Dark Sun 3.5e Core Rulebook – V8 401 Always N Large vermin Init –1; Senses darkvision 60 ft., scent, tremorsense 30 ft.; Listen +6, Spot +2 Languages ― AC 13, touch 8, flat–footed 13 (–1 size, –1 Dex, +5 natural) hp 22 (2 HD) Immune vermin immunities (MM 317) Fort +6, Ref +0, Will +3 Speed 40 ft. (8 squares) Melee bite +6 (1d8+7) Space 10 ft.; Reach 5 ft. Base Atk +2; Grp +11 Atk Options gas cloud, improved grab Abilities Str 20, Dex 9, Con 16, Int ―, Wis 14, Cha 13 SQ vermin traits (MM 317) Feats EnduranceB Skills ― Gas Cloud (Ex) Once per day as a standard action, a kank brood queen can release a cloud of opaque gas in a 15-foot radius centered on the kank. Creatures within the cloud have concealment, and the queen typically uses this ability to escape a predator that has destroyed its eggs. Improved Grab (Ex) As worker kank. The leader of the hive, a kank brood queen is loyally defended by her subjects at all times. Brood queens lay the hive’s eggs, usually 20 to 50 at a time, and the soldiers will then fiercely defend the area until the eggs hatch. Kanks choose an area for egg laying that is near abundant amounts of vegetation for food. Strategies and Tactics A brood queen avoids combat at all costs unless all the soldiers and food producers are dead, and/or she is backed into a corner. Brood queens strike with their pincers when in combat and try to get a hold. If cornered, the brood queen will release a gas cloud as a last defense. Sample Encounter Kanks are usually found roaming free in the wild, forming hives, or as part of domesticated herds. Individual (EL 1): A single kank is usually lost from its group or foraging for food. Hunting Group (EL 3–4): Small groups of two to four soldier kanks patrol the area near their nest looking for anything edible to bring back to the hive. Hive (EL 5–10): A hive can contain anywhere from fifty to five hundred kanks, with an amount of soldiers equal to one-tenth the total number, in addition to the brood queen. Ecology Kank workers are able to create elaborate nests and tunnel systems using a combination of soil, chewed wood, saliva, and feces. The walls of a kank hive have hardness 1 and 4 hit points per inch of thickness. A queen sits in the center of a kank hive, producing the eggs with the aid of worker kanks and never leaving the nest. The queen lays anywhere from 20 to 50 eggs at a time, each egg hatching in about four weeks. If the egg is fertilized, the kank will be female; if not, it will be male. The larvae reach maturity in about six weeks. The average worker kank lives for about 3 years, though the queen’s lifespan might be up to 30 years. While kank nectar is quite delicious, only the most desperate of individuals will eat kank flesh. When a kank dies, its body produces chemicals that render its flesh foulsmelling and utterly unpalatable and because of that, kanks do not have natural predators. Soldiers are charged with gathering food for the hive, in the form of most types of leaves and fronds, and the occasional small animal. Environment: Kanks prefer hot and dry environments, but they can thrive in any type of environment. They are rarely found underground. Typical Physical Characteristics: The average worker kank measures less than 7 feet long and 3 feet in height and weighs around 250 pounds. Soldiers are 8 feet long and 4 feet tall and weigh 400 pounds. The queen is around 9 feet long, 5 feet tall, and she weighs about 500 pounds. Physically, male and female kanks from the same hive are identical. Kank chitin color may vary; most are deep red or black, but other colors can also be seen, including some species with a metallic luster.
