23 lines
1.6 KiB
Plaintext
23 lines
1.6 KiB
Plaintext
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.
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Tarek Ability Adjustments: Str +4, Con +4, Int -2, Wis -4, Cha -2.
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Favored Class (Fighter): A multiclass tarek's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
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Special Abilities:
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- A tarek's base land speed is 30 feet.
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- Medium: As Medium creatures, tareks have no special bonuses or penalties due to their size.
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- Natural Armor: Tareks have a +3 natural armor bonus.
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- Natural Weaponry: A tarek's slam does 1d4 points of damage.
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- Darkvision: Tareks can see in the dark up to 30 feet.
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- 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.)
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- +4 racial bonus on all Intimidate checks.
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- Tarek's recieve a –2 penalty on Persuade and Perform checks and a –4 penalty on Hide checks, due to the tarek‘s musky odor.
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- Racial Weapon Familiarity: All tareks treat the heartpick (heavy pick) as martial weapons. (This is implemented as a free heavy pick proficency.)
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- Bonus Feat: Tareks receive the Teamwork feat for free. (Implemented as a free feat @ 1st level.)
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Automatic Languages: Common, Tarek.
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Bonus languages: None
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Level Adjustment: +2. |