ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º This program is published by MPG-Net under license from TSR, Inc. (TSR) º º but is not authorized or endorsed by TSR. The program is for personal º º use only. If the item is based on or derived from copyrighted material º º of TSR or contains trademarks of TSR, it cannot be re-published or º º distributed except by the author and only as authorized by TSR, Inc. º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ DOCUMENTATION Advanced Dungeons and Dragons Character Generator DARK SUN 2 VERSION Original Campaign and Program by Ed Friedlander, M.D. -- VERSION 2.0, April 21, 1997 erf@alum.uhs.edu http://worldmall.com/erf/lipo.htm "Advanced Dungeons and Dragons", title and game system, are the lawful trademarks of TSR, Inc., Lake Geneva, Wisconsin. In our own world, I am an autopsy pathologist. I've seen the results of enough real-life evil. It isn't like in the movies. If you want to fantasy-role-play an evil character, you know nothing about life as it really is. I have received several requests for source code. Three of the requesters have indicated their desire to modify the program, specifically in order to produce evil player characters. It's important to me that this type of thing does not float around with my name on it. For this reason, I cannot make source code available. My apologies to the vast majority of gamers, who are good and decent people. I have taken the liberty of using the cleric's experience point table for templars, rather than what is in the 1st edition. There has been discussion that perhaps there are good templars. If you want to make a templar-preserver, that is your business. Rules for movement and encumbrance were modified as shown on the front sheet and equipment list, after the system in "Skills and Powers"... I have made "weight allowance" more linear, and the heavy encumbrances more realistic. Magical "Strength" (assumed to reach 25, i.e., +4/+9) results are in [brackets]... Character weights were assigned based on real measurements of physically-fit people... This time, I've offered a choice between "realistic weights" and weights as per the guidebooks. In real life, a 6'0" human with strength 20 (i.e., who can military-press 315 lb) will be massive; if trim, the weight will be approximated by the formula below. If you prefer, you can have a female character with strength 20 and weight 106 lb. Uh-huh.... Character abilities are rolled by the same methods for each member of a character tree. I have not allowed humans over 20th level to dual-class. In the real world, a person's good lean weight, minus all muscles, can be reasonably approximated by 1.35 x the height in inches. The muscle weight will be directly proportional to physical strength, and can be approximated quite well by the weight in pounds that can be military-pressed. Women have slightly smaller bones, and a small amount of fat is healthy for them; a man is best with zero fat, so these cancel each other out. Dwarves are shorter, but equal to humans in front-to-back and side-to-side dimensions, so the linear human formula works. So for weights, I have calculated using the formula Most races: 1.35 x height (inches) + maximumpress for strength Aarakocra: 0.5 x height (inches) + maximumpress for strength Elves: 1.2 x height (inches) + maximumpress for strength Halflings: 1 x height (inches) + maximumpress for strength Half Giants 12 x height (inches) + maximumpress for strength Thri-Kreen: As per the "Age of Heroes" I offer no apologies for these results. A human gladiator with lucky rolls and the strength bonus may weight 800 lb. This must be some kind of magic, and it is reasonable to think that this will be reflected in a higher-than-normal tissue density. If you have chosen the "Age of Heroes" system instead, the random modifier has been assigned proportionate to where the strength falls proportionate to the rest of the race. For example, a male dwarf will be assigned Weight = 180 + 4 + 36 * ((strength-10)/10) 50 is the base weight for a male dwarf; 4 is the lowest that the modifier can be; 36 is the range over which the modifier can fall; 10 is the minimum weight; 10 is the maximum strength minus minimum strength. No limit was placed on the maximum number of wizard spells in the spellbook... Characters able to read at all are able to read any language they can speak... Work with your referee if there is weapon specialization or doubling-up of proficiency or psionic slots... Experience point bonuses for high ability scores are included in the table; no need to adjust when awarded... Chemistry replaces the astrology proficiency... All proficiency slots are filled at the start... Thieves do not use shields, but have access to the abilities in the "Dark Sun" rules at level 1... "Find" and "remove" traps may be separated and a bonus for high intelligence added for finding... Dexterity, not