TEXT:  
  Prestige Class Appendix II 
  A Community-created Prestige Class Appendix for Dark Sun Campaigns 
   
   
  Credits 
  Development Team:  
  Bryan Bock, Austin Butcher, Frederick Dagenais, Gabriel Eggers, Bruno Fernandes, 
  Alexis Gervais, Eduard Grunstern, Nathan Guest, Dave Harrison, David Kilpatrick, 
  Angela Last, Nikos Loutas, Yanick Moreau, Joe Schultz, Charles Simpson 
  Editor:  
  Bruno Fernandes 
  Rules Assistance and Review:  Fabiano de Oliveira 
  Layout: 
  Fabrício Lopes 
  Background Graphic: 
  TBD 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Requires the use of the Dungeons & Dragons, Third Edition Core Books published by Wizards of the Coast, Inc. This 
  product utilizes updated material from the v.3.5 revision. 
   
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  with permission. 
  ©2007 Wizards of the Coast 
  
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  Open Game Content and Dark Sun Copyrights: 
  This edition of Prestige Class Appendix II is produced under version 1.0, 1.0a, and/or draft versions of the Open Game 
  License, the d20 System Trademark Logo Guide, and System Reference Document by permission of Wizards of the 
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  Section 1(e) of the Open Game License, version 1.0a: Any and all Wizards of the Coast logos and identifying marks and 
  trade dress, including all Wizards of the Coast product and product line names including but not limited to Dark Sun, 
  The City-state of Tyr, Dune Trader, Elves of Athas, Veiled Alliance, and any specific characters, monsters, creatures, and 
  places; capitalized names and names of places, magical or psionic items, artifacts, characters, countries, creatures, 
  geographic locations, gods, historic events, magic items, organizations, spells, and powers; and any and all stories, 
  storylines, histories, plots, thematic elements, and dialogue; all spells monsters in the Monstrous Compendium 
  Appendix: Terrors Beyond Tyr; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, 
  likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 
  System Reference Document and are already Open Game Content by virtue of appearing there. The above Product 
  Identity is not Open Game Content. 
   
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  Contents
  Introduction ................................................................................................................................................................................ 4 
  How to Use This Book ........................................................................................................................................................... 4 
  Ambofari ................................................................................................................................................................................ 5 
  Arcanist .................................................................................................................................................................................. 6 
  Arena Mage ............................................................................................................................................................................ 7 
  Auditor ................................................................................................................................................................................... 8 
  Blind Fighter .......................................................................................................................................................................... 9 
  Cornac .................................................................................................................................................................................. 10 
  Dead Heart Interrogator ...................................................................................................................................................... 11 
  Desert Runner ...................................................................................................................................................................... 12 
  Dragon Warrior ................................................................................................................................................................... 13 
  Drake Guardian ................................................................................................................................................................... 14 
  Elemental Champion ........................................................................................................................................................... 17 
  Elite Judaga .......................................................................................................................................................................... 18 
  Hunter Noble ....................................................................................................................................................................... 19 
  Kalak..................................................................................................................................................................................... 21 
  Kik ........................................................................................................................................................................................ 22 
  Master Shipfloater ............................................................................................................................................................... 22 
  Monarch's Chosen ............................................................................................................................................................... 23 
  Mystic Dancer ...................................................................................................................................................................... 25 
  Obstinate Soul ...................................................................................................................................................................... 27 
  Procurer ................................................................................................................................................................................ 28 
  Psiologist .............................................................................................................................................................................. 29 
  Quari-Dre ............................................................................................................................................................................. 30 
  Royal Animator ................................................................................................................................................................... 31 
  Scion of the Worm ............................................................................................................................................................... 33 
  Sensei .................................................................................................................................................................................... 34 
  Spirit Incarnate..................................................................................................................................................................... 36 
  Ta’chat-tho ........................................................................................................................................................................... 37 
  Tattooist................................................................................................................................................................................ 39 
  Tekchakak ............................................................................................................................................................................ 40 
  Tik ......................................................................................................................................................................................... 41 
  Tribal Psionicist ................................................................................................................................................................... 42 
  Open Game License ............................................................................................................................................................. 44 
   
   
  
   
  4 
  IInnttrroodduuccttiioonn  
  Ah'Navor knelt before the altar in supplication, 
  awaiting the great privilege the queen would soon bestow 
  upon her humble servant. She had chosen Ah'Navor as 
  the recipient for the Transference of Scales, the holy ritual 
  that would make him the greatest servant in the eyes of 
  Badna after the queen herself. 
  Arranged in concentric circles around the queen and 
  Ah'Navor lay the sanctified living sacrifices for the yearly 
  ceremony that strengthened the Star of Badna's curse. But 
  this year, those sacrifices would be used for a different 
  purpose… 
  Abalach-Re stepped around the altar on which the 
  giant sapphire rested, to stand in front of Ah'Navor, 
  intoning‖the‖ritual’s‖words‖of‖power.‖Golden‖rivulets‖of‖
  light flowed from the drugged sacrifices across the vast 
  room and into Abalach-Re’s‖ outstretched‖ hands.‖ Within‖
  moments the sacrifices fell to the ground, their dead 
  forms desiccated and ashen. The sounds of the dying 
  were soon replaced by the quiet echoes of the vast room. 
  Ah'Navor spent the hours thereafter in prayer, the 
  queen’s‖magic‖striking‖him‖in‖faint‖waves‖that‖penetrated‖
  deeply into his body, imparting power unto him in 
  unfathomable ways. 
  After a time, he began to hear whispers without an 
  apparent source; words in a language he had never heard, 
  full of sounds suggestive of chanting birds, hissing snakes 
  and‖blowing‖wind.‖He‖was‖hearing‖the‖queen’s‖thoughts‖
  in his mind! The realization nearly made him stumble in 
  his prayers, which he was sure would have greatly 
  displeased Badna in this moment of communion. 
  Long after his body had grown fatigued from lack of 
  movement, Ah'Navor felt a rising, tingling sensation on 
  his skin, which rapidly expanded to encompass first the 
  flesh below, and then his very bones in a shower of pain 
  that made him scream. In panic he opened his eyes and 
  found‖ himself‖ floating‖ above‖ the‖ shrine’s‖ floor,‖ his‖skin‖
  wreathed in cold, cobalt flames. Before him was the 
  queen, who had shed her appearance like a serpent shed 
  its‖ old‖ skin,‖ unveiling‖ for‖ Ah'Navor’s‖ sight her true 
  appearance, which he had but seen once before, when he 
  was ordained as her royal defiler. 
  His‖gaze‖followed‖her‖hand’s‖movement‖to‖her‖chest,‖
  whence she snapped a single scale with claws that could 
  dent steel. His rising gaze was not swift enough to catch 
  the small, glistening orb being expelled from her 
  impossibly wide maw. Orb and scale both floated to a 
  point in midair between Abalach-Re and Ah'Navor, each 
  slowly spinning under the burning gaze of the chanting 
  queen. 
  With a sudden rush, the orb and scale accelerated to 
  slam into Ah'Navor, the scale striking his chest while the 
  orb embedded itself in his abdomen, knocking the breath 
  out of him. Ah'Navor felt a pain he would never forget for 
  the rest of his life as the two objects burned through the 
  cobalt radiance, turning it a dark red color around them. 
  The now scorching crimson flames writhed madly as the 
  scale buried itself in his chest, and the orb slowly 
  disappeared within the inner folds of his abdomen, 
  leaving but a slight bulge in his skin indicating its 
  presence. 
  Ah'Navor felt his pain-wracked body plummet to the 
  marble floor, his body casting hundreds of shadows from 
  the wall candelabra, now that the sorcerous flames had 
  extinguished. His seared and nauseatingly bruised flesh 
  still seemed to burn under his searching hand. 
  You are whole,‖ intoned‖ a‖ voice‖ in‖ Ah'Navor’s‖ mind,‖
  overpowering his feverish thoughts, filled with such 
  certainty of his well-being that he lifted his head to meet 
  the gaze of Abalach-Re, now become queen again. Rise, 
  my chosen, my sweet, said the queen in her honeyed voice. 
  As Ah'Navor rose to obey her he felt a new organ 
  stretch and awaken within him, and in a moment of 
  clarity sensed the palpitating life of those sacrifices still 
  alive at his feet, as if he had run his fingertips over all of 
  their beating hearts at once. When he arose, the queen 
  continued: You will find all of my enemies, all those that 
  committed treason against me and their god Badna, and you 
  will bring me back the very substance of their lives… starting 
  with the traitor Farcluun. 
  The name of the traitor sent a pang of alarm in 
  Ah'Navor’s‖tired‖heart.‖The‖queen,‖seeming‖to‖sense‖his‖
  distress, narrowed her eyes to cobalt slits as her smiling 
  face turned to a snarl. 
  You will serve, the imperious voice commanded in his 
  mind. 
   
  The first prestige class appendix was first released by 
  athas.org in 2005, containing mostly converted kits from 
  previous Dark Sun supplements. The community feedback 
  was so positive that athas.org decided to release a new 
  appendix, but with something different this time, its 
  content would be completely created by the community 
  for the community. 
  We have received over 80 submissions from fans, 
  some also conversions from older supplements, other 
  brand new, and the 31 prestige classes contained in this 
  book is the result. 
   
  How to Use This Book 
  Prestige Class Appendix II is designed for use in any 
  Dark Sun 3.5 game. You will need the Player’s Handbook 
  (PH), Dungeon Master’s Guide (DMG), Monster Manual 
  (MM), Expanded Psionics Handbook (XPH), as well as the 
  Dark Sun Core Rules (DS3) to make use of the material in 
  this book. In addition, you might find useful to have the 
  Epic Level Handbook, since this book contains a small 
  amount of material designed for use with the system 
  introduced in that rulebook. 
  
   
  5 
   
  Ambofari 
  “Oh, skull of my ancestor, what light will you give us so that we 
  shall forever remember our lineage back to the beginnings of 
  time”. 
  —Kimbo, ambofari of the pale moth-men. 
   
  Ambofaris are the keepers of Gulg’s‖ oral‖ lore.‖ Each‖
  specific People has one assigned as guardian of their 
  daga-fari, or house-tree, and of their spiritual lives. They 
  are advisers, healers, lawyers and executioners of their 
  People. The ambofaris are also very knowledgeable about 
  the spirit‖world‖and‖as‖such,‖protect‖Gulg’s‖populace‖from‖
  the various malicious spirits that inhabit the forest. 
  Much of the knowledge they acquire is from ancient 
  rituals‖ that‖ involve‖ the‖ contacting‖ of‖ each‖ People’s‖
  ancestors. This is done within the shrine of ancestors in 
  the highest branches of the daga-fari. The ambofari is 
  highly respected within the community and she is usually 
  the one to sentence lawbreakers of their People found 
  guilty by a templar. Rarely does the templar refute that 
  authority but they have every right to do so in cases when 
  the ambofari is considered too lenient. 
  Becoming an Ambofari 
  To qualify to become an ambofari, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Skills: Knowledge (local) 4 ranks, Knowledge (religion) 
  8 ranks, Perform (oratory) 4 ranks. 
  Feats: Any Gulg regional feat. 
  Special: Must‖have‖been‖apprenticed‖by‖your‖People’s‖
  ambofari. 
  Class Features 
  Spellcasting/Manifesting: At every level indicated on 
  the table, you gain new spells per day as if you had also 
  attained a level in any one spellcasting class you belonged 
  to before you added the prestige class. You gain 
  additional power points per day and access to new 
  powers as if you had also gained a level in any one 
  manifesting class you belonged to previously. You do not, 
  however, gain any other benefit a character of either class 
  would have gained (bonus metamagic, metapsionic, or 
  item creation feats, psicrystal special abilities, and so on). 
  This essentially means that you add the level of ambofari 
  to the level of whatever other spellcasting class and 
  manifesting class you have, then determines spells per 
  day, caster level, power points per day, powers known, 
  and manifester level accordingly. 
  If you had more than one spellcasting class or more 
  than one manifesting class before you became an 
  ambofari, you must decide to which class you add each 
  level of ambofari for purpose of determining spells per 
  day, caster level, power points per day, powers known, 
  and manifester level. 
  Skull Rituals: From the beginning of her training, the 
  ambofari learns how to communicate with the spirits of 
  her ancestors. 
  • 
  Lore (Ex): At 1st level, you can meditate with 
  individual 
  skulls 
  and 
  gain 
  instinctive 
  knowledge 
  regarding various topics, just as a bard can with the 
  bardic knowledge class feature. You add your ambofari 
  class level and your Intelligence modifier to the skull 
  ritual check. 
  • 
  Speak With Ancestors (Su): At 4th level, you learn 
  how to speak directly to your ancestors. You may now 
  speak with dead a number of times per day equal to 1 + 
  your Charisma bonus.‖However,‖the‖skulls’‖used‖must‖be‖
  of your own People (DM’s‖discretion). 
  • 
  Oracle (Su): At 7th level, you can ask your 
  ancestors to pierce the web of time and speak of the 
  future. You may now cast divination once per day. This 
  ritual must be cast within the daga-fari. 
  • 
  Ancestor’s Strength (Su): At 10th level, you can 
  ask one ancestor to infuse its spirit within yourself. This 
  translates in a +6 bonus to a chosen ability score for 10 
  Table: The Ambofari 
  Hit Die: d4 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spellcasting/Manifesting 
  1st 
  +0 
  +0 
  +0 
  +2 
  Skull ritual (lore) 
  +1 level of existing manifesting or spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  ― 
  +1 level of existing manifesting or spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Turn/rebuke undead ― 
  4th 
  +2 
  +1 
  +1 
  +4 
  Skull ritual (speak 
  with ancestors) 
  ― 
  5th 
  +2 
  +1 
  +1 
  +4 
  ― 
  +1 level of existing manifesting or spellcasting class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Spirit vision 
  +1 level of existing manifesting or spellcasting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Skull ritual (oracle) 
  ― 
  8th 
  +4 
  +2 
  +2 
  +6 
  Ghost warrior 
  ― 
  9th 
  +4 
  +3 
  +3 
  +6 
  ― 
  +1 level of existing manifesting or spellcasting class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Skull 
  ritual 
  (ancestors strength) 
  +1 level of existing manifesting or spellcasting class 
  Class Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, 
  Knowledge (any), Listen, Perform (oratory), Profession, Psicraft, Sense Motive, Spellcraft, Spot. 
   
   
  
   
  6 
  hours once per day. The ritual takes 1 hour and must be 
  practiced within the daga-fari. 
  Turn/Rebuke Undead (Su): At 3rd level, you can turn 
  or rebuke/command undead as a cleric two levels lower 
  would. You can rebuke undead a number of times per 
  day equal to 3 + your Charisma modifier. 
  Spirit Vision (Su): The senses of the ambofari become 
  attuned to all things invisible. You can now use see 
  invisibility at will. 
  Ghost Warrior (Su): Beginning at 8th level, you confer 
  the ghost touch special ability (DMG 223) to any weapon 
  you hold as long as you hold it. You also become resistant 
  to the touch attacks of incorporeal creatures, and may use 
  your normal Armor Class (not your touch AC) against 
  touch attacks delivered by an incorporeal creature. 
   
  Arcanist 
  “Useless knowledge? There isn’t such a thing.” 
  —Utaa Fireshaper, arcanist 
   
  Arcanists are elves striving to learn all matters arcane. 
  Their greatest pleasure is to learn unusual spells and add 
  magical items to their collection. Arcanists carry an 
  extensive number of pouches and packs; each one 
  crammed full of items pertaining to the arcane arts. Spell 
  components spill from every pocket, and arcane texts 
  carved on bone and stone jut from every crowded pouch. 
  The great majority of arcanists come from the wizard 
  class, as natural extensions of that class. Some few are 
  psions, druids and clerics that wish to understand all 
  forms of supernatural occurrences. As a result of their 
  endless research and studies, arcanists end up knowing a 
  little about a lot of different things. They are consulted 
  often, becoming experts and advisers for their tribes. 
  NPC arcanists can be found in Elven Markets, selling 
  both genuine and fake magic items, as well as teaching 
  aspiring elf mages the tools of the trade. 
   
   
   
   
   
   
  Becoming an Arcanist 
  To qualify to become an arcanist, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Skills: Knowledge (arcana) 8 ranks, Knowledge 
  (history) 4 ranks, Literacy (Elvish), Speak Language 
  (any ancient language), Spellcraft 5 ranks. 
  Spells: Ability to cast 3rd-level arcane spells. 
  Special: Must be an elf affiliated to a tribe. 
  Class Features 
  Spellcasting: You gain spells per day as if you had 
  gained a level in whatever arcane spellcasting class that 
  you belonged to before you gained the prestige class. If 
  you have more than one arcane spell class then you must 
  choose only one to which to apply the increase. You do 
  not gain any other benefit that a character of that class 
  would normally gained, such as bonus feats or metamagic 
  feats. 
  Arcanist Lore (Ex): You have the ability to know 
  legends or information regarding various topics, just as a 
  bard can with bardic knowledge. You add your arcanist 
  level and your Intelligence modifier to the arcanist lore 
  check, which functions otherwise exactly like a bardic 
  knowledge check. 
  Investigator: At 1st level, you receive Investigator as a 
  bonus feat. 
  Savant (Ex): You gain a +2 insight bonus in all 
  Knowledge checks in which you have at least 5 ranks. 
  Bonus Feat: At 3rd level, you receive an item creation 
  feat as a bonus feat. 
  Exegete (Ex): At 4th level, having spent a great 
  amount of time pouring over old tablets, deciphering 
  ancient carvings, and hunting for hidden lore, you 
  become able to draw upon this vast wealth of knowledge 
  and apply it to many situations. You are considered to be 
  trained in all forms of Knowledge and can choose to take 
  10 in Knowledge checks which you have at least 10 ranks 
  in. 
  Spelunker (Ex): The arcanist becomes a master at 
  finding arcane relics. In your travels you have acquired 
  many things that, due to their age and obscurity, take a 
  while to properly study so as to reveal the secrets they 
  hold. By 5th level you are granted a magic item of arcane 
  design worth up to 10,000 Cp. 
   
  Table: The Arcanist 
  Hit Die: d4 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spellcasting 
  1st 
  +0 
  +0 
  +0 
  +2 
  Arcane lore, investigator 
  +1 level of existing arcane spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Savant 
  +1 level of existing arcane spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bonus feat 
  +1 level of existing arcane spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Exegete 
  +1 level of existing arcane spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Spelunker 
  +1 level of existing arcane spellcasting class 
  Class Skills (4 + Int modifier per level): Bluff, Concentration, Craft, Gather Information, Knowledge (all skills taken 
  individually), Literacy, Profession, Speak Language, Spellcraft, Spot, Use Magic Device. 
   
   
  
   
  7 
  Arena Mage 
  “You can't possibly hope to stand against my mastery of the 
  Way. Will you yield, or should I burn out your other eye?” 
  —Kauthkos, arena mage 
   
  The arena mage is a wizard who has acquired the 
  skills necessary to survive the rigors of arena combat, 
  engaging his opponents with an arsenal of spells. The 
  lesson to conceal this spellcasting ability comes quickly, as 
  failure means death. As such, an arena mage becomes a 
  master at casting spells in secret, as well as masking his 
  magic-use. To accomplish this feat, the arena mage has 
  developed a unique talent to help him: giving his spells 
  the trappings of psionic powers. Through the art of 
  deception and a constant charade of psionic aptitude he is 
  able to maintain secret his spellcasting even in the most 
  public of places. 
   Creatures of any race and any class can end up in the 
  arena, but only those with magical aptitude become arena 
  mages. Most are slaves who have somehow kept their 
  spellbooks hidden, or have succeeded in making new 
  ones, and have chosen to use their magical skills to their 
  advantage. Rarely, a free wizard becomes an arena mage, 
  either for fame and fortune or to aid in the infiltration of 
  the slave pens at the behest of a higher authority, such as 
  a sorcerer-monarch or the Veiled Alliance. 
   The vast majority of arena mages are preservers, as it 
  is far easier for them to conceal their use of magic. Defiler 
  arena mages are very rare, for they do not long survive 
  templar scrutiny. Those who do survive make clever use 
  of the Distance Raze feat, or take levels in the myrmeleon 
  class, to hide their defiling. Preserving arena mages, due 
  to their great skill at spellcasting concealment, are often 
  sought out by members of the Veiled Alliance. Therefore, 
  it is not uncommon for an arena mage to also have levels 
  as a veiled one. Arena mages frequently multiclass, 
  allowing them to draw upon the skills of the other class to 
  further disguise their spellcasting. Templar and druids, 
  however, rarely find themselves in the arena, so almost 
  never become arena mages. 
   Most NPC arena mages are human or half-elven, the 
  adaptability of these races making them better suited to 
  the rigors of such a life. Elves, with their natural aptitude 
  for magic, make excellent arena mages if they can endure 
  the confinement of the arena walls. Dwarves, on the other 
  hand, rarely become arena mages due to their general 
  distrust of magic, and halfling or aarakocran arena mages 
  are almost unheard of. 
  Becoming an Arena Mage 
  To qualify to become an arena mage, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Skills: Bluff 8 ranks, Disguise 8 ranks, Knowledge 
  (psionics) 4 ranks, Psicraft 4 ranks. 
  Feats: Combat Casting, Eschew Materials, Psionic 
  Mimicry, Skill Focus (Bluff). 
  Spells: Able to cast 2nd-level arcane spells. Must know 
  at least one melee touch spell and at least one spell 
  with a psionic counterpart (such as keen edge). 
  Class Features 
  Spellcasting: Starting at 2nd level and every even 
  level afterwards, you gain new spells per day as if you 
  had also gained a level in whatever arcane spellcasting 
  class you belonged to before you added the prestige class. 
  You do not, however, gain any other benefit a character of 
  that class would have gained. This essentially means that 
  New Feat: Psionic Mimicry [General] 
  Due to your study of psionic powers, you can pass your spells as such. 
  Prerequisite: Bluff 8 ranks, Knowledge (psionics) 4 ranks, Psicraft 4 ranks. 
  Benefit: Your can disguise your spells as psionic powers by making a successful Psicraft check (DC 10 + spell level). An 
  onlooker suspecting the nature of your spellcasting can attempt to identify a spell being cast using the Spellcraft skill, 
  but your check DC increases by +2. 
  Table: The Arena Mage 
  Hit Die: d6 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spellcasting 
  1st 
  +0 
  +0 
  +2 
  +2 
  Arena casting, psionic mimicry 
  ― 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Unarmed strike 
  +1 level of existing arcane spellcasting class 
  3rd 
  +1 
  +1 
  +3 
  +3 
  Sneak attack +1d6 
  ― 
  4th 
  +2 
  +1 
  +4 
  +4 
  Distract opponent 1/day 
  +1 level of existing arcane spellcasting class 
  5th 
  +2 
  +1 
  +4 
  +4 
  Fast concealment 
  ― 
  6th 
  +3 
  +2 
  +5 
  +5 
  Uncanny dodge 
  +1 level of existing arcane spellcasting class 
  7th 
  +3 
  +2 
  +5 
  +5 
  Reputation 
  ― 
  8th 
  +4 
  +2 
  +6 
  +6 
  Sneak attack +2d6 
  +1 level of existing arcane spellcasting class 
  9th 
  +4 
  +3 
  +6 
  +6 
  Distract opponent 2/day 
  ― 
  10th 
  +5 
  +3 
  +7 
  +7 
  Persistent touch 
  +1 level of existing arcane spellcasting class 
  Class Skills (4 + Int modifier per level): Balance, Bluff, Climb, Concentration, Craft, Disguise, Gather Information, 
  Intimidate, Jump, Perform, Profession, Psicraft, Sense Motive, Sleight of Hand, Spellcraft, Tumble. 
   
