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Dark Sun Races Classes Wild Talents
Dark Sun Races Classes Wild Talents
RACES OF ATHAS
Dwarf
Short but powerful, an average dwarf stands 4 ½ feet tall and weighs about 200 pounds, all corded muscle
and dense, heavy bone. Most dwarves have little to no body hair, although some have small but thick
Elf
Athasian elves stand 6 ½ to 7 ½ feet tall, with long, lean limbs and features carved by the sand and sun of
the wastes through which they run. Their reputation as raiders and con artists is well-deserved. Few leave
their tribes to live among the walled-in cities of the slow races.
Male Names: Coraanu (First Elf, the Warrior Thief), Dukkoti (Wind Fighter), Haaku (Two Daggers), Lobuu
(First Runner), Mutami (Laughs at Sun), Traako (Metal Stealer).
Female Names: Alaa (Bird Chaser), Ekee (Wild Dancer), Guuta (Singing Sword), Hukaa (Fire Leaper), Ittee
(Dancing Bow), Nuuta (Quiet Hunter), Utaa (Laughing Moon)
Tribe (Clan) Names: Clearwater Tribe (Fireshaper, Graffyon, Graystar, Lightning, Onyx, Sandrunner,
Seafoam, Silverleaf, Songweaver, Steeljaw, Wavedivers, Windriders clans); Night Runner Tribe (Dark
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Moons, Full Moons, Half Moons, Lone Moons, New Moons, Quarter Moons clans); Shadow Tribe; Silt
Stalker Tribe (Fire Bow, Fire Dagger, Fire Sword clans); Silver Hand Tribe; Sky Singer Tribe (Dawnchaser,
Dayjumper, Twilightcatcher clans); Swiftwing Tribe; Water Hunter Tribe (Raindancer, Poolrunner, Lakesinger
clans); Wind Dancer Tribe (Airhunter, Breezechaser clans)
● Ability score modifiers: +4 Dex, -2 Con, +2 Int
Half-Elf
Taller and leaner than humans but stockier than an elf, most half-elves on Athas grow up as outsiders, never
truly accepted by either parent race. Intolerance breeds self-reliance, however, leading many half-elves to
develop skills that play to the strengths of their mixed heritage.
● Ability score modifiers: +2 Dex, +2 to one other ability of choice
● Speed: 30 ft.
● Automatic languages: Common and Elven. Bonus Languages: Any.
● Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
● Focused Study: Half-elves gain Skill Focus in a skill of their choice at 1st, 8th, and 16th level.
● Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
● Elf Blood: Half-elves count as both elves and humans for any effect related to race.
● 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.
● Eye for Talent: Half-elves gain a +2 racial bonus on Sense Motive checks. In addition, when they
acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to
one ability score of the character's choice.
● Greater Wild Talent: Most half-elves display considerable natural psionic ability and may roll twice
on the Wild Talent table. Alternatively, the character may roll once and gain an additional 3 PP.
Half-Giant
First bred as slave-warriors by an ancient sorcerer-queen, half-giants combine the strength and dull wits of
their giant forebears with the agility and adaptability of humans. Easily swayed, half-giants tend to adopt the
culture and attitudes of those around them. Most stand between 10 and 12 feet tall and can weigh almost a
ton.
● Ability score modifiers: +6 Str, -2 Dex, +2 Con, -4 Int, -2 Wis, -2 Cha
Halfling
Ruled by witch-doctors and shamans, the feral halflings of the Ringing Mountains are known for their skill as
hunters and propensity for viewing other intelligent races as sources of food. Typically standing about 3 ½
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feet tall, halflings are muscled and proportioned like humans but with child-like features and wild hair.
Male Names: Basha, Cerk, Derlan, Drassu, Entrok, Kakzim, Lokee, Nok, Pauk, Plool, Sala, Tanuka, Ukos,
Zol.
Female Names: Alansa, Anezka, Dokala, Grelzen, Horga, Jikx, Joura, Nasaha, Vensa.
