dark sun - pfrpg conversion

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Dark Sun Campaign Setting Pathfinder conversion [Revised 4/22/2022] Table of Contents WELCOME TO ATHAS: A Quick Player’s Primer.........................................................2 CHARACTER CREATION................................................................................3 RACES.............................................................................................4 FORBIDDEN RACES, THE EXTINCT....................................................................4 ATHASIAN RACIAL TRAITS..........................................................................4 COMMON RACES....................................................................................4 Dwarves.......................................................................................4 Elves.........................................................................................5 Half-Elves....................................................................................6 Half-Giants...................................................................................7 Halflings.....................................................................................8 Humans........................................................................................9 Muls..........................................................................................9 UNCOMMON RACES.................................................................................10 Fetchling....................................................................................10 Ifrit........................................................................................11 Oread........................................................................................12 Sylph........................................................................................13 Thri-Kreen...................................................................................14 RARE RACES.....................................................................................15 Aarakocra....................................................................................15 Dray.........................................................................................16 Half-Pyreen..................................................................................17 Pterrans.....................................................................................18 Undine.......................................................................................19 Villichi.....................................................................................20 CLASSES..........................................................................................20 RESTRICTED CLASSES.............................................................................20 NEW CLASSES....................................................................................20 REVISED CLASSES................................................................................28 NEW SKILLS.......................................................................................30 NEW FEATS........................................................................................31 GENERAL FEATS..................................................................................31 CHANNELING FEATS...............................................................................32 ITEM CREATION FEATS............................................................................32 PSIONIC FEATS..................................................................................32 RACIAL FEATS...................................................................................33 EQUIPMENT........................................................................................35 CURRENCY.......................................................................................35 MATERIALS......................................................................................35 MAGIC............................................................................................36 1 | Page

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Page 1: Dark Sun - PFRPG Conversion

Dark Sun Campaign SettingPathfinder conversion [Revised 4/28/2023]

Table of ContentsWELCOME TO ATHAS: A Quick Player’s Primer..............................................................................................................................................................2

CHARACTER CREATION................................................................................................................................................................................................... 3

RACES.............................................................................................................................................................................................................................. 4

FORBIDDEN RACES, THE EXTINCT..............................................................................................................................................................................4

ATHASIAN RACIAL TRAITS.......................................................................................................................................................................................... 4

COMMON RACES....................................................................................................................................................................................................... 4

Dwarves................................................................................................................................................................................................................ 4Elves...................................................................................................................................................................................................................... 5Half-Elves.............................................................................................................................................................................................................. 6Half-Giants............................................................................................................................................................................................................ 7Halflings................................................................................................................................................................................................................ 8Humans................................................................................................................................................................................................................. 9Muls...................................................................................................................................................................................................................... 9

UNCOMMON RACES................................................................................................................................................................................................10

Fetchling.............................................................................................................................................................................................................. 10Ifrit...................................................................................................................................................................................................................... 11Oread.................................................................................................................................................................................................................. 12Sylph.................................................................................................................................................................................................................... 13Thri-Kreen........................................................................................................................................................................................................... 14

RARE RACES............................................................................................................................................................................................................. 15

Aarakocra............................................................................................................................................................................................................ 15Dray..................................................................................................................................................................................................................... 16Half-Pyreen......................................................................................................................................................................................................... 17Pterrans............................................................................................................................................................................................................... 18Undine................................................................................................................................................................................................................. 19Villichi.................................................................................................................................................................................................................. 20

CLASSES......................................................................................................................................................................................................................... 20

RESTRICTED CLASSES...............................................................................................................................................................................................20

NEW CLASSES........................................................................................................................................................................................................... 20

REVISED CLASSES..................................................................................................................................................................................................... 28

NEW SKILLS................................................................................................................................................................................................................... 30

NEW FEATS................................................................................................................................................................................................................... 31

GENERAL FEATS....................................................................................................................................................................................................... 31

CHANNELING FEATS................................................................................................................................................................................................. 32

ITEM CREATION FEATS............................................................................................................................................................................................. 32

PSIONIC FEATS......................................................................................................................................................................................................... 32

RACIAL FEATS........................................................................................................................................................................................................... 33

EQUIPMENT.................................................................................................................................................................................................................. 35

CURRENCY................................................................................................................................................................................................................ 35

MATERIALS............................................................................................................................................................................................................... 35

MAGIC........................................................................................................................................................................................................................... 36

ARCANE MAGIC........................................................................................................................................................................................................ 36

DEFILING MECHANICS......................................................................................................................................................................................... 36ADVENTURING.............................................................................................................................................................................................................. 38

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WELCOME TO ATHAS: A Quick Player’s Primer The world of the DARK SUN Campaign Setting is unique in several ways. Many familiar trappings of the DUNGEONS & DRAGONS game are missing or turned on their heads. Athas is not a place of shining knights and robed wizards, of deep forests and divine pantheons. To venture over the sands of Athas is to enter a world of savagery and splendor that draws on different traditions of fantasy and storytelling. Simple survival beneath the deep red sun is often its own adventure.

Newcomers to Athas have many things to learn about the world, its people, and its monsters, but the following eight characteristics encapsulate the most important features of the DARK SUN campaign setting.

The World is a Desert: Athas is a hot, arid planet covered with endless seas of dunes, lifeless salt flats, stony wastes, rocky badlands, thorny scrublands, and worse. From the first moments of dawn, the crimson sun beats down from an olive-tinged sky. Temperatures routinely exceed 37 degrees by midmorning and can reach 54 degrees or more by late afternoon. The wind is like the blast of a furnace, offering no relief from the oppressive heat. Dust and sand borne on the breeze coat everything with yellow-orange silt. In this forbidding world, cities and villages exist only in a few oases or verdant plains. The world beyond these islands of civilization is a barren wasteland roamed by nomads, raiders, and hungry monsters.

The World is Savage: Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes of inhuman savages overrun the deserts and wastelands. The cities are little better; each chokes in the grip of an immortal tyrant. The vile institution of slavery is widespread on Athas, and many unfortunates spend their lives in chains, toiling for brutal taskmasters. Every year hundreds of slaves, perhaps thousands, are sent to their deaths in bloody arena spectacles. Charity, compassion, kindness—these qualities exist, but they are rare and precious blooms. Only a fool hopes for such riches.

Metal is Scarce: Most arms and armor are made of bone, stone, wood, and other such materials. Mail or plate armor exists only in the treasuries of the sorcerer-kings. Steel blades are almost priceless, weapons that many heroes never see during their lifetimes.

Arcane Magic Defiles the World: The reckless use of arcane magic during ancient wars reduced Athas to a wasteland. To cast an arcane spell, one must gather power from the living world nearby. Plants wither to black ash, crippling pain wracks animals and people, and the soil is sterilized; nothing can grow in that spot again. It is possible to cast spells with care, avoiding any more damage to the world, but defiling is more potent than preserving. As a result, wizards and other wielders of arcane magic are generally reviled and persecuted across Athas regardless of whether they preserve or defile. Only the most powerful spellcasters can wield arcane might without fear of reprisals.

Sorcerer-Kings Rule the City-States: Terrible defilers of immense power rule all but one of the city-states. These mighty spellcasters have held their thrones for centuries; no one alive remembers a time before the sorcerer-kings. Some claim to be gods, and some claim to serve gods. Some are brutal oppressors, where others are more subtle in their tyranny. The sorcerer-kings govern through priesthoods or bureaucracies of greedy, ambitious templars, enforcers who can call upon the kings’ powers.

The Gods are Silent: Long ago, the gods left Athas. Today, Athas is a world without deities. There are no clerics, no paladins, and no prophets or religious orders. In the absence of divine influence, other powers have come to prominence in the world. Psionic power is well known and widely practiced on Athas; even unintelligent desert monsters can have deadly psionic abilities. Priests and druids call upon the primal powers of the world, which are often sculpted by the influence of elemental power.

Fierce Monsters Roam the World: The desert planet has its own deadly ecology. Many creatures that are familiar sights on milder worlds have long since died out or never existed at all. Athas has no cattle, swine, or horses; instead, people tend flocks of erdlus, ride on kanks or crodlus, and draw wagons with inixes and mekillots. Wild creatures such as lions, bears, and wolves are almost nonexistent. In their place are terrors such as the id fiend, the baazrag, and the tembo.

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Familiar Races Aren’t What You Expect: Typical fantasy stereotypes don’t apply to Athasian heroes. In many DUNGEONS & DRAGONS settings, elves are wise, benevolent forest-dwellers who guard their homelands from intrusions of evil. On Athas, elves are a nomadic race of herders, raiders, peddlers, and thieves. Halflings aren’t amiable river-folk; they’re xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. Half-giants are brutal mercenaries that serve as elite guards and enforcers for the sorcerer-kings and their templars in many city-states.

About This Document This document sets out the house rules for a Pathfinder-based DARK SUN campaign. The other rules-relevant texts are the Pathfinder Core Rulebook, the Pathfinder Advanced Player’s Guide, Dreamscarred Press’s Psionics Unleashed and Athas.org’s Dark Sun 3 Core Rules (revision 7).

This text essentially updates the Athas.org 3.5 rules to a Pathfinder-like standard. This means that races are converted to be on par as ECL +0 (although the power curve is greater than other campaign settings, they are broadly comparable with each other).

Classes are modified to the Pathfinder design philosophy of streamlining ability mechanics and removing ‘dead’ class levels.

These changes are not set in stone, consider them a proposal for a fun, heroic, mechanical framework around which to forge your stories of the heroes, villains or survivors you will play.

How to Use this Document If in doubt as to which conflicting rule should apply from amongst these texts, the hierarchy of precedence is as follows: House Rules Document (DSHR) > Pathfinder Core Rulebook (PCR) & the Pathfinder Advanced Player’s Guide (APG) & Psionics Unleashed (PU) > Athas.org’s Dark Sun 3 Core Rules (revision 7) (DS3r7).

In terms of flavor and descriptive text the Dark Sun 3 Core Rules (revision 7) should be taken as the guide.

CHARACTER CREATIONGenerating Attribute Scores: Characters should be created by rolling 4d6 for each attribute and dropping the lowest die; total ability scores of less than 66 should be re-rolled. Starting Level and Hit Points: Following DARK SUN tradition, all characters start at 3rd level; awarding max hit points for these first three class levels. Subsequent levels can either take ¾ of a hit die per level (carry over fractions to the next level), or roll your hit die for hit points ignoring all 1’s and 2’s. Skills Note – Literacy: Writing and literacy is illegal within the Tyr Region with the exception of nobles, Templars, and sorcerer-kings. No PC starts with any literacy in languages they know. Literacy must be purchased with skill points. Wizards do not keep written spell books. They develop coded means of recording spells. Caste: Decide the strata of the social hierarchy from which your character hails. In descending order Athasian city-state society is structured as follows: Sorcerer-King, Templars, nobles, freemen, merchants, slaves and outsiders (e.g., elves, halflings, thri-kreen). This will have role-playing and minor mechanical implications. Note that all gladiators are slaves, although it is possible that a freeman gladiator could engage in a debt-contract to re-enter the arena, provided a trustworthy patron is found. Starting money: Freemen: 300 Cp; Slaves: nothing, in-game assignment of gear by DM. What you can spend it on: No magic items. Masterwork items permitted. Special materials, including iron weapons, generally not available, check with DM. Inferior materials freely available. Don’t forget water and supplies if you plan on leaving town!

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RACESFORBIDDEN RACES, THE EXTINCT On Athas certain standard or common D&D races are not available as PC races as they are now extinct, they never existed, or because Athas’ connections to the Outer Planes have been long severed. These include: Aasimar and Tieflings. Others were wiped out in horrible acts of genocide. These include: Centaurs, Gnomes, Goblins, Kobolds, Lizard Men, Orcs, Ogres, Pixies, Trolls and Wemics.

ATHASIAN RACIAL TRAITSPsionics are prevalent on Athas. Even the humblest slave has some psionic talent. All characters have the following option:

Psionic Aptitude: When an Athasian takes a level in a favored class, she can choose to gain an additional power point instead of a hit point or skill point.

COMMON RACESDwarves

Dwarves form a good part of the people encountered in the Tablelands. These strong and devoted beings live to fulfill their focus, a task they choose to devote their lives to. Stubborn and strong minded, dwarves make good companions, ‐even though their usual focused nature can tend to be bothersome.

