DARK SUN House Rules - Pathfinder - V 1.1
March 23, 2017 | Author: scribshao | Category: N/A
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DARK SUN House Rules
~ P ath fi n der Con v ers i on v 1 .1 ~
Welcome to Athas: A Quick Player’s Primer The world of the DARK SUN Campaign Setting is unique in several ways. Many familiar trappings of the DUNGEONS & DRAGONS game are missing or turned on their heads. Athas is not a place of shining knights and robed wizards, of deep forests and divine pantheons. To venture over the sands of Athas is to enter a world of savagery and splendor that draws on different traditions of fantasy and storytelling. Simple survival beneath the deep red sun is often its own adventure. Newcomers to Athas have many things to learn about the world, its people, and its monsters, but the following eight characteristics encapsulate the most important features of the DARK SUN campaign setting. The World is a Desert: Athas is a hot, arid planet covered with endless seas of dunes, lifeless salt flats, stony wastes, rocky badlands, thorny scrublands, and worse. From the first moments of dawn, the crimson sun beats down from an olive-‐tinged sky. Temperatures routinely exceed 37 degrees by midmorning and can reach 54 degrees or more by late afternoon. The wind is like the blast of a furnace, offering no relief from the oppressive heat. Dust and sand borne on the breeze coat everything with yellow-‐orange silt. In this forbidding world, cities and villages exist only in a few oases or verdant plains. The world beyond these islands of civilization is a barren wasteland roamed by nomads, raiders, and hungry monsters. The World is Savage: Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes of inhuman savages overrun the deserts and wastelands. The cities are little better; each chokes in the grip of an immortal tyrant. The vile institution of slavery is widespread on Athas, and many unfortunates spend their lives in chains, toiling for brutal taskmasters. Every year hundreds of slaves, perhaps thousands, are sent to their deaths in bloody arena spectacles. Charity, compassion, kindness—these qualities exist, but they are rare and precious blooms. Only a fool hopes for such riches. Metal is Scarce: Most arms and armor are made of bone, stone, wood, and other such materials. Mail or plate armor exists only in the treasuries of the sorcerer-‐kings. Steel blades are almost priceless, weapons that many heroes never see during their lifetimes. Arcane Magic Defiles the World: The reckless use of arcane magic during ancient wars reduced Athas to a wasteland. To cast an arcane spell, one must gather power from the living world nearby. Plants wither to black ash, crippling pain wracks animals and people, and the soil is sterilized; nothing can grow in that spot again. It is possible to cast spells with care, avoiding any more damage to the world, but defiling is more potent than preserving. As a result, wizards and other wielders of arcane magic are generally reviled and persecuted across Athas regardless of whether they preserve or defile. Only the most powerful spellcasters can wield arcane might without fear of reprisals. Sorcerer-Kings Rule the City-States: Terrible defilers of immense power rule all but one of the city-‐states. These mighty spellcasters have held their thrones for centuries; no one alive remembers a time before the sorcerer-‐kings. Some claim to be gods, and some claim to serve gods. Some are brutal oppressors, where others are more subtle in their tyranny. The sorcerer-‐kings govern through priesthoods or bureaucracies of greedy, ambitious templars, enforcers who can call upon the kings’ powers. The Gods are Silent: Long ago, the gods left Athas. Today, Athas is a world without deities. There are no clerics, no paladins, and no prophets or religious orders. In the absence of divine influence, other powers have come to prominence in the world. Psionic power is well known and widely practiced on Athas; even unintelligent desert monsters can have deadly psionic abilities. Priests and druids call upon the primal powers of the world, which are often sculpted by the influence of elemental power. Fierce Monsters Roam the World: The desert planet has its own deadly ecology. Many creatures that are familiar sights on milder worlds have long since died out or never existed at all. Athas has no cattle, swine, or horses; instead, people tend flocks of erdlus, ride on kanks or crodlus, and draw wagons with inixes and mekillots. Wild creatures such as lions, bears, and wolves are almost nonexistent. In their place are terrors such as the id fiend, the baazrag, and the tembo. Familiar Races Aren’t What You Expect: Typical fantasy stereotypes don’t apply to Athasian heroes. In many DUNGEONS & DRAGONS settings, elves are wise, benevolent forest-‐dwellers who guard their homelands from intrusions of evil. On Athas, elves are a nomadic race of herders, raiders, peddlers, and thieves. Halflings aren’t amiable river-‐folk; they’re xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. Half-‐giants are brutal mercenaries that serve as elite guards and enforcers for the sorcerer-‐kings and their templars in many city-‐states.
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About Th i s Docum en t This document sets out the house rules for a Pathfinder-‐based DARK SUN campaign. The other rules-‐relevant texts are the Pathfinder Core Rulebook, the Pathfinder Advanced Player’s Guide, Dreamscarred Press’s Psionics Unleashed and Athas.org’s Dark Sun 3 Core Rules (revision 7). This text essentially updates the Athas.org 3.5 rules to a Pathfinder-‐like standard. This means that races are converted to be on par as ECL +0 (although the power curve is greater than other campaign settings, they are broadly comparable with each other). Classes are modified to the Pathfinder design philosophy of streamlining ability mechanics and removing ‘dead’ class levels. These changes are not set in stone, consider them a proposal for a fun, heroic, mechanical framework around which to forge your stories of the heroes, villains or survivors you will play.
H ow to U s e th i s Docum en t If in doubt as to which conflicting rule should apply from amongst these texts, the hierarchy of precedence is as follows: House Rules Document (DSHR) > Pathfinder Core Rulebook (PCR) & the Pathfinder Advanced Player’s Guide (APG) & Psionics Unleashed (PU) > Athas.org’s Dark Sun 3 Core Rules (revision 7) (DS3r7). In terms of flavour and descriptive text the Dark Sun 3 Core Rules (revision 7) should be taken as the guide.
Ch aracter Creati on Generating Attribute Scores: Characters can either be created according to the Pathfinder 25-‐ point buy method (Heroic), or by rolling 4d6 for each attribute and dropping the lowest die. If using the dice-‐rolling method, total ability scores of less than 66 should be re-‐rolled. Starting Level and Hit Points: Following DARK SUN tradition, all characters start at 3rd level. Award full hit points for these initial levels. Subsequent levels can either take ¾ of a hit die per level (carry over fractions to the next level), or roll your hit die for hit points ignoring all 1’s and 2’s. Skills Note – Literacy: Writing and literacy is illegal within the Tyr Region with the exception of nobles, templars, and sorcerer-‐kings. No PC starts with any literacy in languages they know. Literacy must be purchased with skill points. Wizards do not keep written spellbooks. They develop coded means of recording spells. Caste: Decide the strata of the social hierarchy from which your character hails. In descending order Athasian city-‐state society is structured as follows: Sorceror-‐King, templars, nobles, freemen, merchants, slaves and outsiders (e.g., elves, halflings, thri-‐kreen). This will have role-‐playing and minor mechanical implications. Note that all gladiators are slaves, although it is possible that a freeman gladiator could engage in a debt-‐contract to re-‐enter the arena, provided a trustworthy patron is found. Starting money: Freemen: 300 Cp; Slaves: nothing, in-‐game assignment of gear by DM. What you can spend it on: No magic items. Masterwork items permitted. Special materials, including iron weapons, generally not available, check with DM. Inferior materials freely available. Don’t forget water and supplies if you plan on leaving town!
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Races
TABLE 1: RACIAL ABILITY MODIFIERS
Dwarf
+2 Constitution; +2 Wisdom; -‐2 Charisma
Elan
+2 to any attribute
Elf
+2 Dexterity; +2 Charisma; -‐2 Constitution
Half-elf
+2 to any attribute
Half-giant
+4 Strength; +2 Constitution; -‐2 Dexterity; -‐2 Intelligence
Halfling
+2 Dexterity; +2 Wisdom; -‐2 Strength
Human
+2 to any attribute
Mul
+2 Constitution; -‐2 Intelligence; +2 to any other attribute
Thri-kreen
+2 Dexterity; +2 Wisdom; -‐2 Charisma Note: Modifiers are applied AFTER any ability purchase.
Forbidden Races, The Extinct On Athas certain standard or common D&D races are not available as PC races as they are now extinct, they never existed, or because Athas’ connections to the Outer Planes have been long severed. These include: Aasimar, Drow, Gnomes, Half-‐orcs, Tieflings. General Athasian Race Traits Psionics are prevalent on Athas. Even the humblest slave has some psionic talent. All characters have the following option: •
Psionic Aptitude: When an Athasian takes a level in a favored class, she can choose to gain an additional power point instead of a hit point or skill point.
