Professional Documents
Culture Documents
Table of Contents
Introduction 7.3: New General Feat Descriptions
7.4: Akashik Feats
7.5: Lost Feats
7.6: Region Feats
Chapter 1: Of Character Creation 7.7: Tao Feats
1.1: Basics
1.2: Ability Scores Chapter 8: Of Money & Equipment
1.3: Tao Joss
1.4: Experience & Levels 8.1: Standard Coinage
1.5: Maximum Hit Points 8.2: Athasian Weapons
1.6: Treasure 8.3: Athasian Armor
8.4: Additional Equipment
Chapter 2: Of Races
Chapter 9: Of Divine Magic
2.1: Dwarf
2.2: Elf 9.1: Druid Spell List
2.3: Genasi 9.2: Druid Domain List
2.4: Half-Elf 9.3: Ranger Spell List
2.5: Halfling 9.4: Templar Spell List
2.6: Human 9.5: Templar Domain List
2.7: Mul 9.6: New Divine Spell Descriptions
2.8: Nephilim
2.9: Tengu
2.10: Thri-Kreen Chapter 10: Of Akashik Magic
10.1: How Akashik Magic Works
Chapter 3: Of Regions 10.2: Casting Akashik Spells
10.3: Male Channelers
3.1: Choosing Regions 10.4: Linking
3.2: Region Descriptions 10.5: Overchanneling
10.6: Akashik Spell List by Talent
10.7: Akashik Spell Descriptions
Chapter 4: Of Classes
4.1: Bard Chapter 11: Of Tao Magic
4.2: Druid
4.3: Fighter 11.1: Tao Joss
4.4: Mage 11.2: Gaining Tao Joss
4.5: Monk 11.3: Using Tao Joss
4.6: Noble 11.4: Madness & the Tao
4.7: Orphan
4.8: Ranger
4.9: Rogue Chapter 12: Of New & Altered Rules
4.10: Tao Shih
4.11: Templar
12.1: Defense & Armor Class
12.2: Wound Points & Hit Points
12.3: Critical & Subdual Damage
Chapter 5: Of Basic Skills 12.4: Reputation
12.5: Madness
5.1: New Skill Descriptions
Chapter 7: Of Feats
7.1: Player’s Handbook Feats
7.2: Master Feat List
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Then I read the Star Wars d20 book and the Wheel of Time
Roleplaying Game (another d20 book), both of which I
recommend for a chance to see d20 explore its potential.
Now I had the mechanics needed to make the Dark Sun I
wanted. Psionics became the “Force,” or the Tao. Arcane
magic became the One Power, or Akashik magic. Reputation,
Defense, and Wound Points / Vitality modifications were
added. I tried to give the setting a blending of oriental,
Arabic, and Aztec touches here and there.
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1.1: Basics
The setting of Dark Sun is a harsh and unforgiving land,
Dark Sun characters are made in the same way as detailed in where its inhabitants must mature quickly to survive. To
the Dungeons & Dragons Player's Handbook, except for the reflect this, all Dark Sun beginning player characters receive
following changes. 3,000 XP at creation. This could put them at 3 rd level,
allowing them to gain a new feat, increased skill ranks,
Remember the Character Creation Basics from the D & D increased hit points, and all other benefits for attaining 1 st,
Player's Handbook: 2nd, & 3rd levels. Gaining feats occurs as normal, so the
character must meet the requirements for the feat they take at
0. Check with the DM. I might have changed my mind or lost the level they take it.
it entirely.
1. Generate Ability Scores. If the character is from a race with an Effective Character
2. Choose Class and Race. Classes for a Dark Sun character Level (ECL), then the character begins play with the 3,000
include bard, druid, fighter, mage, monk, noble, orphan, XP and whatever class level and benefits that gives them. It
ranger, rogue, Tao shih, and templar. Races for a Dark Sun should be noted that is possible to encounter non-player
character include dwarf, elf, genasi, half-elf, halfling, human, characters (NPC's) who are only 1st or 2nd level.
mul, nephilim, tengu, and thri-kreen. When attaining a new
level, this could include taking levels in a prestige class. Experience Level / Level / Level /
3. Assign and adjust Ability Scores. ECL +0 ECL +1 ECL +2
4. Select Region.
5. Select Feats. 0 1 - -
6. Select Skills.
1,000 2 1 -
7. Buy Equipment and add other miscellaneous details.
3,000 3 2 1
Remembering the order of this selection progression should
clear up problems regarding whether you qualify for a feat or
prestige class at any given level. 1.5: Maximum Hit Points
The beginning player character gains the maximum hit points
1.2: Ability Scores allowable for each class as if he had rolled the maximum
each time. After the start of play, however, additional hit
Each player is given 32 Character Points (CP) to design a points must be rolled per standard d20 rules for hit points.
hero. All Abilities have a score of 8 to begin with, and are
modified by spending CP's on them as per the following
chart. A player may reduce any 1 score to 6 to gain an 1.6 Treasure
additional 1 CP. This is done before any modifiers from race
are calculated. Since it is assumed that the character has been adventuring
for some time before the campaign starts (after all, the
Ability Score Point Cost character already has 3,000 XP), he probably has
accumulated some wealth. To determine how much money
9 1 the character begins play with, consult the Class description
to see how much starting money the Class starts with. Roll
10 2
for starting money for each class level the character possesses
11 3 and add them together.
12 4
13 5
14 6
15 8
16 10
17 13
18 16
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Chapter 2: Of Races
The many races of Athas are similar to their counterparts in other realms, but their harsh environment has also produced significant
changes among its sentient beings. The following races are available as player character races for Dark Sun: The Age of Tao
campaigns. A player can be a dwarf, elf, genasi (half-genie), half-elf, halfling, human, mule (half-dwarf), nephilim (half-giant), tengu,
or thri-kreen (mantis warrior).
2.1: Dwarf
A dwarf is well respected for his race's unswerving accepted into the walls of a dwarven community, the visitor
dedication to whatever craft is at hand, be it warfare, magic, is treated to the best the dwarves have to offer. Dwarves get
smithing, or other hard work. It is focus and determination along well with humans, half-elves, and genasi, particularly
that are the chief values to a dwarf. The secrets of the forging earth genasi, at least once they are sure they aren't slavers.
of steel are still sacred lore among the dwarves, and their Elves are almost always distrusted, and tales of the elves'
smiths and artisans are highly sought after. While creation dishonesty and "creative explanations" are legend. Halflings
has always been a calling of dwarves, so has the need to be are seen as too wild and feral, but as long as a dwarf feels he
warriors to protect their crafts, and their military prowess is outnumbers him, the two races tolerate each other, and
legendary. dwarves do respect their martial prowess. Tengu enjoy
almost immediate respect among dwarves, who admire their
Personality strict mental discipline, and a tengu need never worry about
acceptance among even the most antisocial groups of
While a dwarf is frequently seen as gruff and aloof, it is more dwarves. Dwarves tend to avoid muls whenever possible,
because of their immense discipline than any actual viewing them with a mixture of pity and shame, though the
unpleasantness. Many mistake their cool and calm demeanor charity their shame withholds when dealing with muls
for an innate coldness, but any one who witnesses them overflows when dealing with half-giants, who share a similar,
engaged in their Focus will quickly see the intense passion if ancient, origin.
and heat that a dwarf is capable of. Only when a task is
before them is a dwarf truly happy, relishing the challenge. Alignment
Idle hands are the worst form of evil to a dwarf, but drinking
and storytelling are considered acceptable outlets for Dwarves are usually lawful, and tend toward neutral, though
relaxation, and even in these pursuits a dwarf can get into a it is more common to find good than evil among them.
frenzy. As a culture, they also have a strong sense of justice, Adventuring dwarves, and in particular those who grew up
though at its worst it becomes an overdeveloped sense of within a city-state, are more likely to break this tradition,
vengeance. often bending more towards a chaotic philosophy.
Appearance Lands
The dwarves of Athas are a short and stocky race, with skin Most dwarves fall into two categories: those who live in
tones ranging from a light tan to ebony. Their eyes come in primarily dwarven villages, and those who live in the city-
all colors, but darker colors are by far the most common, and state metropoli. Those who live in the small, close-knit
their other facial features are usually broad and blunt. The villages scattered throughout the Tablelands and Ring
most peculiar physical trait among Athasian dwarves is their Mountains tend to be more typical representatives of their
almost complete lack of body hair, except for their eyebrows race. Most villages are founded where they are for very
and other miniscule body hair (nose, ears, etc.), a trait that specific goals and reasons, with most of the villagers sharing
occurs universally among both the males and females of the the same Focus. Those in the cities live there because they
race. They have wide, powerful shoulders, and years of hard feel their tasks are to great to be accomplished in a village,
work under the demanding dwarven work ethic usually were sold into slavery, or have rebelled against the dictates of
produces thick cords of muscle. While the women of the race their culture and embrace the chaotic nature of the other races
do tend to be a little shorter and thinner than the men, it is around them. Ancient legends allude to great dwarven cities
hardly noticeable, and both sexes are frequently mistaken for and kingdoms lost deep within the mountains and beneath the
boulders out in the wastes from afar. A typical dwarf is 4' to wastes, but why their ancestors would condemn themselves
4' 6" tall. to such confined darkness is beyond their modern kin.
Relations Religion
A dwarf's greatest asset is also one of his greatest liabilities. The center of religious life to dwarves are the skjaeren,
Their hard working nature is so admired by the other races priests with a foundation in druidism, commonly known as
that they are highly valued as slaves, and in fact the Sorcerer- the Way of Ten Thousand Things, but with a unique dwarven
Kings breed enslaved dwarves with their human slave stock tradition of inscribing and utilizing runes, symbols imbued
to produce muls, the half-dwarves of exceptional endurance. with the divine energy of nature. Dwarves have a great
Because of this, dwarves who live with the scattered villages respect for nature, particularly the earth and fire elements that
of the Tablelands tend to view others with a wary suspicion, provide the life of a forge. Many city dwarves forsake this
but balance it with an ancient tradition of hospitality. If belief for a faith in the order provided by the Sorcerer-King
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of their city-state, and make valuable templars. While the Tao resistant to toxins. Dwarves also gain a +2 racial bonus
and the Akasha typically play little role in their lives, to saving throws against spells and spell-like effects
dwarves hold a great respect for the dedication and discipline (such as divine spells, Akashik magic, and Tao feats
that the Tao requires and have two small, but vital, Akashik and skills), being a race with indomitable wills and
traditions that are exclusively dwarven, the nibelung and the suspicious of magic.
geomancers. The Path of Enlightenment is also a very
attractive philosophy, and many dwarves are drawn to its Stability: A dwarf gains a +4 bonus on ability checks
demanding dogma and training, making Enlightenment their made to resist being bull rushed or tripped when
one and only Focus. standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the ground).
Language
Weapon Familiarity: All dwarves are trained to
Dwarves speak Dwarven, a language with its own runic defend their village and clan. A dwarf can treat
alphabet, that bears some similarities to the rare findings of dwarven waraxes as martial weapons instead of exotic
Giant tongue chroniclers have uncovered, and a strong weapons.
resemblance to Terran, the language of earth elementals. It
uses short and precise sounds that usually sound harsh to the Focus: Dwarves seek out meaningful work to occupy
untrained ear. Dwarves frequently learn the languages of their time. A dwarf is never happier than when he has a
their neighbors, Elven and other languages spoken by the cause to work or fight for. A stoic race, dwarves love to
nomads, and the Trade Tongue. Those in the cities quickly approach tasks with a single-minded intensity. They
learn the local language. devote their very beings to these tasks, laboring for
weeks, years, even decades to the exclusion of other
Names endeavors. Once a dwarf is committed to a particular
task, it takes a great deal of coercion to make him set it
Dwarves are named by their skjaeren, using a name honored aside for even a limited amount of time. A dwarf strives
and used by the dwarves for millennia. Typically they take for the personal fulfillment he achieves upon
their clan's name for a surname once they are of age, but can completing a lengthy, difficult task. A dwarf’s present
request the name of their craft or profession instead, if the task is called his focus. A focus must be a task that
skjaeren is willing. A rare few, if their parents were requires at least one week to complete. While
particularly famous, can take a parent's given name as a performing actions that are directly related to his focus,
surname, adding the suffix -sson if they are male and -sdottir a dwarf receives a +1 bonus to all saving throws and +2
if they are female. Dwarves consider names very important, bonus to all skill checks.
even city dwarves, and do not belong to them alone. A name
belongs to the clan first, the village second, and the dwarven Automatic Languages: All dwarves, regardless of
race as a whole third. That's a lot of responsibility, and one of region, learn to speak Dwarven.
the worst dwarven punishments is to have a name stripped
from the offender, shunning and exiling him. Favored Class: A dwarf's favored class is Fighter, due
to their long tradition of martial prowess.
Dwarven Racial Traits
Abilities: Dwarves gain a +2 bonus to Constitution &
Strength, and a -2 to Charisma & Dexterity.
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2.2: Elf
Elves are a fierce and cunning race that live in tribes, raiding, only his tribe, and not even another elf not of his tribe.
herding, and trading across the length and breadth of the Gaining an elf's trust is a hard task, and the elf will frequently
Tablelands. Their nomadic lives provide some of the best, if conceive of tests to determine the worth of the person before
sometimes exaggerated, sources of information and news accepting them. Once accepted, though, he treats him like
throughout Athas. Tall and gangly, an elf can cross 50 miles family.
of desert in a day on foot, and whole tribes have survived the
wrath of the Sorcerer-Kings by their speed alone for Alignment
generations. Anything and everything can be found in the
elven markets that mark every city-state, though the quality Elves tend to be chaotic, valuing freedom and variety above
and legality of the wares varies enormously. For all their all. Tribal elves tend to be very pragmatic and neutral, but the
lying, though, elves are not without their charms and while tales of elven heroes who stood against oppression and evil
their ancient magical prowess has long since lost its luster, its are legion. Elven heroes usually win more through cunning
martial applications have remained strong. and trickery than honorable combat.
Personality Lands
Elves always seem to be smiling about something only they Elves have no true lands of their own, with the tribes
find amusing, a kind of predatory smile that would make following a migratory path throughout the Tablelands,
others uneasy if the elf's natural charm hadn't already although some tribes do have permanent dwellings. These
disarmed them. Fond of songs and stories, elves always strive dwellings are used as temporary storage and protection sites,
to live up to the tales they tell, and engage all of life, whether however, and are not usually lived in year-round. The most
its fighting, trading, learning, or running, with the same prominent permanent enclaves are the elven markets that
reckless abandon. Elves have a naturally long lifespan, and have developed in every major city-state. There, anything can
tend to believe they really are as immortal as everyone says. be bought -- for a price. Typically each market is overseen by
The harsh life of the Tablelands and the risks elves are fond a coalition of clans, each representing a tribe that frequents
of, however, lead to short lives. Instead of this making them the market.
more practical, it instead makes them value the time between
life and death all the more, desiring to make it as interesting
Religion
as possible. However, they do tend to be selfish creatures,
and have short memories when it comes to their own faults,
Elves have a great respect for nature and most believe in the
but long memories when it comes to the misdeeds of others.
Way of Ten Thousand Things, though there are few priests
among them. Most leave to guard and serve nature on their
Appearance own, away from the tribe. The most respected mystics among
the elves are the hakima, practitioners of the Akashik magic
Athasian elves are long-limbed, lean, wiry, and tall. They and seers of dreams. Students of the Tao and the Path of
average between 6' 6" to 7' 6" tall. Their skin is tanned by a Enlightenment are very rare among the elves, their
lifetime of exposure to the elements of the wastes, with even demanding nature and emphasis on order anathema to their
the fairest skin a weathered and dusky beige. Their hair tends views.
to range from bleached white to light blonde, but almost all
elves dye them fantastic colors and where them in long braids
Language
that signify clan affiliations. Their eyes tend to be oval-
shaped and light, with a dangerous merriment gleaming
Elves speak a highly lyrical language called Elven, though
within. The ears of an elf are long and pointed, angling up
dialects vary between tribes. The sounds tend to be long and
and back from their heads. Their features are sharp and well
soft, like a language sung more than spoken. There is no
defined, but they always seem to possess an unearthly beauty
written form of the Elven language known, but rumors persist
about themselves that others find compelling. Their fingers
that somewhere the oral traditions of the elven bards are
are long and dexterous, but their feet are tough and leathery,
stored by the hakima. Almost all elves learn the trade Tongue
except for those who dedicate themselves to soft city living.
and the languages of their neighbors.
Relations Names
While it cannot be said that all races get along with the elves,
Elvish names tend to be lyrical and flow off the tongue.
the elves pride themselves in harboring no hate towards any
Typically, the elf has a child name, one he sheds after coming
other race. An elf will gladly swindle any one. They love the
to adulthood, usually after his first raid. The various clans of
passion of humans, the feral wildness of halflings, the
a tribe hold a great gathering, called a moot, every five years.
tragedy of muls, and just about anyone else. They even
There, each child is brought to the clan's hakima by a warrior
admire the fine crafts of the dwarves and the blades of the
and given a new name, approved of in a grand ceremony with
tengu. However, an individual or group that angers an elven
all the new adults at the height of the moot and blessed by the
tribe will discover that elves hold very long grudges. The
chieftain of the tribe. The elf then usually takes his clan's
thri-kreen warriors of the Tablelands are the only group that
name as a surname. Elves rarely, however, give their true
the elves as a race passionately despise. Also, while it may be
names to non-elves unless they have earned their trust.
said that elves do not dislike any race particularly (except for
thri-kreen), neither do they trust them. An elf generally trusts
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5 or below 0
6 – 10 1
11 – 15 2
16 – 20 3
20 – 25 4
25 – 30 5
31 – 35 6
36 + 7
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dismissed, are not considered humanoids, and can be Akashik Focus: A fire genasi who chooses to be a
raised or resurrected. channeler automatically receives Fire as his affinity
regardless of gender.
Powerful Race: Because all genasi have the power of
the genies running through them, they have an ECL of Saving Throws: Fire genasi gain a +1 racial bonus on
+1. all saving throws against fire spells and effects. This
bonus increases by +1 for every five character levels
Favored Class: All genasi have Mage and Orphan as the fire genasi attains.
favored classes. Genasi have an innate talent for
Akashik magic and the elements. Automatic Languages: All fire genasi, regardless of
region, can speak Ignan.
Specific genasi types have the following abilities:
Water Genasi Racial Traits
Air Genasi Racial Traits
Abilities: Water genasi have a +2 Constitution, and a -2
Abilities: Air genasi have a +2 to Dexterity & to Charisma.
Intelligence, and a -2 to Charisma & Wisdom.
Quick Swimmer: Water genasi can swim at a base
Create Wind: Air genasi can use the spell Gust of speed of 30'.
Wind as a spell-like ability once per day as cast by 5 th
level Druid. Create Water: Water genasi can use the spell Create
Water once per day as a 5th level Druid.
Akashik Focus: An air genasi who chooses to be a
channeler automatically receives Air as his affinity Water Breathing: Water genasi can breathe water as
regardless of gender. an extraordinary ability.
Saving Throws: Air genasi gain a +1 racial bonus on Akashik Focus: A water genasi who chooses to be a
all saving throws against air spells and effects. This channeler automatically receives Water as his affinity
bonus increases by +1 for every five character levels regardless of gender.
the air genasi attains.
Saving Throws: Water genasi gain a +1 racial bonus
Breathless: Air genasi do not breathe, so they are on all saving throws against water spells and effects.
immune to drowning, suffocation, and attacks that This bonus increases by +1 for every five character
require inhalation. levels the water genasi attains.
Automatic Languages: All air genasi, regardless of Automatic Languages: All water genasi, regardless of
region, can speak Auran. region, can speak Aquan.
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2.4: Half-Elf
Half-elves are the offspring of elves and humans. Many Language
events conspire to create half-elves. Some are born of love,
some of deception, and a few scarred souls by the fortunes of Half-elves have no language of their own, and usually adopt
war. Regardless of their origins, half-elves are typically whatever ever languages are used locally. Their immersion in
brought up by their human parents, unless their elven ones to both sides of their heritage, however, leads them to study
accept life in the elven market, which few do. A half-elf both the Trade Tongue and Elven.
always feels somewhat out of place. Xenophobic villagers
and city templars often mistreat half-elves on account of the
Names
elves' reputation as thieves and scoundrels. The elves
themselves do not necessarily shun the half-elves they
Half-elves are usually named by whatever tradition their
produce, but sadly a half-elf rarely can keep pace with the
parents raise them in, and they are usually loathe to change
frenetic pace of elven tribal life as they dash from one raid to
them, since it represents what little connection they have to
the next following their herds.
their ancestors' ways, whether they are elven or human.
Many of those brought up in the elven tradition never
Personality undergo the naming tradition of the moot, and never take
their clan's name. Those that take the name anyway despite
Many half-elves become very self-reliant, but always eager that are often hated by their tribe.
for friendship, and challenging others to constant contests of
luck and skill to prove their worth. The rest slowly become
Half-Elf Racial Traits
sullen and withdrawn, preyed upon by fear and doubt.
Beyond that, half-elves develop their own unique
Abilities: Half-elves gain a +2 to Dexterity, and a -2 to
personalities amid the bewildering number of social
influences they encounter. Constitution.
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2.5: Halfling
The halflings of Athas are a wild and feral race of tribal understanding of the natural balance of life. Some would
warriors and priests. Many Athasians fear the small folk and argue that the casual cannibalism makes them evil, but few
the dense forests they call home. Athasians, while cordial and would say it to a halfling without a squad of mam'luks on
peaceful to a fault with one another, will not hesitate to guard.
devour other sentient races. The halflings have a saying:
"Meat is meat and nature is as nature does, but a halfling is a Lands
halfling." It is a simple, if somewhat chilling, philosophy,
like the halflings themselves. Almost all halflings have a The tribes of the halflings dwell almost exclusively west of
reverence for nature and spiritual pursuits, and disdain the the Ringing Mountains, in the area known as Forest Ridge, a
"barbarian" races beyond their borders. vast labyrinth of greenery and lush jungle. Unlike most
Athasians, the halflings do not view every day as a constant
Personality battle for survival. Most everything they truly need is in easy
reach. Most live in small, semi-permanent villages and
Halflings are normally very generous beings, free with their survive as hunter-gatherers. The curious nature of halflings
belongings and supplies to others. After all, most can make often leads them away from the Ridge as well, and many
anything thing the average halfling carries and nature can halflings can be found wandering or working in the city-
provide the rest. There is also an innate curiosity that drives states and deserts of the Tablelands. There are legends of a
halflings to discover new lore and experiences for tribe of halflings that live farther north beyond the Forest
themselves. Most halflings engage in a wandering period of Ridge, but no one in living memory claims to have seen
life, seeking adventure beyond the Forest Ridge before they them.
return to their tribes and accept their responsibilities.
Halflings can also posses a frenzied rage in combat, though, Religion
wielding lashing out at anyone who threatens them. They are
small, and know that the key to victory can be more in Almost all halflings pay respect to the Way of Ten Thousand
appearances at times than actual capability. Things, and live their lives accordingly. They scoff at the
templars of the Sorcerer-Kings. No halfling would bow down
Appearance to anything less than the world itself, but halflings are willing
to work for them it interests them. Most have little interest in
Halflings are small creatures, most between 3' and 4' tall. the Tao or the Path of Enlightenment, but it bears mentioning
They are proportioned and muscled like humans, but their that the Order of the Brilliant Phoenix was founded by a
faces rarely betray their age, always seeming to have an halfling.
immortal and wise childlike look. Of course, that face can be
a mask of sheer brutality if the halfling is enraged. They tend Language
to dress lightly and loosely, opting for better movement over
propriety, and often in the colors of their native forests, Halfling language is very animalistic, consisting of a
brown and green. Many are ritually tattooed and scarred. complex system of hoots, howls, clicks, and grunts. For all of
its strange and uncouth sound to most races, it is in fact very
Relations sophisticated and ancient. The oral tradition of the halflings
is a long and illustrious one, recalling legends and tales long
Halflings would probably get along well with other races, if it lost to most in the Tablelands. Because of their language's
weren't for two problems. One, they blame the other races for dissimilar nature and origin than the rest of the Tableland
what has become of Athas, the vast majority of it a harsh languages, halflings and outlanders often have trouble
wasteland. Humans and their magic did it, they claim. They learning the others' language, but most halflings who leave
know it is all in the past, but a lingering distaste sense of the Ridge quickly learn the Trade Tongue. Halflings also
betrayal remains. The second is their cannibalism, the have a gift for the languages of the tengu to their north and
practice of eating other sentience. halflings have no moral the strange clicking sounds of the thri-kreen.
problems with this at all, but it should be noted that a halfling
would never eat another halfling. That would be barbaric; Names
halflings simply never turn on each other the way other races
do, they say. Once those issues are overcome, halflings The names of halflings tend to emulate the sounds of nature,
accept the presence of almost all other races, and often work or contain howls and hoots among its syllables. Most adopt a
for others outside of the Forest Ridge. It should be noted that nickname among the other races of Athas to simplify
halflings do not survive long in captivity, often killing communication.
themselves or having to be killed, but if they believe
themselves free, they will even work for Sorcerer-Kings and
Halfling Racial Traits
nobles.
Abilities: Halflings have a +2 to Dexterity & Wisdom,
Alignment and a -2 to Charisma & Strength.
Halflings tend to be lawful, and halfling culture emphasizes Size: Halflings are Small-sized creatures, and gain a +1
the wellbeing of the tribe and race over that of an individual. size modifier to their Defense, a +1 size modifier to
Morally, they are usually neutral, influenced by their attack rolls, and a +4 size modifier to all Stealth checks.
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2.6: Human
No other race has filled the length and breadth of Athas, in Humans speak a wide variety of languages, most of them
particular the Tablelands, the way the humans have. It was centered around the city-states, and the ancient languages of
they who designed the cities and mostly they who rule them. theirs form the basis of the Trade Tongue. Humans, since
It is well established that all the Sorcerer-Kings were once they deal with almost all the races from time to time, pick up
human, and the myth remains that even the terrible Dragon languages easily.
was once a human. Preposterous, of course, but it persists.
Human Racial Traits
Personality
Size: Humans are Medium-sized creatures.
There are as many personality types among the humans as
there are humans. They represent the whole spectrum of Base Speed: Human base speed is 30'.
archetypes, natures, and demeanors. Those of the cities tend
to be more subdued , however, under the rule of the Sorcerer- Talented: Humans gain an extra feat at 1st level.
Kings. Those who make their lives amid the wastes tend to
be more passionate and outgoing. Skillful: Humans gain 4 bonus skill points at 1st level.
These are in addition to the starting skill points, not
Appearance multiplied in. After 1st level, humans gain 1 extra skill
point per level.
Humans come in a wide variety of shapes and sizes, though
most are taller than dwarves and shorter than elves. Their Automatic Languages: None.
skin ranges from fair to ebony as does their eyes and hair.
The strange powers that have twisted Athas have left their Favored Class: Humans are versatile and varied, they
marks, however. Many posses odd little mutations here and can choose their highest class as a favored class.
there. Some have webbed skin, an extra finger, scaling, or
even a tiny, useless tail; things that have little to no effect on
the way the humans live their everyday life.
Relations
Humans get along well with other races for the most part, but
those of the city-states sometimes find the attitudes of the
templars and Sorcerer-Kings color their treatment of others.
In general, the wide variety of humanity makes them
appreciate the other races more as individuals than
stereotypes.
Alignment
Humans range the spectrum of alignment, but most are
neutral, with a tendency toward lawful. It takes tradition and
a commonality to survive in groups out in the harsh desert,
though there are just as many hermits and wanderers that
chaotically roam the wastes.
Lands
There are human-dominated settlements from the obscure
Last Sea in the far north to the edge of the Obsidian Plains in
the far south, and all along the Silt Sea. The Tablelands
remain dominated by the city-states, merchant houses, and
tribes that are primarily human.
Religion
Humans can be found among all the religions, whether it is in
service to the Sorcerer-Kings, the Way of Ten Thousand
Things, the Path of Enlightenment, the ways of the Akasha,
or the study of the Tao.
Language
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2.9: Tengu
The reclusive crow-like tengu are one of Athas' mysterious (shugenja), and inkyo (Tao shih). Few tengu study the
ancient races that have barely survived the passage of Akasha or Enlightenment, and even those who enter the
millennia. Though their numbers are few today, legends service of a Sorcerer-King rarely venerate them.
recall them as some of the finest teachers, sages, and warriors
that Athas have ever known. They secure their communities Language
beyond the control of the sorcerer-kings, but many venture
out into the world to learn more and improve their own Tengu speak their own language of Tengu, which is contains
understanding of the universe and themselves. many caws and screeches. For all the wisdom and grace of
tengu, their poetry in its native form is a painful experience.
Personality They also are taught the Trade Tongue when young and
many other languages lost to time.
Tengu are an ancient race, and they know it. When out
among the other races, a tengu takes great care to appear Names
thoughtful and insightful, often masking gaps in their actual
knowledge with proverbs and riddles. They do have a keen Tengu names, once translated into the Trade Tongue, usually
curiosity, however, and quickly seek out whatever consist of one's family's name first and the personal name
information they lacked. They are natural teachers and second, though some wandering tengu forego their personal
sensei, and take great joy distributing their knowledge and name and use their village's name first and their family name
training the other races. Almost all tengu have an inordinate second.
fondness for shiny objects.
Tengu Racial Traits
Appearance
Abilities: Tengu have a +2 to Dexterity & Wisdom, and
Tengu are birdlike, man-sized humanoids, covered in black a -2 to Constitution.
feathers, with two wings protruding from their backs, and a
crow's head. Their eyes are deep, black, and inquisitive. They Size: Tengu are Medium-sized creatures.
usually dress in the silk garments favored by their people, in
long pants and a one-piece top called a kimono. High-ranking
Base Speed: A tengu's base speed is 30'.
tengu or those attending ceremonies often dress in even more
elaborate robes and headdresses. Items carried by a tengu are
Natural Attacks: A tengu can attack with their beak as
often polished to a high sheen.
a melee attack, doing 1d4 slashing damage with a
critical threat range of 20. A tengu is always considered
Relations armed and proficient when using this attack, but it is
not considered an unarmed attack.
Tengu are widely respect by most of the races, particularly
the neighboring halflings. Even thri-kreen usually resist the Wing Buffet: A tengu can use its wings in combat,
temptation to waylay lone tengu. For their part, the tengu flapping them around an opponent to disorient and
prefer to live their lives outside of the reach of the raiding unbalance him. Each round, as a move-equivalent
tribes and Sorcerer-Kings, but frequently travel among the action in addition to its normal attacks, a tengu can
races to teach their skills. They view the other races, with the make a Bluff check (opposed by the target's Sense
exception of the halflings, as younger races in need of Motive check). Success grants the tengu a +2
guidance. circumstance bonus to attack rolls against that target
that round. The tengu cannot do this while airborne,
Alignment unless the target is also airborne.
Most tengu are neutral, seeking to maintain the balance of Flight: The tengu can use its wings to fly. When flying,
forces in the universe. They tend to be good, having a strong he has a base speed of 60' and a maneuverability of
belief in justice and a great deal of compassion. It is not good.
unheard of for a tengu leave his village behind and turn
against his king in the service of evil, however. Saving Throws: Due to the keen reflexes and insight of
their race, tengu gain a +2 racial bonus to all Reflex &
Lands Willpower saving throws.
The tengu live in isolated villages among the Ring Mountains Weapon Familiarity: All tengu are trained in the
and a few villages in the Hinterlands. Wandering tengu tend ancient arts of their ancestors, and are proficient with
to settle in the city-states and villages of the Tablelands. the katana (bastard sword) and wakizashi (short sword),
the traditional weapons of the tengu. This does not,
Religion however, give a tengu the same benefits as the Exotic
Weapon Proficiency [Katana (Bastard Sword)] feat.
Tengu religion is devoted to the Way of Ten thousand Things
and the study of the Tao. Almost every village is ruled by a Sound Imitation: Tengu can mimic any voice or sound
triple of council of the wisest warrior (samurai), druid they have heard. Listeners must succeed at a Will save
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Personality Names
Thri-kreen seem even more alien than their strange bodies Thri-kreen names are hard to pronounce for non-thri-kreen,
suggest. They have an intense pack mentality that permeates but usually signify actions that they are well-known for in
their society, with thri-kreen tribes hunting in small groups their pack. Many accept nicknames given to them by other
throughout the deserts. A thri-kreen usually adopts even non- races.
thri-kreen into their packs and defend them as fiercely as they
would native members of the race. The Hunt and Pack define Thri-Kreen Racial Traits
almost all thri-kreen philosophy, and thri-kreen view the
other societies of Athas with bewilderment and curiosity. Abilities: Thri-kreen have a +4 to Dexterity, a +2 to
Wisdom, a -4 to Charisma, and a -2 to Intelligence.
Appearance
Size: Thri-kreen are Medium-size creatures.
Thri-kreen are man-sized creatures, looking like they're
common namesake, the preying mantis insect. They have six Base Speed: Thri-kreen have a base speed of 30'.
limbs, using the lower two to walk and the other four as
arms, each ending claws. A thick carapace covers their Darkvision: Thri-kreen can see in the dark up to 60', in
segmented body in hues of green, tan, and light yellow. black and white only, but otherwise like normal sight,
functioning without light perfectly.
Relations
Sleep Immunity: Thri-kreen do not sleep, but they do
Thri-kreen rarely leave their packs, but many who do so engage in a 4 hour "trance" once per day that gives the
quickly attach themselves to others. They lack the same benefits that 8 hours of sleep gives a human.
adaptability and flexibility of nephilim, but are similar in Because they do not sleep, they are immune to all
their need of others to define themselves. Most races feel magical and Tao sleep effects.
uneasy around thri-kreen, since they are so vastly different,
and like halflings have a reputation of eating sentients. Elves Natural Attacks: The thri-kreen has four arms, each
in particular have an intense hatred of thri-kreen, since thri- with claws. As a full attack action, the thri-kreen can
kreen consider the flesh of elves to be a high delicacy. attack with all four claws. The claws do 1d4 slashing
damage with a critical threat range of 20.
Alignment
Multiattack & Multidexterity: Thri-kreen gain the
Most thri-kreen are neutral, giving little thought to how the Multiattack and Multidexterity feats for free.
universe works, though they do tend to be lawful, an
influence of their pack mentality. They give little thought to Improved Grab: If the thri-kreen hits with a claw
morality. attack, it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of
Lands opportunity. The thri-kreeen has the option to conduct
the grapple normally, or to use the part of its body it
The thri-kreen live a very nomadic life and have no used in the improved grab to hold the opponent. The
permanent dwellings as a race. They wander the deserts of grapple check has a +2 bonus for each claw that hits. If
Athas and can be encountered almost anywhere. Even those it gets a hold and maintains it the next round, it
who dwell in cities rarely have a permanent residence, automatically bites the foe. The bite deals normal
wandering its streets at all hours. damage and poison.
Religion Poison Bite: Once per day, the thri-kreen's bite attack
can deliver poison. A Fort save against DC 14 is
required. If it fails, the target takes 1d4 initial piercing
Thri-kreen have little need for religion, but it is not unheard
damage. A second saving throw must be made
of for a thri-kreen to become interested in the Way of Ten
immediately in the same way. If it fails, he victim is
Thousand Things and take up the role of druid. Many also
paralyzed for 10 minutes.
seem to have an intuitive understanding of the Tao.
Language
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Aging Effects
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Chapter 3: Of Regions
Region Automatic Languages Bonus Languages Regional Feats
Balic Balican, Trade Tongue Draji, Dwarven, Elven, Giant, Gulgan, Aristocrat, Artist, Badge of Bondage,
Nagah, Nikaal, Raamin, Slig, Tari, Cardhaus Player, Conscription,
Tyrian Cosmopolitan, Mercantile Agent,
Political Maneuvering, Soldier, Street
Smart
Bandit States Draji, Trade Tongue Eldaari, Elven, Gith, Kreen, Kurnan, Bareback Soul, Blooded, Heat
Raamin, Saragaran, Sign Language, Protection, Strong-Arm, Survivor,
Slig, Urikite Trollblood
Draj Draji, Trade Tongue Balican, Dwarven, Eldaari, Elven, Aristocrat, Badge of Bondage,
Giant, Nagah, Nibenese, Raamin, Blooded, Conscription, Mercantile
Urikite Agent, Ritual Cannibalism, Soldier,
Strong-Arm
Dwarf Dwarven, Trade Tongue Balican, Elven, Giant, Gith, Kemalok, Blood of Kings, Eye for Quality,
Nibenese, Raamin, Talking Drum, Highborn, Inscribe Rune, Resist
Terran, Tyrian Madness, Small Stature, Soul of
Sincerity
Eldaarich Eldaari Draji, Giant, Nagah, Kurnan. Aristocrat, Badge of Bondage,
Saragaran, Trade Tongue Blooded, Empathic, Political
Maneuvering, Small Stature, Street
Smart
Elf Elven, Trade Tongue Balican, Draji, Dwarven, Selderaine, Blooded, Dunewalker, Eye for
Gith, Kreen, Nibenese, Nikaal, Quality, Heat Protection, Highborn,
Raamin, Scrab, Sign Language, Slig, Survivor, Trailblazing, Wily Trader
Tari, Tyrian
Gulg Gulgan, Trade Tongue Balican, Dwarven, Elven, Gith, Artist, Badge of Bondage, Culinary
Nibenese, Talking Drum, Tari, Tengu, Ashe, Drum Dancer, Mercantile
Tyrian Agent, Rhythmic Accompaniment,
Scholar of Nature
Halfling Halfling Aquan, Auran, Ignan, Piterin, Arboreal, Armor Dance, Empathic,
Rhulisiti, Sylvan, Talking Drum, Highborn, Improved Armor Dance,
Tengu, Terran, Trade Tongue, Tyrian, Ritual Cannibalism, Trailblazing,
Unitaur Vicious Bite
Kurn Kurnan Draji, Eldaari, Elven, Halfling, Aristocrat, Cosmopolitan, Education,
Rhulisti, Saragaran, Trade Tongue, Mercantile Agent, Ritualistic Combat,
Urikite Scholar of Nature, Small Stature
Nibenay Nibenese, Trade Tongue Balican, Bodach, Draji, Dwarven, Aristocrat, Badge of Bondage,
Elven, Gith, Gulgan, Raamin, Slig, Conscription, Cosmopolitan,
Tari, Tengu, Tyrian Mercantile Agent, Political
Maneuvering, Soldier, Street Smart,
Wily Trader
Raam Raamin, Trade Tongue Balican, Draji, Dwarven, Elven, Aristocrat, Artist, Badge of Bondage,
Giant, Nibenese, Nikaal, Slig, Tari, Cardhaus Player, Cosmopolitan,
Tyrian Mercantile Agent, Soldier, Street
Smart
Ringing Mountains Tyrian Dwarven, Halfling, Piterin, Talking Highborn, Mountain Born, Scholar of
Drum, Tengu, Terran, Trade Tongue, Nature, Survivor, Trailblazing, Wily
Tul’k Trader
Tablelands Nomad Bodach or Kalid or Bodach, Draji, Dwarven, Elven, Gith, Badge of Bondage, Bareback Soul,
Nibenese or Tyrian, Kreen, Nibenese, Nikaal, Raamin, Blooded, Dunewalker, Heat
Trade Tongue Scrab, Sign Language, Slig, Tari Protection, Highborn, Survivor,
Trailblazing
Tablelands Villager Bodach or Nibenese or Bodach, Draji, Dwarven, Elven, Gith, Badge of Bondage, Conscription,
Tyrian, Trade Tongue Kreen, Nibenese, Nikaal, Raamin, Highborn, Survivor, Wily Trader
Sign Language, Slig, Tari
Tengu Tengu Auran, Halfling, Gulgan, Piterin, Education, Highborn, Iaijutsu Focus,
Rhulisti, Trade Tongue, Tyrian, Iaijutsu Master, Mountain Born,
Unitaur Scholar of Nature, Soul of Honor
Thri-Kreen Kreen Balican, Draji, Elven, Gith, Gulgan, Blooded, Dunewalker, Empathic,
Nagah, Nibenese, Scrab, Sign Survivor, Trailblazing
Language, Slig, Trade Tongue, Tyrian
Tyr Tyrian, Trade Tongue Balican, Draji, Dwarven, Elven, Aristocrat, Badge of Bondage,
Gulgan, Halfling, Nibenese, Raamin, Conscription, Cosmopolitan,
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3.1: Choosing Regions raiding tribes. Over the past few generations, a new power
has begun to unify the villages and raiders, forming states
A character in Dark Sun is more than just a class and race. that still constantly war upon one another. They are the
Your homeland determines in part your outlook, personality, Ajami, Akashik magi, all men, who refuse to give in to the
and what sort of abilities you have. Every character must Dragontaint or deny who they are. Its wastes are full of
choose a region at creation. “Region” is a broad term. For the volcanic and seismic activity, and water there is even harder
most part, it refers to a political entity, a general culture, a to come by than in most of the Tablelands. But unlike most
geographic area, or a particular race. A character can only of the Tablelands, there are no Sorcerer-Kings, and the
have one homeland, so a character from Tyr could not also Dragon does not travel this far north. At least, not yet.
get the regional benefits of its neighbor, Urik. However,
nonhumans are free to designate either a homeland or a racial Draj
culture as their region.
