Rules Book

Table of Contents

Chapter One:

Ability Scores

Chapter Two:

Player Character Races

Chapter Three:

Player Character Classes

Chapter Four:

Alignment

Chapter Five:

Proficiencies

Chapter Six:

Money and Equipment

Chapter Seven:

Magic

Chapter Eight:

Experience

Chapter Nine:

Combat

Chapter Ten:

Treasure

Chapter Eleven:

Encounters

Chapter Twelve.

NPCs

Chapter Thirteen:

Vision and Light

Chapter Fourteen:

Time and Movement

Chapter Fifteen:

New Spells

Wizard Spells:

1st level

2nd level

3rd level

4th level

5th level

6th level

7th level

8th level

Priest Spells:

1st level

2nd level

3rd level

4th level

5th level

6th level

Game Design by Troy Denning & Timothy Brown

Edited by William W Connors and J. Robert King

Editorial Assistance by David Wise

Special Thanks to James M. Ward and Mary Kirchoff.

TSR, Inc. POB 756 Lake Geneva WI 53147 U.S.A

TSR Ltd. 120 Church End Cherry Hinton Cambridge, CBI 3LB United Kingdom

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Ability Scores

Every Dark Sun character has the same six ability scores used in the AD&D game: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. However, the manner by which these are determined is quite different. The six ability scores are determined randomly by rolling dice to obtain a score from 5 to 20. These numbers are, on the average, higher than those for characters in other campaign worlds. There is a very good reason for this: the world of Athas is brutal and unforgiving. It is a savage world with frightful challenges beyond everyone. Athas is not a world for the weak or the simple-minded-those who cannot adapt, who cannot meet every challenge with confidence in their skills and abilities simply won't survive. The world of Athas has produced races of beings that are generally superior-of greater strength and endurance, capable of greater intellect and vision-to those who inhabit other campaign worlds.

When rolling ability scores for player and non-player characters, use these methods:

Roll 4d4 + 4 six times, once for each ability score, in order. The totals rolled are written down as rolled.

Roll 5d4 six times, once for each ability score, in order. The totals rolled are written down as rolled.

The following optional methods may also be used for player or non-player character generation, if the DM so chooses.

Roll 5d4 twice for each ability score, keeping the higher of the rolls.

Roll 5d4 six times and assign the rolls to the ability scores as desired.

Roll 5d4 twelve times and assign the six best rolls as desired.

Roll 6d4, discarding the lowest die, six times.

Assign the six totals to the ability scores as desired. Each ability score starts with a score of 10. The player then rolls 10d4. These dice can be added to the character's abilities as de- sired (with some restrictions.) All of the points on a ability score and no die must be added to the same as ability score can exceed 20 points. The six ability scores govern a player character's interaction with the world Of Athas just as described in the Player's Handbook, with these exceptions: The DARK SUN" campaign setting assumes the use of both the weapon and non- weapon proficiency rules. Thus, the number of languages a player character can speak is strictly governed by proficiencies. Because of this, the number of languages column on the Intelligence table in the Player's Handbook translates directly into additional proficiency slots. These additional slots need not be used for new languages; they can be used for any nonweapon proficiency. Templars, a player character Class of bureaucratic priests, receive their spells through their sorcerer-king. If a templar falls from favor with his sorcerer-king, all of his spells can be lost, including those granted for having a higher Wisdom score.

Player Character Races

If you are familiar with fantasy roleplaying games or literature you will no doubt find many of Dark Sun's concepts familiar. But Athas is a world where the essential, fundamental nature of things has been twisted through years of unchecked, environmentally - abusive magic-many of the things you find familiar may be so in name only. The player character races are no exception to this, and the elves, dwarves, half-elves, and halflings Of Dark Sun are bizarre adaptations of those found on other AD&D game worlds. Each of the eight player character races (dwarf, elf, half-elf, half-giant, halfling, human, mul, and thri-kreen) are described in detail here, with specific rules for using them in the campaign. The notes given on roleplaying each race are also very important, since a character earns additional individual experience point awards when played according to these racial descriptions. Within these guidelines, players are encouraged to develop their own aims, attitudes, and personalities for their characters. For Dark Sun characters, use the racial ability requirements given here. If a character's ability scores fit all of these requirements, the character may choose that race. Consult this table before making any racial adjustments to ability scores.

Strength | 10/20 | 5/20 | 5/20 | 17/20 | 3/18 | 10/20 | 8/20
Dexterity | 5/20 | 12/20 | 8/20 | 3/15 | 12/20 | 5/20 | 15/20
Constitution | 14/20 | 8/20 | 5/20 | 15/20 | 5/20 | 8/20 | 5/20
Intelligence | 5/20 | 8/20 | 5/20 | 3/15 | 5/20 | 5/20 | 5/20
Wisdom | 5/20 | 5/20 | 5/20 | 3/17 | 7/20 | 5/20 | 5/20
Charisma | 5/20 | 5/20 | 5/20 | 3/17 | 5/20 | 5/20 | 5/17

Some races are naturally stronger or weaker or more or less agile than others. These and similar differences are accounted for with modifiers to their generated ability score. These modifiers are applied exactly as described in the Player's Handbook. No adjustment can raise a score above 24 or lower it below 3.

Dwarf | +2 Constitution, +1 Strength, -1 Dexterity, -2 Charisma
Elf | +2 Dexterity, +1 Intelligence, -1 Wisdom, -2 Constitution
Half-Elf | +1 Dexterity, -1 Constitution
Half-Giant | +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
Halfling | + 2 Dexterity, + 2 Wisdom, -1 Constitution, -1 Charisma, - 2 Strength
Mul | +2 Strength, +1 Constitution, -1 Intelligence, -2 Charisma
Thri-kreen | + 2 Dexterity, +1 Wisdom, - 1 Intelligence, - 2 Charisma

Class Restrictions and Level Limits

Just as in the traditional AD&D game, there are restrictions to the classes available to a character, and the level to which he may advance, based on his race. Players and DMs familiar with the AD&D game will find that these restrictions are very different in DARK SUN campaign setting, however, because of the unusual nature of the demihuman races. Humans are always unrestricted in level advancement or class selection. It is recommended that the optional rule on Exceeding Level Limits (presented in the Dungeon Master's Guide) be used when playing a DARK SUN campaign.

Languages

Athas is a world where the intelligent races come from a wide variety of species-the humans and demihumans are very different than the insectmen and beastmen. Each intelligent race has its own language, sometimes even its own approach to language and communication. For instance, the thri-kreen language is a combination of clicks and whines that come very natural to their pincered mouths-humans find it very difficult to reproduce these sounds, but the task is not impossible. DARK SUN adventures are not quite as language friendly as other AD&D campaign worlds-characters will tend to rely more heavily upon magic or interpreters for communication. As a reminder, the DARK SUN campaign assumes that players and DMs are making use of the optional proficiency system detailed in the AD&D game.

The Common Tongue

There is a standard language (known simply as common or the common tongue) that all humans, dwarves, elves, half-elves and muls speak. It is important to note that halflings and thri-kreen do not speak common. It is strongly recommended, however, that player character halflings and thri-kreen use one of their proficiency slots to obtain the common tongue.

Table 3: Racial Class And Level Limits

Class | Human | Dwarf | Elf | H-Elf | H-Giant | Halfling | Mul | Thri-kreen
Bard | U |  |  | U |  |  |  |
Cleric | U | 12 | 15 | 16 | 12 | 12 | 10 | 12
Defiler | U |  | 16 | U |  |  |  |
Druid | U |  |  | 14 |  | 12 | 12 | 16
Fighter | U | 16 | 14 | U | 16 | 12 | U | 16
Gladiator | U | U | 10 | U | 14 | 12 | U | 15
Illusionist | U | 12 |  | 16 |  | 16 | U |
Preserver | U |  | 15 | 12 |  |  |  |
Psionicist | U | U | U | U | U | U | U | U
Ranger | U |  | 16 | 14 | 8 | 16 |  | 12
Templar | U | 10 | 16 | 14 |  |  |  |
Thief | U | 12 | 12 | 12 |  | 16 | 12 |

U: The character has unlimited advancement potential in the given class.

Any #: A player character can advance to the maximum possible level in a given class. The Player's Handbook gives rules for advancing the player characters to 20th level

Other Languages

All other languages are identified with their race name (such as halfling, thri-kreen, gith, and others). Characters begin the game knowing only their racial language. Other languages, including common or other racial languages, must be assigned proficiency slots.

The following is a list of possible languages available to newly generated player characters. Dungeon Masters may wish to expand or reduce this list to accommodate their own campaigns.

Aarakocra *

Anakore

Belgoi

Braxat

Ettercap

Genie *

Giant

Gith

Goblin

Spider

Halfling

Jozhal *

Kenku *

Meazel

Thri-kreen

Yuan-tl

* these creatures generally speak common

Player Character Races

Dwarves

Dwarves are short but extremely powerful. Athasian dwarves average 4 1/2 to 5 feet in height and tend to have a very large muscle mass - a full grown Dwarf weighs in the neighborhood of 200 pounds. Lives of hard work in the hot sun leave them with a rich tan and rugged, calloused hands and feet. Dwarves can live up to 250 years. A dwarf's chief love is toil. A dwarf is never happier than when there is a cause to work or fight for, something he can approach with stoic single-mindedness for weeks, months, years, or even decades at a time. Once a dwarf s mind is committed to a certain task, he'll only set it aside after a great deal of grumbling and coercion. The fulfillment he achieves upon completion of a lengthy, difficult task is what he strives for. The task to which a dwarf is presently committed is referred to as his focus. A dwarf's focus must be a feat requiring at least one week to complete. Shorter term goals cannot be considered a focus. While performing tasks that are directly related to his focus, a dwarf receives a + 1 bonus to all his saving throws and a + 2 bonus to all his proficiency rolls (or + 10 to any percentile roll). Actually, a dwarf's commitment to his focus is based in his physiology - those who complete their lives before they complete their foci Live out their afterlives as banshees in the wastes, haunting their unfinished works!

By nature, dwarves are nonmagical and never use magical spells, just as described in the Player's Handbook. This restriction does not apply to cleric or templar spells. An Athasian dwarf takes notice of other beings based upon his focus. If the other being is also actively committed to the dwarf's focus, the dwarf will consider him a sensible and dependable companion. If, however, the other being is vehemently opposed to the dwarf's focus, the two will be irrevocably at odds until one or the other is dead. There is very little room for compromise in the mind of a dwarf.

Elves

The dunes and steppes of Athas are home to thousands of tribes of nomadic elves. While each tribe is very different culturally, the elves within them remain a race of long-limbed sprinters given to theft, raiding, and warfare.

An Athasian elf stands between 6 1/2 and 7 1/2 feet tall. They are slender, lean, and generally in terrific physical condition. Their features are deeply etched into their weather-toughened faces, and their skin made rugged by the windblown sands and baking sun of the wilderness. Elves typically dress to survive in the desert environment. Even when at an oases or in the cities, elves tend to prefer their native garb, designed to wrap the wearer against the brutality of the elements.

Elves are all brethren within their own tribe, but regard all outsiders as potential enemies. There is no racial unity among the elves-an elf from outside the tribe is just as much a foe as a human, halfling, or thri-kreen. Acceptance of an outsider by an individual elf can be achieved, but trust will only develop over time. Acceptance of an outsider by an entire tribe is also possible, but rare. It is usually only awarded after some great sacrifice has been made on behalf of the tribe-many outsiders have been accepted posthumously into elven desert tribes. Individually, tribal elves are swift, sure, and self-reliant in the extreme. An elf is conditioned to run quickly over sandy and rocky terrain, sometimes for days at a time-an elf warrior can cross better than 50 miles per day. An elven war party on the move is a deadly force of endurance and maneuverability.

Elves use no beasts of burden for personal transportation, though they do sometimes engage kanks and similar creatures for baggage or raw materials transport. It is dishonorable among elves to ride on an animal unless wounded and near death-even pregnant women and old elves are expected to keep up with the tribe or be left behind.

While most elven tribes make their living through herding, some have turned to commerce and others to raiding. Elven traders are rightly considered the most capable on Athas. Not only can they barter and deal with a variety of races, they can move and protect their goods across the vast wilderness.