Dark Sun 3.5e Core Rulebook – V8 402 Alignment: Kanks are solely concerned with acquiring sustenance and multiplying. As with all vermin, they are always neutral. Society Kanks organize themselves into hives. Worker kanks secrete large globules of honey, which are used to feed the young of the hive; soldiers act as guards, warriors, and defenders of the hive, and the brood queen rules the hive by dint of her reproductive prowess. Kanks are generally domesticated as mounts, beasts of burden, or for their nectar. Kank exoskeleton can be used as armor, but it is very brittle and has to be treated properly to toughen it up. Kank exoskeletons are also sometimes used in the construction of chitin golems. From time to time, when a hive has reached a certain size, a brood queen will give birth to a young queen. The hive will then split, with some workers and soldiers accompanying the new queen as she sets off to found a hive of her own. Typical Treasure Kanks are mindless and have no individual treasure, but they use any items to build the nest for their brood queens. Typically, the value of these items is 1/5 standard treasure for their Challenge Rating. Carrying Capacity: For a worker kank, a light load is up to 64 pounds; a medium load, 65-129 pounds; a heavy load, 130-195 pounds For a soldier kank, a light load is up to 150 pounds; a medium load, 151-300 pounds; a heavy load, 301-450 pounds. For Player Characters Kank honey is very sweet and fetches a high price. It can sustain the food (but not water) requirements for a Medium creature for up to three weeks before requiring more substantial nourishment. One pound of nectar can reach up to 20 Cp in most Athasian markets. Kank exoskeleton can be crafted into armor when cleaned and prepared. One pound of treated chitin costs 4 sp. Another common use of kank exoskeleton is in the construction of chitin golems (TotDL 31). A character needs the Bug Trainer feat (page 70) in order to train kanks, which make good and inexpensive mounts. Kank Lore Characters with ranks in Knowledge (nature) can learn more about kanks. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Nature) DC Result 11 This creature is a kank, a large docile insect. This reveals all vermin traits. 16 Kanks are often used as caravans mounts because of their ability to carry heavy loads and produce nutritious nectar. 21 Soldier kanks have poisonous bites, while the queen can emit a gas cloud it uses to escape when threatened. Mekillot This enormous lizard dwarfs you with its sheer bulk. Thirty feet long and covered with a thick shell, it lumbers forward with a plodding inevitability. Mekillot CR 12 Always N Huge animal Init +0; Senses low-light vision; Listen +12, Spot +11 Languages ― AC 21, touch 8, flat–footed 21 (–2 size, +13 natural) hp 196 (16 HD) Fort +17, Ref +10, Will +5 Speed 30 ft. (6 squares) Melee tongue lash +21 (1d8+11) and bite +16 (2d8+5) Space 15 ft.; Reach 15 ft. (20 ft. with tongue lash) Base Atk +12; Grp +31 Atk Options Combat Reflexes, drop to the ground improved grab, swallow whole Abilities Str 33, Dex 10, Con 25, Int 2, Wis 10, Cha 9 Feats Alertness, Combat Reflexes, Toughness (4) Skills Listen +12, Spot +11 Advancement 17–32 HD (Gargantuan) Drop to the Ground (Ex) A mekillot can surge forward, crushing everything in its path. Targets in the mekillot’s path take 2d8+16 points of damage. A creature in the mekillot’s path can choose to either make a DC 29 Reflex save to move out of the way, or attempt an attack of opportunity, taking the effect of
Dark Sun 3.5e Core Rulebook – V8 403 the trample if the attack does not kill the mekillot. The save DC is Strength-based. Improved Grab (Ex) To use this ability, a mekillot must hit with its tongue lash attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. Swallow Whole (Ex) A mekillot can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 4 points of acid damage per round from the mekillot’s stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the stomach (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan mekillot’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Mekillots are used as caravan beasts; a hitched pair can pull a full wagon at a slow pace. Mekillots are never truly tamed, however, for the creatures have been known to go off the road and wander for days. They also like to make snacks of their handlers. Most caravans that use mekillots have a small team of psions to deal with the beasts. Strategies and Tactics In a fight, mekillots attack with their tongues or they trample enemies underfoot. A mekillot instinctively drops to the ground when something is underneath it, causing trample damage. Sample Encounter A mekillot can sometimes be encountered individually. They are more commonly encountered in pairs pulling armored wagons for caravans. Individual (EL 12): Most mekillots can be solitary threats when starving or abused by their handlers. EL 12: A mekillot had its caravan attacked and destroyed during a raider attack. It managed to escape, but