The Complete Book of Athasian Humanoids

 

by Gerald Arthur Lewis

 

e-mail U15959@snet.net

 

(c) 1998 by Gerald Arthur Lewis, All Rights Reserved

 

 

Table of Contents

 

Forward

 

Races

B’rohg

Gith

Johzal

Nikaal

Nikaal’asahzee

Ssuran

Tarek

Tari

Villichi

New Proficiencies

Racial Disguise

Scrounge

Slave Acting

Role-playing Tips

By Race

Adventure Ideas

New Equipment and Weapons

Gith Spear

Roxa

Tkaesali

Tarek Mouth Blades

New Kits

Raider

Traveller

Closing

 

Forward

 

I’ve been playing in the Dark Sun campaign setting almost as long as I’ve been playing AD&D. It was the first campaign setting I bought, the first campaign setting I ran an adventure in, and is one of the only games I play now, six or so years later. During this time, I’ve made pretty much every character you could imagine, whether it be mul gladiator, an elven thief, or a rain cleric who sought her trade due to a pain in her hand (it hurt every time it rained, you do the math). I’ve created a few new classes to add a bit of flavor to my world, but classes are hard to make. After a while, I longed for new role-playing experiences, so I began coming up with stats for my favorite humanoids. I think some of them (Nikaal, Gith, Villichi) were probably intended to become PC races after a while, as they fit so well.

 

So, you must now ask yourself "will introducing new PC races disrupt or enhance the game?" This is up to each individual DM to decide for his or herself. You know your players better than anyone, so you be the judge. Playing new races not purposefully designed for player character use is challenging, and usually won’t turn out well for novice gamers.

 

In the original Humanoid’s Handbook, many players liked the new races because they brought with them new power. "Nevermind that my Firbolg can’t sit in a chair, he can crush rocks with his tongue!" was the mind-set. Dark Sun, however, is different. One of the original PC races from Dark Sun is the Half-Giant, which is even stronger than the Firbolg, so adding new humanoids into your Dark Sun campaign probably won’t cause the power shift that occured with original AD&D.

 

The real danger lies in potentially ruining a great role-playing experience. While it never really hurts to try, I would suggest only allowing humanoids if your group is up for the challenge. These are not humans with different exteriors (as some PC races appear to be), these are drastically different creatures with different priorities, motivations, and cultures.

 

The almighty television can point us in the right direction for this. Deep Space 9 is a great show, which stars a great mix of alien races. Odo, the shapeshifter, seems almost cold at times, though has his moments of tenderness. Quark is a member of the Farengi race, a race which holds money as first priority. We wouldn’t consider selling their mothers, but they might. This ties in perfectly with the humanoids of Athas. They are different than ordinary humans, and so should be role-played differently.

 

Races

 

All the humanoids use the same entry format, which is as follows:

 

Ability Score Adjustments. These are modifiers for ability scores, be it a penalty or a bonus. Some races are more disposed to certain abilities than others, and some are terrible in certain areas. For example, Halg-Giants are incredibly strong, and so get a bonus four points to allot to their Strength. They, however, aren’t too intelligent, and so suffer a four point Intelligence penalty.

Ability Score Range. This represents the maximum and minimum scores a race can posses for abilities. A character can never surpass these values (unless by magical means), nor can they dip below them. If the rolls are insufficient for the ability scores (i.e., a character needs a ten for Dexterity, but you didn’t roll anything over a nine), the DM can rule that the character must be of a different race.

Class Restrictions and Level Limits. This table shows what classes are open to the character and what level they can advance to. As an optional rule, you may wish to eliminate level limits from your campaign, imposing a experience tax (maybe 10% or more) to the humanoid to represent the difficulty the race has with that particular class.

Hit Dice. Because the humanoids chose classes, they do not get the Hit Dice listed in the Monstrous Compendium. Instead, they get hit points by their class, unless otherwise noted.

Alignment. This indicates the most prevalent alignment held thoughout the race. Characters may chose any alignment for their character unless noted.

Natural Armor Class. Some races have unually durable hides. This section details their natural armor and what bonuses it confers.

Description. This gives a general description of the race and how it fits into Athas. Physical descrtiptions and the basic ethics and motives of the race are noted here.

Languages. This section lists languages that are commonly sponken by the race to which the character belongs. The DM can rule that the character knows more due to special circumstances. Some languages cannot be learned due to intelligence or physical differences between the races.

