Dark Sun Prestige Classes by Sammy Grimes (Grimess@mail.uark.edu)

Conversion From:  Dark Sun (2nd edition AD&D)
Works Converted:  Dragon Articles ("Slavers and Silt Sailors" and "Preservers and Defilers"), Elves of 
Athas, Earth, Air, Fire, Water, Dark Sun Monstrous Compendium, Complete Gladiators 
Handbook, The Will and The Way, Preservers and Defilers, Thri-kreen of Athas, and Dragon 
Kings.
Summary:  This converts the high level character types from Dragon Kings and EAFW and the more 
powerful kits from the two Dragon Articles, TWATW and from the CGH into prestige classes.
Last Updated:  September 17, 2000; October 23, 2000 added the Cerulean Mage and Kilteket prestige 
classes.  Changed a few things around.  January 2, 2001 added a few things including an 
expansion of the undead companion for the Pale and beefed up several of the classes.
March 1, 2001.  Got the psionics book, adding updates.

Defiliers and Prestige Classes:  If the class doesn’t already have a charisma reduction penalty (i.e. Obscure or Dragon) a defiler who has a prestige class that increases his defiling spell ability reduce his charisma by stacking the defiler and prestige class levels.

Arcanamach
HD type:  d4
Alignment:  Any nongood
Requirements:
	Diplomacy ranks:  4
	Spellcraft ranks:  8
	Must duel a current arcanamach to the death
	Must have the ability to cast 3rd or higher level arcane spells
	Not meeting the requirements and trying to see a sorcerer-king is basically suicide
Attack as:  Wizard
Save as:  Wizard
Base Skill Points:  2 + Int
Skills:  As per wizard
Armor/Weapons:  As wizard

Arcanamachs are the pet wizards of the sorcerer-king and do his bidding.  Normally only defilers become arancamachs, but sometimes an evil aligned preserver or a sorcerer may join the ranks.

Arcanamach
Level	Guard Levels	Spells Learned	Magic Items	Casting Level
	Bonus Feats	
1	6	4	50	+1 to existing class	+1 Wizard Feat	
2	8	4	55	+1 to existing class		
3	10	5	60	+1 to existing class	+1 Templar Feat	
4	12	5	65	+1 to existing class		
5	14	6	70	+1 to existing class	+1 Wizard Feat	
6	16	6	75	+1 to existing class	+1 Templar Feat	
7	18	7	80	+1 to existing class		
8	20	7	85	+1 to existing class		
9	22	8	90	+1 to existing class	+1 Templar Feat	
10	24	8	95	+1 to existing class	+1 Wizard Feat	

1)  Guard Levels:  This is the total levels of guards the arcanamach may have.  None may be higher than 8th 
level and the character starts out with 2 3rd level guards.  New guards are 1st level, but may rise in 
level as long as the guard’s total levels do not exceed the value in the table.
2)  Spells Learned:  This is the number of spells the aracanamach may add to his spellbook at that level.  
This does not apply to sorcerers.
3)  Magic items:  This is the gp value (from the DMG) in magic items that the character gets for free from 
his sorcerer-king (not costing either XPs or gps from the character and the value is not 
cumulative).
4)  The aracanamach cannot be arrested by the templars unless he is committing treason.
5)  The aracanamach arcane spell casting ability in an existing class increases at a rate of 1 per level gained 
in arcanamach.
6)  Bonus Feats:  The arcanamach may buy one templar only feat (except conjunction) at levels 3, 
6, and 9.  The aranamach can buy an item creation or metamagic feat at levels 1, 5, and 10.
7)  The aracanamach’s sorcerer-king may make demands that interfere with the character’s own missions 
50% of the time.
8)  The character has a 25% chance per month of being the target of the veiled alliance (75% if he is a 
preserver).

Ex-aracanamachs:  An aracanamach may lose his position for the same reason as a templar.  If he does so he cannot advance in his class and loses the guards.  The character may keep the magic items (if he can smuggle them out) and the spells he has learned.  The sorcerer-king (of course) will not make further demands on him, but he will still be hunted by the veiled alliance.

Auditor
HD type:  d6
Requirements:
	Proficiency in Dagger, Dart, and Wrist Razor
	Disguise Ranks:  4
	Gather Information Ranks:  4
	Psicraft Ranks:  8
	Base Power Points/Day:  10+ (Does not count bonus power points
	At least two powers from the Clarsentient and Telepathy disciplines each
Attack as:  Rogue
Save as:  Psion
Skill Points:  4 + Int
Skills:  Gains both psion and rouge skills
Armor/Weapons:  as psion

Auditor
Level	Special	Power Points/Day	Powers Discovered	
			0	1	2	3	
1	Contacts	+3	-	-	-	-	
2	Sneak Attack +1d6	+5	-	-	-	-	
3	Uncanny Dodge (Dex bonus)	+5	-	-	-	-	
4	Sneak Attack +2d6	+5	1	-	-	-	
5		+7	2	-	-	-	
6	Sneak Attack +3d6	+7	2	1	-	-	
7	Uncanny Dodge (Can’t be flanked)	+7	2	2	-	-	
8	Sneak Attack +4d6	+9	2	2	1	-	
9	Skill Mastery	+9	2	2	2	-	
10	Sneak Attack +5d6, Slippery Mind	+9	2	2	2	1	

The auditor uses his psionic abilities in order to serve his sorcerer-king or secret society.

Contacts:  The auditor gains 1d3+1 starting contacts and gains one additional contact per level after 1st.  
Contacts will provide information or expertise, but will not put themselves at risk.  A contact 
should never be used more than once per adventure.
Enemies:  An auditor gains 1d2 initial enemies and may gain more by himself.
Sneak Attack, Uncanny Dodge, Slippery Mind, and Skill Mastery:  As per the rogue abilities.
Reaction:  Auditors doing business should not wear obvious armor or weapons and should dress according 
to local custom.  Failure to do so results in a –3 reaction penalty.

Avangion
HD type:  d20
Alignment:  Any Good
Requirements:  
	Spellcraft Ranks:  20
	Psicraft Ranks:  15
	Knowledge (arcana) Ranks:  20
	Psion powers required:  Control Light, Energy Barrier, Polymorph Self, Aura Sight, Brillant Blast,
Metamorphosis
	Spells required:  Permanency, Preserver Metamorphosis (but see below)
	Must have the ability to cast 9th level arcane spells without defiling
Save as:  see below
Attack as:  see below
Base Skill Points:  2 + Int
Skills:  As per wizard and psion
Armor/Weapons:  none

The avangion is an advanced being composed of preserver magic, light, and water.

Avangion
Lvl	Attack Bonus	Fort Save	Ref Save	Will Save	Spell/Psion Ability	10th level spells	Regen	AC	Spell /Psi Resist	Dmg Resist	Fly	Wis	Aura	
1	+1	+0	+0	+2	+1 level	1	2/rd	+1	12	-	-	-	-	
2	+1	+0	+0	+3	+1 level	2	4/rd	+2	13	+1/20	-	-	-	
3	+2	+1	+1	+3	+1 level	2	6/rd	+3	14	+1/25	60	-	-	
4	+2	+1	+1	+4	+1 level	3	8/rd	+4	15	+2/30	60	-	-	
5	+3	+1	+1	+4	+1 level	3	10/rd	+6	16	+2/35	60	-	-	
6	+3	+2	+2	+5	+1 level	3	12/rd	+8	18	+3/40	90	-	-	
7	+4	+2	+2	+5	+1 level	4	14/rd	+10	20	+3/45	90	+1	-	
8	+4	+2	+2	+6	+1 level	4	16/rd	+12	22	+4/50	120	+1	90 ft	
9	+5	+3	+3	+6	+1 level	4	18/rd	+14	24	+4/55	120	+1	150 ft	
10	+5	+3	+3	+7	+1 level	4	20/rd	+16	26	+5/60	150	+2	200 ft	

Level	Special	Summary of Physical Changes	
1	Detect chaos, evil, good, law, thoughts, discern lies, and tounges always active, immortal, Immune to magical fear	Features become more noble, eyes takes on a golden or silver sheen	
2		Skin takes on golden or silver sheen, hair turns brillant white	
3		Twenty foot long gossamer wings sprout from back and shoulders, skin and eyes become glittering bright silver	
4		All hair vanishes, wings attach from fingers to toes and are 25 feet long, human features become increasingly vague	
5	Loses physical Attack abilities , Character can no longer walk (must fly or float)	Arms and legs become thinner, body form is lost in the wispy wings which are now 30 feet in length	
6		Wingspan is now 40 feet, body is lost in the folds	
7		Wingspan is now 50 feet, only has torso and head which are hardly discernable because of wings	
8	Aura:  Dispel Darkness, Protection from Evil	Wingspan is now 65 feet	
9	Aura:  Ray of Enfeeblement v. Evil Creatures	Wingspan is now 80 feet	
10	Aura:  Globe of Invulnerability	Wingspan is now 90 feet	

Level	Spell Ability	Power Points/Day	Powers Discovered	
			0	1	2	3	4	
1	+1 level of arcane spell casting ability	+5	2	-	-	-	-	
2	+1 level of arcane spell casting ability	+5	3	-	-	-	-	
3	+1 level of arcane spell casting ability	+7	3	1	-	-	-	
4	+1 level of arcane spell casting ability	+7	3	2	-	-	-	
5	+1 level of arcane spell casting ability	+7	3	3	1	-	-	
6	+1 level of arcane spell casting ability	+9	3	3	2	-	-	
7	+1 level of arcane spell casting ability	+9	3	3	2	1	-	
8	+1 level of arcane spell casting ability	+11	3	3	3	1	-	
9	+1 level of arcane spell casting ability	+11	3	3	3	2	-	
10	+1 level of arcane spell casting ability	+11	3	3	3	2	1	

The Preserver Metamorphosis spell costs 20 PSPs and 19,000 xps (because the caster is enchanting himself) to cast (in addition to requirements in Dragon Kings) and must be cast at each avangion level.  If the character had once been a defiler (even for a short time) he must make a will save vs. DC 25 or fail and will lose a spellcasting level in the process.

