ANIMAL-STYLE
MAGIC OF
EBE
SPELLS, DOMAINS, AND LIVING MAGIC
DARK SUN 9
PLAYER'S HANDBOOK
RACES, CLASSES, EQUIPMENT, RULES
CAN YOU CURE
Pe CANNIBAL PLAGUE?
fsDRAGON
ernie
erento
Pore eer
preety
rete nae
eee
Ck
et ted
ee ec rs
Ct kr al
ee
Ce
Pe edd
Peete e nto
cea Cast nd
Cd
Lonel tara
Se eee
Poeun!
ee ead
Creates
ore
etd
Cee
eres
Vice President
Panera
es
roe
etd
coated
Sand
ered
eee ed ered
epee encarta
Pema iter peers
Coarse meant ent
ett eerie ee
POSTMASTER SeNO ADDRESS CHANGES TO
Pel arene rar Meany
Enea
eterna
Prcemenpcwrttanermrr tr
pereienrecrireaet aerenre rarer
Eocene ae
Reenter
ee cerry
Peper ereenicrerensererey
Footer rr
Perron teeth aentiorrcet ean
Fate nani
Prete eaten ene
eee
Prreeetoneseoteameerren tory
Pcherepennta treater
Feectelerareete inure renal
eternal
rea eae rae
canara
ee ee’
Ese reception eee
Peeverenecentemntes tener)
Borate ean ria
Peeters tesa eerecatict
ee ena
ian eine
nena
Peery
eas
eer
ees
Soyo ec
oo
a
oe)
DRAGON CONTENTS
ef aNeLe
CN Tn)
Semen
Ce na)
Oy
eM ces
Eerie ery
RU ER ond
Ae ee
FEATURES
cman ct
ee ce eam |.) %
Ee no cay
eae
magic is revealed with the mage:
wright, living spell and more!
Ee aes)
The second of two articles that
Se Ie
original setting
Coo]
ert RLS d
Oceanis
ana
Pur
The shen. A prestige class that
ees
Poe ae aL
Pere
ec
ewe enc
er eer
Pe aes
Eee ed
eptaerrararat
ee
een ea
COU Ce eed
eater ac)
Cotes Senay
the dead city of PetraDARK SUN PLAYER'S
HANDBOOK
16
38 Ina world of limited res
fone might
.comidragon §Denar sag
pear een
peeps gerne earn:
eee eee
Coe ee
Paper enna eanot
ores ed
pacer
swords in your best Drzz
ee ee
Pare aeseennn tiny eto
eee pete
eer ee
from R. A. Salva
Sena)
ee ne
rr
ar
PO ce EIN cs
copes
See te
eee ret)
eeentete
Poets
ee ee
WYRM'S TURN
FROM THE EDITOR
THE BETTER PART OF VALOR
The word “paizo” means “I play” in Greek, and nowhere is our company motto bet-
ter exemplified than the new campaign started up by Mike McArtor, one of
‘Descow’s two assistant editors. The players include Wes (the other assistant editor),
Jeremy (from customer service), Rob (the advertising director), James (Dunaeow’s
associate editor), Patrick (Deacon's graphic. designer) Lisa (Paizo's CEO), and
myself. We gather to play in the cardboard-box-clogged meeting room on Tuesday
rights after work, dice in hand and character sheets drawn from desk drawers.
‘Once again, a DM opened the lavely Pandora's box of allowing players to
choose monstrous races for their characters, and so our adventuring group is a
motley crew that consists of an air elemental, ogre mage, winged awakened
deinonychus, doppelganger, gold dragon, half-orc samurai, and what we fondly
refer to as “the dwarfalope,” Patrick's tauric dwarf-griffon. And | thought the
party in my other game was weird, ... tall works out though, because in this
Campaign, humans are more-or-less innately evil and in league with demon lords,
but Im getting ahead of myset
For the following description of the first two sessions, please keep in mind that
although we are playing monstrous characters, they're all isi-level PCs, most using,
the monster class advancement rules featured in Savage Species.
Session 1: The first session was the pits-litrally. We spent several happy hours
of game play navigating a tunnel with an unstable floor. You might think that
crossing a few pits isn't much of a challenge, but we are ist level. Mighty adven-
turers are we.
Session 2: In the second session, we fought a vampire and encountered a
demon lord,
Let that sink in
[thought it was great. Tha’s how | run my campaigns. Ifthe low-level adventur-
crs walk past the sign that says, “Here there be dragons,” and laugh it off, they
{get what's coming fo them. Perhaps that’s why my characters tend to be more
Cautious than most (some would say paranoid).
‘When we were met outside the pit-strewn tunnel by a mysterious stranger who
‘wanted us to go back in and stop a demon lord from being freed, | tried to con-
vince everyone that the man was frying to trick us ino releasing the demon and
‘would betray us once we had dane so. | only partilly succeeded, and we decided
to follow the human. Wel, guess what happened next
I think we should have learned some important lessons
First: Never trust the mysterious stranger.
Second: Run away!
Sure, the desperate gamble that pays off or ends in heroic tragedy is one of the
best parts of the game. No guts, no glory. That's why they call them heroes, right?