Elven culture, while savage, is also very rich and diverse. A player character elf can choose from a variety of classes: cleric, defiler, fighter, gladiator, preserver, psionicist, ranger, templar, or thief. In addition, they may select any combination of classes in accordance with the multi-class combinations table presented in the next chapter. A player character elf can be from a wild, tribal background or from a city state upbringing-there are many elves that have settled in the cities as bazaar vendors, and still many more that have been dragged there in chains.

Elves are masterful warriors, naturally skilled in the use of their long bows and long swords. Elves gain a bonus of + 1 to their attack rolls with these weapons, but only those of native tribal make and design. In order to qualify for this bonus, a weapon must be crafted by members of the elf's tribe - no others will do Elves gain a bonus to surprise opponents when in the wilderness or wastes of Athas. In desert or steppe encounters, when an elf or party of elves approaches a non-elven group, the opponents suffer a penalty of - 4 to their surprise rolls. Mixed parties cannot gain this advantage.

Elves have no special knowledge of secret or concealed doors. They also have no special resistance to spells. Elven infravision enables them to see up to 60 feet in darkness.

With nimble fingers and incredible speed, elf characters add two to their initial Dexterity score. They also add one to their initial Intelligence score. However, their intellect is not generally balanced by common sense, so elf characters subtract one from their initial Wisdom score. Finally, elven characters are especially fine-boned and have a high metabolism that tends to tire them out, forcing them to subtract two from their initial Constitution score.

Roleplaying: Elves have no great love of creatures outside their tribe. Even when found in the company of others, an elf will keep to himself, often camping near but not directly with his companions. When encountering outsiders, an elf will often fabricate tests of trust and friendship. For instance, an elf might leave a valuable object in the open to see if his new companions attempt to steal it. After a series of such tests, the elf will gradually learn to trust or distrust the outsiders. The severity of these tests of loyalty may take an alarmingly dangerous turn, even revolving around life-threatening situations, before an elf accepts an outsider as an equal.

Elves never ride on beasts of burden. They prefer to run everywhere they travel, even when running might prove slower or others in the elf's party will be taking animal or magical transportation. Half-elves, Elves and humans travel many of the same roads on Athas-elven tribes have at times encountered human mercenaries, just as elven warriors have found gainful employment in the armies of the city states. The merchant class, too, is overrun with traders of both races, so it is not at all unusual for children of mixed parentage to be born into the world-the half-elves.

A half-elf is generally tall, between 6 and 61/2 feet tall, but more meaty than his elven counterparts. His facial features are clearly more deeply defined than those of a human, but based solely on his countenance a half-elf can usually pass for either an elf or a human.

A half-elf's life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves rarely find acceptance with either race. Elves are especially intolerant, at times driving mothers of half-elven infants from their camps into the desert. Humans are more apt to accept half-elves as allies or partners, but seldom accept them into their homes, clans, or families. Rarely do half-elves congregate in great enough numbers to form communities of their own, so they remain outsiders, forever wandering from situation to situation without a people, land, or village to call home.

Intolerance, however, has given the half-elf his greatest attribute-self-reliance. As a loner, usually without permanent residence, a half-elf survives the rigors of life in the wilderness completely on his own. The skills involved in survival, such as locating food, water, and shelter, are only half of the challenge they face-half-elves must also learn to deal with the absence of companionship, the complete lack of conversation and basic friendship.

Coincidentally, faced with intolerance from the races of their parentage, many turn to completely alien races for acceptance. Dwarves and even thri-kreen have no basic dislike of half-elves nor do they grant them any favor. At the very least a half-elf dealing with these races can expect no automatic prejudices. Also, some half-elves turn for companionship to the animal world, training beasts of the air and sands as servants and friends.

Half-elves add one to their initial Dexterity score because of their fleet-footed elven ancestry. However, they inherit the same light frame and thin bone structure of the elves as well, causing them to subtract one from their initial Constitution score. Half-elven characters have no resistance to charm or sleep-related magic, nor are they endowed with an ability to find secret doors. Half-elven infravision enables them to see up to 60 feet in darkness.

A half-elf character can choose from all of the available character classes, though he will have to face eventual level limits in many of them. He can also become multi-classed, having the widest variety of combinations available to him (see the multi-class combinations table in the next chapter). A half-elf gains some benefits as he increases in levels. A half-elf gains the survival proficiency when he reaches 3rd level. He need not spend any of his proficiency slots in order to known survival. Like other characters, half-elves must specify a terrain type for this proficiency. Dark Sun terrain types include stony barrens, sandy wastes, rocky badlands, mountains, scrub plains, forest, salt flats, or boulder fields.

A half-elf can befriend one pet when he reaches 5th level. The pet may be of any local animal, no larger than man-sized. The half-elf must spend one week with the animal while it is still young. After that time, the pet will follow the half-elf everywhere and obey simple commands. A half-elf can only have one such pet at a time, and must wait 100 days after the death of one pet to begin training another. Choice of pets is always subject to the DM's approval. Refer to Chapter 11: Encounters for possible pet choices. Roleplaying Half-elves pride themselves on their self-reliance. A player with a half-elf character should keep this in mind and apply it whenever possible.

For example, when a half-elf is part of a larger party of characters, he will rarely eat of the meal prepared by the others, nor will he use the fire set for the camp. He will instead hunt for his own food, cook and eat it by himself, away from the others. A half-elf character will discuss strategy with his companions when he has them, and will cooperate as necessary, but will always seem semi-detached and aloof. Despite their self-reliance, when faced with elves or humans, half-elves often find themselves looking for acceptance. For instance, when among elves, a half-elf will go out of his way to prove just how elven he is, by running great distances with them and observing other social and cultural rituals with the elves. These efforts, however, are mostly lost on the elves and therefore serve no purpose. The half-elf's behavior is seen by some as slightly irrational, but only by those who are comfortably wrapped in the blankets of racial acceptance; having none leaves half-elves out in the bitterest cold.

Half-giants

Giants dominate many of the islands and coastal areas of the Silt Sea, wading across it to plunder the communities of smaller races where they find them. In some lost millennium, as a bizarre experiment or perhaps as some sort of curse, giants were magically crossbred with humans. Half-giants are now fairly common, especially to human controlled lands at the edge of the sea of dust. A half-giant is an enormous individual, standing between 10 and 12 feet tall, and weighing in the neighborhood of 1,600 pounds. Their features are human, but exaggerated. A half-giant character can be a cleric, fighter, gladiator, psionicist, or ranger. Further, a fair array of multi-classed choices are available to half-giant characters, as detailed on the multi-classed combinations chart in the next chapter. Simply put, a half-giant gains terrific size from his giant heritage, but also inherits that race's dull wits. His human background, however, provides him with an interest in communication and cooperation, not to mention more reserved traits such as curiosity a willingness to learn, and a general tendency toward kindness. At any rate, half-giants are capable of far more kindness than their often tyrannical, blood-thirsty giant kin.

Though no one knows for certain, half-giants seem to be a fairly young race, perhaps only a few tens of centuries old. There is no half-giant culture common to all of their kind. On the contrary having insufficient history and overall intelligence to have their own culture, half-giants tend to readily adopt the cultures of other creatures they admire or associate with. Half-giants are very imitative creatures, eager to fit into new situations as they present themselves. Half-giants sometimes collect into communities of their own, though they most often adopt the culture and customs of those creatures that are nearby. When near an elven nation, for instance, half-giants will form their own hunting and raiding parties, adopting the ways of the elven marauders.

They won't mix with the elves, neither will they fight with them. In most instances, imitative half-giant communities will compete directly with the race whom they are likening themselves to. It is their great size and combat prowess that keeps their competitors at a safe distance. Half-giants can switch their attitudes very quickly, taking on new values to fit new situations. A half-giant whose peaceful farming life is disrupted by marauders may soon adopt the morals of the very renegades who sacked his village. To reflect this, one aspect of a half-giant's alignment must be fixed, and chosen during character creation. The other half must be chosen when they awaken each morning. They are only bound to that alignment until they sleep again. (See Chapter 4, Alignment). For example, a half-giant may have a fixed "lawful" alignment. Every morning, he must choose to be lawful good, lawful neutral, or lawful evil. Half-giant characters add four to their initial Strength scores and two to their initial Constitution scores. They subtract two from their initial Intelligence, Wisdom, and Charisma scores, however. Half-giants double their hit die rolls no matter what their character class. Add any bonus for a high Constitution score after doubling the roll of the die.

All personal items such as clothes, armor, weapons, food, etc., cost double for half-giant characters. Other considerations, such as transportation or lodging, are also considerably more expensive when they are available at a11. In areas not dominated by half-giants, things such as buildings, furniture, wagons, boats, etc. aren't made to support their weight. Even in cities, they tend to camp outside to avoid destroying things. Roleplaying Half-giants are friendly and eager to please those they meet. Others who accept them find that half-giants quickly adopt their Lifestyles and skills, even their values. A half-giant character who is presented with a new situation should examine the roles of the people there, determine where he might best fit in, and then start performing the tasks necessary.

For example, a half-giant character who happens upon a dwarven stone quarry may watch the dwarves, then start quarrying stone himself. He won't work with the dwarves, necessarily but, if he can make a Living at it, he will continue to quarry stone just like his neighbor dwarves do. This is not to say, however, that half-giants are strictly bound to perform as those they see around them, nor are they restricted from moving on. On the contrary, if the situation is not beneficial or if the half-giant would not perform well (Living in the trees Like the halflings, for instance), he won't imitate it. Also, half-giants are not bound to a piece of work or a lifestyle the way other races are-they seldom have regrets or reminiscences about what has gone before. They simply aren't as emotionally attached to their lives or works.

Persons playing a half-giant character should be prepared to switch goals and lifestyles easily, usually based on the charismatic individuals their character meets. Remember, though, that due to size alone, half-giants make excellent fighters. Always remember their great size and roleplay accordingly. Dungeon Masters should not mindlessly allow the character to fit easily through human-sized doorways or ride in a tiny wagon. Similarly, they must not forget that he can see in many second story windows, reach things humans cannot, and lift things humans would never consider lifting.

Halflings

Beyond the Ringing Mountains are jungles that flourish in rains that never reach the tablelands or the Sea of Silt. There life is abundant, the foliage thick and untamed. The undisputed rulers of these jungles are the halflings.

A halfling is a very short humanoid, standing no more than 3 1/2 feet in height. They are muscled and proportioned like humans, but they have the faces of wise and beautiful children. Halflings live to be as much as 120 years old, but once they reach adulthood, their features never succumb to their years - it s very difficult for an outsider to determine a given halfling's age. A halfling weighs 50 to 60 pounds and is virtually always in peak physical condition.

Halflings possess a great deal of racial unity. Though divided politically into separate villages and communities, halflings have great respect for their race as a whole. Political differences between them are settled wherever possible peaceably, through ritual and custom, most often under the direction of their clerical leaders, the shaman witch doctors.

On a personal level, halflings relate very well to one another, well enough to have built a considerable culture rich in art, song, and other expressive communication. However, they tend to rely heavily on their culture for communication, a culture that both parties in a conversation are assumed to understand. It is difficult for a halfling to compensate in conversation for a listener who isn't intimately familiar with halfling culture, and as such they easily become frustrated with outsiders. Depending upon how "official" a meeting is, outsiders often have to take great pains to learn local customs merely to communicate with the halflings in question. Of course, halflings who have travelled widely outside their traditional jungle home have a much greater tolerance of those with a "lack" of halfling culture; so much so that they can communicate easily and without frustration. Halfling culture is fabulously diverse, but difficult for other races to comprehend. A complete history of their culture, if such a thing existed, would speak volume upon volume of complex social change, inspirational clerical leaders, and in-depth personal studies of the halfling and his duty to his jungle home. Conspicuous in their absence would be references to great wars of conquest or tremendous monetary wealth - the yardsticks by which other races measure cultural success. Halfling culture cares for the individual's inward being, his identity and spiritual unity with his race and environment. Their culture does not provide for more traditional values, and vices such as greed and avarice are particularly discouraged.