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Every playable race receives a racial psionic power as detailed below. Dwarf Racial Traits +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are strong, sturdy, and perceptive, but their single-‐mindedness hinders them when dealing with others. • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to size. • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. • Slow and steady: Dwarven base land speed is 20 feet. However, dwarves can move this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures whose speed is reduced in such situations). • Stability: A dwarf gains a +4 racial bonus to their Combat Maneuvre Defence when they are bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Hardy: +2 racial bonus on saving throws against poison, psionics, spells and spell–like effects. Weapons Familiarity: To dwarves, the urgrosh is treated as a martial rather than exotic weapon. Focus: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs. Dwarves also gain a +4 racial bonus on Will saves against charm or compulsion effects that would change, delay, or distract from their focus. Naturally Psionic: Dwarves receive Wild Talent as a bonus feat at 1st level. If an dwarf takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead. Dwarven Psionics: Dwarves gain the following psionic power: vigor. The manifester level for this effect is equal to the dwarf’s level. The DC for this power is equal to 10 + the power’s level + the dwarf’s Charisma modifier (unless the dwarf has psionic class levels, in which case a more favourable ability score is used). Automatic Languages: Common and Dwarven. Bonus Languages: Elven, Giant, Gith, Kreen, Saurian. •
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Behind the Veil: The Dwarven Focus A dwarf’s focus is the central point of his existence. Nothing is more rewarding to a dwarf than to complete his focus. A focus must take at least a week to complete; anything less than that is too simple a task to be considered a focus. Dwarves receive a morale bonus working to complete a focus. The task must be directly related to the completion of the focus, however. For example, Grelak, protector of his Dwarven community, makes the retrieval of a sacred book stolen during a raid his focus. After a week of gathering clues, he sets out to retrieve the artifact from its current possessor, who hides in a trading post two weeks away. On the way to the outpost, he encounters a wild lirr; while battling this foe, he receives his morale bonus, because he is trying to reach the book. Later, Grelak stops in Nibenay for some rest, and gets in a brawl. He doesn’t receive any bonuses, because he isn’t actively pursuing his focus.
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Elan Racial Traits As per Psionics Unleashed. • • • • •
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+2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature. Aberrant Blood: Elans are of the humanoid (aberrant) subtype. Medium: Elans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elans have a base speed of 30 feet. Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-‐elan society. They suffer a -‐1 penalty to Charisma-‐based skill checks when dealing with non-‐elans. Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, he may replace the Wild Talent feat with Psionic Talent instead. Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends. Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours. Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Elf Racial Traits +2 Dexterity, +2 Charisma, and -2 Constitution: Elves are agile and manipulative, but less sturdy than humans. • Humanoid (elf): Elves are humanoid creatures with the elf subtype. • Medium Size: As Medium creatures, elves have no special bonuses of penalties due to size. • Swift: Elven base land speed is 40 feet. At 10th level this increases to 50 feet. • Low-light vision: Elves can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail. • Weapon Familiarity: All elves treat the elven longblade (page 115) as a martial weapon. Elves are also proficient with all bows. • Keen Senses: +2 racial bonus to Bluff, Perform and Perception checks. • Temperature resilience: Elves have a natural resistance to extreme temperatures and aren’t adversely affected by the heat of the day or the chill of the night. They treat extreme heat or cold as if it were only very hot or cold, but suffer normally from abysmal heat, or from magical supernatural heat and cold. Desert Craft: Elves have a +4 racial bonus on Hide checks in sandy or arid areas. Elf Run: After a minute of warm–up and a Concentration check (DC 10 against character level plus Charisma bonus), elves can induce an elf run state. This state allows elves to hustle for long distances as easily as a human can move normally, and run for long distances as easily as a human can hustle. Each day that an elf continues the elf run, he must make •
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additional Concentration checks to maintain his elf run state: A trivial check (DC 10) on the second day, an easy check (DC 15) on the third day, an average check (DC 20) on the fourth day, a difficult check (DC 30) on the fifth day, and an heroic check (DC 40) on the sixth day. Once the elf fails his Concentration check, he loses the elf run benefits and suffers normal penalties for extended hustling and running. After a full day’s rest, the elf may attempt again to induce an elf run state. With a group of elves, runners add their leader’s Charisma bonus both to their movement rate and to any Fortitude checks related to movement. Naturally Psionic: Elves receive Wild Talent as a bonus feat at 1st level. If an elf takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead. Elven Psionics: Elves gain the following psionic power: conceal thoughts. The manifester level for this effect is equal to the elf’s level. The DC for this power is equal to 10 + the power’s level + the elf’s Charisma modifier (unless the elf has psionic class levels, in which case a more favourable ability score is used). Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Entomic, Kreen, Gith, Saurian, and Terran.
Half-elf Racial Traits • • •
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+2 to One Ability Score: Half-‐elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-‐elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-‐elves have a base speed of 30 feet. • Low-Light Vision: Half-‐elves can see twice as far as humans in conditions of dim light. See Chapter 7, Pathfinder Rulebook. • Adaptability: Half-‐elves receive Skill Focus as a bonus feat at 1st level. • Elf Blood: Half-‐elves count as both elves and humans for any effect related to race. • Keen Senses: Half-‐elves receive a +2 racial bonus on Perception skill checks. • Child of two worlds: Half-‐elves gain a +2 racial bonus to Disguise checks when impersonating elves or humans. • Tablelander: +2 racial bonus on all Survival and Handle Animal checks. Half-‐elves spend a lot of time in the wilds of the tablelands. • Multitalented: Half-‐elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes. • Naturally Psionic: Half-‐elves receive Wild Talent as a bonus feat at 1st level. If a half-‐elf takes levels in a psionic class, she may replace Wild Talent with Psionic Talent instead. • Half-elven Psionics: Half-‐elves gain the following psionic power: empathic connection. The manifester level for this effect is equal to the half-‐elf’s level. The DC for this power is equal to 10 + the power’s level + the half-‐elf’s Charisma modifier (unless the half-‐elf has psionic class levels, in which case a more favourable ability score is used). Languages: Half-‐elves begin play speaking Common and Elven. Half-‐elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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Half-Giant Racial Traits •
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+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: Half-‐giants are incredibly strong and hardy, but are also slow-‐witted and find maneuvering difficult due to their impressive size. Humanoid (giant): Half-‐giants are humanoid creatures with the giant subtype. Medium Size: Half-‐giants are medium-‐sized creatures but are subject to the special rules below on account of their greater size. Normal Speed: Half-‐giants have a base speed of 30 feet. Low-Light Vision: Half-‐giants can see twice as far as humans in conditions of dim light. Powerful Build: The physical stature of half-‐ giants lets them function in many ways as if they were one size category larger. Whenever a half-‐giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-‐giant is treated as one size larger if doing so is advantageous to him. A half-‐giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. They also are considered large for the purposes of their carrying capacity (i.e. x 2 carrying capacity).
A half-‐giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. •
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Big britches: Half-‐giants have greater girth than most other medium-‐sized humanoids and find it hard to fit into armor and clothing designed for medium creatures. Half-‐giants are treated as Large creatures for the purposes of determining what they can wear, including how much it costs and weighs (PCR: Armor for Unusual Creatures; x 2 cost, x 2 weight). Large and in charge: Half-‐giants are very unstable and can be very intimidating, gaining a +2 bonus to their Intimidate skill to smaller creatures. As humanoids with the giant sub-‐type, half-‐giants treat Intimidate as a class skill. Looming Presence: Due to their greater-‐than-‐medium build, half-‐giants incur a -‐2 penalty to Stealth checks. Large appetite: Half-‐giants also require lots of food and water to sustain their massive stature and take twice the amount of food and water that normal medium creatures require. Axis Alignment: One aspect of the half-‐giant’s alignment must be fixed, and chosen during character creation. The other half must be chosen when they awake each morning. They are only bound to that alignment until they sleep again. For example, a half-‐giant may have a fixed lawful alignment. Every morning, he must choose to be lawful good, lawful neutral or lawful evil. This alignment change is not mandatory. Naturally Psionic: Half-‐giants receive Wild Talent as a bonus feat at 1st level. If a half-‐giant takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.
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Half-giant Psi-like Ability: Half-‐giants gain the following psi-‐like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-‐giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-‐giant’s Charisma modifier (unless the half-‐giant has psionic class levels, in which case a more favourable ability score is used). Automatic Language: Common. Bonus Languages: Dwarven, Giant and Gith.
Halfling Racial Traits
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+2 Dexterity, +2 Wisdom, –2 Strength: Halflings are nimble and strong-‐willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck. Feral: Halflings receive a –2 penalty to all Diplomacy skill checks when dealing with other races. Halflings have a reputation for cannibalism and disdain for settled societies. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Magic Haters: +2 racial bonus on saving throws against spells and spell-‐like effects. Note: this stacks with Halfling Luck. Keen Senses: Halflings receive a +4 racial bonus on Perception skill checks. Halflings have keen ears. Their senses of smell and taste are equally keen; they receive a +4 to all Wisdom checks that assess smell or taste. This does not stack with the aforementioned Perception bonus. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Javelins and slings are common weapons in feral halfling society, and many halflings are taught to throw at an early age. They receive a +1 racial attack bonus with a thrown weapons. Halflings are proficient with javelins and slings and treat any weapon with the word “halfling” in its name as a martial weapon. Naturally Psionic: Halfings receive Wild Talent as a bonus feat at 1st level. If a halfling takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead. Halfling Psionics: Halflings gain the following psionic power: mindling. The manifester level for this effect is equal to the halfling’s level. The DC for this power is equal to 10 + the power’s level + the halfling’s Charisma modifier (unless the halfling has psionic class levels, in which case a more favourable ability score is used). Automatic Languages: Halfling. Bonus Languages: Common, Dwarven, Elven, Gith, Kreen, Rhul-‐thaun, Sylvan, and Yuan–ti.