   
  
   
  8 
  you add the level of arena mage to the level of whatever 
  other arcane spellcasting class you have, then determine 
  spells per day and caster level accordingly. 
  If you had more than one arcane spellcasting class 
  before you became an arena mage, you must decide to 
  which class you add each level of arena mage for the 
  purpose of determining spells per day. 
  Arena Casting (Ex): You add half your arena mage 
  level (rounded down) as a competence bonus to 
  Concentration checks made to cast spells while on the 
  defensive. 
  Psionic Display (Ex): You can attempt to create 
  psionic displays during the casting of a spell, with a 
  successful Psicraft check (DC 15 + spell level). Adding 
  displays to a spell provides a +5 circumstance bonus to 
  Bluff checks made to conceal spellcasting. Spells that have 
  psionic counterparts, such as daze, emulate the displays of 
  their psionic counterparts; spells that do not have psionic 
  counterparts get attributed random displays. 
  An opponent can attempt to identify a spell being cast 
  by you using the Psicraft skill, just as if the spell were a 
  psionic‖power,‖as‖long‖as‖the‖spell’s‖displays‖correspond‖
  to an actual psionic power. A spell that has random 
  displays cannot be identified. 
  Unarmed Strike: At 2nd level, you gain the benefit of 
  the Improved Unarmed Strike feat. 
  Sneak Attack (Ex): This is exactly like the rogue ability 
  of the same name. The extra damage dealt increases by 
  +1d6 at 8th level. If you get a sneak attack bonus from 
  another source the bonuses on damage stack. 
  Distract Opponent (Ps): When reaching 4th level, you 
  can create figments that only your opponent can see, such 
  as phantom blows or whispers in the mind. You can, once 
  per day, use this ability as a swift action on a single target 
  within 30 ft. The target is rendered flat-footed until the 
  beginning of her next turn, unless she succeeds at a Will 
  save. You can use this ability another time per day at 9th 
  level. The save DC against this ability is 11 + your 
  Charisma modifier. 
  Fast Concealment (Ex): By 5th level, you have become 
  so good at concealing your spellcasting using the Bluff 
  skill, that it is no longer a move action for you but rather a 
  free action. 
  Uncanny Dodge (Ex): At 6th level, your constant 
  attentiveness allows you to retain your Dexterity bonus to 
  AC (if any) even if you are caught flat-footed or struck by 
  an invisible attacker. However, you still lose your 
  Dexterity bonus to AC if immobilized. If you already have 
  uncanny dodge from a different class, you automatically 
  gain improved uncanny dodge (as the gladiator ability) 
  instead. 
  Reputation (Ex): By 7th level, your exploits earn you 
  the respect and admiration of those around you. You 
  receive a +1 circumstance bonus to non-combat uses of the 
  Bluff, Diplomacy, Gather Information, and Intimidate 
  skills. These benefits do not apply when dealing with 
  rival gladiators or their devoted fans. If you have or select 
  the Leadership feat, you gain a +1 bonus to your 
  Leadership score. 
  Persistent Touch (Ex): The arena mage has mastered 
  the use of touch spells in combat by 10th level. Whenever 
  you use a melee touch spell, the charge persists for 
  another round, allowing you to discharge the spell again 
  the next round, as if you were holding the charge (PH 
  141). If you are capable of multiple attacks per round (due 
  to high level or being under the effects of haste, for 
  example), you may instead elect to make multiple melee 
  touch attacks with the spell against a single opponent, as 
  though using a full attack action. 
   
  Auditor 
  "Information is more powerful than steel.” 
  —Arandes, Tyrian auditor 
   
  The cities of Athas are filled with intrigue, treachery, 
  and double-dealing. In this setting, information is a 
  weapon‖that‖may‖be‖wielded‖against‖one’s‖enemies.‖The‖
  auditor specializes in extracting information through 
  psionic observation or interrogation. 
  The‖auditor’s‖job‖description‖ranges‖from‖information‖
  broker to psionic assassin. In most cities, the templars 
  have auditors working for them. Other auditors are 
  members of the Veiled Alliance, criminal gangs, or are 
  Table: The Auditor 
  Hit Die: d6 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spellcasting/Manifesting 
  1st 
  +0 
  +0 
  +0 
  +2 
  Contact 1/week 
  ― 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Fast gathering 
  +1 level of existing manifesting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bonus feat 
  +1 level of existing manifesting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Contact 2/week 
  +1 level of existing manifesting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  No display 
  +1 level of existing manifesting class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Bonus feat 
  +1 level of existing manifesting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Penetrating mind, contact 3/week +1 level of existing manifesting class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Great inquisitor 
  +1 level of existing manifesting class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Bonus feat 
  +1 level of existing manifesting class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Piercing mind, contact 4/week 
  ― 
  Class Skills (4 + Int modifier per level): Bluff, Craft, Concentration, Diplomacy, Disguise, Gather Information, 
  Knowledge (all skills, taken individually), Listen, Profession, Psicraft, Sense Motive, Spot. 
   
   
  
   
  9 
  employed by the merchant dynasties. 
   
  Humans are the most common auditors, since they 
  draw the least attention in urban settings. Elves, half-
  elves, and dwarves are also found. Auditors can be found 
  in great cities or wherever their services are needed. 
  Becoming an Auditor 
  To qualify to become an auditor, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Skills: Gather Information 8 ranks, Listen 5 ranks, Spot 
  5 ranks. 
  Feats: Inquisitor, Skill Focus (Sense Motive). 
  Psionics: Able to manifest 3rd-level powers. 
  Class Features 
  Weapon and Armor Proficiency: Auditors are 
  proficient in all simple weapons and the wrist razor. 
  Manifesting: At every level from 2nd through 9th, 
  you gain additional power points per day and access to 
  new powers as if you had also gained a level in whatever 
  manifesting class you belonged to before you added the 
  prestige class. You do not, however, gain any other 
  benefit a character of the class would have gained (bonus 
  feats, metapsionic, psionic or item creation feats, 
  psicrystal special abilities, and so on). This essentially 
  means that you add the level of auditor to the level of 
  whatever manifesting class you have, then determines 
  power points per day, powers known, and manifester 
  level accordingly. 
   If you had more than one manifesting class before 
  you became a auditor, you must decide to which class you 
  add the new level of auditor for the purpose of 
  determining power points per day, powers known, and 
  manifester level. 
  Contact: Auditors have the privilege of acquaintances 
  that will do favors for them. The use of contacts is 
  restricted to the listed amount of times per week. The DM 
  has final say on the extent of favors that may be extracted. 
  The following list provides sample uses of contact. 
  - Access to information (equal to Gather Information 
  DC 20) 
  - Access to purchase black market goods. 
  - Access to purchasing spellcasting services. 
  - Access to rumors (equal to Knowledge (local) DC 20) 
  - Appointment or meeting with an NPC (templar, 
  noble, gladiatorial slave, chieftain etc. at DM's discretion). 
  Fast Gathering: Auditors are efficient informers; they 
  take only half of the rolled time on Gather Information 
  checks. 
  Bonus Feat: At 3rd, 6th and 9th levels, you gain a 
  bonus feat from the following list: Diligent, Deceitful, Skill 
  Focus, Improved Initiative, Investigator, Negotiator, 
  Persuasive, Alertness, Stealthy, Iron Will. You must 
  qualify for any feat requirements. 
  No Display (Ex): You gain a +10 competence bonus to 
  Concentration checks to manifest psionic powers without 
  displays. 
  Penetrating Mind (Ex): At 7th level, you add 2 to the 
  save DC of a clairsentient or telepathic power you 
  manifests. You also gain a +2 bonus to manifester level 
  checks to overcome power resistance when manifesting 
  clairsentient or telepathic powers. 
  Great Inquisitor: Beginning at 8th level, when you 
  spend your psionic focus for the Inquisitor feat, you gain 
  a +20 bonus on Sense Motive checks to resist Bluff checks, 
  instead of +10. 
  Piercing Mind (Ex): At 9th level, you add 4 to the DC 
  of a clairsentient or telepathic power you manifest and 
  gain instead a +4 bonus to manifester level checks to 
  overcome 
  power 
  resistance 
  when 
  manifesting 
  clairsentient or telepathic powers. These numbers replace 
  the penetrating mind ability. 
   
  Blind Fighter 
  “Sight is a weakness to be exploited.” 
  —Eke the Blind, mul gladiator 
   
  Blind fighters are warriors who have been born blind, 
  become blind later in life, or have trained with a blind 
  fold or other device to obscure vision. The blind fighter 
  has honed her remaining senses to the point where it has 
  made her a deadly weapon. Where she is crippled in one 
  sense, she has gained a sixth sense and combines that 
  with her remaining 4 senses, bringing her awareness to an 
  all new level and allowing her to become the ultimate 
  fighting machine. 
  Gladiators, usually mul gladiators, often become blind 
  fighters due to their natural hardiness and ability to stay 
  alive more than any other race in the gladiatorial pit. A 
  hermit that was blind since birth could become a blind 
  fighter naturally just by practicing and honing what 
  fighting skills he has. Others actually use blindfolds and 
  Table: The Blind Fighter 
  Hit Die: d10 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +2 
  +0 
  Improved blind fight, alerted defense 
  2nd 
  +2 
  +3 
  +3 
  +0 
  Focused alertness (+2) 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Improved blind fight (ghost touch), bonus feat 
  4th 
  +4 
  +4 
  +4 
  +1 
  Focused alertness (+4) 
  5th 
  +5 
  +4 
  +4 
  +1 
  Blindsight, bonus feat 
  Class Skills (2 + Int modifier per level): Balance, Climb, Concentration, Craft, Intimidate, Jump, Listen, Move Silently, 
  Profession, Tumble. 
  
   
  10 
  other devices to obscure their vision on purpose so that 
  they can become blind fighters and take their fighting 
  skills to a whole new level. 
  Blind fighters are found mostly in gladiatorial arenas, 
  but can be found anywhere where warriors are found. 
  There is usually at least one match per gladiatorial event 
  that will be a blind fighter event, sometimes in teams, 
  sometimes‖one‖on‖one,‖and‖sometimes‖it’s‖a‖blind fighter 
  versus a warrior which has no training as a blind fighter, 
  just to show how powerful these warriors can become and 
  to give the match a nice twist, or to torture the one that 
  hasn’t‖been‖trained‖in‖the‖blind fighter style. 
  Becoming a Blind Fighter 
  To qualify to become a blind fighter, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Base attack bonus: +6 
  Feats: Alertness, Blind-Fight. 
  Special: Blind since birth or at some other point in life, 
  or have been trained with blind folds and other 
  devices that would hinder vision in some way. 
  Class Features 
  Weapon and Armor Proficiency: A blind fighter is 
  proficient with all martial and simple weapons. They are 
  also proficient in light armor and shields. 
  Improved Blind Fight (Ex): Starting at 1st level, you 
  no longer receive a movement penalty when blind 
  fighting. In addition, you receive a +2 competence bonus 
  to all attack rolls when fighting blindly against targets 
  with concealment. At 3rd level, an incorporeal creature’s‖
  50% chance to avoid damage does not apply to attacks 
  from you. 
  Alerted Defense (Ex): Starting at 1st level, a blind 
  fighter benefits from an increased survival instinct during 
  combat. Because of this sixth sense, you add 1 point of 
  Intelligence bonus (if any) per blind fighter class level to 
  your Armor Class in addition to any other modifiers you 
  would normally receive. If you are caught flat-footed or 
  are otherwise denied your Dexterity modifier to Armor 
  Class, you also lose this bonus. 
  Focused Alertness (Ex): Starting at 2nd level, the blind 
  fighter, through heightened senses, is able to better attune 
  her senses than what they normally would be, which 
  grants a +2 competence bonus to all Listen and Spot 
  checks as long as you are blind. This bonus increases to +4 
  at 4th level. This bonus stack with the bonuses provided 
  by the Alertness feat. 
  Bonus Feat: You can pick bonus feats from the 
  fighter's list of bonus feats as listed in the Player’s 
  Handbook. 
  Blindsight (Su): At 5th level, you receive the 
  blindsight ability. This ability works just like the one from 
  DMG and has a range of 60 feet. 
   
  Cornac 
  “Under all that armored flesh and bone, there is a mind...” 
  —Ome, mekillot handler 
   
  Animal merchants, caravan masters, gladiatorial 
  managers‖ and‖ cities’‖ templarates‖ are‖ always‖ in‖ need‖ of‖
  animal handlers able to control the most unruly of beasts 
  of burden ― such as inixes, mekillots, and korinths ― 
  which sometimes turn on their trained handlers. 
  Anyone that already has an affinity for sensing the 
  emotions of others can become a cornac, be they experts, 
  psionicicts, or any other class. Considered the lowest of 
  psionic practitioners by the academies and schools of the 
  Way, they still receive more respect and better wages than 
  other civil workers. Few other races besides humans and 
  dwarves use massive animals to accomplish tasks and as 
  such do not train cornacs. 
  NPC cornacs have made of their skills with animals a 
  profession, which they practice on a daily basis, on all 
  hours of the day, often accompanying caravans or armies 
  for long trips.  
  Becoming a Cornac 
  To qualify to become a cornac, a character must fulfill 
  all the following criteria. 
  Entry Requirements 
  Base Attack Bonus: +2 
  Skills: Handle Animal 5 ranks, Sense Motive 2 ranks. 
  Psionics: Manifester level 3rd and able to manifest 
  empathy and telempathic projection. 
  Class Features 
  Weapon and Armor Proficiencies: The cornac is 
  proficient in the use of all simple weapons and with light 
  armor but not shields. 
  Manifesting: At every level indicated on the table, 
  you gain additional power points per day and access to 
  new powers as if you had also gained a level in whatever 
  manifesting class you belonged to before you added the 
  prestige class. You do not, however, gain any other 
  benefit a character of that class would have gained (bonus 
  feats, metapsionic or item creation feats, psicrystal special 
  abilities, and so on). This essentially means that you add 
  the level of cornac to the level of whatever manifesting 
  class you have, then determines power points per day, 
  powers known, and manifester level accordingly. 
  If you have more than one manifesting class before 
  you became a cornac, you must decide to which class you 
  add the new level of cornac for the purpose of 
  determining power points per day, powers known, and 
  manifester level. 
  Empathic (Su): Beginning at 1st level, every time you 
  manifest empathy or telempathic projection, you can apply 
  the bonuses or penalties to Handle Animal checks as well. 
  Telempathic: By the 3rd level, whenever you use 
  telempathic projection on an animal or magical beast 
  
   
  11 
  creature,‖you‖alter‖the‖creature’s attitude towards you by 
  two steps in a positive direction, instead of one. 
  Additionally, you gain an augmentation option 
  unavailable to other manifesters of this power. Augment: 
  If‖ you‖ spend‖ 2‖ additional‖ power‖ points,‖ this‖ power’s‖
  maximum duration increases to 1 hour/level.  
  Dominating (Ex): At 5th level, you add psionic 
  dominate to your powers known (if you‖ don’t‖ already‖
  know it) and can affect an animal or magical beast at no 
  additional power point cost.  
  Additionally, you can manifest psionic dominate at a 
  reduced power point cost once per day. The cost of psionic 
  dominate is reduced by your cornac level, to a minimum of 
  1 power point. The effect of this power is still restricted by 
  your manifester level. 
   
  Dead Heart Interrogator 
  “Ah, but you don’t understand, it doesn’t matter whether you’re 
  alive or dead. I will still get the answers I need...” 
  —Tuorvoch, dead heart interrogator. 
   
  Dead heart interrogators are masters of the mind and 
  the ways in which to wrench information from the 
  psyches of others. Not only are they skilled in the Way, 
  but also in the arts of magic. The dead heart interrogator 
  has studied the darkest of lore in order to attain the most 
  effective, if not morbid, of methods in extracting 
  information from his victims. Many find places in the 
  courts of the sorcerer-monarchs’‖ from‖ which‖ they‖
  received‖ a‖ majority‖ of‖ their‖ training.‖ The‖ dead‖ heart’s‖
  position is often times for life, and thus the‖ cities’‖
  monarchs are most reluctant to lose such talented 
  individuals. More so, for the knowledge they have 
  garnered in their years of service in the templarate. 
  Dead heart interrogators can hail from most races in 
  the Table Lands. However, they are commonly human in 
  stock. All are apt in both the arts of psionics and magic. 
  Generally, they are psion/templars or psion/wizards, but 
  it is not uncommon for them to be composed of other 
  classes that meet the criteria of the dead heart interrogator 
  prestige class. 
  Most dead heart interrogators are NPCs in the employ 
  of one of the sorcerer-monarchs. They are usually found 
  in dungeons, or similar areas, beneath the city-states 
  practicing on those unfortunate enough to be the subject 
  of their unsavory craft. 
  Becoming a Dead Heart Interrogator 
  To qualify to become a dead heart interrogator, a 
  character must fulfill all the following criteria. 
  Entry Requirements 
  Alignment: Any nongood. 
  Skills: Bluff 4 ranks, Diplomacy 4 ranks, Intimidate 4 
  ranks, Sense Motive 4 ranks. 
  Feats: Inquisitor, Skill Focus (Sense Motive). 
  Psionics: Manifester level 3rd and able to manifest read 
  thoughts. 
  Spells: Must be able to cast 2nd-level arcane or divine 
  spells. 
  Class Features 
  Manifesting: At every level indicated on the 
  accompanying table, you gain additional power points 
  per day and access to new discovered powers as if you 
  had also gained a level in whatever psionic manifesting 
  class you belonged to before you added the prestige class. 
  You do not however gain any other benefit a character of 
  that class would have gained. If you had more than one 
  psionic class before becoming a dead heart interrogator, 
  you must decide to which class to add the new level of 
  dead heart interrogator for the purpose of determining 
  power points per day, powers known, and manifester 
  level. 
  Spellcasting: At every level indicated on the 
  accompanying table, you gain new spells per day as if you 
  had also gained a level in an arcane spellcasting class you 
  belonged to before you added the prestige class. You do 
  not however gain any other benefit a character of that 
  class would have gained. If you had more than one 
  spellcasting 
  class 
  before 
  becoming 
  a 
  dead 
  heart 
  interrogator, you must decide to which class to add the 
  new level of dead heart interrogator for the purpose of 
  determining spells per day, spells known, and caster 
  level. 
  Read Thoughts (Ps): At 1st level, you can manifest 
  read thoughts once per day at a reduced power point cost. 
  The cost of read thoughts is reduced by your dead heart 
  interrogator’s‖ level,‖ to‖ a‖ minimum‖ of‖ one‖ power point. 
  The effect of this power is still restricted by your 
  manifester level. 
  Additionally, you gain an augmentation option 
  unavailable to other manifesters of this power. Augment: 
  Table: The Cornac 
  Hit Die: d6 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  Animal‖empathy,‖cornac’s‖will 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Mind’s‖touch‖2/day 
  3rd 
  +2 
  +1 
  +1 
  +3 
  Sensorium, telempathic 
  4th 
  +3 
  +1 
  +1 
  +4 
  Mind’s‖touch‖3/day 
  5th 
  +3 
  +1 
  +1 
  +4 
  Domination 
  Class Skills (2 + Int modifier per level): Handle Animal, Heal, Intimidate, Knowledge (nature), Profession, Ride, 
  Survival, Use Rope. 
  
   
  12 
  For every 2 additional power points you spend, this 
  power's save DC increases by 1. 
  Secular Authority (Ex): This ability works exactly as 
  described in the templar class entry in the DS3 Core Rules. 
  Psychological Tormenter (Ex): You are skilled in the 
  art of conversation and attuned to the psyche of those you 
  interrogate. At 2nd level, you gain a competence bonus 
  equal to half your dead heart interrogator level to Bluff 
  and Intimidate checks. 
  Speak with Dead (Su): Your studies have given you 
  the ability to tap the memories of the dead. At 3rd level, 
  you can use speak with dead as the spell (caster level equal 
  to class level) once per day. At 7th level you can use this 
  ability twice per day. 
  Will Breaker (Ex): Starting at 5th level, a dead heart 
  interrogator can sap the will from his victims. By 
  succeeding on a Bluff or Intimidate check, you can cause 
  one target to become shaken. The target is shaken for a 
  number of minutes equal to your dead heart interrogator 
  level. This ability takes you one full minute (10 rounds) 
  before you are able to make the appropriate skill check. 
  Will breaker is a language-dependent, mind-affecting, 
  sonic ability. 
  Mind Probe (Ps): At 6th level, you add mind probe to 
  your powers known (if you don't already know it). Once 
  per day, you can manifest mind probe at a reduced power 
  point cost. The cost of mind probe is reduced by the dead 
  heart‖ interrogator’s‖ level,‖ to‖ a‖ minimum‖ of‖ one‖ power 
  point. The effect of this power is still restricted by the 
  dead‖heart‖interrogator’s‖manifester level. 
  Discern Lies (Su): On reaching 9th level, you can 
  sense when someone is lying. You can use discern lies 
  (caster level equal to class level) as the spell within a 10 
  feet radius. This ability is active as long as you are 
  psionically focused. 
  Master of Secrets (Ex): At 10th level, the dead heart 
  interrogator is able to extract information even from the 
  most resilient of minds. You can affect creatures (with a 
  minimum Intelligence value of 5) that are normally 
  immune to mind-effecting abilities with the following 
  spells and powers: 
  Spells: cause fear, command, demand, detect thoughts, 
  modify memory, suggestion. 
  Powers: cloud mind, disable, distract, inflict pain, read 
  thoughts, psionic suggestion, mind probe. 
   
  Desert Runner 
  “Death is stillness, so run, you elves. Dance to the beat of life, 
  for the moment is quick and oh so short. There is nothing as 
  fast nor as proud nor as wonderfully made as an elf.” 
  —Utaa Star Racer 
   
  Running is exalted in even the most central of Elven 
  legends, that of Coraanu Star Racer. So it is no wonder 
  that elves hold running ability in high regard. Desert 
  runners are elves that have devoted themselves to the run, 
  pushing themselves to the limit of Elven running ability. 
  They are the scouts and messengers of a tribe. They run 
  ahead of the rest, or alone through the desert to deliver 
  important messages or items between clans with the 
  greatest of speed. They are also some of the more 
  competent hunters of the tribe able to track quarry silently 
  while moving quickly through the desert. 
  Rangers are most likely to take up the mantel of the 
  desert runner, and in fact it can be difficult to qualify 
  without at least one level in ranger. Barbarians and 
  Rogues sometimes become desert runners though far less 
  often. Other classes almost never become desert runners. 
  Becoming a Desert Runner 
  To qualify to become a desert runner, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Race: Elf. 
  Skills: Move Silently 5 ranks, Survival 5 ranks. 
  Feats: Endurance, Run, Track. 
  Table: 
  The 
  Dead 
  Heart 
  Interrogator 
  Hit Die: d4 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spellcasting/Manifesting 
  1st 
  +0 
  +0 
  +0 
  +2 
  Read thoughts, secular authority 
  ― 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Psychological tormenter 
  +1 level of existing manifesting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Speak with dead 1/day 
  +1 level of existing spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  ― 
  +1 level of existing manifesting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Will breaker 
  +1 level of existing spellcasting class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Mind probe 
  +1 level of existing manifesting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Speak with dead 2/day 
  +1 level of existing spellcasting class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Discern lies 
  +1 level of existing manifesting class 
  9th 
  +4 
  +3 
  +3 
  +6 
  ― 
  +1 level of existing spellcasting class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Master of secrets 
  ― 
  Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, 
  Knowledge (all skills taken individually), Psicraft, Sense Motive, Speak Language, Spellcraft. 
   
   
  
   
  13 
  Class Features 
  Favored Terrain: Starting at 1st level, you gain the 
  benefits of a favored terrain that must be selected from the 
  following terrain types: Verdant Belts, Stony Barrens, 
  Sandy Wastes, Rocky Badlands, Mud Flats, Boulder 
  Fields, or Salt Flats. If you already have a favored terrain, 
  you can choose the same favored terrain as normal (DS3 
  23) 
  Fast Movement (Ex): Your land speed is faster than 
  the norm for your race by +10 feet. This benefit applies 
  only when you are wearing no armor, light armor, or 
  medium armor and not carrying a heavy load. Apply this 
  bonus before modifying your speed because of any load 
  carried or armor worn. 
  Stealth Walk (Ex): Starting at 2nd level, you gain the 
  ability to move quickly while remaining silent. You no 
  longer suffer a -5 penalty to make Move Silently checks 
  for moving at normal speed. When moving at twice your 
  normal speed, the penalty to Move Silently is only -10 
  (instead of the normal -20). 
  Swift Tracker (Ex): You can move at your normal 
  speed while following tracks without taking the normal -5 
  penalty. You take only a -10 penalty (instead of the 
  normal -20) when moving at up to twice normal speed 
  while tracking. 
  Enduring Run (Su): Starting at 3rd level, a desert 
  runner is said to gain the blessing of Coraanu. You gain a 
  +4 bonus on all Concentration checks related to the elf run 
  racial ability, and on all other checks to continue running. 
  This includes skill checks to avoid tripping or falling and 
  saving throws to resist effects that would directly slow or 
  impede movement (such as a Will save to resist a slow 
  spell). It does not however include indirectly related 
  checks, such as a Spot check to notice a pit trap. 
  Terrain Mastery (Su): At 3rd level, your overland 
  movement is no longer impaired when moving through 
  your favored terrain type. If Salt Flats was chosen as your 
  favored terrain type, you instead gain the ability to never 
  get lost while on the Salt Flats. 
   
  Dragon Warrior 
  “We live and bleed to serve the Dragon” 
  —Oath of the Dragon Warriors of Ur-Draxa 
   
  The dragon warriors are the elite defenders of Ur-
  Draxa. They exist solely to obey and serve their lord and 
  master, the Dragon of Tyr. Dragon warriors are held the 
  in greatest esteem by the populace of their city. The 
  fanaticism in which they strive to accomplish the 
  Dragon’s‖ bidding‖ is‖ legendary‖ and‖ renown‖ throughout‖
  the Valley of Dust and Fire and beyond. 
  Most dragon warriors are either fighters or rangers 
  who have climbed through the ranks of Ur-Draxa’s‖social‖
  and political infrastructure, though they can hail from any 
  class. A great number of them consist of warriors; 
  however an occasional templar or member of another 
  class is not uncommon. 
  Dragon warriors can be encountered in Ur-Draxa, or 
  scouting the desolation of the Valley of Dust and Fire. 
  Dragon warriors are proud and arrogant organization and 
  view all others with contempt. Even though the dragon 
  warriors work well with each other they are not beyond 
  back stabbing one of their own in order to advance in 
  station. 
   