Oddly, the richness of the land may be disturbed and examined, even used for a halfling's own gain. However, those riches belong to the land and, in the mind of the halfling, should never be moved away. For instance, nature intended a spring to bring water only to a certain area. To move the water through irrigation to some other area is not what nature had in mind. Similarly, an archaeological find in the jungle that yields a great pile of gold and metals is an event that shouldn't be tampered with-the gold might be used to raise a spectacular series of clerical buildings on the spot, but it should not be carted off to some other location.

Halfling characters have the same high resistance to magic, resistance to poisons, talent with slings and thrown weapons, and bonuses to surprise opponents that are described in the Player's Handbook.

In Dark Sun, halflings are not divided into Hairfoots, Tallfellows, and Stouts, nor do they gain additional initial languages. No halflings have infravision .

Due to their small size, halfling characters subtract two from their initial Strength score and one from their initial Constitution score. Also, their introverted nature means they subtract one from their initial Charisma score. However, halflings are possessed of tremendous speed and agility, and so add two points to their initial Dexterity score. Finally, their pious unity with their race and their jungle environment grants them an additional two points to their initial Wisdom score.

As mentioned in the Player's Handbook, halflings with a Strength score of 18 never roll for exceptional strength-while they may be quite strong, their small size precludes them attaining the muscle mass or leverage to apply tremendous strength.

Roleplaying Halflings are very comfortable when in their own groups. While not afraid to adventure on their own among other races, they tend to have a difficult time adjusting to other customs and points of view. However, being generally open-minded, rather than becoming abrasive or combative, halflings tend to be curious and, at times, utterly confused by the behavior of others.

To quell their own confusion, their curiosity demands that they attempt to learn many of the customs of those they confront on the outside world. This is not to say that a halfling character will adopt these customs. On the contrary, they will almost certainly not, but a wide variety of experience is encouraged by the clerical teachings of halfling witch doctors - they see the customs of others as no threat to their own and as a welcome chance to learn through a different point of view.

The accomplishments that are normally held in high esteem by other races are completely alien to halflings. For example, tremendous booty from an adventure might tantalize other races, but a halfling would, instead, be concerned with how his part in the adventure will help advance halfling culture, his own knowledge or inner well-being--the treasure would not be a consideration for the halfling.

Also, whereas many other races will think less of halflings because of their small size, they quite honestly see great bulk as a drawback in others. They are usually prepared to respond to "short" comments with their own philosophical views on the virtue of stealth, speed, etc.

When among others of his kind, a halfling will never cross or lie to his brethren. They will help each other in times of need, regardless of danger.

Human

Humans are the predominant race on Athas. Human characters are not restricted in either the classes they can choose or the levels they can attain. High-level humans can easily become the most powerful characters in the campaign. Although humans can not be multi-classed characters, they can be Dual class characters as described in the Player's Handbook.

An average human male stands between 6 and 6l/2 feet tall and weighs 180 to 200 pounds. A human female is somewhat smaller, averaging between 51/2 and 6 feet in height and weighing between 100 and 140 pounds. The colors of skin, eyes, and hair vary widely.

On Athas, centuries of abusive magic have not only scarred the landscape--they've twisted the essence of human appearance, as well. Many humans in Dark Sun look normal, and could pass unnoticed among humans of the FORGOTTEN REALMS" or GREYHAWK" campaign settings. Others, however, have marked alterations to their appearance. Their facial features might be slightly bizarre; a large chin or nose, pointed ears, no facial hair, etc. Their coloration might be subtly different, such as coppery, golden brown, hueds of grey, or patchy. The differences may be more physical, such as webbed toes or fingers, longer or shorter limbs, etc. A player with a human character should be given broad latitude in making up these alterations to his form, if he so wishes. Ultimately, none of them will give him any benefit nor any hindrance to game play--his appearance is strictly a roleplaying asset.

The children of humans and other races produce the so-called half-races half-elves and muls. It is important to note, however, that half-giants are a race born of a magical union in the distant past; half-giants can only reproduce with one another. As in other AD&D(R) campaign worlds, humans are generally tolerant of other races. They can easily adapt to situations involving elves or dwarves, and even more exotic races such as half-giants and thri-kreen. Where other, less tolerant races come into contact with one another, humans often serve as diplomatic buffers.

Mul

A mul (pronounced mul) is an incredibly tough crossbreed of a human and dwarf. They retain the height and cunning of their human parent, plus the durability and raw strength of their dwarven heritage. Muls are usually the products of the slave pits--owners recognize the muls' assets as gladiators and laborers, and so order the births of as many muls as can be managed within the ranks of their slaves. Muls are born sterile--they cannot perpetuate their kind.

A full-grown mul stands 6 to 6 l/2 feet tall and weighs 240-300 pounds. They are fair skinned, sometimes tending toward a copperish coloration. Their dwarven ancestry gives them a well-muscled frame and an incredible constitution--mul laborers can perform heavy work for days at a time without stopping. Muls have stern facial features. They are unmistakably human in appearance, though their ears are swept back and slightly pointed. Most muls, whether male or female, have no hair or beard. Born as they are to lives of slave labor, with the taskmaster's whip taking the place of parents and family, muls are given to a gruff personality and violent reactions. Understandably, many never seek friends or companionship but live out their lives in servitude, driven by hatred and spite. Most, however, learn who to trust in the slave pits and who not to, gaining favor and reputation among the other slaves .

Many slave muls have either escaped or otherwise won their freedom and now live independent lives all over Athas. Of these, a large percentage have bartered their combat prowess, making their way as soldiers or guards. A few others, given to more cerebral pursuits, have turned to priestly devotions or the mental disciplines of psionics.

A player character mul may become a cleric, druid, fighter, gladiator, psionicist, or thief. When created, the player must decide if his mul character will be considered a demihuman or a human character. As a human, the mul character can have unlimited advancement in any class and become a dual-classed character later in his career. As a demihuman, a mul can become a multi-classed character in accordance with the multi-classed combinations table in the next chapter. Once the decision is made, the mul character will forever be considered either a human or demihuman in all ways. A mul character adds two to his initial Strength score and one to his initial Constitution score.

While often cunning and bright, a mul's training rarely encourages the mental disciplines, so mul characters subtract one from their initial Intelligence scores. The rigors of their upbringing in bondage makes them sullen and difficult to befriend--mul Mul Exertion Table characters subtract two from their initial Charisma scores. Mules are able to work longer and harder without rest than are most other races. Regardless of the preceding type of exertion, eight hours of sleep will let a mul become fully rested, ready to begin work again. Roleplaying Muls are slaves, true, but when they are doing well in the arena, they are the most pampered slaves. It is expensive to generate and maintain a stable of muls, and their owners protect their large investments with special treatment and considerations. It's rare that a mul who does his work well receives particularly harsh treatment as a slave. Thus, they often don't see their slavery as all that bad a deal. Of course, when their arena or work performance is lacking, discipline is cruelly reinstated. Like their dwarven parent, a mul who sets his mind on freedom or disruption among the other slaves is rarely kept on hand. They most often are sold or traded from owner to dissatisfied owner until they are eventually relegated to harsh labor in a remote area or sent to the gladiator pits.

Type of Exertion

Heavy Labor (stone construction, quarry work, running)

Medium Labor (light construction, mining, jogging)

Light Labor (combat training, walking encumbered)

Normal Activity (walking, conversation)

Time Before Rest

24 + Con hours

36 + Con hours

48 + Con hours

Con days

Thri-kreen

Hulking insect-men standing as tall as 7 feet at the shoulder, the thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes. The individual thri-kreen is a six-limbed creature with a tough, sandy-yellow exoskeleton. Its hind legs are the most powerful, used for walking, running, and leaping. The four forward limbs each have a hand with three fingers and an opposable thumb. A thri-kreen's exoskeleton is extremely hard, and gives the creature a base armor class of 5.

A thri-kreen's head has two large eyes, two antennae, and a small-but-powerful jaw. The jaws work from side to side and have several small extensions that grab and manipulate food while it is being eaten. The eyes are jet black and multi-faceted, separated to either side of the head. The antennae are all but vestigial, serving only to help maneuver through brush and grasslands in the darkness (they also serve to lessen any darkness or blindness based penalty by 1 point (or 5%)--ranged activities (like missile combat) do not gain this benefit). Thri-kreen have no need of sleep. Thri-kreen characters can remain active through the day and night. Thri-kreen make and use variety of weapons. Chief among them are the gythka, a polearm with wicked blades at either end, and the chatkcha, a crystalline throwing wedge. They also fashion many forms of clothing, but never wear armor.

Thri-kreen can use most magical items such as wands, rods, staves, weapons, shields, and most miscellaneous magic. Those items, however, designed to be worn by demihumans, such as rings, girdles, armor, and cloaks, will not function for a thri-kreen because he simply cannot put them on. Unless otherwise stated, magical items are designed for use by demihumans.

The pack is the single unit of organization among the thri-kreen, generally having 2-24 individuals. The pack is always on the hunt, never idle--there are no permanent thri-kreen communities. The socalled thri-kreen nations are, in fact, not organized as such, nor are they thought of as nations by the mantis warriors. The nations are human conventions to delineate on maps where the thri-kreen thrive and dominate.

Thri-kreen are carnivores and the pack is constantly on the hunt for food. They consider the other player character races as potential food stock, but only prey on other intelligent creatures in times of desperation. The mantis warriors have a well-known taste for elves, which keeps both races at an uneasy peace when they are forced to cooperate. Thri-kreen player characters can become clerics druids, fighters, gladiators, psionicists, or rangers.

They may also be multi-classed (see multi-classed combinations in the next chapter). Regardless of his class, a thri-kreen gains certain advantages as he increases in experience levels. A thri-kreen has formidable natural attacks. They are able to make one bite and four claw attacks per round. Each claw strikes for 1d4 points of damage, and the bite inflicts 1d4 + 1 points of damage. If using a weapon, the thri-kreen can attack with its weapon and bite; multiple attacks due to fighter level only apply to the weapon. A thri-kreen can leap up and forward when he reaches 3rd level. The thri-kreen can leap 20 feet straight up or up to 50 feet straight forward. They cannot leap backward.

A thri-kreen can use a venomous saliva against opponents when he reaches 5th level. Those struck by the thri-kreen's bite must save vs. paralyzation or be paralyzed; smaller than man-sized creatures are paralyzed for 2d10 rounds, man-sized for 2d8 rounds, and larger for 1d8 rounds. Creatures classified as huge or gargantuan are only affected for one round.

A thri-kreen masters the use of the chatkcha, a crystal throwing wedge, when he reaches 5th level. The chatkcha can be thrown up to 90 yards and still return to the thrower if it misses the target. When it hits, a chatkcha inflicts 1d6 +2 points of damage. In game terms, a thri-kreen gains an automatic bonus proficiency in chatkcha on reaching 5th level. If he has previously spent a proficiency slot on chatkcha, the thri-kreen gains nothing for reaching 5th level

A thri-kreen can dodge missiles fired at it on a roll of 9 or better on 1d20 when he reaches 7th level. He cannot dodge magical effects, only physical missiles. Magical missile weapons (enchanted arrows, thrown axes, etc.) modify this roll by their plus. Thri-kreen add one to their initial Wisdom score and add two to their initial Dexterity scores. Their intellect and behavior are such that they subtract one from their initial Intelligence score and subtract two from their initial Charisma score.

Roleplaying A thri-kreen's obsession is the hunt. Thri-kreen are skilled and wise hunters--skilled enough to bring down the animals they need, wise enough to move on before they completely deplete an area of prey. From birth, all thri-kreen are involved in the hunt--the young are concerned with preparation and preservation of hunted food elders are hunters. There are no distinctions between male and female thri-kreen in their pack society. To outsiders, thri-kreen sometimes seem overly preoccupied with gathering food, hunting, and maintaining stocks of travel food. Since they do not sleep, thri-kreen often hunt through the night while other races they are working with are "needlessly lying around.

Their pack intelligence also makes them protective of their clutch-mates. To a thri-kreen, his clutch or pack includes whoever he is with at the time of danger. It is instinctive for a thri-kreen to leap into battle to protect those he is with, regardless of personal danger.

Other Characteristics

As has been said, Dark Sun characters are very different from those in other AD&D(R) games. This is reflected in the following tables for height, weight, age, and aging effects, which replace those given in the Player's Handbook.

