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DARK SUN

PATHFINDER CAMPAIGN SETTING


Credits
Designer: Jonathan Freund
Development: Corwin Atwood-Stone, Matthew Oatman, Tristan Vrolijk
Development Inspiration: The team of the Dark Sun 3 Campaign Setting

Acknowledgments
Athas.org: The origin of many of the ideas in this document, and quite a lot of the mechanics as well. The
incredible work put into the Dark Sun 3 Campaign Setting has inspired this Dark Sun fan, and many others
besides. Without Athas.org, Dark Sun might well have faded into obscurity, and their work to preserve the
grittiest and most compelling D&D setting is deeply appreciated.
Paizo and the Pathfinder Team: For making an already excellent game system into a stellar one.

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TABLE OF CONTENTS
1 – RACES 1 Flaws 77 7 – MAGIC & PSIONICS 143
Vital Statistics 1 Action Points 80 Divine Magic 143
Aarakocra 2 Voluntary Poverty 81 Primal Magic 144
Dwarves 3 Wild Talents 82 Arcane Magic 144
Elves 4 Readying Spells 145
Goliaths 5 4 – PRESTIGE CLASSES 83 Psionics 145
Half-Elves 6 Academy Warden 83 Spell Lists 147
Half-Giants 7 Arch Defiler 85 Bardic Excellencies 147
Halflings 8 Assassin 86 Cleric Spells 147
Humans 9 Duelist 88 Druid Spells 152
Muls 10 Elemental Savant 90 Paladin Spells 156
Pterrans 11 Healer Adept 91 Psionic Talents 158
Thri-kreen 12 Iron Defender 94 Psion/Wilder Powers 158
Loremaster 96 Psychic Warrior Powers 164
2 – CLASSES 13 Metamind 98 Ranger Spells 166
Character Advancement 13 Mindbender Prodigy 99 Wizard Spells 167
Barbarian 13 Soulbow 101 General Errata 179
Bard 13 Veiled One 103 Spell Errata 179
Cleric 15 Wasteland Predator 105 Power Errata 180
Druid 24 Wildling Outrider 107 Bardic Excellencies 180
Fighter 28 Psionic Talents 185
Monk 30 5 – EQUIPMENT 109 New Powers 189
Paladin 31 Wealth and Money 109 New Spells 189
Psion 35 Weapons 109 Summon Monster List 190
Psychic Warrior 39 Armor 115 Summon Nature's Ally List 191
Ranger 42 Ammunition 115
Rogue 43 Special Materials 116 Appendix 1: DS3 Spells 192
Wilder 43 Adventuring Gear 118
Wizard 48 Enchanted Items 123

3 – CHARACTER OPTIONS 51 6 – COMBAT & SURVIVAL 127


Skills 51 Injury 127
General Feats 54 Temperature 128
Item Creation Feats 66 Sustenance 130
Psionic Feats 67 Terrain 131
Racial Feats 72 Environmental Hazards 136
Raze Feats 76 Urban Life 140
Defunct Feats 77
CHAPTER 1: RACES OF DARK SUN
The races in this chapter replace those found in the
Pathfinder Core Rules. Height and Weight
Base Base Weight
D Vital Statistics Race Height Weight Modifier Modifier
Aarakocra, male 6'4” 70 lb. 2d8 x4 lb.
The following section determines a character's starting Aarakocra, female 6'2” 60 lb. 2d8 x4 lb.
age, height, and weight. Dwarf, male 3'9” 150 lb. 2d4 x7 lb.
Dwarf, female 3'7” 120 lb. 2d4 x7 lb.
Aging Elf, male 6'8” 150 lb. 2d6 x4 lb.
You can either generate your character's age randomly Elf, female 6'5” 130 lb. 2d6 x4 lb.
or select it yourself, but any character of Middle Age Goliath, male 6'4” 310 lb. 2d8 x7 lb.
or older must be approved by your DM. Goliath, female 6'3” 285 lb. 2d8 x7 lb.
As a character ages, his physical ability scores Half-Elf, male 5'5” 130 lb. 2d10 x5 lb.
decrease and his mental ability scores increase. The Half-Elf, female 5'4” 120 lb. 2d10 x5 lb.
effects of aging are cumulative; however, no ability Half-Giant, male 10'2” 1,400 lb. 2d12 x10 lb.
score may be reduced below 1 by aging. At venerable Half-Giant, female 9'7” 1,100 lb. 2d12 x10 lb.
age, the DM should secretly roll to determine each Halfling, male 3'2” 40 lb. 2d4 x1 lb.
character's maximum age. Once that age is reached, Halfling, female 3'0” 35 lb. 2d4 x1 lb.
the character dies at some point during the year. Human, male 4'10” 120 lb. 2d10 x5 lb.
Human, female 4'5” 85 lb. 2d10 x5 lb.
Height and Weight Mul, male 5'10” 250 lb. 2d10 x7 lb.
To determine a character's height, roll the modifier Mul, female 5'5” 220 lb. 2d10 x7 lb.
dice indicated on the Height and Weight table and add Pterran, male 4'10” 130 lb. 2d10 x5 lb.
the result, in inches, to the base height indicated by Pterran, female 4'7” 110 lb. 2d10 x5 lb.
race and gender. Multiply the result by the weight Thri-kreen 1
6'10” 450 lb. 2d6 x3 lb.
modifier and add that number to the base weight. 1 Thri-kreen are 40 + modifier inches longer than their height.
.

Random Starting Ages Aging and Maximum Age


Basic Simple Complex Middle Maximum
Race Adulthood Class1 Class2 Class3 Race Age1 Old2 Venerable3 Age
Aarakocra 8 years +1d3 +1d4 +1d6 Aarakocra 25 years 35 years 40 years +1d10 years
Dwarf 30 years +2d6 +3d6 +5d6 Dwarf 100 years 150 years 200 years +6d10 years
Elf 18 years +1d4 +1d6 +2d6 Elf 70 years 75 years 80 years +1d10 years
Goliath 12 years +1d4 +1d6 +2d6 Goliath 35 years 55 years 80 years +3d10 years
Half-Elf 16 years +1d4 +1d6 +2d6 Half-Elf 40 years 60 years 75 years +2d10 years
Half-Giant 25 years +1d6 +2d6 +3d6 Half-Giant 60 years 90 years 120 years +5d10 years
Halfling 24 years +1d6 +2d6 +3d6 Halfling 50 years 80 years 110 years +5d10 years
Human 15 years +1d4 +1d6 +2d6 Human 35 years 50 years 70 years +2d10 years
Mul 18 years +1d4 +1d8 +2d8 Mul 45 years 65 years 90 years +2d10 years
Pterran 8 years +1d4 +1d6 +1d10 Pterran 30 years 40 years 50 years +1d10 years
Thri-kreen 4 years +1d3 +1d4 +1d6 Thri-kreen –– –– 25 years +1d10 years
1 Barbarian, rogue, and wilder. 1 -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2 Bard, druid, fighter, paladin, psychic warrior, and ranger. 2 -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3 Cleric, monk, psion, and wizard. 3 -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha
. .

1
Society: Each aarakocra tribe is led by a chieftain
D Aarakocra and a shaman, who is almost always a cleric of Air.
Most important occasions in aarakocra life, such as the
Aarakocra are a freedom-loving race of vulture-like ascension of a chieftain or a child's rite of passage, are
humanoids. From their nests in the high mountain sanctified by summoning an air elemental and
ranges, the aarakocra can avoid the “ties of the dust” receiving its blessing. Aarakocra chieftains must win
that drag down the groundling races. Aarakocra their position through some feat of great skill which
believe that life is a test of skill and worth, drawing benefits the tribe; no aarakocra views simple combat
them into constant competitions for status and prowess as a true sign of excellence. If an aarakocra
leadership. Aarakocra do not relish petty triumphs, believes that the chief is leading the tribe poorly, he
but rather seek out opportunities for meaningful must both argue his case and perform a deed to match
challenges. Their fierce independence makes the one which earned the chief his position. Similarly,
aarakocra wary of forming bonds with non-aarakocra, each shaman trains several apprentices, who are
but if an aarakocra overcomes this natural reticence, expected to compete for primacy within the tribe.
he is a fiercely loyal friend. Relations: Aarakocra are extremely territorial, and
Physical Description: Aarakocra are usually about fiercely defend their nests from any strangers not
7 feet tall, with a wingspan of roughly 20 feet. known to them. They are a confident and proud race,
Aarakocra are covered in feathers: heavy feathers on with little empathy for land-bound “dusteaters.”
their wings and back, but with light, downy feathers Other races, for their part, usually mistrust aarakocra
on their inner torso and head. Their plumage is always for their disdain for groundling laws and mores. This
in natural colors, but when they feel secure aarakocra lack of trust is compounded by the aarakocra tradition
enjoy dying their feathers in kaleidoscopic patterns. At of taking “tolls” from passing caravans by force.
the center of each wing, an aarakocra has a three- Adventurers: Many young aarakocra leave the
fingered hand, and their foot talons are prehensile, tribe for a time to explore the world and develop their
with two opposable thumbs on each. An aarakocra in skills outside the comfort of home. This is a common
flight can manipulate objects with his feet just as well and respected practice, known as aarthikma, or
as he might with his hands. Aarakocra heads are “freeflying”. Other aarakocra adventurers are usually
dominated by their large, flat beak. Their eyes are outcastes from their tribes.
proportionally small, and their ears mere tufts. Male Names: Awnunaak, Cawthra, Hraakata,
Homeland: Winter Nest, the largest known Kraah, Krekkekelar, Nakaaka, Thraka.
aarakocra community, lies in the White Mountains. Female Names: Arraako, Erakee, Kariko, Kekko,
Others may be found in mountains all over the Lisako, Taawthra, Troho.
Tablelands. Each major nest may be home to several Tribal Names: Cloud Dancer, Far Seer, Peak
different tribes, who swear neutrality within the nest. Master, Rain Catcher, Sun Diver, Wind Talon.

Aarakocra Racial Traits


+2 Dexterity, +2 Wisdom, -2 Constitution: Aarakocra are clever and agile, but their light bones make them frail.
Medium: As medium creatures, aarakocra have no special bonuses or penalties due to their size.
Movement: Aarakocra base land speed is 20 feet, and they have a flight speed of 60 feet (average).
Low-light Vision: Aarakocra can see twice as far as humans in moonlight and similar conditions of dim light.
Natural Weapons: Aarakocra have two claws that deal 1d4 damage, and a secondary bite attack that deals 1d6 damage.
Natural Armor: Aarakocra have a thick bony plate in their chests, granting them +1 natural armor.
Aerial Pounce: When an aarakocra makes a diving charge attack, it can make a full attack using only its natural weapons
at the end of the charge.
Strange Physiology: The base price of any armor made for an aarakocra character is double the normal price.
Claustrophobia: Aarakocra have a racial fear of enclosed spaces. Any time an aarakocra is in any building or natural
feature smaller than 20 feet on each side, or is trapped in a crowd of people or animals, or is in any place where it
cannot readily see the sky, it becomes shaken.
Language: Aarakocra characters automatically speak Common and Auran.

2
Society: City-born dwarves conform to human
D Dwarves social norms, and are often stronger adherents than
the humans themselves. All dwarves believe in the
Dwarves are a stern and stoic race characterized by value of a stable hierarchy, and insist that the best
incredible passions. All dwarves have a focus, a task course for any person is to determine their place in
that they devote their lives to accomplishing. The that hierarchy and to remain there. Even if this
focus becomes the essence of the dwarf's being – he obedience to hierarchy seems detrimental, it is far
defines his own worth by the progress of his focus. better than anarchy. Dwarves place great importance
Dwarves spend most of their adult lives with a focus, on kinship, and each dwarf is expected to uphold the
and usually acquire a new one within one week of honor of his family at all times.
completing their previous focus. Nothing makes a Relations: Though in many respects dwarves are a
dwarf happier than single-mindedly pursuing his subject species, few beings are less servile than a
focus, and no enemy is more implacable than a dwarf dwarf. A dwarf's relationship with other species is
whose focus has been thwarted. highly individualized. All centers around the focus:
Physical Description: Dwarves are short and those beings who assist the dwarf in accomplishing
stocky, standing roughly one foot shorter than the his focus are worthy friends and allies, while any who
average human but considerably wider. Dwarves of stand in the dwarf's path are, at best, obstacles to be
both genders are naturally hairless on their heads and avoided, and at worst, enemies to be slaughtered.
faces, and have a strong cultural revulsion for the Adventurers: Dwarves seek adventure for many of
human practice of growing out hair in these areas. the same reasons that a human might – to obtain
Most dwarves eschew all decoration, believing that wealth, to earn status, to simply explore the world.
the unadorned physical form is the highest beauty. Many adventuring dwarves leave their homes to
Homeland: Most dwarves live among humans in follow an especially demanding focus.
the city-states, often as slaves or laborers. A few fully Male Names: Caro, Dolgrin, Grunyar, Harsk,
dwarven communities are scattered through the Kazmuk, Morgrym, Rogar.
Tablelands, most notably the fortified town of Kled, Female Names: Agna, Bodill, Fyra, Ingra, Kotri,
near Tyr, and the twin villages of North and South Palashi, Rusilka, Yangrit.
Ledopolus along the Estuary of the Forked Tongue. Family Names: Arn, Gurk, Mern, Ordik, Tolin.

Dwarf Racial Traits


+2 Constitution, +2 Wisdom, -2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: As medium creatures, dwarves have no penalties or bonuses due to their size.
Movement: Dwarves have a base land speed of 20 feet.
Slow and Steady: Dwarves are never slowed by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Dwarven Concentration: Dwarves gain a +2 racial bonus to Autohypnosis checks and to checks to concentrate on spells
or powers. They can also use Autohypnosis without training.
Focused: A dwarf's focus may be any task, but anything that would take less than one week to accomplish is too simple to
become a focus. Any check or roll made in pursuit of the focus gains a +1 morale bonus; this bonus also applies to the
save DC of spells or psionic powers cast to advance the focus.
Hardy: Dwarves receive a +2 racial bonus on saving throws against wounds, poison, and disease.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt
while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to notice unusual stonework, such as traps or hidden
doors in stone walls. They automatically make a check to notice such features whenever they pass within 10 feet of
them, whether or not they are actively looking.
Racial Weapons: Dwarves are automatically proficient with impalers and warhammers, and they treat the heartpick and
urgrosh as martial weapons.
Language: Dwarf characters automatically speak Common and Dwarven.

3
sins among elves. All members of the tribe are
D Elves expected to contribute, and to keep up. Any elf who
cannot run with the tribe is left to find his own way.
Elves view life as an opportunity for excitement and Elves spurn the use of mounts for transport, believing
pleasure, making them perhaps the greatest optimists that riding a beast is a sign of degeneracy.
on Athas. They roam the Athasian wastelands in Relations: Elves prefer the company of their tribe
nomadic tribes, always on the lookout for an angle – and their personal friends whenever possible. They
an item of value, a reason to laugh, or just a chance to view strangers as enemies, marks, or both, so elves
do something new and interesting. Elves prefer a short look for anything which might give them an edge.
life of surprise and adventure to a long, dull existence. Elves always attempt to con, cheat, or steal from other
Other races believe elves to be lazy and dishonest, races when given a chance, though if hostility breaks
which is true so far as it goes. Elves are notorious out, they usually prefer flight to violence. If an elf
thieves, with no respect for any property that is not believes that someone might be a worthy friend, he
their own, and they prefer to avoid labor whenever will arrange tests of loyalty to determine if that person
possible. They would say, however, that leisure is a would be willing to take risks and make sacrifices for
privilege and a sign of their own magnificence. him. Once gained, an elf's trust is unshakable.
Physical Description: Elves are much taller than Adventurers: All elves are afflicted by curiosity
humans, but their thin and graceful forms give an and wanderlust, making them natural adventurers.
impression of speed rather than ponderous bulk. Even Most choose to keep their tribal affiliations, so that
the strongest elf shows scarcely any muscle in his wiry they may boast of their accomplishments when they
frame. Elves tend toward a tanned complexion even return. Adventuring elves are expected to allow their
when living out of the sun. Their ears come to long chieftain periodic choice from their spoils; those who
points, and combined with their slanting features hold out are seen as disloyal and selfish.
make them seem very exotic an desirable. Naming: Elven children remain nameless until
Homeland: Elves would say that the entire waste they are strong enough to keep up with the tribe,
is Elven land, but most tribes show little interest in usually around four years old. At this time, the child is
enforcing such claims. There are no known elven taught to run in the elven fashion, and named after the
villages, and apart from the few elves who take up first interesting thing it does during the training. All
permanent residence in the city-states, no claims of elven names have meaning, and an elf's name is
elven communities outside of the tribes. believed to reveal his true nature and his destiny.
Society: Elven culture is based around the ideal of Names: Botuu (Water Runner), Dukkoti (Wind
tribal unity. Any true elf would make great sacrifices Fighter), Ekee (Wild Dancer), Lobuu (First Runner),
to benefit his tribe; selfishness is one of the greatest Shaanto (Fire Leaper), Traako (Metal Stealer).

Elf Racial Traits


+2 Dexterity, +2 Charisma, -2 Constitution: Elves are agile and very personable, but their bodies are frail.
Medium: As medium creatures, elves receive no bonuses or penalties due to their size.
Movement: Elves have a base land speed of 40 feet.
Low-light Vision: Elves can see twice as far as humans in moonlight and similar conditions of dim light.
Elven Immunities: Elves gain a +2 racial bonus to saving throws against charm and compulsion effects.
Keen Senses: Elves receive a +2 racial bonus to Perception checks.
Long Hustle: Elves can hustle over long distances without penalty.
Overland Run: Elves can run for a number of hours equal to their Constitution score without making any checks. After
this time, they must make a Constitution check every hour (DC 10 + 1 per previous check) or become exhausted until
they receive at least eight hours of bed rest.
Temperature Regulation: Elves resist the effects of heat stroke more easily than most races. They gain heat protection +2.
Racial Weapons: Elves are automatically proficient with the elven longblade and the longbow, and they treat the double-
tipped spear and the elven curveblade as martial weapons.
Language: Elf characters automatically speak Common and Elven.

4
Vaimarantakka (“The Way of Deep-Held Blood”).
D Goliaths Goliaths are organized in large kinship-linked clans,
each clan competing for honor, precedence, and the
Goliaths are a race of mountain-dwelling humanoids scarce resources of the Dead Lands. Within their clans,
who live in the mountains of the Dead Lands, south of goliaths place great importance on rank, but are much
the Tyr Valley. Their history tells of an ancient journey more willing to relax protocol and simply enjoy the
through the wreckage of a dying land, which ended company of their friends and relatives. The natural
when they found their current home of Halatargasha, goliath love of competition is channeled into specific
the Mountain That Lives. Today, goliaths must eke out outlets by the precepts of Vaimarantakka, with the
their survival in the harsh obsidian wastes. Goliaths consequence that even a simple game or sport can
have a deep-seated love of competition, keeping score become a contest for dominance between clans.
as a way of measuring their prowess compared to that Relations: Goliaths are aware of the civilization of
of their companions. They believe strongly in the the Tyr Valley, and fear for their freedom from the
value of rules and fair play, and disapprove of rapacious sorcerer-monarchs. However, goliaths hold
cheating in any situation. However, they also value the only known adamantine mine in Athas, granting
fitness above all other traits; goliaths have no them the trading leverage to obtain worked wood and
sympathy for those who can't pull their own weight. other goods that they cannot produce themselves.
Physical Description: Most goliaths stand at least Adventurers: Most goliaths find the struggle for
a head above any humans they meet, though they are survival in their obsidian hell to be adventure enough.
still shorter than elves. However, the average goliath is Those who leave the Dead Lands are usually outcasts
half as wide as he is tall, and very muscular besides. from their clan, though just as many are exiled for
Goliaths have tough grey skin, mottled with darker political expediency as for actual crimes.
patches that form rippling patterns. Their faces are Honorifics: Adult goliaths, once they have
heavy-set, with a jutting eyebrow ridge and wide jaw. completed their rite of passage, receive an honorific
Goliaths do not grow hair as such, but thin, fuzzy name which highlights their greatest skill or deed. An
organic growths similar to lichen sprout all over the honorific might change several times during each
upper bodies of both male and female goliaths. goliath's life to reflect new accomplishments.
Homeland: The only goliath communities exist in Male Names: Aukan, Eglath, Gauthak, Ilikan,
the Dead Lands, deep inside the trackless obsidian Keothi, Lo-Kar, Maveith, Meavoi, Thotham, Vimak.
wastes. A few goliaths have traveled to the Tyr Valley, Female Names: Gae-Al, Kuori, Manneath, Nalla,
but none have revealed the location of their home. Orilo, Paavu, Pethani, Thalai, Uthal, Vaunea.
Society: Goliath society is deeply structured, Clan Names: Anakalathai, Gathakanathi,
guided by an intricate code of etiquette called Kalagiano, Ogolakanu, Thuliaga, Vaimei-Laga.

Goliath Racial Traits


+2 Strength, +2 Constitution, -2 Dexterity: Goliaths are tough and strong, but their size makes them clumsy.
Medium: As medium creatures, goliaths receive no bonuses or penalties due to size (but see powerful build).
Movement: Goliaths have a base land speed of 30 feet.
Low-light Vision: Goliaths can see twice as far as humans in moonlight and similar conditions of dim light.
Altitude Adaptation: Goliaths do not take penalties at high altitudes, and they do not lose their acclimation.
Athletic: Goliaths can make long jumps and high jumps as if they had a running start.
Dead Land Survivor: Goliaths are well-adapted to their brutal homeland. They receive heat protection 1, and resistance 5
against negative energy damage. They also receive a +2 racial bonus to saving throws against disease.
Mountain Movement: Goliaths do not take any penalties using the Climb skill for accelerated climbing.
Powerful Build: Goliaths are large, stocky creatures. They are treated as Large for the purpose of maneuvers: they gain a
+1 size bonus to CMB and CMD, and count as Large for determining whether maneuvers (such as whirlwind or
swallow whole) can affect them.
Social Observer: Goliaths have an instinctive grasp of body language, and receive +2 racial bonus to Sense Motive checks.
Language: Goliath characters automatically speak Terran. Most adventuring goliaths find it helpful to learn Common.

5
loyal members are half-elves, and they often find
D Half-Elves leadership positions in resistance cells that oppose the
sorcerer-monarchs. Having experienced repression
Many humans find themselves drawn to the beautiful and cruelty their whole lives, half-elves are often
and exotic elves, with their grace and their honeyed sympathetic to slaves and other subjugated groups.
words. Such unions usually end in broken hearts Few half-elves are able to find honest employment
when the elven partner moves on to follow the tribe. due to human distrust of their elven heritage, leading
Sometimes, however, and against most conventional many of them into the underworld economies of the
logic, a child is conceived from the tryst. Half-elves are city-states. Half-elves are usually quite attractive,
usually shunned by their parents; the elves cast half- making them popular in brothels, but those who can
breed children from the tribe, abandoning them to the afford instruction prefer the bard's life. Quite a few
wastes, while humans believe that the child inherits become adept spies and assassins.
the shifty and duplicitous nature of its elven parent. Relations: Half-elves tend to have a very complex
This rejection leaves half-elves depressed and bitter. relationship with humans and elves. They often feel
Most suffer from a crushing need for respect and neglected and betrayed by their parent races, leading
admiration, especially from humans and elves. Half- them into a bitter resentment. On the other hand, they
elves always feel that they will be judged as inferior crave approval, acknowledgment that they measured
unless they prove their worth to their companions. up to the standards of “real people.” Ironically, though
Physical Description: Most half-elves favor their other races are more likely to give half-elves the praise
human parent, though they are taller than average that they seek, half-elves usually see such accolades as
and bear the pointed ears and slanted eyes of elves. poor substitutes for the acceptance that they crave.
Many find it relatively easy to pass for human. Adventurers: Half-elves who still seek recognition
Homeland: Almost all half-elves dwell in the city- in society often take to an adventurer's life, hoping
states, where elves and humans are most likely to that valor and wealth might overcome the stigma of
mingle. They do not form racial communities. their ancestry. Others may take up a cause – half-elf
Society: Half-elves generally adopt the practices of clerics are often the most devout of all, while those
the local human society. Their hunger to prove their who throw their energies into resistance movements
worth to humans has lead many sorcerer-kings to work toward their goals with frenetic energy. Half-
relax their prejudice against non-humans enough to elves have an amazing versatility which can lead them
allow some half-elves to enter the Templarate. Only to success in any path that they choose.
the most ambitious and ruthless half-elves follow this Names: Half-elven children usually take human
path, but they often make very effective templars. names, or at least the names of whatever species might
On the other side of the same coin, many half- adopt them. They are never given elven names, and
elves choose to devote their lives to liberation any full-blooded elf who finds a half-elf claiming an
movements. Quite a few of the Veiled Alliance's most elven name will react poorly, and likely violently.

Half-Elf Racial Traits


+2 to One Ability Score: Half-elves are very versatile, and skilled at many professions.
Medium: As medium creatures, half-elves receive no bonuses or penalties due to size.
Movement: Half-elves have a base land speed of 30 feet.
Elf Blood: Half-elves count as both elves and humans for the purposes of any effect related to race.
Low-light Vision: Half-elves can see twice as far as humans in moonlight and similar conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elven Immunities: Half-elves gain a +2 racial bonus to saving throws against charm and compulsion effects.
Keen Senses: Half-elves receive a +2 racial bonus to Perception checks.
Multitalented: Half-elves may choose two favored classes instead of one.
Temperature Regulation: Half-elves inherit some of their elven parent's resistance to heat. They gain heat protection +1.
Language: Half-elf characters automatically speak Common.

6
Homeland: Half-giants have very little sense of
D Half-Giants racial identity, and as a slave race, normally live
among humans in the city-states.
Legends tell that in ages past, a sorcerer-queen used Society: Despite their prowess as warriors, half-
wizardry to blend the race of giants with her human giants seem content to dwell in humanity's shadow.
subjects in order to create a powerful race of slaves. Though there are many free half-giants roaming the
Though some have disputed the accuracy of this tale, Tyr Valley, there are very few half-giant communities.
it remains the most popular account of the origins of Their simple and uncomplicated personalities make
half-giants. Bred for captivity and slavery, half-giants them poor leaders and worse organizers. By the same
have the strength of three grown humans and less token, however, one could find some half-giants in
intelligence than one. They are well aware of their nearly any part of the Tablelands. Most half-giants
mental limitations, and batten onto the cleverest and take great pride in stories of great heroes from their
most charismatic person that they know as a guide for own race, and some actively collect these tales.
the world. Half-giants tend to have weak, or at least Relations: Half-giants get along well with all
unformed personalities, and rely on their “little races. Aware of their own mental inferiority, they tend
master” to show them the proper way to act. Some to adopt an attitude of good-natured servility.
people, especially humans in the city-states, have been Moreover, half-giants are social mimics who easily
mislead by this behavior into believing that half-giants pick up mannerisms and customs from those around
are docile and peaceful. This is a mistake. Violence them. A half-giant among elves will undertake to con
comes naturally to half-giants, and they are well and deceive those around him, while among dwarves
adapted to its use. A half-giant can pull down a he might learn to quarry stone for his living.
building with his bare hands, and will do so without Adventurers: Half-giants are occasionally taken by
hesitation if threatened. wanderlust, and seek out new customs and practices
Physical Description: Half-giants are an imposing that might satisfy them. Most often, though, half-giant
sight, standing over 11 feet tall and weighing more adventurers are simply following an interesting
than 1,000 pounds. Their hair is thick and tough, companion of another race.
though not so strong as that of their giant forbears, Names: Enslaved half-giants are usually given
and most half-giants delight in shaping it into thick human names. Free half-giants, or those who gain
braids. Half-giants usually have dark skin, verging on their freedom later in life, often take new names from
ebony, but their eyes are always a dull, bland brown. whatever race they most admire.

Half-Giant Racial Traits


+6 Strength, +4 Constitution, -2 Dexterity, -4 Intelligence, -2 Charisma: Half-giants are very powerful and tough, but
their size makes them clumsy, and they are famously dimwitted.
Large: Half-giants take a -1 penalty to Armor Class and attack rolls due to their size. However, they have a reach of 10 ft.
The base price of equipment for large creatures is twice that listed in the Equipment chapter.
Movement: Half-giant base land speed is 40 feet.
Darkvision: Half-giants can see in darkness out to 60 feet.
Natural Armor: Half-giants have thick, leathery skin which grants them a +2 natural armor bonus to AC.
Natural Psionics: Half-giants gain 1 bonus power point at 1st level, thereby allowing them to qualify for psionic feats.
Malleable Alignment: When creating a half-giant character, choose one axis of his alignment (good/evil or law/chaos) to
be fixed. The other axis may be changed once each day when the half-giant wakes. Half-giants often find interesting
members of other species to pattern themselves on, and adopt the personality characteristics of their “little masters.”
A little master usually has a strong personality, but half-giants may change allegiance (and identity) without warning.
Racial Weapon: Half-giants treat the swatter as a martial weapon.
Language: Half-giant characters automatically speak Common.
Level Adjustment: Half-giant characters count as 1 level higher for the purposes of determining their character level. For
example, a 1st-level half-giant barbarian would count as a 2nd level character when determining his strength in the
group and the experience he needs to level up.

7
Homeland: Halflings have a thriving tribal
D Halflings civilization in the Forest Ridge. A few halflings have
also chosen to establish villages in the Tyr Valley.
Those few explorers from the Tablelands who travel Society: Halflings share a common culture that is
the Ringing Mountains return with fantastic stories of as complex as it is ancient. Their traditions enshrine
a lush jungle in the mountain heights. They also bring the value of halfling life, which makes any fighting
tales of the terrible dangers of the forest – ferocious among their tribes an extremely rare occurrence.
beasts, deadly plants, and worst of all, tiny children Halfling tribes assist each other whenever possible,
who fight like demons. These are not children in truth, and are quick to unite against any external threat.
though halflings may appear to be human toddlers to All halflings are raised with a rich background of
the untrained eye. Halflings have had little contact their cultural lore. Halflings are so steeped in their
with the people of the Tyr Valley, in part due to the own culture that much of their communication relies
dangers of the impassable mountains between them. upon analogies and allusions to classical tales. An
More importantly, however, halflings are deeply admonition of caution, for example, might take the
xenophobic and see other races primarily as potential form of simply saying the name of a halfling hero who
dinners. They are not true cannibals as some would met a bad end due to rash action. These references are
claim, for no halfling would ever eat another halfling, nearly impossible for other races to decipher.
but they are extremely predatory and do not see Relations: Halflings see other races as a
sentience as a relevant consideration in choosing their combination of dangerous invaders and dietary
meals. However, halflings are also a deeply mystical supplements. Halflings are omnivorous, but strongly
people with strong ties to the land. They believe that prefer meat-heavy diets, and they are quite happy to
they are the guardians of the most fertile land on all of experiment with the new taste sensations that an
Athas, and will take any measure to protect their interloper might offer. On those occasions when they
forest home from the depredations of lowlanders. talk to non-halflings, they often become frustrated by
Physical Description: Halflings stand barely more the difficulty of communicating with “uncultured”
than three feet high, but make up for their size with an beings who do not understand halfling culture.
incredible ferocity. Their bodies tend to be lithe rather Adventurers: Halflings are naturally inquisitive,
than muscular. Halflings eschew clothing whenever and sometimes decide to explore other lands and
possible and walk barefoot, which leaves their skin cultures. Others may seek opportunities for profit in
tough and thickly calloused all over. Halflings have a the Tablelands, though these are often renegade
deep love for their hair, but express this love in halflings who have been exiled from their tribe.
different ways. While some keep their hair carefully Male Names: Antal, Boram, Jamir, Kaleb, Lem,
styled and clipped, the more primitive jungle tribes Miro, Nok, Sumak, Talik.
view such grooming as a sign of weakness, and value Female Names: Amyra, Anafa, Belli, Etune, Filya,
a wild, unkempt mane pulled into dreadlocks. Lissa, Marra, Rillka, Sistra.

Halfling Racial Traits


+2 Dexterity, +2 Wisdom, -2 Strength: Halflings are agile and strong-willed, but their small stature makes them weaker
than other races.
Small: As small creatures, halflings gain a +1 size bonus to attack rolls and AC and a +4 size bonus to Stealth checks.
However, they take a -1 penalty to their CMB and CMD.
Movement: Halfling base land speed is 25 feet.
Fearless: Halflings receive a +2 racial bonus on saving throws against fear.
Halfling Luck: Halflings gain a +1 racial bonus to all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Culture Shock: Halflings receive a -2 penalty to Diplomacy and Intimidate checks when dealing with non-halflings.
Racial Weapons: Halflings are automatically proficient with atlatls and slodaks.
Language: Halfling characters automatically speak Halfling. Most adventuring halflings find it helpful to learn Common.

8
course of Athasian history, and none have been more
D Humans successful in doing so than the tyrannical sorcerer-
kings. Even when humans have pulled down corrupt
Humans possess a drive to expand and control leaders, their desire to enforce social order usually
unmatched by any other race on Athas. This drive has leads them to create new overlords in short order.
lead them to become the dominant species of the Tyr Relations: Humans view themselves as a superior
Valley, and arguably the single most powerful species race, and believe that their dominance of the Tyr
in the world. Humans justify their actions as necessary Valley is derived from inherent mastery rather than
measures to preserve order and civilization in the historical circumstance. While humans willingly
harsh wasteland that Athas has become. Human acknowledge the success of other races, and agree that
societies are turbulent, but they still constantly strive dwarves are better stonecutters and elves superior
for a sense of order in a chaotic world. Above all else, runners, they argue that human versatility has made
though, humans are ambitious. They believe that, with humanity the ideal ruling race. Most humans don't
effort, they can truly create a perfect world. vocalize this sense of superiority, but it colors all
Physical Description: The humans of the Tyr relationships with non-human races.
Valley tend to have dark skin, ranging from deep Religion: Humans are nearly unique among the
bronze to solid black, with similarly dark eyes. races of the Tablelands in having actual religions, as
Human faces are thick-boned and heavy-set with opposed to the more common worship of the elements
widely spaced features and strong jaws. Women tend and paraelements, which have no orthodoxy and few
to be small-breasted in the parched climate of the consistent rituals. Humans, by contrast, have been
Tablelands. Human hair is usually dark and kinked, known to create religions in the classical sense, with
and while the exact fashions vary between cities, they deity figures, sacred texts, and regular ritual
normally wear their hair cropped short. Humans of observances. The people of Gulg and Draj venerate
both genders have an attachment to jewels that most their sorcerer-monarchs as incarnate gods, while the
other races find obnoxiously superficial, and humans sorcerer-queen of Raam poses as the Grand Vizier of
like to display their social status by wearing heavier an all-powerful being known as Badna. Even in cities
and finer adornments as their rank increases. without state religions, however, humans are prone to
Homeland: Humans can claim most of the ascribe supernatural events to the actions of gods.
Tablelands as their territory. Human cities dominate Divine cults are common in human communities,
the trade routes and the limited agriculture possible in often based around charismatic leaders preaching an
the desolate wastes, making humanity the de facto apocalyptic or racist theology.
masters of the Tyr Valley and its environs. Adventurers: Humans become adventurers for
Society: Human social structures tend heavily many reasons – desire for wealth or fame, devotion to
towards totalitarian monarchies, no matter where they a cause, even simple wanderlust and curiosity.
may flourish. Humans instinctively turn to authority Names: Human names vary widely by region. The
figures for reassurance in troubled times, and often names below are common near the city-state of Tyr.
create systems which give over control of society so Male Names: Agis, Borys, Craster, Erthos, Milo,
that the rest of humanity can “get on with their lives.” Mehendi, Pavek, Tithian, Walthar.
This basic tendency of humans has been exploited by Female Names: Akassia, Essen, Karla, Maron,
many cunning and ambitious individuals over the Neeva, Sadira, Triana.

Human Racial Traits


+2 to One Ability Score: Humans are the ultimate generalists, and are skilled at any profession.
Medium: As medium creatures, humans receive no bonuses or penalties due to size.
Movement: Human base land speed is 30 feet.
Bonus Feat: Humans receive a bonus feat of their choice at 1st level.
Skilled: Humans gain an additional skill point at every level, including 1st.
Language: Human characters automatically speak Common.

9
tribes include at least one or two escaped muls.
D Muls Society: Between their birth into slavery and their
inability to bear children, muls have almost no sense
Born from the unlikely mixture of dwarf and human of racial identity. They are quite literally incapable of
blood, muls combine the size and adaptable nature of forming a real culture without progeny to inherit that
humanity with the strength and resilience of dwarves. culture. However, muls can reasonably be said to
The whole is far greater than the sum of its parts; muls understand the culture of slavery better than any
are tireless workers who can toil or fight for hours other race. Their sheer value and their ability to ignore
without respite. Unfortunately, this fact has been physical pain make muls well able to survive life in
noted by human slave breeders, for muls are not easily the slave pits. Muls learn from their mistakes better
born. Humans and dwarves do not share the than other slaves, not because they are more clever,
interspecies fertility and attraction that gives rise to but because they tend to survive those mistakes. Muls
half-elves, meaning that even conception takes learn to manipulate their masters and fellow slaves
months. Worse, muls are unnatural children who can alike, and often become the most popular slaves.
severely injure the mother. More often than not, Relations: Muls are remarkably free of racial
anxious overseers will save a mul child by cutting it prejudice. They dislike their masters, but meet enough
from the body of its dying mother. Muls themselves enslaved humans that they do not associate slavery
are sterile, and cannot create more of their own kind. with humanity as so many other races do. With their
But despite the costs and trauma of mul breeding, it is background as gladiators, muls assume that most
still very common, for the sheer physical prowess of people that they meet are strong and dangerous
muls makes them ideal gladiators, the most valuable (though not as dangerous as themselves). Some
sort of slave. escaped muls are surprised to learn that not all beings
Physical Description: Second only to half-giants, are trained in weaponry and combat from infancy.
muls are the strongest of the common humanoid races Free muls must constantly watch their acquaintances,
of the Tablelands. Muls can grow as tall as seven feet, for slaver bands have found captured muls to be
and both men and women are thickly muscled and extremely profitable commodities.
broad shouldered. Like dwarves, muls do not grow Adventurers: Most muls long for freedom from
body hair of any sort, and their skin tends toward their captivity, and once they have escaped, they find
dark shades. Their faces take after those of humans, that adventuring is one of the safest and most
except for their ears, which are slanted and pressed lucrative professions available.
close to their heads. Nearly all muls have tattoos over Names: As a slave race, muls are normally given
most of their torso which identify their owner and human names. Some are only given titles, to better
their skills. These tattoos are excruciating to remove. indoctrinate them to their destiny in the arena. Freed
Homeland: Muls have no homes except those muls often choose new names to signify liberty, which
given to them by their human masters. Most slave are generally traditional dwarven names.

Mul Racial Traits


+2 Strength, +2 Constitution, -2 Charisma: Muls are bred for power endurance, but their low status makes them insecure.
Medium: As medium creatures, muls have no special bonuses or penalties due to size.
Movement: A mul's base land speed is 30 feet.
Dwarf Blood: Muls are treated as dwarves for all purposes related to race.
Hardy: Muls receive a +2 racial bonus to saving throws against poison, disease, and wounds.
Rapid Recovery: Muls heal from damage with remarkable speed. They naturally recover hit points and physical ability
score damage twice as fast as normal. They also gain a +2 racial bonus to checks to stabilize and regain consciousness.
Tireless: Muls receive a +4 racial bonus to checks for performing extended physical actions (running, lifting, holding their
breath, etc.). They also receive this bonus to resist any effect that would cause them to become fatigued or exhausted.
Toughness: Muls ignore the minor scrapes that might pain a weaker race. They gain resistance 1 to non-lethal damage.
Language: Mul characters automatically speak either Common or Dwarven (player's choice).

10
fingered hands bear sharp claws, and a heavy, fin-like
D Pterrans ridge protrudes from their skulls.
Homeland: Pterrans originate to the west of the
Pterran history-chants tell that once, the pterrans were Ringing Mountains, but have begun to travel east in
a race of simple hunter-gatherers, living in peaceful recent years, establishing several villages south of Tyr.
coexistence with their environment. Most pterrans are Society: Pterran society was shaped by terrible
too respectful to doubt their loremasters, but they find war. They are now highly militaristic, with most of
it difficult to believe that their perspective was ever so their people receiving combat training of some variety.
limited, or their race so weak. In the intervening years, All pterrans have a life path, which guides their
the pterrans encountered a terrible enemy who natural talents to fruition along the three traditional
subjugated their whole species as slaves and food roles of warrior, druid, and psion. Life paths are
sources. A century of brutal guerilla warfare defeated chosen when each pterran is 8 years old, and each has
this enemy, but left the pterrans permanently changed. found use in the pterran military life. Violence among
All pterrans are trained in tactics and strategy from a pterrans is strictly prohibited by law and custom,
young age; they instinctively assess their which has made most pterrans adept negotiators.
surroundings for ambush points and defensive Intractable disputes are resolved by psionic mediators,
positions, and approach challenges with calm, rational who have absolute authority to render judgments.
planning. Pterrans believe in conserving their energy Relations: Pterrans are wary of other races, but see
for survival, and usually attempt to solve problems them as potential allies against future threats. Pterrans
with diplomacy or subterfuge before resorting to know that they are strong, both individually and as a
force. However, as soon as a pterran decides that only species, but fear that the next threat might be too great
violence can resolve his difficulties, he will attack with for them to survive on their own. Pterrans formed a
relentless ferocity and expect others to do the same. strong and successful alliance with the kreen in the
Physical Description: As reptiles, pterran bodies fight against their last enemy, and have strong bonds
are covered in light, smooth scales instead of skin. with the several thri-kreen khans.
Their scales are light brown, speckled with white and Adventurers: Most pterrans outside of their native
grey flecks. Pterrans have internal genitals, and see land view themselves as emissaries and outriders for
little use for clothing apart from armor. Pterrans are their people. They seek knowledge, power, and allies
usually thin and willowy, and walk upright with an that could increase their species' chance to survive.
awkward gait, though at need they can move as Male Names: Eeshan, Hrisskar, Nathhos, Sthisu.
quickly and surely as any other race. Their three- Female Names: Ahova, Evathho, Rinvath, Vvatha.

Pterran Racial Traits


+2 Charisma, -2 Dexterity: Pterrans are cunning diplomats, but their bodies are inflexible.
Medium: As medium creatures, pterrans have no special bonuses or penalties due to size.
Movement: Pterran base land speed is 30 feet.
Type (Humanoid [Reptilian]): Pterrans are humanoid creatures with the reptilian subtype.
Low-Light Vision: Pterrans can see twice as far as humans in moonlight and similar conditions of dim light.
Natural Weapons: Pterrans have two claws that deal 1d4 damage, and a secondary bite attack that deals 1d6 damage.
Life Path: All pterrans choose a life path, which influences their abilities and skills. Once selected, it cannot be changed.
Path of the Warrior: The pterran gains +2 Strength, a +1 bonus to Fortitude saves, and a +2 bonus to Ride checks.
Path of the Druid: The pterran gains a +2 Wisdom, a +1 bonus to Reflex saves, and a +2 bonus to Survival checks.
Path of the Psion: The pterran gains +2 Intelligence, a +1 bonus to Will saves, and a +2 bonus to Diplomacy checks.
Militarism: Pterrans treat Knowledge (wacraft) as a class skill, and gain a +2 racial bonus to Knowledge (warcraft) checks.
Poor Perception: Pterrans have bad eyesight and mere slits for ears. They take a -2 penalty to Perception checks.
Racial Telepathy: Pterrans can always choose to gain missive as their wild talent, rather than rolling for their wild talent.
Racial Weapons: Pterrans treat the thanak as a martial weapon instead of an exotic weapon. In addition, all pterrans gain
proficiency with one martial weapon of their choice.
Language: Pterran characters automatically speak Saurian. Most adventuring pterrans find it helpful to learn Common.

11
can tell the difference by pheromones.
D Thri-kreen Homeland: Most thri-kreen live in the vast
dustlands of the Crimson Savannah. Thri-kreen do not
Thri-kreen, or just “kreen,” are a race of nomadic create cities or any other permanent community.
hunters who roam the world in search of food. Kreen Society: Thri-kreen are lead by the strongest
hunt all through the night and day, having no physical member of the pack. Interactions with other races are
need for rest, and have never shown any desire to often complicated by this fact, as any kreen introduced
settle or establish any sort of permanent legacy. Thri- to a new group will attempt to establish dominance,
kreen have produced no great works of art, and their which process closely resembles real violence. Within
cultural stories are closer to hunting instruction than their packs, thri-kreen act harmoniously for the best
entertainment. As active carnivores, kreen need to eat interests of the group. There are no resentments or
regularly to survive, and their packs range far across secrets between pack mates; all members of the pack
the land. Thri-kreen packs rarely number more than share knowledge and resources to benefit the whole.
two dozen individuals, but each one is a ferocious and Relations: Thri-kreen see other humanoids as
agile fighter capable of terrible destruction. competition, and sometimes as food. They do not eat
Physical Description: Thri-kreen resemble large, dra (sentient meat races) unless desperate, with the
bipedal insects. Their legs are extremely powerful, but exception of elves. Kreen are fond of the taste of elves,
incapable of fine manipulation, while their four arms, which makes relationships with them rather tense.
though tipped in claws, are quite dextrous. Thri-kreen When in the company of other races, thri-kreen
bodies are encased in a heavy, dun-colored chitin instinctively attempt to create pack-like relationships.
exoskeleton; they have no internal bone structure of Adventurers: Thri-kreen who have been separated
any sort.A thri-kreen has eyes and ears as any other from their packs may attempt to form new ones with
humanoid might, but they also rely heavily on the new companions. They will sometimes sojourn among
large, feathery antennae that sit on the top of their the dra to observe their hunting techniques or to learn
heads. Kreen eyes are multi-faceted, and their mouths new psionic principles, which fascinate all kreen.
consist of small, jagged pincers. There is no visual Names: Chat'akcha, Ga'tik'chik, Kachka, Ko-k'kyl,
difference between male and female thri-kreen; they Ka'Ka'Kyl, T'Chai, Tu'tochuk, Vzch-clik.

Thri-Kreen Racial Traits


+2 Strength, +4 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma: Kreen are strong and fast, but their “clutch-mind”
instincts leave them with a poor sense of individuality.
Medium: As medium creatures, thri-kreen receive no bonuses or penalties due to size.
Movement: Thri-kreen base land speed is 45 feet.
Type (Monstrous Humanoid): Thri-kreen are not subject to any effects that target humanoids only, such as charm person.
Darkvision: Kreen can see in darkness out to 60 feet.
Multiple Limbs: Thri-kreen have four independently-mobile arms, allowing them to take Multiweapon Fighting.
Natural Armor: Thri-kreen bodies are covered in thick chitin plates, granting them a +1 natural armor bonus to AC.
Natural Weapons: Thri-kreen have four claws that deal 1d4 damage, and a secondary bite attack that deals 1d6 damage.
Sleep Immunity: Kreen do not sleep – they simply have no physiological or psychological need for rest. They are immune
to sleep effects. Kreen spellcasters and manifesters must still rest to recover spell slots and power points.
Camouflage: Thri-kreen blend in with the desert, gaining a +4 racial bonus to Stealth in sandy or arid areas.
Leap: A kreen's powerful legs grant it a +8 racial bonus to Acrobatics checks to jump.
Pack Telepathy: Thri-kreen gain missive as a bonus wild talent.
Strange Physiology: The base price of any armor made for a thri-kreen character is double the normal price.
Racial Weapons: Thri-kreen treat the chatkcha and gythka as martial rather than exotic weapons.
Language: Thri-kreen characters automatically speak Kreen. Most adventuring kreen find it helpful to learn Common.
Level Adjustment: Thri-kreen characters count as 1 level higher for the purposes of determining their character level. For
example, a 1st-level thri-kreen psychic warrior would count as a 2nd level character when determining his strength in
the group and the experience he needs to level up.

12
CHAPTER 2: CLASSES OF DARK SUN
The harsh realities of Athas and the dangers of arcane tradition. To refuse a bard from your house is a
magic are a constant factor in everyday life. Just as terrible crime, no matter your suspicions about the
Athasian races are different, so too are the classes. bard's motives. Enemies often send each other bards
as gifts, to keep the other on edge and, eventually, to
Character Advancement deliver the final kiss of death.
Except as noted here, characters progress as specified
in the Pathfinder Core Rules. Class Features
Ability Score Increases: At every even-numbered The bard class has undergone considerable changes.
level, you may increase two different ability scores by Unless specified here, they have none of the class
one point each. You do not need to advance the same features listed in the Pathfinder Core Rules.
ability scores every time you level. Hit Die: d8.
Weapon and Armor Proficiencies: Bards are
D Barbarian proficient with all simple weapons, plus the bard's
friend, elven longblade, garrote, hand crossbow,
Except as noted here, barbarians have the class master's whip, repeating crossbow, scimitar, shortbow,
features listed in the Pathfinder Core Rules. slodak, splashbow, starknife, whip, and widow's
Skills: Barbarians receive 5 + Intelligence modifier knife.
skill points at each level. Escape Artist and Profession Skills: Bards receive 8 + Intelligence modifier skill
are class skills for barbarians. Swim is no longer a points at each level. Bards have the class skills listed in
class skill. the Pathfinder Core Rules.
Wasteland Instincts: Long experience with the Bardic Excellencies: Bards are capable of a variety
wastes of Athas has taught barbarians caution. They of unique and specialized skills known as bardic
gain a bonus equal to one-third their barbarian level to excellencies. Bards learn new excellencies regularly, as
Reflex saves and Armor Class against natural hazards, shown on the table below. A bard can always choose
such as sandstorms or a stampede. This replaces the to learn a lower-level excellency in place of a higher-
barbarian's trap sense ability. level excellency. The full list of excellencies may be
found in the Magic chapter, although excellencies are
D Bard not themselves magical effects. Unless specifically
noted, using excellencies does not provoke attacks of
Bards hail from the shadowy corners of Athas' most opportunity. The saving throw DC against an
unsavory dives, walk out of the most dangerous excellency equals 10 + excellency level + Charisma
shadows. Athasian bards are the unquestioned modifier.
masters of oral tradition and forgotten lore, but such Maximum Excellency Level: Bardic excellencies
gifts are not available to just anyone. Bards hoard their are divided into levels, much like spells. Higher level
secrets like a merchant guards his stock, and for the bards can learn stronger and more complex
same reason. A bard is a dealer in the obscure, the excellencies. Bards cannot learn any excellency higher
rare, and the hidden. Worst of all, none but the bard level than one-third their class level.
know the truth of the bard's tales. The bard that you Bardic Knowledge: This is exactly like the bard
hire might well have been purchased already by your feature of the same name specified in the Pathfinder
enemy, and his every word is a slow poison, leading Core Rules.
you onward toward death. Bards are masters of the Bardic Performance: This is exactly like the bard
subtle arts of murder; many are master poisoncrafters, feature of the same name specified in the Pathfinder
having gleaned the secret lore of toxins from their Core Rules.
research. Nonetheless, bards are protected by long

13
Bard Hit Die: d8 Skill Points: 8 + Int mod/level
Fort Ref Will Excel. Max
Level Base Attack Bonus Save Save Save Special Known Level
1 +0 +2 +2 +2 Bardic knowledge, bardic performance, poison use, countersong, 2 1st
distraction, fascinate, inspire courage +1
2 +1 +3 +3 +3 Efficient alchemist, versatile performance 3 1st
3 +2 +3 +3 +3 Guardian of knowledge, inspire competence +2 3 1st
4 +3 +4 +4 +4 Improvisation, trade secret 5 2nd
5 +3 +4 +4 +4 Chance 1/day, inspire courage +2, loremaster 1/day 6 2nd
6 +4 +5 +5 +5 Improved poison use, quick reactions +2, suggestion, versatile 6 2nd
performance
7 +5 +5 +5 +5 Inspire competence +3 8 3rd
8 +6/+1 +6 +6 +6 Dirge of doom, trade secret 9 3rd
9 +6/+1 +6 +6 +6 Inspire greatness, loremaster 2/day 9 3rd
10 +7/+2 +7 +7 +7 Chance 2/day, jack-of-all-trades, versatile performance 10 4th
11 +8/+3 +7 +7 +7 Inspire competence +4, inspire courage +3 11 4th
12 +9/+4 +8 +8 +8 Quick reactions +4, soothing performance, trade secret 11 4th
13 +9/+4 +8 +8 +8 Loremaster 3/day 13 5th
14 +10/+5 +9 +9 +9 Frightening tune 14 5th
15 +11/+6/+1 +9 +9 +9 Chance 3/day, inspire competence +5, inspire heroics 14 5th
16 +12/+7/+2 +10 +10 +10 Trade secret 15 5th
17 +12/+7/+2 +10 +10 +10 Inspire courage +4, loremaster 4/day 16 5th
18 +13/+8/+3 +11 +11 +11 Mass suggestion, quick reactions +6 16 5th
19 +14/+9/+4 +11 +11 +11 Inspire competence +6 17 5th
20 +15/+10/+5 +12 +12 +12 Chance 4/day, deadly performance, trade secret 18 5th

Poison Use: Bards have a reputation as skilled Versatile Performance: This ability is exactly like
poisoners second only to their reputation as the bard feature of the same name specified in the
loremasters. At 1st level, bards never risk accidentally Pathfinder Core Rules.
poisoning themselves when applying poison to a Improvisation (Ex): Bards have always relied on
weapon, and the save DC against any poison applied their luck to see them out of bad situations. At 4th
by a bard increases by +1. level, a bard gains a “luck pool” of 4 points per bard
Efficient Alchemist: Bards work hard to be self- level that refreshes itself each day. He can expend
sufficient, and extend their efforts to their trademark points from his luck pool to gain a +1 luck bonus per
skills with poisons and alchemy. Starting at 2nd level, point spent on a single attack roll, saving throw, skill
bards gain a competence bonus equal to their check, or ability check. The bard must declare his
Charisma modifier to Craft (alchemy) checks to create expenditure of these points before making the roll,
poisons and alchemical items. and cannot spend more points than one-half his bard
Well-Versed: This is exactly like the bard feature level on a single roll. Any points remaining at the end
of the same name specified in the Pathfinder Core Rules. of the day are lost and do not carry over to the next
Guardian of Secrets: Bards are frequently day.
information dealers, spies, and assassins. No matter Trade Secret: Each bard develops their skills in
what their profession, they have valuable information different ways. At 4th level, and every four levels
and they know how to keep their mouths shut. thereafter, bards learn a new trade secret from the
Starting at 3rd level, bards receive a +2 morale bonus to following list.
all saves against telepathic powers, enchantment Agile (Ex): You gain a +1 dodge bonus to AC. This
spells, and charm effects. secret may be taken multiple times; its effects stack.

14
Awareness (Ex): You are not caught flat-footed in poison. If you applied more than one dose, the save
surprise rounds. You also gain a +4 competence bonus DC increases by +2 for each additional dose. Poisons
to Perception checks. applied this way have no onset time.
Cool Negotiator (Ex): You may take 10 on Bluff and Precision (Ex): You gain a +1 bonus to attack rolls
Diplomacy checks. against creatures with armor or natural armor. This
Fast Stealth (Ex): This secret is exactly like the secret make be taken multiple times; its effects stack.
rogue talent of the same name specified in the Psi Talent (Ps): You can use a single non-discipline
Pathfinder Core Rules (p. 68). psionic talent as a psi-like ability three times per day.
Healing Tonic (Ex): You are able to brew restorative Your manifester level is equal to your rogue level.
potions. Treat this ability as a specialized version of Your Intelligence score must be 10 or higher to select
the Create Limited Item feat which can only be used to this talent.
create potions of cure wounds. You do not need to know Sneak Attack (Ex): This secret is exactly like the
any spells to create tonics. Treat your bard level as rogue feature of the same name specified in the
your caster level for this purpose. A bard's healing Pathfinder Core Rules (p. 68). Your sneak attack deals
tonics are not magical. +1d6 damage. This secret may be taken multiple times,
Major Psi Talent (Ps): You gain 2 power points and each time increasing the sneak attack damage by +1d6.
knowledge of a single 1st level psion power. Your Skilled (Ex): Add one-half your bard level as a
manifester level is equal to your bard level. The save competence bonus to one of the following skills:
DC is 11 + your Intelligence modifier. Your Intelligence Appraise, Bluff, Craft (specify type), Diplomacy, Heal,
score must be 11 or higher to select this talent. This Perform (specify type), Profession, Sense Motive, or
talent may be taken multiple times; each successive Sleight of Hand. This secret may be taken multiple
time, you gain 1 additional power point and times, selecting a different skill each time. If the bard
knowledge of a different 1st level power. Prerequisite: selects this secret for a Performance skill, the
psi talent. competence bonus it grants does not apply to the use
Master of Alchemy (Ex): When you craft alchemical of his Versatile Performance ability.
items, you only need to pay half the normal cost for Chance (Ex): Bards live on the edge by habit and
materials. You may also use improvised materials to by profession. Once per day per five class levels, a
create alchemical items, which doubles the creation bard may reroll a single d20 roll. He may keep the
time but cost only one-quarter of the normal material better result.
cost. Loremaster: This ability is exactly like the bard
Master of Venom (Ex): When you craft poisons, you feature of the same name specified in the Pathfinder
only need to pay half the normal cost for materials. Core Rules, except that bards gain an additional use for
You may also use improvised materials to create every four levels, not every six. See the table above.
poisons, which doubles the creation time but cost only Improved Poison Use (Ex): Starting at 6th level,
one-quarter of the normal material cost. bards can apply poison to a weapon as a free action.
Scorpion's Touch (Ex): The save DC against any Quick Reactions (Ex): Bards must react swiftly to
poison that you apply increases by +1. This secret may danger in their profession. Starting at 6th level, bards
be taken multiple times; its effects stack. gain a +2 bonus to initiative checks. This bonus
Poisonbane (Ex): Add one-half your bard level as a increases to +4 at 12th level, and to +6 at 18th level.
competence bonus to Craft checks to create antitoxin Jack-of-All-Trades: This ability is exactly like the
and poison antidotes. You only pay one-half the bard feature of the same name specified in the
normal material cost to create these items (this stacks Pathfinder Core Rules.
with the bonus from Master of Alchemy). You gain a
+2 bonus to saving throws against poison. D Cleric
Poison Gas (Ex): You can apply up to three doses of
inhaled poison to a smokestick. All creatures within Except as noted here, clerics have the class features
the area that the smokestick covers are affected by the listed in the Pathfinder Core Rules.

15
Build Options: When Cleric: Spells Readied Per Day Cleric: Spell Slots Per Day
taking your first level of Level 0 1 2 3 4 5 6 7 8 9 Level 1 2 3 4 5 6 7 8 9
cleric, you must decide 1 5 2+1 - - - - - - - - 1 3 - - - - - - - -
whether to advance as a 2 6 3+1 - - - - - - - - 2 3 - - - - - - - -
standard cleric or as a 3 6 3+1 2+1 - - - - - - - 3 3 2 - - - - - - -
templar. If you already 4 7 4+1 3+1 - - - - - - - 4 4 3 - - - - - - -
have one or more paladin 5 7 4+1 3+1 2+1 - - - - - - 5 4 3 2 - - - - - -
levels, you must follow the
6 8 5+1 4+1 3+1 - - - - - - 6 4 4 3 - - - - - -
same choice that you
7 8 5+1 4+1 3+1 2+1 - - - - - 7 5 4 3 2 - - - - -
selected for paladin. See
8 9 6+1 5+1 4+1 3+1 - - - - - 8 5 4 4 3 - - - - -
the Templar Priest kit
9 9 6+1 5+1 4+1 3+1 2+1 - - - - 9 5 5 4 3 2 - - - -
below for details.
10 9 7+1 6+1 5+1 4+1 3+1 - - - - 10 5 5 4 4 3 - - - -
Skills: Knowledge
11 9 7+1 6+1 5+1 4+1 3+1 2+1 - - - 11 5 5 5 4 3 2 - - -
(nature) and Survival are
12 9 8+1 7+1 6+1 5+1 4+1 3+1 - - - 12 5 5 5 4 4 3 - - -
class skills for clerics.
13 9 8+1 7+1 6+1 5+1 4+1 3+1 2+1 - - 13 6 5 5 5 4 3 2 - -
Clerics receive 4 +
14 * 9+1 8+1 7+1 6+1 5+1 4+1 3+1 - - 14 6 5 5 5 4 4 3 - -
Intelligence modifier skill
15 * 9+1 8+1 7+1 6+1 5+1 4+1 3+1 2+1 - 15 6 5 5 5 5 4 3 2 -
points at each level.
16 * 9+1 9+1 8+1 7+1 6+1 5+1 4+1 3+1 - 16 6 6 5 5 5 4 4 3 -
Elemental Worship:
17 * 9+1 9+1 8+1 7+1 6+1 5+1 4+1 3+1 2+1 17 6 6 6 5 5 5 4 3 2
Athasian clerics follow one
18 * 9+1 9+1 9+1 8+1 7+1 6+1 5+1 4+1 3+1 18 6 6 6 5 5 5 4 4 3
of the elements or
19 * 9+1 9+1 9+1 8+1 7+1 6+1 5+1 4+1 3+1 19 6 6 6 6 5 5 5 4 4
paraelements, rather than
20 * * 9+1 9+1 9+1 8+1 7+1 6+1 5+1 4+1 20 6 6 6 6 5 5 5 5 5
gods. Some choose to
* You ready all spells of this level. +1 represents a domain spell.
anthropomorphize their
elements, but this is a personal decision. Your choice living creatures and elementals aligned with his
of domains is restricted by the element that you element, and damages undead and elementals
worship. opposed to her element. For purposes of channeling
Spells: Clerics cast divine spells, drawn from the energy, Rain opposes Magma and Sun opposes Silt.
list found in the Magic chapter. Clerics now ready Rebuke Elemental: Clerics can use their channel
spells instead of preparing them. See the Magic energy ability to restrain elementals aligned with their
chapter for information about how to ready spells, element. All such elementals within a 30-foot radius
and the tables below for the number of readied spells must make a Will save (DC 10 + ½ cleric level +
and spell slots that clerics gain. Clerics gain an Charisma modifier); on failure, they are unable to
additional readied spell of each spell level which must attack the cleric and his allies for a number of rounds
come from the spell list of one of their domains. They equal to the cleric's Charisma modifier. Attacking an
may also ready the spells of the other domain if they affected elemental ends this effect.
so choose. Create Element: All clerics may use create element
Energy Spellgift: Clerics have natural skill with as a spell-like ability once per day per two class levels.
manipulating positive and negative energies. A good See the Magic chapter for details.
cleric automatically readies all cure spells that she is
able to cast, while an evil cleric automatically readies Templar Priest
all inflict spells. A neutral cleric must choose whether Templars are the civil servants within a city-state's
to ready cure or inflict spells upon taking her first cleric government, belonging to organizations with such
level; once this choice is made, it cannot be changed. sinister-sounding names as “bureau” or “order”.
Channel Energy: The effects of channel energy are Mostly, however, they are referred to, collectively and
no longer dependent on alignment, but rather on singly, as the Templarate. Each templar swears
element. When a cleric channels energy, he heals absolute obedience to his temple, and absolute fealty

16
to his sorcerer-king patron. In return, the sorcerer-king spells, saving throw DCs, and other such statistics).
grants them magical powers stolen from the elemental Templar priests also have a slightly different spell list
planes. The templars are devoted to upholding the than clerics.
veneration of the sorcerer-kings, and have Domains: A templar priest's domains are selected
responsibility for the secular enforcement of that based on the sorcerer-king he serves. See the table
monarch's laws. In most city-states, templars are the below for details. All domains available to templar
ultimate authority. Not all templars are equal, of priests may be found in the Pathfinder Core Rules.
course. Some are merely tax collectors or glorified Aura: A templar priest's aura is always lawful
clerks. However, competition within the ranks of the neutral.
Templarate ensure a constant drive for success – and Energy Spellgift: Templar priests do not
constant political infighting. automatically ready cure or inflict spells.
The Templar Priest kit is a build option for clerics. Channel Energy: Templar priests determine the
Templar priests are devoted servants of the sorcerer- daily uses and save DC of their channel energy ability
kings, and only acknowledge the elements so as to with their Wisdom modifier instead of their Charisma.
steal their gifts and persecute their worshippers. They cannot rebuke elementals.
Templar priests do not gain a true cleric's control over Create Element: Templar priests do not gain the
elementals, and their powers are not influenced by a ability to use create element.
cleric's natural gift for manipulating positive and Secular Authority: All templar priests have been
negative energy. However, they gain the extraordinary accepted into the Templarate, and can use their
secular powers of their station, and can channel authority as they choose. Templar priests gain the
energy through their sigil to manifest the power of Secular Authority feat as a bonus feat at 1st level; they
their sorcerer-king. do not need to meet its prerequisites. In addition, they
Multiclassing Note: All templar priests must be gain a bonus equal to one-half their templar priest
accepted into the Templarate and undergo rigorous level to checks related to using Secular Authority.
training and indoctrination before they are allowed to Sigil: A templar is marked by his sigil, a complex
swear fealty and receive their powers. A 1st level tattoo somewhere obvious on his body that serves as
character starting as a templar priest is assumed to badge, rank insignia, and focus all in one. As a
have already accomplished these tasks. Any character templar's rank increases, his sigil is updated to reflect
who wishes to multiclass into the templar priest kit, his new status. The sigil also serves as the templar
however, must complete these requirements. Given priest's divine focus. Sigils are distinct to each
the political brutality of the Templarate, this could sorcerer-monarch and instantly recognizable.
easily become an adventure by itself. Monarch's Aspect: A templar priest can draw
Skills: Bluff, Intimidate, and Knowledge (local) power from his sorcerer-monarch to grant him a
are class skills for templar priests. commanding and fearful presence. Once per day per
Spells: Templar priests use Charisma as their two templar priest levels, he may use a swift action to
primary spellcasting ability (for purposes of bonus give himself a +4 bonus on one Diplomacy or
Intimidate check. He may do this after the result of the
Granted Domains of the Sorcerer-Kings check has already been determined. This ability
Abalach-Re Charm, Death, Protection cannot be used to enhance a Secular Authority contest.
Andropinis Community, Law, Nobility
Daskinor Chaos, Madness, Trickery Domains
Hamanu Law, Strength, War Elemental clerics choose from the elemental domains
Lalali-Puy Animal, Luck, Plant listed below. A cleric chooses two domains associated
Nibenay* Knowledge, Magic, Trickery with the element she serves.
Oronis** Good, Healing, Liberation
Tectuktitlay Destruction, Glory, Strength Broken Sands
* All templars of Nibenay must be female. Worshippers: Magma, Silt
** All templars of Oronis must be good-aligned.