now the mekillot is confused, frightened, and angry. The huge beast attacks anyone who comes within reach. Mated Pair (EL 14): Mekillots seek mates, and breeding pairs lair together. EL 14: Portek the handler trained two mekillots, now a mated pair, to act as beasts of burden for his merchant house. He fell asleep on the job, however, and they escaped captivity. Now the pair roam the wastes looking for food and water. Merchant House Caravan (EL 15+): Mekillots are the beast of choice for most caravans. Every house has its own theory on the best caravan configurations, but in general, a pair of mekillots pull eight to twelve infantry guards, ten to twenty archer guards, two to four scouts, four to eight cavalry guards, and one captain (see page 247), as well as twenty five slave commoners in transit, and a handful of noncombatant merchants, nobles, or other stately travelers. EL 18: Nadar, the caravan captain, is on a Vordon caravan from Tyr to Urik transporting various sorts of spices. His
Dark Sun 3.5e Core Rulebook – V8 404 caravan has 16 archer guards, 10 infantry guards, and four cavalry guards mounted on kanks, plus the two mekillots. Ecology Mating takes place yearly; mekillots lay their eggs into deep mud during the Windflood season. The female lays a clutch of 10-50 eggs about 2 months later. The sex of the mekillot hatchlings depends on the temperature at which the eggs are incubated. The eggs incubate nearly a full year, and then hatch during Ral’s Rest season. The first mekillot to hatch devours the eggs that would have been its siblings, in order to gain the strength to struggle to the surface. Maturity is reached at around 12 years of age, and though their potential lifespans in the wild are unknown, mekillots are believed to be capable of living to 150 years of age. In captivity, they typically live from anywhere between 20 to 70 years of age. Environment: Mekillots prefer hot environments where plenty of water is available, but they can thrive in almost any type of environment. During High Sun, mekillots migrate in huge herds to the Trembling Plains in order to mate, and are commonly found there until Fruitbirth Season. Typical Physical Characteristics: A typical mekillot stands between 28 and 30 feet long and weighs around 12,000 pounds. Mekillots are lizards with huge mound–shaped bodies covered with a thick shell everywhere except for on their sides and bellies. Alignment: Mekillots are solely concerned with acquiring sustenance and multiplying. As with most animals, they are always neutral. Typical Treasure Being animals, mekillots do not collect treasure. For Player Characters Training a mekillot to take orders requires six weeks of work and a DC 20 Handle Animal check. Mekillot eggs are worth 10 Cp apiece on the open market, while mekillot hatchlings are worth 50 Cp. Professional trainers charge 20 Cp to rear or train a mekillot. Carrying Capacity: A light load for a mekillot is up to 12,000 pounds; a medium load, 12,001–24,000 pounds; a heavy load, 24,001–36,000 pounds. A mekillot can drag 180,000 pounds. Mekillot Lore Characters with ranks in Knowledge (nature) can learn more about mekillots. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Nature) DC Result 17 This powerful reptile is a mekillot, a beast of burden. This reveals all animal traits and gives basic information on mekillots. 22 Mekillots are stubborn creatures that have a reputation of swallowing their handlers whole. 27 Mekillots can, despite their size, surge forward at their opponents and then crush them like bugs. Silk Wyrm You spy an enormous armored serpent flying through the olive sky above you. It coils and uncoils as it flies, as if it were moving on sand. Silk Wyrm CR 4 Always N Huge magical beast (psionic) Init +1; Senses darkvision 60 ft., low-light vision; Listen +6, Spot +6 Languages ― AC 17, touch 9, flat–footed 16 (–2 size, +1 Dex, +8 natural) hp 63 (6 HD) Resist fire 10 Fort +10, Ref +6, Will +3 Speed 30 ft. (6 squares), fly 30 ft. (average) Melee bite +12 (2d6+12 plus poison) Space 15 ft.; Reach 10 ft. Base Atk +6; Grp +22 Atk Options blood drain, improved grab, poison (DC 18, 1d4 Str/paralysis 1d4 days) Special Actions cocoon Psi-Like Abilities (ML 6th): 3/day―biofeedback (DR 3/—*), concealing amorpha, ego whip (DC 12), empty mind (+4 bonus*) *Includes augmentation for the silk wyrm’s manifester level. Abilities Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10 Feats Alertness, Dodge, Flyby Attack