Height And Weight

Race | Height in Inches | Weight in Pounds
Base | Modifier | Base | Modifier
Dwarf | 50/48 | 2d4 | 180/170 | 4d10
Elf | 78/72 | 2d8 | 160/130 | 3d10
Half-elf | 70/68 | 2d6 | 120/95 | 3d12
Half-giant | 125/125 | 3d10 | 1500/1450 | 3d100
Halfling | 36/34 | 1d8 | 50/46 | 5d4
Human | 60/59 | 2d8 | 140/100 | 6d10
Mule | 66/65 | 2d6 | 220/180 | 5d20
Thri-kreen* | 82/82 | 1d4 | 450/450 | 1d20

*Thri-kreen are 48 inches longer than they are tall.

Age

Race | Starting Age | Maximum Age
Base | Age Variable | Base | Range
Dwarf | 25 | 4d6 | 200 | 3d20
Elf | 15 | 3d4 | 100 | 2d20
Half-elf | 15 | 2d4 | 90 | 2d20
Half-giant | 20 | 5d4 | 120 | 1d100
Halfling | 25 | 3d6 | 90 | 4d12
Human | 15 | 1d8 | 80 | 2d20
Mule | 15 | 1d6 | 80 | 1d10
Thri-kreen | 6 |  | 25 | 1d10

Aging Effects

Race | Middle Age* | OId Age** | Venerable***
Dwarf | 100 | 133 | 200
Elf | 50 | 67 | 100
Half-elf | 45 | 60 | 90
Half-giant | 60 | 80 | 120
Halfling | 45 | 60 | 90
Human | 40 | 53 | 80
Mule | 40 | 53 | 80
Thri-kreen**** |  |  | 25
* -1 Str/Con; +1 Int/Wis
** -2 Str/Dex, -1 Con; + 1 Wis
*** -1 Str/Dex/Con; +1 Int/Wis
**** Thri-kreen suffer no aging effects until they reach venerable age, when they suffer - 1 Str/Dex.

Player Character Classes

Player characters on Athas fall into the same general groups found in the traditional AD&D® game: warrior, wizard, priest, and rogue. Dark Sun characters can also be psionicists, as described in The Complete Psionics Handbook. There are, however, minor modifications to all classes.

A Note About Psionics

Dark Sun is a world of powerful psionics. Every player character has at least one psionic talent, as do many of the non-player characters and monsters. A thorough understanding of The Complete Psionics Handbook is required for full enjoyment of any DARK SUN(TM) campaign.

Warrior Classes

There are three different classes within the warrior group on Athas: fighter, ranger, and gladiator.

Each is conditioned for a particular style of combat. The fighter is a skilled warrior, trained for both individual combat and warfare in military formations. Characters of this type are the mainstay of any organized military force. The ranger is a warrior knowledgeable in the ways of the wilderness, skilled in surviving the rigors of the wild oases and the brutal stretches of desert between them. Many slave tribesmen are rangers.

The gladiator is a specialized warrior trained for combat in the arenas. He is skilled in the use of many obscure weapons and combat techniques, including those peculiar to specific combat games and exhibitions popular among the general populace. As a note, there are no paladins on Athas.

Wizard Classes

A wizard is able to capture and master magical energies. However, on Athas, magic and the ecosystem are irrevocably bound--no one, not even a wizard, can affect one without affecting the other. All wizards must decide at the beginning of their careers whether they are trying to work with nature or without regard for it. In Dark Sun, this means a wizard must be either a defiler or a preserver.

The defiler is a wizard who activates tremendous magical energy without regard to its effect on the environment. With the casting of each spell, a defiler destroys a portion of the world's ecosystem, rendering it dead and sterile. The means by which a defiler learns and uses magic is comparatively easy to master, so he advances quickly. A defiler can be either a noble, freeman, or slave.

The preserver attempts to use magic in concert with the environment. Learning how to wield such magic on Athas is especially difficult, so the preserver's advancement is slow. A preserver can be either a freeman or slave.

The illusionist is a specialist wizard who wields magical illusions. An illusionist can be either a preserver or a defiler, and will advance in levels accordingly. An illusionist can be from any social class.

Priest Classes

There are three types of priests on Athas--clerics, templars, and druids.

The cleric is a free-willed priest, tending the needs of the local people with his particular talents. On Athas, clerics draw their magical energy directly from one of the four elemental planes earth, air, fire, or water; not from any manner of deity. A cleric may be either a freeman or a slave.

The templar is a regimented priest devoted to a single sorcerer-king. Such disciples work within the hierarchy of that particular sorcerer-king's clergy, advancing in power and position. A templar draws his magical energy through his sorcerer-king. A templar can be either a freeman or a noble.

The druid is a priest tied to a particular feature or aspect of Athas. Unique geographic features are guarded by spirits when druids serve. For example, a pooled oasis has its own spirit and a single druid will reside there to protect it and preside over its use by humans, demihumans, and animals. Druids can be from any social class.

Rogue Classes

Athas is a world of corruption and power where rogues are well-suited to success. There are still those, however, who use their disreputable talents toward noble ends, but they are especially rare. There are two types of rogues on Athas thieves and bards.

The thief is a rogue whose strengths lie in stealth and pilfering. On Athas the thief can be regarded as a talented individual for hire--some city states do not even consider the thief as a wrongdoer; only the person who hired him is guilty of a crime. The thief may also be a simple robber seeking personal wealth or redemption. A thief can be from any social class.

The bard is a rogue who uses songs and tales as his tools. He is a man of wit and comradeship. With few other talents to offer, the bard is still a welcome source of entertainment and information across Athas. A bard can be from any social class.

The Psionicist Class

The psionicist uses the forces of his own mind to affect his environment. Psionic powers are not magical in nature, that is to say, psionic powers do not draw upon magical energy that surrounds all things. Rather they are derived from within when the psionicist has his entire essence in coordination; his mind, body, and soul in perfect harmony. Since psionic powers are not magical, they in no way affect the world's ecosystem when they are used.

Any human or demihuman character who meets the ability requirements may elect to be a psionicist. However, those who do not choose the psionicist class will have latent psionic powers. Every player character in Dark Sun has latent psionic powers and will be a psionicist or wild talent. Refer to the Psionicist section below for details.

Class Ability, Score Requirements

As with character classes in other campaign worlds, those unique to Dark Sun require minimum scores in various abilities. For classes not unique to Dark Sun, the ability score requirements listed in the Player's Handbook still apply.

Class Ability Minimums

Class | Str | Dex | Con | Int | Wis | Cha
Gladiator | 14 | 12 | 15 |  |  |
Defiler |  |  |  | 9 |  |
Templar |  |  |  | 10 | 9 |
Psionicist |  |  | 11 | 12 | 15 |

Newly Created Characters

In Dark Sun, characters do not begin adventuring as novices to the world around them. Rather, they start with a fair degree of experience.

Starting Level

In Dark Sun, all single-classed player characters , start the campaign at 3rd level. A player character ' thus begins his adventuring career with the minimum number of experience points to attain 3rd level. He gets the THAC0 and saving throws of a 3rd level character, plus any class or race benefits that apply. This rule reflects the fact that daily life on Athas is much harsher than it is in other AD&D(R) realms, forcing characters to mature more quickly if they are to survive.

Starting Hit Points

Beginning characters determine their hit points in a fairly normal fashion. Roll a hit die for each of the character's first three levels of experience, apply any Constitution modifications to the rolls, and then total them to determine starting hit points.

Starting player characters receive their initial weapon and nonweapon proficiencies, plus the additional slots due at 3rd level. Thus, warriors receive an additional weapon slot (5 total) and an additional nonweapon slot (4 total) for being of 3rd level.

Wizards and priests receive an additional nonweapon proficiency (5 total) for being of 3rd level. For those not used to this system, remember that the Number of Languages column from Table 4: Intelligence, in the Player's Handbook indicates a number of bonus nonweapon proficiency slots.

Starting Money

PCs who start the campaign as freemen have three times the starting money stated in Chapter 6 Money & Equipment of the Player's Handbook.

Multi-classed Player Characters

Player characters who are multi-classed start adventuring in the campaign at different levels. The character begins with just enough experience points to be 2nd level in his most "expensive" class.

For example, a fighter/preserver would have 2,500 experience points in each class, the minimum to be 2nd level as a preserver, letting him start the campaign at 2nd level in each class. A fighter/preserver/thief would also have 2,500 experience points in each class, which is enough to make him 2nd level as both preserver and fighter, but enough to let him start the campaign as a 3rd level thief.

Non-player Characters

While player characters start the campaign at higher levels, NPCs can still be 1st or 2nd level, as determined by the DM. Thus, it is important to realize that the PCs are truly exceptional individuals and that lower-level NPCs will be fairly common.

Class Descriptions

The complete character class descriptions that follow provide detailed information about each class. Those unique to Dark Sun are detailed fully while those that are found in other campaigns are presented so that the contrasts to similar characters in other settings can be made clear.

Warriors

There are no paladins in Dark Sun--the idea of serving good and right for the simple rewards of inner peace and faith faded from the barren world of Athas long ago. There is, however, one new warrior character class: the gladiator. Born of a demand for blood and excitement in the arenas, gladiators are, perhaps, the most deadly fighting characters.

Fighter

Ability Requirements: Strength 9

Prime Requisite: Strength

Allowed Races: All

On Athas, the fighter is a trained warrior, a soldier skilled in mass warfare. Every society on Athas maintains an army of fighters to protect itself from attack or to wage wars of plunder and annihilation against its neighbors. Fighters are both the commanders and soldiers in these armies, and at higher levels are experts in both individual and formation combat, leadership, and morale. Fighters can have any alignment, use magical items, and gain weapon proficiencies and specialization as described in the Player's Handbook.

As a fighter increases in experience levels, his reputation as a warrior and leader of men grows. As word spreads, less experienced warriors who are eager to fight for the same causes will seek him out. These followers will remain loyal to the fighter for as long as they are not mistreated and there are battles to be fought. A fighter need not have a stronghold to attract followers. Followers are always gained in groups of l0 individuals called a stand. All l0 are of the same race and experience level and have the same equipment. A unit consists of some number (usually 2-20) of identical stands.

Once a fighter reaches 10th level, he attracts his first unit of followers. This first unit will always be made up of warriors of the same race and background as the fighter (if the fighter is a slave tribesman, so will be his first unit of followers). The first unit will consist of 1d10 + 2 stands (30-120 individuals). Roll 1d2+1 to determine the level of the unit.

As the fighter gains each new level beyond the 10th, he will attract another unit of followers. Roll dice to determine the number of stands in the unit and the level of the followers. These subsequent followers, though, may be of very different backgrounds than the fighter himself. A fighter cannot avoid gaining followers. The desperate populations of Athas are constantly on the lookout for great commanders; warriors who will lead them on campaigns of glory.

Fighter's Followers

Character level Stands Level Special

11 1d10+4 1d3+1 5%

12 1d12 1d3 +2 10%

13 1d12+2 1d4+ 1 15%

14 1d12+4 1d4+2 20%

15 1d20 1d6 + 1 25%

16 1d20+2 1d6+2 30%

17 1d20+4 1d8+ 1 35%

18 1d20+6 1d8+2 40%

19 1d20+8 1d10+ 1 45%

20 1d20+ 10 1d10+2 50%

Stands indicates the number of stands of followers that are attracted to the character. Level indicates the level of the characters that make up the stand.

Special indicates the chance that the unit is of an unusual nature. Some examples include kank cavalry, thri-kreen, elves, aarakocra, or human fighters of exceptional equipment or morale--the DM decides all special characteristics beyond number of stands and level of followers.

It is important to remember that these are merely the automatic followers that a fighter gains. In the course of a campaign, a player who wishes to roleplay the situations might raise huge armies of former slaves or gain control of an entire thri-kreen tribe.

A fighter has the following special benefits: A fighter can teach weapon proficiencies when he reaches 3rd level. The fighter can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single "class", and a class requires 8 hours of training each and every day for one month. At the end of that time each student must make an Intelligence check; those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level. A fighter can operate heavy war machines when he reaches 4th level. including bombardment engines (like ballistae, catapults, and trebuchet), crushing engines (like rams and bores), and siege towers.

A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications. Specific rules governing the construction of these defenses are presented in Chapter 9:

Combat.