Spell ability:  The avangion’s arcane magic ability increase by one level each in an existing class.  
Avangions don’t need components to cast spells.
Psionic Ability:  Psionic ability increases as per the table above.
Immortal:  The character does not age and will live forever barring violence or accident.
10th level spells:  This is the number of 10th level spells the avangion may have prepared at any one time.
Regen:  This is the number of lost hit points the dragon regenerates each round.
AC:  Add this to the avangion’s base AC
Spell/Psi Resist:  Add this to the avangion’s saving throws when resisting magic or psionics.
Dmg Resist:  As per normal for monsters.
Fly:  All avangions have excellent manuverability.
Wisdom:  This is the increase in the avangion’s wisdom, bonuses are cumulative.
Aura:  This is how far out the aura’s effects extend.
Special:	Spell-like abilities—The avangion may use the following spells always active:  detect chaos, 
detect evil, detect good, detect law, detect thoughts, discern lies, and tounges.  They are never overwhelmed when using detect chaos, evil, good, and law.
	Immune to Magical Fear—The avangion is immune magical fear including fear, emotion, and 
phantasmal killer.
	Lose Physical Attack Abilities—The avangion’s form is so wispy that he cannot handle 
weapons, nor can he attack with unarmed attacks.  However, an avangion of this level may cast a perserver spell and use a psionic ability in the same round.
	Character can no longer walk—The character can fly or float, but legs will not support his 
weight.  He will not get tired because of this.
Aura—This is the effect of the aura, the avangion is immume to darkness spells and any darkness 
effect within the aura’s radius is immediately dispelled, and the other spells function normally.  The effects are cumulative.
Summary of Physical Changes:  Just a few notes on the changes an avangion undergoes and its wingspan.

Avangions cannot defile at all.  If a defiler could manage to gain levels in this class he loses all his defiling abilities (so he should probably take steps to become a preserver).

Blindfighter
HD type:  d10
Requirements:
	Listen Ranks:  8
	Blind-fighting feat
	Blind-fighting 5’ radius feat (see Sword & Fist)
Attack bonus:  as per fighter
Saves:  As per fighter
Skill Points:  4 + Int
Skills:  As per gladiator
Armor/Weapons:  As per gladiator

Blindfighter
Level	Special	
1	First Inner Sight Range	
2	Evasion	
3	Uncanny Dodge (Dex Bonus)	
4	Bonus Feat	
5	Second Inner Sight Range	
6		
7	Uncanny Dodge (Can’t be Flanked)	
8	Bonus Feat	
9	Defensive Roll	
10	Third Inner Sight Range, Improved Evasion	

The blindfighter is a master of sightless battle.  Unlike some who simply trains in blindfighting, the blindfighter focuses on it almost exclusively so as the be unhampered by sightlessness.

Bonus:  Center
A blindfighter may attack when he cannot see his foe in combat without rolling a percentage chance to miss.  They get one inner sight range at 1st level, a second at 5th level, and a third at 10th level.  They cannot use their blindfighting feat in missile combat (they must have the appropiate inner sight range).  And if they have not learned a range they must take the normal blindfighting penalties at that range.  They must make a DC 15 Listen check to detect their foe.

Close range (0-6 feet):  This is the range for most melee weapons.
Medium range (6-20 feet):  This is the range for most melee weapons with reach.
Long range (20 feet and beyond):  This is the range for missile weapons.

Evasion, Uncanny Dodge, Improved Evasion, and Defensive Roll:  As per the rogue abilities.
Bonus feats:  The character may buy a bonus fighter feat at 4rd and 8th level.

Caravaneer
HD type:  d6
Alignment:  Any nonlawful
Requirements:  
	Appraising Ranks:  8
	Bluff Ranks:  8
Diplomacy Ranks:  8
Forgery Ranks:  8
Hide Ranks:  8
Alertness Feat
Attack Bonus:  As per rouge
Save Bonuses:  As per rouge
Base Skill Points:  8 + Int
Skills:  Appraising, Bluff, Decipher Script, Diplomacy, Disable Device, Forgery, Gather Information,
Handle Animal, Hide, Knowledge (Local), Listen, Move Silently, Open Locks, Pick Pockets, 
Profession (Cook), Read Lips, Ride, Search, Sense Motive, Spot
Armor/Weapons:  As per rouge

A Caravaneer is a smuggler and a merchant in less than legal merchandise.  They tend to fit in the gap between the rouge and the trader.  Most of the times it is a rouge who has gone into business or a trader who has decided to deal in shady business (such as spell component trading).

Class Qualities
1)  Wages:  The skills of a caravaneer are much in demand, he can expect to make 1 cp/level/week and will 
receive free lodging.
2)  Hiring:  The caravaneer can get companions hired on, at the rate of 1 per level.
3)  Smuggling:  A caravaneer is a master smuggler, as long as he has an appropiate place to hide something 
he can hide up to 100 lbs of smuggled goods per level of any type (including escaped slaves) with 
no penalty to his hide rolls.
4)  Reactions:  The caravaneer has a +3 to his reaction rolls from rouges or traders and other people that 
associate with them.  However, when it comes to the character trying to engender trust or when he 
has to deal with the authorties he gets a –3 to his rection rolls.

Caravaneer
Level	Special	
1	Poisoning	
2	Sneak Attack +1d6	
3	Uncanny Dodge (Dex bonus)	
4	Bonus Langauge	
5	Poisoning	
6	Sneak Attack +2d6	
7	Uncanny Dodge (Can’t be flanked)	
8	Bonus Language	
9	Poisoning	
10	Sneak Attack +3d6	

Poisoning:  The character learns one poisoning formula as per a bard or trader.  Use class level to 
determine the roll (stack with trader or bard levels if the character has those classes).
Bonus Language:  As per the trader
Sneak Attack, Uncanny Dodge:  As per the rogue

Cerulean Mage

HD:  d4
Requirements
	Spellcraft 9 or more ranks
	Craft (glassworking) 9 or more ranks
	Knowledge (weather) 9 or more ranks
Weapons, Armor, Attack Bonus, Saves:  As per Wizard

Cerulean Mage
Level	Attack Bonus	Fort Save	Ref Save	Will Save	Casting Level
	Bonus spells	Special	
1	+0	+0	+0	+2	+1 to existing class		One spell component	
2	+1	+0	+0	+3	+1 to existing class		Disspate Tyr Storm Once per day	
3	+1	+1	+1	+3	+1 to existing class	+1 level		
4	+2	+1	+1	+4	+1 to existing class		Summon Tyr Storm Once per day	
5	+2	+1	+1	+4	+1 to existing class		Dissapate Tyr Storm Twice per day	
6	+3	+2	+2	+5	+1 to existing class	+2 levels		
7	+3	+2	+2	+5	+1 to existing class		Summon Tyr Storm Twice per day	
8	+4	+2	+2	+6	+1 to existing class		Dissapate Tyr Storm Three times per day	
9	+4	+3	+3	+6	+1 to existing class	+3 levels		
10	+5	+3	+3	+7	+1 to existing class		Summon Tyr Storm Three times per day	

Everyday the Cerulean must determine how close he is to a Tyr Storm (he gets +1 if he memorizes during an actual Tyr Storm) and rolls to find the equivelent terrain on the Gathering Energy through defiling magic.

	d10 roll		Equivelent to:
	1		Barren
	2-4		Infertile
	5-7		Fertile
	8-9		Abundant
	10+		Lush

Bonus spells:  The cerulean mage's level is increased by this much to determine the number of spells he 
can cast per day.  The character does not gain access to spells higher than his normal casting level, 	just more spells of his maximum or lower spell level.  This only applies if the character has used 	his power to dissapate a Tyr Storm that he did not summon earlier that day (thus storing the extra 
energy in his secondary lens).  So a 10th level Cerulean mage who has dissapated a Tyr Storm will 
have +13 casting levels.
One Spell Component:  The Cerulean mage only needs one spell component.  It is a focus in the form of a 
blue lens.  The character may only carry up to two on his person.  If both are destoryed or stolen 
the cerulean loses all his spell casting ability gained through this class.
Dissapate Tyr Storm:  The Cerulean may make a Fortitude check vs. DC 15 to absorb the energy of a Tyr 
Storm.
Summon Tyr Storm:  The Cerulean may summon a Tyr Storm as per the spell this many times per day.
Alignment Change:  Since the Cerulean is tied to the Tyr Storms just as Tithian is the character must make 
a Will Save vs. DC 20 every level to avoid a one step alignment change towards evil.  Once the 
character's alignment is evil he must make the same save to avoid doing a favor for Tithian (generally a small one at most one that would be a small, small, small step towards freeing Tithian).

