Welcome to Athas, my friends...
  Here, I will attempt to give a general overview of the basics of Dark Sun.  It will be mainly for the purposes of character generation, since the rules of this brutal land differ a great deal from the other realms offered by TSR. 
   Though it will not be my intent to plagiarize, I'm sure I'll be stepping on a few toes, so everything contained herein is owned and lisenced by TSR, Dragons of the West Coast, or whoever else they decided to sell out to.
   If at any time you are confused by this material, or find it incomplete, or just wish for more information, let me know, and I shall provide as much as I can.
   But for now, pick up your dice and pencil, and start rolling and writing!
Rolling Ability Scores
  For our purposes, roll 5d4, 12 times, using the six highest numbers for your ability scores.  This will generate a number between 5 and 20. 
Player Character Races
  Consult the table below to determine if your character's race will fit the ability score requirements.  This is done before you add any racial ability adjustment.  For example, your half-giant cannot have more than a 15 dexterity.  However, you may find that you rolled a 20 strength, and then add on his +4 modifier to this, giving him a 24 Str attribute...damn!
Ability             Dwarf   Elf     H-Elf   H-giant   Halfling   Mul     Thri-kreen
Strength                  10-20       5-20     5-20        17-20          3-18            10-20      8-20
Dexterity                 5-20         12-20   8-20        3-15            12-20          5-20       15-20
Constitution             14-20       8-20     5-20        15-20          5-20            8-20       5-20
Intelligence              5-20         8-20     5-20        3-15            5-20            5-20       5-20
Wisdom                  5-20         5-20     5-20        3-17            7-20            5-20       5-20
Charisma                5-20         5-20     5-20        3-17            5-20            5-20       5-17
Dwarf.....................................+2 Con, +1 Str, -1 Dex, -2 Cha
Elf..........................................+2 Dex, +1 Int, -1 Wis, -2 Con
Half-elf..........................................................+1 Dex, -1 Con
Half-giant......................+4 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Halfling........................+2 Dex, +2 Wis, -1 Con, -1 Cha, -2 Str
Mul.........................................+ 2 Str, +1 Con, -1 Int, -2 Cha
Thri-kreen...............................+ 2 Dex, +1 Wis, -1 Int, -2 Cha
Player Character Classes
Warrior Classes
  There are three different classes within the warrior group on Athas:  fighter, ranger, and gladiator. Each is conditioned for a particular style of combat.
   The
fighter is a skilled warrior, trained for both individual combat and warfare in military conditions.  Characters of this type are the mainstay of any organized military force.
   The
ranger is a warrior knowledgable in the ways of the wilderness, skilled in surviving the rigors of the wild oases and the brutal stretches of desert between them.  Many slave tribesmen are rangers. 
   The
gladiator is a specialized warrior trained for combat in the arenas.  He is skilled in the use of many obscure weapons and combat techniques
   As a note, there are no paladins on Athas.

Wizard Classes
  
A wizard is able to capture and master magical energies.  However, on Athas, magic and the ecosystem are irrevocably bound--no one, not even a wizard, can affect one without affecting the other.
   All wizards must decide at the beginning of their careers whether they are trying to work with nature or without regard for it.  In Dark Sun, this means a wizard must be a preserver or a defiler.
   The
defiler is a wizard who activates tremendous magical energy without regard to its effect on the environment.  With the casting of each spell, a defiler destroys part of the world's ecosystem, rendering it dead and sterile. 
   The
preserver attempts to use magic in concert with the environment.  Learning how to wield such magic on Athas is especially difficult, so the preserver's advancement is slow.
   The
illusionist is a specialized wizard who wields magical illusions.  An illusionist can be either a preserver or defiler, and will advance accordingly.

Priest Classes
  
The cleric is a free-willed priest, tending the needs of local people with his talents.  On Athas, clerics draw their power directly from one of the four elemental planes: earth, air, fire, or water; not from a deity. 
   The
templar is a regimented priest devoted to a single sorcerer-king.  Such disciples work within the hierarchy of that sorcerer-king's clergy, advancing in power and position.  A templar draws his power from the sorcerer-king.
   The
druid is a priest tied to a particular feature on Athas.  Unique geographical features are guarded by spirits, which druids serve. 

Rogue Classes
  
Thieves and bards remain the same as described in the 2nd Edition Player's Handbook.

The Psionicist Class
  
The psionicist uses the forces of his own mind to affect his environment.  Psionic powers are not magical in nature, however are derived from within, and in no way affect the world's ecosystem when performed. 
   Every character has at latent psionic abilities, as described in the Dark Sun Rules Book. 
Class Ability Minimums
Class       Str   Dex   Con   Int   Wis   Cha
Gladiator   13    12      15     --      --      --
Defiler       --     --       --      9      --      --
Templar     --     --       --      10     9      --
Psionicist   --      --      11      12    15     --
For classes not unique to Dark Sun, the ability score reqirements listed in the Player's Handbook still apply.
Defiler Experience Levels
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
XP
0
1,750
3,500
7,000
14,000
28,000
42,000
63,000
94,500
180,000
270,000
540,000
820,000
1,080,000
1,350,000
1,620,000
1,890,000
2,160,000
2,430,000
2,700,000
Hit Dice (d4)
1
2
3
4
5
6
7
8
9
10
10+1
10+2
10+3
10+4
10+5
10+6
10+7
10+8
10+9
10+10
Preservers follow the wizard advancement as outlined in the 2nd Edition Players Handbook.
New Nonweapon Proficiencies
General
Bargain
Heat Protection
Psionic Detection
Sign Language
Water Find
Slots
1
1
1
1
1
Ability
Wis
Int
Wis
Dex
Int
Modifier
-2
-2
-2
0
0
Priest
Bureaucracy
Somatic Concealment
1
1
Chr
Dex
-2
-1
Warrior
Armor Optimization
Weapon Improvisation
1
1
Dex
Wis
-2
-1
Wizard
Somatic Concealment
1
Dex
-1
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