   
   
   
   
   
   
   
  Table: The Desert Runner 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +2 
  +2 
  +0 
  Favored terrain, fast movement 
  2nd 
  +1 
  +3 
  +3 
  +0 
  Stealth walk, swift tracker 
  3rd 
  +2 
  +3 
  +3 
  +1 
  Enduring run, terrain mastery 
  Class Skills (4 + Int modifier per level): Balance, Concentration, Craft, Hide, Jump, Knowledge (geography), 
  Knowledge (nature), Move Silently, Profession, Search, Spot, Survival, Tumble. 
  Table: The Dragon Warrior 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Mounted attack, bonded roc 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Sneak attack +1d6 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Fight to the death 
  4th 
  +4 
  +4 
  +1 
  +1 
  Blessing of the Dragon 
  5th 
  +5 
  +4 
  +1 
  +1 
  Frightful presence, sneak attack +2d6 
  Class Skills (2 + Int modifier per level): Balance, Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, 
  Profession, Ride, Sense Motive. 
  
   
  14 
  Becoming a Dragon Warrior 
  To qualify to become a dragon warrior, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Base Attack Bonus: +8 
  Alignment: Any nongood. 
  Skills: Diplomacy 4 ranks, Intimidate 4 ranks, Handle 
  Animal 8 ranks, Ride 8 ranks. 
  Feats: Mounted Combat, Skill Focus (Handle Animal). 
  Special: Must be accepted into the ranks of the dragon 
  warriors. 
  Class Features 
  Mounted Attack (Ex): A dragon warrior can always 
  attack on the same round as his bonded roc, and is not 
  required to make a Ride check to in order to do so. 
  Bonded Roc (Su): Dragon warriors gain a +10 
  competence bonus on any Handle Animal checks made to 
  train rocs. Additionally, you form an empathic bond with 
  your roc mount just like the druid class ability (PH 35). 
  You may have only one bonded mount at a time, and you 
  must personally train your bonded roc. 
  Sneak Attack (Ex): At 2nd level, if a dragon warrior 
  can catch an opponent off guard and unable to defend 
  himself effectively from his attack, he can strike a vital 
  spot for +1d6 of extra damage. This is exactly like the 
  rogue ability of the same name. This extra damage 
  increases to +2d6 at 5th level. If a dragon warrior gets a 
  sneak attack bonus from another source the bonuses on 
  damage stack. 
  Fight to the Death (Ex): At 3rd level, you gain the 
  Diehard feat as a bonus feat, even if you do not have the 
  prerequisites to select it. 
  Blessing of the Dragon (Su): Beginning at 4th level, 
  you apply your Charisma modifier (if positive) as a bonus 
  on all saving throws. This ability does not stack with 
  similar abilities. 
  Frightful Presence (Su): Starting at 5th level, the sight 
  of a dragon warrior riding his bonded roc can unsettle 
  foes. Creatures within a radius of 30 feet x the dragon 
  warrior’s‖Charisma modifier (minimum 30 ft.) are subject 
  to the effect if they have fewer HD than the dragon 
  warrior. A potentially affected creature that succeeds on a 
  Will save (DC 10 + dragon warrior level + dragon warrior 
  Cha modifier)‖remains‖immune‖to‖that‖dragon‖warrior’s‖
  frightful presence for 24 hours. On a failure, creatures 
  with 4 or less HD become panicked for 2d6 rounds and 
  those with 5 or more HD become shaken for 2d6 rounds. 
  Dragon warriors ignore the frightful presence of other 
  dragon warriors. 
   
  Drake Guardian 
  "I am lacking respect for your Master? Why worship a 
  Sorcerer-king when you can worship a true godly being?' 
  —Drake guardian to Nibenese Templars before seeing 
  them swallowed by his Master 
   
  Drake guardians – elusive insiders to a world that 
  most Athasians consider to be the stuff of legends. They 
  are the ears and eyes, voice and mind to the most savage 
  predator on the continent. A creature that does not seek a 
  bond of companionship with humans, but one of absolute 
  loyalty and obedience. Drakes take guardians to watch 
  over their hunting grounds, care for their young while 
  they are bringing food back to the lair and to look after 
  their treasure collections. Drake guardians also assist in 
  warding off more complicated threats such as defilers or 
  hunting parties. Most of all, however, these outcasts from 
  the elemental planes like to be worshipped as higher 
  beings - and in a world without gods they are the next 
  best thing (at least in their view of the world – they do not 
  quite grasp the concept of defiler dragons). 
  Drake guardians are a mixture of druid, cleric and 
  psion. They have harsh and eccentric masters but are 
  given great powers in return to protect the drake and its 
  environment. To be chosen by a drake is a dubious honor 
  bestowed upon very few people. These individuals are 
  usually alienated from human society or value power and 
  knowledge above all. Drake guardians are bound to serve 
  their‖master’s‖interests‖and‖if‖they‖do‖not‖prove‖worthy‖
  they‖know‖what‖terrible‖fate‖awaits‖them… 
  Successful drake guardians gain more similarities with 
  their masters over the years in terms of their appearance 
  and their abilities before finally ascending to a state of 
  near perfection as a half-drake. 
  The class is typically taken by druids and clerics who 
  have multi-classed as psions, though some psions choose 
  to enter into an elemental pact to come closer to this 
  natural source of power. The psion, druid or cleric has to 
  have an affinity for the same element as the drake. 
  Becoming a Drake Guardian 
  To qualify to become a drake guardian, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Base attack bonus: +3. 
  Skills: Knowledge (planes) 8 ranks, Survival 5 ranks. 
  Feats: Great Fortitude. 
  Spells: Ability to cast protection from energy as a divine 
  spell. 
  Psionics: Ability to manifest energy bolt. 
  Special: Must be accepted and initiated by a drake. 
  Class Features 
  Weapon and Armor Proficiency: Drake guardians do 
  not carry armor apart from their natural armor. They are 
  proficient with natural and simple weapons. 
  Spellcasting/Manifesting: From 2nd to 9th levels, 
  when a new drake guardian level is attained, you decide 
  whether to gain a spellcaster level or manifester level in 
  any one divine spellcasting class or manifesting class that 
  you belonged to before you added the prestige class. This 
  essentially means that you add the level of drake 
  guardian to the level of whatever other divine spellcasting 
  class or manifesting class you have, then determines 
  spells per day, caster level, power points per day, powers 
  
   
  15 
  known, and manifester level accordingly. You do not, 
  however, gain any other benefit a character of either class 
  would have gained (bonus metamagic, metapsionic, or 
  item creation feats, psicrystal special abilities, and so on). 
  If you had more than one divine spellcasting class or 
  more than one manifesting class before you became a 
  drake guardian, you must decide to which class you add 
  each level of drake guardian for purpose of determining 
  spells per day, caster level, power points per day, powers 
  known, and manifester level. 
  Elemental Affinity (Ex): All drakes, elements and 
  paraelements have an associated energy type. The drake 
  guardian’s‖class‖features‖are‖affected‖by this relationship. 
  The following table details the affiliation between element 
  and energy type (Element: Energy type). 
  • 
  Air: Electricity 
  • 
  Earth: Acid 
  • 
  Fire: Fire 
  • 
  Magma: Fire 
  • 
  Rain: Electricity 
  • 
  Silt: Acid 
  • 
  Sun: Fire 
  • 
  Water: Cold 
  Elemental Power (Ps): You add to your powers 
  known an additional power determined by your 
  elemental affiliation. In addition, you can manifest that 
  power as a psi-like ability once per day with manifesting 
  level equal to your drake guardian level. The applicable 
  DC of any save against the psi-like ability is 10 + the 
  power’s‖level‖+‖your‖Cha modifier. 
  • 
  Air: control air. 
  • 
  Earth: swarm of crystals. 
  • 
  Fire: control flames. 
  • 
  Magma: matter agitation. 
  • 
  Rain: psionic grease. 
  • 
  Silt: body equilibrium. 
  • 
  Sun: control light. 
  • 
  Water: concentrate water 
  Energy Resistance (Su): Drake guardians become 
  more resistant to the type of energy associated with their 
  drake’s‖element.‖At‖2nd‖level,‖you‖gain‖a‖resistance‖of‖5‖
  against this energy type; at 6th level you gain a resistance 
  of 10. This resistance stacks with that granted by certain 
  cleric domains. 
  Heart of the Drake (Su): Drakes are closely tied to 
  their home elemental plane, despite having left the 
  elemental planes many generations ago. This link 
  continues to fuel the elemental powers of the drake. You 
  Table: The Drake Guardian 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spellcasting/Manifesting 
  1st 
  +0 
  +2 
  +2 
  +2 
  Elemental 
  affinity, 
  elemental 
  power 
  ― 
  2nd 
  +1 
  +3 
  +3 
  +3 
  Energy resistance 5, heart of the 
  drake 
  +1 level of existing divine spellcasting 
  class 
  or 
  +1 
  level 
  of 
  existing 
  manifesting class 
  3rd 
  +1 
  +3 
  +3 
  +3 
  Aspect of the drake, scales of the 
  drake (+2 natural armor) 
  +1 level of existing divine spellcasting 
  class 
  or 
  +1 
  level 
  of 
  existing 
  manifesting class 
  4th 
  +2 
  +4 
  +4 
  +4 
  Favor of the drake (1/day) 
  +1 level of existing divine spellcasting 
  class 
  or 
  +1 
  level 
  of 
  existing 
  manifesting class 
  5th 
  +2 
  +4 
  +4 
  +4 
  Elemental shield (1/day) 
  +1 level of existing divine spellcasting 
  class 
  or 
  +1 
  level 
  of 
  existing 
  manifesting class 
  6th 
  +3 
  +5 
  +5 
  +5 
  Energy resistance 10 
  +1 level of existing divine spellcasting 
  class 
  or 
  +1 
  level 
  of 
  existing 
  manifesting class 
  7th 
  +3 
  +5 
  +5 
  +5 
  Aspect of the element 
  +1 level of existing divine spellcasting 
  class 
  or 
  +1 
  level 
  of 
  existing 
  manifesting class 
  8th 
  +4 
  +6 
  +6 
  +6 
  Favor of the drake (2/day) 
  +1 level of existing divine spellcasting 
  class 
  or 
  +1 
  level 
  of 
  existing 
  manifesting class 
  9th 
  +4 
  +6 
  +6 
  +6 
  Elemental attack (1/day) 
  +1 level of existing divine spellcasting 
  class 
  or 
  +1 
  level 
  of 
  existing 
  manifesting class 
  10th 
  +5 
  +7 
  +7 
  +7 
  Drake ascension, favor of the 
  drake (luck) 
  ― 
  Class Skills (2 + Int modifier per level): Concentration, Craft, Disguise, Handle Animal, Knowledge (nature), 
  Knowledge (the planes), Psicraft, Spellcraft, Spot, Survival. 
   
   
  
   
  16 
  can draw on this power from the drake to achieve two 
  effects. Spells cast and powers manifested by you that 
  have the energy descriptor affiliated with your patron 
  element have their save DCs increased by 1 and they are 
  cast 
  or 
  manifested 
  at 
  +1 
  caster/manifester 
  level. 
  Additionally,‖you‖gain‖a‖measure‖of‖the‖drake’s‖fortitude‖
  gaining a +2 bonus to Constitution. 
  Aspect of the Drake (Ex): The guardian takes on 
  certain physical characteristics of the drake. You gain 
  claw and bite attacks if you do not already have them. 
  Use the values below or your base claw and bite damage 
  values, whichever is greater. 
   
  Size 
  Bite Damage 
  Claw Damage 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
   
  You are considered proficient with these attacks. 
  When making a full attack, you use your full base attack 
  bonus with your bite attack but take a –5 penalty on claw 
  attacks. The Multiattack feat reduces this penalty to only –
  2. 
  Scales of the Drake (Ex): The guardian takes on other 
  physical characteristics of the drake. Your skin starts to 
  resemble drake hide, gaining a +2 increase to your 
  existing natural armor (if any). 
  Favor of the Drake (Su): At 4th level, the drake gifts 
  his guardian with a token (typically a scale, tooth or nail) 
  that grants the bearer some of the fabled luck of the drake. 
  You gain the power of good fortune, which is usable once 
  per day. This extraordinary ability allows you to reroll 
  one roll that you have just made before the DM declares 
  whether the roll results in success or failure. You must 
  take‖ the‖ result‖ of‖ the‖ reroll,‖ even‖ if‖ it’s‖ worse than the 
  original roll. At 8th level this power can be used twice a 
  day. At 10th level the token also acts as a stone of good luck 
  (DMG 267). Another can use the token but if the guardian 
  does not carry it then it loses its powers (It takes one 
  day/guardian level for the powers to fade). The token will 
  also lose all its powers if the drake itself dies. 
  Elemental Shield (Su): Beginning at 5th level, you can 
  activate this ability as a move action. Your body is 
  wreathed by your element, harming neither you nor your 
  equipment. If you are struck in melee, the attacker takes 
  1d6 points of damage +1 point per drake guardian level. 
  This ability lasts for up to 1 round per drake guardian 
  level and is usable once per day. The damage inflicted is 
  of‖the‖energy‖type‖associated‖with‖the‖drake’s‖element. 
  Aspect of the Element (Su): As a standard action, you 
  may‖assume‖the‖aspect‖of‖your‖drake’s‖element.‖You can 
  assume the form for a total number of rounds per day 
  equal to your drake guardian level. These rounds need 
  not be consecutive. 
  •‖Air: Your body becomes gaseous (as the gaseous form 
  spell, except that you can fly at a speed of 100 feet with 
  perfect 
  maneuverability 
  and 
  doesn't 
  lose 
  your 
  supernatural abilities while in this form). While in this 
  form, you gain the air subtype and have immunity to 
  poison, sleep, paralysis, and stunning, as well as any 
  other immunities provided by the gaseous form spell. You 
  cannot cast spells while this aspect is in effect. 
  •‖Earth: Your body becomes stony and rocklike. While 
  in this form, you gain the earth subtype and have 
  immunity to poison, sleep, paralysis, and stunning. You 
  gain a slam attack that deals bludgeoning damage equal 
  to a morningstar of your size (1d8 for Medium, 1d6 for 
  Small creatures). Your natural armor bonus becomes +8 
  (replacing any other natural armor bonus you have, 
  though enhancement bonuses to natural armor still apply 
  normally). You also gain damage reduction 10/magic. You 
  cannot cast spells while this aspect is in effect. 
  •‖Fire: Your body bursts into flame. While in this form, 
  you gain the fire subtype and have immunity to poison, 
  sleep, paralysis, and stunning. In addition, any creature 
  struck by you in melee (whether with a weapon, unarmed 
  attack, or natural weapon) takes an extra 1d6 points of fire 
  damage and must succeed on a Reflex save or catch fire 
  for 1d4 rounds. The save DC is 10 + 1/2 your guardian 
  level + your Con modifier. Creatures hitting you with 
  natural weapons or unarmed attacks while this aspect is 
  in effect take 1d6 points of fire damage and also catch fire 
  unless they succeed on the Reflex save noted above. You 
  also gains damage reduction 10/magic. 
  •‖Magma: Your body becomes hot and viscous. While 
  in this form, you have immunity to fire, poison, sleep, 
  paralysis, and stunning. Anyone you touch must succeed 
  on a Reflex save (DC 10 + 1/2 your guardian level + your 
  Con modifier) or take an extra 1d8 points of fire damage 
  as clothes ignite or armor becomes searing hot. The 
  damage continues for another 1d4+2 rounds after your 
  last successful attack. In this shape, you can also ignite 
  flammable materials with a touch. Anyone within 20 feet 
  of you must also succeed on a Fortitude save (same DC as 
  above) or take 1d6 points of heat damage per round from 
  the intense heat. Any metal weapon that strikes you must 
  succeed on a Fortitude save (same DC as above) or melt 
  away into slag. 
  •‖Rain: Your body becomes steam-like. While in this 
  form, you have immunity to poison, sleep, paralysis, and 
  stunning, as well as any other immunities provided by the 
  gaseous form spell. While in this form, you also gain a +5 
  bonus on Escape Artist checks, resistance to fire 5, and 
  immunity to poison, steep, paralysis, and stunning. You 
  gain quench as a spell-like ability at a caster level equal to 
  your drake guardian level. 
  •‖Silt: Your body becomes a blurred shape of powder. 
  While in this form, you have immunity to poison, sleep, 
  paralysis, and stunning, as well as any other immunities 
  provided by the gaseous form spell. A guardian in silt form 
  can engulf opponents and fill the air around them with 
  silt. For this, you must hit with a slam attack. You can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. The target must 
  succeed on a Fortitude save (DC 10 + 1/2 your drake 
  guardian level + your Con modifier) or inhale the silt. The 
  victim can hold her breath for 2 rounds per point of 
  Constitution. After this period of time, she must make a 
  DC 10 Constitution check in order to continue holding her 
  breath. The save must be repeated each round, with the 
  
   
  17 
  DC increasing by +1 for each previous success. When the 
  character fails one of these Constitution checks, she begins 
  to suffocate. In the first round, she falls unconscious (0 hit 
  points). In the following round, she drops to -1 hit points 
  and is dying. In the third round, she suffocates. Also, you 
  can blind a character with the silt. Affected opponents 
  take a -2 penalty to Armor Class, lose their Dexterity 
  bonus to AC (if any), move at half speed, and take a -4 
  penalty on Search checks and on most Strength- and 
  Dexterity-based skill checks. All checks and activities that 
  rely on vision (such as reading and Spot checks) 
  automatically fail. 
  •‖Sun: Your body becomes gaseous and radiates hot 
  and blinding light. While in this form, you have immunity 
  to poison, sleep, paralysis, and stunning, as well as any 
  other immunities provided by the gaseous form spell. All 
  within 30 feet who look upon you must make a Fortitude 
  save (DC 10 + 1/2 your guardian level + your Cha 
  modifier) or be dazzled. While in this form you have an 
  ability similar to the fiery discorporation power except that 
  it works through sunlight rather than fire. 
  •‖Water: Your body becomes semifluid. While in this 
  form, you gain the water subtype and a +10 bonus on 
  Escape Artist checks, resistance to fire 10, and immunity 
  to poison, steep, paralysis, and stunning. You gain a swim 
  speed of 90 feet and a +8 bonus on Swim checks. Your 
  touch puts out torches, campfires, exposed lanterns, and 
  other open flames of nonmagical origin if these are Large 
  or smaller. You can dispel magical fire you touch as if you 
  had cast greater dispel magic on it. You also gain damage 
  reduction 10/magic. 
  Elemental Attack (Su): This ability works just like a 
  drake’s‖special‖attack‖with‖the‖same‖name‖(ToA 30). 
  Drake Ascension: At 10th level, you have channeled 
  your‖drake‖master’s‖will and energies so often that they 
  have had a permanent transformative effect on your mind 
  and body. You acquire the half-drake template (ToA 67), 
  though the ability modifiers are as follows: Str +8, Int +2, 
  Cha +2. 
   
  Elemental Champion 
  “The very wind screams for vengeance. Who am I not to listen?" 
  —Grall, half-elf elemental champion 
   
  Rare warriors devoted to the elemental powers of this 
  dying world, elemental champions are created for a single 
  purpose – to protect the waning vitality of their elemental 
  patron at any cost. Chosen from among the strongest 
  warriors, elemental champions are a desperate measure 
  taken against the continued devastation of the natural 
  world. Imbued with the power of their patrons, elemental 
  champions protect the few remaining pristine places on 
  Athas and often serve as bodyguards or agents for clerics 
  who serve their chosen element. The main goal of every 
  champion though, is the execution of defilers. Each and 
  every defiler they leave bloodied and broken in their 
  wake is one less parasite draining away the essence of 
  their patron, and some champions take this ideology even 
  farther to extend their wrath to all wizards. With foes like 
  these, however, few champions live long enough to truly 
  make a difference. 
  Not all champions despise wizardry though, as the 
  paraelemental powers have their champions as well. 
  Although they are very rare, paraelemental champions 
  serve the same and opposite roles of the elemental 
  counterparts, guarding and serving paraelemental clerics 
  and defilers while seeking to expand the influence of their 
  twisted masters. Paraelemental champions are otherwise 
  the same as elemental champions in every respect except 
  their allegiances. 
  Almost all elemental champions come from the ranks 
  of the warrior classes, but fighters make up the bulk of the 
  class due to the ease that they can be the prerequisites. 
  Barbarians and rangers also make excellent elemental 
  champions. Of the common races, dwarves, mul, and half-
  giants are often chosen to become elemental champions 
  due to their sheer strength and Endurance, although a 
  half-giant’s‖ notoriously‖ feeble‖ mentality‖ can‖ be‖ a‖
  significant problem. Halflings are also common as 
  elemental champions, particularly in the Forest Ridge. 
  Becoming an Elemental Champion 
  To qualify to become an elemental champion, a 
  character must fulfill all the following criteria. 
  Entry Requirements 
  Base attack bonus: +6. 
  Skills: Knowledge (religion) 3 ranks, Knowledge 
  (warcraft) 3 ranks. 
  Feats: Diehard, Endurance, Power Attack. 
  Special: A prospective elemental champion must 
  ritually petition his chosen elemental patron in order 
  to take up the mantle of a champion of the element. 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiency: 
  Elemental 
  champions are proficient in all simple and martial 
  weapons. They are also proficient with all light and 
  medium armor, and with shields (but not tower shields). 
  Spellcasting: An elemental champion has the ability 
  to cast a small number of divine spells. To cast an 
  elemental champion spell, you must have a Wisdom score 
  of at least 10 + the spell's level, so an elemental champion 
  with a Wisdom of 10 or lower cannot cast these spells. 
  Elemental champion bonus spells are based on 
  Wisdom, and saving throws against these spells have a 
  DC of 10 + spell level + your Wisdom modifier. When you 
  get 0 spells per day of a given spell level you gain only the 
  bonus spells you would be entitled to based on your 
  Wisdom score for that spell level. The elemental 
  champion’s‖ spell‖ list‖ appears‖ below.‖ An‖ elemental‖
  champion has access to any spell on the list and can freely 
  choose which to prepare, just as a cleric. An elemental 
  champion prepares and casts spells just as a cleric does 
  (though an elemental champion cannot spontaneously 
  cast cure or inflict spells). 
  Defiler Scent (Sp): At 1st level, you gain the ability to 
  use the defiler scent spell at will as a spell-like ability. 
  
   
  18 
  Smite (Su): Once a day, an elemental champion of 1st 
  level or higher may attempt to smite a creature with 
  directly opposed alignment with one normal melee attack. 
  You adds your Charisma modifier (if positive) to your 
  attack roll and deals 1 extra point of damage per 
  elemental champion level. If you accidentally smite a 
  creature that is of opposite alignment, the smite has no 
  effect but it is still used up for that day. At 4th level, 7th 
  and 10th level, you may smite one additional time per 
  day. 
  Domain: At 2nd level, an elemental champion receives 
  one domain from the domains available to those who 
  follow your patron element. You gain the domain’s‖class‖
  skill(s), weapon and armor proficiencies, and granted 
  power. You also can prepare and cast spells for the chosen 
  domain in addition to the spells on the elemental 
  champion spell list, up to the maximum spell level you 
  can cast. You do not receive any additional spell slots due 
  to this ability, however. 
  Elemental Blessing (Su): You apply your Charisma 
  modifier (if positive) as a bonus on all saving throws. 
  Mettle (Ex): At 3rd level, you gain the ability to resist 
  magical compulsions and other unusual attacks with 
  uncommon willpower and stamina. If you make a 
  successful Fortitude or Will save against an attack that 
  would normally have a lesser effect with a successful save 
  (such as a spell with a saving throw entry of Will half or 
  Fortitude partial), the effect is instead completely negated. 
  This ability only works as long as you are conscious, 
  however. 
  Aura of Sacrifice (Su): By 5th level, your power has 
  grown strong enough that you can protect the natural 
  world from the ravages of defiling magic. If someone 
  defiles within 30 feet of you, you can react to protect the 
  land through sacrificing part of your own life force. This 
  nullifies‖ a‖ wizard’s‖ defiling‖ radius‖ and‖ any‖ effects it 
  entails, including those of Raze feats. You lose 1 hit point 
  per 5 feet of defiling radius nullified. 
  Bonus Feat: You receive a bonus feat at 6th and 9th 
  level. This feat can be chosen only from the fighter bonus 
  feat list. 
  Elemental Champion Spell List 
  Elemental champions choose their spells from the 
  following list: 
  1st level: Bane, bless, bless element, cause fear, create 
  element, cure light wounds, curse element, detect poison, divine 
  favor, endure elements, guidance, inflict light wounds, magic 
  weapon, purify food & drink, remove fear, resistance, shield of 
  faith, true strike. 
  2nd level: Align weapon, augury, bear’s endurance, bull’s 
  strength, cat’s grace, cure moderate wounds, eagle’s splendor, 
  inflict moderate wounds, resist energy. 
  3rd level: Breathing, cure serious wounds, dispel magic, 
  elemental armor, elemental weapon, greater magic weapon, 
  haste, inflict serious wounds, keen edge, surface walk. 
  4th level: Bestow curse, cure critical wounds, death ward, 
  divination, divine power, freedom of movement, inflict critical 
  wounds. 
  Ex-Elemental Champions 
  An elemental champion who defiles (even if he only 
  defiles once) loses all elemental champion spells and 
  abilities (but not weapon, armor, and shield proficiencies). 
  He may not progress any farther in levels as an elemental 
  champion. You regain your abilities and advancement 
  potential if you atone for your violation (see the atonement 
  spell 
  description), 
  as 
  appropriate. 
  Paraelemental 
  champions, on the other hand, do not suffer from this 
  restriction. 
   