Yer, le’s not forget the better part of valor
So two sessions later, we met yet another mysterious stranger. Ths time it was
1 dragon, not a vampire. The dragon told us of a haunted castle that it Feared to
enter. Think about it: The dragon was afraid of going into the haunted caste. bet
you can guess what my character had fo say about that. Now what do you think
wwe decided to do?
We're never going to get this valor thing right.
Matthew Sernett
Editor-in-Chief
6 May 2004ZOGGNIA
Gerring Any
TREASURE L
TAOVENTORE
‘You Kwow wnat? you SUCK )
25.8 ORARE! Now 1 KNOW
‘wort You, Don “nH
SIMcR DWARVES H- —iOURE
A DISAPPOINTMENT To |)
YOUR RACE !...pRoBasir.
8 May 2004
SCALE MAIL
READERS TALK BACK
LOOKING AHEAD
‘A NOVEL APPROACH
‘ove your magazine, and I think you
‘2uys do a heck of a job in bringing
fresh new ideas and fun aspects 10
DOtD, whether you're playing Grcvrawn,
Forcorren REALMS, or just a generic
DBD world.
| have two things Fd like 10 address.
First, you once said in “Scale Mail”
that if anyone had any suggestions for
fantasy worlds that could be showcased
Jn Deaaow to write in and let you know. |
have the perfect one! Have you ever
read Terry Goodkind's series? I starts
with Wizard's First Rule, and then there
are a bunch of books that come after-
ward. A number of very cool classes
‘ould be taken from that world, not 10
mention a map that could be published
and various feats that could be created
from the book. | would love to see Terry
Goodkind’s books broken down into
DEAD terms. in particular the Mord-Sith
and the Confessors. There are others,
but those would be the biggies as far as
Tim concerned. Please consider this!
Second, you know that Eggo commer-
cial where the CEO is asking why they
didn't think of making syrup sooner?
“ts not rocker-surgery!” he says. Well, |
was thinking, you guys should take some
of the best-selling FORGOTTEN REALMS
books and give character stat, feats,
and classes based off them. | mean, you
have all hose wonderful stories that are
being put out, and some of us want 10
know how the authors made the charac-
ters! As an example, one of Elaine
Cunningham's books, called Magehound,
has a group of people who are magic
resistant and who study fighting styles in
‘order to be councilors to wizards. | cant
remember the name of the organization,
but i's a very cool concept! It would be
ool to have a breakdown of that class
in your magazine. For example, what are
the stats of the wikhelf sorcerer who Is
the baddie of that story? Whatre the
stats on the necromancer that goes to
the Elemental Plane of Water? What're
the stats of Trigone (who seems to be a
sorcerer/rogue but much more)? There
is tons of stuf for your magazine, and
tha’s only one book! Doing the stats for
the book can generate not only interest
in the book, but interest in the magazine
if someone's read the book and liked it.
‘You could take one long series, two
short ones, or three single bocks, and do
2 spread on them as a new feature of
‘your magazine. | don't think Im alone in
wanting 10 see these things and | hope
you all consider doing
Jennifer Andersen
Portland, Oregon,
Do you have a crystal ball?
In the not-too-dstant future, a new
regular Feature wil provide the kinds of
things you suggest for both Wizards of
the Coast novels and other fantasy
books. In a couple pages, it will give a
‘sneak peak at the Featured novel, talk
briefly about what DOrD players will
‘enjoy, and transform some element of
the novel into DErD rules. You can
expect 10 see more than NPCS though:
We plan for rhe column fo feature all
kinds of DB10 content, from spells and
feats to magic items and PC races.
WE HEAR AND OBEY
Daacow has changed quite abit since the
19808, 50 Id lke fo make an observation
‘The magazine seems to use too much
space introducing prestige classes, vari
ant races, and so on that offer litle
value for the space they occupy. There
are only so many races and prestige
classes that any campaign can use. F
‘Deacowis to support DEXD, then should
it not develop in more detail the infor-
tation provided in the core books? As
an example, fleshing out the yuan-it
species in an article allows DM and
player ake to have a more layered and
Textured playing experience by adding
some context for the creatures.
Understanding aspects of yuan-ti soci
ety, breeding, religion, and 50 on, is &
key way to build on the knowledge base
contained inthe core rulebooks (wherePRUs Aeg od
PEs adoro)
space limitations did not allow for this
kind of detailed treatment) Creating the
Lmpteenth new prestige clas isnot
adding layers of “realism” or description
to the existing DED landscape, but
rather is tering it.
Likewise, the articles buried in the
back of the magazine ike “DM's
Toolbox” and “Sage Advice,” are rreas-
Lure troves of information for the DErD
‘gaming experience. Why are these arti-
cles not front-and-center, accompanied
by great artwork and graphics fo ilus-
trate their pages? "Sage Advice” would
be the most read article in the magazine
(f its not already), i it was expanded to
ilustrate what was being discussed.
Instead, i's treated lke @ second-class
Citizen in 2 magazine that relly should
strive to develop this type of article.
