Tareks are muscle-bound brutes that are known for their great constitution and will to live. They look dull-witted, with their squared heads with sloping foreheads, and are about as smart as the average half giant. Their features lend them a fearsome presence that has earned them a well-deserved reputation as dangerous foes. Tareks have a distinct musky odor that can be detected from as far away as 30 ft. Xenophobic, hateful and hostile, tareks frequently find themselves in conflict with the other races of the Tablelands. A tarek is so fierce in its love of life that it can continue to fight when lesser races would have succumbed to their wounds. Tarek Ability Adjustments: Str +4, Con +4, Int -2, Wis -4, Cha -2. Favored Class (Fighter): A multiclass tarek's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - A tarek's base land speed is 30 feet. - Medium: As Medium creatures, tareks have no special bonuses or penalties due to their size. - Natural Armor: Tareks have a +3 natural armor bonus. - Natural Weaponry: A tarek's slam does 1d4 points of damage. - Darkvision: Tareks can see in the dark up to 30 feet. - Ferocity: A tarek is such a tenacious combatant that it continues to fight without penalty when disabled or dying. (Implemented via the Remain Concious feat for now.) - +4 racial bonus on all Intimidate checks. - 2 penalty on Diplomacy, Disguise, Gather Information and Perform and a –4 penalty on Hide checks, due to the tarek‘s musk odor. - Natural Weapons: Slam (1d4) - Favored Class: Fighter. - Automatic Languages: Common, Tarek. Bonus Languages: none. - Level Adjustment: +2