THE
DARK SUN

PLAYER’S 
HANDBOOK

By Gerald Arthur Lewis
E-mail u15959@snet.net

Table of Contents
1 	Title
2 	Common Knowledge -- Common races and animals
3 	Rules to live by and City-State information
4 	Athasian Sayings
5 	Athasian Names
6 	Sheet for recording information on NPC's and followers
7 	Character Sheet front 
8 	Character Sheet back
9 	Quick Reference Sheet for character information
10 	Food and Water Sheet -- helps keep track of food and water consumption
11 	Quick Reference Sheet for DM's keeping track of NPC's
12 	"Spell Casting in Dark Sun" article
13 	"Spell Casting in Dark Sun" article -- Clerical Spell Improvisation and New 	  	Spell Names
14 	"Spell Casting in Dark Sun" article -- Examples of Customized Spells
15 	"Spell Casting in Dark Sun" article -- Examples of Customized Spells (cont'd)
16	"Rules for Creating New Races as PC's" article -- Abilities
17	"Rules for Creating New Races as PC's" article -- Height, Age and Mutations
18 	"Rules for Creating New Races as PC's" article -- Mutations (con'td)
19 	"Rules for Creating New Races as PC's" article -- Mutations (con'td)
20	“Dark Sun Skills and Powes” by Brian Debler, put into RTF format by GAL
40	End

Common Knowledge  information known by most of Athas’ inhabitants

Common Creatures/ Races:
	Humans :  Similar to humans of other worlds, some have minor mutations.  Usually make up about 80%  of a cities popilation.
	Dwarves :  These thick humanoids are strong enough to survive life outside city-states, but can commonly be found residing in the large cities.  Usually make up about 10% of a cities population.  Each dwarf is completely hairless, and their skin color ranges from light red to deep brown.  Many of these people worship the sun and fire, and so make great priests.  
	Half-Giants :  These huge humanoids have a tough life.  Their monstrous bodies are too big for them to comfortably live in cities, but they tough it out, and so make up about 8% of a cities population.  They can grow to about eleven feet tall, and weigh many hundred pounds.  Half-giants are followers by nature.  Couple this with their slow wits and great strength, and you’ve got the perfect soldier.
	Muls :  Muls are the result of breeding between dwarves and humans.  Their human side lends them their wit and dexterity, their dwraven heritage gives them their hardiness and great endurance.  They’re strong as hell, and they’ve got good minds, and so make excellent gladiators.
	Elves :  These shady characters have gotten the reputation of beings shallow thieves, which 9 out of 10 are.  Most elves live their lives as raiders and traders, but are equally adept at other things such as magic and war.  Elves can’t usually be trusted, it is their way of life.  These demihumans, who make up about 3% of a cities population, are fun-loving, and try to live life to the fullest.
	Half-Elves :  Rejected by both parent’s races, these demihumans learn to fend for themselves from an early age.  They are notorious loners, and it takes a while to earn a half-elves trust.  They usually make up about 1% of a cities poulation.
	Halflings :  Whether they came from the Forest Ridge, beyond the Ringing Mountains to the west of Tyr, of if they grew up in Tyr itself, these diminuitive demihumans are the same:  feral.  Their culture is radically different than that of “civilized folk,” and this breeds fear and distrust.  Halflings are usually distrusting, but are by their very nature very curious creatures.  Halflings indulge in cannibalism.   Their presence is hardly known in most city-states.

	Kank :  Eight foot long beetle, commonly use as mount and pack animal.  Black and chitinous, these beetles taste horrible themseleves, but secrete a sweet nectar known as “Kank Honey.”
Kanks cost about 12 cp.  They require two gallons of water per day.
	Inix :  Inix’s are sixteen foot long lizards that serve well as mounts and pack animals.  They are commonly out-fitted with howdahs that provide their rider with shade.  They cost about 4 sp.
	Mekillot :  These massive beasts of burden are 60’ long and require eight gallons of water and a dward-sized meal per day.  Their tough shells grant them an AC of 6, but their delicate undebelly has an AC of 9.  Mekillots are too big to be controlled by standard means, and so psionicists usualy do so with Telepathy.  These beasts can cost any where from 2-4 gp.
	Aprig :  Pig-like creatures with tough shells.
	Carru :  Cattle with large horns.
	Jankx :  Small, fat lizards with delectable innards.     
	Hurrum :  Small beetle prized by the rich for its pleasent humming noise.  Status symbol.
	Critic :  Household pet used as a “watch-lizard.”  Can innately sense danger.
	Renk :  Small snails that attach themselves to humanoids.  They live off sweat, and can give 	1/2 gallon of water when eaten.	
	B’rohg :  Stand fifteen feet tall, are fierce fighters and have four arms.  Are very dumb. 
	Crodlu :  Sometimes used as mounts, these ostrich-like reptiles can move at great speeds.  
	Drake:  Huge land-lizard.  Comparable to the dragons of AD&D.
	Kes’trekel :  Annoying Vultures, who will eat anything but Kank.
	Scorpions :  Duh.
	Nikaal : Race of reptilian, purple-skinned humanoids who make their living as traders.
	Ssuran :  Race of lizard-like demihumans who make their living as raiders.
	Tarek :  Resemble very bestial Muls.  Go berserk during combat.  Females have six breasts.
	Pterran:  Reptiloids with light brown, scaly skin.  Intelligent race.  
	Aarakocra:  Large, bird-like people with 30’ wingspans and frail bodies.
	
Some good rules to live by:

1)Never trust an elf.
2)You get what you pay for.
3)Never insult a Templar.
4)Always pay a Sorcerer-King lip-service.
5)Never lie to a psionicist.
6)Always lie to a Templar.
7)Never trust a mage.
8)You’re on your own.
9)Always let the mul win.
10)Never forget your water.
11)Never forget your water.
13)Never forget your water.
14)Prices will change from place to place.
15)Never let anyone know you have metal.
16)Keep a close eye on your possessions.
17)Bring shade to the arena.
18)Always be wary of your drink.
19)Keep some money hidden.
20)Bribe, bribe, bribe.
21)Only Templars are allowed to read. 
22)If you want trouble, cast a spell.
23)The difference between the winners and the losers is the living and the dead.
24)Stay tough, or die.
25)A city-states ratio to slaves to freemen is over eight to one.

The City-States:

Tyr:  Tyr is a moderatelt large city of the Tablelands, and is arguably the most successful.  It is ruled by King Kalak, an evil dictator who care more for his ziggurat than his people.  The city exports iron to Urik, and other City-States.  Recently, slaves have been confiscated from all over the city, and these slaves are being used to finish the ziggurat; a huge, pyramid-like structure in the center of the city, connected to the arena.  When it is done, the ziggurat games will commence, which is to be one of the largest battles ever.  Some nobles have dared to display some dissatisfaction with Kalak’s slave collecting, as their farms and estates have been failing.  These nobles probably won’t live long.  

Urik:  Urik is one of the largest City-States, and is located to the north of Tyr.  The huge, squarish city is ruled by the Lion-King, Hamanu.  This city exports obsidian from it’s Smoking Crown mountain mine to cities all over the Tyr region.  Urik’s people are governed by Hamanu’s strict “Hamanu’s Code,” which demands an eye-for-an-eye.  Typical garb consists of elaborate scarves (for the rich) and square-cut hair styles.

Balic:  This huge city-state was built on a fertile mudflat on the banks of the Silt Sea. It exports grain, olives, and live stock.  Residents wear chitons -- a body-length pleated shirt worn with a cloak that leaves the arms bare.  Balic usually doesn’t worry about attack from the other City-States, just the Giants that frequently raid the town for supplies.

Draj:  Draj is the nothern-most City-State and has a very Incan feel to it.  Draj’s Sorcerer King (Tectucktitlay) demands his people worship him as a God, and his Templars are known as Moon Priests.  Most of the city is taken up by its hemp and grain fields, which are its main export.  People of Draj are coppery in color, have wide, thin lips, and dark hair and eyes.  Slaves here wear hemp breeches, while everyone else wears loose, bright colored hemp clothing.  

Gulg:  Gulg is a small City-State run by Lalali-Puy, or the “Oba” as she calls herself.  This City-State is made in the trees of the Crescent Forest.  Their main export is Agrafari wood, spices and nuts, textiles and fur.  Gulgans prize hunting, and hate visitors.  

Nibenay:  Nibenay is a City-State located only a few miles from Gulg.  It is run by King Nibenay, and the city’s people have round faces, tan skin, and dark hair.  Betrothed couples show their love by joining themselves with a colorful scarf, and these scarves are also used by others to denote social rank.  The more ornate the scarf, the more established the person.  Currently, Nibenay is at war with Gulg over rights to the Crescent Forest.  

Raam:  This large City-State is run by the paranoid Sorcerer-Queen, Abalach-Re.  After the city’s mine stopped producing, she has claimed authority by right of an entity known as the Badba.  No one knows who or what this entity is.  Raam exports silver, gems and art of all varieties.  Due to it’s economic duress, the city is in great turmoil.  The  city’s populace is extremely poor, and so have turned to aesthetics to make life a bit more bearable.  Art covers every surface and music plays in every street.

Some popular Athasian sayings, euphemisms, and insults...

Contributed by Tars Trkas (email: 

A stone from the hand of a friend is an apple.  --It’s the thought that counts.
The tar of my country is better than the silver of others.  --Propoganda fed by Templars
If you are a peg, endure the knocking; if you are a mallet, strike.  --Basic Athasian mindset
If life is hard on you, dwell in cities.  --common expression of desert hermits
Lock your door rather than accuse your neighbor.  --common expression of guilty elves...
No lamp burns until morning.  --  “Nothing lasts forever.”
Walls have r’koy and r’koy have ears.  --Templar talk for ‘we’re being scryed upon’
Trust in Kalak, but tie your Kank.  --Templar expression for when possessions “mysteriously” dissapear
What is brought by the wind will be carried away by the wind.  --Often used in mourning of a companion
You can't kill a Gaj with one hand.  --don’t spread yourself too thin

"Blazes!"
"Blazing sun!"
"By Kalak!"
"By the Dragon!"
“By Ral!”  

And some racial slurs...

