Dark Sun Conversion Notes by Sammy Grimes (Grimess@mail.uark.edu)
I was skeptical about the D&D 3e as I heard news report after news report about it, but now that I have the PH I am sold.  Since Dark Sun is not going to be released anytime soon, I give you this set of conversions.

Conversion From:  Dark Sun (2nd edition AD&D)
Works Converted:  The Original Dark Sun Boxed Set, The Revised Dark Sun Boxed Set, Mind Lords of 
the Last Sea, Elves of Athas, The Will and The Way, Preservers and Defilers of Athas, Earth, Air, 
Fire, Water, Windriders of the Jagged Cliffs, Polyhedron #75 "Thri-kreen," Dragon Annual #1
 "Heroes of Athas," Defilers and Preservers, Thri-Kreen of Athas, Dune Trader, City-State of Tyr, 
Dragon Kings, City by the Silt Sea, and The Complete Gladiator's Handbook.
Summary:. This updates the Dark Sun world for 3rd edition.  Information for the other books has been 
placed in this document for your use.
Updates:  September 16, 2000.  Massive updates.  I added the multiattack rules to the creatures that needed
them.  Added the Bard's poisoning ability.  And did some fleshing out on everything.
	October 22, 2000.  Even more massive updates, got a load of Dark Sun books and have been 
frantically adding the information in order to create a more complete file.  Also changed a few 
things around to make it a little smoother.
	November 2, 2000.  Just got done with all the changes described above.  Added a ton of new feats.  
Note:  the bard and trader have a reduced number of skill points (to better reflect the original 
classes) and the trader has poisoning ability (from Dune Trader, removed in the Age of Heroes).  
Added the Dray and added the Thri-kreen weaknesses from the Thri-kreen of Athas.  Changed the 
Lizard Man one more time.
March 1, 2001.  Just got the Psionics Handbook with this and Sword & Fist.   I will be making 
changes.
July 9, 2001.  Just realized I hadn't posted my most recent update.  Gave gladiators extra feats to 
buy weapon focus/specialization.
Thanks:  Todd Cantrell for letting me borrow all of his Dark Sun books, Ki Peppers for getting to me a 
month after I asked for them.  John Russell for letting me borrow what Ki couldn't find.  Titan 
Games for having the old Dragons, Dungeons, and Polyhedrons I needed.  And to Eric Noah for 
posting this information.

Ability Scores
Roll 4d4+4 six times for ability scores.  All characters have a base range of 8-20 and nonhumans can have scores from 2 to 26 starting.

Character Races

Unless noted, races do not gain the abilities of their standard counterparts in the Player’s Handbook.  All Athasian races have Psion or Psychic Warrior as a favored class in addition to any other (i.e. psion or psychic warrior never counts when determining uneven levels in character classes).  No Dark Sun race has a restriction on initial languages (as long as it is not a secret language).  All characters know common and their racial language.   Half-giants have no racial language.  Half-elves and Muls know the language of their nonhuman parent.  Water requirements for a character are two gallons per day unless noted otherwise in the race description.

Aaracokra
Racial Traits
Religion:  Aaracokra worship the holy elements.
Ability Score Modifiers:  -2 Strength, +4 Dexterity, -2 Constitution
Medium sized but may fly at base 90 feet (average manuverability), and walks at base 20 feet
Hollow Bones:  takes +1d4 damage from bludgeoning attacks
Natural Attack:  Unarmed the aaracokra does 1d3 damage twice per round at the same base attack 
(aaracokra monks would do size L monk damage).
Racial Bonuses:  The aaracokra gets a +4 to spot checks.
Claustrophobia:  Aaracokra have a –2 to all rolls when in an enclosed space where they cannot spread 
their wings (wingspan is x2 height).
Feats:  Aaracokra get the Fly-by attack feat for free and may buy the Hover, Snatch, and Wingover feats as 
if they were normal feats.
Advancement:  Aaracokra have +1 monster level to determine experience needed to advance.
Aaracokra only Racial Feats:

	Dextrous Flying [Special]
	The aaracokra's flying manuverability increases to good.

	Sharper Talons [Special]
	The aaracokra's talon damage increases to 1d4.
	Note:  The character may only buy this feat at 1st level.

	Tough Hide [Special]
	The aaracokra's gains a +3 natural armor bonus.
	Note:  The character may only buy this feat at 1st level.

Favored Class:  Cleric

Dray
Religion:  All drays worship Dregoth.
Racial Traits
Ability Score Modifiers:
	1st Generation:  +4 Str, +4 Con, -4 Int, -4 Wis, -4 Cha
	2nd Generation:  +2 Str, +2 Con, +2 Int, -4 Wis, -4 Cha
Resist Elements:  All drays have Resist Elements (Heat, Fire) as an extraordinary ability, always active.
Dark Vision:
	1st Generation:  60 feet
	2nd Generation:  30 feet
Natural Weapons:
	1st Generation:  claw 1d8/1d8 (-5 to hit), bite 1d6 (-2 to hit)
	2nd Generation:  claw 1d6/1d6 (-5 to hit), bite 1d4 (-2 to hit)
May buy the multiattack feat in order to reduce the attack penalties with natural attacks.  Dray monks will 
do size L damage.
Racial Skill Bonuses:
	1st Generation:  +2 to Hide, Listen, and Move Silently checks
	2nd Generation:  +2 to Listen checks
Favored Class:
	1st Generation:  Gladiator
	2nd Generation:  Defiler
Natural Armor Bonus:  +3 to AC
Water Requirements:  All drays need half the water of a human
Mutation:  1st generation dray suffer from a mutation due their flawed creation, roll on the table below:

	Roll		Mutation
1		One limb is human.  The dray has no claws on that hand and base AC bonus is 
reduced to +2 natural.
	2		The PCs scales are soft reducing natural AC bonus to +1 AC.
	3		-1d4 Strength
	4		-1d4 Constitution
	5		-1d4 Intelligence
	6		-1d4 Wisdom
	7		Razor sharp claws, damage becomes 1d8.
	8		Scales are thicker increasing natural AC bonus to +5.
	9		The PC's teeth are human, thus they have no natural bite attack.
	10		Claws are jagged and dull, damage reduced to 1d4.
	11		+1d4 Strength
	12		+1d4 Intelligence
	13		+1d4 Constitution
	14		+1d4 Wisdom
	15		Can pass as a second generation dray (stands upright, no tail, no apparent 
deformities).
	16		The PC grows horns on top of head, can head butt for 1d6 damage.
17		Human appearance.  The PC has no natural armor, but can pass for human 
(except for the tail, which does have armor).
18		Human head, the dray has a human head on an otherwise dray body (-2 CH)
19		Hair--The PC grows coarse hair all over his body (-6 CH)
20		Roll twice, ignore any 20s.

Advancement:  First Generation dray have +1 monster level to determine experience needed to advance.  
Second generation dray do not (they advance at their listed level).
Increased Damage from Cold:  All drays are treated as if they were fire subtypes when attacked by cold.
Light Blindness (Ex):  Abrupt exposure to bright light (such as sunlight or a daylight spell) blind drays for 
1 round.  In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks 
while operating in bright light.
Dray only racial feats

	Breath Weapon [Special]
	Twice per day a dray may breath a cone of superheated sand doing 2d10 damage.
	Note:  The character may only buy this feat at 1st level.

	Dregoth's Blessing [Special]
	A second generation Dray still in Dregoth's favor may gain the permanent effects of a bless spell.
	Note:  The character may only buy this feat at 1st level.

	Extra Mutation [Special]
	A first generation Dray may get a second roll on the mutation table.  The character cannot have 
more than two mutations.
	Note:  The character may only buy this feat at 1st level.

	Mask Body Heat [Special]
	If a dray takes time and does not move he may render himself invisible to dark vision.

	Prehensile Tail [Special]
	A first generation dray may pick up items up to 2 pounds.  If the dray also buys the tail swipe 
feat, then he may use a size T or S weapon with his tail as a off-hand with an additional -5 
penalty.

	Tail Swipe [Special]
	A first-generation dray may can attack with his tail at targets behind him for 1d3 damage and -5 
attack penalty.

	Wings [Special]
	A dray is born with draconic wings.  He flies at 120 feet (poor manuverability) but his ground 
movement is reduced to 20 feet because of the clumsiness of the wings.
	Note:  The character may only buy this feat at 1st level.

Dwarves
Religion:  Most dwarves worship the holy elements.  Some in the cities pay homage to the sorcerer-kings.
Names:
Male Names:  Birgaz, Bokum, Clarstin, Garok, Gram, Gurrednek, Lian, Rkard, Shardivan, Strallowshax, Thugarr, Vastonic
Female Names:  Elekta, Nati, Ushegara, Vashara
Racial Traits
Ability Score Modifiers:  +2 Strength, +4 Constitution, -4 Dexterity, -4 Charisma
Size:  Medium sized
Base movement 20 feet
Darkvision 60 feet
Poison Resistance:  +2 racial bonus vs. poison
Spell Resistance:  +2 save vs. spell and spell-like effects (Dwarves who become Defilers, Preservers, or Sorcerers lose this bonus).
Skill Bonuses:  +2 to Appraisal and Craft rolls
Focus Bonus:  A dwarf may choose a task that takes no less than a week to perform, he gets a +1 to all saves, and a +2 on all skill checks when pursuing this task.
Favored Class:  Fighter
Dwarf Only Racial Feats

	Fear Bonus [Special]
	The dwarf gets a +2 resistance bonus against fear effects.

	Great War Yell [Special]
	Once per day per time this feat is bought (up to 3 times), the dwarf can bellow out a thunderous 
battle cry that effects all those in front of the dwarf up to 20 feet away.  If the victim has less HD 
than the dwarf he is dazed for 1d4 rounds if he fails a will save vs. DC 15 + the Dwarf's Con 
modifier.  A successful save indicates the victim is deafened for 1d4 rounds.  Beings with more 
HD than the dwarf are unaffected.

Metal Sense [Special]
With a successful spot roll a dwarf may detect metal up to 30 feet away.  He may do this 3 + Wis 
modifier times per day (+4 time for each extra time he buys this feat).

Thick Skin [Special]
Requirements:  9th level
The dwarf suffers only half damage from bludgeoning weapons.

Tough Hide [Special]
The dwarf gets a +2 natural AC bonus.
	Note:  The character may only buy this feat at 1st level.