The region includes not only the city-state of Draj ruled by
Regions have the following entries: King Tectukititlay, but also nearby villages as far south as the
Sea of Silt, as well as client villages and forts owned by the
Automatic Languages: The languages automatically merchant house of Tsalaxa. While cruelty and violence is a
known by all characters from this region, regardless of normal fact of life in any city-state, the Draji have elevated
Intelligence. brutality as an integral part of their warrior-culture. The
Bonus Languages: Characters of exceptional strong rule in Draj, and only the strong survive. Many of the
Intelligence (12 or higher) begin with one bonus rites and overwhelming religious motiffs that suffuse the city
language per Intelligence modifier bonus, which must are stolen from the halfling culture, and their rites of
be chosen from the region’s list. For additional rules on cannibalism have been perverted into rites of sacrifice.
languages, see the Language skill in Chapter 5: Of
Skills. Dwarf
Regional Feats: These feats represent common sorts of
The region is meant to signify mostly those dwarves who
talents that are associated with your homeland or race.
steadfastly maintain the old ways, especially in villages like
You are still limited by the number of feats available to
Kled, North Ledopolus, and South Ledopolus. City dwarves
you for your race and class, but the regional feats are
tend to adopt the ways of their immediate neighbors, except
available to you as if they were just general feats or
in city-states with exceptionally large humanoid populations,
other appropriate feats (such as Item Creation feats).
such as Raam, or exceptionally liberal (for Athas) lifestyles,
You can acquire regional feats later in your career, but
such as Tyr. Muls can also choose the Dwarf region.
some are only allowable at 1 st level. You can even
choose feats associated with other regions, as long as
Eldaarich
you meet all other prerequisites and have at least 4
ranks in the Knowledge (“region”) skill. For region feat
The region includes not only the withdrawn city-state of
descriptions, see Chapter 7: Of Feats.
Eldaarich ruled by King Daskinor, but also the immediate
vicinity, especially the two forts (Fort Holtz & South Guard)
that guard the bridges to it. It is an intensely paranoid land,
3.2: Region Descriptions more than a little suspicious of outsiders. All inter-city trade
is done outside its city walls with only merchants approved
Balic by the templarate. It is a closed land; no one gets in, no one
gets out. At least in theory. A few intrepid souls succeed in
The region includes not only the city-state of Balic ruled by escaping its grasp every so often, and its recent renewal of
Dictator Andropinis, but also nearby villages and the client trading has resulted in Eldaarich spies beginning to travel the
villages and forts of the merchant house of Wavir. The wastes of Athas.
people of Balic are lovers of poetry and theatre, and their
bards, or “rhapsodes,” are their greatest celebrities. An Elf
undercurrent of rebellion is present throughout Balican
society, stymied only through their unusual selection of The region is meant to signify the typical elf, one who runs
templars. They elect their templars, although the contests are with his tribe across the vast deserts of Athas, raiding,
frequently fixed, a practice that was unique to the Tablelands trading, and herding. The most prominent elven tribes are the
until the Tyr rebellion ten years ago. Politics and arts are the Sky Singers, Wind Dancers, Silver Hands, Water Hunters,
favored pursuits of both nobles and citizens in Balic. Silt Stalkers, and Night Runners. Half-elves can also choose
the Elf region.
Bandit States
Gulg
The Bandit States are a loose collection of villages and tribes
that occupy the Scorpion Plains and Barrier Wastes north of This region includes not only the city-state of Gulg ruled by
Draj, Raam, and Urik. For centuries they survived as small the Oba, but also the Crescent Forest around it, as far north as
villages formed around isolated oases and a handful of the edge of Nibenay’s logging operations, and the client
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villages and forts of the merchant house of Inika. It is a more This region typifies the various tribes and wanderers that
communal and natural environment that most city-states, and roam the vastness of the Tablelands. This can include slave
its people live fairly primitively, adapting well to a tribes, raiding tribes, dynastic clan tribes, and even the silt
civilization lacking much technology. Its nobles earn their pirates along the Sea of Silt. They are a hard people that have
rights and ranks by their hunting skills, and it inhabitants are learned how to endure and thrive in the harsh wilderness, as
mostly left alone, as long as they pay their taxes. The Oba well as enjoying every minute of life the desert has granted
has recently galvanized her people by preaching for a return them. They are free of Sorcerer-Kings, if not free from the
to the Green Age. brutal need to survive.
The region is meant to signify the average halfling, the feral This region typifies the various villages that dot the barren
inhabitants of the Forest Ridge. Halflings who have spent a landscape of the Tablelands, whether they are clan holdings
great deal of time in the cities or in service as a slave or scout around an oasis, hermits who haunt the ruins, or villages of
should probably choose the appropriate region. escaped slaves who hide from slavers. The village life
requires hard work and the danger of the occasional drought
Kurn or raid. All villagers are taught to defend the village and
often show signs of a past life of brutality in the cities.
This region includes not only Old Kurn and New Kurn, but
also the immediate vicinities. They hold one of Athas’ Tengu
greatest secrets, the fact that their Sorcerer-King, Oronis, is
attempting to create a utopia and return his region of Athas to The region is meant to represent the typical tengu, one that
the Green Age. With the recent uprising of Tyr and the grew up in the villages of the tengu in the Ringing
upheavals throughout the Tablelands, the Kurnan are Mountains, other mountain ranges, and even the plains of the
reexamining their self-imposed exile, and Kurnan merchants Hinterlands. Those tengu who spent extensive time traveling
and spies are beginning to travel south among the other city- the Tablelands or were enslaved in the city-states should
states. probably take the appropriate region.
Nibenay Thri-Kreen
This region includes not only the city-state of Nibenay ruled This region is meant to represent the typical thri-kreen, one
by Nibenay the Shadow King, but also nearby villages, the that hunted with his “clutch” of other thri-kreen in the
Ivory Triangle, and the client villages and forts owned by the wilderness of Athas, or even one that successfully fled the
merchant house of Shom. Nibenay is a twisting maze of Kreen Empire. Those who spent a great deal of time in the
winding streets and towering buildings, packed into very city-states, whether as scouts, sages, or slaves, should
small, walled districts. Politics are deadly and complicated in probably choose a more appropriate region.
Nibenay, but trade is open to everyone, and the Nibenese are
exclusive traders of massive quantities of Agafari wood. Tyr
Raam Tyr. The Free City. The City of Heroes. The city-state that
has defined the past decade in the Tablelands with its
This region includes not only the city-state of Raam ruled by overthrow of King Kalak, slave emancipation, and the wars
Grand Vizier Abalach-Re, but also nearby villages, as well as with Urik that culminated with the epic battle against the
client villages and forts of the merchant house of M’ke. The Dragon in the farthest reaches of the Tablelands. It has given
city-state is in a constant state of chaos, as its people and hope to thousands, if not millions, of slaves throughout
leaders are faced with an increasingly overwhelmed Athas, and struck fear into the hearts of the Sorcerer-Kings
administrative system, rampant corruption, and failing city themselves. The citizens and nobles of Tyr (there are no
services. Disease and poverty reign throughout much of the slaves) are a cosmopolitan lot, and the city has become a
city, and even its Sorcerer-Queen has created a false religion, haven for adventurers, risk-takers, and refugees from other
complete with shrines, in an attempt to distract the people cities. This region includes not only the city-state of Tyr, but
from the city’s problems. A strict caste system, even more also nearby villages and the client villages and forts of the
strict than most city-states, is the only law slavishly obeyed merchant house of Vordon
in Raam.
Urik
Ringing Mountains
The eternal rival of Tyr, this region includes not only the
This region is only sparsely populated, but its few inhabitants city-state of Tyr ruled by King Hamanu, but also the nearby
are often hermits seeking solicitude, hidden humanoid villages, the Dragon’s Bowl, and the client villages and forts
communities, villages of escaped slaves, or mining towns of the merchant house of Stel. Urik is a city of laws, at least
owned by other city-states or merchant houses. Although a for everyone but the Sorcerer-King. A complex series of laws
disparate group, they share more in common with each other covers crime and civil matters in Urik, the foundation of
than with the rest of the Tablelands, including the mining which is repayment in kind; the violator has done to him
towns. They are a rough an self-sufficient people, surviving what he did to another. Urik’s ambition also marks the city;
in a mountainous land far away from civilization as well as vast monuments and public works dominate the city,
bordering the Forest Ridge and its population of cannibal although they have little practical value and often are unused.
halflings.
Tablelands Nomad
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Chapter 4: Of Classes
Athasian player characters can choose the classes of bard, druid, fighter, mage, monk, noble, orphan, ranger, rogue, Tao shih, or
templar.
4.1: Bard
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
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At 5th level, the Bard's carefree nature and wit has begun to
charm not only those around him, but seemingly fate itself.
He gains a luck bonus to all saving throws equal to the Bard's
Charisma modifier.
Bonus Feat
At 6th level, the Bard receives a bonus feat from the Bard
Bonus Feat List below, but must meet all requirements of the
feat. The Bard gains another every third level afterward (at
9th, 12th, 15th, & 18th levels). The feats tend to augment the
Bard's skills as an entertainer & diplomat, empower their
bardic music, or reflect the wide range of skills & knowledge
a travelling bard accumulates.
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4.2: Druid
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 4 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4
1 4 2 - - - - - - - -
2 5 2 - - - - - - - -
3 5 2 1 - - - - - - -
4 6 2+1 2+1 - - - - - - -
5 6 3+1 2+1 1+1 - - - - - -
6 7 3+1 3+1 2+1 - - - - - -
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Ruktoi
To learn or cast a spell the Druid must have a Charisma score
of at least 10 + the spell’s level, but the Difficulty Class of th
16 Level or Higher (-15)
the spell is still dependent on his Wisdom score. Dire Athasian shark
Hatori, Gargantuan 17 HD
A Thousand Faces, Nature Sense, Trackless Step, Venom Slimahacc
Immunity, Wild Empathy, Wild Shape, & Woodland White Silt Horror
Stride
Bonus Languages
The Druid uses the same rules for these abilities as the Druid
class in the Player's Handbook. All Druids know the secret language of Druidic, a language
passed down among their kind for Ages upon Ages. Upon
Animal Companion reaching 1st level, all Druids are taught this language,
learning how to read and write it as well, even if they are
The Druid uses the same rules for this ability as the Druid illiterate in any other languages. It is forbidden to teach this
class in the Player’s Handbook. His choice of animal language to any who are not a member of their ancient sect.
companions, however, is drastically altered for the Athasian
environment. The Druid also gains access to additional languages, those
st
used by Elemental Plane natives and intelligent plant life.
1 Level The Druid can substitute Aquan, Auran, Ignan, Sylvan, or
Boneclaw, lesser Terran for any of the bonus languages available to him
Carru because of his race or region.
Dire rat
Erdlu Elemental Domain
Janx
Jhakar At 4th level, the Druid gains access to one Elemental Domain,
Kes’trekel in the same way as a Templar has access to his Domains. The
Silt Spawn Druid can choose one, and only one, of the following
Snake (Small or Medium viper) Domains: Air, Earth, Fire, Magma, Rain, Silt, Sun, or Water.
The spells known from the Domain are represented by the
4th Level or Higher (Level –3) (+1) on the Druid Divine Spells Known Table.
Carru, bull 6 HD
Cheetah Timeless Body (Su)
Crodlu
At 15th level, the Druid no longer physically ages beyond the
Crodlu, heavy
simple growth of hair, fingernails, etc. The Druid no longer
Dire bat receives Ability penalties to Constitution, Dexterity, &
Erdland Strength for aging, and cannot be magically aged. Any
Jhakar, Medium 6 HD penalties already received remain, however, and Ability
Kluzd bonuses still accrue.
Lizard, giant
Lizard, monitor
Rasclinn
Shark, Athasian
Snake, constrictor
Snake, Large viper
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4.3: Fighter
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
1 +1 +2 +0 +0 +2 +0 Bonus Feat
2 +2 +3 +0 +0 +2 +1 Bonus Feat
3 +3 +3 +1 +1 +3 +0
4 +4 +4 +1 +1 +3 +0 Bonus Feat
5 +5 +4 +1 +1 +3 +1
6 +6 +5 +2 +2 +4 +0 Bonus Feat
7 +7 +5 +2 +2 +4 +1
8 +8 +6 +2 +2 +4 +0 Bonus Feat
9 +9 +6 +3 +3 +5 +0
10 +10 +7 +3 +3 +5 +1 Bonus Feat
11 +11 +7 +3 +3 +5 +0
12 +12 +8 +4 +4 +6 +1 Bonus Feat
13 +13 +8 +4 +4 +6 +0
14 +14 +9 +4 +4 +6 +0 Bonus Feat
15 +15 +9 +5 +5 +7 +1
16 +16 +10 +5 +5 +7 +0 Bonus Feat
17 +17 +10 +5 +5 +7 +1
18 +18 +11 +6 +6 +8 +0 Bonus Feat
19 +19 +11 +6 +6 +8 +0
20 +20 +12 +6 +6 +8 +1 Bonus Feat
Fighters are from all races, but especially among the Bonus Feat
dwarves, humans, muls, nephilim, and tengu.
At 1st level & 2nd level, and every even level after that (4 th, 6th,
8th, 10th, 12th, 14th, 16th, 18th, & 20th), the Fighter gains a bonus
Multiclassing feat from the Fighter Bonus Feat List below. The Fighter
must still meet the requirements of the feat, however.
Fighters can freely multiclass unless that class has a
particular prohibition on multiclassing. Almost all classes Fighter Bonus Feat List
benefit from becoming fighters.
Adaptive Fighting
Fighter Class Features Armor Optimization
Arrow Stab
Hit Die Berserker Rage
Blind-fight
d10
Charged Jump
Skill Points Chariot Archery
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4.4: Mage
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
1 4 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 4 3 2 - - - - - - -
5 4 3 2 1 - - - - - -
6 4 3 3 2 - - - - - -
7 4 3 3 2 1 - - - - -
8 4 3 3 3 2 - - - - -
9 4 4 3 3 2 1 - - - -
10 4 4 3 3 3 2 - - - -
11 4 4 4 3 3 2 1 - - -
12 4 4 4 3 3 3 2 - - -
13 4 4 4 4 3 3 2 1 - -
14 4 4 4 4 3 3 3 2 - -
15 4 4 4 4 4 3 3 2 1 -
16 4 4 4 4 4 4 3 3 2 -
17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 2 2
19 4 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4 4
For thousands of years, a variety of mystics have studied the Any non-Chaotic. The training and discipline required to
mysteries of the Akasha, that strange source of magic within master the Akashik magic in the ways proscribed by the
them. One who has devoted himself to this force is a mage. traditions are too focused and disciplined for a chaotic mind
Over the millennia the magi have developed a variety of to follow diligently. Any mage who changes to a chaotic
traditions, organizations and philosophies of magic that train alignment can no longer advance as a mage and will likely be
and support their members, their research, and their goals. thrown out of their tradition. They cannot return to their
Some traditions are highly organized, like the Villichi, and tradition unless the tradition's leadership and the mage's
others are merely loose fraternities, like the sahajiya. mentor agree to it, which likely will involve a quest of some
sort, and the mage changes his alignment back to a non-
Alignment chaotic one.
Background
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Magi can freely multiclass with any other class unless that At 1st land 2nd level, and every even level afterward (4 th, 6th,
class has a particular prohibition on multiclassing. They often 8th, 10th, 12th, 14th, 16th, 18th, & 20th), the Mage gains a bonus
multiclass as fighters, rogues, and Tao shih. feat from the Akashik Bonus Feat List below. The Mage
must still meet the requirements of the feat, however.
Since all magi are members of a tradition, a mage who has
been left behind or been thrown out of their tradition cannot Akashik Bonus Feat List
continue to advance as a mage until they have been accepted
into another tradition, and lose the benefits of their mentor. If Affinity Focus
a mage multiclasses as an orphan, their weaves per day are Akasha-Heightened Senses
considered separate, but are considered cast at their combined Akashik Defense
level. Brew Potion
Combat Casting
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Mentor
Weavesight (Su)
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4.5: Monk
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
1 -2 / -2 1d3 / 1d4 / 1d6 / 1d8 / 1d10 15' / '20' / 30' / 40' / 50' / 60'
2 -1 / -1 1d3 / 1d4 / 1d6 / 1d8 / 1d10 15' / '20' / 30' / 40' / 50' / 60'
3 +0 / +0 1d3 / 1d4 / 1d6 / 1d8 / 1d10 20' / 25' / 40' / 50' / 65' / 80'
4 +1 / +1 1d4 / 1d6 / 1d8 / 1d10 / 1d12 20' / 25' / 40' / 50' / 65' / 80'
5 +2 / +2 1d4 / 1d6 / 1d8 / 1d10 / 1d12 20' / 25' / 40' / 50' / 65' / 80'
6 +3 / +3 1d4 / 1d6 / 1d8 / 1d10 / 1d12 25' / 35' / 50' / 60' / 80' / 100'
7 +4 / +4 1d4 / 1d6 / 1d8 / 1d10 / 1d12 25' / 35' / 50' / 60' / 80' / 100'
8 +5 / +5 / +0 1d6 / 1d8 / 1d10 / 1d12 / 2d8 25' / 35' / 50' / 60' / 80' / 100'
9 +6 / +6 / +1 1d6 / 1d8 / 1d10 / 1d12 / 2d8 30' / 40' / 60' / 70' / 95' / 120'
10 +7 / +7 / +2 1d6 / 1d8 / 1d10 / 1d12 / 2d8 30' / 40' / 60' / 70' / 95' / 120'
11 +8 / +8 / +8 / +3 1d6 / 1d8 / 1d10 / 1d12 / 2d8 30' / 40' / 60' / 70' / 95' / 120'
12 +9 / +9 / +9 / +4 1d8 / 1d10 / 1d12 / 2d8 / 2d10 35' / 45' / 70' / 80' / 110' / 140'
13 +9 / +9 / +9 / +4 1d8 / 1d10 / 1d12 / 2d8 / 2d10 35' / 45' / 70' / 80' / 110' / 140'
14 +10 / +10 / +10 / +5 1d8 / 1d10 / 1d12 / 2d8 / 2d10 35' / 45' / 70' / 80' / 110' / 140'
15 +11 / +11 / +11 / +6 / +1 1d8 / 1d10 / 1d12 / 2d8 / 2d10 40' / 55' / 80' / 90' / 125' / 160
16 +12 / +12 / +12 / +7 / +2 1d10 / 2d6 / 1d20 / 2d10 / 2d12 40' / 55' / 80' / 90' / 125' / 160
17 +12 / +12 / +12 / +7 / +2 1d10 / 2d6 / 1d20 / 2d10 / 2d12 40' / 55' / 80' / 90' / 125' / 160
18 +13 / +13 / +13 / +8 / +3 1d10 / 2d6 / 1d20 / 2d10 / 2d12 45' / 60 / 90' / 100' / 140' / 180'
19 +14 / +14 / +14 / +9 / +4 1d10 / 2d6 / 1d20 / 2d10 / 2d12 45' / 60 / 90' / 100' / 140' / 180'
20 +15 / +15 / +15 / +10 / +5 1d10 / 2d6 / 1d20 / 2d10 / 2d12 45' / 60 / 90' / 100' / 140' / 180'
Thousands of years ago, a new religion began to emerge array of martial arts that they finally unleashed during the
during the Green Age. It scorned followers of the Akasha as Cleansing Wars.
weak for needing outside help, pitied shamans for their
slavery to the Way of Ten Thousand Things, and saw Tao Alignment
shih as lost in their search for meaning outside the self. IT
was called the Path of Enlightenment, and its followers Any Lawful. The rigid training and discipline of the monk
emphasized that one could not reach a higher state of being, requires intense dedication to the Path, but while the Path
Enlightenment, without first understanding and mastering the encourages either balance or benevolence, its powers are
Self and the Body. Only by mastering those can one reach an often used for evil.
understanding with the rest of the universe and become
immortal even. The practitioners of this new faith, simply
Background
called the Path, retreated to monasteries (earning the common
name of “monk”) for centuries, developing a bewildering
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Dark Sun: The Age of Tao Handbook v1.0 38
Monks usually come from very specific backgrounds, sianghams, slings, three-section staffs, and tonfas. If wearing
usually. Rarely are they seen in the cities, except for Nibenay armor, the Monk loses the following abilities until the armor
and now Tyr, as most Sorcerer-Kings oppress any religion is removed: 6th Sense, Evasion, Fast Movement, Flurry of
that defies them. Often, a hopeful monk must travel to a Blows, Improved Evasion, Leap of the Clouds, Slow Fall, &
hidden monastery within the wastes of Athas, frequently in a Unarmed Base Attack.
mountainous or hilly area. The philosophy and fighting style
of the monk, however, is still a fascination at the arenas, and Diamond Body, Diamond Soul, Evasion, Fast Movement,
so many slave-gladiators are allowed to learn their techniques Improved Evasion, Improved Unarmed Strike, Leap of
for the amusement of the masses. Sometimes, monks are left the Clouds, Perfect Self, Purity of Body, Slow Fall, Still
as infants at a monastery, where their parents hope that they Mind, Tongue of the Sun and Moon, Unarmed Damage,
can grow up strong and protected from the ravages of slavery & Wholeness of Body
and raiding.
The Monk uses the same rules for these abilities as the Monk
Races class in the Player's Handbook.
Almost all races become monks, but some are better suited to Bonus Feat
the lifestyle of the monastery or the fighting style of the Path.
Humans dominate the monasteries, but hybrid races (genasi, At 1st level, 2nd level, and 6th level, and every fourth level
muls, half-elves, & nephilim) also abound, seeking to afterward (10th, 14th, and 18th), the Monk gains a bonus feat
reconcile their dual heritages through meditation and from the Monk Feat List below. If chosen as a bonus feat, the
discipline. Dwarves, too, are fond of the Path, and it is not monk does not need to meet the prerequisites of the feat. As
unusual for a dwarf to leave his village and clan behind, long as he can use the Class Abilities of the Monk class (such
seeking to make the Path his Focus. Elves and halflings as by maintaining a Lawful alignment), he can use the feat as
rarely become monks, but do see the value of the unarmed a Supernatural (Su) ability, as long as he does not have the
combat taught by the monks, as it negates the need to carry prerequisites. If he does gain the prerequisites, he can use the
weapons through the wastes and wilderness of Athas. feat as a (Su) ability, or as normal as the Monk wishes.
However, a feat may not be as useful without another, such
as taking Extra Stunning Fist without Stunning Fist first.
Multiclassing
1. Blindsight, 5’ Radius
Monks can freely multiclass with any other class unless that
2. Broom Sweep
class has a particular prohibition on multiclassing. Orphans
3. Choke Hold
usually multiclass as fighters, rogues, or Tao shih.
4. Circle Kick
5. Death Trance
Monk Class Features 6. Defensive Throw
7. Deflect Missiles
Hit Die 8. Eagle Claw Attack
9. Extra Stunning Attacks
d8 10. Flying Kick
11. Grappling Block
Skill Points 12. Great Fortitude
13. Great Throw
4 + Int modifier 14. Improved Chi Strike
15. Improved Disarm
Monk Class Skills 16. Improved Grapple
17. Improved Trip
Alertness (Wis) 18. Iron Fists
Balance (Dex) 19. Iron Will
Climb (Str) 20. Lightning Fists
Concentration (Con) 21. Lightning Reflexes
Craft (any) (Int) 22. Mantis Leap
Diplomacy (Cha) 23. Pain Touch
Escape Artist (Dex) 24. Roundabout Kick
Jump (Str) 25. Stunning Fist
Knowledge (arcana) (Int) 26. Unbalancing Strike
Knowledge (religion) (Int)
Flurry of Blows (Ex)
Perform (Cha)
Profession (any) (Wis)
The Monk uses the rules for this ability the same as the Monk
Tumble (Dex) class in the Player's Handbook. Also, the Monk can use the
Flurry of Blows with these additional weapons: butterfly
Starting Wealth swords, clubs, jittes, kamas, lajatangs, nekodes, quarterstaffs,
sai, three-section staffs, and tonfas.
5d4 ceramic coins (cc).
6th Sense (Ex)
Weapons & Armor
The Monk has developed a mystic 6 th sense that alerts them
Proficient with butterfly swords, clubs, light crossbows, to danger most of the time. When unarmored and
heavy crossbows, daggers, handaxes, jittes, javelins, kamas, unencumbered, the Monk adds his Wis modifier to his
lajatangs, nekodes, nunchaku, quarterstaffs, sai, shurikens,
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At 10th level, the Monk's body has become infused with chi
and is a magic weapon itself. All of his unarmed attacks are
considered to have a +1 enhancement bonus. The bonus
increases to +2 at 12th level, +3 at 14th level, +4 at 16th level,
and +5 at 18th level. This is a supernatural ability.
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4.6: Noble
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
Almost all cultures have a caste of aristocrats that hold an emissary with authority to speak for a tribe or village
positions as warriors, land-owners, and rulers. Nobles are by decree of its rulers.
those that take the responsibilities of their position seriously
and strive to be examples of the civilized world. Races
Alignment Humans are by far the most common members of the noble
class, but almost any race can be granted the rights the noble
Any. Nobles exert their power and influence in many ways, by the city-states. Ancient families among the dwarves, elves,
some through adherence to custom and law, others through and tengu still wield most of the power within their societies,
trickery and lawlessness. Many strive to bring justice to their and halflings still posses an aristocracy of their own, even
kinsmen through good acts, while others lord their power though it is hard for non-halflings to distinguish them. Thri-
over others in an evil fashion. kreen have no noble class among themselves, and one
granted nobility by a city-state would be an extremely unique
Backgrounds individual.
While most are born into their position, many also earn their Multiclassing
position through action or wealth. Without the sponsorship or
acknowledgement of his peers, however, a noble is simply Nobles can freely multiclass with any other class unless that
not a noble. The three most common backgrounds for a noble class has a particular prohibition on multiclassing. Nobles
are listed below, but it is rare for any of the three to respect usually multiclass as fighters, Tao shih, or templars.
the status of the other types:
However, there are a few special considerations when
City-State Aristocracy: The descendents of warriors multiclassing. While a noble multiclassing into another class
who aided their particular Sorcerer-King’s rise to power is easy, another class multiclassing into a noble is more
and helped him maintain it. They have close-knit, if difficult. You must already have been granted noble status by
cutthroat, communities throughout the cities, and a the appropriate authority (be it Sorcerer-King, noble family
noble from a foreign city can expect to have his adoption, Merchant House promotion, skjaeren blessing,
position respected by the nobles of another city, as chief’s decree, etc.) to gain levels in this class.
befits the ancient treaties.
Merchant Houses: Members of the Merchant Houses A noble who loses his position can no longer advance as a
have their own dynasties, preserved by ancient accords noble, and loses all class abilities. He can not advance any
and traditions. Those employed by the House as an farther or regain his abilities unless he regains his position or
agent are also considered “noble” for the purposes of gains a similar one in another culture. If such a loss occurs,
this class. all unused Favors are lost permanently. Even if he regains his
Tribal Nobility: The ruling class of the tribes of Athas, title, his footing is no longer as sure as it once was, or as
whether it is a member or offspring of a village elder, prestigious.
halfling or elf tribe, a dwarf with the Blood of Kings, or
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Appraise (Int) A weapon can’t actually have a bonus higher than +5. Use
Bluff (Cha) these lines and the Dungeon Master’s Guide to determine
cost when special abilities are added.
Diplomacy (Cha)
Gather Information (Cha)
Intimidate (Cha) Ancestral Weapon Table
Knowledge (any) (Int)
Language (Int) Bonus XP Sacrifice Min. Level
Perform (Cha)
Profession (any) (Wis) +1 80 4th
Ride (Dex) +2 320 7th
Sense Motive (Wis) +3 720 9th
+4 1,280 11th
Starting Wealth
+5 2,000 13th
5d6 x 10 iron coins (ic). +6 2,880 14th
+7 3,920 15th
Weapons & Armor +8 5,120 16th
+9 6,480 17th
Nobles are proficient with all simple & martial weapons, all +10 8,000 18th
light, all medium, & all heavy armors and all shields (except
tower shields).
Call in a Favor (Ex)
Ancestral Weapon (Su)
At 1st level, and every odd level afterward (3 rd, 5th, 7th, 9th,
11th, 13th, 15th, 17th, & 19th), the noble gains the ability to call
The ancient families of Athas, whether from the city-states,
in a single favor, gaining access to information or equipment
tribal cultures, or even the merchant houses, gained their
most can't without the trouble of making a Skill check or
rights and kept them as warriors. While by no means are
paying. The noble must make a Charisma check, adding his
most Nobles professional warriors in a league with the
levels in noble, with a DC determined by the GM, usually 10
Fighter class, their predecessors have handed down weapons
for simple favors, or 25 for very expensive or illegal ones.
throughout time that carry the spirit of their previous owners,
The noble can't take 10 or 20 on this check, nor can he retry
allowing the rightful wielder the blessings of his ancestors.
the check for the same favor. However, if the check fails, the
favor is not considered "spent". He could use the ability again
You begin play with one ancestral weapon. The weapon can
for a different favor. A noble can accumulate favors if he
be made of any material you like, but steel, if possible, is
doesn't use the previous ones gained. The unused favors don't
often the most common among the nobility, and it is a
expire, but the noble cannot have more than 5 unused favors
masterwork item. As you increase in power, the weapon
"stored". Excess favors beyond those 5 are lost. Favors
likewise manifests supernatural powers as you invest some of
should not be indispensable to the success or failure of an
your experiences into it and awaken the spirits of your
adventure nor replace good role-playing. The GM may
ancestors within.
disallow any favor he deems detrimental to the game.
At any time, you can pray and plead with your ancestors,
Literacy
summoning their strength in your weapon and asking for aid.
You awaken their energy by investing some of your own
At 1st level, the noble becomes literate in all languages he
soul, in the form of Experience Points, into the weapon. The
knows. Unlike most, it is legal for nobles to read and write in
process is an exhausting set of rituals, unique to your race,
the city-states. This ability is not gained if the character had
clan, family, tribe, village, etc. The rituals take 1 day per 40
another class first and multiclassed into the Noble class, nor
XP spent, spending at least 8 hours each day without food or
is it lost if the character can no longer advance as a Noble for
rest in secluded meditation or other ceremonies in a specially
any reason.
prepared place. These days must be continuous, and any
interruption causes the ritual to fail, but does not expend XP.
Nobility
The Noble cannot spend XP if spending it would cause him
to lose an experience level, but he can choose not to advance
You are considered a noble among your people, according to
in level for the purposes of investing his XP in his weapon.
your region. You are considered to have the Aristocrat, Blood
of Kings, Highborn, or Mercantile Agent feat for all intents
The values listed on the Ancestral Weapon Table are the total
and purposes, as appropriate for your region or circumstance.
sacrifice required and the minimum class level associated
with the bonus. If a Noble already has a +3 longsword, he
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Command (Ex)
Leadership (Ex)
At 9th level, if the noble does not already have his maximum
number of followers (see Chapter 12: Of New & Changed
Rules), he automatically gains them, and every level
thereafter can gain a number of additional followers up to the
maximum allowed by their Reputation score as if they had
already succeeded with their Reputation check. This can be
done once per level as usual.
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4.7: Orphan
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
1 2 1 - - - - - - - -
2 3 1 1 - - - - - - -
3 3 2 1 1 - - - - - -
4 4 2 2 1 - - - - - -
5 4 2 2 1 1 - - - - -
6 5 3 2 2 1 - - - - -
7 5 3 3 2 1 1 - - - -
8 6 3 3 2 2 1 - - - -
9 6 4 3 3 2 1 1 - - -
10 6 4 4 3 2 2 1 - - -
11 6 4 4 3 3 2 1 - - -
12 6 4 4 4 3 2 1 1 - -
13 6 5 4 4 3 3 2 1 - -
14 6 5 5 4 4 3 2 1 - -
15 6 5 5 4 4 4 2 1 1 -
16 6 5 5 5 4 4 3 2 1 -
17 6 6 5 5 4 4 3 2 1 1
18 6 6 6 5 5 4 4 2 1 1
19 6 6 6 5 5 4 4 3 2 1
20 6 6 6 6 5 5 4 3 2 1
While some magi receive intensive training and can fall back
upon the support of others of their kind, the orphan must Background
make his way in the world alone. They are usually tougher
and more resourceful than their trained brethren, but often Orphans are often loners and wanderers, but others serve
lack the necessary skill with the Akasha to rival a learned societies, such as raiders and slave villages, that have no
mage. formal magi of their own. Many were marked for
membership by a tradition but refused to adhere to their rules
Alignment or goals, and ran. A few traditions, like the Villichi, continue
to maintain that such runners are still members, while most
Any. The Akashik orphan is by nature a non-conformist and have little care or resources to waste tracking down those not
self-reliant individual, and can be drawn towards a wide interested.
variety of philosophies and moralities.
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Races spells the Orphan has managed to “figure out” on his own.
They can also learn new spells using the Weavesight skill.
Orphans develop in all races, and among halflings, nephilim,
tengu, and thri-kreen are far more common, if still rarer, than For more information on Akashik magic and spellcasting, see
magi. They are often given little respect, however, since most Chapter 10: Of Akashik Magic.
prefer to deal with the tried and trusted traditions.
Block (Su)
Multiclassing An Orphan cannot cast spells without an emotional trigger.
This a defense mechanism that the Akasha develops within
Orphans can freely multiclass with any other class unless that
the Orphan to protect the caster from the dangers of
class has a particular prohibition on multiclassing. Orphans
unschooled learning. The Block persists even after the
usually multiclass as fighters, rangers, or rogues.
Orphan has learned to control the Akasha. Typical Blocks
include the need to be angry, fearful, excited, lustful, etc.
If an orphan multiclasses as a mage, their spells per day are
Regardless of the Block's nature, it requires effort to reach
considered separate, but are considered cast at their combined
that state. The Orphan must, as a full-round action, make a
level.
Concentration check against DC 15 (the GM may lower or
raise the DC depending upon the orphan's current state).
Orphan Class Features Once this has been achieved, the Orphan may maintain that
state for an hour and channel freely without having to roll
Hit Die again. An Orphan's emotions affect everything he does, so
the Orphan should act appropriately while channeling or lose
d6 the necessary emotional state.
4 + Int modifier Orphans are more used to rigors of overchanneling and the
risks that accompany unsupervised exploration of the
Orphan Class Skills Akasha. As a result, they get a +5 competence bonus on
Concentration checks when attempting to overchannel, as
Concentration (Con) well as a +5 competence bonus to Fortitude saves when they
Craft (any) (Int) fail at overchanneling.
Intimidate (Cha)
Invert (Int) Bonus Feat
Knowledge (Arcana) (Int)
Profession (any) (Wis) At 1st level and 2nd level, and every even level afterward (4 th,
Sense Motive (Wis) 6th, 8th, 10th, 12th, 14th, 16th, 18th, & 20th), the Orphan gains a
Spellcraft (Int) bonus feat from the Akashik Bonus Feat List below. The
Survival (Wis) Orphan must still meet the requirements of the feat, however.
Weavesight (Int)
Affinity Focus
Starting Wealth Akasha-Heightened Senses
Akashik Defense
3d4 x 10 ceramic coins (cc). Brew Potion
Combat Casting
Weapons & Armor Craft Magic Arms and Armor
Craft Rod
Orphans are proficient with all simple weapons and all light Craft Staff
armors. Craft Talisman
Craft Wand
Spells & Spellcasting Craft Wondrous Item
Delay Spell
The Orphan can cast Akashik spells, as per the Akashik Empower
Spells per Day Table. He gains bonus spells per day
Enlarge Spell
according to his Intelligence bonus modifier. The Difficulty
Extra Affinity
Class of an Akashik spell is 10 + casting level + Int modifier.
Extra Slot
An Orphan begins play with 1 Affinity and 1 Talent. He can Extra Talent
purchase more Affinities and Talents with feats later on. If Forge Ring
female, the Orphan can choose Air, Spirit, or Water as Greater Affinity Focus
beginning Affinity. If male, Earth, Fire, or Spirit can be Greater Spell Penetration
chosen as a beginning Affinity. The Orphan can choose any 1 Magical Artisan
Talent. Maximize Spell
Multiweave
The Orphan begins play with 6 common spells of 0 or 1 st Reach Spell
level, including multilevel spells which include a 0 or 1 st Sanctum Spell
level. These starting spells do not have to be within his Sculpt Spell
Talent, but they usually are. At each additional level, you can Scribe Scroll
learn one additional spell of any level he can cast. These are Sense Residue
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Spell Penetration
Spell Specialization
Tie Off Weave
Widen Spell
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4.8: Ranger
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 2 - - -
7 2 - - -
8 2 0 - -
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Dark Sun: The Age of Tao Handbook v1.0 47
9 2 0 - -
10 2 2 - -
11 2 2 0 -
12 2 2 2 -
13 2 2 2 -
14 3 2 2 0
15 3 2 2 2
16 3 3 2 2
17 3 3 3 2
18 4 3 3 2
19 4 4 4 3
20 4 4 4 4
Rangers are a vital part of Athasian life. These masters of druids to defend the fragile and nearly destroyed ecology of
nature travel the wastes of Athas, guiding both caravan’s and Athas. Yet others work independently or for the city-states as
raiders across the vast wilderness. Many make alliances with scouts and investigators.
d10
Alignment
Skill Points
Any non-Lawful. Rangers are traditionally more at home in
the wilderness than in civilization, giving them a free spirit 6 + Int modifier
that often chafes at the shackles of the city-states. While they
do make arrangements with employers or tribes from time to Ranger Class Skills
time, this usually a matter of pragmatism and convenience, if
not a consequence of outright slavery. Good and evil are Alertness (Wis)
concepts a ranger often considers “fluid,” just as in nature Climb (Str)
itself, although many adopt a code all their own that adheres Concentration (Con)
to some form of moral judgement as a discipline tool that Craft (any) (Int)
helps keep their decision-making skills sharp in the desert. Handle Animal (Cha)
Heal (Wis)
Jump (Str)
Background Knowledge (geography) (Int)
Knowledge (nature) (Int)
Rangers come a wide variety of backgrounds, but the most Profession (any) (Wis)
common is that of nomadic tribesfolk Desert wanderers Ride (Dex)
produce more than their fair share of scouts and trailblazers. Search (Int)
Escaped slaves often become rangers as well, forced to adapt Stealth (Dex)
to the wilderness or die. Few city-dwellers become rangers, Survival (Wis)
but some do specializing in tracking others down as bounty
Use Rope (Dex)
hunters or working as beast handlers and scouts for the
gladiatorial arenas.
Starting Wealth
The races of Athas are all well-suited to becoming rangers, as Weapons & Armor
the harsh wastes of Athas demand skilled pathfinders and
survivalists. However, some races excel at the art. Elves and Proficient with all simple & martial weapons, all light &
thri-kreen especially are appreciative of rangers, as their medium armors, and all shields.
constantly travelling tribes and clutches require their skills.
Half-elves and humans, with their own penchant for Spells & Spellcasting
wandering and need for new experiences also produce a
number of rangers. Halfling heroes are often rangers, as only The Ranger uses the same spellcasting rules as the Ranger
experienced woodsman dare to brave the dangers of the class in the Player's Handbook, except where noted below.
