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Dark Sun-Races, Classes, Wild Talents
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RACES OF ATHAS

Dwarf

Short but powerful, an average dwarf stands 4 ½ feet tall and weighs about 200 pounds, all corded muscle and dense, heavy bone. Most dwarves have little to no body hair, although some have small but thick patches of hair on their heads.

Male Names: Baranus, Brul, Caelum, Caro, Daled, Drog, Ghedran, Gralth, Gram, Jurgan, Lyanius, Murd, Nati, Portek, Rkard, Thalak.

Female Names: Ardin, Erda, Ghava, Greshin, Lazra, N’kadir, Palashi, Vashara.


Elf

Athasian elves stand 6 ½ to 7 ½ feet tall, with long, lean limbs and features carved by the sand and sun of the wastes through which they run. Their reputation as raiders and con artists is well-deserved. Few leave their tribes to live among the walled-in cities of the slow races.

Male Names: Coraanu (First Elf, the Warrior Thief), Dukkoti (Wind Fighter), Haaku (Two Daggers), Lobuu (First Runner), Mutami (Laughs at Sun), Traako (Metal Stealer).

Female Names: Alaa (Bird Chaser), Ekee (Wild Dancer), Guuta (Singing Sword), Hukaa (Fire Leaper), Ittee (Dancing Bow), Nuuta (Quiet Hunter), Utaa (Laughing Moon)

Tribe (Clan) Names: Clearwater Tribe (Fireshaper, Graffyon, Graystar, Lightning, Onyx, Sandrunner, Seafoam, Silverleaf, Songweaver, Steeljaw, Wavedivers, Windriders clans); Night Runner Tribe (Dark Moons, Full Moons, Half Moons, Lone Moons, New Moons, Quarter Moons clans); Shadow Tribe; Silt Stalker Tribe (Fire Bow, Fire Dagger, Fire Sword clans); Silver Hand Tribe; Sky Singer Tribe (Dawnchaser, Dayjumper, Twilightcatcher clans); Swiftwing Tribe; Water Hunter Tribe (Raindancer, Poolrunner, Lakesinger clans); Wind Dancer Tribe (Airhunter, Breezechaser clans)

Half-Elf

Taller and leaner than humans but stockier than an elf, most half-elves on Athas grow up as outsiders, never truly accepted by either parent race. Intolerance breeds self-reliance, however, leading many half-elves to develop skills that play to the strengths of their mixed heritage.


Half-Giant

First bred as slave-warriors by an ancient sorcerer-queen, half-giants combine the strength and dull wits of their giant forebears with the agility and adaptability of humans. Easily swayed, half-giants tend to adopt the culture and attitudes of those around them. Most stand between 10 and 12 feet tall and can weigh almost a ton.


Halfling

Ruled by witch-doctors and shamans, the feral halflings of the Ringing Mountains are known for their skill as hunters and propensity for viewing other intelligent races as sources of food. Typically standing about 3 ½ feet tall, halflings are muscled and proportioned like humans but with child-like features and wild hair.

Male Names: Basha, Cerk, Derlan, Drassu, Entrok, Kakzim, Lokee, Nok, Pauk, Plool, Sala, Tanuka, Ukos, Zol.

Female Names: Alansa, Anezka, Dokala, Grelzen, Horga, Jikx, Joura, Nasaha, Vensa.

Human

Adaptable and varied, humans are the dominant race throughout the Tablelands. Facial features and skin tone vary widely, with minor mutations common among those exposed to the after-effects of defiling magic and other strange energies.


Mul

Sterile cross-breeds prized as slave-laborers and gladiators, muls blend the muscle mass and dense bone structure of dwarves with the height and agility of humans. Typically hairless, with with the slightly-pointed, swept-back ears of dwarves, they are renowned for their ability to work tirelessly for long periods.


Thri-Kreen

Possessing a communal mindset far different from most humanoids, the insectoid thri-kreen are feared throughout the wastes for their agility, fighting ability and aptitude for psionics.

Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.