• +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are strong, sturdy, and perceptive, but their single-mindedness hinders them when dealing with others.

• Humanoid (dwarf): Dwarves are humanoid creatures with the dwarf subtype.

• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to size.

• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

• Slow and steady: Dwarven base land speed is 20 feet. However, dwarves can move this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures whose speed is reduced in such situations).

• Stability: A dwarf gains a +4 racial bonus to their Combat Maneuver Defense when they are bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

• Hardy: +2 racial bonus on saving throws against poison, psionics, spells and spell–like effects.• Weapons Familiarity: To dwarves, the urgrosh is treated as a martial rather than exotic weapon.• Focus: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack

bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs. Dwarves also gain a +4 racial bonus on Will saves against charm or compulsion effects that would change, delay, or distract from their focus.

• Naturally Psionic: Dwarves receive Wild Talent as a bonus feat at 1st level. If a dwarf takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

• Dwarven Psionics: Dwarves gain the following psionic power: vigor. The manifester level for this effect is equal to the dwarf’s level. The DC for this power is equal to 10 + the power’s level + the dwarf’s Charisma modifier (unless the dwarf has psionic class levels, in which case a more favorable ability score is used).

• Automatic Languages: Common and Dwarven. Dwarves with high intelligence scores can choose from the following languages: Elven, Giant, Gith, Kreen, Saurian.

Behind The Veil: The Dwarven Focus

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A dwarf’s focus is the central point of his existence. Nothing Is more rewarding to a dwarf than to complete his focus. A Focus must take at least a week to complete; anything less than that is too simple a task to be considered a focus. Dwarves receive a morale bonus working to complete a focus. The Task must be directly related to the completion of the focus, however.

For example, Grelak, Protector of his Dwarven community, makes the retrieval of a sacred book stolen during a raid his focus. After A week of gathering clues, he sets out to retrieve the artifact from its current possessor, who hides in a trading post two weeks away. On The way to the outpost, he encounters a wild lirr; while battling this foe, he receives his morale bonus, because he is trying to reach the book. Later, Grelak Stops in Nibenay For some rest, and gets in a brawl. He doesn’t receive any bonuses, because he isn’t actively pursuing his focus.

ElvesAthasʹ deserts, plains, steppes and badlands are home to the elves, a long–limbed race of trading, raiding, thieving sprinters. Running is the key to acceptance and respect among elves. Elves that are injured and cannot run are often left behind to die.

• +2 Dexterity, +2 Charisma, and -2 Constitution: Elves are agile and manipulative, but less sturdy than humans.

• Humanoid (elf): Elves are humanoid creatures with the elf subtype.

• Medium Size: As Medium creatures, elves have no special bonuses of penalties due to size.

• Swift: Elven base land speed is 40 feet. At 10th level this increases to 50 feet.• Low-light vision: Elves can see twice as far as a human in moonlight and similar conditions of poor

illumination, retaining the ability to distinguish color and detail.• Weapon Familiarity: All elves treat the elven long blade as a martial weapon. Elves are also proficient with all

bows.• Keen Senses: +2 racial bonus to Bluff, Perform and Perception checks.• Temperature resilience: Elves have a natural resistance to extreme temperatures and aren’t adversely

affected by the heat of the day or the chill of the night. They treat extreme heat or cold as if it were only very hot or cold, but suffer normally from abysmal heat, or from magical supernatural heat and cold.

• Desert Craft: Elves have a +4 racial bonus on Stealth checks in sandy or arid areas.• Elf Run: After a minute of warm–up and a Concentration check (DC 10 against character level plus Charisma

bonus), elves can induce an elf run state. This state allows elves to hustle for long distances as easily as a human can move normally, and run for long distances as easily as a human can hustle. Each day that an elf continues the elf run, he must make additional Concentration Checks to maintain his elf run state: A Trivial check (DC 10) On the second day, an easy check (DC 15) On the third day, an average check (DC 20) On the fourth day, a difficult check (DC 30) On the fifth day, and an heroic check (DC 40) On the sixth day. Once the elf fails his Concentration check, he loses the elf run benefits and suffers normal penalties for extended hustling and running. After A full day’s rest, the elf may attempt again to induce an elf run state. With A group of elves, runners add their leader’s Charisma Bonus both to their movement rate and to any Fortitude Checks related to movement.

• Naturally Psionic: Elves Receive Wild Talent As a bonus feat at 1st level. If an elf takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

• Elven Psionics: Elves Gain the following psionic power: conceal thoughts. The Manifester level for this effect is equal to the elf’s level. The DC For this power is equal to 10 + The power’s level + The elf’s Charisma Modifier (unless The elf has psionic class levels, in which case a more favorable ability score is used).

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• Automatic Languages: Common and Elven. Elves with high intelligence scores can choose from the following languages: Dwarven, Entomic, Kreen, Gith, Saurian, and Terran.

Half-ElvesUnlike the parents of muls, elves and humans are often attracted to each other. Half elves are typically the unwanted product of a casual ‐interracial encounter.

• +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

• Humanoid (elf, human): Half-elves are humanoids with both the elf and human subtypes.

• Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

• Normal Speed: Half-elves have a base speed of 30 feet.• Low-Light Vision: Half-elves can see twice as far as humans in

conditions of dim light.• Adaptability: Half-elves receive Skill Focus as a bonus feat at

1st level.• Keen Senses: Half-elves receive a +2 racial bonus on

Perception skill checks.

• Child of two worlds: Half-elves gain a +2 racial bonus to disguise checks when impersonating elves or humans.• Elf Blood: Half-elves count as both elves and humans for any effect related to race.• Table lander: +2 racial bonus on all Survival and Handle Animal checks. Half-elves spend a lot of time in the

wilds of the tablelands.• Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point

whenever they take a level in either one of those classes.• Naturally Psionic: Half-elves receive Wild Talent as a bonus feat at 1st level. If a half-elf takes levels in a

psionic class, she may replace Wild Talent with Psionic Talent instead. At 5th level if a half-elf does not already have the Psionic Talent feat, she gains it in addition to the Wild Talent feat gained at 1st level. If she already possesses the feat she gains an additional 2 power points. (In total, a half-elf will gain 4 power points as a racial bonus).

• Half-elven Psionics: Half elves gain the following psionic power: empathic connection. The manifester level ‐for this effect is equal to the half-elf’s level. The DC for this power is equal to 10 + the power’s level + the half-elf’s Charisma modifier (unless the half-elf has psionic class levels, in which case a more favorable ability score is used).

• Automatic Languages: Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Half-GiantsLegend has it that in ages past, a sorcerer queen used wizardry to beget ‐a union of giant and human in order to create a race of powerful slaves. Whatever the truth of this legend, the half giant race has increased in ‐number and is now fairly common especially in human controlled lands near the shore of the Sea of Silt. Half giants gain great strength, but dull ‐wits, from their giant heritage, and are nearly as agile as their human forbearers.

+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: Half-giants are incredibly strong and hardy, but are also slow-witted and find maneuvering difficult due to their impressive size.

• Humanoid (giant): Half-giants are humanoid creatures with the giant subtype.

• Medium Size: Half-giants are medium-sized creatures but are subject to the special rules below on account of their greater size.

• Normal Speed: Half-giants have a base speed of 30 feet.• Low-Light Vision: Half-giants can see twice as far as humans in

conditions of dim light.• Powerful Build: The physical stature of half-giants lets them

function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. They also are considered large for the purposes of their carrying capacity (i.e. x2 carrying capacity). A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

• Big britches: Half-giants have greater girth than most other medium-sized humanoids and find it hard to fit into armor and clothing designed for medium creatures. Half-giants are treated as large creatures for the purposes of determining what they can wear, including how much it costs and weighs (PCR: Armor for Unusual Creatures; x2 cost, x2 weight).

• Large and in charge: Half-giants are very unstable and can be very intimidating, gaining a +2 bonus to their Intimidate skill to smaller creatures. As humanoids with the giant sub-type, half-giants treat Intimidate as a class skill.

• Looming Presence: Due to their greater-than-medium build, half-giants incur a -2 penalty to Stealth checks.• Large appetite: Half-giants also require lots of food and water to sustain their massive stature and take twice

the amount of food and water that normal medium creatures require.• Axis Alignment: One aspect of the half-giant’s alignment must be fixed, and chosen during character creation.

The other half must be chosen when they awake each morning. They are only bound to that alignment until they sleep again. For example, a half-giant may have a fixed lawful alignment. Every morning, he must choose to be lawful good, lawful neutral or lawful evil. This alignment change is not mandatory.

• Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

• Half-giant Psi-like Ability: Half-giants gain the following psi-like ability: 1/day—stomp. The manifester level for this effect is equal to ½ the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s

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level + the half-giant’s Charisma modifier (unless the half-giant has psionic class levels, in which case a more favorable ability score is used).

Automatic Language: Common. Half-giants with high intelligence scores can choose from the following languages: Dwarven, Giant and Gith.

HalflingsHalflings are masters of the jungles of the Ringing Mountains. They are small, quick and agile creatures steeped in an ancient and rich culture that goes back far into Athas’ past. Although they are not common in the Tablelands, some halflings leave their homes in the forests to adventure under the Dark Sun. As carnivores, halflings prefer to eat flesh raw.

• +2 Dexterity, +2 Wisdom, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

• Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

• Slow Speed: Halflings have a base speed of 20 feet.• Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus

granted by Halfling Luck.• Feral: Halflings receive a –2 penalty to all Diplomacy skill checks when dealing with other races. Halflings have

a reputation for cannibalism and disdain for settled societies.• Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.• Magic Haters: +2 racial bonus on saving throws against spells and spell like effects. Note: this stacks with ‐

Halfling Luck.• Keen Senses: Halflings receive a +4 racial bonus on Perception skill checks. Halflings have keen ears. Their

senses of smell and taste are equally keen; they receive a +4 to all Wisdom checks that assess smell or taste. This does not stack with the aforementioned Perception bonus.

• Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.• Weapon Familiarity: Javelins and slings are common weapons in feral halfling society, and many halflings are

taught to throw at an early age. They receive a +1 racial attack bonus with a thrown weapons. Halflings are proficient with javelins and slings and treat any weapon with the word “halfling” in its name as a martial weapon.

• Naturally Psionic: Halfings receive Wild Talent as a bonus feat at 1st level. If a halfling takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

• Halfling Psionics: Halflings gain the following psionic power: mind link. The manifester level for this effect is equal to the halfling’s level. The DC for this power is equal to 10 + the power’s level + the halfling’s Charisma modifier (unless the halfling has psionic class levels, in which case a more favorable ability score is used).

• Automatic Languages: Halfling. Halflings with high intelligence scores can choose from the following languages: Common, Dwarven, Elven, Gith, Kreen, Rhul-thaun, Sylvan, and Yuan-ti.

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HumansWhile not the strongest race, nor the quickest, humans have dominated the Tablelands for the last three thousand years.

• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

• Humanoid (human): Humans are humanoid creatures with the human subtype.

• Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

• Normal Speed: Humans have a base speed of 30 feet.• Bonus Feat: Humans select one extra feat at 1st level.• Skilled: Humans gain an additional skill rank at first level and one

additional rank whenever they gain a level.• Naturally Psionic: Humans receive Wild Talent as a bonus feat at

1st level. If a human takes levels in a psionic class, she may replace Wild Talent with Psionic Talent instead. At 5th level if a human does not already have the Psionic Talent feat, she gains it in addition to the Wild Talent feat gained at 1st level. If she already possesses the feat she gains an additional 2 power points. (In total, a human will gain 4 power points as a racial bonus).

• Human Psionics: At 1st level humans can choose any single 1st-level power from the psion/wilder list. The manifester level for this effect is equal to the human’s level. The DC for this power is equal to 10 + the power’s level + the human’s Charisma modifier (unless the human has psionic class levels, in which case a more favorable ability score is used). At 5th level a human gains a 2nd-level power from the psion/wilder list.

• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

MulsBorn from the unlikely parentage of dwarves and humans, muls combine the height and adaptable nature of humans with the musculature and resilience of dwarves. Muls enjoy traits that are uniquely their own, such as their robust metabolism and almost inexhaustible capacity for work. The hybrid has disadvantages in a few areas as well: sterility, and the social repercussions of being created for a life of slavery. Humans and dwarves are not typically attracted to each other. The only reason that muls are so common in the Tablelands is because of their value as laborers and gladiators: slave–sellers force– breed humans and dwarves for profit.

• +2 Constitution, –2 Intelligence, +2 to any other attribute: Born of two peoples Muls inherit the robustness of Dwarves. Though they are often bred for strength, player character Muls inherit the variability of humankind. However, their status as bred slaves deprives them of opportunities for intellectual development.

• Humanoid (dwarf): Muls are humanoid creatures with the dwarf subtype.

• Medium: As Medium creatures, muls have no bonuses or penalties due to size.

• Normal Speed: Mul base land speed is 30 feet.• Darkvision: Muls can see in the dark up to 60 feet. Darkvision is

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black and white only, but is otherwise like normal sight, and muls can function just fine with no light at all.

• Dwarven Blood: For all effects related to race, a mul is considered a dwarf. Muls, for example, are just as vulnerable to effects that affect dwarves as their dwarf ancestors are, and they can use magic items that are only usable by dwarves.

• Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue.

• Incredible Toughness: 1/day a Mul may remove one of the following conditions: Fatigued, Sickened or Dazed as an immediate action.

• Nonlethal Damage Resistance 1/–: Muls are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.

• Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or enfeeblement.

• Naturally Psionic: Muls receive Wild Talent as a bonus feat at 1st level. If a mul takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

• Mul Psionics: Muls gain the following psionic power: precognition, offensive. The manifester level for this effect is equal to the mul’s character level. The DC for this power is equal to 10 + the power’s level + the mul’s Charisma modifier (unless the mul has psionic class levels, in which case a more favorable ability score is used).

• Automatic Language: Common. Mul with high intelligence scores can choose from the following languages: Dwarven, Elven, Kreen, Gith, and Giant.

UNCOMMON RACESFetchling

Descended from humanoids trapped in the Black, fetchlings are creatures of darkness and light intertwined. Generations of contact with that strange plane and its denizens have made fetchlings a race apart from their ancestors. While fetchlings acknowledge their origins, they exhibit little physical or cultural resemblance to their ancestors on the Material Plane, and are often insulted when compared to them.

+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.

Outsider (native): Fetchlings are outsiders with the native subtype.

• Medium: As Medium creatures, fetchlings have no bonuses or penalties due to size.

• Normal Speed: Fetchling base land speed is 30 feet. Darkvision: Fetchlings can see perfectly in the dark up to 60

feet. Low-Light Vision: In addition to their ability to see perfectly in

the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Fetchling Psionics: Fetchlings gain the following psionic power: unearthly terror. The manifester level for this effect is equal to the fetchling’s character level. The DC for this power is equal to 10 + the power’s level + the fetchling’s Charisma modifier (unless the fetchling has psionic class levels, in which case a more favorable ability score is used).

Naturally Psionic: Fetchlings receive Wild Talent as a bonus feat at 1st level. If a fetchling takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

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Silent Hunter: Fetchling reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadow Affinity: Fetchling sorcerers with the shadow bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Fetchling clerics with the Darkness domain use their domain powers and spells at +1 caster level. Fetchling spellcasters and manifesters cast/manifest spells/powers with the illusion (shadow) descriptor as at +1 caster/manifester level.

Shadow Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Stealthy: Fetchlings have a +2 racial bonus on Stealth checks. Automatic Languages: Common. Fetchlings with a high Intelligence scores can choose from the following:

Aquan, Auran, Elven, Gith, Giant, Ignan, and Terran.

IfritHumanoids whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle race. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire's dynamic, ever-changing energy and its destructive, pitiless nature.

+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive.

Outsider (native): Ifrits are outsiders with the native subtype.• Medium: As Medium creatures, ifrits have no bonuses or

penalties due to size.• Normal Speed: Ifrit base land speed is 30 feet. Darkvision: Ifrits can see perfectly in the dark up to 60 feet. Desert Mirage: Ifrits thrive in the deserts of the world, where

their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst.

Passionate: Ifrit receive a +2 racial bonus to all Diplomacy and Intimidate skill checks.

Energy Resistance: Ifrits have fire resistance 5. Elemental Affinity (fire): Ifrit Pyrokineticists add their Charisma bonus to the damage for all Pyrokineticist

class abilities that deal damage. Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit clerics with the Fire domain use their domain powers and spells at +1 caster level. Ifrit spellcasters and manifesters cast/manifest spells/powers with the fire descriptor as at +1 caster/manifester level.

Heat Resilience: Ifrits have a natural resistance to extremely hot temperatures and aren’t adversely affected by the heat of the day. They treat extreme heat as if it were only very hot, but suffer normally from abysmal heat, or from magical/supernatural heat.

Ifrit Psionics: Ifrits gain the following psionic power: energy ray (fire). The manifester level for this effect is equal to the ifrit’s character level. The DC for this power is equal to 10 + the power’s level + the ifrit’s Charisma modifier (unless the ifrit has psionic class levels, in which case a more favorable ability score is used).

Naturally Psionic: Ifrits receive Wild Talent as a bonus feat at 1st level. If an ifrit takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

Automatic Languages: Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Halfling, Kreen and Terran.

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OreadOreads are humanoids whose ancestry includes the touch of an elemental being of earth somewhere along the line, often that of a shaitan genie. Stoic and contemplative, oreads are a race not easily moved, yet almost unstoppable when spurred to action.

+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.

Outsider (native): Oreads are outsiders with the native subtype.

Medium: As Medium creatures, oreads have no bonuses or penalties due to size.

Normal Speed: Oread base land speed is 30 feet. Darkvision: Oreads can see perfectly in the dark up to

60 feet.

Crystalline Form: Oreads with gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.

Craftsman: Oread gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Energy Resistance: Oreads have acid resistance 5. Elemental Affinity (earth): Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as

2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level. Oread spellcasters and manifesters cast/manifest spells/powers with the acid descriptor at +1 caster/manifester level.

Granite Skin: Rocky growths cover the skin of oreads and they gain a +1 racial bonus to natural armor. Oread Psionics: Oreads gain the following psionic power: crystal shard. The manifester level for this effect is

equal to the oread’s character level. The DC for this power is equal to 10 + the power’s level + the oread’s Charisma modifier (unless the oread has psionic class levels, in which case a more favorable ability score is used).

Mountain-Born: Oreads are drawn to mountains and other high places, and after many generations they've grown well suited to their environment. Oreads gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness.

Naturally Psionic: Oreads receive Wild Talent as a bonus feat at 1st level. If an oread takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

Stonecunning: Oread receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Automatic Languages: Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Giant, Halfling, Kreen, and Ignan.

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SylphBorn from the descendants of humanoids and beings of elemental air such as djinn, sylphs are a shy and reclusive race consumed by intense curiosity. Sylphs spend their lives blending into the crowd, remaining unnoticed as they spy and eavesdrop on the people around them. They call this hobby “listening to the wind,” and for many sylphs it becomes an obsession. Sylphs rely on their capable, calculating intellects and on knowledge gleaned from eavesdropping to deliver them from danger.

+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.

Outsider (native): Sylphs are outsiders with the native subtype.

Medium: As Medium creatures, sylphs have no bonuses or penalties due to size.

Normal Speed: Sylphs base land speed is 40 feet. Darkvision: Sylphs can see perfectly in the dark up to

60 feet. Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to

control these winds than others. A Sylph may surround herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability.

Energy Resistance: Sylphs have electricity resistance 5. Elemental Affinity (air): Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2

points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain use their domain powers and spells at +1 caster level. Sylph spellcasters and manifesters cast/manifest spells/powers with the electricity descriptor at +1 caster/manifester level.

Like the Wind: Sylphs gains a +10 foot bonus to their base speed (40ft total). Slyphs also gain the Improved Initiative feat

Naturally Psionic: Sylphs receive Wild Talent as a bonus feat at 1st level. If a sylph takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

Sylph Psionics: Sylphs gain the following psionic power: catfall. The manifester level for this effect is equal to the sylph’s character level. The DC for this power is equal to 10 + the power’s level + the sylph’s Charisma modifier (unless the sylph has psionic class levels, in which case a more favorable ability score is used).

Automatic Languages: Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Halfling, Ignan, Saurian, and Terran.

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Thri-KreenThri kreen are the strangest of the intelligent races of the ‐Tablelands. These insectoid beings possess a mindset very different from any humanoid being encountered. They roam the wastes in packs, hunting for food day and night, since they require no sleep. Thri kreen are quick and agile and make ‐fearsome fighters, feared throughout the wastes.

• +2 Dexterity, +2 Wisdom, -2 Charisma: Thri-kreen are fast, but their alien mindset makes it difficult for them to relate to humanoids; furthermore, their “clutch-mind” instincts leave them with a poor sense of themselves as individuals.

• Monstrous Humanoid (insectoid): Thri-kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

• Medium: As medium creatures, thri-kreen receive no advantages or penalties due to size.• Swift: Thri kreen base land speed is 40 feet.‐• Darkvision: Thri-kreen can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise

like normal sight, and thri-kreen can function just fine with no light at all.• Sleep Immunity: Thri-kreen do not sleep, and are immune to sleep spells and similar effects. Thri-kreen

spellcasters and manifesters still require 8 hours of rest before preparing spells.• Natural Armor: Thri-kreen have a +3 natural armor bonus to AC due to their naturally tough and resistant

chitin. This bonus does not stack with the AC bonus provided by armor.• Non-humanoid shape: Due to their six limbed forms, thri kreen cannot easily wear armor designed for four‐ ‐ ‐

limbed creatures. Armor can be converted to fit a thri kreen by spending an additional 50% of its cost.‐• Multiple Limbs: Thri-kreen have four arms, and thus can take the Multiweapon Fighting feat (Bestiary) instead

of the Two-Weapon Fighting feat. Thri-kreen can also take the Multiattack feat. (These are not bonus feats).• Natural Weapons: Thri-kreen may make bite and claw attacks as a full round action. Their primary claw attack

does 1d4 points of damage for each of their four claws. Their secondary bite attack, deals 1d3 points of damage, and has a chance to poison. A thri-kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack (at a -5 penalty).

• Leap (Ex): At 3rd level, a Kreen adds his HD to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 Power Point as a swift action, a thri-kreen gains a +20 bonus on Acrobatics checks made to jump for 1 round.

• Poison (Ex): Starting at 7th level, a mature thri kreen delivers its poison (Fortitude save DC 11 + Con modifier) ‐with a successful bite attack. A thri-kreen produces enough poison for one bite per day. Thri-reen Poison Bite: Type poison, injury; save Fort DC 11 + Kreen con mod; frequency 1/round for 4 rounds; effect 1d3 Dex and paralyzed 1 min.; cure 1 save.

• Weapon Familiarity: To thri-kreen, the chatkcha and gythka are treated as martial rather than exotic weapons. These weapons are more common among thri-kreen than among other races.

• Desert Craft: Thri-kreen have a +4 racial bonus on Stealth checks in sandy or arid areas.• Naturally Psionic: Thri-kreen receive Wild Talent as a bonus feat at 1st level. If a thri kreen takes levels in a ‐

psionic class, he may replace Wild Talent with Psionic Talent instead.• Psi-like Abilities: 3/day – chameleon, know direction; and, at 7th level: 1/day – greater concealing amorpha,

metaphysical claw. These abilities are manifested as a psychic warrior of half the thri-kreen’s hit dice, rounded down (minimum 1).

• Automatic Languages: Common and Kreen. Thri-kreen with high intelligence scores can choose from the following languages: Dwarven, Elven, Halfing, Giant and Pterran.

• Level Adjustment: As a powerful race, Thri-Kreen have a +2 level adjustment.

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RARE RACESAarakocra

Aarakocra are the most commonly encountered bird-people of the Tablelands. Some are from Winter Nest in the Snow Crown Mountains near Kurn, while others are from smaller tribes scattered in the Ringing Mountains and elsewhere. These freedom-loving creatures rarely leave their homes high in the mountains, but sometimes, either as young wanderers or cautious adventurers, they venture into the inhabited regions of the Tablelands.