Let's face it, not all of us have the
time (or skils) ro develop the ecology of
the mummy on our own, $0 it Seems to
‘me that Deacow should be a tool that
builds more of this kind of support. As
‘an example of the problem, | noticed a
letter written in DeAcon, issue #316, in
‘which the author asked about having
per: ‘more information on the duergor pre
sented in the magazine. The response by
the editor was that there was nothing,
published because they had never
received anything! Why is DeAcow walt-
ing for submissions on the duergar while
publishing several articles on prestige
classes that wil kely never get used by
the majority of gamers? One of the
Virtues of the earker days of Deacow
(and I hope that | am not romanticizing
here) was the wealth of articles that
tembelished or expanded on aspects of
the core rules themselves (ecologies,
variant rules, and 50 on).
‘What about an article on the simple
potion? It could offer many interesting
aspects to the boring old potions found
in the Dunocow MasTen’s Guide, including
wild appearances of bores, interesting
histories for particularly storied potions,
and special nuances for all of your
favorites from regular game play. For
‘example, it could contain a start to finish
description of the experience of drinking
2 healing potion. fm just throwing this
‘out off the top of my head to show how
might be more interesting to develop
the existing material rather than spitting
cout a whole new slew of material that no
‘one will ever get to and that only adds
toa growing mountain of under-utilized
material on the same subject.
Poy
Cees
eon
pack on 30 years of the best game n
me
cy
reer
ro
eee
Coad
ee
eee eon
ee er -
eee
Cee al
eran
re
enero
rey
apscunisacheeiaelae
Se
ee ee
eens
‘Under
Cone ear
Developing a campaign is all about the
details. Which details DeAcow decides to
expand upon might, in the end, deter-
mine its utility for gamers tke me.
Scott Jack
London, Ontario
Dragon does feature the kinds of things
you mention. "Shrouded in Death: The
Ecology of the Mummy” appeared in
‘ssue #300. “Venom and Colt The
Secret Life of Yuan-1i" appeared in issue
+305, Other examples of such articles
Include “Malgnant Growth: The Ecology
Of the Troll" in issue #301, “Paragons of
War: The Ecology of the
from issue #309, and the various
cret Life” articles abour g
elves, dwarves, and drow. As for variant
rules, you can find them ber of
294), parry-
ing rules (issue #301), new mounted
issues: vehicle rue
nbat rules (issue #304), action stunts
fighters (issue
#4310), level pragressions for Iycan-
thropes (issue #
(issue #315), rru
with such articles in mind,
you make 3 good point. DRAGON can do a
better jab of serving players with differ-
ent tastes, and it can give greater
‘emphasis fo the experiences and ele
ments of play cent
‘Although DRAGON does feature the kind
of articles you hte, the pendulum of
gaming content swings from issue fo
issue. Not every issue has an “Ecology
article or one th jailed
descriptions of magic items. On 1
‘other end of the spectrum, new PC
races appear in Dkadox infrequently
The key is consistency. The magazine
2 all DEXD games.
should reliably present a good mix of
content for expert and novice
fo
3. We
10 this effect, and we're paying attention
feedback. Keep your eyes on the
pages of Or
‘approach a “not-too-distant future
FACT OR FICTION
U have to admit that when I saw the
premise for the exotic-heroes-themed
issue, | was less then enthused. Players
and DMs must have choices to keep
their campaigns interesting, but with all
the Wizards of the Coast and non-
Wizards products out there, plus the glut
people who play only with the core
1 those who love the crazy new
fe heard readers’
To.nqure boa saerptom nal mberponspstacon or cal i) 14-2060 Stree one tpaazom sd sve fx For
Orn oa one ee ema pacom Leer ered th aue bay be ee! ar arty WM Wg. AK ee
10 May 2004AVAILABLE
Dot
Do ey
ee ee
Peete ary
12. May 2004
of information on the web we can
access, it can be a case of foo much of
a good thing.
‘The issue arrived in the mai, and |
flipped through it (reading the comics
first, as always). | gave the articles a
once-over: Norhirg to write home about,
| thought.
‘Then I gave the articles another look
Wow. Wow! Good stuff
The article thar stands out most in my
mind is “Xenophilia” The new PC races
add a lot of interesting options to cam-
paigns, and while | don't plan on using
the races for PCs at present, I do plan
on using them as NPC races very soon,
Tim now going to give each article
‘more careful attention and mine the
Issue for all the ideas i's worth
While I don’ plan on buying and using
the EpeRRON setting (FoRGOrren REALMS is.
enough for me, thanks), there's no rea
son I car't take the shifter race and
other tidbits of information and plunk
them into campaigns I run.
‘My only complaint about DrAacow in
general would be the way fiction is hen-
dled, | would ike to see fiction in every
Cther issue or every third issue (which
hhas been the course of things for the
ppast year, it seems). Please, though, don't
let one author dominate the pages with
‘multi-part sagas like the Thomas Harlan
story (novell?) that has been going on
for four or five issues so far. Le’s see
some short fiction from new authors
and from established pros, too.
Mike Griffith
‘Address withheld
Thanks for the comphments, Mie.
Were glad the issue exceeded your
expectations
While you're unlikely ro see Fiction
from authors with nothing else under
their belts, readers can expect 10 see a
greater variety of established writers in
‘the magazine. The frequency of fiction
in the magazine will vary somewhoy, but
‘muli-part stories will be the exception,
rot the rule
WHO PUT THE “0” IN THACO?
First, let me compliment the folks at
Dracow for consistently improving and
updating our game. My gaming buddies
and | are eternally grateful not only for
the continued good work you do, but
also for the years of material that have
come before. Keep it up.