"Hairless" (to mul, or dwarf)
"Dwarfspawn" (human to mul)
"Elfspawn" (human to half-elf)
"Humanspawn" (elf or dwarf to half-elf or mul)
"Pico reed" (human to elf or dwarf or mul to anyone) - mean’s “twig” or “skinny”
"Larvae" (anyone to halfling or half-giant to anyone)
"Bug" (anyone to a thri-kreen)
"Cricket" (anyone to a thri-kreen)
"Slope" (anyone to a mul or dwarf)
"Muscle" (anyone to a mul)
"Thief" (anyone to an elf)
"Inix" (anyone to a half-giant or mul)

Some Athasian Names:

Made with Mark Kont’s Name Generating Macro

Tayoso
Ka
Attynx
Leenta
Kirris
Liogaz
Wekmar
Avema'ewn
Erogan
Kamgeron
Jila
Chesnai
Styanre
Galtba
Misre
Rivros-a-c
Shalta
Shiraz
Tartid
Grikna
Grabea
Fynikra
Thamya
Sizzna
Llukintus
Crisda
Pleleen
Tahlan
Esylkge
Korla
Haaza
Evriti
Yata
Karra
Haidotor
Gardilis
Ryalock
Dhorias
Haatonma
Lisli
Danik
Wyanzana
Magzen
Shita
Pormi
Rivla
Xadonmay
Zegen
Er'tvos
Shga-sose
Tya
Andhyotl
Amanho
Orllard
Kenoc
Thabarva
Thara
Res
Lanit
Vekin

Athbadin
Rivsia
Lluma
Iambga
Delakna
Liotuk
Ralees
Chatek
T'kar
Liobog
Morranay
Krysku
Fetynxnus
Belak
Tote
Wrogta
Lyza
Bohis
Grishas
K'kha
Horthseeran
Drehian
Horthra
Guerdga-
Do'orshdir
Manhion
Atra
Tofen
Amanlachne
Nylock
Kahork
Rkardletdyd
Yarla
Zera
Lolay
Jori
Temmta
Kamte
Zaney
Brilu
Jaten
Britisla
G'rsnessfos
Nelahn
Paran
Prihnra
Shalron
Esylksia
Telgow
Kyulnreno
Rila
Pornepuy
Junkus
Doolara
Mearys
Yekar
Ragsli
K'nag
Ibldos
Khita

Records for NPC’s and Followers

Name:			Role:					
Appearance:							Location:
Follower:  Class:			Level:	  	Thac0:		Weapons/Damage:
Miscellaneous Information:

Spells/Psionics/Abilities:

Name:			Role:					
Appearance:							Location:
Follower:  Class:			Level:	  	Thac0:		Weapons/Damage:
Miscellaneous Information:

Spells/Psionics/Abilities:

Name:			Role:					
Appearance:							Location:
Follower:  Class:			Level:	  	Thac0:		Weapons/Damage:
Miscellaneous Information:

Spells/Psionics/Abilities:

Name:			Role:					
Appearance:							Location:
Follower:  Class:			Level:	  	Thac0:		Weapons/Damage:
Miscellaneous Information:

Spells/Psionics/Abilities:

Name:    			Class:  			Level		
Player’s Name		     		Race:				
Sex	  Height:		Weight:		Hair:	   Eyes:		
Homeland:		Social Class:			# of Siblings			
Appearance:								

Strength    Hit Probability  Damage Adjustment  Weight Allow  Maximum Press  Open Doors  BB/LG

Dexterity     Reaction Adjustment   Missile Attack Adjustment

Constitution  Hit Point Adjustment  System Shock  Ressurectin Survival  Poison Save  Regeneration

Intelligence  Number of Languages  Spells/ Level  Learn Spell  Spells/ Level

Wisdom  Magic Defense Adjustment  Bonus Spells  Spell failure

Charisma   Maximum Nuber of Henchmen   Loyalty Base   Reaction Adjustment

Armor Class   Armor, Deterity		THAC0: 			Movement Rate:
                                                  Total Hit Points			Current HP:
                                                  Total PSP’s:			Current PSP’s:    
                                             	AC:    Surprised:     Shieldless:     Rear:     

MTHAC0:  	MAC:	  Defenses			Attacks

Saving Throws:
        Paralyze Poison    Rod, Staff or Wand    Petrify Polymorph    Breath Weapon    Spells

Weapon      #Att  Att Adj/Dmg Adj  THAC0      S-M     L    Range         Wt  Sz  Type  Sp  

										

Proficiencies/Languages

			

			

			

			

			

			

			

			

			

			

			

Important Possesions:

Name	Qty.	Location	

			
			
Name	Qty.	Location	

			

Other Possesions:

Spells:
1st_________________________________________
2nd_________________________________________3rd_________________________________________
4th_________________________________________
5th_________________________________________
6th_________________________________________
7th_________________________________________
8th_________________________________________
9th_________________________________________

Psicnic Disciplines:___________________________________
Psionic Science/Devotion  	MAC PSP Range	Description
____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Thief Abilities		

Pick Pockets
Open Locks
Detect Noise
Find/Remove Traps
Hide in Shadows
Move Silently
Climb Walls
Read Languages
Forge Document
Bribe Officials
Dig Tunnel
Escape Bonds
Quick Reference:

AC:
HP:
HP Remaining:

Heal/Day:
Money:
Special Items:

Weapon:
Thac0:
Damage:
Range/Ammo:
Initiative:

Weapon:
Thac0:
Damage:
Range/Ammo:
Initiative:

Weapon:
Thac0:
Damage:
Range/Ammo:
Initiative:

Weapon:
Thac0:
Damage:
Range/Ammo:
Initiative:

Weapon:
Thac0:
Damage:
Range/Ammo:
Initiative:

Spell/ Psionics List: ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Miscellaneous Information (Names, Places, Key Words, etc.):  ________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
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Name:	Race:	Class:	Level:	
 Thac0:	AC:	Damage:	H          E         Sk      	
Weapons:	Thaco	Ht             Wt    		
Att		Modifiers	Spells/Powers/Abilities	
Str				
Dex				
Con				
Int			Proficiencies:	
Wis				
Cha				

Name:	Race:	Class:	Level:	
 Thac0:	AC:	Damage:	H          E         Sk      	
Weapons:	Thaco	Ht             Wt    		
Att		Modifiers	Spells/Powers/Abilities	
Str				
Dex				
Con				
Int			Proficiencies:	
Wis				
Cha				

Name:	Race:	Class:	Level:	
 Thac0:	AC:	Damage:	H          E         Sk      	
Weapons:	Thaco	Ht             Wt    		
Att		Modifiers	Spells/Powers/Abilities	
Str				
Dex				
Con				
Int			Proficiencies:	
Wis				
Cha				

Name:	Race:	Class:	Level:	
 Thac0:	AC:	Damage:	H          E         Sk      	
Weapons:	Thaco	Ht             Wt    		
Att		Modifiers	Spells/Powers/Abilities	
Str				
Dex				
Con				
Int			Proficiencies:	
Wis				
Cha				

Spell Casting in Dark Sun  by Gerald Arthur Lewis (email:  U15959@snet.net)

*The Player’s Handbook, Dark Sun and the world of Greyhawk are copyright of TSR Inc.
   Most people would agree that the sentence:  “The Gaj bolts after you and rams its ugly head right into your chest, take sixteen points of damage”  is a lot more compelling than this sentence:
 “The Gaj hits you, take sixteen points of damage.”
   The reason for this is that the first sentence gives one a good view of the action, while the other merely relays the technical aspects of the fight.  The pro’s of good story-telling have already been established plenty of times throughout numerous AD&D supplements.  So let’s apply this attention to story-telling to another aspect of the Dungeons and Dragons game that hardly ever gets the dramatic detail it deserves:  Spell casting.
   Dragon Kings scratched the surface of the iceberg with it’s new proficiency “Sensory Alteration”.  Sensory Alteration made it harder for a mage to simply make a few simple gestures and cast a spell.  It introduced new rules to give spells some flair:  flashes, the sound of chimes ringing, earthquakes.  That just wasn't enough though.  Spells are supposed to be extraordinary, unique, and fun!  Adding sound effects and light shows is great, but there could be more to it than that.
  So how could one really improve those same old spells?  It’s easy, and all one needs is a good imagination and a good character.  The key is to customize the spells to the personality.  Everyone has different ways of looking at things, so wouldn’t it stand to reason that one mage’s casting of a spell might alter slightly from another’s?  There are no rules saying that minor adjustments can’t be made to spells, and a player who makes only slight modifications to her character’s dweomer shouldn’t gain any unfair advantages because of them.
  When the Preservers and Defilers of Athas supplement came out,  three new sources of magical power were revealed:  the Cerulean storm, the Black, and the Grey.  With Earth, Air, Fire and Water came four new sources of elemental energy:  Silt, Magma, Sun and Rain.  The greatest thing about so many sources of power is that a clever mind could find new ways to make old spells exciting.  
   Let’s say that a Shadow Mage was being made, who draws his power from the Black.  The Black is an icy-cold void, like outer space without the stars.  Naturally, one would be inclined to pick out all the spells (and only the spells) that specifically have to do with shadow:  Continual Light, Cooling Canopy, etc..
A Dungeon Master might even rule that these shadow-spells are the only ones the character can cast.  Another way of looking at this would be to let the spells conform to the caster, and not the other way around.  Picture this:

	   Ran’hos nocked his bow and aimed it at the unarmed spell caster.  
	   The slight mage put his hand beneath his long, scarlet cloak, and began rummaging through a 	pocket. 
	   “Prepare to die, mage scum!” Ran’hos hissed.
	   “You are unwise. You should have worried less about preparing me for death, and more about 	killing me when you had the chance,” said the mage.  The spell caster drew a pebble from his 	scarlet cloak.
	   Before the archer could fire his bow, the mage flung the pebble into the air.  Instantly, with the 	speed of heat-lightning, shadows from all around the area sped across the ground to the mage’s 	feet.  From there, they radiated up the man’s thin body, until he was covered by a thick layer of 	the murky black 	substance.  The shadows froze with a hiss, milliseconds before the bow hit the 	mages now thick carapace.  With a quiet ‘tink,’ the arrow rebounded off the dark mass, and fell 		harmlessly to the ground.  
	  
   What was described above was the first level Armor spell.  The mage received no special benefits from the armor, and this method is much more dramatic than simply waving one’s hands and whispering a few odd syllables.  
   Customization of a character’s spells should not just be limited to the energy source though. Some spells could be altered to reflect the character’s personality.  Take a mage with a bad temper, for instance.

 	  “Hand over the money,” the unruly Templar ordered.
	   Ja’cor squeezed his hands into a ball.  He had to calm himself, or he might do something rash.  	Images of the Dragon flashed before his eyes, as they had every time he got this angry.
 	  “Hand over the money, half-breed!” the Templar screamed.
	   That was the final straw.  Ja’cor was proud of his half-human, half-elven lineage, and he 	couldn’t stand bigots.  In a flash, Ja’cor tore out his necessary spell component, flailed his arms 	madly and cast his spell.  All of a sudden, a torrent of flame exploded from Ja’cor’s palms.
 	   An old woman across the street watched in horror as a ball of fire shaped like a dragon 	consumed the now sorry Templar.

   The mage cast the third level Fireball spell, and the images of the Dragon shaped the blast.  If the above mage cast the armor spell, his skin may even become scaly like a large reptile.  This character might only cast spells that resemble dragons when he’s mad, at all other times, his spells could come out normally.  

Clerical Spell Improvisation
   Cleric spells are great for improvisation.  Because priests aren’t confined to spells that have already been researched and then written down (like mages do), they have much more freedom when it comes to spells.  If the DM is comfortable with making on-the-spot judgment calls, then a completely free-form way of casting clerical spells might work out better than simply picking ones from the Player’s Handbook. 
   Take, for instance this predicament:
	
	Cathaklan, a Cleric of Silt, came across a pack of Gith.  
	   “Give self up, or die,” said one Gith in broken Trade tongue.
	   Cathaklan took a look at the Gith.  There were five of the repugnant, scaly creatures.  	The 	cleric was outnumbered and had no weapons on his person.  Thinking quickly, Cathaklan 	reached into his belt pouch, and withdrew a handful of grey silt.
	   “Ha-hz,” laughed one Gith as the priest flung the dust in the creatures direction.
	   With a silent prayer, Cathaklan turned each particle of silt into a pebble.  When the stones hit, 	the surprised elflings fell to the ground.  The Silt Cleric was gone before they got up.
	