Forest Ridge, and their scouts are highly prized by the city- See Chapter 9: Of Divine Magic for the revised Ranger Spell
states. Dwarves and tengu, because of their emphasis on List.
work and civilization, rarely become rangers.
However, they do not prepare their spells in advance like the
Multiclassing Ranger in the Player’s Handbook. Instead, they are limited to
spells granted them as gifts by the spirits, the kami. These
Rangers can freely multiclass with any other class unless that spells are chosen from the revised Ranger Spell List. A
class has a particular prohibition on multiclassing. Orphans Ranger gains extra spells known according to his Charisma
usually multiclass as druids, fighters, or rogues. bonus, in the same way that his Wisdom bonus gains him
extra spells per day to cast.
Ranger Class Features
As mentioned earlier, a Ranger need not memorize and
Hit Die prepare his spells in advance. He may use a higher level slot
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The Ranger uses the same rules for these abilities as the
Ranger class in the Player's Handbook.
Camouflage (Ex)
The Ranger can use the Stealth skill in any sort of natural
terrain, even if the terrain doesn’t grant cover or
concealment.
Bonus Feat
At 4th, 9th, 14th, & 19th level, the Ranger gains a bonus feat
from the Ranger Feat List below. The Ranger must still meet
the requirements of the feat, however.
Animal Affinity
Arrow Stab
Athletic
Brachiation
Brew Potion
Create Infusion
Dash
Defensive Shot
Dodge
Extra Favored Enemy
Far Shot
Favored Critical
Greater Weapon Focus (any bow)
Improved Precise Shot
Manyshot
Mobility
Point Blank Shot
Power Shot
Precise Shot
Rapid Reload
Rapid Shot
Run
Sharp-Shooting
Shot on the Run
Supernatural Blow
Tao Archery
Trapmaster
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4.9: Rogue
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
Rogues are mostly the byproduct of civilization, but even the Multiclassing
lone wanderers of the deserts and the tribal raiders of Athas
have their heroes who rely more on guile and dexterity than Rogues can freely multiclass with any other class unless that
brute force. Rarely warriors, rogues often flout authority, an class has a particular prohibition on multiclassing. Orphans
especially dangerous habit in the city-states of the Sorcerer- usually multiclass as fighters, monks, or rangers.
Kings and templars. But it is in the city-states that the best
treasure is to be found...
Rogue Class Features
Alignment Hit Die
Any but Lawful Good. Rogues come from all stripes and d6
shades of society, but those who believe the most and honor
and order would hesitate to participate in the sneaky and Skill Points
underhanded techniques rogues are infamous for.
8 + Int modifier
Background
Rogue Class Skills
Most rogues come from the city-states, growing up as
orphans on the street or escaped slaves relying on stealth and Alertness (Wis)
thievery to survive, afraid to take their chances in the wastes Appraise (Int)
beyond. Others come from the Merchant Houses, where a Balance (Dex)
good smuggler is worth his weight in gold, as well as Bluff (Cha)
assassins that are the favorites pastime of nobles. Even Climb (Str)
raiding tribes and halflings often make use of the rogue as an Craft (any) (Int)
advance scout.
Decipher Script (Int)
Diplomacy (Cha)
Races Disable Device (Dex)
Disguise (Cha)
By far, the greatest percentage of rogues are human. The
Escape Artist (Dex)
mercurial nature of humans and their hold on the cities gives
Forgery (Int)
them ample opportunity and enticement into the shadowy
world of the rogue. Half-elves and muls often become rogues Gather Information (Cha)
as well, seeking to survive beneath the notice of the templars Intimidate (Cha)
and former kinsmen. Halflings make excellent rogues once Jump (Str)
properly trained. The most famous rogues, though, are the Open Lock (Dex)
elves, as the class defines the image of most elves as liars, Perform (Cha)
thieves, and braggarts. Nephilim, tengu, and thri-kreen rarely Profession (any) (Wis)
become rogues, because of physical and cultural limitations. Read Lips (Int)
Search (Int)
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Starting Wealth
The Rogue uses the same rules for these abilities as the
Rogue class in the Player's Handbook.
Sneak Attack
The Rogue uses the same rules for this ability as the Rogue
class in the Player's Handbook, except for the situation of
flanking. If the Rogue is flanking a target, he cannot use the
Sneak Attack ability unless the target already meets the other
requirements (such as being denied a Dex bonus to Defense).
Also, if the rogue scores a critical hit against a foe, his sneak
attack damage applies to the target's wound points (see
Chapter 12: Of New & Changed Rules).
50
4.10: Tao Shih
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
Tao shih are the inheritors of the ancient Tao religion. They
sense and perceive the Tao energy that permeates and binds Multiclassing
together the universe. While anyone can learn to sense and
use the Tao, the Tao shih devote themselves to its inner Tao shih can freely multiclass with any other class unless that
secrets and advanced techniques. They are in high demand by class has a particular prohibition on multiclassing. Tao shih
both the populace and the Sorcerer-Kings. usually multiclass as fighters, monks, or rogues.
Bonus Feat
At 1st level, 2nd level, 4th level, and every fourth level
afterward (8th, 12th, 16th, and 20th level), the Tao Shih gains a
bonus feat from the Tao Shih Feat List below. The Tao Shih
must still meet the requirements of the feat, however.
Alter
Battle Meditation
Beast Language
Burst of Speed
Control
Cure Disease
Cure Poison
Dissipate Energy
Drain Tao
Guiding Spirit
Hatred
High Tao Mastery
Prolong Tao
Psychometry
Sense
Tao Lightning
Tao Mastery
Tao Mind
Tao Whirlwind
At 8th level, the Tao Shih can imbue a small item of personal
significance with the power of the Tao. It takes a full day and
the expenditure of 1 joss point to imbue an item this way, and
4.11: Templar
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 4 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4
1 4 2+1 - - - - - - - -
2 5 2+1 - - - - - - - -
3 5 2+1 1+1 - - - - - - -
4 6 2+1 2+1 - - - - - - -
5 6 3+2 2+2 1+2 - - - - - -
6 7 3+2 3+2 2+2 - - - - - -
7 7 4+2 3+2 2+2 1+2 - - - - -
8 8 4+2 4+2 3+2 2+2 - - - - -
9 8 5+3 4+3 3+3 2+3 1+3 - - - -
10 9 5+3 5+3 4+3 3+3 2+3 - - - -
11 9 5+3 5+3 4+3 3+3 2+3 1+3 - - -
12 9 5+3 5+3 4+3 4+3 3+3 2+3 - - -
13 9 5+3 5+3 4+3 4+3 3+3 2+3 1+3 - -
14 9 5+3 5+3 4+3 4+3 4+3 3+3 2+3 - -
15 9 5+3 5+3 4+3 4+3 4+3 3+3 2+3 1+3 -
16 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 2+3 -
17 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 2+3 1+3
18 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 3+3 2+3
19 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 3+3 2+3
20 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 3+3 3+3
The Sorcerer-Kings keep their domains in line with their own Bluff (Cha)
orders of priests. The templars make and enforce laws, Concentration (Con)
command the city’s guards and soldiers, and wield divine Diplomacy (Cha)
power granted them by their masters. Some are good people Forgery (Int)
trying to use the system to alleviate the suffering of the Gather Information (Cha)
citizens; they typically don’t last long. Others are slavish Intimidate (Cha)
devotees or order and law, who see it as their prime purpose
Knowledge (any) (Int)
in life to keep the caravans running on schedule. Most are
Profession (any) (Wis)
power-hungry egotists and sycophants, who serve the
Sorcerer-Kings in order to enrich themselves at any cost. Sense Motive (Wis)
They play the most dangerous game of all, for the Sorcerer- Spellcraft (Int)
Kings despise ambition that exceeds their own.
Starting Wealth
Alignment 5d4 x 10 ceramic coins (cc).
A Templar has the same restrictions regarding his alignment Weapons & Armor
& that of his patron Sorcerer-King as the Cleric class in the
Player's Handbook has regarding their patron deity. All templars are proficient with all simple weapons, all light,
medium, & heavy armors, and all shields.
Background
Spells & Spellcasting
Almost all templars come from the city-states they serve.
Occasionally, an opportunistic social-climber will leave his The Templar uses the same spellcasting rules as the Cleric
tribe or village and make his way to a city-state, hoping to class in the Player's Handbook, except where noted below.
gain power as a templar. Sorcerer-Kings have even been See Chapter 9: Of Divine Magic for the Templar Spell List.
known to elevate foreign citizens to templar status to serve as
spies in their native lands. However, they do not prepare their spells in advance like the
Cleric in the Player’s Handbook. Instead, they are limited to
Races spells granted them as gifts by the Sorcerer-Kings These
spells are chosen from the Templar Spell List. A Templar
The overwhelming majority of templars are human, as the gains extra spells known according to his Charisma bonus, in
majority of city-state citizens are human as well. Other races, the same way that his Wisdom bonus gains him extra spells
if removed from their racial culture, usually through their per day to cast.
own nefarious actions, often seek templar status, either as
protection or revenge. All races can be accepted as templars As mentioned earlier, a Templar need not memorize and
by the Sorcerer-Kings, as long as they obey. prepare his spells in advance. He may use a higher level slot
to cast a lower level spell if he chooses. The spell is still
Multiclassing treated as its actual level, not the level used to cast it.
Rogues can freely multiclass with any other class unless that To learn or cast a spell the Templar must have a Charisma
class has a particular prohibition on multiclassing. Templars score of at least 10 + the spell’s level, but the Difficulty Class
usually multiclass as fighters, rogues, or Tao shih. of the spell is still dependent on his Wisdom score.
Reputation
Scribe Scroll
At 2nd level, the templar gains the Scribe Scroll feat for free.
If the templar already has the feat, he gains no other benefit.
Secular Authority
Once per day per Templar level, a Templar can use secular
authority within his city-state. Depending on the ranks he has
in the Diplomacy skill, a Templar can order slaves to do his
bidding, requisition troops, enter the homes of freemen and
nobles, or have people arrested. Failure to comply with a
Templar’s orders are usually sanctioned with fines,
imprisonment, outlaw status, and possibly execution.
Alchemy Int + - - + - - - - - + +
Alertness Wis + - - - + - - + + + -
Appraise Int + - - - - + - - + - -
Balance Dex + - - - + - - - + - -
Bluff Cha + - - - - + - - + - +
Climb Str + - + - + - - + + - -
Concentration Con - + - + + - + + - + +
Craft (all) Int + + + + + - + + + + -
Decipher Script Int + x x + x x x x + x x
Diplomacy Cha + + - - + + - - + - +
Disable Device Dex - - - - - - - - + - -
Disguise Cha + - - - - - - - + - -
Escape Artist Dex + - - - + - - - + - -
Forgery Int + - - - - - - - + - +
Gather Information Cha + - - - - + - - + - +
Handle Animal Cha - + + - - - - + - - -
Heal Wis - + - + - - - + - + -
Intimidate Cha - - - + - + + - + + +
Invert* Int x x x + x x + x x x x
Jump Str + + + - + - - + + - -
Knowledge (arcana) Int + - - + + + + - - + +
Knowledge (nature) Int + + - + - + - + - + +
Knowledge (religion) Int + + - + + + - - - + +
Knowledge (warcraft) Int + - + + - + - - - + +
Knowledge (all skills) Int + - - + - + - - - + +
Language* Int + - - - - + - - - - +
Open Lock Dex - - - - - - - - + - -
Perform Cha + - - - + + - - + - -
Profession (all) Wis + + - - + + + + + + +
Read Lips Int + x x x x x x x + x x
Ride Dex - - + - - + - + - - -
Search Int - - - - - - - + + - -
Sense Motive Wis + - - - - + + - + + +
Sleight of Hand Dex + - - - - - - - + - -
Spellcraft Int + + - + - - + - - - +
Stealth* Dex - - - - - - - + + - -
Swim Str - - - - - - - - - - -
Survival Wis - + - - - - + + - - -
Tumble Dex + - - - + - - - + - -
Use Rope Dex - - - - - - - + + - -
Weavesight* Wis x x x + x x + x x x x
+ Class Skill
- Cross-Class Skill
x You can't buy this skill because it is exclusive to certain classes.
* See "Basic Skills: New Skills & Uses" for more information.
DC Exchange Type
Stealth (Dex)
Chapter 6: Of Tao Skills
Tao Skills: Class Skills by Feat
Skill Ability Use Untrained Tao Alter Battle Control Gith Sense Tao
Sensitive Meditation Sorcery Mind
+ You must have this feat to use or purchase ranks in the skill. If you have all the requisite feats for the skill, it is considered a class
skill for you.
- You do not need this feat to use the skill.
6.1: Tao Skill Descriptions action is successful or not. You cannot sacrifice more hit
points than you have.
Unless otherwise noted, all Tao skills have the following
characteristics. Spell-Like Ability: All Tao skills are considered spell-like
abilities.
Yin Tao & Yang Tao: While many Tao skills do not have
this designation, some do. Those with the Yin Tao descriptor
are Yin Tao skills, abilities that draw upon the darker side of Affect Mind (Cha)
the Tao and are particularly favored by the Brotherhood. Use
of those skills gains the user 1 madness point. Those skills Affect Mind requires the Tao Sensitive and Alter feats and
with the Yang Tao descriptor are Yang Tao skills, abilities can be used only if trained. You can use the Tao to alter a
that draw upon the positive aspects of the Tao and are mostly target's perceptions or make a telepathic suggestion into
taught by only the Order. Those with too many madness another person's mind.
points have trouble using Yang Tao skills, to the point of
losing access to them altogether. Check: The result of an Affect Mind check sets the DC for
the target's Will save.
Class Skill: All Tao skills are considered class skills if the
you possess the appropriate feats to take ranks in the skill. Result Will Saving Throw DC
15 or lower 15 Drain Knowledge requires the Tao Sensitive and Sense feats
and can only be used trained. You can drain specific
16 - 25 20
memories, related to a single subject, from a victim's mind.
26+ 25
Enemies hostile to each other +5 Check: A Drain Knowledge check allows you to sift through
Enemies friendly to each other -5 the target's mind. For a target that is conscious and willing, is
a DC 15. If the target is asleep or unwilling, it is a DC 20 or
HP Cost: 8 the target's Will save, whichever is higher. The Drain
Knowledge check requires 5 minutes, and you must touch the
Special: This is a modified form of the Battle Influence skill target for the duration of the attempt. If the check is
from the Star Wars: Power of the Jedi Sourcebook. successful, the target temporarily loses 2 points of
Intelligence, and can recover 1 point per day of rest. You
may then choose one Knowledge skill the target possesses
Battlemind (Con) and immediately gain the ability to make untrained skill
checks for that skill. The target doesn't lose the Knowledge
Battlemind requires the Tao Sensitive and Control feats and skill you have acquired; however, the Intelligence reduction
be used only if trained. You can increase your prowess in will temporarily lower all of his Knowledge skill checks.
combat, using the Tao to enhance your concentration and Each time you use the stolen skill, you must attempt a Will
commitment in battle. saving throw, DC 15. If you fail the Will save, you lose the
ability to make untrained skill checks in that skill. If you fail
Check: A Battlemind check (DC 15) grants a Tao bonus on the save by 10 or more, you also temporarily lose 2 points of
attack rolls equal to half your Tao user level (round up). for 1 Intelligence, recovered at 1 point per day of rest.
minute. Activating Battlemind is a free action.
HP Cost: 8
HP Cost: 2 + 1/2 your level
Special: This is a modified form of the Drain Knowledge Check: An Enhance Sense check adds a Tao bonus to any
skill from Star Wars: The Dark Side Sourcebook. Alertness, Search, and Sense Motive checks. It also adds to
Wilderness Lore checks made to find or follow tracks. The
bonus lasts for 10 minutes. The result of the Enhance Senses
Empathy (Wis) check indicates the bonus.
Empathy requires the Tao Sensitive feat and can be used Result Bonus
untrained. You can reach into the Tao to read a target's
surface emotions, getting a sense of the target's general state
10-14 +2
of mind.
15-19 +4
Check: An Empathy check allows you to sense a target's 20-24 +6
general mood, attitude, and emotional state. This grants a +4 25-29 +8
Tao bonus on any checks made against the target within the 30+ +10
next 1 minute using the following skills: Bluff, Diplomacy,
Handle Animal, Intimidate, Perform, and Sense Motive. Your HP Cost: 2
Empathy check sets the DC for the target's Will saving
throw. If the save succeeds, there is no effect. In either case, Special: This is a modified form of the Enhance Senses skill
the target doesn't know his emotions are being read. from the Star Wars RPG.
10 - 14 -2
Enhance Senses (Wis) 15 - 19 -4
20 - 24 -6
Enhance Senses requires the Tao Sensitive and Sense feats
and can only be used trained. You can use the Tao to enhance 25 - 29 -8
your normal sensory capabilities. 30+ -10
HP Cost: 2 Heal Self (Con) (Yang Tao)
Special: This is a modified form of the Fear skill from the Heal Self requires the Tao Sensitive and Control feats and
Star Wars RPG. can be used untrained. You can use the Tao to heal yourself.
Special: This is a modified form of the Friendship skill from Result Amount Healed HP Cost
the Star Wars RPG.
10 - 14 Heal 1d4+1 HP 0
Heal Another (Wis) (Yang Tao) 15 - 19 Heal 1d6+2 HP / 0/1
Heal 1d4+1 WP or Ability
Heal Another requires the Tao Sensitive and Alter feats and 20 - 24 Heal 1d8+4 HP / 0/2
can be used untrained. You can use the Tao to heal wounds 1d6+2 WP or Ability
suffered by another. 25+ Heal 2d6+6 HP / 0/4
1d8+4 WP or Ability
Check: Heal Another can restore hit points, wound points, or
ability score points lost by someone other than yourself. The
result of the Heal Another check indicates the damage that is HP Cost: 1 for a failed result, 0 for restoring hit points, and
healed. For hit points and wound points, consult the table. consult the chart for the cost of restoring wound points and
You can only restore lost ability score points lost to such ability scores
temporary effects such as poison or disease; permanent loss
such as through aging cannot be reversed with this skill. You Special: This is a modified form of the Heal Self skill from
must touch the target that you want to heal. Your target can't the Star Wars RPG.
go above his maximum hit point or wound point total or his
normal ability score total, regardless of the number of points
restored. Excess points restored are loss. With a high enough Illusion (Cha)
result, you can heal both hit points and wound points. Add
the HP cost of both results together to determine the total HP Illusion requires the Tao Sensitive and Alter feats and can
cost. You can't attempt to heal hit point damage to the same only be used trained. You are able to manifest phantasmal
person a second time until 1 hour has passed. You can't images that seem completely real to those who perceive
attempt to heal wound points or ability score losses to the them.
same person a second time until 24 hours have passed.
Check: Although your illusions cannot cause physical harm,
they can, when wielded by a skilled user, provoke fatal
Result Amount Healed HP Cost
mistakes in those who do not realize their falseness. Each
person who perceives the illusion perceives the same event,
10 - 14 Stabilize the seriously wounded 1 rather than their own slightly different interpretation. Your
15 - 19 Heal 1d4+1 HP 1 Illusion check sets the DC for the target's Will saving throw.
20 - 24 Heal 1d6+2 HP / 2 The maximum range for this skill is 30,000' from the user.
Heal 1d4+1 WP or Ability The distance also modifies the HP cost of the skill.
Maintaining an illusion for more than a single round requires
25 - 29 Heal 1d8+4 HP / 4
concentration; you cannot maintain an illusion while using
1d6+2 WP or Ability raging, for instance, and maintaining it requires a standard
30+ Heal 2d6+6 HP / 6 action each round.
1d8+4 WP or Ability
Result Will Saving Throw DC
HP Cost: Varies, but at least 1 for a failure or minimal
success up to 5 10
6 - 15 15
Special: This is a modified form of the Heal Another skill
from the Star Wars RPG. 16 - 25 20
26 - 35 25
36+ 30
Move Object result plus your Dex bonus must exceed the
Distance HP Cost per Minute target's Defense. If the Move Object check is not high
enough to even move the object, then the attack
automatically fails. A character struck by a moved object
30' 3 takes damage based on the object's weight, as per the table.
31' - 100' 5 You can use this skill as both a standard or move action. You
101' - 1,000' 8 can move an object and attack with it or move it twice in one
1,001' - 10,000' 10 round. Moving multiple objects is possible, but more
difficult, and requires a full-round action. The base DC and
HP Cost: 3 or more, depending on the distance as per the HP cost is set by the heaviest object in the group, and each
table additional object (regardless of its weight) adds +2 to the DC
and +2 to the HP cost. A target can't be struck by multiple
Special: This is a modified form of the Illusion skill from objects as part of the same action. You can also lift and move
Star Wars: The Dark Side Sourcebook. yourself with this skill, but the DC increases by 10.
Check: A Sever Tao check determines the DC of the target's Result Damage DC
Will saving throw. On a failed save, the target must make a
Will save, DC 20, whenever he attempts to use a Tao-based
up to 15 1d6 10
skill or feat. The DC increases to 30 if the target is tainted by
the Yin Tao. It increases to 40 if the target is wholly 16 - 25 2d6 15
corrupted by Yin Tao. The character is no longer required to 26+ 3d6 20
make Will saves to use the Tao if he reduces his joss points
to less than half his Wis. Using Sever Tao is a full-round HP Cost: 6
action that provokes an attack of opportunity. Until the target
reduces his joss points to less than half his Wis, the effects of Special: This is a modified form of the Force Grip skill from
Sever Tao remain. the Star Wars RPG.
Result Save DC
Tao Light (Wis) (Yang Tao)
up to 10 10
Tao Light requires the Tao Sensitive and Alter feats and can
11-20 15 be used untrained. You can channel the Tao into blasts of
21-35 20 light that are harmful to Yin Tao.
36-50 25
51+ 30 Check: When you use this skill, a wave of Yang Tao energy
emanates from you for 30' in all directions. A Tao Light
HP Cost: 20, plus the user must spend 1 joss point. check sets the DC of this skill's use on all characters,
creatures, spirits, and sites who are tainted or affected by
Special: This is a modified form of the Sever Force skill madness. When used against a character or creature with
from the Star Wars: Power of the Jedi Sourcebook. madness points, they lose 1 joss point if it fails the Will save.
The target cannot voluntarily forgo this saving throw. When
used against a Yin Tao spirit, Tao Light deals damage to the
Tao Defense (Con) spirit by weakening its connection to the Yin Tao. When a
spirit is reduced to 0 wound points, it is permanently
Tao Defense requires the Tao Sensitive and Control feats and destroyed. When Tao Light is successfully used against a Yin
can be used untrained. You can use the Tao to improve your Tao site, the site loses some of its taint, reducing its power by
resistance to Tao-based attacks. one step (from extreme to major, major to minor, or minor to
not tainted). When using Tao Light against a Yin Tao site,
Check: A Tao Defense check adds a Tao bonus any saving you must be at the heart of the site, where the Yin Tao is
throw made against a Tao-based attack (including skills and most powerful. You suffer all effects the site generates.
feats) for 10 rounds. The result of the check indicates the Using Tao Light is a standard action that provokes attacks of
amount of the bonus. opportunity.
Tao Grip requires the Tao Sensitive and Alter feats and can Tao Push (Int)
be used untrained. You can use the Tao to telekinetically grip
an organ or crush a larynx. Tao Push requires the Tao Sensitive and Alter feats and can
only be used trained. You knock down opponents using the
Check: A Tao Grip check sets the damage inflicted by the Tao.
attack and the DC for the target's Will saving throw. On a
successful save the damage is applied to the victim's hit Check: A Tao Push check sets the damage dealt by the attack
points. On a failed save, it is applied to his wound points. As as well as DC for the target's Ref saving throw. Each target
long as you can see your opponent with your naked eye (not receives a +4 for every size category it is larger than
via a device, magic, the Tao, etc.) you can use Tao Grip. Medium-size, or a -4 penalty for every size category smaller
than Medium-size. The target also receives a +4 bonus if it
has more than two legs of is otherwise more stable than a 3,000' +20
typical humanoid. On a failed save, the target is knocked
back 5'. On a successful save, the damage is halved and the HP Cost: 3
target remains standing and stays in place. Use of Tao Push is
a standard action. It can affect up to 4 targets up to 30' away Special: This is a modified form of the Telepathy skill from
from you, all of whom must be adjacent to each other. the Star Wars RPG.
Result Damage DC
up to 15 1d4 10
16-25 2d4 15
26+ 3d4 20
HP Cost: 4
Tao Stealth requires the Tao Sensitive and Control feats and
can be used untrained. You can use the Tao to evade both
physical and Tao-based detection.
Result Bonus
10-14 +2
15-19 +4
20-24 +6
25-29 +8
30+ +10
Telepathy (Wis)
Telepathy requires the Tao Sensitive and Sense feats and can
be used trained only. You can use the Tao to establish a
mental link with others that convey single, short thoughts or
emotions.
Distance DC Modifier
30' +0
300' +10
Chapter 7: Of Feats
7.1: Player’s Handbook Feats Mobility
Mounted Archery
The following feats from the Player’s Handbook are allowed Mounted Combat
in the Dark Sun: The Age of Tao campaign setting: Natural Spell
Negotiator
Acrobatic Nimble Fingers
Agile Persuasive
Animal Affinity Point Blank Shot
Armor Proficiency (Heavy) Power Attack
Armor Proficiency (Light) Precise Shot
Armor Proficiency (Medium) Quick Draw
Athletic Quicken Spell
Blind-fight Rapid Reload
Brew Potion Rapid Shot
Cleave Ride-by Attack
Combat Casting Run
Combat Expertise Scribe Scroll
Combat Reflexes Self-sufficient
Craft Magic Arms and Armor Shield Proficiency
Craft Rod Shot on the Run
Craft Staff Silent Spell
Craft Wand Simple Weapon Proficiency
Craft Wondrous Item Skill Focus
Deceitful Spell Penetration
Deft Hands Spirited Charge
Diligent Spring Attack
Dodge Still Spell
Empower Stunning Fist
Enlarge Spell Tower Shield Proficiency
Exotic Weapon Proficiency Track
Extend Spell Trample
Extra Turning Two-Weapon Defense
Far Shot Two-Weapon Fighting
Forge Ring Weapon Finesse
Great Cleave Weapon Focus
Great Fortitude Weapon Specialization
Greater Spell Penetration Whirlwind Attack
Greater Two-Weapon Fighting Widen Spell
Greater Weapon Focus
Greater Weapon Specialization The following feats are not allowed from the Player’s
Improved Bull Rush Handbook in the Dark Sun: The Age of Tao campaign
Improved Critical setting:
Improved Disarm
Improved Feint Alertness
Improved Grapple Augment Summoning
Improved Initiative Deflect Arrows
Improved Overrun Diehard
Improved Precise Shot Endurance
Improved Shield Bash Eschew Materials
Improved Sunder Greater Spell Focus
Improved Trip Heighten Spell
Improved Turning Improved Counterspell
Improved Two-Weapon Fighting Leadership
Improved Unarmed Strike Snatch Arrows
Investigator Spell Focus
Iron Will Spell Mastery
Lightning Reflexes Stealthy
Magical Aptitude Toughness
Manyshot
Martial Weapon Proficiency
Maximize Spell
7.2: Master Feat List Chariot Sideswipe SaF
Chariot Trample SaF
In addition to feats from the Player’s Handbook, Dark Sun: Charlatan SaS
The Age of Tao heroes can choose the following feats from Chink in the Armor SaS
the Master Feat List:
Choke Hold New
Feat: The name of the feat. Circle Kick SaF
Clever Wrestling MW
Source: The book or other source the feat originates from Clever Monkey Spins the Branch New
and can be found. See the source for full feat descriptions. Closed Mind New
All New feats are described after the Master Feat List. Close-Quarters Fighting SaF
Conscription New Region
Source Abbreviations:
Continuous Parry New
DotF Defenders of the Faith Control New Tao
MM Monster Manual Corps-a-corps New
MW Masters of the Wild Cosmopolitan New Region
New Dark Sun: The Age of Tao Handbook Cotton Cage New
SaF Sword and Fist
Craftsman New
SaS Song and Silence
TaB Tome and Blood Craft Talisman New Item Creation
Create Infusion MW Item Creation
Culinary Ashe New Region,
Feat Source Type Item Creation
Cure Disease New Tao
Able Drinker New Cure Poison New Tao
Acrobatic Dodge New Dash SaS
Adaptive Fighting New Dashing and Daring New
Affinity Focus New Akashik Death Blow SaF
Akasha-Heightened Senses New Akashik Death Trance New
Akashik Defense New Akashik Defensive Shot New
Alluring SaS Defensive Strike New
Alter New Tao Defensive Throw New
Animal Control MW Deflect Missiles New
Animal Defiance MW Delayed Sneak Attack New
Arboreal New Region Delay Spell TaB Metamagic
Aristocrat New Region Destructive Rage MW
Armor Dance New Region Dirty Fighting SaF
Armor Optimization New Disarm Shot New
Arrow Stab New Dissipate Energy New Tao
Arterial Strike SaS Divine Cleansing DotF Divine
Artist New Region Divine Might DotF Divine
Badge of Bondage New Region Divine Resistance DotF Divine
Bareback Soul New Region Divine Shield DotF Divine
Battle Cry New Divine Vengeance DotF Divine
Battle Meditation New Tao Divine Vigor DotF Divine
Beast Language New Tao Dragon's Toughness New
Beat New Drain Tao New Tao
Bend Dream New Lost Dream Jump New Lost
Berserker Rage New Dreamwalk New Lost
Blindsight MW Dreamwatch New Lost
Blindsight, 5-foot Radius SaF Drum Dancer New Region
Blooded New Region Dual Strike SaF
Blood of Kings New Region Dunewalker New Region
Brachiation MW Dwarf’s Toughness New
Broom Sweep New Eagle Claw Attack SaF
Burst of Speed New Tao Education New Region
Cardhaus Player New Region Eliminate Block New Akashik
Cautious New Empathic New Region
Charged Jump New Empower Turning DotF Special
Chariot Archery SaF Endurance New
Chariot Charge SaF Expert Tactician SaF, SaS
Chariot Combat SaF Extended Rage MW
Extra Affinity New Akashik Instantaneous Rage MW
Extra Favored Enemy MW Intimidating Rage MW
Extra Finesse New Jack of All Trades SaS
Extra Music SaS Knock-Down SaF
Extra Rage MW Large and in Charge SaF
Extra Slot TaB Akashik Latent Dreamer New Lost
Extra Stunning Attacks SaF Latent Old Blood New Lost
Extra Talent New Akashik Latent Treesinger New Lost
Extra Wild Shape MW Wild Latent Viewer New Lost
Eye for Quality New Region Leap of the Monkey New
Eyes in the Back of Your Head SaF Legendary Trait New
Fame New Lightning Fists SaF
Faster Healing MW Lightning Stealth New
Fast Wild Shape MW Wild Lingering Song SaS
Favored Critical MW Linguist New
Feign Weakness SaF Low Profile New
Finesse Grapple New Lunge New
Finesse Trip New Magical Artisan New Item Creation
Fists of Iron SaF Mantis Leap SaF
Fleet of Foot SaS Memory of Lives Past New Lost
Flick of the Wrist SaS Mental Stability New
Flurry of Strikes New Mercantile Agent New Region
Flyby Attack MW Mimic New
Flying Kick New Monkey Grip SaF
Fool's Luck New Monkey Taunts the Emperor New
Force of Will New Mountain Born New Region
Frightful Presence New Mounting Leap New
Giant Killer New Multiattack MW
Giant's Toughness New Multicultural SaS
Grappling Block New Multidexterity MW
Greater Affinity Focus New Akashik Multiweave New Akashik
Greater Bind New Northern Staff, Northern Spear New
Greater Manyshot New Obscure Lore SaS
Greater Sneak Attack New Odd Sleeping Habits New
Great Throw New Off-Hand Parry SaF, MW
Green Ear SaS Opera Training New
Guiding Spirit New Tao Pain Touch SaF
Hamstring SaS Parry New
Hatred New Tao Phalanx Fighting New
Heat Protection New Region Pin Shield SaF
Heighten Turning DotF Special Plant Control MW
Heroic Surge New Plant Defiance MW
Highborn New Region Political Maneuvering New Region
High Tao Mastery New Tao Pommel Strike New
Hold the Line SaF Power Critical MW
Iaijutsu Focus New Region Power Lunge SaF
Iaijutsu Master New Region Prolong Tao New Tao
Improved Armor Dance New Region Prone Attack SaF
Improved Bind New Proportionate Wild Shape MW Wild
Improved Chi Strike New Psychometry New Tao
Improved Dodge New Pyro SaS
Improved Flight MW Quicken Turning DotF Special
Improved Rear Rank Fighting New Quicken Spell New Metamagic
Improved Sneak Attack New Quicker than the Eye SaS
Improved Swimming MW Quick Sheath New
Improvised Weapon New Rapid Reload SaF
Infamy New Reach Spell DotF Metamagic
Innate Ability New Special Rear Rank Fighting New
Inscribe Rune New Region, Requiem SaS
Item Creation Resistance to Energy MW
Resist Disease MW Waking Dream New Lost
Resist Madness New Region Wealth New
Rhythmic Accompaniment New Region Wily Trader New Region
Riposte New Wingover MW
Ritual Cannibalism New Region Weapon Display New
Ritualistic Combat New Region
Roundabout Kick New
Sacred Spell DotF Metamagic 7.3: New General Feat Descriptions
Sanctum Spell TaB Metamagic
Scent MW Wild Able Drinker (General)
Scholar of Nature New Region
There are those who can hold their liquor, and then there's
Sculpt Spell TaB Metamagic you.
Sense New Tao
Sense Residue New Akashik Prerequisites: Con 15+
Sex Appeal New
Sharp-Eyed New Benefit: You can drink any amount of alcohol without any
negative effects or chance of getting drunk. If anyone who
Sharp-Shooting SaF
could be impressed by such a feat (such as raiders,
Shield Charge DotF mercenaries, etc.) sees you consuming such a massive
Shield Expert SaF volumes of liquor, you receive a +4 circumstance bonus to
Showmanship New any Charisma-based checks in social situations with them.
Shuriken Mastery New Further, you receive a +1 to all saving throws versus poison.
Slip New
Special: This feat is originally from Swashbuckling
Small Stature New Region
Adventures.
Soft Strike New
Soldier New Region
Soul of Honor New Region Acrobatic Dodge (General)
Soul of Sincerity New Region
Speaking Wild Shape MW Wild You can perform spectacular jumping and vaulting dodges.
Spell Specialization TaB Akashik
Prerequisites: Dex 16+, Dodge
Stay on their Tail New
Street Smart New Region Benefit: You must have at least one hand free to use this feat.
Strong-Arm New Region A number of times per day equal to your Dex modifier when
Subsonics SaS you would normally be hit by a melee or ranged attack, you
Superior Expertise New may make a Reflex saving throw against a DC of 20 (if the
weapon has a magical attack bonus, then the DC is increased
Supernatural Blow MW
by an equal amount) to vault out of the way. You must be
Suppressive Fire New aware of the attack and not flat-footed. After dodging an
Survivor New Region attack, you are 5' away from the direction and location of the
Taftani Hands New attack. Using this feat does not count as an action.
Tagging New
Tao Archery New Special: This feat is originally from Swashbuckling
Adventures.
Tao Lightning New Tao
Tao Mastery New Tao
Tao Mind New Tao Adaptive Fighting (General)
Tao Sensitive New Tao
Tao Whirlwind New Tao You may fight with the blunt end of a polearm or other large
Throw Anything SaF weapon.
Tie Off Weave New Akashik
Prerequisites: Str 13+, Power Attack
Toughness New
Trailblazing New Region Benefit: When using a weapon one size larger than yourself,
Trapmaster New you may make a second attack with the butt of the weapon as
Treesinger New Lost if it were a double weapon. The blunt end deals 1d6 of
Tree Warden New Lost bludgeoning damage with a critical threat range of 20. The
Trollblood New Region blunt end is considered a light weapon. It is in all ways just
like fighting with a double weapon.
Trustworthy SaS
Unbalancing Strike New Special: This is a modified form of the Adaptive Fighting
Vanish New feat from Feats.
Versatile New
Vicious Bite New Region
Viewing New Lost Armor Optimization (General)
Vigilint Rest New
You are adept at using your armor to its best advantage.
Prerequisites: Chaotic alignment, Base Attack bonus +1,
Prerequisites: Dex 13+, Dodge, Proficient with chosen Con 12+
armor
Benefit: You can enter a rage that increases your martial
Benefit: Choose a specific type of armor you are proficient prowess and destructive ability. Entering the rage is a move-
with. You do not lose your Defense armor bonus from that equivalent action. You gain +4 to Str, +4 to Con, and a +2
armor even if its bonus is lower than your base Defense. morale bonus on Will saves, but suffer a -2 penalty to
Instead, the two bonuses stack. Defense. The rage lasts for a number of rounds equal to 3 +
your (newly improved) Con modifier. You can voluntarily
end the rage prematurely as a move-equivalent action. During
Arrow Stab (General) the rage, the you cannot use skills or abilities that require
patience or concentration, such as moving silently, casting
When fighting with a string bow, you can make a melee spells, etc. He can use any feat he has except for Expertise,
attack against an adjacent opponent with one of your arrows. Akashik feats, metamagic feats, or Tao feats, as well as any
feats that require patience or concentration. At the end of the
Prerequisites: Defensive Shot rage you are tired, incurring a -2 Str & a -2 Dex, and not
being able to charge or run for the duration of the encounter.
Benefit: When fighting with a string bow you may make an You cannot fly into a rage more than once per encounter, and
attack against an opponent within an area that you threaten. only a number of times per day equal to your Con modifier.
You gain an additional melee attack equal to your next attack
that must be made with an arrow you are notching. The Special: This counts as an "ability to rage" for all intents and
melee attack and the following ranged attack are both made purposes. This is a modified form of the Barbarian’s class
with a -2 penalty. ability from the Player’s Handbook.
With a fast, low sweep of your leg, you can cause even
Battle Cry (General) groups of enemies to tumble to the ground.
Your intense and powerful words can grant you strength in Prerequisites:Base Attack bonus +4, Improved Trip,
combat. Improved Unarmed Strike
Prerequisites: Cha 13+, Base Attack bonus +1 Benefit: As a full attack action, instead of your regular
attacks, you can attempt a trip attack at your highest base
Benefit: When making a charge action you receive a morale attack bonus against every opponent within 5'. Each
bonus to attack and damage rolls equal to your Cha modifier. successful trip attack allows you to nake an automatic melee
You can use this feat a number of times per day equal to your attack against your opponent, as with the Improved Trip feat,
Cha modifier. but a failed trip attempt ends your action.
Special: This is a modified form of the Battle Cry feat from Special: This feat is a modified form of the Broom Sweep
Gryphon's Book of 3rd Edition Feats. feat from the Quintessential Monk.
You may attack to knock an opponent out of a defensive You are especially careful with tasks that may yield
stance. catastrophic results.
Prerequisites: Str 13+. Base Attack bonus +1 Benefit: You gain a +2 bonus to all Disable Device and Use
Magic Device checks.
Benefit: When you are attacking an opponent, you may
attack as normal, but if you hit the target takes no damage, Special: This is a modified form of the Cautious feat from
and may not use his primary (or secondary, your choice) the Star Wars RPG.
weapon during his first attack of his next turn (if the
opponent is not armed with 2 weapons, he forfeits his first
attack that turn). Furthermore, he loses any Armor or Dodge Charged Jump (General)
bonus he may have for wielding the weapon. Finally the
opponent must make a Ref save (DC 10) or the weapon flies You can use your skill at riding to aid your mount in
out of his hand, and the opponent is disarmed. jumping.
You are a berserker, a warrior that has learned how to focus Special: See "cooperating" rules in the Player's Handbook.
his aggressive energy into a frenzied rage. This feat is originally from Path of the Sword.
Corps-a-corps is the art of close, or body against body,
Choke Hold (General) fencing.
You have learned the correct way to apply pressure to render Benefits: When you lose a Trip Attack your opponent may
an opponent unconscious in a grapple. not attempt to trip you. Additionally you gain a +2
competence bonus to your trip attacks.