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Human Racial Traits •
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+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Naturally Psionic: Humans receive Wild Talent as a bonus feat at 1st level. If a human takes levels in a psionic class, she may replace Wild Talent with Psionic Talent instead. At 5th level if a human does not already have the Psionic Talent feat, she gains it in addition to the Wild Talent feat gained at 1st level. If she already possesses the feat she gains an additional 2 power points. (In total, a human will gain 4 power points as a racial bonus). Human Psionics: At 1st level humans can choose any single 1st-‐ level power from the psion/wilder list. The manifester level for this effect is equal to the human’s level. The DC for this power is equal to 10 + the power’s level + the human’s Charisma modifier (unless the human has psionic class levels, in which case a more favourable ability score is used). At 5th level a human gains a 2nd-‐level power from the psion/wilder list. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Mul Racial Traits +2 Constitution, –2 Intelligence, +2 to any other attribute: Born of two peoples Muls inherit the robustness of Dwarves. Though they are often bred for strength, player character Muls inherit the variability of humankind. However, their status as bred slaves deprives them of opportunities for intellectual development. • Humanoid (dwarf): Muls are humanoid creatures with the dwarf subtype. • Medium: As Medium creatures, muls have no bonuses or penalties due to size. • Normal Speed: Mul base land speed is 30 feet. • Darkvision: Muls can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and muls can function just fine with no light at all. • Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or enfeeblement. • Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue. Incredible Toughness: 1/day a Mul may remove one of the following conditions: Fatigued, Sickened or Dazed as an immediate action. •
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Dwarven Blood: For all effects related to race, a mul is considered a dwarf. Muls, for example, are just as vulnerable to effects that affect dwarves as their dwarf ancestors are, and they can use magic items that are only usable by dwarves. Nonlethal Damage Resistance 1/–: Muls are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races. Naturally Psionic: Muls receive Wild Talent as a bonus feat at 1st level. If a mul takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead. Mul Psionics: Muls gain the following psionic power: precognition, offensive. The manifester level for this effect is equal to the mul’s character level. The DC for this power is equal to 10 + the power’s level + the mul’s Charisma modifier (unless the mul has psionic class levels, in which case a more favourable ability score is used). Automatic Language: Common. Bonus Languages: Dwarven, Elven, and Giant.
Thri-kreen Racial Traits •
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+2 Dexterity, +2 Wisdom, -2 Charisma: Thri-‐kreen are fast, but their alien mindset makes it difficult for them to relate to humanoids; furthermore, their “clutch–mind” instincts leave them with a poor sense of themselves as individuals. Monstrous Humanoid: Thri-‐kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: Thri-‐kreen receive no advantages or penalties due to size. Swift: Thri-‐kreen base land speed is 40 feet. Darkvision: 60 feet. Sleep Immunity: Thri-‐kreen do not sleep, and are immune to sleep spells and similar effects. Thri-‐kreen spellcasters and manifesters still require 8 hours of rest before preparing spells. Natural Armor: Thri-‐kreen have a +3 natural armor bonus to AC due to their naturally tough and resistant chitin. This bonus does not stack with the AC bonus provided by armor. Non-humanoid shape: Due to their six-‐limbed forms, thri-‐kreen cannot easily wear armor designed for four-‐limbed creatures. Armor can be converted to fit a thri-‐kreen by spending an additional 50% of its cost. Multiple Limbs: Thri-‐kreen have four arms, and thus can take the Multiweapon Fighting feat (Bestiary) instead of the Two-‐Weapon Fighting feat. Thri-‐kreen can also take the Multiattack feat. (These are not bonus feats). Natural Weapons: Thri-‐kreen may make bite and claw attacks as a full round action. Their primary claw attack does 1d4 points of damage for each of their four claws. Their secondary bite attack, deals 1d4 points of damage, and has a chance to poison. A thri-‐kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack (at a -‐5 penalty). Leap (Ex): At 3rd level, a Kreen adds his HD to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 Power Point as a swift action, a thri-‐kreen gains a +20 bonus on Acrobatics checks made to jump for 1 round. Poison (Ex): Starting at 7th level, a mature thri-‐kreen delivers its poison (Fortitude save DC 11 + Con modifier) with a successful bite attack. A thri-‐kreen produces enough poison for one bite per day.
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Thri-Kreen Poison Bite: Type poison, injury; save Fort DC 11 + T-‐K con mod; frequency 1/round for 4 rounds; effect 1d3 Dex and paralyzed 1 min.; cure 1 save. Weapon Familiarity: To thri-‐kreen, the chatkcha and gythka are treated as martial rather than exotic weapons. These weapons are more common among thri-‐kreen than among other races. Desert Craft: Thri kreen have a +4 racial bonus on Hide checks in sandy or arid areas. Naturally Psionic: Thri-‐kreen receive Wild Talent as a bonus feat at 1st level. If a thri-‐kreen takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead. Psi-like Abilities: 3/day – chameleon, know direction; and, at 7th level: 1/day – greater concealing amorpha, metaphysical claw. These abilities are manifested as a psychic warrior of half the thri-‐kreen’s hit dice, rounded down (minimum 1). Automatic Languages: Kreen. Bonus Languages: Common, Dwarven, Elven, Halfing, Giant and Pterran.
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Classes
PERMITTED CLASSES Allowed classes include: • • • • • • • • • • • • • • •
Anti-paladin (Knight-Templar) – Alignment: Any evil. Martial servants of the sorceror-‐ kings. [APG] Athasian Bard [DS3r7]* Barbarian [PCR]* Cleric, Elemental [PCR] Druid [PCR + DS3r7] – Druids should consider the Desert Druid archetype from the APG Fighter [PCR] Gladiator [DSHR]* Inquisitor (Templar) [APG]* Psion [PU] Psychic Warrior [PU]* Ranger [PCR + DS3r7]* Rogue [PCR] Templar [DS3r7]* Wilder [PU]* Wizard [PCR + DS3r7]*
* See Revised Classes below for specific changes to Core Rules. These can be found in this House Rules document (DSHR), the Pathfinder Core Rulebook (PCR), Advanced Player’s Guide (APG), the 3.5 Expanded Psionics Handbook or Dreamscarred Press’ Psionics Unleashed (PU), and the Athas.org Dark Sun 3 rules, revision 7 (DS3r7). DS3r7 should be referred to for Athas-‐specific details on animal companions, bonus feats, favoured enemies, favoured terrain, cleric domains, additional weapon proficiencies and additional spells. Since skills have been streamlined and condensed in Pathfinder, the section below also translates and lists changes where relevant for Athasian classes.
RESTRICTED CLASSES The following classes are not available on Athas: • • • • • • • •
Cavalier Monk Oracle Paladin Sorceror Soulknife Summoner Witch
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REVISED CLASSES
Athasian Bard Hit Die: d8 Class Skills: The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha). Skill Ranks per Level: 6 + Int modifier.
Barbarian Class Skills: Escape Artist and Profession are class skills for Athasian barbarians. Swim is not.
Cleric Athasian elemental and paraelemental clerics should select two domains from DS3r7 and can furthermore receive the special abilities described in the 2nd edition Earth, Air, Fire, and Water supplement. Players should check with DM in the event of any cross-‐edition incompatibilities.
Druid Class Skills: Stealth is a class skill for Athasian druids. Swim is not.
Fighter Class Skills: Knowledge (warcraft) is a class skill for Athasian fighters. Swim is not.
Gladiator Role: Gladiators are martial entertainers who excel at using their talents to demoralize their enemies and inspire their allies. They employ exotic weapons to better amuse crowds, whilst their training in defensive maneuvers allows them to survive the long battles demanded by the bloodthirsty arena-‐goers of Athas. In and out of the arena, an Athasian gladiator is tough to take down. Character build: Strength and Constitution are key abilities to let you hit your enemies and survive punishment. You will need Charisma to take full advantage of all your Gladiatorial Performance powers, as well as for Bluffing and Intimidating foes. Dexterity is useful to boost the meagre armors of Athas and bolster acrobatic maneuvers. Alignment: Any. Hit Die: d12.