  Elite Judaga 
  “Your head is mine.” 
  —Jabori, dwarven Judaga meeting a Nibenese scout 
   
   
  Elite Judaga warriors and archers are trained within 
  Gulg’s‖army‖to‖fight‖within‖the‖confines‖of‖the‖forest.‖The‖
  judaga, meaning head-hunters, make superb ambushers 
  and stealthy skirmishers, appearing amidst a group of 
  Nibenese woodcutter crew and leaving with their heads 
  as ghosts would. Usually, the elite judagas are trained 
  after they have shown an affinity and aggressiveness in 
  Table: The Elemental Champion 
  Hit Die: d10 
   
   
   
   
   
   
   
  Spellcasting 
  Level 
  BBA 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 2nd 3rd 4th 
  1st 
  +1 
  +2 
  +0 
  +2 
  Defiler scent, smite 1/day 
  0 
  - 
  - 
  - 
  2nd 
  +2 
  +3 
  +1 
  +3 
  Domain, elemental blessing 
  1 
  - 
  - 
  - 
  3rd 
  +3 
  +3 
  +1 
  +3 
  Mettle 
  1 
  1 
  - 
  - 
  4th 
  +4 
  +4 
  +1 
  +4 
  Smite 2/day 
  1 
  1 
  - 
  - 
  5th 
  +5 
  +4 
  +2 
  +4 
  Aura of sacrifice 
  1 
  1 
  1 
  - 
  6th 
  +6 
  +5 
  +2 
  +5 
  Bonus feat 
  2 
  1 
  1 
  - 
  7th 
  +7 
  +5 
  +2 
  +5 
  Smite 3/day 
  2 
  1 
  1 
  1 
  8th 
  +8 
  +6 
  +3 
  +6 
  ― 
  2 
  1 
  1 
  1 
  9th 
  +9 
  +6 
  +3 
  +6 
  Bonus feat 
  2 
  2 
  1 
  1 
  10th 
  +10 
  +7 
  +3 
  +7 
  Smite 4/day 
  2 
  2 
  2 
  1 
  Class Skills (2 + Int modifier per level): Concentration, Craft, Heal, Intimidate, Knowledge (religion), Knowledge 
  (warcraft), Knowledge (the planes), Profession, Ride, Spellcraft, Survival. 
   
   
   
   
   
   
  
   
  19 
  returning‖with‖their‖adversaries’‖heads.‖In‖the‖end,‖it’s‖up‖
  to‖ the‖ judaga’s‖ leading‖ templar‖ to‖ decide‖ if‖ he‖ is‖ to‖ be‖
  trained or not. 
  All common humanoid races have been seen as elite 
  head-hunters at a time or another but the majority is 
  humans. The rarest would be the halflings for they have 
  mostly fled since the Oba tried to force them into service. 
  A very few of the ones left have accepted her offer and 
  make the finest elite judagas; the rest were thrown in her 
  dungeons. 
  Becoming a Judaga Warrior 
  To qualify to become a judaga warrior, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Base Attack Bonus: +4. 
  Skills: Hide 3 ranks, Intimidate 3 ranks, Move Silently 3 
  ranks, Survival 7 ranks. 
  Feats: Death Blow, Weapon Focus (spear or short bow). 
  Special: Must‖be‖part‖of‖Gulg’s‖army. 
  Class Features 
  Weapon and Armor Proficiencies: Judaga warriors 
  are proficient light armor, shields and with both simple 
  and martial weapons. They also gain proficiency with the 
  juka. 
   Combat Training (Ex): Upon first entering this class 
  the judaga must choose which combat training he will 
  favor: melee or archery. 
  If you select melee training, you the war cry ability, 
  usable 1/day for every 2 class levels, which allows you to 
  designate one target of your choosing within 15 feet that 
  will become shaken for 1 round if failing a Will save 
  against your Intimidate check. 
  If you select archery training, you gain the poison use 
  ability. 
  Mother’s Arms (Ex): Judagas receive a +1 competence 
  bonus to Armor Class, as well as a +1 bonus to Hide 
  checks, while in forest terrain. The bonuses increase to +2 
  at 3rd level, and +3 at 5th level. 
  Nibenese Hatred (Ex): Young warriors are taught to 
  hate Nibenese with a passion. This confers them with a +3 
  morale bonus to Bluff, Intimidate and Sense Motive check 
  and a +3 to damage dealt when dealing with Nibenese. 
  On the other hand, it confers a –3 penalty to Diplomacy 
  when dealing with folks from Nibenay. 
  Sneak Attack (Ex): Relying on stealth and ambushes, 
  the judaga learns to spot weaknesses in her prey. This is 
  the class feature is the same as described in Player’s 
  Handbook. 
  Improved Combat Training (Ex): At 3rd level, your 
  training provides you with another benefit. If you selected 
  melee at 1st level, you gains the rage ability, as per the 
  barbarian class feature in the Player's Handbook. 
  If you selected archery at 1st level, you are treated as 
  having the Improved Precise Shot feat‖even‖if‖you‖don’t‖
  have the prerequisites. 
  Quick Trophy (Ex): Taking the heads of enemies 
  becomes an art achieved even faster than before. Coup de 
  graces are made as a free action at 4th level. 
  Combat Training Mastery (Ex): At 5th level, the 
  judaga masters his training. If you selected melee at 1st 
  level, you gain the death attack ability, as per the assassin 
  class feature in the Dungeon Master's Guide. 
  If you selected archery at 1st level, you gain the spirit 
  of the forest ability. When sniping from at least 10 feet 
  away from your opponent, you may attempt to Hide at 
  half penalty. This ability stacks with the Sniper feat. 
  Ex-Judaga 
  A judaga who turns his back on his queen and 
  survives is considered exiled and cannot gain new levels 
  as a judaga. She retains most of her abilities except the 
  Mother’s‖Arms‖class‖features. 
  Hunter Noble 
  “May the spirits guide me through the hunt.” 
  —Donolj, Gulg noble before the Red Moon Hunt 
   
   
  Hunter nobles embrace the Hunter Cult of the Oba of 
  Gulg and its traditions completely. They have a single-
  mindedness‖to‖achieve‖the‖perfect‖state‖of‖the‖predator’s‖
  soul.‖They‖become‖the‖pillars‖of‖Gulg’s‖military tacticians 
  since their knowledge of the Crescent Forest becomes 
  unparalleled. 
  To become a noble, any freeman or freewoman of 
  Gulg, preferably after years of training, must artfully 
  bring back enough heads on the morning following the 
  Red Moon Hunt. If the queen is pleased, the aspiring 
  hunter will be ennobled at the next Low Sun Festival. 
  They‖can‖then‖start‖training‖as‖Gulg’s‖elites‖in‖the‖Hunter‖
  Dagada. Many try but few succeed. 
  Humans, being the most popular race of Gulg, tend to 
  be the majority in the cult, but half-elven or dwarven 
  Table: The Judaga Warrior 
  Hit Die: d10 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Combat‖training,‖mother’s‖arms‖+1,‖Nibenese‖hatred 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Sneak attack +1d6 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Improved‖combat‖training,‖mother’s‖arms‖+2 
  4th 
  +4 
  +4 
  +1 
  +1 
  Quick trophy, sneak attack +2d6 
  5th 
  +5 
  +4 
  +1 
  +1 
  Combat‖training‖mastery,‖mother’s‖arms‖+3 
  Class Skills (4 + Int modifier per level): Climb, Craft, Handle Animal, Hide, Intimidate, Jump, Knowledge (nature), 
  Knowledge (warcraft), Listen, Move Silently, Ride, Spot, Survival. 
  
   
  20 
  nobles are not unheard of. The nomadic elves usually 
  steer‖clear‖of‖the‖nobles’‖cult‖for‖they‖usually‖can’t‖abide‖
  by its beliefs and honor code. A few half-giants and even 
  thri-kreen have made their way‖into‖the‖nobles’‖ranks in 
  the past, but they are uncommon. As for halflings, the 
  tensions between them and the Gulgs have made it 
  impossible to see the little savages as nobles, although 
  what the future holds, no one knows. 
  The hunter nobles of Gulg are primarily found in the 
  Crescent Forest, hunting prey, be they animal or Nibenese 
  lumberjacks. They are providers of the city but can also 
  serve‖as‖scouts‖or‖leaders‖for‖Gulg’s‖army.‖Sometimes,‖a‖
  particularly skilled noble will be sent by the Sorcerer-
  Queen herself as a bounty hunter to bring back a wanted 
  felon…‖that‖is,‖someone‖who‖has‖upset‖the‖Oba‖and‖who‖
  will pay dearly for the mistake. 
  Becoming a Hunter Noble 
  To qualify to become a hunter noble, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Base attack bonus: +5. 
  Skills: Hide 4 ranks, Knowledge (nature) 4 ranks, Move 
  Silently 4 ranks, Survival 4 ranks. 
  Feats: Alertness, Track. 
  Special: Must have been accepted as a hunter noble at a 
  Low Sun festival in Gulg. 
  Class Features 
  Weapon and Armor Proficiencies: Hunter nobles are 
  proficient with light armor, shields and with both simple 
  and martial weapons. They also gain proficiency with the 
  Juka. 
  Aspect of the Hunt (Ex): Upon reaching 1st, 5th and 
  10th level, the hunter noble may choose between two 
  aspects of the hunt: favored enemy (PH 47) or favored 
  terrain (DS3 36). 
  Mother’s Arms (Ex): Hunter nobles receive a +1 
  competence bonus to Armor Class, as well as a +1 bonus 
  to Hide checks, while in forest terrain. The bonuses 
  increase to +2 at 4th level, +3 at 7th level and +4 at 10th 
  level. These bonuses stack with the Judaga class feature of 
  the same name. 
  Oba’s Court: Being‖part‖of‖the‖Oba’s‖court‖gives‖the‖
  noble the bonus language High Gulg. Also, hunter nobles 
  gain the respect of the population of Gulg which translate 
  in a +1 bonus per hunter noble level to Bluff, Diplomacy 
  and Intimidate checks when dealing with Gulgs other 
  than templars. To keep this bonus, you have the 
  responsibility of bringing back one edible prey of 
  Medium-size or two Small size per week per level unless 
  on assignment. The bonus will go down by one per week 
  and may go down to a –4 penalty. Starting to bring back 
  prey will make the bonus go up again at a rate of one per 
  week fulfilled. For example, a hunter noble may bring 
  back three weeks worth of preys to gain back +3 bonus up 
  to her maximum. 
  Death Attack (Ex): Hunter nobles learn to bring down 
  their prey quickly and efficiently. This works as described 
  in the DMG. 
  Sneak Attack (Ex): Relying on stealth and ambushes, 
  the hunter noble learns to spot weaknesses in her prey. 
  This class feature is the same as described in the PHB. 
  Oba’s Child (Ex): The hunter noble knows the forest is 
  his friend and it lets him pass without hampering him. 
  You gain the woodland stride ability. If you already have 
  woodland stride, you gain trackless step instead. 
  Stealth Walk (Ex): You no longer suffer a -5 penalty to 
  make Move Silently checks for moving at normal speed. 
  When moving at twice your normal speed, the penalty to 
  Move Silently is only -10 (instead of the normal -20). 
  Swift Tracker (Ex): You can move at your normal 
  speed while following tracks without taking the normal -5 
  penalty. You take only a -10 penalty (instead of the 
  normal -20) when moving at up to twice normal speed 
  while tracking. 
  Guerrilla Tactician (Ex): When leading a pack of 
  judaga or a group loyal to you with a number up to your 
  hunter noble level, wearing armor no heavier than light, 
  you may coerce your team to be as stealthy as you are. 
  This translates in a morale bonus equal to half your 
  hunter noble class level to Hide and Move Silently checks 
  for the one with the lowest result of the team. You may 
  not be aided in this attempt. 
  Stealth Run (Ex): The hunter noble may use Move 
  Table: The Hunter Noble 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  Aspect‖of‖the‖hunt,‖mother’s‖arms‖+1,‖Oba’s‖court 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Death attack, sneak attack +1d6 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Stealth walk 
  4th 
  +4 
  +1 
  +4 
  +1 
  Mother’s‖arms‖+2,‖swift‖tracker 
  5th 
  +5 
  +1 
  +4 
  +1 
  Aspect‖of‖the‖hunt,‖Oba’s‖child,‖sneak attack +2d6 
  6th 
  +6 
  +2 
  +5 
  +2 
  Guerrilla tactician 
  7th 
  +7 
  +2 
  +5 
  +2 
  Mother’s‖arms‖+3 
  8th 
  +8 
  +2 
  +6 
  +2 
  Sneak attack +3d6, stealth run 
  9th 
  +9 
  +3 
  +6 
  +3 
  Aspect of the hunt, master tracker 
  10th 
  +10 
  +3 
  +7 
  +3 
  Mother’s‖arms‖+4,‖Oba’s‖chosen 
  Class Skills (4 + Int modifier per level): Climb, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (geography), 
  Knowledge (nature), Knowledge (nobility and royalty), Knowledge (warcraft), Listen, Move Silently, Spot, Survival. 
  
   
  21 
  Silently with no penalty while moving at twice his normal 
  speed. 
  Master Tracker (Ex): The hunter noble may track with 
  no penalty while moving at twice his normal speed. 
  Oba’s Chosen (Ex): The hunter noble can always take 
  10 on Hide and Move Silently checks even when under 
  stress or distracted. 
  Ex-Hunter Nobles 
  A hunter noble who turns his back on his queen and 
  survives is considered exiled and cannot gain new levels 
  as a hunter noble. She retains most of her abilities except 
  the‖Mother’s‖Arms,‖Oba’s‖Court‖(although,‖the‖High‖Gulg‖
  bonus‖language‖remains),‖Oba’s‖Child‖and‖Oba’s‖Chosen‖
  class features. 
   
  Kalak 
  "Kalak zer tekmma’ak.” 
  —Kyl’k,‖kalak 
   
  The kreen way of life is the hunt, and there are few 
  among that race of relentless hunters that can match the 
  skill of the kalak (finder for combat). Usually selected 
  from those thri-kreen that are slightly smaller and 
  quicker, these kreen are trained extensively in the lore of 
  the hunt and the way of stealth, honing their natural skills 
  beyond those of the norm of their kind. 
  In‖the‖hunt,‖the‖kalak’s‖function‖is‖to‖locate‖prey‖and‖
  guide the hunters to it. They also range far beyond the 
  limits of the thri-kreen camps and hunting grounds, 
  constantly on the move in order to provide an early 
  warning of the approach of enemies or large predators. 
  Because they are so often far from their clutch and pack in 
  search of prey, water, and other necessities of life, the 
  kalak are often the first of the pack to make contact with 
  other beings, whether these are humanoids or members of 
  a strange pack. 
  Rangers and rogues make up a bulk of those who 
  advance as a kalak, due to their extensive training in 
  stealth and observation, though they are by no means the 
  only class who takes up the path of the kalak. 
  Becoming a Kalak 
  To qualify to become a kalak, a character must fulfill 
  all the following criteria. 
  Entry Requirements 
  Skills: Knowledge (geography) 2 ranks, Listen 2 ranks, 
  Search 5 ranks, Survival 5 ranks. 
  Feats: Alertness, Wastelander. 
  Race: Thri-kreen. 
  Class Features 
  Track: You gain Track as a bonus feat. 
  Sand Chitin (Ex): Your’‖ chitin‖ is‖ more‖ adapted‖ to‖
  sandy or arid areas than other kreen. Your chitin 
  continues to evolve, becoming more and more colored 
  like your surroundings. At 2nd, 6th and 10th level, your 
  racial Hide bonus increases by 2. 
  Uncanny Dodge (Ex): Starting at 3rd level, you can 
  react to danger before your senses would normally allow 
  you to do so. You retain your Dexterity bonus to AC (if 
  any) even if you are caught flat-footed or struck by an 
  invisible attacker. However, you still lose your Dexterity 
  bonus to AC if immobilized. 
  If you already have uncanny dodge from a different 
  class you automatically gains improved uncanny dodge 
  (see below) instead. 
  Swift Tracker (Ex): Beginning at 4th level, you can 
  move at your normal speed while following tracks 
  without taking the normal –5 penalty. You take only a –10 
  penalty (instead of the normal –20) when moving at up to 
  twice normal speed while tracking. 
  Stealth Walk: You no longer suffer a -5 penalty to 
  Move Silently checks for moving at normal speed. When 
  moving at twice your normal speed, the penalty to Move 
  Silently is only -10 (instead of the normal -20). 
  Stealth Run: You may Move Silently with no penalty 
  while moving at twice your normal speed. 
  Improved Uncanny Dodge (Ex): A kalak of 6th level 
  or higher can no longer be flanked. 
  This defense denies a rogue the ability to sneak attack 
  the character by flanking you, unless the attacker has at 
  least four more rogue levels than you. 
  If you already has uncanny dodge (see above) from a 
  Table: The Kalak 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  Track 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Sand chitin +2 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Uncanny dodge 
  4th 
  +4 
  +1 
  +4 
  +1 
  Swift tracker 
  5th 
  +5 
  +1 
  +4 
  +1 
  Stealth walk 
  6th 
  +6 
  +2 
  +5 
  +2 
  Sand chitin +4 
  7th 
  +7 
  +2 
  +5 
  +2 
  Improved uncanny dodge 
  8th 
  +8 
  +2 
  +6 
  +2 
  Stealth run 
  9th 
  +9 
  +3 
  +6 
  +3 
  Master Tracker 
  10th 
  +10 
  +3 
  +7 
  +3 
  Sand chitin +6 
  Class Skills (6 + Int modifier per level): Climb, Craft (trapmaking), Handle Animal, Hide, Jump, Knowledge 
  (geography), Knowledge (nature), Listen, Move Silently, Search, Spot, Survival, Use Rope. 
  
   
  22 
  second class, you 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 you. 
  Master Tracker: You can move at up to twice your 
  normal speed while following tracks without taking any 
  penalty. 
   
  Kik 
  "Kcha dra.” 
  —Drej of the Riik-kek, kik 
   
  While some thri-kreen turn away from the pure hunt 
  only temporarily, the kik has fully turned away from the 
  life as a hunter and instead embraced the life of a raider, 
  known in the language of the thri-kreen as a kik. The kik 
  are in many ways more barbaric then the average kreen 
  who roam the Tablelands, though they are not as feral as 
  their cousins the trin. Of all kreen, kiks are the most likely 
  to have come into contact with humanoids, so these 
  unpredictable and savage thri-kreen are what most other 
  races expect the mantis folk to be. 
  Lack of prey, or a pack tradition of raiding, has led 
  this thri-kreen from the purity of the hunt into predatory 
  attacks on other sapients. The raider cares mostly for 
  survival, of self and of clutchmates. A kik usually cares 
  little for non-kreen law or custom. 
  Kiks eat sapients; the rest of the world is prey. 
  However, the clutch is still sacred: the kik fights a 
  clutchmate 
  or 
  a 
  packmate 
  only 
  under 
  unusual 
  circumstances or in a challenge for dominance. 
  Becoming a Kik 
  To qualify to become a kik, a character must fulfill all 
  the following criteria. 
  Entry Requirements 
  Alignment: Any non-good. 
  Skills: Intimidate 5 ranks, Survival 5 ranks. 
  Feats: Endurance, Martial Weapon Proficiency (gythka), 
  Exotic Weapon Proficiency (zerka), Track 
  Race: Thri-kreen. 
  Class Features 
  Intimidating Presence: Due to your aggressive and 
  intimidating behavior, you receive a -2 circumstance 
  penalty to all Bluff, Diplomacy, and Gather Information 
  skill checks when dealing with other characters outside 
  their pack. You receive a circumstance bonus to 
  Intimidate checks equal to your kik level. 
  Demoralize (Ex): You can use the demoralize 
  opponent action as a move action. 
  Bonus Feat: At 3rd level you earn a bonus feat. The 
  feat must be selected from the following list: Alertness, 
  Blind-Fight, Combat Expertise, Combat Reflexes, Diehard, 
  Great Fortitude, Improved Bull Rush, Improved Disarm, 
  Improved Initiative, Improved Trip, Lightning Reflexes, 
  Mobility, Protective, Quick Draw, Spring Attack, Sniper, 
  Teamwork, Weapon Finesse, Whirlwind Attack. 
  Salvager: You become skilled at salvaging material 
  from destroyed caravans and vehicles. Salvaging a 
  destroyed vehicle takes time, as noted below. At the end 
  of this time, make a Search check. If the check succeeds, 
  you earn Cp by the amount indicated on the table, either 
  by selling the salvaged parts or using them to offset the 
  cost of other items. A particular vehicle can be 
  successfully salvaged only once. Any further attempts to 
  salvage the wreckage fail automatically. 
   
  Salvaged 
  Vehicle 
  Time 
  Required 
  Search 
  Check DC 
  Cp 
  Earned 
  Large or smaller 
  15 min. 
  10 
  10 
  Huge 
  30 min. 
  15 
  20 
  Gargantuan 
  1 hr. 
  20 
  30 
  Colossal 
  3 hr. 
  25 
  40 
   
  Frightening Presence (Ex): Starting at 5th level, when 
  you use the demoralize opponent action in combat, a 
  character with a failed save instead becomes panicked for 
  1 round. 
   
  Master Shipfloater 
  “You can rest assured. I will stand by my post until we are 
  there.” 
  —Saeltus, Balikite master shipfloater 
   
  Master shipfloaters form the core of those who sail the 
  psionic silt skimmers, specializing in the control of the 
  obsidian engines that power them.  
  Psions make up the majority of those who become 
  master shipfloaters, if they travel enough on the silt to 
  warrant the taking of these levels. While psions like the 
  contemplative state one must be in to control the 
  Table: The Kik 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +2 
  +0 
  Intimidating presence 
  2nd 
  +2 
  +3 
  +3 
  +0 
  Demoralize 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Bonus feat 
  4th 
  +4 
  +4 
  +4 
  +1 
  Salvager 
  5th 
  +5 
  +4 
  +4 
  +1 
  Frightening presence 
  Class Skills (4 + Int modifier per level): Appraise, Bluff, Craft (trapmaking), Handle Animal, Hide, Intimidate, Jump, 
  Move Silently, Listen, Search, Sense Motive, Spot, Survival. 
  
   
  23 
  skimmer, those who prefer more action like psychic 
  warriors will find that sitting hours before an obsidian 
  engine to be quite monotonous. 
  NPC master shipfloaters often hail from the city-state 
  of Balic or from those villages on the shores of the Sea of 
  Silt that make common use of silt skimmers. Since the 
  disappearance‖ of‖ the‖ city’s‖ sorcerer-king, House Wavir 
  took‖over‖the‖city’s‖silt harbor and now controls most of 
  its silt skimmers, although a few captains took their 
  chances in the chaos and fled. Master shipfloaters are 
  found in the employ of the Balican‖naval‖fleet‖―‖under‖
  House‖Wavir’s‖control‖―‖and‖the‖merchant‖houses‖who‖
  privately own psionic silt skimmers. 
  Becoming a Master Shipfloater 
  To qualify to become a master shipfloater, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Skills: Concentration 8 ranks, Psicraft 6 ranks. 
  Feats: Shipfloater, Skill Focus (Concentration). 
  Psionics: Able to manifest 3rd-level powers, with at 
  least one from the psychokinesis discipline. 
  Class Features 
  Manifesting: When a master shipfloater reaches 1st 
  and 3rd level, you gain additional power points per day 
  and access to new powers as if you had also gained a level 
  in whatever manifesting class you belonged to before you 
  added the prestige class. You do not, however, gain any 
  other benefit a character of the class would have gained 
  (bonus feats, metapsionic, psionic or item creation feats, 
  psicrystal special abilities, and so on). This essentially 
  means that you add the level of master shipfloater to the 
  level of whatever manifesting class you have, then 
  determines power points per day, powers known, and 
  manifester level accordingly. If you had more than one 
  manifesting class before you became a master shipfloater, 
  you must decide to which class you add the new level of 
  master shipfloater for the purpose of determining power 
  points per day, powers known, and manifester level. 
  Adept Steersman (Ex): The master shipfloater knows 
  from experience how to better transfer his psychic 
  energies through an obsidian engine. You gain a bonus 
  equal to twice your master shipfloater level to your 
  Concentration check to control the obsidian engine under 
  safe circumstances. The master shipfloater also gains a +2 
  bonus to its Constitution check to resist taking nonlethal 
  damage by making a forced march while in control of an 
  obsidian engine. 
  Stay In Control (Ex): At 2nd level, you become so in 
  touch with an obsidian engine that you can control it as a 
  free action. You must stay psionically focused and remain 
  in touch with the engine as normal. 
  Accomplished Steersman (Ex): By 3rd level, you can 
  use your psychic energies to control and power an 
  obsidian engine far better than other users. From now on, 
  you can take 10 to make your Concentration check each 
  round the vessel is in danger of sinking, or if you are 
  personally attacked. 
   