Prerequisites: Improved Unarmed Strike, Improved Grapple,
Stunning Fist Special: This feat is originally from Swashbuckling
Adventures.
Benefit: If you pin your opponent while grappling and
maintain the pin for 1 full round, at the end of the round your
opponent must make a Fort saving throw (DC 10 + 1/2 your Craftsman (General)
level + your Wis modifier). If the saving throw fails, the
opponent falls unconscious for 1d3 rounds. You can make almost anything.
Special: This feat is orignally from Oriental Adventures. Prerequisites: Int 13+
You can adjust your grip quickly on weapon with reach to Special: This feat is originally from Swashbuckling
attack nearby foes. Adventures.
Benefit: When wielding a reach weapon that does not You can create magic fetishes, single-use magic items that
normally allow you to attack with adjacent opponents, you hold a spell until triggered.
can adjust your grip to allow you to attack nearby opponents.
You cannot attack adjacent opponents in any round that you Prerequisites: Int 13+, appropriate Craft skill, spellcaster
use reach to attack, nor can you use reach in any round that level 1+
you attack adjacent opponents. This includes attacks of
opportunity. Adjusting the grip is a move-equivalent action Benefit: You can create a talisman, a one-use magic item,
that does not provoke attacks of opportunity. imbuing it with the power of any spell you know cast at 3 rd
level or lower. You just provide any material components or
Special: This is a modified form of the Clever Monkey Spins focuses the spell requires. If casting the spell would reduce
the Branch feat from the Quintessential Monk. your XP total, you pay the cost upon beginning the process in
addition to the XP cost for making the talisman itself.
Likewise, material components are consumed when you
Closed Mind (General) begin crafting, but focuses are not. The talisman has a base
price of the spell level x 50 cc, with a 0-level spell costing
Your mind is better able to resist Tao mental abilities and 1/2 a level. You must spend 1/25 of the base price in XP and
other mental attacks than normal. use up raw materials costing half this base price. A talisman's
market value equal's its base price.
Benefit: You get a +2 bonus on all saving throws to resist
Tao and other magic effects that affect your mind. Special: This feat is originally from Oriental Adventures.
Special: You cannot take or use this feat if you have the Tao
Sensitive feat. This is a modified form of the Closed Mind Dashing and Daring (General)
feat from the Expanded Psionics Handbook.
You are suave at all times, even during combat.
Continuous Parry (General) Prerequisites: Base Attack bonus +4, Dex 13+, Cha 13+
You are extremely adept at parrying your opponent's attacks. Benefit: You receive your Cha modifier to your Defense in
addition to your Dex modifier while wearing no armor.
Prerequisites: Parry Furthermore, any members of the opposite sex who see you
fighting are predisposed to like you. Any Charisma-based
Benefit: You must be wielding a weapon in each hand to use checks made receive a +2 circumstance bonus, but only
this feat. If you elect to use Total Defense on your actions, involving those who have seen you in action.
you may use the Parry feat a number of times equal to your
normal number of attacks + your Dex modifier. Each Special: This is a modified form of the Dashing and Daring
attempted parry acts as one of your parries per round. feat from Swashbuckling Adventures.
When you fire a weapon when adjacent to an opponent, you Delayed Sneak Attack (General)
do not draw an attack of opportunity.
Via precisely aimed strikes, you can delay the effects of
Prerequisites: Dodge, Point Blank Shot damage so they are not immediately felt or noticed.
Benefit: When firing a weapon while in an opponent's Prerequisites: Sneak Attack damage +5d6, Base Attack
threatened area, you may take a -2 penalty to your base attack bonus +9
until the end of the turn in order to not draw an attack of
opportunity from one opponent whose threaten area you are Benefit: If you choose to use this feat, the extra damage you
within. inflict with a sneak attack is not inflicted until 3d6 rounds
after your attack roll is made.
Special: This is a modified form of the Defensive Shot feat
from Swashbuckling Adventures. Special: This feat is originally from Way of the Ninja.
You can turn a strong defense into a powerful offense. Prerequisite: Endurance
Prerequisites: Int 13+, Dex 13+, Expertise, Dodge Benefit: When reduced to between –1 and –9 wound points,
you automatically become stable. You don’t have to roll d%
Benefit: If an opponent attacks you and misses while you are to see if you lose 1 wound point each round. When reduced
using the Total Defense action, you can attack that opponent to negative wound points, you may choose to act as if you
on your next turn with a +4 bonus on your attack roll. You were disabled, rather than dying. You must make this
gain no bonus against an opponent that does not attack you or decision as soon as you are reduced to negative wound points
against an opponent that attacks and does not miss. (even if it isn’t your turn). If you do not choose to act as if
you were disabled, you immediately fall unconscious. When
Special: This feat is originally from Oriental Adventures. using this feat, you can take either a single move or standard
action each turn, but not both, and you cannot take a full
round action. You can take a move action without further
Defensive Throw (General) injuring yourself, but if you perform any standard action (or
any other action deemed as strenuous, including some free
You can use your opponent's force against them, deflecting actions, such as casting a quickened spell) you take 1 wound
his attack and throwing him to the ground. point of damage after completing the act. If you reach –10
wound points, you immediately die.
Prerequisites: Dex 13+, Combat Relexes, Dodge, Improved
Unarmed Strike, Improved Trip Special: This is a modified form of the Diehard feat from the
Player’s Handbook.
Benefit: If the opponent you have chosen to recieve your Def
bonus from the Dodge feat attacks you and misses, you can
make an immedite trip attack against that opponent. This Disarm Shot (General)
attempt counts as your allowed attacks of oppurtunity this
round. You can disarm an opponent with a ranged attack with
greater accuracy.
Special: This feat is orignally from Oriental Adventures.
Prerequisites: Weapon Focus (any ranged weapon)
Deflect Missiles (General) Benefit: When you make a disarm shot you do not suffer the
-4 penalty to the attack roll.
You can deflect incoming missiles, such as arrows, crossbow
bolts, spears, and other shot or thrown weapons. Special: This feat is originally from Swashbuckling
Adventures.
Prerequisites: Dex 13+, Improved Unarmed Strike
Benefit: You must have at least one hand free (holding Dragon's Toughness (General)
nothing) to use this feat. Once per round, when you would
nowmally be hit with a ranged weapon, you may make a You are incredibly tough.
Reflex saving throw against DC 20 + the weapon's magical
attack bonus, if any, +10 if it is a critical hit. If you succeed Prerequisites: Base Fort save bonus +11
you deflect the missile. If you beat the DC by 10 or more,
you catch the missile instead of merely deflecting it. You Benefit: You gain +12 wound points.
Prerequisites: Dex 13+, Improved Grapple, Improved
Special: You can gain this feat multiple times. This is a Unarmed Strike
modified form of the Dragon's Toughness feat from Masters
of the Wild. Benefit: You can apply your Dex modifier instead of your
Str modifier in all grappling checks.
Dwarf's Toughness (General) Special: This is a modified form of the Elusive Grappler feat
from the Quintessential Monk.
You are tougher than you were before.
Benefit: You gain +6 wound points. You rely on technique rather than power when tripping foes.
Special: You can gain this feat multiple times. This is a Prerequisites: Dex 13+, Improved Trip
modified form of the Dwarf's Toughness feat from Master's
of the Wild. Benefit: You use your Dex modifier instead of your Str
modifier in all trip checks.
Endurance (General) Special: This is a modified form of the Finesse Trip feat
from the Quintessential Monk.
You are hardier and more resilient to environmental pressure
that is exerted upon you.
Flurry of Strikes (General)
Benefit: You gain a +4 bonus on the following checks and
saves: Swim checks made to resist nonlethal damage, You can send a swarm of cuts and stabs at your opponent
Constitution checks made to continue running, Constitution with a rapier.
checks made to avoid nonlethal damage from a forced march,
Constitution checks made to hold your breath, Constitution Prerequisites: Base Attack bonus +1, Weapon Finesse,
checks made to avoid nonlethal damage from starvation or Weapon Focus (Rapier)
thirst, Fortitude saves made to avoid nonlethal damage from
hot or cold environments, and Fortitude saves made to resist Benefit: Whenever you attack with your rapier, you may opt
damage from suffocation. to take an additional attack with that weapon at your highest
Base Attack bonus. However all your attacks for that round,
Special: A ranger automatically gains Endurance as a bonus including the extra one, suffer a -2 penalty to hit. You may
feat at 3rd level. He need not select it. This is a modified use this feat once per round. Thus, if you use two rapiers you
form of the Endurance feat from the Player’s Handbook. cannot use it with both of them.
You deal extra damage with light weapons because you know
where to put the blade. Flying Kick (General)
Prerequisites: Weapon Finesse You literally leap into battle, dealing devastating damage.
Benefit: You may apply your Dex modifier instead of your Prerequisites: Str 13+, Power Attack, Improved Unarmed
Str modifier when inflicting damage with a light weapon or Strike, Jump 4+
rapier.
Benefit: When fighting unarmed and using the charge action,
Special: This feat is originally from Swashbuckling you deal double damage with your unarmed attack.
Adventures.
Special: This feat is originally from Oriental Adventures.
Fame (General)
Fool's Luck (General)
You are particularly well-known.
You have a unique way of turning situations around to your
Benefit: You gain +3 to your Reputation score. advantage, but most simply call it luck.
Special: You can take this feat multiple times. This feat is Benefit: Once per day, you may reroll any single die roll.
originally from the Star Wars RPG and Wheel of Time RPG. You must accept the second check, no matter the outcome.
Special: You can gain this feat multiple times. Its effects
Finesse Grapple (General) stack. Each time you gain this feat, you may reroll an
additional die per day. This feat is originally from Feats.
You rely on technique rather than power when grappling
foes.
Force of Will (General)
You are able to resist Tao attacks with extreme force of will. weapon, you may make a special disarm attampt against your
opponent. This attempt counts against your allowed attacks
Prerequisite: Iron Will of oppurtunity this round. You make an opposed attack roll
against the attack that hit you. The opponent's attack roll is
Benefit: Once per round, when targeted by a Tao skill or not modified by the size of the weapon. If you succeed, you
other Tao effect that allows a Reflex save or a Fortitude save, grab the weapon away from your opponent (if you are
you can instead make a Will saving throw to avoid the effect. unarmed) or knock the weapon to the ground (if you are
armed). You can only use this feat against weapons up to two
Special: You cannot take or use this feat if you have the Tao sizes larger than you.
Sensitive feat. This is a modified form of the Force of Will
feat from the Expanded Psionics Handbook. Special: This feat is originally from Oriental Adventures.
Your mere presence can terrify those around you. After you bind an opponent's weapon you may take
advantage of the situation.
Prerequisites: Cha 15+, Intimidate 9+
Prerequisites: Improved Bind
Benefit: Once per round, you can, as a free action, use your
Frightful Presence. All opponents within 30' who have fewer Benefit: When you have bound an opponent's weapon, the
levels than you must make a Will saving throw (DC 10 + critical threat range of your next attack (if attacking with a
your level + your Cha modifier). Any opponent who fails his melee weapon) is increased by twice the number of rounds
save is shaken, suffering a -2 penalty to attack rolls, saves, that you keep the opponent's weapon bound (including this
and skill checks for 1d6 + your Cha modifier in rounds. round). So if this is the second round that you have an
opponent’s weapon bound, your threat range is increased by
Special: This is a modified form of the Frightful Presence 4 (so an 18-20 would become a 14-20).
feat from the Star Wars RPG.
Special: This feat is originally from Swashbuckling
Adventures.
Giant Killer (General)
You have mastered the art of fighting larger creatures and Greater Manyshot (General)
negating their defenses.
You are skilled at firing many arrows at once, even at
Prerequisites: Combat Reflexes different opponents.
Benefit: When fighting opponents at least two size categories Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid
larger than you, you negate the effects of any additional reach Shot, base attack bonus +6
they may have. Against you, the opponent only has a reach of
5'. Benefit: When you use the Manyshot feat, you can fire each
arrow at a different target instead of firing all of them at the
Special: This feat is originally from Heroes of High Favor: same target. You make a separate attack roll for each arrow,
Dwarves. regardless of whether you fire them at separate targets or the
same target. Your precision-based damage applies to each
arrow fired, and, if you score a critical hit with more than one
Giant's Toughness (General) of the arrows, each critical hit deals critical damage.
You are amazingly tough. Special: This is originally from the Expanded Psionics
Handbook.
Prerequisites: Base Fort save bonus +8
Special: You can gain this feat multiple times. This is a Your sneak attacks are more deadly than the common form.
modified form of the Giant's Toughness feat from Masters of
the Wild. Prerequisites: Sneak Attack, level 9+, Improved Sneak
Attack
Grappling Block (General) Benefit: You may roll d10's instead of d8's for the extra
damage of a sneak attack.
You can catch and pin an opponents weapon with your bare
hands. Special: This feat is originally from Swashbuckling
Adventures.
Prerequisites: Int 13+, Combat Reflexes, Expertise,
Improved Disarm, Impoved Unarmed Strike
Great Throw (General)
Benefit: You must have both hands free or be holding a
weapon designed to catch other weapons to use this feat.
Once per round when you would normally be hit by a melee
You can throw your opponents to the ground, choosing opponents. You can select or change opponents on any
where they land and dealing damage in the process. action. A condition that makes you lose your Dex modifier to
Defense also makes you lose dodge bonuses.
Prerequisites: Dex 13+, Combat Reflexes, Dodge, Improved
Trip, Improved Unarmed Strike Special: This is a modified form of the Dodge: Improved feat
from Gryphon's Book of 3rd Edition Feats.
Benefit: When you make a successful unarmed trip attack
against a creature no larger than your own size, you can
choose where the creature lands, within the area you threaten. Improved Rear Rank Fighting (General)
In addition, you deal your normal unarmed strike damage to
the opponent. When you use this option, however, you may You have mastered the art of fighting as part of a phalanx or
not make a followup melee attack using the Improved Trip spear hedge.
feat.
Prerequisites: Base Attack bonus +1, Rear Rank Fighting
Special: This feat is originally from eratta to Oriental
Adventures. Benefit: When fighting in melee combat with a reach
weapon, interposing creatures (friendly or otherwise) do not
provide cover to enemies behind them.
Heroic Surge (General)
Special: This feat is originally from Heroes of High Favor:
You can perform additional actions in a round. Dwarves.
Special: This feat is originally from the Star Wars RPG and Prerequisites: Sneak Attack, level 6+
Wheel of Time RPG.
Benefit: You may roll d8's instead of d6's for the extra
damage you roll with a sneak attack.
Improved Bind (General)
Special: This feat is originally from Swashbuckling
You are more skilled at binding an opponent's weapon. Adventures.
Special: This feat is originally from Swashbuckling You can use almost anything as a weapon: chairs, bar stools,
Adventures. drinking mugs, candelabra, etc.
You are adept at dodging the blows of multiple opponents. You are known for crimes or evil deeds (whether or not your
actually committed them).
Prerequisites: Dex 13+, Dodge
Benefit: Regardless of your Reputation score, you are
Benefit: During your action, you can designate a number of considered infamous.
opponents equal to your Dex modifier and receive a +1
dodge bonus to Defense against attacks from those Special: This feat is originally from the Star Wars RPG.
You have acquired an ear and eye for languages.
You no longer need ofuda to cast certain spells. Benefit: You speak 2 additional languages, as if they were
bonus languages due to high Intelligence. The Language skill
Prerequisites: Templar level 1+ is permanently a class skill for you.
Benefit: Choose 3 divine spells you know as a Templar. You Special: This is a modified form of the Linguist feat from
no longer require ofuda as a divine focus when casting these Dark Sun 3.
spells. If you do use ofuda when casting these spells as an
innate ability, all level-dependent effects of the spell are
increased by +1. Low Profile (General)
Special: You make take this feat multiple times. Each time it You are less famous than others of your level.
is taken, different spells must be selected. This is a modified
form of the Innate Ability feat from Rokugan. Benefit: Your rate of gaining Reputation is 1 point every 5
levels, regardless of your class. This does not affect your
current Reputation score nor any Reputation points gained by
Leap of the Monkey (General) future actions.
You are adept at springing lightly up walls. Special: This feat is originally from the Star Wars RPG and
Wheel of Time RPG.
Prerequisites: Climb 5+, Jump 5+
Benefit: Like a monkey, the character can spring quickly up Lunge (General)
walls with little effort. Characters with this feat do not lose
their Dexterity bonus to Defense when climbing or give their You can thrust your weapon for greater damage.
attacker a +2 bonus as long as they finish the climb in a
single round. Benefit: As an attack with a melee piercing weapon you can
Lunge. When you Lunge you draw an attack of opportunity,
Special: This feat is originally from Jade and Steel. The attack is performed as normal but if you successfully hit
your opponent the damage is increased by 5.
Legendary Trait (General) Special: This is a modified form of the Lunge feat from
Swashbuckling Adventures.
Somehow, you have potential beyond the average person.
You might just be special, or you might have devoted your
entire life to one particular characteristic. Magical Artisan (Item Creation)
Prerequisites: One of your abilities must be 17+ You have mastered the method of creating a certain kind of
magic item.
Benefits: When you take this feat, name one of the six
abilities (Str, Dex, Con, Int, Wis, or Cha) you have that has a Prerequisites: Any Item Creation feat
score of 17 or more. At 6th level and every 6 levels thereafter
(12th, 18th, and so on) you gain a +1 to that ability. If this feat Benefit: Each time you take this feat, choose one Item
is taken after 6th level it is not retroactive, so a character Creation feat you know. When determining the cost in XP
taking it at 9th level with a Str of 17 would gain +1 Str, then and raw materials for creating items with this feat, multiply
another +1 at 12th, +1 at 18th, and so on. the base price by 50%.
Special: This is a modified form of the Legendary Trait feat Special: You can take this feat multiple times, but each time
from Swashbuckling Adventures. it must apply to a new Item Creation feat. This is a modified
form of the Magical Artisan feat from the Forgotten Realms
Campaign Setting.
Lightning Stealth (General)
You are able to move with both speed and stealth. Mental Stability (General)
Prerequisites: Dex 13 +, Stealth 6+ You have succeeded, at least in part, in staving off the
encroaching madness.
Benefit: You can move up to your normal speed with no
penalty to Stealth checks. You can run or charge with only a Benefit: When you gain this feat, you reduce your madness
-10 penalty to Stealth checks. points by 20. This does not reduce you below 0 madness
points, nor does it apply to future madness point gains.
Special: This is a modified form of the Lighting Stealth feat Generally, this feat is only useful for male channelers and
from Way of the Ninja. those who use Yin Tao, but its benefit applies to anyone who
gains madness points.
Linguist (General) Special: You can gain this feat multiple times. Each time, it
reduces your madness points by 20. This is a modified form
of the Mental Stability feat from the Wheel of Time Special: This is a modified form of the Northern Staff,
Roleplaying Game. Northern Spear feat from the Quintessential Monk.
You have a gift for impersonation. You have developed an unusual sleeping pattern and need
less sleep than most.
Benefit: You get a +2 bonus on all Disguise and Perform
(Acting) checks. Prerequisites: Con 11+
Special: This feat is originally from the Star Wars RPG and Benefit: You only require 4 hours of sleep a day instead of 8
Wheel of Time RPG. and may sleep in short spurts in order to be fully rested (as
long as the full 4 hours are met each day). Characters who do
not require 8 hours of sleep a day cannot take this feat.
Monkey Taunts the Emperor (General)
Special: This is a modified form of the Odd Sleeping Habits
You can goad an opponent into attacking you rashly by feat from Swashbuckling Adventures.
dismissing his martial prowess.
Benefit: With a successful opposed Bluff against an You have been trained in traditional Athasian opera, which
opponent's Will save, you can force them to charge you on requires a lot of stage fighting and physical activity.
their next action if possible. You may make an attack of
opportunity on them if they charge. If the attack of Benefit: You get a +2 bonus to all Tumble and Perform
opportunity is successful, you inflict double damage and the checks.
opponent's attack automatically fails. This can only be used
once per opponent per combat. It cannot be used against non- Special: This is a modified form of the Opera Training feat
intelligent creatures or creatures with low intelligence (Int 1- from the Quintessential Monk.
2).
Special: This is a modified form of the Monkey Taunts the Parry (General)
Emperor feat from the Quintessential Monk.
You have been trained to deflect your opponents' attacks with
your own weapon.
Mounting Leap (General)
Prerequisites: Expertise
You can leap upon your mount from a dangerous height.
Benefit: Once per round when you would normally be hit by
Prerequisites: Dex 13+, Jump 5+, Ride 5+ a melee attack with a sword or dagger, you may make an
attack roll against a Defense equal to the opponent's attack
Benefit: You can leap from above onto the saddle or bare roll to deflect the attack with your weapon. You must be
back of a mount you can ride without damaging either of aware of the attack and not flat-footed. Using this feat does
you. You must make a successful Ride check (DC 10 + the not count as an action. You can only use this feat with a
height in feet you are jumping from) in order to land safely sword or dagger, something with a prominent blade.
and avoid spooking the mount. You suffer a -2 penalty if
there is no saddle and you must ride the mount bareback. If Special: This is a modified form of the Parry feat from
you succeed in the check, you land safely. If you fail, you Swashbuckling Adventures.
land on the mount and take half the falling damage (1d6 per
10'), the mount takes the same amount of damage, and you
are thrown off the mount and are prone on the ground. You Phalanx Fighting (General)
armor check penalty, if any, applies to the Ride check.
You are trained in close-formation fighting with your allies.
Special: This is a modified form of the Leaping Onto Your
Horse feat from Path of the Sword. Benefit: If you are using a large shield, you gain a +1 armor
bonus that stacks with the bonus provided by armor and
shield. In addition, if you are within 5' of an ally who is also
Northern Staff, Northern Spear (General) using a large shield and a melee weapon he is proficient at
wielding with one hand and has this feat, you may form a
You can use a staff or spear as a reach weapon. shield wall. A shield wall provides one-quarter cover (+2 to
Defense and +1 on Reflex saves) to all eligible character
Prerequisite: Base Attack bonus +4, Weapon Focus participating in the shield wall.
(Quarterstaff or Shortspear)
Special: This is a modified form of the Phalanx Fighting feat
Benefit: While fighting with a quarterstaff or shortspear, you from Lords of Darkness.
can attack opponents 10' away as if it was a reach weapon. In
any round where you use this feat, you cannot attack adjacent
opponents. Pommel Strike (General)
You can surprise your opponent with a Pommel Strike when does not count as an attack of opportunity and is taken at
they least expect it. your highest Base Attack bonus.
Benefit: You may only use this feat with a melee weapon Special: This feat is originally from Swashbuckling
with a shaft or hilt. Instead of making a normal attack with Adventures.
your weapon you may make a Pommel Strike. You attack as
normal. If you hit, you inflict 1d4 damage not cannot be a
critical hit and the target is denied their Dex modifier and all Roundabout Kick (General)
dodge bonuses to their Defense until the next round.
You can follow up on a particularly powerful unarmed attack
Special: This is a modified form of the Pommel Strike feat with a mighty kick, spinning in a complete circle before
from Swashbuckling Adventures. landing the kick.
You can cast a spell as a free action. Benefit: If you strike a successful critical hit with an
unarmed attack, you can immediately make an additional
Benefit: Casting a quickened spell is a free action. You can unarmed attack against the same opponent, as if you hadn't
perform another action, even casting another spell, in the used your attack for the critical hit. You use the same attack
same round as you cast a quickened spell. You may cast only bonus that you used for the critical hit.
one quickened spell per round. A spell whose casting time is
more than 1 full round action cannot be quickened. A Special: This feat is originally from Oriental Adventures.
quickened spell uses up a spell slot four levels higher than the
spell’s actual level. Casting a quickened spell doesn’t
provoke an attack of opportunity. Sex Appeal (General)
Special: This is a modified form of the Quicken Spell feat For some reason, members of the opposite sex find you
from the Player’s Handbook. almost irresistible, and members of your sex are more than a
little jealous of your natural gifts.
You can sheath your weapon with unusual speed. Benefit: You receive double your Cha modifier to all
Charisma-based skill and ability checks when dealing with
Prerequisites: Quick Draw, Dex 13+, Base Attack bonus +1 members of the opposite sex. However, when dealing with
members of your sex, you suffer a -2 penalty to all Charisma-
Benefit: You can sheath a weapon as a free action that does based skill and ability checks because of their irrational
not draw an attack of opportunity. jealousy.
Special: This is a modified form of the Quick Sheath feat Special: This feat is originally from Swashbuckling
from Gryphon's Book of 3rd Edition Feats. Adventures.
You are accustomed to fighting as part of a phalanx or spear You have an eye for detail.
hedge.
Benefit: You get a +2 to all Search and Sense Motive checks.
Prerequisites: Base Attack bonus +1
Special: This feat is originally from the Star Wars RPG and
Benefit: When fighting in melee combat with a reach Wheel of Time RPG.
weapon, friendly interposing creatures do not provide cover
to enemies behind them. Enemies continue to provide cover
as normal. Showmanship (General)
Special: This feat is originally from Heroes of High Favor: You have flawless timing, and an ability to work crowds that
Dwarves. borders on the uncanny. The adulation of others inspires your
combat prowess.
When attacked with a fencing weapon, you may stop the Benefits: As a move equivalent action you may make a
attack and immediately launch a counterattack. Perform check (DC 15), if you succeed you gain a +2
circumstance bonus to all attack rolls and damage rolls while
Prerequisites: Parry you have an audience of at least 5 people.
Benefit: After you parry and negate an opponent's attack you Special: This feat is originally from Swashbuckling
may immediately make one attack against the opponent. This Adventures.
Prerequisites: Int 13+, Expertise, Base Attack bonus +6
Shuriken Mastery (General)
Benefit: When you use the Expertise feat to improve your
You are highly skilled in the use of shurikens. Defense, the number you subtract from your attack and add
to your Defense can be any number that does not exceed your
Prerequisites: Exotic Weapon Proficiency (Shuriken) Base Attack bonus.
Benefit: When throwing three shurikens as a single attack, Special: This feat is originally from Oriental Adventures.
you may select multiple targets (applying the same attack roll
to all three targets, but with a -2 penalty to the roll). When
throwing three shurikens at a single opponent, each shurikens Suppressive Fire (General)
receives a +1 bonus to damage.
You may pin down a location and make attacks of
Special: This feat is originally from Way of the Ninja. opportunity against those crossing, entering, or moving
through that line.
You are agile and adept at getting inside your opponent's Benefit: As a standard action you may nominate a strait or
guard. diagonal line of squares. As long as you do not move, you
may extend an attack of opportunity to fire your weapon at
Prerequisites: Base Attack bonus +3, Dex 15+ anyone crossing, entering, or moving through that nominated
line of squares. The number of squares in that line is only
Benefit: When an opponent attacks you and misses, you can limited by the range increment of the ranged weapon.
use an attack of opportunity to attack him. For this attack,
you receive a +3 circumstance bonus to your attack roll. This Special: This feat is originally from Swashbuckling
takes up one of your attacks of opportunity and may not be Adventures.
used if you have no remaining attacks of opportunity for the
round.
Taftani Hands (General)
Special: This feat is originally from Swashbuckling
Adventures. You have a knack for working with mechanical devices and
gadgets.
Soft Strike (General) Benefit: You gain a +2 bonus to all Disable Device and Open
Lock checks.
You have trained to use your weapon to deal non-lethal
strikes. Special: This is a modified form of the Mechanical Aptitude
feat from Feats.
Prerequisites: Weapon Focus (chosen melee weapon), Base
Attack bonus +1
Tagging (General)
Benefit: You do not suffer the standard -4 penalty to attack
when attempting to deal nonlethal damage when your chosen Tagging is a particularly flashy piece of showing off with
melee weapon. your weapon, designed to temporarily dishearten your
enemy. This can be anything from cutting off a lock of hair to
Special: This is a modified form of the Soft Strike feat from carving your initials into his shirt.
Gryphon's Book of 3rd Edition Feats.
Benefit: When you land an attack on an opponent you may
choose to deal no damage. The next time you strike that
Stay on their Tail (General) opponent with a critical hit during this encounter the damage
die increases by 1 level (thus 1d6 becomes 1d8), the Str
You may pursue an opponent when they attempt to escape modifier (or whichever modifier is appropriate) to damage is
your threat range. doubled, or the damage is doubled. You may tag an
opponent up to 3 times, each time choosing a different effect
Prerequisite: Dex 13+, Mobility to apply to the target. Additionally, each time you tag an
opponent the critical threat range of your weapon is increased
Benefit: When an opponent moves out of your threatened by 1 (to a maximum of +3) while attacking that opponent,
area, you make a Ref save (DC equal to the opponent's Dex until a Critical hit damages them.
score). If successful you may take one 5' step toward the
opponent to keep them in your threatened area. Special: This is a modified form of the Tagging feat from
Swashbuckling Adventures.
Special: This feat is originally from Swashbuckling
Adventures.
Tao Archery (General)
Superior Expertise (General) Your intuition guides your hand when you use a ranged
weapon.
You have mastered the art of defense in combat.
Prerequisites: Base Attack bonus +3, Wis 13+
You are skilled in a variety of areas normally outside of your
Benefit: The character can use his Wisdom modifier in profession's area of expertise.
addition to his Dexterity modifier when making a ranged
attack at a target within 30'. If for any reason he cannot use Benefit: Select two cross-class skills. These skills are always
his Dexterity modifier when firing his ranged weapon, he still considered in class skills for you.
gain the use of his Wisdom modifier.
Special: This feat may be selected multiple times. Each time,
Special: This is a modified version of the Zen Archery feat it applies to different skills. This feat is originally from
from Sword and Fist. Rokugan.
You are tougher than normal. You can fall into an altered state of meidtation that allows for
complete alertness.
Benefit: You gain +3 wound points.
Prerquisites: Alertness 4+, Concentration 4+
Special: A character can gain this feat multiple times. This is
a modified form of the Toughness feat from the Player's Benefit: You may make Alertness checks without penalty
Handbook. while asleep, and can awaken as a free action when any
living creature is within 5'.
Trapmaster (General) Special: This is a modified form of the Vigilant Rest feat
from Way of the Ninja.
You are a highly skilled trap builder.
Benefit: You gain a +2 bonus to Craft (trap making) and Wealth (General)
Disable Device checks.
It's good to be rich. It's even better to be born rich.
Special: This is a modified form of the Trapmaster feat from
Feats. Benefit: You begin the game with an extra 250 ceramic
pieces (CP). Every time you go up in the level, you can draw
upon your family's investments, gaining 250 CP for each
Unbalancing Strike (General) point of Reputation you have when your level increase
occurs. This wealth does not magically appear in your
You can strike an opponent's joints to knock your opponent pockets; you must collect it from a family business, a
off-balance. relation, or some other source of your family's wealth. If you
cannot collect the money before you go up a level again, you
Prerequisites: Wis 15+, Improved Unarmed Strike, Stunning lose the benefit for that level (but you can, of course, collect
Fist the money for gaining your new level). This feat can only be
taken at 1st level.
Benefit: Against a humanoid opponent, you can make an
unarmed attack that has a chance of unblancing your target. If Special: this is a modified form of the Wealth feat from the
your attack is successful, you deal normal damage and your Wheel of Time RPG Web Enhancement.
target must make a Ref saving throw (DC 10 + 1/2 your level
+ your Wis modifier). If the target fails this saving throw, he
is thrown off balance for 1 round, losing any Dex bonus to Weapon Display (General)
Def and giving attackers a +2 bonus on the attack rolls.
You are able to put on a flashy display of weapon prowess to
Special: This feat is originally from Oriental Adventures. intimidate your enemies.
Affinity Focus (Akashik) Special: You can gain this feat multiple times, but each time
it must apply to a new Element. This feat is a modified form
You are more adept at Akashik spells with a certain affinity. of the Extra Affinity feat from the Wheel of Time RPG.
Special: This feat can be taken multiple times. Each time, it You have an additional Talent.
must apply to a different affinity. This is a modified form of
the Spell Focus feat from the Player's Handbook. Benefit: Pick a new Talent. You can learn and cast spells
within this Talent.
Akasha-Heightened Senses (Akashik) Special: You can gain this feat multiple times. This feat is
originally from the Wheel of Time RPG.
When you embrace the Akasha, your senses of sight and
hearing become sharper.
Greater Affinity Focus (Akashik)
Benefit: When embracing the Akasha, you gain a +4
circumstance bonus to all Alertness checks. Your spells of a certain affinity are even more powerful.
Special: This is a modified form of the Power-Heightened Prerequisites: Affinity Focus (chosen affinity)
Senses feat from the Wheel of Time RPG.
Benefit: Your spells of the chosen affinity have +4 to their
saving throw DC. This does not stack with the bonus from
Akashik Defense (Akashik) Affinity Focus.
You are more resistant to spells of a certain affinity. Special: You can take this feat multiple times. Each time, it
must apply to a new affinity. This is a modified form of the
Prerequisites: Affinity Focus (chosen affinity) Greater Spell Focus feat from Tome and Blood.
Prerequisites: Male orphan level 1+ or female orphan level Special: You can gain this feat multiple times, allowing you
3+ to cast even more Akashik spells. For example, if you have
this feat twice, you can cast a third Akashik spell while
Benefit: You can ignore the emotional block (see the Orphan holding two that you have already cast. This is a modified
class description) that allows you to access the Akasha. This form of the Multiweave feat from the Wheel of Time RPG.
is easier for males to master than females.
Special: This feat is originally from the Wheel of Time RPG. Sense Residue (Akashik)
Prerequisite: Wis 13+ Special: This feat can only be taken at 1st level. This feat is
originally from Wheel of Time RPG
Benefit: With this feat, you can keep an Akashik spell with a
duration of concentration in effect indefinitely without
having to hold it. The spell simply continues to function until Latent Viewer (Lost)
you release it, regardless of what you do or where you are,
To release the spell, you must be able to see it. A tied off You have an untapped ability to view auras and images
spell will eventually unravel and end. The duration of a tied around people.
off spell is equal to your channeler level in days, minus 4
times the casting level of the spell, in hours. Tying off a spell Prerequisites: Humanoid
is a standard or move-equivalent action.
Benefit: This feat is a prerequisite for other feats associated
Special: This is a modified form of the Tie Off Weave feat with the lost ability of viewing. It has no other benefits in and
from the Wheel of Time RPG. of itself.
Special: This feat can only be taken at 1st level. This feat is
7.5: Lost Feats originally from Wheel of Time RPG
Lost feats bestow ancient powers that have been lost to most
Athasians. Mostly, they are the remnants of magical Lost Feats:
alterations and curses wrought during the Cleansing Wars
long ago. The abilities travel through bloodlines for You can take Lost feats whenever you could normally take
generations, only manifesting sporadically. General feats.
Most of the Lost feats require a prerequisite feat that can only You can alter the "reality" of the dreamrealm and manipulate
be chosen at 1st level, signifying that the blood runs in their other people's dreams.
veins although it has yet to make itself known. These feats
are known as Latent Lost feats. Prerequisites: Humanoid, Dreamwalk
Special: This is a modified form of the Dream Jump feat Distance Modifier
from the Wheel of Time RPG.
Within a few feet +5
Within 1 mile +0
Dreamwalk (Lost) Within 100 miles -5
More than 100 miles -10
You can enter the Dreamrealm.
Prerequisites: Humanoid, Latent Dreamer Once you have found the dream you seek, you can simply
observe it from the outside or enter it. Entering another
Benefit: While asleep, you can bring yourself into the person's dream is dangerous, because the dreamer's psyche
Dreamrealm. The Dreamrealm is a parallel world that mirrors creates the reality of the dream, and you risk coming under
the real world closely. You arrive in the Dreamrealm dressed its control. Once you enter the dream, you are a fixture of the
as you normally dress and carrying the equipment that you dreamer's imagination, subject to his psyche's control as is
normally carry. By defalt, you appear at the location at which everything else in the dream. Taking any action whatsoever,
you are physically located in the real world. However, you other than what the dreamer dreams you doing, requires a
can attempt to appear in another location by making a Concentration check. Exiting the dream back to the space
Concentration check. The DC varies according to how well between dreams requires a check against a DC 10. Simple
you know the location, either by visiting it in the real world actions such as talking, walking about, etc. also require a
or the Dreamrealm. check against DC 10. More complex actions, such as
anything that alters the course of events in the dream, have a
higher DC determined by the DM. Failure indicates that you
Location is... DC
are unable to do what you attempt. On a failure by 10 or
more, you lose all sense of your own identity, becoming a
Very familiar to you 15 complete slave of the dreamer's psyche. You cannot exit the
Somewhat familiar to you 20 dream, or attempt any voluntary action, until the dreamer
A place you have visited only briefly 25 awakens or the topic of the dream moves on to something
A place you have never seen or been to 30 that doesn't include you. If there is an intense emotional
connection between you and the dreamer, all Concentration
checks have a -10 penalty. Your "real" self cannot be harmed
While in the Dreamrealm, you can move, act, and use magic
within the dream. Whatever damage or death you suffer in
just as in the real world. Although the Dreamrealm is a dream
the dream does not replicate itself on your real body. The
world, things that affect you there also affect you in the real
dreamer has no way of knowing that you were in his dream.
world. If you are injured or killed in the Dreamrealm, your
If you attempt to communicate a message to the dreamer, he
injury or death is just as real as if it occurred in the real
must make an Intelligence check (DC 15) upon waking to
world. You may exit the Dreamrealm at any time. With a
recall the message and consider that it may be important. If
Concentration check (DC 15), you may awaken immediately
he is expecting a message, or merely knows you have this
in the real world; otherwise, you revert to a normal sleep. to
ability, the gains a +5 to his Intelligence check. At any time
awaken as you normally would.
you are in the space between dreams, you can awaken
yourself to the real world at will.
Special: This is a modified form of the Dreamwalk feat from
the Wheel of Time RPG.
Special: This is a modified form of the Dreamwatch feat
from the Wheel of Time RPG.
Dreamwatch (Lost)
Memory of Lives Past (Lost)
You can observe and enter the dreams of others.
Your soul's connection to a past life is stronger than normal.
Prerequisites: Humanoid, Latent Dreamer
Prerequisites: Humanoid, Latent Old Blood
Benefit: While asleep, you can enter the space between
dreams. You can attempt to identify, observe, and / or enter
Benefit: You may choose one additional class as a favored
the dream of a specific other person, who must of course be
class.
asleep and dreaming at the time. To find a specific person's
dream, make a Concentration check. The DC varies
according to your relationship with the person, as well as the
Special: You can take this feat multiple times. Each time you Simple item (staff, club, bucket) 10 5 min.
must choose a different class. This is a modified form of the Modest item (stool, bow, flute) 15 10 min.
Memory of Lives Past feat from Feats.
Complex item (chair, rowboat) 20 20 min.
Extremely complex item (statue) 25 30 min.
Old Blood (Lost) Masterwork item +10 +15 min.
Piercing weapon +5 +10 min.
The blood of your ancestors runs strongly in your veins,
occasionally granting you the insight and wisdom of Items made from sung wood are of exceptional quality and
countless generations. durability compared to similar items of conventional
manufacture, and can draw prices comparable to masterwork
Prerequisite: Humanoid, Latent Old Blood items. Even simple boards or planks of sung wood are highly
sought after due to their exceptional strength, straightness,
Benefit: You may call upon the old blood for access to skills. and beauty. Sung wood is often used in making masterwork
ancient knowledge, or insight and ideas. Roll 1d6. If the items, and commands prices 10 times higher than regular
result is a 1, the old blood responds. If not, you cannot call wood.
upon the blood again this game session for the same topic,
though you can call upon it for other issues. The old blood Special: This is a modified form of the Treesinger feat from
only responds once per game session, however. For skills, the Wheel of Time RPG.
you can call upon the blood to aid in any skill that has
Intelligence or Wisdom as its key ability. You gain 2d6
temporary ranks in the skill, regardless of whether you are Tree Warden (Lost)
actually trained in its use and are not limited by the
maximum skill ranks for your level. You retain the temporary By singing to trees, you can improve their health or cause
skill ranks for 10 minutes. For ancient knowledge, you can them to grow to great size.
call upon the old blood to bring bits of ancient history and
esoteric lore to mind. This works exactly like the bard's Prerequisites: Halfling or Elf, Latent Treesinger
Bardic Knowledge ability, but only deals with information at
least three times the base maximum age of the character's Benefit: This feat allows you to heal damaged or diseased
race. For insight and ideas, the old blood can sometimes give trees, or to cause trees to grow to enormous size. To heal a
you clues to connections you're having trouble making tree, touch the tree and make a Concentration check. For
yourself. You may ask the old blood one question; the answer most diseases or damage the DC is 15, though the DM may
may give you a clue to something you're trying to figure out. increase the DC if the tree is near death or suffering
Usually, the clue is based more upon facts you already know, supernatural effects. The standard time requirement is 10
rather than new facts. For instance, you may be having minutes, although again, more time may be required in
trouble finding the hiding place of a raiding tribe, and the old unusual or severe circumstances. To grow a tree, touch the
blood reminds you of an oasis with ruins nearby or an tree and make a Concentration check against a DC equal to
abandoned temple within a ravine. 1/4 the tree's current height in feet. The amount by which you
can grow it depends upon your level. You may increase its
Special: This is a modified form of the Old Blood feat from size by 25% per level. The time required to grow a tree is 10
the Wheel of Time RPG. minutes for every 25% increase in size. A tree that has been
grown in this way cannot be grown again for a month.