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Class Skills: The gladiator’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis). Skill Ranks per Level: 4 + Int modifier. TABLE 2: THE GLADIATOR Level Base Attack Bonus 1st +1
Fort Save +2
Ref Save +2
2nd 3rd 4th 5th 6th 7th 8th
+2 +3 +4 +5 +6/+1 +7/+2 +8/+3
+3 +3 +4 +4 +5 +5 +6
+3 +3 +4 +4 +5 +5 +6
9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
+9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5
+6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
HIT DIE: D12 Will Special Save +0 Gladiatorial performance; Mercy; Exotic weapon +0 Arena Guile; Improved unarmed strike +1 Taunt; Improved feint +1 Uncanny dodge; Exotic weapon +1 Armor training 1 +2 Shake Off; bonus feat +2 No mercy +2 Improved uncanny dodge; Exotic weapon +3 Trick; Armor training 2 +3 Bonus feat +3 Parry +4 Chant; Exotic weapon +4 Armor training 3 +4 Bonus feat +5 Threatening Glare; Superior feint +5 Exotic weapon +5 Armor training 4 +6 Dragon’s Fury; bonus feat +6 Improved parry +6 Armor mastery; bonus feat
Class Features The following are class features of the gladiator. Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, light armor, medium armor and shields (except tower shields). Gladiatorial Performance: Once per day per gladiator level, you can use your talents to affect enemies and allies. Each ability requires both a minimum gladiator level and a minimum number of ranks in the Perform skill to qualify. Starting a gladiatorial performance effect is a standard action unless otherwise stated. Some effects require concentration, which means you must take a standard action each round to maintain the ability. Combat Stance: A gladiator with 1 or more ranks in Perform can assume a combat stance, showing off to spectators and displaying a warning to opponents. You receive a +2 competence bonus to AC against the first attack made against you within 5 rounds after assuming the stance. At 6th level combat stance can be assumed as a move action, and at 12th level as a swift action. Martial Display: A gladiator with 1 or more ranks in Perform can entertain the crowd and intimidate enemies with a display of unarmed attacks or weapon prowess. You receive a +2 competence bonus to the first attack roll you make within 5 rounds after ending the martial
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display. At 6th level martial display can be assumed as a move action, and at 12th level as a swift action. Team Strike: A gladiator with 1 or more ranks in Perform can distract an enemy so an ally can exploit a vital spot when making a melee attack. Team strike can only be used against an enemy you threaten with a melee weapon. The ally must act on the same initiative as you or before your next turn to gain the benefit of team strike. The ally receives a +1 bonus to hit and inflicts an additional 1d4 points of damage on the next melee attack against the target. If the enemy moves out of your threat range before your ally attacks, the ally does not receive the benefits of team strike. Creatures immune to sneak attack damage and critical hits are immune to team strike. At 7th level and every six levels thereafter these bonuses increase by +1 to attack and +1d4 to damage (+2 attack and +2d4 damage at 7th, +3 attack and +3d4 at 13th, +4 attack and +4d4 at 19th). Taunt: A gladiator of 3rd or higher level with 3 or more ranks in Perform can demoralize enemies by verbal ridicule. Enemies must be within 30 feet of the gladiator and capable of hearing you, and you must be able to see your enemies. Each enemy affected suffers a –1 morale penalty to attack and damage rolls, and a –1 morale penalty on saving throws versus charm and fear effects. The effect lasts as long as enemies hear your taunts and for 5 rounds thereafter. At 8th level and every six gladiator levels thereafter, the penalties increase by 1 (–2 at 8th, –3 at 14th and –4 at 20th). Taunt is a mind-‐affecting ability. Shake Off: A gladiator of 6th or higher level with 6 or more ranks in Perform can try to end a mind-‐affecting effect in play on himself or an ally. You shake your head violently to clear your mind, or slap an ally to bring her back to her senses. The recipient of the shake off can reroll a single failed save or opposed skill check (with the same DC as the failed roll) to end a mind-‐affecting effect. If there is no save or check to avoid the mind-‐affecting effect, the effect ends automatically, Trick: A gladiator of 9th or higher level with 9 or more ranks in Perform can temporarily confuse an adversary through the use of ploy and deception. The creature to be tricked must be within 30 feet, able to see and hear you. You must also be able to see the creature. You make an opposed Bluff check (vs. Sense Motive) as a move action. If the creature succeeds on the opposed roll, you cannot attempt to trick that creature again for 24 hours. If its roll fails, the creature becomes dazed (unable to act, but can defend normally) for 1 round. For every three gladiator levels attained beyond 9th, you can target one additional creature with a single use of this ability (two at 12th level, three at 15th, four at 18th). Chant: A gladiator of 12th or higher level with 12 or more ranks in Perform can start a chant. The chant boosts the gladiator or an ally’s abilities, granting a +2 competence bonus to AC, skill checks and saving throws. To be affected an ally must be within 30 feet of you. For every three levels attained beyond 12th, you can affect one additional creature within 30 feet (two creatures at 15th level, three at 18th). Combat chant is a mind-‐affecting ability which lasts as long as you chant and for 5 rounds thereafter. Threatening Glare: A gladiator of 15th or higher with 15 or more ranks of Perform can panic enemies with his mere gaze. Creatures within a 30 feet radius that can see you must make a Will Save (DC 10 + half your class level + your Charisma bonus). On failing, creatures with less HD than you are affected as if under the effects of a fear spell for 5 rounds. Those with equal to or more than your HD become shaken for 5 rounds. If the creature succeeds on the save you cannot attempt to affect that creature again for 24 hours. Threatening Glare is a mind–affecting gaze affect. Dragon’s Fury: A gladiator of 18th or higher level with 18 or more ranks in Perform can enter a trance-‐like state in which his full offensive gladiatorial potential is unleashed. You are immune to fear effects, receive a +4 competence bonus to attack rolls and damage rolls, and an additional attack per round made at your highest base attack bonus. In addition, you gain two temporary hit points per class level. Dragon’s fury lasts for 10 rounds.
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Mercy: At 1st level, you suffer no penalty to attack rolls when attacking with a weapon to inflict nonlethal damage. Bonus Feats: A gladiator’s training is more specific than a fighter’s. Thrilling the bloodthirsty audiences of Athas involves training in both unarmed attacks and especially exotic weapons. At 1st, 4th, 8th, 12th and 16th level a gladiator receives an Exotic Weapon Proficiency as a bonus feat. At 2nd level a gladiator receives Improved Unarmed Strike as a bonus feat. At 3rd level, you gain Improved Feint as a bonus feat. At 6th, 10th, 14th, 18th and 20th levels you receive a bonus feat selected from “combat feats”. A gladiator counts as a fighter for the purpose of qualifying for feat pre-‐requisites. Due to their extensive training in combat maneuvres, a gladiator counts as having Combat Expertise and Int 13 only for the purposes of qualifying for feat pre-‐requisites. Such feats can only be purchased as bonus feats. Arena Guile: Starting at 2nd level, you add one-‐half your gladiator level (round down) as a bonus to all Bluff and Sense Motive checks that relate directly to melee combat. Uncanny Dodge (Ex): At 4th level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-‐footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge (see below) instead. Armor Training (Ex): Starting at 5th level, a gladiator learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (9th, 13th, and 17th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a gladiator can also move at his normal speed while wearing medium armor. At 7th level, a gladiator can move at his normal speed while wearing heavy armor. No Mercy: Beginning at 7th level, you can perform a coup de grace as a standard action rather than a full-‐round action. Improved Uncanny Dodge (Ex): At 8th level and higher, you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you have gladiator levels. If you already have uncanny dodge (see above) from a second class, the levels from all classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank you. Parry (Ex): Beginning at 11th level, once per round you can forfeit an attack to attempt to parry an incoming melee attack. The forfeited attack has to be the one with your highest base attack bonus. If wielding two weapons, the parry must be made using your primary weapon. You make an opposed attack roll with a –5 penalty against your attacker roll. If you succeed, the attack is parried and you suffer no damage or ill effects related to the attack, including touch attacks used to deliver spells. Superior Feint: Beginning at 15th level, you can make a Bluff check to feint in combat as a free action, but only once per round. Improved Parry: At 19th level you no longer suffer a –5 penalty to your opposed attack roll when you parry (see above). Armor Mastery (Ex): At 20th level, a gladiator gains DR 5/— whenever he is wearing armor or using a shield.
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Inquisitor Inquisitors exist only for sorcerer-‐kings and follow the domain options for templars.
Psychic Warrior Class Skills: Intimidate is a class skill for Athasian psychic warriors. Swim is not.
Ranger Class Features: Unless the ranger is from the Forest Ridge or some other forested region, she may make the following substitution for the 7th level feature Woodland Stride: Desert Native (Ex): At 7th level, a desert ranger gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her ranger level in desert terrain, and she cannot be tracked in such environments. This ability replaces woodland stride. Other terrains may be substituted for desert with the DM’s approval, provided they are appropriate to the ranger’s background. The list of favoured terrains in DS3r7 may be used as a more specific guide.
Templar As per the Athas.org Dark Sun 3 (rev 7) rules, with the following exceptions: Turn Undead is replaced by Channel Energy, with powers and advancement as per Clerics. Turn Undead can be purchased as a feat much like clerics do. Spells per day are revised as per Table 3. Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Literacy (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks per Level: 4 + Int modifier per level. Sorceror-King Domains A templar may select two domains. Where domain abilities make reference to Wisdom, you may use Charisma instead. Favoured Weapon A templar must spend at least one of her two bonus martial weapon proficiencies on her patron’s favoured weapon.
