Legends of Athas Revisited (House Rules)


#1

I made a few significant changes to the Legends of Athas classes for Epic classes and the Advanced beings, specifically:

  • Athasian Dragon
  • Avangion
  • Elemental Lord
  • Shadow Shifter
  • Spirit Initiate (Renamed Avatar of the Land)
  • Epic Grove Master

The following were also added:

  • Cerulean Lord
  • Grey Incarnate

The largest changes include a simplified progression for the wizard based advanced being, removal of advanced being status from non-wizard based classes and changing them into transformational classes, and splitting of druids into wanderers and guardians.

Basic Advanced Being Progression:

AB Type Special Ability
Both Advanced Magical Type at level 1
Both Manifester level increase every other level starting at level 2
Both Increased level of existing arcane spellcasting class every other level starting at level 2
Both Caster level increase every other level starting at level 3
Both Increased level of existing psionic manifesting class every other level starting at level 3
Both Bonus Feat every 4 levels starting at level 4
Primary Magical Gift at level 1
Primary Psionic Enchantment every other level starting at level 1
Primary Arcane Manipulation every 4 levels starting at level 2
Alternate Alternate Maniulation every other level starting at level 1
Alternate Psionic Enchantment every 4 levels starting at level 2

To become an Advanced Being you must be able to cast epic spells AND manifest epic psionics raising the minimum level of entry to 25 unless one has access to the Dark Lens.

Psionic Enchantments, Spellcasting/Manifesting, Increased Caster and Manifester Levels, and Bonus Feats are as described in Legends of Athas.


#2

The “Primary” Advanced beings include the Athasian Dragon and the Avangion, Both have a 10 stage metamorphosis.

Level Avangion Spellcasting/Manifesting
1st Avangion magic, Defiling Immunity, Psionic Enchantment ―
2nd Manifester level increase +1, Arcane Manipulation +1 level of existing arcane spellcasting class
3rd Caster level increase +1, Psionic Enchantment +1 level of existing manifesting class
4th Manifester level increase +2, Bonus Feat +1 level of existing arcane spellcasting class
5th Caster level increase +2, Psionic Enchantment +1 level of existing manifesting class
6th Manifester level increase +3, Arcane Manipulation +1 level of existing arcane spellcasting class
7th Caster level increase +3, Psionic Enchantment +1 level of existing manifesting class
8th Manifester level increase +4, Bonus Feat +1 level of existing arcane spellcasting class
9th Caster level increase +4, Psionic Enchantment +1 level of existing manifesting class
10th Manifester level increase +5, Arcane Manipulation +1 level of existing arcane spellcasting class
Level Athasian Dragon Spellcasting/Manifesting
1st Dragon magic, Quicken Spell , Psionic Enchantment ―
2nd Manifester level increase +1, Arcane Manipulation +1 level of existing arcane spellcasting class
3rd Caster level increase +1, Psionic Enchantment +1 level of existing manifesting class
4th Manifester level increase +1, Bonus Feat +1 level of existing arcane spellcasting class
5th Caster level increase +1, Psionic Enchantment +1 level of existing manifesting class
6th Manifester level increase +1, Arcane Manipulation +1 level of existing arcane spellcasting class
7th Caster level increase +1, Psionic Enchantment +1 level of existing manifesting class
8th Manifester level increase +1, Bonus Feat +1 level of existing arcane spellcasting class
9th Caster level increase +1, Psionic Enchantment +1 level of existing manifesting class
10th Manifester level increase +1, Arcane Manipulation +1 level of existing arcane spellcasting class

Arcane Manipulation: At every level this ability is gained it grants a free epic spell (no research required but must have the required spellcraft skill). If a character has not completed his metamorphosis this spell will be the next level metamorphosis spell unless he would be unable to cast it. This ability also grants 1 additional epic spell per day (Relevant (Knowledge Skill / 10) + # of Arcane Manipulations).


#3

The “Alternate” Advanced Beings use alternative energy sources and include the Cerulean Lord, Grey Initiate, and the Shadow Shifter. Each has a 5 stage metamorphosis.

