Male Human Sun Cleric 3 (Neutral Good)
Height: 5' 10"
Weight: 160 lbs.
Age: 32

Strength 14 Hit Prob. +0 Dmg Adj. +0 Wt. All. 55 Max Press 170 Op. Drs 8 BB/LG 7%
Dexterity 15 Surprise Adj. 0 Missile Att. Adj. 0 Def. Adj. -1
Constitution 14 HP Adj. 0 Sys. Shk 88% Res. Sur. 92% Pois. Save 0 Regen. Nil
Intelligence 13 No. of Lang. 3 Spell Immun. -
Wisdom 16 Mag. Def. Adj. +2 Bonus Spells 1st, 1st, 2nd, 2nd Spell Fail 0% Spell Immun. -
Charisma 12 Max No. Hench. 5 Loy Base 0 Rctn Adj. 0
Saving Throws
Paralyzation, Poison, or Death Magic 10
Rod, Staff, or Wand 14
Petrification or Polymorph 13
Breath Weapon 16
Spell 15
HP 13 AC 9 XP 3,000*

*Clerics in the DARK SUN world who have a Wisdom of 16 or more gain a 10% bonus to the experience points they earn.

Weapon Pro #AT Hit Adj. Dmg Adj. Adj. Thac0 Spd Type Dmg. vs. S/M Dmg. vs. L
Obsidian Longsword P 1/1 + +
Chatkcha (thrown) P 1/1 + + S 1d6+2 1d4+1

Class Features

  • Spells: Major access to the Sphere of Sun and minor access to the Sphere of Cosmos.
  • Spells Prepared: 1st) Altruism, Call Upon Faith, Courage, Cure Light Wounds; 2nd) Aid, Barkskin, Moment
  • Turn Undead: When encountering undead, a priest can attempt to turn the creatures. Only one attempt can be made per character per encounter. Attempting to turn counts as an action, requiring one round and occurring during the character's turn in the initiative order (thus the undead may get to act before the character can turn them). The mere presence of the character is not enough-a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt. To resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character. If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (-) means that a priest of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first. Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead. Turned undead bound by the orders of another (e.g., skeletons) simply retreat and allow the character and those with him to pass or compIete their actions. Free-willed undead attempt to flee the area of the turning character, until out of his sight. If unable to escape, they circle at a distance, no closer than ten feet to the character, provided he continues to maintain his turning (no further die rolls are needed). If the character forces the free-willed undead to come closer than ten feet (by pressing them into a corner, for example) the turning is broken and the undead attack normally.
Table 61: TURNING UNDEAD Level of Priest
Type or Hit Dice of Undead 1 2 3 4 5 6 7 8 9 10-11 12-13 14+
Skeleton or 1 HD 10 7 4 T T D D D* D* D* D* D*
Zombie 13 10 7 4 T T D D D* D* D* D*
Ghoul or 2 HD 16 13 10 7 4 T T D D* D* D* D*
Shadow or 3-4 HD 19 16 13 10 7 4 T T D D D* D*
Wight or 5 HD 20 19 16 13 10 7 4 T T D D D*
Ghast 20 19 16 13 10 7 4 T T D D
Wraith or 6 HD 20 19 16 13 10 7 4 T T D
Mummy or 7 HD 20 19 16 13 10 7 4 T T
Spectre or 8 HD 20 19 16 13 10 7 4 T
Vampire or 9 HD 20 19 16 13 10 7 4
Ghost or 10 HD 20 19 16 13 10 7
Lich or 11+ HD 20 19 16 13 10
Special † 20 19 16 13

*An additional 2d4 creatures of this type are turned.
† Special undead include the most powerful, free-willed undead of Athas.


Ancient History (Blue Age)
Local History (Tyr Region)
Reading/Writing (Common)
Riding, Land-Based

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