Somber Sands: Character Creation

Somber Sands: Character Creation

For my Dark Sun campaign, this is the flow-chart for how character creation will be conducted. Here are the main rules for the setting and character options for reference: https://red-ones-go-faster.com/2025/09/18/somber-sands-a-dark-sun-campaign/ Keep in mind each player will be drawing up four characters to form a Character Tree. I’ll bring a worksheet (cuz I’m broken that way) that will make the steps hopefully easy for all.

Step One: Roll for Character Connection

Players roll a single d10. This will determine the vague connection between the four characters in your Character Tree–can be as literal or as figurative as you like when you actually plan it out, but for now it will determine the spread of stats for the four characters.

RollConnection SourceStarting Stat-Patterns for Your Four Characters
1Luminary and FriendsSage, Student, Bright, Unlikely
2Working Class ChumsAthlete, Wanderer, Physical, Milquetoast
3Childhood FriendsRookie, Dilettante, Remarkable, Notable
4Opposites AttractAthlete, Sage, Milquetoast, Unlikely
5EntrepreneursDilettante, Garden Variety, Notable, Balanced
6Soldiers for HireRookie, Dime-a-Dozen, Remarkable, Balanced
7Drinking BuddiesStudent, Rookie, Physical, Garden Variety
8Shared FaithsWanderer, Dilettante, Bright, Dime-a-Dozen
9OrphanageMilquetoast, Unlikely, Balanced, Highs and Lows
10The GutterMilquetoast, Unlikely, Milquetoast, Unlikely

Each stat pattern is determined as per the chart below. Note that physical stats (Str, Dex, and Con) and mental stats (Wis, Int, and Cha) are separated. You can choose any pattern of those three numbers for those three stats. For example, one Rookie well might be Str 15, Dex 12, Con 11, Wis 15, Int 10, Cha 8 while another could be Str 11 Dex 15, Con 12, Wis 8, Int 15, Cha 10.

TypologyPhysical (Str Dex Con)Mental (Wis Int Cha)
Athlete15  15  158  8  8
Sage8  8  815  15  15
Wanderer15  15  815 8  8
Student15  8  815  15  8
Rookie15  12  1115  10  8
Dilettante15  10  815  12  11
Physical14  14  1113  13  8
Bright13  13  814  14  11
Dime-a-dozen14  13  1114  13  8
Garden Variety14  13  814  13  11
Milquetoast13  13  1312  12  12
Unlikely12  12  1213  13  13
Remarkable15 14  1211  10  10
Notable11  10  1015  14  12
Balanced14  12  1015  11  10
Highs and Lows14  12  814  12  8

Players must “affix” their stat distributions at this point. Decide the pattern for each character–and yes it’s done before you know the species your character will be. You can aim them toward specific classes by varying the pattern (for instance choosing a different higher mental stat for each to allow options across caster classes).

Step Two: Roll for Character Species

Roll, in order, for each of the four now-fixed stat distributions, on the chart below. This will determine the Character Species for that character. Apply the modifiers immediately to ability scores to learn the final ability score set for each character. Yes, this means that you might get a Sage that happens to be a Half-Giant (not exactly a spellcaster type).

Roll % DiceSpeciesApply Ability Score AdjustmentAvailable Classes Reminder
01-35Human+1 to two diff ability scores of choiceAny
36-55Elf+2 Dex, -2 ConAny
56-65Half-Elf+1 Str, +2 Dex, +1 Wis, +1 Int, +1 ChaAny
66-75Dwarf+2 ConAll but Wiz
76-80Mul+2 ConBrd, Ftr, Glad, Rgr, Rog
81-85Halfling+2 Dex, +2 Wis, -2 ChaAny
86-90Half-Giant+4 Str, +2 Con, -2 Wis, -2 Int, -2 ChaAll but Wiz and Tmp
90-100Thri-Kreen+1 Wis, -1 ChaAll but Tmp

Step Three: Determine Starting Classes

Select the starting class for each of the four characters that now have their stats and species decided. Remember that there may be occasion to field any of the four characters at different points, so have fun envisioning each of them. Sometimes a not-so-smart Wizard or a clumsy Rogue can be amazing for adventuring fun. And you can have multiple characters be the same class if you really feel like it (e.g. a Clerical conclave or a Thieves’ Guild). Another way to proceed is to think thematically about the types of classes that might share a mission or commitment to an idea. Note that for any Wizards you must also select Defiler or Preserver at this point.