Character Elemental
HD type:  d20 (see below)
Alignment:  Any
Requirements:
	Religion (Specific Element) Ranks:  13
	Psicraft Ranks:  13
	Psionic Abilities known:  Metamorphosis, Stomp (Earth), Control Wind (Air), Control Flame 
(Fire), Create Food and Water (Water)
	Must have the ability to cast 9th level divine spells of the character's chosen element
Attack and Save as:  Cleric
Base Skill Points:  2 + Int
Skills:  as per cleric and psion
Armor/Weapons:  None

The character elemental is the perfect union of Athasian and the elements.  They’ve become an obstacle to 
the defiling of Athas.

General Character Elemental Table
Lvl	10th level spells	Time	Elemental HD (d12)	AC bonus	Dmg	Damage Resistance	Defiling Damage Effects	Spell Resist	Special	
1	1	1 rd	+1	+6	1d6	+1/20	+5, Lose Elemental form	-	Ram (Air, Water only)	
2	2	5 rds	+2	+7	1d8	+1/25	+5, Lose Elemental form	-	-	
3	2	1 min	+3	+8	2d6	+1/30	+4, Lose Elemental form	-	-	
4	3	10 mins	+4	+9	2d8	+2/35	+4, +1d20 damage	-	-	
5	3	1 hr	+5	+10	2d10	+2/40	+3, +1d20 damage	-	-	
6	3	2 hrs	+6	+11	3d8	+2/45	+3, +1d20 damage	20/15	-	
7	4	4 hrs	+7	+12	3d10	+2/50	+2, +1d20 damage	20/15	-	
8	4	8 hrs	+8	+13	4d8	+3/55	+2, +1d10 damage	20/15	Hide, engulf	
9	4	12 hrs	+9	+14	5d8	+3/60	+1, +1d10 damage	20/15	Hide, engulf	
10	4	24 hrs	+10	+15	6d8	+3/65	+1, +1d10 damage	20/15	Hide, engulf	

Earth Character Elemental			           Air Character Elemental
Level	Structural Damage	Move	Dmg v. Air or Water	Special	Level	Move	Dmg v. Earth	Bonus v. Air	Vortex	
1	-	15 feet	x1/2	-	1	Fl 90 feet	x1/2	-	x2, 1rd	
2	-	15 feet	x1/2	-	2	Fl 90 feet	x1/2	-	x2, 1rd	
3	-	15 feet	x1/2	-	3	Fl 90 feet	x1/2	-	x2, 1rd	
4	5	15 feet	-2/die	-	4	Fl 180 feet	-2/die	+1h/+4d	x2, (2HD), 1rd	
5	5	15 feet	-2/die	-	5	Fl 180 feet	-2/die	+1h/+4d	x2, (2HD), 2rd	
6	10	15 feet	-2/die	-	6	Fl 180 feet	-2/die	+1h/+4d	x2, (2HD), 2rd	
7	15	15 feet	-2/die	-	7	Fl 180 feet	-2/die	+1h/+4d	x2, (2HD), 2rd	
8	20	20 feet	-1/die	Earthquake	8	Fl 180 feet	-1/die	+2h/+5d	x2, (4HD), 3rd	
9	25	20 feet	-1/die	Earthquake	9	Fl 180 feet	-1/die	+2h/+5d	x2, (4HD), 3rd 	
10	30	20 feet	-1/die	Earthquake	10	Fl 180 feet	-1/die	+2h/+5d	x2, (4HD), 3rd	

Fire Character Elemental			         Water Character Elemental
Level	Immolate	Move	Dmg v. Fire	Special	Level	Structural Damage	Move	Damage v. Earth	
1	DC 15	30 feet	x1/2	Flame Tongue, 3 feet	1	-	15 feet, Sw 45	x1/2	
2	DC 15	30 feet	x1/2	Flame Tongue, 4 feet	2	-	15 feet, Sw 45	x1/2	
3	DC 15	30 feet	x1/2	Flame Tongue, 5 feet	3	-	15 feet, Sw 45	x1/2	
4	DC 20	45 feet	-2/die	Flame Tongue, 6 feet	4	1	15 feet, Sw 45	-2/die	
5	DC 20	45 feet	-2/die	Flame Tongue, 7 feet	5	2	15 feet, Sw 45	-2/die	
6	DC 20	45 feet	-2/die	Flame Tongue, 8 feet	6	2	15 feet, Sw 45	-2/die	
7	DC 20	45 feet	-2/die	Flame Tongue, 9 feet	7	3	15 feet, Sw 45	-2/die	
8	DC 25	45 feet	-1/die	Flame Tongue, 10 feet	8	3	15 feet, Sw 45	-1/die	
9	DC 25	45 feet	-1/die	Flame Tongue, 11 feet	9	4	15 feet, Sw 45	-1/die	
10	DC 25	45 feet	-1/die	Flame Tongue, 12 feet	10	4	15 feet, Sw 45	-1/die	

Level	Spell Ability	Power Points/Day	Powers Discovered	
			0	1	2	3	4	
1	+1 level of divine spell casting ability	+5	2	-	-	-	-	
2	+1 level of divine spell casting ability	+5	3	-	-	-	-	
3	+1 level of divine spell casting ability	+7	3	1	-	-	-	
4	+1 level of divine spell casting ability	+7	3	2	-	-	-	
5	+1 level of divine spell casting ability	+7	3	3	1	-	-	
6	+1 level of divine spell casting ability	+9	3	3	2	-	-	
7	+1 level of divine spell casting ability	+9	3	3	2	1	-	
8	+1 level of divine spell casting ability	+11	3	3	3	1	-	
9	+1 level of divine spell casting ability	+11	3	3	3	2	-	
10	+1 level of divine spell casting ability	+11	3	3	3	2	1	

Notes:
The character elemental must expend 19,000 experience points each level to advance as a character 
elemental.
Spell Casting/Psion Ability:  A character elemental’s divine spell casting ability increase at the rate of one 
level for every level in character elemental.  Psionic ability increases as the table above.
Limited Immortality:  The character is effectively immortal when in his elemental form, he ages normally 
only when he leaves that form
10th level spells:  This is the number of 10th level spells the cleric may have memorized at one time.
Time:  The character may change once per day for the amount of time indicated (at 10th level the character 
may stay permanently in elemental form).
Elemental HD:  This is the number of extra hit dice (not cumulative) the character elemental gains when 
he enters his elemental state, when all these are lost the character automatically reverts to his normal form.
AC bonus, Damage, Damage Resistance:  These apply only when the character is in elemental form.
Defiling Damage:  The first number is the extra levels of damage that defiling damage will do to the 
character (this affects damage maximums also).  The second is either “Lose Elemental Form” which means the character loses one use of his elemental form (this does count against his daily maximum) or the extra amount of damage the elemental takes when in the defiler’s destruction radius.
Spell Resist:  This is the character’s spell resistance against it elemental/general spells.
Summon Elemental:  At 5th level a character elemental may summon an elemental whose HD are equal to 
his elemental HD.
Special:	Ram—Air and Water Character Elementals may make a ram attack without provoking an attack 
of oppurtunity.  The victim must make a reflex check vs. DC (10 + Elemental HD) or be knocked onto the ground).
Hide:  The elemental may hide in a small volume of its or element or may change his size in order 
to hide.  For example:  A fire elemental may shrink to the size of a torch fire.  It takes a 
DC 20 spot check or detect magic to discover the hiding elemental.
Engulf:  The elemental upon scoring a critical hit may engulf a foe.  Each round the character 
takes half normal damage and must make a DC 25 strength check in order to escape.  Air 
elementals may only engulf in whirlwind form.  The elemental may hold up to 2 man-
sized creatures (or equivelent of) per level above 7th.
Structural Damage:  This is the amount of damage the elemental does against structures (do not use the 
normal system).  An Earth elemental ignores the DR of structures.  A water elemental ignores the 
DR of ships.  Water elementals may also overturn boats that are less than 1 ton/elemental HD 
in weight and may stop ships that are less than 1 ton/elemental hps in weight.  Heavier ships may 
be slowed down at a rate of (movement rate x ships tons/elemental hps).
Move:  This is the elemental’s normal movement rate.  Air elementals always have excellent 
manuverability.  Fire elementals may fly for about six rounds every hour.
Dmg v.:  When an elemental attacks an opponent of the given elemental or one surrounded by that element, 
his normal attack is reduced by this amount per die he normally inflicts (so a 7th level character
earth elemental does 3d10 – 6 damage vs. water and air opponents), damage cannot be reduced 
below 1 point of damage per attack.
Earthquake:  An earth elemental may create an earthquake once per day, in the first round and eighth 
round it acts like the cleric spell.  However, it starts doing additional damage, on the second and seventh round it does 1d8 damage to anyone in addition to normal effects and all DCs are increased by +5, on the third and sixth round it does an additional 2d6 damage and all DCs are increased by +10, and on the fourth and fifth round, it does an additional 2d8 damage and all DCs are increased by +15.  A save reduces bonus damage by half.  The elemental is not affected.  The radius of the quake is 5 feet per (level + elemental hit dice).  Structural damage is 8 points per round.
Bonus v. Air:  This is the attack bonus chance (h) and damage bonus (d) to attack airborne or air creatures.
Vortex:   This is the damage bonus the air elemental gets when forming a vortex, the parenthetical value 
indicates that creatures of that HD or less are automatically killed by the vortex.  The last value is 
the number of rounds the air elemental may maintain the vortex.  It is useable once per day.  An air elemental that uses this attack in the desert does an additional 1d4 damage from swirling wind and an air elemental who uses this attack over the Sea of Silt does an additional 1d10 damage.
Immolate:  This is the difficulty number of a fortitude save to prevent a struck victim from catching on 
fire.  If the victim fails the save he will take 1d6 damage per round unless he stops and attempts to 
put out the fire.
Flame Tongue:  The fire elemental may make ranged attacks with his normal attack at these ranges.