Role-Playing Suggestions. A few pointers are made as to how to properly role-play the race. This could include anything from how the character behaves around members of different races, to how they would act in a city or out in the wild.

Special Advantages. Lists the benefits the particular race gets due to special abilities.

Special Disadvantages. Each race has certain short comings. This section details those that may mean trouble for the character.

Proficiencies. This section details the weapon and non-weapon proficiencies that cannot be attained, must be attained, or gotten for free.

 

 

B’rohg

 

Ability Score Adjustments. Ability scores are modified by a +4 to Strength and Constitution, a +2 to Dexterity, a -4 to Wisdom and Intelligence and a -4 to Charisma.

 

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

12

24

Constitution

12

24

Dexterity

9

22

Intelligence

3

11

Wisdom

3

12

Charisma

3

13

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

18

Gladiator

18

Ranger

16

Wizard

 

Defiler

-

Preserver

-

Priest

 

Cleric

-

Druid

-

Templar

-

Rogue

 

Bard

-

Thief

-

Trader

-

Psionicist

-

 

Hit Dice. Hit points are recieved by class and this number is doubled

Alignment. Neutral

Natural Armor Class. 7

Movement Rate. 15

Description. B’rohg are a race of giant-like humanoids. They’re quite intimidating, as they stand up to fifteen feet tall and have four powerful arms. Their face is wide and sloped downward. They have angled features, a broad forehead, and pointed ears. B’rohgs are usually bald on top, though have coarse, waist-long hair stemming from the sides of their heads. They are a race of primitive people with primitive needs and desires. They exist without the benefit of fire, clothes (save for a simple breechcloth) or weapons other than those made of stone. Their low intelligence makes it impossible for them to learn anything but the simplest of languages and ideas. They greatly fear magic and are often tempted into servitude or death by sweet foods and other luxuries.

Languages. B’rohg communicate through a series of grunts and gestures. This primitive language can only relay basic ideas and simple concepts. This is the only language B’rogh can learn, but if given a chance, they can learn up to 10% of the Trade tongue.

Role-Playing Suggestions. Due to their relatively low intelligence, B’rohg don’t make great party members. They may serve well as muscle, but are extremely vulnerable to psionics or just plain trickery. The best situation for them would be an all B’rohg campaign, centralizing on a clique of them (think of a thri-kreen’s clutch). If a B’rohg is played as a character, then the player should remember a few important things. One, B’rogh can barely speak Trade, if at all. When in character, try communicating using grunts, facial expressions and body gestures. Two, most B’rohgs weren’t raised in civilization. The city should be an incredibly scary place, giving your character a feeling of extreme paranoia.

Special Advantages. All B’rohg PC’s have infravision to 60 feet. All B’rohgs are naturally ambidexterous, allowing them to weild four weapons at once, with only a -2 penalty to their two secondary weapons. Some B’rohgs opt to use small shields in their secondary arms.

Special Disadvantages. B’rohgs will never be trusted in a city or out. Alone in a city, they are usually mistaken for an escaped slave, and Templars soon come by to pick the humanoid up. In the wild, they are apt to be picked up by slavers for fight in the arena, or killed outright by confused and scared desert dwellers. If they happen to be with a party of non-B’rohgs, they will only be given the smallest amount of respect. This is shown by a -4 reaction adjustment penalty.

B’rohgs take damage as large creatures.

Non-Weapon Profiencies. B’rohgs automatically get the ambidexterity profiency, allowing them to attack with their secondary arms with only a -2 penalty.
Weapon Profiencies. B’rohgs can chose from the following: spear, javelin, and club. If the B’rohg has been brought into civilization, however, it can know any weapon barring missile weapons (unless they are thrown).

 

Gith

 

Ability Score Adjustments. Ability scores are modified by a +1 to Strength, a -1 to Constitution, a +1 to Dexterity,and a -1 to Intelligence.

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

6

21

Constitution

5

19

Dexterity

9

21

Intelligence

5

15

Wisdom

5

15

Charisma

5

13

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

20

Gladiator

20

Ranger

16

Wizard

 

Defiler

-

Preserver

-

Priest

 

Cleric

16

Druid

-

Templar

-

Rogue

 

Bard

-

Thief

14

Trader

12

Psionicist

U

 

 

Hit Dice. By Class.

Alignment. Most Gith are Chaotic Evil, but Gith PC’s can be of any race.

Natural Armor Class. 8.