● Ability score modifiers: -2 Str, +4 Dex, +2 Wis, -2 Cha
● Type: Humanoid (halfling)
● Size: Small. Halflings gain a +1 size bonus to AC and attacks and a +4 size bonus to Stealth
checks. They suffer a -1 penalty to CMB and CMD.
● Speed: 20 ft.
● Automatic languages: Halfling. Bonus Languages: Common, Dwarven, Elven, Gith, Kreen, Rhul‐
thaun.
● Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks
with the bonus granted by halfling luck.
● Keen Senses: Halfling receive a +2 racial bonus on Perception checks.
● Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
● Weapon Familiarity: Halflings are proficient with blowguns and slings.
● Blue Age Magic: Halflings gain a +2 racial bonus on caster level checks made to overcome spell
resistance and a +2 racial bonus on dispel checks.
● Nimble Attack: Halflings receive Weapon Finesse as a bonus feat.
● Poison Use: Halflings are skilled with poison and never risk accidentally poisoning themselves
when applying it to weapons.
● Swift as Shadows: Halflings reduce the penalty for using Stealth while moving at full speed by 5,
and reduce the Stealth check penalty for sniping by 10.
● Stalker: Halflings always treat Perception and Stealth as class skills.
● Wild Talent: Most halflings begin play with some psionic ability and may roll once on the Wild
Talent table.
Human
Adaptable and varied, humans are the dominant race throughout the Tablelands. Facial features and skin
tone vary widely, with minor mutations common among those exposed to the after-effects of defiling magic
and other strange energies.
● Ability Score Modifiers: +2 to any two abilities of choice.
● Type: Humanoid (human)
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● Size: Medium.
● Speed: 30 feet.
● Automatic languages: Common. Bonus languages: Any.
● 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.
● Breadth of Experience: Humans choose two extra class skills at 1st level and gain proficiency in
two martial weapons or one exotic weapon of their choice.
● Greater Wild Talent: Humans display considerable natural psionic ability and may roll twice on the
Wild Talent table. Alternatively, the character may roll once and gain an additional 3 PP.
Mul
Sterile cross-breeds prized as slave-laborers and gladiators, muls blend the muscle mass and dense bone
structure of dwarves with the height and agility of humans. Typically hairless, with with the slightly-pointed,
swept-back ears of dwarves, they are renowned for their ability to work tirelessly for long periods.
● Ability Score Modifiers: +4 Str, +2 Con, -2 Cha.
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● Ferocity: If a mul’s hit points fall below 0 but he is not yet dead, he can continue to fight. If he
does, he is staggered, and loses 1 hit point each round. The character still dies when his hit
points reach a negative amount equal to his Constitution score.
● Resilient: Muls gain a +2 racial bonus to saving throws against disease and poison and regain hit
points at twice the normal rate.
● Tireless: Muls gain a +4 racial bonus to checks for performing extended physical activity. This
bonus stacks with the bonus provided by the Endurance feat and also applies to Fortitude saves
versus weakness, fatigue, exhaustion or enfeeblement. Muls can engage in up to 12 hours of
strenuous activity before suffering fatigue.
● Darkvision: Muls can see perfectly in the dark up to 60 feet.
● Wild Talent: Most muls begin play with some psionic ability and may roll once on the Wild Talent
table.
Thri-Kreen
Possessing a communal mindset far different from most humanoids, the insectoid thri-kreen are feared
throughout the wastes for their agility, fighting ability and aptitude for psionics.
● Ability Score Modifiers: +2 Str, +2 Dex, -2 Int, -4 Cha.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier;
frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
● Stalker: Thri-kreen always treat Perception and Stealth as class skills.
● Weapon Familiarity: Thri-kreen are proficient with the gythka and chatka.
● Wild Talent: Most thri-kreen begin play with some psionic ability and may roll once on the Wild
Talent table.
CHARACTER CLASSES
At character creation, any character may exchange medium and/or heavy armor proficiency for the Armor
Optimization or Shield Focus feats. The character may regain the forfeited feat only by spending a feat
gained at level up or as a class-based bonus feat, not simply by multiclassing into a class that grants
automatic proficiency with medium or heavy armor.