strength, gives the "to hit" bonus when a thief strikes from behind... Asterisks denote recommended proficiencies. I waived wisdom and charisma requirement for pterran druids, since other clerical options are not available. I have ignored aging effects on abilities. You will need to do this by hand if you character lives. I set the defaults to include "Dragon Kings", "Will and Way", and "Earth, Air, Fire, Water", and not to include "Tome of Magic" since I think the latter is mostly silly. If you want to use wizard spells from "Tome of Magic", write them in at your convenience. Whether or not you own "Earth, Air, Fire, Water", I have included details that will help role-play elemental clergy. Since the geometry of the inner planes is not entirely classical, I suppose there could be para-elemental planes of steam (between fire and water) and storms (i.e., dust storms) between earth and air. Pterran "Way"s are cited as "Recommended". Preservers with wisdom<11 get their wisdom raised when they choose the path of the preserver. Wise choice. When choosing alternative methods, try these special secret options: 11: Guaranteed gladiator 12: Guaranteed ranger 13: Guaranteed druid 14: Guaranteed bard 15: Guaranteed trader 16: Guaranteed psionicist 17: Guaranteed living elemental cleric 18: Guaranteed dragon material 19: Guaranteed avangion material 20: Base "20" in every ability * * * FIRE CLERGY Dark Sun fire clerics are hot-headed, violent eccentrics. Their ideology has to do with fire renewing the world. Beginning at level 5, Dark Sun fire clerics can ignore all forms of fire for one round per level. Thus, they can avoid being burned, and walk through lava. Beginning at level 7, Dark Sun fire clerics can gate and control (level-6) cubic feet of fire, once per day. Each pound will do 1d6 hp damage to any creature it touches; save vs. dexterity for half damage. In addition, the cleric can choose one from the following list at each of levels 3, 5, 7, 9, and 11: -- Create small fires the size of a match stick at will; -- A free bonus "Affect normal fires" spell once per day -- Control flames, making them jump up to 6"/level at will -- +2 on all saves vs. fire, -2 vs. water -- By entering a fire, skip a meal, get a bath, be healed 1d4 hp, usable once per day. These clerics begin their careers in an interesting initiation involving spending the night stark naked in a bonfire. They can regain spells only near a burning fire. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Evil ones may turn or command undead at their choice, but should seek to lay them to rest when finished. AIR CLERGY Dark Sun air clerics are lovers of freedom and the environment. Most of them are wanderers, diviners, and mystics. They get a 10% experience point bonus for any adventure involving the freeing of a slave. Beginning at level 5, Dark Sun wind clerics can ignore all forms of wind for one round per level. Thus, they can avoid being blown by windstorms. Beginning at level 7, Dark Sun wind clerics can gate and control (level-6) pounds of wind, once per day. This will knock down anything smaller than a giant. At each of levels 3, 5, 7, 9, 11, 13, and 15, the cleric may choose one of the powers from the following list: -- immunity to bad inhaled things, for 1 round/level; -- continuous refreshing breeze around his or her person (halves water requirements); -- +1 to hit with any missile; -- -1 to be hit with any missile; -- free "Control Winds" spell once per day; -- +2 on saves vs. wind; -2 on saves vs. earth; -- free "Feather Fall" spell once per day. These clerics begin their careers with an initiation involving jumping naked off a high precipice. They can regain spells only when the wind is blowing. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Evil ones may turn or command undead at their choice, but should seek to lay them to rest when finished. Advanced-being air clerics fly at 36". WATER CLERGY Dark Sun water clerics are peacemakers and healers. Their duties involve preserving good water by any means. Beginning at level 5, Dark Sun water clerics can ignore all forms of water for one round per level. Thus, they can avoid damage from avalanches or drowning. Beginning at level 7, Dark Sun water clerics can gate and control (level-6) cubic feet of water, once per day. At levels 3, 5, 7, 9, and 11, the cleric may choose one ability from the following list: -- can drink water from anything, even a stone; -- a drink from the cleric's personal canteen cures up to 10 people of 2 hp each once daily; -- +2 on saves vs. water, -2 on saves vs. fire or sun; -- +4 on saves vs. poison; -- at level 7 or higher, a water cleric can give 1 hp to a creature that has died within the last 3 rounds, and the creature will be restored to life with 1 hp, and can be healed of the rest normally. The cleric does not get the hp back until the creature dies again. These clerics begin their careers with an initiation involving prolonged, stark-naked, complete immersion in water. They can regain spells only after pouring a pint of water. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Evil ones may turn or command undead at their choice, but should seek to lay them to rest when finished. Advanced-being water clerics swim at 18". EARTH CLERGY Dark Sun earth clerics are protectors and enrichers of the lands of Athas, and perhaps other worlds. Their ideology concerns growth, endurance, and so forth. Beginning at level 5, Dark Sun earth clerics can ignore all forms of earth for one round per level. Thus, they can avoid damage from rock slides, and walk through solid stone walls and mountains. Beginning at level 7, Dark Sun earth clerics can gate and control (level-6) cubic feet of stone, once per day. Dropping each pound on an enemy causes 1d6 damage, save vs. dexterity for half damage. At each of levels 3, 5, 7, 9, and 11, the cleric may select one power from the following list: -- Ability to walk on ground (but not snow or mud) without leaving tracks (but a scent remains) -- Encase self in loose earth, regaining 1 hp/hour (max 8 hr/day) -- Free "Meld into Stone" spell once per day; -- +2 on saves vs. earth, -2 on saves vs. air; -- Halve the radius of defiler damage, so long as the cleric is in the radius (5th level or up). These clerics begin their careers with an initiation involving spending the night naked and buried alive. They can regain spells only when standing on rock or soil. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Evil ones may turn or command undead at their choice, but should seek to lay them to rest when finished. SUN CLERGY Fire + Air Dark Sun sun clergy are mostly ideologues who seek to make the surface of their planet lifeless. A few are good-aligned and seek instead to bright the light of truth, goodness, and purity. All these clergy are very interested in magic. At level 3, the cleric gains immunity to the harmful effects of direct sunlight, including sunburn, skin cancer, and retinal burns. Beginning at level 5, Dark Sun sunlight clerics can ignore all forms of sunlight for one round per level. Thus, they can ignore "sunray" and other spells. Beginning at level 6, Dark Sun sunlight clerics can gate and control a sunbeam (level-6) yards wide, once per day. The sunbeam does 4d8 hp damage to an opponent (save for half damage), and undead must save or be destroyed. These clerics begin their careers with an initiation involving a prolonged nude exposure to extremely intense sunlight. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Non-good ones may turn or command undead at their choice, but should seek to lay them to rest when finished. These clerics can regain spells only in direct sunlight. STEAM CLERGY Fire + Water Dark Sun steam clerics are geyser enthusiasts. At level 3, they are immune to the natural powers of geysers. Beginning at level 5, Dark Sun steam clerics can ignore all forms of steam and wet heat for one round per level. Beginning at level 7, Dark Sun steam clerics can gate and control (level-6) cubic feet of steam, once per day. Each cubic foot can do 1d6 hp damage to one creature. They begin their careers with an initiation during which they are thrown naked down a geyser. They can regain spells only where steam is present. If there is no geyser, each must pour a canteen of water onto some hot surface that will boil it all. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Non-good ones may turn or command undead at their choice, but should seek to lay them to rest when finished. MAGMA CLERGY Fire + Earth Dark Sun magma clerics are loners pursuing a bizarre ideology, seeking to cover their planets with lava. They live near volcanoes and pray for environmental disaster. At level 1, they gain a permanent +2 on all saves vs. heat & fire. Beginning at level 5, Dark Sun magma clerics can ignore all forms of magma for one round per level. Thus, they can walk on or swim through lava. Beginning at level 7, Dark Sun magma clerics can gate and control (level-6) cubic feet of magma, once per day. Each cubic foot can be dropped on an opponent, who will take 1d8 hp damage per round until the stuff is removed. Beginning at level 8, they can dry up ten gallons of water per level. These clerics begin their careers with an initiation involving complete immersion in magma with no clothes on. They can regain spells only where there is magma. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Non-good ones may turn or command undead at their choice, but should seek to lay them to rest when finished. RAIN CLERGY Air + Water Dark Sun rain clerics are protectors of forests. At level 3, they are immune to the natural powers of storms. Beginning at level 5, Dark Sun rain clerics can ignore all forms of rain for one round per level. Thus, they can avoid being slowed by rain or mud. Beginning at level 7, Dark Sun rain clerics can gate and control (level-6) cubic feet of rain, once per day. Each cubic foot can put out one square yard of flame. At this time, a storm cloud appears, and can produce a single lightning bolt doing damage as "Call Lightning". These clerics make all saves at -2 when in direct sunlight, except against rain or water spells. They save at +2 against rain and water when not in direct sunlight. They begin their careers with an initiation during which they are struck by lightning while undressed. They can regain spells only when a cloud is in the sky. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Non-good ones may turn or command undead at their choice, but should seek to lay them to rest when finished. SILT CLERGY Water + Earth Dark sun silt clerics seek to cover their planet with powdery, dry mud. They pray for ecological disaster. Beginning at level 5, Dark Sun silt clerics can ignore all forms of silt for one round per level. Thus, they see through silt, or float through it, and ignore harm during a sandstorm. Beginning at level 7, Dark Sun silt clerics can gate and control (level-6) cubic feet of silt, once per day. If dropped on an opponent, a save is required to prevent temporary blindness and choking, making saves and "to hits" at -2. Beginning at level 9, a silt cleric can walk on silt. Beginning at level 11, a silt cleric can control a number of cubic feet of silt equal to his or her level, for 1 R/L. This can be used to choke opponents. These clerics begin their careers with an initiation involving prolonged burial in silt without any clothes. They can regain spells only where silt occurs naturally. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Non-good ones may turn or command undead at their choice, but should seek to lay them to rest when finished. STORM CLERGY Air + Earth Dark sun storm clerics get excited about dust storms. Their ideology has to do with erosion, etc. Beginning at level 5, Dark Sun storm clerics can ignore all forms of flying dust for one round per level. Thus, they see through a sandstorm, or float through it, and of course take no harm during a sandstorm. Beginning at level 7, Dark Sun storm clerics can gate and control (level-6) cubic feet of dust, once per day. If dropped on an opponent, a save is required to prevent temporary blindness and choking, making saves and "to hits" at -2. Beginning at level 9, a storm cleric can walk on the wind. Beginning at level 11, a storm cleric can control a number of cubic feet of wind-blown dust equal to his or her level, for 1 R/L. This can be used to choke opponents. These clerics begin their careers with an initiation involving exposure, nude, to a severe sandstorm. They can regain spells only where some dust is blowing. In a shrine of their element, each can absorb 12 hp/level of damage from defiler magic before taking real damage. Non-good ones may turn or command undead at their choice, but should seek to lay them to rest when finished. DRUIDS IN GENERAL Athasian druids are the great spellcasters and protectors of life, and non-true-neutral druids have appears in TSR publications. Each takes responsibility for a certain territory. They have substantial magical powers. At level 1, a druid can remain concealed on his or her guarded lands, detectable only by "Detect Invisibility". At level 3, a druid can speak freely with any and all animals on his or her guarded lands. At level 5, a druid can speak freely with any and all plants on his or her guarded lands. At level 7, a druid can speak freely with any animals anywhere. At level 9, a druid can speak freely with any plants anywhere. At level 10, a druid can shape-change into any common creature in his or her guarded lands. All gear and one item held in each hand transforms with the druid. The speech by which druids communicate resembles animal sounds. At each level from 17 to 24 inclusive, a druid gains the ability to enter, and to survive and move comfortably on, one of the elemental or para-elemental planes (fire, air, water, earth, magma, rain, silt, sun). Aging does not occur on these planes. At level 21, the druid can communicate telepathically with any creature on his or her guarded lands, even when the druid is not there. At level 23, a druid can summon and command one species while on his or her guarded lands. At level 24, a druid gains access to all "Dark Sun" spheres of magic, including the para-elements. At level 25, the druid can command the spirit of the guarded lands, but it had better be for a good reason. At level 26, the druid can hide the guarded lands by an illusion. At level 27, the druid can teleport freely within the guarded lands. At level 28, the druid can close the guarded lands using a potent force-field. At level 30, a druid can absorb defiler damage on the guarded lands, taking 1 hp per 10 spell levels. Certain high-level druids can become immortal spirits of their lands.