Movement Rate. 10

Description. Gith are a race of what appears to be a mixture of elf and reptile. They stand over seven feet tall when erect, though are always stooped, and so never appear over five feet. They are incredibly lanky and gaunt, though have powerful muscles. They range in color from red-brown to dark green, making them look quite grotesque. Gith have only three fingers (none of which being an opposable thumb), but have no difficulty grasping and using objects designed for five fingered hands.

Languages. Gith, trade, thri-kreen, elven, nikaal.

Role-Playing Suggestions. Gith come from vastly different societies than that of normal character races. They are far more territorial, and far more war-like than humans, elves and dwarves. Some find it impossible to think of anything but fighting. Even civilized Gith sometimes have problems with violent outbursts.

Gith constantly sound like they’re weezing. There voices are tough, raspy, and nasal. Some sounds of the trade tongue are impossible for them to form, such as the soft "s" sound (as in "hiss"), which is substituted with a "z" sound.

Special Advantages. The gith’s greatest advantage is his mighty leap. Wtih it, they can spring twenty feet forward or twent-five feet straight up. They commonly use this to close the space between them and their enemies. The spring also gives giths a +2 THAC0 bonus for that round of combat. Gith can also use their claws to attack when no weapons are available. The attacks do 1d4 of damage each.

Special Disadvantages. Gith are rarely an accepted part of society. Therefore, they suffer a -2 reaction adjustment penalty when out of Gith society.

Non-Weapon Profiencies. All Gith have the Jumping profiency.
Weapon Profiencies. Most Gith are trained to use the Gith Spear. See chapter on New Weapons for more details.

 

 

Jozhal

 

Ability Score Adjustments. Ability scores are modified by a-4 to Strength, a +3 to Intelligence and a +1 to Wisdom.

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

3

10

Constitution

5

20

Dexterity

5

20

Intelligence

10

23

Wisdom

7

21

Charisma

5

13

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

-

Gladiator

-

Ranger

-

Wizard

 

Defiler

-

Preserver

U

Priest

 

Cleric

14

Druid

16

Templar

-

Rogue

 

Bard

-

Thief

8

Trader

-

Psionicist

U

 

 

Hit Dice. By Class.

Alignment. Chaotic Neutral.

Natural Armor Class. 3.

Movement. 18.

Description. This fast race of intelligent creatures live for one thing: magic. They love magic, and everything about it. They average about four feet in height, and their tall makes them double that in length. They have thin tails, elongated snouts (filled with razor sharp teeth) and tough hides. The tough hide can change color to match any background, aiding them when flight is necessary. Jozhal have three fingered hands equipped with opposable thumbs.

Languages. Any. All Jozhal know at least their own language and the Trade tongue.

Role-Playing Suggestions. Jozhal are very mindful not to waste a thing. After they hunt for prey, they end up using every part of the animal that was not eaten. They will never, under any circumstances defile, as they respect the land around them too greatly. Jozhal have taken their conservation to great heights, even going so far as to practice cannabalism. Nothing is lost.

Special Advantages. Johzal have a multitude of advantages. Firstly, changing their skin color, jozhal can blend in with their environment. Pursuers must roll their Wisdom or less on a d20 to spot the hiding jozhal. If the Jozhal wishes, it may surprise an enemy with an attack. The victim must make a surprise check with a -2 penalty. Lastly, Jozhal automatically gain a new spell to put in their spell books (if they are mages) every level.

Special Disadvantages. Jozhal are known mages. When in a non-jozhal environment, they suffer a -4 to their reaction adjustment. Also, Templars are prone to search a jozhal, to see if it’s carrying any contraband. When a Templar is around, there is a 45% chance it will search the jozhal. Lastly, all weapon attacks made by a jozhal cause two points less damage, as their bodies aren’t designed to weild weapons in an effective manner.

Non-Weapon Profiencies. Jozhal get the Spellcraft proficiency for free.
Weapon Profiencies. All weapon profiencies cost double for jozhal.

 

Nikaal

 

Ability Score Adjustments. Ability scores are modified by a +1 to Dexterity, a +1 to Constitution, and a

-2 to Charisma.

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

6

20

Constitution

7

21

Dexterity

7

21

Intelligence

5

20

Wisdom

5

20

Charisma

4

18

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

11

Gladiator

11

Ranger

13

Wizard

 

Defiler

-

Preserver

-

Priest

 

Cleric

8

Druid

-

Templar

-

Rogue

 

Bard

-

Thief

U

Trader

U

Psionicist

U

 

 

Hit Dice. By Class.