17
Granted Powers: You are at home in the sandy in your eyes, shining a flare of light on things of
wastelands of Athas, happily calling the most desolate import. You gain a bonus to Perception checks equal
regions your refuge. to one-half your cleric level. In addition, you can gain
Dunestalker (Sp): You always gain the benefits of darkvision for one round per two cleric levels each
the spell pass without trace. You also gain a bonus equal day. These rounds do not need to be consecutive. This
to one-half your cleric level to Survival checks to darkvision pierces even magical darkness, allowing
follow tracks across sand or similarly loose soil. you to see normally.
Wasteland Survivor (Ex): Starting at 4th level, you Visions in the Flames (Sp): Starting at 6th level, you
eat use sand or silt in place of food. One pound of begin to see images dancing in fire. You can use
either is just as nutritious for you as an equivalent clairaudience/clairvoyance for one round per cleric level
weight in regular food. per day. These rounds do not need to be consecutive.
Sand Wraith (Su): Starting at 8th level, you gain the Your caster level for this ability is equal to your cleric
ability to transform your body into sand and move level. To use this ability, you must concentrate on an
freely within the earth. You may transform as a swift open flame of any size; you can also use the sun for
action. While you are in sand form, you gain DR 5/- this purpose without risk of harm.
and tremorsense 60 feet. If you are standing on sand Domain Spells: 1st–faerie fire, 2nd–clues of ashDS, 3rd–
or another type of loose ground cover, you are able to continual flame, 4th–fire trackDS, 5th–true seeing, 6th–find
burrow at a rate equal to your land speed. While the path, 7th–watch fireDS, 8th–confessor's flameDS, 9th–spirit
burrowing in this fashion, you gain a +20 circumstance of flameDS
bonus to Stealth checks and your damage reduction
increases to 15/-, but you cannot attack or cast spells. If Cold Malice
you end this effect while burrowing, you travel Worshippers: Rain
straight up to the surface and reform without harm. Granted Powers: The air around you chills naturally;
You may stay in sand form for up to 3 + Wisdom not the comforting coolness of shade, but the cold of
modifier rounds per day. death and ice. You gain a bonus equal to your Wisdom
Domain Spells: 1st–sand pitDS, 2nd–curse of the black modifier to Fortitude saves against cold hazards.
sandsDS, 3rd–sand sprayDS, 4th–sand trapDS, 5th–sand flowDS, Cold Snap (Sp): As a standard action, you can create
6th–blade barrier, 7th–glass stormDS, 8th–moltenDS, an area of coldness around yourself. All creatures
9th–fissureDS within a 20-foot radius emanation take 1d6 cold
damage, +1 per two cleric levels you possess
Burning Eyes (Fortitude save to negate; DC 10 + ½ cleric level +
Worshippers: Fire, Sun Wisdom modifier). In addition, for one minute per
Granted Powers: Your eyes glow with an inner fire, cleric level after you use this ability, the temperature in
the penetrating gaze of a seer. The flames guide your a 20-foot emanation is two bands lower (e.g., severe
mind onto the proper path. You gain a bonus equal to heat becomes temperate, or temperate becomes severe
your Wisdom modifier to saves against any ability cold). You may use this ability a number of times per
with the Light keyword. day equal to 3 + your Wisdom modifier.
Soul Beacon (Su): Fire marks danger and deception Cold Resistance (Ex): At 6th level, you gain cold

Elemental Domains Paraelemental Domains


Air Desert Mirage, Ill Winds, Rolling Thunder, Sky Blitz, Magma Broken Sands, Dead Heart, Ill Winds, Mountain's Fury
Soaring Spirit
Earth Decaying Touch, Earthen Embrace, Forged Stone, Rain Cold Malice, Drowning Despair, Furious Storm, Living
Mountain's Fury, Ruinous Swarm Water
Fire Burning Eyes, Fiery Wrath, Light's Revelation, Silt Broken Sands, Dead Heart, Decaying Touch, Soul
Smoldering Spirit Slayer
Water Desert Mirage, Drowning Despair, Living Water, Sky Sun Burning Eyes, Desert Mirage, Fiery Wrath, Light's
Blitz Revelation, Sun Flare
,

18
resistance 10. This resistance increases to 20 at 12th per day equal to 3 + your Wisdom modifier.
level. At 20th level, you gain immunity to cold. Life from Death (Su): Starting at 6th level, you can
Domain Spells: 1st–chill touch, 2nd–chill metal, 3rd–ice reclaim energy and nutrition from a corpse as a
storm, 4th–enervation, 5th–cone of cold, 6th–cerulean hailDS, standard action, recovering two hit points per cleric
7th–freezing sphere, 8th–horrid wilting, 9th–energy drain level. You also gain the benefits of having eaten a full,
healthy meal and drunk a full waterskin. You cannot
Dead Heart “store” nutrition gained from this ability. You must
Worshippers: Magma, Silt touch the corpse to do this. The corpse completely
Granted Powers: The dead and dying call to you, decomposes over the course of one minute after you
whispering in your mind. Gain a bonus equal to your use this ability, and you cannot use it on the same
Wisdom modifier on all Knowledge checks related to corpse more than once. You may use this ability a
the undead. number of times per day equal to your Wisdom
Deathsight (Sp): The undead appear in your vision modifier.
as faded fires; the dying as bursts of light. You Domain Spells: 1st–return to the earthDS, 2nd–rusting
constantly gain the benefits of detect undead and grasp, 3rd–contagion, 4th–acid rain, 5th–sands of timeDS, 6th–
deathwatch. disintegrate, 7th–destruction, 8th–power word, blind, 9th–
Unliving Servant (Sp): Starting at 6th level, your time stop
touch can reanimate a corpse to serve you. This effect
is like the spell animate dead, with the following Desert Mirage
exceptions. First, you may only reanimate one creature Worshippers: Air, Sun, Water
at a time with this ability, and you must touch your Granted Powers: The wavering phantasms of heat
target. If you raise a second servant, the first one and moisture in the desert are your allies, not the
ceases to be animated. Second, the animation only last enemies supposed by other travelers. You gain power
for a limited time. You may have an unliving servant from understanding their secrets.
from this ability for a number of rounds per day equal Vision of Haze (Su): As a melee touch attack you can
to twice your cleric level. Third, your unliving servant fill an enemy's vision with wavering light and bursts
does not count toward the hit die limit of undead that of color. All creatures have concealment from that
you can control. Raising an unliving servant is a enemy. This effect lasts for one round per cleric level,
standard action. and may be used a number of times per day equal to 3
Domain Spells: 1st–death knell, 2nd–speak with dead, 3rd– + your Wisdom modifier.
animate dead, 4th–vampiric touch, 5th–unliving identityDS, Cloaking Mirage (Sp): Starting at 8th level, you can
6th–gray beckoningDS, 7th–finger of death, 8th–gray riftDS,
wrap yourself in a concealing illusion as a standard
9th–vampiric youthfulnessDS action. You gain the benefits of improved invisibility.
You can use this ability for a number of rounds per
Decaying Touch day equal to 3 + your Wisdom modifier. These rounds
Worshippers: Earth, Silt do not need to be consecutive.
st nd rd
Granted Powers: You have a deep appreciation for the Domain Spells: 1 –entropic shield, 2 –glitterdust, 3 –
DS th DS th
sustenance that the dead can provide to the earth. curse of choking sands , 4 –coat of mists , 5 –shining
DS th th th
Death is not a tragedy, but a celebration of life-energy. sands , 6 –mislead, 7 –prismatic wall, 8 –horrid wilting,
Decomposition (Su): As a melee touch attack, you 9th–prismatic sphere
can cause one creature that you touch to rapidly
decay, dealing 1d6 damage per round. This effect lasts Drowning Despair
for one round per two cleric levels. It can be ended Worshippers: Rain, Water
with a successful Heal check (DC 15) or by any spell Granted Powers: The deeps are deadly and fearful.
or power that heals hit point damage. If you use this You take care to instill that fear in your foes. Swim is a
power on a corpse, it decomposes completely in one class skill for you.
minute. You may use this ability a number of times Fear's Embrace (Su): You can fill your enemy with a

19
crushing terror with a ranged touch attack. One target points of fire damage + 1 point for every cleric level
within 30 feet is shaken for one round per two cleric you possess. You can use this ability a number of
levels you possess. If it fails a Will save (DC 10 + ½ times per day equal to 3 + your Wisdom modifier.
cleric level + Wisdom modifier) it is also frightened for Fire Resistance (Ex): At 6th level, you gain resist fire
one round. You can use this ability a number of times 10. This resistance increases to 20 at 12th level. At 20th
each day equal to 3 + your Wisdom modifier. level, you become immune to fire.
The Drowning Dark (Su): Starting at 8th level, one Domain Spells: 1st–burning hands, 2nd–fire trap,
enemy that you hit with a melee touch attack becomes 3rd–resist energy (cold or fire only), 4th–sunstrokeDS,
convinced that it is falling into deep water. It is dazed 5th–elemental strikeDS, 6th–fire seeds, 7th–flame harvest,
and silenced for 2d3 rounds, and takes 1d4 damage 8th–sunburst, 9th–conflagrationDS
each round from the psychic frission. This is a mind-
affecting ability that may be used a number of times Forged Stone
each day equal to your Wisdom modifier. Worshippers: Earth
Domain Spells: 1st–cause fear, 2nd–surface tensionDS, Granted Powers: You create a natural connection with
3rd–control tidesDS, 4th–lungs of waterDS, 5th–water trapDS, the stone of the world. It hears your calls and rises to
6th–drown on dry landDS, 7th–whirlpool of doomDS, 8th–flash your aid.
floodDS, 9th–storm of vengeance Stone's Grasp (Su): As a standard action, you can
cause stone to flow up from the ground and writhe
Earthen Embrace about one enemy that you hit with a melee touch
Worshippers: Earth attack. The target is entangled for one round per two
Granted Powers: You are as strong and enduring as clerics levels that you possess. If the target is standing
the earth itself. on solid stone, its land and fly speeds are also reduced
Earth Bond (Ex): You draw strength from the land to zero. If the target breaks contact with the ground,
while you are touching the grand. You gain a +2 bonus this effect ends immediately. You can use this ability a
to your CMD and a +1 bonus to your Armor Class number of times per day equal to 3 + your Wisdom
while you are standing on solid ground. modifier.
Earth Shock (Su): As a standard action, you are able Stone's Shield (Su): Starting at 8th level, you can call
to create ripples through the earth. Any creature upon the stone to protect you, encasing you in a hard
touching the ground within 15 feet of you falls prone. shell of living rock. You gain damage reduction x/-,
You may use this ability a number of times per day where x is equal to one-half your cleric level. You can
equal to 3 + your Wisdom modifier. use this ability for a number of rounds each day equal
th
Acid Resistance (Ex): At 6 level, you gain resist to your cleric level.
acid 10. This resistance increases to 20 at 12th level. At Domain Spells: 1st–sandstoneDS, 2nd–soften earth and
20th level, you become immune to acid. stone, 3rd–stone shape, 4th–spike stones, 5th–transmute mud
st nd
Domain Spells: 1 –magic stone, 2 –bear's endurance, to rock, 6th–move earth, 7th–statue, 8th–repel metal or stone,
3rd–secure shelter, 4th–wall of stone, 5th–stoneskin, 6th–flesh 9th–legendary stonecraft
to stone, 7th–whirlpool of doomDS, 8th–iron body,
9th–imprisonment Furious Storm
Worshippers: Rain
Fiery Wrath Granted Powers: You can command the powers of the
Worshippers: Fire, Sun storm, bringing gale winds and lightning bolts with
Granted Powers: You can call forth fire at your will. your simple whim.
Flame obeys your commands and smites your foes. Storm Burst (Sp): As a standard action, you can
Fire Bolt (Sp): As a standard action, you can create a localized storm around a single enemy within
unleash a scorching bolt of elemental fire from your 30 feet. This requires a successful ranged touch attack.
hand. You can target any single foe within 30 feet as a The storm burst deals 1d8 points of nonlethal damage
ranged touch attack. If you hit, the fire bolt deals 1d8 + 1 for every cleric level you possess. In addition, the

20
target is buffeted by powerful winds, causing it to take Domain Spells: 1st–channel stenchDS, 2nd–pyrotechnics,
a -2 penalty to attack rolls for 1 round. You can use 3rd–breeze loreDS, 4th–stinking cloud, 5th–cloudkill, 6th–acid
this ability a number of times per day equal to 3 + fog, 7th–poisoned galeDS, 8th–incendiary cloud, 9th–wind
your Wisdom modifier. trapDS
Lightning Lord (Sp): At 8th level, you become able to
call lightning from the sky. You can call a number of Light's Revelation
bolts each day equal to your cleric level. It requires a Worshippers: Fire, Sun
standard action to call lightning, but you can call as Granted Powers: You embrace the cleansing light as
many bolts as you want at once. Each bolt deals 3d6 an arbiter of truth and righteousness. You gain a
electricity damage (Reflex save for half, DC 10 + ½ bonus to Sense Motive checks equal to one-half your
cleric level + Wisdom modifier), or 3d10 damage if you cleric level.
are outside in stormy weather. The bolts fall vertically Judgment of the Pyre (Su): You can call down the
from the sky, and strike anything directly above your wrath of the heavens on perjurers as a standard action.
target. No creature may be targeted by more than one Any creature within 30 feet of you that has lied in the
bolt in a single round, and no two targets may be last 5 rounds takes up to 1d10 fire damage per two
more than 10 feet apart. cleric levels. You may choose how many dice you
Domain Spells: 1st–gust of wind, 2nd–eye of the stormDS, want to roll for damage when you use this power. This
3rd–sleet storm, 4th–ice storm, 5th–control winds, 6th– ability may be used a number of times per day equal
summon Tyr-stormDS, 7th–whirlwind, 8th–storm legionDS, to 3 + your Wisdom modifier.
9th–storm of vengeance Sunstroke (Su): Starting at 6th level, you may inflict
an enemy with terrible sunstroke with a melee touch
Ill Winds attack. The target is nauseated for one round per two
Worshippers: Air, Magma cleric levels. You may use this ability a number of
Granted Powers: The toxic fumes of volcanic vents times per day equal to 3 + your Wisdom modifier.
and swamp gas are yours to command. You gain a Domain Spells: 1st–detect secret doors, 2nd–zone of truth,
bonus equal to your Wisdom modifier to saving 3rd–invisibility purge, 4th–discern lies, 5th–true seeing,
throws against poison. 6th–find the path, 7th–legend lore, 8th–discern location, 9th–
Poisonous Breath: You can expel a burst of poison foresight
gas from your mouth at one adjacent enemy as a
standard action. The target is sickened for one round Living Waters
per two cleric levels. In addition, if it fails a Fortitude Worshippers: Rain, Water
save (DC 10 + ½ cleric level + Wisdom modifier) it is Granted Powers: Water is more than just sustenance,
nauseated for one round. You may use this ability a it is the essence of life. Swim is a class skill for you.
number of times per day equal to 3 + your Wisdom Healing Water (Su): Using just a drop of water, you
modifier. can restore health to the dying. As a swift action you
Toxic Gale: Starting at 8th level, you can create a can restore one dying or unconscious creature that
foul-smelling and poisonous whirlwind as a standard you touch to 1 hit point. It instantly regains
action. It manifests as a five foot-radius cloud within consciousness. Alternately, you can choose to heal one
50 feet of you. All creatures within the cloud are creature that you touch for 1 hit point. You may use
nauseated and take 1d6 damage for each round that this ability a number of times each day equal to 3 +
they remain inside it (Fortitude save to negate DC 10 + your Wisdom modifier.
½ cleric level + Wisdom modifier). As a move action, Blessing of the River (Su): Starting at 6th level, you
you can shift the cloud 30 feet to any point within the can remove one of the following conditions from
range. You are immune to the cloud's effects, as is any yourself or one adjacent creature with a swift action:
creature immune to poison. You can use this ability for bleeding, dazzled, deafened, fatigued, nauseated,
a number of rounds each day equal to your cleric shaken, or sickened. You may use this ability once per
level. day per cleric level.

21
Domain Spells: 1st–clear waterDS, 2nd–fog cloud, 3rd– resist this effect. On failure, it is dazed and deafened
DS th DS th DS
worm's breath , 4 –pact of water , 5 –sweet water , 6 – for 1d3 rounds. You may use this ability a number of
th

awaken water spiritsDS, 7th–waters of life (DS), 8th–flash times per day equal to 3 + your Wisdom modifier.
DS th DS
flood , 9 –waterways Voice of Command (Su): Starting at 6th level, you can
make your voice loud, booming, and powerful as a
Mountain's Fury swift action. You gain a bonus equal to your cleric
Worshippers: Earth, Magma level to one Diplomacy or Intimidate check. You may
Granted Powers: The ancient power of the mountains use this ability a number of times per day equal to
fills you with might and vigor. one-half your cleric level.
Wrath of the Mountain: You can fill yourself or an Overpowering Command (Sp): Starting at 8th level,
adjacent ally with the consuming ferocity of a volcano you may use suggestion as a spell-like ability once per
as a swift action. The target gains a bonus on melee day. You may use it twice per day at 13th level, and
damage rolls equal to one-half your cleric level for one three times per day at 18th level. The save DC against
round. You can use this ability a number of times each this suggestion is equal to 10 + ½ cleric level + Wisdom
day equal to 3 + your Wisdom modifier. modifier.
Endurance of the Mountain: Once per day, you can Domain Spells: 1st–command, 2nd–sound burst, 3rd–wind
grant yourself a bonus on a single Fortitude save equal wall, 4th–shout, 5th–greater command, 6th–power word,
to your Wisdom modifier. stun, 7th–greater shout, 8th–power word, blind, 9th–power
Fissure (Su): Starting at 8th level, you can spend a word, kill
standard action to create a fissure in the earth the
releases super-heated steam. The fissure is a line from Ruinous Swarm
your square that is 5 feet long per cleric level, vents Worshippers: Earth
steam fifteen feet in the air, and lasts for one round per Granted Powers: The devastation of the swarm is at
two cleric levels. Any creature that starts its adjacent your command.
to the fissure, or moves adjacent, takes 1d4 damage Aura of Vermin (Su): You are able to surround
from the steam + 1 point for every two cleric levels you yourself with a swarm of supernatural insects which
possess. Any creature standing directly on the fissure cluster around any wound and chew their way inside
takes 2d4 damage + 1 point for every two cleric levels their victim's body. This aura has a 20 foot radius. All
you possess. Creatures that are standing directly on attacks made against a target in the aura (including
the vent when it opens may take an out-of-turn five yourself) deal additional damage equal to one-half
foot step after they have taken their damage. When your cleric level, and all critical threats mad against a
the vent closes, the earth around it returns to normal. target within the aura are automatically confirmed.
You can use this ability a number of times each day You may maintain this aura for one round per cleric
equal to your Wisdom modifier. level each day. These rounds do not need to be
Domain Spells: 1st–enlarge person, 2nd–heat metal, 3rd– consecutive.
spike stones, 4th–oil sprayDS, 5th–flesh to stone, 6th– Writhing Curse (Su): Starting at 8th level, you you
earthquake, 7th–repel metal or stone, 8th–magma tunnelDS, can use a standard action inflict a horrible fate on one
th DS
9 –fissure creature that you hit with a melee touch attack. Tiny
insects appear within the target's body and swarm
Rolling Thunder under its skin. For 2d4 rounds, the target takes
Worshippers: Air damage equal to your Wisdom modifier each round,
Granted Powers: Your voice echoes with thunder, and is shaken for the entire duration. If you have aura
giving you an aura of command and power. of vermin active, add its damage bonus to the damage
Thundering Word (Su): As a standard action, you from this effect. If the target dies while this effect is
can cause one creature within 30 feet to hear and feel a active and you have readied summon swarm, you may
powerful thunderclap. The target is entitled to a Will cast it as a free action to cause the swarm to burst forth
save (DC 10 + ½ cleric level + Wisdom modifer) to from the target's corpse. You may use this ability a

22
number of times each day equal to your Wisdom who attacks you. While the flameshield is active, any
modifier. creature who attacks you in melee takes 1d6 fire
Domain Spells: 1st–animal messenger, 2nd–summon damage + 1 per two cleric levels for each attack that it
swarm, 3rd–repel vermin, 4th–giant vermin, 5th–insect makes. You also gain a +2 AC bonus against ranged
plague, 6th–infestationDS, 7th–creeping doom, 8th–sympathy, weapon attacks while the flameshield is active.
9th–swarm of anguishDS Activating the flameshield is a standard action, and
you can maintain it for one round per day per cleric
Sky Blitz level. These rounds do not need to be consecutive.
Worshippers: Air, Water Domain Spells: 1st–burning hands, 2nd–pyrotechnics, 3rd–
Granted Powers: The power of a living storm comes fireball, 4th–blindscorchDS, 5th–fire shield, 6th–delayed blast
freely at your call. fireball, 7th–elemental stormDS, 8th–incendiary cloud, 9th–
Lightning Arc (Su): As a standard action, you can blazing wreathDS
unleash an arc of electricity as a ranged touch attack,
targeting two foes within 30 feet. This bolt deals 1d4 Soaring Spirit
points of electricity damage + 1 point per two cleric Worshippers: Air
levels you possess. The targets cannot be more than 15 Granted Powers: You are as light and free as the wind,
feet apart. You can use this ability a number of times reveling in the joy of travel and exploration. Your base
per day equal to 3 + your Wisdom modifier. land speed increases by 10 feet.
Electricity Resistance (Ex): At 6th level, you gain Agile Feet (Su): As a free action, you can gain
resist electricity 10. This resistance increases to 20 at increased mobility for one round. For the next round,
12th level. At 20th level, you become immune to you ignore all difficult terrain and take no penalties
electricity. for moving through it. You can use this ability a
Domain Spells: 1st–shocking grasp, 2nd–water shockDS, number of times per day equal to 3 + your Wisdom
modifier.
3rd–call lightning, 4th–quenchDS, 5th–lightning storm, 6th–
control weather, 7th–chain lightning, 8th–liquid lightningDS, Air Stride (Su): At 8th level, you can teleport up to
9th–water lightDS 10 feet per cleric level per day as a move action. This
teleportation must be used in 5-foot increments, and
Smoldering Spirit does not provoke attacks of opportunity. You must
Worshippers: Fire have line of sight to your destination to use this ability.
Granted Powers: You know that the soul is fire, You can bring willing creatures with you, but you
burning and twisting to find its way free. You channel must expend an equal amount of distance for each
your own soul into your powers. creature brought.
Burning Stare (Su): As a standard action you can Domain Spells: 1st–feather fall, 2nd–spider climb, 3rd–fly,
cause one creature within 30 feet to burst into 4th–air walk, 5th–teleport, 6th–wind walk, 7th–greater
supernatural flame (Reflex save to negate DC 10 + ½ teleport, 8th–reverse gravity, 9th–greater elemental chariotDS
cleric level + Wisdom modifier). The target takes 1d6
fire damage for each round that it is on fire. It may use Soul Slayer
a standard action to attempt to extinguish itself, Worshippers: Silt
gaining another saving throw against the effect. Granted Powers: Your magic cleanses the world of the
Jumping into large bodies of water or silt will instantly unworthy, quickly and efficiently removing the
extinguish the fire. The fire lasts for a number of obstacles in your path.
rounds equal to one-half your cleric level, or until the Rend Soul (Su): You can tear into the soul of an
target successfully puts out the flame. You may use enemy with a melee touch attack. Any target of this
this ability a number of times each day equal to 3 + ability is takes 1d4 damage and is sickened, and takes
your Wisdom modifier. a further -1 penalty to saving throws against any effect
th
Flameshield: Starting at 6 level you can surround applied by you. This effect lasts for one round per two
yourself in a burning corona that scorches anyone cleric levels that you possess. You can use this ability a

23
number of times per day equal to 3 + your Wisdom
modifier. D Druid
Scream of the Damned (Su): Starting at 8th level, you
can force the spirit of a dying creature to manifest Except as noted here, druids have the class features
itself in the physical world, filling the minds of all listed in the Pathfinder Core Rules.
nearby with its death pains. As a standard action, Skills: Stealth is a class skill for druids. Diplomacy
choose one creature that has died in the last round. is no longer a class skill for druids. Druids receive 5 +
You must have line of sight to its body. All creatures Intelligence modifier skill points each level.
within 20 feet of the target must make a Will save (DC Spells: Druids cast primal spells, drawn from the
10 + ½ cleric level + Wisdom modifier) or be list found in the Magic chapter. Druids now ready
frightened for 1d4 rounds. You are immune to this spells instead of preparing them. See the Magic
effect. Further, the dead creature targeted by this chapter for information about how to ready spells and
ability cannot be resurrected for 10 minutes. You may the nature of primal spells, and the tables below for
use this ability a number of times per day equal to the number of readied spells and spell slots that
your Wisdom modifier. druids gain.
Domain Spells: 1st–ray of enfeeblement, 2nd–death markDS, Natural Spellgift: A druid can always find aid in
3rd–death whipDS, 4th–black tentacles, 5th–slay living, 6th– the wilds. Druids automatically ready all summon
harm, 7th–circle of death, 8th–trap the soul, 9th–wail of the nature's ally spells that they are able to cast.
banshee Nature Bond: Athasian druids who elect to learn a
domain can choose any of the elemental domains
Sun Flare available to clerics. They gain an additional spell slot
Worshippers: Sun of each level and automatically ready the spells
Granted Powers: Though the sun beats down upon associated with the domain. Druids who desire an
you, its warmth does not harm you. The heat of noon animal companion now choose from the list of
bolsters your spirit and your faith. companions presented below.
Sunstrider (Ex): You are not harmed by heat, and Nature's Speech (Ex): Starting at 4th level a druid
the sun does not drive you to thirst. You treat all heat may speak with animals just as well as any humanoid,
hazards as two levels lower than they are (e.g., severe as if under the effects of speak with animals. This
heat is temperate for you, and extreme heat is only replaces their resist nature's lure ability.
very hot). You can go without water for an additional
number of days equal to your Wisdom modifier before Animal Companions
suffering from thirst. Your natural healing rate is 50% A druid's animal companion receives two skill points
better than normal during the day. These abilities for each druid level that its master attains. This
stack with any others that grant similar effects. replaces the skill point gain noted in the Pathfinder
Dessicating Curse (Su): Starting at 8th level, you can Core Rules.
scorch the water from the bodies of an enemy with a Clarification: The first attack listed in a companion's
ranged touch attack. The target becomes fatigued and entry is its primary attack; all others are secondary
takes 1d6 points of damage per three cleric levels you attacks (made at a -5 penalty). The only exception to
possess. It immediately begins suffering the effects of this rule is creatures with two different primary
thirst as if it had not drunk water for two days. You attacks that they may choose from, such as the inix
may use this ability a number of times each day equal (“bite or tail slap”). Such creatures can only use one of
to 3 + your Wisdom modifier. those attacks in a round, not both.
Domain Spells: 1st–color spray, 2nd–daylight, 3rd–searing
light, 4th–rainbow pattern, 5th–air lensDS, 6th–sunbeam, 7th– Boneclaw
prismatic spray, 8th–incendiary cloud, 9th–prismatic wall Boneclaws are small reptiles that are almost entirely
covered by a shell of thick, spiny bone. They are normally
timid and often scavengers, but are nonetheless feared for

24
Druid: Spells Readied Per Day Druid: Spell Slots Per Day natural armor; Attack bite
Level 0 1 2 3 4 5 6 7 8 9 Level 1 2 3 4 5 6 7 8 9 (1d4 + trip), 2 claws (1d2);
1 5 2 - - - - - - - - 1 2 - - - - - - - - Ability Scores Str 12, Dex
2 6 3 - - - - - - - - 2 2 - - - - - - - -
21, Con 13, Int 2, Wis 12,
3 6 3 2 - - - - - - - 3 2 1 - - - - - - -
Cha 6; Special Qualities
4 7 4 3 - - - - - - - 4 3 2 - - - - - - -
low-light vision, scent,
poison resistance (+4 racial
5 7 4 3 2 - - - - - - 5 3 2 1 - - - - - -
bonus to saves vs. poison)
6 8 5 4 3 - - - - - - 6 3 3 2 - - - - - -
4th-Level Advancement:
7 8 5 4 3 2 - - - - - 7 4 3 2 1 - - - - -
Size Medium; Attack bite
8 9 6 5 4 3 - - - - - 8 4 3 3 2 - - - - -
(1d6 + trip), 2 claws (1d3);
9 9 6 5 4 3 2 - - - - 9 4 4 3 2 1 - - - -
Ability Scores +2 Str, +2
10 9 7 6 5 4 3 - - - - 10 4 4 3 3 2 - - - -
Con; Special Qualities
11 9 7 6 5 4 3 2 - - - 11 4 4 4 3 2 1 - - -
sprint (charge at 10x move
12 9 8 7 6 5 4 3 - - - 12 4 4 4 3 3 2 - - -
speed 1/hour)
13 9 8 7 6 5 4 3 2 - - 13 5 4 4 4 3 2 1 - -
14 * 9 8 7 6 5 4 3 - - 14 5 4 4 4 3 3 2 - - Crodlu
15 * 9 8 7 6 5 4 3 2 - 15 5 5 4 4 4 3 2 1 - Crodlu look much like a
16 * 9 9 8 7 6 5 4 3 - 16 5 5 4 4 4 3 3 2 - velociraptor/ostrich hybrid.
17 * 9 9 8 7 6 5 4 3 2 17 5 5 5 4 4 4 3 2 1 Their hides are pebbly scales,
18 * 9 9 9 8 7 6 5 4 3 18 5 5 5 4 4 4 3 3 2 they stand upright on
19 * 9 9 9 8 7 6 5 4 4 19 5 5 5 5 4 4 4 3 3 powerful legs, and their
20 * * 9 9 9 8 7 6 5 5 20 5 5 5 5 4 4 4 4 4 weaker arms end in wicked-
* You ready all spells of this level.
looking claws. They are
their poison. They are omnivores and often scavengers, and sometimes used as mounts by the daring, though they must
avoided by most predators due to their toxic blood. normally be raised to domestic life from birth.
Starting Statistics: Size Small; Speed 40 feet; AC +3 Starting Statistics: Size Large; Speed 50 feet; AC +3
natural armor; Attack bite (1d4 + grab); Ability Scores natural armor; Attacks 2 claws (1d6), bite (1d8);
Str 10, Dex 16, Con 14, Int 1, Wis 10, Cha 4; Special Ability Scores Str 14, Dex 16, Con 14, Int 2, Wis 14,
Abilities grab (+4 CMB/CMD to grapple, injects Cha 8; Special Abilities rake (while grappling; 2
poison each round maintained), poison (Frequency 1 claws, 1d6) Special Qualities low-light vision, scent
round (4), Effect 1 Con and 1 Str damage, Cure 1 save, 7th-Level Advancement: Attacks bite (1d8 + grab);
Con-based DC) Special Qualities low-light vision, Ability Scores Str +4, Dex +2; Special Abilities grab
scent (+4 CMB/CMD to grapple), pounce
4 -Level Advancement: Size Medium; AC +1 natural
th

armor; Attack bite (2d4 + grab); Ability Scores Str +4, Dire Rat
Dex -2, Con +2 A common sight in the wastes and cities alike, dire rats are
a scourge to the commoners of Athas. They grow to the size
Cheetah of many dogs, with commensurate strength and far greater
The Athasian cheetah has adapted to the harsh desert that natural brutality. The worst threat, however, is the diseases
its home has become. Cheetahs are usually spotless, and that dire rats often carry.
they have developed a special organ in their throat designed Starting Statistics: Size Small; Speed 40 feet, climb 20
to facilitate blood-drinking. Cheetahs are among the few feet, swim 20 feet; Attack bite (1d4 + disease); Ability
predators willing to eat boneclaws and kivits, as this organ Scores Str 10, Dex 17, Con 12, Int 2, Wis 12, Cha 4;
filters the poison out of blood. Bards pay well for the bodies Special Abilities disease (injury, onset 1d3 days, effect
of elderly cheetahs, as the organ in question has often 1d3 Dex and Con damage, cure 2 consecutive saves,
become incredibly toxic. Con-based DC); Special Qualities low-light vision,
Starting Statistics: Size Small; Speed 50 feet; AC +1

25
scent Inix
4th-Level Advancement: Attack bite (1d6 + disease); Inixes are an evolutionary off-spurt of mekillots which,
Ability Scores Str +2, Con +2 legends say, removed their tongues to make their tails long.
Inixes do indeed have no tongue, despite their large beaked
Eagle mouths, and their tails are their most notable feature, three-
Athasian eagle are large, dark birds that are common all quarters the length of their torso and ending in a heavy
over the Tablelands. They are inquisitive and not often paddle. Inixes have a low-slung frame and strong backs,
afraid of humans. Like many vultures, eagle are frequently making them ideal beasts of burden.
found in the wake of caravans, on the safe assumption that Starting Statistics: Size Medium; Speed 40 feet; AC +6
someone will die and become a meal. natural armor; Attack bite (1d6) or tail slap (1d8);
Starting Statistics: Size Small; Speed 10 feet, fly 80 Ability Scores Str 14, Dex 14, Con 12, Int 2, Wis 12,
feet (average); AC +1 natural armor; Attack bite (1d4), Cha 6; Special Qualities low-light vision, improved
2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, carrying capacity (double Strength for carrying
Int 2, Wis 14, Cha 6; Special Qualities keen eyes (+4 purposes)
racial bonus to Perception) 7th-Level Advancement: Size Large; AC +3 natural
4th-Level Advancement: Ability Scores +2 Str, +2 Con armor; Attack bite (1d8) or tail slap (1d10 + stun);
Ability Scores Str +6, Dex -2, Con +4; Special
Erdlu Abilities stun (Fort save; on failure, target is dazed for
Erdlu are tall, flightless birds which look quite similar to 1 round, or 1d4 rounds on crit; Str-based DC)
scaled ostriches. Their useless wings are thin and leathery,
but they have very strong legs and powerful beaks to make Jhakar
up for the lack. Erdlu are very common herd animals; their Jhakar look much like reptilian bulldogs, but with much
eggs can substitute for food or water and their beaks are larger and stronger jaws. The mouth of a jhakar seems to fill
often reshaped into weapons. most of its face. Jhakar roam the wastes in large packs,
Starting Statistics: Size Medium; Speed 40 feet; AC +2 surrounding and pulling down their prey. Jhakar are feared
natural armor; Attack 2 claws (1d4), bite (1d4); Ability for their intelligence as much as their jaws – packs have
Scores Str 14, Dex 16, Con 13, Int 2, Wis 12, Cha 3; driven caravans to flee over cliffs, or lured hunters into
Special Qualities low-light vision dead-end canyons or natural deadfalls.
4th-Level Advancement: AC +2 natural armor; Attack Starting Statistics: Size Small; Speed 30 feet; AC +2
bite (1d6); Ability Scores Str +2, Con +2 natural armor; Attack bite (1d6 + trip); Ability Scores
Str 11, Dex 17, Con 12, Int 3, Wis 12, Cha 8; Special
Giant Lizard Qualities low-light vision, scent
These enormous lizards are much like the small scavengers 4th-Level Advancement: Size Medium; Speed 40 feet;
common all over Athas, but far larger. Giant lizards have AC +1 natural armor; Attack bite (1d8 + trip or grab);
been known to attack crodlu herds or caravans to find the Ability Scores +6 Str, -2 Dex, +2 Con; Special Abilities
meals that their size necessitates. grab (+4 CMB/CMD to grapple)
Starting Statistics: Size Medium; Speed 40 feet,
burrow 20 feet; AC +4 natural armor; Attack bite (1d8 Kivit
+ grab); Ability Scores Str 14, Dex 16, Con 14, Int 1, Kivits look much like small, slick-bodied bobcats with gray
Wis 9, Cha 9; Special Abilities grab (+4 CMB/CMD to far. Their oily sheen is a product of their primary defense, a
grapple) Special Qualities low-light vision strong poison exuded by musk glands in their skin.
7th-Level Advancement: Size Large; AC +3 natural Anything that bites a kivit regrets it, but usually not for
armor; Attack bite (2d6 + grab); Ability Scores Str +8, long. Kivits hunt the plains and wastes, and are renowned
Dex -2, Con +4; Special Abilities powerful bite (bite for their efficient metabolism, which lets them go for over a
receives 2x Strength mod to damage instead of 1.5x) week without water at need.
Starting Statistics: Size Small; Speed 30 feet; AC +1
natural armor; Attack bite (1d4), 2 claws (1d3); Ability

26
Scores Str 10, Dex 18, Con 12, Int 2, Wis 12, Cha 9; feet (clumsy); AC +1 natural armor; Attack bite (1d6),
Special Attacks poison (ingested, Onset 1 round, 2 claws (1d4); Ability Scores Str 12, Dex 20, Con 12,
Frequency 1/min (10), Effect 1d2 Con damage + Int 3, Wis 14, Cha 13; Special Attacks psi-like abilities
sickened until cured, Cure 1 save, Con-based DC) (ML 1, self only; empathy 1/day, thicken skin 1/day)
Special Qualities low-light vision Special Qualities low-light vision, darkvision 60 feet
4th-Level Advancement: Size Medium; Speed 40 feet; 7th-Level Advancement: Size Large; AC +2 natural
AC +2 natural armor; Attack bite (1d6), 2 claws (1d4); armor; Attack bite (1d8), 2 claws (1d6); Ability Scores
Ability Scores Str +4, Dex -2, Con +2 Str +6, Dex -2, Con +4; Special Attacks psi-like abilities
(ML 3; biofeedback (DR 2/-) 1/day)
Lion 12th-Level Advancement: Special Attacks psi-like
The Athasian lion is a dying species. Despite their strength abilities (ML 5; body adjustment (2d12) 1/day)
and cunning, lions must compete with the more-numerous
lizards, who are better-adapted to retain water and can hide Snake (Constrictor)
from the sun under the sands. Lion prides often find shade Large constrictor snakes are common in the wastes, which
and water at oases, which has lead to a bounty on their is just as well, as they are a major dietary staple of mekillots
heads by fearful caravans. and other large lizards who rarely need to fear a snake's
Starting Statistics: Size Medium; Speed 40 feet; AC +1 coils. They can also be found in the scrublands near the
natural armor; Attack bite (1d6), 2 claws (1d4); Ability Ringing Mountains. Halflings from the forests enjoy
Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; capturing and taming the larger specimens, and even using
Special Attacks rake (while grappling; 2 claws, 1d4) them as riding beasts.
Special Qualities low-light vision, scent Starting Statistics: Size Medium; Speed 20 feet, climb
7th-Level Advancement: Size Large; AC +2 natural 20 feet, swim 20 feet; AC +2 natural armor; Attack bite
armor; Attack bite (1d8 + grab), 2 claws (1d6); Ability (1d4 + grab); Ability Scores Str 15, Dex 17, Con 13, Int
Scores Str +8, Dex -2, Con +4; Special Attacks grab (+4 1, Wis 12, Cha 2; Special Attacks grab (+4 CMB/CMD
CMB/CMD to grapple), pounce, rake (1d6) to grapple); Special Qualities scent
4th-Level Advancement: Size Large; AC +1 natural
Owl armor; Attack bite (1d6); Ability Scores Str +8, Dex -2,
The owls of Athas are as much scavengers as predators. Con +4; Special Attacks constrict (1d4+Str mod; auto-
They tend to be tan or gray, to better blend with the harsh damage when successfully grappling)
rocks of the desert. Owls are common in the city-states, and
often viewed as pests. The expression “waking to an owl- Snake (Viper)
shit sunrise” is roughly analogous to “having a case of the Venomous snakes can be found all over the Tablelands. They
Mondays”, and is used in much the same way. have a solid niche in the faltering ecosystem of the wastes,
Starting Statistics: Size Small; Speed 10 feet, fly 80 but their most successful habitat has proved to be the city-
feet (average); AC +1 natural armor; Attack bite (1d4), states. Bardic poisonmasters import rare and dangerous
2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, vipers to aid their craft, and enough of these snakes have
Int 2, Wis 14, Cha 6; Special Qualities low-light vision escaped over the centuries to create breeding populations.
4th-Level Advancement: Ability Scores +2 Str, +2 Con Efforts to wipe out the snakes have failed universally.
Starting Statistics: Size Small; Speed 20 feet; AC +2
Pterrax natural armor; Attack bite (1d3 + poison); Ability
The pterrax looks very similar to a pterodactyl, but with Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2;
strong legs tipped in long claws. Pterrax are rare in the Special Attacks poison (Frequency 1 round (6), Effect 1
Tablelands, and normally only arrive in the company of a Con damage, Cure 1 save, Con-based DC); Special
pterran warrior or druid. They are well-respected, however, Qualities scent
for their strength, their notable intelligence, and their 4th-Level Advancement: Size Medium; Attack bite
innate psionic abilities. (1d4 + poison); Ability Scores Str +4, Dex -2, Con +2
Starting Statistics: Size Medium; Speed 10 feet, fly 30

27
longspear, shortspear, trident, and zerka.
D Fighter Thrown: atlatl, bolas, blowgun, chatchka, dart,
dejada, double-tipped spear, javelin, lasso, light
Except as noted here, fighters have the class features hammer, net, sling, throwing axe, trident, and zerka.
listed in the Pathfinder Core Rules.
Build Options: When taking your first level of Gladiator
fighter, you must decide whether to advance as a
The arena is the battlefield of the gladiator. From
standard fighter or as a gladiator. See the Gladiator kit
hand-to-hand combat in the mud pits of small forts to
below for details.
the grand games of the city-states, the gladiator is a
Skills: Knowledge (warcraft) and Perception are
warrior who fights to the sounds of people cheering
class skills for fighters. Swim is no longer a class skill
his name or cursing his presence. A master of crowd
for fighters. Fighters receive 3 + Intelligence modifier
control and the art of prolonged combat, gladiators
skill points per level.
are expert showmen as well as deadly fighters. They
Weapon Groups: The weapon groups have been
train to best wild beasts in the deadly games, or to slay
updated in light of the new setting-specific items.
the most skilled champions of the arena. They fight for
Axes: battleaxe, handaxe, heartpick, impaler, light
glory, wealth, prestige, and power. They fight to
pick, throwing axe, and urgrosh.
survive. Some are merely slaves, fighting for the
Blades, Heavy: elven curve blade, gythka, heavy
prospect of freedom, while others enter the arena of
macahuitl, jagged macahuitl, lotulis, macahuitl,
their own will, for the thrill of the sport or the promise
scimitar, scythe, and thanak.
of riches and fame.
Blades, Light: bard's friend, dagger, elven
The Gladiator kit is a build option for Fighters.
longblade, kama, kukri, sickle, slodak, small
Gladiators, unlike most fighters, are expert showmen
macahuitl, starknife, widow's knife, and wrist razors.
who can delight an audience and infuriate their
Bows: composite greatbow, composite longbow,
enemies. They are also excellent at prolonging a fight,
composite shortbow, greatbow, longbow, and
the better to encourage the crowd. However, they lack
shortbow.
some of the versatility and pure death-dealing
Close: garrote, heavy shield, heavy tonfa, light
prowess of a normal fighter, as their entertainer's
shield, puchik, sap, spiked armor, spiked gauntlet,
instincts are not always well-suited to the brutality of
spiked shield, talid, tonfa, and unarmed strike.
pitched battle.
Crossbows: hand crossbow, heavy crossbow, light
Skills: Gladiators receive one additional skill point
crossbow, repeating crossbow, siege crossbow, and
per level (4 + Int mod/level). Acrobatics, Bluff,
splashbow.
Knowledge (local), Perform, and Sense Motive are
Double: dire flail, double-tipped spear, gythka,
class skills for gladiators. Knowledge
lotulis, quarterstaff, and urgrosh.
(dungeoneering), Knowledge (engineering), Ride, and
Flails: alhulak, dire flail, flail, heavy flail, master's
Survival are no longer class skills for gladiators.
whip, morningstar, nunchaku, spiked chain, and
Bonus Feats: Gladiators do not gain bonus feats as
whip.
quickly as normal fighters. They receive a bonus feat
Hammers: club, datchi club, heavy tonfa, greatclub,
at first level, and at every fourth class level (4th, 8th,
heavy mace, light hammer, light mace, maul, swatter,
etc).
thanak, tonfa, and warhammer.
Weapon Training: Gladiators do not train for
Monk: chatchka, kama, nunchaku, quarterstaff,
maximum efficiency with their weapons, instead
siangham, unarmed strike, and wrist razors.
practicing techniques to draw out a fight. Gladiators
Natural: unarmed strike, gauntlet, spiked gauntlet,
gain weapon training every eight class levels (8th and
talid, and all natural weapons.
16th).
Polearms: crusher, duom, halberd, tkaesali, and
Weapon Mastery: Gladiators do not gain the
trikal.
fighter's weapon mastery feature.
Spears: alak, double-tipped spear, duom, lance,
Gladiatorial Display: The hallmark of a gladiator

28
Fighter (Gladiator) Hit Die: d10 Skill Points: 4 + Int mod per level
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Gladiatorial display, chant +1, team strike +1/+1d4, mercy
2 +2 +3 +0 +0 Bravery +1, exotic weapon
3 +3 +3 +1 +1 Armor training 1, taunt
4 +4 +4 +1 +1 Bonus feat
5 +5 +4 +1 +1 Chant +2, no mercy
6 +6/+1 +5 +2 +2 Bravery +2, exotic weapon, shake it off
7 +7/+2 +5 +2 +2 Armor training 2, team strike +2/+2d4
8 +8/+3 +6 +2 +2 Bonus feat, weapon training 1
9 +9/+4 +6 +3 +3 Confounding feint
10 +10/+5 +7 +3 +3 Bravery +3, chant +3, exotic weapon, gladiator's presence
11 +11/+6/+1 +7 +3 +3 Armor training 3
12 +12/+7/+2 +8 +4 +4 Bonus feat
13 +13/+8/+3 +8 +4 +4 Terror walking
14 +14/+9/+4 +9 +4 +4 Team strike +3/+3d4, bravery +4, exotic weapon
15 +15/+10/+5 +9 +5 +5 Riposte stance, chant +3, armor training 4
16 +16/+11/+6/+1 +10 +5 +5 Bonus feat, weapon training 2
17 +17/+12/+7/+2 +10 +5 +5 Dragon's fury
18 +18/+13/+8/+3 +11 +6 +6 Bravery +5, exotic weapon
19 +19/+14/+9/+4 +11 +6 6 Armor mastery
20 +20/+15/+10/+5 +12 +6 6 Master of the arena, chant +4, bonus feat
.

is his performance. A good show focuses the gladiator, effects. At 5th level, and every five gladiator levels
excites the crowd, and unnerves the opponent. He can thereafter, this bonus increases by +1.
use this ability for a number of rounds per day equal Team Strike: At 1st level, gladiators know special
to 4 + his Charisma modifier. At each level after 1st a tricks for group-fighting, using their own attacks to
gladiator can use gladiatorial display an additional drive their enemies onto the blades of their allies.
two times per day. Each round, the gladiator can Once per round, when a gladiator hits an enemy with
produce any of the types of gladiatorial display that a melee attack while using this display, he may
he has mastered. designate one ally who threatens that enemy as the
Starting a gladiatorial display is a standard action, beneficiary of the team strike. That ally's next attack
but it can be maintained each round as a free action. A against that enemy gains a +1 bonus to hit and deals
gladiatorial display is not interrupted by damage, but an additional +1d4 damage. This bonus is lost if the
it ends if the gladiator cannot spend a free action to enemy moves out of the ally's threat range. The
maintain the display (unconsciousness, paralysis, etc.). bonuses granted by team strike increase for every
Starting at 7th level, gladiators can begin a gladiatorial seven gladiator levels (+2/+2d4 at 7th level, +3/+3d4 at
display as a move action. Starting at 13th level, they 14th level).
may do so as a free action. Taunt: Starting at 3rd level, gladiators learn to
While engaged in a gladiatorial display, gladiators unnerve their opponents with just a glance. While
gain a bonus equal to their class level to any Bluff, using this display, a gladiator may attempt to
Diplomacy, or Perform checks made to influence an demoralize an opponent as a swift action (see
arena crowd. Intimidate, Pathfinder Core p. 99). For this purpose, use
Chant: A 1st-level gladiator can start a resounding the gladiator's class level + his Charisma modifier or
chant, granting confidence to himself and his allies. his Intimidate bonus, whichever is higher. All abilities
The gladiator and all allies who can hear him gain a +1 which affect a normal use of the Intimidate skill to
morale bonus to AC and to saving throws against fear demoralize an enemy also apply to this display.

29
Shake It Off: Starting at 6th level, gladiators can bonus feat. They must meet the prerequisites for the
shrug off fear and discomfort, or help an ally do the feat. If they do not meet the prerequisites at 10th level,
same. For each round that this display is active, the they gain the feat as soon as they do meet its
gladiator can attempt to end a mind-affecting effect on prerequisites.
himself or one adjacent ally. The beneficiary can reroll Terror Walking: At 13th level, when a gladiator
a failed save or opposed skill check against the DC of successfully demoralizes a creature with the
the original effect. If the effect allows no save or check Intimidate skill, it becomes panicked instead of shaken
to resist it, the effect ends automatically. the first time that it is demoralized in that day. If the
Confounding Feint: Starting at 9th level, gladiators gladiator later successfully demoralizes the same
can drive foes into confusion and distraction. As a creature again, it is shaken as normal.
swift action, the gladiator can make a Bluff check Master of the Arena: At 20th level, a gladiator has
against a single target, opposed by that creature's perfected the skills of the arena. He can maintain two
Combat Maneuver Defense. If the gladiator wins the different gladiatorial displays. Doing so does not
contest, the target is dazed for 1 round. A creature that require him to expend additional daily uses of his
has been targeted by a confounding feint in the last gladiatorial performance ability.
hour gains a +2 cumulative bonus to its CMD to resist
successive feints, whether or not the feint was D Monk
successful, and no matter which gladiator attempted
the feint. Not all psionic talents are as direct or apparent as a
Riposte Stance: Starting at 15th level, gladiators kineticist's fire bolts or a telepath's command. Psychic
develop the ability to counter enemy attacks with their academies teach some with psionic gifts to turn their
own. Once per turn, when an enemy attacks the power inward, toward perfection of body and soul
gladiator while he is using this display, he may choose rather than the mind. Monks are the end-products of
to either use his Armor Class to defend against the this training, committed practitioners of the Way who
attack or to roll an opposing attack roll at his highest have learned to focus their Will on their own bodies.
base attack bonus. Treat the result of this attack roll as Monks are deeply meditative by nature, as it is
the gladiator's Armor Class against that attack. If the their deep knowledge of the Way that allows them to
attack misses, the gladiator automatically counter- channel their energies. Some few retreat from the
attacks and deals damage equal to his Strength world to ensure the peace of mind that their study
modifier to the attacker demands. Most, however, make their way as skilled
Dragon's Fury: At 17th level, a gladiator can enter a warriors. Monks are often found working as
passionate frenzy, fill himself with ferocity. He gains protectors for the merchant houses and the academies,
the benefits of freedom of movement, gains temporary or as bodyguards for the wealthy. In the culture of
hit points equal to twice his class level, and receives a corruption found in the city-states, monk guardians
morale bonus to damage rolls equal to his Charisma are considered highly reliable. Unscrupulous monks
modifier. He also gains a +4 bonus to his CMB and can find easy employment as assassins, thieves, and
CMD. spies. There are even a few monks living in the city-
Mercy: At 1st level, a gladiator suffers no penalties states who join the Templarate.
when attacking to inflict non-lethal damage. Most monks belong to a secret fraternity, holding
Exotic Weapon: At 2nd level, and every four membership in one of the seven known to exist. Only
gladiator levels thereafter, a gladiator gains Exotic monks are invited to join any of the fraternities, and
Weapon Proficiency as a bonus feat. only after a careful analysis of their character by
No Mercy: At 5th level, a gladiator can execute a established members. Some monks refuse to join,
coup-de-grace as a standard action instead of a full- while others are never offered a chance. Though few
round action. outside the academies of the Way know of these
Gladiator's Presence: At 10th level, gladiators gain societies, there is a great deal of speculation among
either Inspiring Presence or Intimidating Presence as a the scholars about the purpose of each group.

30
Monks come from all sorts of backgrounds. Unlike
psions, whose ranks include many of the well-born D Paladin
who desire a soft life of power for their children,
becoming a monk is rarely considered appropriate for When defilers poison the land with their magic, or
a child from a wealthy family. Even well-established rogue psions distort the Way for their own gain, the
monks are rarely better than mercenaries or ordinary people of Athas have few defenders. There
adventurers. Some choose to follow the monk's path are not many who can stand against the supernatural
because they were rejected from the more rigorous powers of spell and mind. Those who can are known
disciplines expected of psions. Others were brought by different names in different places, but the spirit of
into the academy by the patronage of a powerful all such titles may be found in the word “paladin”. It
member; depending on the patron in question, the is somewhere between an office, a duty, and a calling.
motives may range from nepotism to generosity. More Paladins track down the supernatural enemies that
than one successful monk began his career as a hunt the wastes and city-states of the Tablelands. Their
scholarship student from a poor family who had duties are respected by all, their power feared. But
shown early promise to some master's chance study. most terrible of all is the strength of a paladin's
And sometimes, very rarely, such masters have retired conviction. The majority of paladins have been scarred
away from the academy and trained a few select by reckless or abusive powers, and their hatred of
pupils outside the strictures of the formal system. intemperate spellcraft runs deep.
Most paladins are wanderers, roaming across the
Class Features Tyr region in search of the renegade mages who are
their lawful prey. A paladin's craft is illegal in the city-
Except as noted here, monks have the class features
states, where they are labeled disturbers of the peace
listed in the Pathfinder Core Rules.
and exiled upon discovery, but many paladins still
Weapon Proficiencies: Athasian monks are
operate covertly within the walls of the cities. Templar
proficient with the chatchka, club, crossbow (light or
are loathe to confront a paladin without
heavy), dagger, handaxe, javelin, kama, nunchaku,
overwhelming superiority. Paladins, in turn, are near-
quarterstaff, shortspear, siangham, sling, spear, tonfa,
universally contemptuous and hostile toward the
and wrist razor.
Templarate, and are usually keystones in resistance
Skills: Autohypnosis, Disguise, Knowledge
movements against the sorcerer-kings. Finally,
(psionics), and Psicraft are class skills for monks.
paladins will congregate at major magical disasters
Knowledge (history) and Swim are no longer class
which tend to reanimate the dead. Paladins view the
skills for monks. Monks gain 5 + Intelligence modifier
undead as one of the worst consequences of sorcery,
skill points per level.
and will go to great lengths to destroy them.
Psionic: Monks are treated as having a power
Many paladins follow the elemental and
point reserve for the purpose of acquiring psionic feats
paraelemental powers, drawing their abilities from the
and mainting a psionic focus
pseudo-divinities of the planes. Others draw their
Ignore Heat: Athasian monks control their bodies
power from deep meditation on the Way, which they
to remain cool even during a summer noon, or warm
see as a divinely inspired source of stability. Still
during the coldest night. Starting at 5th level, monks
others claim atheism, and say that their abilities come
gain heat protection +3.
from their deep convictions. Though all paladins are
Ignore Thirst: Athasian monks can suppress their
capable of a form of spellcasting, most prefer to refer
body's need for water, reducing both their awareness
think of them as miracles or talents instead.
of thirst and their expenditure of moisture. Starting at
9th level, monks can last without any hydration for a
number of days equal to their Wisdom modifier. After Class Features
that time, start applying penalties for thirst as normal. The paladin class has undergone considerable
Diamond Soul: Athasian monks gain psi changes. Unless specified here, they have none of the
resistance instead of spell resistance. class features listed in the Pathfinder Core Rules.

31
Alignment: Athasian paladins serve the elements proficient with simple and martial weapons, with all
and the people of Athas, but their morals and methods types of armor, and with all shields except tower
are as varied as in any other profession. For every shields.
paladin who would hold trials and careful Detect Mage (Sp): Paladins can use detect psionics
investigations to determine the identity of a village's and detect magic at will, as the power and spell.
defiler, there is another who would simply slaughter Detect Defiler (Sp): Paladins constantly gain the
the entire village in their beds to ensure that the mage benefits of the defiler scent spell.
could not escape. Paladins have no alignment Smite Foe (Su): This is exactly identical to the
restrictions. They are usually not chaotic, but this is smite evil ability described in the Pathfinder Core Rules,
not a requirement. with the following exceptions. First, it deals no
Hit Die: d10. additional damage to evil outsiders. Second, the
Build Options: When taking your first level of alignment of the target does not matter. Finally, the
paladin, you must decide whether to advance as a paladin gains 5 + paladin level spell and power
standard paladin or as a templar. See the Templar resistance against the spells and powers of the smite
Knight kit below for details. Paladins who lose their target.
calling often “fall” and become templar knights. Divine Grace (Su): At 2nd level, paladins gain the
Class Skills: Autohypnosis, Craft, Diplomacy, feature of the same name described in the Pathfinder
Heal, Intimidate, Knowledge (arcana), Knowledge Core Rules.
(psionics), Knowledge (religion), Knowledge Lay On Hands (Su): At 2nd level, paladins gain the
(warcraft), Profession, Ride, Sense Motive, Spellcraft, feature of the same name described in the Pathfinder
and Survival. Core Rules.
Skill Points: Paladins gain 4 + Intelligence Aura of Courage (Su): At 3rd level, paladins gain
modifier skills points at each level. the feature of the same name described in the
Weapon and Armor Proficiencies: Paladins are Pathfinder Core Rules.

Paladin Hit Die: d10 Skill Points: 3 + Int mod per level
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +2 Detect mage, detect defiler, smite foe 1/day
2 +2 +3 +0 +3 Divine grace, lay on hands
3 +3 +3 +1 +3 Aura of courage, divine health, judgment, mercy
4 +4 +4 +1 +4 Channel positive energy, smite foe 2/day, spells
5 +5 +4 +1 +4 Mageslayer's weapon 1/day
6 +6/+1 +5 +2 +5 Mercy
7 +7/+2 +5 +2 +5 Smite foe 3/day
8 +8/+3 +6 +2 +6 Aura of resolve
9 +9/+4 +6 +3 +6 Mageslayer's weapon 2/day, mercy
10 +10/+5 +7 +3 +7 Smite foe 4/day
11 +11/+6/+1 +7 +3 +7 Rally the hunters
12 +12/+7/+2 +8 +4 +8 Mercy
13 +13/+8/+3 +8 +4 +8 Mageslayer's weapon 3/day, smite foe 5/day
14 +14/+9/+4 +9 +4 +9 Aura of sanctity
15 +15/+10/+5 +9 +5 +9 Mercy
16 +16/+11/+6/+1 +10 +5 +10 Smite foe 6/day
17 +17/+12/+7/+2 +10 +5 +10 Champion's aegis, mageslayer's weapon 4/day
18 +18/+13/+8/+3 +11 +6 +11 Mercy
19 +19/+14/+9/+4 +11 +6 +11 Smite foe 7/day
20 +20/+15/+10/+5 +12 +6 +12 Magebane, mageslayer's weapon 4/day
.

32
Divine Health (Ex): At 3rd level, paladins gain the Paladin Spells
feature of the same name described in the Pathfinder Spells Readied Spell Slots
Core Rules. Level 1 2 3 4 Level 1 2 3 4
Mercy (Su): At 3rd level, paladins gain the feature 1 - - - - 1 - - - -
of the same name described in the Pathfinder Core 2 - - - - 2 - - - -
Rules. 3 - - - - 3 - - - -
Judgment (Su): Starting at 3rd level, a paladin can 4 1 - - - 4 0 - - -
choose to forgo the bonus damage of her smite foe
5 2 - - - 5 1 - - -
ability to instead cause her target to be afflicted by a
6 2 - - - 6 1 - - -
status condition. A paladin may use this ability to
7 3 1 - - 7 1 0 - -
inflict any status condition that she could could cure
8 3 2 - - 8 1 1 - -
with a mercy, with the following exceptions: cursed,
9 3 2 - - 9 2 1 - -
diseased, poisoned, and staggered. This effect is
10 4 3 1 - 10 2 1 0 -
applied to all attacks that the paladin makes in a
11 4 3 2 - 11 2 1 1 -
round, and must be chosen before the paladin rolls the
12 4 3 2 - 12 2 2 1 -
attacks. Each condition lasts for one round. No more
13 4 4 3 1 13 3 2 1 0
than one status condition may be inflicted at one time.
14 5 4 3 2 14 3 2 1 1
Channel Positive Energy (Su): At 4th level,
15 5 4 3 2 15 3 2 2 1
paladins gain the feature of the same name described
16 5 4 4 3 16 3 3 2 1
in the Pathfinder Core Rules.
17 5 5 4 3 17 4 3 2 2
Spells: At 4th level, paladins gain the feature of the
18 5 5 4 3 18 4 3 2 2
same name described in the Pathfinder Core Rules, with
19 6 5 4 4 19 4 3 3 2
the following exceptions. Paladins cast divine spells,
20 6 5 5 4 20 4 4 3 3
drawn from the list found in the Magic chapter. .

Paladins now ready spells instead of preparing them. magical or psionic), or any burst enchantments for the
See the Magic chapter for information about how to elemental enchantments on this list. These bonuses are
ready spells, and the table to the right for the number added to any properties that the weapon already has,
of readied spells and spell slots that paladins gain. but duplicate abilities do not stack. If the weapon is
Mageslayer's Weapon (Su): The hallmark power not already magical, at least a +1 enhancement bonus
of a paladin is her ability to render a mage completely must be added before any properties. The bonuses
vulnerable to her attacks. Starting at 5th level, a paladin and properties are determined when the paladin
may spend a standard action to concentrate on a empowers her mageslayer's weapon, and cannot be
melee weapon, empowering it. This empowerment changed until she does so again.
lasts for one minute per paladin level. For the Any other character holding a mageslayer's
duration, the weapon gains a +1 enhancement bonus. weapon gains none of the benefits of this ability, but
In addition, the first time that the weapon strikes a they return if the paladin wields the weapon again.
spellcaster or manifester in a round, the target of the These bonuses apply only to one end of a double
attack must succeed on a concentration check (DC 5 + weapon. A paladin can use this ability once per day at
damage dealt) or be unable to cast spells or manifest 5th level, and one additional time per day for every
powers the following round. The enhancement bonus four additional levels, to a maximum of four times per
granted by this ability increases by +1 at 8th level, and day at 17th level.
every three paladin levels thereafter. These bonuses Aura of Resolve (Su): This is exactly identical to
can be added to the weapon, stacking with existing the aura of resolve ability described in the Pathfinder
enhancement bonuses (to a maximum of +5), or they Core Rules, except that the immunity and save bonus
can be used to add any of the following weapon also apply to compulsion effects.
properties: acidic, defending, disruption, flaming, freezing, Rally The Hunters (Su): This is exactly identical to
keen, psychokinetic, shocking, suppression (choose the aura of justice ability described in the Pathfinder

33
Core Rules, except that it applies to smite foe instead of knights view themselves, with some cause, as the only
smite evil. barrier between the mages and control of society and
Aura of Sanctity (Su): At 14th level, paladins gain 5 government.
+ paladin level spell and power resistance. The spell The Templar Knight kit is a build option for
and power resistance granted by their smite foe ability paladins. Templar knights are a sorcerer-king's
increases to 10 + paladin level. Allies within 10 feet of generals and enforcers, and have no interest in
the paladin gain spell and power resistance equal to hunting mages. They work for the most abusive
the paladin's level. mages in the world without a qualm. Templar knights
Champion's Aegis (Su): At 17th level, a paladin gain the authority due to their position and a rank-
gains DR 5/cold iron. She also becomes immune to the sigil that denotes their rank and privileges.
effects of a defiling radius, and to the effects of a Multiclassing Note: All templar knights must be
defiler's raze feats. accepted into the Templarate and undergo rigorous
Magebane (Su): At 20th level, a paladin becomes training and indoctrination before they are allowed to
the ultimate hunter of the supernatural. Her damage swear fealty and receive their powers. A 1st level
reduction increases to 10/cold iron. Whenever she character starting as a templar knight is assumed to
channels positive energy or uses lay on hands to heal, have already accomplished these tasks. Any character
she heals the maximum possible amount. Finally, who wishes to multiclass into the templar knight kit,
when she uses smite foe against an arcane spellcaster however, must complete these requirements. Given
or psionic manifester, she may attempt to sunder the the political brutality of the Templarate, this could
target's powers. Every time she hits the target, it must easily become an adventure by itself.
make a Will save (DC 15 + the paladin's Charisma Conversion: Unlike clerics, paladins are not
modifier); on a failure, the target cannot cast spells or necessarily bound by an oath or conduit to the
manifest powers for 24 hours. elemental planes. Any paladin can forsake his path to
enter a sorcerer-king's service. Mechanically, the
Templar Knight conversion process is simple: remove all abilities that
Templars are more than just functionaries for a templar knights do not receive, and add all those that
sorcerer-king. They are the police investigators, the they do. Class skills are not affected by this process.
bodyguards, the military commanders – in short, they This may only be done while leveling up. Character-
are leaders of the sorcerer-king's forces in all their wise, this decision is likely complex and harrowing for
capacities. Those who emphasize martial prowess the PC, which emotional aspect should be
over learning and mystical training are given many emphasized. Despite the ease of converting a
titles, but as a group they are known as “templar character's statistics, the loss of a paladin's calling
knights”. A templar knight has no less authority than should never be a simple matter.
a priest, and in practice many have found that even Skills: Bluff, Knowledge (local), and Knowledge
the fear of magic is less intimidating than the fear of (nobility) are class skills for templar knights.
magic and edged weapons. Autohypnosis and Survival are not class skills.
Templar knights use their ability to suppress the Detect Defiler: Templar knights gain no special
supernatural abilities of enemies to effectively police ability to identify defilers.
the academies and the official defilers sanctioned by Secular Authority: All templar knights have been
the sorcerer-kings. The former have found effective accepted into the Templarate, and can use their
ways to coexist with templars in the past, and the authority as they choose. Templar knights gain the
bribery of a templar is a standard part of Athasian Secular Authority feat as a bonus feat at 1st level; they
governance. The defilers, however, are feared and do not need to meet its prerequisites. In addition, they
detested by the Templarate, who view them as gain a bonus equal to one-half their templar knight
competition for the favor of their monarch. The level to checks related to using Secular Authority.
culture clash between the Templarate and the official Sigil: A templar is marked by his sigil, a complex
defilers is complex, brutal, and often deadly. Templar tattoo somewhere obvious on his body that serves as

34
badge, rank insignia, and focus all in one. As a Skill Points: 2 + Intelligence modifier per level.
templar's rank increases, his sigil is updated to reflect Manifestation: Psions are able to manifest psionic
his new status. The sigil also serves as the templar powers. They have a power point reserve, they know
knight's divine focus. Sigils are distinct to each psionic powers, and they have a manifester level equal
sorcerer-monarch and instantly recognizable. to their psion level plus their levels in other classes
Spells: Templar knights have a slightly different that grant power manifestation. Psions can manifest
spell list than paladins. See the Magic chapter for any power that has a power point cost equal to or
details. lower than their manifester level. The Difficulty Class
for saving throws against psion powers is 10 + the
D Psion power's level + the psion's Intelligence modifier. To
learn or manifest a power, a psion must have an
The psion class has undergone considerable changes. Intelligence score of at least 10 + the power's level.
They have none of the class features listed in the Power Points: A psion's ability to manifest powers
Expanded Psionics Handbook. is limited by the power points he has available. His
Hit Die: d6. base daily allotment of power points is given on the
Starting Money: 3d4 x 10 Cp (average 75 Cp). table below. In addition, he receives bonus powers
Weapon and Armor Proficiencies: Psions are each day if he has a high Intelligence score (see
proficient with the club, dagger, heavy crossbow, light Expanded Psionics Handbook, p. 18). A psion's race may
crossbow, quarterstaff, and short spear. They are not provide bonus power points per day, as may certain
proficient with any armor or with shields. feats and items. A psion must rest in order to recover
Class Skills: Autohypnosis, Craft, Fly, Knowledge his power points. Each hour of rest allows the psion to
(all), Linguistics, Profession, Psicraft. (In addition, see regain one-quarter of his daily power point pool.
Disciplines.) Powers Known: Psions begins play knowing

Psion Hit Die: d6 Skill Points: 2 + Int mod per level


Fort Ref Will Power Powers Talents Max
Level Base Attack Bonus Save Save Save Special Points Known Known Level
1 +0 +0 +0 +2 Discipline, Swift Focus 3 5 5 1st
2 +1 +0 +0 +3 7 8 5 1st
3 +1 +1 +1 +3 14 11 6 2nd
4 +2 +1 +1 +4 20 14 6 2nd
5 +2 +1 +1 +4 Bonus feat 29 17 7 3rd
6 +3 +2 +2 +5 39 20 7 3rd
7 +3 +2 +2 +5 51 23 8 4th
8 +4 +2 +2 +6 Multidisciplinary (talent) 63 26 8 4th
9 +4 +3 +3 +6 84 29 9 5th
10 +5 +3 +3 +7 Bonus feat 100 32 9 5th
11 +5 +3 +3 +7 Multidisciplinary (powers) 127 35 10 6th
12 +6/+1 +4 +4 +8 147 38 10 6th
13 +6/+1 +4 +4 +8 181 41 11 7th
14 +7/+2 +4 +4 +9 205 44 11 7th
15 +7/+2 +5 +5 +9 Bonus feat 244 47 12 8th
16 +8/+3 +5 +5 +10 Multidisciplinary (talent) 275 50 12 8th
17 +8/+3 +5 +5 +10 325 53 13 9th
18 +9/+4 +6 +6 +11 357 56 13 9th
19 +9/+4 +6 +6 +11 394 59 14 9th
20 +10/+5 +6 +6 +12 Bonus feat 426 62 14 9th
.

35
several psion powers. Each time they reach a new Disciplines
level, they unlock the knowledge of new powers. A discipline is one of six groupings of powers, each
Choose the powers known from the psion power list, defined by a common theme. The six disciplines are
or from the list of powers associated with your clairsentience, metacreativity, psychokinesis,
discipline. You cannot learn powers from disciplines psychometabolism, psychoportation, and telepathy.
other than your own (but see Multidisciplinary, Each discipline offers its specialists additional class
below). The number of times that a psion can manifest skills, a unique talent, a special ability, and a list of
powers in a day is limited only by his daily power restricted powers that only members of that discipline
points. A psion simply knows his powers; they are can learn.
ingrained in his mind. He does not prepare or ready
powers, although he must rest each day in order to Clairsentience
recover all of his power points. A psion who specializes in clairsentience is able to extend
Talents: All psions have talents, special knacks or the reach of their physical senses. This includes precognitive
abilities which they may use freely. Talents are psionic faculties, which aid both in information-gathering and
powers that cannot be augmented and have no power combat, as well as the ability to see distant places.
point cost. Thus, they may be used as many times each Title: Seer
day as a psion desires. Each psion has only a few Class Skills: Appraise, Perception, Sense Motive.
talents – see the table below for details. Psions receive Granted Abilities: Seers gain a bonus to initiative
a free talent specific to their discipline at 1st level. checks equal to one-half their psion level (minimum
Discipline: All psions are specialists in one of the +1).
six psionic disciplines. Each discipline provides its Forewarned (Su): A seer is always able to take action
devotees with additional class skills, a talent, special during a surprise round, although he is still flatfooted.
abilities, and a list of unique powers that can only be Selective Precognition (Su): Once per day, a seer can
learned by specialists. Psions cannot learn powers gain a +2 bonus to Armor Class or to one saving throw
restricted to disciplines other than their own (but see after he has learned the result of the attack or save.
Metadisciplinary). This ability may be used an additional time each day
Swift Focus: Psions gain Swift Focus as a bonus for every five psion levels the seer possesses.
feat. Know Enemy (Su): A seer may attempt to gain
Bonus Feats: Psions gain a bonus feat at 5th, 10th, detailed knowledge of any creature he can see as a
15th, and 20th levels. These feats are supplemental to swift action. He makes a Knowledge check with a
those gained by normal leveling, and must be selected bonus equal to his Intelligence modifier, using his
from psionic, metapsionic, or psionic item creation class level in place of his ranks if the former is higher.
feats. The seer must be able to see the creature that he is
Metadisciplinary: As a psion advances, the learning about.
distinctions between the disciplines begin to blur. No Scryseeker (Su): Starting at 8th level, a seer is always
psion ever completely escapes his own training and aware of attempts to supernaturally observe his
inclinations, but advanced disciples of the mental arts actions. He constantly gains the benefits of detect
can learn to act outside their specialty. At 8th and 16th remote viewing. In addition, whenever he uses his
levels, when a psion learns a new talent, he may abilities to scry on something, he treats the subject as
choose that talent from those granted by other one category more familiar to him. Very familiar
disciplines. subjects take a -10 penalty to their saving throw.
Starting at 11th level, a psion becomes able to learn Perfect Warning (Su): At 20th level, a seer may take
the lesser powers of other disciplines. He may learn 20 on initiative and Perception checks.
powers from a different discipline's list, but he treats Talent: Sensory Ghost
his psion level as 10 levels lower than it is for
determining which powers he can learn. This does not Metacreativity
affect his ability to manifest those powers. A psion specializing in metacreativity learns to manipulate

36
ectoplasm, a semi-real substance drawn forth from the Grey. Psychokinesis
Ectoplasm may be used to create objects or tools, as well as Psions who specialize in kinesis are skilled at the
animated constructs to serve the psion's will. manipulation of physical objects outside themselves. The
Title: Shaper scope of their manipulation ranges from simple movement
Class Skills: Disguise, Heal, Survival. or agitation to powerful energy blasts, making kineticists
Granted Abilities: Shapers gain a bonus to Craft widely-feared as artillery masters.
checks equal to one-half their psion level. Title: Kineticist
Stabilize Ectoplasm (Ex): Whenever you manifest a Class Skills: Disable Device, Intimidate, Sleight of
Metacreativity (creation) power, increase its duration Hand.
by a number of rounds equal to one-half your psion Granted Abilities : Kineticists gain a bonus equal to
level (minimum 1). one-quarter their psion level (minimum +1) to ranged
Ectoplasmic Shard (Sp): A shaper can create a piece attacks for psionic powers or abilities.
of psychically-charged ammunition from ectoplasm Piercing Energy (Su): Any power that a kineticist
with a swift action. An ectoplasmic shard can be a manifests that deals hit point damage gains a bonus to
standard item of ammunition for a crossbow, bow, its damage roll equal to one-half the kineticist's psion
sling, or blowgun, and can be fired normally from any level. This bonus also applies to class features of
appropriate weapon (i.e., an ectoplasmic bolt could be psionic classes that create damaging energy effects.
fired from any crossbow). Alternately, the shaper can The bonus damage is only applied once per power; if a
cause the shard to leap toward any creature within 30 power targets several creatures, such as by creating
feet as a free action. In either case, the shard requires a multiple missiles or rays, the psion may divide the
ranged touch attack to hit, and deals 1d8 damage + 1 bonus damage between each projectile. The damage
point per psion level. A shaper may not have more dealt by this ability is the same type as the power.
than one ectoplasmic shard in creation at once, but Telekinetic Bolt (Sp): As a standard action a
one that he has created is permanent until it is used. kineticist can release a bolt of force to strike any target
This ability may be used a number of times each day within 50 feet. The bolt requires a ranged touch attack
equal to 3 + Intelligence modifier. and deals 1d8 + Intelligence modifier bludgeoning
Psychic Phalanx (Su): Starting at 8th level, a shaper damage, and gains the benefits of the kineticist's
can create a solid barrier that protects himself and his piercing energy ability. This ability can be used a
allies. All allies within 30 feet of the shaper gain a +2 number of times each day equal to 3 + Intelligence
deflection bonus to AC while the barrier is active. modifier.
Furthermore, any enemy that makes a melee attack Metapsionic Devastation (Ex): At 8th level, kineticists
against an ally protected by the barrier receives a can apply any one metapsionic feat that they know to
psychic shock that deals damage equal to the shaper's a single Psychokinetic power that they are about to
Intelligence modifier. The AC bonus granted by this manifest. This metapsionic feat does not increase the
ability increases to +3 at 13th level, and to +4 at 18th power point cost of the power, and does not count
level. Creating the barrier is a standard action, but it toward the augmentation limit. A kineticist can do this
can be lowered as a swift action. Shapers may use this once per day, and an additional time per day for every
ability for a number of rounds each day equal to 3 + two psion levels he possesses beyond 8th level.
Intelligence modifier. Pierce Resistance (Ex): At 20th level, a kineticist may
Astral Guardian (Ex): At 20th level, a shaper can roll twice to defeat an enemy's psi resistance against
choose to make the duration of astral construct his Psychokinetic powers. In addition, once per day he
permanent. No shaper may have more than one may force one enemy to reroll its saving throw against
permanent astral construct at once; if he makes another one of his Psychokinetic powers, and use the worse
construct permanent, the previous one immediately result.
vanishes. Talent: Far Hand, Greater
Talent: Create Tool

37
Psychometabolism to resolve the fall, activating this ability halves any
A psychometabolic specialist has learned to alter his falling damage that the nomad would otherwise take.
th
physical form, or the forms of nearby creatures. This allows At 6 level, the nomad's maneuverability increases to
the psion to heal and to harm, or to augment his physical Good. At 10th level, his speed increases to twice his
capabilities. land speed. At 14th level, his maneuverability increases
Title: Shifter to Perfect.
Class Skills: Acrobatics, Escape Artist, Heal. Teleport Other (Su): As a standard action, a nomad
Granted Abilities: Shifters gain a bonus to can cause one ally within 50 feet to teleport. The ally
Fortitude saves against environmental hazards equal exits its own space and enters any space within 50 feet
to one-quarter their psion level (minimum +1). of the nomad. The ally does not provoke an attack of
Physical Enhancement (Su): Shifters gain a +1 opportunity for this movement, although the nomad
enhancement bonus to a single physical ability score does provoke for manifesting this ability. Nomads
of their choice (Strength, Dexterity, or Constitution). may use this ability once per day per three class levels.
This bonus increases by +1 every five psion levels. The Dimensional Stride (Su): Starting at 8th level, a
shifter may change which ability score this bonus nomad can teleport up to 30 feet per psion level each
applies to with one hour of meditation. day as a standard action. This teleport must be used in
Healing Reserve (Su): Shifters maintain a pool of five-foot increments. Teleporting in this fashion does
mental energy that allows them to heal their own not provoke an attack of opportunity. You can bring
injuries as a standard action. A shifter may use this other willing creatures with you, but you must expend
energy to regain a number of hit points equal to five an equal amount of distance for each creature other
times his psion level each day. These hit points may be than yourself.
divided up as the shifter desires. Freedom of Sky (Su): At 20th level, a nomad can
Energy Absorption (Su): At 6th level, a shifter gains using his psychic lift ability at will.
an amount of energy absorption equal to three times Talent: Lightfoot
his psion level each day. Whenever he take energy
damage, apply immunities, resistances, and Telepathy
vulnerabilities first. If he still would take damage, The most feared and mistrusted psions are those who have
reduce your daily absorption total by that amount. learned to control the minds of others. Such psions can send
Any damage in excess of the absorption limit is mental communications, read thoughts, and seize power
applied normally. over the minds of other beings.
th
Perfect Conditioning (Su): At 20 level, shifters Title: Mindbender
apply their enhancement bonus to two physical ability Class Skills: Bluff, Diplomacy, Sense Motive.
scores. Granted Abilities: Telepaths gain a bonus equal to
Talent: Endurance one-half their psion level to Sense Motive checks.
Influence Mind (Su): Telepaths gain a +2
Psychoportation enhancement bonus to Bluff, Diplomacy, and
Psions who develop the discipline of psychoportation learn Intimidate checks. This bonus increases by +1 for
the skill of moving themselves and others with their powers. every five psion levels the telepath obtains, up to a
Title: Nomad maximum of +6 at 20th level.
Class Skills: Acrobatics, Climb, Swim. Dazing Touch (Su): A telepath can cause a creature
Granted Abilities: A nomad's land speed increases by to become dazed for one round with a melee touch
5 feet per four psion levels (minimum +5 feet). attack. Creatures with more hit dice than the telepath's
Psychic Lift (Su): A nomad can fly for one round manifester level are unaffected. This mind-affecting
per psion level each day at a rate equal to his land ability may be used a number of times each day equal
speed (average maneuverability). Choosing to fly in to 3 + Intelligence modifier.
this manner is a free action. If activated while falling Project Emotion (Su): Starting at 8th level, a telepath
from any height that would take less than a full round can broadcast a powerful emotion to all creatures

38
within 30 feet. for a number of rounds each day equal Manifestation: Psychic warriors are able to
to his psion level. These rounds do not need to be manifest psionic powers. They have a power point
consecutive. Each aura affects a specific category of reserve, they know psionic powers, and they have a
creature – allies, enemies, or all creatures. This is a manifester level equal to their psychic warrior level
mind-affecting ability. Activating the aura is a plus their levels in other classes that grant
standard action, but it can be lowered as a free action. manifestation. Psychic warriors can manifest any
The psion may change which emotion he project with power that has a power point cost equal to or lower
a swift action. than their manifester level. The Difficulty Class for
Awe: The telepath gains a +4 bonus on Diplomacy, saving throws against psychic warrior powers is 10 +
Intimidate, and Perform checks with all creatures. the power's level + the psychic warrior's Wisdom
Calm: Allies gain a +2 bonus to Will saves and modifier. To learn or manifest a power, a psychic
Autohypnosis, Sense Motive, and concentration warrior must have a Wisdom score of at least 10 + the
checks. power's level.
Good Will: All creatures or enemies move up one Power Points: A psychic warrior's ability to
attitude category relative to all creatures (see manifest powers is limited by the power points he has
Diplomacy). This ends immediately when the aura available. His base daily allotment of power points is
fades. given on the table below. In addition, he receives
Rage: All creatures, allies, or enemies take a -2 bonus powers each day if he has a high Wisdom score
penalty to AC and gain a +2 bonus to attack rolls. (see Expanded Psionics Handbook, p. 18). A psychic
Static: All creatures except the psion are dazed; the warrior's race may provide bonus power points per
psion is staggered and loses his Dexterity bonus to day, as may certain feats and items. A psychic warrior
AC. Each round, affected creatures may make a Will must rest in order to recover his power points. Each
save (DC 10 + ½ psion level + Intelligence modifier) to hour of rest allows the psychic warrior to regain one-
become staggered for that round. quarter of his daily power point pool.
Terror: Enemies are shaken. Powers Known: Psychic warriors begins play
Mirrormind: At 20th level, whenever a telepath knowing several psychic warrior powers. Each time
succeeds on a saving throw against an enchantment they reach a new level, they unlock the knowledge of
spell or telepathy power, that spell or power is new powers. Choose the powers known from the
reflected back at its caster, as per spell turning. psychic warrior power list. The number of times that a
Talent: Contact Mindlink psychic warrior can manifest powers in a day is
limited only by his daily power points. A psychic
D Psychic Warrior warrior simply knows his power; they are ingrained in
his mind. He does not prepare or ready powers,
The psychic warrior class has undergone considerable although he must rest each day in order to recover all
changes. They have none of the class features listed in of his power points.
the Expanded Psionics Handbook. Maximum Power Level: Psychic warriors are
Hit Die: d8. more limited in their knowledge of the Way than
Starting Money: 5d4 x 10 Cp (average 125 Cp). psions. They cannot know any psychic warrior power
Weapon and Armor Proficiencies: Psychic with a level higher than one-third their psychic
warriors are proficient with all simple and martial warrior level (rounded up).
weapons, with light, medium, and heavy armor, and Talents: All psychic warriors have talents, special
with all shields (except tower shields). knacks or abilities which they may use freely. Talents
Class Skills: Acrobatics, Autohypnosis, Climb, are psionic powers that cannot be augmented and
Craft, Fly, Intimidate, Knowledge (psionics), have no power point cost. Thus, they may be used as
Knowledge (warcraft), Profession, Psicraft, Ride, many times each day as the psychic warrior desires.
Perception, Survival. Each psychic warrior has only a few talents – see the
Skill Points: 3 + Intelligence modifier per level. table below for details.