A fighter can command large numbers of troops when he reaches 7th level. In roleplaying terms, the fighter has mastered the skills and techniques to take charge of l00 soldiers per level--this includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc. Rules for troop command in roleplaying are given in Chapter 9:

Combat.

In BATTLESYSTEM(TM) miniatures rules terms, the fighter gains a command diameter or CD. This value is calculated by adding the fighter's experience level to his Loyalty Base figure (from the Charisma Table in the Player's Handbook). Note that this ability allows the fighter to command troops assigned to him, but does not give him the ability to raise the troops himself. A fighter can construct heavy war machines when he reaches 9th level, the specific rules for which are given in Chapter 9:

Combat.

In all cases where the rules here don't contradict them, the rules covering fighters in the Player's Handbook should be used

Gladiator

Ability Requirements: Strength 13

Dexterity 12

Constitution 1 5

Prime Requisite Strength

Allowed Races: All

Gladiators are the slave warriors of the city states, specially trained for brutal physical contests. Disciplined in many diverse forms of hand-to-hand combat and skilled in the use of dozens of different weapons, gladiators are the most dangerous warriors on Athas. They advance as Paladin/Rangers. A gladiator who has a Strength score (his prime requisite) of 16 or more gains a 10 percent bonus to the experience points he earns. Gladiators can have any alignment: good, evil, lawful, chaotic, or neutral. A gladiator can use most magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields; he abides by all warrior restrictions that apply.

Gladiators have the following special benefits: A gladiator is automatically proficient in all weapons.--he never suffers a penalty for not being proficient with any weapon, even one that is new to him. A gladiator can specialize in multiple weapons. As a reward for their years of training and discipline, gladiators are the ultimate masters of weapons. A gladiator character may specialize in any number of weapons, provided he has the number of proficiency slots required. A gladiator is an expert in unarmed combat. He receives 4 point modifier to punching and wrestling attack rolls, which he can use as a plus or a minus to his roll after it is made. The gladiator may consult the Punching and Wrestling Results Table in the Player's Handbook while making this decision.

A gladiator learns to optimize his armor when he reaches 5th level. He conditions himself to use his armor to its best advantage, dodging and moving his body in such a way that opponents are confounded by his armor and shield. Provided the gladiator is wearing armor, his armor class is reduced by one for every five levels (-1 at 5th -9th level, -2 at 10th -14th level, -3 at 15-19th level, --4 at 20th level). This benefit does nothing for gladiators who aren't wearing armor. Some magical items (like a ring of protection +2), do not count as armor while others (such as bracers of defense) do. The DM must rule on a case-by-case basis. A gladiator attracts followers when he reaches 9th level. The followers arrive in the same manner as for fighters. A gladiator's first unit will always consist of other gladiators who have come to study his fighting style and learn from a true master.

Ranger

Ability Requirements Strength 13

Dexterity 13

Constitution 1 4

Wisdom l4

Prime Requisites: Strength, Dexterity, Wisdom.

Races Allowed: Human, Elf, Half-elf, Halfling, Thri-kreen

Though Athas is a land different from other AD&D campaign worlds, the role of the ranger is largely unchanged. The wilderness is harsh and unforgiving, calling for skilled and capable men to master its ways--the ranger answers that challenge. A ranger's motivations can vary greatly. For instance, human rangers are very often former slaves forced into the desert wilderness for simple survival. Halfling rangers, on the other hand, are an integral part of their aboriginal society, serving as advisors and trackers. Whatever their origin, all rangers are of good alignment, living rugged lives through clever mastery of their surroundings. A ranger can use any weapon or wear any armor, and he can fight two-handed, just as described in the Player's Handbook. A ranger also gains the tracking' move silently' and hide in shadows abilities as described in the Player's Handbook. An Athasian ranger must also choose a species enemy, gaining attack adjustments against them (consult Chapter 11: Encounters for a list of possible species enemies). A ranger is skilled at animal handling. His adeptness with both trained and untamed animals is, again, just as presented in the Player's Handbook. A ranger can learn clerical spells when he reaches 8th level. At that time, he must decide upon a single elemental plane of worship and can only choose spells from that sphere (a ranger cannot use spells from the Sphere of the Cosmos). A ranger never gains bonus spells for a high wisdom score, nor is he ever able to use clerical scrolls or magical items unless specifically noted otherwise.

While a ranger cannot enchant magical potions on his own, he can reproduce them using botanical enchantment (see Chapter 10: Treasure). At 10th level, a ranger attracts 2d6 followers, but his followers are far different from those granted to a fighter or gladiator. To determine the type of follower acquired, consult the following table (rolling once for each follower).

RANGER'S FOLLOWERS

01-04 Aarakocra

05-08 Anakore

09-12 Ant Lion, Giant

13 Behir

14-19 Belgoi

20-25 Baazrag

26-30 Cat, Great

31 Dragonne

32-35 Druid

36-39 Ettin

40-45 Fighter (human)

46-52 Fighter (elf)

53-58 Fighter (thri-kreen)

59-62 Giant

63-68 Kenku

69-78 Lizard

79-82 Preserver

83 Psionicist (human)

84-90 Roc

91-95 Thief

96-98 Wyvern

99 Yuan-ti

00 Other wilderness creature (chosen by the DM)

In all other ways, govern the creation and play of rangers as presented in the Player's Handbook.

Wizard

In Dark Sun, magic is irrevocably linked to the environment. The casting of magical spells and the enchantment of magical items always draws energy directly from the living ecology in the vicinity, destroying the life there. Wizards can choose two paths toward mastery of magical energy. The preserver learns to tap magical energies in such a way as to minimize or even cancel his destruction through balance and in-depth study, but his progress as a wizard is very slow. The defiler, on the other hand, casts magical spells without regard to the havoc he plays upon the environment--compared to a preserver, a defiler advances through levels very quickly, but his very existence destroys the life around him.

Illusionists, a specialized type of wizard, can progress as preservers or defilers, as explained below. Wizards are restricted in their use of weapons and armor, just as explained in the Player's Handbook. All wizards in Dark Sun use spell books and memorize their spells, just as explained in the Player's Handbook. In Dark Sun, however, "books"-- made with flat pages bound along one edge between heavy covers--are fairly rare, usually only found as artifacts. Dark Sun wizard characters tend to have their spells written on paper or papyrus scrolls, or woven into small tapestries or, in extreme cases, some use complicated knot and string patterns or stone tablets. They are all still collectively referred to as "spell books" and function accordingly.

Defiler

Ability Requirements: Intelligence 9

Prime Requisite: Intelligence

Races Allowed: Human, Elf, Half-elf

Defilers are wizards who have decided to take a faster, darker approach to mastering the use of magical spells. In the give and take of spell casting, defilers are well versed in the taking, but give nothing in return. With every spell cast, a defiler leeches the life-energy out of the plants and soil around him, leaving a lifeless zone. Because of this, defilers can only have non-good alignments. A defiler who has an intelligence score of l6 or higher gains a 10 percent bonus to all experience points earned. A defiler can use any magical item normally available to wizards. Just like preservers, defilers can opt to specialize. Specialist defilers are treated as explained in the Player's Handbook. The actual amount of damage to the environment done by a defiler casting spells depends upon the

level of spell and the nature of the defiler's surroundings while he is casting it. The rules governing this process are given in Chapter 7:

Magic.

Defiler Experience Levels

Level Defiler HitDice (d4)

1 0 1

2 1,750 2

3 3,500 3

4 7,000 4

5 14,000 5

6 28,000 6

7 42,000 7

8 63,000 8

9 94,500 9

10 180,000 10

11 270,000 10 + 1

12 540,000 10 + 2

13 820,000 10 + 3

14 1,080,000 10 + 4

15 1,350,000 10 + 5

16 1,620,000 10 + 6

17 1,890,000 10 + 7

18 2,160,000 10 + 8

19 2,430,000 10 + 9

20 2,700,000 10 + 10

In most cases, defilers are outlaws (even in the eyes of the corrupt sorcerer-kings), so they keep their magical abilities under cover. Unlike preservers who have a loose organization in their underground, outlaw defilers tend to be loners, keeping their ambitions and powers to themselves. A sorcerer-king tolerates a select few defilers in his employ, to carry out day-to-day magical tasks that he has no patience for. These defilers are always at the beck and call of their master, and the sorcerer-king himself oversees the training of new recruits. The sorcerer-king's defilers are feared and hated far and wide. Wherever they travel they leave behind a swath of ashen destruction .

Preserver

Ability Requirements: Intelligence 9

Prime Requisite Intelligence

Races Allowed: Human, Elf, Half-elf

The preserver is a wizard of the old, established school of magic. In the give and take of spell casting, preservers have mastered the balance. A preserver's magical spells are cast in harmony with nature. When a preserver casts a spell, there is no damage to the nearby environment. Dark Sun preservers are treated just as the mages described in the Player's Handbook. They may specialize freely. A preserver who has an Intelligence score of 16 or higher gains a 10 percent bonus to the experience points he earns. In all cases where the rules here don't contradict them, the rules about mages in the Player's Handbook should be used.

Illusionist

Ability Requirements: Dexterity 16

Prime Requisite: Intelligence

Races Allowed: Human, Elf, Half-elf, Halfling

Illusionists are treated just as described in the Player's Handbook. They may be defilers or preservers, but that decision must be made when the character is created. They will advance in levels and cast magical spells as defilers or preservers, depending on which way of life is chosen. In all cases where the rules here don't contradict them, the rules about illusionists in the Player's Handbook should be used. Illusionists, like all specialist wizards, must conform to the race and minimum ability score requirements as presented in the Player's Handbook.

Priest

Athas is a world without deities. Powerful sorcerer-kings often masquerade as gods and demigods but, though their powers are great and their worshippers many, they are not true gods. The world does, however, provide sources of magical power. Such belief-inspired magic is separated into three distinct areas, each with a class of priest that specializes in its application.

Templars worship the sorcerer-kings and draw their magical energies through them. The sorcerer-kings grant magical spells to their templars for services rendered. If a templar falls from favor with his sorcerer-king, or if his sorcerer-king is killed, the templar looses all magical spells.

Clerics worship one of the four elemental planes: earth, air, fire, or water. They call upon magical energies from those planes, specializing in one element s magical applications on the prime material plane.

The spells available to a cleric depend upon his elemental plane of worship. To reflect this, the spheres of clerical spells have been altered--there are only five spheres the Spheres of Earth, Air Fire, Water and the Sphere of the Cosmos (a general sphere). A cleric gains access to all spells within his chosen elemental sphere and to all spells in the Sphere of the Cosmos. The spells themselves are received directly from the elemental sphere (even the Cosmos spells). A cleric need not restrict his activities to supporting his element on Athas, but direct opposition may cause spells to be withheld, at the DM's option. For example, a cleric of the water who goes out of his way to poison or otherwise damage a watering hole might suffer for this action.

Druids associate themselves with the spirits that inhabit special geographical locations on Athas-- every oasis, rock formation, stretch of desert, and mountain has a spirit that looks over it and protects its use. A druid will ally with a particular spirit, acting as that spirit's earthly counterpart, drawing his magical energy from the spirit in question.

Spheres of Magic

On Athas, the spheres of spells are changed to reflect the emphasis on the elemental planes. Clerics are restricted to one of these spheres, plus the sphere of the cosmos. Templars can have access to any sphere, but their spell progression is slower than normal. Druids choose their spheres based upon the geographic feature with which they are associated. The new lists of priest spells by sphere is given in Chapter 7

Magic.

Otherwise, priest characters are created and used just as described in the Player's Handbook. They use eight-sided Hit Dice and can gain additional spells for having high Wisdom scores. Restrictions to armor and weaponry vary according to class. The use of priestly magic never adversely affects the ecosystem in and of itself. The net result of the spell may affect the environment (such as summon insects or lower water), but the use of the magical energy itself entails no destruction akin to the unleashing of a defiler's magic.

Cleric

Ability Requirements: Wisdom 9

Prime Requisite: Wisdom

Races Allowed: All

Outside the city states, away from the bureaucracy of the sorcerer-kings and their templars, the most common type of priest is the cleric. All clerics worship the elemental planes and draw their magical energies directly from them. However, the backgrounds and motivations for clerics may be vastly different--the shaman witch doctors of the halflings, the mullahs of the trader caravans, and the healers among the slave tribes are all very different but they're all clerics.