   The above shows how a free-form spell might work.  The situation was one where the cleric had to think of a less orthodox way to escape his foes.  A lot of fun can be had using this method of spell casting.  
   DM’s, though, might have a tough job designating which level the spell might belong to.  The above example might be considered 2nd level if it did no damage, but maybe third level if it inflicted a d3 of injury to the Gith.  A ninth level of the spell might turn the silt into boulders, inflict pretty massive damage to foes.

New Spell Names
   Dark Sun is completely shut off from other planes of existence.  So why is it that there are spells named after mages in Greyhawk© floating about Athas?  Some alternate names for use in Dark Sun have been created:

Bigby              :  Atlin
Drawmij          :  Solrexi 
Evard              :  Asdora
Leomund         :  Enalam
Melf                :  Mannon 
Mordenkainen :  Sizzrianbel
Nystul          :  Panrin
Otiluke         :  Dacne 
Otto             :  Maj
Rary             :  Aris
Tasha           :  N’neela
Tenser          :  Taree
So, if a mage cast the Bigby’s Crushing Hand spell, he would  actually be casting Atlin’s Crushing Hand.
___________________________________________________________________________________

Some Examples of Customized Spells

Ceruleans
Mount:  Lightning collects in the shape of huge Kank, then Inix, etc. upon reaching higher levels.
Meteor Swarm:   The meteors are replaced by huge chunks of ice, which shatter upon impact.
Visual Effects:  All spells are tinged slightly blue.  Bolts of lightning will occasionally travel from the sky to the caster, but these cause no damage.  
Audible Effects:  Rumblings of thunder, a first level spell creates a distant clap, a ninth level spell sounds like an explosion.
Olfactory Effect:  The scent of ozone.
Tactile Impressions:  A strong breeze.

Necromancer
Levitate:  Grey wisps of smoke emanate from the ground, carrying the caster straight into the air.
Forcecage:  Souls from the grey are channeled into the Prime Material Plane, and shape themselves into the prison.
Hold Person:  Acrid grey smoke shoots from the casters palms, and entwine themselves over the victims body.
Visual Effects:  All spells tinged with a slight grey color.  Wisps of grey smoke circle around the caster.
Audible Effects:  Moans, 
Olfactory Effects:  Smell of burning flesh and the smell of rotting flesh is common.
Tactile Impressions:  Slight breezes.

Shadow Mage
Cone of Cold:  Shadows from the surrounding area coalesce in a cone, with the pinnacle connected to the mages palm.  
Burning Hands:  Instead of fire, tendrils of inky blackness shoot from the caster’s fingertips.
Visual Effects:  Each spell is tinted black.  Shadows seem to bend towards the caster occasionally.  
Audible Effects:  Sometimes a hiss is heard.
Olfactory Effects:  None
Tactile Impressions:  A deep, spine-tingling chill.

Earth Cleric
Heal:  Red earth is mixed with a bit of water to make clay.  The clay is then applied to the wound, where it molds to the shape of the injury.
Spike Growth:  Sharp pillars of earth spring from the ground.
Visual Effects:  Each spell is tinged with a bit of  burnt-sienna.
Audible Effects:  Rumblings, and the sound of rocks clattering.
Olfactory Effects:  None.
Tactile Impressions:  Occasionally heat.

Air Cleric
Cure Light Wounds:  The priest blows gently on the wound, and with the breath comes health.
Detect Poisons:  The cleric inhales deeply, if the air that comes back is warm, she smells poison, if it is cool, the food or drink is safe to ingest.
Visual Effects:  As each spell is cast, the cleric becomes slightly transparent.
Audible Effects:  Speech sounds slowed.
Olfactory Effects:  None, occasionally weak scents are amplified.
Tactile Impressions:  Strong gales of wind.

Fire Cleric
Cure Light Wounds:  A flame comes from the caster’s fingertips, when applied to the wound, it is sealed, and heals soon afterward.  Slight scars are usually left behind.
Transport via Plants:  Instead of transporting through plants, the caster teleports from fire.
Visual Effects:  Translucent flames materialize in the distance, images of fire dance in the caster’s eyes.
Audible Effects:  The sound of fire crackling.
Olfactory Effects:  The smell of leaves burning.
Tactile Impressions:  Low heat for low level spells, searing pain for high level dweomers.

Water Cleric
Cure Light Wounds:  One half gallon of water is poured over the injury.  As the water rolls off the wound, the skin heals over, and all infection is washed away.  Note:  this water is not necessarily used up.
Purify Food and Drink:  A fourth of a gallon of water is poured into the food or drink container.  The water then passes through the container, and brings out all unnatural substances with it.
Visual Effects:  Each spell is slightly translucent.  The caster sometimes appears damp.
Audible Effects:  The sound of running water, as well as a drip can be heard.
Olfactory Effects:  None.
Tactile Impressions:  A feeling of high humidity permeates the caster’s surroundings.

Silt Cleric
Cure Light Wounds:  Silt is poured slowly into the wound.  Within seconds, the dust solidifies and appears as normal skin.
Spiritual Hammer:  A hammer formed of cohesive silt forms from nothing, and then disintegrates at the end of the spell.
Visual Effects:  The air appears unclear.
Audible Effects:  A shifting sound can be heard.
Olfactory Effects:  None.
Tactile Impressions:  A slight abrasive feeling is experienced.

Magma Cleric
Cure Light Wounds:  The caster’s hand glows an unnatural red, as bits of magma drip from his fingertips.  When the magma is dripped into the wound, it cauterizes it, and then restores health.  Note:  This hurts!
Visual Effects:  Waves of heat emanating from the caster’s head and arms.
Audible Effects:  The sound of footsteps in mud.
Olfactory Effects:  None.
Tactile Impressions:  A strong blast of heat.

Rain Cleric
Cure Light Wounds:  A funnel of rain comes from the heavens, dripping life-giving water onto the wound.
Anti-Plant Shell:  Creates a barrier of acidic rain centered around the caster.  Each drop of water is swept back into the air before it strikes any surface.
Visual Effects:  None.
Audible Effects:  The sound of a distant rain storm.
Olfactory Effects:  The smell of wet dirt.
Tactile Impressions:  Refreshment.

Sun Cleric
Cure Light Wounds:  The caster’s forearm glows with great intensity, and grows very hot.  When placed on a wound, it cauterizes and seals it.
Augury:  A bright beam of sunlight displays the pictures of the future before the caster’s feet.
Visual Effects:  The area around the caster gets very bright.
Audible Effects:  None.
Olfactory Effects:  None.
Tactile Impressions:  Warm, comfortable, heat.
Rules For Creating “New Races” for Dark Sun by Gerald Lewis

   As was seen in the Prism Pentad series, the Pristine Tower mutates all those who bleed in it’s vicinity.  All creatures who shed blood change drastically, often turning into savage beasts.  But sometimes these mutants aren’t so savage.   If a recently mutated mother gives birth, for instance, the child usually retains it’s humanoid mind, and is not a beast.  It’s a rare event, but it still happens.
   Ever since Magus showed his tough hide in the Prism Pentad series, I thought it would be fun to play a character of this sort.  But how does one go about making a completely new race from scratch?  With a table, of course : ) 

New Races Enhanced Abilities:
A New Man cannot have more than 4 enhanced abilities
(Roll 1d20)	
1 No enhanced abilities
2 +1
3 +1
4 +1
5 +1
6 Roll Twice
7 +2
8 +2
9 +2
10 +2
11 +3
12 +3
13 +3
14 +3
15 Roll Twice
16 +4
17 +4
18 +4
19 Roll Twice
20 Roll Thrice

 then roll on the 	Attribute Table (1d6) to find what attribute it enhances
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Ability Subtractions
(Roll 1d20)	
1 No ability subtractions
2 -1
3 -1
4 -1
5 -1
6 Roll Twice
7 -2
8 -2
9 -2
10 -2
11 -3
12 -3
13 -3
14 -3
15 Roll Twice
16 -4
17 -4
18 -4
19 Roll Twice
20 Roll Thrice

If the Enhancements and Subtractions compete with each other, either subtract or add the difference of the two to the attribute, or reroll on the attribute table.

Height (1d20)   Modifier
1       Small: 	  	    32/30	   2d8
2-4    Small:     	    	    38/36    1d6
5-6    Small:   		    43/41    1d10
7-8    Small: 		    48/46    1d4
9       Medium:	    	    55/50    1d10
10     Medium:	  	    60/58    2d6
11-12Medium:	    	    60/59    2d10
13     Medium:	    	    65/65    2d6
14     Medium:	    	    70/68	   2d4
15     Large:		    78/75    2d6
16     Large: 		    88/86    2d4
17     Large:		    98/97	   2d6
18     Huge:		130/128    3d6
19     Huge:		150/146    2d4
20     Huge:		170/168    2d8

Age Starting Age		Maximum Age
15 + 1d10 		 Starting Age X 5 +2d20 (rolled by DM)

Weight:
Use common sense, the character’s weight chould reflect his height and strength.

Mutations:  (1d100)(Roll twice on this table, if the two rolls are the same, or contradict each other (or are very similar [Wings MV24, C and Wings MV12, A] reroll.)
 
