In the previous entry on creating Dark Sun characters and a character tree, we discussed how it worked and rolled up four sets of stats to use to actually create the characters.
Now the time has come to actually create them.
Our very first choice is about as iconic as you can get for Dark Sun – a mul gladiator. You almost kind of have to have a mul gladiator at some stage.
Each race and class has various ability requirements that have to be met For a mul, we need the following before racial adjustments; STR 10, CON 8. For a gladiator it is STR 13, DEX 12, CON 15. So for this character we need STR 13, DEX 12, CON 15 and the rest can be anything.
The stat array we are going with is 1, 1, 2, 3, 3, 3, 3, 4, 4, 4.
We could go a couple of ways – one purely stated towards combat, putting everything in strength, dexterity and constitution, or one a little bit more rounded out. In the end I choose the later, assigning the dice as follows;
STR 4, 4
DEX 3, 3
CON 4, 3, 1
WIS 3, 2, 1
This gives a base of STR 18, DEX 16, CON 18, INT 10, WIS 16, CHA 10. When factoring in racial modifiers (+2 STR, +1 CON, -1 INT, -2 CHA) we get;
STR 20, DEX 16, CON 19, INT 9, WIS 16, CHA 8.
He may not be all that smart and is a little bit crude, but he is cunning and very athletic. There are a number of very useful proficiencies that key off wisdom for him.
That is our fighting expert out of the way. Next we will go with one who is more adept with people and in the cities, and for this I am taking full advantage of the many multiclass opportunities available in Dark Sun – a half elf bard/preserver/psionicist.
For a half elf we need a minimum of 8 DEX, a preserver needs 9 INT, a psionicist need 11 CON, 12 INT, 15 WIS and a bard needs 12 DEX, 13 INT and 15 CHA. So we need a minimum 12 DEX, 13 INT, 15 WIS and 15 CHA.
Obviously charisma is very important to the character concept. Intelligence is needed for the preserver but also for the psionicist. Psionicists powers are keyed off one of three stats – CON, INT or WIS. We will concentrate on the WIS and INT powers and mostly ignore the CON ones, as they are more combative ones.
Our stat array for this one is 1, 1, 3, 3, 3, 4, 4, 4, 4, 4 which we assign as follows.
DEX 4, 3
CON 1, 1
INT 4, 3
WIS 4, 3
CHA 4, 4
This gives a base of STR 10, DEX 17, CON 12, INT 17, WIS 17, CHA 18. With racial modifiers (+1 DEX, -1 CON) , that turns out as;
STR 10, DEX 18, CON 11, INT 17, WIS 17, CHA 18.
Not a very physical character, but quick, sharp and very likeable.
This character covers a range of options anything to do with people, cities and magic. Now we turn to a character who can do well in the wilds, and that means a thri-kreen. Specifically a thri-kreen ranger/druid. Okay, that might be a bit of a controversial choice for some who say that isn’t a valid option. Druids need to be neutral and rangers need to be good aligned but I have always read it that they can be any kind of neutral and not true neutral as the rules don’t actually specify that. So neutral-good is an allowed choice. Besides a ranger/druid is thematically very appropriate. That’s my view at least and how I’ve always run it.
The requirements for a thri-kreen ranger/druid are fairly steep. A thri-kreen needs 8 STR and 15 DEX, but can only have a maximum of 17 CHA. A ranger needs 13 STR, 13 DEX, 14 CON and 14 WIS. A druid needs WIS 12 and CHA 15. Why such a high charisma is needed for a druid I do not know. But it makes having a thri-kreen druid tough. They have to roll a 17 for CHA, because that is the most they can have before their racial modifier of -2, which means the actual highest CHA they can have is 15, not 17. And 15 is the minimum required for a druid.
Our stat array is 1, 1, 2, 3, 3, 3, 4, 4, 4, 4, 4 which we assign as follows;
STR 4, 2
DEX 4, 1
CON 4, 1
WIS 3, 3
CHA 4, 3
This gives a base of STR 16, DEX 15, CON 15, INT 10, WIS 16, CHA 17. With racial modifiers (+2 DEX, +1 WIS, -1 INT, -2 CHA) , it turns out as;
STR 16, DEX 17, CON 15, INT 9, WIS 17, CHA 15.
Not exactly smart, but well rounded otherwise. They can do the whole wilderness exploration and survival thing, as well as handling priestly magic and being able to fight fairly well on top of that.
On to the last character and given we have covered most of the different areas you might run into, so this one is a bit more of fun, while still being useful. We don’t yet have a half-giant, so we are going to take one. Rather than the obvious, a half-giant gladiator or fighter, we are going a multiclass psionicist. The other choices for multiclass for a half-giant are fighter, ranger or cleric. While the idea of a half-giant ranger is tempting, having them sneak around dual wielding two handed swords, we are going to stick with a fighter/psionicist, mostly focusing on the CON based psionics powers to boost their combat potential.
A half-giant requires a minimum of 17 STR and 15 CON before modifiers, but can’t have more than 15 DEX and INT and 17 WIS and CHA. Before modifiers. A fighter needs just 9 STR and a psionicist needs 11 CON, 12 INT and 15 WIS. So we need 17 STR, 15 CON, 12 INT and 15 WIS.
Our stat array is 1, 2, 2, 3, 4, 4, 4, 4, 4, 4 which we assign as follows;
STR 4, 4
DEX 2, 2
CON 4, 4
INT 4, 1
WIS 4, 3
This gives base stats of STR 18, DEX 14, CON 18, INT 15, WIS 17, CHA 10. With racial modifiers (+4 STR, +2 CON, -2 INT, -2 WIS, -2 CHA), that gives us;
STR 22, DEX 14, CON 20, INT 13, WIS 15, CHA 8.
While fairly average intellectually compared to other races, for a half-giant he is a genius, as wise and smart as they come. On top of that he is still physically imposing.
So that is how they have turned out stat wise. Next time we will start the builds proper.