39
Psychic Warrior Hit Die: d8 Skill Points: 3 + Int mod per level
Fort Ref Will Power Powers Talents Max
Level Base Attack Bonus Save Save Save Special Points Known Known Level
1 +0 +2 +0 +0 Psionic glyph, glyph power 1 2 3 1st
2 +1 +3 +0 +0 Glyph power 4 3 3 1st
3 +2 +3 +1 +1 Combat training (+1) 5 4 3 1st
4 +3 +4 +1 +1 Glyph power 10 6 4 2nd
5 +3 +4 +1 +1 Mindward +1 16 7 4 2nd
6 +4 +5 +2 +2 Glyph power 19 8 4 2nd
7 +5 +5 +2 +2 Combat training 26 10 5 3rd
8 +6/+1 +6 +2 +2 Glyph power 37 11 5 3rd
9 +6/+1 +6 +3 +3 Mindward +2 42 12 5 3rd
10 +7/+2 +7 +3 +3 Greater glyph power 51 14 6 4th
11 +8/+3 +7 +3 +3 Combat training (+2) 68 16 6 4th
12 +9/+4 +8 +4 +4 Greater glyph power 75 17 6 4th
13 +9/+4 +8 +4 +4 Mindward +3 86 19 7 5th
14 +10/+5 +9 +4 +4 Greater glyph power 110 20 7 5th
15 +11/+6/+1 +9 +5 +5 Combat training 119 21 7 5th
16 +12/+7/+2 +10 +5 +5 Greater glyph power 132 23 8 6th
17 +12/+7/+2 +10 +5 +5 Mindward +4 164 24 8 6th
18 +13/+8/+3 +11 +6 +6 Greater glyph power 175 25 8 6th
19 +14/+9/+4 +11 +6 +6 Combat training (+3) 188 26 9 6th
20 +15/+10/+5 +12 +6 +6 Glyph of mastery, greater glyph power 215 27 9 6th

Psionic Glyph (Su): Psychic warriors are unique warrior's class level.
in their ability to utilize psionic glyphs, special Once a psychic warrior's glyph has been
psychic tattoos that invest their wearers with enchanted, any weapon or armor he bears gains the
enchantments and augmentations. Each psychic enchantments
warrior starts with a basic psionic glyph which he of the appropriate slot in his glyph. The glyph's
improves over time as his mastery of the Way enchantments do not stack with any that are naturally
improves. Despite being a tattoo, a psionic glyph does present in the item; unless the psychic warrior wishes
not always need to be visible; psychic warriors can otherwise, the glyph overrides the item's own
adjust the opacity of their glyphs as a swift action. A enchantments. If the psychic warrior is wielding two
psionic glyph always appears when viewed with weapons or a double weapon, only one weapon (or
detect psionics or similar powers, however. It also one end of the double weapon) gains the glyph
appears spontaneously whenever the psychic warrior enchantments. The other benefits from any natural
manifests a power with a Visual display. enchantments that are present.
A psionic glyph can be enchanted or augmented as Glyph Power (Su): At 1st level, 2nd level, and every
if it were a magical item. Glyphs hold two even-numbered level thereafter, psychic warriors gain
enchantment “slots”: one weapon slot, and one armor further bonuses from their glyphs. These bonuses are
slot. Enchantments for either slot must be purchased chosen from the following list.
at their normal price, and any spellcaster or manifester Channeling Strike: The psychic warrior can use
can contribute to the enchantment of a glyph. Psychic touch powers against enemies that he strikes with a
warriors with the Craft Magical Arms and Armor feat, weapon. While holding the charge on a touch power,
or its psionic equivalent, can enchant their own he can make a single melee attack at his highest base
glyphs. Each slot can hold a maximum equivalent attack bonus as a standard action. If he hits, he can
enhancement bonus equal to one-half the psychic discharge the power against the target.

40
Glyph of Alacrity: All movement speeds that the A recovered item appears in his hand; if it is a
psychic warrior possesses naturally increase by 5 feet. weapon, it is ready to wield. The storage can hold a
Those gained through the use of items, spells, powers, maximum of 20 lb., plus an additional 5 lb. per
or other such temporary and non-intrinsic means are psychic warrior level.
not affected. This glyph can be selected more than Glyph of Suppression: The psychic warrior can
once; its effects stack. shrug off supernatural effects while maintaining his
Glyph of Competence: Choose one of the following psionic focus. If he makes a successful Fortitude or
skills: Acrobatics, Climb, Escape Artist, Fly, Ride, Will save against a an attack that normally deals half
Stealth, Swim. While maintaining his psionic focus, damage or has a reduced effect on a successful save,
the psychic warrior gains a competence bonus to the he instead takes no damage and does not suffer any
chosen skill equal to one-half his psychic warrior level effects.
(minimum +1). Martial Training: Instead of developing his glyph,
Glyph of Defense: The psychic warrior gain a bonus the psychic warrior concentrates on improving his
equal to one-half his psychic warrior level (minimum mundane combat skills. Gain a bonus combat or
+1) to all concentration checks made in combat. psionic feat. This glyph power may be selected more
Glyph of Deflection: The psychic warrior can than once.
surround himself with a kinetic barrier as a swift Combat Training (Ex): At 3rd level, and every four
action. This barrier provides a +1 deflection bonus to class levels thereafter, psychic warriors develop their
AC for one round. This bonus increases to +2 at 5th abilities with ordinary martial combat. Combat
level, and by a further +1 for every five psychic training provides a +1 bonus to a specific aspect of a
warrior levels thereafter. The bonus doubles if the warrior's combat routine. At 11th level, this bonus
psychic warrior takes the Total Defense action. The increases to +2; at 19th level, it increases to +3. Choose
psychic warrior may use this ability a number of times one of the following benefits:
each day equal to 3 + Wisdom modifier. Armor Flexibility: Choose one group of armor
Glyph of Devastation: When the psychic warrior (light, medium, or heavy). Reduce the armor check
threatens a critical hit, he can automatically confirm it. penalty and increase the max Dexterity bonus of the
He can use this ability a number of times each day chosen armor type by the listed bonus.
equal to his Wisdom modifier. Armor Maneuverability: You take no movement
Glyph of Focus: As a free action, the psychic warrior speed penalties for wearing medium armor. If you
retains his psionic focus when he would otherwise take this benefit twice, you apply this feature to heavy
lose it. This ability can be used once per day, and one armor as well.
additional time per day for every five psychic warrior Weapon Training: Choose one group of weapons
levels. from those listed for fighters. You gain the listed
Glyph of Resilience: Once per day, the psychic bonus to attack and damage rolls with those weapons.
warrior can grant himself temporary hit points equal You also gain the listed bonus to your CMB when
to his psychic warrior level as an immediate action. using those weapons, and to your CMD when
This ability can be used in response to being reduced defending against disarm or sunder attempts while
below 0 points; in this case, the psychic warrior wielding those weapons. If a weapon belongs to
remains conscious and able to act normally. These multiple groups, it only benefits from this ability once.
temporary hit points last for one minute. If his hit Mindward (Su): At 5th level, psychic warriors learn
points drop below 0 due to the loss of these temporary to defend themselves against psychic attacks. They
hit points, he immediately fall unconscious and start gain a +1 bonus to all saving throws against
dying as normal. enchantment spells and telepathy powers. This bonus
Glyph of Storage: The psychic warrior can tuck increases by +1 every four class levels, to a maximum
items away in an extra-dimensional pocket. Storing or of +4 at 17th level.
retrieving an item requires a swift action. To store an Greater Glyph Power (Su): Starting at 10th level, a
item, the psychic warrior must touch it with his hand. psychic warrior can choose glyph powers from this list

41
instead of the glyph power list if he wishes. He can Prerequisite: glyph of devastation.
still choose a lower-level glyph power. Greater Glyph of Resilience: As glyph of resilience, but
Channeling Flurry: The psychic warrior can the psychic warrior can expend his psionic focus to
discharge touch powers against enemies while making gain the benefit of this ability even if he has already
a full attack. If he takes a Full Attack action holding used it that day. Prerequisite: glyph of resilience.
the charge on a touch power, he can discharge that Mindsearing Glyph: Before the psychic warrior
power against the first creature that he hits. make an attack, he can choose to spend 5 power points
Prerequisite: channeling strike. to augment the attack with a mind-tearing psychic
Glyph of Alertness: The psychic warrior gain the blast. If he hits, the target takes 1d4 points of
improved uncanny dodge feature (Pathfinder Core, p. Intelligence, Wisdom, or Charisma damage. The
69). Treat his psychic warrior level as his rogue level affected ability score must be chosen before the attack
for the purpose of this ability. is rolled. If the attack misses, all power points spent on
Glyph of Disjunction: The psychic warrior can this ability are lost. For every 3 additional power
temporarily disrupt the enchantments on magic items. points spent, this ability deals +1 damage to the
When he makes a sunder maneuver, he can choose to chosen attribute. This ability is subject to normal limits
disjunct the item. If he succeeds on the maneuver, he on how many power points can be spent to augment a
deals no damage to the item, but all magical or psionic power.
enchantments that it possesses cease to function for Spacebending Glyph: While maintaining his psionic
one round per psychic warrior level. Artifacts cannot focus, the psychic warrior can teleport as a move
be disjuncted, and unenchanted items are unaffected action. He must have line of sight to his destination,
by this ability. This ability can be used a number of and he must be able to fit there. He can move as far as
times each day equal to 3 + Wisdom modifier. he wants in a single jump, but he cannot travel more
Glyph of Reprisal: The psychic warrior can expend than 20 feet per class level per day using this ability.
his psionic focus as an immediate action to strike back Glyph of Mastery (Su): At 20th level, a psychic
at an attacker. One creature that has just attacked him warrior has perfectly balanced the disciplines of
in melee is engulfed in a psychic blast that deals 3 martial combat and the psionic Way. Whenever he
damage per psychic warrior level (Reflex half, DC 10 + manifests a psionic power, he gains a +10 bonus to the
½ psychic warrior level + Wisdom modifier). damage dealt by his next weapon attack. When he
Glyph of Striking: Once per round, the psychic successfully hits with a weapon attack in combat, he
warrior can make an attack of opportunity against an regains 1 power point. He can also regain his psionic
opponent who has just been hit by a melee attack. This focus as a swift action.
counts toward his normal limit of opportunity attacks
each round. This ability may only be used once per D Ranger
round, no matter how many opportunity attacks the
psychic warrior is able to make. Except as noted here, rangers have the class
Glyph of Vampirism: When the psychic warrior hits features listed in the Pathfinder Core Rules.
with a melee attack, he can suck the life out of his Favored Enemies & Terrain: The geography of
target, regaining hit points equal to his psychic Athas is different from that of the Pathfinder setting,
warrior level. He may use this ability a number of and Athasian rangers have different favored enemy
times each day equal to his Wisdom modifier. and terrain options. See the table below for details.
Greater Glyph of Competence: The psychic warrior Spells: Rangers cast primal spells, drawn from the
can take 10 on any skills that he has chosen for glyph of list found in the Magic chapter. Rangers now ready
competence, even if he would not normally be able to spells instead of preparing them. See the Magic
do so. Prerequisite: glyph of competence. chapter for information about how to ready spells and
Greater Glyph of Devastation: Once per round, when the nature of primal spells, and the tables below for
the psychic warrior scores a critical hit, he may deal the number of readied spells and spell slots that
bonus damage equal to his psychic warrior level. rangers gain.

42
Ranger Favored Targets Ranger Spells
Favored Enemies Favored Terrains Spells Readied Spell Slots
Aberration Badland Level 1 2 3 4 Level 1 2 3 4
Animal Forest 1 - - - - 1 - - - -
Construct Mountain 2 - - - - 2 - - - -
Humanoid (dwarf) Obsidian Waste 3 - - - - 3 - - - -
Humanoid (elf) Planes (elemental, pick one) 4 1 - - - 4 0 - - -
Humanoid (giant) Planes (the Grey) 5 2 - - - 5 1 - - -
Humanoid (gith) Planes (the Black) 6 2 - - - 6 1 - - -
Humanoid (halfling) Ruins, Green Age 7 3 1 - - 7 1 0 - -
Humanoid (human) Salt Flat 8 3 2 - - 8 1 1 - -
Humanoid (jozhal) Sandy Waste 9 3 2 - - 9 2 1 - -
Humanoid (psionic) Scrub Plains 10 4 3 1 - 10 2 1 0 -
Humanoid (pterran) Silt Basin (includes the Sea of Silt) 11 4 3 2 - 11 2 1 1 -
Humanoid (other subtype) Stony Barrens 12 4 3 2 - 12 2 2 1 -
Magical beast Twisted Waste 13 4 4 3 1 13 3 2 1 0
Monstrous humanoid Underground 14 5 4 3 2 14 3 2 1 1
Ooze Urban 15 5 4 3 2 15 3 2 2 1
Outsider (by element) Water (surface and underwater) 16 5 4 4 3 16 3 3 2 1
Outsider (shadow giant) 17 5 5 4 3 17 4 3 2 2
Plant 18 5 5 4 3 18 4 3 2 2
Undead 19 6 5 4 4 19 4 3 3 2
Vermin 20 6 5 5 4 20 4 4 3 3
. .

Hunter's Bond: A ranger who elects to gain an talent may be taken multiple times; each successive
animal companion can choose can choose his time, you gain 1 additional power point and
companion from the following list: boneclaw, cheetah, knowledge of a different 1st level power. Prerequisite:
crodlu, dire rat, eagle, erdlu, jhakar, kivit, owl, snake psi talent.
(viper or constrictor). Psi Talent: You gain a single psionic talent as a psi-
like ability usable at will. Your manifester level is
D Rogue equal to your rogue level. Your Intelligence score must
be 10 or higher to select this talent.
Except as noted here, rogues have the class features
listed in the Pathfinder Core Rules.
Rogue Talents: Rogues can choose the following
D Wilder
talents in addition to those presented in the Pathfinder The wilder class has undergone considerable changes.
Core Rules. Athasian rogues cannot choose the minor They have none of the class features listed in the
magic or major magic talents. Expanded Psionics Handbook.
Dune Trader: You gain a +4 bonus to Diplomacy Hit Die: d8.
checks to buy or sell goods. Once per day, you can Starting Money: 4d4 x 10 Cp (average 100 Cp).
retry a Bluff or Diplomacy check that did not produce Weapon and Armor Proficiencies: Wilders are
a satisfactory result. proficient with all simple weapons, with light armor,
Major Psi Talent: You gain 2 power points and and with shields (except tower shields).
knowledge of a single 1st level psion power. Your Class Skills: Acrobatics, Bluff, Climb, Craft,
manifester level is equal to your rogue level. The save Diplomacy, Fly, Handle Animal, Intimidate,
DC is 11 + your Intelligence modifier. Your Intelligence Knowledge (psionics), Perception, Perform,
score must be 11 or higher to select this talent. This Profession, Psicraft, Sense Motive.

43
Skill Points: 4 + Intelligence modifier per level. power point pool.
Manifestation: Wilders are able to manifest Powers Known: Wilders begins play knowing
psionic powers. They have a power point reserve, they several wilder powers. Each time they reach a new
know psionic powers, and they have a manifester level, they unlock the knowledge of new powers.
level equal to their wilder level plus their levels in Choose the powers known from the wilder power list.
other classes that grant power manifestation. Wilders The number of times that a wilder can manifest
can manifest any power that has a power point cost powers in a day is limited only by his daily power
equal to or lower than their manifester level. The points. A wilder simply knows her powers; they are
Difficulty Class for saving throws against wilder ingrained in her mind. She does not prepare or ready
powers is 10 + the power's level + the wilder's powers, although she must rest each day in order to
Charisma modifier. To learn or manifest a power, a recover all of her power points.
wilder must have an Charisma score of at least 10 + Talents: All wilders have talents, special knacks or
the power's level. abilities which they may use freely. Talents are psionic
Power Points: A wilder's ability to manifest powers that cannot be augmented and have no power
powers is limited by the power points she has point cost. Thus, they may be used as many times each
available. Her base daily allotment of power points is day as a wilder desires. Each wilder has only a few
given on the table below. In addition, she receives talents – see the table above for details.
bonus powers each day if she has a high Charisma Psychic Aspect (Su): A wilder's powers are fueled
score (see Expanded Psionics Handbook, p. 18). A by driving passions. These passions can be channeled
wilder's race may provide bonus power points per into specific configurations called psychic aspects,
day, as may certain feats and items. A wilder must rest which grant the wilder powerful abilities. She can
in order to recover his power points. Each hour of rest only display one aspect at a given time. Changing
allows the wilder to regain one-quarter of his daily aspects requires one minute of concentration.

Wilder Hit Die: d8 Skill Points: 4 + Int mod per level


Fort Ref Will Power Powers Talents Max
Level Base Attack Bonus Save Save Save Special Points Known Known Level
1 +0 +0 +0 +2 Psychic aspect, wild surge +1 4 2 4 1st
2 +1 +0 +0 +3 Surging euphoria +1 8 3 4 1st
3 +1 +1 +1 +3 Wild surge +2 16 5 4 2nd
4 +2 +1 +1 +4 22 6 5 2nd
5 +2 +1 +1 +4 Aspect, volatile mind (+1 PP) 32 8 5 3rd
6 +3 +2 +2 +5 Wild surge +3 42 9 5 3rd
7 +3 +2 +2 +5 Surging euphoria +2 55 11 6 4th
8 +4 +2 +2 +6 Rapid display 68 12 6 4th
9 +4 +3 +3 +6 Volatile mind (+2 PP) 89 14 6 5th
10 +5 +3 +3 +7 Aspect, wild surge +4 105 15 7 5th
11 +5 +3 +3 +7 Resist enervation 1/day 132 17 7 6th
12 +6/+1 +4 +4 +8 Surging euphoria +3 152 18 7 6th
13 +6/+1 +4 +4 +8 Volatile mind (+3 PP) 188 20 8 7th
14 +7/+2 +4 +4 +9 Wild surge +5 212 21 8 7th
15 +7/+2 +5 +5 +9 Aspect 254 23 8 8th
16 +8/+3 +5 +5 +10 283 24 9 8th
17 +8/+3 +5 +5 +10 Surging euphoria +4, volatile mind (+4 PP) 334 26 9 9th
18 +9/+4 +6 +6 +11 Wild surge +6 366 27 9 9th
19 +9/+4 +6 +6 +11 Diminished enervation 404 29 10 9th
20 +10/+5 +6 +6 +12 Dual-aspect mind 436 30 10 9th
.

44
A wilder knows two different psychic aspects at 1st power point. Power points that can only be used for
level, chosen from the list below. At 5th level, 10th level, augmentation cannot be used for this purpose. The
and 15th level, she can learn an additional aspect. manifester still cannot exceed the normal limits on
Wild Surge (Su): A wilder can let her passion and how many power points he may spend at once; if this
emotion rise to the surface in a wild surge when she ability would raise the cost past that limit, the power
manifests a power. During a wilder surge, a wilder fails and the power points spent on it are lost.
gains phenomenal psionic strength, but may harm Similarly, if the manifester does not have enough
herself by the reckless use of her power. power points in his reserve to pay the extra cost, the
A wilder can choose to invoke a wild surge power fails and the power points spent on it are lost.
whenever she manifests a power. When she does so, The additional cost increases by 1 power point for
she gains +1 to her manifester level for that power, and every four wilder levels earned past 5th, to a maximum
bonus points equal to the manifester level bonus. of 4 extra points at 17th level.
These power points can only be used to augment that As a swift action, a wilder can choose to lower this
power, and are lost if not used immediately. The effect for 1 round (for instance, to allow an ally to
manifester level boost gives her the ability to augment manifest a beneficial telepathy power on her).
her powers to a higher degree than she otherwise Rapid Display: At 8th level, a wilder becomes able
could. A wilder cannot use the Overchannel feat in to quickly display or change her psychic aspect. A
conjunction with her wild surge. number of times each day equal to her Charisma
At 3rd level, a wilder can choose to boost her modifier, she may change her psychic aspect as a full-
manifester level by +2 instead of +1, and by a further round action. At 14th level, she can instead change her
+1 for every four wilder levels thereafter. She does not aspect as a standard action. At 20th level, she can use
need to use the strongest boost if she does not wish to; this ability to switch aspects as a swift action.
an 11th level wilder (maximum wild surge +4) can Resist Enervation: At 11th level, a wilder can
surge for +2 manifester levels freely. reduce the effects of psychic enervation by redirecting
A wild surge represents a dangerous burst of the energy into her aspect. If she does so, she suffers
energy, which can easily harm the wilder. Immediately no ill effects from the enervation, but her aspect is
following a wild surge (after the power has suppressed for one round per manifester level gained
manifested), a wilder may be overcome by psychic from the wild surge. She cannot wild surge until she
enervation. The chance of suffering psychic enervation regains her aspect, and she still does not gain the
is 5% per manifester level added with the wild surge. benefits of surging euphoria.
A wilder affected by psychic enervation is dazed until Diminished Enervation: At 19th level, a wilder
the end of her next turn and loses a number of power affected by psychic enervation is staggered for one
points equal to her wilder level. round instead of dazed.
Surging Euphoria (Ex): Starting at 2nd level, when Dual-Aspect Mind: Starting at 20th level, the
a wilder uses her wild surge ability, she gains a +1 wilder becomes a perfect master of her internal chaos.
morale bonus to all attack rolls, damage rolls, and She can display two psychic aspects at once, and gain
saving throws for a number of rounds equal to the the benefits of both. If she uses resist enervation to
manifester level boost of the wild surge. A wilder who avoid the harmful effects of psychic enervation, only
is overcome by psychic enervation does not gain this one aspect of her choice is suppressed, and she can
bonus. At 7th level, and every five wilder levels continue to use wild surge as long as at least one
thereafter, this bonus increases by +1. aspect is active.
Volatile Mind (Ex): A wilder's temperamental
mind is hard to manipulate. When any telepathy Psychic Aspects
power is manifested on a wilder of 5th level or higher, A wilder's signature is her ability to display psychic
the manifester must pay 1 power point more than he aspects, towering emotional projections which
would otherwise have spent. This extra cost cannot be empower her with the ability to channel powerful
used to augment the power; it is simply a wasted emotions into nearby creatures.

45
Aspect Skill (Su): Each aspect is associated with a to force a creature that she can see to surrender. The
skill. A wilder gains a +2 bonus to the aspect skill target must make a Will save (DC 10 + ½ wilder level +
associated with the aspect that she is displaying. This Charisma modifier). If it fails, it kneels before the
bonus increases by +1 for every five wilder levels. This wilder, becoming dazed and prone for 1 round. If the
bonus does not stack with itself. wilder desires, she may then make a Diplomacy check
Surging Projection (Su): When a wilder uses wild to improve the target's attitude as a free action. The
surge, she can choose to release a wave of emotion as wilder may use this ability a number of times each
well. The surging projection occurs even if the wilder day equal to her Charisma modifier.
suffers from psychic enervation from the wild surge. Aspect Powers: 3rd–deflect strike; 7th–psionic dominate;
Unless otherwise noted, a surging projection affects 11th–precognition, greater; 15th–reddopsi
either all allies or all enemies within 5 feet per
modified manifester level of the wilder. If the Aspect of Confidence
projection calls for a saving throw, it is a Will save (DC Aspect Skill: Bluff.
10 + wilder's Charisma modifier). Surging Projection: Allies gain +2 bonus to next attack
Granted Abilities: Each aspect grants one or more roll or skill check.
special abilities that can only be used while displaying Granted Abilities: The wilder projects absolute
that aspect. If a granted ability specifies a limited confidence to her allies.
number of daily uses, those uses do not reset when the Competence (Su): The wilder and all allies within 10
wilder changes aspects. feet gain a +1 bonus to skill checks. This bonus
Aspect Powers: While displaying an aspect, a increases by +1 at 5th level, and by a further +1 for
wilder gains access to a specific set of powers every five wilder levels thereafter. At 9th level, the
associated with that aspect. She can manifest these radius of the aura increases to 15 feet. At 17th level, it
powers as if she knew them normally. A wilder gains increases to 20 feet.
access to her first aspect power at 3rd level, and to Dire Risk (Su): Starting at 8th level, the wilder can
another one every four wilder levels thereafter. cause an enemy to take a terrible chance. When an
enemy the wilder can see takes a five-foot step or uses
Aspect of Awe the withdraw action, the wilder can use an immediate
Aspect Skill: Diplomacy. action to make that movement provoke attacks of
Surging Projection: Enemies must save or become opportunity. She may use this ability a number of
shaken for 1d3 rounds. times each day equal to her Charisma modifier.
Granted Abilities: The wilder projects an aura of Aspect Powers: 3rd–calm emotions, psionic; 7th–freedom of
incredible power, making herself an object of awe and movement, psionic; 11th–second chance; 15th–
veneration. hypercognition
Sacrosanct (Su): The wilder makes herself appear to
be too powerful to risk angering. The first time that an Aspect of Elation
enemy attempts to harm the wilder, it must make a Aspect Skill: Diplomacy.
Will save (DC 10 + ½ wilder level + wilder's Charisma Surging Projection: Allies can remove one of the
modifier). If it fails the save, it cannot take any action following conditions: fatigued, shaken, or sickened.
that would harm the wilder for one round. No Granted Abilities: The wilder projects a sense of joy
creature may be affected by this ability more than and relaxation that her allies find empowering.
once every 24 hours. Aura of Vigor (Su): As a swift action, the wilder can
Starting at 8th level, a creature that fails its save grant herself and all allies within 10 feet temporary hit
takes a -5 penalty to attack rolls against the wilder for points equal to one-half her wilder level.
one minute. A creature that succeeds on its save takes Joyful Stride (Su): The wilder and all allies within
the same penalty for 1 round. 60 feet gain a +5 bonus to their movement speed. This
Kneel Before The Master (Su): Starting at 4th level, the bonus increases to +10 feet at 8th level, and to +15 feet
wilder may project a wave of awe as a standard action at 15th level.

46
Aspect Powers: 3rd–levitate, psionic; 7th–accelerate; 11th– which enemy she is targeting. The subject is entitled to
psionic revivify; 15th–temporal acceleration a Will save (DC 10 + ½ wilder level + Charisma
modifier) to resist this ability. Enemies affected by this
Aspect of Lust ability do not lose any actions on their own turn.
Aspect Skill: Bluff. Aspect Powers: 3rd–id insinuation; 7th–false sensory
Surging Projection: Enemies must save or become input; 11th–form of doom; 15th–insanity
fatigued for 1d4 rounds.
Granted Abilities: The wilder projects an aura of lust Aspect of Shame
and passion. Aspect Skill: Diplomacy.
Caress (Su): The wilder may choose to manifest any Surging Projection: Enemies take a -2 penalty to AC
mind-affecting power as a touch power. If she does so, and saving throws for 1 round.
she gains a +2 bonus to the power's save DC and to Granted Abilities: The wilder projects a sense of
caster level checks to overcome power resistance. She terrible shame and failure.
may use this ability a number of times each day equal Crushing Failure (Su): Once per day, after an enemy
to 3 + her Charisma modifier. has rolled an attack roll, skill check, or ability check,
Stupefaction (Su): Once per day, the wilder may the wilder can make the result a natural 1. She may do
stop an attacking enemy in its tracks as an immediate this after seeing the result of the check. She gains
action. When the wilder is the target of a melee attack,another daily use of this ability for every five wilder
she may activate this ability to force the attacker to levels she attains.
make a Will save (DC 10 + ½ wilder level + Charisma Inflict Self-Loathing (Su): Starting at 8th level, once
modifier) or become stunned for 1 round. She gains an per day when the wilder manifests a power she can
additional use of this ability for every four wilder force one creature that she can see to suffer from
levels she attains. terrible self-doubt. The target must make a Will save
Aspect Powers: 3rd–psionic charm; 7th–control body; 11th–
(DC 10 + ½ wilder level + Charisma modifier) or
psionic dominate; 15th–true metabolism become nauseated and sickened for 1d4 rounds. Using
this ability is part of manifesting the power. The
Aspect of Madness wilder gains an additional use of this ability for every
Aspect Skill: Bluff. two wilder levels she attains beyond 8th level.
Surging Projection: 1d4 enemies must save or become Aspect Powers: 3rd–aversion; 7th–death urge; 11th–
confused for 1 round. repugnance; 15th–null psionics field
Granted Abilities: The wilder projects burning
anxiety and mental chaos, confusing the thoughts of Aspect of Suffering
her foes. Aspect Skill: Intimidate.
Echoes of Madness (Su): Once per day, when the Surging Projection: Enemies take a penalty to their
wilder successfully saves against a mind-affecting next damage roll equal to one-half the wilder's class
ability, she may use an immediate action to manifest a level (minimum -1).
mind-affecting power against the creature that Granted Abilities: The wilder projects pain and
targeted her. She gains an additional daily use of this anguish onto her enemies.
ability for every five wilder levels she obtains. Channel Agony (Su): Whenever the wilder damages
Maelstrom of Chaos (Su): As a standard action, the a creature with a mind-affecting power, she recovers 1
wilder can do one of the following things to a single power point per level of the power. The wilder only
random enemy within 60 feet: force that enemy to gains this benefit once per power.
move its speed in a random direction, force that to Crippling Blast (Su): Starting at 8th level, when the
make a natural or weapon attack against another wilder manifests a power that deals hit point damage,
random enemy, or if that enemy is on the ground, she can choose to forego dealing that damage to cause
force it to drop its weapons and fall prone. The wilder 1 Constitution damage for every die of damage that
may choose which effect to cause after she knows the power would have dealt. Powers that deal damage

47
over more than a single round only deal Constitution row, she deals +2 damage on the second round, +4
damage on the first round. If the power does not damage on the third round and if she damaged the
normally allow the subjects to make a saving throw, enemy on the fourth round, she would deal +6
they are entitled to a Fortitude save for half damage. damage. Damage bonuses from this ability are static
The wilder gains another daily use of this ability for (that is, a power that deals multiple dice of damage
every four wilder levels after 8th. only gains the bonus once) and may only be applied
Aspect Powers: 3rd–mind thrust; 7th–empathic transfer, once per round. At 8th level, the damage bonus
hostile; 11th–fuse flesh; 15th–ultrablast increases to +3. At 15th level, it increases to +4.
Berserker's Tenacity (Su): Starting at 6th level, the
Aspect of Terror wilder and all allies within 30 feet of her do not
Aspect Skill: Intimidate. become unconscious when reduced below 0 hit points.
Surging Projection: Enemies must save or become They are still dying and take damage as normal. Any
shaken for 1d3 round. ally that moves farther than 30 feet from the wilder
Granted Abilities: The wilder projects crippling fear immediately becomes unconscious.
into her enemies' minds. Aspect Powers: 3rd–energy missile; 7th–share pain, forced;
Terror's Shield (Su): Once per round, the wilder is 11th–accelerate; 15th–disintegrate, psionic
threatened by an enemy, she may use a free action to
instill fear in that enemy. It must make a Will save (DC D Wizard
10 + ½ wilder level + Charisma modifier); if it fails, it
must move 5 feet away from the wilder. This Except as noted here, wizards have the class features
movement does not provoke opportunity attacks. The listed in the Pathfinder Core Rules.
wilder can affect one additional enemy with this Skills: Bluff and Disguise are class skills for
ability for every five wilder levels she attains. wizards.
Cause Fear (Su): Starting at 8th level, once per day Spells: Wizards now ready spells instead of
when the wilder manifests a power she can force one preparing them. See the Magic chapter for information
creature that she can see to flee. The target must make about how to ready spells, and the tables below for the
a Will save (DC 10 + ½ wilder level + Charisma readied spells and spell slots that wizards gain.
modifier) or become panicked for 1d4 rounds. Using A wizard's spells are divided into three groups:
this ability is part of manifesting the power. The Simple, Complex, and Exotic. Simple spells represent
wilder gains an additional use of this ability for every basic magic, and can be readied by any wizard who
two wilder levels she attains beyond 8th level. can ready spells of the appropriate level. Complex
Aspect Powers: 3rd–demoralize; 7th–aversion; 11th–psychic spells represent a fundamental insight into the nature
crush; 15th–recall death of magic. Wizards must choose which schools of
Complex spells they can ready at first level. A
Aspect of Wrath specialist wizard can ready Complex spells of his
Aspect Skill: Intimidate. specialized school, plus the Complex spells of five
Surging Projection: Allies gain a bonus to their next other schools. A universalist wizard can ready all
damage roll equal to one-half the wilder's class level Complex spells. Finally, Exotic spells are a wizard's
(minimum +1). own custom creations, and are almost always unique.
Granted Abilities: The wilder projects an incredible A wizard can ready any exotic spell that he knows.
sense of anger and rage. Spellbooks: Wizards no longer store their spells in
Vengeance (Su): When the wilder deals damage to spellbooks. Instead, a spellbook contains the complex
an enemy, she gains a +2 bonus to future damage rolls formulae, diagrams, and notes that a wizard needs. A
against that enemy. This bonus lasts until the wilder wizard without his own spellbook cannot ready
goes a round without dealing damage to that enemy. Complex or Exotic spells, and he readies two fewer
The benefits of this ability stack; thus, if the wilder spells of each level. If he uses another wizard's
deals damage to the same enemy three rounds in a spellbook, he can only ready Complex spells that both

48
he and the other wizard Wizard: Spells Readied Per Day Wizard: Spell Slots Per Day
were able to ready. Level 0 1 2 3 4 5 6 7 8 9 Level 1 2 3 4 5 6 7 8 9
Wizards usually find it 1 5 3 - - - - - - - - 1 3 - - - - - - - -
necessary to conceal the 2 6 4 - - - - - - - - 2 3 - - - - - - - -
nature of their spellbooks 3 6 4 3 - - - - - - - 3 3 2 - - - - - - -
from strangers, who are 4 7 5 4 - - - - - - - 4 4 3 - - - - - - -
unlikely to be friendly to a 5 7 5 4 3 - - - - - - 5 4 3 2 - - - - - -
known mage. Wizards can
6 8 6 5 4 - - - - - - 6 4 4 3 - - - - - -
use the Disguise skill to
7 8 6 5 4 3 - - - - - 7 5 4 3 2 - - - - -
disguise their spellbooks
8 9 7 6 5 4 - - - - - 8 5 4 4 3 - - - - -
as innocuous objects.
9 9 7 6 5 4 3 - - - - 9 5 5 4 3 2 - - - -
Many braid their spells
10 9 8 7 6 5 4 - - - - 10 5 5 4 4 3 - - - -
into giant hair ropes, or
11 9 8 7 6 5 4 3 - - - 11 5 5 5 4 3 2 - - -
pass them off as especially
12 9 9 8 7 6 5 4 - - - 12 5 5 5 4 4 3 - - -
complex sketches. A
13 9 9 8 7 6 5 4 3 - - 13 6 5 5 5 4 3 2 - -
successful Perception or
14 * 10 9 8 7 6 5 4 - - 14 6 5 5 5 4 4 3 - -
Spellcraft check, against
15 * 10 9 8 7 6 5 4 3 - 15 6 6 5 5 5 4 3 2 -
the DC set by the wizard's
16 * 10 10 9 8 7 6 5 4 - 16 6 6 5 5 5 4 4 3 -
Disguise result, reveals the
17 * 10 10 9 8 7 6 5 4 3 17 6 6 6 5 5 5 4 3 2
true nature of a spellbook.
18 * 10 10 10 9 8 7 6 5 4 18 6 6 6 5 5 5 4 4 3
Defiling: Athasian
19 * 10 10 10 9 8 7 6 5 4 19 6 6 6 6 5 5 5 4 4
mages draw their power
20 * * 10 10 10 9 8 7 6 5 20 6 6 6 6 5 5 5 5 5
from the life essence of
* You ready all spells of this level.
living things. Many mages,
called defilers, draw this essence quickly and brutally, prestige classes require that a character be either a
obtaining more power in the process but killing preserver or defiler.
nearby flora and making fauna weak and ill. When Because a wizard's power comes from the life-
casting an arcane spell, any wizard can extend the energy around him, his magical strength varies based
casting time of the spell to a full-round action to gain a on how many living things are nearby. See the Magic
+1 bonus to the caster level and the save DC of that chapter for details.
spell. Doing so kills all plants in a radius equal to 5 Specialization: Specialist wizards only choose one
feet per spell level. (Cantrips kill all plants in the school of opposition. It takes two readied slots to
caster's own square.) All living creatures except the ready a spell from an opposed school, and two spell
defiler inside the defiling radius suffer a -1 penalty to slots to cast a spell from an opposed school.
all checks for 1 round. Plant creatures also suffer 2 Specialist wizards choose five schools of spells at
damage per spell level. The power of defiling can be character creation. They can cast Complex spells from
increased with Raze feats. these schools, as well as Complex schools of the
Some wizards, called preservers, choose not to use specialized school. Universalist wizards can cast
this power and maintain the health of the life around Complex spells from all eight schools.
them. Even to a preserver, however, defiling is an Specialist wizards do not receive additional spell
ever-present temptation. A preserver who defiles must slots. However, their caster level is one higher than
make a Will save (DC 10 + spell level + number of normal for spells of their specialized school, and they
times previously defiled) or become a defiler – a gain a +1 bonus to save DCs of spells from their
spellcaster addicted to defiling. Even if he succeeds, he specialized school. They also gain a +2 bonus to saving
loses his preserver status and becomes tainted. Tainted throws against spells of their specialized school.
mages and defilers can cleanse the taint and ease their Universalist wizards do not gain any of these benefits.
addiction with the conversion spell. Some feats and Some specializations have been modified as

49
follows.
Conjuration: The acid dart ability deals 1d8 acid
damage + 1 per wizard level.
Evocation: The force missile ability deals 1d8 +
Intelligence modifier force damage. It is still enhanced
by intense spells as normal.
Transmutation: The telekinetic fist ability deals 1d8
bludgeoning damage + 1 per wizard level.
Craft Limited Item: Wizards receive Craft Limited
Item as a bonus feat at 1st level. This replaces their
Scribe Scroll feat.
Exotic Spells: At 2nd level, and again at each
wizard level thereafter, a wizard devotes himself to
studying the arcane arts and creates a custom spell.
This spell is an Exotic spell, a jealously-guarded secret
among all wizards. A specialist wizard cannot create
an Exotic spell from his opposed school. Players must
present their proposed Exotic spell to the DM for
revision, and are encouraged to take Exotic spells
from other source material, such as the Spell
Compendium.
Bonus Feats: Wizards can use their bonus feats to
select Raze feats or any Arcane Armor Training Feat.
Preservers can also use them to select the Path Dexter
feat; defilers can select Path Sinister.

50
CHAPTER 3: CHARACTER OPTIONS
The options presented here supplement those in the numbers, diagrams, or sigils. You do not need to
Pathfinder Core Rules except where noted. understand the meaning of something that you
memorize. If a document is longer than one page, you
D Skills can make additional checks for each additional page.
You can memorize a similar amount of spoken
The predominance of psionics in Athas requires new language or other active interaction. You retain
skills to address psionic abilities. Other skills have information memorized this way forever; however,
new or expanded roles in Athas. you can only recall it with another successful
Autohypnosis check.
Autohypnosis (Con Trained) ; Resist Death: Your body naturally attempts to
You have trained your mind to achieve incredible attain equilibrium even while you are unconscious.
focus, gaining mastery over both mental and physical You can make an Autohypnosis check instead of a
processes. Constitution check to stabilize while you are dying.
Check: The DC and the effect of a successful check Resist Fear: In response to any fear effect, you make
depend on the task you attempt. a saving throw normally. If you fail the saving throw,
Ignore Pain: If you are inhibited by some sort of you can make an Autohypnosis check on your next
pain-based effect, such as a caltrop wound, a minor round even while overcome by fear, with a DC equal
wound, or a symbol of pain spell, you can attempt to to the original save DC against the fear effect. If you
ignore it. The DC of this check is either 15 or the Save succeed, you shrug off the fear without further
DC of effect that created the pain, whichever is higher. penalty. If you fail, the fear affects you normally and
If you succeed, you can ignore all penalties associated you gain no further attempts to shrug off that
with the pain for one round per point by which your particular fear effect.
Autohypnosis check result exceeded the DC. Resist Poison: You can choose to substitute an
Ignore Privation: If you are suffering from the Autohypnosis check for one saving throw against
negative effects of hunger, thirst, heat, or cold, you can poison. You cannot resist the initial application of
make a DC 20 Autohypnosis check to resist them. If poison in this way.
you succeed, such penalties do not hinder you for one Resist Unconsciousness: If reduced to 0 hit points,
hour per point by which your Autohypnosis check you can make a DC 20 Autohypnosis check. If
result exceeded 20. successful, you can take an action without taking
Memorize: You can attempt to memorize a long damage for doing so. A failed Autohypnosis check in
string of numbers, a long passage of verse, or some this circumstance does not prevent you from acting,
other particularly difficult piece of information. but does mean that you take damage as normal for
Memorizing information requires a successful DC 15 doing so.
Autohypnosis check. Each check allows you to Action: An Autohypnosis check normally requires
memorize a single page of text (up to 800 words), either no action (when used reactively, such to resist
an effect) or a standard action (to ignore an effect).
Task Autohypnosis DC Memorization requires as much time as would
Ignore pain 15 or saving throw DC normally be required to study the material to be
Ignore privation 20 memorized (normally about one minute). Recalling
Memorize 15 memorized material is a free action.
Resist death Con check DC Try Again: Yes, for memorization and resisting
Resist fear saving throw DC unconsciousness, although a success does not negate
Resist poison saving throw DC previous failures. No, for other uses.
Resist unconsciousness 20
.

51
Bluff (Cha) Bribery Etiquette
Spellcasters may use Bluff to conceal the fact that they Subject Status Bribe
are casting a spell. This is an especially important skill Unimportant (slave, workman) 8 Cp
for wizards, who are frequently the target of lynch Middling (ordinary guard, street merchant) 16 Cp
mobs when they are too obvious about the use of their Important (academy psion, low-rank templar) 30 Cp
powers. When casting a spell, the caster may attempt Notable (middle-rank templar, popular gladiator) 50 Cp
to conceal the verbal and somatic components by Famous (champion gladiator, high-rank templar) 100 Cp
making a Bluff check, opposed by Sense Motive or
Spellcraft. On a success, the caster managed to distract Bribe Cost Modifiers Cost
the audience or weave the words and gestures into the PC is renowned -50%
conversation. Casting a concealed spell still provokes PC's profession is illegal +50%
opportunity attacks in combat. PC is a foreigner +50%
Special: The caster suffers a -20 penalty to his Bluff PC is wanted +100%
check if he is defiling. Subject is a slave -25%
The target gains a +5 bonus to its Sense Motive or Subject is a noble +25%
Spellcraft check if it closely observing the caster. Subject is a templar +50%
The target gains a +5 bonus to its Sense Motive or
Spellcraft check if it knows that the character is a shown on the table above. Various circumstantial
spellcaster. factors can affect the amount of the bribe; the DM may
modify these values as he sees fit. All cost adjustments
Diplomacy (Cha) are additive (e.g., a wanted PC (+100% bribe cost)
The Diplomacy skill can be used to bribe an NPC to attempting to bribe a templar (+50% bribe cost) would
do what the PC wishes without question. Many NPCs, pay 250% of the base cost). Like a normal Diplomacy
especially in the corrupt city-states, will demand check, bribery etiquette takes at least one minute of
bribes as well as ordinary persuasion. Templars can continuous interaction.
also use Diplomacy to enforce their authoirty in their
home city (see Secular Authority, below). Heal (Wis)
Bribery Etiquette: You can precisely determine how The Heal skill can be used to restore a dehydrated
to offer a bribe in any circumstance. You know how to creature to health, treat minor wounds, and reduce the
time the offer, the amount that will garner the desired effects of major wounds (see the Combat & Survival
reaction, and the best way to disguise a bribe so that it chapter).
doesn't call attention from witnesses. Ameliorate Major Wound: A successful DC 15 Heal
A bribery etiquette check is a Diplomacy check check reduces the effect of one major wound. The
opposed by the subject's Sense Motive check. The penalties of the major wound are reduced by 1 point,
subject takes bonuses or penalties to its Sense Motive plus 1 additional point for every 5 points by which the
check as if you were attempting to adjust its attitude Heal check result exceeded 15. Even if all penalties
(see Pathfinder Core Rules, p. 94). If you fail this check, from the wound are eliminated, the wound persists
you have insulted the subject. Its attitude toward you and can become a serious wound or permanent injury
falls by one category, and you must spend twice as as normal. Ameliorating a major wound takes five
much on the bribe if you wish the subject to do as you minutes.
ask. If you fail this check by 10 or more, you call Prevent Permanent Injury: If a healer acts quickly, he
attention to yourself in some way (the subject attempts
Task Heal DC
to inform the authorities, you were clumsy in passing
Ameliorate major wound 15
the bribe and alerted witnesses, etc.).
To bribe a character, you must give him a number Prevent permanent injury 25

of ceramic pieces, or an item valued equivalently, as Treat dehydration 15 or 20


Treat minor wound 15
.

52
can prevent his patient from becoming crippled by a Languages of Athas
critical wound. A successful DC 25 Heal check, Language Typical Speakers Alphabet
administered within one minute of the subject Aquan Water elementals Elven
receiving a permanent injury, cures the permanent Auran Air elementals Saurian
injury. Any other penalties that the target has received Common Humans, half-elves, half-giants Common
from injuries, such as ability damage from severe Druidic* Druids (only) Druidic
wounds, are not affected by this check. Preventing a Dwarven Dwarves, muls Dwarven
permanent injury takes 2d10 minutes, which do not
Elven Elves, half-elves Elven
count against the one minute time limit. (That is, the
Entomic Insectoid creatures Kreen
healer must begin the Heal check within one minute,
Giant Giants Dwarven
but does not need to finish his operation within that
Gith Gith Elven
time.)
Ignan Fire elementals Saurian
Treat Dehydration: Treating dehydration requires
Kreen Thri-kreen Kreen
long-term care (DC 15, as normal). Dehydration
Rhul-thaun* Found in Green Age ruins Rhulisti
requires 24 hours to heal, and twice as much water as
Saurian Jozhals, pterrans, yuan-ti Saurian
would normally be required each day for the local
Sylvan Halflings, aarakocra Sylvan
conditions (see the Combat & Survival chapter). If the
Terran Earth elementals Saurian
patient had also taken damage from heat, the DC of
* This language is not spoken.
the Heal check increases by 5 and healing requires 48
hours. order to read anything. For each rank in Linguistics, a
Treat Minor Wound: A successful DC 15 Heal check character may choose to either learn a new spoken
completely cures a minor wound. The subject is language or a new written language. It is not
healed of one additional minor wound for every 5 necessary to speak a language in order to read it, or
points by which the Heal check result exceeded 15. vice versus. The Literacy feat allows characters to
Treating a minor wound takes one minute. This check learn to read without putting points in Linguistics.
can be rushed and accomplished in a standard action,
but the healer takes a -10 penalty to the Heal check. Psicraft (Int, Trained Only)
Try Again: No wound can be treated more than The manipulation of psionic abilities is a special and
once by any of these abilities. unique skill, distinct from the equivalent manipulation
of magic. Psicraft allows a psionic character to identify
Knowledge (Int) powers and psionically-enchanted items, to craft
Dark Sun features two new types of Knowledge. Both psionic items, and other practical applications of
are used exactly like existing Knowledge skills. psionic knowledge. Psicraft can do the same things as
Knowledge (psionics) covers ancient psionic Spellcraft, but for psionic abilities and items.
mysteries and traditions, psychic symbols, locations of
psionic academies and proper conduct within an Survival (Wis)
academy, astral constructs, and psionic races. The local terrain affects the difficulty of foraging for
Knowledge (warcraft) covers combat tactics, supplies, as shown on the table below. In addition,
campaign strategy, troop formations, military logisticsSurvival can be used to detoxify food.
and organization, the common tactics of each city- Detoxify Food: Many creatures of the wastes use
state, and the strategies of famous generals. poison, and even the plants often contain virulent
Linguistics (Int) toxins. Usually such toxins are not dangerous enough
The ability to read has been outlawed for thousands of to inflict ability damage on characters, but they do
years by the sorcerer-kings. All characters in a Dark prevent anyone from eating them (or at least, from
Sun campaign begin the game without the ability to keeping the food down). A character trained in
read or write, and must take ranks in Linguistics in Survival can attempt to detoxify such food sources in
order to make them safe to eat. Detoxifying food

53
Survival: Terrain Modifiers for Foraging Benefit: You gain proficiency with studded leather
Terrain Examples DC Modifier and chitin armor. As a swift action, you can reduce the
Abundant Forests, oceans, gardens +0 arcane spell failure caused by your armor by 20% for
Fertile Savannahs, swamps, mud flats +5
any spells that you cast this round. This bonus
Infertile Badlands, stony barrens +10
replaces that provided by Arcane Armor Training:
Barren Boulder fields, scrublands +15
Apprentice.
Desolate Sea of Silt, salt flats +20
Arcane Armor Training: Journeyman
Void Obsidian wastes +25
.
You can now cast arcane spells in some medium armors
requires two checks: a Knowledge (nature) check (DC without penalty.
10) and a Survival check (DC 15). If both are Prerequisites: Ability to cast arcane spells, Arcane
successful, the character renders up to one pound of Armor Training: Initiate
food safe for consumption. Detoxifying food takes ten Benefit: You gain proficiency with hide and scale
minutes. armor. As a swift action, you can reduce the arcane
spell failure caused by your armor by 25% for any
Use Enchanted Device (Cha) spells that you cast this round. This bonus replaces
that provided by Arcane Armor Training: Initiate.
Enchanted objects in Athas can be created through
arcane, divine, or psionic power, but all share basic
similarities. The Use Enchanted Device skill allows a
Arcane Armor Training: Adept
You can now cast spells in any medium armor without
character to perform the functions of Use Magic
penalty.
Device, but for an enchanted object with any of the
Prerequisites: Ability to cast arcane spells, Arcane
three power sources. Use Enchanted Device replaces
Armor Training: Initiate, and either Arcane Armor
both Use Magic Device and Use Psionic Device. Any
Training: Journeyman or Medium Armor Proficiency
character with either skill on their class skill list treats
Benefit: You gain proficiency with shell and
Use Enchanted Device as a class skill.
breastplate armor. As a swift action, you can reduce

D General Feats the arcane spell failure caused by your armor by 30%
for any spells that you cast this round. This bonus
These feats are available to all characters, and replaces that provided by Arcane Armor Training:
supplement the feats presented in the Pathfinder Core Journeyman.
Rules except where noted in the Defunct Feats section.
Arcane Armor Training: Master
Arcane Armor Training: Apprentice You can now cast spells in some heavy armor without
You have learned how to make the complex gestures of penalty.
arcane spellcasting while wearing light armor. Prerequisites: Ability to cast arcane spells, Arcane
Prerequisites: Ability to cast arcane spells Armor Training: Initiate, Arcane Armor Training:
Benefit: You gain proficiency with padded and Adept
leather armor. As a swift action, you can reduce the Benefit: You gain proficiency with banded and
arcane spell failure caused by your armor by 10% for splinted armor. As a swift action, you can reduce the
any spells that you cast this round. arcane spell failure caused by your armor by 35% for
any spells that you cast this round. This bonus
Arcane Armor Training: Initiate replaces that provided by Arcane Armor Training:
You can now cast arcane spells in any light armor without Adept.
penalty.
Prerequisites: Ability to cast arcane spells, and Arcane Armor Training: Grandmaster
either Arcane Armor Training: Apprentice or Light You can now cast spells in any heavy armor without
Armor Proficiency penalty.

54
Prerequisites: Ability to cast arcane spells, Arcane Brutal Attack (Combat)
Armor Training: Initiate, Arcane Armor Training: Your decisive attacks are frightening to your foes.
Adept, and either Arcane Armor Training: Master or Prerequisites: Cha 13, Improved Critical, Perform
Heavy Armor Proficiency 5 ranks
Benefit: You gain proficiency with half-plate and Benefit: When you confirm a critical hit, all
full-plate armor. As a swift action, you can reduce the enemies with 10 feet who can see you must make a
arcane spell failure caused by your armor by 45% for Will save (DC 10 + ½ your level + your Charisma
any spells that you cast this round. This bonus modifier) or become shaken for a number of rounds
replaces that provided by Arcane Armor Training: equal to your Charisma modifier. This is a mind-
Master. affecting fear effect. Whether or not the save is
successful, no creature can be affected by your brutal
Arcane Armor Superiority attack more than once per combat encounter.
Your mastery of spellcasting in armor has reached its
pinnacle. Clandestine Network
Prerequisites: Ability to cast arcane spells, Arcane You have access to a group of spies or informants who pass
Armor Training: Initiate, Arcane Armor Training: you information.
Adept, Arcane Armor Training: Grandmaster Prerequisites: Bluff 3 ranks, Knowledge (local) 1
Benefit: You no longer suffer from arcane spell rank, access to a spy network (see Special)
failure from any armor or shield. In addition, you can Benefit: This feat grants three new uses for the
choose to use your Intelligence modifier instead of Bluff skill and one new use for the Sense Motive skill.
your Dexterity modifier to improve your Armor Class. Identify Agent: Each spy network leaves tells, subtle
Any circumstance that restricts or denies your signs which indicate to those in their network that this
Dexterity bonus to AC (such as armor max Dex limits person is also a member. Tells vary between each
or being flatfooted) restricts your Intelligence bonus tonetwork, and are usually changed regularly to avoid
AC in the same way. detection. Identifying an agent for any network whose
tells you know requires a DC 10 Sense Motive check.
Arena Clamor (Combat) Once you have identified an agent in your own
Your blows inspire your companions to greater efforts. network, you can use any of the following abilities
Prerequisites: Cha 13, Improved Critical, Perform with that agent.
5 ranks Black Market: You use your network to requisition
Benefit: When you confirm a critical hit, all allies supplies from the local black market. Obtaining the
within 60 feet who can see you receive a +2 morale supplies requires a DC 20 Bluff check; you gain a +2
bonus to attack rolls for 1 round. Characters cannot bonus to the check if your network is especially strong
gain this benefit more than once per round. in this region or city. Black market supplies obtained
in this way are delivered to you within 1d4 hours, and
Born Leader your agents' discretion reduces the likelihood of
People seem to want to trust you. templar entanglements. If the result of your Bluff
Prerequisites: Must be taken at 1st level check was 35 or higher, your agent managed to get
Benefit: You gain a +3 bonus to Diplomacy checks. you a 20% discount. The DM may rule that some
Further, people who are indifferent or friendly toward objects are not available on the black market in your
you are more likely to trust you than they are to trust current region or city.
another person with whom they have an equivalent Contact Informant: You pass a tip to one or more
relationship. For example, if you and another person informants that you want to meet to discuss new
were both accused of theft by a mutual friend, the information. Passing the tip requires a DC 14 Bluff
friend would believe you over the other person. check. Such a meeting requires 1d4 hours to arrange.
Finally, you gain a +1 bonus to the DC of compulsion Once the meeting has convened, you can make a
effects that you create. special Diplomacy check to gather information. This

55
check takes only ten minutes, and you gain a +1 bonus Knowledge skill. You gain a +5 insight bonus to the
to the check for every 2 points by which your Bluff check. If you are successful, you learn the information
check result exceeded 14. Your network is much more that you sought. You make this check as if you were
likely to have access to secret or obscure information trained in the Knowledge skill in question, even if you
than ordinary people, but its knowledge is subject to have no ranks in the skill.
the DM's discretion as normal.
Tradecraft: You pass a request that one of your Cornered Fighter (Combat)
agents obtain a confidential or personal item for you. You fight ferociously when trapped.
This requires that you have an agent in place to obtain Prerequisites: Wis 13, Base attack bonus +3
that item; this is subject to the DM's discretion. If you Benefit: You receive a +2 bonus to attack rolls and
do, you must convince the agent to undertake the AC when you are flanked, or when you are threatened
acquisition for you with a successful Bluff check. The and have your back to a wall.
DC of this check depends on the nature of the item
and the danger of the assignment. A simple item or Crushing Terror (Combat)
easy task (such as taking an item from a slave) is DC The terror of your presence causes your enemies to flee.
10, an important item or difficult task (such as copying Prerequisites: Cha 17, Intimidate 10 ranks,
a noble's family seal) is DC 20, and a critical item or Intimidating Presence, Persistent Terror, Quick
dangerous task (such as obtaining pre-sealed Demoralization
Templarate papers) is DC 30 or higher. If you succeed Benefit: Once per day, when you successfully
on this check, the DM will roll to determine the demoralize an enemy, you can cause one creature that
outcome of the assignment. It will take 1d4 days to you demoralized to become frightened instead of
complete most tradecraft assignments, although it shaken. If you have 14 or more ranks in Intimidate,
may take longer for especially complex or difficult you can do this twice per day; if you have 18 or more
assignments. ranks in Intimidate, you can do this three times per
You can only make use of a network in an area day.
where you have agents. Since each network is
different, you must work with your DM when you Deadly Precision (Combat)
take this feat to determine the nature of your network. Your sneak attacks always inflict serious damage.
Special: To qualify for this feat, you must have Prerequisites: Dex 15, base attack bonus +3
access to a clandestine network of some sort. This Benefit: When you make a sneak attack, you can
network can be your own creation, if you have had the reroll any result of 1 on your sneak attack's extra
time and resources to create one. More likely, you damage dice. You must keep the new result, even if it
have been granted access to the networks associated is another 1.
with a merchant house, the psionic academies, the
Veiled Alliance, or the Templarate of a city-state. You Defender of the Land
must have membership in such an organization to You draw power form the spirits of the land to destroy those
gain access to a network this way, and you must also who would threaten them.
be in a position of trust. Prerequisites: Ability to cast primal spells
Benefit: You gain a +2 bonus to attack and damage
Communion of the Ancients rolls against defilers. You gain a +1 bonus to your
You can consult the spirits of the land on a question of caster level when casting spells against a defiler (this
importance. bonus does not apply to non-defilers affected by the
Prerequisites: Wis 13, ability to cast primal spells same spell), and your spells deal +1 damage per die to
Benefit: You can spend ten minutes of defilers.
uninterrupted meditation to pose a question to the
spirits of the land and receive an answer. After this Devoted Companion
time has passed, you can make a check using any Your animal companion has continued to grow in strength

56
General Feats Prerequisites Benefits
Arcane Armor Training: Apprentice Ability to cast arcane spells Reduce arcane spell failure by 10%
Arcane Armor Training: Initiate Ability to cast arcane spells, Arcane Armor Reduce arcane spell failure by 20%
Training: Apprentice or Light Armor
Proficiency
Arcane Armor Training: Journeyman Arcane Armor Training: Initiate Reduce arcane spell failure by 25%
Arcane Armor Training: Adept Arcane Armor Training: Initiate, Arcane Reduce arcane spell failure by 30%
Armor Training: Journeyman or Medium
Armor Proficiency
Arcane Armor Training: Master Arcane Armor Training: Adept Reduce arcane spell failure by 35%
Arcane Armor Training: Grandmaster Arcane Armor Training: Adept, Arcane Reduce arcane spell failure by 45%
Armor Training: Master or Heavy Armor
Proficiency
Arcane Armor Superiority Arcane Armor Training: Grandmaster Use Intelligence for AC instead of Dex
Arena Clamor* Cha 13, Improved Critical, Perform 5 ranks Critical hit grants allies +2 attack bonus
Born Leader Must be taken at 1 level
st
+3 Diplomacy, +1 compulsion DC, people
trust you more than others
Brutal Attack* Cha 13, Improved Critical, Perform 5 ranks Critical hit makes enemies shaken
Clandestine Network Bluff 3 ranks, Knowledge (local) 1 rank, You have a network of spies who report to
access to a spy network you and can perform tasks for you
Communion of the Ancients Wis 13, ability to cast primal spells Spirits of the land answer your questions
Cornered Fighter* Wis 13, base attack bonus +3 +2 attack and AC when cornered or flanked
Deadly Precision* Dex 15, base attack bonus +3 Reroll 1s on sneak attack damage
Defender of the Land Ability to cast primal spells Attacks and spells are stronger vs. defilers
Devoted Companion Animal companion +4 level for animal companion, up to HD
Discipline of the Way Flurry of blows, ability to manifest 1st level Stack levels in monk and psionic classes for
powers, lawful alignment class features
Drake's Child Must be taken at 1st level, Str 13, Wis 13 +1 Fort and Will, +1 to certain saves, +3 to
one Craft, Profession, or Knowledge skill
Field Officer – +2 Diplomacy and Knowledge (warcraft)
Force of Will Iron Will Make Will save against psionic powers
Gladiatorial Entertainer Gladiatorial performance Gain six rounds of performance per day
Greasing The Wheels Cha 13, Diplomacy 3 ranks, Knowledge Gain +4 bonus to Diplomacy checks to bribe
(local) 3 ranks someone, halve bribe cost
Hardy Base Fortitude save +1 +3 to saves vs. wounds, avoid major wound
Heat Endurance Endurance +2 heat protection, +2 saves vs. fire
Heroic Destiny – Gain more action points, action dice
Hidden Talent Must be taken at 1 level
st
Manifest a psionic power
Improved Called Shot* Int 13, Combat Expertise +2 CMB/CMD, called shots don't provoke
Greater Called Shot* Int 13, Combat Expertise, Improved Called Enemies take -4 to save against your called
Shot, base attack bonus +6 or higher shots and bleed when you wound them
Improvisational Brawler* Base attack bonus +1 No penalty for using improvised weapons
Insect Handler Handle Animal 1 rank, Knowledge (nature) Train vermin as if they were intelligent
1 rank animals
Inspiring Presence* Cha 15 Diplomacy check 1/round grants bonuses to
an ally
Intimidating Presence* Cha 13, Intimidate 3 ranks Demoralize Cha mod creatures at once
Quick Demoralization* Intimidate 6 ranks, Intimidating Presence Demoralize single enemy as swift action
Persistent Terror* Intimidate 4 ranks, Intimidating Presence Demoralization lasts longer, can be repeated
. \\

57
General Feats, cont. Prerequisites Benefits
Crushing Terror* Cha 17, Intimidate 10 ranks, Intimidating Frighten enemies that you demoralize
Presence, Presistent Terror, Quick
Demoralization
Reap The Fearful* Cha 15, Intimidate 7 ranks, Intimidating Deal extra damage to fearful creatures
Presence
Keeper of the Balance Ability to cast primal spells, Knowledge Stack levels in druid and paladin for class
(arcana) 3 ranks features
Literacy – Become literate, +2 Linguistics
Metamagic Preparation Any metamagic feat Ready metamagic-enhanced spells
Path Dexter Wizard, preserver Improve two defensive spells
Path Sinister Wizard, defiler Improve two offensive spells
Point Blank Precision Dex 15, Point Blank Shot Add Dex mod to ranged damage
Power Attack* Str 13, base attack bonus +1 Take attack roll penalty for damage bonus
Practiced Manifester Ability to manifest powers +4 manifester level, up to HD
Practiced Spellcaster Ability to cast spells +4 caster level, up to HD
Ritualistic Action – +1 bonus when taking 20
Sandskimmer – Move freely over sand
Sand Camouflage Stealth 3 ranks, Sandskimmer Gain Stealth bonus in areas of loose earth
Sand Stalker Stealth 7 ranks, Sand Camouflage, Move quickly without penalties when using
Sandskimmer Stealth on areas of loose earth
Sand Dancer Acrobatics 3 ranks, Sandskimmer Kick sand in enemy's face after tumbling
Sand Spinner Acrobatics 7 ranks, Sand Dancer, Kick up cone of sand after tumbling
Sandskimmer
Second Impression Bluff 3 ranks, Disguise 3 ranks Make Bluff check to maintain disguise
Secular Authority Diplomacy 5 ranks, Intimidate 5 ranks, Use the Diplomacy skill to exert your
Persuasive, accepted into Templarate authority as a templar
Monarch's Favorite Secular Authority, Diplomacy 5 ranks More Secular Authority uses, +2 to contests
Secular Specialty Secular Authority +4 bonus to specific Sec. Authority action
Sidestep Charge* Dex 13, Dodge +4 AC vs. charges, make OA against enemy
Sniper* Dex 13, Stealth 1 rank Reduce penalty for sniping
Social Recovery Bluff 5 ranks, Diplomacy 3 ranks Recover from a failed Diplomacy check
Templarate Agent Bardic knowledge, sigil Stack bard and templar levels
Vow of Poverty Good alignment Swear yourself to asceticism
Wastelander – +1 Fortitude saves, +2 Survival
Wild Talent Master – Gain two wild talents
Wildling Ascetic Flurry of blows, wild surge Stack wilder and monk levels

Item Creation Feats Prerequisites Benefits


Craft Limited Item Ability to cast 1 -level spells or powers
st
Create single use or charged enchantments
Craft Simple Item Ability to cast 2nd-level spells or powers Create minor permanent enchantments
Craft Complex Item Ability to cast 3 -level spells or powers,
rd
Create permanent enchantments with
Craft Simple Item multiple effects
Craft Powerful Item Ability to cast 5th-level spells or powers, Create enchantments with very powerful
Craft Limited Item or Craft Simple Item effects
Craft Construct Ability to cast 5th-level spells or powers, Create a construct to serve you
Craft Complex Item, Craft Powerful Item,
Craft Simple Item

58
even without your active participation. Knowledge (warcraft) checks. This bonus increases to
Prerequisites: Animal companion +4 if you have 10 or more ranks in either skill.
Benefit: Treat your level in the class that gave you
the animal companion as four levels higher than it is, Force of Will
up to a maximum of your hit dice, for the purpose of You can resist psionic attacks with pure willpower.
determining your companion's statistics and abilities. Prerequisites: Iron Will
If you have multiple classes that grant you an animal Benefit: Once per round, when targeted by a
companion, you may also add their levels together to psionic effect that allows a Fortitude or Reflex save,
determine your companion's statistics and abilities. you can instead make a Will save to avoid the effect.