-2 Strength, +4 Dexterity, -2 Constitution: Aarakocra have keen reflexes, but their lightweight bones are fragile.

Monstrous Humanoid (aarakocra): Aarakocra are monstrous humanoid creatures with the aarakocra subtype.

Medium: As Medium creatures, aarakocra have no special bonuses or penalties due to their size.

Slow Land Speed: Aarakocra base land speed is 20 feet. Fast Flight Speed: Aarakocra can fly with a movement

rate of 90 feet (average). Low-light vision: Unlike other monstrous humanoids,

aarakocra do not have darkvision. Excellent vision: +4 racial bonus to Perception checks in

daylight. Natural Armor: An aarakocra‘s bone chest plate provides some protection from blows and gives the aarakocra

a natural armor bonus of +1. Natural Weaponry: An aarakocra attacks for 1d4 points damage with its claws or can use its bite for 1d3

points of damage. These natural weapons do not provoke attacks of opportunity. Claustrophobic: Being underground or in enclosed buildings is extremely distressing for aarakocras. They

suffer a -2 morale penalty on all rolls when in an enclosed space. Aerial Dive: Creatures that fly can make dive attacks. A dive attack works just like a charge attack, but the

diving creature must begin the charge at least 30 feet in the air. Aarakocra may make claw attacks, or attack with a lance held in both claws. These attacks deal double damage on a successful charge attack.

Automatic Languages: Auran and Common. Aarakocra with high intelligence scores can choose from the following languages: Elven, Gith, and Saurian.

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DrayDray are a race of intelligent draconic humanoids created by Dregoth, the sorcerer-king of Giustenal. Through his experience as a Champion of Rajaat and an advanced being, Dregoth came to believe that the dragon was the next step in human evolution, and created the dray to explore this belief.

+2 Constitution, +2 Charisma, -2 Dexterity: Dray are tough and proud, but lacking in grace.

Dragon Blood: Dray count as dragons and humanoid (reptilian) for any effect related to race.

Medium: Dray are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Dray have a base speed of 30 feet. Darkvision: Dray can see in the dark up to 60 feet. Draconic Mein: Dray have a +2 racial bonus on

Diplomacy and Intimidate skill checks. Elemental Nature: Dray choose one of the following

energy types: acid, cold, electricity, or fire; once it has been selected, it cannot be changed. They gain energy resistance 5 against the selected energy type.

Keen Senses: +2 to Perception skill checks. Natural Armor: Dray have a natural armor bonus of

+1.

Draconic Heritage: Dray have a varied nature. They may select one of the following racial features at character creation; once it has been selected, it cannot be changed.

Breath Weapon (Su): Three times per day, the dray can use a breath weapon that causes energy damage as determined by their elemental nature. Acid and electricity breath weapons are 30 foot long lines. Cold and fire breath weapons are 15 foot long cones. This breath weapon causes 2d6 points of energy damage. Creatures in the area of effect are allowed to make a Reflex Saving Throw for half damage with a DC of 10 + ½ the dray’s hit dice + the dray’s Constitution modifier. A dray must wait 1d4 rounds between uses of his breath weapon.

Dragon Tail (Ex): The dray has a long powerful tail. He also gains a tail slap natural attack that does 1d6 + 1 ½ his Strength modifier of bludgeoning damage.

Eye of the Dragon (Ex): The dray has superior vision and gains blindsense with a range of 30 feet. Frightful Presence (Ex): Whenever the dray attacks or charges, all opponents within a radius of 30 feet who have fewer

levels or Hit Dice than the dray become shaken for a number of rounds equal to 1d6 + the dray’s Charisma modifier. The effect is negated by a Will save (DC 10 + 1/2 the dray’s level + her Cha modifier). A successful save indicates that the opponent is immune to the dray’s frightful presence for 24 hours. This ability can’t affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons.

Scales of the Dragon (Ex): The dray gains DR 5/magic. Soul of the Dragon (Ex): The dray is immune to paralysis and sleep effects. Tooth and Claw of the Dragon (Ex): The dray has claws that act as 2 natural weapons. They cause 1d4 points of damage

+ the dray’s Strength modifier. The dray gains a bite attack that causes 1d6 points of damage + his ½ Strength modifier. Wings of the Dragon (Ex): A dray becomes able to fly at a speed of 40 feet (poor maneuverability) and gains Fly as a class

skill. A dray can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Automatic Languages: Common. Dray with high intelligence scores can choose from the following languages:

Dwarven, Elven, Giant and Trade.

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Half-PyreenDuring the height of the Preserver Jihad and throughout the Cleansing Wars, the pyreen were known as peace-bringers, as they tried to end the Wars. Not all worked for peace, and some joined the Rebirth races in resistance to the Champions of Rajaat. A few of these Pyreen took mortal lovers and thus the rare half-pyreen were born.

+2 to One Ability Score: Half-pyreen characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Fey: Half-Pyreen are fey. Medium: As Medium creatures, half-pyreen have no

bonuses or penalties due to size. Normal Speed: Half-Pyreen base land speed is 30 feet. Darkvision: Half-pyreen can see in the dark up to 60 feet.

Darkvision is black and white only, but it is otherwise like normal sight, and half-pyreen can function just fine with no light at all.

Low-Light Vision: Half-pyreen can see twice as far as humans in conditions of dim light.

Camouflage: Disguise and Linguistics are always class skills.

Minor Shape Change (Su): All half-pyreen have the ability to transform themselves at will. This ability is similar to Alter Self with the following exceptions.

It is a supernatural ability, akin to a lycanthrope's shapechange, and thus, it is not subject to dispelling.

It does not alter the half-pyreen's subtype, gender, attributes or skills, nor does it grant any feats or abilities.

It lasts for as long as the half-pyreen desires, even if unconscious or sleeping (although half-pyreen do revert back to their natural form upon death).

While it does not affect clothing or gear, it does effect the tactile, olfactory and audible aspects the new form, thus granting a +10 circumstance bonus to disguise checks.

Changing form is a full round action that does not provoke attacks of opportunity. True Seeing and anything that can see through or acts on a shape changer’s alternate forms applies to a half-pyreen in the same manor.

Half-pyreen with grievous physical wounds (lost eye, severed hand, etc.) cannot disguise that injury regardless of their form, nor can a half-pyreen mimic such an injury intentionally.

Naturally Psionic: Half-Pyreen receive Wild Talent as a bonus feat at 1st level. If a half-pyreen takes levels in a psionic class, she may replace Wild Talent with Psionic Talent instead.

Half-Pyreen Psionics: At 1st level half-pyreen can choose any single 1st-level power from the psion/wilder list. The manifester level for this effect is equal to the half-pyreen’s level. The DC for this power is equal to 10 + the power’s level + the half-pyreen’s Charisma modifier (unless the half-pyreen has psionic class levels, in which case a more favorable ability score is used).

Automatic Languages: Common and Rhulisti. Half-Pyreens with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Table: Random Starting Ages

Race Adulthood Barbarian, Rogue, Soulknife, Wilder

Bard, Fighter, Psychic Warrior, Ranger

Cleric, Druid, Psion, Wizard

Half-Pyreen 110 years +1d4 +1d6 +2d6

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Table: Half-Pyreen Aging Effects

Race Middle Age Old Venerable Maximum Age

Half-Pyreen 175 years 263 years 350 years 350 + 4d% years

PterransPterrans are a humanoid species rarely seen in the Tablelands. They live their lives in the Hinterlands, rarely leaving the safety of their villages.

-2 Dexterity, +2 Wisdom, +2 Charisma: Pterrans‘strong confidence and keen instincts for others‘motives makes them keen diplomats, and when they take the path of the psion, powerful telepaths.

Humanoid (reptilian): Pterrans are humanoids with the reptilian subtype.

Medium: As Medium creatures, pterrans have no special bonuses or penalties due to their size.

Normal Speed: Pterran base land speed is 30 feet. Poor Hearing: -2 penalty to Perception checks for hearing.

Pterrans have only slits for ears, and their hearing sense is diminished.

Life Path: Pterrans may select one extra feat at 1st level but this feat must coincide with the pterrans chosen life path (Druid, Mind or Warrior).

Natural Weaponry: A pterran attacks for 1d4 points damage with its claws or can use its bite for 1d3 points of damage. These natural weapons do not provoke attacks of opportunity.

Wild Telepathy: All pterrans are gifted from the day they hatch with the ability to use the missive talent at will, but only with their fellow reptiles.

Weapon Familiarity: Thanaks are treated as martial rather than exotic weapons by pterrans. These weapons are more common among pterrans than among other races.

Naturally Psionic: Pterrans receive Wild Talent as a bonus feat at 1st level. If a pterran takes levels in a psionic class, she may replace Wild Talent with Psionic Talent instead. At 5th level if a pterran does not already have the Psionic Talent feat, she gains it in addition to the Wild Talent feat gained at 1st level. If she already possesses the feat she gains an additional 2 power points. (In total, a pterran will gain 4 power points as a racial bonus).

Pterran Psionics: At 1st level pterrans can choose any single 1st-level power from the psion/wilder list. The manifester level for this effect is equal to the human’s level. The DC for this power is equal to 10 + the power’s level + the pterran’s Charisma modifier (unless the pterran has psionic class levels, in which case a more favorable ability score is used). At 5th level a pterran gains a 2nd-level power from the psion/wilder list.

Automatic Languages: Common and Saurian. Pterrans with high intelligence scores can choose from the following languages: Dwarven, Elven, Halfling, Giant, Gith, Kreen, and Yuan–ti. Pterran know the languages of the few intelligent creatures that live in the Hinterlands.

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UndineUndines are humanoids who trace their ancestry to creatures from the Plane of Water. Even at first glance, one notices the potency of their ancestry, for an undine's very flesh mimics the color of lakes, seas, and oceans. Whether they have the blood of marids or water mephits as their kin, all undines define themselves through their ancestry.

+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.

Outsider (native): Undines are outsiders with the native subtype.

Medium: As Medium creatures, undines have no bonuses or penalties due to size.

Normal Speed: Undine base land speed is 30 feet. Swim Speed: Undine also have a swim speed of 30 feet, can

move in water without making Swim checks, and always treat Swim as a class skill.

Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.

Amphibious: Undines are born with a permanent bond to water. Undines gain the aquatic subtype and amphibious special quality.

Energy Resistance: Undines have cold resistance 5. Elemental Affinity (water): Undine sorcerers with the elemental (water) bloodline treat their Charisma score

as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level. Undine spellcasters and manifesters cast/manifest spells/powers with the cold descriptor at +1 caster/manifester level.

Flesh Chameleon: Undines can change their coloration to match their humanoid ancestry’s skin tones. As a standard action, an undine can change her natural blue hue to match any normal skin tone of their humanoid ancestry, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear as their humanoid ancestry.

Nereid Fascination: Undines can trace their ancestry to nereids as well as to outsiders. Once per day as a standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura's range to become fascinated with her for a number of rounds equal to 1/2 the undine's character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the undine's level + the undine's Charisma modifier). This is a supernatural ability.

Naturally Psionic: Undines receive Wild Talent as a bonus feat at 1st level. If an undine takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.

Undine Psionics: Undines gain the following psionic power: float. The manifester level for this effect is equal to the undine’s character level. The DC for this power is equal to 10 + the power’s level + the undine’s Charisma modifier (unless the undine has psionic class levels, in which case a more favorable ability score is used).

Automatic Languages: Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Halfling, Ignan, Gith, and Terran.

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VillichiVillichi are human females who are born with latent psionic powers of great promise. Subtle mutations in mind and body soon set them apart from their biological family. Perhaps one out of maybe 3,000 human girls born becomes villichi. Being susceptible to the sun and sterile they are usually shunned by other humans, although never abandoned or killed, for doing so would be a bad omen, one so bad that even sorcerer-kings think twice before even having anything to do with a villichi child. The bad omen is usually one that is met with revenge being played out on the perpetrator.

+2 Dex, -2 Con, +2 Int, +2 Wis: Villichi are agile and possess sharp mental abilities but their thin frame makes them less sturdy than normal humans.

Humanoid (human): Villichi are female humanoid creatures with the human subtype.

Medium: As Medium creatures, villichi have no special bonuses or penalties due to their size.