Elves
Relations:  Elves divide the world into elf and not elf.  An elf can adopt an adventuring party as his clan or tribe, but only after he has tested them and found them worthy.
Names:  Elves are one of the few races that have kept their heritage intact after the Cleansing Wars.  They simply outran and hid from their slayer.  They have a personal name they have earned and their Tribe name.  
Male Names:  Abyuuk, Alvys, Arien, Arvos, Barak, Borjaanu, Botuu, Brand, C'hel, Chiral, Coraanu, Darzas, Duukodo, Dukkoti, Dylaruis, Eevuu, Efkenu, Focualt, Galadin, Gilam, Guvaano, Haaku, Ikan, Jarvi, Jessix, Jiras, Kalihana, Kama, Kamnys, Kathak, Keyvas, Kleys, Koseveret, Lismuuk, Lobuu, Mayz, Meebog, Mutami, Muuton, Nuuko, Nysia, Osar, Poros, Quaar, Sellak, Shimian, Silax, Strannys, Targaz, Tayo, Toramund, Traako, Vollen, Wik, Yaynil
Female Names:  Alaa, Areela, Arelia, Alicious, Deryssa, Ekee, Elas, Enala, Feykaar, Guerdra, Guuta, Guvaano, Hukaa, Ittee, Jaraati, Jentil, Jessareen, Keelorr, Kiiretti, Kirga, Luubarra, Miiri, Miraz, Misteek, Mistella, Nuuta, Perian, Rowan, Ruhola, Ruvella, Sadira, Santhaal, Shayira, Shiral, Tala, Tamana, Tarana, Timya, Utaa, Yarma
Tribe Names:  Blueshadow, Clearwater, Night Runner, Nightwinds, Shadow, Silt Stalker, Silver Hand, Sky Singer, Sun Runner, Swiftwing, Water Hunter, Wind Dancer, or Ud'Raan (Elf with no tribe also "NoTribe").
Religion:  Elves honor and venerate the holy elements.  An elven tribe as a whole honors one element.  The highest priestly position is the elemental singer and only a cleric of the tribe's element can become an elemental singer.
Racial Traits
Ability Score Modifiers:  +4 Dexterity, -4 Constitution, +2 Intelligence, -2 Wisdom
Medium Sized but base movement is 45 feet (30 in heavy or medium armor)
Low-light Vision
Endure Elements:  Have endure elements (heat and cold) as a extraordinary ability.
Racial Skill Bonuses:  +2 to Bluff, Hide, and Move Silently Checks
Favored Class:  Defiler
Elf Run:  Add Constitution (in miles) to daily movement rate

Elf run
Con + 1d20	Days before
		Penalties
10 or less*	1
15-19		2
20-24		3
25-29		4
30-34		5
35-39		6
40+		7

*or a natural “1” or no attempt to prepare for run
Elven leaders may add their Charisma modifier to the roll for a mass elf run.

Elf Only Racial Feats

	Water Conservation [Special]
	An elf only needs half the water of a creature of his size.
	Note:  The character may only buy this feat at 1st level.

Half-elf
Names:  Half-elves tend to adopt human names as elves have abandoned them (the exception are the Water Hunters, any half-elf is given to the druids and is given an elven name).
Racial Traits
Ability Score Modifiers:  +2 Dexterity, -2 Constitution
Half-elves get a +2 racial bonus to wilderness lore checks
Night Vision as per standard half-elf
At 5th level a half-elf gains an animal companion as per druid
Favored Class:  Any

Half-elf Only Racial Feats
	
	Detect Lie [Special]
	The half-elf gains the extraordinary ability to detect lie once per day.
	Note:  The character may only buy this feat at 1st level.

	Racial Tolerance [Special]
	A half-elf is able to overcome the prejudices of his parent's races and gains a +4 bonus to 
influencing NPC reactions when it comes to elves and humans.

	Heat Resistance [Special]
	The half-elf gains the elven ability to Endure Elements (Heat only).
	Note:  The character may only buy this feat at 1st level.

	Inbred Swiftness [Special]
	The half-elf has the same movement rate as a true elf (45 feet).
	Note:  The character may only buy this feat at 1st level.

	Racial Appearance [Special]
	The half-elf is 90% likely to pass as an elf or as a human (not both).
	Note:  The character may only buy this feat at 1st level.

Half-giant
Racial Traits
Ability Score Modifiers:  +8 Strength, +4 Constitution, -4 Dexterity, -4 Intelligence, -4 Wisdom, 
-4 Charisma (Half-giants had a racial maximum dexterity of 15 in Dark Sun)
Large-sized (-1 to hit M sized targets, -1 AC vs. M sized targets, -4 Hide, 1d4 base damage in hand to 
hand, double carrying capacity, may use size L weapons single-handed and may use size H weapons [see pg 162 of the DMG for damage ratings] equipment may cost twice as much, needs twice the water per day of a human, base 40 foot movement)
Double all Hit die rolls (but not constitution or toughness hit point modifiers) at all levels
Shifting Alignment (all alignments must be allowed by class)
Advancement:  Half-giants have +2 monster levels to determine experience needed to advance.
Favored Class:  Fighter
Half-giant only racial feats

	Lessen Damage [Special]
	The character takes half damage for any type S or smaller weapon.
	Note:  The character may only buy this feat at 1st level.

	Mighty Strength [Special]
	Due to the character's weight and muscle mass he does +2 hit and damage in melee combat.
	Note:  The character may only buy this feat at 1st level.

	Psionic Resistance [Special]
	The half-giant gains 5 + 1/2 level in power resistance from any creature other than half-giants, 
giants, or humans.
	Note:  The character may only buy this feat at 1st level.

Smashing Blow [Special]
If the giant attacks without a weapon or uses a bludgeoning weapon then any attack he makes is 
automatically a trip attack.

Tough Hide [Special]
The PC gains a +3 Natural Armor Bonus.
	Note:  The character may only buy this feat at 1st level.

Halfling
This encompasses both the feral halflings of the Forest Ridge and the Rhul-Thaun of the Jagged Cliffs.
Names:  The Rhul-Thaun give descriptive names from their language.  Each name is a two part word with 
an '-a' between the words for a female or a '-o' between the word for a male (example:  Bal-orean for a male or Yihn-aruth for a female), revered elders may change their name ending to a '-u'.  Feral halflings have a single syllable name ending in -a or -as for a female or -o or -os for a male (thus a feral halfling would have the name Balo or Yihna), but sometimes they drop the ending (thus having names like Bal or Yihn), also they will use -at- with another name to indicate "child of" (Horga-at-horg for example), though sometimes they even drop that for a simple "-" (Horga-Horg) and will sometimes even drop that turning two words into one.  Some feral halflings will use male endings for females and female endings for males.  And finally, some just assume human names (as the case of Tatariminides).  The Rhul-Thaun also have clan names that appear after the family name (or before the name in the case of the first member of a new clan), the feral halflings do not.
Words used for names:  Baer, Bal, Ban, Bash, Bav, Bech, Ber, Bid, Bish, Bren, Cal, Clon, Cohg, Cov, Dar, Dal, Dehm, Dek, Del, Der, Dern, Desh, Dhar, Dhev, Dokal, Dot, Fam, Far, Fehn, Fen, Fett, Fin, Flan, Flar, Fren, Furth, Futh, Ger, Ghav, Ghesh, Ghoun, Gil, Gon, Goth, Grel, Gres, Han, Har, Hast, Heon, Horg, Ixicht, Jehn, Jikx, Jiun, Kal, Khuv, Lahr, Lan, Las, Lech, Lil, Lind, Lohr, Lon, Loort, Lus, Mak, Men, Meth, Mihn, Moar, Mus, Nan, Naer, Neg, Nel, Nen, Neth, Nev, Nib, Nir, Nish, Noar, Nor, Nos, Nosh, Nuhl, Ny, Og, Pakk, Pal, Pav, Pev, Pish, Pith, Ple, Pur, Purh, Rag, Rahn, Rat, Rath, Raen, Red, Reg, Rel, Ren, Rem, Reth, Ril, Ruth, Ruv, Sach, Sahl, Sahn, Sahr, Ser, Seth, Sin, Sir, Sol, Stes, Sul, Sun, Symp, Taen, Tapl, Taw, Tel, Ter, Thar, Thaun, Thel, Ther, Thern, Thes, Thil, Thin, Thol, Tosh, Tuil, Urg, Vahv, Val, Vas, Vauth, Vher, Vin, Vir, Vit, Voth, Vios, Wem, Wir, Yihn, Zas, Zen, Zhor, Ziv, Zol
Rhul-Thaun clan names:  Bein, Flahd, Glahr, Loi, Rhan, Taen, Sul
Racial Traits
Ability Score Modifiers:  -4 Strength, +4 Dexterity, -2 Constitution, +4 Wisdom, -2 Charisma
Favored Class:  Druid (feral), Rouge (Rhul-Thaun)
Water Requirements:  Needs half the water of a human because of size
Racial traits:  Though Feral halflings are quite different from their standard counterparts in psychology, 
they gain the exact same abilities as in the Player’s Handbook unless noted above.
The Rhul-Thaun are also very different from standard halflings, the only game difference is that they do not gain a racial bonus to Jump, rather getting a +4 bonus to climb checks.
Halfling only racial feats

Chahn Fanaticism [special]
	Requirements:  Rhul-Thuan only
	The character gets +1 bonus to any attack roll, saving throw, or skill check when performing any 
action they think will upset the current social order of the Rhul-Thuan.  The character has a -2 to 
rolls when influencing the reactions of any NPC Rhul-Thuan who is not also a Chahn terrorist.

Climbing Specialization [special]
	Requirements:  Climb skill, Skill Focus (climb), Rhul-Thuan only
	The character can climb at double normal speed for 3 minutes per point of constitution.  The 
character can increase this to triple normal speed for 2 minute per point of constitution.  The 
character may carry up to 150% normal encumbrance when climbing normal or double 
normal climbing speed, but can only carry 50% normal encumbrance when climbing triple 
climbing speed.

Mutation [special]
Requirements:  Rhul-Thuan only
	The character gets to roll once on the table below, the character may buy this feat up to two times.  
The character has a -4 to influencing NPC reactions when dealing with other Rhul-Thuan and -2 to 
influencing other NPC reactions.

	Roll	Mutation
	01-08	Extra Limb (random type, only 30% are useable)
	09-15	Missing or deformed facial feature
	16-20	Enhanced Muscles and Bones, +1d6 Strength
	21-25	Strengthened heart and Internal Organs, +1d6 Constitution
	26-30	Flexible Bones and enhanced nervous system, +1d6 Dexterity
	31-38	Improved Eyes, x2 visual range
	39-46	Improved Ears, x2 hearing range
	47-57	Improved Eyes, Darkvision 60 feet
	58-65	Leathery Skin, +2 Natural AC bonus
	66-73	Improved Muscles and Tendons, triple height when determining jumping 
distances.
		74-80	Primitive Gills, can breathe underwater for 1 hour per day.
		81-86	Altered Immune System, immune to disease
		87-92	Altered Internal Systems, +5 to save vs. poison
		93-96	Roll Twice, ignore all rolls over 92
		97-00	DM's option

Vicious Bite [special]
	Requirements:  Feral Halflings only
	The character has sharpened his teeth to the point where they become deadly weapons.  He may 
add a bite at -2 to hit for 1d4 damage into his attack sequence.  The character will only bite things 
he thinks are edible.
	Note:  The character may only buy this feat at 1st level.

Windancing [special]
	Requirements:  Balance skill, Skill Focus (balance), Perform skill, Rhul-Thuan only
	The character may move at triple normal speed when using the balance skill safely for 2 minutes 
per point of constitution.  They can only do this when carrying 50% or less normal encumbrance.  
Windancing is considered an art form and can bring in revenue.

Windrider Status [special]
	Requirements:  Ride (flying creature), Skill Focus (ride), Rhul-Thuan only
	The character recieves a +2 influencing NPC reaction bonus and may find free food and shelter at 
an air temple.  The air temple in Thamasku treats those with this feat as special holy men and 
women.

Human
Physical Description:  Most humans have a least one feature that would be considered odd by humans of other worlds, whether it is an oversized nose or odd colored eyes.  This comes from the ravages of magic throughout time on Athas. The character should have a little more freedom to describe his character than he would on any other campaign world.
Religion:  Humans tend to worship the holy elements.  Even those in the city-states pay homage to the elements, while they give their sorcerer-kings their due.
Names:  Athasian Human names are not like the names given to humans on other worlds

Racial Traits
Humans are basically the same as in the Player’s Handbook except their ability score ranges are 8-20, they gain automatic psionic talents, and psion or psychic warrior never counts against them when determining uneven levels.  Humans also are by far the majority species and all the sorcerer-monarchs (who are not really sorcerers) are all human (well, sort of).

Human Only Racial Feats

	Bonus Wild Talent [Special]
	A human gains an extra wild talent.  This does not apply to psions or psychic warriors.
	Note:  The character may only buy this feat at 1st level.