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TABLE 3: THE TEMPLAR HIT DIE: D8 Level Base Attack Bonus
Fort Ref Will Save Save Save
Special
Spells per Day 0
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
+0
+2
+0
+2
Channel energy 1d6, domains, orisons, secular aptitude, sigil
5 3+1 —
—
—
—
—
—
—
—
2nd
+1
+3
+0
+3
—
6 4+1 —
—
—
—
—
—
—
—
rd
3
+2
+3
+1
+3
Channel energy 2d6
6 5+1 —
—
—
—
—
—
—
—
4th
+3
+4
+1
+4
—
6 6+1 3+1 —
—
—
—
—
—
—
5th
+3
+4
+1
+4
Channel energy 3d6
6 6+1 4+1 —
—
—
—
—
—
—
6th
+4
+5
+2
+5
—
6 6+1 5+1 3+1 —
—
—
—
—
—
7th
+5
+5
+2
+5
Channel energy 4d6
6 6+1 6+1 4+1 —
—
—
—
—
—
8th
+6/+1
+6
+2
+6
—
6 6+1 6+1 5+1 3+1 —
—
—
—
—
9th
+6/+1
+6
+3
+6
Channel energy 5d6
6 6+1 6+1 6+1 4+1 —
—
—
—
—
10th
+7/+2
+7
+3
+7
—
6 6+1 6+1 6+1 5+1 3+1 —
—
—
—
11th
+8/+3
+7
+3
+7
Channel energy 6d6
6 6+1 6+1 6+1 6+1 4+1 —
—
—
—
12th
+9/+4
+8
+4
+8
—
6 6+1 6+1 6+1 6+1 5+1 3+1 —
—
—
13
+9/+4
+8
+4
+8
Channel energy 7d6
6 6+1 6+1 6+1 6+1 6+1 4+1 —
—
—
14th
+10/+5
+9
+4
+9
—
6 6+1 6+1 6+1 6+1 6+1 5+1 3+1 —
—
15th
+11/+6/+1
+9
+5
+9
Channel energy 8d6
6 6+1 6+1 6+1 6+1 6+1 6+1 4+1 —
—
16th
+12/+7/+2
+10
+5
+10 —
6 6+1 6+1 6+1 6+1 6+1 6+1 5+1 3+1 —
17th
+12/+7/+2
+10
+5
+10 Channel energy 9d6
6 6+1 6+1 6+1 6+1 6+1 6+1 6+1 4+1 —
18th
+13/+8/+3
+11
+6
+11 —
6 6+1 6+1 6+1 6+1 6+1 6+1 6+1 5+1 3+1
19th
+14/+9/+4
+11
+6
+11 Channel 6 6+1 6+1 6+1 6+1 6+1 6+1 6+1 6+1 4+1 energy 10d6
20th
+15/+10/+5 +12
+6
+12 —
th
6 6+1 6+1 6+1 6+1 6+1 6+1 6+1 6+1 6+1 Note: “+1” represents the domain spell slot
TABLE 4: SORCERER-KING DOMAINS
Sorcerer-Monarch Abalach-‐Re (Raam)
Domains Chaos, Charm, Knowledge, Evil, Trickery
Andropinis (Balic) Borys (Ur Draxa) Daskinor (Eldaarich) Dregoth (New Guistenal) Hamanu (Urik)
Evil, Law, Nobility, Travel, War Destruction, Evil, Knowledge, Magic, Protection Chaos, Evil, Madness, Strength, Trickery Chaos, Death, Destruction, Evil, Knowledge Evil, Law, Protection, Strength, War
Kalak (Tyr) Lalali-‐Puy (Gulg) Nibenay “The Shadow King” (Nibenay) Oronis (Kurn)
Artifice, Evil, Knowledge, Magic, Trickery Animal, Charm, Community, Evil, Plant Darkness, Evil, Magic, Rune, Trickery
Tectuktitlay (Draj)
Healing, Knowledge, Magic, Protection, Trickery Evil, Destruction, Strength, Sun, War
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Favoured Weapon Throwing spear, obsidian flail Lance, halberd Obsidian longsword (Macahuitl), longbow Halberd, shortsword Longbow, scimitar Lance, handaxe Macahuitl, alhulak
Wilder Class Skills: Survival is a class skill for Athasian wilders. Swim is not.
Wizard Class Skills: Bluff, Disguise, and Literacy are class skills for Athasian wizards.
Arch ety pes An archetype includes a set of class features that replace those in a core class. They are akin to 2nd Edition AD&D kits.
Jazst (Gladiator) Jazst are widely traveled theatrical performers in the Athasian arenas. Jazst are always free, and the only gladiatorial combatants that travel freely between the arenas of major cities. Jazst are usually early warm-‐up acts that amuse the eager crowds. As highly skilled arena performers, jazst depend on their theatrical ability, coordination, muscle tone, and balance, rather than brute force, to win in the arena. Jazst are allowed to choose their specialization at a very early age, and spend years perfecting their skill. In the early years of practice, areas of study may include dancing, juggling, acrobatics, tumbling, and other skills. A Dexterity of 16 or better is required for this archetype. Bonus Feats: A jazst may take Jazst Dance, Rasclinn Strike, Weeping Cuts and Improved Weeping Cuts feats in place of a bonus Exotic Weapon Proficiency. Suggested Feats: Agile Maneuvers, Bleeding Critical, Combat Expertise, Critical Focus, Dazzling Display, Deadly Stroke, Dodge, Greater Weapon Focus (light blade), Jazst Dance, Mobility, Rasclinn Strike, Shatter Defences, Spring Attack, Step Up, Two-‐Weapon Fighting, Weapon Finesse, Weapon Focus (light blade), Weapon Specialization (light blade), Weeping Cuts, Whirlwind Attack. Burst of Speed (Ex): At 3rd level, when wearing light or no armor, a jazst increases her base land speed by 10 feet. She loses this ability if wearing medium or heavier armor. This ability replaces proficiency in medium armor and shields. Balletic Charge (Ex): At 5th level, a jazst takes only a -‐1 penalty to her AC after charging. At 9th level, a jazst can charge with no penalty. This ability replaces armor training 1. Arena Acrobatics (Ex): At 9th level, a jazst gains a +2 bonus to acrobatics checks. This is an un-‐ typed bonus and thus stacks with others. She also gains a +1 dodge bonus to AC. This ability replaces armor training 2. The Dance of Whirling Blades (Ex): The jazst runs towards her target, spinning her blades as she leaps into the air. This risky signature jazst attack is a crowd pleaser. At 13th level, a jazst can combine a full attack with a single move. She suffers a -‐1 AC penalty until her next turn. This ability replaces armor training 3. Lightning Strike (Ex): At 17th level, as part of a full attack, a jazst can make one additional attack. This attack is at the jazst’s highest attack bonus, but each attack in the round (including the extra one) takes a -‐2 penalty. This ability replaces armor training 4. Bleed Master (Ex): At 20th level, once per day, for the duration of combat, any bleed damage you inflict against a single enemy is doubled. Alternatively, you may inflict 1d6 bleed damage during the combat. This ability replaces armor mastery.
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Fire Clerics Weapons and Armor Fire clerics are proficient with all simple weapons and domain weapons. Fire clerics dislike normal weapons like swords and bows, unless they can be enflamed. Any metal weapon may be carried by a fire cleric, but he must magically light it or smear oil on it, igniting it before combat in order to use it effectively. Most fire clerics don’t even carry weapons, relying on the spell flame blade instead. They will use bows and crossbows, but prefer to ignite the arrows or bolts. Obsidian weapons, however, are acceptable for fire clerics, because they were forged under great heat. Even these weapons, though, will be slicked with oil, ready to inflame. Fire clerics may use any light or medium armor and shields (except tower shields), and they usually paint them brilliant red or char it to black. Granted Powers: Major At the 5th level, fire clerics may ignore fire and heat for a number of rounds equal to their level. Their weapons and possessions are also protected. A heat metal spell would make a priest’s sword glowing hot, but it would not warp or otherwise affect it. When the time limit has passed, the priest is subject to the full effects of whatever is attacking him. Items that have been heated to extremes will suffer whatever effects are appropriate if they are not cooled before the power fades. The sword in the example above would warp as soon as the cleric’s power stopped functioning if a heat metal spell was still in effect. At the 7th level, the cleric can gate in raw flame from the Elemental Plane of Fire. The flame can be as small as the character wishes, its maximum size is 1 cubic foot for every level of the priest above the 6th. Each cubic foot can affect one medium to large sized creature. As the total volume increases, so does the heat and damage. Every cubic foot gated in does 1d6 points of damage to anything that it touches. A successful reflex saving throw will cut this in half. Fire without fuel will last only a single round. It ignites paper, clothing, hair, wood, and other light materials if a successful saving throw vs. magical fire is not made. Summoned fire that catches on combustible materials will burn normally and destroy material items accordingly. A cleric may not move the flame once it has materialized, and it must appear at a point no more than 50 feet away. Anything that can ignite will, unless a saving throw vs. magical fire is successful. Items carried by characters who make the saving throw are also unaffected. Burning items inflict damage normally. Granted Powers: Minor In addition to the major powers listed above, the cleric may choose one of the following minor powers at levels 3, 5, 7, 9, 11, and 13. Only the priest may directly benefit from these powers. Enflame (Sp): The priest does not gate flame from his plane, but creates small fires the size of a match stick at will. This power ignites torches and larger materials normally. The ability has a range of 1 yard per level of the caster. Affect Normal Fires (Sp): Range: 15 ft./level; Duration: 2 rounds/level; Area of Effect: 10-‐ft. radius. Once per day, as a standard action, this spell enables the cleric to cause nonmagical fires-‐-‐from as small as a torch or lantern to as large as the area of effect-‐-‐to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all
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flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures. Cleansing Flame (Su): The cleric steps into a flame the size of a campfire for no more than one round. This allows him to skip one meal (food and water), cures him of 1d6 points of damage, and cleans his body of dirt and filth. If the cleric is poisoned, the cleansing flame will allow him a second saving throw. Note that this “meal” is not enough to sustain the cleric for any length of time. He will still need normal food and water to supplement the energy given him by the cleansing flame. A character may invoke this ability when attacked by a fireball, when stepping into a burning building, or at any other time of need. The effects last for only one round. After that, the priest either suffers the usual damage, or he has to use his ability to ignore the element to protect himself. He may use this ability once per day as an immediate action. Control Flame (Su): A fire priest can control any fires smaller than torch head. He may cause them to smother, spread, or move, as long as the flames remain in contact with combustible material. The fire may even perform short leaps through the air by expanding and catching on other materials, but this range is limited to 6 inches per level of the caster. A 6th-‐level cleric could cause the flame to leap 36 inches, or 3 feet. Flame Ward (Su): A fire cleric may take this ability upon reaching the 5th level. As an immediate action, for one minute, it grants him a +2 to saving throws vs. any fire-‐based attack. The disadvantage of this ability is that the priest is at -‐2 to any water-‐based attacks, since casting flame ward will dowse his own fiery energies. A fire cleric may use flame ward a number of times per day equal to 3 + his Charisma modifier.