DRAGONMIRTH RETURNS
Be discovered in the premier mo
for gamers, by gamers, and of gamers.
‘Deacon's loking for one- 9 four-parel
comics of exceptional quality and
humerousness, This s your opportunity
10 put “published” on your resume. Your
accepted comic will appear in a Future
issue of Deacow for the word 1 se.
Consistent quality wil result ina
contract for a number of paid com
To submit your comic, send 2 300 dp
hi-res peg to dragonmirth poizo.com.
The image you send must be actual size
Include your name, phone number, ae
femal address
while spelunking through
box of first- and second-edition tomes,
searching for adventure hooks, | came
across an ad for the official ADrD
Trivia Game. What a sweet idea! Is this,
thing for real? How come I've been
{gamer for more than ten years and
never heard of if? Are there any plans
to make an updated edition? if not,
where can | get my hands on one?
‘Admittedly, the catalog is more than ten
‘years old, but there has to be a copy
around somewhere.
‘Stephen Muick
Gainesville, FL
We've heard of it. We have a copy in
the office library, and a few folks at
Paizo have copies at home. There aren‘r
any plans 10 update it, but Future issues
‘OF DRAGON will contain similar puzzles
and brainteasers. Also, check out issue
£320 fo see a picture of the ADBID
Trivia Game and photos of other awe-
some obscure DEXD products, To cele
brate DBXD's oth anniversary, issue
14320 features a retrospective on DErD
and all the weird and wonderful things
that were made for it, ®ZGOG6NIA
MOLITOR, CHECK-OUT THE
DARK ELF HOTTIE
THAT JUST
WALKED IN!
know! TELL WER THAT
You LOOOvE Polson... AND
TORTURE... AD THAT “You
KILLED BOTH oF YouR
meena
14 May 2004
UP ON A SOAPBOX
DUAL TO THE DEATH
THE FIRST DUAL-CLASSED
CHARACTER
actual name is stil unknown 10
‘mankind. He is known only as.
Erac’s Cousin, and folk make signs to
ward off evil when they hear it spoken.
Bitter is Erac’s Cousin, hard and merci-
less in his actions. Yet he isnot without
redeeming qualities, and his bravery is
‘unquestioned. You see, he was the first
character in the GreyHAwe campaign to
actually gain dual-class status, and he
was played by my eldest son, Erie, one
of the handful of stalwart expert players
in my Grevnawn campaign
Inis adventuring, Erac’s Cousin wes
able and effective. Ths led to his rapid
rise in ality as a spellcaster. Naturally
then, when looting after a successful
‘encounter, he opened with eager fingers
2 scroll tube found inthe treasure trove
of the vanquished. He read it. Ah, the
consternation ofthis darkly aligned
character when the runes upon the
parchment sheet therein swirled and
burned bright, their mighty enchantment
‘whisking him from the place of his tri
Uumph to somewhere far, far distant!
The cursed scroll was ofthe utmost
power, and Erac’s Cousin found that in
the blink of an eye he was no longer on
Oerih. He had been transported to a
smal, red-hued planet, 10 a locale there.
called The Land of Ugor, a place inhab-
ited by man-eaters! Although the lesser
{gravity of "Barsoon’” encbled him to
perform physical Feats quite impossible
‘on Oerth, Erac's Cousin did not long
enjoy his newfound prowess. A horde of
hungry cannibals rushed forth and sur-
rounded him.
Being quite unable to employ any of
tis magical abilities on this strange new
world, Erac’s Cousin sought safely in a
tree. He scrambled up to a lofty place
with ease, but the ones seeking to dine
on his flesh were undeterred. Up clam-
bered several of the vile cannibals.
Fortunately for our antihero, the attack-
ers had to come afier him one ata time
Using his dagger and new-found
rs is a most malign mage whose
by Gary Gygax
strength, Erac’s Cousin fought, sustained
slight wound or two, and slew cannibal
after determined cannibal. Eventually,
gaining a sword In the process, the
novice fighter managed to be in a posi-
tion to sike first against each new
assailant. After some hours, the ground
around the base of his tree sanctuary
was ringed with dead cannibals.
Discouraged by their losses, the
attackers gave up, 100k a few of their
own dead to dine upon, and lft their
intended prey alone on his high limb.
Moking sure that they were gone, Erac’s
Cousin descended, equipped himself with
some armor garnered from fallen foes,
and set off at a bounding run that soon
took him beyond any possible ariack
from the cannibals. AS Italie the num-
ber of attackers he had slain, his gains in
armor, weapons, and local coinage, it
was clear that this character had accu-
‘mulated sufficient experience ro be
rated a and-level fighter. As he was not
‘8 magic-user on the new plane, Erac’s
Cousin was clearly now a fighter.