(01-05) 1 Tough Hide:  (Cannot wear armor)
	-1d2 AC  (-1 Charisma)
	-1d4 AC  (-2 Charisma)
	-1d6 AC  (-3 Charisma) (Considered Carapace)
	-1d8 AC  (-4 Charisma) (Considered Carapace)
	-1d10 AC  (-5 Charisma) (Considered Carapace)
(06-10) 2 Different Skin Coloration (-3 Charisma)
	Light Blue
	Blue-Grey
	Deep Black
	Dark Crimson
	Albino  (must wear protective covering in Sunlight or suffer 1d3 sunburn, -2 to hit)
(11-15) 3 Different Eye Color
	White
	Pink
	Black
	Dark Red
	Light Red
(16-20) 4 Infravision
	15’
	30’
	60’
	120’
	Supravision
(21-25) 5 Claws (make 2 attacks per round)
	Claws (1d3 damage)
	1d4 damage)
	1d6 damage)
	1d8 damage)
	1d10 damage)
 (26-30) 6 Wings 
	MV 12, A
	MV 24, B
	MV 36, C
	MV 18, C
	MV 36, A
(31-35) 7 Extra Limbs
	One Arm
	One Leg
	Two Wings (Claustrophobia) MV 24, B
	Two Wings (Claustrophobia) MV 36, C
	One Tail
 (36-40) 8 Unusable Limb: (-3 Charisma, -2 Dexterity)
	Extra Arm
	Extra Leg
	Short Tail (6”)
	Long Tail (3’)
	Extra Head (-4 from Charisma)
(41-45) 9 Beak (-1 Charisma)
	1 damage
	1d2 damage
	1d3 damage
	1d4 damage (-2 Charisma)
	1d6 damage (-2 Charisma)
(46-50) 10 Unusual Physical Traits:
	Excessive Hair Growth (-3 Charisma)
	Hands Like Bucklers (can use next largest weapon size)
	Huge Feet (+1 to Dexterity (Balance))
	Large Nose (only surprised on 1 or 2, can sense some poisons)
	Keen Eyes (Supravision 60’)
(51-55) 11 Unusual Physical Traits:
	Razor Sharp Teeth (1d6 damage)
	Water Maximization (Needs only 1 gallon of water per week)
	Antennae (+2 to darkness penalties)
	Incredible Leg Muscles (Jump 20’ high, or 30’ forward)
	Incredible Arm Muscles (Roll a BB/LG roll to escape from grip, +1 Strength) 
(56-60) 12 Unusual Physical Traits:
	Weak Gills (breath underwater two hours per day)
	Strong Immune System (immune to disease)
	Flexible Bones (+1 Dex, -1d4 damage from bludgeoning weapons (but no less than 1)
	Tiny Nose (-1penalty to surprise roll)
	Weak Eyes (-1 penalty to surprise roll, all visual ranges are consider 1 higher (detail becomes ID)
 (61-65) 13 Enhanced Body:
	Long Legs (+3 MV)
	Hollow Limbs (+1 Dexterity, +1d4 from bludgeoning weapons)
	Long Arms (All weapons are condiered one size larger for purposes of reach)
	Double Hit Points 
	Small Wings (MV 12, C)(Hidable)
 (66-70) 14 Strengthened Physiology
	Strong Muscles (+1 to Strength)
	Strong Bones (+1to Strength)
	Strong Heart (+1 to Constitotion)
	Strong Lungs (+1 to Constitution)
	Strong Heart (+2 to Constitution)
(71-75) 15 Missing or Deformed Facial Feature (-1 Charisma)
	Nose (-1 penalty to surprise roll)
	Eye (-1 penalty to surprise roll, all visual ranges are consider 1 higher (detail becomes ID)
	Mouth (Deformed only)
	Ear (-2 penalty to surprise roll)
	Forehead (Deformed only)
(76-80) 16 Special Racial Abilities:
	Mul Endurance
	Half-Elven Animal Empathy and Companion at 5th level
	Dwarven Focus 
	Elf Run
	Dodge Missiles as Thri-Kreen
 (81-85) 17 Special Immunities:
	Immunity to poison (+6 to saves)
	Immunity to Illusions (+4 to saves)
	Immunity to magic (20% magic resistance, cannot cast magic)
	Immunity to Psionics (save Vs Spell to avoid effects of any Telepathic Devotion)
	Immunity to Hot\Cold (+4 to saves)
 (86-90) 18 Innate Abilities
	Cure Light Wounds once per day
	Cure Light Wounds twice per day
	Detect Magic once per day
	Invisibility once per week
	Comprehend Languages once per day
(91-95) 19 Innate Abilities
	Charm Person once per week
	Truth Hear once per day
	Cure Disease once per week
	Danger Sense once per day - automatic
	Speak With Animals thrice per day
(96-100) 20 Extra Rolls
	Two Extra Rolls
	Two Extra Rolls 
	Two Extra Rolls 
	Three Extra Rolls
	Three Extra Rolls	
Character Point System for Dark Sun

by Brian Debler

This character point system was originally part of the house rules but it was separated to allow easier access. Some important information may still be in that document.

A multiclassed character gets character points for both classes which can be spent anyway desired. Gamesmasters are able to put a limit on this if there are Mage/Thieves with no CP's spent on thief abilities.

Characters get 5 CP's per total level advanced. These character points can be spent on both new class abilities or new proficiencies. The CP's that starting character get for 2nd and maybe third level have not be included since all characters don't start at the same level. Merry Xmas.

Races:

Aarakocra
Dwarf
Elf
Half-Elf
Halfling
Half-Giant
Human
Mul
Pterran
Rhul-Thaun
Thrikreen

Classes:

Bard
Cleric
Defiler
Druid
Fighter
Gladiator
Preserver
Psionist
Ranger
Templar
Thief
Trader

Other:
Traits
Disadvantages
Proficiencies
Weapon Proficiencies

Aarakocra: 25 Character Points

Must spend all of the points given here, saving none

Standard: 25 Character Points: Claws (5), Dive Attack (5), Flight (20), Natural Armor (10), Claustrophobic (+5), Closed-Area Penalty (+5), Extra Hit Point Loss (+5) 

Aim Bonus (10): +1 to Aim
Balance Bonus (10): +1 to Balance
Beak (5/10): 1d2 / 1d4 beak attack
Claws (5/10): 1d3 /1d4 claws (2 of 'em)
Dagger Bonus (5): +1 to attack
Dart Bonus (5): +1 to attack
Dive Attack (5): Special dive attack with +4 to hit and double damage
Flight (10/20/30): 24 D / 36 C / 48 B flight movement rate
Javelin Bonus (5): +1 to attack
Long Legs (5): Land Movement 12 (instead of their normal 9; my rule)
Natural Armor (5/10): AC 9 / 7
Optional Hindrances:
Claustrophobic (+5)
Closed-Area Penalty (+5): -2 to attack
Fragile Bones (+5): +1d4 damage from bludgeoning weapons

Dwarf: 30 Character Points

May save only 5 character points from those given here

Standard: 25 Character Points: Big Hands (5), Focus Bonus (5), Infravision (10), Magic Saving Throw Bonus (5), Poison
Saving Throw Bonus (5), Magic Item Problems (+5) 

Better Balance (10): +1 to Balance
Big Hands (5): Considered to be medium size for wielding weapons
Bravery (5): +2 to any and all fear-based saves and/or morale checks
Dense Skin (10): 1/2 damage from blunt damage
Dwarven Weapon Expert (5): +1 to hit with either: all axes, all hammers, all maces, all picks, or shortsword
Expert Skill (5): any proficiency with a +2 to the score
Expert Haggler (5): +/- 10% from any purchases/sales
Fitness bonus (10): +1 to Fitness
Focus Bonus (5): +1 to any saves and +2 (or 10%) to any rolls when pursuing a task related to your focus
Great War Yell (10): 20' in front of dwarf, save vs spells or stunned for 1d4 rds, deaf for 1d4 rds regardless of save; effects only lower hit dice than the dwarf; thrice per day
Health Bonus (10): +1 to Health
Hit Point Bonus (10): +1 per level
Infravision (10): 60'
Inherit Immunity:Poison (5): As rules
Illusion Resistant (5): +2 to saves; +10% to Detect Illusion
Long Legs (5): Base movement of 9
Magic Saving Throw Bonus (5): Bonus saves to rods, staves, wands, and magic; based off of Health
Metal Sense (5): Can detect metal in the area up to 30' once per level per day
Muscle Bonus (10): +1 to Muscle
Poison Saving Throw Bonus (5): Bonus saves to poison; based off of Health
Stamina Bonus (10): +1
Tough Hide (5/10): Natural AC 9 / 8
Ultravision (15): As spell, on all the time, 60'
Optional Hinderance:
Limited Magic Item Use (+5): p. fruit, scroll; rg, rd, st, wd, misc; weapons; armor
Magic Item Problems (+5): 50% chance that a magic item not related to your class will fail

Elf: 55 Character Points

May save only 5 character points from those given here

Tribal: 55 Character Points: Bonus with Tribal Long Bow/Sword (10 total), Desert Stealth (10), Elf Run (10), Infravision (10), Keen Eyesight (4), Natural Swiftness (5), Resistance to Temperatures (6)

Aim Bonus (10): +1 to Aim
Allure (3): As trait
Balance Bonus (10): +1 to Balance
Bonus with Tribal Dagger (5): +1 to hit and damage
Bonus with Tribal Long Bow (5): +1 to hit and damage
Bonus with Tribal Long Sword (5): +1 to hit and damage
Desert Stealth (10): Sneak up on people with a -4 surprise check
Elf Run (10): As ability
Expert Swindler (5): +/- 10% from any purchases/sales
Infravision (10): 60'
Keen Eyesight (4): As trait
Kreen Enemy (5): hatred for all kreen, +2 to hit when fighting any and all kreen
Magic Identification (10): 5% per level to figure out general function of an item
Natural Swiftness (5): As ability
Reason Bonus (10): +1 to Reason
Temperatures Resistance (6): As ability from Elves of Athas

Half-Elf: 30 Character Points

May save only 5 character points from those given here

Standard: 30 Character Points: Animal Companion (15), Infravision (10), Survivor (5) 

Aim Bonus (10): +1 to Aim
Animal Companion (15): As Dark Sun Rule Book, at 5th level
Animal Empathy (3): As trait
Balance Bonus (10): +1 to Balance
Elvish Swiftness (5): Natural movement of 15 if dexterity score is at least 14
Infravision (10): 60'
Long Bow Bonus (5): +1 to attack
Long Sword Bonus (5): +1 to attack
Racial Appearance (5): Appears to be either an elf or a human 90% of the time unless carefully scrutinized
Stealth (10): Sneak up on people with a -4 surprise check
Survivor (5): Survival proficiencies at 5th, 7th, and 9th level 

Half-Giant: 25 Character Points 

May save only 5 character points from those given here

Standard: 20 Character Points: Double Hit Points (20)

Dense Skin (10): Half damage from blunt attacks
Double Hit Points (20): Multiply any hit point rolls by 2
Giant s Mind (10): Save vs spells to avoid the effect of any telepathic devotion
Hit Point Bonus (15): Roll for hit points as normal, then add on half of the maximum roll for the die (i.e. 1d8 for hit points would end up with 1d8+4 hit points)
Huge (10): Small weapons cause half damage, with a minimum of one point
Tough Hide (5/10/15): Natural AC 9 / 8 / 7
Optional Restrictions:
Stupid (+5): -1 to Intelligence or Wisdom; can be done up to four times

Halfling: 35 Character Points 

May save only 5 character points from those given here

Standard: 35 Character Points: Hide (10), Jungle Stealth (10), Magic Saving Throw Bonus (5), Missile Attack Bonus (5), Poison Saving Throw Bonus (5)

Aim Bonus (10): +1 to Aim
Balance Bonus (10): +1 to Balance
Berserker Rage (15): Effectively Hasted, +4 AC penalty; 1rd per lvl per day
Detect Poison (5): 50% chance
Health Bonus (10): +1 to Health
Hide (10): In bushes and such
Identify Plants (5): As per druid ability in Player s Handbook
Intuition Bonus (10): +1 to Intuition
Jungle Stealth (10): Sneak up on someone with a -4 surprise check
Keen Hearing (4): As trait
Keen Sense of Smell (4): As trait
Magic Saving Throw Bonus (5): Bonus saves to rods, staves, wands, and magic
Missile Attack Bonus (5): +1 to all missile weapons
Poison Saving Throw Bonus (5): Bonus saves to poison
Taunt (10): As spell, once per day
Vicious Bite (5): 1d4 bite attack
Optional Hindrances:
Out of Place (+5): -2 reaction adjustment