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Equipment Currency 10 ceramic bits (bit) = 1 ceramic piece (Cp) = 1/10 silver piece (sp) = 1/100 gold piece (gp) Breakage Due to Inferior Materials Rules Breaking Weapons: Obsidian, bone, and wooden weapons are prone to breaking. Whenever a successful attack inflicts maximum damage, roll a d20, on a result of 1 the weapon will break, as per the following example: Bruth is sent to the arena armed with a bone battle axe against three unarmed gith. In his first round, Bruth cleaves through the skull of his first opponent (makes a successful attack) and brings him down (rolls an 8 on his 1d8 for damage). Unfortunately, the shock of the blow splinters the bone of the axe head (Bruth’s player rolls a 1 on 1d20 indicating weapon breakage), leaving him weaponless. Bruth’s career in the arena may be brief. Materials Rules Agafari Wood comes from the Crescent Forest near Nibenay. The crafters from that city profit from making weapons from the extraordinarily hard wood, the next best thing to bronze. Blood Obsidian is formed from volcanoes resulting from powerful defiling. It is exceedingly rare. TABLE 5: MATERIALS RULES Material
Attack Modifier
Damage Modifier*
Hardness
HP/inch
Weight Multiplier
Cp Price Multiplier
Blood Obsidian
—
+1
12
30
x 2
x 2,000
Bone
-‐2
-‐2
6
10
x 1/2
—
Bronze
-‐1
-‐1
9
20
—
x 10
Iron
—
—
10
30
—
x 100
Stone (Obsidian)
-‐2
-‐2
8
15
x 2
—
Wood
-‐3
-‐3
5
10
x 1/2
x 1/2
Wood, Agafari
-‐1
-‐1
8
15
x 1/2
x 10
* Damage modifiers never reduce damage below 1. Basically, the Cp cost of weapons and armour equals the gp cost listed in the PCR, modified by the material price multiplier. Iron weapons effectively cost the same number of gp on Athas as they do on other worlds, but this is 100-‐times the value of an equivalent bone/stone weapon in Cp. All weapons and armour should be listed on player inventories with their appropriate material name, e.g. bone longsword, wooden mace.
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The following weapons from the PCR can be constructed from non-‐metal materials without penalty: bolas, all bows (and arrows), club, all crossbows (and bolts), dart, dagger, greatclub, javelin, all lances, all maces (except wooden-‐headed), net, nunchaku, quarterstaff, sai, sap, sling (and bullets), all spears, and whip. They weigh the same as listed in the PCR. These weapons cost 1% of the listed gp price in the PCR. Simply convert the listed price in the PCR to Cp. For example, a spear listed at 2 gp in the PCR costs 2 Cp. Furthermore, due to the rarity of metal, Athas has its share of unique weapons designed to be constructed from non–metal materials; as such, they do not suffer from the inferior materials penalties described above. These are listed in DS3r7 Table 5-3: Athasian Weapons, p. 113-‐4.
Weapons Jazst Blade Suit (Exotic Weapon, Light Melee)- Dmg: 1d10 (M); 1d6 (S)/19-‐20/x2/Slashing -‐ To jazst, arena combat is an art form and they revel in the beauty of movement. Jazst prefer long, slim, razor like weapons, and they carry a lot of them, mounted on their legs and arms. Jazst prefer steel but will settle for the brightly colored, flexible feather/scales of the Z’tal lizard. The individual scales deliver 1 point of razor damage per scale. Up to 10 (or 6 on a small jazst) can be safely mounted on each appendage of the Jazst’s performing outfit. If a successful hit is made against a gladiatorial opponent, the PC rolls 1d10 to see how many razor feather scales came in contact with the intended victim. Each scale less than 10 (or 6) imposes a -‐1 penalty to damage. Scales can be added to any armor, but jazst favour light armors. In addition to the cost of the armor, each scale, if it can be purchased, costs 2 Cp per scale. Jazst often find it worthwhile to hunt for Z’tals in order to obtain enough scales. A full medium suit would add 80 Cp to the armor cost, a small suit would add 48 Cp. If a Jazst is forced to grapple with an opponent, she may be able to bring more than one set of razors to bear. A successful grapple check to damage can be used to bring another razor set into play. A jazst cannot make more razored grapple checks than she has limbs, nor can she make more razored grapple attacks in a turn than her number of successful grapple checks to damage. Lance – A half-‐giant that charges with a lance is considered to be mounted and thus does double damage. Several city-‐state armies feature such half-‐giant ‘cavalry’.
Skills Swim Skill: Large bodies of water are rare to non-‐existent upon Athas. No class therefore has Swim as a trained skill. Literacy and Linguistics: Since writing is generally banned on Athas learning both the oral and written forms of a language are split between the skills of Literacy (DS3r7) and Linguistics (PCR). Linguistics normally grants proficiency in both writing and speaking, but on Athas it only confers oral ability. Note that demonstrating literacy if one is not either a noble or templar is grounds for capital punishment. Spellcraft Skill: Due to the status of arcane magic as a largely illegal practice wizards have taken great pains to making their casting harder to spot and more unobtrusive, as well as to encrypt their spellbooks. Accordingly the DC is raised by 5 when attempting to identify spells as they are being cast (DC20+spell level), learning spells from a spellbook (DC20+spell level), preparing spells from a borrowed spellbook (DC20+spell level), or deciphering a scroll (DC25+spell level).
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Feats Jazst Dance (Combat) You have learned to turn your speed into power. Prerequisites: Dexterity 16, Weapon Finesse, Perform (dance) 3 ranks, gladiatorial performance class feature. Benefit: When wielding light blade weapons, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. Rasclinn Strike (Combat) You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly. Prerequisites: Weapon Finesse, base attack bonus +1. Benefit: When wielding a light weapon, you can choose to take a -‐1 penalty on all melee attack rolls and combat manoeuvre checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-‐50%) if you are making an attack with an off-‐hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -‐1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat. Weeping Cuts (Combat) Sacrificing easy strikes, you target vital areas to inflict bloody wounds that are slow to heal. Prerequisites: Dex 16, Jazst Dance, Rasclinn Strike, base attack bonus +6. Benefit: When wielding a light blade weapon, you can choose to take a –5 penalty on all melee attack rolls and combat manoeuvre checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal). Weeping Cuts, Improved (Combat) Inflicting cruel, bloody wounds comes easier to you now. Prerequisites: Dex 16, Jazst Dance, Rasclinn Strike, Weeping Cuts, base attack bonus +11. Benefit: Your penalty when using Weeping Cuts is only -‐2 on all melee attack rolls and combat manoeuvre checks.
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Combat Tactical Movement When making a full attack, a character can also move up to half his or her speed that round. Movement can be taken before, in between, or after attacks, or in any combination thereof, but it must be made in 5-‐ft. increments. For example, a character with Speed 30 ft. and BAB +16 could attack once at +16, move ten feet, attack again at +11, then move five more feet and attack again at +11. Because this is normal movement, rather than a series of 5-‐ft. steps, you still provoke attacks of opportunity for leaving threatened squares. When using this option, two-‐weapon combatants keep or trade their attacks in pairs. For the example listed above, if the character in question had Two-‐Weapon Fighting and Improved Two-‐Weapon Fighting, he could choose to attack once with each weapon at +14, move ten feet, attack again with each weapon at +9, and then move five more feet and attack again at +9 with each weapon. An attack of opportunity can be traded for a 5-‐ft. step (this supersedes the Evasive Reflexes feat from the Tome of Battle). Normally: An attacking character can take a single 5-‐foot step when making a full attack action. This lack of mobility can be considered somewhat unheroic. Taking A Breather Using this option from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press), once per encounter, any character can take a full round action to rest, regroup, and focus his or her thoughts. Taking a breather allows you to do one of the following: • • •
Heal up to your character level in lost hit points; Gain a bonus equal to +1, plus an additional +1 per 4 levels, to one attack or damage roll made during the next round; or Gain a +1 bonus to the save DC of one spell cast the next round.
