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=Playing Tul'k= As one of the few humanoid races on Athas who ''don't'' regard other humanoids as food by default, it shouldn't be too surprising that fans have tried to convert the tul'k into a playable race, despite their primitive natures. The Complete Book of Athasian Humanoids for [[Advanced Dungeons & Dragons]] 2e offers this profile for playable tul'ks: ::Ability Score Minimum/Maximum: Strength 5/20, Dexterity 8/20, Constitution 8/20, Intelligence 5/15, Wisdom 5/20, Charisma 5/17 ::Ability Score Adjustments: +2 Strength, +1 Dexterity, -1 Constitution, -1 Intelligence, -2 Charisma (note: increase Cha by +2 when dealing with NPCs of the same race) ::Racial Class/Level Limits: [[Fighter]] 15, [[Gladiator]] 12, [[Ranger]] 8, [[Cleric]] 12, [[Psion]]icist Unlimited :::Racial Thieving Skill Adjustments: N/A ::Natural Armor Class: 6 ::Movement: 12 ::Infravision 60' ::Advantageous Height: A tul'k gains a +1 bonus to attack rolls when fighting a creature of size H or smaller. ::Natural Weapons: A tul'k may make three attacks per round; two hand slams (1d8+1 damage) and one headbutt (1d10 damage, on a natural 20 target must pass a save vs. petrification or be knocked unconscious for 1d4 rounds). ::Oversized: Tul'k have the same disadvantages as [[half-giant]]s; they are penalized when moving or fighting in small areas, double equipment costs due to the need for custom gear, and require 3 gallons of water daily. In contrast, Terrors of Athas for [[Dungeons & Dragons 3rd Edition]] gives them this statblock instead: Terrors of Athas, on the other hand, gives them this profile: ::Ability Score Modifiers: +6 Strength, +2 Dexterity, +4 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma ::Size: Large ::Space/Reach: 10ft/10ft ::Speed: 40ft ::Darkvision 60 feet ::Racial Hit Dice: 5 levels in Monstrous Humanoid (5d8 HD, BAB +5, Fort +1, Ref +4, Will +4) ::Racial Skills: Skill Points equal to 8 X (2 + Int modifier). Class skills are Climb, Search, Spot and Survival. ::2 feats ::Weapon Proficiency: All Simple Weapons, Tul'k Natural Weapons. ::+3 natural Armor Bonus ::Natural Weapons: 2 Claws (1d6), 1 Headbutt (1d6 plus Fortitude save vs. DC 15 or be Stunned for 1d4 rounds) ::Psi-Like Abilities: 3/day, Manifester level 5th - Graft Weapon, Intellect Fortress, Psychofeedback, Thicken Skin (+2 AC) ::Automatic Languages: Tul'l. Bonus Languages: Elven ::[[Favored Class]]: [[Fighter]] ::[[Level Adjustment]]: +1 [[Category: Dark Sun]] [[Category: Monsters]]
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