Normal Speed: Villichi base land speed is 30 feet. Light Blindness: Villichi are blinded for 1 round if abruptly

exposed to bright light (such as sunlight or a daylight spell).

Manifester Prodigy: Villichi receive a +2 to their main manifester ability score for the purpose of determining bonus power points only.

Naturally Psionic: Villichi gain 3 power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Power Resistance: Villichi have power resistance equal to its class levels + 6. Psi-like Abilities: 3/day—inertial armor, missive, defensive precognition; 1/day—biofeedback, cloud mind (DC

12). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DCs are Charisma based. Automatic Languages: Common. Bonus Languages: Aarakocran, Halfling. Villichi often learn the languages of

other forest dwellers.

CLASSESRESTRICTED CLASSESThe following base classes are the standard base classes available in the campaign: Athasian Bard, Barbarian, Elemental Cleric [Cleric], Druid, Fighter, Knight Templar [Antipaladin], Magus, Ranger, Rogue, Sorcerer [Limited Bloodlines], Shadow Assassin, Templar [Cleric], and Wizard. All psionic classes from Dreamscarred Press’ Ultimate Psionics.

Additional base classes and all prestige classes are subject to availability based on approval by the GM. NEW CLASSESThe following base classes will be available in the campaign: Athasian Bard.Athasian BardHit Die: d8 Class Skills: The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha). Skill Ranks per Level: 6 + Int modifier.

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Tablet: Athasian Bard

Level Base Attack Bonus

Fort Save Ref Save

Will Save

Special

1st +0 +2 +2 +2 Bardic music, bardic knowledge, smuggler

2nd +1 +3 +3 +3 Poison use, streetsmart

3rd +2 +3 +3 +3 Quickdraw

4th +3 +4 +4 +4 Trade secret

5th +3 +4 +4 +4 Mental resistance

6th +4 +5 +5 +5 Quick thinking +2, improved poison use

7th +5 +5 +5 +5 Chance 1/day

8th +6/+1 +6 +6 +6 Trade secret

9th +6/+1 +6 +6 +6 Speed reactions

10th +7/+2 +7 +7 +7 Slippery mind

11th +8/+3 +7 +7 +7 Quick thinking +4

12th +9/+4 +8 +8 +8 Trade secret

13th +9/+4 +8 +8 +8 —

14th +10/+5 +9 +9 +9 Chance 2/day

15th +11/+6/+1 +9 +9 +9 Defensive roll

16th +12/+7/+2 +10 +10 +10 Trade secret, quick thinking +6

17th +12/+7/+2 +10 +10 +10 Awareness

18th +13/+8/+3 +11 +11 +11 Mindblank

19th +14/+9/+4 +11 +11 +11 —

20th +15/+10/+5

+12 +12 +12 Trade secret

Class Features Weapon and Armor Proficiency: You are proficient in all simple weapons, and the following additional weapons: bard’s friend, crossbow (any), garrote, greater blowgun, whip and widow’s knife. You are proficient in light armor, but not shields. Bardic Music: This is exactly like the bard class feature ability of the same name. Bardic Knowledge: This is exactly like the bard class feature ability of the same name. Smuggler: You receive a +1 insight bonus to Bluff and Sleight of Hand checks for every two bard levels. Poison Use: Bards are trained in the use of poisons, and as of 2nd level, never risk accidentally poisoning themselves when applying poison to a blade.

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Streetsmart: When you reach 2nd level, you get a +2 competence bonus to Gather Information and Intimidate checks. Quickdraw: Bards learn to strike quickly and without warning. At 3rd level, you gain Quickdraw as a bonus feat. Trade Secrets: At every 4th level you learn a trade secret chosen from the list below. Alchemy Dealer: Pay one half of the market price for raw materials needed to craft alchemical items. ‐ Accurate: When you attack an armored opponent, your accuracy allows you to ignore 1 point of natural armor bonus to AC or 1 point of armor bonus to AC. This trade secret may be chosen more than once, and its effects stack. Agile: You receive a +1 dodge bonus to AC. This trade secret may be chosen more than once, and its effects stack. Coolheaded: You may take 10 on Bluff and Diplomacy checks. Improvised Materials: You can craft poisons from raw materials at hand instead of relying on specific ingredients. Doing so increases the Craft (poisonmaking) check DC by 5 but otherwise has no effect on the poisonʹs potency. Poison Dealer: Pay one half of the market price for raw materials needed to craft poisons. ‐ Poisonbane: You receive a +4 insight bonus to Craft (alchemy) checks when creating antitoxin and poison antidotes. Poison Resistance: You receive a +4 bonus to saving throws against poisons. Scorpion’s Touch: Add +1 to the save DC of all poisons applied by you. This trade secret may be chosen more than once, and its effects stack. Skilled: Add one half your bard level (rounded down) as a competence bonus to one of the following skills: Appraise, ‐Bluff, Craft, Diplomacy, Heal, Perform, Profession, Sense Motive or Sleight of Hand. This trade secret may be chosen more than once, each time it applies to a different skill. Smokestick Application: You can combine inhaled poisons with smokesticks. All creatures within the area the smokestick covers (10 ft. cube) are affected by the poison you applied to the smokestick. ‐ Versatile: Select any two non class skills. These are now considered class skills for you. ‐ Mental Resistance (Ex): Bards carry many dark secrets they would prefer remain secret. This, combined with a large amount of knowledge based on half truths and false rumors makes your mind unreliable to those who would seek to ‐mentally affect it. At 5th level you receive a +2 morale bonus to saves made against telepathic powers and enchantment/charm spells. Improved Poison Use (Ex): At 6th level, you can apply poison to a weapon as a free action without provoking attacks of opportunity. Quick Thinking: Bards often find themselves in a tight spot where they have to act quickly, whether it is to escape a templar patrol or strike first when in confrontation with a foe. At 6th level, you get a +2 bonus on initiative checks. This bonus increases by 2 at 11th and 16th level. Chance: Bards live on the edge in many ways. At 7th level you may reroll one single d20 roll once per day, but have to keep the latter result―for better or for worse. At 14th level you may use this ability two times per day. Speed Reactions: Beginning at 9th level, when you use the attack action or full attack action in melee, you may subtract a number from all melee attack rolls and add the same number to your initiative. This number may not exceed your base attack bonus. You may not make ranged attacks this round. The initiative increase takes effect on the next round. The new initiative is your initiative for the remainder of the combat, unless you were to use speed reactions again, which would increase your initiative further. Slippery Mind: This is exactly like the rogue special ability of the same name. Defensive Roll: At 15th level you learn how to avoid a potentially lethal blow. You gain the ability to reduce damage from a knockout blow. This is exactly like the rogue special ability of the same name. Awareness (Ex): At 17th level, you are never caught flat footed and always act in the surprise round. ‐

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Mind Blank (Ex): At 18th level your mind becomes completely sealed against involuntary intrusion as per the mind blank spell. This spell like ability is always considered active.‐

Rogue [Psionic Variant]Hit Die: d8.Class SkillsThe rogue's class skills are Acrobatics (Dex), Appraise (Int), Autohypnosis* (Wis), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (psionics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 6 + Int modifier.

Psionic Rogue Class Table:

Level BAB Fort Ref Will Special Power Points/Day

Powers Known

Maximum Power Level Known

1st +0 +0 +2 +0 Sneak Attack 1D6, Trap Finding 1 1 1st2nd +1 +0 +3 +0 Evasion, Psionic Rogue Talent 2 2 1st3rd +2 +1 +3 +1 4 3 1st4th +3 +1 +4 +1 Sneak Attack 2D6 6 4 2nd5th +3 +1 +4 +1 Danger Sense, Psionic Rogue

Talent8 5 2nd

6th +4 +2 +5 +2 12 6 2nd7th +5 +2 +5 +2 Sneak Attack 3D6/Danger

Sense (Uncanny Dodge)16 7 3rd

8th +6 +2 +6 +2 Psionic Rogue Talent 20 8 3rd9th +6 +3 +6 +3 Danger Sense (Improved

Uncanny Dodge)28 9 3rd

10th +7 +3 +7 +3 Sneak Attack 4D6 36 10 4th11th +8 +3 +7 +3 Advanced Talents, Psionic

Rogue Talent44 11 4th

12th +9 +4 +8 +4 52 12 4th13th +9 +4 +8 +4 Sneak Attack 5D6 60 13 5th14th +10 +4 +9 +4 Psionic Rogue Talent 68 14 5th15th +11 +5 +9 +5 80 15 5th16th +12 +5 +10 +5 Sneak Attack 6D6 92 16 6th17th +12 +5 +10 +5 Psionic Rogue Talent 104 17 6th18th +13 +6 +11 +6 116 18 6th19th +14 +6 +11 +6 Sneak Attack 7D6 128 19 6th20th +15 +6 +12 +6 Psionic Master Strike, Psionic

Rogue Talent147 20 6th

Class Features All the following are class features of the psychic rogue. Weapon and Armor Proficiency: Psychic rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short bow, and short sword. Psychic rogues are proficient with light armor, but not with shields.

Power Points/Day: A psychic rogue's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Rogue. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic rogue gains no power points for his class

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level, but he gains bonus power points (if he is entitled to any) and can manifest the single power he knows with those power points.

Powers Known: A psychic rogue begins play knowing one psychic rogue power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.

Choose the powers known from the psychic rogue power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic rogue to learn powers from the lists of other classes.) A psychic rogue can manifest any power that has a power point cost equal to or lower than his manifester level.The total number of powers a psychic rogue can manifest in a day is limited only by his daily power points.A psychic rogue simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psychic rogue powers is 10 + the power's level + the psychic rogue's Intelligence modifier.

Maximum Power Level Known: A psychic rogue begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a psychic rogue must have an Intelligence score of at least 10 + the power's level.

Sneak Attack: If a psionic rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The psionic rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the psionic rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three psionic rogue levels thereafter. Should the psionic rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a psionic rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.The psionic rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A psionic rogue cannot sneak attack while striking a creature with concealment.

Trap Finding: Psychic rogues adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a psychic rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the psychic rogue is wearing light armor or no armor. A helpless psychic rogue does not gain the benefit of evasion.

Psionic Rogue Talents: Like their Non-Psionic cousins, Psionic rogues pick up talents to confound their foes as they gain experience.At 2nd, 5th, and 8th level they gain a Psionic Rogue Talent. The following list of Rogue Talents are not available to the Psionic Rogue. A list of new talents that are exclusive to the Psionic Rogue follows. As with the standard Rogue, each talent can only be selected once unless otherwise noted.

Remove: Crippling Strike, Fast Stealth, Ledge Walker, Minor Magical Talent, Major Magical Talent, Rogue Crawl, and Stand up.Add: Disabling Strike, Psionic Trick, Meta Psionic Trick, and Psionic Acrobatics.

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Disabling Strike (Ps): A Rogue with this ability can cause any target struck by his sneak attack to act as if Disabled (see PHB: 307). Once struck, the Target first takes sneak attack damage, and then, by expending their psionic focus, if the Psionic Rogue so chooses, they can affect the target struck with the Disable Power. Note that the power only affects the creature that is struck. The Will Power save DC for the creature to resist is 10 + The Number of Sneak attack Dice + Psionic Rogue's Intelligence modifier. It can affect a creature of up to 4 Hit Dice, +1 Hit Die for each Sneak Attack die. The Psionic Rogue can choose to augment this power. For every 2 additional power points spent, before making the attack, the disabling strike can affect a creature with +1 additional hit die, and raises the save DC by 1. You cannot spend more psionic strength points in this fashion than equal to your manifester level.

Psionic Trick: A Psionic Rogue that selects this talent gains a bonus Psionic Feat.

Meta Psionic Trick: A Psionic Rogue that selects this talent gains a bonus Meta Psionic Feat

Psionic Acrobatics (Ps): By selecting this ability a Psionic Rogue can choose to expend their psionic focus to do any one of the following rogue talents. The duration for each talent is 1 minute, per psionic strength point spent. A Psionic Rogue cannot spend more power points that equal to their manifester level. -Fast Stealth -Ledge Walker -Rogue Crawl -Stand Up

Danger Sense (Su): At 5th level, a psychic rogue gains the ability to augment his ability to sense danger. When active, this ability grants the psychic rogue the effects of the danger sense power. This ability is active as long as the psychic rogue maintains psionic focus.

