Cp    for    Dark    Sun



This is a way of using Character points in Dark Sun

Dwarves get 55cp to send on the Dwarven abilities.

10cp= the focus as in the Dark Sun rulebook
5cp=axe bonus +1 to hit using any axe.
10cp=+1 in balance
5cp=+2 in the brwing proficiency
10cp=+1 health bonus
5cp=+1 to hit with x-bow
5cp= on a 1-5 on a d6 the dwarf can know the age of a structure
10cp=Dense skin, the dwarf only takes half damage by blunt wepons.
5cp=Detect Poison by sniffing Food or drink on a roll of a d6 1-4 makes it.
5cp=the dwarf is a good haggler and by things at 10% less then the listed price.
10cp=the dwarf gets one more hit point when reaching the next lv. in exp.
5cp=the dwarf gets a +2 bonus when trying to resist illusions
10cp=+1 stamia
10cp=gives the dwarf 60ft of infravision
5cp=the dwarf is +1 to hit with a footmans mace.
10cp= gives the dwarf the combat bonuses listed in the players hand book
10cp= gives the dwarf mining dectection abilities as in the players hand book
10cp=+1 muscle
5cp=+1 to hit with the footmans pick
10cp= gives the dwarf the saving throw bonuses as in the players handbook
5cp=+1 to hit with a short sword
5cp=+1 to hit with a warhammer

Elves get 45cp

The Elven abilities
-10cp=the trust as in the Dark sun rule book
10cp= the abilitie to run far as in the dark sun rule book
5cp each== to hit with a Javelin, bow, daggar, spear and long and short swords.
10cp each=+1 to the Aim score, +1 to the balance score, +1 to the reason score.
5cp= +1 to heat bassed acttacks.
10cp= infravision 60 ft.
5cp=  the elf only need 4 hours of sleep unsed of 8
10cp= gives the elf the ability to speak with plants as the priest spell once 1/day as the same lv
10cp= stealth as in the dark sun rule book.

Halflings
Halfings get 25cp
Halfing abilities
10cp each=+1 to the aim score, +1 to the balance score, +1 to the health score
5cp=+1 to hit with slings and hurled wepons
10cp= a halfling can hide in shadows 10% chance more each lv
10cp gives the halfling saving throw bonuses as in the players handbook.
10cp=the halfling has stealth abilities as in the players handbook.

Mul
Muls get 20cp
Mul abilities
10cp=+1 to hit with all melee and hurled wepons.
10cp= hard labor and sleep and in the Dark Sun rule book
10cp= saving throw bonus as half a dwarf gets.

Half-Elf
Half-Elfs get 20cp
Half-Elf ablitities
5cp each=+1 to hit with bows or Short or Long Swords.
10cp= infravision 60ft.
5cp=the half-elf only needs to sleep 4 hours not 8.
10cp=stealth as in the players handbook.

Thri-kreen
Thri-kreen ablitities
Thri-kreen get there normal ablitities

Half-giants get the same as the Dark Sun rule book
Humans
Humans get 10 cp
Human ablitities
5cp=+1 to hitn with one wepon of choice
10cp each= +1 to Balance or Health scores
10cp=+1 hit point a lv of exp.











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