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Tadas Botyrius (Order #28658583)
Tadas Botyrius (Order #28658583)
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Tadas Botyrius (Order #28658583)


Tadas Botyrius (Order #28658583)
5 A S E MAC AND PSP 5ONUSES CONSTITUTION
Ability Base MAC PSP Ability Hit Point System Resurrection Poison
MAC Modifier Bonus Score Adjustment Shock Survival Save Regeneration
15 or less 10 0 0 3 -2 35% 40% 0 Nil
16 9 -1 +1 4 -1 40% 45% 0 Nil
J7 8 -1 —. + 2 5 -1 45% 50% 0 Nil^__
18 7 -2 +3 6 -1 50% 55% 0 Nil
19 6 -2 +4 7 0 55% 60% 0 Nil
20 5 -3 +5 8 0 60% 65% 0 Nil
21
K 3
• • • ^ ^
-3
+6
+7
9
10
0
0
65%
70%
70%
75%
0
0
Nil
Nil
• 22 2 -4 +8 11 0 75% 80% 0 Nil. H
24 1 -4 +9 12 0 80% 85% 0 Nil
m 23
25 0 -4 + 10 13 0 85% 90% 0 Nil
14 0 88% 92% 0 Nil
Note: Though nonpsionic creatures can have any MAC score, the 15 +1 90% 94% 0
following general guidelines (based on Intelligence) can be used: Non, 16 +2 95% 96% 0 Nil
MAC 5-6; Animal, 5-6; Semi, 6-8; Low, 8-9; Average, 8-10; Very, 8-9; 17 +2 (+3)* 97% 97% 0 Nil
High, 7-8; Exceptional, 6-7; Genius, 5-6; Supra, 4-5; Godlike, 2-3. 18 +2 (+4)' 99% 98% 0 Nil
19 +3 (+5)*' 99% 99% +1 Nil
20 +3 (+6)+ 99% 99% +1 1/4 hours

MTHACO 5 O N U S TOR 21
22
+3 (+6)t
+4 (+7)+t
99%
99%
99%
99%
+2
+2
1/3 hours
1/2 hours
PSIONIC ATTACKS VS. 23 +4 (+7)+t 99% 99% +3 1/hour
PSIONIC DEFENSES 24 +4 (+7)tt 100% 100% +3 1/3 turns
25 +4 (+7)tt 100% 100% +4 1/2 turns
Mind Thought Mental Intellect Tower of
blank shield barrier fortress iron will * Parenthetical bonuses apply to warriors only.
Mind thrust +5 +3 -2 -3 -5 ** All 1 s rolled for Hit Dice are automatically considered 2s.
Ego whip +3 +4 +2 -4 -3 + All 1 s and 2s rolled for Hit Dice are automatically considered 3s.
tt All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.
Id insinuation -5 -3 -1 +2 +5
Psychic crush +1 -4 +4 _1 -2
Psionic blast -3 +2 -5 +4 +3

MTHACO MODIFIERS
Intelligence MTHACO
Score Modifier
15 or less 0
16-17 +1
18-19 +2
20-22 +3
23+ +4

PSIONIC ACTIONS
PER ROUND ITEM SAVING THROWS
1) Character can make as many psionic attacks as Crushing Magical Normal
his experience level allows, and . . . Item Acid Blow Disintegrate Fall Fire Fire Cold Lightning Electricity
2) he can use one psionic defense, and . . . Bone or ivory 11 16 19 6 9 3 2 8 2
3) he can activate one psionic power against an Cloth 12 — 19 — 16 13 2 18 2
open mind, and . . . Glass 5 20 19 14 7 4 6 17 2
4) he can maintain as many previously Leather 10 3 19 2 6 4 3 13 2
successfully activated powers as he wishes Metal 13 7 17 3 6 2 2 12 2
(provided he can afford to continue paying the Oils* 16+ 19 — 19 17 5 19 16
PSP costs). Paper, etc. 16 7 19 — 19 19 2 19 2
Potions* 15t — 19 — 17 14 13 18 15
Note: All psionic attacks require line of sight, as do Pottery 4 18 19 11 3 2 4 2 2
the use of all psionic powers (with a few Rock/crystal 3 17 18 8 3 2 2 14 2
exceptions, such as those in the clairsentience Rope 12 2 19 — 10 6 2 9 2
discipline). If a psionic attack succeeds and opens W o o d , thick 8 10 19 2 7 5 2 12 2
a closed mind, a psionic power can be used Wood, thin 9 13 19 2 11 9 2 10 2
against the mind that same round.
• This save does not include the container, only the liquid contents.
t Even if the save is made, the item is probably hopelessly mixed with the acid.