Human: 10 Character Points 

May save only 10 character points from those given here

Attack Bonus (5): +1 to any weapon
Experience Bonus (10): +5% to all XP
Sub-Attribute Bonus (10): +1 to any sub-attribute
Optional Restriction: May count as Disadvantages, or for Racial Abilities (Max 20)
Minor Magical Mutation (5): Suffer a -1 to any sub-ability
Severe Magical Mutation (10): Suffer a -1 to any ability

Mul: 20 Character Points

May save only 5 character points from those given here

Standard: 20 Character Points: Dual-class (10), Super-human Endurance (10) 

Dense Skin (10): 1/2 damage from bludgeoning attacks
Dual-class (10): Can become dual-classed later in career; unlimited advancement if single-class
Health Bonus (10): +1 to Health
Infravision (10): 60'
Less Sleep (5): Only 4 hours of sleep to be rested for 8 hours sleep
Muscle Bonus (10): +1 to Muscle
Stamina Bonus (10): +1 to Stamina
Super-human Endurance (10): Can go for two days without food, water, or rest
Tough Hide (5/10): Natural AC 9 / 8 

Pterran: 20 Character Points 

Must spend all of the points given here, saving none

Standard: 20 Character Points: Natural Armor (10), Claws (10)

Bite (5): 1d6 bite
Claws (10): 1d4 claws (2 of 'em)
Debilitating Poison (10): Know how to make -2 save, -1 Str & Con per day poison
Earth Mother s blessing (10): Regenerate 5 hit points if sleeping on dirt ground
Earth Mother s Vigilance (5): Surprised only on a roll of 1 if on open ground
Earth Mother s Warning (5): Alerted to any defilement with one mile
Intuition Bonus (10): +1 to Intuition
Natural Armor (10/15): AC 8 / 6
Slodak Bonus (5): +1 to hit (1d8 / 1d8 long sword type weapon)
Spear Bonus (5): +1 to hit
Thanak Bonus (5): +1 to hit (2d6 / 2d6 sawblade type axe)

Rhul-Thaun: 35 Character Points 

May save only 5 character points from those given here

Receive Ritual Knowledge for free, and do not start with an initial wild talent
Standard: 35 Character Points: Cliff Stealth (10), Expert Climber (5), Magic Saving Throw Bonus (5), Missile Attack Bonus (5), Poison Saving Throw Bonus (5)

Aim Bonus (10): +1 to Aim
Balance Bonus (10): +1 to Balance
Cliff Stealth (10): Sneak up on someone with a -4 surprise check
Expert Climber (5): Climb Walls thief ability at 80%; no racial modifications
Fitness Bonus (10): +1 to Fitness
Health Bonus (10): +1 to Health
Intuition Bonus (10): +1 to Intuition
Keen Hearing (4): As trait
Keen Sense of Smell (4): As trait
Magic Saving Throw Bonus (5): Bonus saves to rods, staves, wands, and magic
Major Magical Mutation (10/20/30): Roll on Major Mutation Table / with + or - 10% / select a mutation on table, rolls 1-92 only; reaction adjustment penalty of -4
Minor Magical Mutation (0): Cosmetic, near trivial, magical mutation
Missile Attack Bonus (5): +1 to all missile weapons
Muscle Bonus (10): +1 to Muscle
Poison Saving Throw Bonus (5): Bonus saves to poison
Stamina Bonus (10): +1 to Stamina
Wild Talent (10): Roll for a psionic wild talent

Thri-kreen: 60 Character Points 

Must spend all of the points given here, saving none

Receive Hunting, and Chatkcha (at 5th level), for free
Standard: 60 Character Points: Antenna (5), Carapace Armor (10), Claws and Fangs (10), Create Dasl (5), Dodge Missiles (10), Jump (5), Not Sleepy (5), Not Thirsty (5), Poisonous (10), Spell Immunity (5), Inhuman, Moisture Sensitive (+5), Vulnerable Carapace (+5)

Alien Mind (10): Save vs spells to avoid the effect of any telepathic devotion
Antenna (5/10): +1/+2 bonus to any darkness penalities
Carapace Armor (10/15): Natural AC 8 / 6
Chatkcha Bonus (5): +1 to attack
Claws and Fangs (10/15): 1d4 claws, 1d4+1 bite / 1d4+1 claws, 1d6 bite
Create Dasl (5/10): at 5th level / immediately
Dodge Missiles (10/15): at 7th level / immediately
Elven Prey (5): +2 to hit when attacking elves
Fast (10): Base Movement 24
Gythka Bonus (5): +1 to attack
Jump (5/10): at 3rd level / immediately
Not Sleepy (5): No need for sleep
Not Thirsty (5): 1/7 of a gallon of water required per day
Pheromone Speech (5): Can communicate to kreen within 20' to: stay back, prey near, retreat, or attack now
Poisonous (10/15): at 5th level / immediately
Spell Immunity (5): Immune to Sleep and sleep-type, as well as Charm Person spells

Hindrances:
Elf Lust (+5): Willpower check to violently lunge at any elves present and try to eat them alive
Inhuman (Mandatory): Limited to items not requiring humanoid form, including armor
Moisture Sensitive (+5): Suffer molding and or chitin rot when exposed to prolonged moisture
Vulnerable Carapace (+5): reduction of carapace armor by 50%, 75%, and 90% when hit points are at similar levels
Note: Thri-kreen may take No Armor (if they are able to by class) relating to all shields, for a bonus of +5 CP.

Bard: 125 Character Points

Standard: Alter Moods (5), Bribe (5), Climb Walls (5), Counter Sounds (5), Detect Noise (5), Entertainer (5), Escape Bonds (10), Find/Remove Traps (10), Hide in Shadows (5), Little Bit of Everything (10), Move Silently (5), Open Locks (10), Pick Pockets (10), Poisoner (15), Rally Friends (5), Read Languages (5), Unhindered Professional (5), Use Warrior Weapons (5)

Advanced Antidotes (10): Roll 1d6 plus level for antidotes
Advanced Poisons (20): Roll 1d6 plus level for poisons
Alter Moods (5): Thru song, dance, music, etc.
Antidotes (5): Roll for antidotes along with poisons
Bribe (5)
Climb Walls (5)
Counter Sounds (5): Of magical song, sound, etc.
Defense Bonus (10): +2 to AC if unarmored
Detect Illusion (10)
Detect Magic (10)
Detect Noise (5)
Entertainer (5): Proficiency in Singing and an Instrument with a +2 to each score
Escape Bonds (10)
Find/Remove Traps (10)
Hide in Shadows (10)
Little Bit of Everything (10): 5% per level; Local History proficiency included
Master Rogue (15): Double number of discressionary points per level
Move Silently (5)
Open Locks (10)
Pick Pockets (10)
Poison Connoisseur (5): 10% chance per level to analyze any poison safetly
Poison Exposed (5/10/15/20): +2 / +4 / +6 / +8 to poison saves; may only spend 5 CP per two levels (i.e. 6th level character may purchase up to +6 to poison saves)
Poisoner (15): Roll 1d4 plus level for poisons
Rally Friends (5): Increase combat morale
Read Languages (5)
Sound Resistance (5): +1 to sound-based saving throws
Tunneling (10)
Unhindered Professional (5): Bonuses to thieving abilities when out of armor
Use Warrior Weapons (5)
Weapon Specialization (15) 

Cleric (Elemental or Paraelemental): 70 Character Points

Standard: Access to Elemental/Paraelemental Sphere (5), Access to Sphere of Cosmos (15), Convergence (5), Gate Element/Paraelement (15), Ignore Element/Paraelement (10), Minor Granted Power (5), Turn Undead (10)

1d10 for Hit Points (10)
Access to Elemental/Paraelemental Spheres (5): Major access; must take one only
Access to Sphere of Cosmos (15/40): Minor/Major access
Casting Reduction (5): -1 phase to spells (minimum of Fast)
Convergence (5): +2 to spellcasting levels under certain conditions
Detect Evil/Good (5): once per two levels, as spell; must pick one
Detect Undead (5): once per two levels, as spell
Expert Healer (5): One extra Cure Light Wounds
Gate Element/Paraelement (15/20/25): At 7th lvl / at 4th lvl / immediately
Ignore Element/Paraelement (10/15): At 5th lvl / immediately
Know Alignment (10): once per two levels per day
Minor Granted Power (5): As minor granted powers
Major Granted Power (10): If not listed here
Partial Immunity (15): +4 vs one type of spell or no penalty save if no save spell
Resist Energy Drain (5): +1 to saves
Spell Duration Increase (10): One time unit per two levels
Turn Undead (10)
Warrior Hit Point Bonus (5)
Weapon Specialization (15)
Wizardly Priests (15): Can only use school matching the priests; no paraelementals

Optional Restrictions:
Behavior/taboo (+2): some weird thing which is known as a cleric's behavior
Ceremony/Observance (+5): Priest must some sort of ceremony every day
Limited Armor (+5/+10/+15): Natural AC 6 or lighter / AC 8 or lighter / no armor
Limited Magic Item Use (+5): p. fruit, scroll; rg, rd, st, wd, misc; weapons, armor
Reduced Hit Points (+10/20): 1d6 / 1d4 for hit points
Reduced Spell Power (+15): -1 per level
Slower Casting Time (+5): +1 phase to casting
Susceptible to Opposition Element (+5): -1 to any opposition element saves
Talisman (+8): Must have object to cast spells
Weapon Selection (+5/+15): Wizard / No weapons

Defiler: 35 Character Points

Standard: Access to Schools (8 schools, total: 40), Automatic Spells (5), Learning Bonus (5), Black Aura (at -2, +10), Learning Penalty (+5)

1d6 for Hit Points (10)
1d8 for Hit Points (15)
Access to Schools (5)
Armored Wizard (5/10/15): Wizard can wear AC (8 / 6 / any) armor while spellcasting
Automatic Spells (5): One new spell at every level from any school
Casting Reduction (5): -1 phase to casting spells (to minimum of Fast)
Combat Bonus (10/15): THAC0 as Rogue / Priest
Detect Magic (5): As spell, once per two levels; or as thief ability with +5% per level; halved outside civilized settings/when
dealing with non-civilized conditions
Dispel (10/15): one type of effect once / three times per day
Extend Duration (10): One round per two levels
Hide In Shadows (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Identify (10): One property of an item (per item), as spell; once per day
Immunity (10/20): to one spell / all types of that spell (all charm, all poylmorphs, etc.)
Learning Bonus (5): +15% to learn Path Sinister (Conj & Necro)
Persistent Spell Effects (20): see Spells & Magic; no concentration required, can chance every day
Real Languages (5): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Read Magic (5): as spell, at all times
Warrior Hit Point Bonus (5)
Weapon Specialization (15)

Optional Restrictions:
Behavior/taboo (+5): some weird thing which is known as a wizard's behavior
Black Aura (+5/+10/+15/+20): -1 / -2 /-3 / -4 to Charisma penalties per five levels
Environmental Conditions (+5/10/15/20): conditions under which magic cannot be cast; very specific / rare / common / everyday
Learning Penalty (+5): -15% to learn Path Dexter (Abjur & Divin)
Limited Magic Item Use (+5): p. fruit, scroll; rg; rd, st, wd; misc, weapons, armor
Reduced Hit Points (+10): 1d3 with only +1 for Con
Reduced Spell Repeteur (+10): Half spells per level, with 10 if you have no limit
Reduced Spell Power (+15): -1 per level
Slower Casting Time (+2/5): +1 phase / all times are up one unit
Talisman (+8): Must have object to cast spells