Defiling Resistance [Special]
The character is immune to the delay effect of defiling magic.
	Note:  The character may only buy this feat at 1st level.

Sense Magic [Special]
If the character makes a successful search check he may detect the presence of magic, but cannot 
tell number, type, or strength of the magical auras.  However, with another successful check he 
may determine if it is preserver or defiler magic.
	Note:  The character may only buy this feat at 1st level.

Magic Resistance [Special]
The character gains 5 + 1/2 level in spell resistance.
	Note:  The character may only buy this feat at 1st level.

Tough Hide [Special]
The human gets a +3 natural AC bonus.
	Note:  The character may only buy this feat at 1st level.

Lizard Man
Personality:  Lizard men do not deserve their reputation as man-eaters anymore, though they will use it to their advantage.
Physical Description:  Tall humanoid lizards.  Their skin coloring changes with will or emotion, but too much time out in the sun will turn it a deep brown.
Relations:  Most other Athasians fear lizard men and they would probably never be welcome in the city-states if any every got that far.
Alignment:  Most lizard men are true neutral.
Lands:  There are no known communities of Lizard Men outside of Marinta.
Religion:  Most lizard men worship the holy elements.  They all pay some homage to the Mind Lords of the Last Sea
Language:  Lizard Men speak their own language and common.
Names:  Like other Athasian races, lizard men have lost much of their heritage and take names from a general pool.
Adventurers:  Lizard Men must have strong incentive to leave Marinta.  If they are not careful the dark sun will bake their hides.
Racial Traits
Lizard Men are rare in the Tyr region, they are mainly found in the Last Sea region (q.v. Mind Lords of the Last Sea).  Note:  This is a combination of the Spelljammer, Athasian, Jarak-Sinn, and Bakali lizard men to allow for a decent (for Dark Sun) range of abilities.
Ability Score Modifiers:  +4 Strength, +4 Constitution, -4 Intelligence, -4 Wisdom, -4 Charisma.  Lizard
Men have a somewhat teasing and patronizing manner about them, and in the Tyr region have a reputation for being maneaters (even among the people of Saragar and the Last Sea, who know better, the old legends persist).  And their favorite sport is to touch the nose of the Squark, despite the fact that it is a 50 foot long kraken/shark aberration.
Medium-sized:  But with a 20 foot land movement.  They may swim at 30 feet (automatically have swim
at 8 ranks).
Favored Class:  Fighter
Natural Armor:  Base +5 to AC
Natural Attacks:  In unarmed combat may Claw/Claw for 1-2/1-2 normal damage -5/-5 to attack 
bonus and may bite for a -2 attack penalty, or may strike with their tails for 1d8 damage.  The multiattack feat will reduce the claw/claw penalty to -2.  In weapon combat they may add their bite at full attack bonus.  
Chameleon Skin:  For every full round action a lizard man takes he may get a bonus of +2 to his Hide 
checks (maximum +8 bonus).  In ranged combat he is –2 to be hit.  However, long exposure to the 
sun may prevent them from using this ability.
Dark Vision:  Has up to 60 feet.
Cold Vulnerability:  Lizard men take the same damage from the cold as if they were a fire subtype.
Lizardman Only Racial Feats

Nictating Membranes [Special]
	+2 to all saves against bright or flashing light.
	Note:  The character may only buy this feat at 1st level.

Removable Tail [Special]
If the tail is grabbed it will come off (a new tail will regrow in 1d4+8 weeks) if the lizard man wills it.
	Note:  The character may only buy this feat at 1st level.

Spittle [Special]
Lizard Men can develop an acidic spittle they may fire with a range increment of 10 feet (maximum five range increments).  It will do 1d4 damage unless a reflex save (vs. DC 15) is made.  Lizard men may produce up to 3 + Con modifier spits per day and it will last one round
	Note:  The character may only buy this feat at 1st level.

Squirt Blood [Special]
	The lizard man can spit a stream of blood at an opponent.  The victim must make a reflex save (vs. 
DC 15) or be blinded.
	Note:  The character may only buy this feat at 1st level.

Muls
Racial Traits
Ability Score Modifiers:  +4 Strength, +4 Constitution, -4 Intelligence, -4 Wisdom, -4 Charisma
Medium sized:  base movement 30 feet
Mul Exertion (as per the Dark Sun book)
Favored Class:  Gladiator
Mul only racial feats

Magic Resistance [Special]
The character gains 5 + 1/2 level in spell resistance.
	Note:  The character may only buy this feat at 1st level.

	Mighty Strength [Special]
	Due to the character's weight and muscle mass he does +2 hit and damage in melee combat.
	Note:  The character may only buy this feat at 1st level.

	Popularity [Special]
	Most people view muls as the ultimate gladiators.  Because of this a mul who plays this up will get 
a +2 to influencing NPC reaction checks in his home city and +1 in other cities.

Tough Hide [Special]
The mul gets a +2 natural AC bonus.
	Note:  The character may only buy this feat at 1st level.

Pterran
Racial Traits
Ability Score Modifiers:  +2 Strength, -2 Dexterity, +2 Wisdom, -4 Charisma
Medium sized
Base +2 natural bonus to AC
A pterran may claw/claw for 1d4/1d4 with a -5 attack penalty, the may add a bite for 1d6 damage with a -2 
attack penalty.  May add a bite for 1d6 damage at a -2 attack penalty in addition to normal attacks.  
The multiattack feat will reduce the claw/claw penalty to -2.
Pterrans get a +2 Alchemy, Bluff, Craft, Hide, Move Silently, and Ride (Pterrax)
Pterrans get a +5 to Innuendo when they communicate in Pterran
Pterrans need half the water of a human
Advancement:  Pterrans have +1 monster level to determine experience needed to advance.
Favored Class:  Fighter
Pterran Only Racial Feats

Hearing Defense [Special]
The PC receives a +2 circumstance bonus to all saving throws that involve sound.
	Note:  The character may only buy this feat at 1st level.

Psionic Defense [Special]
The PC may keep a psionic defense mode always 'on', it costs no Power points to maintain, but 
will cost the normal Power point cost when he is attacked (he is never caught flatfooted).

Thri-kreen
Names:  Thri-kreen names have between 1-4 syllables (5 if one or more of them are glottal stops).  Put an initial, middle, and final syllable from the list below to create a name (a "!" is a popping noise, a [ ' ] is a glottal stop, "-" is a separator between a vowel of one syllable and a consonant of the previous or next syllable or to prevent consonants or vowels from being blended).
Initial Syllable:  Ahk, Ak, Cha, Chak, Chax, Chkak, Chtek, Chtik, Chu, Dok, Dras, Dy, Gak, Go, Gut, Hak, Hk, Ht, Hy, Jal, Jk, Ka, Kaar, Kal, Kik, Kk, Klik, Klu, Kri, Kst, Kt, Lak, Lj, Lk, Loy, Mys, Ng, Nnn, Nok, Nuk, Ny, O, Ok, Il, On, Riik, Rj, Rk, Sa, Sk, Sot, Ss, T, Tchu, Tek, Ti, Tik, Tj, Tohr, Toy, Xk, Zik, !
Middle Syllable:  a, aj, al, at, ath, az, ch, cha, da, drd, dul, dy, eth, gax, gry, gut, ht, jk, ka, kaar, kil, kk, kry, lk, nek, ng, ny, ok, ras, rel, rez, rj, schist, sk, syt, t, ta, tchu, tek, til, xa, y, jk, yl, yn, !, ',-
Final Syllable:  ahk, ak, al, ath, cha, chai, chakk, chix, cho, chu, chur, da, dy, eth, gak, ht, jal, jen, ka, kak, kek, ki, kik, krk, kry, kst, kur, kwi, kyl, l, lk, loy, n, na, ny, ol, ras, re, sa, skar, st, sy, t, ta, tek, tet, tho, tik, tkk, tll, tlk, urk, uzd, xk, ya, yl, yn, yus, zan, zen, ! 
Racial Traits
Ability Score Modifiers:  +4 Dexterity, -2 Intelligence, +2 Wisdom, -4 Charisma
Large sized:  but see movement below.
Base Movement:  45 feet
Sleep and Aging:  Thri-kreen do not need to sleep  (but must rest for 4 hours a night) and suffer less aging 
penalties (halve all ability losses, round down) than any other race
Natural Armor:  Base +2 to AC
Not a person:  Immune to charm and hold person spells
Water Requirements:  Need only 1/7 the water of a human
Natural Attacks:  In unarmed combat may bite for 1d6 damage at a -2 attack penalty (or add it to their 
melee attacks for that round.  They may claw up to four times a round for 1d4 damage at full 
attack bonus with a -5 attack penalty each.  The multiattack feat will reduce the claw penalties to 
-2.
Jump:  When they take the jump skill they use their full length (approx.  11 feet) rather than their height to 
determine maximum leaping distances, they cannot leap backwards at all.  They suffer no 
penalties to jumping due to their size.
Poison Manufacture:  At 5th level they may manufacture a paralytic poison as per the Dark Sun rules, they 
may manufacture up to 3 + Con modifier doses per day.
Free Feats:  Has the following feats free at the following levels:  Blind-fighting (due to antennae), Exotic 
Weapon (Gytha),  Exotic Weapon (Chatkcha, at 5th level), Missile Deflection (at 7th level).  If they 
buy these earlier or get them free from another character class they do not get anything to replace 
them.
Cold Vulnerability:  Thri-kreen take a -1 circumstance penalty to initiative, save, attack, and skill checks, 
in cold (below freezing) conditions.  Their bodies are designed to radiate heat efficiently.
Cannot Swim or Climb:  The Thri-kreen's breathing system is designed in a way that prevents them from 
holding their breath.  They can drown in 2 feet of water.  Plus they are negatively buoyant and 
their limbs cannot push water effectively.  Their limbs are also too weak to support their weight.
Chitin Rot and Lung Infection:  If a Thri-kreen stays too long in a humid area they have a 2% per day 
(cumulative) chance of catching Chitin rot, and a 5% per day (not cumulative) of catching a lung 
infection.  Chitin rot reduces AC by -2, negates dexterity bonuses, and itches.  It will clear up after 
2d4 days in an arid place.  Lung Infection negates all bonuses from a high dexterity or strength, 
movement is reduced to a third normal, and the thri-kreen has a -2 on all attack rolls.  It will clear 
up after 1d4 weeks in an arid place.
Strict Carnivore:  The thri-kreen cannot stand the taste of plants (it makes the nauseous) except for herbs, 
spices, and potion fruits.
Advancement:  Thri-kreen have +4 monster levels to determine experience needed to advance.
Favored Class:  Druid
Pheromone Speech:  The thri-kreen may buy pheromone speech as a language.  Only other kreen can 
understand it (though other races may know when it is happening).
Thri-kreen Race Only Feats.  Due to the influence of the Zik-chil, the Thri-kreen have a wider variety of 
body forms to choose from.  The character must visit the city of Thaythilor or find a Zik-chil 
willing to alter them.  The list below gives some of the modifications a Thri-kreen may have.  The 
Zik-trin (Tohr-kreen) are simply Thri-kreen who have focused on buying the feats below.  Some 
of the feats may be bought at 1st level only, these feats do not require the intervention of the 
Zik-chil.

Bite Damage Increase [Special]
The Thri-kreen's bite damage increases to 1d8.

Caustic Bite [Special]
The Thri-kreen generates acids when he bites.  He may do so for Constitution modifier times per 
day for 2d4 additional damage.  The character may generate his normal venom at the same time.