Because Erac’s Cousin had taken to
the sword perforce, I could not as fait
OM decree that he had abandoned his
‘magical profession. What had been done
was fo empower the character with the
capacity 10 operate as either a magic-
user or a5 a fighter. That suited Ernie
just fine, and thereafter, when Erac’s
Cousin ventured forth he would
announce which of the two classes he
‘operated in, and have Erac’s Cousin with
the accouterments for that class only
The upshot is that the first dua
classed character was actually not one
as later defined in the rules. He was a
special sort of mult-classed PC. No
other character in my campaign ever
attained that status, because the special
circumstances of Erac’s Cousin’ssitua-
tion were never duplicated. To my way
of thinking such a special dual-class con-
dition was and remains fair, for the two
professions were “Emed” ... if youll
pardon the pur.DARK SUN
SETTING & RACES
Struggling to Survive in a Savage World
J ee
by David Noonan - illustrated by Todd Harris and Jason Engle
world of Dark Suv is a harsh wasteland created
by evil magic that sucked the ife From the planet.
Once, it was a lush, green world of vast oceans and
teeming jungles, but mighty dragon-kings, mad for
power, developed magic that sapped life energy. AS they used
this defi magic against each other they turned oceans into
deserts and forests into ash.
Today, the dragon-kings have become petty godlings, ruling
lover the lands they ruined. Each controls a massive city-state
and isthe object of worship by the corrupt theocracy that
does the day-to-day ruling, Every city-state has a lange army,
but the dragon-kings rarely war against each other anymore.
Indeed, the templars who worship the dragon-kings rarely
‘even see them.
Life is hard on Athas, the world of Dasx SUN. Slaves toil
endlessly in temperatures that often exceed nio degrees. Mer-
chants and nobles are subject fo the cruel whims of the tem
plars and the intrigues of their fellows. Dak SUN isa place of
scarcity, and many hands grasp ot the Few remaining gifts the
world has to offer.
Do you have the strength and will to take what you need to
survive and conquer in the desert wastes?
WHAT HAS GONE BEFORE
Dari Sun hes a rich history established with a boxed campaign set published in 1991,
‘an update of the setting in 1995, and a ine of adventures and accessories that
stretched until late 1996. Yet the revision of the DBrD rules in 2000 meant that
many aspects of the Darx SUN campaign became problematic.
The setting is a8 evocative as ever, but many of the specific mechanical elements
(such as hall-gints who always gor dies for Hit Dice and defiler wizards as a sepa-
rate class from preservers) don't work with the new DO:D rules inthis Disk Sun
update, the current DBXD rules take precedence over specific rules from old DaRk
‘Sun products—as long as the flavor of the world is maintained. There's no separate
_dadiator class, for example, because a fighter with the right feat choices does
everything a gladiator needs to do.
This update of the setting also avails itself of the new rules elements in the
Expanded Psionics Handbook. Psionics has always been an important part of DARK
‘SUN, and Athas isa great place for a psion, psychic warrior, wilder, or souknife to
adventure. This article also introduces two of the Expanded Psionics Handbook’s
‘new races, the elan and the maenad, to the world of Dak SUN.
Some players who fell in love with the Dark SUN senting in the 19903 have
already updated their campaigns to take advantage of the new DEtD rules. If you're
‘one of those players, keep doing what you're doing, but you might get some good
‘ideas From what you're about to read.
This update aso sets the timeline of the game forward 300 years and restores
the political situation to something lke it was when the first Das SUN product was
published. Like many campaign setings of the time, Dank SuN had a strong metaplor,
and the situation inthe city-states of Athas changed dramatically from sourcebook
to sourcebook. This update provides a stable starting point, but what happens to the
ners commune aE
HOWTO
EXPLORE THE WORLD
“This update of Dasa Suni broken up into a
‘umber of aries. Everything you need asa
‘ayer an be found inthis magazine, a the
age numbers indieated bow
Inerodueion and Races: Page 8
Clases: Page 32.
Euipment and Rues: Page 38
Dunczov ero contains the DMs Guide to Dae
Sum designed to help a OM gata Daan Sow
‘game up and runing, Dison #10 0 fee
tures “Last Stand at Oupost Thre,” an adver:
ture For begneng Dame Sun characters. The
Cs find themselves besieged by marauting
cdves in a widerness trading outpost
“Laat Stand at Outpost Three”: Page
(DM's Guide to On Su: Page 58.
‘Dam Sun Monster Supplement: Page 8
in comet
18 May 2004world of Athas from this point forward
is up to you.
RACES OF ATHAS
There are twelve PC races to choose
from in the Dark Sun campoign. DARK
SuN PC races—even those from the
Player's Handbook and Expanded
Pionics Hendbook-are often more
powerful than their standard versions,
and all have a level adjustment of +1 oF
+2. The harsh world of Dark SUN pro-
duces tough people, and characters in
the campaign begin play able to face
{greater threats. For fans of the old
Dark SUN setting, this emulates the
Tougher races it presented and the rule
that players must begin play with th-
level characters
‘The winged birdmen known 3s
aarakocras are a rare sight in the set~
tled parts of Athas. Oniy aarakocra
travelers, traders, diplomats, and exiles
spend much time among the city-states,
Personality: A typical aarakocra is
known for his need for freedom, both
inthe literal and figurative sense,
Most aarakocras are quite claustro-
phobic and intensely uncomfortable
‘when restrained in any way; they also
disike long-term oblietions to others,
and many become depressed or suici-
dal when pressed inta miltary service
or slavery.
Physical Description: An aarakocra's
arms form the leading edge of is
wings, which also attach to his torso at
the hips. About midway along each wing
is a clawed hand with fine motor ability
rivaling that of 2 human. When flying,
aarekocras can manipulate items in their
foor-talons as well as they could if they
were holding them in their hands.