Treesinger (Lost) Special: This is a modified form of the Tree Warden feat
from the Wheel of Time RPG.
By singing to trees, you can shape their wood into useful
objects.
Viewing (Lost)
Prerequisites: Halfling or Elf, Latent Treesinger
You see auras and sometimes prophetic images around
Benefit: You can create objects out of wood by singing to a people.
tree, causing it to shape itself, or part of itself, into the object
in question. To make maximum advantage of this feat, you Prerequisites: Humanoid, Latent Viewer
should purchase ranks in the Craft (treesinging) skill,
although this feat allows you to use it untrained. Without this Benefit: Make a Spot check. The DC depends upon the
feat, you cannot purchase Craft (treesinging). To create an person, as given on the table below. Modify the DC by
item, make Craft (treesinging) check. The DC and the time subtracting the subject's level from the given base DC.
required vary according to the complexity of the item. With a
successful check, at the conclusion of the required time, the Viewing Subject Base DC
item comes away from the tree in your hands. Obviously,
only items made entirely of wood can be sung, although you
can treesing a wooden component for a larger item. Also, Average Person 30
only solid items can be sung; you cannot create items with Basic Class 25
moving parts, although you could create the parts separately Prestige Class 20
and then assemble the item. Spellcasting or Tao using Class 15
Item DC Time With a successful result, you see a faint aura around the
subject that indicates one important, unknown, or
Board or plank 5 1 min. unconfirmed fact about the subject's personality or his role in
your life or the events that surround you. You might learn
that the person holds the key to resolving a mystery, that he Regions: Balic, Draj, Eldaarich, Kurn, Nibenay, Raam, Tyr,
can be trusted with a secret, that he is in love with a comrade, Urik
that he is vindictive and spiteful, etc. If you succeed by 10 or
more, you also receive a prophetic image related to the Benefit: You can freely multiclass as a Noble, and gain
person. Such images are usually hard to interpret, and often Noble as a favored class in addition to any other favored
entirely metaphoric. You can only have one viewing of any classes you have. You gain whatever legal rights and
given subject, and once you have had a successful viewing, responsibilities are appropriate for your region.
all future attempts to view that subject automatically fail. The
viewing only works on humanoids. Special: This feat can only be taken at 1 st level. You do not
need this feat to gain noble social status later in the game.
Special: This is a modified form of the Viewing feat from the
Wheel of Time RPG.
Armor Dance (Region)
Waking Dream (Lost) Halfling armor is highly decorated with bright paints, animal
skins, and dyed feathers. You are trained to use your armor to
You can enter the Dreamrealm while still partially awake in its best advantage, and distract and misdirect your opponent
the real world. with its flurry of decorations and movement.
Benefit: With a Concentration check (DC 20), you can fall Prerequisites: Perform (dance) 1+, base attack bonus +1
into a sleeplike trance. While in this trance, you may enter
the Dreamrealm as if you were asleep. However, you Benefit: Whenever you are wearing a suit of halfling light
maintain a vague awareness of your surroundings in the real armor with which you are proficient, and you make a full
world, and can converse with people there, perhaps attack, you gain a +2 dodge bonus to your Defense that lasts
describing what you see in the Dreamrealm, or passing until your next action.
questions and answers back and forth between the real world
and someone you have met in the Dreamrealm. You cannot Special: This is a modified form of the Armor Dance feat
take any actions ion the real world other than conversing with from Dragon Magazine #315.
those around you.
Special: This is a modified for of the Waking Dream feat Artist (Region)
from the Wheel of Time RPG.
The essence of creation flows through your soul.
These feats are gained through belonging to or joining the Benefit: You gain a +2 bonus to all Perform checks and to
myriad cultures of Athas. For more information, see Chapter one Craft or Profession skill that involves art of your choice.
3: Of Regions. If you don begin play as a member of the
appropriate Region to take a feat, you may later take the feat Special: This is a modified form of the Artist feat from the
as normal if you have the Knowledge (specific Region Forgotten Realms Campaign Setting.
culture) skill with at least 4 ranks. You still must have an
available slot for a new feat as well as any other
prerequisites. Many of the feats must be taken a only at 1 st Badge of Bondage (Region)
level.
Your experiences as a slave have made you more resistant to
torture and mental manipulation.
Arboreal (Region)
Regions: Balic, Draj, Eldaarich, Gulg, Nibenay, Raam,
You were literally born in the trees, and are highly adept at Tablelands Nomad, Tablelands Villager, Tyr, Urik
avoiding falling damage.
Prerequisites: Your body must bear some obvious sign of
Regions: Halfling your former bondage: whip scars on your back, an owner’s
brand on your neck, etc.
Benefit: You gain a +4 competence bonus to any checks
made to avoid falling damage. Benefit: You gain a +1 insight bonus on all Will and Fort
saves. You also receive a +2 competence bonus on Bluff
Special: This feat can only be taken at 1 st level. This is a checks.
modified form of the Arboreal feat from Nyambe: African
Adventures. Special: This is a modified form of the Badge of Bondage
feat from Dragon Magazine #315.
Aristocrat (Region)
Bareback Soul (Region)
You were born into the aristocracy of your city-state, and are
granted the privileges and responsibilities that your status You’re skilled at riding bareback.
entails.
Regions: Bandit States, Tablelands Nomad
Prerequisite: Ride 1+ You served in a local militia or conscripted unit, training in
weapons suitable for the battlefield.
Benefit: You suffer no penalty to Ride checks for riding
bareback. You automatically succeed at checks to guide your Regions: Balic, Draj, Nibenay, Tablelands Villager, Tyr,
mount with your knees, meaning you always have both hands Urik
free while riding. Additionally, you gain a +1 competence
bonus to attack rolls with ranged weapons while riding Benefit: You get Martial Weapon Proficiency (longbow) and
bareback. Martial Weapon Proficiency (longspear).
Special: This feat can only be taken at 1 st level. This is a Special: This feat can only be taken at 1 st level. This is a
modified form of the Bareback Soul feat from Dragon modified form of the Militia feat from the Forgotten Realms
Magazine #315. Campaign Setting.
You know what it means to fight for your life, and the value Your exposure to the thousand forking paths of the city has
of quick wits and quicker reactions when blades are bared taught you things you ordinarily would never have
and deadly spells cast and chanted. Enemies find it difficult uncovered.
to catch you off guard.
Regions: Balic, Kurn, Nibenay, Raam, Tyr, Urik
Regions: Bandit States, Draj, Eldaarich, Elf, Tablelands
Nomad, Thri-Kreen Benefit: Choose a nonexclusive, non-Tao skill you do not
have as a class skill. You gain a +2 bonus on all checks with
Benefit: You get a +2 bonus on Initiative and a +2 bonus on that skill, and it is always considered a class skill for you.
all Alertness checks.
Special: You may take this feat multiple times. Its effects do
Special: This can feat can only be taken at 1st level. This is a not stack. Each time, it applies to a different skill. This is a
modified form of the Blooded feat from the Forgotten modified form of the Cosmopolitan feat from the Forgotten
Realms Campaign Setting. Realms Campaign Setting.
You have the blood of the ancient Kemalok Kings running in This feat is sometimes called “upside-down cooking.” It is
your veins. the ability to trap magical powers within common food items.
The enchanted foods are magically protected from spoilage,
Regions: Dwarf and retain their magic indefinitely until used.
Benefit: You gain a +2 bonus on all Bluff, Diplomacy, Prerequisites: Divine spellcaster level 3rd+
Gather Information, Intimidate, and Sense Motive checks
against other dwarves who know of your lineage. Benefit: This feat functions exactly like the Brew Potion
feat, except that the caster can make the potion appear as any
st
Special: This feat can only be taken at 1 level. This is a sort of food desired. Soups and stews are most common,
modified form of the Blood of Kings feat from Feats. although it can make magical breads, cheeses, and meats as
well.
Cardhaus Player (Region) Special: This is a modified form of the Culinary Ashe feat
from Nyambe: African Adventures.
You are skilled at card, dice, and other games of chance.
Prerequisites: Dex 15+ or Cha 13+ You are highly proficient with both drum-playing and ritual
dancing.
Benefit: You gain a +3 competence bonus to any skill check
related to games of chance. In addition, you have a reputation Regions: Gulg
as a gambler, gaining you a temporary +2 bonus to your
Reputation score when dealing with other gamblers and Prerequisite: Talking Drum language
gambling houses (although the cost per night of using this
ability is 1 ceramic piece, minimum). Benefit: You gain a +2 competence bonus to all Perform
(drum) and Perform (dance) checks.
Special: This is a modified form of the Cardhaus Player feat
from Feats. Special: This is a modified form of the Drum Dancer feat
from Nyambe: African Adventures.
Conscription (Region)
Dunewalker (Region) Regions: Bandit States, Elf, Tablelands Nomad
You aren’t slowed by sandy wastes, and know how to Prerequisites: Survival 1+
disguise your tracks in the sand.
Benefit: You gain a +4 circumstance bonus to all Fort saving
Regions: Elf, Tablelands Nomad, Thri-Kreen throws when in a desert environment. Also, your water
requirements for a day are halved with a successful Survival
Prerequisites: Track, Survival 4+ check (DC 15).
Benefit: Your speed is not lessened by sandy wastes or Special: This is a modified form of the Camel Gut feat from
sandstorms. You leave no tracks in sandy wastes, as per the Gryphon's Book of 3rd Edition Feats.
Pass Without Trace spell, and cannot be tracked, unless you
wish to leave a trail.
Highborn (Region)
Special: This is a modified form of the Driftwalker feat from
Dragon Magazine #315. You are highborn in your clan or village, and are granted
respect and responsibilities as the child of a prominent and
honored member of the community.
Education (Region)
Region: Dwarf, Elf, Halfling, Ringing Mountains,
Some lands (very few in Athas, but some) hold the pen in Tablelands Nomad, Tablelands Villager, Tengu
higher regard than the sword. In your youth you received the
benefit of several years of more or less formal schooling. Benefit: You can freely multiclass as a Noble, and gain
Noble as a favored class in addition to any other favored
Regions: Kurn, Tengu classes.
Benefit: All Knowledge skills are class skills for you. You Special: This feat can only be taken at 1 st level. You do not
get a +1 bonus on all skill checks with any two Knowledge need this feat to gain noble social status later in the game.
skills of your choosing. You are automatically literate in all
languages you know gained automatically or as bonus
languages due to high Intelligence. Iaijutsu Focus (Region)
Special: You can only take this feat at 1st level. This is a You have learned how to quickly draw your katana and
modified form of the Education feat from the Forgotten inflict massive damage with one focussed strike.
Realms Campaign Setting.
Regions: Tengu
Benefit: You gain a +2 bonus to all Diplomacy and Sense Iaijutsu Focus (Cha)
Motive checks.
You use this skill to gather you energy (ki) for a single sword
Special: This feat can only be taken at 1st level. This is a
stroke.
modified form of the Empathic feat from Feats.
Benefit: Once per day, you can make any one attack roll, 1. Recognition that by joining a Merchant House, you
saving throw, or skill check using your Iaijutsu Focus skill forsake citizenship in any city or membership in any
modifier in place of all other modifiers. You give up all other tribe.
modifiers (base attack bonus, base saving throw bonus, 2. Oath of allegiance to your House.
enhancement bonus, racial bonus, etc.) and use just your skill 3. Perform in the best interests of the of the House in
modifier instead. return for a salary.
4. Deal honestly with stranger, foe, and friend alike.
Special: This is a modified form of the Iaijutsu Master feat 5. Not to flaunt wealth gained through House
from Oriental Adventures. employment.
6. Uphold the laws of the city-state where you are
stationed, and to do nothing to bring down the wrath of
Improved Armor Dance (Region) the Sorcerer-Kings or their agents.
7. Cooperate with other merchants to make life very
You are an expert at using armor to its best advantage. expensive for any person who unjustly imprisons,
blackmails, or otherwise harasses any merchant.
Regions: Halfling
Special: This feat can only be taken at 1 st level. You do not
Prerequisites: Armor Dance, Perform (dance) 4+, base need this feat to gain noble social status later in the game.
attack bonus +2
Benefit: You may gain the dodge bonus provided by Armor Mountain Born (Region)
Dance while wearing halfling medium armor, gaining a +4
dodge bonus if wearing halfling medium armor. You were born in the mountains, and has a distinctive barrel
chest due to oxygen deprivation. This improves your ability
Special: This is a modified form of the Improved Armor to take in oxygen at lower altitudes.
Dance feat from Dragon Magazine #315.
Regions: Ringing Mountains, Tengu
Inscribe Rune (Item Creation, Region) Benefit: You gain a +4 racial bonus to Fortitude saves to
resist the effects of low oxygen levels, including damage and
You can create magical runes that hold spells until triggered. altitude sickness. You also gain a +4 racial bonus on Con
checks to hold your breath.
Regions: Dwarf
Special: This feat can only be taken at 1 st level. This is a
Prerequisites: Int 13+, appropriate Craft skill, divine modified form of the Mountain Born feat from Nyambe:
spellcaster level 3rd+ African Adventures.
Benefit: You can cast any divine spell you have prepared as a
rune. The caster must have prepared the spell to be inscribed Political Maneuvering (Region)
and must provide any material components or focuses the
spell requires. If casting the spell would reduce the caster's The politics of your homeland are complex and arcane, but
XP total, he pays the cost upon beginning the rune in addition you have become adept at manipulating others into difficult
to the XP cost for making the rune itself. Likewise, material positions.
components are consumed when he begins inscribing, but
focuses are not. A single object of Medium-size or smaller Regions: Balic, Eldaarich, Nibenay
can hold only one rune. Larger objects can hold one rune per
25 square feet of surface area. Runes cannot be placed on Prerequisites: Diplomacy 10+, Sense Motive 10+
creatures. The rune has a base price of spell level (a 0-level
spell counts as 1/2 level) x caster level x 100 cc. You must Benefit: As a standard action, you may make a Sense Motive
spend 1/25 of its base price in XP and use up raw materials check against a person with whom you are speaking (DC 15
costing half this base price. A rune's market value equals its + the target’s character level). If successful, you have
base price. determined a way of convincing him that his current
argument or course of action is ill-advised. You can then
Special: This feat is originally from the Forgotten Realms attempt to convince him by making a Diplomacy check
Campaign Setting. opposed by his Sense Motive or Diplomacy check, whichever
he chooses. If successful, the target must either obey your
advice or be unable to act for a number of rounds equal to
Mercantile Agent (Region) your Cha modifier (target’s choice). Any attack made by you
or your allies against the target negates this effect. This feat
has no effect against those with a Chaotic alignment or those Prerequisite: Improved Unarmed Strike
who do not understand your words.
Benefit: You are highly trained at inflicting non-lethal blows
Special: This is a modified form of the Political in combat. When using a normal weapon you are proficient
Maneuvering feat from Rokugan. with to inflict non-lethal damage, which means no Critical
hits with the weapon, you do not suffer the normal –4 attack
penalty. You are even capable of using thrown or missile
Resist Madness (Region) weapons to deal non-lethal damage, but still suffer a –4
attack penalty to do so. If using a missile weapon that already
Your people are just too stubborn to easily succumb to deals non-lethal damage, you do not suffer a –4 attack
madness. penalty.
Benefit: You gain a +4 bonus to all checks to resist the Scholar of Nature (Region)
effects of Madness Points.
Your people are well-known for their dedication to medicine,
Special: This feat can only be taken at 1 st level. This is a herbs, and poisons.
modified form of the Resist Taint feat from Oriental
Adventures. Regions: Gulg, Ringing Mountains, Tengu
You practice a style of combat, usually ritual in nature, that Special: This feat can only be taken at 1 st level. This is a
benefits from musical accompaniment. modified form of the Scholar of Nature feat from Oriental
Adventures.
Regions: Gulg
Prerequisites: Perform 6+, Skill Focus (Perform) or Opera Small Stature (Region)
Training
You are extremely small for your race, even shorter than your
Benefit: When accompanied by at least one musician with 6+ race’s base height.
ranks in the Perform skill, you gain a +2 morale bonus to
attack rolls and Tumble checks. For the purposes of this feat, Regions: Dwarf, Eldaarich, Kurn
a bard with at least 6 ranks in Perform is considered to be
accompanying you when using his bardic music abilities. Prerequisite: Medium or Large humanoid
Special: This feat is originally from the Quintessential Monk. Benefit: You are considered one size category smaller than is
normal for your race. A human would be considered Small
with this feat and a nephilim would be considered Medium-
Ritual Cannibalism (Region) sized, for instance.
You can cut out and eat the heart of a defeated enemy to gain Special: This feat can only be taken at 1 st level. This is a
its strength. modified form of the Small Stature feat from Nyambe:
African Adventures.
Regions: Draj, Halfling
Benefit: Once per day, you can eat the heart of an animal, You have served in the regular military of your city, whether
beast, humanoid, magical beast, or monstrous humanoid you it was as a King’s soldier, a noble’s guardsman, or a
have defeated in combat. Eating the heart will heal you of merchant’s mercenary.
1d8 hit points, +1 per Hit Die of the defeated foe; the
maximum bonus is equal to you Heal skill ranks. It takes a Regions: Balic, Draj, Nibenay, Raam, Tyr, Urik
minimum of one minute to remove and eat an enemy’s heart.
Prerequisites: base attack bonus +1
Special: This is a modified form of the Ritualistic
Cannibalism feat from Nyambe: African Adventures. Benefit: You gain a +2 insight bonus on all Charisma-based
checks involving other professional soldiers. You also gain a
+1 competence bonus to all Alertness and Search checks
Ritualistic Combat (Region) while on guard duty or on patrol. Lastly, you get a +2
competence bonus to all Survival checks when making camp.
You have been trained to fight battles without killing your
foes. Special: This feat can only be taken at 1 st level. This is a
modified form of the Soldier feat from Feats.
Regions: Kurn, Tablelands Villager, Tyr
Soul of Honor (Region) Your people survive in regions that other find uninhabitable,
and excel at uncovering the secrets of the wilderness and
You understanding of Tengu honor and their warrior code surviving to tell the tale.
has given you immense insight.
Regions: Bandit States, Elf, Ringing Mountains, Tablelands
Regions: Tengu Nomad, Thri-Kreen
Prerequisites: Non-chaotic alignment Benefit: You get a +1 bonus on Fortitude saves and a +2
bonus on all Survival checks.
Benefit: You are aware of any action or item that could
adversely affect your alignment, including magical effects. A Special: This feat can only be taken at 1 st level. This is a
moment’s contemplation allows you to discern such modified form of the Survivor feat from the Forgotten
information before performing the action or becoming Realms Campaign Setting.
associated with the item. If being forced to act against your
will, you receive a +4 bonus to any Will saves to resist the
compulsion. Trailblazing (Region)
Special: This is a modified form of the Soul of Honor feat You have the ability to find easy paths through difficult
from Oriental Adventures. terrain.
Your people are well-known for their forthrightness and Prerequisites: Track
brutal honesty in discerning truth.
Benefit: You daily overland speed is increased by one terrain
Regions: Dwarf category. If you are traveling over normally Trackless terrain,
it is treated as Road or Trail terrain instead, and if you are
Benefit: You gain a +4 bonus on Sense Motive checks and a travelling over Road or Trail terrain, it is treated as Highway
–2 penalty to Bluff checks. terrain. You may make a Survival check (DC 10 + 2 per
additional party member), to increase the daily overland
Special: This feat can only be taken at 1 st level. This is a speed of any group you re with as well. A check must be
modified form of the Soul of Sincerity feat from Oriental made each time the group enters or leaves a new terrain type.
Adventures. The base time for this check is 1 hour, and you may take 10
or 20 to increase the chances of locating a suitable spot.
Street Smart (Region) Special: This is a modified form of the Trailblazing feat from
Nyambe: African Adventures.
You have learned how to keep informed, ask questions, and
interact with the underworld and Secret Societies without
raising suspicion. Trollblood (Region)
Regions: Balic, Eldaarich, Nibenay, Raam, Tyr, Urik Somehow, the ancient blood of the long-dead troll race
survives in you.
Benefit: You get a +2 bonus to all Bluff and Gather
Information checks. Regions: Bandit States
Special: This is a modified form of the Street Smart feat Prerequisites: Con 15+
from the Forgotten Realms Campaign Setting.
Benefit: You heal much faster than normal. For each day of
rest, you gain 2 hit points per level. For each day of complete
Strong-Arm (Region) bed rest, you heal 3 hit points per level.
You are trained at using brute force to get your way. Special: This feat can only be taken at 1 st level. This is a
modified form of the Trollblood feat from Feats.
Regions: Bandit States, Draj, Urik
Benefit: You can substitute your Str modifier for your Cha You have sharpened your teeth to the point where they
modifier when making Intimidate or Gather Information skill become deadly weapons.
checks.
Regions: Halfling
Special: This is a modified form of the Strong-Arm feat from
Nyambe: African Adventures. Benefit: You may add a bite at -2 to hit for 1d4 damage into
you attack sequence when making a Full Attack. You will
only bite things you think are edible.
Survivor (Region)
Special: This is a modified form of the Vicious Bite feat
from Sammy Grimmes’ Dark Sun Conversion Notes.
Special: This is a modified form of the Alter feat from the
Wily Trader (Region) Star Wars RPG.
Regions: Elf, Nibenay, Ringing Mountains, Tablelands You can influence battles by envisioning an outcome you
Villager, Tyr desire.
Benefit: You get a +2 bonus on all Profession checks, Prerequisites: Tao Sensitive, Alter, Wis 13+, no more than 5
allowing you to make more money at your work. madness points
Special: This feat can only be taken at 1st level. This is a Benefit: You have the ability to influence battles by
modified form of the Honest Merchant feat from Oriental imposing your vision of the outcome. You grant a +1 Tao
Adventures. bonus on all attack rolls made by allies within 30'. They also
gain a +1 morale bonus on saves against Yin Tao powers.
Battle Meditation requires a full-round action. Initiating
7.7: Tao Feats Battle Meditation costs 2 hit points, plus 1 hit point for each
additional person affected after the first. Using this feat
Tao feats are feats that grant abilities and skills based on the provokes an attack of opportunity.
Yin force or Yang force of the Tao. For more information on
the Tao, see the Tao skills in Chapter 5: Of Skills, and Special: This is a modified form of the Battle Meditation feat
Chapter 11: Of Tao Magic. from Star Wars: Power of the Jedi Sourcebook,
You can only take Tao feats if you have the Tao Sensitive
feat. You can take the Tao Sensitive feat whenever you could Beast Language (Tao)
normally take a General feat.
You can speak with creatures in a language the can
Tao Sensitive (Tao) understand.
You are sensitive to the Tao energy that binds the universe Prerequisites: Tao Sensitive, Sense, Cha 11+, Handle
together and can gain Tao feats, skills, and other abilities. Animal 4+
Benefit: You gain 1 bonus joss point when this feat is gained. Benefit: You can communicate with one animal. Each time
You can learn Tao Sensitive based skills as class skills. You you activate this feat, you choose the type of creature with
now qualify to learn other Tao feats. There is no limit to the which you can converse. You speak (or otherwise convey
number of joss points you can have (a character without this information) in a form that creature understands, and you
feat cannot have more than 5 joss points; all excess joss understand the information it conveys in that same fashion.
points are lost). You are also more adept at calling on either This feat enables you to use your Handle Animal skill to
the Yang or Yin side of the Tao (see Chapter 11: Of Tao interact with a creature in the same way that you would use
Magic). Also, you can make a Wisdom check, DC 20, to Bluff, Diplomacy, Intimidate, Gather Information, or Sense
avoid being surprised, allowing you to act during a surprise Motive (skills that ordinarily do not work on creatures). You
round, even if you otherwise would be surprised. can also use Affect Mind and Friendship to affect it.
Initiating Beast Language is an attack action that costs 2 hit
Special: This is a modified form of the Force Sensitive feat points. The effects last for 1 hour.
from the Star Wars RPG.
Special: This is a modified form of the Beast Language feat
from Star Wars: Power of the Jedi Sourcebook.
Once you have the Tao Sensitive feat, you can take other Tao
feats whenever you could normally take a General feat. For
purposes of the Tao level prerequisites, the Tao shih class Burst of Speed (Tao)
and prestige classes that specify themselves as Tao classes
have Tao levels, in the same that a druid or mage class has You can move at lightning speed for a brief amount of time.
caster levels.
Prerequisites: Tao Sensitive
Alter (Tao)
Benefit: You may increase your base speed up to 10 times its
You can change the distribution and nature of the Tao in your normal amount for one round. This has the side effect of
environment. multiplying your Jump distance by 5. Using this feat requires
a full-round action, during which you can only move (not
Prerequisites: Tao Sensitive take move-equivalent actions) and / or make one Jump check.
At the end of the round, you lose 5 hit points.
Benefit: You can now learn Alter-based Tao Skills. All
Alter-based Tao skills are now class skills for you. Also, you Special: This is a modified form of the Burst of Speed feat
can now move small objects (up to 1 lbs.) a minute distance from the Star Wars RPG.
(up to 5'). You must be able to see the object, and the object
must be within 5' of your position. This requires an Int check
against a DC 15. The Move Object Skill takes the place of Control (Tao)
this ability once it is selected.
You can access your inner Tao, using it to better utilize the destroy a poison is equal to the poison's save DC + 10. On a
powers of your own body. successful check, you render the poison harmless, preventing
it from doing any further damage to the target, though any
Prerequisites: Tao Sensitive damage already done remains. Using Cure Poison requires 1
hour per attempt and costs 5 hit points. Unlike most Tao
Benefit: You can now learn Control-based Tao Skills. All skills with a hit point cost, it is possible to take 20 on a Heal
Control-based skills are now class skills for you. Also, you Another or Heal Self check to destroy a poison. Doing so is
may enter a Tao Trance that slows your metabolism, extremely taxing, requiring 20 hours and a total of 100 hit
allowing you to survive for extended periods of time with points.
very little air, water, or food. You may enter this trance at
will, requiring a full-round action. It also takes a full-round Special: This is a modified form of the Cure Poison feat from
action to awaken from the trance. While in a trance, your Star Wars: Power of the Jedi Sourcebook.
heartbeat slows, your breathing all but ceases, and you appear
to be dead. Us of the skill See Force will identify the target as
in trance, though the DC is increased by 5. Any magic used Dissipate Energy (Tao)
to detect whether the target is living will succeed as well. A
character in a trance uses 10% as much air as a sleeping You can resist the effects of energy damage.
person and needs no food or water for an extended period of
time. For purposes of natural healing, the trance is equivalent Prerequisites: Tao Sensitive, Control
to assisted healing. When entering the trance, the character
must declare the circumstances under which the trance will Benefit: You may resist energy damage incurred by your
end. Examples include a time limit or certain stimuli. A environment or an attack. To do so, you may make a Fort
character in a trance is not conscious of his surroundings and saving throw. The DC is 10 + the amount of damage
may not use any skills or abilities. A character can remain in inflicted. A critical hit counts as double the normal amount of
a trance for up ton e week in a dry climate and up to one damage. If successful, you suffer no damage from the effect.
month in a wet climate before succumbing to thirst. If water If the saving throw fails, you take normal damage. This costs
were somehow supplied, a character could remain in a trance 4 hit points per use or per minute of use for environmental
for up to three months before dying of starvation. effects, whether the feat succeeds or not. If you ready an
action to dissipate energy from an incoming attack, the DC
Special: This is a modified form of the Control feat from the drops to 5 + the amount of energy damage inflicted.
Star Wars RPG.
Special: This feat is a modified form of the Dissipate Energy
feat from the Star Wars RPG.
Cure Disease (Tao)
You can use Yang Tao to destroy a disease currently Guiding Spirit (Tao)
afflicting one character.
You have attracted the attention of a Tao spirit who
Prerequisites: Tao Sensitive, Alter, Control, no more than 5 sometimes appears to aid you, offering advice and
madness points information.
Benefit: You can destroy diseases affecting a living being. Prerequisites: Tao Sensitive, Sense, no more than 15
Destroying a disease in another creature requires a Heal madness points
Another check; curing a disease in yourself requires a Heal
Self check. The DC to successfully destroy a disease is equal Benefit: A Tao spirit you once knew as a living Tao-shih
to the affliction's save DC + 10. On a successful check, you now protects you after his death. The spirit can do little to aid
destroy the disease, preventing it from any further damage to you in a physical sense. The spirit can use Tao abilities to aid
the target (though any damage done remains). Using Cure assist you, but only those that do not require physical contact
Disease costs 5 hit points, and each attempt takes 1 hour. and do not have a physical effect. The Tao spirit manifest
Unlike most Tao Skills with a hit point cost, it is possible to itself whenever the GM decides it is appropriate, though
take 20 a Heal Another or Heal Self check to destroy a should never manifest for longer than one encounter. A
disease. However, taking 20 is extremely taxing, requiring 20 character with this feat can call the Tao spirit once per day by
hours and a total of 100 hit points. spending a joss point. This causes the Tao spirit to manifest
unless the character is acting out of anger or hatred or has
Special: This is a modified form of the Cure Disease feat acquired a total of 5 or more madness points. The Tao spirit
from Star Wars: Power of the Jedi Sourcebook. generally remains with the character throughout the
encounter, but it can leave whenever it desires. A Tao spirit
should never be a substitute for a player's own problem-
Cure Poison (Tao) solving abilities.
You can use Yang Tao to destroy a poison afflicting a Special: This is a modified form of the Guiding Spirit feat
character. from Star Wars: The Dark Side Sourcebook.
Benefit: You gain the power to completely detoxify poisons You can release all your hatred in a blast of pure Tao energy.
affecting a living being. You must use the Heal Another skill
when trying to destroy a poison in another creature, and the Prerequisites: Tao Sensitive, Alter, 5+ madness points
Heal Self skill for one in yourself. The DC to successfully
Benefit: Waves of your hatred buffet everyone within a 30' round action and requires a Sense Motive check. The DC
radius, centered on you. This counts as an attack action and depends upon the connection of the item to the events being
costs 4 hit points. All those within the radius suffer 2d6 reviewed.
damage and receive a -2 penalty on all attacks, skill checks,
and ability checks. Each target may attempt a Fort save (DC Connection DC
15 + the user's Cha modifier) to reduce the damage by half.
The effect lasts for 1 round. You may spend 4 additional hit
Personal item, frequently used 10
points as a move action to maintain your Hatred for that
round. Each round, the effect deals 2d6 damage. You cannot Personal item, infrequently used 15
take two actions to "maintain" this ability twice. Activating Item used by multiple individuals 20
this ability gains you a madness point; maintaining it does Item handled once 25
not.
Sometimes the impressions granted by Psychometry reflect
Special: This is a modified form of the Hatred feat from Star the influence of the yin side of the Tao on the wielder of the
Wars: Power of the Jedi Sourcebook. object being examined. As a result, if the original character
gained a madness point performing the act seen by
Psychometry, the character using Psychometry to review the
High Tao Mastery (Tao) act gains a madness point as well.
You can accomplish Tao-related tasks with much less Special: This is a modified form of the Psychometry feat
concentration than normal. from Star Wars: Power of the Jedi Sourcebook.
Benefit: Once per round, you may accomplish a Tao-related You can sense the Tao that binds and connects all things.
task that normally requires a full-round action as an attack
action. The hit point cost for this action is double then normal Prerequisites: Tao Sensitive
cost. This is not cumulative with the effects of Tao Mastery.
That is, you cannot use both feats to reduce a full-round Benefit: You can now learn Sense-based Tao skills. All
action to a free action. Sense-based skills are now class skills for you. Also, you
sometimes receive vague impressions of the Tao. The
Special: This is a modified form of the High Force Mastery character might feel uneasy due to an unseen situation or
feat from the Star Wars RPG. sense the presence of powerful emanations of the Yin Tao.
This is not accomplished through conscious effort, the DM
provides the impressions when appropriate.
Prolong Tao (Tao)
Special: This is a modified form of the Sense feat from the
You are able to substitute wound points for hit points to Star Wars RPG.
power your Tao skills, allowing you to continue to draw upon
the Tao even after you are fatigued.
Tao Lightning (Tao)
Prerequisites: Tao Sensitive, Control, Con 13+
You can draw on the yin side of the Tao to blast a target with
Benefit: When you run out of hit points, you can continue to deadly bolts of energy.
use Tao skills by powering them with wound points. A
wound point provides twice the power that a hit point does, Prerequisites: Tao Sensitive, Alter, Tao level 7+
so all costs are halved, round up, to a minimum of 1. You
must be out of hit points to use wound points to power Tao Benefit: The target of Tao Lightning must make a Ref saving
skills. throw. The DC depends on the Tao level of the user. Tao
Lightning deals 4d6 points of damage; half damage if the
Special: This is a modified form of the Prolong Force feat save succeeds. If the save fails, the target must then make a
from the Star Wars RPG. Will saving throw (DC 15) or lose 1 joss point. If the target
doesn't have any joss points, there is no additional effect. Tao
Lightning has a range of 30'. Using this feat requires an
Psychometry (Tao) attack action and gives you 1 madness point. It costs 4 hit
points to use the feat.
You can pick up impressions of past events from inanimate
objects. Tao Level Target's Save DC
Prerequisites: Tao Sensitive, Wis 15+
7th-12th 15
Benefit: You can perceive past events by handling objects 13th-18th 20
that were present at those events as though you were there. 19th-20th 25
The perspective is the same as the perspective of the object's
wielder: you see, hear, and fee what the wielder saw, heard, Special: This is a modified form of the Force Lighting feat
and felt, but no more. You cannot, for example, read the from the Star Wars RPG.
writing on a document if the object's wielder did not.
However, you do gain an impression of the wielder's
emotions in regard to the event. Using Psychometry is a full- Tao Mastery (Tao)
You can accomplish Tao-related tasks with less concentration
than normal.
1. All nonmetal items, or items that can and are made with
alternate materials, cost 1% (1/100) of their normal d20
Athasian to Standard d20 Coin Exchange Values
cost.
2. All metal items cost their normal d20 cost.
sc ic cc bits 3. Items have a minimum cost of 1 Ceramic Bit (1/10 of a
Copper Piece).
1 Platinum Piece (pp) 10 100 1,000 10,000
1 Gold Piece (cc) 1 10 100 1,000
1 Silver Piece (sp) 1/10 1 10 100 8.2: Athasian Weapons
1 Copper Piece (cp) 1/100 1/10 1 10
Alternate Weapon Materials
Blowgun 1 cc 1 20 10’ 2 M P
Blowgun Needles (20) 1 cc - - - ½ F -
Great Crossbow 100 sc 1d12 19-20 150’ 15 L P
Greater Blowgun 10 cc 1d4 20 10’ 4 L P
Blowgun Darts (20) 1 cc - - - 1 F -
Ankus* 15 sc 2d4 * - 15 L B
Athulak* 9 cc 1d6 20 - 9 M B
Bladed Gauntlet 30 sc 1d6 18-20 - 4 S S
Cahulaks*** 12 cc 1d6 / 1d6 20 10’ 12 L B/P
Chain-and-Dagger 4 sc 1d4 19-20 - 4 M S
Dragon’s Paw** 15 sc 1d8 / 1d8 (or 1d4) 20 - 9 L (S) S / P (or P)
Fullblade 100 sc 1d12 19-20 - 23 L S
Garrote (Cord) 1 bit 1d6 19-20 - 1/10 S B
Garrote (Locking) 100 sc 1d6 19-20 - 3 S S
Garrote (Wire) 10 sc 1d6 19-20 - 1 S S
Gyrspike** 90 sc 1d8 / 1d8 19-20 - 20 L S/B
Gythka** 6 sc 2d4 / 2d4 20 - 12 L P
Stump Knife 8 sc 1d4 19-20 - 2 T P
Three-Section Staff 4 cc 1d8 19-20 - 8 L B
Triple Dagger 10 sc 1d4 19-20 - 1 T P
War Fan 30 sc 1d6 19-20 - 3 S S
* Reach weapon.
** Double weapon.
*** Reach & double weapon.
Bard’s Friend: Popularized by the bards of Balic and the Special: This weapon is originally from the Dark Sun
Collegiate, this weapon sports several blades and prongs. The Revised Box Set.
blades are carved from obsidian, then strapped and mounted
to a wooden grip. The prongs are made of sharpened wood,
although fangs can be used for the same effect. Bards Chain-and-Dagger: A dagger attached to a length of chain.
frequently coat the blades with poison. While vicious looking although strong cord or even giant hair is often used in Athas,
and dangerous, its odd shape makes it impossible to sheath along with an obsidian blade. It has the following special
and difficult to conceal. All checks to conceal the blade have abilities:
a –2 penalty.
You can make trip attacks with the rope. If you are
Special: This weapon is originally from the Dark Sun tripped during your own trip attempt, you can drop the
Revised Box Set. weapon to avoid being tripped.
When using this weapon, you get a +2 bonus on
opposed attack rolls to disarm a foe (including the roll
Bladed Gauntlet: This gauntlet has two cruelly sharpened to avoid being disarmed if your attempt fails).
blades that extend from the back of the wrist following the You can use the Weapon Finesse feat to apply your Dex
line of the forearm. The strike from a gauntlet is an armed modifier instead of your Str modifier to attack with this
attack. The cost and weight are for a single gauntlet. On weapon, even though it is not considered a light weapon
Athas, the blade can often be made from the fangs of beasts for you.
or obsidian.
Special: This weapon is originally from Sword and Fist.
Special: This weapon is originally from Sword and Fist.
You can make trip attacks with the rope. If you are
tripped during your own trip attempt, you can drop the Fullblade: A fullblade is 18” longer than a greatsword, and
weapon to avoid being tripped. is too large for a Medium-sized character to wield with two-
When using this weapon, you get a +2 bonus on hands without special training. A Medium-sized creature
opposed attack rolls to disarm a foe (including the roll cannot use the fullblade one-handed at all. A Large creature
to avoid being disarmed if your attempt fails). could use the fullblade with one hand, but would be assessed
You can use the Weapon Finesse feat to apply your Dex the standard –4 penalty if the wielder were not proficient, or
modifier instead of your Str modifier to attack with this with two hands as a martial weapon. A Large creature could
wield it one-handed with no penalty if he had the appropriate
Exotic Weapon Proficiency feat, but a Medium-sized Gyrspike: A gyrspike is a double weapon. A stout shaft
creature must still wield it two-handed even with that feat. holds a flail on end and a longsword on the other. The flail
end of the weapon has the following special abilities:
Special: This weapon is originally from Sword and Fist.
make trip attacks with the rope. If you are tripped
during your own trip attempt, you can drop the weapon
Garrote (Cord, Locking, or Wire): For rules on attacking to avoid being tripped.
with a garrote, see Song and Silence Chapter 5. If have the When using this weapon, you get a +2 bonus on
Exotic Weapon Proficiency (garrote) feat, you are assumed to opposed attack rolls to disarm a foe (including the roll
be proficient with all garrotes. to avoid being disarmed if your attempt fails).
Cord: A simple cord used to strangle an opponent. A Special: This weapon is originally from Sword and Fist.
strangler can also use scarves, sashes, vines, and the
like as impromptu cord garrotes.
