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=Playing Belgoi?!= Now, you'd probably not take a look at the belgoi and think "now there's a race that's screaming for a PC conversion!" Well, the madlads behind the Complete Book of Athasian Humanoids disagreed, and worked their magic on the belgoi. Sadly, no effort went into expanding their lore to explain ''why'' a belgoi might be traveling with a party, which is a bit of a shame considering that they're on the extremely evil end of the scale even by Athasian standards. ::Ability Score Minimum/Maximum: Strength 5/20, Dexterity 8/20, Constitution 5/20, Intelligence 5/15, Wisdom 5/20, Charisma 5/18 ::Ability Score Adjustments: +1 Strength, +1 Dexterity, -1 Intelligence, -1 Wisdom, -2 Charisma (note: increase Cha by +2 when dealing with NPCs of the same race) ::Racial Class/Level Limits: [[Fighter]] 16, [[Gladiator]] 14, [[Cleric]] 12, [[Thief]] 12, [[Psion]icist Unlimited :::Racial Thieving Skill Adjustments: Pick Pockets +5%, Open Locks -5%, Move Silently +10%, Hide in Shadows +5%, Climb Walls -5%, Read Languages -5%, Detect Illusion -5%, Bribe Official -10%, Escape Bonds +5% ::Natural Armor Class: 10 ::Movement: 12 ::Natural Weapons: A belgoi can attack twice per round with their claws, which do 1d4+2 damage. Creatures struck by a belgoi's claws must pass a Save Vs. Poison or lose 1d6 Constitution points for 1d4 turns... and yes, that save or drain must be made for ''each strike''. ::Belgoi Bell: Once a belgoi with either the Psionicist class or Telepathic wild talents reaches 5th level, they can construct a bell from bone. Ringing this bell when attempting to make telepathic contact augments the effort; the target must successfully save vs. mind-affecting spell or contact will be made. If the victim saves successfully, in addition to the contact being failed, all creatures within 20 yards of the victim hear the bell ringing, which they don't if the save is failed. ::Infravision 60 feet ::Roleplaying Disadvantage: Belgoi are despised by the other sapients of Athas as despoilers, thieves, raiders and cannibals. Merchants will try to shortchange them, crimes will be blamed on them, and good luck looking for work. ::Mandatory Initial NWP Proficiency: Survival Terrors of Athas followed suit by converting them into [[Dengeons & Dragons 3rd Edition]]: ::Ability Modifiers: +6 dexterity, +2 Intelligence, +4 Charisma -2 Wisdom, ::Size: Medium ::Space/Reach: 5ft/5ft ::Speed: 30ft ::Darkvision 60 feet ::Racial Hit Dice: 5 levels in Monstrous Humanoid (5d8 HD, BAB +5, Fort +1, Ref +4, Will +4) ::Racial Skills: 8 X (2 + Int modifier) skill points, class skills are Hide, Intimidate, Listen, Move Silently, Search, and Spot. ::2 feats. ::Weapon Proficiency: All Simple Weapons, Belgoi Natural Weapons. ::Natural Weapons: 2 Claws (1d4 damage + 1d6 Temporary Strength damage, increased to 2d6 Temp Str damage on a critical hit) ::Special Attacks: :::PsiLike Abilities: Manifester level 7th, save DCs are Charisma based, all 3/day. * Attraction (+7 bonus, DC 16) * Brain Lock (all targets, DC 14) * Ego Whip (2d4 Charisma damage, DC 16) * Empty Mind (+5 bonus) * Psionic Dominate (DC 18) :::Bell-Ringing (Su): A creature targeted by a belgoi's domination power who can hear the belgoi ringing a bell suffers a -2 penalty on their Will save. ::Automatic Languages: Belgoi, Bonus Languages: COmmon ::[[Favored Class]]: [[Psion]] ::[[Level Adjustment]]: +4 [[Category: Dark Sun]] [[Category: Monsters]]
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