Dark Sun 3.5e Core Rulebook – V8 405 Skills Hide -3, Listen +6, Move Silently +8, Spot +6 Advancement 7–12 HD (Huge) Blood Drain (Ex) A silk wyrm drains blood from a grappled opponent, dealing 1 point of Constitution damage each round it maintains the hold. Cocoon (Ex) Instead of draining blood, a silk wyrm can make a grapple check to wrap its opponent in silk. On a successful grapple check, the silk wyrm weaves a 1-inch-thick cocoon around its prey, giving it a -2 penalty to Dexterity. These penalties stack; a silk wyrm wraps its victim in silk each round until the victim reaches Dexterity 0 and is completely encased in the cocoon. A slashing or piercing weapon can cut a trapped victim free. The cocoon’s silk has hardness 3, fire resistance 2, and 2 hit points per inch of thickness. For every inch of silk removed, the trapped creature regains 2 points of Dexterity. Improved Grab (Ex) To use this ability, a silk wyrm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can either begin draining blood or create a cocoon. Skills Silk wyrms receive a +4 racial bonus to all Hide and Move Silently skill checks. A silk wyrm is a large, flying, snake-like beast that can reach over 50 feet in length and has a hard chitinous shell that covers its body. Silk wyrms spin their paralyzed victims into a silk cocoon. This silk casing is highly prized in most city-states because of its fire resistance, and it is used in the manufacture of most silk clothing. Strategies and Tactics Silk wyrms usually hunt for their prey while flying, and attack at night to surprise their victims using their psi-like abilities. They lurk in high grounds, typically descending only to attack sleeping or unaware prey. A silk wyrm then bites its prey and wraps it up in a durable silk cocoon. Sample Encounter Silk wyrms are intelligent enough to leave clearly superior foes alone, but they fight fiercely when threatened and unable to retreat. Individual (EL 4): A lone silk wyrm could be encountered in any hills or desert environment. Ecology Renowned for their shimmering shell, pearly skin, and silky cocoons, silk wyrms are hunted by elven tribes throughout the Athasian wastes. Dune traders usually carry dried leather and cocoons of these mysterious predators in their caravans to and from city-states. To date, no witness to a silk wyrm’s reproductive cycle has been recorded; this has led to a series of rumors and speculations about their origins. Environment: Silk wyrms inhabit Athas’ warm hills, particularly areas that have a coloration similar to their shells. Typical Physical Characteristics: A typical silk wyrm grows to a length of 50 feet and can weigh up to 800 pounds. Silk wyrms are covered with a hard chitinous shell and no differences are readily identifiable between male and female specimens. Alignment: As predators, silk wyrms are always neutral. However, with their relatively high intelligence, individual wyrms sometimes take on more kindly or malevolent bents. Typical Treasure Silk wyrms do not carry treasure. However, since silk wyrms wrap their victims up whole, their nest usually contains all of their victim’s possessions. Tearing apart the cocoons and ransacking the bodies reveals a small bounty of magic items, coins, and other treasure with a double standard value of their Challenge Rating. The cocoon of a silk wyrm is a valuable commodity, worth up to 200 Cp in elven markets.
Dark Sun 3.5e Core Rulebook – V8 406 For Player Characters Silk wyrm silk is valuable, and artisans can weave it into clothing that grants a +1 armor bonus and resistance to fire 2. Such silk outfits cost 3,000 Cp. Silk wyrm Lore Characters with ranks in Knowledge (nature) can learn more about silk wyrms. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Nature) DC Result 14 Silk wyrm are magical beasts named for the silky cocoon they weave for their paralyzed prey. This reveals all magical beast traits. 19 A silk wyrm has a potent venomous bite that numbs and paralyzes its victims. It will then drink all of its victim’s blood. 24 Silk wyrms are usually hunted because their cocoons provide a strong and light form of protection against the Athasian heat. 29 A popular elven legend claims that all silk wyrms come from the moon of Guthay, where their great monarch rules them all. Tembo This creature resembles a large, hairless canine. Its four-foot-long body is covered in loose folds of light brown, scaly hide. All four legs end in razor-sharp claws, and large canines protrude from its upper jaw. Tembo CR 5 Always CE Medium magical beast (psionic) Init +4; Senses darkvision 60 ft., low-light vision, scent; Listen +5, Spot +6 Languages ― AC 18, touch 14, flat–footed 14; Deflect Arrows, Dodge (+4 Dex, +4 natural) hp 34 (4 HD) Fort +7, Ref +8, Will +2 Speed 40 ft. (8 squares) Melee 2 claws +7 each (1d4+3) and bite +5 (1d6+1 plus energy drain) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +7 Atk Options improved grab, pounce, rake 1d4+1 Psi-Like Abilities (ML 7th): 3/day―chameleon, painful strike, ubiquitous vision 1/day―claws of the vampire, concussion blast (3 targets*), death field (ML 9th), ectoplasmic form, greater concealing amorpha, immovability *Includes augmentation for the tembo’s manifester level. Abilities Str 16, Dex 18, Con 16, Int 13, Wis 12, Cha 12 Feats Deflect ArrowsB, Dodge, Multiattack Skills Climb +4, Hide +8, Listen +5, Move Silently +11, Spot +6 Advancement 5–8 HD (Medium); 9–12 HD (Large) Energy Drain (Su) Living creatures hit by the tembo’s bite attack receive one negative level. DC 13 Fortitude