Discipline of the Way Gladiatorial Entertainer


Your time in the academies has taught you to merge every You can make gladiatorial performances more frequently.
aspect of the Way and the Will into a cohesive whole. Prerequisites: Gladiatorial performance class
Prerequisites: Flurry of blows, ability to manifest feature
1 level psionic powers, lawful alignment
st
Benefit: You can use gladiatorial performance for
Benefit: You may add your level in one 6 additional rounds each day.
manifesting class that you possess to your monk level Special: You can gain Gladiatorial Entertainer
to determine your ki pool and class-based AC bonus. multiple times. Its effects stack.
You may also use your Intelligence modifier instead of
your Wisdom modifier to determine your AC bonus Greasing The Wheels
and the effectiveness of your Stunning Fist. You may You know that the proper application of money ensures that
still use Wisdom for these functions if you wish. bureaucracy works in your favor.
As a swift action, you may spend 1 power point to Prerequisites: Cha 13, Diplomacy 3 ranks,
gain a +1 insight bonus to attack and damage rolls Knowledge (local) 3 ranks
with your unarmed strike or monk weapons until the Benefit: You gain a +4 bonus to Diplomacy checks
beginning of your next turn. You may spend to use bribery etiquette. In addition, whether or not
additional power points to augment this ability; for you succeed on the bribery etiquette check, you only
every 2 additional power points you spend, the insight pay half as much as normal for the bribe. (This means
bonus increases by +1. You cannot spend more power that you pay the full listed amount when you fail the
points in this way than your manifester level, as check.) If you have 10 or more ranks in Diplomacy,
normal. this bonus increases to +6.

Drake's Child Greater Called Shot (Combat)


You were born on an auspicious day and are believed to Your called shots inflict deep wounds, causing your
have the soul of a drake, granting you luck and wisdom opponent to bleed heavily.
Prerequisites: Must be taken at 1st level, Str 13, Wis Prerequisites: Int 13, Combat Expertise, Improved
13 Called Shot, base attack bonus +6 or higher
Benefit: You gain a +1 bonus to Fortitude and Will Benefit: Enemies that you target with a called shot
saves. You also gain a +1 luck bonus to all saving take a -2 penalty to their Fortitude saving throw to
throws against ability drain, ability damage, energy resist the wound. If you successfully wound an enemy
drain, and death effects. You gain a +3 bonus in one using a called shot, it also takes bleed damage each
Craft, Profession, or Knowledge skill of your choice. round equal to your weapon's critical multiplier.

Field Officer Hardy


You have served as an officer in one of the city-states and You are able to avoid injury and resist pain.
have learned a great deal about military organization. Prerequisites: Base Fortitude save +1 or higher
Benefit: You gain a +2 bonus to all Diplomacy and Benefit: You gain a +3 bonus to Fortitude saves

59
against wounds and permanent injuries (see the opponent attempts a called shot against you.
Combat & Survival chapter), and to saving throws Normal: You provoke an attack of opportunity
against pain and disease. Once per day, when you are whenever you attempt a called shot.
rendered unconscious by damage, you can prevent
yourself from taking a major wound. You gain a +4 Improvisational Brawler (Combat)
bonus to Autohypnosis checks to ignore pain and You are skilled at using makeshift weapons.
resist unconciousness, though you must still be Prerequisites: Base attack bonus +1
trained in Autohypnosis to use these abilities. Benefit: You do not suffer any penalties to attack
Normal: Whenever you are rendered unconscious rolls for using an improvised weapon, and gain a +2
by damage, you automatically take a major wound. morale bonus to damage rolls while doing so.

Heat Endurance Insect Handler


You can easily resist the heat of the Athasian day. You can train vermin creatures such as kanks and cilops.
Prerequisites: Endurance Prerequisites: Handle Animal 1 rank, Knowledge
Benefit: You gain +2 heat protection (see the (nature) 1 rank
Combat & Survival chapter). You also gain a +4 bonus Benefit: You can use the Handle Animal skill on
to saving throws against fire and dessication effects. vermin as though they were animals with an
Intelligence score of 1. You do not take the normal
Heroic Destiny penalty for handling non-animal creatures. You also
You have been marked by fate for greatness. gain a +2 bonus to Handle Animal checks. This bonus
Benefit: You start with two extra action points, increases to +4 if you have 10 or more ranks in Handle
and gain two extra action points at each level. When Animal.
you roll action dice, you roll d8s instead of d6s. Normal: You cannot use Handle Animal to train or
control creatures without an Intelligence score, and
Hidden Talent you take a -5 penalty for Handling a non-animal
You have natural psionic abilities far beyond those available creature.
to your race.
Prerequisites: Must be taken at 1st level Inspiring Presence (Combat)
Benefit: You gain 2 bonus power points and Your mere presence can strengthen your allies' resolve.
knowledge of one talent and one 1st-level power from Prerequisites: Cha 15
any psionic class. You cannot learn discipline-specific Benefit: Once per round, you can make a
powers or talents in this way. If you have no levels in a Diplomacy check as a swift action. One ally within 30
psionic class, you can manifest your talent and powers feet who can see and hear you gains one of the
as if you were a 1st-level manifester. If you have following benefits: a morale bonus to attack rolls equal
psionic class levels, you can manifest the power as if it to one-tenth the result of your check, a morale bonus
were one appropriate to your class. If you have no to Armor Class equal to one-tenth the result of your
psionic class levels, you must have a Charisma score check, or a morale bonus to his Will saves equal to
of 11 or higher to manifest the power. one-fifth the result of your check. All benefits from
granted by this feat last until the beginning of your
Improved Called Shot (Combat) next turn. You cannot use Inspiring Presence on
You are skilled at striking to wound your enemies. yourself.
Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of Intimidating Presence (Combat)
opportunity when performing a called shot maneuver. You are adept at weakening your enemy's will.
In addition, you receive a +2 bonus on checks made to Prerequisites: Cha 13, Intimidate 3 ranks
perform a called shot. You also receive a +2 bonus to Benefit: When you use the Intimidate skill to
your Combat Maneuver Defense whenever an demoralize an enemy, you can attempt to demoralize a

60
number of enemies equal to your Charisma modifier. standard action.
Roll a single Intimidate check and compare it against Normal: You cannot ready spells modified with
the DC for each enemy. metamagic feats. Metamagic-enhanced spells require a
Normal: You can only demoralize a single enemy full round action to cast.
with a single Intimidate check.
Monarch's Favorite
Keeper of Balance You are in the good graces of your sorcerer-monarch,
You understand that sometimes it is not enough to guard allowing you to act with great impunity.
the wilds and hope that no defiler will assault their purity. Prerequisites: Secular Authority, Diplomacy 5
Sometimes it is necessary to hunt down those who would ranks
defile before they can strike. Benefit: You can use Secular Authority four more
Prerequisites: Ability to cast primal spells, smite times each day than normal. Furthermore, you receive
foe class feature, Knowledge (arcana) 3 ranks a +2 bonus on Diplomacy checks when resolving
Benefit: You can use your Wisdom modifier to Secular Authority contests.
determine the benefits of your smite foe and lay on Normal: Without this feat, a templar can only use
hands abilities. You may use your mageslayer's blade Secular Authority once per day per templar level. A
ability while wild shaped, if you possess it, and add its non-templar can only use Secular Authority once per
benefits to your natural attacks. Your paladin and day per two levels.
druid levels stack for determining the daily uses and Special: You can gain Favorite multiple times. Its
power of wild shape and smite foe. effects stack. If you take an action that seriously
displeases your sorcerer-monarch, you may lose the
Literacy benefits of this feat until you regain favor.
You are literate in several languages.
Benefit: Choose three languages that you speak. Path Dexter
You become able to read and write in those languages. You have dedicated yourself to the path of preservation,
If you do not speak three languages, you gain literacy which inclines your talents toward defensive magic.
in the next languages you learn until you have gained Prerequisites: Wizard, preserver
literacy three times through this feat. In addition, you Benefit: Choose two spells of each spell level.
gain a +2 bonus to Linguistics. This bonus increases to These spells must be chosen from the Abjuration,
+4 if you have at least 10 ranks in Linguistics. Divination, or Transmutation schools. You gain +1
caster level when casting the chosen spells.
Metamagic Preparation Special: You can gain this feat multiple times. Its
You can ready specific combinations of spells and effects do not stack. Each time you take this feat, it
metamagic feats. applies to different spells.
Prerequisites: Any metamagic feat If you cease to be a preserver, you lose the benefits
Benefit: You can ready spells modified by of this feat until you rid yourself of the defiling taint.
metamagic feats. Such a spell uses a readied slot
appropriate to its modified level. Thus, a silent Path Sinister
summon monster I would use a 2 -level readied slot (1 You have tuned your magic to defiling, and have developed
nd st

level spell modified by a +1 level metamagic feat), skill with spells of destruction and dominance.
while an empowered fireball would use a 5th-level Prerequisites: Wizard, defiler
readied slot (3 level spell modified by a +2 level
rd
Benefit: Choose two spells of each spell level.
metamagic feat). These spells must be chosen from the Enchantment,
Any metamagic-enhanced spells that you ready in Evocation, or Necromancy schools. You gain +1 caster
this way do not suffer the normal casting time penalty level when casting the chosen spells.
for metamagic feats. In the case of silent summon Special: You can gain this feat multiple times. Its
monster I, for example, you could cast the spell as a effects do not stack. Each time you take this feat, it

61
applies to different spells. When your base attack bonus reaches +4, and
If you cease to be a defiler, you lose the benefits of every 4 points thereafter, you can choose to increase
this feat until you once again become tainted. the attack roll penalty by a further -1 in order to
increase the damage bonus by +2. You do not need to
Persistent Terror (Combat) apply the maximum penalty; for example, a level 8
Most people can shake off fear relatively quickly, but you fighter (base attack bonus +8) could apply a -1, -2, or -3
know how to instill a deep and abiding terror. penalty to his attack rolls to gain a +2, +4, or +6 bonus
Prerequisites: Cha 13, Intimidate 4 ranks, to damage rolls, respectively.
Intimidating Presence
Benefit: When you demoralize an enemy with the Practiced Manifester
Intimidate skill, the fear effect lasts for a number of You continue to improve your mastery of the Way and the
additional rounds equal to one-quarter your ranks in Will despite your dabbling in other fields.
Intimidate. In addition, the DC of successive Prerequisites: Ability to manifest powers
Intimidate checks does not increase. Benefit: Choose one manifesting class. You gain a
Normal: The demoralization effect lasts for 1 +4 bonus to your manifester level for that class'
round + 1 round per 5 points by which you beat the powers. This bonus does not allow your manifester
Intimidate DC. Each Intimidate check to demoralize level to exceed your Hit Dice, and does not allow you
an enemy after the first has a cumulative +5 DC to learn higher-level powers more quickly than
penalty which resets after 1 hour. normal. A character with multiple manifesting classes
must choose one to gain the benefits of this feat.
Point Blank Precision (Combat) Special: You may select this feat multiple times.
You can make devastatingly precise shots at close range. Each time you choose it, you must apply it to a
Prerequisites: Dex 15, Point Blank Shot different manifesting class.
Benefit: When attacking an enemy within 30 feet
with a ranged weapon, you gain a bonus to damage Practiced Spellcaster
rolls equal to your Dexterity modifier. This bonus does Your magical abilities have continued to increase even while
not stack with the Strength-based damage granted by you pursue other paths.
a composite bow. Prerequisites: Ability to cast spells
Benefit: Choose one spellcasting class. You gain a
Power Attack (Combat) +4 bonus to your caster level for that class' spells. This
You can make deadly melee attacks by sacrificing accuracy bonus does not allow your caster level to exceed your
for strength. Hit Dice. A character with multiple spellcasting classes
Prerequisites: Str 13, base attack bonus +1 must choose one to gain the benefits of this feat.
Benefit: You can choose to take a -1 penalty on all Special: You may select this feat multiple times.
melee attack rolls and combat maneuver checks to Each time you choose it, you must apply it to a
gain a +2 bonus on all melee damage rolls. This bonus different spellcasting class.
is increased by half (+50%) if you are making an attack
with a two-handed weapon, a one-handed weapon Quick Demoralization (Combat)
wielded in two hands, or a primary natural weapon You can terrify an enemy with just a glance.
that adds 1-½ times your Strength modifier on Prerequisites: Cha 13, Intimidate 6 ranks,
damage rolls. This bonus is halved (-50%) if you are Intimidating Presence
making an attack with an off-hand weapon or Benefit: You can attempt to demoralize a single
secondary natural weapon. You must choose to use enemy as a swift action.
this feat before making any attacks on your turn, and Normal: Demoralizing an opponent is a standard
its effects last until the beginning of your next turn. action. Intimidating Presence allows you to
The bonus damage does not apply to touch attacks or demoralize multiple opponents as a standard action.
to attacks that do not deal hit point damage.

62
Reap the Fearful (Combat) Sand Dancer feat to throw sand at an enemy, you can
A frightened enemy makes mistakes – fatal mistakes. instead throw up a 15-foot cone of sand in the
Prerequisites: Cha 15, Intimidate 7 ranks, direction of the creature you attacked. All creatures in
Intimidating Presence the cone must make the Fortitude save or be blinded
Benefit: When you hit a creature that is currently for 1 round.
suffering from a fear effect, you deal additional
damage equal to your Charisma modifier or your Sand Stalker
Strength modifier, whichever is higher. You only deal You can move rapidly over the sand, using the land itself to
this additional damage once per turn. muffle your approach.
Prerequisites: Stealth 7 ranks, Sand Camouflage,
Ritualistic Action Sandskimmer
You know simple rituals for every possible task, which you Benefit: You do not take a penalty to Stealth
firmly believe will bring you luck and skill. checks for moving at your full speed in any area of
Benefit: When you take 20 on any check, you gain dust, sand, silt, or other loose earth that is at least 1
a +1 bonus to the result. inch deep. You can make a Stealth check while
running in such an environment, but you take a -10
Sand Camouflage penalty to the check. In addition, creatures with
You can easily conceal yourself in a sandy environment. tremorsense treat that sense as having half its normal
Prerequisites: Stealth 3 ranks, Sandskimmer range when attempting to perceive you.
Benefit: As a standard action, you can quickly Normal: You take a -5 penalty to Stealth checks
camouflage yourself in any area of dust, sand, silt, or when moving faster than half your speed, and you
other loose earth that is at least 1 inch deep. In areas cannot make a Stealth check while running.
with 1 to 11 inches of loose soil, you gain a +4 bonus
on Stealth checks. In areas with 12 or more inches of Sandskimmer
loose soil, you instead gain a +10 bonus on Stealth You can move freely through loose earths. Sand and silt do
checks. You must still have cover or concealment to not slow you down at all.
make a Stealth check, as normal. Benefit: You treat shallow sand as normal terrain
and deep sand as shallow sand. Sand crusts do not
Sand Dancer break beneath your feet, allowing you to move along
While moving through loose soil, you can kick dust into them as if they were normal terrain.
your opponent's face to blind them. Special: You can take this feat twice, allowing you
Prerequisites: Acrobatics 3 ranks, Sandskimmer to treat all sand as normal terrain.
Benefit: In any round in which you use Acrobatics
to tumble through an area covered in at least 1 inch of Second Impression
dust, sand, silt, or other loose earth, you can You can convince someone of your identity even if your
supplement one melee attack made in that round with disguise fails.
flung or kicked material. Regardless of whether the Prerequisites: Bluff 3 ranks, Disguise 3 ranks
attack hits, your target must make a Fortitude save Benefit: If an observer sees through your disguise,
(DC 10 + ½ your character level + your Wisdom you can use an immediate action to make a Bluff check
modifier) or be blinded for 1 round. to convince him that he's mistaken. Use the observer's
Perception or Sense Motive roll as the DC for your
Sand Spinner Bluff check. If you succeed, the observer ignores your
You can now throw up a large blast of sand, blinding slip.
several creatures at once. You must be aware of the observer's discovery in
Prerequisites: Acrobatics 7 ranks, Sand Dancer, order to use this feat. No observer can be affected by
Sandskimmer this trick more than once per day. If your disguise was
Benefit: When you use the ability granted by your penetrated by other means (for example, a disguise self

63
spell viewed under true seeing), this feat cannot aid personal use; that requires a Requisition check.
you. Accuse: You may have a suspect arrested and
imprisoned indefinitely, for any cause or none. If you
Secular Authority succeed on the check, you or guards under your
You are a member of the Templarate of a city-state, able to command can haul the suspect into a cell.
use your authority to confiscate property and issue Judge: You may pass judgment on a citizen for any
judgment. offense, real or imagined. Any punishment not
Prerequisites: Diplomacy 5 ranks, Intimidate 5 expressly forbidden by law is acceptable. If you
ranks, Persuasive, accepted into Templarate succeed on the check, the punishment that you specify
Benefit: This feat grants four new uses of the is carried out as soon as possible.
Diplomacy skill. All uses of Secular Authority are Failure on a Secular Authority check means that
opposed Diplomacy checks with a suspect or property the subject does not accept your authority. You are still
owner. The exact request that you make may increase able to use more conventional means of enforcing
the difficulty of the check; see the table below for your will (such as coercion and violence), and as a
details. All appropriate penalties are applied. templar, you are unlikely to be punished if you choose
Requisition: You can demand the use of a slave, to do so. However, creating a fuss in this fashion
item, or other bit of property or resources. If you brings you to the negative attention of your superiors
succeed on the check, you gain control of the resource in the Templarate, and may result in slowed
in question without regard for the owner's wishes. promotion, stricter enforcement of disciplinary rules,
Requisitions are subject to various modifiers based on and other sorts of petty inconveniences.
the value of the resource, as shown on the table below. Any use of Secular Authority can be contested by
Search: You can, at any time, search the home, another character with the Secular Authority feat with
person, or possessions of any person. If you succeed another opposed Diplomacy check. If the challenger
on the check, you enter without fuss and may wins the opposed roll, the defending templar's action
confiscate and impound anything that you find. You is reversed. The use of Secular Authority can only be
cannot keep items impounded through searches for contested once in each particular case. A defending
templar who loses the opposed roll cannot contest the
Secular Authority result, nor can he use Secular Authority to repeat the
Subject Status Modifier
same action.
Subject is a slave +2
You may use Secular Authority once per day for
Subject is a noble -2
every two class levels you have (but see Special).
Secular Authority can only be used within your own
Subject is a royal defiler -3
city-state, and attempting to do so elsewhere will
Subject is a templar -5
usually lead to extreme hostility and violence.
Requisition Modifiers Modifier Special: Templar priests and templar knights gain
Property (value 100+ Cp) -2 Secular Authority as a bonus feat, and gain a bonus
Property (value 1,000+ Cp) -3 equal to one-half their templar level to Secular
Property (value 10,00+ Cp) -5 Authority checks. Templar priests and templar knights
Property (value 100,000+ Cp) -10 can use Secular Authority once per day per templar
Property (enchanted) -5 level, plus one additional time each day for every two
Slave (laborer) -0 levels in other classes.
Slave (gladiator) -3
Spellcaster or manifester -5
Secular Specialty
Troops (10 or more) -1
Your position in the Templarate make you especially adept
at exerting your authority in certain areas.
Troops (50 or more) -2
Prerequisites: Secular Authority
Troops (250 or more) -4
Benefit: You gain a +4 bonus to Secular Authority
Troops (1,000 or more) -7

64
checks related to one of the following uses of Secular Prerequisites: Bardic knowledge class feature,
Authority: requisitioning slaves, requisitioning sigil class feature
soldiers, requisitioning property, searches, Benefit: Your bard and templar levels stack to
accusations, or judgments. This bonus applies to determine your bonus to Secular Authority checks and
performing the action and to resolving contests of your daily uses of Secular Authority. You can add your
your Authority. If you have at least one level in a bard level to your templar level to the daily uses of
templar class, the bonus increases to +6. your smite foe ability and the strength of your domain
Special: You can gain this feat multiple times. Its powers. You do not learn new domain powers in this
effects do not stack. Each time you gain this feat, you way. You can add your templar level to your bard
choose a different use of Secular Authority to gain the level to determine the daily uses of your bardic music
bonus. ability and the skill bonus granted by your bardic
knowledge ability.
Sidestep Charge (Combat)
You easily dodge and punish charging enemies. Vow of Poverty
Prerequisites: Dex 13, Dodge You have sworn yourself to poverty to sharpen your
Benefit: You gain a +4 dodge bonus to Armor understanding of duty and to help others.
Class against charge attacks. If a charging opponent Prerequisites: Good alignment
misses its charge attack, you can immediately make an Benefit: You are imbued with a sacred power,
attack of opportunity against it, subject to normal slowly bringing you toward a state not unlike an
restrictions on the number of opportunity attacks that avangion transformation. See the section on Voluntary
you can make in a round. If you are flatfooted or Poverty for details.
otherwise denied your Dexterity bonus to Armor Special: To fulfill your vow, you must not own or
Class, you do not gain the benefits of this feat. use any material possessions, with a few exceptions.
You may carry and use ordinary simple weapons, and
Sniper (Combat) wear simple clothes. You may carry enough food and
You are skilled at moving from cover to cover while firing water to sustain yourself for one day in an ordinary
ranged weapons. sack or bag. You may carry and use an ordinary divine
Prerequisites: Dex 13, Stealth 1 rank focus and a spell component pouch, but you may not
Benefit: The Stealth penalty for sniping is reduced possess any material components or non-divine foci
to -15. If you have 10 or more ranks in Stealth, it is with a listed value. You may not use a magic item of
instead reduced to -10. any sort, though you may benefit from one that is
used on you – a potion of cure wounds that a friend
Social Recovery feeds you, a remove disease scroll cast upon you, etc.
You can talk your way out of the problems that you talked However, you may not “borrow” or otherwise possess
yourself into. such items even for a single round. You may not own
Prerequisites: Bluff 5 ranks, Diplomacy 3 ranks valuable goods for your own use or gain; however,
Benefit: If you fail a Diplomacy check to influence you may carry such items so long as you find a
an NPC's attitude, haggle over prices, or utilize charitable use for them at the earliest opportunity.
Secular Authority, you attempt to use Bluff to recover. (“Charity” does not include giving such items to party
Make a Bluff check with a -5 penalty. Use the result of members for the purposes of new magical items.) You
this check in place of your original Diplomacy result. may not use valuable items for your own gain. If you
You cannot improve an NPC's attitude by more than violate these conditions, you lose the benefits of this
one step in this fashion. feat until you receive an atonement and undergo a
quest to expiate your failure.
Templarate Agent
Your service to your sorcerer-monarch is not the overt Wastelander
police action of most templar. You follow a more subtle path. You are an experienced survivor of the wastes.

65
Benefit: You gain a +1 bonus to Fortitude saves This does not allow you to create a type of item that
and a +2 bonus to Survival checks. If you have 10 or you could not create before.
more ranks in Survival, this bonus increases to +4.
Craft Construct
Wild Talent Master You can build and animate constructs.
You have devoted your time to developing your psionics. Prerequisites: Ability to cast 5th-level spells or
Benefit: You learn any two talents from the wild powers, Craft Complex Item, Craft Powerful Item,
talent list. See the Wild Talent section for details. Craft Simple Item
Benefit: You can create any construct whose
Wildling Ascetic prerequisites you meet. To create a construct, you
Despite your meditative nature, you have psionic abilities must use up raw materials costing half its base price,
that surge and swell almost beyond control. You have plus the full cost of the basic body created for the
learned to move with the tides, however, and have developed construct. Each construct has a special section that
a balance all your own. summarizes its costs and other prerequisites. A newly
Prerequisites: Flurry of blows class feature, wild created construct has average hit points for its Hit
surge class feature Dice.
Benefit: You may add your wilder level to your
monk level to determine your ki pool and AC bonus. Craft Limited Item
You may also use your Charisma modifier instead of You can create items which has a permanent limit on how
your Wisdom modifier to determine your AC bonus often it can be used, such as wands, potions, or dorjes.
and the effectiveness of your Stunning Fist. You do not Prerequisites: Ability to cast 1st-level spells or
gain a ki pool if you do not already have one, and your powers
wilder levels do not grant you new ki abilities. Benefit: You can can create any item that has a
As a swift action, you may spend 1 power point to single use or charges and that mimics the effect of one
gain a +1 insight bonus to attack and damage rolls spell or power of 4th level or lower. Each type of item
with your unarmed strike or monk weapons until the has different costs, restrictions, and creation times.
beginning of your next turn. You may spend
additional power points to augment this ability; for Craft Powerful Item
every 2 additional power points you spend, the insight You can create enchanted items of extraordinary quality.
bonus increases by +1. You cannot spend more power Prerequisites: Ability to cast 5th-level spells or
points in this way than your manifester level, as powers, and either Craft Limited Item or Craft Simple
normal. Item
Benefit: You can create items that mimic the effect
D Item Creation Feats of any spell or power, and have no limit on the
enhancement bonus, skill bonus, or energy resistance
These feats replace those found in the Pathfinder Core that they may provide. This does not allow you to
Rules and the Expanded Psionics Handbook. create a type of item that you could not create before.

Craft Complex Item Craft Simple Item


You can make items with complex, interlocking You can create items with simple enchantments.
enchantments. Prerequisites: Ability to cast 2nd-level spells or
Prerequisites: Ability to cast 3rd-level spells or powers
powers, and either Craft Simple Item or Craft Limited Benefit: You can create any permanent item that
Item provides a bonus to attack rolls, damage rolls, Armor
Benefit: You can create items with any number of Class, saving throws, energy resistance, or skill
enchantments. The total enhancement bonus of checks. Your energy resistance enchantments cannot
weapons and armor that you create cannot exceed +5. grant more than resistance 10 to one energy type, you

66
cannot provide a bonus to skill checks higher than +5, can give it one additional special ability from any
and no other bonus can exceed +3. You can also make menu that the construct already has an ability from.
any permanent item that mimics the effect of a spell or
power of 4th level or lower. You cannot create items Burrowing Power (Metapsionic)
with more than one enchantment. Your powers gain the ability to bypass obstacles.
Benefit: To use this feat, you must expend your
D Psionic Feats psionic focus. You can attempt to manifest your
powers against targets that are sheltered behind a wall
Psionic feats are special options available only to or force effect. Your power is channeled through the
psionic characters. To take a psionic feat, characters Grey in order to bypass the barrier.
must have a power point reserve or an ability which The strength and thickness of the barrier
specifically allows them to utilize psionic feats. determine your chance of success. To successfully
All psionic feats are supernatural abilities. They bypass the barrier with your power, you make a
cannot be disrupted in combat, as powers can be, and Psicraft check (DC 10 + barrier's hardness + 1 per foot
do not provoke attacks of opportunity unless it is of thickness). Assign hardness 20 to barriers without a
specifically mentioned that they do. Supernatural hardness statistic, such as force effects or a wall of
abilities are not subject to spell or power resistance, ectoplasm. Force walls or walls of ectoplasm are assumed
and cannot be dispelled. However, they do not to have less than 1 foot of thickness unless otherwise
function in areas where psionics are suppressed, such noted.
as a null psionics field. If a power requires line of sight (which includes
Many psionic feats can only be used when you are most powers that affect a target or targets instead of
psionically foucsed; others require you to expend your an area), you cannot manifest it as a burrowing power
psionic focus to gain their benefits. See the Magic unless you can somehow pinpoint your target (such as
chapter for information on gaining, maintaining, and with blindsight or clairvoyant sense).
expending psionic focus. Using this feat increases the power point cost of
Metapsionic Feats: Metapsionic feats are a special the power by 2. The power's total cost cannot exceed
category of psionic feats which allow a manifester to your manifester level.
alter how a power is manifested. Metapsionic feats
allow a manifester to manifest a power that last for a Chain Power (Metapsionic)
longer duration than normal, or to manifest a power You can manifest powers that arc to hit other targets.
incredibly quickly, or any number of other effects. Benefit: To use this feat, you must expend your
Metapsionic feats cost the manifester additional power psionic focus. You can chain any power that affects a
points to use. Points spent to add metapsionic effects single target and that deals energy damage. After the
to a power count toward the normal limit of power primary target is struck, the power can arc to a
points that can be spent to augment a single power. number of secondary targets equal to your manifester
Although using a metapsionic feat is similar to level. The secondary arcs each strike one target, and
augmenting a power, the two are different, and power deal just as much damage as the primary arc did.
points designated for augmenting powers cannot be Secondary targets are allowed to make a saving throw
spent to add metapsionic feats to a power. Manifesting against the power as normal, and receive a +2 bonus to
a metapsionic-enhanced power does not take any their saving throw. All secondary targets must be
longer than manifesting a normal power. within 30 feet of the primary target, and no creature
may be struck by a chain power more than once. You
Boost Construct (Psionic) can choose to affect fewer secondary targets than your
Your astral constructs have more abilities. maximum if you wish.
Prerequisites: Knowledge of the astral construct Using this feat increases the power point cost of
power. the power by 6. The power's total cost cannot exceed
Benefit: When you create an astral construct, you your manifester level.

67
Combat Manifestation (Psionic) when the delayed power activates.
You are skilled at manifesting powers while threatened in A delayed power can be dispelled during the
combat. delay, and can be detected normally by the use of
Benefit: You gain a +4 bonus to concentration powers or abilities that detect psionic effects.
checks made to manifest a power or use a psi-like Using this feat increases the power point cost of
ability defensively, or to manifest a power while you the power by 2. The power's total cost cannot exceed
are grappling or pinned. your manifester level.

Deep Impact (Psionic) Empower Power (Metapsionic)


You charge your weapon with psionic energy, cleaving You can manifest powers with stronger effects.
through all defenses. Benefit: To use this feat, you must expend your
Prerequisites: Str 13, Psionic Strike, base attack psionic focus. You can empower a power. All variable,
bonus +5 numeric effects of an empowered power are increased
Benefit: To use this feat, you must expend your by one-half. An empowered power deals half again as
psionic focus. You can resolve your next attack with a much damage as normal, cures half again as many hit
melee weapon or unarmed strike as a touch attack. points, and so forth, as appropriate. Saving throws
You must decide whether to use this feat before and opposed checks are not affected, nor are any non-
making your attack roll. If you miss, you still expend variable effects of the power.
your psionic focus. Using this feat increases the power point cost of
You spend 3 power points to make the effects of the power by 2. The power's total cost cannot exceed
this feat apply to one additional attack you make in your manifester level.
the round that you use this feat. You can do this for as
many attacks as you wish, but you cannot spend more Enlarge Power (Metapsionic)
power points in this way than your manifester level. You can manifest powers at a greater range than normal.
Benefit: To use this feat, you must expend your
Delay Power (Metapsionic) psionic focus. You can alter a power with a range of
You can manifest powers that go off in a short time. close, medium, or long to double its range. An
Benefit: To use this feat, you must expend your enlarged power with a range of close thus has a range
psionic focus. You can manifest a power as a delayed of 50 feet + 5 feet per level, a medium-range power has
power. A delayed power doesn't activate immediately. a range of 200 feet + 20 feet per level, and a long-range
When you manifest the power, you choose one of power has a range of 800 feet + 80 feet per level.
three trigger mechanisms: (1) the power activates Powers whose ranges are not defined by distance, as
when you take a standard action to activate it; (2) the well as powers which have non-standard ranges, are
power activates when a create enters the area that the not affected. Using this feat does not increase the
power will affect (only powers that affect an area can power point cost of the power.
use this trigger condition); (3) it activates at the
beginning of your turn after up to five rounds have Expanded Knowledge (Psionic)
passed. If you choose one of the first two conditions You learn a new power.
and the condition is not met, the power automatically Benefit: Add to your list of powers known one
activates after five rounds have passed. additional talent or power of any level, up to one level
Only area and personal powers can be delayed. lower than the highest-level power that you can
Any decisions that you would make about the manifest. You can choose any talent or power, even
delayed power, including attack rolls, designating one from a discipline list or another class' list.
targets, or determining or shaping an area, are Special: You can gain this feat multiple times.
decided when the power is manifested. Any effects Each time, you learn one new power of any level, up
resolved by those affected by the power, including to one level lower than the highest-level power that
saving throws and power resistance, are decided you can manifest.

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Psionic Feats Prerequisites Benefits
Boost Construct Knowledge of astral construct power Your astral constructs have an extra ability
Combat Manifestation – +4 bonus to combat manifestation checks
Expanded Knowledge – Learn a new power from any source
Ghost Strike Base attack bonus +3 Roll twice for incorporeal miss chance
Inquisitor Wis 13 Expend psionic focus to detect lies
Mental Leap Str 13, Acrobatics 1 rank Psionic focus grants Acrobatics benefits
Overchannel – Take damage to improve manifester level
Overchanneling Talent Overchannel Avoid damage when overchanneling
Power Penetration – +2 to checks to overcome power resistance
Greater Power Penetration Power Penetration Expend psionic focus to gain +4 bonus to
power resistance checks
Psionic Endowment – Expend psionic focus for +1 power DC
Greater Psionic Endowment Psionic Endowment Psionic Endowment bonus increases to +2
Psionic Shot Dex 13 Psionic focus grants extra ranged damage
Fell Shot Dex 13, Psionic Shot, base attack bonus +5 Make ranged attacks as touch attacks
Greater Psionic Shot Dex 17, Psionic Shot, base attack bonus +8 Increases damage bonuses of Psionic Shot
Psionic Strike Str 13 Psionic focus grants extra melee damage
Deep Impact Str 13, Psionic Strike, base attack bonus +5 Make melee attacks as touch attacks
Greater Psionic Strike Str 17, Psionic Strike, base attack bonus +8 Increases damage bonuses of Psionic Strike
Speed of Thought – Psionic focus grants +10 foot land speed
Psionic Charge Speed of Thought Make complex maneuvers while charging
Up The Walls Speed of Thought Run on walls while psionically focused
Swift Focus – Gain psionic focus as a move action

Metapsionic Feats Prerequisites Benefits


Burrowing Power – Bypass barriers and obstacles with power
Chain Power – Power bounces to additional targets
Delay Power – Delay activation of power
Empower Power – Increase power's effects by 50%
Enlarge Power – Double power's range
Extend Power – Double power's duration
Maximize Power – Maximize power's effects
Opportunity Power – Make opportunity attack with touch power
Quicken Power – Manifest power as a swift action
Split Psionic Ray – Ray power hits two targets
Widen Power – Double power's area
.

Extend Power (Metapsionic) the power by 2. The power's total cost cannot exceed
You can manifest powers that last twice as long as normal. your manifester level.
Benefit: To use this feat, you must expend your
psionic focus. You can manifest an extended power. Fell Shot (Psionic)
An extended power lasts twice as long as normal. A You charge a projectile with shearing psionic force that rips
power with a duration of concentration, permanent, or through all protections.
instantaneous is not affected by this feat. Prerequisites: Dex 13, Psionic Shot, base attack
Using this feat increases the power point cost of bonus +5

69
Benefit: To use this feat, you must expend your Greater Psionic Strike (Psionic)
psionic focus. You can resolve your next ranged attack You can charge your weapon with destructive energy.
as a ranged touch attack. You must decide whether or Prerequisites: Str 17, Psionic Strike, base attack
not to use this feat prior to making an attack. If your bonus +8
attack misses, you still expend your psionic focus. Benefit: The bonus to melee weapon damage that
You spend 3 power points to make the effects of you gain while psionically focused increases to +2.
this feat apply to one additional attack you make in When you expend your psionic focus to deal
the round that you use this feat. You can do this for as additional damage with a melee weapon, the damage
many attacks as you wish, but you cannot spend more bonus increases to +4d6.
power points in this way than your manifester level.
Inquisitor (Psionic)
Ghost Strike (Psionic) You know when others lie.
Your psionic energy allows you to press home attacks Prerequisites: Wis 13
against insubstantial beings. Benefit: To use this feat, you must expend your
Prerequisites: Base attack bonus +3 psionic focus. You gain a +10 bonus on a Sense Motive
Benefit: You must be psionically focused to use check to oppose a Bluff check. You must decide
this feat. When you make a melee or ranged attack whether or not to use this feat prior to rolling the
against an incorporeal creature, you can make two Sense Motive check. If your check fails, or your
rolls for your miss chance and use the higher result. opponent isn't lying, you still expend your psionic
focus.
Greater Power Penetration (Psionic)
Your powers can break through even the strongest Maximize Power (Metapsionic)
antipsionic defenses. You can manifest powers to maximum effect.
Prerequisites: Power Penetration Benefit: To use this feat, you must expend your
Benefit: You must expend your psionic focus to psionic focus. You can maximize a power. All variable,
use this feat. You gain a +4 bonus on manifester level numberic effects of the power are maximized. A
checks to overcome a creature's power resistance. This maximized power deals maximum damage, cures the
bonus stacks with the bonus from Power Penetration. maximum number of hit points, and so on, as
appropriate. Saving throws, opposed checks, and
Greater Psionic Endowment (Psionic) other non-variable effects of the power are not
You can use meditation to focus your powers. affected.
Prerequisites: Psionic Endowment Using this feat increases the power point cost of
Benefit: When you use the Psionic Endowment the power by 4. The power's total cost cannot exceed
feat, you add +2 to the save DC of the power that you your manifester level.
manifest instead of +1.
Mental Leap (Psionic)
Greater Psionic Shot (Psionic) You can make incredible jumps.
You can charge your ranged attacks with additional Prerequisites: Str 13, Jump 1 rank
damage. Benefit: While you maintain your psionic focus,
Prerequisites: Dex 17, Psionic Shot, base attack you gain a +2 psionic bonus to Acrobatics checks. You
bonus +8 can expend your psionic focus as part of making an
Benefit: The bonus to ranged weapon damage that Acrobatics check in order to gain a +4 psionic bonus to
you gain while psionically focused increases to +2. the check. If you have 10 or more ranks in Acrobatics,
When you expend your psionic focus to deal these bonuses increase to +4 and +8, respectively.
additional damage with a ranged weapon, the damage
bonus increases to +4d6. Opportunity Power (Metapsionic)
You can use psionc powers to make opportunity attacks.

70
Benefit: To use this feat, you must expend your psionic focus as part of a charge. Your movement
psionic focus. When you make an attack of during the charge ignores difficult terrain, and you do
opportunity and have at least one hand free, you can not need to end the charge in the closest square to the
use any power you know with a range of touch in target (although you must still end adjacent to the
place of the attack. Manifesting this power is an target). You do not provoke opportunity attacks from
immediate action. You cannot use this feat with a the target during this charge, though other creatures
touch power whose manifesting time is longer than a may make opportunity attacks as normal.
full-round action. Normal: Movement during a charge is affected by
Using this feat increases the power point cost of difficult terrain, and you must end the charge in the
the power by 6. The power's total cost cannot exceed closest adjacent square to the target. If you move
your manifester level. through squares that the target threatens, you provoke
Normal: Attacks of opportunity can be made only attacks of opportunity from the target.
with melee weapons.
Psionic Endowment (Psionic)
Overchannel (Psionic) You can meditate briefly to make your powers stronger.
You can strengthen your powers at the cost of your own life Benefit: To use this feat, you must expend your
energy. psionic focus. You add 1 to the save DC of a power
Benefit: While manifesting a power, you can gain that you manifest within the next round.
a +1 bonus to your manifester level, but you take 1d8
points of damage for doing so. At 8th level, you can Psionic Shot (Psionic)
gain a +2 manifester level bonus at the cost of 3d8 You can charge your ranged attacks with psionic damage.
damage. At 15 level, you can gain a +3 manifester
th
Prerequisites: Dex 13
level bonus at the cost of 5d8 damage. Benefit: While you maintain your psionic focus,
The effective increase in manifester level increases you deal +1 damage with ranged weapons. You can
the number of power points you can expend on a expend your psionic focus to deal +2d6 damage on a
single power manifestation, as well as increasing all single ranged attack that you make this round. If the
manifester level-dependent effects. attack misses, you do not lose your psionic focus.

Overchanneling Talent (Psionic) Psionic Strike (Psionic)


You can overchannel low-level powers without risk. You can charge your ranged attacks with psionic damage.
Prerequisites: Overchannel Prerequisites: Str 13
Benefit: To use this feat, you must expend your Benefit: While you maintain your psionic focus,
psionic focus. When manifesting a power of 3rd level you deal +1 damage with melee weapons and
and using the Overchannel feat to increase your unarmed strikes. You can expend your psionic focus to
manifester level, you do not take damage from deal +2d6 damage on a single melee attack that you
overchanneling. make this round. If the attack misses, you do not lose
your psionic focus.
Power Penetration (Psionic)
Your powers are especially potent. Quicken Power (Metapsionic)
Benefit: While you maintain your psionic focus, You can manifest a power with just a moment's
you gain a +2 bonus to manifester level checks made concentration.
to overcome a creature's power resistance. Benefit: To use this feat, you must expend your
psionic focus. You can quicken a power. A quickened
Psionic Charge (Psionic) power may be manifested as a swift action.
Nothing can hinder your charges. Manifesting a quickened power does not provoke
Prerequisites: Speed of Thought attacks of opportunity. You can only manifest one
Benefit: To use this feat, you must expend your quickened power per round. A power whose

71
manifesting time is longer than 1 round cannot be attacks against you while you are on the wall if you
quickened. move through squares that they threaten. Creatures
Using this feat increases the power point cost of with reach have vertical reach as well as horizontal.
the power by 6. The power's total cost cannot exceed Like any ground, walls may include special terrain
your manifester level. features such as crumbling pieces or difficult terrain. If
you can take other actions while moving (such as with
Speed of Thought (Psionic) the Spring Attack feat), you can still take them while
You channel psionic energy to allow yourself to move faster. moving along a wall.
Benefit: As long as you are psionically foucsed,
your land speed increases by 10 feet. If you are Widen Power (Metapsionic)
wearing heavy armor, this bonus decreases to 5 feet. You can increase the area of your powers.
Special: You can take this feat a second time to Benefit: To use this feat, you must expend your
apply the bonus to all movement modes that you psionic focus. You can alter a burst, emanation, line, or
possess. spread-shaped power to increase its area. Powers with
non-standard areas of effect are not affected by this
Split Psionic Ray (Metapsionic) feat. Any numeric measurements of the power's area
You can affect two targets with a single ray. are doubled.
Benefit: To use this feat, you must expend your Using this feat increases the power point cost of
psionic focus. You can split psionic rays that you the power by 4. The power's total cost cannot exceed
manifest. The split ray affects two targets that are both your manifester level.
within the power's range and within 30 feet of each
other. If the ray deals damage, each target takes as D Racial Feats
much damage as a single target would take.
Using this feat increases the power point cost of These feats enhance a character's racial abilities or
the power by 2. The power's total cost cannot exceed cultural tendencies.
your manifester level.
Aerial Reflexes
Swift Focus (Psionic) You know how to dodge and weave in mid-air.
You can regain your psionic focus with just a moment's Prerequisites: Fly speed
effort. Benefit: While flying, you gain a +2 bonus on
Benefit: You can gain your psionic focus as a move Reflex saves and a +1 dodge bonus to Armor Class
action. against opponents who cannot fly or that have a lower
Normal: Gaining psionic focus requires a standard maneuverability than you.
action.
Ancestral Knowledge
Up The Walls (Psionic) You have a strong connection to the ancestors of your
You can run along walls. people.
Prerequisites: Speed of Thought Prerequisites: Wis 13, dwarf
Benefit: While you are psionically focused, you Benefit: You can add your Wisdom bonus to
can run along walls or other vertical surfaces so long Knowledge checks instead of your Intelligence
as you begin and end your movement on a horizontal modifier. In addition, you can make any Knowledge
surface. If you do not end your movement on a check untrained.
horizontal surface, you fall prone and take Normal: A character can only make untrained
appropriate falling damage. Treat the wall as a normal Knowledge checks if the DC is 10 or lower.
floor for the purpose of measure your movement.
Passing from floor to wall or wall to floor does not cost Auspicious Markings
movement. Opponents on the ground can make The patterns on your skin foretell a great future.

72
Prerequisites: Goliath Devoted
Benefit: You gain a +2 bonus on Charisma-based Your devotion to your focus is all-consuming
skill and ability checks. Once per day, you can reroll Prerequisites: Dwarf, Focused racial feature
action point dice if you dislike the result. In addition, Benefit: The bonus granted by your Focused racial
you gain two extra action points at every level. feature increases to +2.

Awesome Blow (Combat) Druid's Transformation


You strike an incredible blow that sends your opponent You can assume the form of an animal.
flying. Prerequisites: Pterran, path of the druid,
Prerequisites: Str 25, Power Attack, Improved Bull Knowledge (nature) 5 ranks
Rush, size Large or larger Benefit: You gain beast shape I as a spell-like ability
Benefit: You can perform the awesome blow usable once per day with a caster level equal to one-
combat maneuver. If your maneuver succeeds against half your character level. If you are able to wild shape,
a corporeal creature smaller than you, you deal you also gain another daily use of your wild shape
damage as if you had hit the target with a melee attack feature.
and send the target flying 10 feet in a direction of your
choice. The target falls prone at the end of its flight. Dwarven Vision
You can only push the target in a straight line, and it You have inherited your dwarf parent's vision.
cannot end closer to you than it started. If an obstacle Prerequisites: Mul
prevents the completion of the target's movement, Benefit: You have darkvision out to 60 feet.
both the target and the obstacle take 1d6 damage and
the target falls prone adjacent to the object. You can Flyby Attack (Combat)
perform this maneuver as part of a full attack, but You can make an attack on the move while flying.
only once. Any bonuses or effects that affect your bull Prerequisites: Fly speed
rush also affect your awesome blow. Benefit: When flying, you can take a standard
action at any point during a move action. You cannot
Cannibalism Ritual make a second move action in a round where you
You know the secrets to let your dead foes make you make a flyby attack.
stronger. Normal: You cannot take a standard action until
Prerequisites: Wis 13, halfling you have completed your move action.
Benefit: When you have slain a creature in combat
with Hit Dice equal to or greater than your level, you Hunter's Awareness
may devour its remains to gain its strength. This You have a keen perception of danger.
requires a ritual that takes ten minutes. After Prerequisites: Halfling
performing the ritual, you receive a +2 enhancement Benefit: You gain a competence bonus to initiative
bonus to either Strength, Dexterity, or Constitution for and Perception checks equal to your Wisdom
24 hours. You cannot benefit from more than one modifier.
cannibalism ritual at once.
Hunter's Ferocity
Clutchmind You can rush foes and deliver many attacks before they can
You extend your clutch mentality to your allies. respond.
Prerequisites: Thri-kreen Prerequisites: Halfling
Benefit: Allies within 10 feet of you gain a +1 Benefit: If you take the charge action against a flat-
bonus to Reflex saves, a +2 bonus to Perception checks, footed opponent, you can make a full attack at the end
and a +2 bonus to Survival checks to notice natural of the charge.
hazards such as blowouts. These benefits do not apply
when you are flatfooted.

73
Racial Feats Prerequisites Benefits
Aerial Reflexes Fly speed +2 Reflex saves and +1 AC while flying
Ancestral Knowledge Wis 13, dwarf Add Wis bonus to Knowledge checks
Auspicious Markings Goliath +2 to Cha-based checks, extra action points
Awesome Blow* Str 25, Power Attack, Improved Bull Rush, Perform maneuver that knocks enemies
size Large or larger through the air
Cannibalism Ritual Wis 13, halflling Consume enemies to gain their strength
Clutchmind Thri-kreen Extend clutchmind benefits to nearby allies
Devoted Dwarf, Focused racial feature Focused bonus increases to +2
Druid's Transformation Pterran, path of the druid, Knowledge Transform into an animal shape once per
(nature) 5 ranks day
Dwarven Vision Mul Gain darkvision out to 60 feet
Flyby Attack* Fly speed Make attack in the midst of flight
Hunter's Awareness Halfling Add Wis mod to initiative and Perception
Hunter's Ferocity Halfling Make full attack when charging
Improved Natural Attack Natural weapon, base attack bonus +4 Improve damage of one natural attack
Little Master Half-giant Protect little master in combat
Markings of the Blessed Goliath Roll saving throw twice 3/day
Markings of the Maker Goliath Roll skill check twice 3/day
Markings of the Warrior Goliath Roll attack twice 3/day
Multiattack* Two different natural weapons Reduce penalties for secondary attacks
Multiweapon Fighting* Dex 13, three or more hands Reduce penalties for multiweapon fighting
Natural Telepathy Pterran or thri-kreen Extend the range of telepathy
Psion's Detection Pterran, path of the psion Locate living creatures within 30 feet
Sensitive Antennae Thri-kreen Gain scent
Social Chameleon Half-giant +4 Diplomacy, +4 Sense Motive
Social Stability Dwarf +2 to Cha-based checks
Versatile Learner Human Gain 1 extra skill point each level, +1 bonus
to trained cross-class skills
Warrior's Strike Pterran, path of the warrior Melee attack dazes enemy
Wingover Fly speed Turn without Fly check or extra movement
.

Improved Natural Attack Benefit: You can make someone your “little
Your natural weapon leaves vicious wounds. master,” the person who you pattern your attitudes
Prerequisites: Must have a natural weapon, base and beliefs from. Your Malleable Alignment racial
attack bonus +4 feature must be used to match your alignment to your
Benefit: Choose one of your natural weapons. You little master's. You can change little masters at any
count as one size category larger for determining that time, although you should have a reason for doing so.
weapon's damage. For example, a thri-kreen's claws If you are in combat with your little master as an
would deal 1d6 damage if it took this feat for its claws. ally, you gain a +2 bonus to Will saves. If your little
Special: You can select this feat multiple times, master is inside your reach, you can use an immediate
selecting a different natural weapon each time. action to grant him a +1 bonus to Armor Class against
one attack or a +1 bonus to one Reflex save. You must
Little Master do so before the attack or save is rolled.
You form strong ties to your “little masters” that help you
protect them in combat. Markings of the Blessed
Prerequisites: Half-giant Your markings reveal that you are protected by the spirits.

74
Prerequisites: Goliath Powerful Grip
Benefit: Up to three times per day, you can roll a Your thick, stony hands have extraordinary strength.
second d20 when attempting a saving throw and use Prerequisites: Goliath, Str 15, base attack bonus +4
either result. Benefit: You are treated as if you were Large for
the purpose of wielding weapons and for class
Markings of the Maker features that relate to your damage (such as a monk's
Your markings show that you have been granted great skill. unarmed strike).
Prerequisites: Goliath
Benefit: Up to three times per day, you can roll a Psion's Detection
second d20 when attempting any skill check and use You can use your telepathic abilities to scan your
either result. environment.
Prerequisites: Pterran, path of the psion
Markings of the Warrior Benefit: As a move action, you can pinpoint the
Your markings show that you are a fearsome warrior. location of any living creature within 30 feet, even if
Prerequisites: Goliath you cannot see the subject or gain line of sight to it.
Benefit: Up to three times per day, you can roll a Any opponent that you cannot see still has total
second d20 when attempting an attack roll and use concealment.
either result.
Sensitive Antennae
Multiattack (Combat) Your antennae are highly developed.
You are particularly skilled at attacking with your natural Prerequisites: Thri-kreen
weapons. Benefit: You gain the scent ability (Pathfinder Core
Prerequisites: Two different natural weapons Rules p. 564).
Benefit: Your secondary attacks with natural
weapons only take a -2 penalty. Social Chameleon
Normal: Secondary attacks with natural weapons You can use your natural empathy to understand social
take a -5 penalty. situations.
Prerequisites: Half-giant
Multiweapon Fighting (Combat) Benefit: You gain a +4 bonus to Diplomacy and
You can easily balance weapon attacks with all your arms. Sense Motive checks.
Prerequisites: Dex 13, three or more hands
Benefit: Penalties for fighting with multiple Social Stability
weapons are reduced to -2 with the primary hand and You apply your basic steadiness to social situations with
-6 for off hands. You still have only one primary hand. great results.
Normal: Wielding multiple weapons inflicts a -6 Prerequisites: Dwarf
penalty on primary hand attacks and a -10 penalty on Benefit: You gain a +2 bonus on all Charisma-
off-hand attacks. linked skill and ability checks.
Special: This feat counts as Two-Weapon Fighting
for the purpose of qualifying for feats. Versatile Learner
You are good at a wide range of skills.
Natural Telepathy Prerequisites: Human
Your innate telepathic abilities are stronger than normal. Benefit: You gain 1 extra skill point at each level.
Prerequisites: Pterran or thri-kreen This bonus is retroactive; for example, a level 5
Benefit: You gain missive as a wild talent if you do character who selected this feat would gain four skill
not have it already. The range of your missive ability points immediately for levels 1-4. You also gain a +1
doubles (to 50 feet + 5 feet/level), and you can send bonus to any cross-class skill which you have at least
messages of up to twenty words with your missive. one rank in.

75
Warrior's Strike Controlled Raze (Raze)
You can perform a mighty blow that leaves your enemy You can expend your defiling radius or exempt certain
reeling. areas from its effects
Prerequisites: Pterran, path of the warrior Benefit: You can increase your defiling radius by
Benefit: When you make a melee attack, you can up to 10 feet. When you defile, you can specify one
choose to make it a warrior's strike. If you hit, the five-foot square per point of your Intelligence modifier
target must make a Fortitude save (DC 10 + ½ your that is unaffected by your energy gathering. Creatures
level + your Wisdom modifier) or be dazed for 1 in that square do not suffer the adverse effects of
round. You can make a warrior's strike once per day being caught in a defiling radius, vegetation is not
per two character levels (minimum 1/day). damaged, and so on.

Wingover Defoliating Raze (Raze)


You can easily make sharp turns in flight. Your defiling techniques are especially damaging to plant
Prerequisites: Fly speed creatures.
Benefit: Once each round, you can turn up to 180° Benefit: Plant creatures caught in your defiling
as a free action without making a Fly skill check. This radius suffer 5 points of damage per spell level.
free turn does not consume additional movement. Normal: Plant creatures caught in your defiling
Normal: A flying creature can turn up to 90° by radius suffer 2 points of damage per spell level.
making a DC 15 Fly check and expending 5 feet of
movement, or up to 180° by making a DC 20 Fly check Destructive Raze (Raze)
and expending 10 feet of movement. You can channel the energy of destruction that defiling
grants to make your spells more damaging.
D Raze Feats Prerequisites: Path Sinister
Benefit: When you defile to cast a spell that deals
Raze feats allow an arcane spellcaster to enhance their damage, it deals +1 damage per die.
defiling abilities. They only have effect when the
spellcaster is defiling. A mage can apply multiple raze Distance Raze (Raze)
feats simultaneously. For example, a mage with the You can move your defiling radius to gather energy at a
Distance Raze, Destructive Raze, and Fast Raze feats distance.
can benefit from all of them at the same time. Benefit: You can move the center of your defiling
radius up to 10 feet per caster level. The center of your
Agonizing Raze (Raze) defiling radius must remain on the ground. You are
Your defiling causes extraordinary pain to living creatures not affected by your own defiling, as normal.
in your defiling radius. Normal: A spellcaster's defiling radius is centered
Benefit: The penalties for being caught in your on him.
defiling radius increase by one (i.e, from -1 to -2).

Raze Feats Prerequisites Benefits


Agonizing Raze Defiler Increase penalties for defiling radius by 1
Sickening Raze Defiler, Agonizing Raze Creatures in defiling radius are nauseated
Controlled Raze Defiler Make areas exempt from defiling radius
Distance Raze Defiler Move center of defiling radius
Destructive Raze Defiler Increase damage when defiling
Efficient Raze Defiler Terrain is one step better when defiling
Exterminating Raze Defiler Increase defiling damage to plant creatures
Fast Raze Defiler Defile with move action
Instantaneous Raze Defiler, Fast Raze, any two other Raze feats Defile as swift action
.

76
Efficient Raze (Raze) Item Creation Feats
You can gather energy more efficiently, using the maximum Brew Potion
energy potential of your environment. Craft Magic Arms & Armor
Benefit: When you defile to cast a spell, treat the Craft Rod
terrain type as one step more positive. For example, a Craft Staff
spell cast in barren terrain (-1 save DC, -1 to caster Craft Wand
level checks) is treated as if it were cast in infertile Craft Wondrous Item
terrain (no penalties). In abundant terrain, the bonus Forge Ring
to save DCs and caster level checks increases to +3. Scribe Scroll
This feat has no effect in the Obsidian Plains or other
dead environments. D Flaws
Fast Raze (Raze) A flaw is effectively a reversed feat. Whereas a feat
You can gather energy for defiling faster than normal. allows a character to excel at some skill or ability, a
Benefit: You can gather energy for defiling as a flaw restricts a character's abilities or imposes some
move action and cast your spell as a standard action. If sort of penalty. A player may select one flaw during
you defile to cast a metamagic-enhanced spell, you character creation in exchange for a bonus feat. After
can do so as a full-round action that includes casting 1st level, a character cannot take additional flaws
the spell. unless the DM specifically allows it. A flaw is an
Normal: It requires a full-round action to cast a entirely negative characteristic which imposes severe
spell while defiling, and one round to cast a penalties. The penalties imposed by flaws are stronger
metamagic-enhanced spell while defiling. than the benefits of feats to counteract a player's
natural tendency to choose the flaw with the least
Instantaneous Raze (Raze) impact on their character. For that reason, the DM
You can gather life energy for your spells in only a moment. reserves the right to veto any flaw choices if the flaw
Prerequisites: Fast Raze, any two other Raze feats will not have a significant impact on the character.
Benefit: Once per day per two caster levels, you Note that flaws do not disqualify you from feats. A
can gather energy for defiling as a swift action. character with the Meager Fortitude flaw can still take
the Great Fortitude feat, which would allow him to
Sickening Raze (Raze) partially compensate for the weakness imposed by his
Your defiling aura makes creatures around you violently ill. flaw.
Prerequisites: Agonizing Raze
Benefit: In addition to any other penalties that Calm Savage
they suffer, creatures within your defiling radius must Despite your best efforts, you cannot easily enter a rage.
make a Fortitude save (DC 10 + your caster level) or Prerequisites: Barbarian
become nauseated for 1 round. Effect: You can only rage for 2 + Constitution
modifier rounds per day, instead of 4 + Constitution
D Defunct Feats modifier rounds. You only gain one additional round
at each successive class level.
For various reasons, certain feats from the Pathfinder
Core Rules are not used in Dark Sun. Claustrophobia
You become incredibly anxious in enclosed spaces
General Feats Prerequisites: Cannot be an aarakocra
Arcane Armor Mastery Effect: Any time you are in any building or natural
Arcane Armor Training feature smaller than 20 feet on each side, are trapped
Dazzling Display in a crowd of people or animals, or in any place where
Power Attack you cannot readily see the sky, you become shaken.

77
Flaws Prerequisites Benefits
Calm Savage Barbarian Fewer daily rounds of rage
Claustrophobia Cannot be aarakocra Become shaken in enclosed spaces
Clumsy Grasp Strength 20 Crush objects or creatures that you touch
Coward – Make Will save or flee danger
Frail – -1 hp per HD, -1 penalty to certain saves
Gullible – -3 to saves vs. enchantment, -4 Sense Motive
Heat Intolerance – -3 heat protection, +1 damage from fire
Inattentive – -4 Perception, -4 Sense Motive
Lightweight – ½ weight, -2 CMB/CMD, -2 Str-based checks
Living Target – -2 penalty to Armor Class
Meager Fortitude – -3 penalty to Fortitude saves
Noncombatant – -1 to attack rolls, -1 to Armor Class
Obvious Spellcaster Wizard -6 penalty to disguising spellcasting
Pathetic Reactions – -6 penalty to initiative checks
Poor Reflexes – -3 penalty to Reflex saves
Restricted Sorcery Wizard Choose two restricted schools
Shaky – -2 penalty to attack rolls
Superstitious – Make Will save or flee supernatural effects
Trivial Performer Bard Fewer daily rounds of performance
Uncentered Psionic Full-round action to gain psionic focus
Weak Bond Druid Nature bond is weaker
Weak Position Templar priest or templar knight -4 Diplomacy, Intimidate, -2 Sec. Authority
Weak Will – -3 penalty to Will saves
.

Clumsy Grasp after having been knocked unconscious by wounds.


You don't know how to control your own strength. Even if you succeed on these saves, you are shaken for
Prerequisites: Strength 20 one round.
Effect: Whenever you attempt to touch another
creature without harming it, grasp a fragile object, or Frail
attempt to perform a delicate task, you must make a You are emaciated and perpetually weak.
Dexterity check (DC 10 + Strength modifier). If you Effect: You gain one less hit point per Hit Die. You
fail, you deal damage to the creature or object that you also take a -1 penalty to saving throws against disease,
are touching equal to twice your Strength modifier. poison, and starvation.
You cannot use the effects of this flaw to intentionally
harm any creature or object. The exact definition of a Gullible
delicate task or object is up to the DM. You are easily led.
Effect: You take a -3 penalty to saving throws
Coward against Enchantment, Illusion, and Telepathy effects,
It takes an act of will for you to remain in battle. and a -4 penalty to Sense Motive checks.
Effect: You take a -2 penalty to saving throws
against fear effects, and must make a Will save (DC = Heat Intolerance
10 + enemy's CR) to continue to engage in combat You are very bad at handling the wasteland heat, and must
after having been damaged for the first time. If you remain in shade to survive for long.
fail this save, you become frightened for 1d4 rounds. Effect: You take a -3 penalty to heat protection (see
You must also make this save when you are bloodied, the Combat & Survival chapter). This can reduce your
and again at a -5 penalty if you regain consciousness heat protection to negatives, at which point you start

78
taking appropriate penalties (saving throw penalties, Poor Reflexes
additional heat damage, etc.). You also take an Your reflexes are very slow, leaving you vulnerable.
additional 1 point of damage per die from fire effects. Effect: You take a -3 penalty to all Reflex saves.

Inattentive Restricted Sorcery


You are utterly oblivious to important cues. You have little ability in certain aspects of magic.
Effect: You take a -4 penalty to Perception and Prerequisites: Wizard
Sense Motive. Effect: Choose two schools of magic. You do not
know Complex spells from those schools, and you
Lightweight must spend two slots to ready or cast a spell from
You are extremely light for your size and species. Enemies those schools.
have no trouble pushing you around in combat, and you are
very vulnerable to toxins. Shaky
Effect: Your body weight is only half the norm for Your hands and arms jitter, making it difficult to land an
your race. In addition, you take a -2 penalty to your attack.
Combat Maneuver Bonus and Combat Maneuver Effect: You take a -2 penalty to all attack rolls.
Defense, a -2 penalty to all Strength-based skill and
ability checks (this does not include attack rolls), and a Slow
-4 penalty to saving throws against poison. You move in a limping, plodding fashion that makes poor
use of your legs and momentum.
Living Target Effect: Your base speed for all movement modes is
You move stiffly, making you an easy mark. 10 feet slower than is normal for your race.
Effect: You take a -2 penalty to AC.
Superstitious
Meager Fortitude You are terrified of the supernatural, and hostile towards
Your body cannot stave off disease and privation easily. those who utilize it.
Effect: You take a -3 penalty to all Fortitude saves. Effect: You must make a Will save (DC 10 + twice
the level of the spell or power or the CR of the
Noncombatant supernatural effect) whenever you see a spell cast,
Your combat training is minimal or contains critical gaps, power manifested, or other display of supernatural
leaving you slow and vulnerable. ability. If you fail, you become frightened for 1d4
Effect: You take a -1 penalty to all attack rolls and rounds. You are also naturally hostile toward anyone
to AC. who you know to use supernatural abilities on a
regular basis, taking a -6 penalty to Diplomacy checks
Obvious Spellcaster against such individuals.
You use flashy gestures and complex, booming phrases to
cast your spells, marking you out as a mage to any Trivial Performer
observers. Your music is of the ordinary sort, rarely taking on the
Prerequisites: Wizard supernatural qualities associated with bardic skill.
Effect: You take a -6 penalty to Bluff checks to Prerequisites: Bard
conceal your spellcasting. If you wear armor, the Effect: You can only use bardic performance for 2
complexity of your gestures imposes a 10% spell + Charisma modifier rounds each day, instead of 4 +
failure chance. Charisma modifier rounds. You only gain one
additional round at each successive class level.
Pathetic Reactions
You are slow to respond to threats. Uncentered
Effect: You take a -6 penalty to initiative checks. You have difficulty finding and holding your center.

79
Prerequisites: Psionic Using Action Points
Effect: Gaining your psionic focus is a full-round You can spend 1 action point either to improve a d20
action. This time cannot be reduced in any way. In roll, to reroll a failed d20 roll, or to use a special
addition, whenever you suffer a critical hit, or a target
ability. You can spend only 1 action point in each
of one of your powers rolls a natural 20 on its saving round. If you spend a point to use a special ability, you
throw, or you roll a natural 1, you lose your psionic cannot spend another one in the same round to
focus. improve a die roll, and vice versa.
Improve A Roll: When you spend an action point
Weak Bond to improve a d20 roll, you roll your 1d6 and add the
Your bond to the natural world is weaker than normal. result to the roll. You can declare the use of your
Prerequisites: Druid action point to improve a roll after you have already
Effect: If you chose to gain a domain for your rolled the die but before the result is announced. You
Nature Bond, you do not gain the first-level domain cannot use an action point to alter the result of a d20
powers for that domain. If you chose to have an roll when you are taking 10 or taking 20. Depending
animal companion, treat your druid level as 3 levels on your your level, you may roll more than one d6
lower than normal for the purpose of the companion's when spending action points to improve a roll, as
progression. shown on the table below. If so, roll all dice and add
only the highest result to your roll.
Weak Position Reroll: When you spend an action point to reroll a
Your authority in the Templarate is suspect, and your d20 roll, you roll the d20 again and use whichever
fellows do not respect or trust you. result is better.
Prerequisites: Templar priest or templar knight Special Ability: When you spend an action point
Effect: You take a -4 penalty to Diplomacy and to use a special ability, choose one of the following
Intimidate checks, and a stacking -2 penalty to Secular benefits.
Authority checks. Activate Class Ability: You gain another use of a
class ability with limited daily uses, such as a druid's
Weak Will wild shape or cleric's channel energy. If the ability is
You have a simple mind, easy to penetrate and alter. limited by rounds per day, you instead gain another
Effect: You take a -3 penalty to all Will saves. six rounds of use.
Boost Defense: You gain a +2 bonus to Armor Class,
D Action Points and double the benefits of fighting defensively until
the beginning of your next turn.
Action points represent the extraordinary skill, luck,
Crushing Blow: After hitting with an attack, you
and toughness that any character can pull out in a
can use this ability to gain a bonus to the damage roll
crunch point. They give characters the means to affect
equal to your level.
gameplay by improving important rolls, preventing
Dash: Your speed in all movement modes increases
critical failures, or unlocking special abilities.
by 10 feet until the beginning of your next turn.
Extra Attack: When you take the Attack or Full
Acquiring Action Points Attack action in this round, you gain one more attack
A 1st-level character starts the game with 5 action than normal at your highest base attack bonus.
points. A character starting above 1st level starts the
game with a number of action points equal to 5 + ½ Action Dice
current character level. Character Action
Every time a character gains a new level, he gains Level Dice Rolled
a number of action points equal to 5 + ½ his new 1st– 7th 1d6
character level. Action points stack, and can therefore 8 – 14
st th
2d6
accrue over time. 15 – 20
st th
3d6
.

80
Ignore Wounds: You ignore all wound penalties for charity. An ascetic is scarcely likely to turn aside any
one round, including attribute damage inflicted by person seeking aid. Ascetics are universally opposed
severe wounds. to the tyrannical sorcerer-kings, and to defilers for the
Power Boost: You gain a +2 bonus to the caster or blight that they bring to all living beings. Ascetics gain
manifester level of the next spell or power that you great strength from their spiritual purity, allowing
use. them to perform near-miraculous feats. In game terms,
Spell Swap: You can immediately trade one readied these benefits compensate characters for the magical
spell for a different spell that you are able to cast. items that they cannot own.
Stabilize: If you are dying, you immediately Holy Armor: Starting at 1st level, an ascetic gains a
become stable. protective aura which shields her from harm. She
Unstoppable Effect: Roll action dice as if improving receives a +3 armor bonus to Armor Class. This bonus
a d20 roll. Increase the save DC against the next spell, increases to +4 at 3rd level, and by an additional +1 for
power, or spell/psi-like ability that you use by the every three levels thereafter.
result of the action dice. Eschew Water: A 1st-level ascetic can last for days
without water – a vital necessity under the hot
D Voluntary Poverty Athasian sun. Ascetics can go one additional day
without water per character level before they begin to
Poverty is unfortunately common in the harsh lands of suffer penalties. This benefit stacks with similar effects
the Tyr region, but asceticism is an unheard-of from a different source. Starting at 15th level, an ascetic
wonder. To most citizens of Athas, whose ideals about no longer needs to drink water at all.
their possessions can be summarized in the words Bonus Feat: At 2nd level, an ascetic gains a bonus
“more please,” the voluntary and pious abstention feat. She gains an additional bonus feat for every four
from material goods is strange and even unnatural. levels thereafter.
There are a few, however, who follow such a path.
Some are clerics seeking to temper their faith with Vow of Poverty Powers
adversity, eager for the power and clarity that comes Level Benefits Gained
from such a spiritual life. Others are psions, devotees
1 holy armor +3, eschew water
of the Way looking for much the same thing. Some
2 bonus feat
preservers take up an ascetic life in the hope of
3 exalted strike +1, holy armor +4
compensating even further for their use of magic and
4 resistance +1
give even more of themselves back to the world. The
5 energy resistance 5, eschew sustenance
greatest number come from the hidden city of New
6 natural armor +1, holy armor +5, bonus feat
Kurn, where there are whole organizations among the
7 exalted strike +2
people who have sworn off their material possessions
8 deflection +1, mind shielding
in the hopes of aiding their fellow citizens and
9 holy armor +6, resistance +2
hastening the completion of Oronis' great dream.
10 exalted strike +3 (good), energy resistance 10/5, DR
Any ascetic, however, adopts their philosophy out 5/magic
of a deep commitment to helping their fellow
11 eschew breath
sentients. Poverty is not a step lightly taken, especially
12 holy armor +7, natural armor +2
on Athas, where simple survival is a terrible challenge.
13 exalted strike +4
Ascetics embody the highest and most noble
14 freedom, resistance +3, deflection +2
principles, and are viewed with awe by those who
15 holy armor +8, energy resistance 15/10/5, DR 5/evil
know of their calling. Most ascetics spend their free
16 exalted strike +5
time helping others, whether by ministry or medicine
17 regeneration
or spell and sword. Adventuring ascetics often claim
18 true sight, holy armor +9, natural armor +3
their pay, as might be expected of any other
19 exalted strike +6, resistance +4
mercenary, only to turn around and give it away as
20 Energy resistance 20/15/10/5, deflection +3, DR 10/evil
.