Because taking a breather is an action, conditions that prohibit actions—such as being stunned or held—prevent you from taking a breather. Because you can only take a breather once per encounter, you cannot stand around between fights taking breathers until you are fully healed; rather, this gives all characters a chance to heal some damage during an adventure without the need for magic.
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Magic Terrain Modifiers for Arcane Spellcasting Terrain types affect arcane magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 6: Terrain Modifiers. The Obsidian Plains are completely devoid of plant life. If arcane spellcasters have no alternative energy sources, or magical items such as wands, they are unable to cast spells in this terrain. TABLE 6: TERRAIN MODIFIERS TO ARCANE SPELLS Terrain Vegetation
Spell DC Modifier
Caster Level Check Modifier
+2
+2
Abundant (grassland, active farmland, swamps, mud flat) & Fertile (oases, scrub plain, inactive farmland)
+1
+1
Infertile (cities, rocky badlands, bare mountains)
0
0
Barren (boulder fields, sandy wastes, salt flats)
-‐1
-‐1
-‐2
-‐2
Lush (forest, garden, oceans)
Desolate (Silt Sea)
Defiling Mechanics Defiling follows the rules set out in DRAGON Magazine #315 with some minor alterations. In brief, defiling, like most other arcane magic on Athas, draws its power from plant life. Only the most epic of arcane spellcasters can draw arcane power from animal life. Preservers suffer no mechanical penalties from casting spells, however, they always face the temptation to defile if desperate. Defiling allows a caster to employ metamagic effects on his spells without having to use higher spell slots. However, this power does not come entirely for free. Each use of such defiling causes the defiler to accrue defiling points which can incur mental and physical penalties. See Table 7. Limits to defiling: You can only incur up to half your caster level in defiling points per spell with a defiling metamagic effect. A 6th-‐level wizard can’t use defiling to cast a maximised fireball as that would earn 4 defiling points, but an 8th-‐level wizard could do so. For choices on Table 7 that don’t mimic metamagic effects there is no limit on how many defiler points you can incur with a single
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spell: Recover Expended Spell: Unlike other uses of defiling magic, you aren’t casting a spell at the moment. Instead, you spend a standard action to draw forth the life energy of Athas (which provokes an attack of opportunity from any nearby foe) and recall any one spell that you had prepared and then cast. The spell is ready for use as if it had not been previously cast. Cast a spell without expensive material component: You can gain defiler points to substitute a material component with the life energy of Athas. You can split the cost between defiler points and gp if you wish. TABLE 7: DEFILER BENEFITS AND COSTS Effect Make spell silent Make spell still Make spell heightened Make spell empowered Make spell enlarged Make spell extended Make spell maximised Make spell quickened Make spell widened Recover expended spell Cast a spell without expensive material component
Defiler Points Earned 1 1 1 per level 3 1 2 4 4 4 2 per spell level 1 per 500 gp
The Taint of Defiling Defiling points accumulate over time and also affect the radius of vegetation destroyed around the caster. Defiling the planet’s life energy takes its toll on your own body. Too much defiling can weaken your own life energy and willpower, it also produces a sense of unease within yourself and in others. Accumulated defiling points have the following effects: TABLE 8: ACCUMULATED DEFILING POINTS
Defiler Points
Effect
1+
-‐2 penalty on all Wisdom-‐ and Charisma-‐based skill checks.
11+
-‐2 penalty to Constitution. If you engage in strenuous action (fighting, hustling, etc.) for more than 1 minute, you are fatigued.
21+
-‐2 penalty on all Wisdom-‐ and Charisma-‐based skill checks.
31+
-‐2 penalty to Constitution. Your alignment changes to evil if it isn’t already.
41+
You become a t’liz, an undead creature, and fall under the DM’s control.
Successive tiers of effects are cumulative. Note, if your Constitution drops to 0 or below, you will die. Defiling Radius When a wizard defiles the number of points earned on Table 7 are multiplied by a vegetation-‐ based factor according to the table below. If no defiling meta-‐magic effects are invoked then the radius multiplier is 1:
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TABLE 9: RANGE OF DEFILEMENT
Terrain Vegetation
Radius Defiled
Lush (forest, garden, oceans)
1 ft. x (number of defiler points earned on casting + spell level)
Abundant (grassland, active farmland, swamps, mud flat)
5 ft. x (number of defiler points earned on casting + spell level)
Fertile (oases, scrub plain, inactive farmland) 10 ft. x (number of defiler points earned on casting + spell level) Infertile (cities, rocky badlands, bare mountains)
20 ft. x (number of defiler points earned on casting + spell level)
Barren (boulder fields, sandy wastes, salt flats)
30 ft. x (number of defiler points earned on casting + spell level)
Defiling in the same spot multiple times: If you cast a spell from within a recently defiled area (such as on a subsequent round), add the radius of the previous defilement to half the new radius in order to determine the new defiled radius. (Previous radius + ½(New radius)) = Defiled radius Defilerʹs ash is black and totally devoid of life-‐giving properties. It is the telltale sign of wizardry. Nothing grows in a defiled area for years. Even if the defilerʹs ash moves with the wind, the ground remains a lifeless scar.
Exposure to Defiling Radius Creatures except the defiler caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer 2 hp damage x spell slot level expended (a 0-‐level spell inflicts 1 hp damage).
Reducing Defiling Points Defiling points can only be reduced by either assuming the taint of defiling into yourself, thus increasing your defiler score or meditating in an undefiled area. (Note: a defiling score is an historical record of the damage you have inflicted on Athas’ lifeforce. Defiling points represent how much life energy you have been warping lately). Assuming the Taint You can voluntarily accept the taint of defilement. You must be stationary for 10 minutes per defiling point, during which time you can take no other actions. After, if you were fatigued due to your defiler points, you aren’t anymore. Add half your defiler points (round up) to your permanent defiler score. Then wipe away all your defiler points. For example, if you have 11 defiler points and defiler score of 3 when you assume the taint, your defiler score goes up to 9, you have no defiler points, and you lost the attribute and skill check penalties.
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A defiler score has no immediate penalties, but it does mark you forever as having defiled and may leave you vulnerable to certain druidic and magics designed to punish defilers. Someone with a defiler score will have an aura detectable by certain druid and templar spells. Cleansing Meditation Someone with defiling points can meditate in an undefiled area in order to eliminate defiling points. How fast defiler points disappear depends on the terrain in which meditation occurs. See Table 10. If you have a druid assisting you in meditation, you eliminate defiler points twice as fast. But remember: Druids hate defilers. TABLE 10: MEDITATING TO REDUCE DEFILER POINTS
Terrain vegetation
Time spent meditating
Lush (forest, garden)
2 hours per defiler point
Abundant (grassland, active farmland, mud flat)
4 hours per defiler point
Fertile (oases, scrub plain, inactive farmland) 8 hours per defiler point Infertile (rocky badlands, bare mountains)
1 day per defiler point
Barren (boulder fields, sandy wastes, salt flats)
1 week per defiler point
Behind the Veil: Defiling considered The mechanics proposed above combine the defiling system proposed in DRAGON #315 with the simpler system from DS3r7. Defiling has two major aspects. One, is a set of metamagic bonuses which, at the cost of defiling points, allow a defiler to cast magic quicker, faster, etc. – all the qualities traditionally associated with defiling. Second, defiling causes feelings of discomfort in living creatures, also a traditional impact from the first edition of DARK SUN. The system in toto does require some book-‐keeping, but its flavour is consistent with the setting. The metamagic aspect offers a ready source of tempting power for the desperate preserver. The penalties for acquiring the defiling taint act as a limit to nova-‐ing with metamagic.
MAGIC AND PSIONICS ARE MOSTLY THE SAME Effects that dispel or negate magic and psionics function equally well against both, because they enforce the mundane reality of Athas. A psion cannot use ego whip within an antimagic field. Negate psionics will dispel a wizard’s mage armor spell. Similarly, spell resistance and power resistance work equally well against both spells and psionics. However, detect magic and detect psionics will notice the presence of either psionics or magic, respectively. However, they reveal nothing of the schools active, only the number of auras. This changes the Psionics is Different rule in DS3r7 and is consistent with Psionics Unleashed.