  Monarch's Chosen 
  “The greatest power now flows within me.” 
  —Ah'Navor, chosen of Abalach-Re 
   
  Some dragons have taken loyal defilers under their 
  guidance and transformed them through the arts of 
  sorcery and the Way to make them better able to serve. 
  Through transforming the subjects by imbuing them with 
  their own power, the dragons were better able to 
  understand the nature of their own transformation, at the 
  same time creating a loyal follower who could be used as 
  a source of power in time of need. Able to tap the life 
  energy from animals and intelligent beings, and then 
  store the energy within themselves for their own use, 
  some of the chosen are unaware the store of energy can be 
  tapped by their master and can only question the drained 
  feeling that occasionally washes over them. Chosen are 
  marked‖with‖a‖greater‖taint‖of‖defilement―the‖brand‖of‖
  their dragon‖ master―which‖ they‖ carry‖ proudly‖ as‖ a‖
  symbol of their favored status. Chosen are often told at 
  creation that their master has powers of life and death 
  over them, or they at least assume as much. 
  Most dragons are sorcerer-monarchs, and as such tend 
  Table: The Master Shipfloater 
  Hit Die: d4 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Manifesting 
  1st 
  +0 
  +0 
  +0 
  +2 
  Adept steersman 
  +1 level of existing manifesting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Stay in control 
  ― 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Accomplished steersman 
  +1 level of existing manifesting class 
  Class Skills (2 + Int modifier per level): Concentration, Craft, Knowledge (any), Listen, Psicraft, Profession, Search, 
  Spot. 
   
   
  New Feat: Shipfloater [Psionic] 
  You are a trained shipfloater, even knowing how to keep control of an obsidian engine even while taking other actions. 
  Benefit: You gain a +3 bonus on Profession (shipfloater) check. You can also control an obsidian engine as a standard 
  action. You must stay psionically focused and remain in touch with the engine as normal. 
  Normal: You can control an obsidian engine as a full-round action. 
  
   
  24 
  to exclusively choose humans as their closest servants. 
  Other‖ dragons‖ do‖ not‖ share‖ the‖ monarchs’‖ historical‖
  views on races, and may themselves be of another race 
  than human. As such most chosen are human or half-
  elven, although other races are possible. Most chosen 
  come from the ranks of simple defilers, but some also 
  have levels of arch defiler, leech, or royal defiler. Their 
  dragon master always forbids them from extensively 
  studying the Way, ensuring their own supremacy over 
  dragonhood. 
  To become a chosen, a character must take part in a 
  day-long ritual, known as the Transference of Scales, 
  performed by his dragon master. The ritual varies from 
  one dragon to another, but always involves a dragon 
  scale, an obsidian orb, and sorcerous incantations. After 
  the ritual’s‖completion,‖a‖chosen‖often‖discovers‖his‖body‖
  has changed in minor ways; pointed teeth, forked tongue, 
  colored eyes, a whiff of sulphur about him, or even no 
  external ears. NPC monarch’s‖ chosen‖ can‖ be‖ found‖
  roaming the wastes in pursuit of their master’s‖enemies,‖
  collecting‖ the‖ betrayers’‖ life‖ energies.‖ Beyond‖ that‖ role,‖
  those 
  chosen 
  created 
  by 
  sorcerer-monarchs 
  have 
  sorcerous‖ duties‖ within‖ their‖ master’s‖ domain.‖ Some‖
  serve as royal defilers or into similar positions; usually 
  above the law. Most of those chosen are part of the 
  monarch’s‖ favorites―beings‖ that‖ especially‖ amuse‖ and‖
  interest‖ him.‖ When‖ within‖ their‖ master’s‖ city-state or a 
  client village, a chosen often covers his appearance by 
  wearing a mask and robes. 
  Becoming a Monarch’s Chosen 
  To qualify to‖become‖a‖monarch’s‖chosen,‖a‖character‖
  must fulfill all the following criteria. 
  Entry Requirements 
  Race: Any living nondragon. 
  Alignment: Any nongood. 
  Skills: Diplomacy 6 ranks, Knowledge (arcana) 12 
  ranks, Knowledge (religion) 6 ranks, Spellcraft 12 
  ranks. 
  Feats: Great Fortitude, any one metamagic feat. 
  Spells: Able to cast 4th-level arcane spells. 
  Special: Must be a defiler and must have the spell 
  monarch's choosing cast upon you prior to taking this 
  class. 
  Class Features 
  Death Knell (Sp): You gain the ability to use death 
  knell as a spell-like ability, at will. The save DC against 
  this ability is 12 + your Charisma modifier. At 5th level 
  you can use the spell-like ability as an immediate action 
  whenever a creature is reduced to -1 hp or less. At 9th 
  level the spell-like ability becomes a 10 ft.-radius spherical 
  emanation centered on you, affecting all creatures in the 
  area reduced to -1 hp or less; your effective caster level 
  now goes up by 1 per death caused by this ability, to a 
  maximum of 1/2 your original caster level. The save DC 
  against‖this‖ability‖is‖13‖+‖the‖chosen’s‖Charisma modifier. 
  The caster level is equal to your arcane spellcaster 
  level. 
  Draw of the Defiler (Su): You can drain the life 
  energy of nearby living beings, once per day per chosen 
  level. Living beings within a 30 ft. radius of you suffer 1 
  point of damage per chosen level, e.g. a 5th-level 
  monarch’s‖chosen‖would‖inflict‖5‖points‖of‖damage‖to‖all‖
  creatures caught in the radius. Using this ability is a full-
  round action that provokes attacks of opportunity. 
  Obsidian Well (Su): You can store life energy, 
  drained through your draw of the defiler ability, in the 
  obsidian orb stored within you. As you advance in the 
  class this orb grows and bonds with you, becoming an 
  inseparable part of you. Each 8 hp drained counts as 1 
  HD. You may store up to 50 HD per‖ monarch’s‖chosen‖
  level this way. 
  Tainted Aura: The chosen is tainted by the dragon 
  magic within him, in such a manner that it is noticeable. 
  People feel uncomfortable and wary when you are 
  present and animals whimper when you approach. You 
  suffer a -1 circumstance penalty to Bluff, Diplomacy, 
  Gather Information and Handle Animal checks for every 
  odd level of chosen gained. You receive a similar 
  circumstance bonus to Intimidate checks. The tainted aura 
  has a range of 5 feet per chosen level. 
  Fell Healing (Sp): Starting at 2nd level, you gain the 
  power to use the stored life energy gathered in your 
  obsidian well. By draining its stored energy you can gain 
  a form of fast healing for a short period of time. As a 
  standard action you may spend a number of HD from the 
  obsidian‖well,‖up‖to‖your‖monarch’s‖chosen level, to gain 
  fast healing 1 for 1 round per HD spent. This ability 
  improves to fast healing 2 at 6th level, and fast healing 3 
  at 10th level. 
  Draconic Skin (Ex): You slowly grow small scales all 
  over your body, gaining a +1 natural bonus to Armor 
  Class at 3rd, 5th, 7th, and 9th levels. 
  Dragon Shape (Sp): By 4th level you can spend some 
  of your stored energy to use this ability and assume a 
  dragon shape with which to fight your enemies. While in 
  the dragon shape you enter a state of animalistic rage, 
  wanting to kill all that oppose you. While in this form, 
  you cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, and 
  Intimidate), the Concentration skill, or any abilities that 
  require patience or concentration, nor can you cast spells 
  or activate magic items that require a command word, a 
  spell trigger (such as a wand), or spell completion (such 
  as a scroll) to function. You can use any feat you have 
  except Combat Expertise, item creation feats, and 
  metamagic feats. 
  At 4th level you may assume a lesser dragon shape. 
  When transforming you gain a +4 bonus to Strength, 
  Dexterity, and Constitution, a +4 competence bonus on 
  Fortitude saves, 2 claw attacks (as per a dragon of your 
  character's size), and the natural armor bonus you gain 
  through your draconic skin increases by +2 for the 
  duration. Your base attack bonus equals your character 
  level. These changes last for 1 minute per HD expended 
  from the obsidian well. This lesser dragon shape appears 
  as slightly draconic, with long claws and extensive scales 
  over your body. 
  
   
  25 
  By 8th level you can choose to assume a greater 
  dragon shape. You gain all of the advantages of the lesser 
  dragon shape as well as an increase in size of one 
  category, damage reduction 5/magic, and a bite attack (as 
  per a dragon of your size). These changes last for 1 round 
  per HD expended from the obsidian well. This greater 
  dragon shape is distinctly draconic in appearance and is 
  quite 
  similar 
  to 
  a 
  dragon 
  midway 
  along 
  his 
  metamorphosis. 
  Dragon Apotheosis: At 10th level, you finish the 
  transformation started by the casting of the monarch's 
  choosing spell. Your type changes to dragon. You no 
  longer age and no longer suffer from the penalties of 
  aging, nor can you die of old age. 
  Monarch's Choosing 
  Transmutation 
  Spellcraft DC: 34 
  Components: V, S, M, F, Ritual 
  Casting Time: 1 day 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  To Develop: 306,000 Cp; 7 days; 12,240 XP. Seed: 
  metamorphosis (DC 28), contact (DC *). Factors: telepathic 
  bond between caster and participant (+115 DC), drain 
  participant through telepathic bond (+5 DC). Mitigating 
  factors: 5,000,000 Cp structure (-50 DC), increase casting 
  time to 1 day (-22 DC), one additional participant 
  contributing a 4th level spell (-7 DC), burn 2,500 points of 
  experience (-25 DC), 10d6 backlash (-10 DC). 
   
  This spell transforms the target by imbuing it with a 
  single scale of a dragon, as well as melting in its body an 
  orb of energy storing, which allows the target to progress in 
  the‖ monarch’s‖ chosen‖ class.‖ The‖ target‖ must‖ provide‖ an‖
  arcane spell as part of the casting process. This spell 
  creates a telepathic bond between the target and the 
  caster, allowing them to converse at any distance on the 
  same plane. 
  However, there is a dark side to this bond, as the 
  dragon who casts the spell can affect the target at any 
  distance. The caster can choose to drain the target of its 
  life energy if he has the dragon magic class feature (see 
  the Athasian dragon prestige class), or choose to drain the 
  stored energy from the target's obsidian well (if the target 
  has taken levels in the monarch's chosen prestige class) as 
  if he had the energy storing feature (LoA 102). 
  Only a character who has cast the defiler metamorphosis 
  I spell may cast this spell. The casting also requires you to 
  lose your psionic focus and spend 68 power points. If you 
  are unable to lose the 68 power points the spell 
  immediately fails. The spell must be cast within a 
  specialized focus structure designed specifically for the 
  defiler metamorphosis spells, costing no less than 5,000,000 
  Cp. 
  Material Component: A‖ dragon’s‖ scale‖ and‖ an‖ orb of 
  energy storing 1-inch in diameter. 
  XP Cost: 2,500 XP. 
   
  Mystic Dancer 
  “Follow my lead and you will regret it.” 
  —Elicra, Mystic Dancer of Nibenay 
   
  The mystic dancer is a professional dancer and much 
  more. Most reside in, or at least originate from, Nibenay 
  and are hired for all sorts of tasks, from entertainer to 
  bodyguard incognito to a hired assassin. No job is too 
  small or too great; the mystic dancer is very diverse in her 
  abilities, using her skills to accomplish many different 
  goals. Their abilities are totally incorporated into the 
  famous dances of Nibenay that they have known since a 
  Table: 
  The 
  Monarch’s 
  Chosen 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Spellcasting/Manifesting 
  1st 
  +0 
  +2 
  +0 
  +2 
  Death knell, draw of the defiler, 
  obsidian well, tainted aura 
  ― 
  2nd 
  +1 
  +3 
  +1 
  +3 
  Fell healing 1 
  +1 level of existing arcane spellcasting class 
  3rd 
  +1 
  +3 
  +1 
  +3 
  Draconic skin (+1) 
  +1 level of existing arcane spellcasting class 
  4th 
  +2 
  +4 
  +1 
  +4 
  Dragon shape (lesser) 
  +1 level of existing arcane spellcasting class 
  5th 
  +2 
  +4 
  +2 
  +4 
  Death knell (immediate action), 
  draconic skin (+2)  
  ― 
  6th 
  +3 
  +5 
  +2 
  +5 
  Fell healing 2 
  +1 level of existing arcane spellcasting class 
  7th 
  +3 
  +5 
  +2 
  +5 
  Draconic skin (+3) 
  +1 level of existing arcane spellcasting class 
  8th 
  +4 
  +6 
  +3 
  +6 
  Dragon shape (greater) 
  +1 level of existing arcane spellcasting class 
  9th 
  +4 
  +6 
  +3 
  +6 
  Death‖ knell‖ (10’‖ radius),‖ draconic‖
  skin (+4) 
  +1 level of existing arcane spellcasting class 
  10th 
  +5 
  +7 
  +3 
  +7 
  Fell healing 3, dragon apotheosis 
  ― 
  Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Intimidate, 
  Knowledge (all skills taken individually), Profession, Spellcraft. 
   
   
  
   
  26 
  child growing up in Nibenay or have learned since 
  moving to the city. They are a sleek, mobile type of 
  warrior, hardly ever staying in one spot and prove to be 
  an unpredictable and deadly opponent. 
  Most mystic dancers are multiclassed bard/psychic 
  warriors due to the combination of performance ability 
  and mental focus required to perform the dances that give 
  the mystic dancer their name. Some are psions instead of 
  psychic 
  warriors, 
  while 
  others 
  may 
  have 
  some 
  background as a rogue or fighter. Any character that 
  meets the tough requirements of the mystic dancer can 
  benefits from all special abilities she receives, but 
  performers will enjoy those benefits above anyone else. 
  NPC mystic dancers are usually looking for work they 
  can easily incorporate into their dancing. Some may work 
  on retainer for a patron, performing any task their 
  employer requires in exchange for significant monetary 
  compensation. 
  Becoming a Mystic Dancer 
  To qualify to become a mystic dancer, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Feats: Cloak Dance, Psionic Dodge. 
  Skills: Bluff 6 ranks, Perform (dance) 8 ranks. 
  Special: Must have a power point reserve of at least 3 
  power points. 
  Class Features 
  Innuendo Dance (Ex): Starting at 1st level, you can 
  deliver a secret message through your dance. You receive 
  a bonus equal to your mystic dancer level on this check. 
  See the Bluff skill description (PH 67) for more 
  information. 
  Defense Dance (Ex): Starting at 1st level, as long as 
  you maintain your psionic focus, you add your Charisma 
  modifier (if positive) as a dodge bonus to AC, due to your 
  constant dancing about as you move and distracting the 
  attacker with your charms. 
  Uncanny Dodge: Starting at 2nd level, you gain the 
  ability to react to danger before your senses would 
  normally allow you to do so. You retain your Dexterity 
  bonus to AC (if any) even if you are caught flat-footed or 
  struck by an invisible attacker. However, you still lose 
  your Dexterity bonus to AC if immobilized. 
  If you already have uncanny dodge from a different 
  class (you with at least four levels of rogue, for example), 
  you automatically gain improved uncanny dodge (see 
  below) instead. 
  Priytu-ih (Su): Also known as the joyful dance, you 
  dance in a way to charm the watcher starting at 2nd level. 
  If you have 10 or more ranks in Perform (dance) you can 
  use your dance to improve the attitude of NPCs around 
  you. Each creature to be influenced must be within 90 
  feet, able to see and hear the dancer, and able to pay 
  attention to your. You must also be able to see the 
  creature. The distraction of nearby combat or other 
  dangers prevents the ability from working. For every 
  three class levels beyond 1st, you can target one 
  additional creature with a single use of this ability. 
  Starting a priytu-ih is a standard action that provokes an 
  attack of opportunity. 
  To use the ability, you make a Perform (dance) check. 
  Your check result is the Will save DC for each affected 
  creature.‖If‖a‖creature’s‖saving throw succeeds, you cannot 
  attempt to influence that creature again for 24 hours. If its 
  saving throw fails, the creature regards you as its trusted 
  friend‖and‖ally‖(treat‖the‖target’s‖attitude‖as‖friendly). If 
  the creature is currently being threatened or attacked by 
  you or your allies, however, it receives a +5 bonus on its 
  saving throw. Any potential threat requires the dancer to 
  make another Perform (dance) check and allows the 
  creature a new saving throw against a DC equal to the 
  new Perform check result. The effect lasts for as long as 
  the creature sees you perform and for up to 5 rounds 
  thereafter. Priytu-ih is an enchantment (charm), mind-
  affecting ability. 
  Improved Psionic Dodge (Ex): Starting at 3rd level, 
  your Psionic Dodge bonus increases to +2, and can be 
  applied wholly to one target, or a combination of two 
  targets with a +1 bonus each. This bonus improves to +3 at 
  7th level and +4 at 10th level. All other normal rules for 
  the Psionic Dodge feat apply. 
   
  Table: The Mystic Dancer 
  Hit Die: d6 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +2 
  +2 
  Innuendo dance, defense dance 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Uncanny dodge, priytu-ih 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Improved psionic dodge +2, trap sense +1 
  4th 
  +3 
  +1 
  +4 
  +4 
  Evasion, liaka-ih 
  5th 
  +3 
  +1 
  +4 
  +4 
  Chance 1/day, improved cloak dance 
  6th 
  +4 
  +2 
  +5 
  +5 
  Defensive-fight dance, trap sense +2 
  7th 
  +5 
  +2 
  +5 
  +5 
  Improved psionic dodge +3, improved uncanny dodge 
  8th 
  +6 
  +2 
  +6 
  +6 
  Force dance 
  9th 
  +6 
  +3 
  +6 
  +6 
  Improved evasion, trap sense +3 
  10th 
  +7 
  +3 
  +7 
  +7 
  Wriquo-ih, improved psionic dodge +4 
  Class Skills (4 + Int modifier per level): Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, 
  Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (local), Listen, Move Silently, Perform, Profession, 
  Sense Motive, Sleight of Hand, Spot, Tumble, Use Psionic Device, Use Rope. 
  
   
  27 
  Trap Sense (Ex): At 3rd level, you gain an intuitive 
  sense that alerts you to danger from traps, giving you a +1 
  bonus to Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks by traps. These bonuses 
  increase by +1 every three mystic dancer levels thereafter 
  (6th, 9th, etc.). Trap sense bonuses gained from multiple 
  classes stack. 
   
  Evasion (Ex): At 4th level you gain the evasion ability. 
  When you make a successful Reflex saving throw against 
  an attack that normally deals half damage on a successful 
  save, you instead takes no damage. Evasion can be used 
  only if you are wearing light armor or no armor. A 
  helpless mystic dancer does not gain the benefit of 
  evasion. 
  Liaka-ih (Su): Also known as the tragic dance, you 
  can make any target that watches the dance sick starting 
  at 4th level. The range that this dance is effective is 15 feet 
  plus 5 feet per class level. You must dance for at least 3 
  rounds and upon the completion of this dance, all targets 
  in range of the effect who were watching must make a 
  Will save at DC 10 + your Charisma modifier or become 
  fatigued for a number of rounds equal to 1 plus 1 round 
  for every increment of 2 that the save failed by rounded 
  down (minimum 1 round). 
  You must expend your psionic focus in order to 
  perform this dance. 
  If you are attacked successfully while performing this 
  dance, you must make a Concentration check (DC 12 + 
  damage dealt) to keep it from being stopped. If the 
  Concentration check fails, you keep dancing but do not 
  receive any benefit from the dance, and must start it up 
  again your next round if so desired once you can maintain 
  your psionic focus again. 
  Chance (Ex): Mystic dancers are quick thinkers and 
  have a supernatural luck about them because of this. You 
  can reroll any failed result on a d20 once per day. You 
  must keep the result of the reroll, even if it is another 
  failure. 
  Improved Cloak Dance (Ex): As the Cloak Dance feat, 
  except that you can use a free action to obscure your exact 
  position. Until your next turn you have concealment. 
  Alternatively, you can take a move action to entirely 
  obscure your exact position which then grants here total 
  concealment until your next turn. 
  Defensive-Fight Dance (Ex): Starting at 6th level, 
  whenever you use the fighting defensively action and is 
  psionically focused, you receive a +4 dodge bonus to AC 
  instead of the normal +2. Whenever you use the total 
  defense action, you receive a +6 dodge bonus to AC 
  instead of the normal +4. All bonuses stack with the 
  bonuses one would receive from having 5 or more ranks 
  in Tumble, as described in the fighting defensively section 
  in PH 
  Improved Uncanny Dodge (Ex): At 7th level and 
  higher, you can no longer be flanked; you can react to 
  opponents on opposite sides of you as easily as you can 
  react to a single attacker. This defense denies a rogue the 
  ability to use a flank attack to sneak attack you, unless the 
  attacker has at least four more rogue levels than you have 
  mystic dancer levels. If you already have uncanny dodge 
  (see above) from another class, you automatically gain 
  improved uncanny dodge instead, and the levels from the 
  classes that grant uncanny dodge stack to determine the 
  minimum levels a rogue must be to flank you. 
  Force Dance (Ex): When unarmored, a mystic dancer 
  of 8th level or higher with 16 or more ranks in Perform 
  (dance) can use his dance to improve your combat 
  abilities. After 1 round of uninterrupted dance, you can 
  add your Charisma modifier (if any) to attack and 
  damage rolls with all melee attacks you have on the 
  following round. Starting a force dance is a full-round 
  action and requires the expenditure of your psionic focus. 
  You can use force dance once per day per mystic dancer 
  level. 
  Improved Evasion (Ex): At 9th level, your evasion 
  ability improves. You still take no damage on a successful 
  Reflex saving throw against attacks, but henceforth you 
  takes only half damage on a failed save. A helpless mystic 
  dancer does not gain the benefit of improved evasion. 
  Wriquo-ih 
  (Su): 
  When 
  unarmored, 
  you 
  can 
  accomplish another style of the force dance known as the 
  war dance at 10th level, but with added emphasis on war, 
  and martial life. If the mystic dancer has 20 or more ranks 
  in Perform (dance), you can use your dance to turn 
  yourself into a dancing war machine. After 2 rounds of 
  uninterrupted dance, you must make a DC 30 Perform 
  (dance) check and expend your psionic focus, you gain 
  the abilities as if you performed a force dance, plus you 
  receive a +10 bonus to your movement and can also now 
  add your Charisma modifier to your AC. You also receive 
  an extra attack at your full base attack bonus on your next 
  round. You can use this ability as many times as you want 
  in a day, however, upon completion of the dance the 
  mystic dancer must make a Fortitude check at DC 25, if 
  you fail you is automatically considered exhausted. 
   
  Obstinate Soul 
  “There’s nothing that can’t be accomplished once you set your 
  mind to it.” 
  —Glabric, obstinate soul 
   
  All dwarven folk are known for their determination 
  and obsession with completing tasks they have taken on. 
  The obstinate souls are dwarves who take the devotion to 
  their focus to a level above most of their kin, hinging 
  every act and decision upon how it relates to their focus, 
  unwavering in their pursuits to complete it. 
   Obstinate souls are greatly respected by their fellow 
  dwarves, and are often tasked with the most vital of 
  undertakings. 
  Most 
  often 
  found 
  within 
  dwarven 
  communities,‖an‖obstinate‖soul‖won’t‖usually‖be‖found‖in‖
  positions of authority due to their single-minded 
  approach to all things; though they are always called 
  upon to offer insight on a situation that pertains to their 
  current focus. Obstinate souls can be found anywhere, if 
  there is reason to be there that relates to the completion of 
  their focus. 
  
