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==Playing Tareks?== 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 [[Amazon|Villichi]], [[Nikaal]], [[Brohg]] or [[Tari]]? 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 Tarek was amongst them. Here, the Tarek ha the following profile: ::Ability Score Minimum/Maximum: Strength 10/20, Dexterity 5/20, Constitution 10/20, Intelligence 5/20, Wisdom 5/20, Charisma 5/19 ::Ability Score Adjustments: +2 Strength, +1 Constitution, -1 Wisdom, -2 Charisma :::Note: A tarek treats their Charisma score as 2 points higher when interacting with other tareks. ::Racial Class/Level Limits: [[Fighter]] Unlimited, [[Gladiator]] 14, [[Ranger]] 10, [[Cleric]] 12, [[Thief]] 12, [[Psion]]icist Unlimited :::Racial Thieving Skill Adjustments: -5% Open Locks, +5% Climb Walls, -5% Bribe Officials ::Natural Armor Class: 7 ::Movement: 12 ::Special Advantages: :::Natural Weapons: A tarek can punch twice per round, doing 1d4 damage per punch. :::Iron Willed: A tarek gains Iron Will as a bonus nonweapon proficiency and automatically succeeds on Iron Will checks. :::Deathless Warrior: A tarek can continue to fight without penalty after reaching 0 hit points, dying only when it reaches -10 hit points. :::Tarek Coordination: When multiple tareks fight the same foe, all tareks gain a -1 bonus to [[THAC0]] for each tarek after the first. ::Disadvantages: :::Musk: The strong scent of a tarek can be detected from 15 feet away. :::Racial Enmity: Tareks ''despise'' elves, [[gith]] and [[jozhal]]s, and will not work with them. Realistically, this should also include [[wizard]]s of all stripes. :::Roleplaying Disadvantage: Tareks are a naturally aggressive race, and this aggression should be considered when playing in-character. Additionally, remember that tareks are well-known as raiders and bandits, so even on Athas, that might cause problems, even if ''everyone'' does it! When those same madlads updated [[Dark Sun]] to [[Dungeons & Dragons 3rd Edition]], their 3e Dark Sun [[Monster Manual]], "Terrors of Athas", naturally featured a tarek PC racial writeup: ::Ability Score Modifiers: +4 Strength, +4 Constitution, -2 Intelligence, -4 Wisdom, -2 Charisma ::Size: Medium ::Base Speed: 30 feet ::Darkvision: 30 feet ::Racial Weapon Familiarity: The Handfork and Heartpick are Martial Weapons for a tarek. ::Bonus Feat: Teamwork. ::Ferocity: A tarkek suffers no combat penalties if fighting whilst disabled or dying. ::+3 Natural Armor Bonus. ::+4 racial bonus to Intimidate checks. ::-2 racial penalty on Diploomacy, Disguise, Gather Information and Perform checks. ::Musky: -4 racial penalty on Hide checks if searcher is within 30 feet. ::Natural Weapons: Slam (1d4) ::[[Favored Class]]: [[Fighter]] ::[[Level Adjustment]]: +2 [[Category: Monsters]] [[Category: Dark Sun]] [[Category: Dungeons & Dragons]]
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