Natural Armor Class. 8

Description. Nikaal are a race of nomadic travellers. Their reptilian appearance sets them apart from other humanoids. They have dark purple scales coverig their body, and nictitating membranes cover their reptilian eyes. They are usually six feet in height, 150 pounds in weight, and are completely hairless.

The nikaal are rumored to have come from beyond the Ringing Mountains of the Tablelands. They are a race that lives for exploration, and trade. They peddle their wares from Tyr to Balic to Draj and every where in between. They are much akin to elves, only more trustworthy.

Nikaal leaders, elders, and shaman make use of a special weapon called the "tkaesali." They are treasured weapons, the owner will be respected by all other nikaal simply by weilding one.

Languages. Elf, Nikaal, Ssuran, Trade.

Role-Playing Suggestions. The Nikaal are widely respected. They are good traders, and usually fair ones at that. Because they live such nomadic lives, Nikaal have picked up bits and pieces from many other cultures and formed a new, unique one. Many practice the elven tradition of testing your companions before dubbing them "friends." Like in some dwarven cultures, the oldest and wisest Nikaal leads the tribe. Aside from all this, Nikaal can be somewhat cruel at times, almost heartless. They have little compassion for those who would wish them wrong, and have been known to act out their revenge at even the most innapropriate times. They make extraordinary friends, and terrific family people.

Special Advantages. Nikaal have developed the ability to spit acid from their mouth. This attack can be made alone, or with any other attack the nikaal might get in a round. It can be made every third combat round, but no more than five times in a single day. Nikaal may also fight with their claws (which is actually their weapon of choice). They can strike once per round with each hand for 1-4 points of damage. Finally, the nikaal’s scales cool its body. Nikaal only need one half of a gallon of water a day to survive, and can go twice as long as normal humanoids without it.

Special Disadvantages. Nikaal almost never wear armor, and if they do, use only wood -- never metal. Doing so throws eliminates the benefits they get from their scales and makes them quite uncomfortable. Nikaal also have a hard time staying in one place for too long. Rarely will they stay in any area for more than one week, and never more than a month. It’s in their blood to wander.

Non-Weapon Profiencies. Nikaal get the Bargain proficiency free.
Weapon Profiencies. Nikaal commonly use: blowguns, clubs, javelin, spears, swords, and polearms.

 

Nikaal’Asahzee

 

Ability Score Adjustments. Ability scores are modified by a +1 to Strength, a +1 to Dexterity, a +1 to Constitution, a -1 to Wisdom, and a -2 to Charisma.

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

7

21

Constitution

7

21

Dexterity

7

21

Intelligence

5

20

Wisdom

4

19

Charisma

4

18

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

15

Gladiator

15

Ranger

17

Wizard

 

Defiler

-

Preserver

-

Priest

 

Cleric

6

Druid

-

Templar

-

Rogue

 

Bard

-

Thief

U

Trader

U

Psionicist

U

 

 

Hit Dice. By Class.

Alignment. CN

Natural Armor Class. 8

Movement. 12

Description. The nikaal’asahzee are very similar to their cousins, the nikaal. They have the same reptilian appearance, but have a very different skin color and background. Asahzee’s skin ranges from deep red in color, to dark brown, and all colors in between. They claim that their origin lies far west of the Silt Sea, in the lansd on the other side. Like their cousins they are traders and nomads at heart, but unlike their relatively peaceful bretheren, have short tempers and make great fighters.

Languages. Elven, Nikaal, Ssuran, Trade.

Role-Playing Suggestions. The asahzee’s wanderlust isn’t as bad as a normal nikaal’s, and will stay in an area no more than a year before they have to move on. Some asahzee have been known to stay for more than five years, but this is a rare thing.
Nikaal’asahzee love fighting. They are commonly found as fighter/traders, and sometimes gladiator/traders (if you can imagine that!). This makes a good comnination, as they can then sell their wares, and protect themselves from raiders at the same time.

Special Advantages. See Nikaal entry.

Special Disadvantages. See Nikaal entry.

Non-Weapon Profiencies. Asahzee get the Bargain proficiency for free.
Weapon Profiencies. Because of their aggresive nature, asahzee are trained with all sorts of weapons, and the race as a whole favors none in particular.

 

Ssuran

 

Ability Score Adjustments. Ability scores are modified by a +1 to Dexterity, a +1 to Constitution, and a

-2 to Charisma.