   
  28 
   Most classes find the abilities of the obstinate soul 
  beneficial, but the majority of those who take this class 
  come from a combat-related background or an NPC class. 
  These dwarves work well with anyone whose goals are in 
  line with their current focus, but most work alone due to 
  their constant drive to meet their goal. 
  Becoming an Obstinate Soul 
  To qualify to become an obstinate soul, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Skills: Concentration 7 ranks. 
  Feats: Disciplined, Iron Will. 
  Race: Dwarf. 
  Special: 
  The 
  character 
  must 
  have 
  successfully 
  completed three or more foci, each of which required 
  at least one month to accomplish. 
  Class Features 
  Class Features: At 1st, 3rd, and 5th-levels, your class 
  features (including spellcasting or manifesting abilities) 
  increase in effective level as if you had also gained a level 
  in a class to which you belonged before adding the 
  prestige class level. You do not, however, gain the benefit 
  of your previous class's Hit Dice, attack progression, skill 
  points, or saving throws. If you had more than one class 
  before becoming into this prestige class, you must decide 
  to which class to add each level for the purpose of 
  determining class features.  
  Expanded Focus: Beginning at 1st level and at every 
  odd level thereafter, you may choose to add your focus 
  bonus to affect one of the following: 
  • 
  Initiative checks 
  • 
  Armor Class 
  • 
  Spells or psionic powers with variable numeric 
  effects 
  • 
  Turning checks 
  • 
  Caster or manifester level checks 
  • 
  Ability checks 
  Each option can be selected only once. 
   Dwarven Resolve (Ex): Beginning at 2nd level, your 
  morale bonus on all checks related to your focus increases 
  to +2. At 5th level, your morale bonus increases to +3. 
   Focused Probability: Starting at 4th level, you gain 
  the ability to reroll one attack roll, one saving throw, one 
  ability check, or one skill check that relates to your focus. 
  The choice to reroll must be declared before the results of 
  the previous die roll is revealed a success or failure. You 
  must take the result of the reroll, even if it is worse than 
  the original roll. This ability is usable only once per day. 
   
  Procurer 
  "Of course these are my goods! I bought them from a trusted 
  source.” 
  —Coraanu Clearwater, procurer 
   
  Procurers are elves who conduct legitimate trading 
  with one hand while stealing with the other. These elves 
  usually work for either themselves as traders or for their 
  respective tribes, filling the market stalls with goods 
  stolen from other merchants, nobles, free citizens, 
  templars, and even sorcerer-kings. 
  Procurers can be found in any city-state, haggling and 
  bartering for a better price for their wares and illicit good. 
  Most procurers come from the bard and rogue class, 
  whose abilities allow them to excel at obtaining more 
  goods for sale. Multi-class combinations are not unusual, 
  since spells and the Way would greatly help with their 
  efforts to procure good for sale, though druids and 
  templars almost never become procurers due to their ties 
  to either the land or respective sorcerer-kings and not 
  their Elven tribe. 
  NPC procurers can be found anywhere there are 
  profits to be made, seeking new markets, suppliers, and 
  new opportunities to rob something valuable. 
  Becoming a Procurer 
  To qualify to become a procurer, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Skills: Appraise 8 ranks, Spot 6 ranks, Profession 
  (trader) 4 ranks. 
  Feats: Trader. 
  Special: Must be an elf affiliated to a tribe. 
  Class Features 
  Secret Door Finding: A procurer who merely passes 
  within 5 feet of a secret or concealed door is entitled to a 
  Search check to notice it as if she were actively looking for 
  it. 
  Trapfinding: Procurers can use the Search skill to 
  locate traps when the task has a DC higher than 20. 
  Table: The Obstinate Soul 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Class Features 
  1st 
  +0 
  +2 
  +0 
  +2 
  Expanded focus  
  +1 level existing class features 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Dwarven resolve +2 
  ― 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Expanded focus 
  +1 level existing class features 
  4th 
  +3 
  +4 
  +1 
  +4 
  Focused probability  
  ― 
  5th 
  +3 
  +4 
  +1 
  +4 
  Expanded focus, dwarven resolve +3 
  +1 level existing class features  
  Class Skills (4 + Int modifier per level): Craft, Concentration, Knowledge (any three), 
  Listen, Profession, Search, Sense Motive, Spot. 
  
   
  29 
  Finding a nonmagical trap has a DC of at least 20, or 
  higher if it is well hidden. Finding a magic trap has a DC 
  of 25 + the level of the spell used to create it. 
  You can use the Disable Device skill to disarm magic 
  traps. A magic trap generally has a DC of 25 + the level of 
  the spell used to create it. 
  A‖procurer‖who‖beats‖a‖trap’s‖DC by 10 or more with 
  a Disable Device check can study a trap, figure out how it 
  works, and bypass it (with her party) without disarming it 
  Obsession: Procurers are extremely curious. You must 
  make a Will save (DC 10 + your procurer level) to avoid 
  snooping around any closed door or tent opening. 
  Skillful Fingers: You receive a +2 bonus on Open 
  Lock, Disable Device, and Sleight of Hand checks. 
  Trade Secret: At 3rd level, you may select one of the 
  following trade secrets: coolheaded, skilled or versatile. 
  Trap Intuition (Ext): Starting at 3rd level, you gain a 
  bonus on Reflex saves made to avoid traps and a Dodge 
  bonus to AC against attacks made by traps equal to your 
  procurer class level. This ability stacks with trap sense. 
  Special Ability: At 5th level, you gain a special ability 
  of your choice from among the following options: dune 
  trader, silver tongue, skill mastery, notoriety, slippery 
  mind,‖looter’s‖luck, and feat. These abilities are described 
  in the Player’s Handbook and the Dark Sun Core Rules. 
   
  Psiologist 
  “The Way is hard for those without the Will to follow it to the 
  end.” 
  —Urmexca, Draji psiologist 
   
  Many are those who are trained in the use of the Way, 
  but 
  few 
  dedicate 
  themselves 
  completely 
  to 
  its 
  comprehension. The psiologist studies extensively in the 
  psionic academies and schools to unlock a mastery over 
  the Way that other never dream of. By learning from the 
  various existing traditions of the Way, he can benefit from 
  the wisdom of hundreds of great masters. Intense 
  contemplation on the uses of his powers and on the 
  understanding of his Will are paramount to this end. He 
  firmly believes that psionics is superior to magic, or any 
  other physical training, if its user is knowledgeable 
  enough in the Way and has the Will to back it up. The 
  psiologist even considers himself superior to other, more 
  mundane users of the Way. 
   Only manifesters who have given a priority to their 
  psionic development are likely to be drawn to becoming 
  psiologists. Thus, almost all psiologists come from the 
  ranks of psions or psionicists (NPC psionic class), and a 
  few wilders who trained in the academies after 
  developing their powers on their own. Psychic warriors 
  and soulknives rarely have the intellectual focus required 
  to become psiologists. 
   NPC psiologists are most often found in the various 
  psionic academies dotting the lands of Athas. They are 
  often teachers of the Way, masters who show the 
  superiority of psionics over all other disciplines to those 
  who wish to listen. They are always on the lookout to find 
  new ways to develop their already impressive grasp of 
  the Will and the Way. 
  Becoming a Psiologist 
  To qualify to become a psiologist, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Alignment: Any lawful. 
  Skills: Knowledge (psionics) 12 ranks, Psicraft 12 ranks. 
  Feats: 
  Psionic 
  Affinity, 
  Skill 
  Focus 
  (Knowledge 
  [psionics]), Skill Focus (Psicraft), any two metapsionic 
  feats. 
  Psionics: Able to manifest 5th-level powers. 
  Special: Must have trained in at least three different 
  psionic academies or schools and must still be a 
  member in good standing in one of them. 
  Class Features 
  Manifesting: At every level, you gain additional 
  power points per day and access to new powers as if you 
  had also gained a level in whatever manifesting class you 
  belonged to before you added the prestige class. You do 
  not, however, gain any other benefit a character of the 
  class would have gained (bonus feats, metapsionic, 
  psionic or item creation feats, psicrystal special abilities, 
  and so on). This essentially means that you add the level 
  of psiologist to the level of whatever manifesting class 
  you have, then determines power points per day, powers 
  known, and manifester level accordingly. 
   If you had more than one manifesting class before 
  you became a psiologist, you must decide to which class 
  you add the new level of psiologist for the purpose of 
  Table: The Procurer 
  Hit Die: d6 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Secret door finding, obsession 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Skillful fingers, trapfinding 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Trade secret 
  4th 
  +3 
  +1 
  +4 
  +1 
  Trap intuition 
  5th 
  +3 
  +1 
  +4 
  +1 
  Special ability 
  Class Skills (6 + Int modifier per level): Appraise, Bluff, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, 
  Forgery, Gather Information, Hide, Intimidate, Knowledge (local), Listen, Move Silently, Open Lock, Profession, 
  Search, Sense Motive, Sleight of Hand, Spot. 
  
   
  30 
  determining power points per day, powers known, and 
  manifester level. 
  Psiologism: You benefit from being a member from a 
  psionic academy or school. The organization you are a 
  member of provides you a place to stay for as long as you 
  wish. You may board at the schoolground campus and 
  are provided with meals and lodging of common quality. 
  You must perform various duties in return for these 
  benefits. Duties include making yourself available to 
  teach students on campus for at least 2 consecutive weeks 
  every six months and accepting special commissions 
  handed down by senior members of the institution. 
  Psionic Acumen (Ps): At 2nd level, you develop ways 
  to strengthen your powers farther than other users of the 
  Way. You can now augment any power you know for a 
  total of 1 power point more than your manifester level. At 
  5th and 9th level, you add an additional power point to 
  the limit of power points you can spend for augmenting 
  powers you know. This benefit cannot be used while you 
  are wild surging, since it is by controlling consciously 
  your use of the Will that you achieve this result. 
  Psionic Rationalization (Ps): At 3rd level, your 
  understanding of the Way shows itself as you can 
  enhance your powers while making less use of your Will. 
  When using a metapsionic feat, you reduce the increased 
  power point cost by 1. At 7th level, you can reduce the 
  cost by an additional point. The cost cannot be reduced 
  below its original cost by the use of this ability. 
  Forethought (Ps): Upon achieving 4th level, and later 
  at 6th level, your control of the Way becomes such that 
  you can manifest a power as if you were using Quicken 
  Power a number of times indicated in Table: The 
  Psiologist. 
  Discipline Insight (Ps): At 8th level, you master a 
  single discipline that you choose, and your knowledge 
  and understanding of this chosen discipline is so great 
  that you can, once per day, manifest a power from that 
  discipline as if you had two additional manifester levels. 
  This benefit cannot be used while you are wild surging, 
  since it is by controlling consciously your use of the Will 
  that you achieve this result. If you are already a psion, 
  then you must choose your chosen psion discipline when 
  using this ability. 
  Schoolmaster (Ps): At 10th level, you are able to 
  manifest powers from your chosen discipline for the 
  maximum effect possible. Once per day, you can manifest 
  a power from that discipline that is both empowered and 
  maximized, without any extra power point cost. The 
  chosen discipline for the schoolmaster ability must be the 
  same one as was chosen for discipline insight. 
   
  Quari-Dre 
  “Let me show you what I do to the soft shelled ones.” 
  —Dej‖G’sed,‖to’ksa‖quari-dre 
   
  The quari-dre,‖or‖“bringer‖of‖death”,‖is‖a‖kreen‖stalker‖
  that devotes itself to hunting intelligent humanoids. They 
  hate their quarry with a passion, their hate fueled by a 
  desire to avenge all the clutchmates they have lost to 
  them. Qhari-dre are the quintessential image that all 
  humanoids fear of the kreen: a killing insect-man that 
  plows through their ranks, rapidly dealing death with its 
  claws and mandibles. 
  Qhari-dre are usually warriors or fighters, and more 
  rarely psychic warrior, for they concentrate more on their 
  martial prowess than their psionic might. Unclassed kreen 
  that meet the requirements can also have some levels in 
  the class. Qhari-dre usually come from the ranks of those 
  kreen especially proud of their racial heritage, and may as 
  such have taken levels in the thri-kreen paragon class. 
  NPC quari-dre can be found as part of any kreen 
  clutch, protecting their clutchmates from the depravities 
  of the soft shelled races. Some of those are without clutch 
  anymore wander the wastes alone, with the purpose of 
  avenging the deaths of their former clutchmates. 
  Becoming a Quari-Dre 
  To qualify to become a quari-dre, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Table: The Psiologist 
  Hit Die: d4 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Manifesting 
  1st 
  +0 
  +0 
  +0 
  +2 
  Psiologism 
  +1 level of existing manifesting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Psionic acumen (1) 
  +1 level of existing manifesting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Psionic rationalization (-1) 
  +1 level of existing manifesting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Forethought (1/day) 
  +1 level of existing manifesting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Psionic acumen (2) 
  +1 level of existing manifesting class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Forethought (2/day) 
  +1 level of existing manifesting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Psionic rationalization (-2) 
  +1 level of existing manifesting class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Discipline insight 
  +1 level of existing manifesting class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Psionic acumen (3) 
  +1 level of existing manifesting class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Schoolmaster 
  +1 level of existing manifesting class 
  Class Skills (2 + Int modifier per level): Autohypnosis, Bluff, Concentration, Diplomacy, Knowledge (all skills, taken 
  individually), Psicraft, Sense Motive, Use Psionic Device. 
   
   
  
   
  31 
  Race: Thri-kreen. 
  Base attack bonus: +5. 
  Skills: Move Silently 5 ranks, Spot 5 ranks, Survival 5 
  ranks. 
  Feats: Improved Overrun, Multiattack. 
  Special: Must‖have‖lost‖a‖clutchmate‖to‖a‖humanoid’s‖
  attack. 
  Class Features 
  Dra Killer (Ex): Due to extensive training against soft-
  shelled opponents and training in specifically designed 
  combat techniques using your natural attacks, you gain a 
  +1 bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival 
  checks 
  when 
  using 
  these 
  skills 
  against 
  humanoids with a +2 or less natural armor bonus. You get 
  the same bonus on attack and damage while using your 
  natural weapons against these creatures. The bonus on 
  damage does not apply against creatures that are immune 
  to critical hits. At 3rd, 6th, and 9th level, your bonus 
  increase by 1. 
  The bonuses gained from this ability stack with those 
  conferred by the favored enemy class feature. 
   Stability (Ex): The quari-dre, by using his multiples 
  limbs to keep his Balance and stability, gains a +4 bonus to 
  his Strength check to knock prone or resist being knocked 
  prone by a defender. 
  Jump Amongst the Enemy (Ex): At 2nd level, you can 
  use the overrun action to plow past more than one 
  opponent in a round. You can use this ability to overrun 
  opponents until you fail to knock one of your opponents 
  prone. The additional opponents over the first must be of 
  the humanoid type. You can overrun a maximum of 2 
  opponents at 2nd level, 3 opponents at 5th level, and 4 
  opponents at 8th level. 
  Pierce the Soft Shell (Ex): At 5th level, the damage 
  you inflict with your unarmed attacks increases by one 
  step, as if your size had increased by one category (MM 
  291). 
  Slash at the Fell (Ex): Upon achieving 4th level, the 
  quari-dre that knocks an opponent prone with the 
  overrun action may make an attack of opportunity with 
  one claw against this opponent. You can do so once per 
  overrun action at 4th level, and twice at 7th level. Only 
  one attack of opportunity is allowed per opponent 
  knocked prone. 
  Tear the Soft Shell: By 7th level, you treat your 
  natural weapons as if you had the Improved Critical feat 
  when fighting humanoids with a +2 or less natural armor 
  bonus. 
  Dra Slayer (Ex): At 10th level, you gain an ability 
  equivalent to the assassin’s death attack ability (DMG 
  180), except it can only be used against humanoids with a 
  +2 or less natural armor bonus, is usable only with one of 
  your unarmed attacks, and does not requires a successful 
  sneak attack. The humanoid must still be denied its 
  Dexterity bonus. 
   
  Royal Animator 
  “If this spy refuses to tell us who his master is, then his corpse 
  will in his stead. Kill him.” 
  —Ang-Thal, Raamin royal animator 
   
  Royal animators in service of sorcerer-monarchs have 
  similar duties as royal defilers, with an emphasis on the 
  dead arts. They are often trained in those arts by more 
  powerful defilers in service of the king or queen, and 
  sometimes even personally by the sorcerer-monarch. 
  Royal animators can exert the same authority as templars 
  within‖the‖boundaries‖of‖their‖monarch’s‖city-state. 
  In most of the cities that have lost their dragon kings, 
  animators have been driven away or killed by the 
  populaces who have feared them all their lives. These 
  defilers can attain powerful positions in the templar 
  hierarchy and can achieve great personal power. Their 
  duties in the dead arts extend to raising walking dead for 
  gladiatorial games and the creation of undead armies and 
  war machines in times of war. They are also used to pilfer 
  of knowledge the dead minds of corpses, and some 
  sorcerer-monarchs also employ them for particularly 
  horrible punishments. 
  Humans are ambitious, elves are scrupulous and half-
  elves‖ have‖ the‖ natural‖ aptitude‖ of‖ their‖ parent‖ races’‖
  aptitude for magic. These three races are the most 
  common royal animators. All royal animators have levels 
  in the wizard class. The most feared agents of the 
  Table: The Quari-Dre 
  Hit Die: d10 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Dra killer +1, stability 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Jump amongst the enemy (2 opponents) 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Dra killer +2 
  4th 
  +4 
  +4 
  +1 
  +1 
  Pierce the soft flesh, slash at the fell (once) 
  5th 
  +5 
  +4 
  +1 
  +1 
  Jump amongst the enemy (3 opponents) 
  6th 
  +6 
  +5 
  +2 
  +2 
  Dra killer +3 
  7th 
  +7 
  +5 
  +2 
  +2 
  Slash at the fell (twice), tear the soft flesh 
  8th 
  +8 
  +6 
  +2 
  +2 
  Jump amongst the enemy (4 opponents) 
  9th 
  +9 
  +6 
  +3 
  +3 
  Dra killer +4 
  10th 
  +10 
  +7 
  +3 
  +3 
  Dra slayer 
  Class Skills (2 + Int modifier per level): Bluff, Craft, Intimidate, Jump, Listen, Move Silently, Search, Sense Motive, 
  Spot, Survival. 
  
   
  32 
  sorcerer-kings are multi-classed templar/defilers who 
  sometimes become royal animators and are the most 
  devoted tools of their liege. 
  Becoming a Royal Animator 
  To qualify to become a royal animator, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Skills: Diplomacy 2 ranks, Intimidate 2 ranks, 
  Knowledge (arcana) 8 ranks, Knowledge (religion) 4 
  ranks, Knowledge (warcraft) 4 ranks. 
  Spells: Able to cast 3rd-level arcane spells. 
  Special: Must 
  be 
  a 
  defiler specialized 
  in 
  the 
  Necromancy school of magic and must be accepted 
  by his sorcerer-monarch. 
  Class Features 
  Animation Reserve (Ex): A royal animator receives a 
  pool of points he can spend instead of experience points 
  when using the shape undead ability. Each time you gain 
  a class level, you receive a new animation reserve. When 
  gaining a new level, unspent points from previous levels 
  are lost. 
  Secular Authority (Ex): This ability works exactly as 
  described in the templar class entry in the DS3 Core Rules. 
  King’s Library: Royal animators have access to the 
  King’s‖ Library,‖ a‖ vast‖ resource‖ of‖ spells‖ and‖ magical‖
  knowledge. You gain four new spells for every level 
  gained in royal animator (including 1st), rather than two 
  at every level. 
  Shape Undead: Skilled at undead crafting, a royal 
  animator can impart unto the undead, at the moment he 
  animates or creates them, certain abilities depending on 
  his number of ranks in Knowledge (religion). Each ability 
  has a cost in XP and when applied affects all creatures 
  produced through a necromancy spell. Imparting one or 
  more of these abilities increases the casting time of the 
  necromancy spell to 1 hour (unless it already is 1 hour or 
  longer). 
  •‖Hardened Body: Each undead you animate or create 
  with any necromancy spell gains a +2 natural armor 
  bonus to Armor Class. 
  Ranks: 4; XP Cost: 25. 
  •‖ Nimble Body: Each undead you animate or create 
  with any necromancy spell gains a +4 bonus on initiative 
  checks and a 10-foot increase to its base land speed. 
  Ranks: 4; XP Cost: 50. 
  •‖Retributive Death: Each undead you animate or create 
  with any necromancy spell releases a burst of grayish 
  vapors upon its destruction, dealing 1d4 points of 
  negative energy damage per Hit Die of the undead to 
  every creature within a 10-foot spread (Reflex DC 15 half). 
  Ranks: 6; XP Cost: 100. 
  •‖ Pestilent Body: Each undead you animate or create 
  with any necromancy spell carries the filth fever disease 
  (see 
  Glossary 
  in 
  the 
  Dungeon 
  Master’s 
  Guide), 
  transmissible upon physical contact with the undead or 
  through a natural or melee touch attack. 
  Ranks: 8; XP Cost: 125. 
  •‖Swarm Body: Undead vermin that you animate break 
  down into one or more bugdead swarm of your choice 
  (see Appendix 2 of Terrors of the Dead Lands). The total Hit 
  Die of the undead swarm or swarms has to be equal to or 
  less than the HD of the undead vermin they are composed 
  of. For example, a 12 HD undead rhinoceros beetle can 
  break down into one 8 HD undead Athasian locust swarm 
  and one 4 HD undead mini-kank swarm, or any 
  combination of bugdead swarms whose total Hit Die is 
  equal to or less than 12 HD. 
  Ranks: 8; XP Cost: 150. 
  •‖Toughened Body: Each undead you animate or create 
  Table: 
  The 
  Monarch’s 
  Chosen 
   
  Hit Die: d4 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Animation 
  Reserve 
  Special 
  Spellcasting 
  1st 
  +0 
  +2 
  +0 
  +2 
  500 
  King’s‖
  library,‖
  secular‖
  authority, shape undead 
  +1 level of existing arcane spellcasting 
  class 
  2nd 
  +1 
  +3 
  +1 
  +3 
  700 
  Animator secret 
  ― 
  3rd 
  +1 
  +3 
  +1 
  +3 
  900 
  ― 
  +1 level of existing arcane spellcasting 
  class 
  4th 
  +2 
  +4 
  +1 
  +4 
  1,200 
  Animator secret 
  ― 
  5th 
  +2 
  +4 
  +2 
  +4 
  1,500 
  ― 
  +1 level of existing arcane spellcasting 
  class 
  6th 
  +3 
  +5 
  +2 
  +5 
  2,000 
  Animator secret 
  ― 
  7th 
  +3 
  +5 
  +2 
  +5 
  2,500 
  ― 
  +1 level of existing arcane spellcasting 
  class 
  8th 
  +4 
  +6 
  +3 
  +6 
  3,000 
  Animator secret 
  ― 
  9th 
  +4 
  +6 
  +3 
  +6 
  4,000 
  ― 
  +1 level of existing arcane spellcasting 
  class 
  10th 
  +5 
  +7 
  +3 
  +7 
  5,000 
  Animator secret 
  ― 
  Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, 
  Knowledge (all skills, taken individually), Literacy, Profession, Sense Motive, Spellcraft. 
   