Locking: The garrote comes with a pair of metal grips, Gythka: The entry assumes a weapon made of metal
each of which contains one portion of a locking construction, but obsidian or dasl blades are most common.
mechanism. Once the garrote has began to deal damage This a polearm with wicked blades at either end. Its thick
after a garrote attack, the attacker can link the two ends shaft and length allows it to be used as a quarterstaff as well.
and twist the grips into their locked position. This If used as a quarterstaff, use the appropriate statistics for a
maintains strangling pressure on the victim even after quarterstaff. This is considered a thri-kreen exotic weapon.
the attacker lets go. The victim continues to make
grapple checks (each one opposed by the attacker’s last Special: This weapon is originally from the Dark Sun
attack roll) until freed or unconscious. For additional Revised Box Set.
rules, see Song and Silence Chapter 3.
Wire: A thin wire set into a pair of wooden grips, to
protect the user from the wire. Without the grips, the Halfling Skiprock: These polished, perfectly weighted
attacker takes 1d3 damage per round from the wire stones are prized by halflings, for if they throw them just so,
when using it of make a garrote attack. they ricochet off one target to hit another. If the skiprock hits
its target, it ricochets toward another target (of the thrower’s
Special: This weapon is originally from Song and Silence. choice) adjacent to the original target. The thrower
immediately makes a second attack roll for the skiprock
against the new target, with an attack bonus equal to the first
Grappling Crossbow: This device helps its user scale walls, roll with a –2 penalty. Skiprocks can be used as sling bullets,
bridge chasms, escape down sheer cliffs, and the like. A but using a skiprock’s ricochet ability in conjunction with a
grappling crossbow is a heavy crossbow modified to fire a sling requires taking the Exotic Weapon Proficiency feat
special grapple-headed metal bolt attached to 100’ of thin, specifically for that purpose.
light rope. Since the weapon is not designed to attack and kill
opponents, it does not deal lethal damage, and doesn’t Special: This weapon is originally from Sword and Fist.
threaten a Critical hit. A successful shot at an appropriate
target indicates that the grapple has hooked onto something,
anchoring the rope firmly enough for a character to ascend it Mouth Darts: These slim, almost needle-like metal darts are
with a successful Climb check (DC 15). Although the concealed in the mouth and then spat at the target. Their
statisitics assume a steel crossbow and bolts, the bolts can be effective range is very short, and they do little damage, but
made out of carved bone. they are highly useful when taking a target by surprise. You
can fire up to three mouth darts per attack (all at the same
Special: This is a modified form of the grapple-firing target). Do not apply your Str modifier to your damage roll.
crossbow from Song and Silence. The cost and weight are for a single mouth dart. On Athas,
mouth darts are commonly made of obsidian or bone.
Great Crossbow: A great crossbow requires two hands to Special: This weapon is originally from Sword and Fist.
use effectively, regardless of the user’s size. You draw a
great crossbow back by turning a winch. Loading a great
crossbow is a full-round action that provokes and a attack of Scourge: A character who takes the Exotic Weapon
opportunity. A Medium-size character cannot shoot or load a Proficiency (Whip) is also proficient with the scourge. This is
great crossbow with only one hand. With training, a Large a leather whip with shredded glass embedded along its
creature can shoot, but not load, the weapon with a –4 length. Unlike a normal whip, it delivers lethal damage and
penalty to his attack roll. Due to its mechanics, a crossbow can harm armored foes. Otherwise, it has all the normal
can only be made with metal parts. abilities of a whip.
Special: This weapon is originally from Sword and Fist. Special: This is a modified form of the nagaika from
Masters of the Wild.
Special: This weapon is originally from Sword and Fist. 8.3: Athasian Armor
Alternate Armor Materials
Stump Knife: A stump knife is like a punching dagger,
except the blade is securely attached to the stump of a Armor can sometimes be made out of alternate materials,
missing forearm. For someone proficient in its use, the stump although heavy armors and metal armors alike cause great
knife becomes an extension of his body. Against foes to trouble for the wearer under the crimson sun of Athas.
whom you have dealt damage during the course of a Alternate armor materials include agafari (ironwood), bone,
continuous melee, the stump knife’s Critical threat range is bronze, chitin (the tough exoskeleton of many insectoid
doubled (17-20). Your opponent cannot disarm you of a creatures), and giant hair.
stump knife.
Material Descriptions
Special: This weapon is originally from Sword and Fist.
Types: Types of armors (usually metal) that can be
made with this material.
Three-Section Staff: Originally a farm implement for Bonuses / Penalties: Defense bonuses or penalties
threshing grain, this weapon is comprised of three sections of associated with the material.
wood of equal lengths, jointed at the ends by leather or rope.
Weight: Percentage of normal weight (round up).
The three-section staff requires two hands to use, regardless
Price: Percentage of normal cost in a standard d20
of how large the creature is.
setting, before converting to Dark Sun coinage.
Special: This weapon is originally from Sword and Fist.
Agafari Armor
Types: Banded mail, buckler, shield (all wooden
Triple Dagger: This weapon is used in the off hand to shields), splint mail can be made using agafari.
disarm opponents. You hold it as you would a shield, not Bonuses: As the appropriate masterwork armor.
another weapon, so you do not suffer penalties for fighting Weight: 50%
with two weapons, unless using it to make a normal attack. Price: As masterwork armor of the appropriate type.
When using a triple dagger, you get a +3 bonus to your
opposed attack roll to disarm an opponent (including your Bronze Armor
roll to keep from being disarmed yourself if you fail the Types: Any metal armor or metal shield can be made
initial attempt.). using bronze.
Bonuses / Penalties: -1 armor penalty to Defense, +1 to
Special: This weapon is originally from Sword and Fist. Armor Check penalties (a –4 penalty would become a –
3 penalty).
Weight: 75%
War Fan: This weapon appears to the untrained eye as a Price: 50%
normal fan. In fact, the vanes of the fan are crafted from
steel, and the tips are needle-sharp. When first brought into
Giant Hair Armor Splint mail: Metal strips can be made of chitin or bone;
Type: Padded armor can be made using giant hair. if metal, see the section on metal armors further on.
Bonuses / Penalties: +1 armor bonus to Defense, makes Non-metal versions cost 10% of normal on Athas.
it Medium (instead of Light) armor. Otherwise as normal.
Weight: 150% Studded leather: 1% of normal cost on Athas. Spikes
Price: As masterwork armor of the appropriate type. often made of chitin, bone, or obsidian. Otherwise as
normal.
Arcane Spell Failure
Piecemeal Armor Rules
Due to the nature of spellcasting on Athas, there is no arcane
spell failure chance. 1 Limb: There is no Maximum Dex Bonus or Armor
Check penalty for only wearing armor on 1 limb.
Standard d20 Armors Weight: Breastplates weigh 50% of a full suit of the
appropriate armor. Each arm or leg piece weighs 12.5%
Armor spikes: Often made of chitin, obsidian, or bone. of a full suit of the appropriate armor. Round all
Non-metal spikes cost 1% of normal on Athas. weights up to the nearest pound.
Otherwise as normal. Armor Size: Wearing the breastplate and more than 1
Banded mail: Metal strips can be made of chitin; if limb of the armor keeps the size category of the armor
metal, see the section on metal armors further on. Non- (Heavy, Medium, or Light) the same. Only wearing the
metal versions cost 10% of normal on Athas. Otherwise breastplate with or without 1 limb reduces an armor’s
as normal. size by 1 category (from Heavy to Medium, etc.). Only
Breastplate: See the section on metal armors further on. wearing the limbs of the armor reduces the size
Otherwise as normal. category by two (from Heavy to Light), but not below
Buckler: Bucklers can be made of chitin, bone, hide, or Light. This affects Heat penalties and Speed
leather. Non-metal versions cost 1% of normal on adjustments.
Athas. Otherwise as normal. Metal Armor Penalties: Wearing a metal breastplate or
Chain shirt: See the section on metal armors further on. more than two metal limbs invokes metal armor
Otherwise as normal. penalties, described further on.
Chainmail: See the section on metal armors further on.
Otherwise as normal. Metal Armor Penalties
Full-plate: See the section on metal armors further on.
Otherwise as normal. Fighting in metal armor under the heat of the Dark Sun is a
Gauntlet, locked: Can only be made of metal. dangerous gamble. Each round of combat in such armor in
Otherwise as normal. full daylight (no shade) gives a cumulative –1 penalty to all
rolls. Each round the combatant must also make a Fortitude
Half-plate: See the section on metal armors further on.
save (DC 10 + number of consecutive rounds in combat) or
Otherwise as normal.
collapse unconscious from heatstroke for 1d10 minutes. If in
Hide: 1% of normal cost on Athas. Usually made of
shade (such as indoors or under a canopy), the combatant
braxat or mekillot hide. Otherwise as normal.
does not suffer penalties until he has been in continuous
Leather: 1% of normal cost on Athas. Usually made of combat (GM’s discretion) for a number of rounds equal to his
crodlu or inix skin. Otherwise as normal. base Fortitude save bonus, then suffers the cumulative –1
Padded: 1% of normal cost on Athas. Otherwise as penalty the next round and every other round after that. Also
normal. while in shade, he need only make a Fortitude save every 10
Scale mail: Scales can be made of chitin; if metal, see rounds or suffer heatstroke effects.
the section on metal armors further on. Non-metal
versions cost 10% of normal on Athas. Otherwise as Characters wearing metal armor during full daylight and not
normal. in combat must make a fortitude save (DC 10 + the number
Shield (all metal shields): Can be made of chitin or of consecutive hours in daylight) every hour or fall
bone. Chitin and bone shields cost 1% of normal metal unconscious for 1d4 hours from heatstroke. They also suffer
shields on Athas. Otherwise as normal. a –1 penalty to all rolls for each hour in the armor in daylight
Shield (all wooden shields): Can be made of toughened with or without shade.
hide or leather. Hide or leather shields cost 1% of
normal d20 wooden shields on Athas. Wooden shields There are no penalties for metal armor if worn at night or
cost 10% of normal on Athas. Otherwise as normal. underground.
Shield spikes: Often made of chitin, obsidian, or bone.
Non-metal spikes cost 1% of normal on Athas.
Otherwise as normal.
Banded mail +6 +3 +2 +1 +1 +0
Chainmail* +5 - +2 +1 +1 +0
Full plate +8 +5 +2 +1 +1 +0
Half-plate +7 +4 +2 +1 +1 +0
Hide +3 +2 +1 +0 +0 +0
Leather +2 +1 +1 +0 +0 +0
Padded +1 +1 +1 +0 +0 +0
Scale mail +4 +2 +1 +0 +1 +0
Splint mail +6 +2 +2 +1 +1 +0
Studded leather +3 +1 +1 +1 +1 +0
Armor Type Full Suit Breastplate only 2 or 3 limbs only Breastplate & 1 or 2 limbs only
Banded mail +1 / -6 +3 / -4 +5 / -2 +2 / -3
Chainmail* +2 / -5 - +6 / -1 -
Full plate +1 / -6 +3 / -4 +5 / -2 +2 / -3
Half-plate +0 / -7 +2 / -5 +4 / -3 +1 / -4
Hide +4 / -3 +6 / -1 +8 / -0 +5 / -0
Leather +6 / -0 +8 / -0 +10 / -0 +7 / -0
Padded +8 / -0 +10 / -0 +12 / -0 +9 / -0
Scale mail +3 / -4 +5 / -2 +7 / -0 +4 / -1
Splint mail +0 / -7 +2 / -5 +4 / -3 +1 / -4
Studded leather +5 / -1 +7 / -0 +9 / -0 +6 / -0
* Chainmail: There is no separate listing for a chainmail breastplate; it is considered the same as a chain shirt.
Wagons Chariot: See the rules for chariots in Sword and Fist.
Chariots are common tools of war and entertainment on
Wagon, open (1,000 lbs.) (1 Kank) 10 cc Athas.
Wagon, open (2,500 lbs.) (2 Kank) 20 cc
Howdah: A howdah is a frame with seats designed to be
Wagon, open (5,000 lbs.) (4 Kank) 30 cc
mounted on the back of an inix or mekillot. A normal
Wagon, open (10,000 lbs.) (1 Mekillot) 50 cc howdah is made of a light wooden frame and has one seat for
Wagon, enclosed (1,000 lbs.) (1 Kank) 15 cc the animal'’ driver. Normal howdah'’ don'’ count against the
animal’s carrying capacity, but the driver does. Anyone Mekillot: Huge, tailless reptiles weighing up to 6 tons, the
travelling in a howdah is considered to be at rest and shaded. mekillots are the primary movers of the immense caravan
wagons and siege weapons that travel across Athas. Huge
Howdah, war: A war howdah is constructed of much and powerful, the armor-plated lizards are highly prized for
sturdier materials than a normal howdah. An inix war their ability to pull those large contraptions, but it is a
howdah usually weighs 150 lbs. and can hold four Medium- dangerous gamble. Mekillots can never truly be tamed, and
sized warriors. A mekillot war howdah is a much more often attack their handlers or wander off-course for no
elaborate affair, weighing 1,000 lbs., and contains 2 levels. apparent reason, taking their cargo with them. Tao users and
16 Medium-sized warriors may ride inside these levels, four other such mystics are best equipped to deal with them.
of which can fight on any one side at a time. Those within the
howdah can gain cover and concealment.
Livestock Descriptions
Special: This is a modified form of the Storm Domain from Bear’s Endurance
the Forgotten Realms Campaign Setting and the Fury of Bear’s Endurance, Mass
Storms Domain from Dark Sun 3. Bless Water
Bull’s Strength
Bull’s Strength, Mass
Silt Create Water
Create Food and Water
Granted Power: 3 times per day, a character with access to Curse Water
this Domain can walk on silt as a spell-like ability. Treat silt Eagle’s Splendor
walking as a variant of the Water Walk spell from the Eagle’s Splendor, Mass
Player’s Handbook, except that it allows the character to Gate
walk on silt instead of water. Heroes’ Feast
Owl’s Wisdom
Spells Owl’s Wisdom, Mass
Planar Ally
1. Destroy water*
Planar Ally, Greater
2. Glitterdust
3. Breathing* Planar Ally, Lesser
4. Curse of the black sands* Plane Shift
5. Curse of the choking sands* Resurrection
6. Sand spray* Soul Bind
7. Blood to sand* Summon Monster I
8. Sand traps* Summon Monster II
9. Glass storm* Summon Monster III
Summon Monster IV
* Spell is described further in this chapter. Summon Monster V
Summon Monster VI
Special: This is a modified form of the Desert Domain from Summon Monster VII
Endless Sands: Arabian Adventures and the Broken Sands Summon Monster VIII
Domain from Dark Sun 3. Summon Monster IX
True Resurrection Special: This Domain is originally from the Forgotten
Realms Campaign Setting.
1. Detect undead
2. Desecrate Blood to Sand
3. Animate dead
4. Death ward Alteration
5. Circle of doom Level: Silt 6
6. Create undead Casting Time: 1 Action
7. Control undead Range: Touch
8. Create greater undead Area: 1 Target
9. Energy drain Duration: Instant
Saving Throw: Fortitude partial
Special: This Domain is originally from the Forgotten Spell Resistance: Yes
Realms Campaign Setting.
The victim must have blood, or a similar liquid, within him
that is required to survive. This hideous spell call upon the
9.6: New Divine Spell Descriptions power of the deep Silt Sea and alters the water and blood in
an individual’s body, converting into sand. The victim is
allowed a saving throw to escape the effect and survive.
Armor of Darkness Failure causes a majority of the blood in the victim to turn to
sand, causing immediate death. Those who succeed at their
Abjuration [Darkness] saving throw take 6d8 points of damage. Further, the target’s
Level: Darkness 4 lungs fill with choking sand, and the target spends 2 rounds
Casting Time: 1 Action helpless while he coughs it out. After the initial coughing
Range: Touch seizure, the individual is dazed for 1 round.
Area: 1 Target
Duration: 10 Min. / level Special: This is a modified form of the Blood to Sand spell
Saving Throw: Will negates (harmless) from Endless Sands: Arabian Adventures.
Spell Resistance: Yes (harmless)
Special: This spell is originally from the Forgotten Realms The transmuted creatures can breathe freely regardless of
Campaign Setting. being submerged in silt or earth. Divide the duration evenly
among all targets touched. The subjects can breathe normally
in silt-filled air (commonly known as the gray death), but
Blacklight otherwise get no benefits against inhaled poisons or gaseous
contact poisons of any sort.
Evocation [Darkness]
Level: Darkness 3 Special: This is a modified form of the Breathing spell from
Casting Time: 1 Action Dark Sun 3.
Range: Close (25’ + 5’ / 2 levels)
Area: 20’ radius
Duration: 1 Round / level (D) Curse of the Black Sands
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object) Transmutation
Level: Silt 5
Casting Time: 1 Action the creature is dazed for 1 round unless it makes a Will save
Range: Close (25’ + 5’ / 2 levels) (a creature struck by mulitple bolts during the same round is
Area: 1 Target dazed for a maximum of 1 round, no matter how many times
Duration: 1 Day / level it fails its saving throws). Undead take no damage, but are
Saving Throw: No dazed if they fail their saving throw.
Spell Resistance: Yes
Special: This spell is originally from the Forgotten Realms
When this curse is cast, the target leaves black, oily Campaign Setting.
footprints in the earth or silt. The prints are easily tracked,
and cannot be erased or destroyed until the spell expires.
They can be covered, but not by earth. A giant leaf, for Destroy Water
example, could hide a few footprints, but this would be a
temporary fix at best. If the victim flies or takes to the trees, Level: Silt 1
he can avoid the spell’s effects until he comes down again. In
silty areas, a black stream resembling a slow current will As the spell create water, but it destroys water only; the spell
follow the cursed character whenever he is in contact with does not create water.
the surface. This includes wading or walking on top of the
silt by a spell or other magical means. It would not effect
those who fly or teleport. Should you cast several of these Earth and Fire
spells on multiple targets, you will be able to tell the various
trails apart, even if they should cross or overlap. The trail Evocation (Earth, Fire)
disappears when the spell expires. Level: Magma 6
Casting Time: 1 Action
Special: This spell is originally from Dark Sun 3. Range: 40’
Area: Cone
Duration: Instant
Curse of the Choking Sands Saving Throw: Reflex half
Spell Resistance: Yes
Level: Silt 4
Casting Time: 1 Action This spell calls forth the fury of the earth and fire kami. The
Range: Close (25’ + 5’ / 2 levels) result is an impressive blast of magma that erupts from the
Area: 1 Target round at your command. Anything caught in the blast takes
Duration: 1 Day / level 6d10 damage and is knocked prone. A successful Reflex save
Saving Throw: Will negates halves the damage and prevents the knockdown.
Spell Resistance: Yes
Special: This spell is originally from Way of the Shugenja.
The unfortunate victim of this curse is unable to drink water
for the duration of this spell. When he puts a container to his
lips, the water inside turns to sand, usually pouring down the Gembomb
unfortunate victim’s throat. If the victim hasn’t died from
dehydration when the spell ends, he may begin to drink Conjuration (Creation) [Force]
normally. Of course, everything that had turned to sand Level: Trade 2
remains sand. The spell terminates if the cursed person is Casting Time: 1 Action per bomb
completely immersed in water, and can also end spells that Range: Touch
end other divine curses. Area: Up to 5 gems worth at least 1 cc each
Duration: 10 Minutes / level or until used
Special: This spell is originally from Dark Sun 3. Saving Throw: Reflex half
Spell Resistance: Yes
For the purposes of game mechanics between traditional d20 Himsa and ahimsa are different forces, and the way in which
rules and the Dark Sun: The Age of Tao setting, the term men and women handle the Akasha is different. The way in
“arcane” when applied to magic and the term “Akashik” are which a man casts a certain spell, using himsa, is different
interchangeable unless ruled otherwise. from how a woman casts the same spell using ahimsa.
Nonetheless, the spells are identical for all practical purposes;
The Five Pillars they have the same requirements, limitations, and effects.
The Akasha consists of five different elemental energies: Air, Lost & Rare Spells
Earth, Fire, Water, and Spirit. Together, the five elements are
often referred to as the Five Pillars, although the Villichi In the centuries that have passed since the rise of the Dragon
usually scorn that term. When a user channels the Akasha, he and the Sorcerer-Kings, some spells and even Talents have
or she gathers strands of these energies, sometimes drawing faded from the memories of most channelers. Most spells are
up just one of them, and sometimes (especially in powerful or common, known by many channelers and can easily be
intricate spells) combining three, four, or even all five of learned or figured out by others. Some spells are rare; they
them. The strands, invisible to normal people, dance in the air are all but forgotten, with only a handful of channelers
before the caster, who weaves them together into a spell, a knowing how to cast them. Still others are lost. They have
specific pattern he knows. When the weaving of the spell is disappeared from use and are so complex that or dangerous
complete, the magical effect takes place. that no one can figure out how to replicate them. These are
closely held secrets of the Sorcerer-kings and their allies, but
Not all channelers are equally adept with each of the Five the fall of Tyr and the rise of Sadira and other free sorcerers
Pillars; each channeler has an Affinity with one or more of in the past decade has returned some of those lost secrets to
these elemental energies. A channeler who has an Affinity the world.
with Air and Spirit works more efficiently when casting
spells that require only weaving Air, Spirit, or both. When A channeler can learn any common spell (subject to normal
attempting to cast a spell that uses another element, he will limitations), but can only learn a rare spell by observing it
be less efficient, and if the spell requires only energies he has cast by another channeler. An orphan cannot learn rare spells
no affinity for, he will be at an even greater disadvantage. by “figuring them out”. Rare spells are not commonly
encountered or taught by any of the traditions, making it hard
Like himsa and ahimsa, the elemental strands are visible to to find a channeler who knows one. Those who know such
those who can manipulate them. A female channeler can see powerful and rare spells often guard them jealously.
strands of the Five Pillars as they are drawn and woven by
another female channeler, and a man can see those Lost spells are just that: lost. Occasionally, a channeler
manipulated by another male channeler. survives an encounter with a Sorcerer-King’s agent or other
ancient magic-user, coming away from the experience having
Talents & Spells observed and learned a lost spell. Other than that, or perhaps
learning a lost spell from Sadira herself, there is simply no
In addition to Affinities, channelers also develop Talents. A known way to learn a lost spell.
Talent is a set of related spells, such as the Dragon’s Breath
or Cloud Dancing Talent. Some Talents are composed of 10.2: Casting Akashik Spells
several spells, covering a wide range of magical effects.
Others have a narrow scope, consisting of only a few very An understanding of the Akasha allows the caster to grasp
specific spells. the immense potency of the Five Pillars. Spells let them put
that power to use. Spells are like formulas, or weaves;
methods by which the Akasha is used to achieve spectacular Spells are made out of the strands of the Five Pillars, drawing
effects. upon himsa and ahimsa. As such they are visible to the
caster, and to other channelers of the same gender, although
Embracing the Akasha they are invisible to non-channelers or channelers of the
opposite sex. When a channeler casts, holds, or ties off a
The first step in wielding Akashik magic is embracing the spell’s weave, channelers of the same gender can see not only
Akasha, the One Soul. A channeler opens himself to the the spell’s effects, but the ghostly image of the spell’s weave
Akasha, allowing it to flow into and through him. This is a itself for its entire duration.
full-round action. Once he has embraced the Akasha, he
maintains it until he chooses to let it go. He does not have to Holding a Spell’s Weave
cast a spell immediately, and he does not have to embrace the
Akasha again after he casts a spell. Until he releases it, he Once the caster has determined what the spell effected and
remains connected to the Akasha. how, he needs to know how long the spell will last. If the
spell is “Instant”, then effects occur immediately and then the
It may be tempting to hold onto the embrace permanently, spell ends, even if the effects of the spell, such as damage,
but there are some disadvantages. For starters, embracing the are longer lasting. Other spells have a duration of
Akasha creates a glow of ahimsa around female channelers. “Concentration”, meaning the spell continues for as long as
This is invisible to most people, but channelers of the same the caster maintains his concentration on holding its weave.
gender (and some monsters) can see this glow. They may be Doing so does not provoke an attack of opportunity.
able to sense her from a distance, and they know that she is Anything that could break his concentration when casting a
ready to channel at a moment’s notice. Additionally, a spell can also disrupt his concentration when holding its
channeler cannot rest while holding the Akasha. He cannot weave. He doesn’t have to continue to see the weave to
sleep, recover from fatigue, or heal hit points. concentrate on it. The channeler can’t cast another spell
while holding the first spell’s weave, unless he has the
Finally, it is addictive. Most channelers find themselves Multiweave Feat.
becoming uncomfortable if they embrace the Akasha too
frequently, fearing to become dependant on their powers to 10.3: Male Channelers
the point of addiction. While this may have no mechanical
game effect on female channelers, the GM may, at his Men who use Akashik magic are far more rare than their
discretion, increase the madness points of male channelers if female counterparts, even though the male half of the
they embrace the Akasha to frequently. Akasha, himsa, is perhaps a little more potent. This is
primarily because men who use Akashik magic are at a
Casting the Spell constant risk for insanity. This is due to an ancient battle,
long forgotten by most Athasians, where it is believed the
Once he has embraced the Akasha, the caster chooses a spell Dragon of Athas itself tainted the male half of the Akasha. It
to cast. It must be a spell he knows, and he must be able to is an oily, rancid feeling that greets those who grasp for
cast spells of that level or lower (unless he overchannels). He himsa, a malevolent force known as the Dragontaint.
must also have a slot available at that level. The orphan and
mage class descriptions show how many spells of each level Potency: Every male channeler gains five bonus
you can cast per day. He always has the option of filling a Akashik spells: one each of 1st, 2nd, 3rd, 4th, and 5th level.
higher level spell slot with a lower level spell. For instance, a These are the same as bonus spells gained by high
7th level mage has at least one 4 th level spell slot and two 3 rd ability scores, and can only be used when the caster is
level spell slots. The mage could choose to use a 4th level slot of high enough level to cast them.
to cast a 3rd level spell, if he had already used up his 3 rd level Block: Male orphans can gain the Eliminate Block feat
slots and wanted to still cast a 3 rd level spell. Note that a at 1st level, instead of having to wait until 3 rd level,
channeler who lacks a high enough ability score to cast spells effectively beginning the game with no block at all.
that would otherwise be his due still gets the slots, but must
Madness: All male Akashik magic-users have madness
use them for lower level spells. For example, a 9 th level mage
points. This rating is the result of a 1d6 roll per caster
who has an intelligence of only 14 cannot cast a 5 th level
level in Akashik magic-using classes. Every time the
spell, but can use the 5th level spell slot to cast a 4 th level
male character gains a new level in an Akashik magic-
spell.
using class, roll another 1d6 and add the result to his
number of madness points. Overchanneling through
Next, check the Affinities associated with the spell. In most
preserving also gives a male channeler a madness point
cases he will have one or maybe more, but not all, of the
each time, just like overchanneling through defiling
Affinities. If so, cast the spell according to its listed level. If
does to both genders. A male channeler also gains a
he has all of the listed Affinities, count the spell as being one
madness point every time he uses Yin Tao, just like any
level lower than its listed level. If he has none of the required
other character.
Affinities, count the spell as being one level higher than its
listed level. If that makes it too high a level for him to cast,
then the channeler cannot cast that spell. 10.4: Linking
Many spells can be cast at varying levels, with differing Linking is a method by which channelers can magnify their
effects at different levels. The caster must decide on the level abilities. Linking involves two or more channelers working
of the spell before he casts it, as well as all other pertinent together, gathering their power for a single spell. One of the
decisions (range, area, effect, version, etc.). To cast a spell, channelers leads the group, and one of them (usually the
he must be able to see the target of its effects, in most cases, same person, but not necessarily the same one) casts the
or specify a line of effect. Additionally, he must concentrate spell. This allows the caster to increase the level of the spell
to cast the spell, and its hard to concentrate in the midst of slot used for the spell. For example, a caster in a link of seven
battle. channelers can cast a 7th level spell using a 5th level spell slot.
To link, the channelers gather in a circle, touching their Concentration Overchanneling Fortitude
hands together so that each is in contact with the group. Check DC Attempt Save
Circle members can be of any level or class, so long as they
can channel. The circle must always include women (men
alone cannot link), and with the exception of a one man / one 15 0 level spell, 15
woman circle, or a two men / two women circle, must always no slots left
include more women than men. If the circle has thirteen or 20 1st level spell, 25
fewer members, it may be made up solely of women, but if no slots left
more than thirteen are to be involved, at least one must be a 25 2nd level spell, 35
man. The following table gives the minimum and maximum
no slots left
numbers of men required for circles of up to seventy-two
channelers, the absolute maximum. 20 Spell is 1 level 15 + spell level
higher than slot
Circle Min. # Max. # Additional 25 Spell is 2 levels 25 + spell level
Size of Men of Men Levels higher than slot
30 Spell is 3 levels 35 + spell level
2-3 0 1 +1 higher than slot
4 0 2 +1
5-6 0 ½ total or less +1 If the caster succeeds at the Fortitude save, he is unharmed
by his attempt to overchannel. If you fail, the result depends
7-13 0 ½ total or less +2
on how badly he fails the roll by subtracting the saving throw
14-27 1 ½ total or less +3 from the DC.
28-36 2 ½ total or less +4
37-45 3 ½ total or less +5 1-5: The channeler suffers a severe headache and
46-54 4 ½ total or less +6 overwhelming fatigue. As a result, he suffers a –1
55-63 5 ½ total or less +7 penalty to all skill and ability checks, attack rolls, and
saves. He recovers when he is able to rest for at least 6
64-72 6 ½ total or less +8
hours.
6-10: The channeler suffers a severe headache and
In a one man / one woman circle, any circle of thirteen or
overwhelming fatigue. As a result, he suffers a –2
fewer channelers that contains two or more men, or a circle
penalty to all skill and ability checks, attack rolls, and
of seventy-two channelers, the leader must be a man. In all
saves. Also, he takes 1d6 points of damage and cannot
other cases, the leader may be a man or a woman.
overchannel again until he recovers. He recovers when
he is able to rest for at least 6 hours.
Each member of the circle embraces the Akasha and makes a
11-15: The channeler suffers a severe headache and
Concentration check. If all the participants succeed, the
overwhelming fatigue. As a result, he suffers a –3
group is linked, and the caster can cast the intended spell or
penalty to all skill and ability checks, attack rolls, and
spells. If one or more participants fail, the group does not
saves until he recovers. He recovers when he is able to
link. A linked circle remains linked until the leader becomes
rest for at least 6 hours. Also, he takes 2d6 points of
distracted or chooses to break the link.
damage and cannot channel at all for 24 hours.
16-20: The channeler suffers a severe headache and
10.5: Overchanneling overwhelming fatigue. As a result, he suffers a –4
penalty to all skill and ability checks, attack rolls, and
The limits to the number and level of spells a channeler can saves until he recovers. He recovers when he is able to
cast per day are not absolute. Any channeler may attempt to rest for at least 6 hours. Also, he takes 3d6 points of
cast additional spells, or higher level spells, beyond those damage and cannot channel at all for 48 hours.
allowed by his level and bonuses. You can only overchannel 21-25: The channeler suffers a severe headache and
if you cannot cast the same spell without overchanneling. overwhelming fatigue. As a result, he suffers a –5
You must always use your highest spell slot when penalty to all skill and ability checks, attack rolls, and
overchanneling. There are two ways of overchanneling: saves until he recovers. He recovers when he is able to
Preserving & Defiling. rest for at least 6 hours. Also, he takes 4d6 points of
damage and cannot channel at all for 2 weeks.
Preserving
26+: The channeler is “stilled”, completely unable to
channel. Also, he suffers a –6 penalty to all skill and
To overchannel by preserving, you draw on your internal
ability checks, attack rolls, and saves until he recovers
reservoirs of strength and drink more deeply of the Akasha
and takes 4d6 points of damage. He recovers when he is
pouring through you than is normally safe. Make a
able to rest for at least 6 hours.
Concentration check. The DC depends on what the caster is
attempting to do. If the caster succeeds on his check, the spell
Defiling
is cast as intended. If the check fails, the spell doesn’t work,
and the caster must make a Fortitude saving throw. The
Defiling is a way of overchanneling that uses the Tao to
check and saving throw DC’s are per the table below.
reach out and draw power from the life-force of the land
around you. It is a method that is safer for the channeler in
the short-term, but more dangerous in the long-term. You
Preserving & Defiling Table must have the Sense Tao feat to defile. Any attempt to defile
gains you a madness point, regardless of your gender, and
regardless of your success or failure.
Make a Concentration check. The DC depends on what the 3-12 Wall of Fire: Creates a wall of fire.
caster is attempting to do. If the caster succeeds on his check, 1 Wand of Fire: Imbues a rod with fire.
the spell is cast as intended. If the check fails, the spell
doesn’t work, and the caster must make a Madness check. Earth Singing Talent
The check and saving throw DC’s for the Concentration
check are the same as those on the Preserving & Defiling Level Spell
Table. The defiling caster does not suffer the fatigue results
that a preserving overchanneler does. 2-7 Acid Splash: Hurls an orb of acid.
0-3 Earth Delving: Locates nearby mineral deposits.
Whether the spell fails or succeeds, the land immediately 7-12 Earthquake: Creates a localized earthquake.
surrounding the caster becomes defiled. From the mightiest 3-7 Earth Tentacles: Tentacles of earth seek to entangle.
tree to the tiniest lichen, every bit of nonsentient vegetation 1-6 False Wall: Creates a wall out of the air.
in the immediate area is reduced to a gray, sooty ash. The 0-4 Grenade: Imbues a stone with explosive potential.
land is sterile and won’t sustain life for decades or even 3 Keen Edge: Makes a weapon magically keen.
centuries afterward. The radius of this destructive effect 6-13 Meteor Strike: Hurls burning meteors.
depends upon two factors: the amount of vegetation around 3 Move Earth: Moves earth to another location.
and the casting level of the spell. The Defiling Range Table 0-2 Polish: Eliminates tarnish and rust.
describes the defiling radius. 8 Repel Stone: Pushes stone and even metal away.
4-6 Riven Earth: Rends the earth nearby.
If you cast another spell using defiling in an already defiled 3-8 Spike Stones: Traps an area with stony spikes.
area, add the radius of the previous defilement to half the 3-8 Stone Shape: Shapes stone into other forms.
new radius to figure out how much land is completely
defiled. Calculate the new radius as if the old vegetation were Gilgul Talent
still there. This actually creates a larger amount of defiled
area because you are essentially “attacking an open wound.” Level Spell
Illusion Talent
Terrain Vegetation Radius Defiled
Level Spell
Lush (forest, garden) Casting level x 1’
Abundant (grassland, active farmland) Casting level x 5’ 0 Arcane Mark: Marks an object or person with a rune.
Fertile (scrubland, inactive farmland) Casting level x 10’ 2 Blur: Blurs the outline of a subject.
Infertile (rocky badland, bare mountains) Casting level x 30’ 1-3 Color Spray: Creates a cone of vivid color.
1-4 Darkness: Creates an area of magical darkness.
Barren (sand wastes, salt flats) Casting level x 50’
1-4 Disguise: Alters the target’s appearance.
3 Distant Eye: Allows limited clairvoyance.
1 Eavesdrop: Allows limited clairaudience.
10.6: Akashik Spell List by Talent 1-4 Folded Light: Creates an invisibility screen.
0-4 Ghost Sound: Creates illusory sounds.
Battlemage Talent 2-5 Invisibility: Makes a person invisible.
0-2 Mirror of Mists: Increases caster’s size and stature.
Level Spell 0-1 Voice of Power: Increases voice projection.
2-3 Rainbow Pattern: Creates fascinating colored lights.
2-4 Fiery Sword: Creates a weapon of flame.
1 Mage Armor: Creates a personal force-field. Magefire Talent
5-9 Mage Hand: Creates a hand of force.
7 Mage’s Sword: Creates a floating sword of force. Level Spell
1-5 Magic Weapon: Gives a magic bonus to weapons.
0-3 Light: Creates a globe of light.
Conjunction Talent 1-5 Magic Missile: Creates a missile of magical force.
Level Spell You fire an orb of acid at the target. You must succeed on a
ranged touch attack to hit your target. For every three caster
1 Animate Rope: Animates a length of rope. levels (to a maximum of 18th), the acid, unless somehow
0-12 Arms of Air: Lifts things into the air. neutralized, lasts for another round, dealing the same dice of
0-3 Cool: Alters the local temperature. damage in that round. The damage of the initial attack
5 Fly: Grants the ability of flight. depends upon the casting level of spell.
0-5 Harden Air: Immobilizes those in an area.
0-7 Harness the Wind: Conjures a light or strong wind. Level Damage
0-4 Tool of Air: Creates a simple tool.
8 Whirlwind: Creates a destructive cyclone.
2 1d4 + Caster level
0-3 Whispering Wind: Sends a whispered message.
2-12 Wind Wall: Creates a wall of howling wind. 3 2d4 + Caster level
4 3d4 + Caster level
Travelling Talent 5 4d4 + Caster level
6 5d4 + Caster level
Level Spell 7 6d4 + Caster level
7-11 Bridge Between Worlds: Open Dreamrealm gateway.
Special: This is a modified form of the Acid Arrow & Acid
4-8 Create Gateway: Creates travelling gateway.
Splash spells from the Player’s Handbook.
4-8 Skimming: Allows travel in “place between places”.
Warding Talent
Alarm
Level Spell
Talent; Affinities: Warding; Air, Earth, Spirit
Level: 0-9
0-9 Alarm: Wards area, alerting you to those passing.
Casting Time: 1 Round
1-10 Barrier to Sight: Dome that obscures the area.
Range: Close (25 ft. + 5 ft./2 levels)
0-9 Circle of Silence: Creates a dome that obscures sound.
Area: Special
1-11 Dream Shielding: Protects the dreams of those in area.
Duration: Concentration
3-5 Fire Trap: Traps an area with flame.
Saving Throw: No
4-12 Master Ward: Creates a dome impervious to damage.
Spell Resistance: No
2-4 Seal: Traps a container.
3-7 Shield: Blocks a user’s connection to the Akasha.
Alarm sounds a mental or audible alarm each time a creature
1-7 Ward Against Elements: Wards vs. elemental damage.
of Tiny or larger size enters the warded area or touches it. A
3-12 Ward Against Magic: Dome impervious to magic.
mental alarm alerts you (and only you) so long as you remain
2-11 Ward Against People: Creates a barrier to passage.
within 1 mile of the warded area. You note a single mental
4 Ward Bore: Penetrates wards.
“ping” that awakens you from normal sleep but does not
otherwise disturb concentration. Ethereal or astral creatures
do not trigger the alarm.
10.7: Akashik Spell Descriptions
+1 Casting Level: An audible alarm produces the sound of a
Each spell lists its name first, with any associated subtypes hand bell, and anyone within 60’ of the warded area can hear
listed in parenthesis. If it is a rare or lost spell, this also will it clearly. Reduce the distance by 10’ for each interposing
be noted within parenthesis; otherwise it is assumed to be a closed door and by 20’ for each substantial interposing wall.
common spell. Spellcasters should be aware that some spells In quiet conditions, the ringing can be heard faintly as far as
may be known by different names in different areas, even if 180’ away. The sound lasts for 1 round. Creatures within a
the weave is the same. One channeler, for instance may know silence spell cannot hear the ringing.
the Warmth spell as Comfort of the Hearth, even though the
two spells function exactly the same. All associated Talents +1 Casting Level: A creature that speaks the password
& Affinities are listed separately; each Akashik spell is (determined by you at the time of casting) does not set off the
assumed to have a subtype identical with its Affinities, and alarm.
will not list such things separately. Thus, a spell with the Fire
subtype and the Fire Affinity will only have the Fire Affinity Level Area Radius
listed with its Affinities and will not have Fire listed in
parenthesis next to the spell’s name. Akashik spells follow all
the standard d20 rules for Casting Time, Range, Area, & 0 5’
Saving Throws. 1 10’, small room
2 25’, large room
3 50’, moderate-sized building
Acid Splash 4 150’, large building
5 300’, very large building
Talent; Affinities: Earth Singing; Earth, Water
Level: 2-7 6 750’
7 1,500’ arcane mark. A read magic spell reveals the words, if any.
