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BASE MAC AND PSP BONUSES CONSTITUTION

Ability Base MAC PSP Ability Hit Point System Resurrection Poison
Score 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
17 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 4 -3 +6 9 0 65% 70% 0 Nil
22 3 -3 +7 10 0 70% 75% 0 Nil
23 2 -4 +8 11 0 75% 80% 0 Nil
24 1 -4 +9 12 0 80% 85% 0 Nil
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 Nil
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
MTHAC0 B ONUS FOR 20
21
+3 (+6) †
+3 (+6) †
99%
99%
99%
99%
+1
+2
1/4 hours
1/3 hours
P SIONIC A TTACKS VS . 22 +4 (+7) †† 99% 99% +2 1/2 hours

PSIONIC DEFENSES
23 +4 (+7) †† 99% 99% +3 1 /hour
24 +4 (+7) †† 100% 100% +3 1/3 turns
25 +4 (+7) †† 100% 100% +4 1/2 turns
Mind Thought Mental Intellect Tower of
blank shield barrier fortress iron will * Parenthetical bonuses apply to warriors only.
** All 1s rolled for Hit Dice are automatically considered 2s.
Mind thrust +5 +3 -2 -3 -5
† All 1s and 2s rolled for Hit Dice are automatically considered 3s.
Ego whip +3 +4 +2 -4 -3
Id insinuation -5 -3 -1 +2 +5 †† All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.
Psychic crush +1 -4 +4 -1 -2
Psionic blast -3 +2 -5 +4 +3

MTHAC0 MODIFIERS
Intelligence
MTHAC0
Score
Modifier
15 or less 0
16-17 +1
18-19 +2
20-22 -3
23+ +4

P SIONIC A CTIONS
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 * 15 † — 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). It a psionic attack succeeds and opens Wood, 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.
† 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
THAC0S AND MTHAC0S

Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Priest THAC0 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8
Psionicist THAC0 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
Rogue THAC0 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
Warrior THAC0 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Wizard THAC0 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Psionicist MTHAC0 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Wild Talent MTHAC0 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11

SAVING THROWS
Attack to Be Saved Against
Character Group Paralyzation, Poison, Rod, Staff, Petrification Breath
and Experience Level or Death Magic or Wand or Polymorph * Weapon † Spells ‡
Priests 1-3 10 14 13 16 15
4-6 9 13 12 15 14
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
21+ 8
9 7
5
6
5
11
9
9
7
INITIATIVE MODIFIERS
Rogues 1-4 13 14 12 16 15 Specific Situation Modifier
5-8 12 12 11 15 13
Hasted -2
9-12 11 10 10 14 11 Slowed +2
13-16 10 8 9 13 9 On higher ground -1
17-20 9 7 8 12 7 Set to receive a charge -2
21+ 8 6 4 11 5 Wading or slippery footing +2
Warriors 0 16 18 17 20 19 Wading in deep water +4
1-2 14 16 15 17 17 Foreign environment +6
3-4 13 15 14 16 16 Hindered (tangled, climbing, held) +3
5-6 11 13 12 13 14 Waiting +1
7-8 10 12 11 12 13
9-10 8 10 9 9 11
11-12 7 9 8 8 10
13-14
15-16
5
4
7
6
6
5 4
5 8
7
COMBAT MODIFIERS
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
16-20 10 5 7 9 6 Defender off-balance +2
21+ 8 3 5 7 4 Defender sleeping or held Automatic
Defender stunned or prone +4
Defender surprised +1
* Excluding polymorph wand attacks.
Missile fire, long range -5
† Excluding those that cause petrification or polymorph. Missile fire, medium range -2
‡ 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


M ODIFIERS TO AC
Target Cover Concealment
25% hidden -2 -1
50% hidden -4 -2
75% hidden -7 -3
90% hidden -10 -4
ELF RUN MUL EXERTION
Roll Equal to Days Before Penalties Begin Exertion Time Before Requiring Rest
Failure/No preparation 1 Heavy labor 24+Con (hours)
Con score to Con -3 2 (stone construction, quarry work, running)
Con -4 to Con -7 3 Medium labor 36+Con (hours)
Con -8 to Con -10 4 (light construction, mining, jogging)
Con -11 to Con -13 5 Light labor 48+Con (hours)
Con -14 to Con -16 6 (combat training, walking encumbered)
Con -17 or lower 7 Normal activity Con (days)
(walking, conversation)

W EAPON M ATERIALS
MASS ELF RUN LEADER BONUS
Material Cost Weight Damage * Hit Probability †
Leader Type Constitution Bonus
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.
Not applicable to missile weapons.

