Character Creation
1) Get a Character Sheet!
Use this one.
2) Determine Ability Scores.
Start by generating your character's ability scores. Use the point buy method. Start with 15 points. The point amounts and costs of attributes are included below for your convenience or use this attached excel spreadsheet.
Note: Your choice of race will offer one or more bonuses or penalties to apply to your Ability Scores.
Table: Ability Score Costs
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17
3) Choose Your Character's Race.
Next, pick your character's race, noting any modifiers to your ability scores and any other racial traits (see Races).
Playable Dark Sun Races include those listed below. Details of each race are specific and unique to Dark Sun and are found on the Races page.
Dwarf
Elf
Half-Elf
Half-Giant
Halfling
Human
Mul
Thrikreen
Each race lists the languages your character automatically knows, as well as a number of bonus languages. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.
Note: See the Linguistics skill for more information pertaining to Languages.
4) Choose Your Character's Class and Abilities
Choose a class from the list below. All new characters start at 1st level.
Some special notes on classes unique to Dark Sun are found on the Classes page.
Favored Class: Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.
The classes for Dark Sun will be limited to the lists below and follow the rules under each Pathfinder description but for a few exceptions found on the Classes page.
Core Classes Psionic Classes
Choose all of your characters powers, spells, and other unique class abilities at this time as well, and record them in your character sheet.
5) Choose Your Psionic Abilities
All beginning characters begin with a 1 st level Psionic Power of their choice. This power must be a first level power and must be from the powers listed in the Psion/Wilder or Psychic Warrior lists of Powers. Each character also starts with the Wild Talent feat giving him 2 power points and allowing him to take psionic feats.
6) Choose Your Skills
First determine the number of skill ranks your character gets.
Determine which skills are class skills. Each skill that is a class skill, that has at least one rank in it or that can be used untrained, gives a +3 bonus.
Allocate ranks on desired skills, you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).
Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill.
Note: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Table: Skill Ranks
Class Skill Ranks per Level
Barbarian 4 + Int modifier
Bard 6 + Int modifier
Cleric 2 + Int modifier
Druid 4 + Int modifier
Fighter 2 + Int modifier
Monk 4 + Int modifier
Ranger 6 + Int modifier
Rogue 8 + Int modifier
Sorcerer 2 + Int modifier
Wizard 2 + Int modifier
Psion 2 + Int modifier
Psychic Warrior 4 + Int modifier
Wilder 4 + Int modifier
7) Choose Your Character's Feats.
Determine how many feats your character receives, based on his class and level, and select them from those presented in Feats. Feats can be chosen from those presented in the PF rules, PU rules, or those in DS v7 rules provide the character meets the prerequisites.
8) Determine Your Character's Hit Points (HP).
All characters gain maximum hit points at 1st level.
On first level only, add your Constitution SCORE (not the modifier bonus/penalty) to your HPs.
To determine a character or creature's hit points for levels beyond 1st, roll the dice indicated by its Hit Dice.
HD by Class
Class HD
Barbarian d12
Bard d8
Cleric d8
Druid d8
Fighter d10
Monk d8
Ranger d10
Rogue d8
Sorcerer d6
Wizard d6
Psion d6
Psychic Warrior d8
Wilder d8
9) Choose your Characters Starting Equipment.
Characters in Dark Sun receive the same starting packages as the Pathfinder equivalents. This means they receive the same starting funds (converted to ceramic pieces) See DS3 r7 for more information on the currency of Athas. Players have access to the same weapons, armor, and equipment that their funds allow. For additional Athasian equipment, see Athasian Emporium.
Each new character begins the game with a number of ceramic pieces (cp), based on his class, that can be spent on a wide range of equipment and gear.
Prices for goods and equipment convert directly from gold to ceramic. For example, rather than costing 10 gp, a
suit of leather armor would cost 10 Cp. Items that must be made using metal components, however, retain their full cost.
Note: Cp (ceramic pieces) must not be confused with cp (copper pieces).
Table: Starting Character Wealth
Class Starting Wealth Average
Barbarian 3d6 × 10 cp 105 cp
Bard 3d6 × 10 cp 105 cp
Cleric 4d6 × 10 cp 140 cp
Druid 2d6 × 10 cp 70 cp
Fighter 5d6 x 10 cp 175 cp
Monk 1d6 × 10 cp 35 cp
Ranger 5d6 × 10 cp 175 cp
Rogue 4d6 × 10 cp 140 cp
Sorcerer 2d6 × 10 cp 70 cp
Wizard 2d6 × 10 cp 70 cp
Psion 3d4 x 10 cp 75 cp
Psychic Warrior 5d4 x 10 cp 125 cp
Wilder 4d4 x 10 cp 100 cp
* For 1st-level PCs, see Equipment.
10) Select two Traits for Your Character.
Choose two traits for your character from the list of traits. No two traits may be from the same list.
11) Determine Your Characters Saving Throws, Initiative, and Attack Values.
Determine all of a character's other details, such as saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps, usually determined by your Class choice.
12) Describe or Determine Your Characters Description & Personality.
Choose your character's name, age, alignment, and physical appearance (such as height and weight etc). It is best to jot down a few personality traits as well, to help you play the character during the game.
Use this one.
2) Determine Ability Scores.
Start by generating your character's ability scores. Use the point buy method. Start with 15 points. The point amounts and costs of attributes are included below for your convenience or use this attached excel spreadsheet.