Claw Damage Increase [Special]
The Thri-kreen's claw damage increases to 1d6

Climbing [Special]
Requirement:  Claw damage increase, Climb skill, 7th or higher level
The Thri-kreen arm strength is increased to the point where they may gain the climbing skill

Decreased Size [Special]
The Thri-kreen subtracts height and weight modifiers instead of adding them.
Note:  This feat can only be bought at 1st level.

Improved AC [Special]
The Thri-kreen gets a +4 natural AC bonus instead of a +2 natural AC bonus

Increased Leaping [Special]
Requirements:  Jumping 10 or more ranks
The Thri-kreen's maximum leaping distances are increased by 50%. 

Increased Leaping (Improved) [Special]
Requirements:  Jumping 12 or more ranks, Increased Leaping
The Thri-kreen's maximum jumping distances are doubled.

Increased Size [Special]
Double all height and weight modifiers for the Thri-kreen.
Note:  This feat can only be bought at 1st level.

Quicker Movement [Special]
The Thri-kreen's movement rate becomes 55 feet per round.

Wings [Special]
The character grows a pair of wings that give him a 120 foot flying movement rate (Clumsy).

Character Classes

Athasian Character Classes

Paladins do not exist on Athas, though some good aligned undead from the Green Age may possess those abilities.  However, the DM may allow them because of the desparation of the people.  However, none will find a living mentor.  They will instead be pioneers of their class and will be constantly out of place with the pace of Athasian society (and they will not get access to an elemental domain).

Barbarian
Religion:  Barbarians tend to be almost fanatical worshippers of the holy elements and of the Spirits of the Land.  None worship the sorcerer-kings, though some did acknowledge the awesome power of the Dragon of Tyr.
Background:  Background varies by race (and in the case of elves, by tribe), see races below.
Races:  The most common barbarian races are the Elves (mainly the Silt Stalkers, Water Hunters, and Wind Dancers, uncommon in other tribes, and rare to nonexistent in the Shadows, Silver Hands, and Night Runners) and Halflings.  Thri-kreen can also be barbarians, but they don't rage, instead they release an internal phermone that allows them to do the same thing.  The Silvaraak aaracokra do not produce barbarians, but the more primitive tribes across Athas can.  The case is the same for the Pterrans.  Dwarves, Human slave tribes, and wild Muls do tend to revert to barbarity (the slave tribe Sortar's Army is one such example) and Slavers try to cultivate these qualities in slaves to make them better bodyguards.  Very rarely are half-giants barbarians because of their shifting alignments.

Barbarian only class Feats:

	Intimidation Bonus [Special]
	Because of a barbarian's fearsome demeanor he gains a +3 circumstance bonus to intimidation 
checks.

Bard
Alignment:  Unlike their standard D&D counterparts, Athasian bards must have one component of their alignment as neutral.
Religion:  Very few bards revere the holy elements.  Most pay some kind of lip service to the sorcerer-kings, however.
Races:  Humans and half-elves are by far the most common bards.  Elves of the Shadow and Night Runner tribes produce some bards.  They are rare among the other races.
Other Classes:  Gladiators treat them with contempt and bards return the favor.  They have the same mercenary tendencies of traders and rouges and get along well with them.  They view templars as customers and sometimes victims.

Class Features
Athasian bards do not have the ability to cast arcane spells.  They retain the abilities of bardic music and lore.  Athasian bards get 6 + Int bonus skill points per level.  Also once per level a bard gets the ability to manufacture a poison.
	Skills:  Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
	Poison Use:  Each level the bard has the potential to learn a new poison.  They do not have to have the alchemy skill as they only learn the specific recipe for the poison not general alchemical principles (but it helps, see below).  The basic types in the DMG are used, but one is eliminated (Purple Worm poison, as these do not exist on Athas) and two are renamed (Lich Dust becomes Kaisharga dust and Dragon bile becomes Dragon's bile) to reflect the nature of Athas.  To determine which poisons the bard may first roll a die (based on level, see table below) and add the character's level.  The poisons may be found on page 80 of the Dungeon Master's Guide (note the changes above and note they are not in the same order as found in the DMG).  It takes one day to produce a poison and costs as much to make (in xps and gps) to make as a potion of equal price.

	Level	Die Rolled
	1-3	1d6
	4-6	1d8
	7-9	1d10
	10-12	1d12
	13-15	1d20
	16+	None (the character may freely choose any poison on the list)

	Level + Die	Poison Learned
	Roll
	2		Small Centipede Poison
	3		Greenblood Oil
	4		Medium-sized Spider Venom
	5		Bloodroot
	6		Large Scorpion Venom
	7		Wyvern Poison
	8		Blue Whinnis
	9		Giant Wasp Poison
	10		Shadow Essence
	11		Black Adder Venom
	12		Deathblade
	13		Oil of Taggit
	14		Id Moss
	15		Striped Toadstool
	16		Arsenic
	17		Kaisharga Dust
	18		Dark Reaver Powder
	19		Malyss Root Paste
	20		Nitharit
	21		Dragon's Bile
	22		Sassone Leaf Residue
	23		Terinav Root
	24		Carrion Crawler Brain Juice
	25		Black Lotus Extract
	26		Ungol Dust
	27		Burnt Othur Fumes
	28		Insanity Mist
	29+		Player's Choice

If the character rolls a type of poison he previously knew, he does not gain a poison that level, unless the character has the alchemy skill.  If the character has the alchemy skill he make an alchemy check against the poison's DC to learn an antidote or he may learn a more potent poison type.  The character must make a check against the poison's DC + 5 to learn a more potent poison.  If he does so then he can make a poison with a DC of 2 higher than normal.  If the character has learned both the antidote and a potent poison form then he may make an alchemy check against the poisons original DC + 10 to create an even more potent form with a DC of 5 higher than normal.  If the check fails the character does not learn any type of poison for that level.  The character can never poison himself accidentally when using poisons.

Bard specialty feats

Detect Poison [Special]
	Requirements:  Spot 4 or more ranks
	Benefit:  The character may detect the presence of poison on a successful spot check.

Musical Assault [Special]
	Requirements:  Bard 3+ level, Perform 6 or more ranks
	Benefit:  The bard must be able to play for two rounds uninterrupted.  The pitch will cause 2d4 
damage to all within 30 feet, the bard's instrument has a 50% chance of breaking (rendering it 
useless).

Poison Resistance [Special]
	Requirements:  (1st time) 2nd level or higher; (2nd time) 10th level or higher.
	Benefit:  This feat can be bought twice.  The first time it is bought the bard gets a +2 natural 
saving throw bonus to all poisons.  The second time the bard gets a +5 natural saving throw bonus 
vs. poisons.

Cleric
Religion:  Clerics uphold one of the four holy elements (while their paraelemental cousins uphold the unholy paraelements).  They will pay homage to the Spirits of the Land, but like druids, view the sorcerer-kings as imposters.
Races:  Clerics are common among all the races except for the Pterran who produce far more druids than clerics.
Other Classes:  Clerics do not get along well with defilers, but will tolerate them if the defiler at least makes some kind of effort to minimize the damage he does.  They have a very low opinion of templars.
Class Features
There are a few differences between the Athasian Cleric and clerics of other worlds.  Clerics may only have one domain of these four Earth, Air, Fire, or Water (though there are rumors of paraelemental domains:  Silt, Sun, Rain, and Magma; see below).  Athasian Clerics do not automatically get the granted power provided by the domain, but may choose it later from among a list of minor granted powers.

Turn/Rebuke Undead:  Athasian clerics cannot rebuke or command undead, they can only turn them.  The undead are overwhelmed by the power of the cleric’s element.  Paraelemental clerics are rumored to be able to rebuke or command undead.

Major Granted Powers:  
Ignore Element
Clerics may ignore their chosen element at 5th level for a number of rounds equal to their level.
Gate Element
Clerics may gate one cubic foot of their chosen element per level above 6th once per day at 7th and higher level.

Minor Granted Powers:
	At each of the following levels 1st, 3rd, 5th, 9th, 11th, and 13th the cleric may choose one of the following powers based on his element (the character may also buy them as standard feats):
	Affect Normal Fires (Fire):  This works just like the arcane spell.  It is useable once per day.
	Body of Water (Water):  A water cleric partially transforms his body, his body constant filters and sweats out impurities.  He gains a +4 fortitude save v. poisons.  The cleric must be at least 5th level before he can buy this ability.
	Clean Air (Air):  Any unhealthy air or vapor is turned into clean, breathable oxygen as it enters the cleric’s nose or mouth.  It can only be used once per day and lasts one round per level.
	Cleansing Flame (Fire):  The cleric may use this once per day.  It affects all fires, normal or magical of campfire size or larger and lasts for only one round (after which the cleric takes damage normally).  It heals the cleric of 1d4 damage, allows him to skip one meal, and allows him a second saving throw against poisons.
	Control Flame (Fire):  The cleric may make a fire smaller than a torch smother, spread, move or jump.  It can only move up to 6 inches per level of the cleric.
	Control Winds (Air):  This works just like the divine spell.  It is useable once per day.
	Defiler Resistance (Any):  The character gets 5 phantom hit points per level when defending a shrine against a defiler (12 if it is a especially sacred shrine) useable only against defiler magic.
	Elemental Spell Bonus (Any):  The cleric can cast the spells of his element at two levels higher than normal when they are in conjunction with their element.
	Eliminate Tracks (Earth):  The cleric has a constant pass without trace on himself.  He must walk barefoot and can only do it on sand, dirt, or hard earth (no mud or snow).
	Encasement (Earth):  If an earth cleric with this power buries himself in the ground he will regain 1 hit point per level per hour.  The character cannot cast spells with a somatic component while buried and cannot move from that spot without emerging without using his ability to ignore element.
	Endure (Any):  Clerics are dedicated to protecting Athas from the defilers.  Whenever the character is within x2 the destruct radius of a defiler he may channel the energy so the radius is halved.  Requirement:  5th level.
	Enflame (Fire):  The cleric may summon a flame the size of a matchstick fire at will.
	Feather Fall (Air):  This works just like the arcane spell.  It is useable once per day.
	Healing Draft (Water):  Before he can use this ability, the priest must have carried a skin of water on his person for at least an hour.  After that, anyone who drinks from the skin will be cured of light bleeding, and regain 1 to 2 hit points.  Enough water may be enchanted to heal 10 people.  An individual may drink as much of the water as he desires, but it will have no additional effect other than to quench his thirst.  The priest may only carry one such skin.
	Meld into Stone (Earth):  The character may meld into stone once per day as per the cleric spell.
	Missile Stream (Air):  The cleric gets a breeze that aids him with missile weapons.  He gets a +1 to hit with any missile that can be affected by a breeze.  The power only works outdoors.
	Missile Reflection (Air):  The cleric has a +1 AC bonus against any missile weapons that can be affected by a breeze.  It only works outdoors, or indoors where there is a considerable wind.  Prerequisites:  5th level.
	Quench Thirst (Water):  A water cleric can chew on anything and extract moisture from it.  Mud, plant matter, even rock will yield up to one-third of the character’s daily water requirement.
	Refreshing Breeze (Air):  A constant breeze caresses the cleric’s skin whenever he is outdoors.  The cooling reduces his water requirement in half and grants him a +1 reaction bonus because of his relaxed composure.  The priest barely sweats, but may suffer from sunburn and heatstroke.
	Resistance to Element (Any):  The cleric gets a +2 bonus to save v. the effects of the character’s element.  However, he gets a –2 penalty to save v. the effects of the element opposed to his.  If the character buys this twice then the penalty goes away (but the bonus is never higher than +2).  The character is so tied to the enviroment he will lose 1 hit point if he is inside a defiler's destruct radius.
Sacrifice (Any):  Clerics who are within x2 of a defiler’s destruction radius may sacrifice their own life energy to prevent the land from being defiled.  The cleric takes 1 hit point of damage per level of the spell the defiler casts.
	Spark of Life (Water):  A water cleric may ressurect any creature than has been dead for three rounds or less (must have at least –12 hit points).  The priest pays 1 hit point in order to resurrect the creature which the cleric cannot regain until the creature dies or a raise or resurrect spell is used on the creature.  Prerequisites:  7th level, Healing Draft.
	Turn/Rebuke Elemental (Any):  The cleric may turn or rebuke elements as per the domain descriptions in the Player’s Handbook.