   
   
  
   
  33 
  with any necromancy spell gains a +4 enhancement bonus 
  to Strength and +2 hit points per Hit Die. 
  Ranks: 8; XP Cost: 75. 
  •‖Battleborn: Each undead you animate or create with 
  any necromancy spell gains a spark of intelligence and 
  skill.‖ Undead‖ gain‖ a‖ bonus‖ feat‖ of‖ the‖ royal‖ animator’s‖
  choice or access to a skill. Undead with Int ―‖can‖ only‖
  gain a feat with combat applications, such as Power 
  Attack or Improved Initiative. Creatures with an 
  Intelligence score can gain any skill or general feat, 
  including a skill-related feat such as Stealthy, or a feat 
  from a specialized type like metamagic or divine. The 
  undead must meet the prerequisites for the feat. Skill 
  points gained equal (4 + Int modifier, minimum 1) per 
  HD, with quadruple skill points for the first HD. 
  Ranks: 10; XP Cost: 250. 
  •‖ Undead Lieutenant: An intelligent undead with this 
  ability can take control of skeletons and zombies. The 
  undead creatures must be uncontrolled and within 30 feet 
  of the intelligent undead to fall under its control. Taking 
  control is a standard action, and the intelligent undead 
  decides which creature or creatures it gains control of. 
  Undead remain 
  under its control indefinitely. It 
  commands them by voice and they understand it, no 
  matter 
  what 
  language 
  it 
  speaks. 
  Even 
  if 
  vocal 
  communication is impossible the controlled creatures do 
  not attack the intelligent undead. It can control only 2 HD 
  worth of undead creatures per Hit Die it possesses. If it 
  exceeds this number, all the newly controlled creatures 
  fall under its control, and any excess undead previously 
  controlled become uncontrolled. (It chooses which 
  creatures are released.) The creatures move with the 
  intelligent undead, staying within 30 feet of it. If 
  commanded 
  to 
  leave 
  this 
  radius 
  they 
  become 
  uncontrolled. These undead creatures count towards the 
  maximum number of HD worth of undead creatures the 
  intelligent undead can control per caster level, if it has 
  levels in a spellcasting class. 
  Ranks: 12; XP Cost: 500. 
  Animator Secret: At 2nd level and every two other 
  levels afterward, the royal animator learns an animator 
  secret, chosen from the following list. A secret may only 
  be chosen once, unless the description says otherwise, and 
  the royal animator must meet any prerequisites. 
  •‖ Advanced Undead War Machine: You can make 
  extraordinary use of the Knowledge (warcraft) skill to 
  animate the corpses of Large or larger animals or vermin, 
  such as mekillots or war beetles, into advanced undead 
  war machines. Such a creature receives 1 additional HD 
  per 2 ranks in Knowledge (warcraft) that you possess. 
  These additional HD do not count against your limit of 
  undead controlled and you do not need to pay the 
  material components for their addition. These HD do not 
  increase the creature in size even if they would normally 
  do so. 
  •‖Dark Crafting Knowledge: You can create magic items 
  that pertain to the animation, creation, and control of 
  undead, as well as those items that specifically affect 
  them, as if you have the Craft Wondrous Item feat, and 
  pay half the price in Cp and XP for their creation (the 
  duration of the item creation process is left unchanged). 
  •‖Desecrated Animation: Each undead you animate or 
  create with any necromancy spell in a desecrated area 
  gains +1 hit point per HD and +2 turn resistance. 
  •‖Enduring Control: Control undead has a duration of 10 
  minutes/level for you. 
  •‖ Ignore Necromantic Components: You may cast 
  necromancy spells that animate or create undead without 
  any material components. The Eschew Materials feat is a 
  prerequisite for this ability. 
  •‖ Necromantic Knowledge: Study of necromancy texts 
  allows you to cast a number of spells more easily. To you, 
  animate dead is a 3rd-level spell, control undead a 6th-level 
  spell, create undead a 5th-level spell, and create greater 
  undead a 7th-level spell. 
  •‖Necromantic Specialist: This ability reduces the level 
  requirement necessary to create a specific type of undead 
  through a casting of create undead or create greater undead 
  by 1 level. You can take this ability multiple times, each 
  time reducing the level requirement by an additional 1. 
  •‖Raising Curse: When using bestow curse on a living 
  creature, you can choose to impart a special curse unto it. 
  On a failed save, the creature animates into an undead 
  upon its death, as per the animate dead spell (caster level 
  equals your own). 
  • Undead Horde: You can control an additional 2 Hit 
  Die worth of undead per caster level with any 
  necromancy spell. You can take this ability multiple times, 
  each time adding an additional 2 Hit Die worth of undead 
  per caster level. 
  •‖Unlife Mastery: Each undead you animate or create 
  with any necromancy spell gains maximum hit points. 
   
  Scion of the Worm 
  “My masters are not far behind.” 
  —Shtahalam, scion of the worm 
   
  Scions of the worm are those that have decided to 
  place themselves in the services of the psurlons 
  completely, 
  in 
  the 
  hope 
  of 
  gaining 
  a 
  greater 
  understanding of psionics. They serve their psionic 
  masters in exchange for power, in return growing more 
  and more like their masters. 
   Psions and wilders seem most attracted to the scion of 
  the worm class, but psychic warriors who wish to bolster 
  their combat abilities also find that the class features are 
  of interest. 
   NPC scions of the worm are mostly found wandering 
  the wastes on errands for their masters, but can also be 
  encountered in the city-states and villages, searching for 
  secrets or slaves to bring their masters. They often go 
  wrapped in large garments, passing themselves for one of 
  the New Races to avoid arousing suspicion about their 
  appearance. 
   
   
   
  
   
  34 
  Becoming a Scion of the Worm 
  To qualify to become a scion of the worm, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Alignment: Lawful evil. 
  Race: Any humanoid. 
  Skills: Concentration 8 ranks, Knowledge (planes) 4 
  ranks, Knowledge (psionics) 8 ranks. 
  Feats: Combat Manifestation. 
  Psionics: Able to manifest 3rd-level powers. 
  Special: Must make friendly contact with a psurlon 
  adept and undergo a ritual in which you willingly 
  submit to read thoughts to prove your sincerity. 
  Class Features 
  Manifesting: At every level indicated on the class 
  table, you gain additional power points per day and 
  access to new powers as if you had also gained a level in 
  whatever manifesting class you belonged to before you 
  added the prestige class. You do not, however, gain any 
  other benefit a character of the class would have gained 
  (bonus feats, metapsionic, psionic or item creation feats, 
  psicrystal special abilities, and so on). This essentially 
  means that you add the level of scion of the worm to the 
  level of whatever manifesting class you have, then 
  determine power points per day, powers known, and 
  manifester level accordingly. 
   If you had more than one manifesting class before 
  you became a scion of the worm, you must decide to 
  which class you add the new level of scion of the worm 
  for the purpose of determining power points per day, 
  powers known, and manifester level. 
  Foreign Mind (Su): Due to exposure to and influence 
  from the psurlons, you gain a +4 resistance bonus to 
  charm and compulsion effects. 
  Domination (Ps): You can manifest psionic dominate 
  once per day, as a standard action that does not provoke 
  an attack of opportunity. The save DC is equal to 13 + 
  your Charisma modifier. Your manifester level is the 
  manifester level of the effect. This ability is usable twice 
  per day at 4th level. 
  Maw of the Psurlon (Ex): Upon achieving 2nd level, 
  your lips retract and your teeth become pointed. You now 
  can make a bite attack (1d4 points of damage for a 
  Medium creature, 1d3 for a Small, and 1d6 for a Large). 
  Ability Boost: By 3rd level, constant psurlon exposure 
  upon you transforms your brain and elongates your head, 
  increasing your Intelligence score by 2 points. 
  Blindsight (Ex): Upon achieving 5th level, you lose the 
  use of your vision but can now ascertain your 
  surroundings by nonvisual means. Your eyes get smaller 
  and turn solid black. This ability enables you to discern 
  objects and creatures within 60 feet. You do not need to 
  make Listen or Spot checks to notice creatures within 
  range of your blindsight. 
  Psurlon Apotheosis (Ex): At 5th level, you have been 
  changed and twisted by the power of the psurlons. Your 
  skin gets a deep, brick-red color, with a subtle segmented 
  look at the joints. Your type changes to monstrous 
  humanoid. This transformation has no effect on your Hit 
  Die type. In addition, you gain a +2 racial bonus on Will 
  saves as yours mind is further alienated by your psurlon 
  mentors. 
   Ex-Scions of the Worm 
  A scion of the worm that changes his alignment away 
  from lawful evil or willingly opposes psurlons loses 
  almost all the class features of this prestige class. The only 
  class features that are not lost are the psurlon apotheosis 
  and blindsight abilities. You are permanently warped and 
  twisted into a monstrous humanoid for the rest of your 
  life. 
  Sensei 
  "Physical perfection is useless without mental perfection." 
  —Talanoa, Nibenese sensei 
   
  The most powerful characters on Athas combine the 
  study of psionics with the study of another discipline. 
  Dragons study sorcery in conjunction with the Way, while 
  elemental clerics harness the power of their minds to the 
  power of their worship. The sensei combines an intensive 
  physical training program with the Way, seeking to 
  become the perfect weapon. 
  Sensei are very rare in the Tyr region, since their art is 
  extraordinarily demanding. Few people are even aware 
  that they exist. Each sensei charts his own course in life; 
  there is no organization or school that binds them 
  together. 
  They are students of the art of combat, seeking to 
  defeat their foes physically, mentally, and spiritually. 
  They are supremely confident in their abilities and 
  Table: The Scion of the Worm 
  Hit Die: d6 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Manifesting 
  1st 
  +0 
  +0 
  +0 
  +2 
  Domination 1/day, foreign mind 
  ― 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Maw of the psurlon 
  +1 level of existing manifesting class 
  3rd 
  +2 
  +1 
  +1 
  +3 
  Ability boost (+2 Int) 
  +1 level of existing manifesting class 
  4th 
  +3 
  +1 
  +1 
  +4 
  Domination 2/day 
  +1 level of existing manifesting class 
  5th 
  +3 
  +1 
  +1 
  +4 
  Blindsight, psurlon apotheosis 
  ― 
  Class Skills (4 + Int modifier per level): Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Gather Information, 
  Hide, Intimidate, Knowledge (the planes/psionics), Listen, Profession, Psicraft, Search, Sense Motive, Spot. 
   
   
  
   
  35 
  understand their capabilities and limitations exactly. Mere 
  treasure‖is‖not‖enough‖to‖win‖a‖sensei’s‖service;‖they‖only‖
  exercise their skills for worthy causes. There is little room 
  in‖ the‖ sensei’s‖ existence for anything but the quest for 
  perfection. 
  The few known sensei are usually humans, half-elves, 
  elves and muls, since they are usually the only races with 
  both the physical and mental requisites. Sensei from other 
  races are unknown in the Tyr Region. Some may be 
  assassins, others gladiators, and others wandering 
  champions who fight against injustice. 
  Becoming a Sensei 
  To qualify to become a sensei, a character must fulfill 
  all the following criteria. 
  Entry Requirements 
  Base attack bonus: +4 
  Skills: Autohypnosis 3 ranks, Concentration 7 ranks, 
  Jump 4 ranks, Tumble 5 ranks. 
  Feats: Improved Unarmed Strike or Weapon Focus 
  (any) and Psionic Meditation. 
  Psionics: Able to manifest 2nd-level powers. 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiency: 
  Senseis 
  are 
  proficient with all simple weapons, plus the chatkcha. 
  Manifesting: At every level from 2nd through 9th, 
  you gain additional power points per day and access to 
  new powers as if you had also gained a level in whatever 
  manifesting class you belonged to before you added the 
  prestige class. You do not, however, gain any other 
  benefit a character of that class would have gained (bonus 
  feats, metapsionic or item creation feats, psicrystal special 
  abilities, and so on). This essentially means that you add 
  the sensei level to the level of whatever manifesting class 
  you have, then determines power points per day, powers 
  known, and manifester level accordingly. 
  If you had more than one manifesting class before you 
  became a sensei, you must decide to which class you add 
  the new level of sensei for the purpose of determining 
  power points per day, powers known, and manifester 
  level.  
  AC Bonus (Ex): You gain an insight bonus to your 
  Armor Class when wearing no armor equal to your 
  Wisdom modifier, if positive. The insight bonus received 
  may not exceed your sensei level. 
  Fighting Style (Ex): At 1st level, you must select one 
  of two combat styles to pursue: armed or unarmed 
  combat. This choice affects your class features but does 
  not restrict your selection of feats or special abilities in 
  any way. 
  If you select armed, you are treated as having the 
  Psionic Weapon feat, even if you do not have the normal 
  prerequisites for that feat. 
  If you select unarmed combat, you are treated as 
  having the Psionic Fist feat, even if you do not have the 
  normal prerequisites for that feat. 
  The benefits of your chosen style apply only when you 
  wear no armor. You lose all benefits of your combat style 
  when wearing armor. 
  Unarmed Strike: This is exactly like the monk ability 
  of the same name. If you get an increase in your unarmed 
  damage from another source (such as psionic monk 
  levels) your sensei levels stack in order to determine the 
  total damage. 
  Bonus Feat: You unlock more of your potential. You 
  gain a bonus feat from the following list: Blind-fight, 
  Combat Reflexes, Deflect Arrows, Combat Expertise, 
  Endurance, 
  Improved 
  Grapple, 
  Improved 
  Disarm, 
  Improved Sunder, Improved Trip, Mental Leap, Power 
  Attack, Rapid Metabolism, Stand Still, Stunning Fist, Up 
  the Walls. You must still meet the prerequisites for the 
  feat. 
  Fast Movement (Ex): Your land speed is faster than 
  the norm for your race by +10 feet. This benefit applies 
  only when you are wearing no armor and carrying a light 
  load. Apply this bonus before modifying your speed 
  because of any load carried or armor worn. 
  Improved Fighting Style (Ex): At 5th level, your 
  Table: The Sensei 
   
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Unarmed 
  Damage 
  Manifesting 
  1st 
  +1 
  +2 
  +0 
  +2 
  AC 
  bonus, 
  fast 
  movement, fighting style, 
  unarmed strike 
  1d6 
  — 
  2nd 
  +2 
  +3 
  +0 
  +3 
  Bonus feat 
  1d6 
  +1 level of existing manifesting class 
  3rd 
  +3 
  +3 
  +1 
  +3 
  — 
  1d8 
  +1 level of existing manifesting class 
  4th 
  +4 
  +4 
  +1 
  +4 
  Bonus feat 
  1d8 
  +1 level of existing manifesting class 
  5th 
  +5 
  +4 
  +1 
  +4 
  Improved fighting style 
  1d8 
  +1 level of existing manifesting class 
  6th 
  +6 
  +5 
  +2 
  +5 
  — 
  1d10 
  +1 level of existing manifesting class 
  7th 
  +7 
  +5 
  +2 
  +5 
  Bonus feat 
  1d10 
  +1 level of existing manifesting class 
  8th 
  +8 
  +6 
  +2 
  +6 
  — 
  1d10 
  +1 level of existing manifesting class 
  9th 
  +9 
  +6 
  +3 
  +6 
  Supreme fighting style 
  2d6 
  +1 level of existing manifesting class 
  10th 
  +10 
  +7 
  +3 
  +7 
  Vihear 
  2d6 
  — 
  Class Skills (2 + Int modifier per level): Autohypnosis, Balance, Climb, Concentration, Craft, Heal, Intimidate, Jump, 
  Knowledge (psionics), Profession, Ride, Tumble. 
   
   
   
  
   
  36 
  aptitude in your chosen combat style (armed or unarmed 
  combat) improves. If you selected armed at 1st level, you 
  are treated as having the Improved Psionic Weapon, even 
  if you do not have the normal prerequisites for that feat. 
  If you selected unarmed combat at 1st level, you are 
  treated as having the Improved Psionic Weapon feat, even 
  if you do not have the normal prerequisites for that feat. 
  As before, the benefits of your chosen style apply only 
  when you wear no armor. You lose all benefits of your 
  combat style when wearing armor. 
  Supreme Fighting Style (Ex): At 5th level, your 
  aptitude in your chosen combat style (armed or unarmed 
  combat) becomes supreme. If you selected armed at 1st 
  level, you are treated as having the Unavoidable Strike, 
  even if you do not have the normal prerequisites for that 
  feat. 
  If you selected unarmed combat at 1st level, you are 
  treated as having the Deep Impact feat, even if you do not 
  have the normal prerequisites for that feat. 
  As before, the benefits of your chosen style apply only 
  when you wear no armor. You lose all benefits of your 
  combat style when wearing armor. 
  Vihear (Ex): Through the quiet acceptance of 
  authority, mental discipline and extinguishing your self, 
  you have obtained a state of inner peace known as Vihear 
  (sanctuary in Nibenese). You are immune to fear and 
  compulsion effects. 
   
  Spirit Incarnate 
  “We will defile you like you defiled the land.” 
  —Carota, spirit incarnate half-elf 
   
  Spirit incarnates occur in druid-protected areas 
  frequently despoiled by intruders, especially defilers. The 
  desperation of those spirits of the land taking the brunt of 
  the downward spiral affecting Athas reaches the druids of 
  those lands and forces a conduit trough which they can 
  affect their plight. Spirit incarnates will not hesitate to 
  hunt down and eradicate wizards but most do not bother 
  travelers who are respectful of nature. Many spirit 
  incarnates are found amongst grove masters who see their 
  lands ravaged by the actions of intelligent creatures. A 
  certain duality becomes apparent in the thought processes 
  and mannerisms of these druids as both their essence and 
  that of the spirit of the land have merged. 
  The rage and desperation of the spirit of the land is 
  what permits this merging to occur, thus fiery half-elves 
  are the best candidates to first feel the connection. 
  Halflings, pterrans, and aarakocras are also found as spirit 
  incarnate due to their strong affinity to nature. 
  Spirit incarnates will often focus on an area that has 
  been particularly ravaged until the land has been restored 
  to the fullest extent of their abilities. Those spirit 
  incarnates that are also grove masters will restore their 
  guarded lands and stay in the area to protect it from 
  future harm. NPC spirit incarnate usually attack without 
  warning travelers who arbor a wizard in their midst. 
  Becoming a Spirit Incarnate 
  To qualify to become a spirit incarnate, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Skills: Knowledge (nature) 8 ranks, Survival 5 ranks. 
  Feats: Wastelander. 
  Special: Must have wild shape class feature and come 
  into contact with a Spirit of the Land. 
  Class Features 
  Perceive Taint (Sp): Spirit incarnates can feel the 
  intangible taint of defiling. You can use defiler scent at will. 
  Sacrifice (Su): If someone defiles within 60 feet of you, 
  you can react to protect the land through sacrificing part 
  of‖ your‖ own‖ life‖ force.‖ This‖ nullifies‖a‖ wizard’s‖ defiling‖
  radius and any effects it entails, including those of Raze 
  feats. You lose 1 hit point per 5 feet of defiling radius 
  nullified. 
  Spirit Shape (Su): You can call upon the local spirit of 
  the land, or guardian, to extend itself into your body, in 
  Table: The Spirit Incarnate 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Spellcasting/Manifesting 
  1st 
  +0 
  +2 
  +0 
  +2 
  Perceive taint, sacrifice, spirit shape 
  1/day 
  +1 level of existing divine spellcasting class 
  2nd 
  +1 
  +3 
  +1 
  +3 
  Righteous rage 
  +1 level of existing divine spellcasting class 
  3rd 
  +2 
  +3 
  +1 
  +3 
  ― 
  +1 level of existing divine spellcasting class 
  4th 
  +3 
  +4 
  +1 
  +4 
  Great will, spirit shape 2/day 
  +1 level of existing divine spellcasting class 
  5th 
  +3 
  +4 
  +2 
  +4 
  Rage casting 
  +1 level of existing divine spellcasting class 
  6th 
  +4 
  +5 
  +2 
  +5 
  ― 
  +1 level of existing divine spellcasting class 
  7th 
  +5 
  +5 
  +2 
  +5 
  Animate 
  features, 
  spirit 
  shape 
  3/day 
  +1 level of existing divine spellcasting class 
  8th 
  +6 
  +6 
  +3 
  +6 
  Tireless rage 
  +1 level of existing divine spellcasting class 
  9th 
  +6 
  +6 
  +3 
  +6 
  ― 
  +1 level of existing divine spellcasting class 
  10th 
  +7 
  +7 
  +3 
  +7 
  Cleansing fire, spirit shape 4/day 
  +1 level of existing divine spellcasting class 
  Class Skills (4 + Int modifier per level): Concentration, Craft, Handle Animal, Heal, Hide, Intimidate, Knowledge 
  (nature), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, Survival. 
   
   
  
   
  37 
  effect channeling the spirit. The effect lasts for 1 hour per 
  spirit incarnate level, or until you change back. If the 
  threat at hand against the land is gone, the spirit of the 
  land will retire on its own, putting a stop to the 
  channeling. Initiating or putting an end to this merging is 
  a standard action and‖ doesn’t‖ provoke‖ an‖ attack of 
  opportunity. 
  While spirit-shaped, you become surrounded by a 
  tangible glowing white-green aura like a sheath of flame 
  as you are infused with part of the spirit of the land, eyes 
  glowing with life-giving energy. You receive 1 temporary 
  hit point per caster level, and a +5 increase to your 
  existing natural armor bonus. You ignore the first 10 
  points of energy damage per round. Furthermore, you 
  gain a SR of 10 + caster level against arcane magic. In 
  addition, you cannot use the allegiance to the land spell 
  while spirit-shape. 
  Righteous Rage (Ex): At 2nd level, you can enter a 
  rage while spirit-shaped. The ability can be used once per 
  use of the spirit shape ability and otherwise functions as 
  per the barbarian’s rage ability. 
  Great Will (Ex): At 4th level, a raging spirit incarnate 
  can postpone taking damage from the sacrifice ability 
  until immediately after the end of his rage. When 
  checking for massive damage, the damage inflicted by 
  each act of defilement is considered independently. 
  Rage Casting (Ex): By 5th level, a spirit incarnate can 
  cast‖spells‖while‖in‖a‖rage,‖as‖long‖as‖the‖spell’s‖casting‖
  time is no more than 1 full round. 
  Animate Features (Sp): You become able to animate 
  the features of the land while spirit-shaped when you 
  reach 7th level. The ability can be used once per use of the 
  spirit shape ability. 
  Lesser spirits of the land are brought into action by the 
  will of the spirit of the land partially extended into you, 
  animating‖the‖land’s‖features‖(i.e.‖rocks,‖dirt,‖sand,‖water,‖
  sometimes even air and fire), to attack those that desecrate 
  the land. The effect is the same as that of the spell summon 
  monster VI, but instead of the summoning of creatures the 
  spirits coalesce out of the land's features themselves. The 
  spirits have the characteristics of appropriate elementals. 
  You choose whether you summons a single Large 
  elemental of a given type or many smaller ones (as per the 
  summon monster VI spell), in the latter case being able to 
  choose several types of elementals represented in the 
  elements of the land around you. 
  If so choosing, you can instead command the minor 
  spirits of the land to entangle foes as the entangle option 
  from the animate plants spell, with the spirits extending 
  themselves into tendrils of earth or water. 
  The effect lasts until the threat that brought the spirits 
  into existence as been nullified or until the spirit shape 
  ends. 
  Tireless Rage (Ex): At 8th level, you no longer become 
  fatigued at the end of your rage. 
  Cleansing Fire (Su): At 10th level, you can call upon a 
  force that consumes the corrupt and defiled. The ability 
  can be used a number of times per day equal to your 
  Wisdom modifier. As a standard action, you can 
  concentrate your white-green aura into a sheath of fire. 
  This attack takes the form of a 30-foot-long semi-circular 
  burst that deals 1d6 points of damage per caster level 
  (maximum 15d6). Half of the damage is fire damage, and 
  the rest is divine energy, therefore not subject to 
  resistance to fire or protection from energy (fire) and 
  similar magic (creatures immune to death effects are not 
  affected by this force). This effect is not subject to spell 
  resistance. In all other respects this force acts as the spell 
  cleansing flame. 
   