2438XXX1401 DARK SUN is a registered trademark owned by TSR, Inc. © 1995 TSR, Inc. All rights reserved.
Tadas Botyrius (Order #28658583)
THACOs AND MTHACOs
Lei/el
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Priest THACO
Psionicist THACO
20
20
20
20
20
19
18
19
18
18
18
18
16
17
16
17
16
16
14
16
14
15
14
15
12
14
12
14
12
13
10
13
10
12
10
12
8
11
8
11
1
Rogue THACO
Warrior THACO
20
20
20
19
19
18
19
17
18
16
18
15
17
14
17
13
16
12
16
11
15
10
15
9
14
8
14
7
13
6
13
5
12
4
12
3
11
2
11
1
1
Wizard THACO 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8 i
l 2 I 4 -, 6 - 8 ') 10 11 12 13 14 15 16 17 18 19 20
Psionicist MTHACO 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1

I 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Wild Talent MTHACO 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11

SAVING THROWS
Attack tn R'e Saved Against -
Character Croup Paralyzation, Poison, Rod, Staff, Petrification Breath
ind Fxperience Level or Death Magic or Wand or Polvmorph* Weapont Spell*
Priests 1-3 10 14 13 16 15
4-6 9 13 12 15 14

P
7-9 7 11 10 13 12
10-12 6 10 9 12 11
13-15 5 9 8 11 10
16-18 4 8 7 10 9
19+ 2 6 5 8 7
Psionicists 1-4 13 15 12 16 15
5-8 12 13 10 15 14
9-12 11 11 8 13 12
13-16 10 9 7 12 11
17-20 9 7 6 11 9
INITIATIVE MODIFIERS
21 + 8 5 5 9 7
Rogues 1-4 13 14 12 16 15
Specific Situation Modifier
5-8 12 12 11 15 13
Hasted -2
1 9-12 11 10 10 14 11
Slowed
I 13-16 10 8 9 13 9 On higher ground
I' 17-20
21 +
9
8
7
6
8
4
12
11
7
5
Set to receive a charge
Wading or slippery footing
Warriors 0 16 18 17 20 19 Wading in deep water
1-2 14 16 15 17 17 Foreign environment
3-4 13 15 14 16 16 Hindered (tangled, climbing, held)
5-6 11 13 12 13 14 Waiting
7-8 10 12 11 12 13
9-10 8 10 9 9 11
11-12 7 9 8 8 10
13-14 5 7 6 5 8 COMSAT MODIFIERS
15-16 4 6 5 4 7
17+ 3 5 4 3 6 Attack Roll
Wizards 1-5 14 11 13 15 12 Situation Modifier
6-10 13 9 11 13 10 Attacker on higher ground +1
11-15 11 7 9 11 8 Defender invisible -4
+2
16-20
21 +
10
8
5
3
7
5
9
7
6
4
Defender off-balance
Defender sleeping or held i
Defender stunned or prone Automatic j
Defender surprised +4 |
* Excluding polymorph wand attacks.
Missile fire, long range +1 |
t Excluding those that cause petrification or polymorph. Missile fire, medium range -5
t Excluding those for which another saving throw type is specified. Rear attack -2
Note: A roll of 1, 2, or 3—regardless of modifiers—is an automatic fail.

COVER AND CONCEALMENT


MODIFIERS TO AC
Target Cover Concealment
25% hidden -2 -1
50% hidden -A -2
75% hidden -7 -3
90% hidden -10 -A

Tadas Botyrius (Order #28658583)


ELF RUN M U L EXERTION
Roll Equal to Days Before Penalties Begin Exertion Time Before Requiring Rest
Failure/No preparation 1 Heavy labor
Con score to Con -3 2 (stone construction, quarry work, running) 24+Con (hours)
Con -4 to Con -7 3 Medium labor
Con - 8 to Con -10 4 (light construction, mining, jogging) 36+Con (hours)
Con -11 to Con -13 5 Light labor
Con -14 to Con -16 6 (combat training, walking encumbered) 48+Con (hours)
Con -1 7 or lower 7 Normal activity
(walking, conversation) Con (days)

MASS ELF- RUN LEADER 5ONUS WEAPON MATERIALS


Leader Type Constitution Bonus Material Cost Weight Damage* Hit Probabilityt
Tribal chief +3 Metal 100% 100% — —
Clan head +2 Bone 30% 50% -1 -1
Highest Charisma +1 Stone, obsidian 50% 75% -1 -2
Wood 10% 50% -2 -3

* The damage modifier subtracts from the damage normally done by that
weapon, to a minimum of one point,
t Not applicable to missile weapons.

GATHERING SPELL ENERGY


THROUGH DEFILING MAGIC MONEY
100 cp (ceramic pieces) =
Terrain Type* Failure (More than Int) Int to lnt-7 lnt-8 10 sp = 2 ep = 1 gp= 1/5 pp
Lush -1 spell/level Usual spells/level +3 spells/level
Failure (More than lnt-2) lnt-2 to lnt-7 Int-tl • All nonmetal items cost 1 % of the price
Abundant -1 spell/level Usual spells/level +2 spells/level listed in the Player's Handbook.
Failure (More than lnt-3) lnt-3 to lnl-7 Int-ll • All metal items cost the price listed in the
Fertile -1 spell/level Usual spells/level +2 spells/level Player's Handbook.
Failure (More than lnt-5) lnt-5 to lnt-8 lnt-9 • Prices listed in any DARK SUN® product are
Infertile -2 spells/level Usual spells/level +1 spell/level used as is.
Failure (More than lnt-7) lnt-7 to lnt-9 lnt-10
Barren -2 spells/level Usual spells/level + 1 spell/level
1
Lush terrain includes forests, large gardens, and parks. Abundant terrain includes verdant belts, grasslands,
and mud flats. Fertile terrain includes oases and scrub plains. Infertile terrain includes stony barrens, rocky
badlands, and bare mountains. Barren terrain includes boulder fields, sandy wastes, and salt flats.