Druid: 90 Character Points

Standard: Concealment (5), Druid Speak (5), Major Access to Sphere of Cosmos (25), Major Access to
Elemental/Paraelemental Sphere (5), Minor Access to Elemental/Paraelemental Sphere (3), Nourished by Land (5), Shapechange (15), Speak with Animals (10), Speak with Plants (10), Use Warrior Weapons (5)

1d10 for Hit Points (10)
Animal Friendship (5): As spell, once per day
Armored Druid (5/10/15): Druid can wear AC (8 / 6 / any) armor while spellcasting
Concealment (5/10): Effectively Invisible on guarded lands at 3rd lvl / immediately
Defiler Hatred (10): +4 to attack vs defilers
Detect Defiler (5): At all times
Detect Evil/Good (5): once per two levels, as spell; must pick one
Druid Speak (5): Secret druid language only druids understand
Hide in Shadows (10): as normal with +5% per level; halved outside natural settings
Immunity to Natural Disease (10): Dorf
Know Alignment (10): once per two levels per day
Move Silently (10): as normal with +5% per level; halved outside natural settings
Major Access to Elemental/Paraelemental Sphere (5): May select only one
Minor Access to Elemental/Paraelemental Sphere (3): May select only one
Minor/Major Access to Sphere of Cosmos (10/25)
Nourished by Land (5/10): Nourished on guarded lands at 7th lvl / immediately
Partial Immunity (15): +4 vs one type of spell or no penalty save if no save spell
Return Home (10): Instantly returned (with any carried gear) to guarded lands from anywhere on Athas once per week
Shapechange (15/25/35): At 10th lvl / at 5th lvl / immediately
Speak with Animals (10/15): On G.Lands at 3rd lvl, anywhere at 7th / anywhere: 3rd
Speak with Plants (10/15): On G.Lands at 5rd lvl, anywhere at 9th / anywhere: 3rd
Use Warrior Weapons (5)
Weapon Specialization (15)

Optional Restrictions:
Behavior/taboo (+2): some weird thing which is known as a druid's behavior
Ceremony/Observance (+5): Priest must some sort of ceremony every day
Limited Armor (+5/+10/+15): Natural AC 6 or lighter / AC 8 or lighter / no armor
Limited Magic Item Use (+5): p. fruit, scroll; rg, rd, st, wd, misc; weapons, armor
Only Bludgeoning Weapons (+5)
Only Small Weapons (+5)
Only Thrown Weapons (+5)
Reduced Hit Points (+10/20): 1d6 / 1d4 for hit points
Reduced Spell Power (+15): -1 per level
Slower Casting Time (+5): +1 phase to casting
Susceptible to Defiler Magic (+10): Suffer hit point loss equal to spell power when within 100 yards of a defiler spell being cast; no ash
Talisman (+8): Must have object to cast spells 

Fighter: 35 Character Points 

Soldier: Building of Defenses (5), Building of War Machines (5), Followers (5), Leadership (5), Operate War Machines (5), Teach Weapon Proficiencies (5), Weapon Specialization (5)

1d12 for Hit Points (10)
Building of Defenses (5/10): At 6th lvl / 2nd lvl
Building of War Machines (5/10): At 9th lvl / 5th lvl
Defense Bonus (5): +2 to unarmored AC
Followers (5/10): At 9th lvl / when stronghold is built
Increased Movement (5): Increases by 25%
Inspiring Leader (10): If at the front of a fight, all troops receive a +1 to hit and no morale penalities
Leadership (5/10): At 7th lvl / at 4th lvl
Move Silently (10): as normal with +5% per level
Multiple Specialization (10)
Operate War Machines (5/10): At 4th lvl / immediately
Poison Resistance (5): +1 to saves
Spell Resistance (5): +1 to saves
Teach Weapon Proficiencies (5/10): At 3rd lvl / immediately
Weapon Specialization (5)

Optional Restrictions:
Limited Armor (+5/+10/+15): Natural AC 6 or lighter / AC 8 or lighter / no armor
Limited Weapon Selection (+5): Pierce; Slash; Bludegeon
Limited Magic Item Use (+5): p. fruit, scroll; rg, rd, st, wd, misc; weapons; armor

Gladiator: 40 Character Points

Standard: Armor Optimization (5), Followers (5), Multiple Weapon Specialization (10), Proficient in Any Weapon (15), Unarmed Combat Bonus (5)

1d12 For Hit Points (10)
Arena Opponent (5): +2 to hit when fighting a specific race
Armor Optimization (5): -1 AC per five levels
Defense Bonus (5): +2 to unarmored AC
Feign Death (5): As wizard spell, once per day, on self only
Followers (5/10): At 9th lvl / when stronghold is built
Increased Movement (5): Increases by 25%
Move Silently (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Multiple Weapon Mastery (10): Can master more than one weapon for twice cost in all mastery levels for all weapons to be mastered
Multiple Weapon Specialization (10)
Patron (10): At 7th level, gain a patron who will pay 10 times the gladiator s level in gold per month in exchange for the gladiator s fighting in the arena for the patron four times a year
Poison Resistance (5): +1 to saves
Proficient in Any Weapon (15): Proficient in all weapons
Spell Resistance (5): +1 to saves
Unarmed Combat Bonus (5): +2 to all rolls and damage
Weaponsman (10): Use specialist ability of any weapon
Weapon Specialization (5)

Optional Restrictions:
Limited Armor (+5/+10/+15): AC 6 or lighter / AC 8 or lighter / no armor
Limited Weapon Selection (+5)
Limited Magic Item Use (+5): p. fruit, scroll; rg, rd, st, wd, misc; weapons; armor

Preserver: 45 Character Points

Standard: Access to Schools (8 schools, total: 40), Automatic Spells (5), Learning Bonus (5), Learning Penalty (+5)

1d6 for Hit Points (10)
1d8 for Hit Points (15)
Access to Schools (5)
Armored Wizard (5/10/15): Wizard can wear AC (8 / 6 / any) armor while spellcasting
Automatic Spells (5): One new spell at every level from any school
Bribe (5): as normal with +5% per level; halved outside civilized settings/when dealing with non- civilized conditions
Casting Reduction (5): -1 phase to casting spells (to minimum of Fast)
Combat Bonus (10/15): THAC0 as Rogue / Priest
Detect Illusion (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Detect Magic (5): As spell, once per two levels; or as thief ability with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Dispel (10/15): one type of effect once / three times per day
Extend Duration (10): One round per two levels
Hide In Shadows (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Identify (10): One property of an item (per item), as spell; once per day
Immunity (10/20): to one spell / all types of that spell (all charm, all poylmorphs, etc.)
Learning Bonus (5): +15% to learn Path Dexter (Abjur & Divin)
Persistent Spell Effects (20): see Spells & Magic; no concentration required, can change every day
Real Languages (5): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Read Magic (5): as spell, at all times
Warrior Hit Point Bonus (5)
Weapon Specialization (15)

Optional Restrictions:
Behavior/taboo (+5): some weird thing which is known as a wizard's behavior
Environmental Conditions (+5/10/15/20):conditions under which magic cannot be cast; very specific / rare / common / everyday
Learning Penalty (+5): -15% to learn Path Sinister spells (Conj & Necro)
Limited Magic Item Use (+5): p. fruit, scroll; rg; rd, st, wd; misc, weapons, armor
Reduced Hit Points (10): 1d3 with only +1 for Con
Reduced Spell Repeteur (10): Half spells per level, with 10 if you have no limit
Reduced Spell Power (15): -1 per level
Slower Casting Time (2/5): +1 phase / all times are up one unit
Talisman (8): Must have object to cast spells

Psionist: 35 Character Points: For Psionic 2.0 including the Will and the Way

Standard: Attract Acolytes (5), Charm/Enchantment Resistance Bonus (5), Closed Mind (10), Meditation (10), Self Improvement (5)

1d8 for Hit Points (10)
Attract Acolytes (5/10): Gain acolytes at: 9th level / When stronghold is built
Closed Mind (10): As rules
Combat Bonus (10): THAC0 as priest
Expert Meditator (5): +2 to all meditations
Helm (15): Able to use psionics with non-psionically active helm on
Meditation (10): On psionic powers
Multi-Class High Science (15): May acquire a high science as normal
Power Manipulation (5): Intelligence at -4 and 5 PSPs to gain the power score effect of a primary discipline power; use immediately after activating the power; if a 20 is rolled, you suffer the 20 effect of the power as well; can be increased by 1 per CP invested
Psionic Defenses (5): +2 to any psionic related saving throws
Physically Unleashed (15): +2 to all power scores when unarmored
Psychically Unrestrained (5): No power score penalties for any type of armor
Quick Study (10): Five days for each check (vs. the normal 10)
Self-Improvement (5): Of psionic stats through meditation (1 per odd level)
Strong-Willed (10): +2 to any Willpower checks
Tough Mind (5): +2 to saves vs. charm/enchantment spells
Undisciplined (0/10/20): No primary discipline (meaning that you do not have to have more powers in one discipline than in the others) / no need for disciplines, but must still have the 2:1 devotion:science ratio / no restrictions on the acquisition of psionic powers; always unable to Power Manipulate any power, regardless of option chosen; can never attain a High Science 
Use More Weapons (10): Can become proficient in any weapon under Large size
Warrior Hit Point Bonus (5): Warrior hit point bonus for high Fitness
Weapon Specialization (15): As rules
Wild Talent (15): Psionist rolls for a wild talent before selecting initial powers

Optional Restrictions:
Learning Restriction (+5): Must roll Learn Spells percentile check when acquiring 
Limited Magic Item Use (+5): p. fruit, scroll; rg, rd, st, wd, misc; weapons, armor
Magically Vulnerable (+5): -2 to all saves vs magic
No Armor (+10): Psionist may not wear any armor of any kind
No Psionic Items (+5): No Teacher or Presence items; No Feeder items
No Weapons (+10): Dorf!
Physical Focus (+10): Item required to use psionic powers, as talismans from Spells and Magic
Reduced Hit Points (10/15): 1d4 w/+1 max for Con bonus / 1d3 w/no Con bonus
Reduced PSP Recovery Rate (+5): Half rate for PSP recovery
Restricted Access (+15): Can never use powers from a given discipline (only one); cannot buy off this hinderance; includes psionic items which grant their user powers
Undefended (+15): Must spend power slots for defense modes 

Psionicist: Character Points: Psionics 2.1 without meditations

Use More Weapons (10): Can become proficient in any weapon under Large size
Psychically Unrestrained (5): No power score penalties for any type of armor
Psionic Defenses (5): +2 to any psionic related saving throws
Helm (15): Able to use psionics with non-psionically active helm on
Physically Unleashed (15): +2 to all power scores when unarmored
Attack Mode of Choice (5): The psionicist develops extra skill in using one particular psionic attack mode and gains a +1 bonus to mental attack rolls when using that attack mode. This ability is useless without the contact ability.

Combat Bonus (10): The psionicist uses the priest THAC0 chart.