8 1 Mile The mark cannot be dispelled, but it can be removed by the
caster or by an erase spell. If an arcane mark is placed on a
9 5 Miles
living being, normal wear gradually causes the effect to fade
in about a month. The arcane mark cannot be larger than 1
Special: This is a modified form of the Alarm spell from the square foot.
Player’s Handbook.
Special: This is a modified form of the Arcane Mark spell
from the Player’s Handbook.
Animate Rope
0 5
Arcane Mark 1 25
2 100
Talent; Affinities: Illusion; Air, Fire, Spirit
3 200
Level: 0
Casting Time: 1 Action 4 400
Range: Touch 5 800
Area: 1 Person or object 6 1,500
Duration: Instant 7 3,000
Saving Throw: No 8 6,000
Spell Resistance: No 9 12,000
This spell allows you to inscribe your personal rune or mark, 10 25,000
which can consist of no more than six characters. The writing 11 50,000
can be visible or invisible. An arcane mark spell enables you 12 100,000
to etch the rune upon any substance without harm to the
material upon which it is placed. If an invisible mark is made, Special: This is a modified form of the Arms of Air Weave
a detect magic spell causes it to glow and be visible, though from the Wheel of Time RPG.
not necessarily understandable. Even an invisible arcane
mark is visible to an Akashik magic-user of the same gender
as the caster. See invisibility, true seeing, a gem of seeing, or Barrier To Sight
a robe of eyes likewise allows the user to see an invisible
Talent; Affinities: Warding; Air, Fire, Spirit Level Flame Length
Level: 1-10
Casting Time: 1 Round
1 5”
Range: Close (25’ + 5’ / 2 levels)
Area: Special 3 1’
Duration: Concentration 5 2’
Saving Throw: No
Spell Resistance: No Special: This is a modified form of the Blade of Fire Weave
from the Wheel of Time RPG.
You create a dome-shaped weave around an area, through
which nothing can be seen. People outside the spell’s area see
a dome-shaped, wavering image of the area as it appeared Blur
when the spell was cast. Transient items within this area
(such as people) are barely visible in this image; more Talent; Affinities: Illusion; Air
permanent items appear more solid. People within the spell Level: 2
see the same sort of image when looking out. Physical Casting Time: 1 Action
objects, even you, can pass through the dome without Range: Touch
affecting the spell. The spell typically appears as a dome, but Area: 1 Creature
its shape can be altered to any equivalent volume when cast. Duration: Concentration
When cast within an enclosed area, such as a room or a Saving Throw: Will negates (harmless)
cavern, the spell tends to conform to the shape of the space. Spell Resistance: Yes (harmless)
Level Area Radius The subject’s outline appears blurred, shifting and wavering.
This distortion grants the subject concealment (20% miss
chance). A see invisibility spell does not counteract the blur
1 5’
effect, but a true seeing spell does. Opponents that cannot see
2 10’, small room the subject ignore the spell’s effect (though fighting an
3 25’, large room unseen opponent carries penalties of its own).
4 50’, moderate-sized building
5 150’, large building Special: This is a modified form of the Blur spell from the
6 300’, very large building Player’s Handbook.
7 750’
8 1,500’ Bond Guardian (Rare)
9 1 Mile
10 5 Miles Talent; Affinities: Conjunction; Spirit
Level: 5
Special: This is a modified form of the Barrier To Sight Casting Time: 1 Minute
Weave from the Wheel of Time RPG. Range: Touch
Area: 1 Person
Duration: Instant
Blade of Fire Saving Throw: Will negates
Spell Resistance: Yes
Talent; Affinities: Dragon’s Breath; Air, Fire
Level: 1-5 You create (or terminate) a special, permanent bond between
Casting Time: 1Action yourself and the target. That person becomes the channeler’s
Range: Touch guardian, a sort of bodyguard, agent, and companion.
Area: 1 Item Different Akashik traditions have different names for their
Duration: Concentration guardians, as well as different uses. Villichi almost always
Saving Throw: No cast it upon warrior men, while the Veiled Alliance prefers to
Spell Resistance: Yes eschew their use since a constant guardian would signal their
presence in a city. Traditionally, the spell is cast upon non-
You grasp a knife, staff, or other object, and a lance of white channeling, willing targets, but it can be cast as effectively
flame extends from its tip. This flame cuts cleanly and upon unwilling targets. There are no recorded instances of
quickly through nearly any material, melting through even two channelers being bonded by the spell, but theoretically it
stone as if it were butter. If directed against a creature you is possible. Several traditions, such as the Villichi, do have
must hit the target with a touch attack using the item. A laws against it though. The bond has several special
successful hit deals 2d6 damage. The blade of fire cuts properties.
through 3’ of wood or 1’ of stone or metal per round. Cutting
requires no more concentration than walking, and the blade Aging: Like channelers, the guardian ages slowly. See
must be in contact with the item being cut for a full round to the Akashik mage and orphan class descriptions for more
cut through it. This spell leaves the implement warm to the information.
touch but does not otherwise harm it. The flame ignites easily Compel to Obey: The caster can use the bond to compel
combustible material, like dry straw or paper, but only chars the guardian to obey him. Since guardians are traditionally
wood and other stronger materials after brief contact. The willing and cooperative companions, this practice is usually
length of the blade, and hence the thickness of materiel it can frowned upon by most Akashik magic-users and is rarely
cut through, varies by casting level. used except by evil channelers and agents of the Sorcerer-
Kings. To compel the guardian, the caster issues a direct
order that must be communicated clearly to the guardian.
Unless the guardian succeeds at a Will save. The save’s DC
is as if the spell were cast at the caster’s present level and of Dreams and then cast this spell, the gateway opens, but
ability. you cannot pass through it.
Connection: The caster and guardian have a deep and
personal connection. They each have the direction, distance Level Max. Gateway Size Stays Open For...
(very roughly), and emotional and physical state of the other.
Each knows when the other is awake, asleep, injured, or in 7 5’ wide x 10’ tall 2 Rounds
pain. Awareness of the other’s state dims over greater
distances but can be sensed over an unlimited distance with a 9 10’ wide x 15’ tall 1 Round / caster level
little bit of concentration. 11 30’ wide x 20’ tall 3 Rounds / caster level
Energy: The caster and guardian share, to a limited
extent, their life energy. Either can loan hit points to the Special: This is a modified form of the Bridge Between
other. Hit points can only be transferred voluntarily; they can Worlds Weave from the Wheel of Time RPG.
neither be forced out of the lender or upon the borrower. The
number lent cannot exceed the damage sustained by the
receiver. If the borrower is healed, the lent hit points Burning Hands
automatically return to the lender. This ability has a range of
300’. Talent; Affinities: Dragon’s Breath; Fire, Spirit
Proximity: If the caster wants the guardian nearby, the Level: 2-6
guardian knows and is drawn to the caster. A Will save Casting Time: 1 Action
allows him to resist the pull for 1 day. The save’s DC is as if Range: Personal
the spell were cast at the caster’s present level and ability. Area: 15’ Cone
Distance dulls the pull. For every 100 miles between them, Duration: Concentration
the guardian gains a +1 bonus on the Will save, to a Saving Throw: Reflex half
maximum of +10. Failure compels the guardian to travel Spell Resistance: Yes
toward the caster by the fastest reasonable means.
Resistance: The guardian can use the caster’s Will save A cone of searing flame shoots from your fingertips. Any
bonus if it is higher than his own. This applies even when the creature in the area of the flames takes fire damage
save is to resist the caster. Likewise, the caster can use the depending on the casting level. Flammable materials burn if
guardian’s Fortitude save bonus if it is higher than his own. the flames touch them. A character can extinguish burning
This ability has a range of 5 miles. items as a full-round action.
The guardian’s bond ends only with the death of either party, Level Damage
the "stilling" or "gentling" of the channeler, or the
termination of the bond by the channeler. The death of either 2 1d4
the guardian or the channeler is a powerful emotional and 3 2d4
physical blow to the other, inflicting 1d4 points of damage
4 3d4
per level of the deceased upon the survivor. A successful
Fortitude save halves the damage, with DC equal to the 5 4d4
damage. Many guardians who outlive their channelers lose 6 5d4
their wills to live and throw themselves into hopeless battles
until death finally claims them. Shielding the channeler does Special: This is a modified form of the Burning Hands spell
not break the ward, but it does dull the connection. The from the Player’s Handbook.
channeler can terminate the bond. Casting this spell in a
special modified manner negates the bond. The guardian does
not need to be touched or even be present for the termination Burning Sands
spell to take effect. A single guardian can only be bonded to a
single channeler at a time. The spell has no effect upon on Talent; Affinities: Sand Shaper; Earth, Fire
guardians bound to other channelers. Level: 1
Casting Time: 1 Action
Special: This is a modified form of the Bond Warder Weave Range: Touch
from the Wheel of Time RPG. Area: 1 Handful of sand
Duration: Concentration
Saving Throw: No
Bridge Between Worlds (Rare) Spell Resistance: No
Talent; Affinities: Travelling; Earth, Spirit You cause a handful of sand to become combustible. The
Level: 7-11 sand retains its natural form and texture, but gains the
Casting Time: 1 Round flammable properties of lantern oil. The sand will burn with a
Range: Close (25’ + 5’ / 2 levels) colorless, odorless flame for one hour or until the end of the
Area: Special spell, whichever is longer. This is most often used by
Duration: Instant nomadic tribes who cannot afford to carry campfire fuel
Saving Throw: No around with them in the desert. A single handful of burning
Spell Resistance: No sand gives off the same heat as a small campfire and can be
used for cooking. Burning sand can also be used as an attack
You create a gateway between the real world and by hurling the sand at an opponent and then lighting it. If
Bryn’bressail, the Realm of Dreams, allowing you to used in this manner, it functions exactly as burning oil.
physically enter or exit it. The maximum size of the gateway,
and the maximum length of time it can remain open, depends Special: This is a modified form of the Burning Sands spell
upon the casting level. Your dream self in Bryn’bressail from The Complete Sha’ir’s Handbook.
cannot enter the real world. If you dreamwalk into the Realm
Special: This is a modified form of the Color Spray spell
Circle of Silence from the Player’s Handbook.
0 5’ Level Temperature
1 10’, small room
2 25’, large room 0 Mildly uncomfortable (down 55 deg. F, up 95 deg. F)
3 50’, moderate-sized building 1 Dangerous (down to 35 deg. or up to 115 deg.)
4 150’, large building 2 Deadly (down to 15 deg. or up to 135 deg.)
5 300’, very large building 3 Extreme (below 15 deg. or above 135 deg.)
6 750’
Special: This is a modified form of the Warmth Weave from
7 1,500’
the Wheel of Time RPG.
8 1 Mile
9 5 Miles
Create Fire
Special: This is a modified form of the Circle of Silence
Weave from the Wheel of Time RPG. Talent; Affinities: Dragon’s Breath; Fire
Level: 0-6
Casting Time: 1 Action
Color Spray Range: Medium (100’ + 10’ / level)
Area: Special
Talent; Affinities: Illusion; Air, Fire, Spirit Duration: Concentration
Level: 1-3 Saving Throw: Will half
Casting Time: 1 Action Spell Resistance: No
Range: 15’
Area: Cone-shaped burst This spell creates fire where there is none or increases the
Duration: Instant size of an existing fire. Unfueled, the flames only last for the
Saving Throw: Will negates Duration of the spell, but they ignite flammable materials
Spell Resistance: Yes they touch. The damage listed is sustained each round every
creature and object within the burning area. Large fires take
A vivid cone of clashing colors springs forth from your hand, time to build up. The brew time in the table below lists how
causing creatures to become stunned, perhaps also blinded, long for the fire to reach its full size, although a large fire
and possibly knocking them unconscious. The exact effect will ignites as a small fire and grows quickly. If the spell
varies by casting level. Sightless creatures are not affected by ends before the fire reaches full size, it still counts as having
color spray. been cast at its intended level. You can also use this spell to
change the size of an existing fire Each step changes the size
Level: Effect by 1 casting level. For example, at 1 st casting level, you can
increase or decrease an existing fire by 2 steps.
1: The creature is stunned for 1 round.
Level Area Damage Steps Brew Time
2: The creature is blinded and stunned for 1d4 rounds, then
stunned for 1 round.
3: The creature is unconscious, blinded, and stunned for 2d4 0 1” (candle) 1 1 None
rounds, then blinded and stunned for 1d4 rounds, and then 1 3” (torch) 1d4 2 None
stunned for 1 round. (Only living creatures are knocked 2 1’ (campfire) 1d8 3 1 Round
unconscious.) 3 3’ (bonfire) 2d8 4 2 Rounds
4 10’ (house fire) 3d8 5 3 Rounds
5 25’ (wildfire) 4d8 6 4 Rounds become a Tree of Life, a powerful magical item. Any tree
6 50’ (firestorm) 5d8 7 5 Rounds less than one year old will suffice; this spell cannot be cast on
an older tree. The sapling must have already sprouted from
the ground, although you can transplant such a sapling before
Special: This is a modified form of the Create Fire Weave
casting the spell. It grows to full size in only one week, but
from the Wheel of Time RPG.
has its full powers and abilities immediately after the spell is
completed.
Create Gateway (Rare)
Special: This is a modified form of the Create Tree of Life
spell from the Dark Sun Revised Box Set.
Talent; Affinities: Travelling; Spirit
Level: 4-8
Casting Time: 1 Round
Current
Range: Close (25’ + 5’ / 2 levels)
Area: Special
Talent; Affinities: Rain Dancing; Spirit, Water
Duration: Instant
Level: 0-7
Saving Throw: No
Casting Time: 1 Action
Spell Resistance: No
Range: Long (400’ + 40’ / level)
Area: Special
You open a gateway into the space between places. The
Duration: Concentration
maximum size of the gateway, and the maximum length of
Saving Throw: No
time it can remain open, depends upon the casting level. The
Spell Resistance: No
space between places is a dark void, a netherworld entirely
devoid of features. Typically a caster uses this
You conjure a current in a target area of water, choosing the
extradimensional space to skim (see the Skimming spell) to
current’s direction. Although the spell takes effect
another location. Unless a skimming platform is created just
immediately, the current builds over a brew time that can last
within the gateway, any object or creature that passes through
several rounds, depending upon the strength required. The
the gateway falls into the void, to become trapped within the
current affects an area of open water, or a length of river, that
space between spaces.
depends upon its strength. Powerful currents created in rivers
will likely cause flooding if the current flows downstream, or
+3 Casting Levels: Instead of opening the gateway into the
upstream if you create an upstream current. The flooding
space between spaces, you open it directly into another
affects a length of shoreline equal to the affected length of
location anywhere else on the same world. To do so you must
river, beginning at the end of the affected length. The depth
have some sense of the destination, such as having been there
of the flooding is 2’ per 10 mph of current speed.
before or having a very detailed map to refer to. Also, you
must know the starting destination well. This requires that
+1 Casting Level: You may increase or decrease the area
you have spent several hours there, or if you have been there
affected by the current by 1step on the table below.
for less time, that you have spent at least 30 minutes studying
the area intently, reducing this time to 10 minutes if
embracing the Akasha the whole time. However, if you can Level Speed Radius / Length Brew
see the point you are travelling to, you do not need to know Time
the starting point.
0 3 mph (lazy flow) 5’ / 25’ None
Level Max. Gateway Size Stays Open For... 1 10 mph (swift current) 25’ / 150’ 1 Round
3 20 mph (cascade) 300’ / 1,500’ 3 Rounds
4 5’ wide x 10’ tall 2 Rounds 5 30 mph (torrent) 1 Mile / 5 Miles 5 Rounds
5 10’ wide x 15’ tall 1 Round / caster level 7 40 mph (cataract) 10 Miles / 50 Miles 7 Rounds
6 30’ wide x 20’ tall 3 Rounds / caster level
7 100’ wide x 25’ tall 5 Rounds / caster level Special: This is a modified form of the Current Weave from
8 300’ wide x 30’ tall 1 Minute / caster level the Wheel of Time RPG.
Special: This is a modified form of the Darkness & Deeper Dream Shielding (Rare)
Darkness spells from the Player’s Handbook.
Talent; Affinities: Warding; Spirit
Level: 1-11
Disguise Casting Time: 1 Round
Range: Close (25’ + 5’ / 2 levels)
Talent; Affinities: Illusion; Air, Fire, Spirit Area: Special
Level: 1-4 Duration: Concentration
Casting Time: 1 Round Saving Throw: No
Range: Touch Spell Resistance: No
Area: 1 Person
Duration: Concentration You create a dome-shaped weave around an area. The dome
Saving Throw: Will negates creates an invisible barrier that protects the dreams of those
Spell Resistance: Yes within it. Dreamwalkers cannot enter those dreams, and those
who attempt to view those dreams, by any means, see only
You cast a complex spell about the target, which alters his indistinct images at best. The spell typically appears as a
appearance. You can make the target look different, but you dome, but its shape can be altered to any equivalent volume
cannot change the basic structure of the target; you cannot when cast. When cast within an enclosed area, such as a
make a person look a dog, or even make an exceptionally tall room or a cavern, the spell tends to conform to the shape of
person short. This spell does not provide the abilities or the space.
mannerisms of the chosen form. It does not alter the tactile or
audible properties of the target, nor does it alter clothing,
The ward protects normal dreams only. It does not extend deposits of the mineral. The spell does not tell you precisely
any protection towards to dreamwalkers who enter the space how much of the mineral is present, but it does give you a
between dreams, other people’s dreams, or Bryn’bressail. general idea of the deposit’s size (Fine, Tiny, Small,
The spell has a Duration of Concentration, but it is Medium-size, etc.) according to the strength of the sensation.
impossible to hold a spell while falling asleep, or, with the
exception of a dreamwalker, to cast or hold a spell in your Level Range Radius
dreams. To effectively ward your own dreams, you must cast
and tie off this spell before going to sleep.
0 5’
1 25’
Level Area Radius
2 150’
3 750’
1 Self
2 5’
Special: This is a modified form of the Earth Delving Weave
3 10’, small room from the Wheel of Time RPG.
4 25’, large room
5 50’, moderate-sized building
6 150’, large building Earthquake
7 300’, very large building
Talent; Affinities: Earth Singing; Earth
8 750’
Level: 7-12
9 1,500’ Casting Time: 1 Round
10 1 Mile Range: Long (400’ + 40’ / level)
11 5 Miles Area: Special
Duration: Instant
Special: This is a modified form of the Dream Shielding Saving Throw: Special
Weave from the Wheel of Time RPG. Spell Resistance: No
When you cast this spell, a localized intense tremor rips the
Dry ground. It knocks creatures down, collapses buildings, and
opens cracks in the ground. The shock lasts 1 round, during
Talent; Affinities: Rain Dancing; Water which creatures on the ground can’t move or attack.
Level: 10 Spellcasters on the ground must make a Concentration check
Casting Time: 1 Action (DC 20 + spell’s casting level) or lose any spells they were
Range: Close (25’ + 5’ / 2 levels) casting or spell weaves they were holding. The earthquake
Area: 1 Object (wet) affects all terrain, structures and creatures in the area. The
Duration: Instant exact effects depend upon the terrain and its features.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes Cave, Cavern, or Tunnel: The earthquake collapses the
roof, dealing 8d6 points of damage to any creature caught in
You squeeze the excess liquid off or out of a wet object, the cave-in (Reflex save DC 15 for half damage). An
leaving it dry. The liquid does not dissipate, but rather falls earthquake cast on the roof of a very large cavern could also
into a puddle on the ground. This can affect water, sweat, or endanger those outside the actual area but below the falling
even beverages. debris.
Cliffs: They crumble, causing a landslide that travels
+2 Casting Levels: You increase the Duration to horizontally as far as it fell vertically. Any creature caught in
Concentration and prevent excess liquid from contacting or the path of the landslide takes 8d6 damage (Reflex save DC
soaking the target object. Water simply flows around the 15 for half damage).
object, leaving a thin layer of air between them. Lake, Marsh, or River: Fissures open up beneath the
water, draining it away from the area and leaving behind
Special: This is a modified form of the Dry Weave from the muddy ground. Soggy marsh or swampland becomes
Wheel of Time RPG. quicksand for the Duration, sucking down creatures and
structures. Creatures must make a Reflex save (DC 15) or
sink down in the mud or quicksand. At the end of the spell,
Earth Delving the rest of the water rushes in to replace the drained water,
possibly drowning those stuck in the mud.
Talent; Affinities: Earth Singing; Earth Open Ground: All creatures standing in the area must
Level: 0-3 make a Reflex save (DC 15) or fall down. Fissures open in
Casting Time: 1 Action the ground, and every creature on the ground has a 25%
Range: Medium (100’ + 10’ / level) chance to fall into one and must make a Reflex save (DC 20)
Area: Special not to fall in one. At the end of the spell, al fissures grind
Duration: Concentration shut, killing any creatures still trapped within.
Saving Throw: No Structure: Most structures standing on open ground will
Spell Resistance: No collapse, dealing 8d6 damage to those caught within or
beneath the rubble. A Reflex save (DC 15) is allowed for half
You hold in your hand a sample of a metal or mineral, such damage.
as a gold ring, a piece of marble, or lump of copper ore. For
the Duration of the spell, you can sense other concentrations Level Area
of the mineral within the spell’s Range. The sensing Range
extends into the ground. allowing you to locate hidden
7 50’ Circle You extend a narrow tendril of weave outward as far as the
8 150’ Circle extreme of medium range. You hear as if your ear were at the
end of the spell. You can move the tendril as you see fit,
9 300’ Circle
although only where you can see it. The tendril fits through
10 1,500’ Circle tiny spaces such as keyholes and gaps under doors, as long as
11 1 Mile Circle they are at least ¼” wide or high. You cannot move the
12 5 Mile Circle tendril if you tie off the spell, but you can still see through it.
While the spell is active, you are only vaguely aware of your
Special: This is a modified form of the Earthquake Weave normal hearing. To notice something you would normally
from the Wheel of Time RPG. hear but is not audible through the spell, make a Spot check
(DC 20).
Talent; Affinities: Rain Dancing; Air, Water Special: This is a modified form of the Ghost Sound and
Level: 0-3 Ventriloquism spells from the Player’s Handbook.
Casting Time: 1 Minute
Range: Close (25’ + 5’ / 2 levels)
Area: Area immediately around the caster Grenade
Duration: Instant
Saving Throw: No Talent; Affinities: Earth Singing; Earth, Fire
Spell Resistance: No Level: 0-4
Casting Time: 1 Round
You can feel upcoming changes in the weather. The farther Range: Touch
into the future you sense, the less distinct the information. Area: 1 Stone
You can sense a specific storm just a few hours away, but Duration: Instant
looking months into the future only gives you general Saving Throw: Reflex half
information, such as that it will be cooler than normal, that Spell Resistance: Yes
the raining season will be later than usual, etc. The changes
you detect compromise the natural course for the weather, You imbue a stone with an explosive property. If the stone
but you gain no sense of unnatural changes such as those strikes a hard surface, it detonates, doing damage to all
wrought by the Tao or Akashik magic. creatures within the burst radius (Reflex save for half
damage). You may throw the stone or us it as proper
Level Future Time Sense ammunition for an appropriate weapon, such as a sling or
catapult. To hit a target with a thrown stone, make a ranged
0 4 Hours touch attack. The size of the stone, its burst area, and the
damage it does depends on the casting level. A burst area of
1 2 Days
“contact” means that the stone only deals damage to the
2 2 Weeks creature or item it hits.
3 1 Season
+1 Casting Level: The spell affects an additional stone, as You conjure a wind over the area, choosing the wind’s
though you had the cast the spell on two targets at once. This direction. Although the spell takes effect immediately, the
effect can be added multiple times, so at +2 casting levels the wind builds over a brew time that can last up to several
spell affects a total of 3 stones. rounds, depending upon the strength required. The winds
affects an area that depends upon its strength.
Level Rock Size Burst Radius Damage
+1 Casting Level: You may increase or decrease the area
affected by the wind by one step on the table below.
0 Sling stone Contact 1d8
2 Fist-sized rock 10’ 3d6
Level Wind Strength Area Brew Time
4 Catapult stone 20’ 5d6
0 Puff 5’ Circle None
Special: This is a modified form of the Grenade Weave from
the Wheel of Time RPG. 1 Gust 25’ Circle 1 Round
3 Blow 300’ Circle 3 Rounds
5 Roar 1 Mile Circle 5 Rounds
Harden Air 7 Howl 10 Mile Circle 7 Rounds
Talent; Affinities: Sky Walking; Air Special: This is a modified form of the Harness the Wind
Level: 0-5 Weave from the Wheel of Time RPG.
Casting Time: 1 Action
Range: Medium (100’ + 10’ / level)
Area: Special Immolate
Duration: Concentration
Saving Throw: Reflex Talent; Affinities: Dragon’s Breath; Fire, Spirit
Spell Resistance: No Level: 4-7
Casting Time: 1 Action
The spell hardens a section of air. All items and creatures in Range: Medium (100’ + 10’ / level)
the space are frozen in place, helpless and unable to move. Area: 1 Object or creature
Creatures remain aware but cannot move. You direct the Duration: Instant
placement of this effect and can choose to place it so that a Saving Throw: Will half
creature’s head is free from the spell. Creatures trapped Spell Resistance: Yes
thusly can still speak and breathe normally. Those who make
their Reflex save either dodge free of the spell’s Area, or, if You cause an object or creature to burst into flames. The fire
the space is too confined, manage to maneuver their head so not only engulfs the target but is actually sparked within it as
that is free an able to breathe normally. The spell not only well, causing 1d6 damage per caster level (maximum 20d6).
freezes objects inside it, but also renders them impervious to The size and type of target affected varies with the casting
normal damage. Physical attacks do not harm those within level.
the hardened air, but non-physical attacks, including Akashik
magic, Tao skills, mental attacks, energy attacks, etc. still can
Level Target
affect them. This can also be used to catch falling objects or
create a shield barrier.
4 Medium-size, flammable (chest, bush)
Level Rad. Typical Uses 5 Large, flammable (tree, shed)
6 Medium-size, nonflammable (person)
0 1’ Catch Small object, block window-sized hole 7 Large, nonflammable (horse)
1 3’ Seal Medium object, seal a door-sized opening
2 5’ Catch Small creature Special: This is a modified form of the Immolate Weave
from the Wheel of Time RPG.
3 10’ Catch Medium creature, seal gate-sized hole
4 15’ Catch Large creature, create bridge 5’ x 25’
5 20’ Create bridge 10’ wide, 50’ long Incendiary Cloud
Special: This is a modified form of the False Wall Weave Talent; Affinities: Dragon’s Breath; Air, Fire
from the Wheel of Time RPG. Level: 7-12
Casting Time: 1 Action
Range: Medium (100’ + 10’ / level)
Harness the Wind Area: Special
Duration: Concentration
Talent; Affinities: Sky Walking; Air, Water Saving Throw: Reflex half; see text
Level: 0-7 Spell Resistance: No
Casting Time: 1 Action
Range: Long (400’ + 40’ / level) An incendiary cloud spell creates a cloud of roiling smoke
Area: Special shot through with white-hot embers. The smoke obscures all
Duration: Concentration sight as a fog cloud does. In addition, the white-hot embers
Saving Throw: No within the cloud deal 4d6 points of fire damage to everything
Spell Resistance: No within the cloud on your turn each round. All targets can
make Reflex saves each round to take half damage. The
smoke moves away from you at 10’ per round. Figure out the
smoke’s new spread each round based on its new point of 4 Group of objects, within 180’ radius
origin, which is 10’ farther away from where you were when 5 Group of people, within 180’ radius
you cast the spell. By concentrating, you can make the cloud
(actually its point of origin) move as much as 60’ each round.
Special: This is a modified form of the Greater Invisibility,
Any portion of the cloud that would extend beyond your
Invisibility, & Mass Invisibility spell from the Player’s
maximum range dissipates harmlessly, reducing the
Handbook.
remainder’s spread thereafter. Wind disperses the smoke, and
the spell can’t be cast underwater.
Keen Edge
Level Radius & Height
Talent; Affinities: Earth Singing; Earth, Fire
7 10’ Level: 3
8 20’ Casting Time: 1 Action
9 30’ Range: Touch
Area: 1 Weapon or 20 projectiles
10 50’
Duration: Concentration
11 75’ Saving Throw: Will negates (harmless, object)
12 100’ Spell Resistance: Yes (harmless, object)
Special: This is a modified form of the Incendiary Cloud This spell makes a weapon magically keen, improving its
spell from the Player’s Handbook. ability to deal telling blows. This spell doubles the threat
range of the weapon. A threat range of 20 becomes 19–20, a
threat range of 19–20 becomes 17–20, and a threat range of
Invisibility 18–20 becomes 15–20. The spell can be cast only on piercing
or slashing weapons. If cast on arrows or crossbow bolts, the
Talent; Affinities: Illusion; Air, Fire keen edge on a particular projectile ends after one use,
Level: 2-5 whether or not the missile strikes its intended target. Treat
Casting Time: 1 Action shuriken as arrows, rather than as thrown weapons, for the
Range: Close (25’ + 5’ / 2 levels) purpose of this spell. Multiple effects that increase a
Area: Special weapon’s threat range (such as the keen edge spell and the
Duration: Concentration Improved Critical feat) don’t stack. You can’t cast this spell
Saving Throw: Will negates (harmless, object) on a natural weapon, such as a claw.
Spell Resistance: Yes (harmless, object)
Special: This is a modified form of the Keen Edge spell from
The creature or object becomes invisible, vanishing from the Player’s Handbook.
sight, even from darkvision. If the recipient is a creature
carrying gear, that vanishes, too. If you cast the spell on
someone else, neither you nor your allies can see the subject, Light
unless you can normally see invisible things or you employ
magic to do so. Items dropped or put down by an invisible Talent; Affinities: Magefire; Air, Fire
creature become visible; items picked up disappear if tucked Level: 0-3
into the clothing or pouches worn by the creature. Light, Casting Time: 1 Action
however, never becomes invisible, although a source of light Range: Personal
can become so (thus, the effect is that of a light with no Area: Special
visible source). Any part of an item that the subject carries Duration: Concentration
but that extends more than 10’ from it becomes visible. Of Saving Throw: Special
course, the subject is not magically silenced, and certain Spell Resistance: No
other conditions can render the recipient detectable (such as
stepping in a puddle). The spell ends if any of the subjects You extend your hand an create a fist-sized globe of cool
attack any creature. For purposes of this spell, an attack white light, which hovers above your palm for the duration of
includes any spell targeting another creature foe or whose the spell. The brightness of the light, and the radius to which
area or effect includes another creature. Actions directed at it extends depends on the casting level. At higher casting
unattended objects do not break the spell. Causing harm levels, the light becomes rather harsh. At 2 nd level, the light is
indirectly is not an attack. Thus, an invisible being can open uncomfortable to look at directly. At 3rd level, the light is as
doors, talk, eat, climb stairs, summon monsters and have bright as a lightning bolt, and anyone who looks at it
them attack, cut the ropes holding a rope bridge while (including any unsuspecting creature within 50’ facing the
enemies are on the bridge, remotely trigger traps, open a caster as it is cast) must make a Reflex save or be temporarily
portcullis to release attack dogs, and so forth. If the subject blinded for a number of rounds equal to the number by which
attacks directly, however, it immediately becomes visible he failed the Reflex save.
along with all its gear.
+1 Casting Level: You create the globe in a fixed location,
+2 Casting Levels: Attacking another creature does not end such as the corner of a room. It remains there and does not
the spell’s effect. move with you.
5 Single bolt 10’ Circle 5d10 / 1d10 None Forceful: The forceful hand pursues and pushes away the
7 Several bolts 25’ Circle 5d10 / 2d20 1 Round opponent that you designate. Treat this attack as a bull rush
with a +14 bonus on the Strength check (+8 for Strength 27,
9 Lightning storm 50’ Circle 5d10 / 3d10 3 Rounds
+4 for being Large, and a +2 bonus for charging, which it
always gets). The hand always moves with the opponent to
Special: This is a modified form of the Lightning Weave push that target back the full distance allowed, and it has no
from the Wheel of Time RPG. speed limit. A very strong creature could not push the hand
out of its way because the latter would instantly reposition
itself between the creature and you, but an opponent could
Mage Armor push the hand up against you by successfully bull rushing it.
Talent; Affinities: Battlemage; Air, Earth, Spirit Grasping: The hand can grapple one opponent that you
Level: 1 select. The grasping hand gets one grapple attack per round.
Casting Time: 1 Action Its attack bonus to make contact equals your caster level +
Range: Touch your Intelligence, Wisdom, or Charisma modifier (for
Area: 1 Target wizards, clerics, and sorcerers, respectively), +10 for the
Duration: Concentration hand’s Strength score (31), –1 for being Large. Its grapple
Saving Throw: Will negates (harmless) bonus is this same figure, except with a +4 modifier for being
Spell Resistance: No Large instead of –1. The hand holds but does not harm
creatures it grapples. The grasping hand can also bull rush an
An invisible but tangible field of force surrounds the subject opponent as forceful hand does, but at a +16 bonus on the
of a mage armor spell, providing a +4 armor bonus to Strength check (+10 for Strength 35, +4 for being Large, and
Defense. Unlike mundane armor, mage armor entails no a +2 bonus for charging, which it always gets), or interpose
armor check penalty, arcane spell failure chance, or speed itself as interposing hand does.
reduction. Since mage armor is made of force, incorporeal
creatures can’t bypass it the way they do normal armor. Clenched Fist: Like interposing hand, except that the hand
can interpose itself, push, or strike one opponent that you
Special: This is a modified form of the Mage Armor spell select. The floating hand can move as far as 60’ and can
from the Player’s Handbook. attack in the same round. Since this hand is directed by you,
its ability to notice or attack invisible or concealed creatures
is no better than yours. The hand attacks once per round, and
its attack bonus equals your caster level + your Intelligence, one-handed melee weapon, although is statistics and abilities
+11 for the hand’s Strength score (33), –1 for being Large. remain the same.
The hand deals 1d8+11 points of damage on each attack, and
any creature struck must make a Fortitude save (against this Special: This is a modified form of the Mage’s Sword spell
spell’s save DC) or be stunned for 1 round. from the Player’s Handbook.
The clenched fist can also interpose itself as interposing hand
does, or it can bull rush an opponent as forceful hand does,
but at a +15 bonus on the Strength check. Magic Missile
Crushing: Like interposing hand, except that the hand can Talent; Affinities: Magefire; Fire, Spirit
interpose itself, push, or crush one opponent that you select. Level: 1-5
The crushing hand can grapple an opponent like grasping Casting Time: 1 Action
hand does. Its grapple bonus equals your caster level + your Range: Medium (100’ + 10’ / level)
Intelligence, +12 for the hand’s Strength score (35), +4 for Area: Special
being Large. The hand deals 2d6+12 points of damage Duration: Instant
(lethal, not nonlethal) on each successful grapple check Saving Throw: No
against an opponent. The crushing hand can also interpose Spell Resistance: Yes
itself as interposing hand does, or it can bull rush an
opponent as forceful hand does, but at a +18 bonus. A missile of magical energy darts forth from your fingertip
and strikes its target, dealing 1d4+1 points of force damage.
Level Hand Type The missile strikes unerringly, even if the target is in melee
combat or has less than total cover or total concealment.
Specific parts of a creature can’t be singled out. Inanimate
5 Interposing
objects are not damaged by the spell. The number of missiles
6 Forceful you can shoot is determined by the casting level used. If you
7 Grasping shoot multiple missiles, you can have them strike a single
8 Clenched Fist creature or several creatures. A single missile can strike only
9 Crushing one creature. You must designate targets before you check
for spell resistance or roll damage.
Special: This is a modified form of the Clenched Fist,
Crushing Hand, Forceful Hand, Grasping Hand, & Level Missiles
Interposing Hand spells from the Player’s Handbook.
1 1
2 2
Mage’s Sword
3 3
Talent; Affinities: Battlemage; Earth, Spirit 4 4
Level: 7 5 5
Casting Time: 1 Action
Range: Close (25’ + 5’ / 2 levels) Special: This is a modified form of the Magic Missile spell
Area: 1 Sword of force from the Player’s Handbook.
Duration: Concentration
Saving Throw: No
Spell Resistance: Yes Magic Weapon
This spell brings into being a shimmering, swordlike plane of Talent; Affinities: Battlemage; Earth, Fire, Spirit
force. The sword strikes at any opponent within its range, as Level: 1-5
you desire, starting in the round that you cast the spell. The Casting Time: 1 Action
sword attacks its designated target once each round on your Range: Touch
turn. Its attack bonus is equal to your caster level + your Int Area: 1 Weapon or 20 projectiles
bonus with an additional +3 enhancement bonus. As a force Duration: Concentration
effect, it can strike ethereal and incorporeal creatures. It deals Saving Throw: Will negates (harmless, object)
4d6+3 points of force damage, with a threat range of 19–20. Spell Resistance: Yes (harmless, object)
The sword always strikes from your direction. It does not get
a bonus for flanking or help a combatant get one. If the sword
goes beyond the spell range from you, if it goes out of your Magic weapon gives a weapon an enhancement bonus on
sight, or if you are not directing it, the sword returns to you attack and damage rolls. This enhancement bonus does not
and hovers. Each round after the first, you can use a standard stack with a masterwork weapon’s +1 bonus on attack rolls.
action to switch the sword to a new target. If you do not, the You can’t cast this spell on a natural weapon, such as an
sword continues to attack the previous round’s target. unarmed strike. Alternatively, you can affect as many as 20
arrows, bolts, or bullets. The projectiles must be of the same
The sword cannot be attacked or harmed by physical attacks. kind, and they have to be together (in the same quiver or
The sword’s Defense is 13 (10, +0 size bonus for Medium other container). Projectiles, but not thrown weapons, lose
object, +3 deflection bonus). If an attacked creature has spell their enhancement after use. Treat shuriken as projectiles,
resistance, the resistance is checked the first time Mage’s rather than as thrown weapons, for the purpose of this spell.
sword strikes it. If the sword is successfully resisted, the spell
is dispelled. If not, the sword has its normal full effect on that Level Enhancement Bonus
creature for the duration of the spell. Although the
description describes a sword, the weapon can appear as any
1 +1
2 +2 Saving Throw: None or Reflex half; see text
3 +3 Spell Resistance: Yes
4 +4
Meteor strike is a very powerful and spectacular spell that is
5 +5 similar to fireball in many aspects. When you cast it, a 2’
diameter sphere springs from your outstretched hand and
Special: This is a modified form of the Magic Weapon and streak in straight lines to the spot you select. The meteor
Greater Magic Weapon spells from the Player’s Handbook. sphere leaves a fiery trail of sparks. If you aim a sphere at a
specific creature, you may make a ranged touch attack to
strike the target with the meteor. Any creature struck by one
Master Ward of these spheres takes 2d6 points of bludgeoning damage (no
save) and receives no saving throw against the sphere’s fire
Talent; Affinities: Warding; Air, Earth, Fire, Spirit, damage (see below). If a targeted sphere misses its target, it
Water simply explodes at the nearest corner of the target’s space.
Level: 4-12 You may aim more than one meteor at the same target. Once
Casting Time: 1 Round a sphere reaches its destination, it explodes in a 40-foot-
Range: Close (25’ + 5’ / 2 levels) radius spread, dealing 6d6 points of fire damage to each
Area: Special creature in the area. If a creature is within the area of more
Duration: Concentration than one sphere, it must save separately against each. Fire
Saving Throw: No resistance applies to each sphere’s damage individually. The
Spell Resistance: No number of spheres created depends upon the casting level of
the spell, but each can be sent at a different target within
You create a dome-shaped weave around an area, through range or target the same creature, or any combination of
which no physical object, energy attack, or magic can pass. either option.