Step Four: Determine Alignment Axis

All four characters in your character tree must share a similar alignment axis. So you can pick them all to be Good, Neutral, Evil, or Lawful, Neutral, Chaotic. Please do not choose Evil as the shared axis for your tree. All of your characters will share that similar aspect and outlook on the world, but will be flexible on choices from the opposite axis. Also note that Defilers cannot be Good, so any Character tree that has a Defiler cannot choose commitment to Good as an option. You don’t need to lock in the other part for each yet, just need to know what will be common between them all. This can help further flesh out the way that they know one another.

Step Five: Wild Psionic Powers

Most sentient creatures in Dark Sun have a latent, innate psychic power, which some are able to learn to manifest. These powers can emerge at different points in life, all the more varied because of the vast differences in lifespan of different sentient species. Some powers develop in young adulthood but fade with age, while others emerge as a long life progresses. These changes are tied to the ability scores necessary for them to manifest–some of which are simple and others of which are extreme. For each of the four characters in your Character Tree you will roll once on the chart below. That is the latent psychic power that lurks within the character. It doesn’t mean that may be able to use them (or may never be able to use them), but it is what lies dormant inside them.

I’m using the list close as I can to the Wild Psionic Powers from AD&D–which means that some powers are quite minor and some are astonishingly powerful. The more powerful the ability, the higher the ability score requirement to access and use the power. Note that magical augmentation does not unlock psionic ability, so you cannot just pop on an Amulet of Health to meet the requirement. You’ll need to increase the score through regular advancements. It does also mean that loss of that score (to poison or curse or otherwise) may temporarily remove access to using the psionic ability. And there may be moments where it is simply out of reach–Bumbus the Half-Giant Barbarian may never get enough Intelligence to use Time Shift, and that’s just the harsh nature of Dark Sun. Sometimes you die without ever unlocking your true potential.

Most of these take the form of an ability that can be used once per long rest. Variations from that will be noted. Any attack rolls or saving throws associated with them use the relevant ability score bonus for the ability score required to use the power. Unless stated otherwise, duration is a number of rounds equal to the ability score bonus in case of combat effects, and minutes equal to ability score bonus for outside-of-combat effects. And the target is a single PC, NPC, or Monster in most cases.