A cleric must have a Wisdom score of 9 or more. A cleric who has a Wisdom of 16 or more gains a 10 percent bonus to the experience points he earns. Every cleric must choose one elemental plane as his focus of worship. This choice will dictate what spells he can call upon and what types of weapons he will prefer to use. A cleric has major access to the sphere of his element of worship. He also has minor access to the Sphere of the Cosmos.

Clerics concentrate their efforts on magical and spiritual pursuits, and usually leave combat to others. However, Athas is a violent world, and practicality dictates that they train in combat, as well. Clerics are not restricted with regard to the armor they may wear, but commonly limit themselves to weapons that are somehow related to their particular elemental plane of worship.

Cleric Weapons Restrictions

Elemental Plane of Earth--Clerics of the earth are usually the best armed since they can use stone and metal in their weapons. Wood is also acceptable to them since it originally grew from the ground. They may use any weapon listed in the Player's Handbook.

Elemental Plane of Air--Since the air does not lend itself easily to being an offensive weapon, clerics of the air rely instead on weapons that are guided by the air. They may use any sort of bow, blowgun, or sling, regardless of construction. Spears are also acceptable, used in either a melee or missile role.

Elemental Plane of Fire--Clerics who worship this plane rely on flaming weapons. Favored weapons include flaming arrows, burning oil, and magical weapons enchanted to somehow burn or scald. In extreme circumstances, heating metal weapons to cause searing damage is another acceptable practice among the clerics of the flames. Because it was once fused under great pressure and heat, all obsidian weapons are also acceptable.

Elemental Plane of Water--Those who worship this plane recognize water as the bringer of life to the wastelands, the originator of all that grows. Therefore, clerics of the water may use any weapon that is of organic origin, usually wood or bone. They may use bows, clubs, maces, javelins, quarterstaffs, spears, and warhammers.

Clerics are not strictly forbidden from using weapons that do not conform to those listed here. However, clerics will not gain their share of group experience awards for creatures defeated using weapons outside this scheme.

Clerics have power over undead' just as described in the Player's Handbook. In Dark Sun, undead are classified as either controlled or free-willed, but the cleric's ability to turn or dispel them is the same. Athasian clerics never gain followers simply as a reward for advancing in levels, nor do they ever gain official approval to establish a stronghold. However, any of these things may come about as a result of good roleplaying.

Clerics do gain certain powers with regard to their elemental planes of worship as they advance in level. A cleric can ignore the presence of the element he worships when he reaches 5th level. The duration of this power is a number of rounds equal to his level, and it can only be performed once per day. Thus, a cleric of water may move through water freely and one of earth may pass through stone walls as if they were not there. Force exerted on the cleric by the element may also be ignored--a great wind will not affect a cleric of the air, flames will not burn a cleric of the flames. This protection extends to everything that the cleric is carrying on him at the time.

A cleric can gate material directly from his elemental plane when he reaches 7th level. The amount of material he may gate is one cubic foot per level above 6th. The material is a pure specimen from the plane in question--earth, air, fire, or water.

The exact nature of the material will be raw and basic; stone (not metal) from the plane of earth, air, flame, and liquid water from their respective planes. Air so gated comes in the form of a terrific wind, capable of knocking down all huge or smaller creatures; it lasts one round.

The shape of the gated material may be dictated by the cleric (a stone wall one inch thick, a sheet of flame surrounding the altar, etc.), but it cannot be gated more than 50 feet from the cleric. Material may be gated only once per day. Though not a granted power, a cleric can conjure elementals from his elemental plane when he reaches 9th level, since conjure elemental is a 5th level spell in Dark Sun. The 6th level spell conjure fire elemental and the 7th level spell conjure earth elemental have been removed from the Dark Sun clerical spell lists.

In all cases where the rules here don t contradict them, the rules about clerics in the Player's Handbook should be used.

Druid

Ability Requirements: Wisdom 12

Charisma 1 5

Prime Requisites: Wisdom, Charisma

Races Allowed: Human, Half-elf, Halfling, mul, Thri-kreen

Druids are independent priests who ally themselves with various spirits of the land. He shares power with the spirit he worships, nurturing and protecting the geographical feature to which the spirit is tied. Virtually every feature of the land on Athas has a druid to protect it, but there is no worldwide organization of druids--they serve independently, living patient, solitary lives of guardianship.

Every druid must choose one geographic feature to be his guarded lands. The geographic features that a druid might make his guarded lands can vary widely. For instance, one may watch over a particular stretch of open desert, another may protect a belt of scrub grass within it, while still another might watch over a small oasis that borders on both.

Lower-level druids may travel widely in the world. During their time of wandering' a young druid learns about the world, its ecology, the balance of nature and the ways of its creatures; he may spend as much time on his guarded lands as he sees fit. Upon reaching 12th level, the druid s time of wandering has come to an end. From that time forward, the druid must spend half of his time on his guarded lands, watching over them and protecting them. The rest of the time a higher-level druid must again travel the world, keeping tabs on trends that might threaten nature in general and his guarded lands in particular.

Druids tend not to bother or even encounter those who use their guarded lands without damaging them. Travelers who stop at an oasis to water their animals and then move on will probably never know there is a druid watching their every move. It is a druid's firm belief that the lands are for all to use, men and animals, alike. They merely see to it that their guarded lands aren't abused in any way. Understandably, druids tend to be very apprehensive about wizards who venture into their realms, as they might turn out to be defilers.

A druid who has both a Wisdom and Charisma score of l6 or more gains a 10 percent bonus to the experience points he earns. Druids have no restrictions as to what weapons they may use. They may never wear armor, but may don items that give magical protection (bracers, cloaks, etc.). They can use any magical item normally available to druids. A druid has major access to spells from any sphere that is associated with his guarded lands. For instance, a druid whose guarded land is a stream might be restricted to spells from the Sphere of Water. A more exotic druid might choose as his guardian lands the howling winds of the north and use spells from the Sphere of Air. Still another druid whose guarded land is a desert spring may draw spells from both the Sphere of Water and the Sphere of Earth, though only one may be of major access and the other of minor, as decided by the DM. At most, a druid may claim two Spheres to be related to his guarded lands, and they must meet the approval of the DM. In addition, a druid has major access to spells from the Sphere of the Cosmos.

Possible Guardian Lands

Sphere of Earth: a particular mountain or hill, a rock outcropping, an expanse of desert or steppes.

Sphere of Air: the skies over a particular area, the winds of a canyon or any prevailing wind pattern.

Sphere of Fire: dry grasslands, a volcanic vent, hot springs, or boiling tar pits.

Sphere of Water: a spring or pool, oasis, or natural cistern.

When in his guarded lands, a druid has several powerful granted powers. A druid can remain concealed from others while in his guarded lands. This is proof against all normal forms of detection (sight, hearing, etc.) but will not protect the druid from magical detection (including a detect invisible spell). The druid cannot move or cast spells in any way while concealed. A druid may speak with animals in his guarded lands when he reaches 3rd level. He can speak with all animals when he reaches 7th level. A druid may speak with plants in his guarded lands when he reaches 5th level. He can speak with all plants when he reaches 9th level.

A druid can live without water or nourishment in his guarded lands when he reaches 7th level. At that point the druid draws his life energy directly from his guarded lands. A druid can shapechange into creatures common to his guarded lands when he reaches 10th level. The druid can so shapechange up to three times per day. The size of the animal is not restricted provided the animal is native to the druid's guarded lands. When assuming the shape of the animal, the druid takes on all of its characteristics--its movement rate and abilities, its armor class, number of attacks, and damage per attack. The druid's clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form. Since many animals wander over wide ranges on Athas, druids often have a large number of creatures to choose from. However, they cannot shapechange into creatures totally alien to their guarded lands. Consult Chapter 11:

Encounters for a list of possible creatures; use the terrain indicated for each creature when considering whether it is native to the druid's guarded lands.

The druid retains his own hit points, THAC0, and saving throws while in animal form. In all cases where the rules here don t contradict them, the rules about druids in the Player's Handbook should be used.

Templar

Ability Requirements: Wisdom 9

Intelligence 10

Prime Requisite: Wisdom

Races Allowed: Human, Dwarf, Elf, Half-elf

Templars are the greatly feared disciples of the sorcerer-kings. Their organization is steeped in ancient tradition and treacherous politics, and the work they perform for the sorcerer-kings is governed by endless bureaucracy. To city dwellers, the templars are the enforcers of the sorcerer-king's will, allowed to run rampant, enforcing the local edicts with painstaking indifference, doling out punishment or even execution with the sorcerer-king's blessing. An organization of wicked men looking out for their own wealth and power, the templars are overrun with corruption to the highest level--the sorcerer-kings generally turn a blind eye to bribery and scandal among the templars, provided terror is maintained among their subject populations .

Templars gain levels as do clerics, but their spell progression at low levels is slower. At 15th level, though, the progression increases drastically as the character enters the upper ranks of the templar hierarchy. At the highest levels, templars have more spells available to them than clerics of the same level.

Templar Spell Progression

Templar Level | Spell Level
1 | 2 | 3 | 4 | 5 | 6 | 7
1 |  |  |  |  |  |  |
2 | 1 |  |  |  |  |  |
3 | 1 | 1 |  |  |  |  |
4 | 2 | 1 |  |  |  |  |
5 | 3 | 2 |  |  |  |  |
6 | 3 | 2 | 1 |  |  |  |
7 | 3 | 2 | 2 |  |  |  |
8 | 3 | 3 | 2 | 1 |  |  |
9 | 3 | 3 | 3 | 1 |  |  |
10 | 3 | 3 | 3 | 2 |  |  |
11 | 4 | 3 | 3 | 2 | 1 |  |
12 | 4 | 4 | 3 | 3 | 1 |  |
13 | 4 | 4 | 4 | 3 | 2 |  |
14 | 5 | 5 | 4 | 4 | 2 | 1 |
15 | 6 | 6 | 5 | 5 | 3 | 2 | 1
16 | 7 | 7 | 6 | 6 | 4 | 3 | 1
17 | 7 | 7 | 7 | 7 | 5 | 4 | 2
18 | 8 | 8 | 8 | 8 | 6 | 4 | 2
19 | 9 | 9 | 9 | 9 | 7 | 5 | 3
20 | 9 | 9 | 9 | 9 | 9 | 6 | 4

The libraries of the templars are unavailable to outsiders, but are the most extensive in the cities. Their use allows templars to access all the spheres for their spells. Also, the extensive libraries encourage magical research. Templars may begin creating scrolls at 6th level and potions at 8th.

A templar character may be either neutral or evil--there are no good templars. The templars from one city state have no association with those from another. Thus, templars cannot transfer loyalty from one sorcerer-king to another while the first is still alive. Should a templar's sorcerer-king fall from power or be killed, he may petition to another sorcerer-king for acceptance, where he may find an open hand or the taste of steel, at the new sorcerer- king's whim.

Templars are initially trained as warriors and, at lower levels, are forced to garrison temples and palaces in their city state. Templars are not usually restricted as to weaponry or armor worn, but some sorcerer-kings impose temporary restrictions. In times of war, the templars are commonly called upon to summon formations of undead soldiers that they will lead into combat and to act as officers for his mortal armies.

A templar's spells are received directly from the sorcerer-king he worships. Spells can be taken away by the sorcerer-king if the templar has somehow displeased him. If the sorcerer-king is particularly displeased, he might kill the offending templar.

Templars have power over undead, but only to raise or ally with them, never to turn them away. As discussed for evil priests and undead in the Player's Handbook, this is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A "T" result means the undead automatically obey the templar, while a "D" means the undead become completely subservient to the templar. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another. As a templar advances in level, he gains certain powers within his city state. A templar can call upon a slave to do whatever he wants. Slaves who do not do as ordered by a templar face immediate death. A templar can pass judgement upon a slave at any time. In any matter involving disobedience or the actions of a slave, a templar may judge, sentence, or pardon a slave as he sees fit, regardless of who owns the slave. Penalties can include imprisonment, torture, or even death. A templar can legally enter the house of a freeman when he reaches 2nd level. The freeman has no right to refuse the templar admission, under punishment of imprisonment and possible execution. A templar can requisition soldiers when he reaches 3rd level. He can call upon 1d4 soldiers per level. The soldiers will all be 1st-level templars with one 2nd-level templar centurion. A templar can call upon soldiers any time he wishes, but the soldiers cannot be ordered to leave the city without permission from the templar's sorcerer-king. A templar can accuse a freeman of disloyalty or similar crimes when he reaches 4th level. Regardless of evidence, an accused freeman will be locked in the dungeons of the sorcerer-king for as long as the accusing templar wishes. A templar can gain access to all areas in palaces and temples when he reaches 5th level. Before that time the templar is restricted from areas such as libraries and council chambers unless ordered to go there by a higher-level templar.

