Author Topic: Reth Dekala [Race]  (Read 1176 times)

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Reth Dekala [Race]
« on: June 02, 2021, 09:34:49 AM »
See ToB p154 for flavor text.

Reth Dekala Racial Traits
+8 Strength, +4 Dexterity, +6 Constitution, +4 Wisdom, +4 Charisma.
Outsider
Medium-size.
Land speed 30 feet
Racial Hit Dice: A Reth Dekala begins with five levels of outsider. This provides 5d8 Hit Dice, a base attack bonus of +5, and base saving throws of Fort +4, Ref +4, and Will +4. When he takes a level in a class, he does not replace his racial hit dice. Thus a Reth Dekala with a level in Barbarian would be a Reth Dekala 5/Barbarian 1.
Racial Skills: A Reth Dekala's outsider levels give it skill points equal to 8 × (6 + Int modifier, minimum 1). Its class skills are Balance, Concentration, Diplomacy, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spellcraft, and Spot. Reth Dekalas gain a +4 racial bonus on Balance and Jump checks.
Racial Feats: A Reth Dekala’s outsider levels give him two feats.
Darkvision: Reth Dekalas can see in the dark up to 60 feet.
Air Walk (Ex): A reth dekala cannot truly fly, but it naturally remains aloft. It moves as if constantly under the effects of an air walk spell.
Aligned Strike (Su): A reth dekala’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.
Fortification (Ex): Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Martial Maneuvers A reth dekala knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. Stances Known - martial spirit (1st), thicket of blades (3rd). Strikes Known - daunting strike (5th), death from above (4th), disarming strike (2nd), entangling blade (4th). Counters Known - wall of blades (2nd)
Vilefire Aura (Su): The corrupt fire that comprises a reth dekala’s body burns and sickens those who close with it. Each round at the beginning of the reth dekala’s turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
Vilefire Blast (Su): A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save or become sickened for 1 round. The save DC is Constitution-based.
Weapon and Armor Proficiency: A Reth Dekala is automatically proficient with simple weapons, martial weapons, light armor, and medium armor.
Resists: A Reth Dekala has acid and fire resist 15.
Armor: +2 natural armor.
Automatic Languages: Infernal. Bonus Languages: Common, Abyssal, Ignan.
Favored Class: Warblade.
Level Adjustment: +1.

Reth Dekala

This is a five level racial class that lets players start as a Lesser Reth Dekala.

Table 1: The Reth Dekala

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2    +2    +2    Natural Power, Natural Armor, Resists, Martial Maneuvers
2      +2    +3    +3    +3    Natural Power, Martial Maneuvers, Vilefire Blast
3      +3    +3    +3    +3    Natural Power, Natural Armor, Resists, Martial Maneuvers, Aligned Strike
4      +4    +4    +4    +4    Natural Power, Martial Maneuvers, Vilefire Aura
5      +5    +4    +4    +4    Natural Power, Resists, Martial Maneuvers, Air Walk


Game Rule Information
Reth Dekala have the following game statistics.

Alignment: Any
Race: Lesser Reth Dekala
Hit Die: d8
Starting Gold: As Warblade
Starting Age: As Warblade

Class skills
Balance, Concentration, Diplomacy, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spellcraft, and Spot
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
All the following are class features of the Reth Dekala.
  • Weapon and Armour Proficiency: A Reth Dekala is automatically proficient with simple weapons, martial weapons, light armor, and medium armor.
  • Natural Power (Ex): At 1st level, the Reth Dekala increases his Dexterity and his Wisdom by +2. At 2nd level, his Charisma and his Strength by +2. At 3rd level, his Constitution and his Wisdom by +2. At 4th level, his Charisma and his Strength by +2. At 5th level, his Constitution, his Dexterity, and his Strength by +2.
  • Natural Armor (Ex): At 1st level, the Reth Dekala gains a +1 natural armor bonus. At 3rd level, the Reth Dekala gains a +1 natural armor bonus, for a total of +2.
  • Resists: A Reth Dekala has acid and fire resist 5. At 3rd level, this increase to 10, and at 5th level to 15.
  • Martial Maneuvers A reth dekala knows several martial maneuvers and stances (initiator level equal to class level). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. At 1st level it learns Martial Spirit. At 2nd level, it learns Disarming Strike and Wall of Blades. At 3rd level it learns Thicket of Blades. At 4th level it learns Entangling Blade and Death From Above. At 5th level it learns Daunting Strike.
  • Vilefire Blast (Su): A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save or become sickened for 1 round. The save DC is Constitution-based.
  • Aligned Strike (Su): A reth dekala’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.
  • Vilefire Aura (Su): The corrupt fire that comprises a reth dekala’s body burns and sickens those who close with it. Each round at the beginning of the reth dekala’s turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
  • Air Walk (Ex): A reth dekala cannot truly fly, but it naturally remains aloft. It moves as if constantly under the effects of an air walk spell.
Lesser Reth Dekala Racial Traits
+2 Strength, +2 Constitution
Outsider
Medium-size
Land speed 30 feet
Fortification (Ex): Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Racial Skills: Reth Dekalas gain a +4 racial bonus on Balance and Jump checks.
Darkvision: Reth Dekalas can see in the dark up to 60 feet.
Automatic Languages: Infernal. Bonus Languages: Common, Abyssal, Ignan.
Favored Class: Warblade.
Level Adjustment: +1.