Paraelemental Clerics
Paraelemental clerics worship one of the four Athasian paraelements, Magma, Rain, Silt, or Sun.  These clerics are far rarer than the more common elemental clerics.  They gain the normal ability to ignore and gate elements in addition to the ones below.

Paraelemental Domains

Magma (Adjacent Elements:  Earth and Fire)
Granted Powers:  +2 resistance bonus vs. heat, fire, and magma (-2 to cold, water, or ice).
	8th level Evaporate 10 gallons of water per level (requires one hour to perform).
1.  Endure Elements
2.  Heat Metal
3.  Magma Jet.  While in the presence of Magma, the priest fires a jet of sticky hot magma at his target.
4.  Magma Shield.  All within melee combat range of the character take 1d4 damage and weapons that hit 
the cleric must save or be destroyed.
5.  Passwall
6.  Flesh to Stone
7.  Transmute Rock to Magma.  Turns rock into an equal amount of magma.
8.  Incendiary Cloud
9.  Earthquake

Rain Domain Spells (Adjacent Elements:  Air and Water)
Granted Powers:  3rd level.  Can't be struck by normal lightning, aren't bothered by normal wetness, and 
suffer no penalties in high winds (-2 save in direct sunlight).
8th level.  Call Lightning once per day.
1.  Obscuring Mist
2.  Mage Armor
3.  Call Lightning
4.  Quench
5.  Transmute Rock to Mud
6.  Chain Lightning
7.  Control Weather
8.  Storm of Vengeance
9.  Storm Legion.  Teleports an army via a storm.

Sun Domain Spells (Adjacent Elements:  Air and Fire)
Granted powers:  3rd level.  Immune to sunburn and can stare at the sun with no damage.  Water useage is 
halved.
4th level.  +2 vs. spells that involve sun, heat, or flame.  -2 save vs. ice, cold, or snow.
1.  Silent Image
2.  Daylight
3.  Searing Light
4.  Phantasmal Killer
5.  Healing Circle
6.  Sunstroke
7.  Sunbeam
8.  Sunburst
9.  Prismatic Sphere

Silt Domain Spells (Adjacent Elements:  Earth and Water)
Granted Powers:  9th level.  Can walk on silt as if it were solid ground, it only works for the cleric though 
the character may carry someone else.
	11th level.  Animate Silt once per day.
1.  Obscuring Mist
2.  Glitterdust
3.  Curse of Black Silt.  Causes black silt to stick to a victim's footwear, leaving obvious footprints.
4.  Whirlpool of Doom.  Creates a whirlpool on earth or silt, pulling victims underground.
5.  Crumble.  Breaks down to cohesion of rock and earth, turning it into dust and silt.
6.  Silt Tides.  Allows travel over the Sea of Silt.
7.  Glass Storm.  Fires a blast of gritty silt at an opponent.
8.  Silt Cyclone.  Similar to whirlwind, but creates a sandstorm.
9.  Silt Bridge.  Creates a large bridge across the sea of silt.

Defiler
									Spells per Day
Level	Base Atk Bonus	Fort Save	Ref Save	Will Save	Special	0	1	2	3	4	5	6	7	8	9	
1	+0	+0	+0	+2	-2 CH; Summon Familiar, Scribe Scroll	3	1	-	-	-	-	-	-	-	-	
2	+1	+0	+0	+3		4	2	1	-	-	-	-	-	-	-	
3*	+1	+1	+1	+3		4	3	2	-	-	-	-	-	-	-	
4	+2	+1	+1	+4		4	3	2	1	-	-	-	-	-	-	
5	+2	+1	+1	+4	Bonus Feat	4	3	3	2	-	-	-	-	-	-	
6	+3	+2	+2	+5	-4 CH	5	4	3	2	1	-	-	-	-	-	
7	+3	+2	+2	+5		5	4	3	3	2	-	-	-	-	-	
8	+4	+2	+2	+6		5	4	4	3	2	1	-	-	-	-	
9	+4	+3	+3	+6		5	4	4	3	3	2	-	-	-	-	
10	+5	+3	+3	+7	Bonus Feat	5	5	4	4	3	2	1	-	-	-	
11	+5	+3	+3	+7	-6 CH	6	5	4	4	3	3	2	-	-	-	
12	+6/+1	+4	+4	+8		6	5	5	4	4	3	2	1	-	-	
13	+6/+1	+4	+4	+8		6	5	5	4	4	3	3	2	-	-	
14	+7/+2	+4	+4	+9		6	5	5	5	4	4	3	2	1	-	
15	+7/+2	+5	+5	+9	Bonus Feat	6	5	5	5	4	4	3	3	2	-	
16	+8/+3	+5	+5	+10	-8 CH	6	5	5	5	5	4	4	3	2	1	
17	+8/+3	+5	+5	+10		6	5	5	5	5	4	4	3	3	2	
18	+9/+4	+6	+6	+11		6	5	5	5	5	5	4	4	3	3	
19	+9/+4	+6	+6	+11		6	5	5	5	5	5	4	4	4	4	
20	+10/+5	+6	+6	+12	Bonus Feat	6	5	5	5	5	5	4	4	4	4	

*Default Starting Level

Adventurers:  Defilers generally adventure for knowledge.  Many adventure simply so they won't be in one place for too long (hoping that the authorities or locals won't catch up with them).
Characteristics:  Defilers are masters defiling magic.  Their magics are the primary cause for the shape of Athas today.  They gain magic at a faster rate than preservers (or standard wizards for that manner) at the cost of the world today.  They can memorize their magic in 10 to 30 minutes rather than the 15 minutes to 1 hour of preservers.
Alignment:  any non-good.  A defiler's spellcasting methods, even in the face of a dying world, show a lack of concern for life.
Religion:  It is a rare defiler that has any love for the holy elements.  Few revere even the sorcerer-kings as most have been subject to harassment by their agents.  Of all the classes, defilers are the most likely to have no religion at all.
Background:  Most defilers have been tutored by another who will abandon them quickly if needed.  Most train apprentices so if someone is hunting for a defiler then they will catch one (the apprentice).  A defiler tends to treat his apprentices as very expendable.
Races:  The majority of defilers are elves, half-elves, and humans.  Aaracokra, Halfling, and Pterran defilers are exiles and may be hunted by their races.  Few half-giants and Muls have the intelligence necessary to become defilers.  Other races may produce defilers, but none have ever been seen.
Other Classes:  Defilers tend to look on members of other classes as protection.  Few clerics and even fewer druids and preservers can stand to be in the presence of a defiler.  Templars will arrest them once their usefulness is ended.
Abilities:  Defilers have the seem need for ability scores as standard wizards.

Class Features
Familiars:  See page 68 of Age of Heroes for a list of available familiars.
Defiling and Initiative:  When ever someone is in the destruct radius of the Defiler's spell casting, they are treated as if they took the Delay action for a minimum number of counts equal to twice the spell level or 1 for a 0 level spell if they fail a fortitude save against the spell's base difficulty (10 + spell level + Defiler's Int bonus).  The character must declare his action on his normal initiative.  If they have already taken their action this round, then the effect occurs the next round.
0-level spells and Destruction Radius:  Add this for 0-level spells to Table XXXIV:  Defiler Magical Destruction on page 68 of Age of Heroes and page 72 of Mind Lords of the Last Sea.

			Terrain Type		0
			Silt Sea			6
			Boulder Fields		5
			Salt Flats		5
			Sandy Wastes		5
			Mountains		2
			Rocky Badlands		2
			Stony Barrens		2
			Scrub Plains		2
			Verdant Belts		1
			Forests			1
			The Last Sea		1
			Saragar			2
			Shore			1

Gathering spell energy through defiling magic table

Surrounding		Result of Int + 1d20 check
Terrain		20 or less*	21-30		31+
Lush		-1 spell/level	Usual		+3 spells/level
Abundant	-1 spell/level	Usual		+2 spells/level
Fertile		-1 spell/level	Usual		+2 spells/level
Infertile		-2 spells/level	Usual		+1 spell/level
Barren		-2 spells/level	Usual		+1 spell/level

*Or the result of rolling a natural “1” on a d20.
Usual:  The defiler does not get a penalty or bonus to his number of spells per day.

Defiler Only Feats

	Block Defiling [Special]
	Once per day the character may prevent a defiler from using defiling magic.  The victim must 
make a will save vs. DC 15 + the blocker's Wisdom bonus.  If it fails, the victim can only power 
his spells at the rate of 1 hp per spell level for the next day.

	Path Sinister Bonus [Special]
	The defiler gets a +3 to spellcraft checks when trying to learn conjuration or necromancy spells.

	Sacrifice [Special]
	This works just like the cleric ability.

Druid
Religion:  Thought the druids revere the holy elements, their primary focus of worship is the Spirit of the Land that makes its home in their guarded lands.  They see the sorcerer-kings as foul imposters.
Background:  Unlike standard druids, athasian druids do not have a secret society.  Druids that share guarded lands have a camraderie of sorts, but each focuses on a different aspect of that land (depending on their elemental access).
Races:  Most races can become druids.  Elves rarely do so because they do not want to be tied down to a spot of land, preferring to run free.  Dwarves are also very rarely druids because they tend to see nature as something to be conquered rather than protected.
Other Classes:  Druids have enmity with only two classes (as a whole):  defilers and templars.  As long as everyone else treats their guarded lands with respect they will return that respect.

Class Features
Druids retain all their normal abilities from the Player’s Handbook, but with the following changes.
Woodland Stride:  There are very few woodlands on Athas.  This ability applies to the druid’s guarded lands, no matter what the terrain is.
Wild Shape:  This only applies to creatures native to the druid’s guarded lands.  He cannot shapechange into creatures alien to that land.  Druids cannot shapechange into an elemental form.
Domain Access:  Druids get access to one domain based on the inherent nature of their guarded land.  They do not gain any bonus spells, nor do they gain the granted power of that domain.  They just gain access to those spells.

Druids gain the following new powers:

Concealment:  If the character is in his guarded territory and makes no attempt to move or cast spells then he cannot be found by searchers.
Speak with Animals:  Druids may speak with animals in his guarded lands at will at 3rd level and higher.  The druid may speak with all animals at 7th level and higher.
Speak with Plants:  Druids may speak with any plant in his guarded lands at 5th level and higher.  The druid may speak with all plants at 9th level and higher.
Nourishment from the land:  At 7th level the druid needs no food or water when on his guarded lands.  However, when he leaves he must take nourishment normally.

Druid Only Class Feats

Defiler Knowledge[Special]
The druid may detect the presence of a defiler if one enters his guarded lands.

Defiler Resistance [Special]
The druid gets 5 phantom hit points per level when defending his guarded lands against a defiler, 
useable only against defiler magics.  The druid gains 12 phantom hit points per level when 
protecting especially sacred places in his guarded lands.

Magic Resistance [Special]
The druid gets 5 + 1/2 level magic resistance (or +1/2 level to existing magic resistance) when on 
his guarded lands.

Return to Guarded Lands [Special]
The druid may once per week teleport without error to his guarded lands when it is trouble.

Sacrifice [Special]  
Druids who are within x2 of a defiler’s destruction radius may sacrifice their own life energy to 
prevent the land from being defiled.  The druid takes 1 hit point of damage per level of the spell 
the defiler casts.