save to remove a negative level. The save DC is Charisma-based. Improved Grab (Ex) To use this ability, a tembo must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a tembo charges, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +5 melee, damage 1d4+1. The tembo is a savage predator that will eat anything, but it prefers the children of sentient races. Tembo base themselves in a lair or den and hunt in packs throughout the surrounding wilderness. They have also been known to inhabit the ruins that lie beneath many of the large cities of the Tablelands. In addition to their physical speed and strength, tembo also boast psionic powers and the ability to drain the life energy of their victims. Few are the souls that can brave and endure a den of a tembo. Strategies and Tactics Though all tembo love to fight, their battle tactics are as unpredictable as these vicious beasts themselves. Some attack by stealth from a short distance away, sneaking as close as possible to their victims and trying to destroy them with a death field. Others prefer to play with their victims, batting them from one paw to another, using claws of the vampire each time the paw lands. Still other tembo like to leap into the fray immediately, entering melee with their victims from the first round. Each tembo pack has its own tactics. Some prefer to wait until a group camps for the night and then sneak in to drag one victim away at a time. Other packs prefer hit and run tactics, slowly wearing their prey down until they can no longer resist. Still others enjoy direct attacks, attempting to overrun their enemies.
Dark Sun 3.5e Core Rulebook – V8 407 Sample Encounter Tembo live alone or in feral packs. Whether encountered singly, or in a pack, tembo make formidable opponents. Individual (EL 5): A single tembo lairs in an elaborately carved mountainous cave, causing trouble for the nearby nomadic tribes. Pack (EL 7–11): Tembo usually gather in packs of two to eight individuals in order to be able to hunt larger or more numerous prey. EL 8: A pack of six tembo has traveled to more abundant grounds in search of easier hunting. Whether the creatures are attacking local herds or the hunters who follow them, one tembo hangs back to use concussion blast and death field before joining the others in melee. Ecology Tembo are universally hated and despised because of their preference for young humanoids. Tembo are famous for sneaking into nomadic camps to drag off elven children, for skulking about dwarven villages prowling for untended toddlers, and even for sneaking into populated cities to snatch noble babes from their cradles. Tembo have extremely strong jaws in relation to their body size and have a very powerful digestive system with highly acidic fluids, making them capable of eating and digesting the entirety of their prey, including skin, teeth, horns, and bones. Environment: Tembo live in desert and mountainous lands, though they can go almost anywhere when hunting for prey and sport. Tembo like to live in caves, which they excavate with their sharp teeth and claws. Typical Physical Characteristics: A typical tembo stands between 3 and 6 feet long, including the tail, and can stand 3 feet tall at the shoulder. An adult tembo weighs 600 pounds. Instead of fur, these creatures have a scaly hide, which helps conserve moisture. Tembo show little sexual dimorphism, with males usually being only slightly larger than the females. Alignment: Tembo are selfish creatures, as quick to hunt humanoids and their livestock as they are beasts of the wild. Nearly all of these creatures are chaotic evil, with some less feral examples demonstrating neutral evil traits. Society Tembo hunt for pleasure as much as they do for sustenance. They are intelligent enough to engage in cruelty for its own sake, sometimes putting their victims through tortuous catand-mouse games before consuming them. Tembo prowl the desert in small packs that seem to have no real social organization or cohesiveness. Each tembo does more or less as it pleases, not sharing any prey it downs with the others. The tembo’s one concession to social life is that if one of them is attacked, the entire pack will join in to fight the enemy. Typical Treasure Tembo have little appreciation for treasure, but they sometimes keep gems, weapons, and psionic items from former victims in their lairs. They have half standard treasure for their Challenge Rating. Tembo Lore Characters with ranks in Knowledge (nature) can learn more about tembo. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Nature) DC Result 15 This is a tembo, an evil and cunning magical beast distantly related to rasclinns. This reveals all magical beast traits and the psionic subtype. 20 Tembo are fearless fighters, whether alone or in packs, and possess several negative-energy related attacks. 25 The greatest danger of the tembo comes from its horrid mouth. A tembo can sap vital energy from its opponent every time it successfully hits with its powerful jaws.