Chronicler/Relic Seeker
HD type:  d6
Alignment:  Any Lawful
Requirements:  
Literacy
	Knowledge (History) Ranks:  8
	Speak Language (must be able to speak a Green Age Language)
Attack and save bonuses:  as per wizard
Save bonus:  Fort save (poor), Ref save (poor), Will save (good)
Base Skill Points:  4 + Int
Skills:  Appraise, Bluff, Decipher Script, Diplomacy, Intuit Direction, Knowledge (any), Ride, Rope Use,
Speak Language, Wilderness Lore
Armor/Weapons:  As per wizard

The name of this class varies by the focus of the character, a chronicler is mainly concerned about 
knowledge about the past while the relic seeker is mainly concerned about the items from the past.

Benefits
Literacy:  The skills of the chronicler/relic seeker’s skills are so valuable that the character can legally be 
literate.
Eidetic Memory:  If a chronicler/relic examines or sees an item or piece of writing for 1d4 turns then he 
can remember it perfectly in the future.  This makes them valuble in court cases.
Increased Casting Level:  A chronicler/relic seeker’s divine or arcane spell casting ability in an existing 
class increases by one level for each level in this class.
Identify Item:  A chronicler/relic seeker can identify items as a bard of equal level.
Distraction:  The character is so absorbed in minute details that he has a –2 to initiative.
Identify:  At 6th level the character may use the wizard spell identify once per day.
True Lore:  At 10th level the character may use the wizard spells analyze dweomer or legend lore once per 
day.
	
Dragon
HD type:  d12
Requirements:  
	Spellcraft Ranks:  20
	Psicraft Ranks:  15
	Knowledge (arcana) Ranks:  20
	Psion powers required:  Talons, Bite of the Wolf, Claws of the Bear, Bite of the Tiger, Polymorph 
Self, Metamorphosis, Breath of the Dragon
	Spells required:  Permanency, Defiler Metamorphosis (but see below)
	Must be able to cast 9th level arcane spells
Attack as:  see below
Save as:  see below
Skills:  as per wizard
Skill points per level:  2 + Int bonus
Armor/Weapons:  None

The Dragon is an awesome creature basically taking defiling to a whole new level of destruction.

Dragon
Lvl	Attack Bonus	Fort Save	Ref Save	Will Save	Spell/Psion Ability	10th level spells	Regen	Defiling Damage	CH	
1	+0	+0	+0	+2	+1 level	1	1/rd	1d6	-1	
2	+1	+0	+0	+3	+1 level	2	2/rd	2d6	-1	
3	+2	+1	+1	+3	+1 level	2	3/rd	3d6	-1	
4	+3	+1	+1	+4	+1 level	3	4/rd	4d6	-1	
5	+4	+1	+1	+4	+1 level	3	5/rd	5d6	-2	
6	+6	+2	+2	+5	+1 level	3	6/rd	6d6	-2	
7	+8	+2	+2	+5	+1 level	4	7/rd	7d6	-2	
8	+10	+2	+2	+6	+1 level	4	8/rd	8d6	-2	
9	+12	+3	+3	+6	+1 level	4	9/rd	9d6	-2	
10	+14	+3	+3	+7	+1 level	4	10/rd	10d6	-3	

Level	AC bonus	Claws	Dmg Resist	Jump	Breath Weapon	Spell/Psi Resist	Special	
1	+0	-	-	-	-	-	Tounges (always active), immortal, immune to fear	
2	+0	-	-	-	-	-	Make physical, spell, and psionic attacks	
3	+0	-	*	-	-	-		
4	+6	2d10	*	-	-	-	Mv 40 ft	
5	+10	2d10	+1/20	-	-	-	Bite 4d12, Start of Animalistic Period	
6	+12	4d6	+1/25	150 feet	-	-		
7	+14	4d6	+1/30	150 feet	10d12	-	Burrowing 20 feet per round	
8	+16	3d10	+2/35	180 feet	15d12	14	Tail 5d10	
9	+18	3d10	+2/40	180 feet	20d12	18	Fl 60 ft (average)	
10	+20	6d6	+2/45	180 feet	25d12	26	Fl 120 ft (excellent), End of Animalistic Period	

Level	Summary of Physical Changes	
1	Mass increases to 350 lbs and height to 8 feet (no matter what original size was).  Face enlongates and nostrils lengthen, spine becomes more prominent and rudimentary scales appear on the shoulders and back.	
2	Mass becomes 450 lbs and height 10 feet.  Scales appear, apperance is definitely draconic (spine grow from back and toes lengthen), but skin tone remains, a stub of a tail appears	
3	Mass becomes 650 lbs and height 11 feet, neck starts to lenghten, and tail becomes prominent	
4	Mass becomes 900 lbs and height 12 feet	
5	Mass becomes 1600 lbs and height 12 feet	
6	Mass becomes 2000 lbs and height 16 feet	
7	Mass becomes 4000 lbs and length 20 feet	
8	Mass becomes 10,000 lbs and length 25 feet , posture becomes semierect	
9	Mass becomes 20,000 lbs and length 30 feet,, wings sprout	
10	Mass becomes 50,000 lbs and length 40 feet, posture is fully quadripedal, but may still rise up on two legs	

Level	Spell Ability	Power Points/Day	Powers Discovered	
			0	1	2	3	4	
1	+1 level of arcane spell casting ability	+5	2	-	-	-	-	
2	+1 level of arcane spell casting ability	+5	3	-	-	-	-	
3	+1 level of arcane spell casting ability	+7	3	1	-	-	-	
4	+1 level of arcane spell casting ability	+7	3	2	-	-	-	
5	+1 level of arcane spell casting ability	+7	3	3	1	-	-	
6	+1 level of arcane spell casting ability	+9	3	3	2	-	-	
7	+1 level of arcane spell casting ability	+9	3	3	2	1	-	
8	+1 level of arcane spell casting ability	+11	3	3	3	1	-	
9	+1 level of arcane spell casting ability	+11	3	3	3	2	-	
10	+1 level of arcane spell casting ability	+11	3	3	3	2	1	

The Dragon Metamorphosis spell costs 20 PSPs and 20,000 xps (because the caster is enchanting himself) 
to cast (in addition to the requirements in Dragon Kings) and must be cast at each dragon level.

Immune to Magical Fear:  The dragon is immune magical fear including fear, emotion, and 
phantasmal killer.
Immortal:  The character does not age and will live forever barring violence or accident.
Spell/Psion ability:  The dragon’s arcane magic ability increase by one level each in an existing class.  
Psionic ability increases as the table above.  Dragons don’t need components to cast spells.  All 
spells gained are defiler spells.
10th level spells:  This is the number of 10th level spells the dragon may have prepared at any one time.
Regen:  This is the number of lost hit points the dragon regenerates each round.
Defiling Damage:  The dragon will do either 1d6 damage per spell level or this amount of damage 
(whichever is lower) when he casts a spell.  It affects a 30 foot radius.  Even if a preserver or 
sorcerer managed to get this far, he must defile to cast any bonus spells from a dragon, and every 
one of them (even defiler metamorphosis) counts against a preserver.
CH:  This is the number of charisma points the character loses with each level (not cumulative).  It stacks 
with the standard charisma loss of a defiler.
AC bonus:  Add this to the character’s base AC.
Claws:  The character may attack twice per round at full base attack with his claws.
Dmg Resist:  As normal for monsters.  At 3rd and higher level the dragon’s scales prevent any nonmetal 
weapon from doing more than half damage.
Jump:  Before this level the dragon has the normal jump rating.  This is a standing jump.  A running jump 
is x3 as far, a running high jump is x2/3 as high, and other jumps are half as far.
Breath Weapon:  The dragon may breath a cone of superheated sand three times per day with this damage
value (the dragon may breath additional breaths per day requiring a Con check of DC 15 + 5 per 
breath above 3 breathed perviously that day).
Spell/Psi Resist:  Add this to the dragon’s save numbers when trying to resist magic or psionics.
Special: Tounges—this is an always active special ability
	Immortal—the dragon is cannot die by natural means
	Make physical, psionic, and spell attacks—In combat the dragon may make a full set of physical 
attacks, use one psionic power, and cast a defiler spell in the same round.
	Move—this is the dragon’s base move on foot.
	Bite—The dragon may bite as a secondary attack
	Start of Animalistic Period—At this point the player loses control of his character and must use 
another character in his character tree.  The dragon will return to lucidity just before he needs to transform again and then after the transformation reenters the state.
	Burrowing—The dragon may burrow through any terrain type (including solid rock) at this 
movement rate.
	Tail—The dragon may use his tail as a tertiary attack
	Fly—The dragon’s wings sprout and he gains the following movement abilities
	End of Animalistic Period—At this level the dragon regains his own reason.
Summary of Physical Changes:  This is just a few notes on the dragon’s height, weight, and appearance.