81
Exalted Strike: A 3rd-level ascetic can channel Regeneration: Starting at 17th level, an ascetic
energy into her attacks. Any weapon the ascetic wields begins to heal much faster than normal. She regain hit
gains a +1 enhancement bonus to attack and damage points equal to her level every hour instead of every
rolls. This bonus rises to +2 at 7th level, and by an day. Nonlethal damage heals at a rate of one hit point
additional +1 every three levels thereafter. Starting at per level every five minutes. Once per day, the ascetic
10th level, an ascetic's exalted strike bypasses damage may focus her mind as a standard action to enter a
reduction against good. healing trance. For every round that she remains in
Resistance: A 4th-level ascetic gains a +1 resistance this trance she regains hit points as if she had rested
bonus to all saving throws. This bonus increases by +1 an hour (one hit point per level per round).
for every five character levels thereafter, to a True Sight: Starting at 18th level, an ascetic
maximum of +4 at 19th level. constantly gains the benefits of true seeing. This is a
Energy Resistance: At 5th level, an ascetic may supernatural ability.
choose one type of energy to gain resistance against:
acid, cold, electricity, fire, force, or sonic. She gains D Wild Talents
resistance 5 against any effect that inflicts that type of
damage. Every five levels thereafter, she may pick The people of Athas are naturally inclined toward
another type of energy. She gains resistance 5 against psionics. Most are born with some small aptitude for
that energy, and all her other resistances gained the mental arts, which could be trained to become
through this ability increase by 5. At 20th level, she fully controlled psionic abilities. At 1st level, characters
becomes immune to the element that she has the may elect to gain a wild talent. Roll 1d10 and gain the
greatest resistance against. talent indicated on the table below. At the DM's
Eschew Sustenance: A 5th-level ascetic no longer discretion, players may be allowed to choose their
needs food. wild talents rather than determining them randomly.
Natural Armor: At 6th level, an ascetic gains a +1 See the Magic chapter for rules on the use of
natural armor bonus to AC. This bonus increases to +2 psionic talents. Like any other psionic talent, wild
at 12th level, and to +3 at 18th level. talents may be used at will and have no power point
Deflection: At 8th level, an ascetic gains a +1 cost. Characters with wild talents do not need to meet
deflection bonus to AC. This bonus increases to +2 at any ability score requirements to use their wild
14th level, and to +3 at 20th level. talents.
Mind Shielding: At 8th level, an ascetic becomes Wild Talents
immune to detect thoughts, discern lies, and any attempt
Roll Talent
to discern her alignment, as well as the psionic
1 distraction
equivalents of these abilities. At 10th level, she gains a
2 far hand
+4 bonus to all saving throws to resist divination and
3 figment
enchantment spells, and to resist clairsentience
4 flamefinger
telepathy powers. At 18th level, she constantly gains
5 hammer, lesser
the benefits of mind blank. This is a supernatural
6 locate
ability.
7 missive
Damage Reduction: At 10th level, an ascetic gains
8 purify
DR 5/magic. At 15th level, this improves to DR 5/iron.
9 spotlight
At 20th level, this improves to DR 10/iron.
10 stick
Eschew Breath: An 11th-level ascetic no longer .

needs air, and does not suffer penalties for suffocation


or drowning.
Freedom: Starting at 14th level, an ascetic
constantly gains the benefits of freedom of movement.
This is a supernatural ability.

82
CHAPTER 4: PRESTIGE CLASSES
The 14 prestige classes in this chapter replace the ones The precise origins of this time mastery are unknown
found in the Pathfinder Core Rules. They are available (three different academies claim that their founder
to any Dark Sun character who meets their discovered the principles), but its effects are a well-
prerequisites. You should still consult your DM before known and heavily romanticized subject: unarmed
taking any prestige class. fighters who move with unnatural speed and act
The prestige classes in this chapter are before anyone else could be aware of danger. Most
summarized below. academy wardens follow tradition and remain to
Academy Warden: A monk trained in the psionic serve their home academy, but some venture out into
arts who can alter the flow of time. the world as adventurers and mercenaries.
Arch Defiler: A dark mage who has perfected the Qualifications: A character must have some
art of defiling. background as a monk to become an academy
Assassin: A hired killer who specializes in poisons warden, but his psionic training may vary widely.
and can kill with a single devastating blow. Psions, wilders, and psychic warriors all value an
Duelist: An agile warrior who relies on mobility academy warden's ability to manipulate time like clay.
and rapid blows to harry enemies.
Elemental Savant: A devoted cleric who seeks Requirements
perfection by turning himself into an elemental. To become an academy warden, a character must
Healer Adept: A mage who channels primal magic fulfill all of the following criteria.
to heal the land. Skills: Knowledge (psionics) 5 ranks, Psicraft 5
Iron Defender: A nearly-invulnerable warrior who ranks.
hinders enemies and controls the battlefield. Class Feature: Flurry of blows, still mind.
Loremaster: Master of knowledge with great Manifesting: Ability to manifest 2nd level powers.
learning and supernatural skill.
Metamind: Psionicist who sacrifices knowledge
and finesse for raw power.
Class Features
All the following are class features of the academy
Mindbender Prodigy: A mindreading expert who
warden class.
can predict an enemy's actions in battle.
Hit Die: d8.
Soulbow: Psionic archer who can guide projectiles
Class Skills: Acrobatics, Climb, Escape Artist, Fly,
with his mind.
Knowledge (psionics), Psicraft, Stealth.
Veiled One: Mage of the Veiled Alliance who can
Skill Points: Academy wardens receive 4 +
call on the resources of the secret society.
Intelligence modifier skill points at each level.
Wasteland Predator: A fierce warrior who
Weapon and Armor Proficiencies: Academy
embodies the predatory nature of wild beasts.
wardens gain no proficiency with any weapon or
Wildling Outrider: A mounted fighter who can
armor.
form a powerful bond with his mount.
Manifesting: At the indicated levels, an academy

D Academy Warden prodigy gains additional power points, manifester


levels, powers known, and talents known as if he had
Academy wardens are best known as the guardians of increased his level in a manifesting class he belonged
the psionic academies, though in fact they may follow to before adding the prestige class. He does not,
many vocations. It is well known, however, that the however, gain any other benefits a character of that
security forces of each academy are based around a class would gain. If the academy warden had more
core of fearsome warriors who can move through time than one manifesting class before becoming an
as easily as a normal man might move through the air. academy warden, he must decide which class she

83
Academy Warden Hit Die: d8 Skill Points: 4 + Int mod
Level BAB Fort Save Ref Save Will Save Special Manifesting
1 +0 +0 +1 +1 Accelerate, ki strike (magic), monk abilities –
2 +1 +1 +1 +1 Fold time 1/day (move action) +1 level of existing class
3 +2 +1 +2 +2 Capricious step +1 level of existing class
4 +3 +1 +2 +2 Temporal strike (touch power) +1 level of existing class
5 +3 +2 +3 +3 Fold time 2/day (standard action) –
6 +4 +2 +3 +3 Superior accelerate +1 level of existing class
7 +5 +2 +4 +4 Temporal strike (ray power) +1 level of existing class
8 +6 +3 +4 +4 Fold time 3/day +1 level of existing class
9 +6 +3 +5 +5 Diamond soul –
10 +7 +3 +5 +5 Master of time +1 level of existing class
.

improves with this feature. This choice may be move action. At 5th level, he can fold time twice per
changed at each level, but it cannot be changed day and grant himself a standard action when he does
retroactively. so. At 8th level, he can fold time three times per day.
Monk Abilities: An academy warden adds his An academy warden can fold time no more than once
class level to his monk level to determine his his flurry per round. Academy wardens cannot use action points
of blows attack bonus, his unarmed strike damage, his to gain additional uses of fold time.
unarmored speed, his class-based AC bonus, and his Capricious Step (Ex): At 3rd level, an academy
daily uses of Stunning Fist. He does not gain any other warden can maneuver rapidly around his enemies to
features of advancing as a monk, such as a higher deliver crushing attacks. In any round in which he
Combat Maneuver Bonus from monk levels, an makes no movements other than a 5-foot step, he can
increased ki pool, or new class features. take a second 5-foot step as a free action. This second
Accelerate (Su): Academy wardens can fold time 5-foot step is treated in all ways as a normal 5-foot
around themselves, allowing them to act at incredible step, except for the restriction on when the academy
speed. As a free action at the beginning of his turn, an warden may use it.
academy warden can choose to accelerate his actions Temporal Strike (Su): At 4th level, an academy
until the beginning of his next turn. Academy wardens warden can expend one of his daily Stunning Fist
can spend up to 2 + Wisdom modifier rounds per day attempts to manifest and deliver a melee touch power
accelerated, plus two additional rounds per class level as part of an attack with unarmed strikes or monk
after 1st. weapons. He rolls the attack for the touch power
While accelerated, an academy warden gains a +1 separately from his other attacks. Manifesting this
bonus to attack rolls and Combat Maneuver Bonus, a touch power does not provoke an attack of
+1 dodge bonus to Armor Class, Combat Maneuver opportunity.
Defense, and Reflex saves, and a +10 foot bonus to At 7th level, the academy warden can do the same
movement speed. He also gains one extra swift or with a ray attack. If he uses the ray to attack a creature
immediate action in that round. that he also attacked with an unarmed strike or
Ki Strike (Su): An academy warden gains a ki pool weapon, he does not provoke an attack of opportunity
of 1 point. If he already has a ki pool, its size increases for manifesting the power.
by 1. While he has at least 1 point in his ki pool, his Superior Accelerate (Ex): At 6th level, an academy
unarmed strikes are treated as magic weapons for the warden's bonuses from his accelerate class feature
purpose of bypassing damage reduction. improve to +2, and the movement speed bonus
Fold Time (Su): At 2nd level, an academy warden increases to +20 feet.
can warp the flow of time to act much more rapidly Diamond Soul (Ex): At 9th level, an academy
than normal. Once per day as a free action, an warden gains spell and power resistance equal to 10 +
academy warden can grant himself an additional his monk level + his academy warden level.

84
Master of Time (Ex): At 10th level, an academy Spells: Ability to cast 3rd level arcane spells.
warden's bonuses from his accelerate class feature Alignment: Any non-good.
improve to +3, and the movement speed bonus Special: Must be a defiler.
increases to +30 feet. In addition, when the academy
warden uses his fold time class feature, he can grant Class Features
himself either a full-round action or both a standard All the following are class features of the arch defiler
action and a move action. class.
Hit Die: d6.
D Arch Defiler Class Skills: Bluff, Knowledge (arcana), Spellcraft.
Skill Points: Arch defilers receive 2 + Intelligence
Ordinary defilers are dangerous and vile beings, but
modifier skill points at each level.
for some, even the life-destroying power of defiling is
Weapon and Armor Proficiencies: Arch defilers
insufficient to slake their thirst for magic. Those
gain no proficiency with any weapon or armor.
driven to even greater blasphemies by their lust for
Metamagic Raze (Su): While defiling, an arch
power become arch defilers, who have raised the
defiler can draw additional energy to power her
callous use of life energy to a truly unpleasant art. So
metamagic feats. Once per day, as part of defiling to
foul is the magic commanded by an arch defiler that
cast an arcane spell, she can eliminate the additional
her very soul becomes tainted. Every spell that she
casting time required to apply metamagic feats to that
casts reveals the malice in her heart, and her fellow
spell. In addition, she reduces the spell level cost of
mages can feel her vileness as a crawling horror in
the metamagic feats that she applies by an amount
their minds. For this reason, arch defilers tend to be
equal to one-half her class level (minimum 1 level).
loners, or at most form small cabals. The most
Doing so increases the defiler's defiling radius by 5
depraved, however, often find employment as royal
feet per spell level of metamagic reduced by this
defilers for the sorcerer-monarchs, where they receive
ability. For example, Narin (wizard 5/arch defiler 6)
the greatest scope for their inventive cruelties.
can use her metamagic raze to apply the Empower
Qualifications: Only a wizard can become an arch
Spell (2 spell levels) and Silent Spell (1 spell level)
defiler.
feats to her spell without increasing its casting time or
paying the additional spell levels to cast the spell. If
Requirements she does so, her defiling radius increases by 15 feet.
To become an arch defiler, a character must fulfill all At every odd-numbered class level after 1st, an
of the following criteria. arch defiler gains another daily use of metamagic raze,
Skills: Knowledge (arcana) 3 ranks, Spellcraft 5 up to an five uses per day at 9th level.
ranks. Tainted Aura (Su): An arch defiler's spells are
Feats: Any Raze feat, any Metamagic feat. tainted with defiling energy. Their very structure

Arch Defiler Hit Die: d6 Skill Points: 2 + Int mod per level
Level BAB Fort Save Ref Save Will Save Special Spellcasting
1 +0 +0 +0 +1 Metamagic raze 1/day, tainted aura +1 level of existing arcane class
2 +1 +1 +1 +1 Defiler feat +1 level of existing arcane class
3 +1 +1 +1 +2 Metamagic raze 2/day +1 level of existing arcane class
4 +2 +1 +1 +2 Invigorating destruction +1 +1 level of existing arcane class
5 +2 +2 +2 +3 Defiler feat, metamagic raze 3/day +1 level of existing arcane class
6 +3 +2 +2 +3 +1 level of existing arcane class
7 +3 +2 +2 +4 Metamagic raze 4/day +1 level of existing arcane class
8 +4 +3 +3 +4 Defiler feat, invigorating destruction +2 +1 level of existing arcane class
9 +4 +3 +3 +5 Metamagic raze 5/day +1 level of existing arcane class
10 +5 +3 +3 +5 Raze mastery +1 level of existing arcane class
.

85
indicates the rushed, power-intensive style of their Qualifications: Nearly any character can become
caster. When examined with detect magic, the auras of an assassin. However, the assassin's abilities make it
an arch defiler's spells reveal that they were cast by an most useful for bards, rangers, and rogues.
arch defiler. Furthermore, other spellcasters become Spellcasters and manifesters with melee inclinations
uncomfortable in the arch defiler's presence, so strong can make deadly assassins by taking advantage of
is the taint surrounding her. A successful Knowledge their touch-attack abilities and skill at illusionary
(arcana) check (DC 25 – arch defiler level) reveals to concealment, though they cannot easily take
any character capable of casting arcane or divine advantage of an assassin's ability with poisons.
spells that there is an arch defiler within 100 feet. This Straight-forward melee fighters tend to make poor
does not identify the specific identity of the arch assassins, as their preference for heavier armor and
defiler, though that may be uncovered by other fewer skill points limit their ability to approach their
means. targets from stealth.
Defiler Feat: At 2nd level, 5th level, and 8th level, an
arch defiler gains a bonus feat. This feat must be a Requirements
Raze feat or Path Sinister. To become an assassin, a character must fulfill all of
Invigorating Destruction (Su): At 4th level, an arch the following criteria.
defiler starts to draw intense pleasure from the act of Skills: Disguise 2 ranks, Stealth 5 ranks.
defiling. Whenever she defiles, she gains a +1 bonus to Special: The character must kill someone for no
skill and ability checks for a number of rounds equal other reason than to become an assassin.
to the level of the spell. At 8th level, this bonus
increases to +2.
Raze Mastery (Ex): At 10th level, an arch defiler can
Class Features
All the following are class features of the assassin
imbue his spells with defiling energy while preparing
class.
them. She permanently reduces the spell level cost of
Hit Die: d8.
her metamagic feats by 1 when she defiles. If she has
Class Skills: Acrobatics, Bluff, Climb, Diplomacy,
the Metamagic Preparation feat, she can gain the
Disable Device, Disguise, Escape Artist, Intimidate,
benefits of this ability by defiling a 5-foot square when
Linguistics, Perception, Sense Motive, Sleight of Hand,
she readies a metamagic-enhanced spell. She must
Stealth, Use Enchanted Device.
defile a number of 5-foot squares equal to the number
Skill Points: Assassins receive 4 + Intelligence
of metamagic-enhanced spells that she readies.
modifier skill points at each level.

D Assassin Weapon and Armor Proficiencies: Assassins are


proficient with the bard's friend, crossbow (hand,
A mercenary undertaking his task with cold, heavy, and light), dagger, garrote, shortbow (normal
professional detachment, the assassin is equally adept and composite), tonfa, and widow's knife. Assassins
at espionage, bounty hunting, and terrorism. At his are proficient with light armor, but not with shields.
core, the assassin is an artisan, and his medium is Death Attack (Ex): If an assassin studies his victim
death. Trained in a variety of killing techniques, for 3 rounds and makes a sneak attack with a melee
assassins are feared and respected. Athasian assassins weapon that successfully deals damage, the sneak
are notorious as skilled poisoners, and the number of attack has the additional effect of either paralyzing or
bards that fill the ranks of the assassins does little to killing the victim (assassin's choice). If the victim fails
reduce this reputation. Some people become assassins a Fortitude save (DC 10 + assassin level + Intelligence
with good intentions, seeking to correct a terrible evil modifier), it either dies instantly or becomes paralyzed
or avenge a past wrong. However, assassins must for 1d6 rounds + 1 round per assassin level. For
make their living as hired killers, and the good-at- purposes of immunities, a death attack is not
heart inevitably flee the profession or grow callous to considered a death effect, but it is considered a sneak
the brutality that they employ. attack. If the target succeeds on its saving throw, the

86
attack is just a normal sneak attack. Assassin Hit Die: d8
Studying the victim is a standard action. Once the Fort Ref Will
assassin has completed the 3 rounds of study, he must Level BAB Save Save Save Special
make the death attack within the next 3 rounds. The 1 +0 +0 +1 +0 Death attack, poison use,
death attack fails if the target detects the assassin or sneak attack +1d6
recognizes the assassin as an enemy (although the 2 +1 +1 +1 +1 Dosage, uncanny dodge
sneak attack might be successful if the target continues 3 +2 +1 +2 +1 Alignment shift, empower
to meet the conditions for a sneak attack). If the death poison +1, sneak attack +2d6
attack is attempted and fails, or if the assassin does not 4 +3 +1 +2 +1 Delay poison, hidden
weapons
launch the death attack within 3 rounds of completing
5 +3 +2 +3 +2 Improved uncanny dodge,
his study, another 3 rounds of study are required
sneak attack +3d6
before he can attempt another death attack.
6 +4 +2 +3 +2 Empower poison +2, quiet
Poison Use (Ex): Assassins are trained in the use of death, swift death 1/day
poison and cannot accidentally poison themselves 7 +5 +2 +4 +2 Alignment shift, sneak attack
when applying poison to a weapon. In addition, +4d6
assassins can safely identify poisons without risking 8 +6 +3 +4 +3 Hide in plain sight
harm to themselves. If the assassin already has poison 9 +6 +3 +5 +3 Empower poison +3, sneak
use from another class, he instead gains a +1 bonus to attack +5d6, swift death 2/day
saving throws against poison. 10 +7 +3 +5 +3 Angel of death, quicken
Sneak Attack: This is exactly like the rogue ability poison
.

of the same name. The additional damage dealt


eventually become a malevolent killer.
increases by +1d6 every other assassin level. If an
Empower Poison (Ex): At 3rd level, an assassin can
assassin gains a sneak attack from another source, the
execute attacks that apply poison more efficiently than
bonuses to damage stack.
normal. The saving throw DC of any poison used by
Dosage (Ex): Assassins know how to apply poison
the assassin increases by +1. This bonus increases by
with special tars and oils that cling to the weapon.
+1 for every three additional assassin levels (+2 at 6th
Starting at 2nd level, when an assassin applies poison
level, +3 at 9th level).
to a weapon, he gains two uses of that poison instead
Delay Poison (Ex): At 4th level, an assassin can
of one. No more than one dose may be applied by a
administer poison so that it has a longer onset time.
single attack, as normal.
The assassin can add one minute to a poison's onset
Uncanny Dodge (Ex): At 2nd level, an assassin
time per assassin level. The assassin can choose how
cannot be caught flatfooted, even if the attacker is
much time to add, but only in intervals of one minute.
invisible. He still loses his Dexterity bonus to AC if
For example, a 4th level assassin can add between one
immobilized. An assassin with this ability can still lose
minute and four minutes to a poison's onset time,
his Dexterity bonus to AC if an opponent uses the
while an 8th level assassin could add between one
feint action against him. If the assassin already has
minute and eight minutes.
uncanny dodge from another class, he instead gains
Hidden Weapons (Ex): At 4th level, an assassin can
improved uncanny dodge.
add his class level to Sleight of Hand checks to conceal
Alignment Shift: No matter their original
weapons from notice.
motivations, assassins eventually become inured to
Improved Uncanny Dodge (Ex): At 5th level, an
the brutality and violence of their profession. Those
assassin can no longer be flanked. This defense denies
who started with good intentions lose sight of their
a rogue the ability to sneak attack the assassin by
goals, and the amoral become callous and depraved.
flanking him, unless the attacker has at least four more
The only way to avoid this is to leave the profession
rogue levels than the assassin has class levels. If the
before one becomes too scarred. At 3rd level and 7th
assassin already has improved uncanny dodge, the
level, an assassin's alignment shifts one step toward
levels from the classes that grant improved uncanny
evil. This means that even a purely good character will
dodge stack to determine the minimum rogue level

87
required to flank the assassin. lightning swordplay and quick maneuvers.
Quiet Death (Ex): At 6th level, whenever an Qualifications: The path of the duelist is natural
assassin kills a creature using his death attack during for rogues and bards, who prize the sort of reflexes
a surprise round, he can also immediately make a and cunning that a duelist needs. Some also come
Stealth check to avoid notice. Nearby creatures oppose from the ranks of fighters and rangers who prefer to
this check with a Perception check. If the assassin is eschew armor in favor of maneuverability.
successful, nobody notices the assassination or the
assassin's presence, and it may take them several Requirements
rounds to even learn that the victim has died. To become a duelist, a character must fulfill all of the
Swift Death (Ex): At 6th level, once per day, the following criteria.
assassin can make a death attack against a creature Base Attack Bonus: +5.
without studying it first. He must still deal sneak Skills: Acrobatics 5 ranks.
attack damage with a melee weapon that deals Feats: Dodge, Mobility, Weapon Finesse.
damage. At 9th level, the assassin can use this ability
twice per day.
Hide In Plain Sight (Su): At 8th level, an assassin
Class Features
All the following are class features of the duelist class.
can use the Stealth skill even while observed. As long
Hit Die: d10.
as he is within 10 feet of some sort of shadow, an
Class Skills: Acrobatics, Bluff, Escape Artist,
assassin can hide himself from view in the open
Perception, Perform, Sense Motive.
without anything to hide behind. He cannot, however,
Skill Points: Duelists receive 4 + Intelligence
hide in his own shadow.
modifier skill points at each level.
Angel of Death (Su): At 10th level, the assassin
Weapon and Armor Proficiencies: Duelists are
ensures that his targets will not rise again. When he
proficient with all simple and martial weapons and
succeeds on a death attack and kills his victim, he can
light armor, but not with shields.
cause the victim's body to crumble into dust. This
Canny Defense (Ex): When a duelist has at least
prevents psionic revivify, raise dead, and resurrection
one hand free and is wearing light or no armor, she
from returning the target to life (although true
can add 1 point of Intelligence bonus (if any) per
resurrection still works normally).
duelist level to her Dexterity bonus to modify Armor
Quicken Poison (Ex): At 10th level, an assassin can
Class. If a duelist is caught flat-footed or otherwise
concentrate his poisons to act with incredible speed.
denied her Dexterity bonus, she also loses this bonus.
The onset time of any poison that the assassin uses is
Improved Called Shot: A duelist gains Improved
halved, as is the duration. However, victims of a
Called Shot as a bonus feat. If she already has it, she
quickened poison takes twice as much damage each
instead gains Greater Called Shot.
round. For example, a poison that deals 1d6 Strength
Skirmish (Ex): A duelist relies on her mobility to
damage every round for 6 rounds would instead deal
confound enemies and strike where she isn't expected.
2d6 Strength damage every round for 3 rounds.
In any round in which she moves at least 10 feet, she

D Duelist deals an additional +1d6 damage on a melee attack


with a light or one-handed weapon. This damage can
Duelists are a rare breed in the harsh wasteland, only be applied once per turn. Creatures immune to
refined weaponmasters who prize agility and cunning critical hits are also immune to skirmish damage.
over pure toughness. Duelists move with a grace Since the duelist can deal damage once per turn,
unmatched by most opponents, parrying blows and enemies that provoke attacks of opportunity from her
countering attacks with flashy ripostes. Most duelists may also take the extra skirmish damage. The bonus
eschew armor altogether, preferring to rely on their damage improves to +2d6 at 5th level, and to +3d6 at 9th
wits to keep them alive. They thrive on the edges of a level.
melee, where they can make the most of their Starting at 3rd level, whenever the duelist moves at

88
least 10 feet in a round she gains a +1 dodge bonus to she moves out of a threatened square.
her Armor Class until the beginning of her next turn. Combat Reflexes: At 4th level, duelists gain
This bonus applies as soon as she has moved 10 feet. Combat Reflexes as a bonus feat.
This bonus improves to +2 at 7th level. Crippling Strike (Ex): At 4th level, a duelist
Parry (Ex): At 2nd level, a duelist learns to counter becomes skilled at hobbling and wounding her
an enemy's attacks with her own weapon. Whenever enemies. The DC of saving throws against wounds
the duelist could make multiple attacks on her turn that she inflicts increases by an amount equal to one-
with a light or one-handed melee weapon, she can half her Intelligence modifier, up to a maximum bonus
choose to forgo one of those attacks in order to set up equal to her duelist level.
a parry. At any time before her next turn, she can Riposte (Ex): Starting at 5th level, whenever a
attempt to parry a melee attack against herself or an duelist successfully parries an attack with her parry
adjacent ally as an immediate action. To parry the class feature, she can make an attack of opportunity
attack, the duelist makes an attack roll, using the same against the attacker. The attacking creature must be
bonus as the attack that she gave up in the previous within her reach.
round. If her attack roll is greater than the roll of the Acrobatic Charge (Ex): At 6th level, a duelist may
attacking creature, the attack automatically fails. The charge into combat where others cannot. She can
duelist takes a -2 penalty to her attack roll for each size charge at her normal speed over difficult terrain.
category that the attacking creature is larger than Depending on the circumstances, she may still need to
herself, and she also takes a -2 penalty if she is make appropriate checks to successfully cross the
defending an ally. The duelist must declare the use of terrain.
this ability before the attack roll is made. Elaborate Defense (Ex): At 7th level, when the
Improved Reaction (Ex): Starting at 2nd level, duelist chooses to fight defensively or to take the total
duelists gain a +2 bonus to initiative checks. This defense action, she gains an additional +1 dodge
bonus increases to +4 at 8th level. bonus to her AC for every three duelist levels she has
Enhanced Mobility (Ex): At 3rd level, whenever the attained.
duelist is wearing light or no armor and has at least Deflect Arrows (Ex): At 9th level, a duelist gains
one hand free, she gains a +4 dodge bonus to Armor the benefits of the Deflect Arrows feat whenever she is
Class against attacks of opportunity provoked when wielding a light or one-handed melee weapon. She
does not need a free hand to use this feat.
Duelist Hit Die: d10
No Retreat (Ex): At 9th level, enemies adjacent to
the duelist that take a withdraw action provoke an
Fort Ref Will
Level BAB Save Save Save Special attack of opportunity from the duelist.
1 +1 +0 +1 +0 Canny defense, Improved Crippling Critical (Ex): At 10th level, a duelist
Called Shot, skirmish (+1d6) increases the threat range of all light or one-handed
2 +2 +1 +1 +1 Improved reaction +2, parry melee weapons she wields by 1. This bonus is applied
3 +3 +1 +2 +1 Enhanced mobility, skirmish after other effects that improve a weapon's threat
(+1d6, +1 AC) range. For example, a duelist with the Improved
4 +4 +1 +2 +1 Combat Reflexes, crippling Critical (longsword) feat would treat the longsword as
strike having a threat range of 16-20 (19-20 base threat range,
5 +5 +2 +3 +2 Riposte, skirmish (+2d6, +1 doubled by Improved Critical to 17-20, and
AC)
augmented by Crippling Critical to 16-20).
6 +6 +2 +3 +2 Acrobatic charge
Whenever a duelist successfully inflicts a wound
7 +7 +2 +4 +2 Elaborate defense, skirmish
on an enemy, she may always choose which wound
(+2d6, +2 AC)
she inflicts. In addition, whenever she inflicts a minor
8 +8 +3 +4 +3 Improved reaction +4
wound with a critical hit, she may choose to inflict a
9 +9 +3 +5 +3 Deflect arrows, no retreat,
skirmish (+3d6, +2 AC)
major wound instead.
10 +10 +3 +5 +3 Crippling critical
.

89
Class Features
D Elemental Savant All the following are class features of the elemental
savant class.
For most clerics, their patron element defines a way of
Hit Die: d8.
life, a perspective on the world and a set of goals to
Class Skills: Fly, Heal, Knowledge (arcana),
achieve. For some, however, their element is a path of
Knowledge (planes), Knowledge (religion), Spellcraft,
transformation. These individuals, known as
Survival.
elemental savants, do not merely seek to embody the
Skill Points: Elemental savants receive 3 +
virtues and goals of their element. They wish to
Intelligence modifier skill points at each level.
become part of it, to be themselves a dancing flame or
Weapon and Armor Proficiencies: Elemental
the rushing water. Through a righteous joining with
savants gain no proficiency with any weapon or
their element, they find the perfection of themselves
armor.
and of their world. Such a desire hardly seems sane,
Spellcasting: At the indicated levels, an elemental
though of course an elemental savant would say
savant gains new spells per day, caster levels, readied
otherwise. But they are devoted and zealous in their
spells, and spells known as if she had increased her
cause, for it is in the path of elemental transformation
level in a divine spellcasting class she belonged to
that an elemental savant finds the worth of her own
before adding the prestige class. She does not,
soul.
however, gain any other benefits a character of that
Qualifications: Only an elemental cleric can
class would gain. If the elemental savant had more
become an elemental savant. Others lack the devotion
than one divine spellcasting class before becoming an
to gain the greatest blessings of the elements.
elemental savant, she must decide which class she
improves with this feature. This choice may be
Requirements changed at each level, but it cannot be changed
To become an elemental savant, a character must retroactively.
fulfill all of the following criteria. Create Element: An elemental savant gains an
Class Feature: Channel Energy, Create Element. additional daily use of her create element class feature
Skills: Knowledge (planes) 3 ranks, Knowledge at every elemental savant level.
(religion) 5 ranks. Rebuke Elemental: When an elemental savant
Spellcasting: Able to cast 3rd level divine spells. uses her channel energy ability to rebuke elementals,
Special: Must have access to two elemental or she adds her elemental savant level to the saving
paraelemental domains. throw DC.

Elemental Savant Hit Die: d8 Skill Points: 3 + Int mod per level
Level BAB Fort Save Ref Save Will Save Special Spellcasting
1 +0 +0 +0 +1 Create element, rebuke elemental, elemental +1 level of existing divine class
form (Medium), resist energy 5
2 +1 +1 +1 +1 Elemental substitution +1 level of existing divine class
3 +2 +1 +1 +2 Elemental apotheosis (immunity to sleep, +1 level of existing divine class
25% fortification)
4 +3 +1 +1 +2 Elemental form (Large), resist energy 10 +1 level of existing divine class
5 +3 +2 +2 +3 Elemental apotheosis (darkvision 60 feet) –
6 +4 +2 +2 +3 Elemental apotheosis (immunity to poison) +1 level of existing divine class
7 +5 +2 +2 +4 Elemental form (Huge), resist energy 20 +1 level of existing divine class
8 +6 +3 +3 +4 Elemental apotheosis (50% fortification) +1 level of existing divine class
9 +6 +3 +3 +5 Elemental apotheosis (immunity to +1 level of existing divine class
paralysis)
10 +7 +3 +3 +5 Perfect apotheosis –
.

90
Elemental Form (Su): An elemental savant can At 5th level, the elemental savant gains darkvision
draw upon the power of her patron element to make out to 60 feet.
herself the embodiment of that element's power. For At 6th level, the elemental savant becomes immune
ten minutes per day per elemental savant level, she to poison.
can transform herself into a Medium elemental, as if At 8th level, the elemental savant's fortification
with the elemental body II spell. An elemental savant against critical hits and sneak attacks improves to
can only assume the form appropriate to her patron 50%.
element or paraelement. Entering or leaving the At 9th level, the elemental savant becomes immune
elemental form is a swift action. to paralysis.
While in elemental form, the elemental savant can Perfect Apotheosis (Ex): At 10th level, the
speak and cast spells normally. Her equipment merges elemental savant's transformation is completed. She
with her body as normal, but if she desires, she may must undergo a ceremony that lasts one full day.
retain melee weapons and use them in place of her When this ceremony is complete, the elemental
natural attacks. Any melee weapon used in this way is savant's type changes to outsider (elemental), with the
immune to harmful effects of the elemental form. elemental subtype appropriate to her patron element.
At 4th level, an elemental savant can instead turn She becomes immune to stunning, critical hits, sneak
into a Large elemental, as if using the elemental body III attacks, and all forms of aging. She no longer needs to
spell. At 7th level, she can instead turn into a Huge eat, drink, or breathe. She gains immunity to the
elemental, as if using the elemental body IV spell. energy type associated with her patron element.
Resist Energy (Ex): An elemental savant gains Finally, she can sustain her elemental form for as long
resistance 5 to the energy type associated with her as she desires. Unlike most outsiders, an elemental
patron element. See the table below for details on savant who has reached a perfect apotheosis can still
elemental associations with energy types. be returned to life by resurrection spells.
At 4th level, the elemental savant's resistance
increases to 10. At 7th level, the resistance increases to D Healer Adept
20.
Elemental Substitution (Ex): Starting at 2nd level, Healer adepts are mages who use their magical talents
whenever an elemental savant casts a spell that deals to restore life to the land. A healer adept believes that
energy damage, she can choose to convert that when magic has twisted and damaged the land, only
damage to the energy type associated with her patron magic has the power to restore that land to health.
element. They match their arcane prowess with a druid's
Elemental Apotheosis (Ex): At 3rd level, an connection with the spirits of the land to channel their
elemental savant's true transformation begins as she own life-energy into healing the scorched ecosystem.
slowly becomes an elemental of her patron element. Unlike defilers, who steal from the land, and
She becomes immune to sleep effects, and no longer preservers, who merely attempt to balance the power
requires sleep. She must still rest in order to recover they take, a healer adept repays the land with more
spell slots, as normal, but she does not need to sleep. energy than he draws away. This drains their own life
In addition, whenever the elemental savant would energy, weakening their health and shortening their
suffer a critical hit or a sneak attack, she has a 25% lives. However, most healer adepts consider this a
chance of avoiding the additional damage, effectively reasonable price to pay for the restoration of the land
converting it into a normal hit. that they protect.
Qualifications: Only a character who is both a
wizard and a druid can reasonably become a healer
Element Energy Paraelement Energy
adept. It is theoretically possible for a high-level
Air Electricity Magma Fire
ranger/wizard to become a healer adept, but they gain
Earth Acid Rain Cold
little from the healer adept's skills.
Fire Fire Silt Acid
Water Cold Sun Fire
.

91
Requirements breaking his oath.
To become a healer adept, a character must fulfill all of Draining Arcana (Su): The goal of a healer adept
the following criteria. is to return to the land more energy than he takes. This
Skills: Knowledge (arcana) 5 ranks, Knowledge process is accomplished in two different ways. First, at
(nature) 5 ranks. the end of each day in which he cast arcane spells, the
Feats: Cannot know any Raze feats. healer adept must expend a number of primal spell
Spellcasting: Ability to cast 2nd level arcane spells, levels equal to twice his healer adept level. This
ability to cast 2nd level primal spells. magical energy returns to the land and restores it,
Special: The character must spend at least one though the healer adept receives no direct benefit
week studying the energy flow of a fertile or abundant from doing so. If he cannot do so, he builds up a debt
natural setting. This area must be in the wilderness, to the land equal to the number of spell levels that he
and not a cultivated region like a garden or farmland. fell short. If a healer adept's debt ever exceeds twice
his healer adept level, he loses the ability to cast divine
spells until he pays off his debt. No other person or
Class Features force can pay a healer adept's debt to the land – he
All the following are class features of the healer adept
must do so himself, using his own energy.
class.
Second, the healer adept supplements his own life
Hit Die: d6.
energy with that of the land when he casts arcane
Class Skills: Bluff, Knowledge (arcana),
spells. This imposes a terrible strain on his body, and
Knowledge (nature), Spellcraft, Survival.
causes him to age at twice the normal rate. For every
Skill Points: Healer adepts receive 2 + Intelligence
year that passes, a healer adept ages two years. Only a
modifier skill points at each level.
wish, miracle, or protection from time spell can prevent
Weapon and Armor Proficiencies: Healer adepts
this aging from occurring.
gain no proficiency with any weapon or armor.
Healer's Bond (Su): A healer adept forms a
Spellcasting: When a new healer adept level is
magical link to the land around him, allowing him to
gained, the character gains new spells per day, caster
mingle his own energies with the land's when he casts
levels, readied spells, and spells known as if he had
spells. A healer adept can ignore terrain penalties to
increased his level in an arcane spellcasting class he
saving throw DC and caster level checks for his arcane
belonged to before adding the prestige class and a
spells. He does not gain bonuses from terrain
primal spellcasting class he belonged to before adding
modifiers when he would not normally, however.
the prestige class. He does not, however, gain any
A healer adept can also cast arcane spells in areas
other benefits a character of that class would gain. If
without plant life, such as the Dead Lands. Doing so is
the healer adept had more than one arcane
extremely draining, however, leaving the healer adept
spellcasting class or more than one primal spellcasting
exhausted for one minute per level of the spell. A
class before becoming a healer adept, he must decide
healer adept cannot cast arcane spells in such an
which class he improves with this feature. This choice
environment while exhausted.
may be changed at each level, but it cannot be
Strength of the Land (Su): At 2nd level, the healer
changed retroactively.
adept's deep ties to the land help fuel his druidic
Oath of Life: Healer adepts take sacred oaths to
magic. If he would gain a terrain bonus to his arcane
nourish and protect the land from defiling. Violation
spells, he also gains that bonus for his primal spells.
of this oath cuts the healer adept off from his abilities.
Combine Spells (Ex): At 3rd level and beyond, a
A healer adept who defiles for any reason loses all
healer adept can merge his reservoir of primal power
class features of the healer adept class and his ability
with his knowledge of arcane magic. He combines his
to cast primal spells, and must receive both an
daily 1st level spell slots for his primal and arcane
atonement and a conversion to recover his abilities.
classes. He can use this combined pool to cast any
Consorting with defilers or others who seek the harm
readied primal or arcane spell. At 5th level, and every
of the land may also result in the healer adept
odd-numbered level thereafter, the healer adept

92
applies this benefit to the next highest level of spells, per class level of the healer adept, including the healer
finally combining his 6th level spell slots at 13th level. adept himself, treat the terrain as one category higher
Counter-Raze (Su): At 3rd level, a healer adept for the purposes of casting arcane spells. Plant
gains the ability to prevent a defiler from stealing creatures in the area gain fast healing 1 unless the
enough energy to defile. When a mage with a caster healer adept specifically wills otherwise.
level equal to or lower than the healer adept's primal Timeless Body (Ex): At 6th level, a healer adept's
caster level defiles within 10 feet per class level of the bond with the land stabilizes his body from the
healer adept, he automatically senses it and can use an deleterious effects of aging. He continues to age
immediate action to counter the defiling. The defiler normally, but no longer takes ability score penalties
still spends the normal actions to defile, but he gains for doing so. Any penalties that he has accrued remain
no additional benefit from doing so. The spell does not in place, however. The healer adept also becomes
gain a bonus to its caster level or saving throw DC, immune to all forms of magical aging apart from that
Raze feats are not activated, and no creature or plant imposed by his draining arcana feature. Bonuses for
suffers from the defiling radius. The defiler's spell still aging still accrue, and the healer adept still dies of old
goes off unless the healer adept uses some other age when his time is up.
means to counter it. Aura of Vigor (Su): At 7th level, the healer adept's
Aura of Growth (Su): At 4th level, a healer adept ability to project healing energy increases to allow him
begins to project a healing energy into the land nearby, to affect living creatures. When he casts an arcane or
nourishing plants in his area. All mages within 10 feet primal spell, living creatures within 5 feet per level of

Healer Adept Hit Die: d6 Skill Points: 2 + Int mod per level
Level BAB Fort Save Ref Save Will Save Special Spellcasting
1 +0 +0 +0 +1 Draining arcana, healer's bond, oath of life +1 level of existing arcane class
+1 level of existing primal class
2 +1 +1 +1 +1 Strength of the land +1 level of existing arcane class
+1 level of existing primal class
3 +1 +1 +1 +2 Combine spells (1), counter-raze +1 level of existing arcane class
+1 level of existing primal class
4 +2 +1 +1 +2 Aura of growth +1 level of existing arcane class
+1 level of existing primal class
5 +2 +2 +2 +3 Combine spells (2) +1 level of existing arcane class
+1 level of existing primal class
6 +3 +2 +2 +3 Timeless body +1 level of existing arcane class
+1 level of existing primal class
7 +3 +2 +2 +4 Aura of vigor, combine spells (3) +1 level of existing arcane class
+1 level of existing primal class
8 +4 +3 +3 +4 +1 level of existing arcane class
+1 level of existing primal class
9 +4 +3 +3 +5 Aura of conservation, combine spells (4) +1 level of existing arcane class
+1 level of existing primal class
10 +5 +3 +3 +5 Healer's restoration +1 level of existing arcane class
+1 level of existing primal class
11 +5 +4 +4 +6 Combine spells (5) +1 level of existing arcane class
+1 level of existing primal class
12 +6 +4 +4 +6 Aura of healing +1 level of existing arcane class
+1 level of existing primal class
13 +6 +4 +4 +7 Combine spells (6) +1 level of existing arcane class
+1 level of existing primal class
14 +7 +5 +5 +7 Immortal guardian +1 level of existing arcane class
+1 level of existing primal class
.

93
the spell gain a +1 morale bonus to attack rolls, ability at any distance, and can cast backlash and conservation
checks, and skill checks. The healer adept is not within his restored land at any distance. While within
required to use this ability; he may disable or enable his restored land, the healer adept gains damage
its use at will. reduction 5/evil, fast healing 2, and spell resistance
Aura of Conservation (Su): At 9th level, a healer equal to 10 + his class level, and he gains a +2 bonus to
adept can protect land near himself from defiling. A caster level and saving throw DC for his arcane and
defiler who attempts to defile land within 10 feet per primal spells.
class level of the healer adept must make a Fortitude Aura of Healing (Su): At 12th level, a healer adept
save (DC 10 + class level + Wisdom modifier) or take 2 perfects his healing projection so that it actually heals
damage per healer adept level. This may cause the living creatures. When he casts an arcane or primal
defiler to lose the spell if he fails a concentration spell, living creatures within 5 feet per level of the
check. Otherwise, this ability does not prevent a spell gain fast healing 1 for one round per class level.
defiler from successfully defiling, though the healer Immortal Guardian (Ex): At 14th level, the spirits
adept may still use his counter-raze ability as normal. of the land reward a surviving healer adept for his
Healer's Restoration (Su): At 10th level, a healer dedication by fueling his body with their own
adept may focus his energy to restore life to a desolate energies. His type changes permanently to fey, and he
region. He must choose an area of the wasteland with becomes an immortal creature. He no longer ages for
an infertile or worse terrain type. He can then work any reason, and cannot die of old age. In addition, he
powerful magic to reshape the land: moving gains damage reduction 10/evil. Very few healer
groundwater from deep in the ground close to the adepts live to reach this age, but those few are revered
surface, adjusting soil acidity and consistency, for their power and wisdom.
building shielding rock formations, and other such
techniques to ensure sustainable fertility. Doing so D Iron Defender
takes twelve hours of work each day for seven days,
and requires the expenditure of all arcane and primal Iron defenders are named for two signature qualities
spell slots that the healer adept possesses. He can miss of the metal. First, their value: an iron defender is held
no more than two days in a row in this process before to be “worth his weight in iron” to anyone looking for
the effort is wasted and he must begin again. If the a quality warrior or bodyguard. Second, their
healer adept has access to a tree of life which he can endurance. An iron defender specializes in being very,
root in the center of his terrain, this process only takes very tough. He trains in combat control, to use the
two days. movements of his enemies against them, and in
Upon completing this process, a region maneuverability, to avoid their blows. Most
encompassing one square mile is restored to verdant importantly, however, he trains a deep awareness of
health. Its terrain type moves up three steps, to a his surroundings that allows him to fight effectively
maximum of abundant. Lands restored by a healer while barely moving at all. Some have compared an
adept are self-sustaining, requiring no special upkeep iron defender's calm, simplistic combat style to the
to continue their good health. Moreover, they expand flowing martial arts of a monk – often to the detriment
naturally at a rate of 50 feet per month in all of the monks. When it comes to staying alive and
directions, or twice that rate if based around a tree of protecting his own, an iron defender has no peer.
life. Qualifications: Iron defenders come from a
A healer adept who has restored the land in this variety of backgrounds. Many fighters value the
fashion forms a permanent bond with that land. He defensive mastery that an iron defender's skills
becomes immune to the negative effects of a defiler's provide, but so do barbarians, rangers, and psychic
defiling radius, regardless of that defiler's level. The warriors.
rate at which he naturally recovers hit points and
ability score damage doubles. Finally, he can sense the Requirements
presence and location of defiling in his restored land To become an iron defender, a character must fulfill all

94
of the following criteria. Dexterity bonus to AC if an opponent uses the feint
Base Attack Bonus: +5. action against him. If the iron defender already has
Skills: Perception 5 ranks. uncanny dodge from another class, he instead gains
Feats: Combat Reflexes, Stand Still, Toughness. improved uncanny dodge.
Damage Reduction (Ex): At 2nd level, the iron
Class Features defender gains damage reduction 1/–. This damage
All the following are class features of the iron reduction increases at every even-numbered level
defender class. thereafter, as shown on the table.
Hit Die: d12. Painful Immobilization (Ex): At 3rd level, an iron
Class Skills: Climb, Perception, Sense Motive. defender can combine the use of his Stand Still feat
Skill Points: Iron defenders receive 2 + with an ordinary attack of opportunity. He can make
Intelligence modifier skill points at each level. both the attack of opportunity and the combat
Weapon and Armor Proficiencies: Iron defenders maneuver to immobilize his target at the same time.
are proficient with all simple and martial weapons, all He uses only a single attack of opportunity for the
light, medium, and heavy armor, and all shields. round when he does so.
AC Bonus: Iron defenders gain a +1 dodge bonus Mobile Defense (Ex): At 4th level, an iron defender
to Armor Class. This bonus increases as he levels, to a can make minor adjustments to his position while in
maximum of +4 at 10th level. defensive stance. He can take one 5-foot step each
Cunning Opportunist (Ex): An iron defender round without breaking the defensive stance. In
relies as much on awareness of his environment as addition, if the iron defender ends his defensive
sheer reflexes. He may use his Wisdom modifier to stance, he can resume it after five rounds instead of
determine the number of additional attacks of one minute.
opportunity that he gains from the Combat Reflexes Improved Uncanny Dodge (Ex): At 5th level, an
feat. He may still use his Dexterity modifier if it is iron defender can no longer be flanked. This defense
higher. denies a rogue the ability to sneak attack the iron
Defensive Stance (Ex): An iron defender can defender by flanking him, unless the attacker has at
assume a defensive stance as a free action. While in least four more rogue levels than the assassin has iron
this stance, he gains +2 Strength, a +2 bonus to all defender levels. If the assassin already has improved
saving throws, a +4 dodge bonus to Armor Class and
Combat Maneuver Defense, and temporary hit points Iron Defender Hit Die: d12
equal to twice his Hit Dice. An iron defender can Fort Ref Will AC
remain in defensive stance for 5 + Wisdom modifier Level BAB Save Save Save Bonus Special
rounds per day, plus three additional rounds per iron 1 +1 +1 +0 +0 +1 Cunning opportunist,
defender level. The defensive stance ends immediately defensive stance,
uncanny dodge
if the iron defender moves from his current location.
2 +2 +1 +1 +1 +1 Damage reduction 1/–
Any sort of voluntary movement immediately ends
3 +3 +2 +1 +1 +1 Painful immobilization
the stance, though involuntary movement (as from a
4 +4 +2 +1 +1 +2 Damage reduction 3/–,
bull rush) does not. Standing from prone does not
mobile defense
count as movement for the purpose of a defensive
5 +5 +3 +2 +2 +2 Improved uncanny
stance. The iron defender can also voluntarily cancel dodge
his defensive stance as a free action. Once the 6 +6 +3 +2 +2 +2 Damage reduction 4/–,
defensive stance has ended for any reason, it cannot be opportunity trip
resumed for one minute. 7 +7 +4 +2 +2 +3 Defensive reach
Uncanny Dodge (Ex): An iron defender cannot be 8 +8 +4 +3 +3 +3 Damage reduction 6/–
caught flatfooted, even if the attacker is invisible. He 9 +9 +5 +3 +3 +3 Perfect defender
still loses his Dexterity bonus to AC if immobilized. 10 +10 +5 +3 +3 +4 Damage reduction 7/–,
An iron defender with this ability can still lose his retaliation
.

95
uncanny dodge, the levels from the classes that grant manifesting. Most loremasters are psions and wizards,
improved uncanny dodge stack to determine the although a few are wilders with a scholarly bent.
minimum rogue level required to flank the iron Clerics can also benefit from the loremaster's abilities,
defender. though most are too concerned with their own
Opportunity Trip (Ex): At 6th level, when the iron element's necessities to worry about the time-
defender makes an opportunity attack, he can choose consuming task of gathering knowledge. A few
to attempt to trip his target instead of immobilizing it. templars become loremasters, either out of personal
He still provokes an attack of opportunity for doing so interest or a desire to fulfill their bureaucratic tasks
if he does not have the Improved Trip feat. more efficiently, though such individuals are seen as
Defensive Reach (Ex): At 7th level, an iron dangerously well-informed. Druids are poorly suited
defender's reach increases by 5 feet when he is in to the loremaster's life, being able to gain their own
defensive stance. knowledge from the spirits of the land.
Perfect Defender (Ex): At 9th level, an iron
defender can extend his protective stance to his allies. Requirements
Any ally within the iron defender's reach while he is To become a loremaster, a character must fulfill all of
in his defensive stance gains a +1 circumstance bonus the following criteria.
to saving throws and a +2 circumstance bonus to Skills: Knowledge (any three) 7 ranks in each.
Armor Class and Combat Maneuver Defense. Feats: Any two metamagic, metapsionic, or item
Retaliation (Ex): At 10th level, an iron defender in creation feats, plus Skill Focus (Knowledge [any]).
defensive stance can instantly riposte against an Language: Literate in at least two languages.
enemy who gives him an opening. Once per round, he In addition, a character must meet one of the
can make an attack of opportunity against an enemy following requirements. He does not need to meet
he threatens that misses him with a melee attack. That both.
enemy is denied its Dexterity bonus to Armor Class Manifesting: Ability to manifest 3rd level powers.
against this attack. If the iron defender chooses to Spellcasting: Ability to cast 3rd level spells.
attempt to trip that enemy and succeeds, any further
attacks that enemy might have made are automatically
Class Features
All the following are class features of the loremaster
canceled.
class.

D Loremaster Hit Die: d6.


Class Skills: Appraise, Diplomacy, Handle
The loremaster is a gatherer and keeper of secrets. He Animals, Heal, Knowledge (all), Linguistics, Perform,
is often obsessed with gathering written records to Spellcraft, Use Enchanted Device.
form an archive of the surviving history of the Skill Points: Loremasters receive 4 + Intelligence
Tablelands. Holding to the adage that knowledge is modifier skill points at each level.
power, the loremaster often forsakes material wealth Weapon and Armor Proficiencies: Loremasters
and personal glory for rare or unusual information, an gain no proficiency with any weapon or armor.
endless quest that brings him closer to his Manifesting/Spellcasting: When a loremaster
unattainable goal: perfection through edification. gains a level in the loremaster class, he must choose
Often rejecting what he views as the pointless one of the following benefits. This choice may be
affectations and transitory pleasures of his short- changed at each level, but it cannot be changed
sighted neighbors, the loremaster believes that the retroactively.
only worthwhile goal in life is the acquisition and Manifesting: The loremaster gains additional power
preservation of knowledge. points, manifester levels, powers known, and talents
Qualifications: The loremaster class holds little known as if he had increased his level in a manifesting
appeal for those without academic training, and its class he belonged to before adding the prestige class.
benefits focus directly on spellcasting and He does not, however, gain any other benefits a

96
Loremaster Hit Die: d6 Skill Points: 4 + Int mod per level
Level BAB Fort Save Ref Save Will Save Special Manifesting/Spellcasting
1 +0 +0 +0 +1 Secret +1 level of existing class
2 +1 +1 +1 +1 Lore +1 level of existing class
3 +1 +1 +1 +2 Secret +1 level of existing class
4 +2 +1 +1 +2 Bonus language +1 level of existing class
5 +2 +2 +2 +3 Secret +1 level of existing class
6 +3 +2 +2 +3 Greater lore +1 level of existing class
7 +3 +2 +2 +4 Secret +1 level of existing class
8 +4 +3 +3 +4 Bonus language +1 level of existing class
9 +4 +3 +3 +5 Secret +1 level of existing class
10 +5 +3 +3 +5 True lore +1 level of existing class
.

character of that class would gain. If the loremaster choice increases the number of power points gained
had more than one manifesting class before becoming by 2, to a maximum of 5 power points per choice of
a loremaster, he must decide which class he improves this secret. A loremaster who did not otherwise have a
with this feature. This choice may be changed at each power point reserve does not acquire one by gaining
level, but it cannot be changed retroactively. this secret.
Spellcasting: The loremaster gains new spells per Instant Mastery: The loremaster gains 6 skill points
day, caster levels, readied spells, and spells known as which must be spent on Knowledge skills. This secret
if he had increased his level in a spellcasting class he may be gained more than once.
belonged to before adding the prestige class. He does Lore of True Stamina: The loremaster gains a +2
not, however, gain any other benefits a character of bonus on Fortitude saving throws.
that class would gain. If the loremaster had more than Mystical Health: The loremaster gains a number of
one spellcasting class before becoming a loremaster, bonus hit points equal to 3 + twice his class level. This
he must decide which class he improves with this bonus improves as the loremaster's level increases.
feature. This choice may be changed at each level, but Revealed Power: The loremaster gains knowledge of
it cannot be changed retroactively. a single spell or psionic power that he did not know
Secret (Ex): At 1st level and every two class levels before. This spell or power does not need to be on the
thereafter, a loremaster may choose one secret from loremaster's class list for a previous manifesting or
the list below. He can't choose the same secret twice spellcasting class, but it must be a spell or power that
unless the secret specifically notes otherwise. he can cast or manifest. He can ready, cast, and/or
Applicable Knowledge: The loremaster gains a bonus manifest that power normally. A loremaster who is
feat. This secret may be gained more than once. also a specialized wizard can use this secret to ready
Battle Lore: The loremaster gains a +1 dodge bonus and cast a spell of his opposed school normally. This
to Armor Class. This secret may be gained more than secret may be gained more than once. A loremaster
once, up to three times. Its benefits stack. who could not otherwise cast spells or manifest
Eldritch Power: The loremaster gains a bonus 1st- powers does not gain the ability to do so by gaining
level spell slot, as if from a high ability score. This this secret.
secret may be gained more than once. Each successive Secrets of Inner Strength: The loremaster gains a +2
choice increases the level of the spell slot gained by 1, bonus on Will saving throws.
to a maximum of a 3rd-level spell slot. A loremaster Secret Knowledge of Avoidance: The loremaster gains
who could not otherwise cast spells does not gain the a +2 bonus on Reflex saving throws.
ability to do so by gaining this secret. Lore (Ex): At 2nd level, a loremaster gains an
Hidden Knowledge of the Mind: The loremaster gains insight bonus equal to his class level to all Knowledge
1 power point, as if from a high ability score. This checks. In addition, he treats all Knowledge skills as if
secret may be gained more than once. Each successive he had training in them.

97
Bonus Languages: At 4th and 8th level, a loremaster Qualifications: Most metaminds are psions or
learns a new language. He learns both the spoken and wilders who are willing to trade versatility and finesse
the written form of that language. for raw power. A few psychic warriors become
Greater Lore (Ex): At 6th level, the loremaster may metaminds, but rarely follow the path to its end.
apply the insight bonus granted by his lore ability to
Appraise, Psicraft, and Spellcraft checks. Requirements
True Lore (Ex): At 10th level, a loremaster's vast To become a metamind, a character must fulfill all of
knowledge allows him to instantly uncover useful the following criteria.
information. Once per day, the loremaster may use Skills: Knowledge (psionics) 5 ranks, Psicraft 3
one of the following effects. ranks.
Analyze Auras: The loremaster may view magical Feats: Psionic Endowment.
and psionic auras as if he were under the affects of an Manifesting: Manifester level 5th.
analyze dweomer spell. Unlike normal, this analyze
dweomer effect can view psionics. The loremaster can
use this ability as if he were a 20th level wizard.
Class Features
All the following are class features of the metamind
Hypercognition: The loremaster may rapidly
class.
process the information known to him as if he were
Hit Die: d6.
benefiting from the hypercognition power.
Class Skills: Autohypnosis, Knowledge (psionics),
Legend Lore: The loremaster may gain instant
Psicraft.
knowledge as if he had benefited from the legend lore
Skill Points: Metaminds receive 2 + Intelligence
spell. No matter the loremaster's access to or
modifier skill points at each level.
knowledge of the subject, the “casting time” of this
Weapon and Armor Proficiencies: Metaminds
effect is 1 minute.
gain no proficiency with any weapon or armor.

D Metamind Power Point Reserve: At every level, a metamind


gains additional power points as if he had increased
Metaminds know that accumulating the most power his level in a manifesting class he belonged to before
in the shortest time is the key to psionic superiority. adding the prestige class. He does not, however, gain
All metaminds strive for “power to burn” – they are any other benefits a character of that class would gain.
unconcerned with glamor in favor of single-minded If the metamind had more than one manifesting class
determination to accumulate as much psychic power before becoming a metamind, he must decide which
as possible. They are willing to forgo the development class he improves with this feature. This choice may
of new abilities in favor of increasing their mental be changed at each level, but it cannot be changed
strength to phenomenal levels. retroactively.

Metamind Hit Die: d6 Skill Points: 2 + Int mod per level


Level BAB Fort Save Ref Save Will Save Special Power Point Reserve Manifesting
1 +0 +0 +0 +1 Psychic battery 3/day +1 level of existing class –
2 +1 +1 +1 +1 Psychic reserves (5 PP) +1 level of existing class +1 level of existing class
3 +1 +1 +1 +2 Psychic battery 4/day +1 level of existing class –
4 +2 +1 +1 +2 Psychic reserves (9 PP) +1 level of existing class +1 level of existing class
5 +2 +2 +2 +3 Psychic battery 5/day +1 level of existing class –
6 +3 +2 +2 +3 Psychic reserves (13 PP) +1 level of existing class +1 level of existing class
7 +3 +2 +2 +4 Psychic battery 6/day +1 level of existing class –
8 +4 +3 +3 +4 Psychic reserves (17 PP) +1 level of existing class +1 level of existing class
9 +4 +3 +3 +5 Psychic battery 7/day +1 level of existing class –
10 +5 +3 +3 +5 Font of power +1 level of existing class +1 level of existing class
.

98
Manifesting: At every even class level, a feared as telepathy. Telepaths have adopted the
metamind gains manifester levels, powers known, and pejorative name “mindbender” as a skewed badge of
talents known as if he had increased his level in a pride, openly acknowledging their ability to read and
manifesting class he belonged to before adding the distort the thoughts of any who cross their paths. The
prestige class. He does not, however, gain any other strongest of all mindbenders is the mindbender
benefits a character of that class would gain. If the prodigy, to whom thought-sensing is as natural as
metamind had more than one manifesting class before ordinary speech. A mindbender prodigy can form
becoming a metamind, he must decide which class he coherent images and plans from a creature's mind,
improves with this feature. This choice may be learning exactly what they plan to do and how they
changed at each level, but it cannot be changed plan to do it. She does not react to her opponents – she
retroactively. simply anticipates from her enemy's surface thoughts.
Psychic Battery (Su): Metaminds can tap psionic A mindbender prodigy can break even the strongest
resources that other manifesters cannot even fathom. mental defenses against her insidious powers, and
Three times per day, a metamind can gain additional delights in revealing the deepest secrets of her foes'
power points equal to his metamind level while minds.
manifesting a power. These power points can only be Qualifications: Mindbender prodigies come from
used for the purpose of augmenting the power or two primary backgrounds: mindbender psions
paying the cost of metapsionic feats. Any power wishing to develop their thought-sensing powers to
points gained this way that are not spent immediately their peak, and psychic warriors who have undertaken
are lost. The metamind gains an additional daily use special training for the combat advantages of
of this ability at every odd-numbered metamind level. mindreading.
Psychic Reserves (Ex): At 2nd level, a metamind's
power point reserve increases by 5 power points, as if Requirements
by having a high ability score. He gains an additional To become a mindbender prodigy, a character must
4 power points at every even-numbered metamind fulfill all of the following criteria.
level thereafter. Skills: Psicraft 5 ranks, Sense Motive 3 ranks.
Font of Power (Su): At 10th level, a metamind Manifestation: Ability to manifest read thoughts as
learns how to temporarily access a reserve of nigh- a psionic power or psi-like ability.
infinite power. Once per day, for up to 1 minute, the
metamind can manifest and augment any of his
powers without drawing on his power point reserve.
Class Features
All the following are class features of the mindbender
In effect, he has infinite power points for this time. He
prodigy class.
still cannot spend more power points on any single
Hit Die: d8.
power than his manifester level. If a metamind using
Class Skills: Bluff, Knowledge (psionics), Psicraft,
this ability enters a metaconcert, his regular power
Sense Motive, Stealth.
point reserve is accessed normally for the purpose of
Skill Points: Mindbender prodigies receive 3 +
his contribution to the pool. Metaminds cannot use
Intelligence modifier skill points at each level.
action points to gain additional uses of font of power.
Weapon and Armor Proficiencies: Mindbender

D Mindbender Prodigy prodigies gain no proficiency with any weapon or


armor.
Psionics are an honorable and respectable avocation in Manifesting: At the indicated levels, a
the Tablelands in most of their forms. Many members mindbender prodigy gains additional power points,
of the nobility and the merchant houses have received manifester levels, powers known, and talents known
training in the academies, and benefited from the as if she had increased her level in a manifesting class
discipline imposed there. However, not all psionics is she belonged to before adding the prestige class. She
well-liked, and no branch of the psychic arts is as does not, however, gain any other benefits a character

99
of that class would gain. If the mindbender prodigy Spherical Read Thoughts (Ex): If the mindbender
had more than one manifesting class before becoming prodigy chooses, she can distort the area of her read
a mindbender prodigy, she must decide which class thoughts power into a sphere rather than a cone. The
she improves with this feature. This choice may be radius of the sphere equals one-half the length of the
changed at each level, but it cannot be changed cone. She can switch between the two forms of the
retroactively. power as a swift action.
Anticipate (Su): A mindbender prodigy Sustained Telepathy (Ex): A mindbender
specializes in reading the thoughts of her enemies, prodigy's extensive practice with her telepathic
which show her when and how they will strike. While abilities allows her to use them effectively in the
sustaining read thoughts, she gains a +1 insight bonus thickest combat. While maintaining her psionic focus,
to her Armor Class, Combat Maneuver Defense, and she can concentrate on read thoughts as a free action. If
Reflex saves against attacks from a creature whose she takes damage, she must still make a concentration
surface thoughts she is reading (the target has failed check to sustain the power as normal, but she may
its Will save against her read thoughts power), as well add her mindbender prodigy level to her manifester
as an identical insight bonus to her attack rolls, level for this purpose. If she expends her psionic focus
Combat Maneuver Bonus, and damage rolls against for any reason, she resume spending standard actions
such creatures. If the mindbender prodigy is denied to concentrate on read thoughts until she regains her
her Dexterity bonus to Armor Class, she also loses this focus.
insight bonus. At every odd-numbered class level after Insinuation (Ps): At 2nd level, a mindbender
1st, the bonus granted by this ability increases by +1. prodigy can weave her own commands into her
Irresistible Telepathy (Ex): A mindbender prodigy enemies' thoughts. She gains psionic suggestion as a
can break the defenses of even the strongest minds. psi-like ability with a manifester level equal to her
She can add her mindbender prodigy level to her class level, usable once per day. If an enemy is already
manifester level for the purpose of manifesting read affected by her read thoughts power, it takes a -5
thoughts. The saving throw DC of her read thoughts penalty to its Will save against this psi-like ability. At
power increase by +1, and by a further +1 for every every even-numbered mindbender prodigy level after
three mindbender prodigy levels she attains. In 2nd, she gains another daily use of this ability, to a
addition, she gains the ability to augment read thoughts maximum of five times per day at 10th level.
as follows. For every additional power point she Pierce Resistance (Su): At 3rd level, a mindbender
spends, the length of the cone increases by 10 feet. For prodigy can extend her command to creatures that
every two power points she spends in this way, the resisted her power initially. As a standard action on
saving throw DC of the power increases by +1. the round after she manifests a telepathy power or psi-

Mindbender Prodigy Hit Die: d8 Skill Points: 3 + Int mod


Level BAB Fort Save Ref Save Will Save Special Manifesting
1 +0 +0 +0 +1 Anticipate +1, irresistible telepathy (DC +1), spherical –
read thoughts, sustained telepathy
2 +1 +1 +1 +1 Insinuation 1/day +1 level of existing class
3 +2 +1 +1 +2 Anticipate +2, irresistible telepathy (DC +2), pierce –
resistance
4 +3 +1 +1 +2 Coordinate defense, insinuation 2/day +1 level of existing class
5 +3 +2 +2 +3 Anticipate +3, shatter mind blank 1/day –
6 +4 +2 +2 +3 Insinuation 3/day, irresistible telepathy (DC +3) +1 level of existing class
7 +5 +2 +2 +4 Anticipate +4, coordinate offense –
8 +6 +3 +3 +4 Insinuation 4/day, shatter mind blank 2/day +1 level of existing class
9 +6 +3 +3 +5 Anticipate +5, irresistible telepathy (DC +4) –
10 +7 +3 +3 +5 Insinuation 5/day, predict tactics +1 level of existing class
.

100
like ability, she can force any targets that successfully round.
saved against that power to make another Will save For example, Areina (psychic warrior
against the same DC. If they fail, they immediately fall 5/mindbender prodigy 4) is currently sustaining read
under the influence of the original effect. A thoughts and has chosen to delay her actions. The last
mindbender prodigy may only attempt to pierce creature in initiative is a gith warrior, who is currently
resistances once for any given manifestation of a affected by her read thoughts and has chosen to charge
power or psi-like ability. one of Areina's party members. At any time during the
Coordinate Defense (Su): At 4th level, a gith's turn, Areina can elect to take her actions. She
mindbender prodigy can share some of her psychic chooses to act once the gith has begun its charge,
perceptions to her allies. Any allies affected by the moving adjacent to it in mid-move (thereby provoking
mindbender prodigy's read thoughts power gain one- an opportunity attack) and making an attack against
half of the insight bonus to Armor Class, Combat the gith. After Areina has completed her actions, the
Maneuver Defense, and Reflex saves granted by her gith's turn resumes, at which time it must choose
anticipate class feature. Allies can, as normal, choose whether to complete the charge (and thus provoke an
to voluntarily fail their saving throw against read opportunity attack from Areina). If Areina had chosen
thoughts to be sure of gaining this benefit. The not to act during the gith's turn, she would have taken
mindbender prodigy can grant or withhold this bonus her action at the end of the round and resumed her
from any creature affected by her read thoughts power normal place in the initiative in the next round.
as a free action.
Shatter Mind Blank (Ps): At 5th level, a D Soulbow
mindbender prodigy learns to break the strongest
defenses against her powers. She gains shatter mind The great masters of ranged combat are renowned for
blank as a psi-like ability with a manifester level equal their precision. Steady hands and unblinking eyes
to to twice her class level, usable once per day. At 8th place arrows and bullets on target without fail. But
level, she gains another daily use of this ability. even these accomplished warriors pale in comparison
Coordinate Offense (Su): At 7th level, a to the powers of the soulbow – a psionic archer who
mindbender prodigy's ability to share her telepathic can literally will his shots wherever he desires.
insights with her allies improves. Any allies affected Soulbows can create arrows of pure force, place
by the mindbender prodigy's read thoughts power gain fragments of their own Will into their projectiles, and
one-half of the insight bonus to attack rolls, Combat even fire arrows through creatures and solid objects.
Maneuver Bonus, and damage rolls granted by her Soulbows may develop their talents from their natural
anticipate class feature. Allies can still choose to psionic abilities, but most are psychic warriors trained
voluntarily fail their saving throw against read in the academies. Most soulbows are eventually
thoughts to be sure of gaining this benefit. The influenced by the teachings of Bental Legger, an
mindbender prodigy can grant or withhold this bonus Urikan hero who developed the skills of the soulbow
from any creature affected by her read thoughts power to their limit, or Rrajthzthm, the thri-kreen sage
as a free action. famous for his prowess in the archer's skills.
Predict Tactics (Ex): At 10th level, a mindbender Qualifications: Most soulbows began their careers
prodigy can predict her enemies' tactics from their as psychic warriors, who can easily meet the
thoughts, and from that reading determine when best prerequisites of the class and benefit from all of its
to act. While sustaining read thoughts, she can take the abilities. Some also started as psions or wilders who
delay action without losing her place in the initiative branched out into more martial classes like ranger and
order. Moreover, she can interrupt the actions of any fighter. No character without a psionic background
creature affected by her read thoughts power and take can become a soulbow at all.
her full complement of actions immediately. If she
does not choose to do so, she can take her actions at Requirements
the end of initiative and act normally in the next To become a soulbow, a character must fulfill all of the

101
following criteria. enhancement bonus to attack and damage rolls. The
Base Attack Bonus: +4. soulbow does not need to spend money or time
Skills: Psicraft 6 ranks. creating enhanced projectiles, but his enhanced
Feats: Point Blank Shot, Precise Shot, Psionic Shot. projectiles work only for him. As normal, an
Powers: Ability to manifest 2nd level psionic enhancement bonus on ammunition does not stack
powers. with enhancement bonuses from ranged weapons, but
any other enchanted properties of the soulbow's
Class Features weapon are applied normally.
All the following are class features of the soulbow At 3rd level, the enhancement bonus granted by
class. this ability increases to +2, and by a further +1 for
Hit Die: d10. every two soulbow levels thereafter, to a maximum of
Class Skills: Perception, Ride, Stealth, Survival. +5 at 9th level. At 5th level, this ability also provides all
Skill Points: Soulbows receive 4 + Intelligence enhanced projectiles with the distance property (which
modifier skill points at each level. doubles the range increment of the shot).
Weapon and Armor Proficiencies: Soulbows are Focused Shot (Su): A soulbow can enter a brief
proficient with all simple and martial weapons, light trance to steady and guide his shots with psionic
armor, medium armor, and shields. power. As a full-round action while he maintains his
Manifesting: At the indicated levels, a soulbow psionic focus, the soulbow can make a single ranged
gains additional power points, manifester levels, attack with a +5 bonus to the attack roll. This attack
powers known, and talents known as if he had deals normal damage. At 3rd level, the soulbow's
increased his level in a manifesting class he belonged focused shot deals an additional 1d10 damage. This
to before adding the prestige class. He does not, damage increases to 2d10 at 6th level, and to 3d10 at 9th
however, gain any other benefits a character of that level. No other ability may be used in conjunction
class would gain. If the soulbow had more than one with this one.
manifesting class before becoming a soulbow, he must Imbue Arrow (Ps): At 2nd level, a soulbow gains
decide which class he improves with this feature. This the ability to manifest a psionic power on a projectile.
choice may be changed at each level, but it cannot be When the projectile is fired, the spell activates when
changed retroactively. the projectile lands. A soulbow may only manifest an
Enhance Arrows (Su): Any unenchanted projectile area power or a targeted power in this way. An area
that a soulbow fires gains a psionic charge that makes power activates when the projectile strikes, and the
it deadlier. Despite the name of this ability, it is not power's area is centered on the projectile, even if the
restricted to arrows; a soulbow may augment bolts, power is normally centered on the manifester. A
bullets, pelota, atlatl javelins, or any other projectile he targeted power must include the projectile's target as
fires with this ability. Such projectiles gain a +1 one of its targets. The manifester may determine the

Soulbow Hit Die: d10 Skill Points: 4 + Int mod per level
Level BAB Fort Save Ref Save Will Save Special Manifesting
1 +1 +0 +1 +1 Enhance arrows (+1), focused shot –
2 +2 +1 +1 +1 Imbue arrow, Point Blank Precision +1 level of existing class
3 +3 +1 +2 +2 Enhance arrows (+2), focused shot (+1d10 damage) +1 level of existing class
4 +4 +1 +2 +2 Kinetic bolt, seeker arrow +1 level of existing class
5 +5 +2 +3 +3 Enhance arrows (+3, distance) –
6 +6 +2 +3 +3 Focused shot (+2d10 damage), phase arrow +1 level of existing class
7 +7 +2 +4 +4 Enhance arrows (+4) +1 level of existing class
8 +8 +3 +4 +4 Hail of arrows +1 level of existing class
9 +9 +3 +5 +5 Enhance arrows (+5), focused shot (+3d10 damage) –
10 +10 +3 +5 +5 Soulreaver arrow +1 level of existing class
.