The following classes (including psionic classes from Psionics Unleashed) are available, with changes listed
in parentheses. A variety of archetypes are available, subject to DM review.
Barbarian
Bard (may need tweaking, such as changing spellcasting to divine and refluffing as elemental singer)
Cleric (Must choose an elemental or paraelemental domain; May choose an appropriate favored weapon)
Druid (Modified list of animal companions)
Fighter
Ranger (Modified list of animal companions)
Rogue (Proficient with simple weapons, light martial weapons, finesse weapons, garrote, hand crossbow,
shortbow and shuriken)
Wizard (Preservers are unchanged. Defilers can apply metamagic feats - up to ½ class level - without
increasing spell level. Doing so destroys all plant life in an area with a radius equal to the “defiling bonus”
squared in yards; double in areas with little vegetation, half in areas with heavy vegetation. Living creatures
other than the defiler within the radius must succeed at a Fortitude save [DC equal to 10 + the level of the
spell] or be sickened for 1 round. Preservers and defilers may substitute a metamagic feat for which they
qualify in place of Scribe Scroll at 1st level)
Inquisitor (Substitute for templar. Must prepare spells; favored weapon as appropriate for each city-state
and sorcerer-king)
Magus (Must be a preserver or defiler)
Oracle (Elemental mysteries only if flavored as an elemental priest; life, nature or wood may be allowed if
flavored as a druid; individual revelations from other mysteries may be allowed on a case-by-case basis)
Cryptic
Psion
Psychic Warrior (Note: the meditant archetype makes a good monk substitute)
Vitalist
Wilder
Available Animal Companions (Rangers must choose from those listed with an *)
Ant, giant (antloid), aurochs (carru), axe beak (crodlu/erdlu)*, badger* (mole-boar/rasclinn), bat, dire, beetle,
giant, bird* (dustgull, kes’trekel), cat, big (kirre), cat, small*, centipede, giant, chameleon, giant, crab,
giant (dune crab), glyptodon (cha’thrang), hyena* (zhackal), iguanodon (inix, trade claws for bite),
kank, mantis, giant, megalania, megatherium (Athasian sloth), monitor lizard, pteranodon (pterrax), rat,
dire (jankx)*, rhinoceros (minotaur lizard), roc, scorpion, giant, snake, constrictor*, snake, viper*, spider,
giant, thylacine*, wasp, giant (wezer), wolf* (jhakar)
Available Familiars
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Aprig (as pig, grants +3 Survival); boneclaw, lesser (as armadillo); centipede, house; critic (as lizard);
dunecrab (as crab, king); dustgull (as hawk, +3 Survival); fox; jankx (as weasel, +3 Sleight of Hand);
kes'trekel (as hawk, +2 Reflex); kivit (as cat); rat; razorwing (as rhamphorhynchus); scorpion, greensting;
sitak (as raven, +3 Diplomacy); spider, scarlet; viper
WILD TALENTS
Most creatures in Dark Sun have at least minor psionic ability, usually in the form of one or two low-level
powers that can be used a few times a day. Characters without levels in a psionic class manifest their
abilities as Wilders, using Charisma to determine the DC of their powers. Characters with wild talents but no
psionic class levels do not gain bonus power points for a high Charisma.
(Roll 1d100)
01-05 No psionics. Choose one bonus feat for which you meet the requirements.
06-10 Psionic resistant. No powers, but you gain a +4 bonus to all saving throws vs. psionics.
11-15 You gain the Wild Talent feat and one psionic feat for which you qualify.
16-20 You gain the Wild Talent feat. Roll for a talent.
21-25 You gain the Wild Talent feat. Roll for two talents.
26-30 You gain the Wild Talent feat. Roll for three talents.
31-80 You gain the Wild Talent feat. Roll for a 1st-level power.
81-90 You gain the Wild Talent feat. Roll for two 1st-level powers.
91-98 You gain the Wild Talent feat plus 1 PP. Roll for a 2nd-level power.
99-00 You gain the Wild Talent feat plus 2 PP. Roll for a1st-level power and a 2nd-level power.
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