Strength from the Spirit [Special]
Once per week a druid on his guarded lands may increase his strength by +1 per druid level for 
Wisdom modifier + level in rounds.

Templar Block [Special]
The druid may prevent a single templar on his guarded lands from gaining spells from her 
sorcerer-king.

Fighter
Religion:  Like most Athasians, fighters worship either the holy elements or the sorcerer-kings (though few are fanatical in their worship of the sorcerer-kings).
Races:  In this harsh world, fighters are probably the most common of adventurers.  There is no race that does not produce at least a few fighters.

Class Features
The fighter remains unchanged, but they have a few extra feats that they may spend their bonus feats on:

Inspiring Leader [Special]
As long as the fighter is at forefront of combat all combatants get +1 attack and damage rolls.

Weapon Training [Special]
A fighter may teach a class in a specific weapon in which he has proficiency.  The class lasts 
everyday for one month.  At the end of that month every student makes an intelligence check vs. 
DC 25.  Success means that they learn the weapon without having to fill a feat slot.  The student 
may only be trained once in that specific weapon regardless of success.  Prerequisites:  3rd level, 
Weapon Focus

Heavy War Machines [Special]
This feat is much like the other weapon feats.  This allows the fighter to command a crew or 
operate himself a war machine including bombardment engines, crushing engines, and siege 
towers.  Prerequisites:  4th level.

Supervisor [Special]  
With this feat a fighter can supervise the creation of defenses.  Prerequisites:  6th level.

Command [Special]
This allows a fighter to command a large number of troops (about 100 per level with aides).  
Prerequisites:  7th level, Leadership feat.

Gladiator
Level	Base Attack Bonus	Fort Save	Ref Save	Wil Save	AC Bonus	Special	
1	+1	+2	+0	+0	+0	Multiple Specialization, Unarmed Combat	
2	+2	+3	+0	+0	+0		
3*	+3	+3	+1	+1	+0		
4	+4	+4	+1	+1	+0		
5	+5	+4	+1	+1	+1	Bonus Feat	
6	+6/+1	+5	+2	+2	+1		
7	+7/+2	+5	+2	+2	+1		
8	+8/+3	+6	+2	+2	+1		
9	+9/+4	+6	+3	+3	+1		
10	+10/+5	+7	+3	+3	+2	Bonus Feat	
11	+11/+6/+1	+7	+3	+3	+2		
12	+12/+7/+2	+8	+4	+4	+2		
13	+13/+8/+3	+8	+4	+4	+2		
14	+14/+9/+4	+9	+4	+4	+2		
15	+15/+10/+5	+9	+5	+5	+3	Bonus Feat	
16	+16/+11/+6/+1	+10	+5	+5	+3		
17	+17/+12/+7/+2	+10	+5	+5	+3		
18	+18/+13/+8/+3	+11	+6	+6	+3		
19	+19/+14/+9/+4	+11	+6	+6	+3		
20	+20/+15/+10/+5	+12	+6	+6	+4	Bonus Feat	

Adventurers:  Gladiators tend to prefer the roar of the crowd and the victory of the arena to the rigors of adventuring.  Those who adventure outside the cities do so to find ancient weapons they can bring back to the arena or to learn or practice their fighting techniques.
Characteristics:  Gladiators tend to fill many of the same roles as fighters, but they tend to want all the glory for themselves.
Alignment:  Gladiators may be of any alignment.
Religion:  Most gladiators at least give lip service to the sorcerer-kings.
Background:  Most gladiators are slaves who have won their freedom in the arenas.  Very few have chosen this life, but most follow their path with zeal.
Races:  Almost any race can produce gladiators.  Elves and Halflings are uncommon since they generally only become gladiators because of captivity.  Aaracokra are rarely gladiators since they cannot stand the confinement that gladiators are put through.
Other Classes:  Gladiators tend to compete with fighters.  Most hold bards in contempt (some use the words 'bard' and 'coward' interchangably) and are cautious around defilers and templars.  They get along well with traders and rouges.  Most tend to have the same mixture of fear and hatred of defilers and preservers that other Athasians have (but this can especially be true if the character's home arena has a defiler/necromancer) and have a healthy respect for both the discipline and power of a psion.  Most gladiators have not had enough experience with other classes to have really formed an opinion on them.
Weapon and Armor Proficiency:  Gladiators are proficient in all weapons (simple, martial, and exotic), shields, and all armors (light, medium, and heavy).
Multiple Specialization:  Gladiators are allowed weapon specialization as per fighters, they have no restriction on levels and may buy specialization at 1st level.  They may buy specialization multiple times, once for each weapon that they have bought weapon focus with.
Bonus Feats:  At levels 5, 10, 15, and 20 the gladiator gains a bonus feat from one of the two following feats:  weapon focus or weapon specialization (no other feats can be added to this list).
Unarmed Combat:  Gladiators have increased damage in hand to hand combat.  Size M gladiators do 1d6 normal damage with their fists, Size S gladiators do 1d4 and Size L gladiators (half-giants) do 1d8.  They are considered to have the Improved Unarmed Strike feat for free.
AC Bonus:  The gladiator get this bonus to his AC whether in or out of armor (it is a dodge bonus).  However, he does not get it if caught flatfooted.
Skills:  Balance (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Jump (Str), Perform (Cha), Ride (Dex), Sense Motive (Wis), Tumble (Dex)

Gladiator Only Class Feats

Feign Death [Special]
Once per day a gladiator may feign death as the arcane spell.

	Local Hero [Special]
	In the character's home city he is followed by a crowd, gains a 15-25% discount on all items, and 
+4 to influencing NPC attitudes rolls.

Patron [Special]
Requirements:  7th or higher level
The character gains a wealthy patron.  He gains lodging, food, and an allowance (10 x level in cps) 
provided he fights four times a year in the local arena.  Failure to win or fight may mark the 
character for assassination.

Monk
Monks tend to be found in isolated monestaries scattered throughout the Tyr region, however, there are two monestaries located in the city-state of Nibenay.
Religion:  Monks tend more toward the holy elements.  Only in Nibenay do monks honor a sorcerer-king.
Races:  Most monks are Dwarves, Half-elves, Halflings, Humans, and Muls.  Though half-giants excel at the hand to hand combat, their unstable alignment and lack of mental focus makes them rarely monks.  Elves rarely can settle down long enough to learn the mental discipline of a monk and the outlook of monks are just plain alien to the aaracokra, pterran, and thri-kreen.

Preserver
Characteristics:  In every way preservers resemble wizards of other game worlds.  But like defilers, they draw life energy from the world itself, they just do it more carefully and take from a wider radius, so that they do not damage the planet.
Alignment:  Preservers have no alignment restrictions.
Religion:  Preservers worship the holy elements.  None worship the sorcerer-kings.
Background:  Preservers will take as an apprentice any study who seems to have the talent, especially if they can get them away from a defiler.
Races:  Aaracokra, Elves, Half-elves, and Humans tend to be the common race for preservers, though more elves and half-elves tend to be defilers.  Halfling preservers tend to specialize as illusionists.  Dwarves and other races are very rarely preservers (dwarves are mostly unconcerned with magic, muls and half-giants lack the intelligence, and the nonhuman races just have a mindset that runs counter to the logic of magic).
Other Classes:  Preservers have the same attitudes toward standard classes as a wizard.  They cannot stand defilers, either because of the defilers weakness of will or because of the temptation that the defilers provide.  And they see templars as defiler lackies.

Class Features
Preservers are in all ways exactly like normal wizards in the D&D Player’s Handbook.  
However, preservers may attempt to defile and roll on the gathering spell energy through defiling magic table.  The first time each level they try they do not have to make a roll.  Each time afterwards they must make a fortitude check against DC 10 + 5 DC every time after two they defile (even if he loses or does not gain any spell power because of it).  If a preserver fails he will permanently loses 1d4 constitution points, one class level, and becomes a defiler (and if he’s good aligned he will have to change alignment).
To become a preserver again (or for a defiler to become a preserver) the character must forgo all magic use until he can regain the class level he lost (or if the character is a defiler gain another level without using magic) and perform a quest or great personal sacrifice to show his commitment to the preserver way of magic.  If the redeemed preserver crosses the line again then he becomes a defiler to his dying day (the character gets no saving throw when he defiles the second time a level).  The character retains half the defiler Charisma penalty for the defiler level he had (so if a 7th level preserver becomes a defiler and then redeems himself and becomes a defiler again he has a -2 Charisma penalty).
	Also see page 68 of Age of Heroes for a list of available familiars.

Preserver Only Feats

	Block Defiling [Special]
	Once per day the character may prevent a defiler from using defiling magic.  The victim must 
make a will save vs. DC 15 + the blocker's Wisdom bonus.  If it fails, the victim can only power 
his spells at the rate of 1 hp per spell level for the next day.

	Path Dexter Bonus [Special]
	The preserver gets a +3 to spellcraft checks when trying to learn Abjuration or Divination spells.

	Sacrifice [Special]
	This works just like the cleric ability.

Psion
The Psion is unaltered from the Psionics Handbook.  Note:  all Dark Sun characters treat Psion as a favored class in addition to Psychic Warrior and their favored class for their race.

Psychic Warrior
The Psychic warrior is unaltered from the Psionics Handbook.  Note:  all Dark Sun characters treat Psychic Warrior as a favored class in addition to Psion and their favored class for their race.

Ranger
Religion:  All rangers venerate one of the holy elements.  None follow the sorcerer-kings.
Races:  The most common races for rangers are elves, half-elves, halflings, and humans.  They are somewhat less common among other races and dwarven and mul rangers are almost unheard of.
Other Classes:  Many good-aligned rangers tend to pick defilers as their first species enemy and the spells defiler scent, defiler's bane, and trail of ash are added to their spell list.  Templars are viewed as not much better and good aligned rangers tend to pick them as a second or third enemy and the spell isolate templar is also found on their spell list.  Neutral and Evil aligned rangers tend to have lesser to no degree of hate for defilers and templars.
Class Features
Skills:  As a house rule, I have modified the skill list of rangers.  Rangers of good alignment get Scry as a cross-class skill.  Rangers of neutral and evil alignment must buy Animal Empathy as a cross-class skill, but cannot buy Scry at all.  Neutral and evil rangers do not get anything to compensate them for their loss.
Other House rules:  At 2nd, 8th, 14th, and 20th level the ranger gets +2 to his wilderness lore checks.  This is a competence bonus.  At 2nd level the character can trailblaze as a Star Wars Scout.  At 3rd level the ranger gains the ability to Smite Enemies, which works just like the Paladin's Smite Evil, except it only applies to a ranger's favored enemies.  It is useable once per day.  At 11th level the ranger can track his opponents even under normally impossible conditions.  Finally, at 17th level the ranger gets the Scent special ability from the Monster Manual.
Domain Access:  In addition to normal ranger spells, rangers get access to one elemental domain.  The character does not gain bonus spells or granted powers from the domain, just access to the spells.
Botanical Enchantment:  This is a magic creation feat allowed to rangers (see below).
Ranger only class feats

Animal Bond [Special]
	Prerequisites:  The ranger must have an animal companion.
	When fighting with an animal companion the ranger gets a +1 attack bonus and +1 AC

	Elemental Resistance [Special]
	Prerequisites:  8th or higher level
	The ranger gets +2 resistance bonus vs. the character's chosen element.