The Dragon of Tyr is (was, will be) a 30th level defiler/25th level psion/10th level dragon.  The sorcerer kings are 20th to 24th level defilers/12th to 24th level psions/1st to 4th level dragons.  Oronis of Kurn is a 20th level preserver/15th level psion/2nd level dragon/4th level avangion.  The regeneration abilities stack.  My old fiend (oops, I forgot the ‘r’) Aaron’s character Joyhdee Salivenian is a 11th level defiler/12th level psionicist/10th level ex-arcanamach/10th level dragon.

Earth Defender
HD:  d4
Attack as:  Wizard
Saves:  Fortitude (good), reflex (poor), will (good)
Skills:  As wizard plus wilderness lore
Skill points per level:  2 + Int bonus
Requirements
	Race:  Any, though Humans are the most common race, followed by the Aaracokra and Pterran
	Knowledge (nature):  8 or more ranks
	Feats:  Alertness

Earth Defender
Level	Casting Level
	Special	
1	+1 to existing class	Speak with Plants at will, Sense Defiler	
2	+1 to existing class	Heal 2hp/level per day	
3	+1 to existing class	Stony Grasp once per day, Earth Cleric Minor Granted Power	
4	+1 to existing class	Heal 3hp/level per day	
5	+1 to existing class	Detect Defiling; Stony Grasp twice per day	
6	+1 to existing class	Earth Cleric Minor Granted Power	
7	+1 to existing class	Heal 4 hp/level per day	
8	+1 to existing class	Stony Grasp three times per day	
9	+1 to existing class	Earth Cleric Minor Granted Power	
10	+1 to existing class	Heal 5 hp/level per day	

Casting Level:  The Earth Defender increase by one level as a preserver, cleric, druid, or ranger each time 
he gains a level.
Sense Defiler:  The Earth Defender may detect the presence of a defiler with a successful spot check 
within 60 feet.
Heal x hp/level per day:  An Earth Defender may only heal these hit points if he is underground or in 
contact with the earth.  Otherwise, he heals normally.
Detect Defiling:  The Earth Defender is instantly warned if any defiling occurs within one mile.  The 
character learns the direction and approximate distance.
Stony Grasp:  The Earth Defender can use the spell Maximillian's Stony Grasp (in the Tome of Magic)

Gray Chassuer
Hit Die Type:  d4
Requirements:
	Knowledge (history) ranks:  8
	Knowledge (religion) ranks:  8
	Knowledge (undead) ranks:  8
	Spells Required:  Detect Undead, Disrupt Undead, Halt Undead
Attack as:  Wizard
Save as:  Wizard
Base Skill Points: 2 + Int
Skills:  As wizard plus Bluff, Diplomacy, and Wilderness Lore
Armor/Weapons:  As per wizard

Grey Chasseur
Level	Turning Ability	Bonus Spells	Casting Level
	Special	
1	1		+1 to existing class		
2	2	Invisibility to Undead (Air)	+1 to existing class		
3	3		+1 to existing class		
4	4	Cure Disease (Fire)	+1 to existing class		
5	5		+1 to existing class		
6	6	Negative Plane Protection (Water)	+1 to existing class		
7	7		+1 to existing class	+1 to hit undead	
8	8		+1 to existing class		
9	9	Dispel Evil (Earth)	+1 to existing class		
10	10		+1 to existing class		

The Gray Chassuer is generally a preserver who dedicates their lives to putting the undead to rest and hunting down the wizards who create them.  Most charge for their services (whatever the village can afford up to 1 sp/HD of undead destroyed).

A gray chassuer may study an undead creature from a safe distance.  Each day of study he must make a knowledge (undead) roll, success will give him the following amount of information:

	*Number of undead powers
	*Type of undead powers (one power per day)
	*Weaknesses (one per day)

Every level the gray chassuer will advance in arcane spell ability in an existing class as if it were advancing 
normally if he were a spell caster.
Turning ability:  The gray chassuer may turn undead as a cleric of this level.
Bonus spells:  The gray chassuer can cast these cleric spells once per day each.  The character must honor 
the element at an elemental shire after using these spells or he will lose the ability to use them.
+1 to hit undead:  The gray chassuer at 7th or higher level may attack an undead in ranged or melee 
combat as if he had a +1 weapon, this does not confer any damage or to hit bonuses.
Undead Hunt:  Just as the gray chassuer is a hunter he may quickly become the hunted.  Any undead that 
discovers his position has a 55% chance of calling a hunt on him.

Jazst
Requirements:  
	Balance ranks:  12
	Perform (dancing) ranks:  12
	Tumble ranks:  12
	Must have proficiency in the razor (exotic)
	Must spend 100 cp on an appropiate costume and must own a razor.
Attack as:  Fighter
Save as:  Fighter
Base Skill Points:  2 + Int bonus
Skills:  as per Gladiator
Armor/Weapons:  As per Gladiator

The Jazst is a performer in the arenas.  They make highly artistic kills.

Jazst
Level	Bleeding	Called Shots	Special	
1	0/0		Dance of the Whirling Blades	
2	1/1			
3	2/1	Scarred		
4	3/1	Cracked		
5	4/2	Deafen		
6	5/3	Blinded		
7	6/4	Dazed		
8	7/5	Useless		
9	8/6	Crippled		
10	9/7	Sever		

Principle of the Razor:  The Jazst must be proficient in the razor.  A razor can only be made of steel or of
the scales of the Z’tal lizard.  The razor does 1d10 damage and costs twice as much as a 
longsword.  Some Jazst will wear the scales of the Z’tal on their costumes.
A Jazst will earn twice as much as a regular gladiator in the arena.
Bleeding:  When using the razor or another slashing weapon the Jazst knows how to strike in order to 
create the maximum amount of bloodletting.  The first number is the number of points of damage 
the opponent takes every round after the first due to bleeding (a successful heal check will stop the 
bleeding) and the second number is the amount of damage his opponent will take each round he 
bleeds.  The victim may make a fortitude save each round (vs. DC 15) in order to stop the 
bleeding.  Healing may be used (vs. DC 10).  The character may use a thrusting weapon, but for 
bleeding purposes the character is treated as two levels lower (treat zero or negative levels as no 
bleeding).  Bludgeoning weapons cannot be used for bleeding.
Called Shots:  When a Jazst goes for a called shot he must make only one attack that round and must take 
a –8 to hit penalty.  The Jazst must inflict at least 20% of his opponent’s total hit points for the 
shot to have any effect (except for a sever result which requires 50% of total hit points).

Scarred—This lowers the victim’s CH by –2 until a heal check can be made.
	Cracked—The victim moves at half normal movement and has a 25% chance to miss each round 
on an attack.
	Deafen—The victim is deafened for 1d10 rounds and suffers –2 AC and has a 25% chance to miss 
each round on an attack.
	Blinded—Blinded, the opponent is treated as blind for 2d6 rounds (50% chance to miss each 
round, unless have blindfighting).
Dazed—The victim suffers for 1d12 rounds, the DC of any Dex check is increased by +5, the 
opponent is automatically flatfooted the entire time (but still can attack back), and any 
attack that does 5 or more points of damage requires a Dex check v. DC 25 or the victim 
falls down (penalty already factored in).
	Useless—The Jazst must choose arm or leg.  If he hits the leg his opponent moves at 25% of 
normal, is considered flatfooted (can still attack back) and requires a Dex check vs. DC 
20 or fall down if suffers more than 5 points of damage in a round.  If he hits an arm, the 
gladiator must drop any weapon held by that hand and the arm hangs limply at his side.
	Sever—If a Jazst makes this attack roll his opponent may make a Reflex check vs. DC 15 or die.
	
Dance of the Whirling Blades:  The Jazst must make a Perform (dancing) check against DC 15.  If the roll 
is successful the Jazst will make double his normal suite of attacks (a 10th level gladiator/1st level 
Jazst has a  +11/+11/+6/+6/+1/+1 attack bonus set, if the character fights two-handed the number 
of attacks for the secondary hand are also doubled).  The Jazst must spend a full round preparing by running at top speed towards his opponent, which can provoke an attack of oppurtunity.  If it fails the Jazst cannot attack that round (as he tries to regain his balance).  It can only be used once per combat and requires at least 10 minutes of rest before it can be used again.

