Classes

Assassins, Barbarians, Monks, Knights, and Paladins are not available as Player Character classes.

The following rules supersede those presented in the C&C Player's Handbook.

Fighter

Fighters in Dark Sun follow all the rules as presented in the C&C Player's Handbook except as follows:

  • Starting coin is 3d8 x 10 cp.
  • Fighters gain the following class abilities at the level indicated:

WEAPON MASTER: A fighter can teach weapon proficiency 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 attribute check; those who pass gain a bonus proficiency 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 normally allowed for their class.
SIEGE MASTER: 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. A fighter can construct heavy war machines when he reaches 9th level.
COMMAND: 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 100 soldiers per level-this includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.
CALL-TO-ARMS: At 10th level, a fighter reaches a level of renown that allows him to attract followers to his cause. By establishing a reputation in the wastes, a fighter can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the fighter's standard, a 1st level fighter heeds the call as well. When 80 followers have been attracted, a fighter of at least 5th level is attracted. This cycle repeats until the fighter can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level fighter comes, and when 160 followers are reached, another 5th level fighter arrives.
Followers must be supported or they leave. 0 level followers require 2 cp per month and 1st level fighters cost 100 cp per month. Every fighter of a higher level requires 100 cp per level per month.

Ranger

Rangers in Dark Sun follow all the rules as presented in the C&C Player's Handbook except as follows:

  • Starting coin is 3d8 x 10 cp.
  • Rangers gain the following class abilities at the level indicated:

Rogue

Rogues in Dark Sun follow all the rules as presented in the C&C Player's Handbook except as follows:

  • Starting coin is 3d4 x 10 cp.
  • A rogue cannot be of Lawful Good alignment.
  • Rogues gain the following class abilities at the level indicated:

PATRON (Charisma): At 10th level a rogue can attempt to attract a patron. A patron is a noble who will sponsor the rogue 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 Charisma roll with a CL equal to the level of the patron. Once a patron is obtained, the rogue need not roll further-the rogue is from then on in the employ of one noble family from one city of the CK's choice. A rogue need not seek out a patron if he doesn't wish to. Further, once a rogue has a patron, the only way to leave his service is through death-a hired rogue knows too many of the noble's secrets to be allowed to "resign" in any conventional way.
In the campaign, having a patron will mean several things. First, the CK can assign the rogue jobs for the family, which he must perform or be targeted for assassination, himself. Second, the rogue 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 rogue employees.

Preserver

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.
Preservers follow all the rules for Wizards as presented in the C&C Player's Handbook except as follows:

  • Starting coin is 1d10 x 10 cp.

Illusionist

Illusionists in Dark Sun follow all the rules as presented in the C&C Player's Handbook except as follows:

  • Starting coin is 1d10 x 10 cp.

Cleric

Clerics in Dark Sun follow all the rules as presented in the C&C Player's Handbook except as follows:

  • Starting coin is 2d10 x 10 cp.
  • Clerics gain the following class abilities at the level indicated:

IGNORE ELEMENT: 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 fire. This protection extends to everything that the cleric is carrying on him at the time.
GATE ELEMENT: 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.
WEAPON SELECTION: The cleric is only allowed to use certain weapons. One weapon must be made from the element which they worship. 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. 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. Clerics who worship fire 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. Those who worship water recognize it 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.

Druid

Druids in Dark Sun follow all the rules as presented in the C&C Player's Handbook except as follows:

  • Starting coin is 2d10 x 10 cp.

SPELLS: A druid casts divine spells. The spells available are listed on the druid spell list. Each druid can cast a limited number of spells from each spell level per day. The Cleric and Druid Spells Per Day Table shows the number of spells per day a druid may cast for each spell level. Druids prepare and cast spells by praying for them. This process is covered in greater detail in the Magic section.
Druids may also have access to up to two elemental spheres that they may cast spells from, similar to a cleric. These spheres are chosen by the CK when a druid chooses his guarded lands.

ARMOR ALLOWED: None

Bard

  • Starting coin is 3d4 x 10 cp.

New Classes

Gladiator

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.
A gladiator can use most magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
Gladiators have the following special benefits:

  • Starting coin is 3d8 x 10 cp.