Sorcerer
Religion:  Like most Athasians, sorcerers worship the holy elements.  Many have been driven from the city states and thus have no love for the sorcerer-kings.
Background:  Sorcerers are new to the world of Athas.  Their appearance has been a matter of heated debate in the Psionic academies and the Veiled Alliance.  Before they came there were two paths of supernatural power, the Way and the Path.  The Way required the Will and was the path of psionics.  The Path was the way of Magic and was practiced by Clerics, Defilers, Druids, Preservers, Rangers, and Templars.  Sorcerers possess little Will and they practice the Path of magic with the techniques of the Way.  And on top of that they have little or no need for the discipline of either the Path or the Way.  Everyone with interests in these areas wants to study them.  Those who fear magic just lump them with Defilers, and those who need magic are just happy that they don't defile (and unlike preservers, cannot defile).
Races:  Sorcerers have started to appear in every race.  However, elves have shunned those with this kind of talent (and thus most end up as brown elves) and those who are born in the city-states must flee at an early age.  The race that appear to be most accepting of sorcerers (among themselves) have been the halflings.
Familiar:  See page 68 of Age of Heroes for a list of avaliable familiars.

Templar
										Spells per Day
Level	Base Atk Bonus	Fort Save	Ref Save	Will Save	Special	0	1	2	3	4	5	6	7	8	9	
1	+0	+2	+0	+2	Rebuke Undead; Command/Pass Judgement on Slaves	2	-	-	-	-	-	-	-	-	-	
2	+1	+3	+0	+3	Legally Enter the House of a Freeman	3	1	-	-	-	-	-	-	-	-	
3*	+2	+3	+1	+3	Requisition Soldiers	4	2	1	-	-	-	-	-	-	-	
4	+3	+4	+1	+4	Accuse a Freeman of Disloyalty	4	3	2	-	-	-	-	-	-	-	
5	+3	+4	+1	+4	Access to all Areas in Palace and Temples	5	3	2	1	-	-	-	-	-	-	
6	+4	+5	+2	+5	Draw from City Treasury	5	3	3	2	-	-	-	-	-	-	
7	+5	+5	+2	+5	Pass Judgement on a Freeman	6	4	3	2	1	-	-	-	-	-	
8	+6/+1	+6	+2	+6		6	4	3	3	2	-	-	-	-	-	
9	+6/+1	+6	+3	+6		6	4	4	3	2	1	-	-	-	-	
10	+7+2	+7	+3	+7	Accuse a Noble	6	4	4	3	3	2	-	-	-	-	
11	+8/+2	+7	+3	+7		6	4	4	4	3	2	1	-	-	-	
12	+9/+3	+8	+4	+8		6	5	4	4	3	3	2	-	-	-	
13	+9/+3	+8	+4	+8		6	5	5	4	4	3	2	1	-	-	
14	+10/+4	+9	+4	+9		6	5	5	4	4	3	3	2	-	-	
15	+11/+5	+9	+5	+9	Pass Judgement on a Noble	6	6	6	5	5	4	3	2	1	-	
16	+12/+6/+1	+10	+5	+10		7	6	6	6	6	5	3	3	2	-	
17	+12/+6/+1	+10	+5	+10	Pardon an accused man	8	7	7	7	7	6	4	3	2	1	
18	+13/+7/+2	+11	+6	+11		8	8	8	8	8	7	4	3	3	2	
19	+14/+8/+3	+11	+6	+11		9	9	9	9	9	8	5	4	4	3	
20	+15/+9/+4	+12	+6	+12		9	9	9	9	9	9	6	5	5	4	

*Base Starting Character Level

Adventurers:  Templars adventure for the benefit of the sorcerer-king (and themselves, of course).  Most of their abilities have no effect outside the city-states and any templar caught alone in the wilds or in a village may get what the natives think he deserves.
Characteristics:  Templars are expected to lead and when they can't lead they manipulate.  Most templars climb to the top on the backs of others, including other templars.
Alignment:  Any nongood, except in the city-state of Kurn whose templars may be any nonevil.
Religion:  Templars worship their sorcerer-king as the god they believe he is and they encourage his worship.
Background:  Templars come almost exclusively from the city-states.  Most are power hungry and find the best way to satisfy that hunger is to become a templar.
Races:  Dwarves, Elves, Half-elves, and Humans tend to be the most likely candidates for templars.  Half-giant and Mul templars are uncommon because if they live in a city they tend to be thought of more as property.  The other races are almost never templars since they originate for outside the city-states.
Other Classes:  Templars are used to running things and having a chain of command.  If a party has one or more templars, the highest level templar generally tries to run the party unless they are in a foreign city-state (without permission) and then they are happy to stand behind the rest of the party.
Abilities:  They have the same need for abilities that clerics do.
Greater Spell Access:  Templars may access all spells avaliable to divine spell casters, this includes paladin, ranger, cleric, druid, and domain spells (plus a few unique spells).  They do not get any of the granted powers, extra spells, or special abilities of any domain or character class, just access to those spells.  Also, their spell gains accelerate after 14th level because they have entered the highest ranks of their class.
Ex-templars:  Any templar that manages to displease his sorcerer-monarch, changes to a disallowed alignment, or survives the death of his sorcerer-monarch loses all his templar abilities.  He can only retain his saving throw bonuses and attack bonuses.  He loses all his special abilities and spell casting ability.
Skills:  Appraise (Int), Bluff (Cha), Bureacracy (Int), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

Templar only feats:

Accompaniment [Special]
Requirements:  8th or higher level templar
Benefit:  The character can bring one nontemplar into any part of the sorcerer-kings palace 	without being refused.

Bounty Hunt [Special]
	Requirements:  3rd or higher level templar
	Benefit:  For the express purpose of hunting outlaws, a templar may take requisitioned soldiers 
out of the city for a number of weeks equal to his level.

Close Establishment [Special]
	Requirements:  5th or higher level templar
	Benefit:  The templar may close any establishment or market on any charge.  It will stay closed 
until the templar decides to reopen it.

Conjunction Bonus [Special]
	Requirement:  Templar
	Benefit:  When a templar is within line of sight of his sorcerer-king all his spells are cast at two 
class levels higher than normal.

Imprison Templar [Special]
	Requirements:  6th or higher level templar
	Benefit:  A templar may imprison any templar that is 5 or more levels below him.  An imprisoned 
templar must be tried within one week or be released.  A released templar can not be arrested 
again by the same templar more than once a year.

Legislation [Special]
	Requirements:  7th or higher level templar
	Benefit:  The templar can introduce and pass minor laws that take effect immediately.  Most often, 
the laws solely benefit the templar or his associates such as a personal tax exemption, free land 
grant, personally assigned guards, etc.  These laws are usually kept quiet and are often ruled illegal 
should another person of influence learn of their existence and cause a fuss.

Order Public Works [Special]
	Requirements:  9th or higher level templar
	Benefit:  The templar can order a public work.  It must have some public service, but can have a 
secondary function (i.e. laboratory, secret hideout).  The templar may spend 20 times his level in 
gold per month to paid labor, slaves, materials, etc.  Extra gold is held over for next month's costs.  
Any public work that takes more than 24 months to complete is considered a drain on the city state 
and is taken over by an appointee of the sorcerer-king.

Reverse Decision [Special]
	Requirements:  10th or higher level templar
	Benefit:  The templar can reverse any decision of another templar of two levels or lower.

Summon Templars [Special]
	Requirements:  5th or higher level templar
	Benefit:  The templar may summon up to 2d4 templars to assist him in some pressing matter 
within the city (riots for water, food, etc.)  Templars are of varying level, but are at least one level 
lower than the summoning templar.  They do their best to deal with the matter at hand but are 
more likely to flee a deadly situation than to die.

Trader
Adventurers:  Trader adventurers are constantly on the lookout for new trade routes and goods, anything to benefit themselves and their trade house.
Characteristics:  Traders have somewhat of a wider range of skills than rouges and have the ability to talk their way out of almost any situation in several languages.  They have a wide range of weapon skills even better than a fighter, though they are not as good with using them.
Alignment:  Traders can be of any alignment.
Religion:  Traders are pragmatists.  They worship the holy elements when outside the cities and worship the sorcerer-kings when in the cities as long as it can make a deal.
Background:  Traders may either be independents or a member of a trade house.  The Sky Singer, Silver Hand, Swiftwing, and Clearwater elf tribes produce most elven traders.  Independents have a hard time making it with the likes of House Stel trying to crush (literally) the competition.
Races:  Almost any member of another race can become traders.  Half-giant and Mul traders are rare because of their low social status.  Halfling and Thri-kreen traders are almost unheard of because they have to learn the alien concept of commerce (neither finds money valuble).  Though thri-kreen adapt very well and master the nuances in a short time (they tend to be very formal and tough traders).
Other Classes:  Traders tend to view other characters as assets and will give advice on where best to allocate needed skills.  They tend to conflict with templars and most keep their distance from each other.

Class Features

Hit Dice:  d6
Fast-talking:  All traders get the bluff skill for free and have it at 3 ranks + 1 rank/level and gain skill focus for bluff for free (in other words they can not spend skill points on bluff nor may they buy skill focus for it).
Weapon and Armor:  Because of the cutthroat world of Athasian mercantilism and because of the trader’s constant exposure to new and unusual items, all traders are proficient in all weapons (simple, exotic, and martial), all armors (light, medium, and heavy), and shields.
Languages:  Traders gain one extra language free every third level.
Poison Use:  Traders have a wide knowledge of exotic substances, this includes poisons.  The trader may learn poisons as a Bard of equal level.
Skill Points:  6 + Int bonus per level
Skills:  Alchemy (Int), Appraise (Int), Balance (Dex), Bargain (Cha), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis),  Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Speak Language (Int), Spot (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Starting Money:  Twice that of a Rouge (5d4 x 60 cp)
Saves and Attack Bonus:  Same as a rouge

Detect Poison [Special]
	Requirements:  Spot 4 or more ranks
	Benefit:  The character may detect the presence of poison on a successful spot check.

Poison Resistance [Special]
	Requirements:  (1st time) 2nd level or higher; (2nd time) 10th level or higher.
	Benefit:  This feat can be bought twice.  The first time it is bought the trader gets a +2 natural 
saving throw bonus to all poisons.  The second time the trader gets a +5 natural saving throw 
bonus vs. poisons.

Rouge
Races:  Rouges are very common among all the races, but are very rare among Half-giants and Thri-kreen.  Half-giants are simply too large to use most rouge skills and Thri-kreen don't like to play with their food.

Multiclassing
A character may multiclass as a Defiler/Preserver but every time the character defiles (even if it is with defiling magic) he must save or all his preserver levels become defiler levels.  Stack levels for the purposes of spell casting using the more favorable spells per day table.

