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| G_Mancer04-27-07, 11:46 AM | is there a monster class available for rheks? i dont think i'll ever play a campaign starting lvl 8, and was wondering if there is a class progression for them. If not, anyone have any ideas on how to go about making one? |
| ltbaxter04-30-07, 10:58 AM | I've been putting together a Rhek monster progression table for use as an NPC/cohort at lower level. Here is what I've come up with - it's based on the final Rhek statistics in the Book of Exalted Deeds (http://www.wizards.com/default.asp?x=dnd/ex/20031004d) and ideas taken from the Savage Species book on how to build monster progression classes. Players/DMs may want to tweak this slightly, but I think it's pretty appropriate. The Rhek has 5HD and a level adjustment of +3, so that's an ECL (effective character level) of 8, and needs an 8-level progression spanning the 5 hit dice. Feedback from others would be appreciated, especially those with experience in putting together these progressions or who have done so for the Rhek. ......................... Rhek Monster Class Progression Base: Medium Monstrous Humanoid Extraplanar Starting Racial adjustment: +2 Str, -2 Dex (Typical abilities at 1st level: Str 13, Dex 8, Con 11, Int 10, Wis 11, Cha 11) Rheks are always Lawful Good, eager to contain Chaos. Rhek Monster Class Progression Lvl HD BAB F R W Skill CR Special 1 1d8 +1 +2 +2 +0 (2+i)*4 1/3 Feat (Power Attack), Gore Attack (1d8) 2 2d8 +2 +3 +3 +0 2+i 1/2 +2 Dex, +1 Natl Armor, Detect/Smite Chaos 3 2d8 +2 +3 +3 +0 1 +2 Con,+2 Wis, +2 Natl A, Rapid Stability 4 3d8 +3 +3 +3 +1 2+i 2 +2 Str, +3 Natl Armor, Feat: Resounding Blow 5 3d8 +3 +3 +3 +1 2 +2 Con,+2 Wis, +4 Natl Armor, Strong Charge 6 4d8 +4 +4 +4 +1 2+i 3 +2 Str, +2 Cha, +5 Natl Armor 7 4d8 +4 +4 +4 +1 3 +2 Con,+2 Wis, +6 Natl Armor, Instant Stability 8 5d8 +5 +4 +4 +1 2+i 4 +2 Str, +2 Cha, +7 Natl Armor, Mighty Charge Typical stats lvl 8 Rhek: Str 19, Dex 10, Con 19, Int 10, Wis 15, Cha 15 (+6 Str/Con, +4 Wis/Cha, +2 Dex) Typical skills: Intimidate+9 (+7 +2cha), Listen+5 (+3 +2wis), Search+3, Spot+5 (+3 +2wis) "Rheks strive for harmony and perfection. They try to impose order upon a chaotic multiverse, doing their best to crush evil wherever they find it. They are meticulous in seeing that everything is kept in its proper place, and they have a low tolerance for unpredictable beings. They enforce order through violence, but they are not bloodthirsty. Rheks stand 7' tall weighing 350 pounds. They speak Common and Rhek." (WotC link above) Class skills: Intimidate, Listen, Search, Spot (as Monks add: Balance, Diplomacy, Jump, Tumble). Class features: Weapon proficiency of all simple, all martial. Armor proficiency: all light and medum armor. Rhek have Darkvision 60'. Base speed is 30', typically reduced to 20' by wearing banded mail. After 8th level the rhek may choose class levels and get feats according to character level. Creatures starting as a Rhek may not subclass/multiclass until after lvl 8, finishing progression. Favored class: Monk (NPC Rhek-monks take the title 'Chaosgrinder' and build dexterity) Combat: Highly organized and well-coordinated, rheks charge into battle with their horns lowered (Mighty Charge). Once in melee, they wade through the enemy, swinging their halberds and using their Power Attack and Resounding Blow feats. They can eventually detect chaos and smite chaos 3x/day ea. Gore (melee): horn does 1d8 (20/x2) piercing damage (non-magical), doesn't yield attacks of opportunity. Note their full attack is a halberd and gore with standard penalty of primary -4 / offhand-light -8. 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 (2d8+8 points). Strong Charge at 5th level is a slightly weaker version that deals 2d6+6 points of damage. Resounding Blow (Feat from the Book of Exalted Deeds: Prereq: Str 13, Power Attack, Intimidate 7 ranks): Whenever the character has a successful critical hit on an evil creature, the target must then make a Will save (DC 10 + ½ effective character level + Cha mod) or cower for 1 round. (save negates) Detect Chaos (Sp): A rhek can detect chaos three times per day, as the spell cast by a cleric of lvl equal to the number of hit dice of the Rhek (max 5th level). (1/day at lvl 2, 2/day at lvl 4, 3/day at lvl 6). Smite Chaos (Su): Three times per day, the rhek can make a normal attack with a +2 bonus that deals an additional +1/level point of damage (max +5) against a chaotic foe (1/day at lvl 3, 2/day lvl 5, 3/day lvl 7). Instant Stability (Su): Rheks have redundant internal organs and rapidly congealing blood. They automatically stabilize when reduced to -1 to -9 hp; however, they still die when reduced to -10 hp. Rapid Stability at 3rd level allows them to stabilize automatically two rounds after reaching -1 hp. |
| Artifact04-30-07, 12:52 PM | Just thought I'd pass this on: A Rhek monster class progression is presented in Dragon Magazine #312. The article, by Christopher Perkins is a tie-in with the Book of Exalted Deeds. Perkins was an author of the BoED. Good luck! |