Level Cerulean Lord Spellcasting/Manifesting
1st Cerulean magic, Cerulean Manipulation ―
2nd Manifester level increase +1, Psionic Enchantment +1 level of existing arcane spellcasting class
3rd Caster level increase +1, Cerulean Manipulation +1 level of existing manifesting class
4th Manifester level increase +2, Bonus feat +1 level of existing arcane spellcasting class
5th Caster level increase +2, Cerulean Manipulation +1 level of existing manifesting class
6th Manifester level increase +3, Psionic Enchantment +1 level of existing arcane spellcasting class
7th Caster level increase +1, Cerulean Manipulation +1 level of existing manifesting class
8th Manifester level increase +4, Bonus feat +1 level of existing arcane spellcasting class
9th Caster level increase +1, Cerulean Manipulation +1 level of existing manifesting class
10th Manifester level increase +5, Psionic Enchantment +1 level of existing arcane spellcasting class

Cerulean Magic (Su): Cerulean Lords have an increased connection to the Cerulean Storm and must rely on the Cerulean Storm for energy. You cannot gain spell energy from plants nor can you gather energy in the Black or the Grey. As an extension of the Storm itself, you can no longer fail to gather energy and always have an Overpowering connection to the Storm (+2 Spell DC & Caster Level Check Modifier). Due to your increased connection you no longer require a blue lens as a focus, are not subject to the Cerulean Call (you can choose to listen and even speak with Tithian or ignore him with no ill effects), and never accidentally call a Tyr Storm when casting spells. Your spells continue to crackle with blue lighting and thunder which can not be hidden.

Cerulean Manipulation:

  • Electrical Discharge: Can use any metal item or amount of water (at least 1 pint) within character level x 5 feet to conduct an electrical charge dealing 1d12 damage as a free action. Fort save (DC 13) for half
  • Lightning Jump: Teleport without error to any location of a lightning attack or natural lightning bolt as a free action that does not provoke attacks of opportunity…
  • Arc: Move up to 120 feet and make an attack by arcing from current location to any grounded metallic object. Treated as a charge attack.
  • Shock Wave: Generate an intense magical burst of wind and energy that knocks opponents prone and may tear weapons from hand. As a full round action can project a 60 ft cone. Creatures are blasted with a powerful gust of wind and rain. They must make Strength checks with a +4 bonus per size category larger than Medium or a –4 penalty per size category smaller than Medium. A creature receives an additional +4 bonus to this check if it is exceptionally stable or has four or more legs. If the creature receives any bonuses to resist bull rush attacks, it gains them for this Strength check as well. The shock wave ability has several potential effects depending on the target’s Strength check result.
    |20| Target suffers no ill effects|
    |10-19| Target knocked prone in his current space
    |1-9| Target is knocked prone, and anything he carried in his hands is hurled 1d20 feet away by the force of this attack
    Unattended objects are also affected by this shock wave. As a rule of thumb, objects that weigh 20 lbs. or less move 1d100 feet, those between 21 and 100 lbs. move 1d20 feet, and heavier objects remain in place (but might topple over). All objects affected by the shock wave are propelled away from the Cerulean Lord, in the direction of the force that emanates from it.
  • Thunder and Lightning: As a full round action, can emit a blast of thunder coupled with a bolt of lightning. Thunder deals sonic damage to all creatures within 60 feet, Fort save for half. Lighting is a 120 foot long line that deals electricity damage (Reflex save halves damage. Save DCs are Con based. Damage is Character level / 2.
  • Electrical Lord: Any spell with an electricity descriptor cast within character level x 2 ft can be redirected to a new target or area
  • Lightning Bolt: Once per day per class level - 5 foot wide line of lightning 100 feet long plus 1- feet per 2 character levels or half the length but 10 feet wide. Reflex save (DC 1- + 1/2 character level plus character Con) or take 1d6 electricity damage per 2 character levels. Success for half damage
Level Grey Incarnate Spellcasting/Manifesting
1st Grey magic, Grey Manipulation ―
2nd Manifester level increase +1, Psionic Enchantment +1 level of existing arcane spellcasting class
3rd Caster level increase +1, Grey Manipulation +1 level of existing manifesting class
4th Manifester level increase +2, Bonus feat +1 level of existing arcane spellcasting class
5th Caster level increase +2, Grey Manipulation +1 level of existing manifesting class
6th Manifester level increase +3, Psionic Enchantment +1 level of existing arcane spellcasting class
7th Caster level increase +1, Grey Manipulation +1 level of existing manifesting class
8th Manifester level increase +4, Bonus feat +1 level of existing arcane spellcasting class
9th Caster level increase +1, Grey Manipulation +1 level of existing manifesting class
10th Manifester level increase +5, Psionic Enchantment +1 level of existing arcane spellcasting class

Grey Magic (Su): Grey Incarnates have an increased connection to the Grey and must rely on the it for energy. You cannot gain spell energy from plants nor can you gather energy in the Black. As an connection of the Grey itself, you can no longer fail to gather energy and always have an Overpowering connection to the Grey (+2 Spell DC & Caster Level Check Modifier). Due to your increased connection you no longer seen as an interloper so are no longer hunted by Death Stalkers and never accidentally open a portal to the Grey. Your Unnatural Aura continues to expand (levels in this class stack with Necromant) and when casting spells any living creature caught in the radius must make a Fortitude save (DC 10 + 1/2 your character level + your Int modifier) or suffer a -2 penalty on all attack, damage, and initiative rolls for one round per spell level.