At 7th level, the psychic rogue's danger sense ability gains the effects of a single augmentation and he is granted the effects of the uncanny dodge ability. While his danger sense ability is active, the psychic rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a psychic rogue already has uncanny dodge from a different class (a psychic rogue with at least two levels of barbarian, for example), he automatically gains improved uncanny dodge (see below) instead.

At 9th level, he gains a second augmentation and is granted the effects of the improved uncanny dodge ability. While his danger sense ability is active, the psychic rogue cannot be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a psychic rogue's list of talents expands to include the following options.

Blind Spot (Ps): The psychic rogue can use this ability once per day. While in effect, the psychic rogue can attempt to make himself completely undetectable to any single creature as if manifesting the cloud mind power with a manifester level equal to his psychic rogue level. If the target creature fails its save, the psychic rogue can remain hidden as long as he maintains concentration on this ability.

Decoy (Ps): Once a day, the psychic rogue can create an illusionary duplicate of himself. The illusion functions as a project image spell with a caster level equal to his psychic rogue level, except that it lasts as long as he maintains concentration, to a maximum of 1 round per caster level.

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Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he adds psionic damage to his sneak attacks. This ability increases his sneak attack damage by +1d6. (For example, an 11th-level psychic rogue would deal +5d6 damage with a sneak attack instead of +4d6). This ability may be selected up to three times.

Improved Evasion (Ex): This ability works like evasion, except that while the psychic rogue still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless psychic rogue does not gain the benefit of improved evasion.

Mind Cripple (Su): A psychic rogue with this ability has learned to focus psychic energy into his sneak attacks, which disrupts the mental capability of his foe. An opponent damaged by one of his sneak attacks also takes 2 points of Intelligence damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Shadow Jump (Ps): The psychic rogue gains the ability to travel between shadows. This ability works like the psionic dimension door power with a manifester level equal to his psychic rogue level, except as follows: The transport must begin and end in an area with at least some shadow. A psychic rogue can jump up to a total of 60 feet each day in this way; this can be a single jump of 60 feet or he can split the total distance he can jump each day among many jumps, but each one, no matter how small, counts as a 10-foot jump.The psychic rogue can select this ability up to three times and he adds 60 feet to the daily total each time he selects it.The psychic rogue can expend his psionic focus to use this ability as a move action.

Skill Mastery: The psychic rogue becomes so certain in the use of specific skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A psychic rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the psychic rogue's ability to wriggle free from magical or psionic effects that would otherwise control or compel him. If a psychic rogue with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same Difficulty Class. He gets only this one extra chance to succeed on his saving throw.

Feat: A psychic rogue can gain a bonus feat in place of a special ability.

Psionic Master Strike (Ps): Upon reaching 20th level, a psionic rogue becomes incredibly deadly when dealing sneak attack damage. Each time the psionic rogue deals sneak attack damage, she can expend her Psionic Focus and spend 17 Psionic Strength Points, to apply any one of the following three effects: -The Target is effected by the Suspend Life Power. -The Target is effected by the Insanity Power -or the Target is effected by the Recall Death. Regardless of the effect chosen, the target receives a Will Power save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the psionic rogue’s level + the rogue’s Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that psionic rogue’s psionic master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Psionic Power List: Psionic Rogue1st Level Astral Traveler Attraction Bolt Burst Catfall Compression

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Conceal Thoughts Control Light Create Sound Déjà Vu Detect Psionics Detect Secret Doors, Psionic Detect Snares and Pits, Psionic Dimensional Pocket Disable Distract Elfsight Empathy Empty Mind Entangling Ectoplasm Far Hand Float Force Screen Know Direction and Location My Light Precognition, Defensive Precognition, Offensive Prescience, Offensive Sense Link Skate Vigor

2nd Level Animal Affinity Aversion Body Equilibrium Chameleon Cloud Mind Concealing Amorpha Control Object Control Sound Darkvision, Psionic Detect Hostile Intent Feat Leech Find Traps, Psionic Knock, Psionic Levitate, Psionic Object Reading Read Thoughts Sustenance Thought Shield Tongues, Psionic Wall Walker

3rd Level Body Adjustment Body Purification Concealing Amorpha, Greater Control Air

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Dimension Slide Escape Detection Hustle Keen Edge, Psionic Mental Barrier Microkinesis Telekinetic Force Ubiquitous Vision

4th Level Correspond Dimension Door, Psionic Freedom of Movement, Psionic Steadfast Perception Telekinetic Maneuver Wall of Ectoplasm

5th Level Adapt Body Feather Weight Power Resistance Remote Viewing Retrieve True Seeing, Psionic

6th Level Aura Alteration Cloud Mind, Mass Mind Blank, Personal Phase Door, Psionic Suspend Life

REVISED CLASSESBarbarianClass Skills: Escape Artist and Profession are class skills for Athasian barbarians. Swim is not. Druid Class Skills: Stealth is a class skill for Athasian druids. Swim is not. Nature Bond: Druids may only choose animal companions from a limited list. The following familiars are available: Anklyosaurus, Ape, Bat (Dire), Beetle (Giant), Bird (Eagle/ Hawk/ Owl), Cat (Tiger/ Lion), Cat (Cheetah/ Leopard), Centipede (Giant), Hyena, Monitor Lizard, Rat (Dire), Scorpion (Giant), Snake (Constrictor) and Snake (Viper). Elemental Cleric [Cleric]Athasian elemental and para-elemental clerics gain two domains from the following list based on their patron element. Elemental clerics also must have neutral in one or both of their alignment axis.

In addition to the domains listed below a good aligned elemental cleric may choose the Protection domain and an evil aligned elemental cleric may choose Destruction. A neutral cleric may choose either Protection or Destruction as one of their domains depending on which side of nature they wish to side with.

Tablet: Athasian ElementsPatron Element Energy Type Domains Typical WorshipersAir Sonic Air, Weather aarakocra, elves

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Earth Acid Earth, Plant dwarves, muls, jozhalsFire Fire Fire, War dwarves, ssurransMagma Fire Earth, Fire ssurransRain Electricity Air, Weather DrajisSilt Acid Earth, Water silt runners, giantsSun Fire Fire, Sun aarakocraWater Acid Travel, Water half-elves, lizardfolk Fighter Class Skills: Knowledge (warcraft) is a class skill for Athasian fighters. Swim is not.An Athasian fighter may select the Psionics Expanded Psionic Fighter archetype.-Gladiator Archetype, as per the Fighter archetype: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/gladiator MagusClass Skills: Bluff, Disguise, and Literacy are class skills for Athasian magi. Swim is not.

MonkClass Skills: Survival is a class skill for Athasian monks. Swim is not.Athasian Monk’s are limited to the Psionics Expanded Enlightened Monk archetype only.

Psychic WarriorClass Skills: Intimidate is a class skill for Athasian psychic warriors. Swim is not.

RangerClass Features: Unless the ranger is from the Forest Ridge or some other forested region, she may make the following substitution for the 7th level feature Woodland Stride: Desert Native (Ex): At 7th level, a desert ranger gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her ranger level in desert terrain, and she cannot be tracked in such environments. This ability replaces woodland stride. Other terrains may be substituted for desert with the DM’s approval, provided they are appropriate to the ranger’s background. The list of favored terrains in DS3r7 may be used as a more specific guide.

RogueClass Skills: Survival is a class skill for Athasian rogues. Swim is not.An Athiasn rogue may choose the Psionics Expanded Cerebral Infiltrator archetype.

Sorcerer Class Skills: Disguise and Literacy are class skills for Athasian sorcerers.Limited Bloodline availability: Arcane, Destined, Elemental, Fey [Half-Pyreen only], Shadow [Official and Paizo Fans United variant], Sylvan [Half-Pyreen only], Psionic and Psychic.Limited Archetype availability: Learned Sorcery

Shadow AssassinClass Skills: Survival is a class skill for Athasian shadow assassins. Swim is not.

Templar [Cleric Archetype]As per the standard Cleric with the following alterations: Class Skills: Bluff, Intimidate and Literacy are class skills for Templars.Domain abilities: Where domain abilities make reference to Wisdom, you may use Charisma instead. As the Sorcerer-Kings are not true deities, a Templar may not opt to take any subdomains.

Tablet: Sorcerer-King Domains

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Sorcerer-Monarch Alignment City-State DomainsAbalach-Re Chaotic Evil Raam Chaos, Charm, Knowledge, Evil, TrickeryAndropinis Lawful Evil Balic Evil, Law, Nobility, Travel, War

Borys Neutral Evil Ur Draxa Destruction, Evil, Knowledge, Magic, ProtectionDaskinor Chaotic Evil Eldaarich Chaos, Evil, Madness, Strength, TrickeryDregoth Chaotic Evil New Guistenal Chaos, Death, Destruction, Evil, KnowledgeHamanu Lawful Evil Urik Evil, Law, Protection, Strength, War

Kalak Neutral Evil Tyr Artifice, Evil, Knowledge, Magic, TrickeryLalali-Puy Neutral Evil Gulg Animal, Charm, Community, Evil, Plant

Nibenay “The Shadow King” Neutral Evil Nibenay Darkness, Evil, Magic, Rune, TrickeryOronis True Neutral Kurn Healing, Knowledge, Magic, Protection,

TrickeryTectuktitlay Neutral Evil Draj Evil, Destruction, Strength, Sun, War

Wilder Class Skills: Survival is a class skill for Athasian wilders. Swim is not.

Wizard Class Skills: Bluff, Disguise, and Literacy are class skills for Athasian wizards.Arcane Bond: Wizards may only choose familiars from a limited list. The following familiars are available: Bat, Cat, Centipede, Donkey Rat, Goat, Hawk, Lizard, Monkey, Rat, Scorpion, Spider, Thrush, Viper, and Weasel.

NEW SKILLSLiteracy and Linguistics: Since writing is generally banned on Athas learning both the oral and written forms of a language are split between the skills of Literacy and Linguistics. Linguistics normally grants proficiency in both writing and speaking, but on Athas it only confers oral ability while literacy confers the other. Note that demonstrating literacy if one is not either a noble or Templar is grounds for capital punishment.

Knowledge (Ancient History)This is a very unusual skill, and the DM should take great care to see that this skill is not treated casually. While most people have heard legends of a better time, to most they are simply disregarded as fanciful mythology. Knowledge of the Green Age, the Cleansing Wars, the Champions, and of Rajaat is shrouded in mystery and peppered with disinformation. The sorcerer kings have destroyed most written records of the history of Athas, and what little remains ‐is plagued with half truths and outright lies.‐

Knowledge (Warcraft)You are knowledgeable in organized warfare. Some of the aspects of warfare this skill covers are: supervising construction of defenses, supervising construction of siege weaponry, logistics, commanding siege weapon operations, commanding war beetle operations, teaching in the use of weapons and communication through signals and messengers (including the relevant terminology).

Check: Answering a warfare related question has a DC of 10 (for really easy questions, such as identifying troop ‐types or formations, assessing logistics and supplies, or establishing camps and simple patrols), 15 (for basic questions, such as identifying favorable or unfavorable terrain, deploying simple offensive or defensive troop formations, or establishing scouting parties), or 20 to 30 (for really tough questions, such identifying or establishing ambushes, deploying complex troop formations, or coordinating several levels of interlocking strategy).

In many cases, you can use this skill to identify tactics, armies, and battle formations. In general, the DC of such a check equals 10 + the army’s Encounter Level. A successful check allows you to remember a bit of useful information about

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that particular army, or tactic or battle formation. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Coordinate Allies: You can also use Knowledge (warcraft) to coordinate allies. Each creature to be affected must be able to see and hear you, and able to pay attention to you. To coordinate, make a Knowledge (warcraft) check with a DC equal to 15 + the number of allies affected. If the check succeeds, all affected allies gain a competence bonus on attack rolls or a dodge bonus to AC equal to your Charisma modifier. You choose which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round. You cannot use this ability on yourself. Coordinate allies does not provoke an attack of opportunity.

Action: Varies. A Knowledge (warcraft) check made to coordinate allies is a full round action. A Knowledge check‐ to answer a question doesn’t take an action—you simply know the answer or you don’t.