CHARACTER CLASSES

At character creation, any character may exchange medium and/or heavy armor proficiency for the Armor Optimization or Shield Focus feats. The character may regain the forfeited feat only by spending a feat gained at level up or as a class-based bonus feat, not simply by multiclassing into a class that grants automatic proficiency with medium or heavy armor.

The following classes (including psionic classes from Psionics Unleashed) are available, with changes listed in parentheses. A variety of archetypes are available, subject to DM review.

Barbarian

Bard (may need tweaking, such as changing spellcasting to divine and refluffing as elemental singer)

Cleric (Must choose an elemental or paraelemental domain; May choose an appropriate favored weapon)

Druid (Modified list of animal companions)

Fighter

Ranger (Modified list of animal companions)

Rogue (Proficient with simple weapons, light martial weapons, finesse weapons, garrote, hand crossbow, shortbow and shuriken)

Wizard (Preservers are unchanged. Defilers can apply metamagic feats - up to ½ class level - without increasing spell level. Doing so destroys all plant life in an area with a radius equal to the “defiling bonus” squared in yards; double in areas with little vegetation, half in areas with heavy vegetation. Living creatures other than the defiler within the radius must succeed at a Fortitude save [DC equal to 10 + the level of the spell] or be sickened for 1 round. Preservers and defilers may substitute a metamagic feat for which they qualify in place of Scribe Scroll at 1st level)

Inquisitor (Substitute for templar. Must prepare spells; favored weapon as appropriate for each city-state and sorcerer-king)

Magus (Must be a preserver or defiler)

Oracle (Elemental mysteries only if flavored as an elemental priest; life, nature or wood may be allowed if flavored as a druid; individual revelations from other mysteries may be allowed on a case-by-case basis)

Cryptic

Psion

Psychic Warrior (Note: the meditant archetype makes a good monk substitute)

Vitalist

Wilder


Available Animal Companions (Rangers must choose from those listed with an *)

Ant, giant (antloid), aurochs (carru), axe beak (crodlu/erdlu)*, badger* (mole-boar/rasclinn), bat, dire, beetle, giant, bird* (dustgull, kes’trekel), cat, big (kirre), cat, small*, centipede, giant, chameleon, giant, crab, giant (dune crab), glyptodon (cha’thrang), hyena* (zhackal), iguanodon (inix, trade claws for bite), kank, mantis, giant, megalania, megatherium (Athasian sloth), monitor lizard, pteranodon (pterrax), rat, dire (jankx)*, rhinoceros (minotaur lizard), roc, scorpion, giant, snake, constrictor*, snake, viper*, spider, giant, thylacine*, wasp, giant (wezer), wolf* (jhakar)

New Animal Companion:

Kank*

Starting Statistics: Size Large; Speed 40 ft.; AC +4 natural armor; Attack bite (1d6); Ability Scores Str 16, Dex 13, Con 15, Int —, Wis 11, Cha 8; Special Qualities Darkvision 60 ft., tremorsense 60 ft., vermin traits

7th-Level Advancement: AC +2 natural armor; Ability Scores Str +2, Con +2; Special Attacks Grab, poison; Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution based.

Available Familiars

Aprig (as pig, grants +3 Survival); boneclaw, lesser (as armadillo); centipede, house; critic (as lizard); dunecrab (as crab, king); dustgull (as hawk, +3 Survival); fox; jankx (as weasel, +3 Sleight of Hand); kes'trekel (as hawk, +2 Reflex); kivit (as cat); rat; razorwing (as rhamphorhynchus); scorpion, greensting; sitak (as raven, +3 Diplomacy); spider, scarlet; viper


WILD TALENTS

Most creatures in Dark Sun have at least minor psionic ability, usually in the form of one or two low-level powers that can be used a few times a day. Characters without levels in a psionic class manifest their abilities as Wilders, using Charisma to determine the DC of their powers. Characters with wild talents but no psionic class levels do not gain bonus power points for a high Charisma.

(Roll 1d100)

01-05        No psionics. Choose one bonus feat for which you meet the requirements.

06-10         Psionic resistant. No powers, but you gain a +4 bonus to all saving throws vs. psionics.

11-15        You gain the Wild Talent feat and one psionic feat for which you qualify.

16-20        You gain the Wild Talent feat. Roll for a talent.