Kilteket (Student Missionary)
Requirements:
	Diplomacy:  8 or more ranks
	Exotic Weapon Proficiency:  Kyorcha
	Knowledge (any one):  8 or more ranks
	Skill Focus (Any Knowledge)
	Race:  Thri-kreen
Attack Bonus:  As rouge
Save:  Fort (poor), Reflex (good), Will (good)
HD:  d6

Kilteket
Level	Special	Power Points/Day	Powers Discovered	
			0	1	2	3	4	
1	Identify Items (as per bard), Extended Pack	+5	2	-	-	-	-	
2		+5	3	-	-	-	-	
3	Charm and Suggestion (as per bard)	+7	3	1	-	-	-	
4	Bonus Feat	+7	3	2	-	-	-	
5		+7	3	3	1	-	-	
6	Identify; Bonus Feat	+9	3	3	2	-	-	
7	Increased Overland movement	+9	3	3	2	1	-	
8	Bonus Feat	+11	3	3	3	1	-	
9		+11	3	3	3	2	-	
10	True Lore; Bonus Feat	+11	3	3	3	2	1	

Identify Items:  This works just like the bard ability.
Extended Pack:  Any Kilteket will accept the Kilteket character as a pack member
Charm and Suggestion:  If a Kilteket wishes to teach someone his ways he may use this power.  It works 
just like the bard's ability (replace perform ranks with diplomacy ranks).
Increased Overland Movement:  The Kiltetket can add +1/3 to his normal daily overland movement rate 
or +1/6 when with others who are not Kilteket.
Bonus Feat:  At those levels, the Kilteket may buy any feat as a bonus feat.  This may be any feat open to 
the Thri-kreen character.
Identify:  Once per day the thri-kreen may use the arcane spell identify.
True Lore:  Once per day the thri-kreen may use the spells legend lore or analyze dweomer.

Lifeshaper
Requirements
	Race:  Halfling only (feral or Rul-Thaun)
	Heal:  8 or more ranks
	Knowledge (nature):  8 or more ranks
Attack Bonus:  as cleric
Saving Throws:  fortitude (good), reflex (poor), will (good)
HD:  d6
Skills:  as druid
Skill points per level:  2 + Int bonus

Lifeshaper
Level	Ability	
1	Lay on Hands, Nature Sense	
2	Trackless Step, Bonus Feat	
3	Restoration 1/week	
4	Restoration 2/week, Bonus Feat	
5	Heal 1/week	
6	Improved Lay on Hands, Regenerate 1/week, Bonus Feat	
7	Heal 2/week	
8	Regenerate 2/week, Bonus Feat	
9	Restoration 3/week, Heal 3/week	
10	Regenerate 3/week, Bonus Feat	

Nature Sense:  works just like the standard druid ability.
Trackless Step:  works just like the standard druid ability.  Works in the Forest Ridge or other forested 
areas.
Lay on Hands:  Wis modifier x level once per day, otherwise works as the Paladin ability
Restoration, Heal, and Regenerate:  Work just like the clerical spells
Improved Lay on Hands:  (Wis modifier + 3) x level once per day, replaces standard Lay on Hands
Bonus Feat:  The halfling lifeshaper may buy any one life-shaped item creation feat (see below).

Life-Shaped Item Creation Feats
In addition to the requirements for life-shaped item creation item feats, each type of item requires another skill to use the appropriate feats with a rank equal to the Craft (Life-Shaping) ranks.  Rhul-Thaun are better at making these than standard halflings.  Any failure to create an item by a feral halfling automatically creates a parasite if it is a tissue, graft, or creature.

	Item Type		Skill Requirement
	Armor or Shields		Craft (Armorsmithing)
	Building Materials	Knowledge (Architecture)
	Engines			Knowledge (Engineering)
	Guardian		Handle Animal
	Medicinal Application	Heal
	Tools			Craft (varies)
	Transport		Ride
	Weapons		Craft (Weaponsmithing)

Craft Life-Shaped Creature (special)
	Prerequisites:  Craft Life-shaped Tissue, Craft (Life-Shaping) 12 or more Ranks, Knowledge (nature) 12 or more ranks
The character may craft Life-shaped creatures.  The XP cost for a creature is ten times its cost in ge (the basic monetary unit of the Rhul-Thaun) and the time to create is 1 day per 10 ge the creature costs. The raw materials cost half as much as the creature.

Craft Life-Shaped Graft (special)
	Prerequisite:  Craft Life-shaped Tissue, Craft (Life-Shaping) 8 or more Ranks, Heal 8 or more ranks, Knowledge (nature) 8 or more ranks
	The character may craft life-shaped grafts that attach themselves painfully and cannot be removed 
(without a lot more pain until they die).  The XP cost for a graft is ten times its cost in ge (the basic monetary unit of the Rhul-Thaun) and the time to create it is 1 day per 10 ge the creature costs. The raw materials cost half as much as the graft.

Craft Life-Shaped Producer (special)
	Prerequisite:  Craft (Life-Shaping) 15 or more ranks, Craft Life-Shaped Creature, Craft Life-Shaped Tissue, Knowledge (nature) 15 or more ranks
The character may craft a Life-shape producer (a life-shaped object that can produce other life-shaped objects). The XP cost for a producer is ten times its cost in ge (the basic monetary unit of the Rhul-Thaun) and the time to create it is 1 day per 10 ge the creature costs. The raw materials cost half as much as the producer.

Craft Life-Shaped Product (special)
	Prerequisite:  Craft (Life-Shaping) 1 or more Ranks
The character may create a life-shaped product (which is not really alive). The XP cost for a product is ten times its cost in ge (the basic monetary unit of the Rhul-Thaun) and the time to create is 1 day per 10 ge the creature costs. The raw materials cost half as much as the product.

Craft Life-Shaped Tissue (special)
	Prerequisite:  Craft (Life-Shaping) 6 or more Ranks, Knowledge (nature) 6 or more ranks
The character may create life-shaped tissues. The XP cost for a tissue is ten times its cost in ge (the basic monetary unit of the Rhul-Thaun) and the time to create is 1 day per 10 ge the creature costs.  The raw materials cost half as much as the tissue.

Craft Life-Shaped Wild Graft (special)
Prerequisite:  Craft (Life-Shaping) 15 or more Ranks, Craft Life-shaped Graft, Craft Life-Shaped Tissue, Heal 15 or more ranks, Knowledge (nature) 15 or more ranks
	The character may create life-shaped grafts that can be easily put on or removed (without the pain 
associated with normal grafts). The XP cost for a wild graft is ten times its cost in ge (the basic monetary unit of the Rhul-Thaun) and the time to create is 1 day per 10 ge the creature costs.  The raw materials cost half the cost of the wild graft.  Note:  any normal graft that can be made into a wild graft will cost ten times as much as normal.

Obscure
Requirements:
	Knowledge (Arcana) ranks:  12
	Knowledge (Planes) ranks:  12
	Spellcraft Ranks:  12
	Spells Known:  Light, Darkness, Daylight
	As an obscure follows the path of balance between light and darkness his alignment must have a 
neutral component.
Attack as:  Wizard
Save as:  Wizard
Base Skill Points: 2 + Int
Skills:  As wizard plus Bluff, Diplomacy, Intuit Direction, and Wilderness Lore
Armor/Weapons:  As per wizard

Level	AC bonus	Hide bonus	CH	Casting Level
	Special	
1	+1	+1	-1	+1 to existing class	Hide in Plain Sight	
2	+1	+2	-1	+1 to existing class	Chill Touch, Darkvision	
3	+2	+3	-1	+1 to existing class	Summon Shadow	
4	+2	+4	-2	+1 to existing class	Shadow Jump (20 ft), Speak with Shadow Creatures	
5	+3	+5	-2	+1 to existing class	Summon Shadow	
6	+3	+6	-2	+1 to existing class	Shadow Jump (40 ft), Shadow Form	
7	+4	+7	-3	+1 to existing class		
8	+4	+8	-3	+1 to existing class	Shadow Jump (80 ft)	
9	+5	+9	-3	+1 to existing class	Immune to Shadow Cold, Summon Shadow	
10	+5	+10	-4	+1 to existing class	Shadow Jump (160 ft)	

An Obscure draws his power from the plane known as the Black (if he is a defiler he must choose between 
drawing his energy from the Black or from the ecosystem).  Each day the Obscure must check on 
the following table to determine his connection to the black:

	d10 roll		Equivelent to:
	1		Barren
	2-4		Infertile
	5-7		Fertile
	8-9		Abundant
	10+		Lush

The character then rolls on the “Gathering spell energy through defiling magic table” on the appropiate row.  The Obscure gets a +1 if he is in a place of with a lot of shadows.  If the gathering energy check fails the Obscure takes 1d6 damage in addition.
Spell-casting ability:  Each level the Obscure’s ability to cast arcane spells improves in an existing class as 
if he were advancing in a normal spell casting class.
An obscure’s skills are highly in demand.  Once every two months someone will contact him to aid in an 
espionage mission.
AC bonus:  As the obscure’s body is slowly taken over by shadow, his armor class increases.
Hide bonus:  As more and more of the obscure’s body is taken over by shadow he gains improved ability 
to hide in conditions of shadow or lack of light.  This is added to his Hide score.
CH:  The obscure loses charisma as a result of his body being eaten by shadow.
Special:	Chill Touch:  once per day per level the Obscure may use chill touch as a free action.
	Speak with Shadow Creatures:  The Obscure gains the ability to communicate with creatures of
the shadow, this includes shadows, shades, and shadow giants.
	Shadow Form:  once per day the character may take shadow form as per the spell.
	Immune to shadow cold:  the character does not suffer ability drains or damage from touch 
attacks from shadows, the black, or undead.
	Summon Shadow, Shadow Jump, Hide in Plain Sight, Darkvision:  As per the Shadow Dancer
The Pale takes 1d4 damage if caught out in sunlight.  If caught in absolute darkness or light, the pale
takes 1d4 damage when casting a spell (must make a fortitude check vs. DC 15 to avoid).