Contact (5/10): The psionicist receives the contact proficiency and gains attack modes as shown on the Psionic Progression table in the Skills & Powers book. As a 10-point ability, the psionicist receives extra attack modes as though he were two levels higher than his actual level. For example, a 1st-level psionicist would receives two attack modes. The character can never have more than five attack modes. If the psionicist does not take this power, he can purchase the contact proficiency any time he has five character points available.

Followers (5/10): The psionicist become a contemplative master at 9th level. A 1st-level psionicist arrives each month to study with the master. Students serve without pay if they receive at least 10 hours of training each week (they leave to seek new masters if they do not receive sufficient training). The maximum number of students the master attracts is equal to one half the masters Charisma score, rounded down. If the master builds a sanctuary, he can attract a number of students equal to his Charisma score. As a 10-point ability, the psionicist becomes a renowned teacher and can attract students at any level, subject to the limits noted above. If the psionicist does not choose this ability, he never attracts followers, but can hire servants and henchmen for pay just as any other character can.

Guarded Mind (5/10): The psionicist can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school. As a 10-point ability, the psionicist gains a +2 bonus to all saving throws against spells from the enchantment/charm school.

Hit Point Bonus (10): Psionicists with this ability roll eight-sided dice for hit points rather than six-sided dice. The psionicist still gains only two extra hit points per level at 10th level and beyond.

Mental Defense (5/10): The psionicist can close his mind to psychic contact and gains defense modes as shown on the Psionic progression table in the Skills & Powers book. As a 10-point ability, the psionicist receives extra defense modes as though he was two levels higher than his actual level. For example, a 1st-level psionicist receives two defense modes. The character can never have more than five defense modes. If the psionicist does not take this power, he has an open mind, just as if he were a non-psionic character. If the psionicist does not choose this ability at the beginning of play, he can purchase the five-point version whenever he has five character points to spend. The 10-point version is available only at the beginning of play. The character gains the mental armor proficiency for free with the purchase of this ability.

Penetrating Mind (5): The psionicist can penetrate physical barriers with his mind more readily than other psionicists can. It takes two inches of lead or iron, four inches of obsidian, or two feet of rock to block the psionicists clairsentient and telepathic powers. Note that most psionic powers require line of sight; this ability does not negate a blocked line of sight (see Skills & Powers, page 150). This ability has no effect on psionic combat and does not allow the psionicist to ignore magical or psychic barriers that block psionic powers.

PSP bonus (5): The psionicist has a potent mind and rolls eight-sided dice for psionic strength points instead of six-sided dice.  The psionicist still gains only three extra PSPs plus his Wisdom bonus per level at 10th level and beyond.

Psychic Adept (10): Psionist gains one extra devotion per 3 levels and one exrta science per 5 levels. Range Boost (5/10): The ranges of all powers within the psionicists primary discipline increase by 25%. If the psionicist is a psychic adept, he has two primary disciplines. At base cost (5), the ranges of only one disciplines powers increase. For a cost of 10 character points, the ranges of powers for both disciplines increase. All powers with ranges of 0, self, or touch remain unaffected by this ability.

Warrior Hit Point Bonus (5): The psionicist gains bonus hit points from a high Constitution score as if he were a warrior. Weapon Specialization (15): The psionicist can specialize in the use of a particular weapon. This ability is useless unless the character also chooses the weapon use ability (below), even if the psionicist specializes in a martial art or nonlethal combat. The character-point cost for gaining proficiency and specialization in the weapon must be met when the character chooses weapon proficiencies.

Optional Restrictions:
Learning Restriction (+5): Must roll Learn Spells percentile check when acquiring 
Limited Magic Item Use (+5): p. fruit, scroll; rg, rd, st, wd, misc; weapons, armor
Magically Vulnerable (+5): -2 to all saves vs magic
No Armor (+10): Psionist may not wear any armor of any kind
No Weapons (+10): Dorf!
Physical Focus (+10): Item required to use psionic powers, as talismans from Spells and Magic
Reduced Hit Points (10/15): 1d4 w/+1 max for Con bonus / 1d3 w/no Con bonus
Reduced PSP Recovery Rate (+5): Half rate for PSP recovery
Restricted Access (+15): Can never use powers from a given discipline (only one); cannot buy off this hinderance; includes psionic items which grant their user powers

Ranger: 65 Character Points 

Standard: Empathy With Animals (10), Followers (10), Hate Race (10), Hide in Shadows (10), Move Silently (5), Priest Spells (10), Tracking Proficiency (5), Two-Weapon Style (5)

Always Agile (15): May use all abilities w/o penalty w/ any armor on
Bow Bonus (5): +1 to hit with bows
Climbing (5): as normal with +5% per level; halved outside natural settings
Defense Bonus (5): +2 to unarmored AC
Detect Noise (5): as normal with +5% per level; halved outside natural settings
Empathy With Animals (10)
Find and Remove Traps (5): as normal with +5% per level; halved outside natural settings
Followers (10): At 9th lvl
Hate Race (10): +4 to hit a specific race
Hide in Shadows (10): as normal with +5% per level; halved outside natural settings
Increased Movement (5): Increases by 25%
Move Silently (5): as normal with +5% per level; halved outside natural settings
Pass Without Trace (10): As spell; always on
Priest Spells (10): One elemental sphere, at 8th lvl; not w/Wizard Spells
Tracking Proficiency (5): And bonuses associated with it for Rangers
Two-Weapon Style (5): No two weapon penalities
Weapon Specialization (10)
Wizard Spells (20): One elemental school, 8th lvl, as Priest Spells; not w/Priest Spells

Optional Restrictions:
Limited Armor (+5/+10/+15): AC 6 or lighter / AC 8 or lighter / no armor
Limited Weapon Selection (+5)
Limited Magic Item Use (+5): p. fruit, scroll; rg, rd, st, wd, misc; weapons; armor

Templar: 65 Character Points

Standard: Access to Elemental Spheres (5 each, 4 spheres, total: 20), Access to Sphere of Cosmos (25), Control Undead (10), Convergence (5), Magic Item Creation Bonus (10), Use Warrior Weapons (5), Talisman (+10)

1d10 for Hit Points (10)
Access to Elemental Spheres (3/5 each): Minor / Major access
Access to Sphere of Cosmos (10/25): Minor / Major access
Automatic Spells (5): One new spell at every level from any school
Backstab (10): In non-combat situations only
Casting Reduction (5): -1 phase to spells (minimum of Fast)
Close to Monarch (5): No spellcasting penalties for range from sorcerer-monarch
Control Undead (10): As evil priest
Convergence (5): +2 to spellcasting levels when in pissing distance of monarch
Detect Illusion (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Detect Lie (10): Intuition to detect a lie; subject to liar's abilities
Detect Magic (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Detect Secret Doors (5): 75% of the time; halved outside civilized settings/when dealing with non- civilized conditions
Escape Bonds (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Expert Bureaucrat (5): Bureaucracy with a +2
Hide In Shadows (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Know Alignment (10): once per two levels per day
Magic Item Expert (10): May make magic items earlier than everybody else
Move Silently (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Open Locks (10): as normal with +5% per level; halved outside civilized settings/when dealing with non-civilized conditions
Partial Immunity (15): +4 vs one type of spell or no penalty save if no save spell
Persistent Spell Effects (20): see Spells & Magic; no concentration required, can chance every day
Read Languages (5): as normal with +5% per level
Resist Energy Drain (5): +1 to saves
Spell Duration Increase (10): One time unit per two levels
Use Warrior Weapons (5)
Warrior Hit Point Bonus (5)
Weapon Specialization (15)
Wizardly Priests (15): Necromancy, or any of the Elemental Spheres

Optional Restrictions:
Behavior/taboo (+2): some weird thing which is known as a cleric's behavior
Ceremony/Observance (+5): Priest must some sort of ceremony every day
Limited Armor (+5/+10/+15): Natural AC 6 or lighter / AC 8 or lighter / no armor
Limited Magic Item Use (+5): p. fruit, scroll; rg; rd, st, wd; misc, weapons, armor
Reduced Hit Points (+10/20): 1d6 / 1d4 for hit points
Reduced Spell Power (+15): -1 per level
Slower Casting Time (+5): +1 phase to casting
Talisman (+10): Must have object to cast spells and communicate with monarch
Weapon Selection (+5/+15): Wizard / No weapons

Thief: 110 Character Points 

Standard: Attract Patron (5), Backstab (10), Bribe (5), Climb Walls (5), Detect Noise (5), Escape Bonds (10), Find/Remove Traps (10), Hide in Shadows (10), Move Silently (5), Open Locks (10), Pick Pockets (10), Read Languages (5), Tunneling (10), Unhindered Professional (5), Use Warrior Weapons (5)

1d8 for Hit Points (10)
Always Agile (15): May wear any armor without thieving skill penalities
Attract Patron (5/10): At 10th lvl / anytime
Backstab (10)
Bribe (5)
Climb Walls (5)
Combat Bonus (10): THAC0 as Priest
Defense Bonus (5): +2 to unarmored AC
Detect Illusion (5)
Detect Magic (5)
Detect Noise (5)
Escape Bonds (5)
Fast Learner (15): Twice as many discretionary percentage points per level
Find/Remove Traps (5)
Hide in Shadows (5)
Increased Movement (10): +25% to base movement
Master Thief (15): Twice as many discretionary percentage points to start
Move Silently (5)
Open Locks (5)
Pick Pockets (5)
Read Languages (5)
Scroll Use (5/10): At 9th lvl / immediately
Tunneling (5)
Unhindered Professional (5): Bonuses to thieving abilities when out of armor
Use Warrior Weapons (5)
Warrior Hit Point Bonus (10)
Weapon Specialization (15)

Trader: 125 Character Points 

Standard: Bribe (5), Climb Walls (5), Detect Noise (5), Escape Bonds (10), Fast- talk (5), Find/Remove Traps (10), Followers (5), Hide in Shadows (10), Move Silently (5), Open Locks (10), Pick Pockets (10), Poisoner (15), Read Languages (5), Skilled Linguist (5), Tunneling (10), Unhindered Professional (5), Use Warrior Weapons (5)

Bribe (5): with a +10%
Climb Walls (5)
Contacts (5/10/15): One per three / two / one level (s)
Defense Bonus (15): +2 AC when unarmored
Detect Illusion (5): with a +10%
Detect Fraud (5): Intuition to tell if something is a fake
Detect Lie (10): Intuition to tell if someone is lying; subject to speaker's lying skills
Detect Magic (10)
Detect Noise (10)
Detect Secret Doors (5): 75%, along with knowledge to conceal 10 lbs per level
Detect Trouble (10): Intuition to tell if something bad is going to occur
Escape Bonds (10)
Expert Appraiser (5): Appraise proficiency with exact value of an object
Expert Bureaucrat (5): Bureaucracy proficiency with a +2
Expert Dealer (5): + or - 10% to any prices
Fast-talk (5): As proficiency, with a +4 to rolls
Find/Remove Traps (10)
Followers (5/10): At 10th level / When a trading house is established
Hide in Shadows (10)
Mathematic Skills (5): Able to preform simple math in quickly w/o instruments
Move Silently (5)
Open Locks (10)
Pick Pockets (10)
Poisoner (15): Roll 1d4 plus level for Poison Construction Points; once per level
Read Languages (5)
Skilled Linguist (5/10/15): one language per three levels / per two levels / per level
Trade Knowledge (5): Know markets of settlements and trade houses (general info, current rumors, etc)
Tunneling (10)
Unhindered Professional (5): Bonuses to thieving abilities when out of armor
Use Warrior Weapons (5)