The dome is impervious to damage and cannot be crossed by
any person or creature, including the caster. Even air does not Level Meteors
flow through the dome, and so those inside could suffocate
eventually. Magic-users outside the dome cannot cast spells
into it or directly affect it or targets within using Akashik 6 1
magic, the Tao, or divine magic. The same is true in reverse 7 2
for those within the dome; they cannot cast magic to affect 8 3
those outside the dome. The dome is nearly transparent to 9 4
normal viewing, visible only as a tinted or slightly darkened 10 5
area. Even sound does not pass through. The spell typically
11 6
appears as a dome, but its shape can be altered to any
equivalent volume when cast. When cast within an enclosed 12 7
area, such as a room or a cavern, the spell tends to conform to 13 8
the shape of the space. When the spell is cast, an opening of
any size, shape, or location desired by the caster can be left in Special: This is a modified form of the Meteor Swarm spell
it. from the Player’s Handbook.
You cause a pillar of sand up to 30’ high to erupt from a dirt Seal
or sandy surface. The blinding spray causes damage
according to the casting level of the spell. Those caught Talent; Affinities: Warding; Air, Fire, Spirit
within the sandspray must make a Reflex save for half Level: 2-4
damage, but are still blinded for 1d4+1 rounds. Casting Time: 1 Round
Range: Touch
Level Damage Area: Special
Duration: Concentration
Saving Throw: No
3 2d6
Spell Resistance: No
5 3d6
7 4d6 You cast a ward within an enclosed container or space, which
8 5d6 you must either be within or touching (if outside). If anyone
9 6d6 except you opens the warded item or area, a flash of flame
ignites within it. If the space has multiple openings (such as a
Special: This is a modified form of the Sandspray spell from room with doors and windows), opening any of them triggers
The Complete Sha’ir’s Handbook. the ward. So does the creation of any other opening, such as a
hole bored in a wall. Your ward is within the area; it cannot
be seen from the outside, unless the container is transparent.
Sandstorm
+1 Casting Level: You may set a trigger word as you cast the
Talent; Affinities: Sand Shaping; Air, Earth spell. The ward will not be triggered by any person who says
Level: 4-12 the trigger word as they open the warded space.
Casting Time: 1 Action
Range: Medium (100’ + 10’ / level) Level Container Damage to Contents
Area: Special
Duration: Concentration 2 Box, chest, etc. 1d4
Saving Throw: Reflex half 3 Small room 1d6
Spell Resistance: Yes
4 Large room 1d8
This spell creates a powerful sandstorm of raging wind and
sand that moves along the ground at a speed of 30’ per round. Special: This is a modified form of the Seal Weave from the
Its radius and height are determined by its casting level. You Wheel of Time RPG.
can concentrate on controlling the sandstorm’s every
movement or simply leave it in place. Directing the storm’s
movement is a standard action for you. The storm always Sever (Rare)
moves during your turn. If the sandstorm exceeds the spell’s
range, it dissipates in place within 1d3 rounds. Any Large or Talent; Affinities: Gilgul; Spirit
smaller creature that comes in contact with the spell takes Level: 6
2d6 damage and is blinded for 1d4 rounds, unless they Casting Time: 1 Action
succeed on a Reflex save, suffering only half damage and no Range: Close (25’ + 5’ / 2 levels)
blindness. Even those not blinded find their visibility reduced Area: 1 Person
to 1d10 x 5’ and suffer a –4 penalty to all Alertness & Search Duration: Concentration
checks. The winds of the storm will put out any normal fires Saving Throw: Will negates
Spell Resistance: Yes affected while maintaining concentration, as long as the
weave is not tied off and the area is still within range, so he
This spell severs a target of the same gender as the caster, can travel the walkways while exposed to air. Also, raising
removing his or her ability to cast Akashik magic. This the tide can suffocate and “drown” those caught within the
severing (often called “gentling” when it happens to men, affected area. Strong winds and the like affect the silt
and “stilling” when it happens to women) is permanent. normally. If cast outside the Sea of Silt or an area where such
conditions exist the spell has no effect. It does not affect
+6 Casting Levels: You can sever a target of the opposite quicksand or the like.
gender.
Level Radius Depth
Special: This is a modified form of the Sever Weave from
the Wheel of Time RPG.
6 300’ 5’
7 600’ 10’
Shield 8 1,000’ 15’
9 1,500’ 20’
Talent; Affinities: Gilgul; Spirit 10 1 Mile 30’
Level: 3-7 11 5 Miles 50’
Casting Time: 1 Action
Range: Close (25’ + 5’ / 2 levels)
Special: This is a modified form of the Silt Tides spell from
Area: 1 Person
the Dragon Kings.
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
Silt Walk
You cut off an Akashik magic-user of the same gender from
Talent; Affinities: Sand Shaping; Earth
the Akasha, preventing him from channeling and
Level: 2
immediately ending any spells he is maintaining through
Casting Time: 1 Action
concentration. Although the target cannot channel, he
Range: Touch
remains embraced to the Akasha and does not need to
Area: 1 Creature
embrace it again once the shield is dropped. He can end his
Duration: Concentration
embrace voluntarily, though.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
+1 Caster Level: You may shield a target of the opposite
gender.
The transmuted creatures can tread on any surface made of
loose earth that typically would not hold his weight as if it
-2 Caster Levels: If the target is not channeling and has not
were firm ground. This includes the Silt Sea, quicksand, mud,
embraced the Akasha, reduce the level of the spell by 2
and even lava, since the subjects’ feet hover an inch or two
casting levels.
above the surface, although creatures crossing molten lava
still take damage from the heat because they are near it. The
Level Target Level Is... subjects can walk, run, charge, or otherwise move across the
surface as if it were normal ground. If the spell is cast
3 5 or more caster levels lower than you underwater (or while the subjects are partially or wholly
4 1-4 caster levels lower than you submerged in whatever material they are in), the subjects are
5 Same caster level as you borne toward the surface at 60’ per round until they can stand
on it.
6 1-4 caster levels higher than you
7 5 or more caster levels higher than you Special: This is a modified form of the Water Walk spell
from the Player’s Handbook.
Special: This is a modified form of the Shield Weave from
the Wheel of Time RPG.
Skimming (Rare)
Special: This is a modified form of the Skimming Weave +2 Casting Levels: You can make fine details upon your
from the Wheel of Time RPG. work, but must make an appropriate Craft check against the
spell’s DC to do so successfully. A failed check results in a
seriously flawed creation.
Spike Stones
Level Volume
Talent; Affinities: Earth Singing; Earth
Level: 3-8
Casting Time: 1 Action 3 10 cubic feet
Range: Medium (100’ + 10’ / level) 4 20 cubic feet
Area: Special 5 35 cubic feet
Duration: Concentration 6 50 cubic feet
Saving Throw: Reflex partial 7 75 cubic feet
Spell Resistance: Yes
8 100 cubic feet
Level Range Time
Special: This is a modified from of the Stone Shape spell
from the Player’s Handbook.
0 75’ 3 Hours
1 300’ 12 Hours
Tool of Air 2 600’ 1 Day
3 1,500’ 36 Hours
Talent; Affinities: Sky Walking; Air 4 1 Mile 2 Days
Level: 0-4
Casting Time: 1 Action Special: This is a modified form of the Trace Weave from
Range: Close (25’ + 5’ / 2 levels) the Wheel of Time RPG.
Area: 1 Invisible Small or Medium-size
object
Duration: Concentration Voice of Power
Saving Throw: Will half
Spell Resistance: No Talent; Affinities: Illusion; Air, Fire
Level: 0-1
You create on invisible tool, such as a blade, bludgeon, Casting Time: 1 Action
wedge, or clamp. You can use and manipulate this tool by Range: Touch
mental command as though it were a real item of the same Area: 1 Creature
type. The tool cannot be used to pick up objects, although it Duration: Concentration
can knock them around. It operates as if wielded by a person Saving Throw: Will negates (harmless)
with a Strength of 10 and, except for the fact that it does not Spell Resistance: No
tire, it cannot do anything that a person with a Strength of 10
could not do with a real tool of similar design. At higher The target can project his voice loudly; loud enough to easily
casting levels, the tool can be used as an improvised weapon address a large a crowd, call commands across a noisy
that cannot make critical hits. battlefield, or make his loudest shouts audible from more
than a league away. The target gains a +1 bonus on
Level Size Damage Intimidation checks.
Wall of Fire
Trace
Talent; Affinities: Dragon’s Breath; Fire
Talent; Affinities: Conjunction; Spirit Level: 3-12
Level: 0-4 Casting Time: 1 Action
Casting Time: 1 Action Range: Medium (100’ + 10’ / level)
Range: Special Area: Special
Area: 1 Person, known to caster Duration: Concentration
Duration: Instant Saving Throw: No
Saving Throw: No Spell Resistance: Yes
Spell Resistance: No
An immobile, blazing curtain of shimmering, opaque fire
You sense the air about you for the presence or recent springs into existence. One side of the wall, selected by you,
passage of a person known to you. If the target is carrying a sends forth waves of heat, dealing 2d4 points of fire damage
gift given to him by you (the gift can be any item of value to to creatures within 10’ and 1d4 points of fire damage to those
the target), the effectiveness of this spell is greatly increased. past 10’ but within 20’. The wall deals this damage when it
If the target is within Range, you sense his presence and the appears and on your turn each round to all creatures in the
general direction he is in. If the target is experiencing intense area. In addition, the wall deals 2d6 points of fire damage +1
emotions, you can sense him at double the listed range. If he point of fire damage per caster level (maximum +20) to any
is carrying a gift given to him by you, you can sense him at creature passing through it. If you evoke the wall so that it
100 times the listed Range. These two Range bonuses are appears where creatures are, each creature takes damage as if
cumulative. Also, if the target has been within 25’ of your passing through the wall. If any 5’ length of wall takes 20
location where you cast the spell within the listed time, you points of cold damage or more in 1 round, that length goes
sense that he has been there and roughly how long ago. If the out. Do not divide cold damage by 4, as normal for objects.
target is experiencing intense emotions at the time he was
there, you can sense him within double the listed time. +1 Casting Level: While the wall must be vertical, you can
Finally, if the target is carrying a gift given to him by you, shape it in any continuous path along the ground that you
you can sense whether he is alive or dead, and whether he like. It is possible to create cylindrical or square wind walls
still has the gift, at any Range. to enclose specific points.
Level Dimensions damage. The subject could still suffer unfortunate side
effects.
3 10’ long, 5’ high
The Affinities for the spell always include Spirit, but also
4 15’ long, 10’ high depend upon the energy protected against:
5 25’ long, 15’ high
6 50’ long, 20’ high Affinity Energy Protected Against
7 100’ long, 30’ high
8 200’ long, 40’ high Air Electricity
9 500’ long, 50’ high Earth Acid
10 1,500’ long, 75’ high Fire Fire
11 1 Mile long, 100’ high Water Cold
12 5 Miles long, 500’ high
+1 Casting Level: The subject gains immunity instead of
Special: This is a modified form of the Wall of Fire spell resistance. The spell absorbs a total of 10 points of energy
from the Player’s Handbook. damage per caster level, and then ends once it has absorbed
that much.
2 5’ Whirlwind
3 10’, small room
Talent; Affinities: Sky Walking; Air
4 25’, large room Level: 8
5 50’, moderate-sized building Casting Time: 1 Action
6 150’, large building Range: Long (400’ + 40’ / level)
7 300’, very large building Area: Cyclone 10’ at base, 30’ at top, 30’ tall
8 750’ Duration: Concentration
Saving Throw: Reflex negates; see text
9 1,500’
Spell Resistance: Yes
10 1 Mile
11 5 Miles This spell creates a powerful cyclone of raging wind that
moves through the air, along the ground, or over water at a
Special: This is a modified form of the Ward Against People speed of 60’ per round. You can concentrate on controlling
Weave from the Wheel of Time RPG. the cyclone’s every movement or specify a simple program.
Directing the cyclone’s movement or changing its reply. The reply must obey the same restrictions as the
programmed movement is a standard action for you. The original message. The whispering wind ten returns to you to
cyclone always moves during your turn. If the cyclone deliver its new message before dissipating.
exceeds the spell’s range, it moves in a random, uncontrolled
fashion for 1d3 rounds and then dissipates. You can’t regain Level Range
control of the cyclone, even if comes back within range.
0 100’
Any Large or smaller creature that comes in contact with the
spell effect must succeed on a Reflex save or take 3d6 points 1 1,000’
of damage. A Medium or smaller creature that fails its first 2 1 Mile
save must succeed on a second one or be picked up bodily by 3 5 Miles
the cyclone and held suspended in its powerful winds, taking
1d8 points of damage each round on your turn with no save Special: This is a modified form of the Message and
allowed. You may direct the cyclone to eject any carried Whispering Wind spells from the Player’s Handbook.
creatures whenever you wish, depositing the hapless souls
wherever the cyclone happens to be when they are released.
Wind Wall
Special: This is a modified form of the Whirlwind spell from
the Player’s Handbook. Talent; Affinities: Sky Walking; Air
Level: 2-12
Casting Time: 1 Action
Whispering Wind Range: Medium (100’ + 10’ / level)
Area: Special
Talent; Affinities: Sky Walking; Air Duration: Concentration
Level: 0-3 Saving Throw: No; see text
Casting Time: 1 Round Spell Resistance: Yes
Range: Special
Area: 10’ Radius An invisible vertical curtain of wind appears. It is 2’ thick
Duration: Instant and of considerable strength. The wind wall must be vertical
Saving Throw: No and straight. The length and height of the wall depends on its
Spell Resistance: No casting level. It is a roaring blast sufficient to blow away any
bird smaller than an eagle, or tear papers and similar
You send a message or sound on the wind to a designated materials from unsuspecting hands. (A Reflex save allows a
spot. When you whisper, the whispered message is audible to creature to maintain its grasp on an object.) Tiny and Small
all creatures within range. Magical silence, 1 foot of stone, 1 flying creatures cannot pass through the barrier. Loose
inch of common metal (or a thin sheet of lead), or 3 feet of materials and cloth garments fly upward when caught in a
wood or dirt blocks the spell. The message does not have to wind wall. Arrows and bolts are deflected upward and miss,
travel in a straight line. It can circumvent a barrier if there is while any other normal ranged weapon passing through the
an open path between you and the targeted area, and the wall has a 30% miss chance (a giant-thrown boulder, a siege
path’s entire length lies within the spell’s range. The engine projectile, and other massive ranged weapons are not
whispering wind travels to a specific location within range affected.) Gases, most gaseous breath weapons, and creatures
that is familiar to you or within sight, provided that it can in gaseous form cannot pass through the wall (although it is
find a way to the location. A whispering wind is as gentle and no barrier to incorporeal creatures).
unnoticed as a zephyr until it reaches the location. It then
delivers its whisper-quiet message or other sound. Note that +1 Casting Level: While the wall must be vertical, you can
the message is delivered regardless of whether anyone is shape it in any continuous path along the ground that you
present to hear it. When the spell reaches its objective, it like. It is possible to create cylindrical or square wind walls
swirls and remains in place until the message is delivered. to enclose specific points.
The wind then dissipates.
Level Dimensions
You can prepare the spell to bear a message of no more than
twenty-five words, cause the spell to deliver other sounds for
1 round, or merely have the whispering wind seem to be a 2 10’ long, 5’ high
faint stirring of the air. You can likewise cause the 3 15’ long, 10’ high
whispering wind to move as slowly as 1 mile per hour or as 4 25’ long, 15’ high
quickly as 1 mile per 10 minutes. To speak a message, you 5 50’ long, 20’ high
must mouth the words and whisper, possibly allowing 6 100’ long, 30’ high
observers the opportunity to read your lips. The spell
7 200’ long, 40’ high
transmits sound, not meaning. It doesn’t transcend language
barriers. 8 500’ long, 50’ high
9 1,500’ long, 75’ high
+1 Casting Level: You can target the spell at a specific 10 1 Mile long, 100’ high
person, as long as you are within eyesight or are familiar with 11 5 Miles long, 500’ high
them. The message is a whisper that only they can make out,
and the wind itself is so small it would take extraordinary Special: This is a modified form of the Wind Wall spell from
means to sense it beyond its target. You can target an the Player’s Handbook.
additional person per additional casting level.
For all weapons that have a Critical damage multiplier higher Reputation Check DC's
than (x2), assume that each additional multiplier increase the
Location DC Followers who leave service or die while serving create
"open space" under the level cap. Those spaces can be filled
with a later successful Reputation check to gain followers.
Tableland City-States 25
Ringing Mountains, Tableland Wilderness 30
Bandit States, Forest Ridge 35 12. 5: Madness
Hinterlands, Lost City-States 40
Last Sea, Obsidian Plains 45 Occasionally, characters may gain madness points. There are
Remote village or area +5 three sources of madness points most often encountered:
Large City -5
Character's home town or area -5 Yin Tao: Any who use Yin Tao gain 1 madness point.
See Chapter 11: Of Tao Magic for more information.
Most character's with high Reputation scores are "famous" or Defiling: Any channeler who overchannels using
"infamous". You are considered famous if you have taken the defiling gains 1 madness point. See Chapter 10: Of
Fame feat or if you are in the appropriate location for your Akashik Magic for more information.
Reputation to make you "Known". You are infamous if you Male Channelers: All male channelers gain +1d6
have the Infamous feat or would otherwise be famous and at madness points per caster level.
least half of your earned Reputation points (not those
automatically gained by gaining levels) were earned through As the number of madness points a character has increases,
malevolent and vicious acts (GM's discretion). insanity may begin to take over the character. Eventually, if
the number of madness points grows high enough, a
You can make a Reputation check when trying to perform the character can become permanently insane and even begin to
following skills if you are famous or infamous: Bluff, suffer the horrible rotting disease that consumes those who
Diplomacy, Gather Information, Intimidate, or Perform. A have touched Yin Tao and the Dragontaint too often.
successful Reputation check gives a modifier to the use of the
skills, which are all considered synergy bonuses. Madness Triggers
Dark Sun: The Age of Tao has prestige classes just like any Duelist
other d20 campaign setting. Prestige classes tailored for this
setting will be described in further supplements; however, While the witty banter and heroic swashbuckling of the
several previously published prestige classes are allowed in average duelist may be inappropriate for the world of Athas,
the campaign, with certain changes. its emphasis on skill over force and reliance on agility over
armor are highly valued under the Dark Sun. Most duelists
Listed below are prestige classes from the Dungeonmaster’s train either to fight in the arena in popular “dueling
Guide, Defenders of the Faith, Masters of the Wild, Song and competitions” or are nobles devoted to swordsmanship
Silence, Sword and Fist, and Tome and Blood. schools (the “Ryu”) throughout the city-states. This prestige
class represents the average Athasian duelists; more
specialized duelists will appear in future supplements.
13.1: Dungeonmaster’s Guide
The Hit Dice, Requirements, Class Skills, Skill Points, and
Arcane Archer (Akashik Archer) Class Abilities are the same as the Duelist prestige class in
the Dungeonmaster’s Guide. For Defense values, use the
Arcane archers, often called arrow-magi or Akashik archers Fighter values for the appropriate level; for Reputation gains,
by their elven brethren, are an individualistic sect of Akashik use the Bard gains for the appropriate level.
magic-users among the elves. Their rites and traditions
extend far into the past, long before the cleansing wars. Their Dwarven Defender (Knight of Kemalok)
origin is closely linked with that of the elven bladesingers,
and in legends an Akashik archer and a bladesinger were Dwarven Defenders are known commonly as Knights of
often paired together. It is believed both sects once served the Kemalok on Athas. They are the descendents of an ancient
hakima as bodyguards and protectors, in much the same way dwarven order dedicated to the defense of the ancient city of
Villichi Guardians defend their charges in the present. Today, Kemalok, the line of dwarven High Kings, and dwarvenkind
the sect survives as a purely master-apprentice organization, itself. Most of Athas believes the Knights to have been
with no overall structure. Archers serve their clans as destroyed during the Cleansing Wars, but in the villages and
warriors or wander as mercenaries, and draw their slave pens, dwarves gather in huddled circles to tell tales of
apprentices from the orphans that other hakima will not or wandering protectors. These protectors are dwarves who free
cannot teach. slaves, protect the dwarves from templars, and avenge the
deaths of dwarves denied their focuses. The Knights’
The Hit Dice, Requirements, Class Skills, Skill Points, and organization has indeed been destroyed since the Green Age,
Class Abilities are the same as the Arcane Archer prestige but the order survives with wandering individuals and their
class in the Dungeonmaster’s Guide. However, as an squires. They seldom stay in one place long enough, although
additional Requirement, the character must be a female. Men tradition demands that they be knighted in the village of
are not allowed to become Arcane Archers. Additionally, the Kled, which is built over the ruins of ancient Kemalok.
archer must embrace the Akasha to use any of her Class
Abilities. For Defense values, use the Fighter values for the The Hit Dice, Requirements, Class Skills, Skill Points, and
appropriate level; for Reputation gains, use the Orphan gains Class Abilities are the same as the Dwarven Defender
for the appropriate level. prestige class in the Dungeonmaster’s Guide. For Defense
values, use the Fighter values for the appropriate level; for
Arcane Trickster (Akashik Trickster) Reputation gains, use the Fighter gains for the appropriate
level.
Arcane tricksters, known on Athas as Akashik tricksters, are
Akashik magic-users that specialize in stealth, theft, and even Hierophant
assassination. Most are orphans that have learned to use their
magic to aid them in dishonorable pursuits, but some are The Hierophant represents the most powerful divine
trained by certain traditions, especially the Veiled Alliance, spellcasters, usually templars and druids, that reign on Athas.
the Villichi, and the Viziers. The Hung Mun also use the Among templars, these are the most magically powerful
occasional Akashik trickster, although such thieves are never members of the templarate of the city-state, and usually have
full members of the Secret Societies; it is too dangerous. titles specific to their homeland; rarely are they called a
“hierophant.” Among druids, the hierophants are usually the
The Hit Dice, Requirements, Class Skills, Skill Points, and leaders of Circles or secluded hermits, and the term
Class Abilities are the same as the Arcane Trickster prestige “hierophant” is still in common use.
class in the Dungeonmaster’s Guide. However, replace the
mage hand spell Requirement with the arms of air Akashik The Hit Dice, Requirements, Class Skills, Skill Points, and
spell. Additionally, the trickster must embrace the Akasha to Class Abilities are the same as the Hierophant prestige class
use the Class Abilities of Ranged Legerdemain and in the Dungeonmaster’s Guide. For Defense values, use the
Impromptu Sneak Attack (but not just Sneak Attack). For Druid values for the appropriate level; for Reputation gains,
Defense values, use the Orphan values for the appropriate use the Druid gains for the appropriate level.
level; for Reputation gains, use the Rogue gains for the
appropriate level. Horizon Walker
Horizon Walkers are well-known on Athas, as the land is
wide and vast and requires rugged outdoorsmen to traverse. The Harriers, or Templar Seekers as they are more
They often are highly paid scouts or caravan outriders for the commonly known, are the advance defense of the Sorcerer-
city-state armies and merchant caravans. Others are Kings. Like their otherworld counterparts, they seek out and
commonly tribal warriors who have struck out on their own resolve external threats to their Sorcerer-King and city-state.
with incurable wanderlust. They often undertake missions to deal with upstart nobles on
the outskirts of scrubland or merchant holdings that may
The Hit Dice, Requirements, Class Skills, Skill Points, and prove disloyal to their city-state base.
Class Abilities are the same as the Horizon Walker prestige
class in the Dungeonmaster’s Guide. For Defense values, use The Hit Dice, Requirements, Class Skills, Skill Points, and
the Ranger values for the appropriate level; for Reputation Class Abilities are the same as the Consecrated Harrier
gains, use the Ranger gains for the appropriate level. prestige class in Defenders of the Faith. For the use of the
Templar Class Ability secular authority, levels in this
When it comes to Terrain Master Benefits, the following prestige class and Templar levels stack. For Defense values,
rules apply: use the Ranger values for the appropriate level; for
Reputation gains, use the Templar gains for the appropriate
Aquatic: While there are few aquatic environments on level.
Athas, this includes the Last Sea, oasis’s, and the
Dragon Bowl. It also include the Elemental Plane of Hunter of the Dead
Water.
Desert: Very common on Athas, and covers rocky Hunters of the Dead are elite templars in service to the
badlands, sandy wastes, salt flats, and stony barrens. Sorcerer-Kings. All of the city-states (except for the templars
Marshes: Although actual marshes are very rare on of Dregoth) have an order dedicated to safeguarding the
Athas, found only at the base of the Jagged Cliffs or Sorcerer-King and the city from undead threats. They are
near the Last Sea, mudflats also count for this terrain. called different names in the different cities of the
Plains: Includes savannas, scrubland, and fertile areas. Tablelands.
Cold (Planar): Not allowed. I mean, come on, it’s Dark
Sun: Really Fricking Hot Athas. The Hit Dice, Requirements, Class Skills, Skill Points, and
Shifting (Planar): Not allowed. Class Abilities are the same as the Hunter of the Dead
prestige class in Defenders of the Faith. For the use of the
Aligned (Planar): Not allowed.
Templar Class Ability secular authority, levels in this
Forest, Hills, Mountains, Underground, Fiery (Planar),
prestige class and Templar levels stack. For Defense values,
Weightless (Planar), Cavernous (Planar): No changes.
use the Fighter values for the appropriate level; for
Reputation gains, use the Templar gains for the appropriate
Banned Prestige Classes
level.
The following prestige classes cannot be used in Dark Sun:
Sacred Fist
The Age of Tao, due either to mechanics issues or thematic
unsuitability: Archmage, Assassin, Blackguard, Dragon
Currently, there are only two monasteries that teach the way
Disciple, Eldritch Knight, Loremaster, Mystic Theurge,
of the Sacred Fist, combining the martial arts of Sutra and the
Shadowdancer, Thaumaturgist.
dictates of the Way of Ten Thousand Things. The Temple of
Harmonious Bliss, north of Tyr in the Ringing Mountains,
and the Kami’s Dojo, a small monastery located on the
13.2: Defenders of the Faith western slope of the Mekillot Mountains. Both monasteries
seek to forge a synthesis between the Way of Enlightenment
Church Inquisitor (Royal Inquisitor) and the Way of Ten Thousand Things. As such, all members
strive to hold to the ethics of both religions.
Even templars fear the Royal Inquisitors, agents of their
Sorcerer-Kings and templars themselves. Athasian inquisitors The Hit Dice, Requirements, Class Skills, Skill Points, and
belong the templarates of the city-states and come only from Class Abilities are the same as the Sacred Fist prestige class
the ranks of the templars themselves, specifically selected by in Defenders of the Faith, with the following exception. For
the Sorcerer-King for their loyalty and dogged persistence in Requirements, replace the Alertness feat with the Skill Focus
pursuing treachery. Sadism is also a favored quality. (alertness) feat. For Defense values, use the Monk values for
the appropriate level; for Reputation gains, use the Druid
The Hit Dice, Requirements, Class Skills, Skill Points, and gains for the appropriate level.
Class Abilities are the same as the Church Inquisitor prestige
class in Defenders of the Faith, except for the following Templar (Templar Guard)
changes. For Requirements, the character’s alignment must
be Lawful (good or neutral are irrelevant), and instead of Like their otherworld counterparts, Templar Guards are
membership in a lawful good church the character must be a sworn to the defense of templar sites and other government
member of a city-state’s templarate. For Class Abilities, the areas. They also serve as the elite soldiers and guards of the
character can detect evil, detect good, detect chaos, or detect Sorcerer-King’s armies.
law. Once chosen, this ability cannot be changed. For the use
of the Templar Class Ability secular authority, levels in this The Hit Dice, Requirements, Class Skills, Skill Points, and
prestige class and Templar levels stack. For Defense values, Class Abilities are the same as the Templar prestige class in
use the Templar values for the appropriate level; for Defenders of the Faith. For Defense values, use the Fighter
Reputation gains, use the Templar gains for the appropriate values for the appropriate level; for Reputation gains, use the
level. Templar gains for the appropriate level.
The Hit Dice, Requirements, Class Skills, Skill Points, and Foe Hunter
Class Abilities are the same as the Warpriest prestige class in
Defenders of the Faith. For Defense values, use the Fighter Foe Hunters are also well-known throughout Athas; all of the
values for the appropriate level; for Reputation gains, use the Sorcerer-Kings were foe hunters to one extent or another.
Fighter gains for the appropriate level. Most foe hunters wander the wastes, earning their living
slaying dangerous monsters for the templars, merchant
Banned Prestige Classes houses, or villages they encounter; others have a deep and
abiding hatred for their chosen foe and will sacrifice anything
The following prestige classes cannot be used in Dark Sun: to finish what the Cleansing Wars started.
The Age of Tao, due either to mechanics issues or thematic
unsuitability: Contemplative, Holy Liberator, Hospitaler, The Hit Dice, Requirements, Class Skills, Skill Points, and
Knight of the Chalice, Knight of the Middle Circle, Master of Class Abilities are the same as the Foe Hunter prestige class
Shrouds, Sacred Exorcist. in Masters of the Wild. For Defense values, use the Ranger
values for the appropriate level; for Reputation gains, use the
Ranger gains for the appropriate level.
13.3: Masters of the Wild
Frenzied Berserker
Bane of Infidels (Blood Ritualist)
Frenzied Berserkers are the elite of berserkers, engines of
A Bane of Infidels, or Blood Ritualist as it is more commonly destruction that leave massive wreckage and carnage in their
known on Athas, is a priest devoted to the protection and wake. They can be found in special service to the Sorcerer-
isolation of his tribe, clan, or city. Only templars loyal to Kings, as insanely brutal and popular gladiators in the arenas,
Tectuktitlay and druids can become blood ritualists; among or as madmen that lead the most savage of raiding tribes.
the priests of Draj and the druids of the halflings, they are
common, but very rare among other Tablelands societies. The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Frenzied Berserker
The Hit Dice, Requirements, Class Skills, Skill Points, and prestige class in Masters of the Wild. For Defense values, use
Class Abilities are the same as the Bane of Infidels prestige the Fighter values for the appropriate level; for Reputation
class in Masters of the Wild. For Defense values, use the gains, use the Fighter gains for the appropriate level.
Druid values for the appropriate level; for Reputation gains,
use the Druid gains for the appropriate level. King / Queen of the Wild (Guardian of the Land)
The Hit Dice, Requirements, Class Skills, Skill Points, and Shifter
Class Abilities are the same as the Blighter prestige class in
Masters of the Wild. For Defense values, use the Druid Shifters are well-known throughout the Ten Thousand
values for the appropriate level; for Reputation gains, use the Circles, and the vast majority are originally druids. They are
Druid gains for the appropriate level. often used as elite spies, assassins, and saboteurs against the
enemies of the Circles.
Exotic Weapon Master (Kensai-Sifu)
The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Shifter prestige class in
Masters of the Wild. For Defense values, use the Druid Thief-Acrobats are highly valued, both as versatile agents of
values for the appropriate level; for Reputation gains, use the the nobles and as skilled burglars for the Hung Mun. They
Druid gains for the appropriate level. range from well-known entertainers that perform in the
highest courts, as well as the lowest street performers who
Tamer of Beasts (Beastmaster) are only one act away from begging.
Tamers of Beasts, or Beastmasters as they are known on The Hit Dice, Requirements, Class Skills, Skill Points, and
Athas, are the best in handling and capturing animals. Most Class Abilities are the same as the Thief-Acrobat prestige
operate in the wild as animal handlers for the caravans or class in Song and Silence. For Defense values, use the Rogue
beast-catchers for the arenas and nobles of the Tablelands. values for the appropriate level; for Reputation gains, use the
Most are rangers originally, since druids often object to the Bard gains for the appropriate level.
uses these skills are often put to.
Banned Prestige Classes
The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Tamer of Beasts prestige The following prestige classes cannot be used in Dark Sun:
class in Masters of the Wild, with the following exceptions. The Age of Tao, due either to mechanics issues or thematic
The new Requirements are Handle Animal 10+ ranks, Skill unsuitability: Dread Pirate, Fang of Lolth, Outlaw of the
Focus (handle animal) feat, and the ability to cast charm Crimson Road, Royal Explorer, Temple Raider of
animal. For Defense values, use the Ranger values for the Olidammara, Vigilante, Virtuoso.
appropriate level; for Reputation gains, use the Ranger gains
for the appropriate level.
13.5: Sword and Fist
Banned Prestige Classes
Devoted Defender (Piao Shih)
The following prestige classes cannot be used in Dark Sun:
The Age of Tao, due either to mechanics issues or thematic Devoted Defenders, or Piao Shih as they are commonly
unsuitability: Animal Lord, Bloodhound, Deepwood Sniper, called on Athas, serve not only as elite bodyguards for those
Eye of Gruumsh, Forsaker, Geomancer, Hexer, Oozemaster, who can pay, but also as legendary caravan guards.
Tempest, Verdant Lord, Watch Detective, Windrider.
The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Devoted Defender prestige
13.4: Song and Silence class in Sword and Fist, with the following exception. For
Requirements, replace the Alertness feat with the Skill Focus
Dungeon Delver (Relic Seekers) (alertness) feat. For Defense values, use the Fighter values
for the appropriate level; for Reputation gains, use the
Dungeon Delvers, or Relic Seekers as they are more often Fighter gains for the appropriate level.
called, specialize in exploring lost ruins and ancient,
abandoned ruins. Such places are legion across the face of Drunken Master (Drunken Boxer)
Athas, often vanishing with the silt tides or sandstorms and
reappearing even centuries later. These sites hold the lost lore Drunken Masters, or Drunken Boxers as they are called on
and relics of the Blue Age, and sometimes even earlier. Relic Athas, are the followers of a particular path of
seekers risk their lives for the knowledge, power, or wealth Enlightenment called the Path of the Monkey King, or
hidden there. sometimes the Path of the Drunken Monkey. Their original
monastery was destroyed long ago, or perhaps they never had
The Hit Dice, Requirements, Class Skills, Skill Points, and one; even masters of the style contradict themselves on the
Class Abilities are the same as the Dungeon Delver prestige history of the Path. It is largely looked down upon by other
class in Song and Silence, with the following exceptions. The members of the monastic fighting styles and philosophies,
Requirement of the Alertness feat is replaced with the Skill and even the Sorcerer-Kings regard this particular sect as
Focus (alertness) feat. For Defense values, use the Rogue being little threat to their position.
values for the appropriate level; for Reputation gains, use the
Rogue gains for the appropriate level. The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Drunken Master prestige
Spymaster class in Sword and Fist. For Defense values, use the Monk
values for the appropriate level; for Reputation gains, use the
Spymasters are highly valued on Athas. Every Sorcerer-King Monk gains for the appropriate level.
has at least one spymaster to oversee the intelligence
gathering of his spies and informants; Daskinor and Nibenay Fist of Hextor (Mam’luk)
are rumored to have scores of them. Merchant houses use
them to gather information on their rivals, and even raiding Fists of Hextor, or Mam’luks as they are known on Athas, are
tribes have such masters of espionage they use station at the elite slave-soldiers controlled by the Sorcerer-Kings.
well-known crossroads to gather information before attacks. They are fanatically loyal to their rulers, and extremely
strong. Most are muls or nephilim. Only those who agree to
The Hit Dice, Requirements, Class Skills, Skill Points, and become slaves and are judged worthy by the templarate are
Class Abilities are the same as the Spymaster prestige class permitted to become mam’luks. This is instead of the
in Song and Silence. For Defense values, use the Bard values “Church of Hextor” Requirements.
for the appropriate level; for Reputation gains, use the Bard
gains for the appropriate level. The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Fist of Hextor prestige
Thief-Acrobat class in Sword and Fist. For Defense values, use the Monk
values for the appropriate level; for Reputation gains, use the other worlds, the harsh life on Athas means that most
Monk gains for the appropriate level. demihumans and humans still have a tribal culture, and so
tribal protectors are not limited by their race.
Gladiator
The Hit Dice, Requirements, Class Skills, Skill Points, and
Gladiators are a fundamental part of Athasian society, from Class Abilities are the same as the Tribal Protector prestige
the largest city-state arena to the smallest village fighting pit. class in Sword and Fist, with the following exception. There
They are heroes and entertainers all at once to the is no racial Requirement. For Defense values, use the Fighter
bloodthirsty masses of the civilization. Although there are values for the appropriate level; for Reputation gains, use the
many different styles, or “dojo,” of gladiatorial combat, this Fighter gains for the appropriate level.
prestige class represents the basic and most common
techniques practiced by Athasian gladiators. Weapon Master (Kensai)
The Hit Dice, Requirements, Class Skills, Skill Points, and Weapon Masters, or Kensai as they are more often known,
Class Abilities are the same as the Gladiator prestige class in are masters of a particular melee weapon, each unique to the
Sword and Fist. For Defense values, use the Fighter values kensai. Ki is a well known tool for Athasian martial artists,
for the appropriate level; for Reputation gains, use the Bard and kensai are famous as philosopher-warriors as well as
gains for the appropriate level. gladiators.
Halfling Outrider (Caravan Outrider) The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Weapon Master prestige
Halfling Outriders, or Caravan Outriders as they are known class in Sword and Fist. For Defense values, use the Fighter
on Athas, are no longer the sole province of the halflings. In values for the appropriate level; for Reputation gains, use the
fact, any race can be a caravan outrider, scouts who usually Fighter gains for the appropriate level.
ride kanks or crodlu to explore ahead of the caravans that
traverse the deserts of the Tablelands. Halfings and elves are Banned Prestige Classes
very rarely outriders due to cultural taboos, and nephilim are
simply too large to ride crodlu or kanks, and inix are not The following prestige classes cannot be used in Dark Sun:
swift enough to be used for reconnaissance. The Age of Tao, due either to mechanics issues or thematic
unsuitability: Cavalier, Ghostwalker, Knight Protector of the
The Hit Dice, Requirements, Class Skills, Skill Points, and Great Kingdom, Master of Chains, Master Samurai, Ninja of
Class Abilities are the same as the Halfling Outrider prestige the Crescent Moon, Ravager, Red Avenger, Warmaster.
class in Sword and Fist, with the following exception.. There
is no racial Requirement. For Defense values, use the Fighter
values for the appropriate level; for Reputation gains, use the 13.6: Tome and Blood
Fighter gains for the appropriate level.
Elemental Savant
Lasher
The Elemental Savants are famous throughout Athas as the
Lashers are as adept with their whips as their other d20 paragons of the elements, and are more often druids than
counterparts, and in fact even more common on Athas Akashik magic-users. They serve as the voice of the
because of the ease and low cost of their chosen weapon. In elemental powers upon Athas.
arenas, lashers make exceptionally flashy gladiators.
The Hit Dice, Requirements, Class Skills, Skill Points, and
The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Elemental Savant prestige
Class Abilities are the same as the Lasher prestige class in class in Tome and Blood. For Defense values, use the Druid
Sword and Fist. For Defense values, use the Fighter values values for the appropriate level; for Reputation gains, use the
for the appropriate level; for Reputation gains, use the Druid gains for the appropriate level.
Fighter gains for the appropriate level.
Fatespinner
Order of the Bow Initiate
Fatespinners are those magi who have looked deep into the
The Order of the Bow is an ancient monastic order based in a Tapestry that tells the Great Tale of Athas and have learned
monastery to the north of Urik. Its followers have since how to pull and tug the strands for their own benefit. They
spread out across Athas throughout its long and revered are a rare breed of spellcaster, one often sought by Sorcerer-
history. While initiates often serve the Sorcerer-Kings or Kings, either as threats or tools.
Merchant Houses, true masters often find such alliances
corrupting and forge their own way in the wastelands. The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Fatespinner prestige class
The Hit Dice, Requirements, Class Skills, Skill Points, and in Tome and Blood. For Defense values, use the Orphan
Class Abilities are the same as the Order of the Bow Initiate values for the appropriate level; for Reputation gains, use the
prestige class in Sword and Fist. For Defense values, use the Orphan gains for the appropriate level.
Fighter values for the appropriate level; for Reputation gains,
use the Fighter gains for the appropriate level. Spellsword
Tribal Protector Spellswords are those Akashik magic-users who have learned
how to merge their warrior skills and Akashik magic into a
Since most of Athas outside of the city-states survives in fearsome combat combination. They are rare and hard to
tribal societies, the Tribal Protector is a very common find, but worth their weight in steel coins.
vocation, the champion of his tribe or even village. Unlike on
The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Spellsword prestige class
in Tome and Blood, with the following exception. They do
not gain the Ignore Spell Failure Class Ability. For Defense
values, use the Fighter values for the appropriate level; for
Reputation gains, use the Orphan gains for the appropriate
level.
Banned Classes