
asterisk
(*)
denotes
that
the
spell
can
be
found
in
the
Pathfinder
Advanced
Players
Guide.
0 Level: Flare
2nd Level: Elemental touch (fire only)*, Flame blade, Fire breath*, Flaming sphere, Scorching ray
5th Level: Elemental Body II (fire only)*, Fire snake*, Wall of Fire
31
Adventuring
Athasian
Heat
Athasians
have
gradually
developed
a
higher
tolerance
towards
high
temperatures.
Even
more
importantly,
through
the
accumulated
knowledge
of
countless
generations,
they
have
learned
to
protect
themselves
effectively
from
the
blistering
rays
of
Athas’
sun.
The
information
in
Table
11:
Temperature
Categories
replaces
the
heat
categories
from
Chapter
13
‘The
Environment,’
in
the
Pathfinder
Core
Rulebook.
Elves
are
particularly
resilient
to
temperature
extremes.
Elves
do
not
suffer
ill
effects
from
very
hot
temperatures,
and
they
are
affected
by
extreme
heat
as
others
are
affected
by
very
hot
temperatures.
Likewise,
they
are
unaffected
by
cold
temperatures,
and
are
affected
by
extreme
cold
as
others
are
by
cold.
* The DC of the Fortitude save vs heat is 15 + 1 for each previous check.
**
Being
exposed
to
Abysmal
heat
automatically
inflicts
1d6
fire
damage/minute
(no
save)
regardless
to
and
in
addition
to
the
subdual
damage
suffered
by
failed
Fortitude
Saves.
32
If
you
take
nonlethal
damage
from
heat
you
suffer
from
heatstroke
and
are
fatigued
until
you
heal
from
this
heat
damage.
A
fatigued
character
can
neither
run
nor
charge
and
takes
a
–2
penalty
to
Strength
and
Dexterity.
Doing
anything
that
would
normally
cause
fatigue
causes
the
fatigued
character
to
become
exhausted.
After
8
hours
of
complete
rest,
fatigued
characters
are
no
longer
fatigued.
You heal nonlethal damage at the rate of 1 hit point per hour per character level.
“It
is
not
unusual
for
a
field
slave
to
collapse,
but
he
is
usually
quick
to
get
up
again
when
the
whip
snaps
at
his
back.
Late
in
the
afternoon,
however,
the
sun
will
have
sapped
his
last
ounce
of
strength,
and
no
matter
how
many
lashes
you
deal
him,
he
will
not
stand.
Then
there
are
days
when
the
heat
is
truly
unbearable,
and
not
even
slaves
should
be
out
laboring
in
the
fields
for
more
than
a
few
hours.
Only
a
cruel
master
or
a
fool
would
force
his
slaves
to
work
a
full
day
under
such
conditions.
No
amount
of
lashing
can
get
them
back
on
their
feet
when
they
are
dead.
Exploiting
our
slaves
for
what
they
are
worth
is
one
thing.
Working
them
beyond
exertion
to
needless
death
is
another.”
The
temperature
rarely
fluctuates
from
season
to
season
on
Athas,
and
so
temperatures
are
fairly
constant
throughout
the
year.
The
dark
sun
shines
relentlessly
during
the
day,
with
temperatures
around
110°F
(43°C)
before
noon
and
130°F
(54°C)
by
late
afternoon.
On
very
hot
days
temperatures
sometimes
rise
to
150°F
(65°C).
By
nightfall,
the
low
humidity
in
the
air
has
let
a
lot
of
the
heat
escape,
and
the
temperature
falls
to
40°F
(4°C),
and
in
some
isolated
spots,
as
low
as
0°F
(-‐18°C).
On
an
average
day
the
temperature
reaches
very
hot
for
four
hours.
A
character
exposed
to
the
sun
all
day
would
have
to
make
four
Fortitude
Saves.
On
a
hot
day
the
temperature
reaches
very
hot
for
four
hours
and
extreme
heat
for
four
hours.
A
character
exposed
to
the
sun
all
day
would
have
to
make
28
Fortitude
saves.
6am-‐10am — — —
6pm-‐11pm — — —
33
Shade
“A
few
words
of
advice,
traveler.
Traverse
the
desert
with
one
hand
firmly
placed
on
the
hilt
of
your
sword
and
the
other
on
your
waterskin.
Keep
one
eye
on
the
ground,
and
the
other
on
your
surroundings.
Dead
men
keep
their
purses
tight
to
their
chests
with
their
eyes
locked
ahead
of
them.
Any
wastelander
can
tell
you
that.
But
your
true
enemy
is
not
treacherous
footing,
nor
the
savage
creatures
of
the
wastes.
It
is
the
crimson
sun
that
will
do
you
in,
unless
you
treat
it
as
respectfully
as
you
would
any
other
unbeatable
foe.
Seek
shelter
at
midday
and
during
the
afternoon
hours,
when
the
sun
is
most
furious.
The
only
way
to
overcome
an
invincible
opponent
is
to
avoid
facing
it.”
As
per
the
Pathfinder
Core
Rulebook
(Chapter
13,
The
Environment),
shade
negates
the
effects
of
very
hot
and
extreme
temperature,
but
not
abysmal
heat.
The
following
criteria
can
be
applied
to
determine
what
constitutes
shade
and
what
does
not.
Often
the
DM
must
resolve
these
issues
on
a
case-‐by-‐case
basis:
2. The object must shield half or more of the creature from the sun.
Examples of objects that grant shade: howdah, tent, parasol, building, wagon.
Examples of objects that do not grant shade: shields, backpacks, clothes, armor.
In
certain
terrains
it
is
more
difficult
to
protect
oneself
effectively
from
the
sun’s
blistering
rays,
and
the
benefits
of
shade
are
subsequently
reduced.
Salt
Flats:
Shade
reduces
the
heat
category
by
one
(extreme
heat
becomes
very
hot.
Very
hot
becomes
none.
No
changes
to
abysmal
heat).
Obsidian Plains: Shade does not negate or reduce the effects of heat.
Heat
has
a
disastrous
effect
on
those
wearing
armor
or
heavy
clothing.
Apply
the
armor
check
penalty
of
a
given
suit
of
armor
(and
shield)
as
a
penalty
to
Fortitude
saves
vs.
heat.
For
example,
hide
armor
incurs
a
-‐3
penalty.
A
masterwork
hide
armor
would
incur
a
-‐2
penalty.
This
rule
replaces
the
PCR’s
simplified
-‐4
save
penalty
for
wearing
heavy
clothing
and
any
form
of
armor.
Clothing
no
longer
incurs
a
save
penalty.
Athasians
use
clothing
to
effectively
shield
themselves
from
the
sun.
34