A templar can draw upon the city treasury for official investigations when he reaches 6th level. The number of gold pieces he can draw from the treasury is equal to the roll of a number of 10-sided dice equal to the templar's level, multiplied by his level, per month. For example, a 7th level templar would roll 7d10 then multiply the result by 10. Few questions are asked when gold is requisitioned, provided no attempt is made to withdraw funds more often than once per month.

A templar can pass judgement on a freeman when he reaches 7th level. The freeman must be at least two levels lower than the judging templar, regardless of the freeman's class. Judgement can be in the form of a fine, a stretch of time in the dungeons, enslavement, execution, or anything else the templar wishes. Failure to comply makes the judged freeman an outlaw who, if caught, will be executed. Again, there need be no real evidence against the freeman being judged. A templar can accuse a noble when he reaches 10th level This is similar to the ability of the templar to accuse freemen, but permits the character to take action against the nobility on behalf of the sorcerer-king. A templar can pass judgement on a noble (just as he can judge a freeman) when he reaches 15th level. The noble must be at least two levels lower than the judging templar. A templar can grant a pardon to any condemned man when he reaches 17th level. Only the sorcerer-king himself can nullify the pardons granted by such a character. As a rule, a templar can have no more than one man accused and in the dungeons per level. He may judge or pardon no more than one man per week. He may never accuse, judge, or pardon another templar who is of equal or higher level.

The templar hierarchy is measured strictly by experience level. A templar of higher level can negate any action taken by one of lower level (prevent the requisitioning of money or troops, release accused prisoners, etc.). Templars of the same level who disagree must seek out someone of higher level within the hierarchy to arbitrate their differences.

Templars never gain followers as do clerics. They never receive official approval to establish religious stronghold - a sorcerer-king's life revolves around his one city and, while that may expand, he will never open branch areas that he cannot control.

Rogue

Athas is a world of intrigue and treachery, of shady deals and secretive organizations - it's a rogue's paradise. Beyond the cities, among the wasteland tribes and villages, thieves live by their wits. Within the secure walls of the city states, many typically roguish occupations have become institutions unto themselves. Thieves and bards have become pawns of the wealthy, deployed in deadly games of deceit between noble families.

Bard

Ability Requirements: Dexterity 12

Intelligence 13 Charisma 15

Prime Requisites: Dexterity, Charisma

Races Allowed: Human. Half-elf

The bard is a member of a bizarre class of entertainers and storytellers prized by the aristocratic city dwellers. Freemen all, the bards tour through cities in groups or individually, then travel on, making a living with their wits and talents. It is also widely accepted that many bards lead double lives as notorious blackmailers, thieves, spies, and even assassins. As described in the Player's Handbook, the bard must remain mostly neutral in alignment; that is, he must have "neutral" as one of the elements of his alignment. The bard's profession puts him in touch with all sorts of people and situations and he cannot afford to have a strong polarity of alignment to complicate his interaction with them. Athasian bards have no restrictions to their armor or weapon choices. However, they tend to wear no armor, in favor of more festive clothing, and their weapons are often concealed and small.

Bards are first and foremost entertainers. Each has some skill as a singer, actor, poet, musician, and juggler. Every bard character specializes in one particular mode of performance which should be noted on his character sheet - this may become pertinent in some roleplaying situations. Among the nobility of the cities, bards are tools. They are commonly hired by one house of nobles and sent to another as a gift. The bards are sent to entertain, and usually to perform some other subtle task (such as robbery, assassination, espionage, etc.), as well. It is considered rude to turn down the gift of a bard or bard company. However, when presented with a troop of bards from one's worst enemy, sometimes they are turned away. To get around this, the hiring party sometimes disguises their approach by using a third party to send the bards - it can turn into a very complicated collage of intrigue and deceit. A bard has a bewildering variety of benefits. A bard can use all thief abilities: pick pockets, open locks, find/remove traps, move silently, hide in shadows, hear noise, climb walls, and read languages. The initial values of each skill is given on the Thieving Skill Base Scores table, and is modified by race, Dexterity, and armor worn. Unlike thieves, bards add nothing to these base values at 1st level. Each time the bard rises a level in experience, the player receives another 20 points to distribute. No more than 10 of these points can be assigned to a single skill and no skill can be raised above 95 percent.

A bard can influence reactions just as described in the Player's Handbook. Music, poetry, and stories of the bard can be inspirational, as described in the Player's Handbook. Bards also learn a "little bit of everything" again, just as described in the Player's Handbook. A bard is a master of poisons, knowledgeable in both their use and manufacture. Each level, the bard rolls 1d4 and adds to it his level to determine which new poison he has mastered (on the table below). If the bard already has mastered the poison rolled, he gains no new poison at that level. If the roll is 18 or higher, the bard may choose any poison on the list. Once mastered, the bard can make a single application of the poison every day, using easily obtained materials. The methods of application are presented in Chapter 9: Combat in the Dungeon Master's Guide.

Bard Poison Table

Die Roll | Class | Method | Onset | Strength/ST
2 | A | Injected | 10-30 min. | 15/0
3 | B | Injected | 2-12 min. | 20/ 1 -3
4 | C | Injected | 2-5 min. | 25/2-8
5 | D | Injected | 1-2 min. | 30/2- 12
6 | E | Injected | Immediate | Death/20
7 | F | Injected | Immediate | Death/0
8 | G | Ingested | 2-12 hours | 20/ 10
9 | H | Ingested | 1-4 hours | 20/ 10
10 | I | Ingested | 2-12 min. | 30/ 15
11 | J | Ingested | 1-4 min. | Death/20
12 | K | Contact | 2-8 min. | 5/0
13 | L | Contact | 2-8 min. | 10/0
14 | M | Contact | 1-4 min. | 20/5
15 | N | Contact | 1 minute | Death/25
16 | O | Injected | 2-24 min. | Paralytic
17 | P | Injected | 1-3 hours | Debilitative
18+ | Player s Choice

Athasian bards do not gain the use of magical spells at higher levels. Further, they never gain the ability to use magical devices of written nature. In all cases where the rules here don't contradict them, the rules about bards in the Player's Handbook should be used.

Thief

Ability Requirements Dexterity 9

Prime Requisite Dexterity

Races Allowed All

Athasian thieves run the gamut of society. They range from gutter snipes who prey upon the merchants and freemen of the cities to vagabonds who steal what they can from passing caravans or merchant trains. At their best, thieves can be in the employ of the nobility, plying their trade by contract in the name of a royal household or noble do-gooders who seek to steal only from the corrupt and wealthy.

A thief's prime requisite is Dexterity. A thief with a Dexterity score of 16 or more gains a 10 percent bonus to the experience points he earns. A thief can choose any alignment except lawful good. A thief can be from any social class--slave, freeman, or noble. Any human, dwarf, elf, half-elf, halfling, mul, or thri-kreen character can be a thief. A thief's selection of weapons is not limited; a thief character can use any weapon, but suffers non-proficiency penalties where appropriate. A thief's choice of armor is limited, just as described in the Player's Handbook. However, there is no such thing as elven chain armor on Athas. A thief's skills are determined just as in the Player's Handbook. However, racial and Dexterity adjustments will be different for Dark Sun thieves.

Thieving Skill Exceptional Dexterity Adjustments

Dex. | Pick Pockets | Open Locks | Find Traps | Move Silently | Hide in Shadows
18 | +10% | +15% | +5% | +10% | +10%
19 | +15% | +20% | +10% | +15% | +15%
20 | +20% | +25% | +12% | +20% | +17%
21 | +25% | +27% | +15% | +25% | +20%
22 | +27% | +30% | +17% | +30% | +22%

Thieving Skill Racial Adjustments

Skill | Dwarf | Elf | Half-elf | Halfling | Mul
Pick Pockets |  | +5% | +10% | +5% |
Open Locks | +10% | -5% | + 5% | -5% |
Find/Remove | +15% |  |  | + 5% |
Move Silently |  | +5% |  | +10% | +5%
Hide in Shadows |  | +10% | +5% | +15% |
Detect Noise |  | +5% |  | +5% |
Climb Walls | -10% |  |  | -15% | +5%
Read Languages | -5% |  |  | -5% | -5%

Athasian thieves can employ the backstab and use of scrolls abilities, just as described in the Player's Handbook. There is no thieves' cant used on Athas, nor do thieves attract followers. At 10th level a thief can attempt to attract a patron. A patron is a noble who will sponsor the thief and protect him under his house and name. Such a character is expected to perform tasks for the noble patron, such as theft, spying, and even assassination, in return for lodging and political protection. The base chance of finding a patron is a percentage roll equal to 5% per level of the thief beyond 9th. Once a patron is obtained, the thief need not roll further--the thief is from then on in the employ of one noble family from one city of the DM's choice. A thief need not seek out a patron if he doesn't wish to. Further, once a thief has a patron, the only way to leave his service is through death - a hired thief knows too many of the noble's secrets to be allowed to "resign" in any conventional way. In the campaign, having a thiefly patron will mean several things. First, the DM can assign the thief jobs for the family, which he must perform or be targeted for assassination, himself. Second, the thief can never be personally held responsible for his crimes while working for a patron. Typically patrons have powerful friends among the defilers and templars of a city state to protect both themselves and their thief employees. In all cases where the rules here don't contradict them, the rules about thieves In the Player's Handbook should be used.

Psionicist (Dark Sun variation)

Ability Requirements: Constitution 11

Intelligence 12

Wisdom 15

Prime Requisites: Constitution, Wisdom

Races Allowed: Any

All intelligent creatures on Athas have some measure of psionic power. However, not all are considered to be of the psionicist character class. In Dark Sun there are no racial restrictions nor racial level limits for psionicist characters. Any human character who meets the ability requirements may be a dual-classed psionicist. Any demihuman character who meets the ability requirements may be a multi-classed psionicist. For dual-or multi-classed characters, the psionicist class may be combined with any other class or classes. Inherent Potential In DARK SUN(TM) campaigns, a character may have a Wisdom or Constitution score as high as 22. This table is an expanded version of that given in The Complete Psionics Handbook, covering the higher scores.

Inherent Potential Table

Ability Score | Base Score | Ability Modifier
15 | 20 | 0
16 | 22 | +1
17 | 24 | +2
18 | 26 | +3
19 | 28 | +4
20 | 30 | +5
21 | 32 | +6
22 | 34 | +7

Power Checks It is possible for a Dark Sun psionicist to have a power score of 20 or more. In such cases, ignore the psionic power's power score and 20 results; a roll of 20 always fails, but with no detrimental or beneficial effect.

Wild Talents

All player characters, even those who do not meet the ability requirements for the psionicist character class, are automatically wild talents, as described in The Complete Psionicists Handbook. They may roll for their devotions as described there.

Non-player Characters

All non-player characters who meet the ability requirements for the psionicist class are wild talents, as well. In most cases, unimportant NPCs are assumed to have only a psionic defense mode. For important NPCs, the DM must roll for their devotions normally. In all cases where the rules here don't contradict them, the rules about psionicists in The Complete Psionics Handbook should be used.

Multi-Class and Dual-Class Characters

Dark Sun characters can become multi-or dual-class just, as described in the Player's Handbook.

Multi-Class Combinations

Any demihuman character who meets the ability requirements may elect to become a multi-class character, subject to the restrictions presented in the Player's Handbook. The following chart lists the possible character class combinations available based upon the race of the character.