Character Traits

Allure (4): People want you sexually
Alertness (6): You're alert; +1 to surprise rolls; you notice suttle things
Ambidexterity (6): Makes two-hand combat penalties equal to the lesser of the penalities
Animal Empathy (4): Animals like to ride you
Artistic Ability (4): You are an artist
Climate Sense (4): You can tell when it's going to snow
Double-jointed (5): Wiggle out of ropes & stuff w/ a dex check
Fast Healer (6): double rate of healing and gives effective +1 Health for Regeneration only
Fine Balance (4): +4/+20% on skills which require balance
Glibness (4): You can lie good
Impersonation (5): Acting is good w/ you
Inherit Immunity/Cold (4): +1 to cold saves
Inherit Immunity/Disease (4): +1 to disease saves
Inherit Immunity/Heat (5): +1 to heat saves
Inherit Immunity/Magic (6): +1 to magic saves
Inherit Immunity/Poison (6): +1 to poison saves
Inherit Immunity/Psionics (10): +2 to any psionic saves; cumulative w/ Psionist's ability
Internal Compass (4): Look, there's north
Keen Eyesight (5): Double sight range
Keen Hearing (5): Can even hear real quiet stuff, +10% to Detect Noise
Keen Sense of Smell (5): Smell a fart from half a mile away
Keen Sense of Taste (4): Yum
Keen Sense of Touch (4): This feels like satin
Light Sleeper (5): Wake up w/ any noise
Lucky (6): Good stuff happens to you all the time
Music/Singing (4): Good singing voice
Music/Instrument (4): Good w/instruments of music
Obscure Knowledge (5): Pro at Jeopardy
Pain Resistance (6): Able to withstand great amounts of pain with a Willpower check
Precise Memory (5): Forget nothing
Psionic Selection (10 / (5 or 10) / (5 or 10)): Select discipline / select devotion or science in the selected discipline / per prerequisite devotion or science for selected power in selected discipline
Psychic Abundance (15): Roll for another wild talent; not available for psionists
Quickness (4): -2 from initiative roll for any weapon attacks with speeds of average or less

Character Disadvantages

Up to 20 Character Points Allowed

Allergies (3/8): Can sneeze at bad times, develop a rash, die, etc.
Bad Tempered (6): Willpower check to not get pissed off
Bruise Easily (5): +1 damage per die in temporary damage
Clumsy (4/8): You're a clutz; big time
Colorblind (3): Just that: penalties for anything involving certain colors
Compulsive Honesty (8): Willpower check to lie
Compulsive Liar (5): Willpower check to not lie
Cowardice (7/15): Willpower check or not face something dangerous
Deep Sleeper (7): Hard to wake up
Fanaticism (8): Just that
Greedy (7): Duh
Gullible (7/14): Intuition / half Intuition or believe just about anything
Irritating Personality (6): Belch while speaking, always happy, lauren, etc.
Lazy (7): Willpower check to do anything considered unnecessary
Minor Enemy (5): Enemy who is always two levels higher than you
Neurosis (3): Some unreasonable behavior, minor phobia, etc. (i.e. don't like being touched, must straighten up anything you
can--check the dictionary for further info)
Poor Hearing (6): Half range on hearing, -10% to Detect Noise
Poor Sight (6): All sight ranges reduced by two catagories
Poor Smell (3): Barely able to distinguish scents
Poor Taste (1): Barely able to distinguish tastes
Poor Touch (2): Barely able to distinguish textures
Powerful Enemy (10): Somebody important doesn't like you
Phobia: Crowds (4/10): 
Phobia: Darkness (5/11): 
Phobia: Enclosed Spaces (5/11): +1 character point for elves w/this
Phobia: Fire (7/13): 
Phobia: Heights (5/10): 
Phobia: Magic (8/14): 
Phobia: Monster (specific) (4/9): +1 character point for elves w/this vs Kreen
Phobia: Psionics (8/15): +1 to Rhul-Thaun with this
Phobia: Silt (7/14): 
Phobia: Undead (8/14): +1 character point for elves with this
Phobia: Water (6/12): +1 character point for dwarves with this
Psionic Deficiency (5/10): No initial wild talents / total lack of psionic ability
Racist (7/13): You hate one PC race
Tounge-tied (6): Can't speak good
Unlucky (8): Bad stuff happens to you 
Note: Phobias are all paralyzing fears not fleeing fears. Willpower/Half Willpower to avoid.

Non-Weapon Proficiencies

Initial CP for Weapons: Take the greater of the numbers for multi-class.
Priest: 8 Character Points
Psionist: 8 Character Points
Rogue: 6 Character Points
Warrior: 6 Character Points
Wizard: 8 Character Points

Plus the character's Int/Knowledge Score to purchase Non-Weapon Proficiencies. These bonus CP's can only be used to purchase Non-Weapon Proficiencies or Weapon Proficiencies in the case of a Warrior.

Acting (2)
Administration (3) (Priest)
Agriculture (3)
Alchemy (5) (Wizard)
Alms (3) (Priest)
Ambush (3) (Rogue, Warrior)
Anatomy (4) (Wizard)
Ancient History (3) (Priest, Rogue, Wizard)
Ancient Languages (4) (Priest, Wizard)
Animal Lore (3) (Warrior)
Animal Training (4)
Animal Handling (3)
Animal Noise (2)
Appraising (2) (Rogue)
Arcanology (3) (Wizard)
Armor Optimization (3) (Warrior)
Armorer (5) (Warrior)
Artillerist (2) (Warrior)
Astrology (3) (Priest, Wizard)
Astronomy (2) (Wizard)
Backward Kick (3) (Martial Artist)
Bargain (3)
Blacksmithing (4)
Blind-fighting (4) (Rogue, Warrior)
Boat Piloting (2)
Bookbinding (3) (Priest, Wizard)
Bowyer/Fletcher (5) (Warrior)
Brewing (3)
Bribery Ettiquette (3) (Rogue)
Bureaucracy (2) (Priest)
Camouflage (3) (Rogue, Warrior)
Carpentry (3)
Ceremony (2) (Priest)
Charioteering (4) (Warrior)
Close-Quarter Fighting (4) (Rogue, Warrior)
Cobbling (3)
Concentration (5) (Psionist, Wizard)
Cooking (3)
Crowd Working (2)
Crushing Blow (3) (Martial Artist)
Cryptography (3) (Rogue, Wizard)
Crystal Focus (3) (Psionist)
Dancing (2)
Defensive Tactics (2) (Rogue, Warrior)
Diplomacy (3) (Priest)
Dirty Fighting (2) (Rogue, Warrior)
Disguise (4) (Rogue)
Deep Diving (2)
Dowsing (3) (Psionist)
Endurance (2) (Warrior)
Engineering (4)
Ettiquette (2)
Fast-talking (3)
Fire-building (2)
Fishing (3)
Flying Kick (3) (Martial Arts)
Forgery (3) (Rogue)
Gaming (2)
Gardening (2)
Gem Cutting (3) (Psionist, Rogue, Wizard)
Glassblowing (2)
Healing (4) (Priest)
Heat Protection (3)
Heraldry (2)
Herbalism (3) (Priest, Wizard)
Hunting (2) (Warrior)
Hypnotism (4) (Psionist, Wizard)
Information Gathering (3) (Rogue)
Instant Stand (3) (Martial Arts)
Intimidation (3)
Investigation (4) (Priest, Rogue)
Iron Will (4) (Priest, Psionist, Warrior)
Juggling (3) (Rogue)
Jumping (2) (Rogue)
Leadership (3) (Warrior)
Leather Working (2)
Lens Crafting (3) (Wizard)
Local History (2) (Priest, Rogue)
Looting (2)
Meditative Focus (3) (Psionist)
Mental Resistance (3) (Psionist, Wizard)
Mining (5)
Missile Deflection (3) (Martial Arts)
Modern Languages (2)
Mountaineering (4) (Warrior)
Musical Instrument (2)
Natural Fighting (4) (Warrior)
Navigation (3)
Observation (3)
Omen Reading (3) (Priest, Wizard)
Orienteering (3)
Painting (2)
Papermaking (2) (Priest, Wizard)
Path Lore (2) (Wizard)
Persuasion (3) (Priest)
Planes Lore (3) (Priest, Psionist, Wizard)
Planetology (3) (Priest, Psionist, Wizard)
Pottery (3)
Prestidigitation (3) (Wizard)
Psionic Detection (3)
Psionic Mimicry (3) (Priest, Wizard)
Psionic Lore (3) (Psionist)
Psychic Defense (4)
Reading/Writing (2) (Priest, Psionist, Wizard)
Reading Lips (3) (Rogue)
Rejuvenation (3) (Psionist)
Religion (2) (Priest, Psionist, Wizard)
Research (3) (Wizard)
Riding, Land (2)
Riding, Airborne (4)
Rope Use (2)
Running (2) (Warrior)
Sage Knowledge (4) (Priest, Wizard)
Scribe (2) (Priest, Wizard)
Sculpting (2)
Seamanship (3)
Sensory Alteration (4) (Wizard)
Set Snares (3) (Rogue, Warrior)
Sign Language (2)
Singing (2)
Somatic Concealment (3) (Priest, Wizard)
Spellcraft (3) (Priest, Wizard)
Spellweaving (3) (Wizard)
Spring (3) (Martial Arts)
Steady Hand (3) (Rogue, Warrior)
Stonemasonry (4)
Storytelling (2)
Survival (3) (Warrior)
Swimming (2)
Tactics of Magic (3) (Wizard)
Tailoring (3)
Teaching (3)
Thaumaturgy (3) (Wizard)
Throwing (3) (Rogue)
Tightrope Walking (3) (Rogue)
Tracking (4) (Warrior)
Trouble Sense (3)
Tumbling (3) (Rogue)
Undead Lore (3) (Priest)
Vehicle Handling (2) (Warrior)
Ventriloquism (4) (Rogue)
Water Find (2)
Weapon Improvisation (3) (Warrior)
Weaponsmithing (5) (Warrior)
Weather Knowledge (2)
Weaving (3)
Wild Fighting (4) (Warrior)

Weapon Proficiencies: Parentensis indicate level requirements for that
degree of weapon skill

Warrior: 8
Rogue: 6
Priest: 6
Wizard: 3
Psionist: 6

Proficiency / Weapon of Choice / Expertise / Specialization / Each Type of Mastery:
Warrior (single-classed): 2 / 2 / 2 / 2 (1) / 4 (5,6,9)
Warrior (multi-classed or ranger): 2 / 2 / 3 / 4 (2) / 8 (5,6,9)
Rogue: 3 / 2 / 4 / 6 (3)
Priest: 3 / 2 / 4 / 5 (3)
Wizard: 3 / 4 / 5 / 6 (5)
Psionist: 3 / 3 / 4 / 6 (4)

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