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Cleric Domains The following domains are revised from DS3r7. An asterisk (*) denotes that the spell can be found in DS3r7: Burning Eyes Worshippers: Fire, Sun Class Skill: Perception Weapon: Atlatl. Granted Power: Eyes of Fire (Ex): You cannot be dazzled or blinded by light effects, such as spells with the light descriptor. During the day, you gain a competence bonus on Perception checks equal to your cleric level. Burning Eyes Domain Spells 1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. 2. Clues of Ash*: You receive a vision of an item’s destruction 3. Continual FlameM: Makes a permanent, heatless torch. 4. Fire Track*: Fiery spark follows tracks. 5. True Seeing: See all things as they really are. 6. Find the Path: Shows most direct way to a location. 7. Watch Fire*: Spies through campfires within range. 8. Confessor’s Flame*: Uses threat of flame to extract confession. 9. Spirit of Flame*: As watch fire, plus you can teleport or cast spells through flames.
Fiery Wrath Worshippers: Fire, Sun. Class Skill: Intimidate. Weapon: Flail. Granted Power: Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire. Fiery Wrath Domain Spells 1. Burning Hands: 1d4 fire damage/level (max: 5d4). 2. Fire Trap: Opened object deals 1d4+1/level damage. 3. Resist Energy**: Ignores 10 (or more) points of damage/attack from specified energy type. 4. SunstrokeF*: Ray attacks induce sunstroke. 5. Elemental Strike*: Smites foes with divine energy (1d6/level). 6. Fire Seeds: Acorns and berries become grenades and bombs. 7. Flame Harvest*: Creates a timed fire trap. 8. Sunburst: Blinds all creatures within 10ft., deals 6d6 damage. 9. Conflagration*: Incinerates a living creature and animates its remains. ** Resist cold or fire only. Light’s Revelation Worshippers: Fire, Sun. Class Skill: Sense Motive. Weapon: Warhammer. Granted Power: Searing Judgement (Su): Once per day as a standard action you can burn all creatures within 30 ft. who intentionally tell a lie (it must be a falsehood, not a half-truth or incomplete information), dealing 1d6 fire damage/3 cleric levels. This power lasts for 1 minute. Each creature can only be damaged once, regardless of how many lies they tell. This granted power is a supernatural ability.
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Light’s Revelation Domain Spells 1. Detect Secret Doors: Reveals hidden doors within 60 ft. 2. Zone of Truth: Subjects within range cannot lie. 3. Invisibility Purge: Dispels invisibility within 5 ft./level. 4. Discern Lies: Reveals deliberate falsehoods. 5. True Seeing: See all things as they really are. 6. Find the Path: Shows most direct way to a location. 7. Legend Lore: Learn tales about a person, place or thing. 8. Discern Location: Exact location of creature or object. 9. Foresight: “Sixth sense” warns of impending danger. Smoldering Spirit Worshippers: Fire. Class Skill: Intimidate. Weapon: Shortbow. Granted Power: Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Smoldering Spirit Domain Spells 1. Burning Hands: 1d4 fire damage/level (max: 5d4). 2. Pyrotechnics: Turns fire into blinding light or choking smoke. 3. Fireball: 1d6 damage per level, 20-ft. radius. 4. Blindscorch*: Fire burns the face of one opponent. 5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. 6. Delayed Blast Fireball: 1d6 fire damage/level; you can postpone blast for 5 rounds. 7. Elemental Storm*: Deals 1d6 energy damage/level. 8. Incendiary Cloud: Could deals 4d6 fire damage/round. 9. Blazing Wreath*: Shrouds you in elemental flame. Fire Cleric Spells The following spells can be prepared by fire clerics at the listed spell level. An asterisk (*) denotes that the spell can be found in the Pathfinder Advanced Players Guide. 0 Level: Flare 1st Level: Produce flame 2nd Level: Elemental touch (fire only)*, Flame blade, Fire breath*, Flaming sphere, Scorching ray 3rd Level: Elemental aura (fire only)*, Flame arrow 4th Level: Elemental Body I (fire only)*, Firefall* 5th Level: Elemental Body II (fire only)*, Fire snake*, Wall of Fire 6th Level: Elemental Body III (fire only)* 7th Level: Elemental Body IV (fire only)*, Firebrand* 9th Level: Elemental swarm (fire only), Fiery body
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Adventuring Athasian Heat
Athasian resistance to temperatures Athasians have gradually developed a higher tolerance towards high temperatures. Even more importantly, through the accumulated knowledge of countless generations, they have learned to protect themselves effectively from the blistering rays of Athas’ sun. The information in Table 11: Temperature Categories replaces the heat categories from Chapter 13 ‘The Environment,’ in the Pathfinder Core Rulebook. Elves are particularly resilient to temperature extremes. Elves do not suffer ill effects from very hot temperatures, and they are affected by extreme heat as others are affected by very hot temperatures. Likewise, they are unaffected by cold temperatures, and are affected by extreme cold as others are by cold. TABLE 11: TEMPERATURE CATEGORIES
Heat Category
Temperature
Fortitude Save Frequency*
Damage (nonlethal)
Cold
Below 40°F (4°C)
1 save/hour
1d6
Very hot
Above 120°F (49°C)
1 save/hour
1d4
Extreme heat
Above 140°F (60°C)
1 save/10 minutes
1d4
Abysmal heat
Above 160°F (71°C)
1 save/5 minutes**
1d4**
* The DC of the Fortitude save vs heat is 15 + 1 for each previous check. ** Being exposed to Abysmal heat automatically inflicts 1d6 fire damage/minute (no save) regardless to and in addition to the subdual damage suffered by failed Fortitude Saves.
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If you take nonlethal damage from heat you suffer from heatstroke and are fatigued until you heal from this heat damage. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. You heal nonlethal damage at the rate of 1 hit point per hour per character level. Average and Hot days “It is not unusual for a field slave to collapse, but he is usually quick to get up again when the whip snaps at his back. Late in the afternoon, however, the sun will have sapped his last ounce of strength, and no matter how many lashes you deal him, he will not stand. Then there are days when the heat is truly unbearable, and not even slaves should be out laboring in the fields for more than a few hours. Only a cruel master or a fool would force his slaves to work a full day under such conditions. No amount of lashing can get them back on their feet when they are dead. Exploiting our slaves for what they are worth is one thing. Working them beyond exertion to needless death is another.” -‐ Durag, dwarf overseer The temperature rarely fluctuates from season to season on Athas, and so temperatures are fairly constant throughout the year. The dark sun shines relentlessly during the day, with temperatures around 110°F (43°C) before noon and 130°F (54°C) by late afternoon. On very hot days temperatures sometimes rise to 150°F (65°C). By nightfall, the low humidity in the air has let a lot of the heat escape, and the temperature falls to 40°F (4°C), and in some isolated spots, as low as 0°F (-‐18°C). On an average day the temperature reaches very hot for four hours. A character exposed to the sun all day would have to make four Fortitude Saves. On a hot day the temperature reaches very hot for four hours and extreme heat for four hours. A character exposed to the sun all day would have to make 28 Fortitude saves. TABLE 11: HEAT AND COLD DANGERS Time
Normal
Hot
Cold
6am-‐10am
—
—
—
10am-‐12:00pm
—
Fort save/hour
—
Fort save/hour
Fort save/10 mins
—
4:00pm-‐6pm
—
Fort save/hour
—
6pm-‐11pm
—
—
—
11pm-‐2am
—
—
Fort save/hour
2am-‐4am
—
—
Fort/10 mins
4am-‐6am
—
—
Fort save/hour
12:00pm-‐4:00pm
To escape the deadly heat, a character should seek shade.
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Shade “A few words of advice, traveler. Traverse the desert with one hand firmly placed on the hilt of your sword and the other on your waterskin. Keep one eye on the ground, and the other on your surroundings. Dead men keep their purses tight to their chests with their eyes locked ahead of them. Any wastelander can tell you that. But your true enemy is not treacherous footing, nor the savage creatures of the wastes. It is the crimson sun that will do you in, unless you treat it as respectfully as you would any other unbeatable foe. Seek shelter at midday and during the afternoon hours, when the sun is most furious. The only way to overcome an invincible opponent is to avoid facing it.” – Sorsha, half-‐elven scout As per the Pathfinder Core Rulebook (Chapter 13, The Environment), shade negates the effects of very hot and extreme temperature, but not abysmal heat. The following criteria can be applied to determine what constitutes shade and what does not. Often the DM must resolve these issues on a case-‐by-‐case basis: 1. A physical object not worn by the character 2. The object must shield half or more of the creature from the sun. Examples of objects that grant shade: howdah, tent, parasol, building, wagon. Examples of objects that do not grant shade: shields, backpacks, clothes, armor. Shade and terrain In certain terrains it is more difficult to protect oneself effectively from the sun’s blistering rays, and the benefits of shade are subsequently reduced. Salt Flats: Shade reduces the heat category by one (extreme heat becomes very hot. Very hot becomes none. No changes to abysmal heat). Obsidian Plains: Shade does not negate or reduce the effects of heat. Heat and Armor Heat has a disastrous effect on those wearing armor or heavy clothing. Apply the armor check penalty of a given suit of armor (and shield) as a penalty to Fortitude saves vs. heat. For example, hide armor incurs a -‐3 penalty. A masterwork hide armor would incur a -‐2 penalty. This rule replaces the PCR’s simplified -‐4 save penalty for wearing heavy clothing and any form of armor. Clothing no longer incurs a save penalty. Athasians use clothing to effectively shield themselves from the sun.
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