‘An aarakocra's plumage varies from
white to bluish-gray.
Reletions: Aarakocras fend to get
along well with most other races.
Because they come from isolated com-
munities far north ofthe city-states,
they are sometimes surprised by the
quirks of other races.
‘Alignment: Aarakocra society
is loosely knit and seminomadic,
0 aarakocras have a tendency to
be chaotic
Aarakocra Lands: The vast majority
cof aarakocras come from 2 region
hundreds of miles north of the
Tablelands called Winter Nest. Some
few are born in aarakocra trading
‘outposts or diplomatic enclaves in the
city-states.
Religion: Some aarakocras rely on
clerics of Air for religious guidance,
‘while others heed the teachings of the
few druids in their midst. Those
aarakocras confronted with the
theocracies of the city-states pay
only lip service to the notion of wor-
shiping the dragon-kings.
Language: Aarakocras speak their
‘own language, Aarakocra. Most
aarekocra in Winter Nest and else
where have enough contact with mer-
chants from the city-states that they
speak Common as well. An aarakocra's
beak has an easier time with the click-
ing sounds of the Thri-Kreen language
than humanoid mouths.
Names: Aarakocras tend to have @
single muitisyllabic name with lots of
vowels and soft consonants in them,
‘Adventurers: A burning desire to
explore and a natural inquisitiveness
serve aarekocra adventurers well,
although few aarakocras stray from
Winter Nest. Those who leave find the
city-states fascinating, if puzzling and
sometimes dangerous.
Arakocra Racial Traits
+ +4 Dexterity, -2 Strength
Lightweight but fast, aarakocras are
built for speed over strength,
+ Medium: As Medium creatures,
aarokocras have no special bonuses
‘or penalties due to their size.
+ Monstrous Humanoid: Becouse
they aren't humanoids, aarakocras are
immune to spells such as charm per-
son and hold person.
+ Aarakocras have a base land speed
of 20 feet. Their fly speed is go Feet,
with average maneuverability
+1 natural armor.
+ Natural attacks: A flying aarakocra
‘can attack with two talons, dealing 14
points of damage each, or he can use a
‘weapon in his talons. An aarakocra on
the ground can wield weapons in his
wing-claws at his base attack bonus and
me ee
PLACES IN DARK SUN
The folowing Yerms appear various paces
throughout his ari. The short dfiritons here
are further expanded upon in Duncrow #0.
+ has: The word o the Das Son campaign st
ting. a desert planet where mage srltivey
rare and psionic are as common as heat and sand
+ Gary- States: Seven dependent ces, each 9 small
ration unto self Scare ruled by dragon-kngs and
‘he seventh, Tyr, is eed Fre cy. The cies ae
Bac, Dro. Gg, Nbenay, Ram, Tyr, and Unk
+ Crimson Savannah: Beyond the Jagged Cif is
the home of the Kreen Empice, avast swath of lond
wth reddih so
+ Cromlin: This is 2 village of s8-skiming sallors on
the shoes of the Sea of Slt an unruly place,
heme 10 those unt for ety Me.
+ Forest Ridge: Lely the ages forest on Athan,
Forest Ridge les just west ofthe Ringing, Mountsins
aed is hare tothe hai town of Ogo.
+ Hinterlands: Te uncharted and mosty unknown
areas beyond the Regng Mounians and Forest
Ridge. Few who amempt to travel here make and
fewer sl return,
+ Jagged Cite: An area north ofthe Tablelands
and west ofthe Forest Rg his area is infesed
eth hoi,
+ Ledopelus: The independant towns ef North and
Seuth Ledopaus form the ancestral home of
(duorves ts leaders are careful otto anger the
nearby drago-kings
+ Ringing Mountains: Massive, nearly impassable
‘mountains that form most of the border separat
Ing the Tablelands region From the uncivilized
Hirverfands
+ Sea of Sit: A vast ocean of stand san, the Sea
stretches from the Tablelands and defines easter
border. The people of Bbc make th ving sing
is sholower areas
+ Tblelends: Whar lie cviizaton there fon Athos
's concentrated inthe 1900,000 squares area
called the Tabllinds
1 Tyr Region: The rea around the city-state of Ty
ne eee
DARK SUN WITHOUT PSIONICS
IF you want 10 run @ Dane Sux campaign without
Prcrics. you can do so sknply by ignoring the ref:
ferences to panics he rules presented here
that case, abo remove the elans and maenads from
‘he world, but retain the level aust for the
races yo play wath
ea cone
wwwpaizo.com/dragon 19attack with his bite 05 a secondary
attack, dealing 1d3 points of damage.
+ Weapon Proficiency: Aarakocras are
proficient with the javelin. Aarakocras
learn to use these throwing weapons at
an early age.
+ +2 racial bonus on Craft (any one),
Knowledge (nature) Listen, and Spot
checks. Aarakocras spend a great deal
of their time hunting, buiding nests, and
making tool.
+ Claustrophobic: Aarakocras suffer a
~4 penalty on all attack rolls and skill
checks when in an enclosed area.