  Ta’chat-tho 
  “I remember our common past, each one of our ancestors. You 
  would hardly believe how many lives this represents…” 
  —Tk-k’t,‖tondi‖ta’chat-tho 
   
  Ta’chat-tho 
  are 
  kreen 
  who 
  open 
  themselves 
  completely to the understanding of their racial memory. 
  They are respected by their fellow kreen for their deep 
  understanding of their race. They follow the inner path of 
  the chat-tho – the kreen racial memory – attempting to 
  unravel‖the‖past‖mysteries‖of‖their‖ancestor’s‖lives. 
  Only‖kreen‖can‖becomes‖ta’chat-tho, but those can be 
  from any classes. The majority are psions and clerics as 
  those are the most likely to dedicate themselves to better 
  understanding‖their‖race’s‖ancient‖history. 
  NPC ta’chat-tho of the Tablelands are advisors to 
  clutch-leaders and source of inspiration to their fellow 
  clutch-mates. In the G’lathuk, the Kreen Empire of the 
  north,‖ the‖ ta’chat-tho are considered learned sages, 
  respected by their fellow tohr-kreen as living repositories 
  of‖their‖great‖race’s‖millennia‖old‖history. 
  Becoming a Ta’chat-tho 
  To‖ qualify‖ to‖ become‖ a‖ ta’chat-tho, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Race: Thri-kreen. 
  Skills: Concentration 11 ranks, Knowledge (nature) 11 
  ranks. 
  Feats: Iron Will, Skill Focus (Concentration). 
  Special: Must have experienced a natural racial 
  memory trigger like viewing the Great One, the Dej, 
  or‖the‖Chak’sa. 
  Class Features 
  Chat-tho 
  Awakening (Ex): 
  Your 
  newly 
  found 
  connection with the genetic ancestors contained within 
  your racial memory bolsters your spiritual resilience. You 
  gain a +1 morale bonus to your Will saves for every odd 
  level you gains within this class (maximum +5 at 9th 
  level). 
  Pheromone Presence (Ex): You can emit pheromones 
  that all kreen recognize as emanating from a kreen who is 
  especially in touch with your racial memory. Those 
  pheromones can be used to trigger intense reactions in 
  other kreen. Different types of pheromones can be emitted 
  as you advance within this class: 
  
   
  38 
  Acknowledgment: You continually emit pheromones 
  that encourage positive relations with other kreen. All 
  kreen within a 60 feet radius react to you as though they 
  were two steps more friendly in attitude. 
  Enthrallment: At 4th level, once per day, you can 
  release pheromones that automatically enthrall all kreen 
  within a 60 feet radius. Emitting these pheromones 
  requires a standard action to activate and can be used for 
  up to 1 hour. 
  Dedication: At 7th level, once per day, you can release 
  pheromones that cause an irresistible suggestion to all 
  kreen within a 30 feet radius. The request must be brief 
  and reasonable. Even after this ability ends, the kreen 
  retain their initial attitude toward you. Emitting these 
  pheromones requires a standard action. 
  Inspiration: At 10th level, once per day, you can emit 
  pheromones that inspire other kreen to experience the 
  greatness‖ of‖their‖ race’s‖ past‖ deeds.‖All‖ kreen‖ within‖ 30‖
  feet gain a +4 morale bonus on attack rolls, saves, and skill 
  checks, immunity to fear effects, and 10 temporary hit 
  points for the next hour. Emitting these pheromones 
  requires a standard action. 
  Ancestral Wisdom (Ex): At 2nd level, you gain an 
  insight bonus to Wisdom-based skills equal to your 
  ta’chat-tho level. You can use this ability a number of 
  times per day equal to 2 + your Wisdom modifier. Each 
  use of this ability is considered to be part of another 
  action (in this case using a skill). 
  Reminiscence: At 3rd, 6th, and 9th level, you gain 
  access to a specific memory, called reminiscence, 
  contained within your racial memory. The experienced 
  ta’chat-tho can even call forth physiological changes from 
  these memories. 
  Each reminiscence description gives a minimum class 
  level that must be attained in order to select the ability. 
  Ancestral Chakak (Ps): You awaken ancestral psionic 
  knowledge. By doing so, you gain the following psionic 
  powers, each usable three times per day: catfall, hustle, and 
  immovability. The manifester level is‖your‖ta’chat-tho level. 
  Minimum class level 6th. 
  Ancestral Ik (Su): Once per day, you can access the 
  wisdom of your priestly ancestors contained within your 
  racial memory. You can use your Wisdom modifier in 
  place of any other ability score modifier of your choice for 
  a‖ number‖ of‖ rounds‖ equal‖ to‖ your‖ ta’chat-tho level. For 
  example,‖a‖severely‖wounded‖ta’chat-tho could use your 
  high Wisdom modifier in place of your Dexterity modifier 
  for a few rounds, increasing your Armor Class, Reflex 
  save bonus, and ranged attack bonus (as well as 
  Dexterity-based skills). Minimum class level 6th. 
  Ancestral Kak: Learning from the greatest warriors 
  among your ancestors, you can select from one of the 
  following feats: Active Glands, Improved Natural Armor, 
  Improved Natural Attack, Multiattack, or Multiweapon 
  Fighting. You must still meet all prerequisites for the 
  bonus feat. Minimum class level 3rd. 
  Ancestral Tikik (Su): You, once per day and after 10 
  minutes of concentration, can access the knowledge 
  gathered by your druidic ancestors and become one with 
  nature, gaining knowledge of the surrounding territory. 
  You instantly gain knowledge of as many as three facts 
  from among the following subjects: the ground or terrain, 
  plants, minerals, sources of water, people, general animal 
  population, presence of natural creatures, presence of 
  powerful unnatural creatures, or even the general state of 
  the natural setting. In outdoor settings, this ability 
  operates in a radius of 5 miles. In natural underground 
  settings—caves, caverns, and the like—the radius is 
  limited to 500 feet. This ability does not function where 
  nature has been replaced by construction or settlement, 
  such as in dungeons and towns. Minimum class level 3rd. 
  Ancestral Tik (Ps): You gains access to the knowledge 
  of your most successful hunting ancestors, gaining the 
  ability to use psychic tracking thrice per‖day.‖Your‖ta’chat-
  tho level is the manifester level of‖the‖power’s‖effect.‖You‖
  also‖ gain‖ a‖ bonus‖ equal‖ to‖ your‖ ta’chat-tho level when 
  making a Psicraft check while psychic tracking. Minimum 
  class level 3rd. 
  Blue Time (Ex): You grow a set of great gossamer 
  wings that you can use to fly like your ancestors did 
  between the islands that dotted the primordial waters. 
  You may now fly at a speed equal to your normal land 
  Table: The Ta’chat-tho 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  Chat-tho 
  awakening, 
  pheromone 
  presence 
  (acknowledgment) 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Ancestral wisdom 
  3rd 
  +2 
  +1 
  +1 
  +3 
  Reminiscence 
  4th 
  +3 
  +1 
  +1 
  +4 
  Pheromone presence (enthrallment) 
  5th 
  +3 
  +1 
  +1 
  +4 
  Ancestral knowledge 
  6th 
  +4 
  +2 
  +2 
  +5 
  Reminiscence 
  7th 
  +5 
  +2 
  +2 
  +5 
  Pheromone presence (dedication) 
  8th 
  +6 
  +2 
  +2 
  +6 
  Chat-tho enlightenment 
  9th 
  +6 
  +3 
  +3 
  +6 
  Reminiscence 
  10th 
  +7 
  +3 
  +3 
  +7 
  Pheromone presence (inspiration) 
  Class Skills (4 + Int modifier per level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather 
  Information, Heal, Knowledge (all skills, taken individually), Listen, Perform (oratory), Profession, Psicraft, Sense 
  Motive, Search, Speak Language, Spot. 
  
   
  39 
  speed, with poor maneuverability. Minimum class level 
  9th. 
  Great One (Su): In remembrance of the sacrifice done 
  by the Great One to save nature, you can react to protect 
  the land through sacrificing part of your own life force if 
  someone‖ defiles‖ near‖ him.‖ This‖ nullifies‖ a‖ wizard’s‖
  defiling radius and any effects it entails, including those 
  of Raze feats. You lose 1 hit point per 5 feet of defiling 
  radius nullified. Minimum class level 6th. 
  Green Time (Su): Memories of a lost time of plenty, 
  when the hunt was easier and more bountiful, increases 
  your natural vitality. You no longer need food (even 
  though you can still eat for pleasure) and water. Your 
  body 
  manufactures 
  sufficient 
  solid 
  and 
  liquid 
  nourishment to satisfy your needs. Also, once per day and 
  for 1 hour, you can benefit from a +5 enhancement bonus 
  to your natural armor bonus, +20 temporary hit points, 
  and a +4 morale bonus to Fortitude saves. Minimum class 
  level 9th. 
  Ancestral Knowledge (Ex): At 5th level, tapping into 
  the experience of uncounted kreen generations, you can 
  add your Wisdom modifier to Intelligence-based skills. 
  You can use this ability a number of times per day equal 
  to 3 + your Wisdom modifier. Each use of this ability is 
  considered to be part of another action (in this case using 
  a skill). 
  Chat-tho Enlightenment (Ex): At 8th level, you gain a 
  permanent 2 points increase to your Wisdom score. 
   
  Tattooist 
  ”I might be able to help you acquire the edge you need over your 
  competitors…” 
  —Biirgaz, tattoo parlor owner 
   
  Tattoo crafter is a common profession in the city-
  states, its members mainly employed to mark slaves or to 
  indicate rank in the military or templarate. The tattooist is 
  a master of your trade which, besides crafting regular 
  tattoos, is able to create psionic tattoos. Adventurers 
  patronize tattooists before their journeys and psions often 
  ornate their bodies with psionic tattoos containing powers 
  they do not have access to. Being a tattoo crafter is a 
  respectable craft, and masters of that trade have 
  reputations reaching well beyond the confines of their 
  city, with tattooists first among them. Their trade attracts 
  all kind of patrons, especially considering their ability to 
  create tattoos no common psion can. 
  Anyone who is trained in the Way can become a 
  tattooist. Player characters with this class trade their craft 
  traveling from place to place, counting on the stunning 
  creations that adorn their skin to attract patrons, while 
  most NPC tattooists are found owning tattoo parlors in 
  the cities or trade villagers. Sometimes NPC tattooists go 
  on pilgrimages through the land in search of new powers 
  and the inspiration to achieve ever greater pieces of art. 
  Becoming a Tattooist 
  To qualify to become a tattooist, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Skills: Profession (tattooist) 10 ranks, Psicraft 10 ranks. 
  Feats: Scribe Tattoo, Skill Focus (Profession [tattooist]). 
  Psionics: Able to manifest 4th-level powers. 
  Class Features 
  Manifesting: At every level indicated on the class 
  table, you gain additional power points per day and 
  access to new powers as if you had also gained a level in 
  whatever manifesting class you belonged to before you 
  added the prestige class. You do not, however, gain any 
  other benefit a character of the class would have gained 
  (bonus feats, metapsionic, psionic or item creation feats, 
  Table: The Tattooist 
  Hit Die: d4 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Manifesting 
  1st 
  +0 
  +2 
  +0 
  +2 
  Exceptional scribing +1, improved scribe 
  tattoo 
  ― 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Create crawling tattoo 
  +1 level of existing manifesting class 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Exceptional scribing +2, advanced scribe 
  tattoo 4th 
  +1 level of existing manifesting class 
  4th 
  +3 
  +4 
  +1 
  +4 
  Advanced scribe tattoo 5th 
  +1 level of existing manifesting class 
  5th 
  +3 
  +4 
  +1 
  +4 
  Exceptional scribing +3, prolific scribe 
  2/day 
  +1 level of existing manifesting class 
  6th 
  +4 
  +5 
  +2 
  +5 
  Advanced scribe tattoo 6th 
  +1 level of existing manifesting class 
  7th 
  +5 
  +5 
  +2 
  +5 
  Exceptional scribing +4, advanced scribe 
  tattoo 7th 
  +1 level of existing manifesting class 
  8th 
  +6 
  +6 
  +2 
  +6 
  Prolific scribe 3/day 
  +1 level of existing manifesting class 
  9th 
  +6 
  +6 
  +3 
  +6 
  Exceptional scribing +5, advanced scribe 
  tattoo 8th 
  +1 level of existing manifesting class 
  10th 
  +7 
  +7 
  +3 
  +7 
  Advanced scribe tattoo 9th 
  +1 level of existing manifesting class 
  Class Skills (2 + Int modifier per level): Appraise, Concentration, Craft, Profession, Forgery, Knowledge (psionics), 
  Psicraft. 
   
   
  
   
  40 
  psicrystal special abilities, and so on). This essentially 
  means that you add the level of tekchakak to the level of 
  whatever manifesting class you have, then determine 
  power points per day, powers known, and manifester 
  level accordingly. 
   If you had more than one manifesting class before 
  you became a tekchakak, you must decide to which class 
  you add the new level of tekchakak for the purpose of 
  determining power points per day, powers known, and 
  manifester level. 
  Exceptional Scribing (Ex): At 1st level and every two 
  levels thereafter, psionic tattoos and crawling tattoos you 
  create receive a +1 resistance bonus to saves against 
  dispelling attempts. 
  Improved Scribe Tattoo (Ex): A tattooist creating a 
  psionic tattoo spends only 1/33 (instead of 1/25) of the 
  tattoo’s‖ base‖ price‖ in‖ XP and uses up raw materials 
  costing‖only‖1/3‖(instead‖of‖1/2)‖of‖the‖tattoo’s‖base‖price. 
  Create Crawling Tattoo (Ex): By 2nd level you are 
  able to create crawling tattoos as if you had the Craft 
  Universal Item feat. Crawling tattoos containing powers 
  higher than 3rd-level can be created with this ability if 
  you have the corresponding Scribe Tattoo class feature. 
  For example, a crawling tattoo containing a 4th-level 
  power can only be created if you have the Scribe Tattoo 
  (4th) class feature. Crawling tattoos containing powers 
  higher than 3rd-level are priced as follows. 
   
   
  Power Level 
  Market Price 
  4th 
  1,400 Cp 
  5th 
  2,250 Cp 
  6th 
  3,300 Cp 
  7th 
  4,550 Cp 
  8th 
  3,750 Cp 
  9th 
  7,650 Cp 
   
  Advanced Scribe Tattoo: Beginning at 3rd level, your 
  advanced study of tattooing and psionic allows you to 
  scribe tattoos of 4th-level powers. To determine the 
  market price of such a psionic tattoo, use the pricing 
  formula for psionic tattoos in the Expanded Psionics 
  Handbook after price modifications for the improved scribe 
  tattoo class feature. You receive increases to the tattoo 
  maximum level you can create according to the table: The 
  Tattooist. 
  Prolific Scribe: You have perfected the art of scribing 
  tattoos. Beginning on 5th level, you can scribe two tattoos 
  (totaling no more than 1,000 Cp market value) in one day 
  (an 8-hour period) instead of one. At 8th level, you can 
  scribe three psionic tattoos in one day. 
   
   
   
   
   
  Tekchakak 
  "Among the thri-kreen of the Tablelands, the constant struggle 
  for survival greatly influences their beliefs and practices. Of 
  course, the racial memory of our kind gives all kreen common 
  ground and insures that certain values are upheld. Of 
  paramount importance among all kreen of all lands is the 
  clutch.” 
  —from the journals of Klik-Chaka’da,‖zik-trin’ta‖
  explorer 
   
  Among the kreen of Athas, there are those who see to 
  the preservation and prosperity of the kreen. These thri-
  kreen are known as tekchakak. They are psions who have 
  devoted themselves to seeing that their clutch or pack 
  survives and thrives in the savage wilds of Athas. 
   Blending their natural abilities and those of the 
  Unseen Way, the tekchakak use their abilities to support 
  those under their care. Be it for finding prey or defending 
  fellow clutch-mates against raiders and predators, these 
  kreen‖are‖always‖found‖at‖their‖allies’‖sides.‖Within‖a‖thri-
  kreen pack, the tekchakak offers advice, guidance, and 
  teaching in addition to active support through his or her 
  psionic abilities. These roles are the same if tekchakaks 
  find themselves in non-kreen packs, though they also step 
  up to act as guards while their companions rest. 
   Most tekchakaks stand out from other kreen because 
  they decorated their chitin in some manner, either 
  through painting or chitinworking. These markings and 
  symbols make them recognizable to almost all kreen that 
  see them. 
   Most tekchakak have psion or psychic warrior levels, 
  though many multiclass with levels in ranger or cleric to 
  provide a full range of support options to help them 
  ensure the survival and good fortune of those under their 
  protection. 
  Becoming a Tekchakak 
  To qualify to become a tekchakak, a character must 
  fulfill all the following criteria. 
  Entry Requirements 
  Skills: Diplomacy 5 ranks. 
   Feats: Alertness, Teamwork. 
   Psionics: Able to manifest 2nd-level powers. 
   Race: Thri-kreen or tohr-kreen. 
  Class Features 
  Manifesting: At every level indicated on the class 
  table, you gain additional power points per day and 
  access to new powers as if you had also gained a level in 
  whatever manifesting class you belonged to before you 
  added the prestige class. You do not, however, gain any 
  other benefit a character of the class would have gained 
  (bonus feats, metapsionic, psionic or item creation feats, 
  psicrystal special abilities, and so on). This essentially 
  means that you add the level of tekchakak to the level of 
  whatever manifesting class you have, then determine 
  
   
  41 
  power points per day, powers known, and manifester 
  level accordingly. 
   If you had more than one manifesting class before 
  you became a tekchakak, you must decide to which class 
  you add the new level of tekchakak for the purpose of 
  determining power points per day, powers known, and 
  manifester level. 
  Egg Mind: You are accustomed to dealing with insect 
  minds. Whenever you manifest a power affecting 
  humanoids only, and which you can elect to augment so 
  as to affect monstrous humanoids, you can choose to do 
  so at no cost when the affected creature is a kreen. 
  Reputation: 
  A 
  tekchakak 
  enjoys 
  respect 
  and 
  admiration from the members of his clutch. You receive a 
  +1 circumstance bonus to non-combat uses of the Bluff, 
  Diplomacy, Gather Information, and Intimidate skills. If 
  you have or select the Leadership feat, you gain a +1 
  bonus to your Leadership score. 
  Watcher’s Ward (Ex): At 2nd level, you add watcher’s 
  ward to‖your‖powers‖known‖(if‖you‖don’t‖already‖know‖
  it). Once per day, you can manifest watcher’s ward at a 
  reduced power point cost. The cost of watcher’s ward is 
  reduced by your tekchakak level, to a minimum of 1 
  power point. The effect of this power is still restricted by 
  your manifester level. 
  Trap Sense (Ex): At 3rd level, you gain a +1 bonus on 
  Reflex saves made to avoid traps and a +1 Dodge bonus to 
  AC against attacks by traps. These bonuses stack with 
  trap sense bonuses gained from other classes. 
  Defensive Focus: You receive a +1 morale bonus on all 
  checks directly related to clutch and pack protection, 
  including skill checks, attack rolls, damage rolls, and 
  saving throws, as well as a +1 morale bonus to spell or 
  psionic power save DCs. 
  Cooperative 
  Efforts: 
  Creatures 
  under 
  your 
  supervision get a +4 bonus to their skill checks whenever 
  another character achieves success on your aid another 
  check, instead of the normal +2. 
   
  Tik 
  "I am tembo-slayer and defended my pack against gith.” 
  —Ka’krin‖of‖the‖Grij-tek, tik 
   
  The need for the hunt is almost a racial trait that all 
  thri-kreen have and the role of the hunter is one that the 
  mantis-man are well equipped to take on. Of all the kreen, 
  the tik feel the need for the hunt most keenly. Whether it 
  is scouring the grass lands of the Crimson Savanna or 
  traversing the depths of the Endless Sand Dunes, the tik is 
  constantly on the hunt for food for himself and his clutch. 
  When found among the dra – non-kreen – the tik find 
  their behavior confusing but they still attempt to fulfill 
  their duties to his companions, just as he would for pack 
  of kreen. A tik with clutch-mates who sleep usually hunts, 
  scouts, or guards while they do so, though it takes awhile 
  to‖become‖used‖to‖this‖strange‖way‖of‖“wasting‖time”. 
  A tik is guided by tokchak (egg-mind) and tikchak 
  (hunt-mind) and will attempts to reconcile his current 
  situation to those two principles of his life. Tik tend to be 
  rather‖ignorant‖ of‖“civilized”‖societies‖and‖are‖often‖the‖
  target for fear, suspicion, and prejudice. 
  Due to their strong connection with the hunt and the 
  wilderness, most tik tend to come from those who follow 
  the path of the ranger, though druids are well represented 
  within this class as well. 
   
   
   
  Table: The Tekchakak 
  Hit Die: d4 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Manifesting 
  1st 
  +0 
  +0 
  +0 
  +2 
  Egg mind, reputation 
  +1 level of existing manifesting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Watcher’s‖ward 
  +1 level of existing manifesting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Trap sense +1 
  +1 level of existing manifesting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Defensive focus 
  +1 level of existing manifesting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Cooperative efforts 
  +1 level of existing manifesting class 
  Class Skills (4 + Int modifier per level): Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Gather Information, 
  Hide, Intimidate, Knowledge (the planes/psionics), Listen, Profession, Psicraft, Search, Sense Motive, Spot. 
   
   
  Table: The Tik 
  Hit Die: d8 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Zer-ka 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Tikchak 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Dej-k’Cha 
  4th 
  +4 
  +4 
  +1 
  +1 
  Swift tracker 
  5th 
  +5 
  +4 
  +1 
  +1 
  Resilient 
  Class Skills (4 + Int modifier per level): Handle Animal, Intimidate, Spot, Craft (trapmaking), Listen, Profession, 
  Search, Jump, Survival. 
  
   
  42 
  Becoming a Tik 
  To qualify to become a tik, a character must fulfill all 
  the following criteria. 
  Entry Requirements 
  Base Attack Bonus: +5. 
  Skills: Handle Animal 5 ranks, Survival 8 ranks. 
  Feat: 
  Wastelander, 
  Exotic 
  Weapon 
  Proficiency 
  (chatkcha,‖gythka,‖ko•,‖kyorkcha,‖lajav,‖or‖zerka) 
  Race: Thri-kreen. 
  Class Features 
  Zer-ka: Tiks are hunters by excellence. You gain Track 
  as a bonus feat. In addition, you add your tik level as a 
  bonus to Survival checks made to hunt prey. 
  Tikchak: You receive a +2 bonus on Handle Animal 
  and Search checks. 
  Dej-k’Cha: Tiks are good trapmakers. You add both 
  your Wisdom modifier and your tik level to the DC of 
  mechanical traps to catch prey. 
  Swift Tracker: You can move at your normal speed 
  while following tracks without taking the normal -5 
  penalty. You take only a -10 penalty (instead of the 
  normal -20) when moving at up to twice normal speed 
  while Tracking. 
  Resilient: A tik has survived many hunts and has 
  become resilient with this experience. You receive a talent 
  from the following list: Great Fortitude, Lightning 
  Reflexes, Endurance, Toughness or Iron Will. 
   
  Tribal Psionicist 
  “You dare call my Way primitive. I call yours uninspired.” 
  —Nhala, halfling tribal psion 
   
  Bereft of formal training in the Way, psionically 
  talented individuals from the tribal and nomadic peoples 
  of the Tablelands and beyond must make do with their 
  own understanding of the psionic arts. For some, this 
  includes adapting practices similar to those of their 
  shamans to a psionic mindset. 
  Seen by formally trained psions as an aberration of 
  proper psionic practice, these self trained individuals can 
  sometimes produce effects that leave their detractors 
  speechless. This path predominantly draws wilders to its 
  ranks, although the occasional psychic warrior or self-
  trained psion will adopt the class as well. Humans, elves, 
  and halflings are most apt to practice the Way in this 
  fashion, although some tribes of belgoi and gith also make 
  use of these methods. 
  Becoming a Tribal Psionicist 
  To qualify to become a tribal psionicist, a character 
  must fulfill all the following criteria. 
  Entry Requirements 
  Base attack bonus: +3. 
  Skills: Knowledge (psionics) 3 ranks, Profession 
  (herbalist) 4 ranks, Psicraft 3 ranks, Survival 4 ranks. 
  Feats: Craft Universal Item, any one metapsionic feat. 
  Psionics: Must be able to manifest 2nd level powers. 
  Class Features 
  Weapons and Armor Proficiency: A tribal psionicist is 
  proficient in all simple weapons, and with all light armor, 
  but not with shields of any type. 
  Manifesting: At the indicated levels, you gain power 
  points and powers as if you had gained a level in a 
  psionic manifester class. You do not, however, gain any 
  other benefit a character of that manifester class would 
  have gained. This essentially means that you add your 
  tribal psionicist level to your level in a manifester class, 
  then determines powers, power points and manifester 
  level accordingly. 
  Psionic Ritual (Ex): Tribal psionicists develop unique 
  ways to augment their powers in the form of rituals 
  reminiscent of the shaman who tend to the spiritual needs 
  of their tribes. Once per day, you can perform such a 
  ritual to temporarily increase your Will. Each psionic 
  ritual is unique, being of your own design, but all take 
  one hour to complete and require a DC 20 Concentration 
  check. If the ritual is successful, you gains 1d4+1 
  temporary power points over and above your normal 
  maximum. These power points remain available for one 
  day or until they are used. 
  Bonus Power: At 2nd level, you gain a bonus psionic 
  power of your choice. This power can be chosen from any 
  power list, not just your own power list, and can be of any 
  power level you can manifest. 
  Power Fetish (Ex): Upon reaching 3rd level, you learn 
  to enhance your powers with the aid of specially created 
  power fetishes. These crude symbolic constructions of 
  bone and feathers, while absolutely useless to anyone 
  Table: The Tribal Psionicist 
  Hit Die: d4 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Manifesting 
  1st 
  +0 
  +2 
  +0 
  +2 
  Psionic ritual 
  +1 level of existing manifesting class 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Bonus power 
  ― 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Power fetish 
  +1 level of existing manifesting class 
  4th 
  +3 
  +4 
  +1 
  +4 
  Bonus feat 
  ― 
  5th 
  +3 
  +4 
  +1 
  +4 
  Metapsionic ritual 
  +1 level of existing manifesting class 
  Class Skills (2 + Int modifier per level): Autohypnosis, Concentration, Craft, Diplomacy, Handle Animal, Heal, 
  Intimidate, Knowledge (psionics), Perform, Profession, Psicraft, Survival. 
   
   
  
   
  43 
  else, allow you to focus your Will more efficiently into the 
  manifestation of a power. Each power fetish must be 
  constructed specifically for use with one power you 
  know, and requires three days of time, 15 Cp worth of 
  raw materials, and the expenditure of a number of XP 
  equal to triple‖ the‖ power’s‖ level‖ to‖ construct.‖ Once‖
  created, a power fetish allows you to manifest the power 
  it is keyed to at a –1 power point cost as long as the fetish 
  is on your person. Power fetishes are fragile, though, 
  having only 5 hp and no hardness, and if a power fetish is 
  destroyed, you must recreate it from scratch. You can only 
  have a number of completed power fetishes in existence 
  equal to your class level at any given time. 
  Bonus Feat: At 4th level, you gain a bonus psionic or 
  metapsionic feat of your choice. You must still meet the 
  prerequisites for the feat chosen. 
  Metapsionic Ritual: At 5th level, you learn to ease 
  your manipulation of the Way in a manner similar to that 
  which allows you to augment your Will. By performing a 
  15 minute ritual meditation and making a DC 25 
  Concentration check, you can enhance your next use of a 
  metapsionic feat. The next time you manifest a power 
  using a metapsionic feat after the performance of the 
  ritual, you do not expend your psionic focus and the 
  power 
  point 
  increase 
  normally 
  incurred 
  by 
  the 
  metapsionic feat is reduced by –1 (to a minimum of 1 
  power point). You can have one metapsionic ritual per 
  day per five manifester levels. 
  
   
  44 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/Dark Sun/DS 3.5 Prestige Class Appendix Vol. 2.pdf