TURNING UNDEAD
Type or Hit Dice • Level of Pric'St
of Unde.id 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
Lichor 11+ HD — — — — — — — 20 19 16 13 10
Specialt — — — — — — — — 20 19 16 13

* An additional 2d4 creatures of this type are turned.


t Special undead include the most powerful, free-willed undead of Athas.

Tadas Botyrius (Order #28658583)


ATHASIAN WEAPONS
L/ d 111 d fL*? ' —
Costt Weight* Si/e Tvpo Speed S-M L
Alhulak 9cp 9 M B 5 1d6 1d6
Bard's friend 10 cp 3 S P/S 3 Id4+1 1d3 i
Cahulaks 12 cp 12 M P/B 5 1d6 1d6
Carrikal 8cp 6 M S 5 1d6+1 1d8
Chatkcha Icp '/. S s 4 1d6+2 Id4+1
Crusher 24 cp 9 L B 10 1d4 1d3
Datchi club 12 cp 10 L B 4 1d6 1d4 J
Dragon's paw 15 cp 9 L P 8 1d6 1d6+1 \
Forearm axe 2sp 4 S VP 3 1d6 1d6
Gouge 6 cp 12 L P/S 8 1d8 1d10
Cythka 6 cp 12 L P/B 9 2d4 1d10
Impaler 4cp 5 M P 5 1d8 1d8
Lotulis 15 cp 10 L P/S/B 8 1d10 1d12 1
Master's whip 6cp 3 M P 8 1d3 1d2 J
Puchik 6 cp 1 S P/S 2 1d4+1 1d4+1
Quabone 1cp 4 M P/S 7 1d4 1d3
Singing sticks 5sp 1 S B 2 1d6 1d4
Tortoise blade 9cp 5 M P/S 5 1d6 1d6+1
;
Trikal 4cp 1 S P/S/B 2 1d6 1d6-1
Weighted pike 6 CD 15 L, P/B 1d6 1d12orjd4j
Widow's knife 5 cp 4 M P/S 3 1d4 1d4
Wrist razor Isp 1 S s 2 1d6+1 1d4+1

* Damage is shown as a base rate. Modifiers must be employed based on the materials used,
t Costs are for items made from stone or obsidian. Change to reflect the use of other materials.
t Weights are for items made from stone or obsidian. Change to reflect the use of other materials.

DEFILER MAGICAL DESTRUCTION


SDCII Level
Terrain Type 1 2 3 4 5 6 7 8 9
Silt Sea --»—«-» 1D 2.o
Boulder fields 10 14 17 20 22 24 26 28 30 3
Salt flats 10 14 17 20 22 24 26 28 30 |
Sandy wastes 10 14 17 20 22 24 26 28 30
Mountains 5 7 9 10 11 12 13 14 15
Rocky badlands 5 7 9 10 11 12 13 14 15
Stony barrens 5 7 9 10 11 12 13 14 15
Scrub plains ' ^ ^ ^ |W 3 4 4 5 5 5 5 6 6 |
Verdant belts 2 2 2 3 3 3 4 4 4 1
Forests 1 1 2 2 2 2 2 3 3 '

Note: The number shown is the radius, in yards, around the defiler where all vegetation is turned to ash. If a defiler memorizes more than one spell from the same
location, the radius of destroyed vegetation expands. Start with the highest level spell memorized. Add one yard for every other spell memorized. (Spells equal to
the highest level spell are treated as additional spells.)

STRENGTH
Ability Hit Damage Weight Maximum Open Bend Bars/

i
Score Probability Adjustment Allowance Press Doors Lilt Gates
TIM •^
1 B^^fflMM
; : -1 5 10 2 0%
I 4-5 -2 M 10 25 3 0%
* 6-7 -1 '^ ^ ^ • ^ None 20 55 4 3 9H B K 0%
8-9 Normal None 35 90 5 1%
10-11 Normal None 40 115 6 2%
12-13 Normal None 45 140 7 4%
~ 14-15
16
Normal
Normal
None
+1
5S
70
I/U
195
0
9
/*%
10% "i
-i
17 +1 +1 85 220 10 13%
18 +1 +2 110 255 11 16%
19 +2 +3 135 280 12 20%
20 +2 +4 170 315 13 25%
21 +2 +5 255 375 14 30%
22 +3 +6 360 475 15(3) 35% |
23 +3 +7 445 600 16(6) 40%
24 +3 +8 515 700 16(8) 50%
25 +4 +9 635 810 17(10) 60%

Tadas Botyrius (Order #28658583)

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