102
range for other targets as if he were standing where weapon's range, to a maximum of one enemy for
the projectile struck. In all other respects, an imbued every soulbow level he has attained. Each attack uses
power uses the weapon's range rather than the his primary attack bonus, and no enemy may be
power's range. If the power requires a touch attack, it targeted by more than one projectile.
automatically hits the creature struck by the projectile. Soulreaver Arrow (Su): At 10th level, a soulbow
Using this ability requires as much time as can craft a projectile which utterly destroys the mind
manifesting the power. The projectile is fired as part of of its target. Any creature damaged by a soulreaver
the manifestation. If the projectile misses, the power is projectile must make a Will save (DC 20 + Wisdom
wasted and all power points are still expended. modifier) or die instantly. It takes one day to make a
Point Blank Precision: At 2nd level, a soulbow soulreaver projectile, and the projectile only functions
gains Point Blank Precision as a bonus feat if he does for the soulbow who created it. A soulbow may only
not already have it. If he does, he gains no other have one soulreaver projectile in existence at one time.
benefit.
Kinetic Bolt (Su): At 4th level, a soulbow can create D Veiled One
projectiles of pure force. As part of making a ranged
attack, the soulbow can conjure a bolt, arrow, bullet, or The most powerful members of the secretive Veiled
other piece of ammunition appropriate to his weapon. Alliance are known as veiled ones, though the actual
These kinetic bolts deal normal physical damage, and head-covering is optional. A veiled one has access to
are unenchanted. They do, however, benefit from the the innermost knowledge of the Alliance, and to its
soulbow's enhance arrows feature as normal. stockpiles of arcane power and knowledge. In return
Seeker Arrow (Ps): At 4th level, a soulbow can for training and support, a veiled one is expected to
launch an arrow at any target known to him within devote much of her time to the Alliance's cause. She
his weapon's range, and the arrow travels directly to must do what she can to protect fellow preservers and
the target, even around corners. Only an unavoidable Alliance members, strike what blows she may against
obstacle or the limit of the weapon's range prevent the the corrupt templars and the sorcerer-monarchs, and
projectile's flight. This ability negates cover and above all preserve the secrecy of the veiled order.
concealment modifiers, but otherwise the attack is Once a mage has joined the Veiled Alliance, she
rolled normally. This ability is a standard action that cannot leave short of death – the Alliance is justifiably
includes firing the projectile. A soulbow can use this fearful of the possibility of betrayal.
ability once per day, plus one additional time each day Qualifications: Only a wizard can become a veiled
per two soulbow levels beyond 4th, to a maximum of one, though unfortunately for the Alliance, not all are
four times per day at 10th level. preservers. In a few rare circumstances, defiler agents
Phase Arrow (Ps): At 6th level, a soulbow can for the sorcerer-monarchs have managed to infiltrate
launch a projectile that teleports directly to its target. the upper echelons of the Alliance, and have become
The target must be known to the soulbow and within veiled ones themselves to perfect their disguise.
the weapon's range, though the effect is blocked by
any effect which would prevent dimensional travel. Requirements
This attack is treated as a touch attack. Using this To become a veiled one, a character must fulfill all of
ability is a standard action that includes firing the the following criteria.
projectile. A soulbow can use this ability once per day, Skills: Bluff 5 ranks, Knowledge (arcana) 5 ranks,
plus one additional time each day per two soulbow Spellcraft 5 ranks.
levels beyond 6th, to a maximum of three times per day Spellcasting: Able to cast 3rd level arcane spells.
at 10th level. Special: Initiation into the Veiled Alliance.
Hail of Arrows (Ps): At 8th level, the soulbow may
fire a storm of arrows in place of a normal full attack Class Features
once per day. He forgoes his normal attacks in order to
All the following are class features of the veiled one
make a single attack against every enemy within his
class.

103
Hit Die: d6. thereafter, the veiled one can receive an introduction
Class Skills: Bluff, Knowledge (arcana), to a contact in another city-state who can provide the
Knowledge (local), Linguistics, Spellcraft. same benefits. She does not need to choose which city
Skill Points: Veiled ones receive 2 + Intelligence to gain a contact in immediately, but rather can
modifier skill points at each level. accumulate potential introductions until they are
Weapon and Armor Proficiencies: Veiled ones needed.
gain no proficiency with any weapon or armor. Secret Spellcraft (Ex): A veiled one can receive
Spellcasting: Whenever a veiled one gains a level expert training in concealing her magical abilities from
in the veiled one class, she gains new spells per day, others. She gains a bonus equal to her veiled one level
caster levels, readied spells, and spells known as if she to Bluff checks to conceal spellcasting (minimum +1).
had increased her level in an arcane spellcasting class Spellpool (Su): The Veiled Alliance has carefully
she belonged to before adding the prestige class. She accumulated magical power and knowledge over
does not, however, gain any other benefits a character hundreds of years. In the process, they have learned a
of that class would gain. If the veiled one had more secret which permits them to pass arcane knowledge
than one arcane spellcasting class before becoming a to other mages. None but the most advanced members
veiled one, she must decide which class she improves of the Alliance know the exact mechanism for this
with this feature. This choice may be changed at each transfer, but all veiled ones can benefit from it. A
level, but it cannot be changed retroactively. veiled one is given a special object or trinket which
Alliance Contact: A veiled one can draw on the serves as her link to the spellpool. (This object is never
resources of the Veiled Alliance to assist her. She does a veil – Veiled Alliance members tend to avoid any
not necessarily know many other mages, but the sort of enchanted veil or face-covering, for fear of
Alliance has connections in many places and revealing their identities to outsiders.) A veiled one
industries. At 1st level, the veiled one gains a contact in with a bonded object can use the bonded object as her
her home city who serves as her link to the Alliance. link token. As a full-round action, the veiled one can
Once per week per class level, she can draw upon the focus her mind through her link token to call a spell
Alliance's resources through the contact for one of the from the spellpool.
following purposes: A veiled one can choose not to ready one or more
• Receive general assistance (housing, spells each day in order to leave that mental space
transportation, etc.). available for spellpool spells. When she draws upon
• Purchase spell components at a 25% discount. the spellpool, she can “download” the knowledge of a
• Find a mage for spellcasting assistance. spell, effectively readying it instantly. The spellpool
• Find information (+4 bonus to one Diplomacy contains all Simple and Complex arcane spells. The
check to gather information). veiled one must still abide by the normal restrictions
rd
At 3 level, and every three veiled one levels on which spells she can ready and the number of

Veiled One Hit Die: d6 Skill Points: 2 + Int mod per level
Level BAB Fort Save Ref Save Will Save Special Spellcasting
1 +0 +0 +0 +1 Alliance contact, secret spellcraft, spellpool I +1 level of previous arcane class
2 +1 +1 +1 +1 Alliance secret +1 level of previous arcane class
3 +1 +1 +1 +2 Alliance contact +1 level of previous arcane class
4 +2 +1 +1 +2 Spellpool II +1 level of previous arcane class
5 +2 +2 +2 +3 Alliance secret +1 level of previous arcane class
6 +3 +2 +2 +3 Alliance contact +1 level of previous arcane class
7 +3 +2 +2 +4 Spellpool III +1 level of previous arcane class
8 +4 +3 +3 +4 Alliance secret +1 level of previous arcane class
9 +4 +3 +3 +5 Alliance contact +1 level of previous arcane class
10 +5 +3 +3 +5 Veiled master +1 level of previous arcane class
.

104
readied slots required to do so. A veiled one can call
one spell each day at 1st level, and one more for every D Wasteland Predator
two veiled one levels she attains.
A veiled one gains access to the spellpool in phases To most people, the deep wastes are a terror and a
as she proves her skill and loyalty to the Veiled deadly danger. To the wasteland predator, they are a
Alliance. At 1st level, veiled ones can withdraw spells source of power and resilience. A wasteland predator
of 1st through 3rd level. At 4th level, they can withdraw has tested himself against the brutal landscape of
spells of 4th through 6th level. At 7th level, they can Athas, and returned victorious and strong. He sees
withdraw spells of 7th through 9th level. himself as a superior creature. Where others would
Alliance Secret (Ex): At 2nd level, and every three have died, he lived, and in doing so has earned the
class levels thereafter, the veiled one gains tutelage right to prey upon the weak and unfit. In a land of
from fellow Alliance members. She can choose one of pathetic herd animals, who rely on others to ensure
the following benefits. No secret may be gained more their safety, the wasteland predator may roam freely
than once unless otherwise specified. and do as he wills. Amorality is not a requirement to
Dispel Mastery: The veiled one gains a +2 bonus to become a wasteland predator, but it is an occupational
caster level checks to dispel magic. hazard. Many wasteland predators are found in
Focused Casting: The veiled one gains a +3 bonus to raiding tribes or elven communities, or even as guides
concentration checks. through the most treacherous regions of the
Mindshield: The veiled one gains a +2 bonus to Tablelands. They tend to avoid the city-states, home of
saving throws against charm and compulsion effects. the “egg-brooders” who sit like erdlu on their
Path Dexter: The veiled one gains Path Dexter as a carefully hoarded wealth.
bonus feat. She must meet its prerequisites. This secret Qualifications: Most wasteland predators are
may be learned more than once. barbarians, but some are rangers and fighters who
Spell Lore: The veiled one gains a +3 bonus to have felt the call of the wastes. Subtle fighters like
Spellcraft checks. bards and rogues do not usually take up the
Study: The veiled one gains a +3 bonus to any one wasteland predator's skills.
Knowledge skill. This secret may be learned more
than once, each time applying to a different Requirements
Knowledge skill. To become a wasteland predator, a character must
Subdual Magic: When the veiled one casts a spell fulfill all of the following criteria.
that deals damage, she may choose to make half of Base Attack Bonus: +5.
that damage subdual. Skills: Intimidate 3 ranks, Survival 5 ranks.
Veiled Master: At 10th level, the veiled one is Feats: Power Attack.
inaugurated as a leader in the Veiled Alliance. She can Special: The character must survive a journey
call upon her Alliance contacts as often as she desires, through the wasteland alone. This journey must last at
and receives a 25% discount on any fees for their least one week, and the character cannot bring more
services (for a total of a 50% discount on spell supplies than he can carry personally.
components). She also gains access to the highest
functions of the spellpool. As part of casting a spell, Class Features
the veiled master may draw arcane energy from the
All the following are class features of the wasteland
spellpool's matrix. Doing so allows her to augment the
predator class.
spell with metamagic feats without increasing the
Hit Die: d12.
spell level or casting time. She can add no more than
Class Skills: Climb, Intimidate, Perception,
four spell levels worth of metamagic feats to a single
Stealth, Survival.
spell in this way, and no more than ten spell levels
Skill Points: Wasteland predators receive 4 +
worth each day.
Intelligence modifier skill points at each level.
Weapon and Armor Proficiencies: Wasteland

105
predators are proficient with simple and martial Wasteland Predator Hit Die: d12
weapons, and with light and medium armor, but not Fort Ref Will
with shields. Level BAB Save Save Save Special
Rage (Ex): A wasteland predator can rage for 2 + 1 +1 +1 +0 +0 Rage, sudden strike (+1d6)
Constitution modifier rounds per day, as the barbarian 2 +2 +1 +1 +1 Frightful blow 1/day, stalk the
class feature. Wasteland predators can rage for one prey
additional round each day for each class level past 1st. 3 +3 +2 +1 +1 Deadly pounce 1/day
Wasteland predators who already had the ability to 4 +4 +2 +1 +1 Sudden strike (+2d6)
rage from another class can add their wasteland 5 +5 +3 +2 +2 Frightful blow 2/day, stagger
predator level to their level in that class for the prey
purpose of determining how long they can rage each 6 +6 +3 +2 +2 Deadly pounce 2/day
day. 7 +7 +4 +2 +2 Sudden strike (+3d6)
Sudden Strike (Ex): If a wasteland predator 8 +8 +4 +3 +3 Frightful blow 3/day,
undying frenzy
catches an enemy off-guard, he can lash out at a vital
spot for extra damage. Whenever a wasteland 9 +9 +5 +3 +3 Deadly pounce 3/day

predator's target is denied its Dexterity bonus to 10 +10 +5 +3 +3 Predator's flurry, sudden
strike (+4d6)
Armor Class (if any), his melee attack deals 1d6 extra .

damage. This damage is not applied to ranged attacks, equal to one-half his class level.
and creatures that are immune to sneak attacks are Deadly Pounce (Ex): At 3rd level, the wasteland
also immune to sudden strikes. The extra damage predator can make powerful surprise charges. Once
from sudden strike may only be dealt once per turn. per day, the wasteland predator may make a full
At 4th level, and every three levels thereafter, the attack at the end of a charge while raging. If he hits his
extra damage inflicted by sudden strike increases by target with one of these attacks, it immediately loses
+1d6. its Dexterity bonus to Armor Class until the beginning
Frightful Blow (Ex): At 2nd level, a wasteland of the wasteland predator's next turn. At 6th and 9th
predator can deal a powerful blow which stuns his level, the wasteland predator gains another daily use
target and strikes fear into his enemies. Once per day, of deadly pounce.
when he makes a sudden strike melee attack, he can Stagger Prey (Ex): At 5th level, a wasteland
choose to attempt a frightful blow. If he hits, the target predator can shock an enemy into flinching with just a
must make a Fortitude save (DC 10 + ½ wasteland look. While raging, he may use the Intimidate skill to
predator level + Strength modifier) or become stunned feint instead of Bluff. He also gains Improved Feint as
for 1 round per two wasteland predator levels. If the a bonus feat, regardless of whether he meets its
target succeeds on its saving throw, it is instead prerequisites.
nauseated for the same duration. Undying Frenzy (Ex): At 8th level, the wasteland
In addition, if the attack hits all enemies within 30 predator can disregard pain and injury and continue
feet who could see the attack must make a Will save to fight. When reduced to negative hit points while
(DC 10 + ½ wasteland predator level + Charisma raging he does not become unconscious, though he
modifier) or become frightened (if their Hit Dice are still gains wounds as normal and will bleed out unless
lower than the wasteland predator's class level + stabilized. If his rage ends, the wasteland predator
Charisma modifier) or shaken (if their Hit Dice are immediately falls unconscious, though he does not
equal to or greater than the wasteland predator's class take additional wounds for doing so.
level + Charisma modifier). This fear lasts for one Predator's Flurry (Ex): At 10th level, a wasteland
round per wasteland predator level. predator's rage gives him an unnatural ferocity in
At 5th and 8th levels, the wasteland predator gains battle. While raging, the wasteland predator gains an
another daily use of frightful blow. additional attack at his primary attack bonus, and can
Stalk the Prey (Ex): At 2nd level, a wasteland make two attacks at his primary attack bonus when he
predator gains a bonus on Stealth and Survival checks takes the Attack action. If he has feats or abilities

106
which allow him to modify such attacks, such as his mount's mobility to his best advantage, striking
Cleave or Vital Strike, he may only modify one attack. hard and leaving his enemies in his dust. In any round
in which the wildling outrider's mount moves at least
D Wildling Outrider 10 feet, the outrider deals an additional +1d6 damage
on a single attack. This damage can only be applied
Large bands of cavalry are rare in the Tablelands, as once per turn. Creatures immune to critical hits are
active cavalry mounts require vast supplies of water also immune to skirmish damage. Since the wildling
that are difficult to maintain in the wasteland. outrider can deal damage once per turn, enemies that
However, small groups of light cavalry serve vital provoke attacks of opportunity from her may also take
functions as scouts and skirmishers for city-state and the extra skirmish damage. The bonus damage
raiding tribe alike. The most skilled riders, however, improves to +2d6 at 5th level, and to +3d6 at 9th level.
are those rare individuals called wildling outriders. Starting at 3rd level, whenever the wildling
Able to form a nearly supernatural bond with their outrider's mount moves at least 10 feet in a round,
mounts, wildling outriders excel at the hit-and-run both mount and rider gain a +1 dodge bonus to Armor
fighting style of a raider band. They use their superior Class until the beginning of her next turn. This bonus
mobility to harry their foes to exhaustion and defeat. applies as soon as the mount has moved 10 feet. This
Wildling outriders come from many different cultures bonus improves to +2 at 7th level.
and contexts; some are simple mercenaries, some are Skilled Rider (Ex): A wildling outrider gains a
loyal soldiers, some are brigands, and some are simply bonus to Ride checks equal to his class level.
wanderers. All of them, however, share the capacity to Wildbond Mount (Ex): A wildling outrider's
build an extraordinary trust in their beasts. greatest advantage is his ability to form a special bond
Qualifications: Most wildling outriders started with his mount. Creating the wildbond takes one
their career as rangers, whose skill set combines the week of intensive training with the mount. At the end
martial prowess and skill with animals that of this week, make a Handle Animal check (DC 20). If
characterizes the outrider's abilities. Others were successful, the wildbond is formed. Only the wildling
druids who decided to develop a more combat- outrider can make this check – others cannot assist. A
oriented path, or fighters and barbarians with wildbond mount can be any species that could
exceptional skill with animals. normally serve as a personal mount (DM's discretion).
A crodlu or kank would work well, whereas a mekillot
Requirements would not. A wildbond mount automatically becomes
To become a wildling outrider, a character must fulfill combat trained if it is not already.
all of the following criteria.
Skills: Handle Animal 5 ranks, Ride 5 ranks. Wildling Outrider Hit Die: d10

Feats: Animal Affinity, Mounted Combat. Fort Ref Will


Level BAB Save Save Save Special
1 +1 +1 +1 +0 Mounted skirmish (+1d6),
Class Features skilled rider, wildbond mount
All the following are class features of the wildling 2 +2 +1 +1 +1 Light spur, wildbond defense
outrider class. 3 +3 +2 +2 +1 Mounted skirmish (+1d6, +1 AC)
Hit Die: d10. 4 +4 +2 +2 +1 Fighting dismount, stand in the
Class Skills: Handle Animal, Perception, Ride, saddle
Survival. 5 +5 +3 +3 +2 Mounted skirmish (+2d6, +1
Skill Points: Wildling outriders receive 4 + AC), wildbond offensive
Intelligence modifier skill points at each level. 6 +6 +3 +3 +2 Wildbond speed
Weapon and Armor Proficiencies: Wildling 7 +7 +4 +4 +2 Mounted skirmish (+2d6, +2 AC)
outriders gain no proficiency with any weapon or 8 +8 +4 +4 +3 Wildbond evasion
armor. 9 +9 +5 +5 +3 Mounted skirmish (+3d6, +2 AC)
Mounted Skirmish (Ex): A wildling outrider uses .
10 +10 +5 +5 +3 True wildbond

107
A wildbond mount gains Hit Dice, skill points, attempt to stand again until his next turn. On success,
natural armor, ability scores, bonus tricks, and special the rider halves the normal penalties for firing a
abilities as if the wildling outrider had druid levels ranged weapon while mounted. If the wildling
equal to his class level. It uses the normal statistics of outrider has the Mounted Archery feat, he instead
its type at 1st level, and improves thereafter. Wildbond eliminates those penalties entirely.
mounts do not gain the Share Spells ability. Wildbond Offensive (Ex): At 5th level, a wildling
For example, at 2nd level, the wildling outrider's outrider can coordinate his actions with his wildbond
wildbond mount would gain 1 Hit Die, appropriate mount to perform complicated attacks while riding.
attack bonuses, saving throw bonuses, and feats for While riding his wildbond mount, the wildling
that Hit Die, and two skill points. At 3rd level, it would outrider can make a full attack from the saddle so long
gain two skill points, +2 natural armor, +1 Strength as the mount takes no more than a single move action
and Dexterity, one bonus trick, and the evasion ability. in the round.
And so on. Wildbond Speed (Ex): At 6th level, the wildling
If the wildling outrider has levels in druid or outrider's connection to his wildbond mount allows
ranger, he can choose to make his animal companion the mount to exceed its normal physical limitations.
his wildbond mount. If he does so, his wildling The wildbond mount's speed permanently increases
outrider levels stack with his druid or ranger levels to by 10 feet. When the wildling outrider uses the Ride
determine the bonuses to the mount. skill to spur his wildbond mount, its speed increases
Light Spur (Ex): At 2nd level, when a wildling by 15 feet.
outrider uses the Ride skill to spur his mount, he only Wildbond Evasion (Ex): At 8th level, the wilding
deals 1 nonlethal damage to the mount. outrider gains the evasion ability while mounted on
Wildbond Defense (Ex): At 2nd level, a wildling his wildbond mount. If he already has evasion from
outrider can use his bond with her wildbond mount to another source, he instead gains improved evasion.
perform extraordinary defensive maneuvers. When True Wildbond (Ex): At 10th level, the wildling
the wildling outrider takes no action on his turn while outrider's connection with his wildbond mount allows
mounted on his wildbond mount, both mount and both mount and rider to perform incredible feats. The
rider gain a +2 bonus to Reflex saves and a +4 dodge mount gains a +5 bonus to attack rolls, ability checks,
bonus to Armor Class until the beginning of the rider's and skill checks while fighting with its wildling
next turn. In addition, the mount gains a +20 feet outrider. The rider gains a +2 bonus to Will saves
bonus to its speed for that time. when fighting with his wildbond mount. While riding
Fighting Dismount (Ex): At 4th level, when the his wildbond mount, the bonus damage from the
wildling outrider successfully accomplishes a fast wildling outrider's mounted skirmish ability increases
dismount in a round where his mount has moved at to +4d6, and the dodge bonus to AC increases to +4 for
least 10 feet, he can attack a nearby enemy as a free both mount and rider.
action. If there is an opponent in a square that the While riding his wildbond mount, the wildling
wildling outrider threatens after he has dismounted, outrider can use the Ride skill to move his mount
he can make a melee attack against that opponent, through threatened squares without provoking attacks
taking a +2 bonus on the attack roll and a -2 penalty to of opportunity. This works exactly like using the
Armor Class for 1 round (just as if he had charged). Acrobatics skill to do the same on foot, except that it
The wildling outrider gains his skirmish bonus to uses the Ride skill and the mount cannot move
damage on this attack as if he were mounted. through an occupied square in this way.
Stand in the Saddle (Ex): At 4th level, a wildling
outrider can stand upright while riding to clear a
ranged weapon. Standing in the saddle is a free action
that requires a Ride check (DC 20). If the mount does
not actually have a saddle, the DC increases by 10. On
failure, no penalty is assessed, but the rider cannot

108
CHAPTER 5: EQUIPMENT
The scarcity of metals in Athas has forced technology
to develop in different directions. Only rare and D Weapons
special weapons incorporate any metal at all, and the
solid steel plates of medieval armor are entirely Unlike the items presented in the Dark Sun Campaign
impossible. Athasian armor is made from bone plates Setting, this update's equipment list does not rely on
and wood, weapons from sharpened bone and tedious conversions between normal metal weapons
obsidian. Special materials such as adamantine are and their Athasian counterparts. Unless you are
vanishingly rare, and too valuable to be used for such entirely determined to create a stone longsword, there
mundane creations as adventuring gear. is no need to do so. The vast majority of standard
Pathfinder items now have a direct equivalent in Athas;
D Wealth and Money scan the table below to try to find the item you want.
Names have been changed to protect the setting.
In general, the Athasian economy in the cities is Some new weapon characteristics exist in Dark
relatively stable thanks to the merchant houses. Under Sun, and others are important enough to highlight.
normal conditions, supply of basic necessities and Weight: Weapon weights are listed for Medium
materials is maintained by the caravans traveling back creatures. A weapon for a Small creature weighs half
and forth between the cities. The constant flow of as much as the value on the table below, while one for
exports and imports necessitated the creation of a a Large creatures weighs twice as much.
unified currency among the city-states, which resulted Type: Some weapons deal multiple types of
in the creation of the water standard.Each merchant damage, while others can deal different types
house and city-state maintains a reservoir specifically depending on how they are used. The notation “X+X”
designated to uphold the currency. The standard unit refers to a weapon that deals two types (e.g., “B+P”
of exchange, the ceramic piece, is worth exactly five means that it deals both bludgeoning and piercing
gallons of water. damage). The notation “X/X” refers to a weapon that
This system may make the Athasian economy can deal one of two types of damage (e.g., on a double
sound more stable than it actually is. Barter is still weapon, “S/P” means that the primary end deals
very common in the cities, and in out-lying slashing damage, and the secondary end deals
communities and desert villages, ceramic is often piercing damage).
worth no more than the clay it's made from. Iron, Special: Four new weapon qualities exist that are
silver, gold, jewels, and water are universally accepted not explained in the Pathfinder Core Rules.
items of value over the whole of the Tablelands; the Reach: The reach property now has annotations.
same cannot be said of ceramic pieces. “Reach+” refers to a weapon with 15-foot reach, rather
Conversion: One gold piece from the Pathfinder Core than 10-foot. Such a weapon can still only be used to
Rules is worth one ceramic piece in Dark Sun. A silver attack targets at the extreme edge of its reach; thus, it
piece from Pathfinder is worth one bit, and so on. can only threaten creatures 15 feet away from the
wielder. “Reach*” refers to a weapon that can threaten
all squares that its reach covers.
Athasian Currency Siege: Indicates that the weapon is designed to be
Currency bd bits Cp sp gp affixed to a structure of some sort. The structure is
Lead bead (bd) 1 1/10 1/100 1/1,000 1/10,000 specified in the weapon's description. Affixing the
Ceramic bit (bit) 10 1 1/10 1/100 1/1,000 weapon takes one minute, as does removing it.
Ceramic piece (Cp) 100 10 1 1/10 1/100 Special: Indicates that the weapon has additional
Silver piece (sp) 1,000 100 10 1 1/10 features that can be found in its individual entry.
Gold piece (gp) 10,000 1,000 100 10 1 Thrown: Indicates a weapon that can be thrown.
.

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Thrown weapons deal additional damage equal to the has extraordinary strength and a steady arm. The
wielder's Strength modifier. Thrown weapons can attack roll takes a -4 penalty, and the wielder must
usually be used as melee weapons without penalty. succeed on a DC 18 Strength check or be knocked
prone, dropping the bow in the process. Reloading a
Weapon Descriptions siege crossbow takes a full-round action if it is
Complete statistics for all weapons are available in the mounted, or two full rounds if it is not.
table below. Crusher: The crusher is a 15-foot flexible wooden
Alak: An alak strongly resembles a large grappling pole topped by a heavy weight, often covered in
hook crafted of bone. It consists of a short shaft of spikes. It is wielded by whipping the pole back and
wood or bone, sharpened to a spike at one end, with forth, guiding the weight's momentum toward the
four serrated bones lashed just below the point. At target, who usually develops a new understanding of
need, an alak can substitute for a grappling hook. pain. Crushers ignore cover, but they cannot be used
Alhulak: The alhulak is simply an alak attached to to attack an adjacent enemy. Due to their size and the
a long leather cord. The wielder holds onto the cord or difficulty of guiding the weight, crushers are usually
ties it around his wrist, and attacks by whipping the seen attached to a heavy stone base, or stabilized by a
sharp ends around his opponent. carefully-drilled hole. It is possible to use a crusher
Atlatl: An atlatl is a long, grooved stick or panel without this base, but extremely difficult, and without
designed to hurl javelins. Any projectile thrown by an the base no wielder can deal as much damage.
atlatl travels further and faster than by hand. Atlatls Datchi Club: The datchi club is a glorified
use javelins as ammunition. greatclub, a heavy log with teeth, claws, or obsidian
Bard's Friend: Popular among poisoners, the shards lodged in the business end. Datchi clubs are
bard's friend is a long, usually jagged dagger with a intimidatingly primitive, and therefore popular in the
long curving crossguard. Spikes or barbs are affixed to arena. Skilled users can wield a datchi club in one
the crossguard at irregular intervals. Each barb may be hand.
coated with poison, which a skilled wielder can Dejada: A dejada is a leather or cloth sling affixed
deliver in the course of a normal blow. Up to four to a short staff, designed to hurl projectiles long
doses of poison may be applied to the bard's friend, distances. Dejada can be used to fire sling bullets, but
though no more than two may be delivered in the deal -1 damage when doing so due to the low mass of
same strike. the bulelts. They are designed to fire pelota, heavy
Chatkcha: The chatkcha is a disk with three jutting ceramic globes, or spiked pelota, which are often
points, usually chipped from obsidian or stone. The coated with poison.
edges of the points are sharpened. It is a thri-kreen Duom: The duom is a long spear with a heavy
cultural weapon, and very common in their homeland, point carved from a mekillot bone. Sharp blades of
but since the influx of kreen into the Tablelands, the obsidian or serrated bone sweep back toward the haft
chatkcha has also become popular among monks. A from the point, ideal for catching weapons or an
thrown chatkcha returns to its wielder: make an attack enemy's leg.
roll against AC 10 using the same attack bonus used to Garrote: A common assassination tool, the garrote
throw the chatkcha. On failure, the chatkcha lands in a is made from two wood or bone handles with thick,
random square within 10 feet of your position. Monks knotted strands of giant hair strung between them. A
automatically catch their own thrown chatkchas. garrote must be used two-handed, no matter the
Crossbow, Siege: These enormous crossbows wielder's size. When used to damage an enemy while
include a mounting kit which lets them attach to most grappling, a garrote deals damage as if it had crit (for
protruding surfaces. Siege crossbows are very popular a Medium creature, 4d4 + 1.5x Strength modifier).
among merchant caravans, who use them to fend off Gythka: The gythka is double weapon with paired
wild mekillot and other large threats. They are also half-moon obsidian blades at either end. It is very
often seen lining the approaches to a city-state's gates. common among thri-kreen, who take pride in
A siege crossbow can be fired “off-hand” if the bearer balancing the use of two gythkas at once.

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Simple Weapons Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
Light Melee Weapons
Dagger 2 Cp 1d3 1d4 1d6 19-20/x2 10 ft 1 lb. P/S thrown
Gauntlet, spiked 5 Cp 1d3 1d4 1d6 x3 – 1 lb. P ––
Mace, light 5 Cp 1d4 1d6 1d8 x2 – 4 lb. B ––
Puchik 2 Cp 1d3 1d4 1d6 x3 – 1 lb. P ––
Sickle 6 Cp 1d4 1d6 1d8 x2 – 2 lb. S trip
One-Handed Melee Weapons
Club –– 1d6 1d8 2d6 x3 10 ft 3 lb. B thrown
Mace, heavy 12 Cp 1d6 1d8 2d6 x2 – 8 lb. B ––
Morningstar 8 Cp 1d6 1d8 2d6 x2 – 6 lb. B+P ––
Shortspear 1 Cp 1d4 1d6 1d8 x2 20 ft 3 lb. P thrown
Tonfa 5 Cp 1d3 1d4 1d6 x2 – 2 lb. B nonlethal
Two-Handed Melee Weapons
Longspear 5 Cp 1d6 1d8 2d6 x3 – 9 lb. P brace, reach
Quarterstaff –– 1d4/1d4 1d6/1d6 1d8/1d8 x2 – 4 lb. B double, monk
Spear 2 Cp 1d6 1d8 2d6 x3 20 ft 6 lb. P brace, thrown
Tonfa, heavy 8 Cp 2d3 2d4 2d6 x2 – 5 lb. B nonlethal
Ranged Weapons
Blowgun 2 Cp 1 1d2 1d3 x2 20 ft 1 lb. P ––
Crossbow, heavy 50 Cp 1d8 1d10 2d8 19-20/x2 120 ft 8 lb. P ––
Crossbow, light 35 Cp 1d6 1d8 2d6 19-20/x2 80 ft 4 lb. P ––
Dart 5 bits 1d3 1d4 1d6 x2 20 ft ½ lb. P thrown
Javelin 1 Cp 1d4 1d6 1d8 x2 30 ft 2 lb. P thrown
Sling –– 1d3 1d4 1d6 x2 50 ft – B ––

Martial Weapons Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
Light Melee Weapons
Axe, throwing 8 Cp 1d4 1d6 1d8 x2 10 ft 2 lb. S thrown
Hammer, light 1 Cp 1d3 1d4 1d6 x2 20 ft 2 lb. B thrown
Handaxe 6 Cp 1d4 1d6 1d8 x3 –– 3 lb. S ––
Kukri 8 Cp 1d3 1d4 1d6 18-20/x2 –– 2 lb. S ––
Macahuitl, small 25 Cp 1d4 1d6 1d8 19-20/x2 –– 2 lb. S ––
Pick, light 4 Cp 1d3 1d4 1d6 x4 –– 3 lb. P ––
Sap 1 Cp 1d4 1d6 1d8 x2 –– 2 lb. B ––
Slodak 18 Cp 1d4 1d6 1d8 19-20/x2 –– 4 lb. S ––
Spikes, armor –– 1d4 1d6 1d8 x2 –– –– P ––
Spikes, light shield –– 1d3 1d4 1d6 x2 –– –– P ––
Starknife 24 Cp 1d3 1d4 1d6 x3 20 ft 3 lb. P thrown
One-Handed Melee Weapons
Alak 7 Cp 1d4 1d6 1d8 x3 –– 6 lb. P disarm
Alhulak 20 Cp 1d4 1d6 1d8 x3 –– 9 lb. P disarm, reach*
Battleaxe 10 Cp 1d6 1d8 2d6 x3 –– 6 lb. S ––
Flail 8 Cp 1d6 1d8 2d6 x2 –– 5 lb. B disarm, trip
Impaler 8 Cp 1d4 1d6 1d8 x4 –– 5 lb. P ––
.

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Martial Weapons, cont. Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
Longblade, elven 90 Cp 1d4 1d6 1d8 18-20/x2 –– 3 lb. S special
Macahuitl 35 Cp 1d6 1d8 2d6 19-20/x2 –– 5 lb. S ––
Scimitar 15 Cp 1d4 1d6 1d8 18-20/x2 –– 4 lb. S ––
Spikes, heavy shield –– 1d4 1d6 1d8 x2 –– –– P ––
Trident 15 Cp 1d6 1d8 2d6 x2 10 ft 4 lb. P brace, thrown
Warhammer 12 Cp 1d6 1d8 2d6 x3 –– 5 lb. B ––
Two-Handed Melee Weapons
Crusher (mounted) 60 Cp 2d8 2d10 4d8 x3 –– 24 lb. B+P siege, reach+
Datchi club 25 Cp 1d10 1d12 3d6 x3 –– 10 lb. B ––
Duom 10 Cp 1d6 2d4 2d6 x3 –– 12 lb. P disarm, trip
Flail, heavy 15 Cp 1d8 1d10 2d8 19-20/x2 –– 10 lb. B disarm, trip
Greatclub 5 Cp 1d8 1d10 2d8 x2 –– 8 lb. B ––
Halberd 10 Cp 1d8 1d10 2d8 x3 –– 12 lb. P/S brace, trip
Lance 22 Cp 1d6 1d8 2d6 x3 –– 10 lb. P reach
Macahuitl, heavy 50 Cp 1d10 2d6 3d6 19-20/x2 –– 10 lb. S ––
Macahuitl, jagged 45 Cp 1d6 2d4 2d6 18-20/x2 –– 7 lb. S ––
Maul 25 Cp 1d8 1d10 2d8 x3 –– 12 lb. B ––
Tkaesali 8 Cp 1d8 1d10 2d8 x3 –– 12 lb. S reach
Trikal 10 Cp 1d6 2d4 2d6 x4 –– 10 lb. S trip
Ranged Weapons
Atlatl 10 Cp 1d6 1d8 1d10 x3 40 ft 6 lb. P thrown
Crossbow, siege (mounted) 200 Cp 1d12 2d8 3d8 19-20/x3 150 ft 80 lb. P siege
Longbow 60 Cp 1d6 1d8 2d6 x3 100 ft 3 lb. P ––
Longbow, composite 125 Cp 1d6 1d8 2d6 x3 110 ft 3 lb. P ––
Shortbow 30 Cp 1d4 1d6 1d8 x3 60 ft 2 lb. P ––
Shortbow, composite 90 Cp 1d4 1d6 1d8 x3 70 ft 2 lb. P ––

Exotic Weapons Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
Light Melee Weapons
Bard's Friend 20 Cp 1d3 1d4 1d6 18-20/x2 –– 1 lb. P special
Garrote 140 Cp 1d6 2d4 2d6 x2 –– 1 lb. B special
Kama 6 Cp 1d4 1d6 1d8 x2 –– 2 lb. S monk, trip
Nunchaku 3 Cp 1d4 1d6 1d8 x2 –– 2 lb. B disarm, monk
Siangham 3 Cp 1d4 1d6 1d8 x2 –– 1 lb. P monk
Talid 25 Cp 1d4 1d6 1d8 19-20/x2 –– 4 lb. P special
Widow's Knife 40 Cp 1d3 1d4 1d6 19-20/x3 –– 2 lb. P special
Wrist Razor 15 Cp 1d3 1d4 1d6 18-20/x2 –– 2 lb. S disarm, monk
One-Handed Melee Weapons
Datchi club (one-hand) 25 Cp 1d8 1d10 2d8 x3 –– 10 lb. B ––
Heartpick 9 Cp 1d6 1d8 2d6 x4 –– 2 lb. B/P ––
Macahuitl, heavy (one-hand) 50 Cp 1d8 1d10 2d8 19-20/x2 –– 10 lb. S ––
Macahuitl, jagged (one-hand) 45 Co 1d6 2d4 2d6 18-20/x2 –– 7 lb. S ––
Whip 1 Cp 1d2 1d3 1d4 x2 –– 2 lb. S disarm, nonlethal,
reach+*, trip
Whip, master's 20 Cp 1d3 1d4 1d6 x2 –– 5 lb. B+S disarm, reach+*, trip
.

112
Exotic Weapons, cont. Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
Two-Handed Melee Weapons
Chain, spiked 25 Cp 1d6 2d4 2d6 x2 –– 10 lb. P disarm, trip
Crusher (free) 60 Cp 1d10 2d6 3d6 x3 –– 24 lb. B+P reach+
Curve blade, elven 170 Cp 1d8 1d10 2d8 18-20/x2 –– 9 lb. S special
Flail, dire 90 Cp 1d6/1d6 1d8/1d8 2d6/2d6 x2 –– 8 lb. B disarm, double, trip
Gythka 25 Cp 1d6/1d6 1d8/1d8 2d6/2d6 x3 –– 9 lb. S double
Lotulis 200 Cp 1d6/1d6 1d8/1d8 2d6/2d6 19-20/x2 –– 10 lb. S double
Spear, double-tipped 20 Cp 1d6/1d6 1d8/1d8 2d6/2d6 x3 20 ft 6 lb. P double, thrown
Swatter 100 Cp 1d10 1d12 3d6 x4 –– 30 lb. B ––
Thanak 30 Cp 1d10 2d6 3d6 18-20/x2 –– 10 lb. S+B ––
Urgrosh 50 Cp 1d6/1d4 1d8/1d6 2d6/1d8 x3 –– 12 lb. P/S brace, double
Ranged Weapons
Bolas 5 Cp 1d3 1d4 1d6 x2 10 ft 2 lb. B nonlethal, thrown, trip

Chatkcha 15 Cp 1d4 1d6 1d8 x2 20 ft 3 lb. P monk, special, thrown

Crossbow, hand 100 Cp 1d3 1d4 1d6 19-20/x2 30 ft 2 lb. P ––


Crossbow, repeating 300 Cp 1d6 1d8 2d6 19-20/x2 80 ft 10 lb. P special
Crossbow, siege (free) 200 Cp 1d12 2d8 3d8 19-20/x3 150 ft 80 lb. P special
Dejada 20 Cp 1d6 1d8 2d6 x3 60 ft 3 lb. B special
Greatbow 100 Cp 1d8 1d10 2d8 x3 130 ft 5 lb. P ––
Greatbow, composite 250 Cp 1d8 1d10 2d8 x3 140 ft 5 lb. P ––
Lasso 2 Cp –– –– –– –– 10 ft 2 lb. –– special, trip
Net 20 Cp –– –– –– –– 10 ft 6 lb. –– special
Splashbow 90 Cp 1d6 1d8 2d6 19-20/x2 90 ft 20 lb. B special
Zerka 30 Cp 1d4 1d6 1d8 18-20/x2 30 ft 9 lb. P special, thrown
.

Heartpick: This weapon is named for its purpose. construction is no secret. The blades are made from
It consists of a heavy hammer with a short haft and a thin treated wood, lined along one edge with
long spike jutting out from the hammer. alchemically-bonded metal to give them a cutting
Impaler: Designed for arenas, the impaler is made edge. Elven longblades are prized both for their
from two long blades of serrated bone attached in a craftsmanship, for building one is difficult, and for the
curving “T” to a four-foot haft. The blades cut rare metal (usually bronze) which is necessary for
horizontally, and their tapering points impale when their construction. An elven longblade counts as a
wielded in a downstroke. light weapon for the purpose of the Weapon Finesse
Lasso: A lasso is a simple length of rope, knotted feat.
into a circle at one end that can be rapidly pulled Lotulis: The lotulis is a double-weapon with a long
closed. The range of a lasso depends on the length of haft tipped with two straight bone blades. Before the
the rope, but most are designed for no more than sorcerer-king Kalak's death, the lotulis was a popular
twenty feet. If you hit an enemy with a lasso, you can weapon in the arenas of Tyr. The sight of the blade is
immediately start to grapple them or attempt to trip now repulsive to the many liberated gladiators of the
them. You can drop the lasso at enemy time to end or Free City.
cancel either maneuver. You cannot damage a Macahuitl: These oddly-named weapons are
grappled enemy with the lasso alone. You can make a among the most complex in common use. A macahuitl
lasso from a normal length of rope with three rounds' is built around a solid core of flawless wood, carefully
work. etched to create grooves for the dozens of razor-sharp
Longblade, Elven: These blades are commonly obsidian shards that are slotted into the wood. The
wielded by an elf tribe's leader, though their effect is much like a chainsaw of volcanic glass. The

113
name is of Draji origin, and apparently only the Draji the wielder's arm, and cannot be disarmed.
are able to pronounce it properly (“mah-kuh-HWEET- Thanak: The thanak is a chopping weapon most
luh”). To the rest of Athas, these weapons are “Draji commonly found among pterrans. It consists of
swords” or “obsidian swords”. There are several multiple thin wooden boards compressed together,
different varieties of macahuitl, in various sizes and with teeth, claws, or obsidian shards pressed into the
degrees of jaggedness. Those of exceptional skill can gaps between the wood. Pterran warriors take pride in
wield the largest versions of these swords in one hand. crafting their own thanaks from the shed teeth of their
Puchik: Common in the arena, the puchik is a own pterrax mounts.
punching dagger with a wide basket and crossguard. Tkaesali: The tkaesali is a simple anti-infantry
The blade is made from obsidian or bone. polearm, made from a long haft with a half-moon
Slodak: These wooden shortswords are carved blade at the end.
from hardwood trees, usually by halflings, who are Tonfa: The tonfa is a police weapon, especially
the most common wielders of this weapon. The green popular among Nibenese templars. Tonfas are short
wood is treated with sap and id fiend blood to allow it sticks with heavy cores of alchemical lead and holes
to hold an edge. Travelers unfamiliar with the halfling drilled through the shaft. The holes create the tonfa's
customs are often contemptuous of the wooden characteristic shrieking noise when it is swung, and
blades, usually a fatal mistake. also raise painful welts on any unarmored creature
Spear, Double-Tipped: Possibly originating in a stuck. A larger, heavier version of the tonfa also exists,
desperate improvisation, the double-tipped spear is designed to be wielded with both hands.
simply an ordinary spear with a second tip where the Trikal: Three serrated blades project radially from
butt should be. They are most commonly found in the end of the trikal's five-foot haft, each tooth cut
arenas, and also surprisingly among elves, who enjoy deep and jagged to catch in flesh. The trikal, unlike
the weapon's versatility and lightness. most polearms, has a heavy pommel to balance the
Splashbow: This bow looks like an outsized weight of the blades.
crossbow with an unnaturally wide notch. Whip, Master's: Despite the name, few
Splashbows are not able to fire ordinary bolts; instead, slaveholders wish to risk maiming their property in
they are used to fire pelota or hinged pelota. the ways that this deadly object promises. A master's
Alchemists with an interest in personal defense often whip is thicker and heavier than an ordinary whip,
work to master the splashbow, as it can hurl their braided from leather or giant hair, and its tip ends in
concoctions much further than they could be thrown. bone or chitin blades designed to tear flesh.
Swatter: The swatter is a popular name for a half- Widow's Knife: Another weapon associated with
giant weapon consisting of a heavy spiked club made assassins, the widow's knife has a reputation for
from hardwood, with a bronze or lead core in the tip cruelty and brutality. The knife itself is an ordinary
for added weight. The swatter earned its name from straight dagger with a strange triangular hilt, which
the legend of a half-giant soldier who reputedly used makes it difficult to grasp properly. Concealed within
a similar weapon to defeat an entire thri-kreen the hilt on either side of the blade are two curving
hunting party. Half-giants love the legend, as it is one spikes, which can be released as a free action when a
of the few to portray their people in a positive light, wielder hits with the widow's knife. The spikes deal
and thus many half-giants develop weapons along the additional damage equal to the knife's normal
lines of the swatter. Few other races would be inclined damage, and can be coated with poison, potentially
to carry the vast weight of the weapon in any case. allowing the widow's knife to apply two doses of
Talid: The talid, also known as the gladiator's poison to a target. Reloading the spikes is a full-round
gauntlet, is a blade-studded gauntlet strapped to its action.
wielder's arm. Thick blades and spikes jut from the Wrist Razor: A flashy favorite among many
leather frame at all angles: spikes from each knuckle, monks, the wrist razor has a vast range of designs,
blades along the back of the hand and the thumb, and from the simple-but-effective jury-rigged obsidian
a six-inch spike from the elbow. Talids are strapped to shard strapped to one's armor with leather ties, to

114
fitted and tooled leather braces with several different
thin blades. All, however, are based on the simple D Ammunition
principle of “stick them with the pointy end.”
Zerka: The zerka is a barbed javelin, with an extra- Athasians use of a variety of special ammunition.
large head and curving blades running down the haft. Arrow, Blunt: Blunt arrows have heavy, weighted
When it strikes its target, it has a chance to lodge in heads instead of points. Blunt arrows take a -1 penalty
and inflict additional pain if the target fails a Reflex to attack rolls, but deal bludgeoning damage. They
save (DC 5 + damage dealt). Once lodged, the zerka can be used to deal nonlethal damage without penalty.
drags on the target, who cannot charge or run, moves Arrow, Swiftwing: Elves like to claim that they
at half speed, and has difficulty concentrating (-5 can outrun these fast arrows. Swiftwing arrows halve
penalty to concentration checks to cast or manifest). the range increment penalty, reducing it to -1 per
Additional zerkas do not increase these penalties. increment.
Removing a zerka requires a move action. Bolt, Blunt: These heavy bolts are adaptations of
blunt arrows, and have the same properties.
D Armor Bolt, Repeater: These bolts are specially designed
to work with a repeating crossbow.
Athasian armor is crafted from animal hides, bones, Bolt, Siege Crossbow: These enormous three-foot
wood, and resin. Despite these primitive materials, bolts can only be fired from siege crossbows.
skilled armorcrafters can create armor with an air of Pelota: Pelota are small, hollow ceramic spheres.
refined elegance. Some masterwork armor has metal They are often drilled through with holes to make a
pieces, but this is rare and often expensive. loud whistling as they fly. Pelota are ammunition for

Armor/Shield Maximum Armor Arcane Speed


Armor Cost Bonus Dex Bonus Check Penalty Spell Failure 30 ft 20 ft Weight
Light Armor
Padded 5 Cp +1 +8 -0 5% 30 ft 20 ft 10 lb.
Leather 10 Cp +2 +6 -0 10% 30 ft 20 ft 15 lb.
Studded leather 25 Cp +3 +5 -1 15% 30 ft 20 ft 20 lb.
Chitin 100 Cp +4 +4 -2 20% 30 ft 20 ft 25 lb.
Medium Armor
Hide 15 Cp +4 +4 -3 20% 20 ft 15 ft 25 lb.
Scale 50 Cp +5 +3 -4 25% 20 ft 15 ft 30 lb.
Shell 150 Cp +6 +2 -5 30% 20 ft 15 ft 40 lb.
Breastplate, bone 200 Cp +6 3 -4 25% 20 ft 15 ft 30 lb.
Heavy Armor
Banded wood 200 Cp +7 +0 -7 40% 20 ft 15 ft 45 lb.
Splinted wood 250 Cp +7 +1 -6 35% 20 ft 15 ft 35 lb.
Half-plate, bone 600 Cp +8 +0 -7 40% 20 ft 15 ft 50 lb.
Full-plate, bone 1500 Cp +9 +1 -6 35% 20 ft 15 ft 50 lb.
Shields
Buckler 15 Cp +1 –– -1 5% –– –– 5 lb.
Shield, light 3 Cp +1 –– -1 5% –– –– 5 lb.
Shield, heavy 7 Cp +2 –– -2 15% –– –– 10 lb.
Shield, tower 30 Cp +4 +2 -10 50% –– –– 45 lb.
Extras
Armor spikes +50 Cp –– –– –– –– –– –– +10 lb.
Shield spikes +10 Cp –– –– –– –– –– –– +5 lb.
.

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Ammunition Type Cost Weight Ammunition Type Cost Weight
Arrow (20) 1 Cp 3 lb. Bolt, siege crossbow (5) 5 Cp 15 lb.
Arrow, blunt (20) 2 Cp 5 lb. Bullet, sling (10) 1 bit 5 lb.
Arrow, swiftwing (20) 20 Cp 3 lb. Dart, blowgun (10) 5 bits ––
Bolt (10) 1 Cp 1 lb. Pelota (10) 1 Cp 2 lb.
Bolt, blunt (10) 2 Cp 2 lb. Pelota, hinged (5) 5 Cp + 1 lb.
Bolt, repeater (5) 1 Cp 1 lb. Pelota, spiked (10) 2 Cp 1 lb.
.

dejada and splashbows. all damage reduction against iron or adamantine.


Pelota, Hinged: The hinged pelota is not Armor made from adamantine is even stronger than
commonly seen, but always feared. They are like iron, and grants DR 3/-, or 4/- if it is heavy armor.
normal pelota, but instead of the holes, they are Adamantine shields grant DR 1/-. As with iron, items
designed with a special hinged compartment that without metal parts cannot be made from adamantine.
opens when the pelota hits its target. These An adamantine item is always masterwork.
compartments are usually filled with poison or Adamantine has 40 hit points per inch of thickness
alchemical compounds, which inflict their effects on and hardness 20. Weapons and armor made from
the target of the pelota. Hinged pelota are sold empty,adamantine have half again as many hit points as an
and must be filled after each use. Filling a hinged iron item of their type.
pelota takes a standard action. Agafari: A rare wood found in isolated groves in
Pelota, Spiked: These pelota are not truly spiked, the Forest Ridge and the Crescent Forest, agafari is
but rather covered in sharp obsidian shards. They deal harder and lighter than bronze, and almost as easy to
slashing damage as well as bludgeoning damage. work. Any wooden or mostly wooden item made from
Splashbows cannot fire spiked pelota, as the shards agafari is considered a masterwork item and weighs
catch in the notch. only half as much as a normal wooden item of its type.
Wooden armor and shields made from agafari have
D Special Materials their maximum Dexterity bonus increased by 2 and
their armor check penalties reduced by 3. Medium
Though most of the special materials discussed in the and heavy armors made from agafari are treated as
Pathfinder Core Rules do not exist in Athas, there are one category lighter than normal for the purposes of
local equivalents. In addition, the normal bone and movement and other limitations (heavy armors are
chitin materials used in Athas have their hardness and treated as medium, and medium armors as light). This
hit points listed here. does not affect the proficiency requirements for the
Adamantine: Also known as “dwarven steel,” armor. Items made from agafari cost ten times as
adamantine is an extremely rare natural alloy. Nearly much as normal. Agafari has the same hardness and
all items made from adamantine are relics from the hit points as iron.
past, scanvenged from ruins by elves and treasure Bone: The best crafting bones come from the
hunters. Raw adamantine cannot be bought on the bodies of large beasts. Many axes are fashioned from a
market, and weapons and armor constructed from mekillot's shoulder blades, while jhakar ribs form the
adamantine are considered priceless relics. bladed hooks of alaks. Bone items have 10 hit points
Adamantine items therefore have no purchase price – per inch of thickness and hardness 6. Bone weapons
they must be found or gifted. and armor have one-half the hit points listed in the
Items made from adamantine gain all the benefits Pathfinder Core Rules for iron items.
of iron items. In addition, weapons made from Chitin: Chitin is obtained from the many insects of
adamantine subtract 20 from an object's hardness and the Athasian wastes, usually kanks. Thri-kreen chitin
10 from a monster's damage reduction before dealing is also used, though any 'kreen who sees such armor
damage. (This cannot reduce hardness or damage will do its best to eviscerate wearer and seller alike.
reduction below 0.) Adamantine weapons can bypass Chitin items have 10 hit points per inch of thickness

116
and hardness 6. Chitin armor has one-half the hit above). Weapons made from drake ivory cost an
points listed in the Pathfinder Core Rules for iron armor. additional 2,000 Cp. A double weapon that is only half
Dasl: This strange crystal is mined and treated by crafted using drake ivory increases its costs by 50%.
the thri-kreen, who often use it to create weapons. For purposes of damage reduction, drake ivory is
Dasl is harder than many metals, and therefore highly considered equivalent to cold iron. Drake ivory has
valued in the Tyr region. It also resonates with psionic the same hit points and hardness as iron.
energy, and can build a psionic charge. Giant Hair: Giant hair is very strong and
As a free action, the wielder of a dasl weapon can frequently woven together to form a strong cord.
channel 1 power point into the crystal to cause it to While sometimes used in armor, its most common
deal an additional 1d6 damage on its next strike. Dasl purpose is creating rope. Wizards also use giant hair
remains charged for one minute or until its charge is to form complex textural spellbooks. Giant hair rope
expended. An item crafted from dasl costs ten times costs 1 Cp per foot, and has hardness 6 and 2 hit
what it would normally cost. Dasl has the same points per inch of thickness. (For comparison, normal
hardness and hit points as iron. rope has no hardness at all.)
Drake Hide: The skin of a drake is of such value Iron: Iron, like most other metals, is very rare on
that most sorcerer-kings forbid its sale. They have Athas, but it is still used in creating many weapons
instructed templars to confiscate any such items that and armors. Few craftsmen are able to work iron, but
appear in the market for the monarch. Because drakes there are at least a couple in each city-state. The only
are so rare it is easy for templars to claim that the item current source of new iron is the Tyrian iron mine,
was stolen from the sorcerer-king and have the seller which itself is the remnant of an older mine which had
executed or enslaved. Elves, of course, defy these been exhausted of useful quantities of the metal by the
edicts at every turn, and make a fair profit selling standards of its age. Most iron objects available for
drake materials one step ahead of the Templarate. sale have been scavenged from ruins.
Drake hide is usually around one inch thick, and so Weapons and armor made from iron or iron alloys
tough that drake hunters must carry masterwork steel (such as steel) are vastly superior to their bone, wood,
skinning knives to successfully pare it away from the and chitin counterparts. An iron weapon grants its
corpse of their prey. One drake produces enough hide wielder a +1 inherent bonus to attack and damage
for four suits of masterwork hide armor, three suits of rolls. Iron weapons can also bypass the damage
masterwork banded armor, two suits of masterwork reduction of some Athasian monsters. Iron armor
half-plate, or one suit of masterwork full-plate armor provides DR 1/- to its wearer, and reduces armor
for a Medium creature. check penalties for medium and heavy armor by 1.
Armor made from drake hide is immune to the Iron shields reduce armor check penalties by 1. Items
energy type associated with its drake's element, and without metal parts cannot be made from iron. Iron
provides resistance 2 to that energy for its wielder. and its alloys have 30 hit points per inch of thickness
This resistance stacks with any magical effects that and hardness 10. An iron item costs 100 times its
grant energy resistance or absorption. Because drake normal price, and is subject to availability restrictions,
hide is not metal, druids can wear drake hide armor even in Tyr.
without penalty. Armor made from drake hide is Leather: Leather is usually obtained from the
always masterwork, and costs three times as much as many giant lizards that roam the Athasian wastes.
a normal masterwork armor of the same type. Drake Mekillot and inix hides are the most common source
hide has 15 hit points per inch of thickness and of leather armor. Leather and hide have 5 hit points
hardness 10. per inch of thickness and hardness 2.
Drake Ivory: Drake ivory is extraordinarily strong Silver, Alchemical: The process of binding silver
and easy to work compared to the bone that most to weapons has been greatly refined on Athas. Very
weaponsmiths must use. Since it can only be obtained little silver is actually needed for the process.
from the claws and teeth of the rare drakes, it is Alchemical silver can be applied to adamantine, bone,
uncommon, expensive, and illegal (see drake hide, dasl, iron, and obsidian weapons. Applying

117
alchemical silver requires the services of both an for 4 hours.
alchemist and a weaponcrafter and takes one day. A Blitz: This common drug is widely trafficked by
weapon coated in alchemical silver deals -1 damage elves and bards. Blitz is used as often for its ability to
on each attack (with a minimum of 1 damage). improve the reaction speed of its users as it is for the
However, it bypasses damage reduction against silver. euphoric rush that it provides. The drug is made into
The cost of alchemical silver depends on what sort of a fine powder, which is inhaled through a straw. Blitz
weapon it is applied to: ammunition costs 2 Cp per users view the entire world in slow motion, and their
item, a light weapon costs 20 Cp, a one-handed own actions feel floaty and distant. The addiction DC
weapon costs 90 Cp, and a two-handed weapon costs for blitz is 15 (see the Combat & Survival chapter for
180 Cp. One half of a double weapon costs the same as details on addiction). Creating blitz requires a DC 25
a one-handed weapon. Craft (Alchemy) check.
Wood: Wood is a major export from Gulg and Blitz users receive a +3 circumstance bonus to
Nibenay, which share between them the only initiative chicks, gain a +1 dodge bonus to AC, and
surviving forest in the Tyr Valley. It can also be gain a +5 circumstance bonus to saving throws against
obtained from the high forests of the Ringing pain effects. A blitz user remains conscious below 0 hit
Mountains, although at risk of offending the halflings points, and can act normally without falling
who zealously guard their homeland. Wood has 10 hit unconscious. All benefits last for thirty minutes, after
points per inch of thickness and hardness 5. which time the user takes 2 points of Dexterity
damage and is fatigued for thirty minutes.
D Adventuring Gear Crunch: A true combat drug, crunch is heavily
restricted and its trafficking is a serious offense.
Special gear helps wasteland denizens deal with the Crunch is taken in tablets, which are usually a
particular hazards and difficulties of the Athasian sweetened shell around a core of the liquid drug.
desert. These items are, unless otherwise noted, Crunch users become violent at the slightest offense,
available in every city-state and should be viewed as and often initiate brawls and worse. Crunch is illegal
common tools of the wastelander's life. in every city-state, and the more moral bards will often
find ways to report those who manufacture the drug
Special Substances to the Templarate. The addiction DC for crunch is 13
The items described below are supplementary to those (see the Combat & Survival chapter for details on
described in the Pathfinder Core Rules. All such items addiction). Creating crunch requires a DC 25 Craft
can be purchased in the Bard's Quarter of any city. (Alchemy) check.
Alchemist's Fire: Alchemist's fire is illegal in most For four hours after taking crunch, users gain a +4
city-states, though its clandestine trade is tolerated for morale bonus to Strength and Constitution, as well as
a suitable bribe. a +2 morale bonus to Will saves. These bonuses stack
Armorbright: This heavy lacquer-like paint creates with those provided by a barbarian's rage ability. In
a shiny surface that reflects light and heat. It requires a addition, a crunch user takes a -2 penalty to Armor
very small amount of metal to obtain the brilliant Class. While these effects last, the user must make a
reflectivity, diluted in a process similar to the creation DC 22 Will save or respond violently to any sort of
of alchemical silver. Each pot of armorbright can coat confrontational situation. A confrontation, to a crunch
one suit of Medium armor, and applying it takes ten user, can be as simple as a question about a purchase
minutes. The coating wears off over the course of 24 or basic haggling. In addition, having begun combat, a
hours. During this time, the wearer of the armor gains crunch user must succeed on the same Will save to
a gains +1 heat protection (see the Combat & Survival disengage. After the drug wears off, the user takes 2
chapter). Creating armorbright requires a DC 20 Craft points of Constitution and Wisdom damage and
(Alchemy) check. becomes exhausted and sickened for 1d4 x 10 minutes.
Blackeye: An oily paint smeared around the eyes Esperweed: This rare and notoriously addictive
and cheeks, blackeye provides immunity to sun glare herb is found in the more magic-twisted sections of

118
Special Substances Cost Weight Food, Drink, and Lodging, cont. Cost Weight
Armorbright (pot) 50 Cp 1 lb. Common 3 bits 1 lb.
Blackeye (vial) 1 Cp 1 lb. Poor 1 bit 1 lb.
Blitz 30 Cp 0.1 lb. Water
Crunch 50 Cp 0.1 lb. Gallon 2 bits 8 lb.
Esperweed 250 Cp 0.1 lb. Mug 1 bd 1 lb.
Holy earth 25 Cp 1 lb. Wine, Cactus (jar) 1 Cp 1 lb.
Ironthorn resin (pot) 25 Cp 1 lb. Wine, Faro (jar) 20 Cp 1 lb.
Nirf 1 bit 0.1 lb.
Shine 30 Cp 0.1 lb. Mounts and Pack Beasts Cost Weight
Sunshade lotion (pot) 20 Cp 1 lb. Crodlu, riding 200 Cp ––
Willquenchers 30 Cp 0.1 lb. Crodlu, warmount 400 Cp ––
Erdland 25 Cp ––
Tools and Skill Kits Cost Weight Erdlu 10 Cp ––
Concealing weave 5 Cp 2 lb. Inix 100 Cp ––
Distillation kit 50 Cp 20 lb. Kank, herding 50 Cp ––
Filter mask 1 Cp –– Kank, riding (Medium creature) 125 Cp ––
Parasol 3 Cp –– Kank, warmount 250 Cp ––
Mekillot 200 Cp ––
Clothing Cost Weight
Elven 50 Cp 5 lb. Vehicles and Transport Cost Weight
Heatsuit 20 Cp 15 lb. Chariot, transport 50 Cp ––
High templar 100 Cp 5 lb. Chariot, war 125 Cp ––
Royal defiler 80 Cp 5 lb. Chariot, great 250 Cp ––
Slave 2 bd 1 lb. Howdah, inix 10 Cp ––
Wastelander 20 Cp 6 lb. Howdah, inix war 100 Cp ––
Howdah, mekillot 20 Cp ––
Food, Drink, and Lodging Cost Weight Howdah, mekillot war 500 Cp ––
Broy Wagon, open, 1000 lb. capacity 20 Cp ––
Gallon 2 Cp 8 lb. Wagon, open, 2500 lb. capacity 35 Cp ––
Mug 4 bits 1 lb. Wagon, open, 5000 lb. capacity 50 Cp ––
Inn stay (per day) Wagon, open, 10,000 lb. capacity 100 Cp ––
Good 20 Cp –– Wagon, enclosed, 1000 lb. capacity 40 Cp ––
Common 5 Cp –– Wagon, enclosed, 2500 lb. capacity 70 Cp ––
Poor 2 Cp –– Wagon, enclosed, 5000 lb. capacity 100 Cp ––
Food (per day, Medium creature) Wagon, enclosed, 10,000 lb. capacity 200 Cp ––
Good 5 bits 1 lb. Wagon, armored caravan, 10,000 lb. capacity 900 Cp ––
.

the wastes, and cannot be cultivated. Preserved esperweed's empathy power is aware of this fact, and
esperweed is highly valued, though it is incredibly usually feels a profound sense of danger and violation
difficult to keep stable. Preserving esperweed requires from the chaotic power of the drug. The experience is
either a successful DC 25 Craft (Alchemy) check each often described as a mind-rape, making esperweed
week, or magical intervention (from a nurturing seeds one of the most feared drugs. Esperweed is illegal in
spell or similar effect). Esperweed users are filled with most city-states, though this fact does not stop a
a sense of vitality and power, as well as a towering thriving trade in the psy-charged narcotic. The
superiority complex. Anyone being read by addiction DC for esperweed is 15 + 1 per previous use

119
(see the Combat & Survival chapter for details on continues to accrue normally, and penalties resume
addiction). (and increase, if indicated) when the effects of the
Any character who eats esperweed must make a drug wear off. Nirf users must make a DC 15 Wisdom
DC 12 Fortitude save or vomit up the herb, becoming check to determine their actual physical condition
nauseated for one minute. If esperweed can be kept while the drug is active.
down, the eater becomes fatigued for one hour, takes 2 Shine: One of the most popular drugs, shine is
points of Strength damage, and experiences a also one of the most addictive. It is made from
profound psychic ecstasy. For one hour, the eater gains powdered leaves of the shinethorn cactus, which are
one temporary power point every five rounds, even if mixed with into alcohol and swallowed. Shine fills its
he does not otherwise have a power point reserve. users with a deep, constant pleasure similar to
Like temporary hit points, temporary power points orgasm, combined with a persistent disassociation.
are spent before normal power points, and vanish The addiction DC for shine is 15 + 1 per previous use
when their duration expires. In addition, the eater can (see the Combat & Survival chapter for details on
manifest the empathy power with a manifester level addiction). Creating shine requires a DC 20 Craft
equal to one-half its hit dice. (Alchemy) check.
Holy Earth: Holy water is quite rare, as it is valued For one hour after taking shine, the user suffers no
more for its nutritive value than its ability to harm the penalties for wounds or pain-based effects such as
undead. However, blessed silt, earth, or obsidian are caltrops or a symbol of pain. Shine does not eliminate
common substitutes. penalties from any permanent injuries that the user
Ironthorn Resin: The thick resin of the ironthorn has suffered.
bush, known for its tenacity in the wastes, is one of the Sunshade Lotion: This translucent lotion contains
staples of the armorcrafter's trade. Ironthorn resin is extracts from various plants. It darkens slightly on
used to harden leather, bone, and chitin into armor exposure to sunlight. One pot of sunshade oil protects
plates. With proper alchemical treatment, it can a Medium creature from non-lethal damage due to
provide similar benefits to ordinary cloth. An item sunburn for 4 hours.
treated with ironthorn resin is waterproof and gains a Tanglefoot Bag: Tanglefoot bags are illegal in most
+1 bonus to its hardness. Clothing treated with city-states.
ironthorn resin also provides a +1 armor bonus to its Thunderstone: Thunderstones are illegal in most
wearer's AC. Items that already provide an armor city-states.
bonus do not gain this benefit. Ironthorn resin lasts for Willquenchers: Usually obtained in small,
one week, or until the item is thoroughly washed. dissolving paper packets, several mixtures of drugs
Creating ironthorn resin requires a DC 15 Craft are given the name “willquencher”. Diplomats,
(Alchemy) check. mindbenders, and enchanters often use these drugs to
Nirf: This cheap drug is a common choice for the soften up targets clandestinely. Willquenchers dissolve
many poor in Athasian cities, who use it to reduce the almost instantly in drinks, and any creature who
empty feelings brought on by starvation. Nirf brings drinks an affected beverage must make a DC 15
on a feeling of general contentment and satisfaction, Fortitude save or suffer a -2 circumstance penalty to
taking the world and its troubles out of phase. Though Sense Motive checks and Will saves for one hour.
technically illegal, nirf use is so common as to be Willquenchers count as a poison for the purpose of
utterly unremarkable, and any arrests related to nirf resistances or immunities to poison. Willquenchers are
are understood to be a thin pretext for a templar's nominally illegal in most city-states, but their utility
whims. The addiction DC for nirf is 10 (see the for the Templarate's mindbenders makes them a
Combat & Survival chapter for details on addiction). tolerated commodity. Creating willquenchers requires
Creating nirf requires a DC 10 Craft (Alchemy) check. a DC 20 Craft (Alchemy) check.
For eight hours after taking nirf, the user suffers
no penalties for starvation, thirst, heat, or cold. Any Tools and Skill Kits
non-lethal or lethal damage from these conditions The items described below are useful either in specific

120
situations or to characters who have specialized skills. a few minutes for travel and storage.
Concealing Weave: This kit consists of one or Parasol: Parasols range in design from simple
more related articles of clothing specifically designed practicality to refined fashion statement, but all serve
to shroud the wearer's arms, making their movements a useful purpose during an Athasian noon. Most
difficult to see and interpret. Wearing a concealing parasols are simple constructions of wood with hide
weave grants a +2 bonus to Bluff checks made to or cloth strapped over the top to create a spot of
conceal spellcasting. shade. More complex designs are available for the
Distillation Kit: Water is often more precious than upper classes, often involving complex folding agafari
life in the deserts of Athas (or at least, more precious leaves and painted silk cloth covers. A parasol requires
than someone else's life). This simple kit uses sunlight a free hand to use, and provides sufficient shade to
and ambient heat to evaporate pure water from bodily protect from sun glare and sunburn. It also provides a
or cooking waste, salt lakes, toxic mud, or other water- +1 bonus to saving throws against dehydration.
rich but dangerous substances. This “solar still”
consists of a sheet of thin glass fastened to a frame, Clothing
below which is a small container. The bottom and In addition to the outfits in the Pathfinder Core Rules,
sides of the frame are covered with black oilcloth, the Athasians can benefit from wearing these outfits.
edges sealed with tar to make it watertight. The kit is Elven Outfit: Although varying from tribe to tribe,
used by placing the dirty water in the bottom all elven clothes are based on two concepts:
container, where it will evaporate and condense on the functionality and flattery. This set of clothes usually
glass above. The condensation will then run down and includes a hooded cloak or stylized robes, although
collect in the frame. If the container is filled to some make use of tight leather wraps or other heat-
capacity, it is possible to reclaim 1 gallon of water each shielding materials. An elven outfit is custom-tailored
day using a distillation kit. for its wearer, and designed to show that wearer's
Filter Mask: A necessity for traveling the Sea of form to maximum effect. Elven outfits are often
Silt, filter masks are used to protect the mouth and viewed as lewd by those who consider the elves
nose from dangerous substances. A filter mask is a licentious. Elven outfits are peculiar to each tribe, and
mesh of fine cloth that covers the mouth and nose, any elf can easily identify the tribe of the wearer by
with thin straps to attach it to the wearer's head. the markings on their clothes. Elven outfits are not
Wearing a filter mask provides a +2 bonus to saves normally available to outsiders at all. In addition,
against gas-based effects, and negates the suffocation various portions of an elven outfit are designed to be
hazards caused by airborne dust, sand, and silt. A reversible, and carry camouflage patterns on the
filter mask can be used for four hours of exposure to reverse. Reversing an elven outfit takes one minute,
these conditions. After this time, it has become too and provides the wearer a +2 circumstance bonus to
clogged with grit to remain useful. A clogged filter can Stealth checks in desert terrain. Elven outfits also
be cleaned with thirty minutes of careful scrubbing. provide a +2 bonus to any Bluff or Diplomacy checks
Navigator's Kit: Prized possessions of trading made to seduce someone. Finally, an elven outfit
houses and wasteland wanderers, each of these kits is provides +1 heat protection and immunity to sunburn
composed of a set of simple maps made from sticks or (see the Combat & Survival chapter). An elven outfit
dowels and stones. A navigator's kit map marks roads can be crafted as masterwork, for the normal price for
with straight sticks and villages with stones, and masterwork armor. Masterwork elven outfits can be
special stones for landmarks and cities. The whole worn over light armor.
thing is lashed into a heavy wooden frame with twine. Heatsuit Outfit: This heavy suit is designed to
Anyone who succeeds at a DC 10 Knowledge protect against the brutal heat of the desert. It consists
(geography) check while using a navigator's kit gains of heavy pants and coat, a specially treated leather
a +4 bonus to his next Survival check to avoid apron, thick mittens, a thick hood, and goggles. A
becoming lost. A navigator's kit is too awkward to be heatsuit provides +3 heat protection and immunity to
carried around easily, but can be broken down in just sunburn (see the Combat & Survival chapter).