WEAPON SPECIALIZATION: At 1st level, the gladiator can choose one weapon with which to specialize. All weapons are eligible, including ranged weapons such as the bow or sling. The weapon with which the gladiator specializes is usually common to the gladiator’s culture or society, but it need not be. The Castle Keeper and player should consult to determine which weapons are available for specialization, bearing in mind culture, location and availability.
Once chosen, the weapon cannot be changed. For gladiators between 1st and 6th level, this specialization imparts a +1 bonus to hit and a +1 bonus to damage when being used. Between 7th and 12th level, the bonuses increase to a +2 to hit and +2 to damage. A gladiator may opt to specialize in a second weapon (gaining the +1 bonus to hit and damage) instead of increasing his bonus in the first weapon specialized in.
UNARMED ATTACK: A gladiator specializes in unarmed, hand-to-hand combat. Gladiator’s gain attacks and improve in the amount of unarmed combat damage inflicted as shown on the table. The gladiator also gains the ability to make an off-hand attack at 6th level. The gladiator may choose whether the attacks inflict normal damage or subdual damage.
When gladiators gain the extra off-hand attack, they do not incur the penalties to their ‘to hit’ die rolls as described in the combat section as long as the off-hand attack (or both attacks) are unarmed attacks.
ARMOR OPTIMIZATION: 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 increased 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), do not count as armor while others (such as bracers of defense) do. The CK must rule on a case-by-case basis.
CALL-TO-ARMS: At 10th level, a gladiator reaches a level of renown that allows him to attract followers to his cause. By establishing a reputation in the arena, a gladiator can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the gladiator’s standard, a 1st level gladiator heeds the call as well. When 80 followers have been attracted, a gladiator of at least 5th level is attracted. This cycle repeats until the gladiator can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level gladiator comes, and when 160 followers are reached, another 5th level gladiator arrives.
Followers must be supported or they leave. 0 level followers require 2 cp per month and 1st level gladiators cost 100 cp per month. Every gladiator of a higher level requires 100 cp per level per month.

PRIME ATTRIBUTE: Strength
ALIGNMENT: Any
HIT DICE: d10
WEAPONS ALLOWED: Any
ARMOR ALLOWED: Any
ABILITIES: Weapon specialization, unarmed attack, armor optimization, call-to-arms

Level HD BtH EPP Primary Unarmed Attack Secondary Unarmed Attack
1 d10 0 0 1d4
2 d10 +1 2,701 1d6
3 d10 +2 5,501 1d6
4 d10 +3 12,001 1d6
5 d10 +4 24,001 1d8
6 d10 +5 48,001 1d8 1d4
7 d10 +6 95,001 1d8 1d4
8 d10 +7 180,001 1d8 1d4
9 d10 +8 360,001 1d10 1d6
10 d10 +9 700,001 1d10 1d6
11 +4 HP +10 1,000,001 1d10 1d6
12 +4 HP +11 1,300,001 1d10 1d6
13+ 300,000 per level

Defiler

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.
A defiler can use any magical item normally available to wizards.
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 here.
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 defiliers are feared and hated far and wide. Wherever they travel they leave behind a swath of ashen destruction.

  • Starting coin is 1d10 x 10 cp.

PRIME ATTRIBUTE: Intelligence
ALIGNMENT: Any non-good
HIT DICE: d4
WEAPONS ALLOWED: Club, dagger, dart, staff
ARMOR ALLOWED: None
ABILITIES: Spell casting

Level HD BtH EPP
1 d4 0 0
2 d4 +1 1,751
3 d4 +1 3,501
4 d4 +1 7,001
5 d4 +1 14,001
6 d4 +2 28,001
7 d4 +2 42,001
8 d4 +2 63,001
9 d4 +2 94,501
10 d4 +3 180,001
11 +1 HP +3 270,001
12 +1 HP +3 540,001
13+ 270,000 per level

Templar

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 list is slightly different. At 15th level the templar enters the upper ranks of the templar hierarchy.
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.
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.
As a templar advances in level, he gains certain powers within his city state. 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.
ORDER SLAVE: 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.
JUDGE SLAVE: 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.
SEARCH FREEMAN: 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.
REQUISITION TROOPS: 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 centurian. 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.
ACCUSE: 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 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. As a rule, a templar can have no more than one man accused and in the dungeons per level.
SEARCH PALACE/TEMPLE: 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.
REQUISITION FUNDS: A templar can draw upon the city treasury for official investigations when he reaches 6th level. The number of ceramic 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 7. Few questions are asked when funds are requisitioned, provided no attempt is made to withdraw funds more often than once per month.
JUDGE: 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 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. This ability can be used once per week.
PARDON: 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. This ability can be used once per week, and only if he has not judged anyone during that same week.

  • Starting coin is 2d10 x 10 cp.

PRIME ATTRIBUTE: Wisdom
ALIGNMENT: Any non-good
HIT DICE: d8
WEAPONS ALLOWED: Any
ARMOR ALLOWED: Any
ABILITIES: Spells, turn undead, order slave, judge slave, search freeman, requisition troops, accuse, search palace/temple, requisition funds, judge, pardon

A templar's Level, HD, BtH and EPP are equal to a cleric's.

Psionicist

  • Starting coin is 1d10 x 10 cp.
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