D100 RollPsionic PowerBrief DescriptionReq. Ability Score
1No PowerNot everyone is special
2-8Mind Blank*+2 to all saves vs Wild Psionic PowersInt <9 or Wis <9*
9-13Ego WhipAdvantage on loss of control saves (domination, charm, etc.)Int 8
14-18Thought ShieldAdvantage on mind reading saves (detect thoughts, ESP, etc.)Int 8
19-23Mental BarrierAdvantage on Wis saves vs Wild Psionic PowersWis 8
24-28Intellect FortressAdvantage on Int saves vs Wild Psionic PowersInt 8
29-33Tower of Iron WillAdvantage on Con saves vs Wild Psionic PowersCon 8
34-35Sensitivity to Psychic ImpressionsGain knowledge of momentous emotions from the past in current locationWis 10
36-37Object ReadingDetermine psychic impressions left on object by a previous ownerWis 10
38-39Animal AffinityGenerally receive friendly reactions from one category of (non-monstrous) animal (some conditions may change this). Roll a d12 on following list when gained to affix the type of animal. 1) Baboons, 2) Bats, 3) Cats, 4) small Beetles, 5) Hawks, 6) Hyenas, 7) small Lizards, 8) Toads, 9) Jackals, 10) Carru, 11) Aprig, 12) Erdlu.Con 10
40-41DaydreamSave. Already-bored target becomes less observantWis 10
42-43EmpathySave. Detect basic emotions.Wis 10
44-45Incarnation AwarenessDetermines how many times target has been magically raised from the deadInt 10
46-47Feel LightVision through skin nervesInt 10
48-49Feel SoundHearing through skin nervesInt 10
50-51Hear LightVision through hearingInt 10
52-53See SoundHearing through sightInt 10
54Danger Sense+2 to all Initiative checksInt 10
55Know DirectionAlways know which way is northInt 10
56Know Location1/long rest get precise descriptor of locationInt 12
57Spirit SenseDetect presence of ghosts, poltergeists, and other formless supernatural entitiesWis 12
58Double PainSave. Target experiences double the pain from injuries and may go into shochCon 16
59Heightened Senses+2 to all Perception checksCon 14
60ImmovabilityGreatly increase weight, cannot be pushedCon 14
61Lend Health1/long rest heal d6 damage in target touched by suffering d6 damage oneselfCon 12
62Suspend AnimationHibernate without needs until set timeCon 12
63Id InsinuationSave. Target  follows its current wantWis 15
64AttractionSave. Target attracted to object indicatedWis 15
65AversionSave. Target mislikes object indicatedWis 15
66AweSave. Target is awestruck by userWis 20
67Conceal ThoughtsHide thoughts from detectionWis 14
68ESPDetect thoughts of targetWis 15
69False Sensory InputsCause mistaken sensationsInt 15
70Inflict PainSave. Target perceives pain and may pass out. Is an evil act to use on a living creatureCon 15
71Invincible FoesSave. Target convinced that next damage source will be lethal to themWis 15
72Invisibility1/long rest. Minds of creatures in line of sight cannot perceive youInt 17
73Life DetectionLifesenseInt 12
74Mind BarImmune to possession. +2 on saves vs mind-affecting spells, mind-affecting class abilities, and Wild Psionic abilities of most typesInt 16
75Phobia AmplificationSave. Reveals target’s phobia, and heightens reaction to said phobia.Int 14
76Post-Hypnotic SuggestionSave. Place a single suggestion with a trigger in target’s mindInt 15
77RepugnanceSave. Target is overwhelmed with loathing for a thing and attempts to destroy it at onceWis 18
78Send ThoughtsSend thoughts to willing targetInt 12
79Sight LinkSee through eyes of willing targetCon 16
80Sound LinkHear through ears of willing targetCon 14
81Taste LinkTaste through tastebuds of willing targetCon 12
82Truthear1/week. Save. Gain knowledge whether target knows it is lying when speaking.Wis 16
83Dimensional DoorCreate mind-portal that allows transit to distant locationCon 18
84Time Shift1/day. Move ahead three rounds through time in a non-interactive stateInt 17
85Time/Space AnchorPrevent unwanted teleportation/time slippage (including vs slow spell)Int 14
86ClairaudienceHear sounds occurring at distant spotWis 14
87ClairvoyanceSee sights occurring at distant spotWis 14
88Precognition1/week. Forsee probable outcome of proposed course of future actionWis 15
89Detonate1/week. Target unattended non-magical inanimate object made of wood, stone, glass, or bone explodes and is destroyed. Cannot detonate cloth nor metalCon 14
90Disintegrate1/week. Functions as disintegrate spell but is psionic, and target uses Constitution save to avoid damageCon 20
91Telekinesis1/ week. Functions as telekinesis spellWis 18
92Complete HealingEnter a 24-hour trance. Fully heal all hit point damage if un-interruptedCon 14
93Mindlink1/week. Communicate with a target you can contact directly with mental connectionWis 16
94Fate Link1/week. Save. Target and user experience same pain sensations. Both lose same number of hit points if one loses hit points. If one dies, the other must make a Con save (DC 10 + dying creature’s Con modifier + 4)Con 16
95Domination1/week. Functions as dominate person spellWis 20
96Mass Domination1/week. Functions as dominate person spell but affects up to five creaturesWis 22
97Mindwipe1/month. Save. Psychic surgery that reduces target’s Int and Wis scores.Wis 22
98Probe1/month. Save. ESP that can dig far deeper. Wis 22
99Switch Personality1/month. Save. Exchange bodies with target.Con 22
100Synaptic Static* Interferes with psionic abilities of those in proximity.Wis <9 and Int <9*

*Mind Blank and Synaptic Static are two exceptions, as they have a maximum threshold of ability score. For Mind Blank either Wis or Int must be 8 or less. For Synaptic Static, both Wis and Int must be 8 or less. If the ability score rises above this threshold the power is lost.

The descriptions of each are somewhat brief, as I do not want to map out the exact function of every single 2nd edition psionic power. We’ll verify the exact functioning of every power that is rolled for characters that compose your Character Trees.

Step Six: Select Active Character for First Session and Flesh them Out

Of your four character tree characters, choose which will be active for the first session. The other three will be somewhere else, but they all know each other somewhat and have some vague commitment to the same goals in life and adventuring. We’re done with the inactive characters for now–you can work through the specific choices for them as adventurers (e.g. spells taken and skills chosen) in-between games.

Now go through all the starting character choices about your active character to make them level 2: list other racial bonuses, skills chosen, spells selected, etc. Note that we’ll roll for all hit dice beyond the first one together (which is always the maximum amount) to generate hit point maximums. If you choose to play a Templar, have a quick discussion with the DM about how that will operate and what Dragon King you have begun service under.

Step Seven: Determine Starting Gear as Lead-In to Game

Initial gear will be determined amidst gameplay, so we’ll start with character introductions and I’ll get the game moving for our first session of play in Dark Sun.

[If there is any step I realize I forgot when making the worksheet, I’ll update… but hopefully this can give those of you spinning your brain with character ideas a bit more sense of what will happen]

Leave a comment