Note: Your choice of race will offer one or more bonuses or penalties to apply to your Ability Scores.
Table: Ability Score Costs
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17
3) Choose Your Character's Race.
Next, pick your character's race, noting any modifiers to your ability scores and any other racial traits (see Races).
Playable Dark Sun Races include those listed below. Details of each race are specific and unique to Dark Sun and are found on the Races page.
Dwarf
Elf
Half-Elf
Half-Giant
Halfling
Human
Mul
Thrikreen
Each race lists the languages your character automatically knows, as well as a number of bonus languages. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.
Note: See the Linguistics skill for more information pertaining to Languages.
4) Choose Your Character's Class and Abilities
Choose a class from the list below. All new characters start at 1st level.
Some special notes on classes unique to Dark Sun are found on the Classes page.
Favored Class: Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.
The classes for Dark Sun will be limited to the lists below and follow the rules under each Pathfinder description but for a few exceptions found on the Classes page.
Core Classes Psionic Classes
Choose all of your characters powers, spells, and other unique class abilities at this time as well, and record them in your character sheet.
5) Choose Your Psionic Abilities
All beginning characters begin with a 1 st level Psionic Power of their choice. This power must be a first level power and must be from the powers listed in the Psion/Wilder or Psychic Warrior lists of Powers. Each character also starts with the Wild Talent feat giving him 2 power points and allowing him to take psionic feats.
6) Choose Your Skills
First determine the number of skill ranks your character gets.
- Determine from the tables below based on his class and Intelligence modifier
- Add Bonus skill points if Human
- Add Bonus skill points if favored class. (Unless you chose to gain HP at each level.)
Determine which skills are class skills. Each skill that is a class skill, that has at least one rank in it or that can be used untrained, gives a +3 bonus.
Allocate ranks on desired skills, you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).
Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill.
Note: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Table: Skill Ranks
Class Skill Ranks per Level
Barbarian 4 + Int modifier
Bard 6 + Int modifier
Cleric 2 + Int modifier
Druid 4 + Int modifier
Fighter 2 + Int modifier
Monk 4 + Int modifier
Ranger 6 + Int modifier
Rogue 8 + Int modifier
Sorcerer 2 + Int modifier
Wizard 2 + Int modifier
Psion 2 + Int modifier
Psychic Warrior 4 + Int modifier
Wilder 4 + Int modifier
7) Choose Your Character's Feats.
Determine how many feats your character receives, based on his class and level, and select them from those presented in Feats. Feats can be chosen from those presented in the PF rules, PU rules, or those in DS v7 rules provide the character meets the prerequisites.
- All characters begin with 1 feat of their choice.
- If your characters race is human you get 1 additional feat.
- If your characters class is fighter, or psychic warrior you get 1 additional feat.
- All characters also begin with the Wild Talent feat with a level one Psionic Power of their choice.
8) Determine Your Character's Hit Points (HP).
All characters gain maximum hit points at 1st level.
On first level only, add your Constitution SCORE (not the modifier bonus/penalty) to your HPs.
To determine a character or creature's hit points for levels beyond 1st, roll the dice indicated by its Hit Dice.
HD by Class
Class HD
Barbarian d12
Bard d8
Cleric d8
Druid d8
Fighter d10
Monk d8
Ranger d10
Rogue d8
Sorcerer d6
Wizard d6
Psion d6
Psychic Warrior d8
Wilder d8
9) Choose your Characters Starting Equipment.
Characters in Dark Sun receive the same starting packages as the Pathfinder equivalents. This means they receive the same starting funds (converted to ceramic pieces) See DS3 r7 for more information on the currency of Athas. Players have access to the same weapons, armor, and equipment that their funds allow. For additional Athasian equipment, see Athasian Emporium.
Each new character begins the game with a number of ceramic pieces (cp), based on his class, that can be spent on a wide range of equipment and gear.
Prices for goods and equipment convert directly from gold to ceramic. For example, rather than costing 10 gp, a
suit of leather armor would cost 10 Cp. Items that must be made using metal components, however, retain their full cost.
Note: Cp (ceramic pieces) must not be confused with cp (copper pieces).
Table: Starting Character Wealth
Class Starting Wealth Average
Barbarian 3d6 × 10 cp 105 cp
Bard 3d6 × 10 cp 105 cp
Cleric 4d6 × 10 cp 140 cp
Druid 2d6 × 10 cp 70 cp
Fighter 5d6 x 10 cp 175 cp
Monk 1d6 × 10 cp 35 cp
Ranger 5d6 × 10 cp 175 cp
Rogue 4d6 × 10 cp 140 cp
Sorcerer 2d6 × 10 cp 70 cp
Wizard 2d6 × 10 cp 70 cp
Psion 3d4 x 10 cp 75 cp
Psychic Warrior 5d4 x 10 cp 125 cp
Wilder 4d4 x 10 cp 100 cp
* For 1st-level PCs, see Equipment.
10) Select two Traits for Your Character.
Choose two traits for your character from the list of traits. No two traits may be from the same list.
11) Determine Your Characters Saving Throws, Initiative, and Attack Values.
Determine all of a character's other details, such as saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps, usually determined by your Class choice.
12) Describe or Determine Your Characters Description & Personality.
Choose your character's name, age, alignment, and physical appearance (such as height and weight etc). It is best to jot down a few personality traits as well, to help you play the character during the game.