Dark Sun 3.5e Core Rulebook – V8 408 Index Aarakocra (race), 16 Accelerate, 175 Acid Rain, 132 Active Glands (feat), 91 Advanced Antennae (feat), 91 Agonizing Radius (feat), 90 Air (Elemental Plane), 291 Air Lens, 132 Allegiance of the Land, 132 Alter Self, Psionic, 175 Anakore (Dune Freak), 379 Ancestral Knowledge (feat), 80 Antidote Simulation, 176 Arch Defiler (prestige class), 218 Arena Champion (prestige class), 221 Arena Clamor (feat), 80 Artisan (feat), 93 Astrologer (feat), 93 Aura Reading, 176 Awaken Water Spirits, 132 Backlash, 133 Balic (city-state), 251 Banish Tyr–Storm, 133 Barbarian (class), 42 Bard (class), 44 Battlefield Healing, 133 Beacon, 176 Belgoi, 381 Belt of Rank (artifact), 344 Bioflexibilty, 176 Black Cairn, 133 Blazing Wreath, 134 Blend (feat), 91 Bless Element, 134 Blessed by the Ancestors (feat), 91 Blindscorch, 134 Blink, Psionic, 177 Bluff (skill), 77 Boneclaw’s Cut, 135 Boneharden, 135 Book of the Kemalok Kings (artifact), 344 Braxat, Athasian, 383 Braxatskin, 135 Breeze Lore, 135 Brew Potion (feat), 88 Broken Sands (domain), 120 Brotherhood of the Mind, 299 Brutal Attack (feat), 80 Bug Trainer (feat), 82 Burning Eyes (domain), 121 Calm Emotions, Psionic, 177 Cannibalism Ritual (feat), 92 Cast Missile, 177 Cause Sleep, 177 Cerulean Hail, 136 Cerulean Shock, 136 Cerulean Storm (conjunction), 352 Channel Stench, 136 Claws of the Tembo, 136 Cleansing Flame, 137 Clear Water, 137 Clear–river, 137 Cleric (class), 48 Clues of Ash, 138 Coat of Mists, 138 Cold Malice (domain), 121 Commanding Presence (feat), 82 Companion (feat), 93 Complete Healing, 178 Concentrate Water, 178 Concentrated Fire (feat), 82 Confessor’s Flame, 138 Conflagration, 139 Conservation, 139 Control Tides, 139 Controlled Raze (feat), 90 Conversion, 140 Cooling Canopy, 140 Cornered Fighter (feat), 82 Cosmic Awareness, 178 Craft (Alchemy) (skill), 77 Craft (skill), 77 Create Element, 140 Create Oasis, 141 Crimson Monolith (conjunction), 352 Crodlu, 384 Crusade, 142 Cryokinesis, 179 Curse Element, 142 Curse of the Black Sands, 142 Curse of the Choking Sands, 142 Dark Lens (artifact), 346 Dead Heart (domain), 121 Death Field, 179 Death Mark, 143 Death Whip, 143 Decaying Touch (domain), 121 Dedication, 143 Defender of the Land (feat), 82 Defiler Scent, 143 Deflect Strike, 179 Desert Mirage (domain), 122 Destructive Raze (feat), 90 Detect Element, 144 Detect Life, 179 Detect Moisture, 180 Detect Poison, Psionic, 180 Detonate, 180 Dimensional Screen, 181 Disciplined (feat), 93 Dissimulate (feat), 82 Distance Raze (feat), 90 Draj (city-state), 255 Drake’s Child (feat), 82 Drown on Dry Land, 144 Drowning Despair (domain), 122 Druid (class), 51 Dune Trader (prestige class), 224 Dwarven Vision (feat), 92 Dwarves (race), 18 Earth (Elemental Plane), 292 Earthen Embrace (domain), 122 Echo of the Lirr, 144 Efficient Raze (feat), 90 Eldaarich (city-state), 275 Electroerosion, 181 Elemental Affinity (feat), 87 Elemental Armor, 145 Elemental Chariot, 145 Elemental Chariot, Greater, 146 Elemental Cleansing (feat), 82 Elemental Manifestation (feat), 88 Elemental Might (feat), 87 Elemental Storm, 146 Elemental Strike, 146 Elemental Weapon, 147 Elementalist (prestige class), 228 Elfeater (feat), 92 Elves (race), 21 Erdland, 387 Erdlu, 388 Exterminating Raze (feat), 90 Eye of the Storm, 147 Faithful Follower (feat), 82 Fast Raze (feat), 91 Favorite (feat), 83