+ Inborn Power: Asrakocras gain 3
extra power points at ist level, regard
less of whether they choose a psionic
lass or not. They can use the power
points provided to manifest elsigh. IF
you take levels in a class that offers a
repertoire of psionic powers, simply add
the 3 power points fo your power point
total, and add your inborn power to
your list of powers known. Aarakocras
Use their inborn pawer at a manifester
level equal to their character levels.
‘They use Charisma to set the save DC
unless they have levels in a psionic class
such as psion or psychic warrior that
ses a different ability score to set the
DDC. In that case, they choose either
Charisma or the psionic class's relevant
ability score to set the save DC.
a es
ECLANDLA
A creaures effective character level (EL) is
the sum ofits Hi ics, vel adjustment, and
clas levels. Use character level for all game
functions except awarding experience, deter
renng sorting equpmen, ard determining how
much experience the character needs to gain 3
‘ew level For all three of thse functions, use
effective character level stead.
Level austen (LA) a measure of how
much more powerful creature i than other
creatures of ts Hi Dice. A level adustment
provides 3 numer comparson wth the saver
‘Standard races from the Player's Handbook
showing how much “mare powerful that crea-
ture is than one ofthe standard races, n terms
oF val
For more information on ECL and LA, sae the
Monster Manus gossary
eases cues at
20 May 2004
+ Automatic Languages: Aarakocra and
Common. Bonus Languages: Auran,
Halfling, and Thri-Kreen.
+ Favored Classes: Ranger.
+ Level Adjustment: +2.
On Athas, dwarves aren't subter-
ranean miners. They are a long-lived
but slowly dying race known for their
relentless focus on a single task to the
exclusion of all others
Personality: How a dwarf behaves
depends greatly on is focus, a single
task that dominates every aspect of
his life until it’s completed. Each dwarf
has a focus that guides his actions
during every waking moment. A focus
is usually a specific goal, such as “dig
«new irrigation ditch,” “convince the
merchants of House Stel to improve
cur trade terms,” or “slay the ga)
that's been terrorizing our outpost.”
IF you're roleplaying a dwarf, you
should be able to describe your cur-
rent focus in a single sentence without
a moment's hesitation. You can change
your focus anytime you like simply by
telling the DM, although most dwarves
don't change their focus until the task
is completed or it's apparent that it
never will be completed. Think care-
fully about choosing a focus thal
make your goals diverge from those of
the other PCs. Your focus should make
for interesting roleplaying, but it
shouldn't form a wedge between you
and the other players.
Physical Description: Dwarves tend
to be shorter and stockier than
humans, but their eye, skin and hair
color falls into the same ranges as
humans. Aduit male dwarves all have
beards, although most keep them
closely trimmed.
Relations: Dwarves categorize peo-
ple according to their relation to their
focuses, not by race, gender, oF other
characteristics. IF someone can aid
wart in the resolution of his focus,
hell be at least marginally polite and
helpful. However, standing between a
dwarf and his focus makes the person
{an enemy, and not relating to his
focus at all makes the being irrelevant.
Alignment: A dwarfs respect for
those who fufil their stated objectives,
gives mast a lawful outlook.
Dwarf Lands: Dwarves are found
intermingled with the human popula-
tions of the city-states; dwarves do
‘not have communities to cal their own
anymore. The towns of Ledopolus are
‘an ancestral home of the dwarves, so
the dwarven population there is larger
than it would be otherwise. In most
city-states, dwarves congregate in
certain neighborhoods fo the exclusion
of others
Religion: Most dwarves worship one
of the dragon-kings, athough many
heed the words of elemental clerics,
especially those of earth and fire.
Language: Dwarves have over
whelmingly adopted the language of
the humans they live with. They only
use their ancestral language of
Dwarven among each other and on
ceremonial occasions.
Names: Dwarves once had an elabo-
rate naming structure that detailed a
particular dwarf's heritage by describ
ing his encestors. The naming system
was unwieldy, however, so i has fallen
into disuse, and dwarves have adopted
human naming conventions
‘Adventurers: Dwarven adventurers
are driven by a focus that puts them in
harm's way, such as “map the Jagged
Cliffs region,” “overthrow the dragon-
king.” or “make enough money to buy
the freedom of my Family.”
Dovorf Racial Traits
Athasian dwarves have all the dwarven
racial rats sted in the Player's
Handbook, except as folows:
+ +4 Constitution, +2 Wisdom, -2
Charisma: Dwarves are stout and tough
but tend to be gruff and reserved.
+ Dwarves lose stonecunning,
‘weapon familiarity, their +2 racial
bonus on saving throws against poison,
their +1 racial bonus on attack rolls
against orcs, their +4 dodge bonus to
‘Armor Class against giants, their +2
racial bonus on Appraise checks, and
their +2 racial bonus on Craft checks
+ Inborn Power: Athasian dwarves
gin 3 extra power points at 1st level,
regardless of whether they choose a
psionic class or not. They can use the
power points provided to manifestvigor. If you take levels in a clas that
offers a repertoire of psionic powers,
simply add the 3 power points to your
power point total, and add your inborn
power fo your list oF powers known,
Dwarves use their inborn power at a
manifester level equal to their charac-
ter levels. They use Charisma fo set the
save DC unless they have levels in a
psionic class such as psion or psychic
warrior that uses a different ability
score 10 set the DC. In that case, they
choose either Charisma or the psionic
class's relevant ability score to set the
save DC.