Psionic Talents
	Most Athasians have some sort of minor psionic talent.  An Athasian with a 10 or better in any ability score will gain one psionic talent rolled on the chart below.  If the character rolls a power he can't have because of his ability scores, then he must reroll.  The character gets three free uses of his psionic talents a day and gains one power point every level (all characters are eligible for psionic feats).  Talents may initially buy as feats one attack and one defense mode (each).  They may buy additional attack and defense modes every three levels up to a maximum of 3 apiece (one per feat).  Psions and Psychic Warriors do not get these extra psionic talents nor do they get bonus Power points that a talent does (the class features of these two classes replaces, does not stack with talent bonuses).  However, this does allow a Psion or Psychic Warrior to get one psionic power outside his normal list.

d% roll
Clairsentent
01-04		Inkling (50% chance to know if intended action is good or bad) 
05-09		Know Direction (You know which was is north)
10-15		Detect Psionics (You can detect the presence of psionic activity)
Metacreation 
16-19		Finger of Fire (d3 fire damage) 
20-24		Trinket (create a short-lived trinket) 
25-28		Bolt (create a short-lived bolt, arrow or bullet) 
Psychokenetic 
29-34		Control Shadow (You can control a normal shadow like a puppet) 
35-38		Far Hand (like Mage Hand, 5 lbs telekenesis) 
39-42		Far Punch (1 hp damage from telekinetic punch) 
43-45		My Light (eyes emit light in a 20 foot cone) 
Psychometabolic 
46-49		Talons (+1 damage in hand to hand combat)
50-53		Elfsight (Gain night vision as per elf, characters with lowlight vision double ranges)
54-56		Verve (gain temp 1hp) 
57-62		Lesser Natural Armor (Character gets +1 AC)
Psychoportation 
63-67		Burst (increase speed with 5') 
68-72		Catfall (you recover well from a fall)
73-77		Float (you buoy in water or other liquid) 
Telepathy 
78-82		Daze (opponent loses next action)
83-86		Distract (opponent takes a –1 penalty to some actions)
87-90		Missive (one-way telepathic message) 
91-94		Telempathic Projection (influence emotion as per the diplomacy skill)
	Other
95-00		Valor (You Gain a +1 morale bonus on your saving throw)

Determine Literacy

Unlike other D&D worlds that assume that most adventuring characters have had some sort of education, Athasians are generally illiterate.  In Athas, only the nobles and the templars are legally allowed to be literate, anyone else is guilty of a crime and may be executed or enslaved (nobles do maintain literate slaves, but once the slaves outlive their usefulness they are executed).  Traders have developed their own writing system that does not arouse the suspicions of the Templars, and Defilers and Preservers must be literate in order to use spells (they’re fuguitives anyway, so what is one more crime?).  No other character class may be literate, use the notes for literacy for barbarian in the Player’s Handbook to determine what skills the character can and can’t have (note decipher script requires literacy).

Skills

Conversions
See below in the Feats section if a proficiency is not listed here, the names have not been altered.

Heat Protection and Water Find:  Give the character the Wilderness Lore skill, convert as per the 
Conversion Manual.
Psychic Impersonation:  This can be covered by the Bluff skill and use of the Mask Magic feat (which 
also replaces the spell of the same name).
Sign Language:  This is covered by the Speak Language (sign language) skill.

New Skills
Bargain (Cha)
This skill can be used untrained
Use of the bargaining skill will reduce the price by 5% per point (up to 90%) the character goes over the DC (set by the DM), failure will increase the price by 5% per point up to 90% of the original price.
If the character has 5 or more ranks in diplomacy or bluff he gets a +2 to his bargain checks.

Bureacracy (Int)
This skill can be used untrained
This skill allows the character to navigate through the bureaucratic maze of the city-states to get favors done (this could allow a nontemplar to get a templar to requisition troops, lend money, pardon, or arrest someone at a DC of 10 + templar's level plus the proper bribe price on page 36 of Age of Heroes).
If the character has 5 or more ranks in diplomacy he gets a +2 to his bureacracy checks.

Psychic Defense (Wis)
This skill can not be used untrained, this is a cross-class skill for all character classes
This skill acts as a temporary psionic defense mode.  Each time it is used it prevents a psion from stunning  the character.  Also each time it is used the character the skill is reduced by 4 points until it becomes 0 or until he has gotten some rest.  It does not prevent psionic damage and cannot be used with a real defense mode.

Feats

Conversions
Arena Acting:  Replace with the Feign Weakness feat (Sword & Fist).
Armor Optimization:  A character with this proficiency gets the Dodge Feat if he has a feat slot open.
Crystal Focus:  As long as the character has his crystal he gains +2 to his psionic DCs with one power 
selected that day.  The character can only have one crystal focus at one time.
Dirty Fighting:  Replace with the Dirty Fighting feat.
Mental Armor:  Mental armor gives the character +2 to any psychic defense rolls (see skill above).
Power Manipulation:  A character with this proficiency receives the Empower Psionics feat if he has a 
slot open.
Sensory Alteration:  The character gets the Sensory Alteration metamagic feat if he has a slot open.
Somatic Concealment:  A character with this proficiency gets the Still Spell Metamagic Feat if she has a 
slot open.
Tactics:  A character with this proficiency gets the Improved Initiative feat if he has a slot open.
Weakness Identification:  Though not quite the same, replace this feat with Expert Tactician (Sword & 
Fist).

New Feats

Attack or Defense Mode [General]
	Prerequisite:  At least one psychic talent
	This allows a character who is not a psychic warrior or psion to buy a psionic attack or defense 
mode.  The character may only buy up to three of each, and cannot buy more than one starting.
Botanical Enchantment [Item Creation]
	Prerequisite:  Casting level of 5th or higher.
	The character may perform botanical enchantment as per the description on page 74 of the Age of 
Heroes.
Contact [General]
	Prerequisites:  Charisma 13+, Diplomacy skill
	The character gets a single contact.  He may ask up to one major favor or 1d4 + Cha modifier in 
minor favors.  Once he has done so, he must find another contact (he does not lose the feat).
Cry Witch [General]
	Prerequisites:  Diplomacy skill, Spellcraft skill, Charisma 13+
	The character has developed a reputation as a witch hunter (or chasseur in Dark Sun terms) and 
when in an inhabited area he may accuse someone of arcane magic use and be believed.  A crowd 
will form and will attempt to capture the spellcaster.  As long as the character does not abuse this 
feat he may use it freely.
Enchantment Immunity [General]
	Prerequisites:  Wisdom 21+
	The character is immune to all enchantment spells of 0 level.
Enchantment Immunity (Improved) [General]
	Prerequisite:  Wisdom 23+, Enchantment Immunity
	The character is immune to all enchantment spells of 1st level.
Illusion Immunity [General]
	Prerequisites:  Intelligence 21+
	The character is immune to all natural illusions and all magical illusions of 0 level.
Illusion Immunity (Improved) [General]
	Prerequisites:  Intelligence 23+, Illusion Immunity
	The character is immune to all natural illusions and all magical illusions of 1st level.
Mask Magic [Metamagic]
	Prerequisites:  Psicraft skill, Knowledge (psionics) skill
	A spell cast will leave a psychic residue as if it were a psionic power of equal level (which will 
cover any magic used).  The character must prepare the spell as if it were two levels higher and 
must spend at least 2 Power points on the spell.
Psionic Detection [General]
	Prerequisites:  Search skill
	This allows the character detect the presence of psionics, but not strength or type with a successful 
search skill check.
Psychic Impersonation [General]
	Prerequisites:  Bluff skill
	By making a successful bluff check the character can pass his magic off as psionics.
Regeneration [General]
	Prerequisites:  Constitution 21+
	The character can regenerate 1 hit point per level per hour rather than the standard rate.
Sensory Alteration [Metamagic]
	The character may dampen the visible signs of magic so it is less or more notable.  The character 
can triple the range at which the spell can be detected or reduce it to one-fourth normal (See 
Dragon Kings).  The character must prepare the spell as if it were one level higher.
Taunting [General]
	Prerequisites:  Bluff skill
	By making a successful bluff check (DC 10 + opponent's level + opponent's Wisdom modifier) the 
character can enrage his foes.  They will attack with a -2 to hit and -1 AC, but will have +1 
damage.  However, a barbarian who has been successfully taunted may instead use his barbarian 
rage if he still has uses of it left that day.
Weapon Improvisation [General]
	Prerequisites:  Search Skill, Simple Weapon Proficiency feat
	By making a successful search skill check (DC 10 in a market place, 20 in a barren grassland, and 
30 in a sandy desert) the character finds a normal club.
Notes:  Fighters may buy this as a bonus feat.

Starting Money
As Dark Sun characters start out at 3rd level they get three times normal starting money in cermaic pieces.
Dark Sun Weapons
Weapon	Class	Size	Cost
(cp)	Damage	Critical	Range Increment	Wt.	Type	
Alhulak	Exotic-melee	M	9	1d6	x2	Reach	9	B	
Bard's Friend	Simple-melee	S	10	1d4	18-20/x2	-	3	S	
Cahulaks	Exotic-ranged	M	12	1d6	18-20/x2	15 feet*	12	P/B	
Carrikal	Martial-melee	M	8	1d8	x3	-	6	S	
Chatkcha	Exotic-ranged	T	1	1d6	18-20/x2	45 feet	1/2	S	
Crusher	Martial-melee	L	24	1d4	x3	Reach	9	B	
Datchi Club	Exotic-melee	L	12	1d6	x4	-	10	B	
Dejada	Exotic-ranged	M	3 gp	1d8	x2	10 feet	8	P/B	
Double-bladed spear	Exotic-melee	M	1 gp	1d8	x3	-	6	P	
Dragon's Paw	Exotic-melee	L	15	1d6	x3	-	9	P	
Forearm Axe	Exotic-melee	S	2 sp	1d6	19-20/x2	-	4	S/P	
Garden Hoe	Simple-melee	M	1 cb	1d4	x2	-	6	S/B	
Gouge	Martial-melee	L	6	1d10	x4	Reach	12	P/S	
Gythka	Exotic-melee	L	6	1d10	x3	10 feet	12	P/B	
Gythka, Child's	Exotic-melee	M	3	1d6	x2	-	6	P/B	
Hand Fork	Exotic-melee	M	8	1d6	19-20/x2	-	4	P/S	
Heart Pick	Exotic-melee	M	12	1d8	x4	-	6	P/S	
Impaler	Exotic-melee	M	4	1d8	19-20/x2	-	5	P	
Ko!	Exotic-melee	S	1	1d4	x2	-	3	P/B	
Kyorcha	Exotic-ranged	S	3	1d10	18-20/x2	20 feet	1	S	
Lajav	Exotic-melee	L	4	1d6	x2	-	4	B	
Lotulis	Exotic-melee	L	15	1d12	x3	-	10	P/S/B	
Master's Whip	Exotic-ranged	M	6	1d3	x3	-	3	P	
Puchik	Exotic-melee	S	6	1d6	x3	-	1	P/S	
Quabone	Simple-melee	M	1	1d4	x2	-	4	P/S	
Singing Sticks	Exotic-melee	T	5	1d6	x2	-	1	B	
Talid	Simple-melee	T	7	1d6**	x3	-	3	P/S/B	
Tkaesali	Exotic-melee	L	24	1d10	19-20/x2	-	12	S	
Tortoise Blade	Exotic-melee	M	9	1d6	19-20/x2	-	5	P/S	
Trikal	Exotic-melee	S	4	1d6	x4	Reach	1	P/S/B	
Weighted Pike	Exotic-melee	L	6	1d8	18-20/x2	Reach	15	P	
Widow's Knife	Exotic-melee	T	5	1d4	x4	-	4	P	
Wrist Razor	Exotic-melee	T	1 sp	1d6	18-20/x2	-	1	S	
Zerka	Exotic-ranged	L	4	1d10	x3	10 feet	3	P	

The following weapons are double weapons:  The Dragon's Paw and Double-bladed spear.
Garden Hoe:  The garden hoe is such an innocent-looking item that it will pass through a city-state weapon 
check without so much as a second glance.
Ko!:  The Ko! is a thri-kreen weapon.  It consists of two specially sharpened stones, the character must 
wield on in each hand, if both hit, then a creature with natural armor suffers a -1 natural AC bonus 
for 1d4 weeks.
Lajav (breaker):  The Lajav is a double weapon (similar to the nunchaku).  If it makes two hits against the 
same target, then the target's limb is broken unless he makes a fortitude check vs. DC 15.  It takes 
2d4 weeks to heal.
Singing sticks have a +2 to double weapon use when used in pairs (this eliminates two weapon penalties, it 
does not give a bonus).
The tortoise blade provides a +1 AC when used in melee.
Zerka (meat-seeker):  If a zerka hits an opponent, he must make a strength check against DC 20 (a 
successful check indicates the character takes damage again) or be dragged towards the thrower.