GATHERING SPELL ENERGY


T HROUGH DEFILING M AGIC Money
Intelligence Check
100 cp (ceramic pieces) =
Terrain Type * Failure (More than Int) Int to Int-7 Int-8
10 sp = 2 ep = 1 gp = 1/5 pp
Lush -1 spell/level Usual spells/level +3 spelIs/level
Failure (More than Int-2) Int-2 to Int-7 Int-8 • All nonmetal items cost 1% of the price
Abundant -1 spell/level Usual spelIs/level +2 spelIs/level listed in the Player’s Handbook
Failure (More than Int-3) Int-3 to Int-7 Int-8 • All metal items cost the price listed in the
Fertile -1 spell/level Usual spells/level +2 spelIs/level Player’s Handbook.
Failure (More than Int-5) Int-5 to Int-8 Int-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 Int-7) Int-7 to Int-9 Int-10
Barren -2 spells/level Usual spells/level +1 spell/level

* 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 Priest
of Undead 1 2 3 4 5 6 7 8 9 10-11 1 2 - 1 3 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.
A THASIAN W EAPONS
Damage *
Cost † Weight ‡ Size Type Speed S-M L
Alhulak 9 cp 9 M B 5 1d6 1d6
Bard's friend 10 cp 3 S P/S 3 1d4+1 1d3
Cahulaks 12 cp 12 M P/B 5 1d6 1d6
Carrikal 8 cp 6 M S 5 1d6+1 1d8
Chatkcha 1 cp ½ S S 4 1d6+2 1d4+1
Crusher 24 cp 9 L B 10 1d4 1d3
Datchi club 12 cp 10 L B 4 1d6 1d4
Dragon's paw 15 cp 9 L P 8 1d6 1d6+1
Forearm axe 2 sp 4 S S/P 3 1d6 1d6
Gouge 6 cp 12 L P/S 8 1d8 1d10
Gythka 6 cp 12 L P/B 9 2d4 1d10
Impaler 4 cp 5 M P 5 1d8 1d8
Lotulis 15 cp 10 L P/S/B 8 1d10 1d12
Master's whip 6 cp 9 M P 8 1d3 1d2
Puchik 6 cp 1 S P/S 2 1d4+1 1d4+1
Quabone 1 cp 4 M P/S 7 1d4 1d3
Singing sticks 5 sp 1 S B 2 1d6 1d4
Tortoise blade 9 cp 5 M P/S 5 1d6 1d6+1
Trikal 4 cp 1 S P/S/B 2 1d6 1d6-1
Weighted pike 6 cp 15 L P/B 12 1d6 1d12 or 1d4
Widow’s knife 5 cp 4 M P/S 3 1d4 1d4
Wrist razor 1 sp 1 S S 2 1d6+1 1d4+1

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

D EFILER M AGICAL D ESTRUCTION


Spell Level
Terrain Type 1 2 3 4 5 6 7 8 9
Silt Sea 12 16 20 22 24 26 28 30 32
Boulder fields 10 14 17 20 22 24 26 28 30
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 3 4 4 5 5 5 5 6 6
Verdant belts 2 2 2 3 3 3 4 4 4
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/
Score Probability Adjustment Allowance Press Doors Lift Gates
3 -3 -1 5 10 2 0%
4-5 -2 -1 10 25 3 0%
6-7 -1 None 20 55 4 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 Normal None 55 170 8 7%
16 Normal +1 70 195 9 10%
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%

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