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=Playing Jozhal= Jozhal actually make an appearance as a non-hostile race in the [[Prism Pentad]], and even help out the protagonists. So, whilst [[TSR]] never revisted their list of playable [[Dark Sun]] races beyond the [[Aarakocra]], [[Pterran]] and [[Dray]], fans decided to take up the slack, converting jozhal into a PC race for [[Advanced Dungeons & Dragons]] 2nd edition in the Complete Book of Athasian Humanoids. ::Ability Score Minimum/Maximum: Strength 5/18, Dexterity 8/20, Constitution 5/20, Intelligence 8/20, Wisdom 5/20, Charisma 5/17 ::Ability Score Adjustments: +1 Dexterity, +2 Intelligence, -2 Strength, -1 Constitution, -2 Charisma (note: increase Cha by +2 when dealing with NPCs of the same race) ::Racial Class/Level Limits: [[Fighter]] 10, [[Gladiator]] 8, [[Ranger]] 8, [[Wizard|Preserver]] 12, [[Cleric]] 12, [[Druid]] 8, [[Thief]] 10, [[Psion]]icist Unlimited :::Racial Thieving Skill Adjustments: Pick Pockets +5%, Open Locks -5%, Move Silently +10%, Hide in Shados +15%, Climb Walls -15%, Read Languages +5%, Detect Magic +10%, Detect Illusion +5%, Forge Documents -5%, Bribe Officials -10% ::Natural Armor Class: 5 ::Movement: 18 ::Camouflage: By changing their color to blend in, jozhal can attempt to become invisible; a creature must successfully pass a Wisdom check to detect a camouflaged jozhal. ::Ambush: If a jozhal makes a surprise attack after having gone unseen and undetected, its target suffers a -2 penalty to their Surprise check. ::Natural Weapons: A jozhal can make either 2 Claw attacks (1d4 damage) or one Bite attack (1d8 damage) per round. ::10% Magic Resistance ::Infravision 60' ::From 4th level, regardless of class, a jozhal can cast Detect Magic 1/day. ::Jozhal cannot wear armor of any kind; they are too small and wierdly shaped. ::Roleplaying Disadvantage: The jozhal love for magic (and willingness to steal magical gear) is well known. Creatures with a low opinion of magic users will often dislike jozhal, and of course, they will immediately be blamed for magical stuff going missing. ::Mandatory Initial NW Proficiency: Spellcraft Naturally, this was then followed into [[Dungeons & Dragons 3rd Edition]] with Terrors of Athas: ::Ability Modifiers: +4 Dexterity, +4 Intelligence, +2 Wisdom, -4 Strength, -2 Constitution ::Size: Small ::Space/Reach: 5ft/5ft ::Speed: 30ft ::Weapon Proficiency: All Simple Weapons, Jozhal NAtural Weapons ::+4 racial bonus on Hide checks. ::+4 racial bonus on Use Magic Device checks. ::+1 natural armor bonus. ::Natural Weapons: Bite (1d4 damage) ::Special Attacks: :::Psi-Like Abilities: Burst 3/day, Empty Mind (+4 bonus) 3/day, Dimension Swap 1/day. Manifester level 6th and included. Save DCS are Charisma based. ::Special Qualities: :::Spell Resistance (Ex): A jozhal has spell resistance equal to its Hit Dice + 5. ::Automatic Languages: Jozhal, Common. Bonus Languages: [[Aarakocra]], [[Elf|Elven]], [[Dwarf|Dwarven]], [[Thri-Kreen]], [[Pterran]]. ::[[Favored Class]]: [[Cleric]] ::[[Level Adjustment]]: +2 [[Category: Dark Sun]] [[Category: Monsters]]
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