Rhek Character Race
by Christopher Perkins (Dragon #312)
This hulking humanoid combines the features of a human and a rhinoceros. Gleaming armor covers its leathery, pale-gray hide, and a great black horn juts from the middle of its forehead. Clutching a wicked halberd, it fixes its beady black eyes on you, as if to discern your intentions.
Rheks live on Arcadia, although they did not originate on that plane. Originally denizens of the Material Plane, they willingly relocated to Arcadia at the request of members of the Harmonium, a powerful planar faction. This exodus to Arcadia first occurred just after Menausus, once the third layer of Arcadia, dissolved into the plane of Mechanus. The rheks were instrumental in keeping order during that catastrophe.
Rheks strive to make order out of chaos and destroy evil wherever it is encountered. Strong believers in preserving harmony, rheks have little patience for surprises and pay meticulous attention to keeping everything in its proper place. Although willing to keep the peace through force, they are not bloodthirsty.
Rheks stand 7 feet tall and weigh 350 pounds.
Making a Rhek Character
Monstrous Humanoid (Extraplanar)
Rheks are champions of law and order. Although encountered primarily on Arcadia, they can be found battling chaos and evil on other planes as well. Few are surprised by the rhek's physical strength and intestinal fortitude, but many are taken aback by its good sense and natural charisma.
A rhek character begins play with good ability score adjustments and the ability to stabilize automatically. Their physical ability scores increase at every level, and they gain improved combat strength and special abilities.
- Starting Ability Score Adjustments: +2 Str, +2 Con, +2 Wis, +2 Cha. Rheks are strong, resilient, wise, and intimidating.
- Medium size.
- A rhek's base land speed is 30 feet.
- Darkvision out to 60 feet.
- Instant Stability: Rheks have redundant internal organs and rapidly congealing blood. They automatically stabilize when reduced to -1 to -9 hit points; however, they still die when reduced to -10 hit points.
- Automatic Languages: Celestial and Common.
- Favored Class: Rhek. The best multiclassing choice for a rhek is monk or paladin.
The rhek's class skills (and the key ability for each skill) are Intimidate (Cha), Listen (Wis), Search (Int), and Spot (Wis).
All the following are class features of the rhek monster class*.
Weapon and Armor Proficiency: Rheks are proficient with all simple and martial weapons, with all armor, and with all shields (including tower shields).
Feats: A rhek receives 1 feat at 1st level and an additional feat at 3rd level. After 7th level, it gains feats normally according to its character level, as shown in Experience and Level-Dependent Benefits.
Gore: A rhek has a gore attack that is a natural weapon dealing the indicated damage plus times Strength bonus as a primary attack, or plus 1/2 Strength bonus if used in conjunction with a weapon attack.
Detect Chaos (Sp): A rhek can detect chaos the indicated number of times per day. Its caster level equals its class level (maximum 5th).
Mighty Charge (Ex): A rhek typically begins a battle by charging at an opponent, lowering its head to bring its mighty horn into play. In addition to the normal benefits and hazards of a charge, this allows the rhek to make a single gore attack that deals double damage.
Smite Chaos (Su): Starting at 2nd level, a rhek can make a normal attack against a chaotic foe with a bonus on the attack roll equal to the rhek's Charisma modifier. If the attack hits, the rhek deals additional damage equal to its Hit Dice from class levels (maximum +5). A rhek can smite chaos the indicated number of times per day.
|1st||1d8||+1||+2||+2||+0||(2 + Int mod) x 4||1||Extraplanar subtype, feat, gore 1d6, mighty charge, detect chaos 1/day|
|2nd||2d8||+2||+3||+3||+0||2 + Int mod||2||+2 Str, smite chaos 1/day|
|3rd||3d8||+3||+3||+3||+1||2 + Int mod||2||+2 Con, feat|
|4th||3d8||+3||+3||+3||+1||-||3||+2 Str, detect chaos 2/day|
|5th||4d8||+4||+4||+4||+1||2 + Int mod||3||+2 Con, gore 1d8, smite chaos 2/day|
|6th||4d8||+4||+4||+4||+1||-||4||+2 Str, +2 Wis|
|7th||5d8||+5||+4||+4||+1||2 + Int mod||4||+2 Con, detect chaos 3/day|
|8th||5d8||+5||+4||+4||+1||-||4||+2 Cha, smite chaos 3/day|
*For information on Monster Classes see Savage Species