Dwarf

Cleric/Psionicist

Fighter/Cleric

Fighter/Psionicist

Fighter/Thief

Elf or Half-elf

Fighter/Mage

Fighter/Thief

Fighter/Psionicist

Fighter/Cleric

Cleric/Mage

Cleric/Psionicist

Cleric/Thief

Mage/Psionicist

Mage/Thief

Thief/Psionicist

Half-giant

Fighter/Cleric

Fighter/Psionicist

Halfling

Fighter/Thief

Fighter/Cleric

Fighter/lllusionist

Thief/Psionicist

Fighter/Cleric/Psionicist

Fighter/Thief/Psionicist

Fighter/Mage/Cleric

Fighter/Mage/Thief

Cleric/Mage/Thief

Cleric/Fighter/Thief

Fighter/Mage/Psionicist

Fighter/Thief/Psionicist

Fighter/Cleric/Psionicist

Cleric/Mage/Psionicist

Cleric/Thief/Psionicist

Mage/Thief/Psionicist

Cleric/Psionicist

Cleric/Psionicist

Illusionist/Thief

Illusionist/Psionicist

Fighter/Psionicist

Thief/Psionicist

Cleric/Illusionist

Fighter/Thief/Psionicist

Cleric/Thief

Mul

Fighter/Thief Cleric/Thief

Fighter/Cleric

Psionicist/Thief

Fighter/Psionicist

Fighter/Thief/Psionicist

Cleric/Psionicist

Fighter/Thief/Cleric

Thri-kreen

Fighter/Cleric

Cleric/Psionicist

Fighter/Psionicist

Fighter/Cleric/Psionicist

Defiler or preserver can be substituted for any mage entry.

Templar can be substituted for any cleric entry.

Ranger can be substituted for any fighter entry by elves, half-elves, half-giants, halfling, or thri-kreen.

Bard can be substituted for any thief entry by half-elves.

Druid can be substituted for any cleric entry by half-elves, halflings, muls, or thri-kreen.

Gladiator can never be a part of a multi-class combination for demihumans.

Dual-class Characters

Human characters are free to become dual classed characters on Athas, just as they are in any other AD&D(R) campaign world. The rules governing this are fully detailed in the Player's Handbook.

Alignment

Character Trees

DARK SUN(Tm) campaigns are set in a violent world. Powerful magics and psionics, desperate hordes of raiders, and even the unforgiving desert wastes all conspire against player characters--death is not at all uncommon on Athas, nor is it uncommon for player characters in DARK SUN campaigns. Replacing a fallen player character of high level with a novice first level character is never satisfying for the player. Also, where this new character fits into the plot is usually contrived on the spot. In DARK SUN campaigns, players are encouraged to use character trees, where they play with only one character at a time, but they have four to call upon at the beginning of any particular adventure. In brief, a character tree consists of one active character (which the player is using as his player character) and three inactive characters. The active character takes part in the adventure, performing actions in the campaign world. When a new adventure begins, the player may switch to one of his inactive characters or keep his previously active character to continue play.

Setting Up a Character Tree

To begin a character tree, a player should commapalely roll up four characters. Once this is done, the player selects the character that he intends to run for the first adventure, making that one his "active" character. The other three are inactive.

The four characters that make up a player's character tree are unrestricted as to class or race; any combination is acceptable. However, the alignment of these characters is restricted. All of the four charcaters in a character tree must be either good, entrail, or evil. Devotion to chaos or law makes no difference, however.

For example, one character tree might have a Chatic good dwarven gladiator, a lawful good three-keen fighter, a neutral good human bard, and a chaotic good elven preserver. The thri-kreen could not be lawful evil or even lawful neutral and still be a part of that character tree.

If a character is forced to change alignment so that it no longer fits within the tree, that character must be discarded (or, optionally, the player may discard the other three, inserting three new characters into his tree and adopt this new alignment). Discarded characters should be given to the dungeon master for use as NPCs.

Changing Characters

There are three instances when a player may switch the character he wishes to use in play: between adventures, during an adventure, or upon an active character s death.

Between Adventures

When an adventure is concluded (in the eyes of the DM, that is), a player may switch his active character for an inactive one. The player is not obligated to do so, and may keep one character active through any number of consecutive adventures.

During an Adventure

Within the scope of the campaign world, calling upon another character to replace the active church tour requires a substantial investment in time, whet ER for sending messages or journeying and searching for the transient inactive characters of the tree (pitonics and magic may make this task easier, but cannot solve all the problems). The DM should sparingly allow players to switch their active church tour during an adventure, and usually impose a 3d6 day delay. The DM should never allow switching during critical or dangerous scenes of an adventure. Any switching of characters during an adventure is subject to the discretion of the DM, who may freely veto any request to do so.

Upon an Active Character's Death

When the active character dies, one of the Incatie characters on the tree is assumed to arrive on the scene within one day (if possible). The player picks which inactive character will arrive and must subsequently roll a new first-level character to occurpi the vacated spot on the tree. If circumstances make it difficult for a new character to arrive, the DM may be forced to extend the period before the newly activated adventurer arrives.

Character Advancement

The active character in a campaign receives experience points and advances in levels just as described in the Player's Handbook. Every time the active character goes up a level of experience, the player may also advance one of his inactive characters one level. The inactive character chosen must be of a lower level than the active character. Adjust the experience point total on that Incatie character's sheet to the minimum number for the new level attained.

For purposes of character tree advancement, multi-and dual-classed characters that are inactive may only advance in one class. As active characters, multi-class characters cause an inactive character to advance when he increases one level in each of his classes. A dual-classed character causes an inactive character to advance with every level he attains. For inactive multi-class characters, care must be taken that a single experience point total can or recently yield the level combination. In general, an inactive multi-classed character should never be more than one level different in each class (3,3,4 is okay, 3,3,9 is not).

The Status of Inactive Characters

Inactive characters are not NPC or followers. They aren't involved in the adventure at any time. At no time will a player's active and inactive church tress come into contact in the campaign world. When not in play, inactive characters are assumed to be elsewhere on Athas, performing other tasks. All characters in a character tree are assumed to know each other and are working toward similar ends. The player may invent connections--the characters are all sons of the same powerful woman, are distant cousins, friends from childhood, etc. However, there is no need to have any relationship between them--the player may decide that the individuals in his character tree have no more than a passing acquaintance with one another.

Using the Character Tree to Advantage

The character tree's chief purpose is to give every player a pool of adventurers to choose from for ifferret situations or when one of his characters dies. The player is familiar with these characters and can apply their strengths more readily than he might be able to with freshly created characters. However, if care is taken, the character tree can be a valuable tool to the player in an extended campaign. As only one inactive character gains a level of experinea every time the active character does so, dechiding which character to advance might be a decision based on which direction the campaign seems to be taking. If, for instance, a large war is in progress, a player may wish to use his fighter for his active character. If the war is winding down, he might want to advance inactive non-fighter churchtress for the post war adventures to come.

As another example, the quest might be a Dangores trek across the wilderness to steal a magical item from an ancient defiler's mansion. The player might use his ranger character to make the journey, but all the while might be using his inactive churchtour advancements to make his thief more powerful for the final assault on the mansion.

Exchanges Between Characters

Even though characters are on the same tree, they cannot freely exchange equipment, magical items, cash, or personal possessions. Keep separate lists for all such items. In some instances, if there is a compelling reason to do so, characters may exchange important items or information, but this is an option that can be as ill abused. In general, items stick with the original character and that's that.

DARK SUN(TM) campaigns call upon players to roleplay their characters according to alignments, just as in AD&D(R) campaigns. The alignment scheme is the same, combining an attitude toward order (law, neutrality, or chaos) with an attitude toward morality (good, neutrality, or evil). All characters and creatures have an alignment in Dark Sun.

As stated in the Player s Handbook "consider alignment as a tool, not a straight jacket that restricts the character." Encourage players to manipulate their Dark Sun characters, using alignment to enhance their roleplaying--creative roleplaying in the Dark Sun world, as in any AD&D campaign world, will enhance both its realism and its enjoyment.

Half-giants and Alignment

As stated in Chapter 2

Player Character Races half-giants have rapidly shifting attitudes toward both order and morality. Their imitative nature and basically poor grasp of right and wrong facilitate this flip-flopping of attitudes which, in game terms, manifests itself as a change in alignment. One half of a half-giant alignment remains fixed, the other half may vary. A half-giant must choose an alignment every morning, one that reflects a reaction to his changing environment, but it must be an alignment that the DM agrees to. In general, a half-giant will be imitative or will be reacting to his environment when a change in alignment occurs. Unless there is a valid reason for the half-giant to become, say, chaotic evil for a day, then the DM should not allow it. If a player repeatedly requests daily alignment changes simply for personal gain, the DM should suggest he play another type of character. Remember, a half-giant character's alignment may change each day, but it isn't mandatory--he may go months at a time without a single change. For this reason, half-giant characters, while the dumbest in the campaign world, are generally the most difficult to accurately roleplay.

A half-giant's shifting alignment should become a hindrance as often as it is a boon. His any-way-the-wind-blows thinking can make him appear unreliable, even dangerous to characters with a more linear approach to order and morality. The DM must sometimes present situations where a half-giant's changing alignment will cause him some grief.

Alignment in Desperate Situations

(Optional Rule)

Life threatening circumstances always put a character's alignment to the test. How he acts, how he treats the other characters in a party, and how he controls his own actions can change drastically with desperation. These rules are presented chiefly to govern situations where water is in very short supply, but they can be adapted to a variety of other situations: the commodity in short supply could just aseasily be food in times of famine, the antidote to a poison, the cure for a widespread disease, air in a collapsed tunnel, etc.

A party of characters that has a potentially deadly shortage of water will have to take several things into consideration. Individually, characters should react based on their alignment. As a group, they will have to examine which of their number are strong and capable and which are weak and in need of assistance.

Plans may be made to give more water to certain individuals so they can survive to cast spells or fight foes. How characters react to such plans again rests with their alignments.

Lawful Good

A character of this alignment will insist that everyone get an even share of what water there is, even those in the party who seem beyond hope. He will readily conceive of and accept plans that call for unequal distribution of water for the good of the group, but will never let the weak or dying go without water.

Lawful Neutral

Such characters will insist that everyone get an even share of available water, but won't care one way or the other about characters that may be beyond hope. He will also accept plans that call for unequal distribution of water for the good of the group .

Lawful Evil

A character of this alignment will insist that available water be evenly distributed among the able bodied of the group, but won't offer any to those who seem too far gone. He will accept plans that call for unequal distribution of water for the good of the group, especially if that means more water for him.

Neutral Good

A neutral good character will insist that everyone in the group get an even share of remaining water, even the severely dehydrated. He will consider plans calling for unequal water distribution, but will have to be convinced that the plan will ultimately benefit the party and not hurt him personally.

True Neutral

A character of this alignment will want a fair share for himself, but won't necessarily come to the aid of the very weak. He will consider plans that call for unequal water distribution, but only if he and the party will benefit in the short term.

Neutral Evil

A character of this alignment will insist on his fair share, and will be against giving water to the very weak. He will consider plans for unequal water distribution, but only if he personally will benefit soon.

Chaotic Good

A chaotic good character will insist that everyone get an even share of the available water, even the very weak. He will not consider plans calling for unequal water distribution unless he and those he likes personally get more water as part of the plan.

Chaotic Neutral

Such a character will insist on his fair share, and won't concern himself with the plight of the very weak. He won't consider plans calling for unequal water distribution unless he personally gets more water as part of the plan.

Chaotic Evil

A chaotic evil character will freely lie, cheat, or even kill to get all the water he can. He will constantly suggest plans calling for unequal water distribution that grant him additional water immediately.

Severe Desperation

For the purposes of this rule, severe desperation sets in when one member of the party (either a PC or NPC) dies from dehydration and the situation shows no signs of changing. At such times, the DM should make a Wisdom check for each character every day in order to avoid madness. The madness created by water deprivation forces a character to adopt a chaotic evil alignment for that day with regards to obtaining water. The DM should inform the player of this temporary alignment change--the player should do his best to adopt the madness in his character's style a stupid gladiator might simply take out his sword and demand the water, whereas a bard might poison some of his fellows in secret to increase his share. If a player is unwilling to take appropriate actions, the DM should make the character into an NPC until the madness wears off. It is mostly for this reason that this rule is optional. Alignment related class abilities are lost during the period of madness. Once a character has a successful Wisdom check or is rehydrated, the madness goes away.