Grey Manipulation:

  • Tear the Veil: You can rip the barrier between the Grey and Athas, casting creatures from one plane into the other. When using this ability you sacrifice a spell as well as 1 hit point per spell level in exchange for every other being in a 5ft x caster level radius making a Reflex save (DC 10 + 1/2 your arcane caster level + your Int modifier) or be sucked into the Grey. Each round that someone is trapped in the Grey they suffer 3d10 points of negative energy damage (or healing if undead) and must make a DC 25 Fortitude save or lose one point of Con from the sapping effects of the Grey. Creatures native to the Grey are thrust into the Prime Material Plane and must make a DC Fortitude save or are stunned and slowed. These effects last for 1 round per sacrificed spell level, after which the two planes return to normal, barring any future use of this ability. Use of this ability does not provoke an attack of opportunity.
  • Desanctifying Aura: Project a field of negative energy within a 5ft x character level radius. The area within this field is under the effect of a double strength desecrate spell (caster level equal to arcane caster level). Turning attempts within the area take a -6 profane penalty. Undead creatures in the area (including the Grey Incarnate) are entitled to a +2 profane bonus on attack rolls, damage rolls, and saving throw as well as a +2 hit points per hit dice. This effect is always active and can not be dispelled.
  • Lore of the Dead: By consulting the spirits of the dead you gain the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. Add your class level and Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check. In addition once per day can exchange feats that are not required for any prestige class or prerequisites that you qualify for.
  • Leader of Death: A Grey Incarnate may command 10 times his character level in HD of undead. If a Grey Incarnate has another ability that allows an increased command of the undead he may add half the additional bonus to his limit. (example a Royal Animator with the Undead Horde feature who takes this manipulation could control 11 HD per character level.) Command of these undead can not be taken from the Grey Incarnate unless the Grey Initiate is willing.
  • Negative Burst: As a full round action you can release a burst of negative energy at a range of up to 100 feet. The burst has a 20 ft radius and deals 1d8 + arcane caster level damage to each living creature (Will DC 23 for half damage). Undead are healed by this burst for the same amount.
  • Soul Strike: Once per day per class level, you are able to cast one spell, use one psionic power, or make one attack against the very soul of your enemy if they fail a Will save (DC 10 + 1/2 your arcane caster level + your Int modifier). This attack bypasses damage resistance, SR, PR, and, if a physical attack or a ranged attack uses the target’s touch attack AC, ignoring magical protections and natural armor, but allowing Dexterity, luck, morale and deflection bonuses…
  • Service of the Dead: Any giant, humanoid, or monstrous humanoid that dies within a 5ft x character level radius of the Grey Incarnate is turned into a Namech bound to him. Namech created this way do not count against the total HD a Grey Initiate can control. They are forced to obey the Grey Incarnate and can be telepathically contacted via the Grey by the Grey Incarnate as long as both are on either the Prime Material Plane or in the Grey.
Level Shadow Shifter Spellcasting/Manifesting
1st Shadow magic, Shadow Manipulation ―
2nd Manifester level increase +1, Psionic Enchantment +1 level of existing arcane spellcasting class
3rd Caster level increase +1, Shadow Manipulation +1 level of existing manifesting class
4th Manifester level increase +2, Bonus feat +1 level of existing arcane spellcasting class
5th Caster level increase +2, Shadow Manipulation +1 level of existing manifesting class
6th Manifester level increase +3, Psionic Enchantment +1 level of existing arcane spellcasting class
7th Caster level increase +1, Shadow Manipulation +1 level of existing manifesting class
8th Manifester level increase +4, Bonus feat +1 level of existing arcane spellcasting class
9th Caster level increase +1, Shadow Manipulation +1 level of existing manifesting class
10th Manifester level increase +5, Psionic Enchantment +1 level of existing arcane spellcasting class

Shadow Magic (Su): Shadow Shifters have an increased connection to the Black and must rely on the it for energy. You cannot gain spell energy from plants nor can you gather energy in the Grey. As an connection of the Black itself, you can no longer fail to gather energy and always have an Overpowering connection to the Black (+2 Spell DC & Caster Level Check Modifier). Due to your increased connection you no longer seen as a threat by Psi Shadows and you have become the ultimate manifestation of yourself so are no longer produce Shadow Twins. Your Unnatural Aura continues to expand (levels in this class stack with Shadow Wizard/Templar) and when casting spells any living creature caught in the radius must make a Fortitude save (DC 10 + 1/2 your character level + your Int modifier) or suffer a -2 penalty on all attack, damage, and initiative rolls for one round per spell level.