Dark Sun 3.5e Core Rulebook – V8 409 Fearsome (feat), 83 Field Officer (feat), 83 Fiery Wrath (domain), 123 Fighter (class), 54 Fire (Elemental Plane), 292 Fire Track, 148 Firewater, 148 Fissure, 148 Flame Harvest, 149 Flash Flood, 149 Focused Mind (feat), 88 Fool’s Feast, 150 Footsteps of the Quarry, 150 Forged Stone (domain), 123 Freedom (feat), 93 Furious Storm (domain), 123 Gaj, 389 Ghost Writing, 181 Ghostfire, 150 Giant Killer (feat), 94 Giant, Desert, 391 Gith, 393 Gladiatorial Entertainer (feat), 83 Glass Storm, 151 Gloomcloud, 151 Gray Beckoning, 151 Gray Rift, 152 Greasing the Wheels (feat), 83 Greater Hidden Talent (feat), 89 Groundflame, 152 Grove Master (prestige class), 231 Gulg (city-state), 258 Half-Elves (race), 24 Half-Giants (race), 25 Halflings (race), 27 Hallucination, 182 Hand of the Sorcerer-King, 152 Hard as Rock (feat), 83 Heartseeker, 152 Heartwood Spear (artifact), 347 Heat Lash, 152 Humans (race), 15 Hush, 182 Ill Winds (domain), 123 Illusory Talent, 153 Image of the Sorcerer-king, 153 Implacable Defender (feat), 84 Improved Dwarven Focus (feat), 89 Improved Elf Run (feat), 89 Improved Familiar (feat), 84 Improved Gyth’sa (feat), 92 Improved Hidden Talent (feat), 89 Improved Sigil (feat), 84 Improviser (feat), 84 Incorporeality, 182 Infestation, 153 Inix, 396 Innate Hunter (feat), 84 Inspiring Presence (feat), 85 Intimidating Presence (feat), 85 Jozhal, 397 Jump Charge (feat), 89 Jungle Fighter (feat), 94 Kank, 400 Kiltektet (feat), 85 Klar’s Heart, 154 Knowledge (Ancient History) (skill), 77 Knowledge (Warcraft) (skill), 79 Ktandeo’s Cane (artifact), 348 Kurn (city-state), 277 Legendary Stonecraft, 154 Legerdemain (feat), 94 Light’s Revelation (domain), 124 Lighten Load, 154 Lighten Load, Psionic, 183 Linguist (feat), 85 Liquid Lightning, 155 Literacy (skill), 79 Living Waters (domain), 124 Locate, Psionic, 183 Lungs of Water, 155 Mage Seeker, 155 Magic Trick, 156 Magma (Paraelemental Plane), 295 Magma Tunnel, 156 Magnetize, 183 Mansabdar (feat), 94 Mass Manipulation, 184 Master Scout (prestige class), 235 Mastyrial Blood (feat), 85 Mekillot, 402 Mekillothead (feat), 94 Memory Shrine (conjunction), 353 Merchant Houses, 301 Metalsmith (feat), 94 Mindflame, 184 Mindscapes, 295 Molecular Bonding, 184 Molten, 156 Mountain’s Fury (domain), 124 Mud Palace (conjunction), 354 Muls (race), 29 Nature’s Child (feat), 94 Nibenay (city-state), 261 Nurturing Seeds, 157 Oil Spray, 157 Order, The (organization), 302 Pact of Darkness, 157 Pact of Water, 158 Paranoid (feat), 94 Path Dexter (feat), 85 Path Sinister (feat), 85 Performance Artist (feat), 94 Pheromone Discharge, 185 Photosynthesis, 185 Planar Gate (artifact), 350 