An earthen sandcrafter brings strange crystal statues to the Oba's domain.
Trained in the way by both his parents as a young dwarf, Zxavier is a purist of mind and thought.
This is a May of the Dead post, part of a a Blog Carnival hosted by The Going Last Podcast. As you may surmise the May of the Dead post has to do with undead, in this post The Wanderer, an Athasian who is famous for exploring the mysteries of the Dark Sun world tracks down Hak'Trin, rare undead thri-kreen.
A dwarf pursues his Focus to find an ancient dwarven ruin.
Eye on Dark Sun
by Rodney Thompson
Despite the best efforts of the sorcerer-kings to oppress their subjects, on rare occasions individuals gain enough power and prestige to become nuisances to those despots. Sometimes, however, those who rise in status independent of the sorcerer-kings are not rebellious freedom fighters or challengers of authority, but instead agents of chaos who lash out at targets both virtuous and vile. The Black Blade is one such individual, a powerful assassin in Raam who serves neither Abalach-Re nor any of the other power bases in the city.
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An athasian elf who brought the wrath of the ancient undead down on his tribe. He now quests to destroy the abomination with the help of the spirits of his tribe and the power of elemental fire!
A beta release of Faces of the Forgotten North is available. This is a playtest release of more than 140 NPCs and monsters of the Trembling Plains, including that region’s unique Spirits of the Land. FFN also provides adventure leads, equiptment, feats, prestige classes, and other new material for running a campaign in the Trembling Plains region. FFN is the companion book for Lost Cities of the Trembling Plains, which is back in production and will be released in beta form by the end of 2007. The final version of FFN may include NPCs and monsters from other future releases related to the Trembling Plains, such as Prison-State of Eldaarich, City-State of Kurn, Flamesky, and Silt Sailors of the Kulag Fleet. Please submit playtesting feedback to templarate at lists.athas.org.
This new class supplements the NPC classes found in Chapter 4 of the Dungeon Master's Guide.
Not all those with psionic ability have the time, resources, or inclination to fully exploit their psionic potential. Artisans sometimes discover a useful psionic power, but are too caught up in their mundane crafts and responsibilities to obtain training or to dedicate themselves to psionic self-discovery. Slaves and day laborers cannot afford psionic training, and their social rank bars them from psionic education in many societies. Additionally the exhausting drudgery of their lives leaves little time for self-exploration, so only the most gifted become wilders. A few spoiled and lazy nobles have had the benefit of a rigorous psionic education, unlocking their psionic potential, put little Will into their Way. In the wastes, Psychic Adepts often rise to prominence, often serving their isolated community as a seer or healer. Those with telepathic “gifts” often speak for the tribe when dealing with outsiders. In almost any society, some psychic adepts ply their gifts handling dangerous animals such as mekillots.
Game Rule Information
Psychic Adepts have the following game statistics.
Abilities: Charisma determines how powerful a power a Psychic Adept can manifest and how hard those powers are to resist.
Hit Dice: d4.
The Psychic Adept’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Psionics) (Int), Profession (Wis), and Psicraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
All of the following are class features of the Psychic Adept NPC class.
Weapon and Armor Proficiency: Psychic Adepts are skilled with all simple weapons. Psychic Adepts are not proficient with any type of armor nor with shields.
Power Points/Day: A Psychic Adept’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table below. In addition, he receives bonus power points per day if he has a high Charisma score (see Table 2-1: Ability Modifiers and Bonus Power Points, on page 18 of the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A Psychic Adept begins play knowing one power of your choice, and the rest of his powers known is given on the table below.
Choose the powers known from the psion/wilder list, the psychic warrior list, and the discipline lists. A Psychic Adept can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a Psychic Adept can manifest in a day is limited only by his daily power points.
A Psychic Adept simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against Psychic Adept powers is 10 + the power’s level + the Psychic Adept’s Charisma modifier.
Maximum Power Level Known: A Psychic Adept begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a Psychic Adept must have a Charisma score of at least 10 + the power’s level.
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