Shadow Manipulation: As described in Legends of Athas except:

  • Shadow Strike: Usable once per day per class level. The shadow can be 100 ft x character level away from the Shadow Shifter.
  • Target Shadow: Usable once per day per class level.

#4

Clerics who have multiclassed into a psionic class are able to become Elemental Lords. This is a transformative class with no entry requirement changes from the original. Actual changes include the removal of Psionic Enchantments, addition of the Augment Summoning feat at level 1, and increased divine and manifesting caster and spell levels.

Level Elemental Lord Spellcasting/Manifesting
1st Element bonding, Augment Summoning ―
2nd Summon elemental, Caster level increase +1 +1 level of existing manifesting class
3rd Elemental aura 15 ft +1 level of existing divine spellcasting class
4th Bonus feat, Caster level increase +1 +1 level of existing manifesting class
5th Element transition, elemental aura 30 ft +1 level of existing divine spellcasting class
6th Elemental attack, Caster level increase +1 +1 level of existing manifesting class
7th Elemental aura 45 ft +1 level of existing divine spellcasting class
8th Bonus feat, Caster level increase +1 +1 level of existing manifesting class
9th Elemental aura 60 ft +1 level of existing divine spellcasting class
10th Element apotheosis, Caster level increase +1 +1 level of existing manifesting class

#5

Druids had a more radical change due to their history:

Before Eradication:
Druid gathered in circles and used rituals to commune with the Spirit of Athas which held all knowledge, but could only be experienced. Communication was a dreamlike metaphor that didn’t always make sense to those that communed. Circle leaders were often chosen from the most experienced druids who could understand the dreams. When magic first appeared they were wary of preserving but knew Rajaat was a Pyreen and no harm was being done to the environment. Defiling destroyed the connections to the Spirit of Athas itself so nobody realized what was happening. Even the Spirit itself didn’t understand or wasn’t able to communicate what was occurring. Once defiling was understand many fought back but it was to late. Druidic Circles were well known and easy to wipe out if they resisted the armies of the Cleansing Wars, especially with the connection to Athas being cut off. Circles that survived tended to be small, 1-4 people without much power and there was little communication between these groups.

The great Eradication:
It took several years before the Tyr region Eradication was commonly known to be happening due to lack of communication. Druids fought where they could but were disorganized for the most part. The greatest of them gathered as many as possible in the far mountains at the edge of the Tyr region. There they concluded that most of the defilers were concentrated in the Tyr region. While they had not had contact from outside the Tyr region in over 200 years they decided the majority would leave the Tyr region for the rest of the world. They would return once they had gained more power and could counter the sorcerer kings and their armies. Those who remained formed two groups, guardians and wanderers. Guardians would guard specific sites, wanderers would travel between, keeping lines of communication open and scouting changes in the land/hunting defilers. Wanderers were also responsible for finding new druids. Mostly younger druids became wanderers as they did not feel as attached to a specific area yet and still had fire in them.Of those who remained behind the strongest forged a connection with the Spirit of Athas and gained the knowledge to become Spirits of the Land. That knowledge was passed to Grove Masters as it required them to bind themselves to specific areas. While being bound to a single area made them easier to find it was actually the wanderers who were most often found as they could not hide as easily as the guardians in the guarded lands.

Grove Master

Entry requirements and special abilities as described in Dark Sun Core Rulebook 3 revision 7 or described below.

Level Base Attack Fort Ref Will Special Spellcasting
1st 0 0 0 2 Animal Companion, Wild Shape, Guarded Lands, Sacrifice, Land Bound 1 level of existing divine spellcasting class
2nd 1 0 0 3 Smite Intruder 1/day, Elemental Domain 1 level of existing divine spellcasting class
3rd 1 1 1 3 Sustenance, Invisibility 1/day 1 level of existing divine spellcasting class
4th 2 1 1 4 Teleport 1/day, Aspect of Nature 1 1 level of existing divine spellcasting class
5th 2 1 1 4 Nondetection, Hide Lands 1 level of existing divine spellcasting class
6th 3 2 2 5 Invisibility 2/day 1 level of existing divine spellcasting class
7th 3 2 2 5 Smite Intruder 2/day 1 level of existing divine spellcasting class
8th 4 2 2 6 Greater Teleport 2/day, Aspect of Nature 2 1 level of existing divine spellcasting class
9th 4 3 3 6 Improved Invisibility 1/day, Elemental Domain 1 level of existing divine spellcasting class
10th 5 3 3 7 Timeless Body, Seal Lands, Land Melding 1 level of existing divine spellcasting class

Land Bound: Upon your death your spirit returns to your Guarded Land and merges with a feature of your Guarded Lands instead of going to the Grey. You become a Spirit of the Land bound to your Guarded Lands. You can be raised and resurrected normally.

