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