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

6

20

Constitution

7

21

Dexterity

7

21

Intelligence

5

20

Wisdom

5

20

Charisma

4

18

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

11

Gladiator

11

Ranger

11

Wizard

 

Defiler

-

Preserver

-

Priest

 

Cleric

11

Druid

-

Templar

-

Rogue

 

Bard

-

Thief

12

Trader

U

Psionicist

U

 

 

Hit Dice. By Class.

Natural Armor Class. 4

Description.

Languages. Nikaal, Ssuran, Trade.

Role-Playing Suggestions.

Special Advantages.

Special Disadvantages.

Non-Weapon Profiencies.
Weapon Profiencies.

 

 

Tarek

 

Ability Score Adjustments. Ability scores are modified by a +2 to Strength, a +1 to Constitution, a -2 to Intelligence,and a -1 to Charisma.

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

12

22

Constitution

11

21

Dexterity

5

20

Intelligence

5

18

Wisdom

5

20

Charisma

4

19

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

18

Gladiator

20

Ranger

12

Wizard

 

Defiler

-

Preserver

-

Priest

 

Cleric

11

Druid

9

Templar

-

Rogue

 

Bard

-

Thief

8

Trader

16

Psionicist

U

 

 

Hit Dice. By Class.

Natural Armor Class. 7

Description.

Languages. Dwarven , Gith, Trade.

Role-Playing Suggestions.

Special Advantages.

Special Disadvantages.

Non-Weapon Profiencies.
Weapon Profiencies.

 

 

Tari

 

Ability Score Adjustments. Ability scores are modified by a -2 to Strength, a -2 to Constitution, a +2 to Dexterity, a +2 to Intelligence and a -2 to Charisma.

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

4

13

Constitution

4

14

Dexterity

8

22

Intelligence

8

22

Wisdom

5

20

Charisma

4

13

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

8

Gladiator

8

Ranger

-

Wizard

 

Defiler

12

Preserver

14

Priest

 

Cleric

12

Druid

12

Templar

-

Rogue

 

Bard

-

Thief

U

Trader

12

Psionicist

U

 

 

Hit Dice. By Class.

Natural Armor Class.

Description.

Languages.

Role-Playing Suggestions.

Special Advantages.

Special Disadvantages.

Non-Weapon Profiencies.
Weapon Profiencies.

 

 

Tohr-Kreen

 

Ability Score Adjustments. Ability scores are modified by a +1 to Strength, a -1 to Constitution, a +1 to Dexterity,and a -1 to Intelligence.

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

6

21

Constitution

5

19

Dexterity

9

21

Intelligence

5

15

Wisdom

5

15

Charisma

5

13

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

20

Gladiator

20

Ranger

16

Wizard

 

Defiler

-

Preserver

-

Priest

 

Cleric

16

Druid

-

Templar

-

Rogue

 

Bard

-

Thief

12

Trader

12

Psionicist

U

 

 

Hit Dice. By Class.

Natural Armor Class.

Description.

Languages.

Role-Playing Suggestions.

Special Advantages.

Special Disadvantages.

Non-Weapon Profiencies.
Weapon Profiencies.

 

 

Villichi

 

Ability Score Adjustments. Ability scores are modified by a +1 to Strength, a -1 to Constitution, a +1 to Dexterity,and a -1 to Intelligence.

 

Ability Score Range.

 

Ability

Minimum

Maximum

Strength

6

21

Constitution

5

19

Dexterity

9

21

Intelligence

5

15

Wisdom

5

15

Charisma

5

13

 

 

Class Restrictions.

 

Class

Maximum Level

Warrior

 

Fighter

20

Gladiator

20

Ranger

16

Wizard

 

Defiler

-

Preserver

-

Priest

 

Cleric

16

Druid

-

Templar

-

Rogue

 

Bard

-

Thief

12

Trader

12

Psionicist

U

 

 

Hit Dice. By Class.

Natural Armor Class.

Description.

Languages.

Role-Playing Suggestions.

Special Advantages.

Special Disadvantages.

Non-Weapon Profiencies.
Weapon Profiencies.

 

 

New Proficiencies

 

The humanoids of Athas have developed certain skills to help them survive in the cities and wilderness. What follows is a list of new proficiencies that can be used by all humanoids. Some skills are more prevalent in certain races than others, and are so noted.

 

Racial Disguise

Cost. 1

Score. Charisma -2

Races. Nikaal, Nikaal’asahzee,Tarek, Tohr-Kreen, Villichi

 

Scrounge

Cost. 1

Score. Wisdom -2

Races. Tari

 

Slave Acting

Cost. 1

Score. Intelligence -0

Races. All