Elemental Domain: You add the spells from a cleric domain to your spell list. The element chosen must be present on your Guarded Lands.

Aspect of Nature (Su): Per Unearthed Arcana’s Wildshape Aspect of Nature Variant. A Grove Master may not choose an element form unless he has access to that domain. A Grove Master use one aspect at level 4 and can combine it with a second at level 8.

Hide Lands(Su): You can hide your guarded lands as per the spell screen, once per day. Your caster level equals your character level.**

Seal Lands(Su): You can seal your guarded lands from intrusion, creating an almost impenetrable barrier around its borders. An invisible hemisphere of force, rising up to 1,000 feet higher than the highest point in the terrain. This ability otherwise works as the wall of force spell (caster level equals your character level). As a full-round action, you can change the appearance of this hemisphere, such as an array of spinning blades, a curtain of flame and magma, or very thick roots. At your option, the barrier can include a password, in which case creatures enter the area normally. You must select this option (and the password) at the time of casting.**

Land Melding(Su): You become a spirit of the land however you retain your memories and abilities. Your type changes to fey and you receive the incorporeal subtype. Do not recalculate base attack bonus, saves, or skill points. As long as you are on your Guarded lands you gain a fly speed equal to your land speed (perfect maneuverability) and a deflection bonus to AC equal to 5 + your Charisma modifier. You gain +4 to Wisdom and +2 to Charisma. You acquire low-light vision and no longer can die of old age, and no longer suffer penalties to abilities for aging.

Level Spirit Initiate Spellcasting/Manifesting
1st Animal companion, spirit melding, wild shape, telepathy —
2nd Improved Sacrifice, Replenish Lands, Caster level increase +1 +1 level of existing manifesting class
3rd Summon Nature’s Horde +1 level of existing divine spellcasting class
4th Bonus feat, Caster level increase +2 +1 level of existing manifesting class
5th Summon Spirit of the Land +1 level of existing divine spellcasting class
6th Suppress Defiling, Caster level increase +3 +1 level of existing manifesting class
7th Summon Nature’s Wrath +1 level of existing divine spellcasting class
8th Bonus Feat, Caster level increase +4 +1 level of existing manifesting class
9th Improve Lands +1 level of existing divine spellcasting class
10th Land Melding, Caster level increase +5 +1 level of existing manifesting class

NOTE: For Spirit Initiate abilities defined in Legends of Athas the guarded lands are defined as all of Athas.

Improved Sacrifice (Su): This nullifies a wizard’s defiling radius and any effects it entails within 100 ft/character level, such as penalties to attacks and saving throws, and damage to plants. It also nullifies the benefits of any Raze feats used in the casting of the defiling spell. You lose 1 hit point per 5 feet of defiling radius nullified. Dragon Magic is also affected by this.

Suppress Defiling (Su): You gain an aura that suppresses all normal defiling magic (not Dragon Magic). Creatures within the aura do not suffer from defiling effects and defilers can not draw on life energy to cast spells. The aura has a radius of 30 ft and increases by 5 ft per Spirit Initiate class level

  • Defiling Resistant Aura [Epic] is usable with this aura

Improve Lands (Su) Once per week a Spirit Initiate can significantly improve the lands around him with a radius of 100ft / caster level. Each use increases the Terrain Type by one level. The area is magically protected against natural destruction for one year per caster level. Natural fires or lightning does not affect it; lack of water or other harsh weather cannot kill the plants. Defiler magic still destroys it normally, as can any directed attack that would affect normal plants.

Land Melding: You complete your melding process, becoming a Spirit of Athas. Your type changes to fey and you receive the incorporeal subtype. Do not recalculate base attack bonus, saves, or skill points. You gain a fly speed equal to your land speed (perfect maneuverability) and a deflection bonus to AC equal to 5 + your Charisma modifier. You gain +4 to Wisdom and +2 to Charisma. You acquire low-light vision and no longer can die of old age, and no longer suffer penalties to abilities for aging. If killed your spirit does not go to the Grey but instead merges with the land where you fall**


#6

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