The Order
HD:  d4
Requirements:  
	Must be able to manifest 9th level powers from two different disciplines
Psicraft Ranks:  20
Alignment must have one neutral component.
Save as:  Psion
Attack as:  Psion
Base Skill Points:  2 + Int bonus
Skills:  As per Psion
Armor/Weapons:  As per Psion

The Order consists of a group of very high level Psions who believe in the concept of Psionic purity uncorrupted by Good, Evil, Law, or Chaos.  They have attempted in the past to stomp all psionic use (with the Psionatrix) but have been unsuccessful.

Benefits
At each level the character gains in the order he gains +1 level to his psionic ability.
The character has access to the resources of the order.

Level	Power Points/Day	Powers Discovered	
		0	1	2	3	4	5	6	7	8	9	
1	+19	2	-	-	-	-	-	-	-	-	-	
2	+21	3	1	-	-	-	-	-	-	-	-	
3	+21	4	2	1	-	-	-	-	-	-	-	
4	+23	5	3	2	1	-	-	-	-	-	-	
5	+23	6	4	3	2	1	-	-	-	-	-	
6	+25	7	5	4	3	2	1	-	-	-	-	
7	+25	8	6	5	4	3	2	1	-	-	-	
8	+27	9	7	6	5	4	3	2	1	-	-	
9	+27	9	8	7	6	5	4	3	2	1	-	
10	+31	9	9	8	7	6	5	4	3	2	1	

Restrictions
A psion of the order must do what he can to stomp out psionic heresy.  If he does not then he will be 
subject to punishment from the order.  This includes powerful psions using their powers for extreme good or evil and by forcing powerful psions not affliated with the order to join (or die).  For example:  A psion has enslaved a village to his mind or a good psion was doing all the work for a village, preventing them from being self-reliant.
If the character ever leaves the order he will be hunted down and destroyed.

Pale (Necromancer)
Requirements:
	Exotic Weapon proficiency (whip)
	Knowledge (Planes):  8
	Knowledge (Undead):  8
	Speak Language (One Green Age Language)
	Spell Focus (Necromancy)
	Must prepare an obsidian shard with the essence of an intellgent undead.
	Because of the corruption of the undead the Pale must be a nongood alignment.
Attack as:  Wizard
Save as:  Wizard
Base Skill Points: 2 + Int
Skills:  Wizard plus Bluff and Diplomacy
Armor/Weapons:  As per wizard

Pale
Level	Control Undead	Casting Level
	Special	
1	1	+1 to existing class	Pale Flesh, immune to Fear Effects	
2	2	+1 to existing class	Speak with Dead	
3	3	+1 to existing class		
4	4	+1 to existing class	Gain Undead Companion	
5	5	+1 to existing class		
6	6	+1 to existing class		
7	7	+1 to existing class		
8	8	+1 to existing class		
9	9	+1 to existing class		
10	10	+1 to existing class		

A Pale draws his power from the plane of the dead known as the Gray (if he is a defiler he must choose 
between drawing his energy from the Gray or from the ecosystem).  Each day the Pale must check 
on the following table to determine his connection to the Gray:

	d10 roll		Equivelent to:
	1		Barren
	2-4		Infertile
	5-7		Fertile
	8-9		Abundant
	10+		Lush

The character then rolls on the “Gathering spell energy through defiling magic table” on the appropiate row.  The Pale gets a +1 if he is in a place of death (area frequented by the undead, ruins, old battlefield, etc).  If the gathering energy check fails, the Pale takes 1d6 damage in addition.
Pale Flesh:  The pale’s flesh takes on an unhealthy pallor, he gains a charisma penalty of a defiler of equal 
level.
Speak with Dead:  The character may use this spell at will as a spell-like ability, it also applies to the 
undead.
Control Undead:  A pale may control/rebuke undead creatures as an evil cleric of the given level.  The 
necromancer may use his control undead to wrest control from another being.
Gain Undead Companion:  At this level the Pale gains a 5HD free-willed undead companion that serves 
him like a familiar.  Its power increases with the pale’s level:

Pale’s Class Level	Bonus HD (d12)	Natural Armor	Str. Adj.	Int. Bonus	Special	
4-5	+0	+0	+0	+0	Improved Evasion, Share Spells, Empathic Link, Share Saving Throws	
6-7	+2	+2	+1	+1	Alertness, Touch	
8-9	+4	+4	+2	+2	Blood Bond, Command Undead	
10	+6	+6	+3	+3	Spell Resistance, Scry on Companion	

Improved Evasion, Share Spells, Empathic Link, Share Saving Throws, Blood Bond, Spell 
Resistance:  As per blackguard on page 31 in the DMG.
Alertness, Touch:  As per the familiar abilities on page 51 of the PH.
Command Undead:  The companion can command undead as an evil cleric of equal level, it can 
do it once per day per class level of the pale.
	Scry on Companion:  This allows the Pale to scry through his companion as per the Scry on 
Familiar ability as per page 51 of the PH.

Spell-casting ability:  Each level the Pales’s ability to cast arcane spells improves in an existing class as 
if he were advancing in a normal spell casting class.

Psiologist
Requirements:
	Psicraft:  8
	Base Power Points per day:  10+ (Does not include bonus points)
	Manifesting:  Must be able to manifest 3rd level powers
	At least one metapsionic feat
Attack as:  Psion
Save as:  Psion
Base Skill Points: 2 + Int
Skills:  as Psion
Armor/Weapons:  as per Wizard

Psiologists experts focused on the powers of the mind even more so than standard psions.

Level	Special	Power Points/Day	Powers Discovered	
			0	1	2	3	4	5	6	7	8	9	
1	Power Focus +1	+5	1	-	-	-	-	-	-	-	-	-	
2	Bonus Feat	+5	1	1	-	-	-	-	-	-	-	-	
3	Power Focus +2	+7	1	1	1	-	-	-	-	-	-	-	
4	Bonus Feat	+7	1	1	1	1	-	-	-	-	-	-	
5	Power Focus +3	+7	1	1	1	1	1	-	-	-	-	-	
6	Bonus Feat	+9	1	1	1	1	1	1	-	-	-	-	
7	Power Focus +4	+9	1	1	1	1	1	1	1	-	-	-	
8	Bonus Feat	+9	1	1	1	1	1	1	1	1	-	-	
9	Power Focus +5	+11	1	1	1	1	1	1	1	1	1	-	
10	Bonus Feat	+11	1	1	1	1	1	1	1	1	1	1	

Power Focus:  At 1st level the character picks one discipline.  All power rolls are increased by that amount.
Bonus Feat:  This may be a psionic, metapsionic, or psionic item creation feat.
Psiologists are very much focused on Psionic disciplines.  They cannot own more than 2 magic items and
will lose 20% earned experience if they gain magical aid.

Sensei
Hit Die Type:  d8
Requirements:
	Tumbling Ranks:  8
At least two psychometabolic and psychokinetic powers and at least one psychoportative 
and telepathic power
	Base Power Points per day:  10+ (Does not include bonus points)
	Feats:  Improved Unarmed Strike, Stunning Fist, Weapon Focus
Save as:  Psion
Base Skill Points:  4 + Int
Skills:  As per Monk and Psion
Armor/Weapons:  As per wizard

Level	Attack Bonus	Unarmed Damage	Power Points/Day	Powers Discovered	
				0	1	2	3	
1	+0	1d6	+3	-	-	-	-	
2	+1	1d6	+5	-	-	-	-	
3	+2	1d6	+5	-	-	-	-	
4	+3	1d8	+5	1	-	-	-	
5	+4	1d8	+7	2	-	-	-	
6	+5	1d8	+7	2	1	-	-	
7	+6	1d10	+7	2	2	-	-	
8	+7	1d10	+9	2	2	1	-	
9	+8	1d10	+9	2	2	2	-	
10	+9	1d12	+9	2	2	2	1	
 
Weapon Skill:  The Sensei gets weapon focus and weapon specialization free with one weapon at 1st level.
Stunning Attack:  As per monk
Unarmed Strike:  As per monk (they gain flurry of blows and use the monk's table to determine attacks 
per round).

Shadowthief
Hit Die Type:  d6
Requirements:
	Decipher Script Ranks:  20
	Hide Ranks:  20
	Use Magical Device Ranks:  20
	Spellcraft Ranks:  10
	Must have a spellbook of illusion spells (except shadow)
Skill Points:  8 + level
Attack as:  Rouge
Save as:  Rouge
Skills:  As per rouge
Armor/Weapons:  as per rouge

Shadowthieves take the rouge’s ability to elude the senses and bring magic into it.  The shadowthief must obtain an illusionist’s spellbook and study it for at least a month before he can use the magic.

Level	Special	0	1	2	3	4	5	6	7	
1		3	2	-	-	-	-	-	-	
2	Sneak Attack +1d6, Uncanny Dodge (Dex bonus)	4	3	1	-	-	-	-	-	
3		4	3	2	1	-	-	-	-	
4	Sneak Attack +2d6	4	4	2	2	1	-	-	-	
5	Special Ability	5	4	3	2	2	1	-	-	
6	Sneak Attack +3d6	5	4	3	3	2	2	-	-	
7	Uncanny Dodge (Can’t be flanked)	5	5	3	3	3	2	1	-	
8	Sneak Attack +4d6	5	5	4	3	3	3	2	1	
9		6	5	4	4	3	3	3	2	
10	Sneak Attack +5d6, Special Ability	6	5	4	4	4	3	3	3	

Spells known:  May use any arcane illusion spell, but cannot use spells that channel shadow.  The 
shadowthief’s casting level is his character level.  Shadowthieves cast spells as preservers.