‘+2 racial bonus on saving throws
against psionic powers, spells, and
spellike effects: Dwarves have an
innate resistance to magic spells and
Psionic powers.
+ Focus: Dwarves are notoriously sin-
sle-minded, focusing on one task 10 the
‘exclusion of others. This focus is some
thing that can be simply stated, such 95
“overthrow the government,” “get the.
‘caravan to Urik,”or “find the twelve
ruby chrysolises.” Dwarves gain 2 +4
racial bonus on Wil saves against charm
for compulsion effects that would change,
delay, or distract from their focus.
+ Dwarven Blood: Dwarves are
resistant to venoms and toxins, getting
{+4 racial bonus on Fortitude saving
throws agsinst poison
+ Automatic Languages: Dwarven and
Common. Bonus Languages: Terran.
+ Favored Class: Clerc
+ Level Adjustment: +1.
Originally created as a secret network of
court agents by a powerful society of
psions known as The Order, elans are
‘not bor; they are made. Iris said that
‘The Order erred when it created the
first elans because it gave them foo
‘much free wil. Some elan enclaves stil
‘owe allegiance to The Order, although
the group was factionalized and driven
underground after a failed plot a cen-
tury ago. Other elans have turned their
bbacks on The Order and are determined
to forge their own destinies in the harsh
lands of Athas. The average Athasian has
never heard of an elan, but most noble
families, merchant houses, and high-
ranking templars have learned of their
existence within the last few years.
Elans all have one thing in common:
previous lives as humans, A special elan
Council screens living humans from a
pool of applicants who've volunteered
to make the transition into elans. Those
who pass muster undergo a secret
psionic process in one of several hidden
lan enclaves, where organic ie transi-
tions to psionically-energized animation.
Newly created elans retain the basic
memories and personalities of their pre-
vious lives, but they keep none of their
class skils, powers or spels (if any), or
previous class ables. Elans are a
secretive fot inthis regard, and they do
‘ot publicly reveal their enclaves or
places of making. If one is to become
lan, he is usually selected. Thus. elans
do not reproduce biologically, but rather
psionicaly, through the transition life
power. Even then, their “children” are
Usually fully-grown aduit humans. Non-
human elans are never created, and it
could be that the transition life power
simply doesn't work for any other
creatures but those who were origi-
nally human.
Personality: Elans are nearly as adapt-
able, flexible, and ambitious as the
humans from which they are made.
Because their state of existence some-
times leads other races 10 think the
‘worst of them, elans practice @ certain
restraint, especially in regards to their
‘origin. Otherwise, their personalities
vary widely.
Physical Description: Elans typically
stand just under 6 feet tall and weigh
about 180 pounds, with men sometimes
taller and heavier than women, but not
always. Because new elans are selected,
those who choose currently favor elans
with pale skin, reddish hair, and a youth
ful quality. However, the first elans vary
in looks as widely as humans. Elans
dress in the styles similar to humans,
including the adoption of unusual hair
styles, fanciful clothes, tattoos, body
piercing, end the tke, Elans have unlim-
ited ifespans—as long as they are not
‘destroyed, their mental arts could con-
ceivably continually energize and rebuild
their bodies for over a thousand years.
ee ee ee ee
RACIAL ABILITY ADJUSTMENTS
Racist
Rece (A HD Abty Adustmens
Rarkocrs a2 = 4 Dexterty,-2 Strength
Dvart ge +4 Consttsion, +2 Wisdom, 2 Charisma
fon “ +2 Wedom
oF me +4 Dexterity, -2 Constution
Hai 1 2 Dexterity
Holfgont an = +2 Sirength, +2 Constitution, -2 Dexterity
Haiti ae 2 Dexterity, 2 Wider
Homan a 42 ay score, 42 any other score
Maenad a= 42 Strong +4 Charisma
ro) a= 42 Strength, +4 Constitution
Prerran “a - +2 Strength, «2 Contution,-2 Wisdom
Twstreen 2
+2 Strength, +4 Dextrity, «2 Wid, -2Ieligence, 4 Choris
Favored Clas
Ranger
Fon
Rogie
Any
Sarbanan
Oru
any
Wier
Feber
Barbarian
Pryce wari
re
wwwpaizo.com/dragon 21However, The Order only recently
established the first elan enclaves, so
no knawn elans are more than twenty=
five years old (not counting ther time
as humans).
Elans do not sleep as members of
other races do. Instead, an elan medi-
tates in a deep trance for 4 hours a
day. An elan resting in this Fashion
gains the same benefit that a human
does from 8 hours of sleep. While in
trance, an elan concentrates on suffus-
ing his body with psionic energy, heal-
ing the hurts and random lacerations of
the day, and restoring animation and
resliency to his tissues.
Relations: Elans mix well wth mem=
bers of other races, especially humans.
Iris probable that their relations would
‘undergo a shift should their true
nature become widely known, so one
of the essential renets of elan exis~
tence is secrecy.
‘Alignment: Elans tend toward no par
ticular alignment, not even neutrality
‘The best and the worst are found
among them,
lan Lands: Wherever humans are
found, there, to, are elans
Religion: Some elans revere the