Try Again: Varies. Retries are allowed when you are trying to coordinate allies, but you may attempt such a retry only once per round. Each retry carries the same chance of failure.

Special: If you have the Leadership feat, you get a +2 bonus on Knowledge (warcraft) checks. Synergy: If you have 5 or more ranks in Knowledge (warcraft), you get a +2 bonus on Diplomacy checks related

to dealing with troops. Untrained: This skill may not be used untrained.

Sleight of Hand In addition to the normal uses, Sleight of Hand can be used to disguise the verbal and somatic components of arcane spells.

Disguise Verbal and Somatic Component: As part of casting a spell, a spellcaster can use sleight of hand to disguise the verbal and somatic component of any arcane spell cast. This is opposed by the targets passive perception. Targets that are trained in spellcraft gain a +2 bonus on the relevant skill.

Spellcraft Skill: Due to the status of arcane magic as a largely illegal practice wizards have taken great pains to making their casting harder to spot and more unobtrusive, as well as to encrypt their spellbooks. Accordingly the DC is raised by 5 when attempting to identify spells as they are being cast (DC 20 + spell level), learning spells from a spellbook (DC 20 + spell level), preparing spells from a borrowed spellbook (DC 20 + spell level), or deciphering a scroll (DC 25 + spell level). Swim Skill: Large bodies of water are rare to non-existent upon Athas. No class therefore has Swim as a trained skill except Elemental Clerics of Water.

NEW FEATSGENERAL FEATS

Feat Name Category/Type Prerequisites Benefit

Ancestral Knowledge General Int 13, Knowledge

(history) 10 ranks

Choose one of the following time periods: Blue Age, Green Age, or Cleansing Wars. You gain a +10 on bonus on Knowledge (history) checks or bardic knowledge checks to gain information about the chosen category.Special: You can take this feat more than once, but the bonus doesnʹt stack. Each time you take this feat, you choose another time period.

Breadth of Knowledge General Half-Pyreen, 100+ years

oldYou get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Commanding Presence

General Diplomacy 7 ranks, Knowledge (warcraft) 5 ranks

This feat grants a new use for the Knowledge (warcraft) skill.Enabling an Ally: You can remove harmful conditions from an ally as a move action by making a DC 20

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Diplomacy check. If the check succeeds, you can negate any one of the following conditions: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned.You cannot use this ability on yourself.Special: A fighter may select Commanding Presence as one of his fighter bonus feats.

Improved Familiar General Ability to acquire a

familiarIn addition to the standard list of familiars, you may also choose one from the table on page 73 of DSR3r7.

Lesser Noble General

Human, half-elf or half-pyreen with a Human parent, must be taken at 1st level

You gain a +2 trait bonus on Diplomacy, Knowledge (nobility) and Sense Motive checks. Literacy is always class skills for you. In addition, your starting money is increased by 100 cp— your “birthright,” such as it is.

Merchant’s Child General Must be taken at 1st level

You gain a +2 trait bonus on Appraise, Bluff and Sense Motive checks. Appraise is always class skills for you. In addition, your starting money is increased by 100 cp— your “birthright,” such as it is.

Tactical Expertise General Knowledge (warcraft) 7

ranks

You can use coordinate allies as a standard action. Special: A fighter may select Tactical Expertise as one of his fighter bonus feats.

Psionic Mimicry General

Bluff 8 ranks, Knowledge (psionics) 4 ranks, Spellcraft 4 ranks

You can disguise your spells as psionic powers by making a successful Bluff check (DC 10 + spell level). An onlooker trained in spellcraft that suspects the nature of your spellcasting can attempt to identify your spell being cast with a Spellcraft check (DC equals the result of your Bluff check).

CHANNELING FEATSFeat Name

Category/Type Prerequisites Benefit

Elemental Cleansing Channeling

Command Undead or Turn undead

Any undead that you successfully turn or rebuke takes 2d6 points of energy damage in addition to the normal turning or rebuking effect. The type of damage dealt is the one associated with your patron element.

Elemental Might Channeling

Channel energy class feature, Str 13, Power Attack

As a free action, spend one of channel energy uses to add your Charisma bonus as energy damage to your weapon for 1 full round. The type of damage dealt matches your patron element’s descriptor.

Elemental Vengeance Channeling

Channel positive energy class feature, Extra Turning

As a free action, spend one of your channel positive energy uses to add 2d6 points of energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability. The type of damage dealt matches your patron element’s descriptor.

ITEM CREATION FEATSFeat Name

Category/Type Prerequisites Benefit

Brew Potion

Item Creation Caster level 3rd Special: On Athas, potions take many different forms. The most common form is an enchanted fruit, often called a potionfruit. Other common items for enchantment include obsidian orbs, packs of herbs, and bone fetishes.The potion, regardless of material used to make it, is consumed or destroyed when used.

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Due to the nature of their magic, defilers cannot enchant organic materials, such as fruits, as a potion. As a consequence, most non‐defilers use those receptacles almost exclusively, as a way of assuring the potion is not a product of defiler magic.

Scribe Scroll Item Creation Caster level 1st

Special: On Athas, scrolls take many different forms. Common forms include paper or papyrus sheets, clay tablets, and woven cloth.

PSIONIC FEATSFeat Name

Category/Type Prerequisites Benefit

Greater Unlocked Talent Psionic

Cha 13, Improved Unlocked Talent, character level 5th

You gain 3 power points. Choose one 2nd level or 1st level power ‐ ‐from any psionic class list and add it to your powers known. Use Charisma to determine the saving throws of those powers.Special: You cannot take or use this feat if you have levels in manifester classes.You can gain this feat multiple times. Each time, you learn one new 2nd level or 1st level power.‐ ‐

Improved Dwarven Focus Psionic Dwarf

You must be psionically focused to use this feat. While actively pursuing your dwarven focus, you receive an additional +2 morale bonus on all checks related to your focus.

Improved Elf Run Psionic Elf

You must be psionically focused to use this feat. While in an elf run state, you gain an insight bonus to your speed of 15 feet.

Improved Unlocked Talent Psionic

Cha 12, Unlocked Talent, character level 3rd

You can manifest your Hidden Talent power as a manifester equal to one half your Hit Dice (minimum 1st). Additionally, your ‐Charisma modifier now grants you bonus power points based on your new manifester level.Special: You cannot take or use this feat if you have levels in manifester classes.

Pterran Telepathy Psionic Pterran

You can use your racial missive psi-like ability to communicate with all humanoid creatures in addition to reptiles. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st).

RACIAL FEATSFeat Name Category/

Type Prerequisites Benefit

Active Glands Racial

Character level 10th, Thri-kreen You can use your poisonous bite two additional times per day.

Advanced Antennae Racial Thri-kreen You gain the Scent ability.

Blend Racial Thri-kreenYour racial bonus on Stealth checks in sandy or arid terrain is increased by +4.

Blessed by the Ancestors Racial Thri-kreen

You get a +1 bonus on all saves.Special: This feat must be selected at 1st level.

Cannibalism Ritual Racial Halfling, Wis 13

When you have slain a creature in combat with Hit Dice equal or superior to your character level you may devour its remains after performing a ritual alone that lasts two hours. If you do, you receive a +2 bonus to either Strength, Dexterity or Constitution for 24 hours. This effect is not cumulative.

Dwarven Vision Racial Mul You gain darkvision up to 60 feet.

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Elfeater Racial Thri-kreen

You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against elves. Likewise, you get a +1 bonus on attack rolls and a +2 to confirm critical hits against elves.

Elfish Eloy Racial

Half-elf, both parents must be half-elves

You receive the same natural resistance to extreme temperatures that regular elves have. In addition, you receive a +3 bonus to Stealth checks made in aboveground natural terrain. Special: This feat must be selected at 1st level.

Extra Breath Weapon Racial

Dray, Constitution +15, Breath Weapon racial feature

You can use your breath weapon 2 additional times per day. Special: You may select this feat more than once, its effects stacks.

Extra Draconic Heritage Racial

Dray, Constitution 13+, Charisma 13+

You gain 1 additional Draconic Heritage racial feature. Special: You may select this feat multiple times. Each time you do, the minimum Constitution and Charisma scores increase by 2. Each time you select this feat, you may select a different Draconic Heritage racial feature.

Heritage of the Rebirth Races

Racial Half-Pyreen

When you use your minor change shape ability to assume the form of a humanoid creature, you can also emulate any of that humanoid’s subtypes. Though you do not gain any of the humanoid’s traits, you are considered to be a member of that race for all other purposes (allowing you to use magic items or spells keyed to race, for example). You can also ignore the normal penalty on Disguise checks when disguising yourself as a different race.You can only emulate one race at a time, and you always retain the fey type.

Ice Dweller Racial Aarakocra You gain resistance to cold 5.

Improved Eye of the Dragon Racial

Dray, Wisdom 13+, Eye of the Dragon racial feature, 15 ranks in Perception You gain blindsight with a range of 60 feet.

Improved Gyth’sa Racial

Con 13, Thri-kreen

With a full night’s rest (8 hours or more), you recover 2 hit points per character level. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points.Special: This feat must be selected at 1st level.

Improved Soul of the Dragon Racial

Dray, Base Fortitude Save +2, Base Reflex Save +2, Base Will Save +2, Soul of the Dragon racial feature You gain spell resistance 5 + your Hit Dice.

Improved Tooth and Claw of the Dragon Racial

Dray, BAB +5, Strength 13+, Tooth and Claw of the Dragon racial feature

Your base bite and claw damage increase to 1d8 and 1d6 respectively.

Improved Wings of the Dragon

Racial Dray, Dexterity 11+, Wings of the Dragon racial

Your fly speed increases to 60 feet with good maneuverability.

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feature, Fly 11 ranks

Longhshanks Racial

Half-elf, both parents must be half-elves

Your land speed is faster than the norm for a half-elf by +10 feet. For example, regular half-elf has his land speed increased from 30 ft. to 40 ft. Special: This feat must be selected at 1st level.

Tikchak RacialCharacter level 5th, Thri-kreen

You are proficient with the chatkcha. You receive an insight bonus on Survival checks while hunting equal to your Wisdom modifier.

Tokchak Racial Thri-kreenAllies adjacent to you gain a +1 bonus to Reflex saves. This benefit does not apply when you are flat footed.‐

Quick Change Racial Half-Pyreen You can use your minor change shape ability as a move action.

EQUIPMENTCURRENCYAll prices in Dark Sun are given in terms of ceramic pieces. 10,000 bd = 1,000 bits =100 Cp = 10 sp =1 gp.

Table: Currency ConversionsAthasianCurrency (weight)

Core RulebookEquivalent

CeramicPieces

Lead bead (bd) Copper piece (cp) 1/100Ceramic bit (bit) Silver piece (sp) 1/10Ceramic piece (Cp) Gold piece (gp) 1Silver piece (sp) Platinum piece (pp) 10Gold piece (gp) N/A 100

MATERIALSBreakage Due to Inferior Materials Rules Breaking Weapons: Obsidian, bone, and wooden weapons are prone to breaking. Whenever a successful attack inflicts maximum damage, roll a d20, on a result of 1 the weapon will break, as per the following example:

Bruth is sent to the arena armed with a bone battle axe against three unarmed gith. In his first round, Bruth cleaves through the skull of his first opponent (makes a successful attack) and brings him down (rolls an 8 on his 1d8 for damage). Unfortunately, the shock of the blow splinters the bone of the axe head (Bruth’s player rolls a 1 on 1d20 indicating weapon breakage), leaving him weaponless. Bruth’s career in the arena may be brief.

Materials Rules Agafari Wood comes from the Crescent Forest near Nibenay. The crafters from that city profit from making weapons from the extraordinarily hard wood, the next best thing to bronze.

Blood Obsidian is formed from volcanoes resulting from powerful defiling. It is exceedingly rare.

Table: Material RulesMaterial Attack Mod Damage Mod* Hardness HP/Inch Weight Multiplier CP Price MultiplierBlood Obsidian

— +1 12 30 x2 x 2,000

Bone -2 -2 6 10 x 1/2 —Bronze -1 -1 9 20 — x 10Iron — — 10 30 — x 100Stone (Obsidian)

-2 -2 8 15 x2 —

Wood -3 -3 5 10 x 1/2 x 1/2

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Wood, Agafari -1 -1 8 15 x 1/2 x 10* Damage modifiers never reduce damage below 1. Basically, the Cp cost of weapons and armor equals the gp cost listed in the PCR, modified by the material price multiplier. Iron weapons effectively cost the same number of gp on Athas as they do on other worlds, but this is 100-times the value of an equivalent bone/stone weapon in Cp.