Uncanny Dodge, Sneak Attack:  As per rouge
Special Ability:  The shadowthief may buy one rogue special ability at levels 5 and 10

Spirit of the Land
Hit Die Type:  d20
Requirements:
	Religion (Specific Element) Ranks:  20
	Wilderness Lore Ranks:  20
	Animal Empathy Ranks:  20
	A parcel of land that the character has defended against a defiler
	Must contact another spirit of the land
	Ability to cast 9th level divine spells
Attack as:  as fighter
Save:  as druid
Skill Points:  2 + Int bonus
Skills:  as per druid
Armor/Weapons:  None

The Spirits of the Land are the ecology of Athas and are honored by the druids.  Note:  This is a prestige class that generally retires the character.

Spirit of the Land
Level	AC bonus	Dmg	Move	Spell Resist	Damage Resist	Innate Spells	Int bonus	Casting Level
	Special	
1	+1	1d8	60 feet	14	+1/20	-	-	+1 to existing class	Commune with druids, Hide, Immortal	
2	+2	1d8	120 feet	15	+1/25	1	-	+1 to existing class		
3	+3	2d8	120 feet	17	+1/30	2	-	+1 to existing class		
4	+4	2d8	120 feet	19	+2/35	3	-	+1 to existing class		
5	+5	3d8	180 feet	21	+2/40	4	-	+1 to existing class		
6	+6	3d8	180 feet	23	+2/45	5	-	+1 to existing class		
7	+7	4d8	180 feet	25	+3/50	6	+1	+1 to existing class		
8	+8	4d8	240 feet	27	+3/55	7	+1	+1 to existing class		
9	+9	5d8	240 feet	29	+3/60	8	+1	+1 to existing class		
10	+10	5d8	240 feet	31	+4/65	9	+2	+1 to existing class		

A Spirit of the Land cannot leave his protectorate (basically because he becomes his protectorate) and 
generally leaves all the caretaking of his land to another druid.
Immortal:  The character does not age and will live forever barring destruction of his chosen land.
AC bonus, Dmg, Move, Spell Resist, Damage Resist:  Self-explanatory.
Innate Spells:  The character may cast this level or less of his domain spells as innate spells, he may cast 
them any number of times per day, casts them as free actions, and never needs components to cast.
Int bonus:  Add this bonus to the character’s intelligence when he rises in level (cumulative).
Special:  At 1st level the Spirit of the Land can communicate with any druid of his protectorate with no 
range limit (as long as they are on the same plane).  Also the spirit of the Land is indistinguisable 
from his land and even magic detection cannot ferret him out.
Spell Ability:  A spirit of the land gains +1 divine spell casting ability in an existing class per level in this 
class.
Note:  Water Spirits of the Land are able to animate trees to acts as treants.  Other spirits should have 
similar powers.

Sychophant
Hit Die Type:  d6
Requirements:
	Diplomacy ranks:  8
	Knowledge (Nobility and Royalty):  8
Perform ranks:  8
Spot:  8
	Fancy set of clothes (costing 30+ cps)
	Ownership and proficiency in a noble weapon from one of the city states:
		Balic (shortsword), Draj (javelin), Gulg (Bow), Nibenay (Club), Raam (Flial), Tyr (Steel 
Long Sword), Urik (Lance)
Attack bonus:  as per rouge
Saves:  as per rouge
Base Skill points:  8 + Int
Class Skills:  Appraise, Disguise, Literacy, Perform, Profession (Gambler), Read Lips, Ride, 
Sense Motive, Speak Language 
Armor/Weapons:  As per rouge + proficiency in a noble weapon (see above)

Sycophants make it their business to entertain the nobility, merchant lords, or templars (or even the sorcerer-kings) and they earn a living doing so.

Benefits
1)  Legally allowed to be literate
2)  Gain one noble contact/level.  Contacts provide hospitality or favors (below).
3)  Hospitality:  The character can stay with a noble for 10 days + 3 days/level living in the lap of luxury.  
Once he leaves he cannot ask to stay with the same noble for 100 days.
4)  Favor:  The character may use his diplomacy skill to ask a favor that a noble may be able to grant.  He 
may only ask once per 100 days, the DC for the request is 5 + 5/request that the character asks for 
in that 100 day period (even if it is from a different noble).

Level	Special	
1	Poisoning	
2	Sneak Attack +1d6, Uncanny Dodge (Dex bonus)	
3		
4		
5	Poisoning	
6	Sneak Attack +2d6	
7	Uncanny Dodge (Can’t be flanked)	
8		
9	Poisoning	
10	Sneak Attack +3d6, Slippery Mind	

Poisoning:  As per bard, use class level to determine die and die modifier
Sneak Attack, Uncanny Dodge, Slippery Mind:  As per rogue

Thri-kreen Slayer
HD:  d8
Requirements:
	Elf (must be a member of a tribe)
	Proficiency in the Long Sword, Long Bow, and either Chatkcha or Gytha
	Wilderness Lore ranks:  8
	Speak Languages (Thri-kreen)
	Tracking Feat
	Special (see below)
Atttack Bonus:  as fighter
Saves:  Fort (good), Ref (poor), Will (good)
Base Skill Points:  2 + Int bonus per level
Skills:  Bluff, Craft, Intuit Direction, Listen, Psicraft, Sense Motive, Spellcraft, Spot, Wilderness Lore
Armor/Weapons:  As per fighter

Perhaps the greatest threat to the elves of Athas are the Thri-kreen.  Their love for elven flesh has spawned a group of elves dedicated to destroying them, the Thri-kreen slayer.  The secondary status of a slayer is as a protector of the tribe.

To become a thri-kreen slayer the elf must apprentice himself to another slayer in his tribe.  At this point he gets a +1 bone long sword.  For that level and the next four the character must spend an entire month with the master slayer in order to learn the tricks of the trade.  When the character has finished his apprenticeship he may enter 1st level in this class and he gains a +3 bone long sword, a standard tribal bow, and a suit of armor made from the exoskeletons of killed Thri-kreens (it has an AC bonus of +4).

Benefits
1)  The Thri-kreen slayer may use two weapons as a ranger.
2)  The Thri-kreen slayer gets +1 to hit, damage, and to all his class skill checks (except craft) at lst level
and an addition +1 at every even level (2nd, 4th, 6th, 8th, and 10th) when facing Thri-kreen.
3)  If the thri-kreen slayer is an arcane spell caster or psionic he gains an additional level in casting or 
psionic levels everytime he gains a level in slayer.
4)  Whether or  not a Thri-kreen slayer comes from a psionic or spellcasting class then he gains (additional) 
arcane spells for use against Thri-kreen (which come from a spellbook).  The spells will be 
preserver based, unless the character is a defiler.
	
Spell Level and Spells per day by Level
Thri-kreen Slayer
Level	1	2	3	
1	1	-	-	
2-3	2	-	-	
4-5	2	1	-	
6-7	2	2	-	
8-9	2	2	1	
10	2	2	2	

5)  The slayer gets a special pouch which will warn him if his tribe is in danger from about 10 miles away.
6)  Thri-kreen have a –4 reaction penalty to slayers and slayers in battle must first fight thri-kreen and 
cannot stop fighting thri-kreen until all are dead or gone.

Veiled One
HD:  d4
Requirements:
	Disguise Ranks:  4
	One Craft/Profession skill ranks:  8
	Ability to cast 3rd level or higher arcane spells
	Feats:  Sensory Alteration, Silent Spell, Still Spell
	No defilers
	Must find a veiled one and pass a test of loyalty
Attack as:  Wizard
Save as:  Wizard
Base Skill Points:  4 + Int bonus per level
Skills:  Craft (any), Hide, Knowledge (History, Local), Profession (any), Read Lips, Speak Langauge (Sign
Language), Spellcraft
Armor/Weapons:  As per wizard

Veiled One
Level	Special	
1	Enhanced Metamagic Feat	
2		
3	Bonus Feat	
4		
5	Enchanced Metamagic Feat	
6	Bonus Feat	
7		
8		
9	Bonus Feat	
10	Enhanced Metamagic Feat	

Enhanced Metamagic Feat:  The veiled one chosses one of the three following feats:  Sensory Alteration, Still Spell, Silent Spell. The veiled one may use that feat a number of times per day equal to her CH modifier free without preparing it or increasing casting time.

Qualities
1)  The character’s spell arcane casting ability increases by one per level in an existing class.
2)  The character may freely obtain spell components.
3)  The character can be given free shelter for 3 days, she has a 10% chance of being spotted (50% if she 
goes outside)
4)  The character can arrange to leave a city, it takes 1d3 days and has an 10% per class level chance of 
success.
5)  It takes 2d4 months to reestablish a blown identity.
6)  For every level the character has in Veiled one he will gain 4 spells to place in her spellbook (this does 
not affect sorcerers).