21-25        You gain the Wild Talent feat. Roll for two talents.

26-30         You gain the Wild Talent feat. Roll for three talents.

31-80        You gain the Wild Talent feat. Roll for a 1st-level power.

81-90         You gain the Wild Talent feat. Roll for two 1st-level powers.

91-98        You gain the Wild Talent feat plus 1 PP. Roll for a 2nd-level power.

99-00        You gain the Wild Talent feat plus 2 PP. Roll for a1st-level power and a 2nd-level power.

Random Talents and Powers

1d100

Talents

1d100

1st-level

1d100

2nd-level

01-05

Blinding Flash

01-02

Attraction

01-02

Animal Affinity

06-10

Conceal Thoughts

03-04

Broker

03-04

Aversion

11-15

Create Sound

05-06

Burst

05-06

Biofeedback

16-20

Crystal Light

07

Call to Mind

07-08

Body Adjustment

21-25

Detect Psionics

08-09

Catfall

09-10

Body Equilibrium

26-30

Distract

10-11

Claws of the Beast

11-12

Breach

31-35

Ectoplasmic Trinket

12-13

Control Flames

13-14

Chameleon

36-40

Empathy

14-15

Control Light

15-16

Clairvoyant Sense

41-45

Energy Splash

16-17

Control Object

17-18

Cleanse Body

46-50

Far Hand

18-19

Crystal Shard

19-20

Cloud Mind

51-55

Fortify, Lesser

20-21

Deceleration

21-22

Compelling Voice

56-60

Judge

22-23

Deja Vu

23-24

Concealing Amorpha

61-65

Missive

24-25

Demoralize

25-26

Concussion Blast

66-70

My Light

26-27

Disable

27-28

Control Air

71-75

Psionic Repair

28-29

Dissipating Touch

29-30

Control Sound

76-80

Sense Poison

30-31

Destiny Dissonance

31-32

Deflect

81-85

Telekinetic Punch

32

Ectoplasmic Creation

33-34

Defy Gravity

86-90

Telepathic Lash

33

Ectoplasmic Sheen

35-37

Detect Hostile Intent

91-95

Unearthly Terror

34-35

Empathic Connection

38-39

Ego Whip

96-00

Vim

36-37

Energy Ray

40-41

Elfsight

38-39

Entangling Debris

42-43

Empathic Condition Relief

40-41

Entangling Ectoplasm

44-45

Empathic Transfer

42-43

Expansion

46-47

Energy Adaptation, Specified

44-45

Force Screen

48-49

Energy Missile

46-47

Fortify

50-51

Energy Push

48-49

Grip of Iron

52-53

Energy Stun

50-51

Hammer

54-55

Everyman

52-53

Hidden Pocket

56-57

Heightened Vision

54-55

Inertial Armor

58-59

Id Insinuation

56-57

Inevitable Strike

60-61

Inflict Pain

58-59

Kinetic Legerdemain

62-63

Mental Disruption

60-61

Know Direction and Location

64-65

Missive, Mass

62

Locate Secret Doors

66-67

Natural Linguist

63-64

Matter Agitation

68-69

Object Reading

65-66

Metaphysical Weapon

70-71

Psionic Scent

67-68

Mindlink

72-73

Psychic Bodyguard

69-70

Mind Thrust

74-75

Read Thoughts

71-72

Natural Healing

76-77

Recall Agony

73-74

Precognition

78-79

Resist Toxin

75-76

Precognition, Defensive

80-81

Sense Link, Forced

77-78

Precognition, Offensive

82-83

Sense Minds

79-80

Prescience, Offensive

84-85

Sensitivity to Psychic Impressions

81-82

Prevenom Weapon

86-87

Sidestep

83-84

Psychic Tracking

88-89

Strength of My Enemy

85-86

Sense Link

90-91

Sustenance

87-88

Slumber

92-93

Swarm of Crystals

89-90

Synesthete

94-96

Thought Shield

91-92

Telempathic Projection

97-98

Wall Walker

93-94

Thicken Skin

99-00

Roll twice

95-96

True Terror

97-98

Vigor

99-00

Roll twice