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==Playing Tari?== The two Dark Sun Monstrous Compendium Appendixes featured a fair number of races that, realistically, would have made sense as additions to the roster of playable critters for the setting. After all, if [[aarakocra]], [[pterran]]s, [[thri-kreen]] and [[half-giant]]s are all valid options, then why not a [[Belgoi]], [[Jozhal]], [[Brohg]] or [[Tarek]]? Unfortunately, coming out towards the tail end of AD&D's lifespan, Dark Sun never got any kind of expansion focused on new races, so this potential went unchecked. Luckily, though, this was now the era of the internet, and AD&D fans of all settings were nothing if not resourceful! Enter "The Complete Book of Athasian Humanoids", a Dark Sun followup to the Complete Book of Humanoids that adapts the most intelligent and civilized (for a given value of both definitions) of Athas' humanoids to playable races - and the Tari was amongst them. Here, the Tari has the following profile: ::Ability Score Minimum/Maximum: Strength 5/18, Dexterity 8/20, Constitution 10/20, Intelligence 5/20, Wisdom 5/20, Charisma 5/17 ::Ability Score Adjustments: -1 Strength, -2 Charisma (note: increase Charisma by +2 when dealing with other Tari) ::Racial Class/Level Limits: [[Fighter]] 14, [[Gladiator]] 10, [[Ranger]] 8, [[Cleric]] 12, [[Thief]] 12, [[Psion]]icist Unlimited :::Racial Thieving Skill Adjustments: -5% Pick Pockets, +5% Open Locks, +5% Find/Remove Traps, -10% Move Silently, +5% Hide in Shadows, -5% Forge Documents, -10% Bribe Officials, +5% Dig Tunnel, +10% Escape Bonds ::Natural Armor Class: 8 ::Movement: 9 ::Special Advantages: :::Tari can make a noxious bite as a natural attack. This does 1d3 damage, and has a 5% chance to infect the victim with "tari wasting". The victim must make a save vs. poison or become incapacitated by fever and delusions for 1d6 hours. If not cured before three days have passed, the victim '''permanently''' loses a1d3 hit points each day they remain sick. :::Infravision 60' :::Tari can eat and drink almost anything. :::Tari gain a +1 bonus to saves vs. poison for every 3.5 points of [[Constitution]] they have. ::Special Disadvantages: :::Tari cannot wear any armor heavier than leather jerkins or chitin greaves, as it becomes painfully hot and smothering. :::Roleplaying Disadvantages; most people in Tyr believe tari are non-sapient vermin, and tari are physically disadvantaged when trying to speak in any of the non-Tari languages. When those same madlads updated [[Dark Sun]] to [[Dungeons & Dragons 3rd Edition]], their 3e Dark Sun [[Monster Manual]], "Terrors of Athas", naturally featured a tari PC racial writeup: ::Ability Score Modifiers: Strength -4, Dextrerity +4, Wisdom +2, Charisma -2 ::Size: Small ::Base Speed: 20 feet, Burrow 10 ::Darkvision 60 feet ::Natural Weapons: Bite (1d3 + pass a DC 10 Fortitude save or contract Tari Fever). ::Light Sensitivity (Ex): Tari are Dazzled when in bright sunlight or the radius of a Dalight spell. ::Immunity to all non-magical and non-psionic diseases, as well as immunity to Tari Fever. ::+1 racial bonus to Reflex saves. ::+4 racial bonus to all saves vs. Poison. ::+2 racial bonus to Listen, Search and Spot checks. A tari who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as is she were actively looking for the door. ::[[Favored Class]]: [[Rogue]] ::[[Level Adjustment]]: +1 Tari Fever (Su): Supernatural disease—bite, Fortitude DC 8, incubation period 1d3 days; damage 1d3 Con. The save DC is Charisma-based. Unlike normal diseases, tari fever continues until the victim reaches Constitution 0 (and dies) or is cured with a remove disease spell. [[Category:Dark Sun]] [[Category:Dungeons_&_Dragons]] [[Category:Monsters]]
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