All weapons and armor should be listed on player inventories with their appropriate material name, e.g. bone longsword, wooden mace.

The following weapons from the PCR can be constructed from non-metal materials without penalty: bolas, all bows (and arrows), club, all crossbows (and bolts), dart, dagger, greatclub, javelin, all lances, all maces (except wooden-headed), net, nunchaku, quarterstaff, sai, sap, sling (and bullets), all spears, and whip. They weigh the same as listed in the PCR. These weapons cost 1% of the listed gp price in the PCR. Simply convert the listed price in the PCR to Cp. For example, a spear listed at 2 gp in the PCR costs 2 Cp.

Furthermore, due to the rarity of metal, Athas has its share of unique weapons designed to be constructed from non-metal materials; as such, they do not suffer from the inferior materials penalties described above. These are listed in DS3r7 Table 5-3: Athasian Weapons, p. 113-4.

MAGICARCANE MAGICTerrain Modifiers for Arcane Spellcasting Terrain types affect arcane magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table: Terrain Modifiers.

The Obsidian Plains are completely devoid of plant life. If arcane spellcasters have no alternative energy sources, or magical items such as wands, they are unable to cast spells in this terrain.

Table: Terrain modifiers to Arcane spellsTerrain Vegetation Spell DC Modifier Caster Level Check Modifier Lush (forest, garden, oceans) +2 +2Abundant (grassland, active farmland, swamps, mud flat) & Fertile (oases, scrub plain, inactive farmland)

+1 +1

Infertile (cities, rocky badlands, bare mountains) 0 0Barren (boulder fields, sandy wastes, salt flats) -1 -1Desolate (Silt Sea) -2 -2 DEFILING MECHANICSDefiling follows the rules set out in DRAGON Magazine #315 with some minor alterations.

In brief, defiling, like most other arcane magic on Athas, draws its power from plant life. Only the most epic of arcane spellcasters can draw arcane power from animal life. Preservers suffer no mechanical penalties from casting spells, however, they always face the temptation to defile if desperate.

Defiling allows a caster to employ metamagic effects on his spells without having to use higher spell slots. However, this power does not come entirely for free. Each use of such defiling causes the defiler to accrue defiling points which can incur mental and physical penalties. See Table Defiler Benefits and Costs.

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Limits to defiling: You can only incur up to half your caster level in defiling points per spell with a defiling metamagic effect. A 6th-level wizard can’t use defiling to cast a maximized fireball as that would earn 4 defiling points, but an 8th-level wizard could do so.

For choices on Table Defiler Benefits and Costs that don’t mimic metamagic effects there is no limit on how many defiler points you can incur with a single spell:

Recover Expended Spell: Unlike other uses of defiling magic, you aren’t casting a spell at the moment. Instead, you spend a standard action to draw forth the life energy of Athas (which provokes an attack of opportunity from any nearby foe) and recall any one spell that you had prepared and then cast. The spell is ready for use as if it had not been previously cast.

Cast a spell without expensive material component: You can gain defiler points to substitute a material component with the life energy of Athas. You can split the cost between defiler points and gp if you wish.

Table: Defiler Benefits and Costs Effect Defiler Points EarnedMake spell silent 1Make spell still 1Make spell heightened 1 per levelMake spell empowered 3Make spell enlarged 1Make spell extended 2Make spell maximised 4Make spell quickened 4Make spell widened 4Recover expended spell 2 per spell levelCast a spell without expensive material component 1 per 500 gp

The Taint of Defiling Defiling points accumulate over time and also affect the radius of vegetation destroyed around the caster.

Defiling the planet’s life energy takes its toll on your own body. Too much defiling can weaken your own life energy and willpower, it also produces a sense of unease within yourself and in others. Accumulated defiling points have the following effects:

Table: Accumulated Defiling Points Defiler Points Effect1+ -2 penalty on all Wisdom- and Charisma-based skill checks.11+ -2 penalty to Constitution. If you engage in strenuous action (fighting, hustling, etc.) for more than 1

minute, you are fatigued.21+ -2 penalty on all Wisdom- and Charisma-based skill checks.31+ -2 penalty to Constitution. Your alignment changes to evil if it isn’t already.41+ You become a t’liz, an undead creature, and fall under the DM’s control.Successive tiers of effects are cumulative. Note, if your Constitution drops to 0 or below, you will die.

Defiling Radius When a wizard defiles the number of points earned on Table Range of Defilement are multiplied by a vegetation based factor according to the table below. If no defiling meta-magic effects are invoked then the radius multiplier is 1:

Table: Range of DefilementTerrain Vegetation Radius Defiled

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Lush (forest, garden, oceans) 1 ft. x (number of defiler points earned on casting + spell level)Abundant (grassland, active farmland, swamps, mud flat)

5 ft. x (number of defiler points earned on casting + spell level)

Fertile (oases, scrub plain, inactive farmland) 10 ft. x (number of defiler points earned on casting + spell level)Infertile (cities, rocky badlands, bare mountains) 20 ft. x (number of defiler points earned on casting + spell level)Barren (boulder fields, sandy wastes, salt flats) 30 ft. x (number of defiler points earned on casting + spell level)

Defiling in the same spot multiple times: If you cast a spell from within a recently defiled area (such as on a subsequent round), add the radius of the previous defilement to half the new radius in order to determine the new defiled radius. (Previous radius + ½(New radius)) = Defiled radius Defilerʹs ash is black and totally devoid of life-giving properties. It is the telltale sign of wizardry. Nothing grows in a defiled area for years. Even if the defilerʹs ash moves with the wind, the ground remains a lifeless scar.

Exposure to Defiling Radius Creatures except the defiler caught within the defiling radius at casting time experience pain and suffer a -1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer 2 hp damage x spell slot level expended (a 0-level spell inflicts 1 hp damage).

Reducing Defiling Points Defiling points can only be reduced by either assuming the taint of defiling into yourself, thus increasing your defiler score or meditating in an undefiled area.

(Note: a defiling score is an historical record of the damage you have inflicted on Athas’ lifeforce. Defiling points represent how much life energy you have been warping lately).

Assuming the Taint You can voluntarily accept the taint of defilement. You must be stationary for 10 minutes per defiling point, during which time you can take no other actions. After, if you were fatigued due to your defiler points, you aren’t anymore. Add half your defiler points (round up) to your permanent defiler score. Then wipe away all your defiler points. For example, if you have 11 defiler points and defiler score of 3 when you assume the taint, your defiler score goes up to 9, you have no defiler points, and you lost the attribute and skill check penalties.

A defiler score has no immediate penalties, but it does mark you forever as having defiled and may leave you vulnerable to certain druidic and magics designed to punish defilers. Someone with a defiler score will have an aura detectable by certain druid and templar spells.

Cleansing Meditation Someone with defiling points can meditate in an undefiled area in order to eliminate defiling points. How fast defiler points disappear depends on the terrain in which meditation occurs. See Table Meditating to Reduce Defiler Points. If you have a druid assisting you in meditation, you eliminate defiler points twice as fast. But remember: Druids hate defilers.

Table: Meditating to Reduce Defiler PointsTerrain Vegetation Time spent meditatingLush (forest, garden, oceans) 2 hours per defiler pointAbundant (grassland, active farmland, swamps, mud flat)

4 hours per defiler point

Fertile (oases, scrub plain, inactive farmland) 8 hours per defiler pointInfertile (cities, rocky badlands, bare mountains) 1 day per defiler pointBarren (boulder fields, sandy wastes, salt flats) 1 week per defiler point

MAGIC AND PSIONICS ARE MOSTLY THE SAME

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Effects that dispel or negate magic and psionics function equally well against both, because they enforce the mundane reality of Athas. A psion cannot use ego whip within an antimagic field. Negate psionics will dispel a wizard’s mage armor spell. Similarly, spell resistance and power resistance work equally well against both spells and psionics.

However, detect magic and detect psionics will notice the presence of either psionics or magic, respectively. However, they reveal nothing of the schools active, only the number of auras.

This changes the Psionics is Different rule in DS3r7 and is consistent with Psionics Unleashed.

ADVENTURINGAthasian resistance to temperatures Athasians have gradually developed a higher tolerance towards high temperatures. Even more importantly, through the accumulated knowledge of countless generations, they have learned to protect themselves effectively from the blistering rays of Athas’ sun. The information in Table Temperature Categories replaces the heat categories from Chapter 13 ‘The Environment,’ in the Pathfinder Core Rulebook.

Elves are particularly resilient to temperature extremes. Elves do not suffer ill effects from very hot temperatures, and they are affected by extreme heat as others are affected by very hot temperatures. Likewise, they are unaffected by cold temperatures, and are affected by extreme cold as others are by cold.

Table: Temperature CategoriesHeat Category Temperature Fortitude Save Frequency* Damage (nonlethal)Cold Below 40°F (4°C) 1 save/hour 1d6Very hot Above 120°F (49°C) 1 save/hour 1d4Extreme heat Above 140°F (60°C) 1 save/10 minutes 1d4Abysmal heat Above 160°F (71°C) 1 save/5 minutes** 1d4*** The DC of the Fortitude save vs heat is 15 + 1 for each previous check. ** Being exposed to Abysmal heat automatically inflicts 1d6 fire damage/minute (no save) regardless to and in addition to the subdual damage suffered by failed Fortitude Saves.

If you take nonlethal damage from heat you suffer from heatstroke and are fatigued until you heal from this heat damage.

A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

You heal nonlethal damage at the rate of 1 hit point per hour per character level.

Average and Hot days The temperature rarely fluctuates from season to season on Athas, and so temperatures are fairly constant throughout the year. The dark sun shines relentlessly during the day, with temperatures around 110°F (43°C) before noon and 130°F (54°C) by late afternoon. On very hot days temperatures sometimes rise to 150°F (65°C). By nightfall, the low humidity in the air has let a lot of the heat escape, and the temperature falls to 40°F (4°C), and in some isolated spots, as low as 0°F (-18°C).

On an average day the temperature reaches very hot for four hours. A character exposed to the sun all day would have to make four Fortitude Saves.

On a hot day the temperature reaches very hot for four hours and extreme heat for four hours. A character exposed to the sun all day would have to make 28 Fortitude saves.

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Table: Heat and Cold dangersTime Normal Hot Cold6am-10am — — —10am-12:00pm — Fort save/hour —12:00pm-4:00pm Fort save/hour Fort save/10 mins —4:00pm-6pm — Fort save/hour —6pm-11pm — — —11pm-2am — — Fort save/hour2am-4am — — Fort/10 mins4am-6am — — Fort save/hour

To escape the deadly heat, a character should seek shade.

ShadeAs per the Pathfinder Core Rulebook (Chapter 13, The Environment), shade negates the effects of very hot and extreme temperature, but not abysmal heat. The following criteria can be applied to determine what constitutes shade and what does not. Often the DM must resolve these issues on a case-by-case basis:

1. A physical object not worn by the character 2. The object must shield half or more of the creature from the sun.

Examples of objects that grant shade: howdah, tent, parasol, building, wagon. Examples of objects that do not grant shade: shields, backpacks, clothes, armor.

Shade and terrain In certain terrains it is more difficult to protect oneself effectively from the sun’s blistering rays, and the benefits of shade are subsequently reduced. Salt Flats: Shade reduces the heat category by one (extreme heat becomes very hot. Very hot becomes none. No changes to abysmal heat). Obsidian Plains: Shade does not negate or reduce the effects of heat.

Heat and Armor Heat has a disastrous effect on those wearing armor or heavy clothing. Apply the armor check penalty of a given suit of armor (and shield) as a penalty to Fortitude saves vs. heat.

For example, hide armor incurs a -3 penalty. A masterwork hide armor would incur a -2 penalty. This rule replaces the PCR’s simplified -4 save penalty for wearing heavy clothing and any form of armor. Clothing no longer incurs a save penalty. Athasians use clothing to effectively shield themselves from the sun.

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