121
Although the outfit consists of heavy clothing, its Wine, Cactus: Most Athasian wine is made from
heat-resistant materials negate the usual penalty for pressed and fermented cactus juices, carefully
wearing heavy clothes in hot environments. sweetened and filtered to eliminate toxins. Cactus
High Templar's Outfit: The ultimate symbol of wine varies from region to region, and along with
rank, the high templar's outfit differs between each broy is the common alcoholic beverage of the lower
city-state. This set of clothing is made of the best and middle classes.
material produced in each city-state and is tailored to Wine, Faro: Once every ten years, the
each individual. Wearing the proper high templar temperamental faro cactus blooms and produces fruit.
outfit for a city's Templarate grants a +2 bonus to Faro fruits are either sold plain or, more commonly,
Diplomacy checks in Secular Authority contests. turned into valuable preserves and even more
Royal Defiler's Outfit: Royal defilers, who valuable wines. Faro wine is cool and dry, and
practice sorcery with the backing of a sorcerer-king, generally considered far superior to ordinary cactus
must clearly indicate their protected status if they are wine. Its scarcity and cost, however, restrict faro wine
to be spared the mob's wrath. This set of clothing is to the upper classes, to the point that simply
made from the best materials available in a city-state, possessing faro wine without a patent of nobility is a
and is second in quality only to a templar's uniform. crime in Raam and Nibenay.
Wearing the proper defiler's outfit for a city provides a
+2 circumstance bonus to Intimidate checks against Mounts and Pack Beasts
citizens of that city. Traveling across the Athasian wastes is dangerous and
Slave's Outfit: This simple set of clothes consists slow. Mounts can speed the crossing and provide
of a loincloth, or a short skirt and sleeveless tunic, allvaluable protection for wanderers and caravans. These
made of rough-hewn materials. mounts replace those in the Pathfinder Core Rules.
Wastelander's Outfit: Similar to the clothing of the Crodlu: A crodlu is a large bipedal lizard,
elven tribes, this set of clothes usually includes a largeresembling a scaled ostrich. A cordlu is an appropriate
hooded clothes, layers of heat-resistant cloth, and mount for a Medium humanoid. Crodlu can be
reinforced leather padding designed to protect against difficult to control in battle without combat training.
blowing sand and sharp rocks. A wastelander's outfit Crodlu benefit from stabling, can wear barding, and
provides +1 heat protection, immunity to sunburn, require feeding.
and a +2 bonus to Stealth checks in badland, desert, or Erdland: These creatures are large, flightless birds
mountain terrain (pick one when the outfit is made). A that weigh around 2 tons and can stand up to 15 feet
wastelander's outfit can be crafted as masterwork, for tall. Erdlands are usually used to pull caravans, but
the normal price of masterwork armor. Masterwork are also often found as mounts for Medium or Large
wastelander's outfits can be worn over light armor. creatures. Erdlands are comfortable in battle, and do
not require special combat training. Erdlands benefit
Food, Drink, and Lodging from stabling, can wear barding, and require feeding.
Many Athasian travelers can find free lodging and Erdlu: Erdlus are a smaller variety of erdland,
sustenance courtesy of psionic academies, merchant mostly used as herd beasts. They stand 7 feet tall and
houses, or similar organizations. Adventurers, weigh around 200 lbs. An erdlu can serve as a mount
however, often find that they need to pay for for a Medium humanoid. Erdlus are hard to control in
hospitality. The prices listed here replace those listed battle, and are very rarely combat trained. Erdlus
in the Pathfinder Core Rules. Note that characters larger benefit from stabling, can wear barding, and require
or smaller than Medium require different amounts of feeding. When properly maintained, erdlus regularly
food; see the Combat & Survival chapter for details. lay enormous eggs which can serve as a day's rations
Broy: Broy is made from fermented kank necter. for a Medium creature.
Served plain, it is potent and foul tasting. However, Inix: The inix is a large reptile with a heavy, club-
broy is usually spiced with a common herb that like tail, commonly used as a beast of burden or
disguises its sourness. mount. An inix is an appropriate mount for a Medium

122
or Large humanoid, and are often fitted with howdahs drive the chariot while the other wields a bow or other
(see below). Inixes are extremely strong beasts of ranged weapon. Great chariots are built for four
burden, and can carry twice as much weight as their people and are very heavily constructed, requiring at
Strength would indicate. Inixes benefit from stabling, least two mounts. War chariots and great chariots offer
can wear custom barding (costing 50% more than cover to their occupants. Great chariots are fitted with
normal), and require feeding. blades on their wheel spokes which deal 1d10 damage
Kank: A kank is an eight-foot insect, commonly to any creature adjacent to the chariot while it is
used as a personal mount. These insects cannot be moving.
used as food, as their meat is rancid and toxic to Howdah: A howdah is an enclosure mounted on a
humanoids, but they regularly produce highly riding animal containing space for one or more
nutritious globules of honey when well maintained. people. Howdahs can be fitted for inixes or mekillots,
Kanks can be encouraged to grow to various sizes, and provide shade and cover from the elements. An
and serve as effective mounts for Small, Medium, or inix howdah can hold only one person, while a war
Large creatures. Any kank bred for a non-Medium howdah can hold up to four. A mekillot howdah can
creature costs 50% more than the listed price, and is hold up to two people, but a war howdah is much
usually more difficult to obtain. A kank is difficult to larger, a two-level tower that can hold up to sixteen.
control in battle without combat training. Kanks War howdahs for either beast provide cover to their
benefit from stabling, but do not wear barding. A kank occupants.
does not need to be fed – it will forage for basic Wagon: Wagons are a critical element of the
necessities in any terrain, and can without any food or Athasian economy, as they facilitate the caravans that
water for weeks. make life in the wastes possible. Open wagons are
Mekillot: A mekillot is an enormous, six-ton basic, open-topped carts that can carry a certain
shelled lizard. Mekillots are known for their skittish amount of cargo. Enclosed wagons have thin walls
nature and foul temper, and usually require psionic which can exclude the elements, and generally carry
handlers to manage. They are too large to serve as people or light, fragile cargo. As Athasian wagons are
personal transportation, but are commonly employed built with little or no metal, their carrying capacity is
as combat troop transports or for hauling heavy cargo strictly limited. Open and enclosed wagons require
or caravans. Mekillots benefit from stabling, can wear two beasts or one erdland to draw them.
barding, and require feeding. A mekillot needs eight Armored wagons are a form of enclosed wagon
times as much food as a normal mount. uncommon outside merchant house caravans,
designed to protect contents and riders. Their walls
Vehicles and Transport are reinforced by agafari wood, creating sturdy
Sometimes it's too dangerous to ride through the barriers. There are also mounts for siege crossbows on
desert on a kank. Traveling in small company, or with all sides of the wagon which allow the mounted bows
valuables, requires other forms of transportation. to swivel 180 degrees, though only enough room to
Vehicles in Athas are universally muscle-powered, mount two bows at once. Anyone firing the crossbows
pulled by beasts of burden or slaves. Beasts are from the wagon's “gunports” receives cover. Armored
controlled by the Handle Animal skill; creatures with wagons require at least four smaller mounts to draw
Intelligence 3 or higher are controlled by Diplomacy; them, or two inixes, or one mekillot.
and slaves or forced labor are controlled by
Intimidate. D Enchanted Items
Chariot: A chariot is a two-wheeled vehicle used
Enchanted items are relatively uncommon in Athas,
for transportation, racing, war, and processions.
and certainly not available for sale. Despite the high
Transport chariots are very small and simple,
level of psionic talent in the Athasian populace, few
requiring only a single animal to draw, or just as often,
can afford to train that talent, and few of those so
two human slaves. A war chariot is built for two riders
privileged go on to manufacture enchanted items. It is
and much better constructed. Usually one person will

123
occasionally possible to commission an enchanted Types of Enchanted Items
item from a psion, but such commissions are costly Athas can provide any classical sort of enchanted
indeed. Those interested in obtaining magical gear are item, plus several new kinds designed for psionicists.
best advised to seek the Bardic Quarter of the local Items can be crafted in a wide variety of forms, limited
city-state, where bards and alchemists can offer only by the creativity of their creator. However, some
healing tonics and even, with a word in the right ear, forms are more common than others. Items in this
connections to less-reputable enchanters such as chapter have common shapes which might be
mages. Do not be squeamish about the nature of the unexpected, or may be entirely new types of items.
enchantments that you receive, however: enchanter- Potions: Athasian potions take all sorts of forms.
mages are often defilers who deal incredible damage They are rarely found in glass vials, because glass is a
to the land for ease in their labor. valuable and rare commodity. Instead, potions often
come in the form of oils, which can be quickly rubbed
Creating Enchanted Items into the skin, or small fruits, which grant the potion's
Except as noted here, creating an enchanted item benefits when consumed. Potion-fruits are easy to
works exactly as described in the Pathfinder Core Rules. discern from ordinary fruits, as they are often
Be aware that new item creation feats, which can be designed to glow slightly or tingle to the touch. The
found in the Character Options chapter, have replaced strangest of all are tattoos, which usually contain
the original Pathfinder item creation feats. psionic powers rather than spells. Tattoos are made
Spell Knowledge: Enchanters no longer need to from a thick, oily ink which is applied directly to the
know specific spells to create enchantments. Any item skin. Even if scraped off, enchanted tattoos retain their
may be created by any enchanter. The only exceptions shape when applied to another user. A tattoo can be
are those items which cast or manifest specific spells activated by tapping it in a specific pattern.
or powers (scrolls, wands, dorjes, etc.). If the Scrolls: In the illiterate Tablelands, where even
enchanter is a spellcaster, he must have the spell on many mages are incapable of understanding the
his class list and be able to cast it. If the enchanter is a written word, scrolls are poorly designed to serve
psion, he must know the power in question. their purpose. They are usually replaced by small
Power Source: As a direct consequence of the rule figurines carved from wood or bone, often designed to
on spell knowledge presented above, nearly any item reflect the nature of the power that they carry. Scroll
may be crafted by any enchanter. It is irrelevant for figurines crumble into dust when their magic is spent.
most items whether the enchanter uses psionics, Staves: Enchanted staves are not common in
arcane magic, or divine magic. Though the enchanter's Athas, as the image of a staff-bearing mage is too
power source might affect the item's appearance, it ingrained in the public consciousness for most real
will not change the item's function. mages to feel comfortable in providing any fuel for the
Defiling: A wizard-enchanter faces a unique fires of superstition. Heavy sets of linked bracelets are
temptation, and has a unique tool: his ability to defile. the most common substitute, each individual bracelet
The energy granted from defiling allows a mage to enchanted with a different spell.
create enchanted items quickly and at little cost. Doing Stave-like objects called psicrowns can be crafted by
so halves the creation time of the enchanted item and psionic enchanters to hold powers just like a staff
reduces the material cost by 10% (to 45% of the market holds spells. Psicrowns follow all rules for staves,
price of the item). However, the mage must defile an except as noted below.
area of 100 square feet per caster level of the highest Each psicrown has a fixed manifester level which
level enchantment on the item. For example, a sword applies to all of its powers. The minimum manifester
with a +1 enhancement bonus (CL 3) and the flaming level for a psicrown is equal to the power point cost of
enchant (CL 10) would require the enchanter to defile the most expensive power stored in the crown. As
an area of 1,000 square feet. Items enchanted by with staves, the manifester level of the psicrown may
defiling cannot be discerned from items enchanted by be increased by spending more money to create the
other means. item.

124
A psicrown is created with a power point reserve Armor Special Ability Cost Modifier
rather than charges. A psicrown contains 50 power Recovery +720 Cp
points per manifester level of the psicrown. The Swiftness +1 bonus
powers within the psi-crown may be manifested and Power resistance (PR 13) +2 bonus
augmented freely from the psicrown's power point Linked +6,000 Cp
reserve, though the user may not spend more power Gleaming +3 bonus
points than the psi-crown's manifester level on any Power resistance (PR 15) +3 bonus
single power. Power resistance (PR 17) +4 bonus
Wands: Like staves, wands are so strongly Radiant +4 bonus
associated with arcane magic that mages fear to carry Power resistance (PR 19) +5 bonus
them. Wands have appeared in many forms, and are .

possibly the most variable of enchanted items, but one resistance can be 13, 15, 17, or 19, depending on the
common variety is made to look like small weapons, amount that was built into the armor.
such as daggers or saps. These items function quite Strong abjuration; CL 15; Price +2 bonus (PR 13),
handily as ordinary weapons, but can also be used to +3 bonus (PR 15), +4 bonus (PR 17), or +5 bonus (+PR
create magical effects like a wand. 19).
Wand-like objects called dorjes can be crafted by Radiant: The wearer of this armor gains resistance
psionic enchanters to hold powers just like a wand 10 against energy attacks (acid, cold, electricity, fire,
holds spells. Dorjes follow all rules for wands, except and sonic damage). When the wearer is struck by an
as noted below. energy attack, the armor converts the energy into
Unlike wands, a dorje can hold a power of any harmless light and radiates bright light in a 60-foot
level. A dorje's manifester level can be increased when radius for 1 round per point of damage prevented by
it is created by increasing the cost of the dorje, just like the armor's resistance. Successive energy attacks add
with a wand. If the power contained in the dorje is to the duration of this light radiation.
augmentable, it is augmented to the limit allowed by Strong transmutation; CL 9; Price +4 bonus.
the dorje's manifester level. If multiple different Recovery: This armor grants its wearer a sudden
augmentations are possible, the precise allocation of burst of energy at need. It can restore up to 5 hit
augmentations must be chosen when the dorje is points per day as an immediate action. The wearer can
created. Manifesters cannot augment a dorje's power divide up these hit points as he chooses.
with their own power points. Faint conjuration; CL 2; Price +720 Cp.
Swiftness: This armor increases the wearer's speed
Armor Enchantments by +5 feet.
Faint transmutation; CL 4; Price +1 bonus.
The following enchantments supplement those found
in the Pathfinder Core Rules.
Gleaming: This armor gleams, flashes, and blurs Weapon Enchantments
the appearance of the wearer, granting him The following enchantments supplement those found
concealment. in the Pathfinder Core Rules.
Faint illusion; CL 5; Price +3 bonus. Collision: Collision weapons transmute their ends
Linked: This armor allows its wearer to form a with each swing to increase their mass, making their
telepathic bond with other wearers of linked armor attacks hit much harder. Collision weapons deal +5
within 10 miles. Establishing this bond requires line of damage on each successful strike. Ranged weapons
sight to the bondee and mutual agreement to accept bestow this extra damage on their ammunition.
the bond. This effect is otherwise similar to the Moderate transmutation; CL 10; Price +2 bonus.
mindlink power. Dislocator: Up to three times per day, the wielder
Moderate divination; CL 6; Price +6,000 Cp. of this weapon can attempt to dislocate an enemy on
Power Resistance: This kind of armor grants the his next attack with this weapon. On a hit, the foe is
wearer powr resistance while it is worn. The power teleported 1-100 miles in a random direction unless it

125
succeeds on a Will save (DC 17). Ranged weapons extra damage is applied even if the psychokinesis
bestow this effect on their ammunition. If the attack ability is not active.
misses, the use is wasted. Strong evocation; CL 12; Price +2 bonus.
Strong conjuration; CL 12; Price +3 bonus.
Mindfeeder: When the wielder of this weapon
scores a critical hit with the weapon, he immediately
gains temporary power points equal to the damage
dealt by the critical hit. These temporary power points
last for 10 minutes, and are spent before normal power
points. Temporary power points do not overlap – if a
character gains temporary power points while he
already has some, he keeps whichever total is higher.
Any temporary power points not spent within 10
minutes are lost. The target of the critical hit does not
need to have power points for the wielder of a
mindfeeder weapon to gain temporary power points,
but creatures immune to mind-affecting abilities do
not grant temporary power points.
Strong enchantment; CL 15; Price +3 bonus.
Precognitive: A precognitive weapon perceives an
instant into the future, and works of its own accord to
position its wielder in the most favorable ways. The
wielder of a precognitive weapon gains a +1 insight
bonus to Armor Class, CMD, and all saving throws.
Faint divination; CL 5; Price +8,000 Cp.
Psychokinetic: When commanded, a
psychokinetic weapon flows with deadly energy. The
wielder of the weapon is not harmed by this energy,
but any other creature risks harm. A psychokinetic
weapon deals +1d6 damage on a successful hit.
Faint evocation; CL 10; Price +1 bonus.
Psychokinetic Burst: This weapon functions as a
psychokinetic weapon that also releases a blast of
destructive energy on a successful critical hit. In
addition to the extra damage from the psychokinesis
ability, a psychokinetic burst weapon deals +1d10
damage on a successful critical hit. If the weapon's
critical multiplier is x3, add +2d10 damage instead,
and if the multiplier is x4, add +3d10 damage. This

Weapon Special Ability Cost Modifier


Psychokinetic +1 bonus
Collision +2 bonus
Psychokinetic burst +2 bonus
Precognitive +8,000 Cp
Dislocator +3 bonus
Mindfeeder +3 bonus
.

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CHAPTER 6: COMBAT & SURVIVAL
The world of Athas is harsh and unforgiving. Reckless healing spell automatically cures one minor wound,
use of defiling magic has caused ecological collapse, plus an additional minor wound for every 10 hit
dimming the sun and turning the land into a desert points it restores. If a character is restored to full hit
wasteland. The air itself is full of choking dust, and points by any means, all of his minor wounds are
water is rare and precious. This chapter features new immediately healed.
and expanded rules for surviving the hazardous
wastes. Major and Severe Wounds
When a character is rendered unconscious by damage
D Injury (either lethal or nonlethal), he automatically suffers a
major wound. Roll on the table below to determine
Combat is dangerous. This, above all other things,
what sort of wound he suffers.
should be understood. Even the greatest of heroes
If the same character is rendered unconscious by
should attempt to avoid fights. Obviously, death is a
damage a second time before his major wound is
risk, but seasoned adventurers also fear even simple
treated, he gains a new major wound from the table
wounds, for a hard blow in the wrong place can wreck
and his existing major wound becomes a severe
havoc on the body for days or weeks to come. Worse
wound. If the character is rendered unconscious three
yet, a wound left untreated can become aggravated
or more times before his wounds are treated, he
and inflict permanent disability.
continues to gain a new major wound each time, his
existing major wounds become severe wounds, and
Minor Wounds any existing severe wounds may become permanent
A character struck by a severe blow in combat might injuries (see below).
become injured. Whenever a character suffers a critical Minor wounds, major wounds, severe wounds,
hit, or takes damage in excess of his wound threshold and permanent injuries all stack. For example, when a
from a single attack, he must make a Fortitude save or character with a major leg wound becomes
suffer a minor wound (DC 10 + one-quarter of the unconscious, he now has both a major leg wound and
damage dealt). A character's wound threshold equals a severe leg wound (as well as another unspecified
one-quarter of his hit points plus his Constitution major wound).
score. If he fails the save, roll on the table below to A major wound persists until the character is
determine what sort of wound he takes. All penalties restored to full hit points, no matter what means are
from minor wounds stack. used to accomplish this goal. Characters without
Minor wounds persist until they are treated with access to magical healing must accept the necessity of
the Heal skill (see the Character Options chapter) or bed rest to recover. Severe wounds take the form of
until the character receives magical healing. Each

Wounds and Injuries


Roll Wound Location Minor Wound Major Wound Severe Wound Permanent Injury
1-5 Head -1 AC, +5% spell/power -3 AC, 20% spell/power 4 CON damage, 2 INT -2 INT, -2 WIS, -2 CHA,
failure, -1 mental failure, -5 mental damage, 2 WIS damage -1 AC, 10% spell/power
checks/skills checks/skills failure
6-10 Torso -1 attack, -1 AC, -1 -3 attack, -3 AC, -5 2 STR damage, 4 CON -4 CON, -1 attack, -1 AC
physical checks/skills physical checks/skills damage, 2 DEX damage
11-15 Arm -1 attack, -1 CMB, -1 CMD, -3 attack, -3 CMB, -3 CMD, 4 STR damage, 4 DEX -2 STR, -2 DEX, -1 attack,
-1 physical checks/skills -5 physical checks/skills damage -2 physical checks/skills
16-20 Leg -5 ft move speed, -1 Halve move speed, -5 4 STR damage, 4 DEX -4 DEX, -5 ft move speed,
physical checks/skills physical checks/skills damage -2 physical checks/skills
.

127
ability score damage, and heal just like any other form
of ability score damage. A successful DC 15 Heal D Temperature
check reduces the penalties from a major wound (see
the Character Options chapter for details). Temperature extremes are one of the greatest and
most common dangers of the Athasian wastelands.
Permanent Injuries The large, dark sun heats the landscape to searing
temperatures during the day, but the fall of night sees
A character who is rendered unconscious while he has
temperatures fall into brutal, hypothermia-inducing
a severe wound must make a DC 20 Fortitude save or
cold. Wasteland travelers have developed a variety of
suffer a permanent injury. Permanent injuries
means to cope with this enormous range of
represent crippling wounds – a gimp leg, lost fingers,
temperatures. Most Athasians, when forced to travel,
a missing eye. Without magical aid, a permanent
bring both cooling heat-resistant clothes and heavy
injury is truly permanent – it cannot be healed by
winter blankets to stave off the nightly chill.
ordinary means. A restoration spell cast on the injured
character halves the penalties from the injury, but only
a regeneration, miracle, or wish spell can fully cure a Heat Hazards
permanent injury. A successful DC 25 Heal check, Heat deals nonlethal damage that cannot be recovered
administered within one minute of a permanent until the character finds some way to cool off (spends
injury, can prevent the injury entirely (see the time in the shade, bathes in water, and so on). Once
Character Options chapter for details). the character has taken an amount of nonlethal
damage equal to her total hit points, any further
Called Shots damage from a hot environment becomes lethal
damage, which is also untreatable without cooling.
Characters can strike specifically to wound their
Once the character has found a way to cool off, she
enemy using a called shot. Called shots are a new type
responds normally to healing.
of combat maneuver, and use all existing rules for
Any character that takes damage from heat is
combat maneuvers. A called shot can be used in place
afflicted by heatstroke and becomes fatigued. If she
of a normal attack in a full attack or in a monk's flurry
takes nonlethal damage equal to her current hit points,
of blows. Attempting a called shot provokes an attack
she also becomes staggered, as normal. Characters
of opportunity from the target.
wearing heavy clothing or any sort of armor take a -4
If the maneuver is successful, roll damage as if for
penalty to their saving throws against heat hazards. A
a normal attack. The target takes half that damage,
successful DC 15 Survival check grants a character a
and must make a Fortitude save (DC 10 + one-half
+2 bonus to saves against heat; they may grant this
damage dealt) or suffer a minor wound of your choice.
bonus to one additional creature for each point by
If you rolled a critical hit on your combat maneuver
which their Survival result exceeded 15.
check for the weapon that you used to make the
Heat is measured in temperature bands. Each
attack, deal damage as if you had rolled a critical hit
band imposes increasing damage and penalties from
on an attack roll. If you have the Weapon Finesse feat
the heat.
and are using a weapon that receives its benefits, the
Warm: Between 61° F and 90° F, characters are
save DC against your called shots increases by +2.
comfortable and able to act freely without penalty.
If you have the Improved Called Shot feat, you do
Sample Conditions: shaded area, dawn or twilight.
not provoke an attack of opportunity for attempting a
Hot: Between 91° F and 110° F, characters begin to
called shot, and you gain a +2 bonus to your CMB and
suffer from the heat and must make a Fortitude save
CMD for called shots. If you have the Greater Called
every hour (DC 15 + 1 per previous save) or take 1d4
Shot feat, enemies take a -2 penalty to their saving
points of nonlethal damage. Characters reduced to
throw to resist the wounds inflicted by your called
unconsciousness begin taking 1d4 lethal damage per
shot, and if you successfully wound an enemy they
hour. Sample Conditions: early morning, early evening,
also take bleed damage.
normal oasis.

128
Severe Heat: Between 111° F and 140° F, characters Heat Protection
must make a Fortitude save once every 10 minutes Level Save Bonus Heat Resistance Heat Reduction
(DC 15 + 1 per previous save) or take 1d4 points of 1 +1 0 –
nonlethal damage. Characters reduced to 2 +2 1 -1 band
unconsciousness take 1d4 lethal damage every ten 3 +2 1 –
minutes. Sample Conditions: typical noon, cool times on 4 +3 2 –
a salt flat. 5 +3 2 -2 bands
Extreme Heat: Between 141° F and 180° F,
6 +4 3 –
characters automatically take 1d6 points of lethal
7 +4 3 –
damage every 10 minutes (no save). In addition,
8 +5 4 -3 bands
unprotected characters must make successful .

Fortitude saves every 10 minutes (DC 15 + 1 per Heat Resistance: For every two levels of heat
previous save) or take 1d4 points of nonlethal damage. protection that a character has, he automatically
Any character wearing metal armor or coming into resists 1 point of lethal and nonlethal damage dealt by
contact with metal is damaged as if affected by a heat heat hazards.
metal spell as long as they remain in this area. Shade in Heat Reduction: A character with heat protection
an area of extreme heat reduces temperatures to Hot is able to reduce the danger of heat hazards. High
instead of Warm, preventing characters from levels of heat protection reduce the effective
recovering from heatstroke without further assistance. temperature band that the character inhabits. A
Sample Conditions: noon on a salt flat, high summer character with heat protection 2 treats the temperature
noon in the wastes, the Elemental Plane of Fire, the as one band lower; heat protection 5 allows him to
Paraelemental Plane of Sun. treat the temperature as two bands lower; and heat
Unearthly Heat: Temperatures over 181° F are protection 8 allows him to treat the temperature as
incredibly deadly, and very uncommon in the natural three bands lower.
world. Characters take 1d6 points of lethal damage This also reduces a character's water needs by the
and 1d4 points of nonlethal damage per round (no same number of steps (see below). For example, a
save). Any character wearing metal armor or coming character with heat protection 5 would treat wasteland
into contact with metal is damaged as if affected by a terrain as shaded for the purpose of determining
heat metal spell as long as they remain in this area. water loss and dehydration.
Shade in an area of extreme heat reduces temperatures
to Severe Heat instead of Warm, preventing characters Cold Hazards
from recovering from heatstroke without further
Like heat, extreme cold deals nonlethal damage that
assistance. Sample Conditions: high summer noon on a
cannot be recovered until the character finds some
salt flat, the Elemental Plane of Fire, the Paralemental
way to become warm. Usually this requires shelter of
Plane of Sun.
some sort. Any character that takes damage from cold
begins to suffer from hypothermia and becomes
Heat Protection fatigued. If she takes nonlethal damage equal to her
To combat the extreme dangers of the day's heat, current hit points, she also becomes staggered, as
Athasians have developed many tools and skills to normal. Heavy, warm clothing can protect a character
cool themselves. In an effort to simplify the mechanics from extreme cold, allowing her to make saves against
of such techniques, Dark Sun introduces a new hypothermia less frequently. A successful DC 15
mechanic called heat protection. Heat protection is a Survival check grants a character a +2 bonus to saves
rating between 1 and 8. against cold; they may grant this bonus to one
Save Bonus: A character with heat protection additional creature for each point by which their
gains a +1 bonus to saving throws against heat. This Survival result exceeded 15.
bonus increases by +1 for every 2 levels of additional As with heat, cold is measured in temperature
heat protection. bands. Each band imposes increasing damage and

129
penalties from the cold. Starvation
Moderate: Between 60° F and 40° F, characters are In the wastes, food is much scarcer than it seems.
relatively comfortable and may act freely, although Many of the creatures that inhabit the Tyr Valley are
such cool temperatures represent a sharp contrast poisonous, whether by way of being actually
from the heat of an Athasian day. Sample Conditions: venomous or by consuming enough toxins to make
early evening in the Tyr Valley. their meat nauseatingly foul. Psionic beasts present a
Cold: Between 39° F and 0° F, characters start to special hazard – many rely on their natural psychic
risk frostbite. They must make a Fortitude save every abilities to maintain equilibrium in their bodies, and
hour (DC 15 + 1 per previous save) or take 1d4 points after death their flesh rapidly becomes toxic. Plants
of nonlethal damage. Characters reduced to are also often dangerous; for every safe and nutritious
unconsciousness begin taking 1d4 lethal damage per bit of vegetation found in the wastes, there are five
hour. Characters with reliable cold protection (shelter which cause a tearing illness when eaten. A
and heavy blankets, heavy cold-resistant clothing, etc.) Knowledge check will indicate which things are edible
are unaffected by Cold conditions. Sample Conditions: and which are too dangerous to eat. The Survival skill
middle of the night in the Tyr Valley. can be used to detoxify food to make it edible.
Severe Cold: Between -1° F and -20° F, characters A Medium creature requires at least one pound of
must make a Fortitude save once every 10 minutes food every day to avoid starvation. Double this
(DC 15 + 1 per previous save) or take 1d4 points of amount for each size category above Medium, and
nonlethal damage. Characters reduced to halve it for each size category below Medium. Thus, a
unconsciousness take 1d4 lethal damage every ten Small creature requires only half a pound of food,
minutes. Characters with reliable cold protection need while a Large creature needs two pounds. This food
only make saving throws once every hour, and those must be reasonably nutritious – cactus needles can
protected by an endure elements spell are entirely provide a filling breakfast, but they are hardly
unaffected by Severe Cold. Sample Conditions: winter nourishing, while food that is too toxic to keep down
midnight in the Tyr Valley, high passes of the Ringing cannot provide its nutrients to the body.
Mountains. A creature can go without sufficient food for 3
Extreme Cold: Below -21° F, characters days without penalty. After that time, it must make a
automatically take 1d6 points of lethal damage every Constitution check each day (DC 10 + 1 per previous
10 minutes (no save). In addition, unprotected check). On failure, it takes takes 1d6 points of
characters must make successful Fortitude saves every nonlethal damage and begins starving. This damage
10 minutes (DC 15 + 1 per previous save) or take 1d4 cannot be healed by any means until the creature can
points of nonlethal damage. Characters with reliable consume a day's worth of food. A starving creature is
cold protection need only make saving throws once fatigued until it has eaten; if it has also taken damage
every thirty minutes. Any character wearing metal from dehydration or heat, it is instead exhausted. A
armor or coming into contact with metal is damaged starving creature which has taken nonlethal damage
as if affected by a chill metal spell as long as they equal to its total hit points treats all further damage
remain in this area. Sample Conditions: winter in the from starvation as lethal damage.
Ringing Mountains, Tyr-Storm.
Dehydration
D Sustenance While starvation is always a hazard in the wastes,
In the wasteland, basic necessities are often difficult to the true killer is thirst. Burning heat and dessicating
come by. The local animals are few, and usually winds can reduce even the strongest man to a
dangerous or toxic. Water is scarce, scattered across shambling wreck, and eventually to another set of
tiny oases. In such conditions, starvation and thirst are bleached bones in the desert. Very little moisture can
an ever-present risk, especially as the heat of the be found in the Athasian wastes; even the Crescent
burning sun pulls all moisture from the body. Forest is dry, a woodland of evergreens and other
plants which need little water. The little rainfall in the

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wastes comes from irregular storms coming over the long-term care (see the Heal skill in the Character
Ringing Mountains, which are usually accompanied Options chapter). This treatment takes 24 hours and
by vast mudslides and destructive floods. Consistent double the normal amount of water required each day
water supplies can be found at oases, well-known and for the conditions (for instance, 2 gallons of water for a
well-marked locations around the wastes where Medium creature in a Warm environment). A
groundwater has trickled to the surface. Oasis-water is character who has taken lethal damage from
usually tainted with heavy mineral deposits, but the dehydration or heat is more difficult to treat; see the
thirsty travelers rarely care, for water spells life. Heal skill for details. Once this Heal check has
A Medium creature requires one gallon of water succeeded, the character may recover from
each day. Double this amount for each size category dehydration and heat damage by normal means. The
above Medium, and halve it for each size category heal spell can be used to rehydrate a character in place
below Medium. Thus, a Small creature requires only of the recovery time, water, and Heal check.
half a gallon of water each day, while a Large creature
needs two gallons. The terrain that the creature is D Terrain
traveling or living in affects these water requirements;
see the table below for details. Water contaminated by It would be a mistake to imagine Athas as a desert
toxins still provides its nourishment, but at the cost of world, a place of sand dunes and jagged escarpments.
illness and disease. The more appropriate general term is “wasteland” – a
In a Warm or cooler environment, a creature can desolate and unforgiving world, but with variety in its
last 24 + Con score hours without water before being structure. The Tyr Valley encompasses many miles of
affected by thirst. This time is reduced in particularly rolling dunes, but also includes rocky, hard-baked
hot environments; see the table below for details. A fields, and bubbling mud flats, and shining salt plains.
salt flat is even less hospitable than the wasteland, and To the south lie the Dead Lands, a wasteland more
the Plane of Fire burns water directly out of the skin. A terrible still, for few things can survive in a land
creature with heat protection sufficient to grant where the earth is solid obsidian and no plant can
immunity to effects of the local heat can use the Warm grow. To the north, through the enormous passes
times for dehydration. After this time, it must make a hewn through the Ringing Mountains, the land grows
successful Constitution check every hour (DC 10 + 1 wild and unnatural, a twisted horror full of unnatural
per previous check) or take 1d6 nonlethal damage and creatures and dangerous magic. Even in desolate
become dehydrated. Damage from dehydration Athas, however, there are scattered regions of life and
cannot be healed by any means until the dehydration growth, and travelers from the Hinterlands have
is treated. A dehydrated creature is fatigued until it returned with tales of water lakes and great jungles in
has been treated; if it has also taken damage from the lands beyond the Tyr Valley. Each sort of terrain
starvation, it is instead exhausted. Furthermore, if a has its own characteristics and hazards which
dehydrated creature would take nonlethal damage travelers must take into account.
from heat, that damage is instead treated as lethal
damage. Badlands
A dehydrated character must be treated as with The rocky badlands of the Tyr Valley are labyrinths of
narrow, twisting canyons winding their way through a
Dehydration Time By Terrain region of high ground. The canyons are walled by
Daily Water Time To
cliffs of crumbling rock, and the hilltops consist of
Terrain Example (Medium Creature) Dehydration little more than knife-sharp ridges separating one
Shade, underground 1 gallon 24 + Con hours canyon from the next. There tend to be concentrations
Forests, mountains 2 gallons 12 + Con hours of oases in the badlands, so they are a natural haven
Wasteland terrains 3 gallons 6 + Con hours for hermits, raiding tribes, and creatures of all sorts.
Salt flats, obsidian plains 4 gallons 3 + Con hours Mountains lie at the heart of the badlands, although
Elemental Plane of Fire 5 gallons Con hours they are usually little more than massive pinnacles of
.

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rock rising from the surrounding hills. Occasionally, The other notable forest is a rather different
however, they are true mountains, rising thousands of proposition. High in the Ringing Mountains, the stony
feet high. cliffs suddenly give way to a gently falling ridgeline
Traveling through the badlands is not especially covered in bamboo and towering birch stands. The
difficult so long as one is willing to stay in the bottom Forest Ridge is an ecological marvel, one of the few
of the canyons and has no interest in moving in a environments known which remains lush and green.
straight line. Those wishing to go somewhere other For some reason, a wide band west of the summit of
than where the canyon leads quickly discover that the Ringing Mountains is surprisingly moist. Nearly
scaling the canyon walls – often sheer cliffs – is every morning, a gentle drizzle falls, and at night
practically impossible, especially if they have much there is sometimes snow. As a traveler enters the
cargo. forest, he quickly discovers that the vegetation is so
The gulches of the badlands are often covered with thick that he must cut a path through it. The unstable
diminutive trees bearing tiny silver, gold, or purple gravel footing of the mountains has been replaced by
leaves. There is also an abundance of low-lying brush soft, thick moss. The slopes are still steep, the cliffs just
with serrated silver leaves. The twigs of the trees make as rocky, and the plunging abysses just as deep and
excellent grazing for any reptile, but should not be fed fatal, but they are hardly visible behind the curtain of
to kanks, which die within days of eating even a vegetation.
mouthful of the stuff. The serrated leaves of the low Few large predators lurk in the thick jungle,
bushes should not be eaten by any creature, as the strangely enough. Most of the fauna of the Forest
edges are lined with sharp fragments that tear apart Ridge are small and inoffensive, albeit poisonous
the insides of whatever eats them. enough to drop a half-giant in his tracks. They are
timid and flee from travelers, and little threat so long
Forests as one watches where one steps. The true threat of this
Forests are a rare sight in the parched wastes, but land are the halfling tribes, who view all other species
there are two worthy of the title. The most accessible is as potential food. The more savage tribes prefer to eat
the Crescent Forest in the center of the Tablelands, and foreigners alive and screaming. Others are more
so valuable that it boasts two city-states that compete civilized, and have the decency to slaughter and cook
for its resources. The Crescent Forest contains the their meals first. Halflings traveling with a party of
most green life east of the Ringing Mountains, and its “the big folk” are spared if possible, but any protests
shelter at the foot of the Windbreak Mountains places on behalf of their comrades are met with the
it in moist area, but even it has been forced to adapt to assumption that the halfling has been enchanted or
the parched wasteland nearby. Its plants are hardy magically seduced.
evergreens and thorn brush, which need little water to
survive. When the area does experience heavy Mountains
precipitation, an event that occurs once every several The Tyr Valley is doted with small mountain ranges,
years, enormous boulder slides roll out of the and surround by the towering expanse of the Ringing
Windbreak Mountains all the way to the edge of the Mountains. All mountains in this region of Athas are
forest, causing massive damage. The true value of the twisty, shattered heaps of stone. Passes are for the
Crescent Forest is its agafari stands, which make the most part fresh and jagged, often leading nowhere at
warriors of Gulg and Nibenay better armed than any all. Navigating the mountains is treacherous without a
except the metal-bearing soldiers of Tyr, and also fuel guide, and those are difficult to find at all. There are
the endless conflict between the two cities. There are almost no roads through any inland mountains; what
many worthy natural hazards in the Crescent Forest, paths do exist are little better than goat trails.
from deadfalls to animate thorn briars to its unique Dangerous creatures lurk in the deep caves of the high
venomous sparrows, but the greatest risk of all is to be passes, adding yet another danger to any crossing
found by Gulg's roving bands of guerilla-rangers and attempt.
executed for trespassing on the Oba's lands. The Ringing Mountains are a special danger, for

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they are far larger than any of the inland mountains. beneath full of heavy ferns and long grasses. The
To the north and south, the wall of the mountains grasses are a particular hazard, as the sharp-edged
have been carved away as if with a knife, possibly the blades have an edge superior to ground obsidian and
remnant of an ancient cataclysm or war. These gashes can slice to the bone in an instant. Bubbling pools of
in the mountain make egress possible, but with the mud should be avoided, for all their promise of easy
Dead Lands to the south and endless arrays of desert water; such mud is both scalding hot and incredibly
and twisted waste to the north, travel outside the toxic.
Tablelands is scarcely encouraged. The western
mountains rise sharply from foothills to proper peaks, Obsidian Wastes
a series of steep, scree-covered slopes that are The environment of the Dead Lands is even harsher
impossible to cover while mounted. The only passable than the worst desert. Even sand and salt are more
regions follow winding, jagged cliffs into the heights, amenable to life than solid obsidian. No one knows
eventually plateauing at the Forest Ridge. The Ringing how deep the obsidian coating may be, or what sort of
Mountains are characterized by deep abysses where cataclysm could create such desolation. Frozen rivers
the ground falls away with almost no warning. Many of black obsidian cover the land to the horizon and
would-be explorers have fallen to their deaths by beyond, forming an eerie mimicry of the natural flow
traveling too long into the dark. The eastern expanse the land before the disaster. Dipping river beds and
of the mountains are as parched as the barrens below; towering cliffs of volcanic glass show that this land
when rainfall does pass over from the Forest Ridge, it was once at least as hospitable as the Tyr Valley, which
usually causes flooding which can sweep the only seems an improvement when compared to the
mountainside clean. Travelers who hear the rumble of blasted emptiness of the Dead Lands. Sometimes the
thunder to the west are well advised to seek shelter ground opens in jagged gashes, which vent ash and
from the mudslide that could follow. toxic fumes. Most of the ground is covered in a thin
layer of ash and dust, scarcely enough to conceal the
Mud Flats pure obsidian beneath. That obsidian itself is rarely
Scattered through the Sea of Silt, and even in the smooth anymore, having shattered into shards which
smaller silt basins, are small areas where ground can rend a traveler's feet to tatters.
water beneath the Sea has filtered up to the surface Similar environments can be found near large,
and turned the dust into mud. Mud flats are usually active volcanoes, though not nearly so large as the
between 100 and 1000 feet in diameter. Their water- Dead Lands. It seems that nothing should be able to
rich soil makes them incredibly fertile, and they are survive in such a terrible environment, and indeed
often covered in lush vegetation that pokes out over a few things can. There are no plants worth mentioning
layer of the ever-present silt. If the wind has blown – the very few that can grow in ash are scattered and
away this dusty shield and exposed the mud beneath, incredibly toxic to all beings. Various supernatural
the surface may be solid enough to support a beasts make their home in the Dead Lands, especially
humanoid. More likely, however, a man will find elemental beasts of Earth and Magma. Goliaths are
himself wallowing in waist-deep mud and dust. While believed to live somewhere deep in the interior of the
this may seem more hospitable than the normal fall to Dead Lands, though where their home may be and
the silt bed in the rest of the Sea, mud flats are often how they survive is a mystery to all. The most
the home of strange, ferocious, and above all territorial common denizens of the Dead Lands, however, are
creatures who view travelers as a meal waiting to leap the undead. Zombies of all sorts roam obsidian
into their jaws. The vegetation is also hostile, and wastes, drawn there by an unknown hunger. Why the
occasionally carnivorous. undead prefer such desolate environments is unclear,
Mud flats produce the closest thing to a jungle that but most people in the Tablelands may be grateful that
most inhabitants of the Tablelands could hope to see: it is so.
towering, naked-trunked trees capped by frond-like
leaves and strung with winding lianas, the floor

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Salt Flats heavy mud, but without the refreshing coolness or
Salt flats are just what the name implies – immense life-giving moisture of the mud. Moreover, the loose
plains of salt-crusted ground. Salt flats are generally sand is more likely to produce one of the feared
level and packed stone-hard, so traveling over them is sandstorms, which at the best of times create an
fast and easy. However, forage is rare, scanty, and salt- impenetrable cloud of dust that blocks vision and
tainted, and any plantlife should be avoided entirely. chokes breath. At the worst, a tornado wind pushes
Few creatures live in a salt flat (though there are the sand at incredible speed, rending flesh from bone
aberrations aplenty), making it difficult to hunt for in mere minutes.
food. Water is the worst problem of all. There are no Plants are few and far between in the sandy
known safe sources of water in salt flats; what water wastes, for they must fight a constant losing battle
may be found is either saturated with salt or poison- with the wind as it works to bury them beneath the
tainted and deadly. Moreover, the lack of any shade ever-shifting earth. Still, there are occasional clumps of
and the reflective sheen of the salt allow salt flats to tough grass or scrawny salt brush bushes. Sandy-
heat to incredible temperatures. Travelers in a salt flat growing plants are rarely nutritious, though not
should bring large quantities of food and water or risk harmful. Some are known to have strange
dehydration and delirium. They should also bring psychotropic effects on reptiles, however, and should
parasols or other forms of portable shade, for their be kept away from any mekillots, inixes, or other giant
mounts as well as themselves. lizards.

Sandy Wastes Scrub Plains


The sandy wastes fulfill the normal expectations of the Scrub plains are small tracts of dusty land dotted with
open desert: vast expanses of yellow sand, either piled clumps of grass, thorny bushes, and occasionally even
into dunes or forming an expansive flat plane. The spindly trees. These tracts are relatively scarce in the
blowing winds form dunes, which come in many Tablelands, and valued for their relative fertility. Most
types. The most notable of these are mekillot dunes city-states grew in the center of an especially large
and star dunes. Mekillot dunes are formed when the scrub plain, and rely on them for the agriculture that
local winds are strong and uniform, constantly supplies the population, but there are others scattered
pushing more sand in a single direction. Over the around the Tyr Valley which are uncultivated. Because
years, this creates veritable mountains of sand. The the scrub provides the best forage available, herders
name comes from the great size and shape of the tend to overgraze these plains, stripping the land of all
dunes, which resemble the hump of a mekillot's back. foliage and reducing it to a barren or sandy waste.
Mekillot dunes can stretch for many miles, and rise as What herders do not destroy from their ignorance,
high as 1,000 feet, making them an oft-cursed defilers often annihilate from greed. Although the
phenomena for those who must travel through the scrub plains are not lush by any objective standard,
deep desert. Star dunes, by contrast, are usually they contain more vegetation than nearly any other
relatively low, and are created where winds from Athasian terrain. Because of this, defilers are often
many different directions meet. The shifting pattern of attracted to these areas when first learning their black
the air currents creates a writhing shape with many arts or seeking a magic-rich refuge. Between these
radial arms of sand. Star dunes seldom change and do twin pressures, it is a wonder that there are any scrub
not move far or quickly, and for this reason they serve plains at all in the Tablelands. The survivors are
as excellent landmarks in the deep desert. defended either by the sorcerer-monarchs or druids.
When the desert is open and not covered in dunes, The former strictly enforce the laws against defiling in
it is usually a flat or rolling expanse of yellow sand as their farmlands, knowing the inevitable consequences
endless as the Sea of Silt. Dunes are relatively solid, of destroying their cities' food supply. The outlying
for all their tendency to collapse, but open sand is scrublands are often inhabited by a druid, who will
much more difficult to traverse. The conditions are defend his territory from encroaching defilers with
brutal and exhausting, much like wading through incredible ferocity. Druids are more friendly toward

134
herders, but always prioritize the good of the land deep silt drift, never to see the surface again. Strong
over the herders' livelihood. silt-storms block out the sun entirely for a day or more
The fertility of the scrub plains make them a after the wind itself has died, and it may take as much
natural home for all sorts of creatures and people. as a week before the dust has settled out of the air.
Their scarcity make them a source of conflict, more The giant clans of the Sea of Silt have, over the
often than not. Herder tribes have engaged in all-out centuries, maintained their freedom by ensuring that
wars over foraging grounds, and jozhal and gith view they alone know the safe crossings of the Sea's
this terrain as ideal. Oases are relatively common in estuaries. A giant's height allows him to cross through
scrub plains, which helps account for their fertility, most blowouts and siltdrops without danger, and over
and they also tend to receive more rainfall than time, the giants have literally stamped out solid
normal. A scrub plain which has seen recent rain is pathways beneath the ever-shifting layers of surface
instantly recognizable, as it is usually covered with silt. These safeways are winding and treacherous, and
quick-growing ground cover and wild flowers. Most are never taught to non-giants. Giant lorekeeepers
plants in a scrub plain are edible for any creature, pride themselves in their knowledge of the safeways,
though dwarves and halflings should avoid anything which are passed down through the communities in a
with purple spots. complex oral tradition that is incomprehensible to
outsiders.
Silt Basins
To the east of the Tablelands lies an enormous basin Stony Barrens
known as the Sea of Silt. Filled with tiny particles of Stony barrens are the most common type of terrain in
dust and silt, this enormous and intimidating the Tablelands. They consist primarily of large sheets
geographic feature commands the same awe as the of exposed bedrock – mostly orange-red sandstone. Of
half-mythical oceans of the distant past. Similar bodies course, the bedrock is constantly weathered away, so
can be found inland, albeit much smaller. Collectively, the barrens are littered with stones ranging in size
they are known as silt basins, although the Sea of Silt from pebbles to boulders. Large areas of rock are
is truly a silt ocean for any practical purpose. covered by a thick layer of red dirt, as well as waist-
Silt basins are very similar to lakes of water: they high drifts of coarse orange sand and puffy heaps of
are mostly flat, they have moon-linked tides, and yellow dust. Most travelers prefer to avoid the open
heavy objects sink to the bottom. This last ground of barrens, for wandering off a well-worn path
characteristic represents the true danger of silt basins. takes one into a field of loose rocks, which make for
Their bottoms are rarely less than 10 feet down, and treacherous footing. Large beasts simply grind the
any unwary creature that steps out onto the stones to powder, but most humanoids must move
seemingly-solid dust will fall through it as rapidly as carefully along the rock fields, and vehicles will see
if it were quicksand. Such an experience is almost their axles snap and their wheels pulverized within a
always fatal – the bones of all sorts of beings are few miles.
carried ashore at high tide. For every rock in the stony barrens, there are a
On the rare still day, silt basins look like endless dozen thorns. Cactus grows everywhere and in every
plains of shining powder, usually pushed by previous conceivable shape: needles, twisted masses of ground-
wind currents into enormous dunes. Usually, hugging tubes, tall spine-covered barrels rising as
however, a silt basin is not even visible. The slightest high as twenty feet with tree-like limbs. Many of these
breeze stirs up a silvery pall of dust that clings to the cacti are sources of both food and water, provided you
surface like fog. It becomes impossible to tell where are willing to work your way past their thorns,
the silt-laden air ends and the dust-bed begins. A provided that you are familiar with the cactus. An
stronger wind can raise a vast cloud of dust that unknown cactus is more threat than opportunity.
obscures vision as thoroughly as the worst sandstorm. Many cacti are toxic, and some even shoot poisoned
On these days the silt claims many victims, who needles at passing animals. The infamous cannibal
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135
shoot up from the dirt and consume its now-helpless The greatest defense, however, is knowledge. The
prey. The assassin cactus may be even more horrible, ability to watch a storm front and predict its path and
as its long, willowy tendrils conceal mobile needles intensity can save lives and fortunes out in the wastes.
that drive into the flesh of any creature they touch,
there to move through the body to impale the heart. Wind and Storms
When moving off of a road or other path in stony One of the most feared hazards of the desert is the
barrens, any creature smaller than Gargantuan treats sandstorm, strong windstorms which throw ash, sand,
the land as difficult terrain. All vehicles treat the land silt, or other gritty materials at high speeds. A typical
as difficult terrain in such conditions, and have a sandstorm lasts for several hours, but it may take a
cumulative 5% chance per mile traveled of breaking day or even longer for the dust to settle out of the sky.
an axle, wheel, or other critical component. For Contrary to popular belief, normal duststorms and
example, a wagon that travels 1 mile off-road in stony sandstorms do not bury people alive. The
barrens has a 5% chance of breakage after the first accumulation does not occur so quickly as to prevent
mile. If it then travels a second mile, once it completes escape or digging, but a sandstorm can still suffocate
that travel, it must roll again with a 10% chance of and kill victims by burying them under the
breakage. A successful Profession (driver) check (DC accumulation. Suffocation, in fact, is the greatest
15) reduces the breakage chance by 10%; such a check danger of most sandstorms, followed by the
may be made every mile. exhaustion and pain caused by the swift-moving
particles hitting the body. See the table above for the
Twisted Wastes effects of high winds and sandstorms.
North of the Tyr Valley, through the gaping passes of Duststorms: Duststorms arise in waste areas when
the Ringing Mountains, the land quickly grows the wind speed rises above 30 miles per hour. A
strange and unnatural. It still holds all the normal duststorm blows fine grains of sand that reduce
dangers of the wasteland, where appropriate, but all visibility, smother unprotected flames, and can even
things are subtly changed. Wanderers have returned choke protected flames, such as a lantern's light (50%)
with tales of stone mesas that melt into the ground chance. A duststorm leaves behind a deposit of 1d6
during the day and reform by the next dawn, of inches of sand or other loose soil.
strangely verdant trees growing happily in salt flats Sandstorm: Sandstorms arise in waste areas when
that seem to move if you look away, and of all manner the wind speed rises above 50 miles per hour.
of deformed and altered creatures. The effects are Sandstorms limit visibility to 1d10 x 10 feet, smother
mild at first, but the further north one travels, the unprotected flames, and choke protected flames like
stranger and more perilous the land becomes. Some lantern lights (75% chance). Sandstorms deal 1d3
say that a great, pristine spire stands far to the north, nonlethal damage to exposed creatures each round
and that the changes are all the result of ancient magic and pose a serious suffocation hazard. A sandstorm
tied to that spire. Others claim that a defiler of leaves 2d3-1 feet of fine sand in their wake.
supreme power, perhaps another Dragon, has gone Sandstorm, Flensing: Flensing sandstorms arise in
mad and shaped the chaotic landscape to suit his waste areas when the wind speed rises above 74 miles
twisted nightmares. Whatever the cause, any traveler per hour. Flensing storms limit visibility to 1d10 x 5
knows that the north is an unpredictable and feet and put out all flames, protected or not. Ranged
dangerous place. attacks are impossible in a flensing sandstorm.
Flensing sandstorms deal 1d3 lethal damage per
D Environmental Hazards round to exposed creatures and pose a serious
suffocation hazard. A flensing sandstorm leaves 4d6
The weather and environment of Athas are just as feet of sand in their wake.
much a danger as monsters or raiders. Shelter can Sandstorm, Vortex: The worst sort of sandstorms
protect travelers from its worst ravages, as can some of are those which are caused by tornadoes, which are
the specialized items shown in the Equipment chapter. called vortex sandstorms. A vortex sandstorm is

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Wind & Sandstorm Effects
Storm Suffocation Ranged Perception Fly Checked Blown
Wind Force Sandstorm Grade Wind Speed Damage Risk1 Attacks Penalty Penalty Size2 Away Size3
Light – 0-10 mph – No – – – – –
Moderate – 11-20 mph – No – – – – –
Strong – 21-30 mph – No -2 -2 -2 Tiny –
Severe Duststorm 31-50 mph – No -4 -4 -4 Small Tiny
Windstorm Sandstorm 51-74 mph 1d3 nonlethal Yes -8 -6 -8 Medium Small
Hurricane Sandstorm, Flensing 75-174 mph 1d3 lethal Yes Impossible -8 -12 Large Medium
Tornado Sandstorm, Vortex 175-300 mph 1d4 lethal Yes Impossible -12 -16 Huge Large
1 Suffocation Risk: Characters outside shelter in a sandstorm without a filter mask or expertly-wrapped cloth (DC 15 Survival check) risk suffocating on
the choking grit. A poorly-wrapped cloth grants 1d10 x Con score rounds of protection. Once a character's protection has expired, he has 2 x Con
score rounds to find shelter, after which time he must begin making Constitution checks each round (DC 10 + 1 per previous check). On failure, he
falls to 0 hit points and becomes unconscious. The next round, he falls to -1 hit points and begins dying. On the third round, he dies.
2 Checked: Creatures of this size or smaller must succeed on a DC 10 Strength check or be unable to move against the wind. Flying creatures must
succeed on a DC 20 Fly check instead.
3 Blown Away: Creatures of this size or smaller that are on the ground must make a DC 15 Strength check or be knocked prone and rolled 1d4 x 10 feet,
taking 1d4 nonlethal damage per 10 feet. Flying creatures must make a DC 25 Fly check or be blown 2d6 x 10 feet and take 2d6 nonlethal damage.

usually smaller than a flensing sandstorm, but much Shallow Sand: Shallow sand is more common
more violent. In addition to the penalties inflicted by a than deep sand. Areas covered by this terrain have a
flensing sandstorm, vortex sandstorms deal 1d4 lethal layer of loose sand about 1 foot deep. Shallow sand
damage per round and can suck creatures into their counts as difficult terrain.
funnel. Any creature that is blown away by the wind Deep Sand: Deep sand is most often found deep
is sucked toward the center of the storm. If a creature in the heart of sandy wastes, though it is also common
comes into contact with the actual funnel cloud, it is where a sandstorm has just passed. Creatures
picked up and whirled around for 1d10 rounds, taking unfamiliar with the desert often mistake deep sand for
6d6 damage per round before being violently expelled quicksand, though it bottoms out several feet down.
(and taking appropriate falling damage). A vortex Areas covered by this terrain have a layer of loose
sandstorm's funnel normally moves at roughly 30 sand up to 3 feet deep. It costs Medium or larger
miles per hour (or around 250 feet per round), but in a creatures 3 squares of movement to move into a
chaotic fashion. square with deep sand, and creatures Smaller than
Whirlwinds: Areas without enough loose soil to Medium must spend 4 squares of movement to do so.
create a true sandstorm can still experience powerful It is not possible to use the Acrobatics skill to tumble
whirlwinds and windstorms. Treat these storms as in areas of deep sand.
sandstorms, but the visibility distance is doubled and Sand Crust: A sand crust appears as normal solid
creatures do not take damage or risk suffocation. ground. Usually formed from a hardened crust of
dried mud or salt, sand crusts sometimes cover areas
Sand Travel of shallow or deep sand. Sand crusts cannot support
Most people immediately think of sand dunes when more than 100 lbs., and anything above that limit falls
they imagine the desert, but in fact only the sandy through the crust and must deal with the effects of
wastes of Athas contain any notable dunes. Sand shallow sand or deep sand, as appropriate. Creatures
dunes are wandering things, although they travel no moving through an area of sand crust leave a trail in
more than a few hundred feet each year. This is their wake, turning the sand crust squares they pass
enough to eventually overrun other types of terrain, through into shallow or deep sand squares. A
but rarely an immediate hazard. However, the successful Survival check (DC 10) can identify sand
constant action of wind on sand produces potentially crusts.
hazardous situations. Collapse: A sand dune has a long, shallow back
slope shaped by the wind and a sharp leading edge

137
with a steep drop on the lee side. This edge is vast tomb that swallows people and animals without a
precarious, with the pull of grass just barely balanced trace. The crust covering a blowout is too weak to
by the cohesive tension of the sand. However, the support any creature weighing more than 30 lbs.
wind can swiftly shift the balance, blowing sand off Noticing a blowout requires a successful Survival
the edge and triggering a sudden collapse. check (DC 15); however, charging or running
Once a collapse starts, it moves at between 200 and characters are not entitled to a check. Characters that
400 feet per round. A successful DC 20 Perception walk onto a blowout automatically fall through the
check can give characters advance warning of the crust and take damage as though trapped by a dune
collapse when it is still 1d10 x 500 feat away, though collapse. Roughly one dune in one hundred conceals a
lines of sight that long are less than common in the blowout.
deep desert. If all characters fail their Perception
check, the collapse moves closer and they Sun Hazards
automatically become aware when it closes to half the In the clear, dry air of the waste, nothing blocks the
original distance. At that distance, the sound of the sun's rays, which can pose dangers of their own.
collapse, a heavy slithering noise, becomes very Glare: The sun can be dangerous to unprotected
obvious. In loud conditions, such as in the middle of a eyes, drying and irritating the tissue. Areas of white
sandstorm, characters might need to make another sand, salt, gypsum, or similar light-colored material
Perception to hear the collapse. (DC 15 or higher, reflect the sun's glare into the eyes even without
depending on the conditions). looking directly. Sun glare is doubly dangerous in the
A dune collapse consists of two distinct areas: the winter, when the sun is low on the horizon and thus
bury zone (in the direct path of the sand mass) and the difficult to avoid looking at.
slide zone (the area that the sand spreads to Characters traveling in the wasteland must cover
encompass). A typical collapse has a width of 1d6 x their eyes with a veil or a similar covering, or make
100 feet from one edge of the slide zone to the other, use of the alchemical compound blackeye to avoid sun
with a bury zone half that size precisely in the middle. glare. Those without eye protection are automatically
To determine the location of the PCs, roll 1d6 x 20; the dazzled. The penalties are doubled for creatures that
result is the number of feet from the bury zone's path have light sensitivity. Characters with appropriate
to the center of the party's location. protection do not need to fear glare in any way. Glare-
Characters in the bury zone cannot avoid taking induced blindness lasts as long as characters remain in
damage from the collapse, but characters in the slide an area of sun glare and for 1d4 hours thereafter, or
zone might be able to avoid serious harm. Anyone in for 1 hour if the character enters a shaded or enclosed
the bury zone takes 8d6 damage and becomes buried, area. The dazzling effect can be cured with a remove
or only half as much damage with a successful DC 15 blindness spell, but an unprotected character entering
Reflex save. Characters in the slide zone take 3d6 an area of glare immediately becomes dazzled again.
damage, or half as much with a successful DC 15 Sunburn: Sunburn is a serious hazard for
Reflex save. Characters in the slide zone become wasteland travelers. A mild sunburn is merely
buried if they fail their save. A buried character is uncomfortable, but sever burns can be life-
utterly trapped and cannot move their body in any threatening. Avoiding sunburn requires covering up
way without succeeding on a DC 30 Strength check, exposed skin, wearing hats or robes, or carrying a
which buys a single round of free movement. Buried parasol. Protective lotions can help keep the skin safe.
creatures take 1d6 points of nonlethal damage each Characters who take even minimal care to protect
minute until freed; if knocked unconscious, this their skin from direct sunlight (with a hat and body-
damage becomes lethal damage. shrouding garment) do not suffer sunburn, but may
Blowout: A change in wind direction can produce take penalties for wearing heavy clothes in heat.
a blowout, hollowing out the center of a dune and Elven, heatsuit, and wastelander outfits automatically
leaving a large cavity. This cavity is not always visible, protect a character from sunburn (see the Equipment
and a thin layer of safe-looking sand might cover a chapter).

138
If a character is caught out in the sun completely fissures. Explosive attacks against a smooth glassfield
unprotected, sunburn can prove a serious threat. After throw up a cloud of slivers in a 5-foot radius which
3 hours of such exposure, the character becomes deal 3d6 piercing damage to creatures caught in the
mildly sunburned and takes 1 nonlethal damage. After area (DC 13 Reflex save for half). The glass also
another 3 hours of exposure, the character develops reflects sound, amplifying the damage of sonic
severe sunburn and immediately takes 2d6 nonlethal damage by 50% and creating a cloud of glass slivers
damage a -2 penalty to Fortitude saves against whenever a sonic effect intersects the glassfield.
heatstroke until the nonlethal damage is healed. Leech Salt Flats: Ordinary salt flats are dangerous
enough, but in areas where a salt plain has been
Supernatural Hazards affected by arcane magic, the supernatural surface can
Many kinds of waste terrain in Athas have been suck the moisture out of living things. A leech salt flat
created by supernatural means, usually as the result of appears to be normal terrain to ordinary sight,
disastrous defiling backfires. In such places, magical although it radiates a faint aura of necromancy. Living
and supernatural perils add even more formidable creatures that travel across a leech salt field require
hazards to those of the mudane waste. five time as much water as normal, as the environment
Flaywinds: Sometimes, winds from the north draws the moisture from their bodies. Those who run
sweep down with an unnatural speed, carrying out of water are in even more danger, however. After
anything from ordinary sand to cutting glass shards. the normal grace period for dehydration, creatures
In other places, a natural sandstorm that crosses must make Constitution checks against dehydration
magic-blighted land might be amplified by the magic every 10 minutes instead of every hour, and take 1d6
into an awful maelstrom. Such storms are called lethal damage instead of the normal dehydration
flaywinds. damage. This continues until the creature drinks at
A typical flaywind lasts for 1d4 x 10 hours, often least half a gallon of water. However, since leech salt
hovering malevolently over a single area. Flaywinds fields magically dehydrated creatures, they do not
are always storms of at least sandstorm grade, but need to spend the normal 24 hours recovering from
with much worse effects. Creatures and objects caught dehydration, and need merely to drink a day's worth
in a flaywind take 1d6 damage per round from the of water.
cutting force of the wind. Wearing heavy clothing or Mirror Sand: When ordinary sand mixes with
any form of armor reduces the damage to 1d4 points quartz or other reflective crystals, and the resulting
per round. granules are polished by windblown dust to a mirror
In general, creatures in an area about to be struck finish, the sand itself can reflect light – and heat.
by a flaywind are entitled to a Survival check (DC 20) Travelers in the waste dread mirror sand, because it is
to receive 1 minute of warning before the storm extremely dangerous to cross in the daylight. In
engulfs them. This might not be enough time to escape addition to raising the temperature by 20%, mirror
the storm's path, but it could provide a chance to seek sand can blind anyone who gazes at it, sometimes
shelter or make other preparations. permanently.
Glassfields: Very high temperatures can melt sand A creature that wishes to open its eyes while
into glass. Lightning strokes or magical flames can traveling over mirror sand must first make a Fortitude
produce small regions of broken glass, while a save (DC 18) or be unable to keep its eyes open. This
sustained wall of fire spell might create a wide expanse save must be repeated each round that the creature
of fused sand that stretches for miles. The Dead Lands holds its eyes open, but the DC increases by +2 each
are most notable glassfield in Athas, covering round. For every full round that a creature keeps its
hundreds of square miles. eyes open, it must make another Fortitude save (DC
Traveling across a glassfield is treacherous. The 10) or become temporarily blind from the incredible
surface is as slick as an ice sheet, and counts as glare. A creature afflicted by blindness from mirror
difficult terrain. Segments are often fractured, with sand may be cured by any effect that heals blindness,
jagged shards sticking out in all directions along huge or may make a Fortitude save (DC 10) for every 24

139
hours spent in the darkness or with its eyes closed to and other blazes, preventing them from providing
end the blindness. A creature that continues to keep its enough warmth to improve matters. A Survival check
eyes open after being blinded must make a Fortitude (DC 15) is required to realize that the radical drop in
save every hour (DC 10 + 1 per previous save) or temperature in regions of shadowsand is not a natural
become permanently blind. occurrence.
Tyr-Storms: Far from the Tyr Valley, hovering Worse yet, shadowsand gains a negative energy
beyond the horizon over the Sea of Silt, lies the charge when it gets cold enough. When the local
Cerulean Storm. Few know the origin or nature of this temperature falls below 0°, the sand begins to radiate
vast magical confluence, but most are familiar with its negative energy, dealing 1d4 damage to living
effects. The Cerulean Storm periodically spins off creatures each round, and healing undead an
small storm fronts, which move rapidly over the Sea equivalent amount. For this reason regions of
of Silt in an unpredictable pattern. Some of these shadowsand are a favored home for many types of
storms come to land in the Tyr Valley, where they are undead, especially vampires, spectres, and wraiths.
called Tyr-Storms. They dwell under the sand during daylight and
A Tyr-Storm is a hurricane of incredible power, emerge at night to feed and bask in the dark power.
with the normal destructive force of its winds Any patch of shadowsand has a 25% chance of hosting
augmented by an unearthly cold and lightning strikes one or more such undead.
so constant that they almost form walls of electricity Softsand: Though actual quicksand cannot exist in
rather than discrete bolts. Treat a Tyr-Storm as a dry environments, softsand can provide an equivalent
tornado-force wind, which causes a sandstorm if the hazard. Softsand is not actual sand, but rather a
environment permits. The environment inside a Tyr- powdery dust even lighter than silt. Generally
Storm is below -50° F, making it an area of Extreme scattered harmlessly by desert winds, it can
Cold. All creatures inside a Tyr-Storm take 2d8 sometimes collect in pits shielded from the wind,
damage each round from the freezing rain, hail, and where it looks like ordinary sand. A character
ever-present lightning strikes. Tyr-Storms tend to approaching a patch of softsand can attempt a
flatten anything in their path, though the power of the Survival check (DC 10) to recognize their danger,
sorcerer-kings has kept them well away from the city- though charging or running characters do not have
states and their valuable croplands. the time to do so.
A Tyr-Storm covers a 1d6 mile radius at any given A typical patch of softsand is 20 to 50 feet across.
moment, though its exact shape and size change Running or charging characters move 1d2x5 feet into
unpredictably. The storms move quickly, but are the softsand before beginning to sink. A character in
instantly recognizable and usually allow characters softsand must make a DC 15 Swim check to move 5
approximately fifteen minutes to find what shelter feet in any direction, and must succeed on a DC 10
they may. A Tyr-Storm usually covers a single area for Swim check to simply remain afloat. Characters who
no more than 5d6 minutes, after which time its fail this check sink below the surface and begin to
movement has dragged it away. The banish Tyr-Storm suffocate. Characters that move to the edge of the pit
spell allows a character to redirect the path of a Tyr- can attempt to haul themselves out with a Climb
Storm. check (DC 15). Any character not trapped in the pit
Shadowsand: This substance, if encountered in the can extend a rope, branch, or similar object to a
daytime, appears to be ordinary sand, albeit slightly trapped character, and then make a DC 15 Strength
darker than normal and cool to the touch, though it check to pull the victim 5 feet.
has a faint aura of necromancy. The temperature in
regions of shadowsand rarely rises above 90° even in D Urban Life
during the hottest part of the day. At night, the true
danger of shadowsand becomes apparent. The In an ideal world, the cities of the Tablelands would be
temperature of the sand plunges to -20° or even a refuge from the harsh environment of the wastes. In
colder. Shadowsand sucks the heat out of campfires fact, entering a city simply trades one set of dangers

140
for another. Crime rates are very high in every withdrawal and ceases to be addicted to the drug.
Athasian city – theft, mugging, rape, murder, and However, he is permanently sensitized to that drug
worse acts are everyday occurrences. Templars try to and suffers a -5 penalty to all future Fortitude saves to
promote stability, as no one wants to be seen as avoid addiction to that drug.
responsible for social unrest, but they are always more
concerned with their own gain and instilling fear of Disease
their power. Nor are the ordinary citizens much help. Where there are people, there is disease. Athasian
The nobles don't care, the commoners are too cowed cities are unsanitary to say the least, lacking even
to risk their own hides, and the elves will take any rudimentary plumbing and without any healers with
opportunity to kidnap people for the slave block. solid understandings of disease. The poor cannot
Athasian cities are as harsh and bleak as the desert afford healers to curb the diseases which inevitably
beyond their walls. scythe through city slums every year. The following
diseases are the most common, but others may exist.
Addiction Blinding Sickness: Type ingested; Save Fortitude
To escape the drudgery of their lives, many people DC 16; Onset 1d3 days; Frequency 1/day; Effect 1d4 Str
turn to drugs and other forms of chemical recreation. damage, if more than 2 Str damage, target must make
Such substances are almost always illegal, but that has an additional Fort save or be permanently blinded;
not stopped their sale, only driven it underground. Cure 2 consecutive saves.
Most drugs are quite addictive. Cackle Fever: Type airborne; Save Fortitude DC 17;
Forming An Addiction: Each time a character Onset 1 day; Frequency 1/day; Effect 1d6 Wis damage;
takes a drug, he must roll a Fortitude saving throw. Cure 2 consecutive saves.
The DC depends on the drug; see the entry for each Filth Fever: Type injury; Save Fortitude DC 12;
drug in the Equipment chapter for details. Some Onset 1d3 days; Frequency 1/day; Effect 1d3 Dex
highly addictive drugs become more difficult to resist damage and 1d3 Con damage; Cure 2 consecutive
every time they are taken. On a failed save, the saves.
character becomes addicted to the drug. Leprosy: Type airborne, contact, or injury; Save
Addiction and Withdrawal: An addict must take Fortitude DC 12 to avoid disease entirely, Fortitude
at least one dose of the drug each day or risk DC 20 to avoid effects once contracted; Onset 2d4
withdrawal. Every day that he goes without the drug, weeks; Frequency 1/week; Effect 1d2 Dex damage and
he must make a Will save (DC 15 + 2 per previous day 1d2 Charisma damage; Cure 2 consecutive saves.
without the drug) or enter withdrawal. While in Mindfire: Type airborne; Save Fortitude DC 12;
withdrawal, an addict is shaken and suffers a 10% Onset 1 day; Frequency 1/day; Effect 1d4 Int damage;
chance of spell and power failure. These effects do not Cure 2 consecutive saves.
end until the addict takes a dose of the drug. Red Ache: Type injury; Save Fortitude DC 15; Onset
Recovering From Addiction: An addict in 1d3 days; Frequency 1/day; Effect 1d6 Str damage; Cure
withdrawal can attempt to end his addiction 2 consecutive saves.
permanently. Once per day he can attempt a Will save Shakes: Type contact; Save Fortitude DC 13; Onset 1
(DC 15) to kick the habit. An addict must succeed on day; Frequency 1/day; Effect 1d8 Dex damage; Cure 2
one such saving throw per point of the drug's consecutive saves.
addiction DC. For highly addictive drugs with scaling Volcanic Fever: Type airborne; Save Fortitude DC
DCs, count the addiction DC as 5 points higher. If the 16; Onset 1d3 days; Frequency 1/day; Effect 1d4 Con
character receives long-term care with the Heal skill, damage; Cure 2 consecutive saves.
he gains a +2 bonus to his Will save. The restoration
spell provides the equivalent of 10 successful saves Poverty
toward recovering from addiction. Most people in Athas are very poor. Player characters
Once the character has succeeded on the necessary belong to an elite group – very few people have the
number of Will saves, he no longer suffers from

141
talents or courage to become adventurers, the one
career path that grants real social mobility. Even in
Free Tyr, extreme poverty is the norm. The average
free Athasian laborer makes roughly 4 Cp each week –
barely enough to cover poor food, enough water to
survive, and the normally usurious rent payments.
Child labor is very common, and an economic
necessity for most families. This is just as true in Tyr as
any other city-state; Tyr's famed glass industry is built
on the (anemic) backs of child glass-blowers, who can
be trained to blow simple objects and are less of a loss
when they die from lead poisoning. Prostitution is
omni-present, and while most whores are slaves, some
are women and men who have a desperate need for
income, whatever its origin. While sex is not especially
taboo or restricted in most Athasian cities, the
conditions of the average brothel are too terrible to
make many inclined to take up the prostitute's trade.
Members of the psionic academies and merchant
houses have expense accounts and guarantees of basic
necessities, both at their homes and wherever they
might travel. The houses and academies have a
controlling interest in many businesses, and milk their
stocks for all the money that they may. Unfortunately,
the politics of these organizations are scarcely less
brutal than those of the Templarate, and members
must scheme constantly to maintain their positions,
much less improve their lot.
Thus, it is only the nobles and high-ranking
officials that have anything resembling a stable
lifestyle, and they are sure to make the most of their
advantage. The power of the nobility varies greatly
between each city-state, from Raam, where the nobles
often have as much authority as the Templarate, to old
Tyr, where Kalak once held the livelihood of the upper
class in an iron fist. In all cities, however, anyone
deserving the title of “noble” is far more comfortable
than anyone other than a templar or academy master.
Last of all are the slaves, who earn no wages and
must rely on their masters' generosity, which is rarely
noteworthy. Many slaves take to freelance theft or
begging to gain some free coin, though such activities
are prohibited by law and can result in severe
punishments for both slave and master.