Plant Renewal, 158 Pocket Dimension, 185 Poison Simulation, 186 Poisoned Gale, 158 Poisonmaster (prestige class), 238 Protection from Time, 159 Protective (feat), 85 Psiologist (prestige class), 241 Psion (class), 60 Psionic Draw, 186 Psionic Mimicry (feat), 85 Psionic Schooling (feat), 86 Psionic Sight, 186 Psychic Tracking, 186 Psychic Warrior (class), 62 Pterran Telepathy (feat), 90 Pterran Vale, 280 Pterrans (race), 32 Quietstorm, 159 Raam (city-state), 264 Ragestorm, 159 Raiding Tribes, 314 Rain (Paraelemental Plane), 296 Raised by Beasts (feat), 86 Rajaat’s Pyramid (conjunction), 354 Rangeblade, 159 Ranger (class), 63 Rejuvenate, 160 Repugnance, 187 Return Missile, 187 Return to the Earth, 160 Rogue (class), 66 Rolling Thunder (domain), 124 Rotate Lines (feat), 86 Ruinous Swarm (domain), 125 Sand Pit, 160 Sand Spray, 161 Sand Trap, 161 Sandflow, 161 Sands of Time, 161
Dark Sun 3.5e Core Rulebook – V8 410 Sandstone, 162 Saragar, 281 Scapegoat, 162 Scourge of Rkard (artifact), 349 Scribe Scroll (feat), 88 Secular Authority (feat), 86 Sensory Suppression, 187 Sever the Tie, 188 Shadow Jump, 188 Shadows, The (organization), 306 Share Strength, 188 Shield Wall (feat), 87 Shining Sands, 163 Shroud of Darkness, 163 Sickening Raze (feat), 91 Silk Wyrm, 404 Silt (Paraelemental Plane), 296 Sirocco, 163 Sky Blitz (domain), 125 Skyfire, 163 Slave Scent, 164 Slave Tribes, 312 Smoldering Spirit (domain), 125 Sniper (feat), 87 Soaring Spirit (domain), 125 Soul Slayer (domain), 126 Sparkrain, 164 Speak Language (skill), 79 Spear Wall (feat), 87 Spirit of Flame, 164 Star Rock (conjunction), 355 Sting of the Gold Scorpion, 164 Storm Legion, 165 Summon Tyr–Storm, 165 Sun (Paraelemental Plane), 297 Sun Flare (domain), 126 Sunstroke, 165 Superior Blessing (feat), 88 Surface Tension, 166 Surface Walk, 166 Survival (skill), 80 Swarm of Anguish, 166 Swim (skill), 80 Tactical Expertise (feat), 87 Tarandan Method (feat), 94 Tattoo Animation, 188 Teamwork (feat), 87 Teleport Object, Psionic, 189 Tembo, 406 Tempest, 167 Templar (class), 68 Templar Knight (prestige class), 244 Templarates (organization), 309 Thamasku, 284 The Black (plane), 290 The Gray (plane), 293 Thri-kreen (race), 34 Tikchak (feat), 92 Tokchak (feat), 92 Touch the Black, 167 Trader (feat), 87 Trail of Destruction, 189 Truthear, 189 Tyr (city-state), 268 Unliving Identity, 167 Urik (city-state), 272 Vampiric Youthfulness, 168 Veiled Alliance, 310 Wakefulness, 168 Wastelander (feat), 87 Watch Fire, 168 Watcher’s Ward, 189 Water (Elemental Plane), 293 Water Light, 169 Water Shock, 169 Water Trap, 169 Waters of Life, 169 Waterways, 170 Weather Prediction, 190 Whirlpool of Doom, 170 Wild Lands, 170 Wild Leap, 190 Wilder (class), 72 Wind Trap, 171 Winter Nest, 286 Wisdom of the Sorcerer-King, 171 Wizard (class), 73 Worm’s Breath, 171 Wrath of the Sorcerer-King, 172 Zombie Berry, 172
Dark Sun 3.5e Core Rulebook – V8 411 Open Game License OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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