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CHAPTER 7: MAGIC & PSIONICS
Magic in Athas is relatively scarce and universally Water: Water is the giver of life, but the elemental
feared, while psionic powers are a common and lords of water give of their gifts only grudgingly. The
accepted part of life. While the supernatural is quite Plane of Water has suffered terribly, as the devastation
common in Athas, it follows somewhat different of the Athasian environment resonated across the
strictures than those described in the Pathfinder Core planar bridge. Water clerics protect and preserve what
Rules. water remains, often rationing it against greater need.
Despite this, water clerics are beloved as restorers and
D Divine Magic healers, for the waters of their calling follow where
they go.
Divine magic is granted to the practitioner by a
specific outside power – either a being of great power, The Paraelements
such as a sorcerer-monarch, or the chaotic energies of
The paraelements exist as dark shadows of the true
the elemental planes. A divine spellcaster knows all
elements, admixtures of multiple elements infused
spells on her class list. Clerics have access to domains,
with the eldritch essence of the Black. The
which provide additional spells known. See the
paraelements are not evil, but they are ambitious, and
Classes chapter for details on the spells provided by
seek to overthrow the true elementals as the primary
domains. Except as noted in this chapter, divine magic
governors of Athasian life. Paraelemental worshippers
works exactly as described in the Pathfinder Core Rules.
are more likely to care about power, and more likely
to draw their powers from individual beings rather
The Elements than the impersonal energy of the plane.
Elemental magic is the most common source of Magma: Though volcanic activity is rare in the Tyr
“genuine” divine magic on Athas. The naturally Valley, both the twisted lands to the north and the
strong bridge between Athas and the elemental planes Dead Lands are home to many followers of Magma.
allows clerics to draw on the power of the planes, or to Clerics of Magma emphasize the inexorable power of
make bargains with the powerful beings that dwell their element, and allow nothing to stand between
therein. themselves and their goals.
Air: Clerics of Air are found wherever the wind is Rain: Rain is the weakest element of Athas, for all
central to people's lives. Air worshippers help their that the parched land cries for it. Rain clerics revel in
communities by powering wind turbines to grind the fury of their patron's storms. They believe that all
grain, listening to the wind to learn about the weather, creation is balanced by destruction, and love the storm
and by helping uplift them with the freedom of the air for its personification of that duality. Rain clerics are
itself. Followers of Air desire absolute liberty, and less beloved than water clerics, but most will argue
resent any attempt to restrain their actions. that the source of the water is irrelevant next to its
Earth: Worshippers of Earth care for the soil and sheer existence.
the land. Earth clerics tend to take the long view in Silt: Silt worshippers may be found all along the
any situation, confident that constancy and resilience Silt Sea. They protect villages by keeping silt storms at
will pay off in the future. They also perform final bay, and are in great demand for their ability to seek
ceremonies for the dead who return to the earth. out the giants' safeways through the Sea. Silt
Fire: Clerics of Fire are the most temperamental worshippers tend to be highly pragmatic and ruthless,
and unpredictable. They are passionate and kind, but and are known to turn to piracy to supplement their
may be taken with fits of rage or sorrow at any lifestyle.
moment. Fire worshippers tend to seek excitement Sun: Surely the most powerful element in the
and adventure – anything that grants new experiences wastes, the Sun is a deadly danger to all life. Sun
and fascinating challenges.

143
worshippers are quick to take offense, and believe that magical theory, as well as greater mental focus and
they are justified in burning down those who oppose more complex words and gestures. Specialist wizards
them. The paraelemental lords of Sun desire to reduce know Complex spells from six schools; universalist
Athas even further, to scour it of life until it is nought
wizards know all Complex spells.
but an endless, sun-scorched desert. People who Exotic spells are the most complicated and rarest
follow the Sun usually do so for power, without care spells of all. Most Exotic spells are the unique creation
for the consequences for others. Sun clerics are the of a single mage. Few mages are willing to share the
only ones likely to consort with defilers. knowledge of an Exotic spell. Specialist wizards
cannot learn or create an Exotic spell from an opposed
school.
D Primal Magic Learning another mage's Exotic spell requires a
series of Spellcraft checks, which must be made in
Primal magic is functionally identical to divine magic, succession. The caster must spend eight hours
but instead of being drawn from a specific being or studying the spell, after which he may make a
extraplanar force, the power and knowledge for Spellcraft check (DC 15 + twice the spell's level). He
primal magic is drawn from the land. Druids and must succeed on one such check per level of the spell;
rangers cast primal spells. Like divine spellcasters, a after doing so, he may record the spell in his spellbook
primal spellcaster automatically knows all spells on and may ready and cast it as his own. No more than
her class list. Druids are able to gain the powers of one day may pass between each Spellcraft check, or
cleric domains, but their power still comes from the the entire process is wasted and must be undertaken
land rather than an external agent. from the beginning.
Primal magic uses techniques very similar to
divine magic. Primal spellcasters count as divine Terrain Modifiers
spellcasters for the purpose of feats, prestige classes,
The inevitable danger of arcane magic is its reliance
and other things which require divine magic.
upon, and damage to, the local environment. Most
communities fear mages for their tendency to defile.
D Arcane Magic All plants near a spellcasting defiler turn into black
Arcane magic requires intense study, and its power ash, without even the useful properties of ordinary
comes from the life-force of living things. Only ash. Nothing can grow in a defiled area for years.
wizards can cast arcane spells; they are also known as Even if the ash is blown away, the ground beneath
“mages.” Arcane magic demands a great amount of remains lifeless and barren. The common people of
scholarship, but is incredibly prone to abuse. Athas revile defilers out of superstitious dread, but the
Except as noted in this chapter, arcane magic learned also shun defiling magic for the desolation it
functions exactly as described in the Pathfinder Core creates. Many believe that the world was once green
Rules. and flowing with life, and that it was mages who
turned this paradise into the wasteland that is now
Athas. They are not wrong.
Spell Complexity The terrain in which a mage casts his spells affects
Arcane spells are divided into three categories:
Simple, Complex, and Exotic. Each category Terrain Modifiers for Arcane Magic
represents the complexity of the spell and how widely
Caster
it is known among mages. Type Examples Save DC Level Check
Simple spells are the easiest and most common. Desolate Salt flat, silt basin -2 -2
They require the least understanding of the nature of Barren Boulder field, stony barren -1 -1
magic and the simplest words and gestures. Wizards Infertile City, rocky badland, scrubland +0 +0
know all Simple spells automatically. Fertile Mud flat, savannah, swamp +1 +1
Complex spells require a genuine understanding of
Abundant Forest, garden, ocean +2 +2
.

144
the power of those spells, based on the abundance of of the higher level. A caster can combine three slots of
plant life. Barren and desolate terrains weaken spells, one level to cast one spell of the next higher level.
while fertile regions empower them. The table above Conversely, she can convert the energy of one spell
shows the effects of terrain. Some regions, most slot of a higher level to power two spells of the next
notably the Dead Lands and the Grey, have no plant lower level. No spellcaster is able to “reweave” spells
life at all. If arcane spellcasters have no other energy – a spell slot gained from weaving cannot be used as
sources, they are unable to cast spells in these areas. part of a future weaving. For example, a wizard with
two remaining 2nd-level spell slots cannot weave three
D Readying Spells 1st-level spells to create a 2nd-level slot and then weave
his three 2nd-level slots to create a 3rd-level slot.
All casters must ready spells before they can cast them.
This simply means choosing the spells that they will
be able to access when the time comes to use their
D Psionics
spell slots to cast them. In effect, the caster is Where magic uses energy from outside the caster,
mystically “boning up” on the spells she wants to be psionics focuses the manifester's own power to create
able to cast. Once a spell is readied, it does not become its effects. Psionicists talk of the Will and the Way as
“unreadied,” unless the caster readies a new set of their primary tools. The former is the energy and
spells that does not include this spell. This is true even focus that the manifester brings to the task of using
when a character gains a new level and access to new psionic abilities; the latter is the set of disciplines and
spells – she does not change her readied spell selection exercises that the manifester uses to focus his Will. The
until she readies the new spells. Way is taught in psionic academies found in every city
Readying spells takes one hour. Spellcasters with in the Tablelands, making psionics the most common
more than one spellcasting class still only require one form of supernatural power on Athas.
hour to ready all their spells. It is not necessary to rest Except as noted in this chapter, psionics function
before readying spells. exactly as described in the Expanded Psionics Handbook.

Metamagic Feats Psionics Are Different


All spellcasters cast their spells spontaneously, and In Athas, psionics and magic are fundamentally
therefore must take a full-round action to cast any different forces that do not interact well with one
spell modified by a metamagic feat. Casters with the another. Use the following guidelines to determine
Metamagic Preparation feat can choose to ready spells how magical effects interact with psionics, and vice
modified by metamagic feats. Thus, an empowered versus.
burning hands (a 1st-level spell modified by a +2 level Detection: Detect magic does not detect psionic
metamagic feat) would occupy a 3rd-level readied slot. auras. Detect psionics does not detect magical auras.
Spells readied with metamagic feats cannot be cast New spells and powers have been introduced to
without those feats, but they can be cast using their perform these functions.
normal casting time. Dispelling: It is difficult for magic to remove
Defiling while casting a metamagic-enhanced psionic effects. When using dispel magic or similar
extends the spell's casting time to one full round (that spells against psionic effects, the caster takes a -5
is, the spell takes effect at the beginning of the caster's penalty to his caster level check to dispel. The same is
next turn). Use of the Metamagic Preparation, Fast true for a manifester using dispel psionics against a
Raze, and/or Instantaneous Raze feats can reduce this magical effect. Dispel psionics cannot be used to
time. counterspell against spells, and dispel magic cannot be
used to counterspell against psionic powers.
Weaving Spell Slots Negating Fields: An antimagic field or similar effect
Lower-level spell slots can be woven together to does not prevent the use of psionic powers. A null
power a higher-level spell, if the caster can cast spells psionics field does not block spellcasting.

145
Resistance: Spell resistance does not have any
effect against psionic powers. Power resistance does
not have any effect against spells. Many creatures now
have both spell resistance and power resistance.

Psionic Focus
Any character with a power point reserve has the
ability to tap an internal reservoir of psychic energy.
This ability is represented by the psionic focus. Many
psionic class features and feats require that the user
either maintain or expend his psionic focus.
Gaining psionic focus requires a standard action to
perform a rapid meditative sequence. Once a character
has gained psionic focus, he does not lose it until he
chooses to expend it (unless he has the Unfocused
flaw; see the Character Options chapter for details).
Any psionic character can expend their psionic focus
to take 15 on a concentration check. It can also be
expended to activate certain psionic feats and class
abilities.
The Swift Focus feat allows a character to gain
psionic focus as a move action.

Psionic Talents
Talents are psionic powers that manifesters can use
without limit. Talents do not cost power points to
manifest, and cannot be augmented or benefit from
metapsionic feats. In all other respects, talents are
identical to powers.

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Spell & Power Lists
truth-detection effects.
D Bardic Excellencies Good Hope: Your bardic performance grants a +2
bonus to most check to your allies.
Graceful Evasion, Greater: Gain 50% miss chance and
st
1 -Level Excellencies easily hide from enemies for 1 round/level.
Alarm: Create a simple warning system that alerts you Song of Haste: Your bardic performance inspires allies
to trespassers. to move and attack with alacrity.
Bafflement: Taunt one enemy into confusion for 1
th
round. 4 -Level Excellencies
Conceal Scent: Remove scent from one subject. Bardic Cant: Create secret dialect that allows for fast
Critical Strike: Brutalize a vulnerable enemy. and secure communication among your allies.
Disguise: Make a rapid Disguise check with a +10 Freedom of Movement: Become immune to
bonus. movement-hindering effects.
Fast Talk: Convince any humanoid that he is your Indoctrination: Permanently change subject's
good friend. memories of up to one day's time.
Healthful Rest: Increase recovery speed for allies. Legend Lore: Research information about obscure
Sprint: Gain +30 foot speed bonus for one minute. legends.
Translator: Use Linguistics to perform quick
translations from unfamiliar languages. th
5 -Level Excellencies
Ventriloquism: Throw your voice up to 30 feet.
Cloud Mind: Your bardic performance inflicts a -10
nd penalty to Wisdom-based checks.
2 -Level Excellencies Fast Talk, Perfect: You can control a person's actions.
Bardic Cryptography: Use Linguistics to create nigh- Heroism, Greater: As Heroism, but stronger.
unbreakable ciphers. Song of Discord: Your bardic performance causes
Calm Emotions: Relax subjects and remove effects of enemies to attack each other.
strong emotions.
Coordinated Precision: Allies affected by your bardic
music gain +2 attack, +1d6 damage against D Cleric Spells
vulnerable enemies.
Graceful Evasion: Gain 20% miss chance and easily Spells marked in green are available only to clerics.
hide from enemies for 1 minute/level. Spells marked in purple are available only to templars.
Head Shot: Blind or deafen target of attack.
Heroism: Grant one ally heroic vigor. Orisons
Silent Armor: Ignore armor check penalties to Stealth. Arcane Mark: Inscribes a personal rune on an object
Song of Resolve: While using bardic performance, or creature (visible or invisible).
you can allow an ally to reroll a Will save 1/round. Bleed: Cause a stabilized creature to resume dying.
Detect Element: Detect presence of element. DS
rd
3 -Level Excellencies Detect Magic: Detects spells and magic items within
Bafflement, Greater: Render several creatures 60 ft.
confused for 1 round/level. Detect Poison: Detects poison in one creature or
Crushing Despair: Your bardic performance inflicts a object.
-2 penalty to most checks on your enemies. Guidance: +1 on one attack roll, saving throw, or skill
Fast Talk: As Fast Talk, but affects any creature. check.
Glibness: Gain +20 bonus to Bluff checks and resist Light: Object shines like a torch.

147
Mending: Makes minor repairs on an object. subject/level.
Purify Food and Drink: Purifies 1 cu. ft./level of food Inflict Light Wounds: Touch deals 1d8 damage
or water. +1/level (max +5).
Read Magic: Read scrolls and spellbooks. Magic Stone: Three stones gain +1 on attack, deal 1d6
Resistance: Subject gains +1 on saving throws. +1 damage.
Stabilize: Cause a dying creature to stabilize. Magic Weapon: Weapon gains +1 bonus.
Virtue: Subject gains 1 temporary hp. Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and
st
1 -Level Cleric Spells saves, plus other protection against selected
Bane: Enemies take –1 on attack rolls and saves alignment.
against fear. Remove Fear: Suppresses fear or gives +4 on saves
Black Cairn : Locates a corpse nearby.
F DS against fear for one subject + one per four levels.
Bless: Allies gain +1 on attack rolls and saves against Sanctuary: Opponents can't attack you, and you can't
fear. attack.
Bless Element : Make your element holy. *
M Shield of Faith: Aura grants +2 or higher deflection
Cause Fear: One creature of 5 HD or less flees for 1d4 bonus.
rounds. Summon Monster I: Summons extraplanar creature to
Command: One subject obeys selected command for 1 fight for you.
round.
nd
Comprehend Languages: You understand all spoken 2 -Level Cleric Spells
and written languages. Aid: +1 on attack rolls and saves against fear, 1d8
Cooling Canopy: Summon a cloud to provide shade temporary hp +1/level (max +10).
and prevent dehydration. Align Weapon: Weapon becomes good, evil, lawful, or
Cure Light Wounds: Cures 1d8 damage + 1/level chaotic.
(max +5). AuguryMF: Learns whether an action will be good or
Curse ElementM: Make your element unholy. DS bad.
Deathwatch: Reveals how near death subjects within Bear's Endurance: Subject gains +4 to Con for 1
30 ft. are. min./level.
Detect Chaos/Evil/Good/Law: Reveals creatures, Bull's Strength: Subject gains +4 to Str for 1 min./level.
spells, or objects of selected alignment. Calm Emotions: Calms creatures, negating emotion
NEW
Detect Psionics: As detect magic, but for psionics. effects.
Detect Undead: Reveals undead within 60 ft. ConsecrateM: Fills area with positive energy,
Divine Favor: You gain +1 per three levels on attack weakening undead.
and damage rolls. Cure Moderate Wounds: Cures 2d8 damage + 1/level
Doom: One subject takes –2 on attack rolls, damage (max +10).
rolls, saves, and checks. Darkness: 20-ft. radius of supernatural shadow.
Endure Elements: Exist comfortably in hot or cold Death Knell: Kills dying creature; you gain 1d8
regions.* temporary hp, +2 to Str, and +1 caster level.
Entropic Shield: Ranged attacks against you have 20% Delay Poison: Stops poison from harming target for 1
miss chance. hour/level.
Grim Harvest: Drain the fluids from a dead creature DesecrateM: Fills area with negative energy, making
NEW
and recover its water. undead stronger.
Hand of the Sorcerer-King: Your connection to your Eagle's Splendor: Subject gains +4 to Cha for 1
patron protects you against spells. DS min./level.
Heat Lash: Subject suffers 1d4+1 damage and is Enthrall: Captivates all within 100 ft. + 10 ft./level.
knocked back. DS
Find Traps: Notice traps as a rogue does.
Hide from Undead: Undead can't perceive one Footsteps of the QuarryM: Track a specific creature or

148
person overland. DS and gain bonuses while pursuing a specific task. DS
Gentle Repose: Preserves one corpse. Deeper Darkness: Object sheds supernatural shadow
Hold Person: Paralyzes one humanoid for 1 in 60-ft. radius.
round/level. Dispel Magic: Cancels one magical spell or effect.
Inflict Moderate Wounds: Touch attack, 2d8 damage Endure Elements, Mass: As endure elements, but
+ 1/level (max +10). protects multiple creatures.NEW
Make Whole: Repairs an object. Eye of the Storm: Protects a 30-foot radius from the
Owl's Wisdom: Subject gains +4 to Wis for 1 effects of storms for 1 hour/level. DS
min./level. Glyph of WardingM: Inscription harms those who
Remove Paralysis: Frees creatures from paralysis or pass it.
slow effect. Helping Hand: Ghostly hand leads subject to you.
Resist Energy: Ignores 10 (or more) points of Image of the Sorcerer-King: Touched creatures must
damage/attack from specified energy type. save or become frightened. DS
Restoration, Lesser: Dispels magical ability penalty or Inflict Serious Wounds: Touch attack, 3d8 damage +
repairs 1d4 ability damage. 1/level (max +15).
Return to the Earth: Turns dead and undead bodies Invisibility Purge: Dispels invisibility within 5
into dust. DS ft./level.
Shatter: Sonic vibration damages objects or crystalline Lighten Load: Increases Strength for purposes of
creatures. carrying capacity. DS
Shield OtherF: You take half of subject's damage. Locate Object: Senses direction toward object (specific
Silence: Negates sound in 20-ft. radius. or type).
Sound Burst: Deals 1d8 sonic damage to subjects; may Magic Circle against Chaos/Evil/Good/Law: As
stun them. protection spells, but 10-ft. radius and 10 min./level.
Spiritual Weapon: Magic weapon attacks on its own. Magic Vestment: Armor or shield gains +1
Status: Monitors condition, position of allies. enhancement per four levels.
Summon Monster II: Summons extraplanar creature Meld into Stone: You and your gear merge with
to fight for you. stone.
Undetectable Alignment: Conceals alignment for 24 Obscure Object: Masks object against scrying.
hours. Prayer: Allies get +1 bonus on most rolls, enemies –1
Zone of Truth: Subjects within range cannot lie. penalty.
Protection from Energy: Absorb 12 points/level of
rd
3 -Level Cleric Spells damage from one kind of energy.
Animate Dead : Creates undead skeletons and
M Remove Blindness/Deafness: Cures normal or
zombies. magical blindness or deafness.
Bestow Curse: –6 to an ability score; –4 on attack rolls, Remove Curse: Frees object or person from curse.
saves, and checks; or 50% chance of losing each Remove Disease: Cures all diseases affecting subject.
action. Sand Pit: Excavates sand in a 30 foot wide and 50 foot
Blindness/Deafness: Makes subject blinded or deep cone. DS
deafened. Searing Light: Ray deals 1d8/two levels damage
Contagion: Infects subject with chosen disease. (more against undead).
Continual FlameM: Makes a permanent, heatless light. Speak with Dead: Corpse answers one question/two
Create Food and Water: Feeds three humans (or one levels.
horse)/level. Stone Shape: Sculpts stone into any shape.
Cure Serious Wounds: Cures 3d8 damage + 1/level Summon Monster III: Summons extraplanar creature
(max +15). to fight for you.
Daylight: 60-ft. radius of bright light. Surface Walk: Subject treads on unstable surfaces as if
Dedication: Allow target to ignore bodily necessities they were solid. DS

149
Wind Wall: Deflects arrows, smaller creatures, and Planar Ally, LesserM: Exchange services with a 6 HD
gases. extraplanar creature.
Worm's Breath: Subjects can breathe underwater, in Poison: Touch deals 1d3 Con damage 1/round for 6
silt, or underground. DS rounds.
Repel Vermin: Insects, spiders, and other vermin stay
th
4 -Level Cleric Spells 10 ft. away.
Air Walk: Subject treads on air as if solid (climb or RestorationM: Restores level and ability score drains.
descend at 45-degree angle). Sand Spray: You fire a cloud of sand at incredible
Chaos Hammer: Harms and slows lawful creatures speed, damaging and blinding creatures. DS
(1d8 damage/2 levels). Sending: Delivers short message anywhere, instantly.
Control Tides: Raises, lowers, or parts bodies of water Spell Immunity: Subject is immune to one spell per 4
or silt. DS levels. *
Cure Critical Wounds: Cures 4d8 damage + 1/level Summon Monster IV: Summons extraplanar creature
(max +20). to fight for you.
Curse of the Black Sands: Target leaves black, oily Tongues: Speak and understand any language.
footprints. DS Unholy Blight: Harms and sickens good creatures
Death Ward: Grants bonuses against death spells and (1d8 damage/2 levels).
negative energy.
th
Dimensional Anchor: Bars extradimensional 5 -Level Cleric Spells
movement. Air Lens: Make ranged attacks with beams of focused
Discern Lies: Reveals deliberate falsehoods. sunlight, each dealing 2d6 fire damage + 1/level. DS
Dismissal: Forces a creature to return to native plane. Atonement : Removes burden of misdeeds from
FM

DivinationM: Provides useful advice for specific subject and reverses magical alignment change.
proposed actions. Break Enchantment: Frees subjects from
Divine Power: You gain attack bonuses and 1 enchantments, transmutations, and curses.
hp/level. Breath of Life: Cures 5d8 damage + 1/level and
Elemental Armor: Armor or shield gains enhancement restores life to recently slain creatures.
bonus and special quality. DS
Cleansing Flame: Hurl a dart of pure white flame that
Elemental Weapon: Weapon gains enhancement consumes agents of darkness. DS
bonus and special quality. DS Command, Greater: As command, but affects one
Fool's Feast: You conjure a sumptuous meal that subject/level.
weakens the minds of those who eat it. DS
Commune M
: Patron answers one question per level.
Freedom of Movement: Subject moves normally Cure Light Wounds, Mass: Cures 1d8 damage +
despite impediments to movement. 1/level, affects 1 subject/level.
Giant Vermin: Turns centipedes, scorpions, or spiders Dispel Chaos/Evil/Good/Law: +4 bonus against
into giant vermin. attacks.
Holy Smite: Harms and possibly blinds evil creatures Disrupting Weapon: Melee weapon destroys undead.
(1d8 damage/2 levels). Elemental Strike: Smites foes with a column of divine
Imbue with Spell Ability: Transfer spells to subject. and elemental energy that deals 1d6/level. DS
Inflict Critical Wounds: Touch attack, 4d8 damage + HallowM: Designates location as holy.
1/level (max +20). Inflict Light Wounds, Mass: Deals 1d8 damage +
Magic Weapon, Greater: Weapon gains +1 bonus/four 1/level, affects 1 subject/level.
levels (max +5). Insect Plague: Wasp swarms attack creatures.
Neutralize Poison: Immunizes subject against poison, Klar's Heart: Living creatures within 20 feet gain +4
detoxifies venom in or on subject. Strength and 1d4 temporary hit points/2 levels. DS
Order's Wrath: Harms and dazes chaotic creatures Mark of Justice: Designates action that triggers curse
(1d8 damage/2 levels). on subject.

150
Plane ShiftF: As many as 8 subjects travel to another Geas/Quest: As lesser geas, but affects any creature.
plane. Glyph of Warding, GreaterM: As glyph of warding, but
Ragestorm: A miniature Tyr-storm deals 4d6 damage up to 10d8 damage or 6th-level spell.
to creatures in its area and follows its targets. *DS Harm: Deals 10 points/level damage to target.
Raise DeadM: Restores life to subject who died as long Heal: Cures 10 points/level damage, all diseases and
as one day/level ago. mental conditions.
Rangeblade: One weapon gains non-threatening reach Heroes' Feast: Food for one creature/level cures and
out to 5 feet + 5 feet/level. DS grants combat bonuses.
Righteous Might: Your size increases, and you gain Inflict Moderate Wounds, Mass: Deals 2d8 damage +
bonuses in combat. 1/level, affects 1 subject/level.
ScryingF: Spies on subject from a distance. Owl's Wisdom, Mass: As owl's wisdom, affects 1
Slay Living: Touch attack deals 12d6 + 1 per level. subject/level.
Spell Resistance: Subject gains SR 12 + level. Planar AllyM: As lesser planar ally, but up to 12 HD.
Summon Monster V: Summons extraplanar creature Rejuvenate: Increase the fertility of the land. DS
to fight for you. Summon Monster VI: Summons extraplanar creature
Symbol of PainM: Triggered rune wracks nearby to fight for you.
creatures with pain. Symbol of FearM: Triggered rune panics nearby
Symbol of SleepM: Triggered rune puts nearby creatures.
creatures into catatonic slumber. Symbol of PersuasionM: Triggered rune charms
True SeeingM: Lets you see all things as they really nearby creatures.
are. Undeath to DeathM: Destroys 1d4 HD/level undead
UnhallowM: Designates location as unholy. (max. 20d4).
Wind Walk: You and your allies turn vaporous and
6th-Level Cleric Spells travel fast.
Animate Objects: Objects attack your foes. Wisdom of the Sorcerer-King: Apply metamagic feats
Antilife Shell: 10-ft.-radius field hedges out living to another spell for no cost. DS
creatures. Word of Recall: Instantly return to designated place.
Banishment: Banishes 2 HD/level of extraplanar
creatures. 7th–Level Cleric Spells
Bear's Endurance, Mass: As bear's endurance, affects 1 Blasphemy: Kills, paralyzes, weakens, or dazes
subject/level. nonevil subjects.
Blade Barrier: Wall of blades deals 1d6/level damage. Confessor's Flame: Target that answers questions
Braxatskin: You cover yourself in spiky chitin, contrary to desire take increasing fire damage. DS
granting you strong armor and DR 5/iron. *DS Control Weather: Changes weather in local area.
Bull's Strength, Mass: As bull's strength, affects 1 Crusade: Allies receive a +4 bonus to attacks and
subject/level. saves, temporary hit points, and immunity to fear. DS
Create UndeadM: Create ghasts, ghouls, mohrgs, or Cure Serious Wounds, Mass: Cures 3d8 damage +
mummies. 1/level, affects 1 subject/level.
Cure Moderate Wounds, Mass: Cures 2d8 damage + DestructionF: Kills subject and destroys remains.
1/level, affects 1 subject/level. Dictum: Kills, paralyzes, staggers, or deafens
Dispel Magic, Greater: As dispel magic, but with nonlawful targets.
multiple targets. Elemental Chariot: Enhances chariot with elemental
Eagle's Splendor, Mass: As eagle's splendor, affects 1 effects. DS
subject/level. Ethereal Jaunt: You become ethereal for 1 round/level.
Find the Path: Shows most direct way to a location. Holy Word: Kills, paralyzes, blinds, or deafens
ForbiddanceM: Blocks planar travel, damages nongood subjects.
creatures of different alignment. Infestation: Several creatures are afflicted by a plague

151
of insects, which can cripple in various ways. DS Spell Immunity, Greater: As spell immunity, but up to
Inflict Serious Wounds, Mass: Deals 3d8 damage + 8th-level spells. *
1/level, affects 1 subject/level. Summon Monster VIII: Summons extraplanar
RefugeM: Alters item to transport its possessor to you. creature to fight for you.
Regenerate: Subject's severed limbs grow back, cures Symbol of DeathM: Triggered rune kills nearby
4d8 damage +1/level (max +35). creatures.
Repulsion: Creatures can't approach you. Symbol of InsanityM: Triggered rune renders nearby
Restoration, GreaterM: As restoration, plus restores all creatures insane.
levels and ability scores. Unholy AuraF: +4 to AC, +4 resistance, and SR 25
ResurrectionM: Fully restore dead subject. against good spells.
Sands of TimeF: Reverses or accelerates aging of a
non-living object. DS 9th-Level Cleric Spells
Scrying, Greater: As scrying, but faster and longer. Astral ProjectionM: Projects you and others onto
Summon Monster VII: Summons extraplanar creature Astral Plane.
to fight for you. Energy Drain: Subject gains 2d4 negative levels.
Symbol of StunningM: Triggered rune stuns nearby Etherealness: Travel to Ethereal Plane with
creatures. companions.
Symbol of WeaknessM: Triggered rune weakens GateM: Connects two planes for travel or summoning.
nearby creatures. Greater Elemental Chariot: As elemental chariot, but
Unliving IdentityM: Return a zombie's soul, turning it with stronger effects. DS
into a thinking zombie. DS Heal, Mass: As heal, but affects 1 subject/level.
Word of Chaos: Kills, confuses, stuns, or deafens HeartseekerM: Creates a deadly weapon. *DS
nonchaotic subjects. Implosion: Inflict 10 damage/level to one
creature/round.
8th-Level Cleric Spells MiracleM: Requests a deity's intercession.
Antimagic Field: Negates magic within 10 ft. Soul BindF: Traps newly dead soul to prevent
Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 resurrection.
against lawful spells. Storm of Vengeance: Storm rains acid, lightning, and
Create Greater UndeadM: Create shadows, wraiths, hail.
spectres, or devourers. Summon Monster IX: Summons extraplanar creature
Cure Critical Wounds, Mass: Cures 4d8 damage + to fight for you.
1/level for many creatures. True ResurrectionM: As resurrection, plus remains
Dimensional Lock: Teleportation and interplanar aren't needed.
travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or
object. D Druid Spells
Earthquake: Intense tremor shakes 80-ft. Radius.
Elemental Storm: Deals 1d6 energy damage/level. DS
Fire Storm: Deals 1d6 fire damage/level. DS Orisons
Holy AuraF: +4 to AC, +4 resistance, and SR 25 against Defiler Scent: Smell the presence or absence of
evil spells. defilers. DS
Inflict Critical Wounds, Mass: Deals 4d8 damage + Detect Magic: Detects spells and magic items within
1/level, affects 1 subject/level. 60 ft.
Planar Ally, GreaterM: As lesser planar ally, but up to 18 Detect Poison: Detects poison in one creature or
HD. object.
Shield of LawF: +4 to AC, +4 resistance, and SR 25 Flare: Dazzles one creature (–1 penalty on attack rolls).
against chaotic spells. Guidance: +1 on one attack roll, saving throw, or skill

152
check. Pass without Trace: One subject/level leaves no tracks.
Know Direction: You discern north. Plant Renewal: Restores one plant to good health
Light: Object shines like a torch. from near death. DS
Mending: Makes minor repairs on an object. Produce Flame: 1d6 damage + 1/level, touch or
Nurturing Seeds: Makes ten seeds or cuttings hardy thrown.
and easy to transplant. DS Shillelagh: Cudgel or quarterstaff becomes +1 weapon
Purify Food and Drink: Purifies 1 cu. ft./level of food (2d6 damage) for 1 min./level.
or water. Speak with Animals: You can communicate with
Read Magic: Read scrolls and spellbooks. animals.
Resistance: Subject gains +1 bonus on saving throws. Summon Nature's Ally I: Summons creature to fight.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp. 2nd-Level Druid Spells
Animal Messenger: Sends a Tiny animal to a specific
1st-Level Druid Spells place.
BacklashM: Protects a plot of land so that it damages Animal Trance: Fascinates 2d6 HD of animals.
defilers who try to steal its energy. DS Barkskin: Grants +2 (or higher) enhancement to
Black Cairn : Locates a corpse nearby.
F DS
natural armor.
Calm Animals: Calms 2d4 + level HD of animals. Bear's Endurance: Subject gains +4 to Con for 1
Charm Animal: Makes one animal your friend. min./level.
Cooling Canopy: Summons a cloud to provide shade Boneharden: Hardens bone, making weapons
and prevent dehydration. stronger and impairing living beings. DS
Cure Light Wounds: Cures 1d8 damage + 1/level (max Bull's Strength: Subject gains +4 to Str for 1 min./level.
+5). Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Detect Animals or Plants: Detects kinds of animals or Chill Metal: Cold metal damages those who touch it.
plants. Clear Water: Doubles the benefit of water. DS
Detect Psionics: As detect magic, but for psionics.NEW ConservationM: Protects the land from defilement. DS
Detect Snares and Pits: Reveals natural or primitive Darkness: 20-ft. radius of supernatural shadow.
traps. Delay Poison: Stops poison from harming subject for
Detect Undead: Reveals undead within 60 ft. 1 hour/level.
Endure Elements: Exist comfortably in hot or cold Echo of the Lirr: Stuns creatures in a cone. DS
regions.* Fire TrapM: Opened object deals 1d4 + 1/level damage.
Entangle: Plants entangle everyone in 40-ft. radius. Flame Blade: Touch attack deals 1d8 + 1/two levels
Faerie Fire: Outlines subjects with light, canceling blur, damage.
concealment, and the like. Flaming Sphere: Rolling ball of fire deals 3d6 fire
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 damage.
hours). Fog Cloud: Fog obscures vision.
Grim HarvestF: Drain the fluids from a dead creature Gentle Repose: Preserves one corpse.
and recover its water. NEW Gust of Wind: Blows away or knocks down smaller
Hide from Animals: Animals can't perceive one creatures.
subject/level. Heat Metal: Makes metal so hot it damages those who
Jump: Subject gets bonus on Acrobatics checks. touch it.
Longstrider: Your speed increases by 10 ft. Hold Animal: Paralyzes one animal for 1 round/level.
Magic Fang: One natural weapon of subject creature Owl's Wisdom: Subject gains +4 to Wis for 1
gets +1 on attack and damage rolls. min./level.
Magic Stone: Three stones gain +1 on attack rolls, deal Reduce Animal: Shrinks one willing animal.
1d6+1 damage. Remove Paralysis: Frees one or more creatures from
Obscuring Mist: Fog surrounds you. paralysis or slow effect.

153
Resist Energy: Ignores 10 or more points of damage detoxifies venom in or on subject.
per attack from specified energy type. Plant Growth: Grows vegetation, improves crops.
Restoration, Lesser: Dispels magical ability penalty orPoison: Touch deals 1d3 Con damage 1/round for 6
repairs 1d4 ability damage. rounds.
Soften Earth and Stone: Turns stone to clay, or dirt toProtection from Energy: Absorbs 12 points/level of
sand or mud. damage from one kind of energy.
Spider Climb: Grants ability to walk on walls and Quench: Extinguishes fires.
ceilings. Remove Disease: Cures all diseases affecting subject.
Sting of the Gold ScorpionM: Enchants a scorpion Return to the Earth: Turns dead and undead bodies to
barb to inject a supernatural venom. DS dust. DS
Summon Nature's Ally II: Summons creature to fight. Searing Light: Ray deals 1d8/two levels damage
Summon Swarm: Summons swarm of bats, rats, or (more against undead).
spiders. Sleet Storm: Hampers vision and movement.
Tree Shape: You look exactly like a tree for 1 Snare: Creates a magic booby trap.
hour/level. Speak with Plants: You can talk to plants and plant
Warp Wood: Bends wood. creatures.
Wood Shape: Reshapes wooden objects to suit you. Spike Growth: Creatures in area take 1d4 damage,
may be slowed.
rd
3 -Level Druid Spells Stone Shape: Sculpts stone into any shape.
Boneclaw's CutF: Cuts appear on the target, who takes Summon Nature's Ally III: Summons creature to
damage and begins to bleed profusely. DS fight.
Call Lightning: Calls down lightning bolts (3d6 per Surface Walk: Subject treads on unstable surfaces as if
bolt) from sky. they were solid. DS
Claws of the TemboM: You grow powerful claws Wind Wall: Deflects arrows, smaller creatures, and
which let you steal life from your target. DS gases.
Clear-river: Blows away or knocks down creatures. DS Worm's Breath: Subjects can breathe underwater, in
Contagion: Infects subject with chosen disease. silt, or underground. DS
M
Cure Moderate Wounds: Cures 2d8 damage + 1/level Zombie Berry : Enchants 1d4 berries to cloud the
(max +10). minds of whoever eats them. DS
Curse of the Black Sands: Target leaves black, oily
footprints. DS 4th-Level Druid Spells
Daylight: 60-ft. radius of bright light. Air Walk: Subject treads on air as if solid (climb or
Deeper Darkness: Object sheds supernatural shadow descend at 45-degree angle).
in 60-ft. radius. Antiplant Shell: Keeps animated plants at bay.
Diminish Plants: Reduces size or blights the growth Blight: Withers one plant or deals 1d6/level damage to
of normal plants. plant creature.
Dominate Animal: One animal obeys your silent Command Plants: Sways the actions of plant
mental commands and orders. creatures.
Endure Elements, Mass: As endure elements, but Control Tides: Raises, lowers, or parts bodies of water
protects multiple creatures.NEW or silt. DS
Eye of the Storm: Protects 30-foot radius from effects Cure Serious Wounds: Cures 3d8 damage + 1/level
of storms for 1 hour/level. DS (max +15).
Magic Fang, Greater: One natural weapon gets + Dispel Magic: Cancels one magical spell or effect.
1/four levels (max +5). Elemental Strike: Smites foes with a column of divine
Meld into Stone: You and your gear merge with and elemental energy that deals 1d6/level. DS
stone. Freedom of Movement: Subject moves normally
Neutralize Poison: Immunizes subject against poison, despite impediments to movement.

154
Giant Vermin: Turns centipedes, scorpions, or spiders Insect Plague: Wasp swarms attack creatures.
into giant vermin. Mark of Justice: Designates action that triggers curse
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. on subject.
across. Rejuvenate: Increase the fertility of the land. DS
Klar's Heart: Living creatures within 20 feet gain +4 Righteous Might: Your size increases, and you gain
Strength and 1d4 temporary hit points/2 levels. DS bonuses in combat.
NondetectionM: Hides subject from divination, Skyfire: You fire three bolts of flaming debris which
scrying. explode on contact. DS
Reincarnate: Brings dead subject back in a random StoneskinM: Grants DR 10/adamantine.
body. Summon Nature's Ally V: Summons creature to fight.
Repel Vermin: Insects, spiders, and other vermin stay Transmute Mud to Rock: Transforms two 10-ft. cubes
10 ft. away. per level.
Rusting Grasp: Your touch corrodes iron and alloys. Transmute Rock to Mud: Transforms two 10-ft. cubes
ScryingF: Spies on subject from a distance. per level.
Spike Stones: Creatures in area take 1d8 damage, may Tree Stride: Step from one tree to another far away.
also be slowed. UnhallowM: Designates location as unholy.
Summon Nature's Ally IV: Summons creature to Wall of Fire: Wall of flame deals damage to creatures
fight. that stand near or pass through the wall.
Wall of Thorns: Thorns damage anyone who tries to
5th-Level Druid Spells pass.
Animal Growth: One animal doubles in size.
AtonementFM: Removes burden of misdeeds from 6th-Level Druid Spells
subject. Allegiance of the Land: Gain temporary hit points, +5
AwakenM: Animal or tree gains human intellect. natural armor, and 15 energy resistance. DS
Baleful Polymorph: Transforms subject into harmless Antilife Shell: 10-ft.-radius field hedges out living
animal. creatures.
Braxatskin: You cover yourself in spiky chitin, Awaken Water Spirits: Gives sentience to a natural
granting you strong armor and DR 5/iron. *DS body of water. DS
Call Lightning Storm: As call lightning, but 5d6 Bear's Endurance, Mass: As bear's endurance, affects 1
damage per bolt. subject/level.
Cleansing Flame: Hurl a dart of pure white flame that Bull's Strength, Mass: As bull's strength, affects 1
consumes agents of darkness. DS subject/level.
Coat of MistsM: Subject is surround by mist for 24 Cat's Grace, Mass: As cat's grace, affects one
hours, granting fire resistance and 20% subject/level.
concealment. DS Create Oasis*: Conjures a temporary oasis. DS
Commune with Nature: Learn about terrain for 1 Cure Light Wounds, Mass: Cures 1d8 damage +
mile/level. 1/level, affects 1 subject/level.
Control Winds: Changes wind direction and speed. Dispel Magic, Greater: As dispel magic, but with
ConversionF: Removes the burden of defiling from a multiple targets.
repentant wizard. DS Find the Path: Shows most direct way to a location.
Cure Critical Wounds: Cures 4d8 damage + 1/level Fire Seeds: Acorns and berries become grenades and
(max +20). bombs.
Death Ward: Grants bonuses against death spells and Infestation: Several creatures are afflicted by a plague
negative energy. of insects, which can cripple in various ways. DS
Groundflame: Create an expanding cylinder of acid Ironwood: Magic wood is as strong as steel.
that deals 1d6/level to creatures inside. DS Liveoak: Oak becomes treant guardian.
HallowM: Designates location as holy. Move Earth: Digs trenches and builds hills.

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Owl's Wisdom, Mass: As owl's wisdom, affects 1 Repel Metal or Stone: Pushes away metal and stone.
subject/level. Reverse Gravity: Objects and creatures fall upward.
Raise DeadM: Restores life to subject who died as long Sirocco: You summon an enormous sandstorm that
as one day/level ago. covers a half-mile area with choking sand. DS
Repel Wood: Pushes away wooden objects. Summon Nature's Ally VIII: Summons creature to
Spellstaff: Stores one spell in wooden quarterstaff. fight.
Stone Tell: Talk to natural or worked stone. Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Summon Nature's Ally VI: Summons creature to Whirlwind: Cyclone deals damage and can pick up
fight. creatures.
Transport via Plants: Move instantly from one plant Word of Recall: Teleports you back to designated
to another of the same kind. place.
Wall of Stone: Creates a stone wall that can be shaped.
9th-Level Druid Spells
7th-Level Druid Spells Antipathy: Object or location affected by spell repels
Animate Plants: One or more plants animate and fight certain creatures.
for you. Cure Critical Wounds, Mass: Cures 4d8 damage +
Changestaff: Your staff becomes a treant on 1/level for many creatures.
command. Elemental Swarm: Summons multiple elementals.
Control Weather: Changes weather in local area. Flash Flood: Conjures a flood. DS
Creeping Doom: Swarms of centipedes attack at your Foresight: “Sixth sense” warns of impending danger.
command. HeartseekerM: Creates a deadly weapon. *DS
Cure Moderate Wounds, Mass: Cures 2d8 damage + Regenerate: Subject's severed limbs grow back, cures
1/level, affects 1 subject/level. 4d8 damage +1/level (max +35).
Elemental Storm: Deal 1d6 energy damage/level. DS Shambler: Creates 1d4+2 shambling mounds to fight
Heal: Cures 10 points/level damage, all diseases and for you.
mental conditions. ShapechangeF: Transforms you into certain creatures,
Scrying, Greater: As scrying, but faster and longer. and you can change forms once per round.
Summon Nature's Ally VII: Summons creature to Storm Legion: Transport willing creatures via a
fight. natural storm. DS
Sunbeam: Beam blinds and deals 4d6 damage. Storm of Vengeance: Storm rains acid, lightning, and
Transmute Metal to Wood: Metal within 40 ft. hail.
becomes wood. Summon Nature's Ally IX: Summons creature to
True SeeingM: Lets you see all things as they truly are. fight.
Waters of LifeM: Absorb another creature's ailments. DS SympathyM: Object or location attracts certain
Wind Walk: You and your allies turn vaporous and creatures.
travel fast. Swarm of Anguish: Transforms you into a swarm of
agony beetle. DS
8th-Level Druid Spells Wild Lands: Attracts wild creatures to an area. DS
Animal Shapes: One ally/level polymorphs into
chosen animal.
Control Plants: Controls actions of one or more plant D Paladin Spells
creatures.
Spells marked in green are available only to paladins.
Cure Serious Wounds, Mass: Cures 3d8 damage +
Spells marked in purple are available only to templars.
1/level, affects 1 subject/level.
Earthquake: Intense tremor shakes 80-ft.-radius. st
Finger of Death: Deals 10 damage/level to one subject. 1 -Level Paladin Spells
Flame Harvest: Creates a timed fire trap. DS Align Weapon: Weapon becomes good, evil, lawful, or

156
chaotic. Shield OtherF: You take half of subject's damage.
Arcane Mark: Inscribes a personal rune on an object Undetectable Alignment: Conceals alignment from
or creature (visible or invisible). magical detection for 24 hours.
Bless: Allies gain +1 on attack rolls and saves against Zone of Truth: Subjects within range cannot lie.
fear.
Cure Light Wounds: Cures 1d8 damage + 1/level (max 3rd-Level Paladin Spells
+5). Cure Moderate Wounds: Cures 2d8 damage +1/level
Detect Poison: Detects poison in one creature or small (max. +10).
object. Daylight: 60-ft. radius of bright light.
Detect Undead: Reveals undead within 60 ft. Discern Lies: Reveals deliberate falsehoods.
Divine Favor: You gain +1 per three levels on attack Halt Undead: Immobilizes undead for 1 round/level.
and damage rolls. Image of the Sorcerer-King: Touched creatures must
Endure Elements: Exist comfortably in hot or cold save or become frightened. DS
regions.* Magic Circle against Chaos/Evil/Good/Law: As
Hand of the Sorcerer-King: Your connection to your protection spells, but 10-ft. radius and 10 min./level.
patron protects you against spells. DS Magic Weapon, Greater: Weapon gains +1 bonus/four
Hide from Undead: Undead can't perceive one levels (max +5).
subject/level. Prayer: Allies get +1 bonus on most rolls, enemies –1
Magic Weapon: Weapon gains +1 bonus. penalty.
Protection from Chaos/Evil/Good/Law: +2 to AC and Remove Blindness/Deafness: Cures normal or
saves, plus other protection against selected magical blindness or deafness.
alignment. Remove Curse: Frees object or person from curse.
Read Magic: Read scrolls and spellbooks. Searing Light: Ray deals 1d8/two levels damage
Resistance: Subject gains +1 on saving throws. (more against undead).
Restoration, Lesser: Dispels magical ability penalty or Spell Immunity: Subject is immune to one spell per 4
repairs 1d4 ability damage. levels. *
Return to the Earth: Turns dead and undead bodies
into dust. DS
Silence: Negates sound in 20-ft. radius.
4th-Level Paladin Spells
Break Enchantment: Frees subjects from
nd enchantments, transmutations, and curses.
2 -Level Paladin Spells Cleansing Flame: Hurl a dart of pure white flame that
Aid: +1 on attack rolls and saves against fear, 1d8 consumes agents of darkness. DS
temporary hp +1/level (max +10). Cure Serious Wounds: Cures 3d8 damage + 1/level
Bull's Strength: Subject gains +4 to Str for 1 min./level. (max +15).
Dedication: Allow target to ignore bodily necessities Death Ward: Grants bonuses against death spells and
and gain bonuses while pursuing a specific task. DS negative energy.
Delay Poison: Stops poison from harming subject for Globe of Invulnerability, Lesser: Stops 1st- through
1 hour/level. 3rd-level spell effects. *
Dispel Magic: Cancels one magical spell or effect. Mark of Justice: Designates action that triggers curse
Eagle's Splendor: Subject gains +4 to Cha for 1 on subject.
min./level. Neutralize Poison: Immunizes subject against poison,
Owl's Wisdom: Subject gains +4 to Wis for 1 detoxifies venom in or on subject.
min./level. RestorationM: Restores level and ability score drains.
Remove Paralysis: Frees one or more creatures from
paralysis or slow effect.
Resist Energy: Ignores 10 or more points of damage
per attack from specified energy type.

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D Psionic Talents D Psion/Wilder Powers
Universal
Detect Psionics: You detect the presence of psionics. 1st-Level Psion/Wilder Powers
Distraction: Target takes -4 to concentration, Universal
Perception, and Sense Motive. Astral Traveler: Enable yourself or another to join an
Far Hand: Move 5 lb. object from a distance. astral caravan.
Figment: Create illusory sounds. AttractionA: Subject gains an attraction that you
Flamefinger: Jet of fire from your hand deals 1d4 specify.
damage. Aura Reading: Reveal personal details about the
Float: Buoy yourself in water or silt. subject.DS
Focused Effort: +1 bonus on next skill check. Bioflexibility: Gain +10 bonus to Escape Artist
Hammer, Lesser: Target of touch attack takes 1d4 checks.DS
damage. BoltA: You create a few enhanced short-lived bolts,
Locate: Unerringly find north. arrows, or bullets.
Mindknife: Psychic knife deals 1d3 damage. Burst: Gain +10 feet move speed bonus this round.*
Missive: Transmit ten-word message telepathically. Call To Mind: Gain additional Knowledge check with
Purify: Cleanse food and drink you consume of +4 bonus.
toxins. Cast Missiles: Launch projectiles without a weapon.DS
Psychic Mark: Inscribe personalized psionic symbol. CatfallA: Instantly save yourself from a fall.*
Spotlight: Project 30-foot cone of light. Cause SleepA: Put 4 HD of creatures into deep
Stick: Affix object weighing 5 lb./level to another slumber.DS
object. Conceal Thoughts: You conceal your motives.
Watchcall: Instantly awaken nearby creatures. Control FlamesA: Take control of nearby open flame.
Control Light: Adjust nearby ambient light levels.
Discipline Cryokinesis: Cool an object or creature.DS
Clairsentience Crystal ShardA: Ranged touch attack deals 1d6
Sensory Ghost: Move your perceptions 5 ft + 5 ft/level. piercing damage.
Metacreativity Daze, PsionicA: Humanoid creature loses next action.
Create Tool: Form tool weighing 10 lb. or less from DecelerationA: Target's speed is halved.
ectoplasm. Deflect StrikeA: Target takes -20 penalty to next attack
Psychokinesis roll.DS
Far Hand, Greater: As far hand, but with heavier Deja VuA: Target repeats its last action.
objects. DemoralizeA: Enemies become shaken.
Psychometabolism Detect Magic: As detect psionics, but for magic.NEW
Endurance: Ignore basic necessities like food, water, Detect Poison, Psionic: Detects poisonous
and oxygen. substances.DS
Psychoportation DisableA: Subjects believe that they are disabled.
Lightfoot: Increase move speed by 5 feet, +1 to Dissipating TouchA: Touch deals 1d6 damage.
movement skills. Ecto ProtectionA: An astral construct gains bonus
Telepathy against dismiss ectoplasm.
Mindlink, Contact: Form psychic link to creature you EmpathyA: You know the subjects' surface emotions.
touch. Empty MindA: You gain +2 on Will saves until your
next action.
Energy RayA: Deal 1d6 energy damage to single
target.

158
Entangling Ectoplasm: You entangle a foe in sticky Psychometabolism
goo. Thicken SkinA: Gain +1 enhancement bonus to AC for
Force ScreenA: Invisible disc provides +4 shield bonus 10 min/level.
to AC. Psychoportation
Ghost Writing: Create writing on surface touched.DS Detect TeleportationA: Know when teleportation
Grease, Psionic: Makes area or object slippery. powers are used nearby.
HammerA: Melee touch attack deals 1d8 damage. Levitate, Psionic: You move through the air via
HushA: Subjects become utterly silent.DS mental support.*
Inertial ArmorA: Field of force provides +4 armor Telepathy
bonus to AC. Charm, PsionicA: Make subject your close friend.
Know Direction and Location: You discover where MindlinkA: Create a mental link with another
you are and what direction you are facing. creature.
Matter Agitation: You heat a creature or object.
Mind ThrustA: Deal 1d10 damage. 2nd-Level Psion/Wilder Powers
PhotosynthesisA: Transform light into healing.DS
Universal
Precognition, DefensiveA: Gain +1 insight bonus to
Alter Self, PsionicA: Assume form of a similar
AC and saving throws.
creature.DS
Precognition, OffensiveA: Gain +1 insight bonus to
Bestow PowerA: Subject receives power 2 power
attack rolls.
points.
Prescience, OffensiveA: Gain +2 insight bonus to
BiofeedbackA: Gain damage reduction 2/-.
damage rolls.
Body Equilibrium: You can walk on nonsolid
Psionic Draw: Instantly draw a weapon.DS
surfaces.
Psychic Tracking: Track a creature using Psicraft.DS
Calm Emotions, Psionic: Calms creatures, negating
Sense LinkA: You sense what the subject senses (single
emotional effects.DS
sense).
Cloud Mind: You erase knowledge of your presence
Skate: Subject slides quickly along the ground.
from the target's mind.
Synesthete: When one of your senses is stimulated,
Concealing Amorpha: Quasi-real membrane grants
you also receive feedback from another sense.
concealment.
Tattoo AnimationA: Animate or steal psionic tattoos.DS
Concentrate Water: Collect all nearby moisture.DS
Telempathic Projection: Alter the subject's mood.
Concussion BlastA: Deals 1d6 force damage to target.
Trail of Destruction: Detects recent defiling.DS
Control SoundA: Create very specific sounds.
VigorA: Gain 5 temporary hit points.
Detect Life: Reveals living creatures.DS
Wild LeapA: Make an additional leap and gain a
Detect Hostile Intent: Detect hostile creatures within
bonus to Acrobatics checks.DS
30 feet.
Ego WhipA: Deal 1d4 Cha damage and daze target.
Discipline Elfsight: Gain low-light vision, +2 bonus on
Clairsentience
Perception checks, and notice secret doors.
Destiny Dissonance: Existential uncertainty makes
Energy Adaptation, SpecifiedA: Gain resistance 10
subject sickened.
against one energy type.
Precognition: Gain +2 insight bonus to one roll.
Energy PushA: Deal 2d6 damage and knock subject
Metacreativity
back.
Astral ConstructA: Create construct to serve you.
Energy StunA: Deal 1d6 damage and potentially stun
Minor Creation, Psionic: Creates one cloth or wood
target.
object.
Feat LeechA: Borrow subject's psionic feats.
Psychokinesis
Id InsinuationA: Tendrils of thought disrupt target.
Control Object: Telekinetically animate a small object.
Inflict PainA: Telepathic stab causes penalties to foe.

159
Knock, Psionic: Open locked and sealed doors. score.
Levitate, Psionic: You move through the air via Chameleon: Gain +10 bonus to Hide checks.
mental support. Empathic TransferA: Transfer another's wounds to
Mental DisruptionA: Daze nearby creatures for 1 yourself.
round. Share StrengthA:Temporarily transfer your Strength to
Missive, MassA: Send one-way telepathic message to another.DS
an area. Psychoportation
Molecular Bonding: Glue two surfaces together.DS Dimension SwapA: Two allies switch places.
Pheromone Discharge: Vermin react to you well.DS Telepathy
Psionic Lock: Secure a door, chest, or portal. AversionA: Subject has aversion you specify.
Recall AgonyA: Foe takes 2d6 damage from old pain. Brain LockA: Subject cannot move or take any mental
Return MissileA: Weapon returns to you when actions.
thrown.DS Read Thoughts: Detect surface thoughts of nearby
Sense Link, Forced: Sense what the subject senses. creatures.
Sensory Suppression: Victim loses one sense.DS Suggestion, Psionic: Compel subject to follow stated
Sever The TieA: Undead loses tie to the Grey and course of action.
takes 3d8 damage.DS
Share Pain: Willing subject takes damage for you. 3rd-Level Psion/Wilder Powers
Sustenance: Go without food and water for one day.
Universal
Swarm of CrystalsA: Spray of crystal shards deals 3d4
Antidote SimulationA: Removes venom from your
damage.
body.DS
Thought ShieldA: Gain PR 13 against mind-affecting
BeaconA: Creates ball of light that can grow larger
powers.
with concentration.DS
Tongues, Psionic: Communicate with any intelligent
Blink, PsionicA: Randomly vanish and reappear for 1
creature.
round/level.
Watcher WardA: You are aware of creatures inside the
Body AdjustmentA: You recover 1d12 hit points.
warded area.DS
Body PurificationA: You recover 2 points of ability
Weather Prediction: Predict the weather for one day.DS
damage.
Danger SenseA: You gain a +4 bonus against traps.
Discipline Darkvision, Psionic: See 60 feet in total darkness.
Clairsentience Dismiss Ectoplasm: Dissipates ectoplasmic targets
Clairvoyant Sense: See and hear a distant location. and effects.
Locate, PsionicA: Indicates direction to familiar Dispel PsionicsA: Cancels psionic powers and effects.
DS
creature or object. Energy BoltA: Deal 5d6 energy damage in 120-ft line.
A
Object Reading : Learn details about object's past. Energy BurstA: Deal 5d6 energy damage in 40-ft burst.
Sensitivity to Psychic Impressions: Learn about an Energy RetortA: Burst of energy automatically
area's past. damages attacker for 4d6 each round.
Metacreativity Energy Wall: Create wall of energy.
Psionic Repair Damage: Repairs constructs for 3d8 hit Eradicate InvisibilityA: Negate invisibility in 50-ft
points + 1/level. burst.
Psychokinesis Keen Edge, Psionic: Double normal weapon's threat
Control AirA: You gain control over wind speed and range.
direction. Lighten Load, Psionic: Increase carrying capacity.DS
A
Energy Missile : Deal 3d6 energy damage to five Mass ManipulationA: Alter weight of creature or
subjects. object.
Psychometabolism Mental BarrierA: Gain +4 bonus to AC until your next
A
Animal Affinity : Gain +4 enhancement to one ability

160
action. False Sensory InputA: Subject perceives something
Mind TrapA: Drain 1d6 power points from anyone that isn't there.
who attacks you with a telepathy power.
Nerve ManipulationA: Disrupt target's nervous 4th-Level Psion/Wilder Powers
system.DS
Universal
Psionic Blast: Stun creatures in 30-foot cone.
Aura SightA: Reveals creatures, objects, powers, or
Psionic SightA: View psionic auras.DS
spells of selected alignment axis.
Share Pain, ForcedA: Unwilling subjects take some of
Correspond: Hold mental conversation at any
your damage.
distance.
Solicit PsicrystalA: Your psicrystal takes over
Death UrgeA: Implant suicidal urge in subject.
concentrating on a power.
Detect Remote Viewing: You know when others spy
Telekinetic ForceA: Move an object in a controlled,
on you remotely.
sustained fashion.
DetonateA: Make one object explode.DS
Telekinetic ThrustA: Hurl objects with the force of
Dimension Door, Psionic: Teleports you a short
your mind.
distance.
Time HopA: Subject moves forward in time 1
Divination, Psionic: Provides useful advice for
round/level.
specific proposed action.
TouchsightA: Psionic field reveals your surroundings.
Empathic FeedbackA: Your attackers take damage
Ubiquitous Vision: Gain 360-degree vision.
when they hit you.
Energy AdaptationA: Your body converts energy into
Discipline harmless light.
Clairsentience
Freedom of Movement, Psionic: You cannot be held
Detect MoistureA: Detect presence of moisture within
or otherwise rendered immobile.
60 ft.DS
Intellect FortressA: Protects nearby creatures from
Escape Detection: You become difficult to detect with
psionic abilities.
clairsentience powers.
MagnetizeA: Make metallic objects magnetic.DS
Fate LinkA: You link the fates of two targets.
MindwipeA: Wipes away subject's recent experiences,
Truthear: Gain +20 bonus to Sense Motive check.DS
bestowing negative levels.
Metacreativity
Personality Parasite: Subject's mind calves self-
Concealing Amorpha, Greater: Quasi-real membrane
antagonistic splinter personality.
grants total concealment.
Power Leech: Drain 1d6 power points/round from
Ectoplasmic CocoonA: Encapsulate a foe so that it
target.
can't move.
Psychic Reformation: Subject can choose skills, feats,
Psychokinesis
and powers anew from previous levels.
Energy ConeA: Deal 5d6 damage in 60-ft cone.
RepugnanceA: Make subject repugnant to others.DS
Psychometabolism
Shadow JumpA: Travel rapidly through shadows.DS
AgingA: Make subject older.DS
Telekinetic ManeuverA: Use telekinesis to perform
Death FieldA: Release life-draining energy from the
combat maneuvers.
Grey.DS
Trace TeleportA: Learn destination of teleportation.
Ectoplasmic Form: Become insubstantial and fly
Wall of Ectoplasm: Create a protective barrier.
slowly.
Psychoportation
Discipline
Astral Caravan: You lead a group into another plane.
Clairsentience
Telepathy
Anchored NavigationA: Establish a mishap-free
Crisis of BreathA: Disrupt subject's breathing.
teleport beacon.
Empathic Transfer, HostileA: Transfer your wounds to
Remote Viewing: See, hear, and interact with subjects
an unwilling subject.

161
at a distance. Plane Shift, Psionic: Travel to other planes.
Metacreativity Power Resistance: Grant PR equal to 12 + level.
Fabricate, Psionic: Transforms raw goods into Psychic CrushA: Brutally crush subject's mind,
finished items. reducing it to -1 hit points.
Quintessence: You collapse a bit of time into a Shatter Mind Blank: Cancel target's mind blank effect.
physical substance. Tower of Iron WillA: Grant PR 19 against mind-
Psychokinesis affecting powers to nearby creatures.
Control BodyA: Take control of target's limbs. True Seeing, PsionicA: See all things as they truly are.
Energy BallA: Deal 7d6 energy damage in 20-ft burst.
Inertial Barrier: Gain DR 5/-. Discipline
Psychometabolism Clairsentience
AccelerateA: Move faster, +1 to attack rolls, AC, and Clairtangent Hand: Emulate far hand at a distance.
Reflex saves.DS Second Chance: Visions of the future grant reroll on
Metamorphosis: Assume shape of creature or object. check.
Psychic Vampire: Touch attack drains power points. Metacreativity
Psychoportation Hail of Crystals: Explosion of shards deals 9d4
Dimensional Anchor, Psionic: Bars extradimensional damage in area.
travel. Pocket DimensionA: Create a small extradimensional
Dismissal, Psionic: Forces creature to return to its storage space.DS
native plane. Psychokinesis
Fly, Psionic: You gain a fly speed of 60 feet. Energy CurrentA: Deal 9d6 damage per round to two
Telepathy or more creatures.*
Dominate, PsionicA: Control target telepathically. Fiery DiscorporationA: Cheat death by discorporating
HallucinationA: Phantasm causes psychosomatic into nearby fire.
damage.DS Psychometabolism
Mindlink, ThievingA: Borrow knowledge of subject's Psionic RevivifyA: Return recently-dead subject to life.
power. Psychofeedback: Boost physical ability score at cost of
Modify Memory, Psionic: Changes 5 minutes of another ability score.
subject's memories. Restore Extremity: Return a lost digit, limb, or other
Schism: Split your mind in two, doubling your appendage to subject.
actions. Psychoportation
Baleful TeleportA: Destructive teleport deals 9d6
5th-Level Psion/Wilder Powers damage.
Universal Teleport, Psionic: Instantly transports you a long
distance.
Adapt Body: Your body automatically adapts to
Teleport Trigger: Predetermined event triggers
hostile environments.
teleport.
CatapsiA: Generate psychic static that inhibits
Telepathy
psionics.
MetaconcertA: Combine the powers of two or more
Ectoplasmic Shambler: Fog-like predator deals 1
manifesters.
damage/two levels every round.
Mind Probe: Discover the subject's inner thoughts.
ElectroerosionA: Create a ray that erodes iron.DS
Incarnate: Make some powers permanent. th
Leech FieldA: Leech power points each time you make 6 -Level Psion/Wilder Powers
a saving throw. Universal
Major Creation, Psionic: As psionic minor creation, plus Aura AlterationA: Disguise subject's alignment or
stone and metal. remove compulsions.

162
Breath of the Black DragonA: Breathe acid for 11d6 Energy Conversion: Absorb energy and retransmit it
damage. offensively.
Cloud Mind, Mass: Erase knowledge of your presence Energy WaveA: Deal 13d4 energy damage in 120-ft
from the mind of one creature/level. cone.
Contingency, Psionic: Set trigger for another power. Evade BurstA: Take no damage from burst on
Co-opt Concentration: Take control of foe's successful Reflex save.
concentration power. IncorporealityA: Become incorporeal for 1
Dimensional Screen: Create a shimmering screen that round/level.DS
diverts attacks.DS InsanityA: Subject is permanently confused.
Disintegrate, Psionic: Turn one creature or object to Mindflame: Seriously harm nearby creature.DS
dust. Mind Blank, Personal: You are immune to scrying
Fuse FleshA: Fuse subject's flesh together. and mental effects.
Overland Flight, Psionic: You gain a fly speed of 40 Moment of Prescience, Psionic: Gain insight bonus
feet and can hustle over distances. on a single check.
Remote View Trap: Deal damage to those who Oak BodyA: Your body becomes as hard as oak.
attempt to scry on you. Phase Door, Psionic: Creates invisible passageway.
RetrieveA: Teleport an item you can see to your hand. Sequester, Psionic: Subject becomes invisible to sight
Suspend Life: Put yourself in suspended animation. and remote detection; renders subject comatose.
Temporal AccelerationA: Accelerate your personal UltrablastA: Deal 13d6 damage in 15-ft radius.
time, gaining extra actions.
Discipline
Discipline Clairsentience
Clairsentience Fate of One: Reroll a failed check that you just rolled.
Precognition, Greater: Gain +4 insight bonus to one Metacreativity
roll. Ectoplasmic Cocoon, Mass: Encapsulate all foes in a
Metacreativity 20-ft radius.
Crystallize: Turn subject into crystal. Psychokinesis
Fabricate, Greater Psionic: Transform large quantity Reddopsi: Powers targeting you rebound on the
of raw material into finished items. manifester.
Psychokinesis Psychometabolism
Dispelling Buffer: Subject is protected from dispel Complete HealingA: Heal all damage.DS
psionics. Fission: Create a short-lived duplicate of yourself.
Null Psionics Field: Create an area where psionics do Poison SimulationA: Coat surface with toxins.
not function. Psychoportation
Psychometabolism Dream TravelA: Travel to other places through
Restoration, Psionic: Restore level and ability score dreams.
loss. Ethereal Jaunt, Psionic: Become ethereal for 1
Psychoportation round/level.
Banishment, PsionicA: Banishes extraplanar creatures. Teleport Object, Psionic: Teleport object touched.DS
Telepathy Telepathy
A
Mind Switch : Swap minds with another creature. Crisis of LifeA: Stop subject's heart.

7th-Level Psion/Wilder Powers 8th-Level Psion/Wilder Powers


Universal Universal
Decerebrate: Remove portion of subject's brain. Bend Reality: Alters reality within limits.
Divert Teleport: Redirect another person's teleport. Iron Body, Psionic: Your body becomes living iron.

163
Matter Manipulation: Permanently increase or Metafaculty: Learn details about any one creature.
decrease an object's hardness. Metacreativity
Mind Blank, Psionic: Subject becomes immune to Genesis: Create a demiplane to your specifications.
mental effects and scrying. True Creation: As psionic major creation, except that
Recall Death: Subject shown moment of death and items are completely real.
dies immediately. Psychokinesis
Shadow Body: You become a living shadow. Tornado BlastA: Vortex of air deals 17d6 damage and
Teleport, Greater Psionic: As psionic teleport, but moves targets.
infinite range and no chance of arriving off-target. Psychometabolism
True Metabolism: Regenerate 10 hit points/round. Metamorphosis, Greater: Assume shape of any
creature or object.
Discipline Psychoportation
Clairsentience Teleportation Circle, Psionic: Teleport nearby
Hypercognition: Instantly correlate known creatures.
information and form perfect deductions. Time Regression: Relive the last round.
Metacreativity Telepathy
Astral Seed: Plant the seed of your rebirth in the Grey. Mind Switch, True: Permanently exchange minds
Psychokinesis with subject.
Telekinetic Sphere, Psionic: Mobile force globe Psychic Chirurgery: Repair psychic damage or grant
encapsulates creature and moves it. knowledge of new powers.
Psychometabolism
Fusion: Combine abilities with another creature's.
Psychoportation D Psychic Warrior Powers
Time Hop, MassA: Willing subjects move forward in
time.
Telepathy 1st-Level Psychic Warrior Powers
Mind Seed: Subject slowly becomes you. Astral Traveler: Enable yourself or another to join an
astral caravan.
BiofeedbackA: Gain DR 2/-.
9th-Level Psion/Wilder Powers Bite of the Wolf: Gain bite attack.
Universal Bioflexibility: Gain +10 bonus on Escape Artist
Affinity Field: What happens to you also happens to checks.DS
others. Burst: Gain +10 feet move speed bonus this round.*
Apopsi: Delete knowledge of powers from subject's Call WeaponryA: Create temporary weapon.*
mind. Cast Missiles: Launch projectiles without a weapon.DS
Assimilate: Incorporate creature into your body. CatfallA: Instantly save yourself from a fall.*
Etherealness, Psionic: Become ethereal for 1 Chameleon: Gain +10 bonus on Hide checks.
min/level. CompressionA: You become smaller.
MicrocosmA: Target lives permanently in its own Conceal Thoughts: You conceal your motives.
imagination. Deflect Strike: Subject's next attack takes -20
Reality Revision: As bend reality, but with fewer penalty.DS
limits. Detect Psionics: As detect magic, but for psionics.NEW
Timeless Body: Ignore all effects for 1 round. Dissipating TouchA: Touch deals 1d6 damage.
Elfsight: Gain low-light vision, +2 Perception, and
Discipline notice secret doors.
Clairsentience Empty MindA: You gain +2 on Will saves until your
Cosmic Awareness: You perceive all things in range.DS next action.

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ExpansionA: You grow larger. Detect Hostile Intent: Detect hostile creatures within
Force ScreenA: Invisible disc provides +4 shield bonus 30 feet.
to AC. Dimension SwapA: Two allies switch places.
Grip of IronA: Gain +4 bonus on grapple maneuvers. Dissolving TouchA: Your touch deals 4d6 acid
HammerA: Melee touch attack deals 1d8 damage. damage.
Inertial ArmorA: