literature

Rekhi (D'n'D, draenei rip-off)

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Rekhi, 1st-level Paladin

Medium-size Outsider (Lawful, Native)

Hit dice: 1d10+1 (6 hp)
Initiative: +3
Speed: 20 ft (original 30 ft)
Armor class: 16 (-1 Dex, +5 breastplate, +2 heavy steel shield)
Base attack/Grapple: +1/+2
Attacks: Masterwork warhammer +4 melee 1d8+2 ×3
Heavy crossbow +0 ranged 1d10 19-20/×2 Range 120 ft, max range 1200 ft
Space/reach: 5 ft/5 ft
Special Attacks: Fiend slaying, Smite evil 1/day
Special Qualities: Aura of Good, Crystal cunning, Detect evil, Gift of Light, Low-light vision, Shadow Resistance
Saves: F +3, R -1, W +2
Abilities: Str 15, Dex 8, Con 13, Int 9, Wis 14, Cha 12
Skills: Craft (crystal cutting) +2, Diplomacy +3, Handle Animal +3, Knowledge (the planes) +1, Ride +3
Feats: Improved Initiative
Environment: Any extra-planar
Organization: Solitary, squad (2-4) or company (8-15 plus 1 4th-level paladin and 1 3rd level cleric or sorcerer)
Challenge rating: ½
Treasure: Standard coins; double goods (gems); double items (crystals)
Alignment: Lawful Good
Advancement: By character class
Level adjustment: +1
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The humanoid creature was tall, muscular and refined with handsome features, radiating honor and good. His skin was light bluish grey and his hair black, while his eyes were completely shining white. He had hooves for feet, a tail that reached down past his knees, four thin tendrils growing out of the chin and sides of his head, a bony ridge on his forehead and two curved horns like a ram. He wore a shining golden armor, a large shield and a warhammer with the head made from a large red crystal.
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Rekhi are a race of native outsiders that can trace its bloodline back to mortals, celestials and beings of the lawful plane of Mechanus. They build ships that can travels across the planes and thus they have a great knowledge of the different dimensions and the creatures that dwells there. They are also known for their affinity for crystals, and store both their knowledge and spells in these just as other races use books and scrolls. They also have a liking for jewelry.
The rekhi are very active in fighting evil outsiders and often try to convince other races to join them in their crusade against these wicked monsters. They are lawful by nature, protecting order and justice and fighting chaos wherever they go, and are almost always good at heart. Evil rekhi are almost completely nonexistent, but the extremely few that do exist often becomes warlocks or clerics to evil gods. These rekhi are called "re'thaki" by their good kin, which mean "filthy ones" in the Rekhu tongue. Good rekhi warriors often serve as foot soldiers or guards under more powerful and holier outsiders.
A male rekhi stands between 6 and 6-½ feet tall and weighs about 250 pounds while the females are lighter and a little shorter, more slender, curvy and athletic compared to the muscular and broad-shouldered men. Rekhi speaks Common and their own language, Rekhu, and many also know Celestial, Abyssal or Infernal.

Society

The rekhi does not live in cities, instead they live in massive ships called "Arc'gos", which can be roughly translated to "beacons of light". These giant, metallic and shining vessels are built like large cities with greenhouses, gardens, buildings and even lakes and small mountains, and may house several thousand of rekhi. The arc'goses float in space under the star-covered sky, orbiting the rekhi home world of Drae'thor and other colonized worlds as the rekhi has left the surface of their home planet to its wildlife. The city-ships have little defenses themselves, being built to provide home and sustenance for its populations, but they are always supported by multiple battle cruisers that are well-armed and can navigate easily in the cold, dark void. And should an arc'gos need to defend itself it have several techniques that can be used by its pilots, such as their ability to harness holy energy into powerful shields or to teleport themselves and their passengers across the universe. Away from their ships, the rekhi has built small settlements and colonies on other worlds; these usually serve as simple outposts or embassies to other races and rarely have more than a hundred residents.
Rekhi has no larger settlements on the Material plane except for one cruiser called "Exo'thar" ("The Traveler") that crash-landed here after being attacked by demons from the Abyss. The ship's crew has since then created their own society around the crashed vessel and has started peaceful relationships with the neighboring communities while still maintaining communications with their brethren on the outer planes. It is said that the ship's power core, and those of all the other rekhi ships, is actually an intelligent and powerful being of the plane Celestia that willingly provides the rekhi with the power they need.
Each arc'gos is governed by an elected commander, called "valelen" (which can be translated as "great example" or "enlightened mentor"), and every valelen of the city-ships close to each other gather to form a council. A valelen in turn command a group of generals, called "borexar" ("vindicators"), who has the task of upholding the law on rekhi territory as well as see to the arc'gos' defenses. Each arc'gos also host several groups called "vashik ka-lah" ("trader's guilds") that consist of all civilian craftsmen maintaining the structure of the city-ship. Rekhi believes that a society cannot survive without law and order, and they take great pride in maintaining these laws, if these are righteous and just. Rekhi architecture is a spectacular sight, with shining metal buildings, giant decorative crystals and alien trees. Rekhi cultures are egalitarian and both male and female can be found in any role in their society.

Combat

Rekhi are quick to take up weapons against demons and devils, and all who serves them. They never fight dirty and always fights fair even against opponents not trusted to do the same, but when fighting fiends they are zealous and never show any pardon. Rekhi prefers to use maces and warhammers before other weapons. Their bodies are strong against evil spells and they are being trained from childhood how to best fight fiends, also, they have a strong connection to the energies of the upper planes which improves their skills in using holy power. In groups, rekhi are well-organized and fights perfectly synchronized.

Aura of Good: A rekhi paladin has an aura of good equal to his paladin level, just like the aura of a cleric of a good deity.

Crystal cunning: A rekhi has a +2 racial bonus to Craft (crystal cutting), and he can always use spell-storing rekhi crystals as if he had the Use Magic Device skill, using his level instead of skill points if higher.

Detect evil: At will, a rekhi paladin can use Detect Evil as the spell.

Fiend slaying: A rekhi gains a +1 racial bonus to AB and a +2 racial dodge bonus to AC when fighting evil outsiders.

Gift of Light: A rekhi who can cast divine spells gains a +1 racial bonus to DC's when casting spells with the good descriptor and any amount of healing done by spells cast by the rekhi is multiplied by ×1.5. Alternatively, if he is an arcane spellcaster, a rekhi can add the good descriptor to any arcane spell he cast without it using a spell slot of higher level (this cancel out the +1 bonus to good spells, but not the healing bonus). Also, rekhi spellcasters always add Cure Minor Wounds, Cure Light Wounds and Cure Moderate Wounds to their spell lists (as level 0, level 1 and level 2 spells respectively), even if arcane.

Shadow resistance: Rekhi has a +1 racial bonus to any saves against spells with the evil descriptor.

Smite evil: Once per day, a rekhi paladin can smite an evil opponent with one normal melee attack, adding a +1 bonus to his AB and damage.

The rekhi paladin presented above had the following ability scores before racial adjustment: Str 13, Dex 8, Con 11, Int 9, Wis 12, Cha 10.

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Rekhi as characters

Rekhi sometimes become paladins, clerics, monks, rangers or sorcerers. A rekhi exchanges its 1 HD of outsider for its first class level.

Rekhi characters possess the following racial traits:
+2 Str, +2 Con, +2 Wis, +2 Cha
Medium size
Base land speed 30 ft
Low-light vision
Crystal cunning
Fiend slaying
Gift of Light
Shadow Resistance
Skill bonus: A rekhi has +2 racial bonus to Knowledge (the planes)
Profiency: A rekhi is automatically proficient with light mace, heavy mace and warhammer, no matter what class he or she is
Automatic Languages: Rekhu and Common
Favored class: Paladin
Alignment: Usually Lawful Good
Level Adjustment: +1
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Akkel

Large Animal (Extra-planar)

Hit dice: 8d8+35 (71 hp)
Initiative: +1
Speed: 50 ft
Armor class: 17 (-1 size, +1 Dex, +7 natural)
Base attack/Grapple: +6/+12
Attacks: Gore +11 melee 2d6+6
2 Stamps +6 melee 1d8+3
Space/reach: 10 ft/5 ft
Special Attacks: Trample 2d6+9
Special Qualities: Low-light vision, Powerful build, Scent
Saves: F +10, R +7, W +4
Abilities: Str 23, Dex 12, Con 19, Int 2, Wis 15, Cha 9
Skills: Listen +9, Search +2, Spot +9
Feats: Alertness, Endurance, Toughness
Environment: Any extra-planar plain
Organization: Solitary or herd (6-40)
Challenge rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large); 13-20 HD (Huge)
Level adjustment: -

The akkel are elephant-like herbivores from the plains of the rekhi home world Drea'thor that the rekhi uses as mounts and beasts of burden. They are larger than horses, but smaller than actual elephants, with skin in different greyish tones, no visible ears and four tusks. The females live in herds led by an old matriarch and a single male, the patriarch, while the rest of the males live alone unless they can take over a herd from another male. The word "akkel" is Rekhu and can mean both the animal and "strong person". Akkels are patient and mild mannered, making them well-suited for heavy labor.

Carrying capacity: A light load for an akkel is up to 1200 lbs; a medium load 1201-2400 lbs; and a heavy load 2401-2600 lbs. An akkel can drag 13000 lbs.

Powerful build: An akkel's large physical stature lets them function in many ways as it was one size larger. Whenever an akkel is subject to a size modifier or special size modifier for and an opposed check (such as during a grapple check, bull rush attempts and trip attempts), it is considered one size larger if doing so is advantageous to it. An akkel is also considered to be a size larger when determining whether a creature's special attacks based on size (such as improved grab and swallow whole) can affect it. An akkel is also considered huge when calculating carrying capacity; being both a quadruped and considered huge an akkel can carry six times the load of a medium-size humanoid. However, an akkel is forced to use barding for huge creatures (costing eight times the gold points as medium-size armor) and they are still considered large for carrying riders and equipment such as howdahs and sidecar saddles.

Trample: Reflex half DC 20. The save is Strength-based.

War akkel

War akkels are akkels that are bred and trained for combat and strength. A war akkel can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. War akkels uses the same statistics as normal akkels except for what is noted below:

8d8+40 (76 hp) AC 18 (-1 size, +1 Dex, +8 natural) Gore +12 melee 2d6+7 2 Stamps +7 melee 1d8+3 Trample 2d6+10 (Reflex half DC 21) W +5 Str 25, Con 21, Wis 17 Listen +10 Spot +10

Carrying capacity: A light load for a war akkel is up to 1596 lbs; a medium load 1597-3198 lbs; and a heavy load 3199-4800 lbs. A war akkel can drag 24000 lbs.

A normal adult akkel costs 400 gp and a war akkel costs 800 gp. They require exotic saddles. Paladin rekhi of level 7 or higher can choose a war akkel for their special mount (the paladin is considered two levels lower when calculating the mount's improved HD, natural AC bonus, Str bonus, Int and special abilities). Other races can choose a war akkel for a special mount if of at least 7th level and having the Improved Mount feat.
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Kiknakian slasher

Medium-size Animal (Extra-planar)

Hit dice: 3d8+3 (16 hp)
Initiative: +10
Speed: 40 ft
Armor class: 20 (+6 Dex, +4 natural)
Base attack/Grapple: +2/+3
Attacks: Slash +8 melee 1d6+1 19-20/×2
Bite -2 melee 1d6
Space/reach: 5 ft/5 ft
Special Attacks: Bleed
Special Qualities: Darkvision 60 ft, Low-light vision, Scent
Saves: F +4, R +9, W +3
Abilities: Str 12, Dex 23, Con 13, Int 1, Wis 14, Cha 5
Skills: Climb +3, Jump +5, Listen +3, Spot +7, Survival +4
Feats: Improved Initiative, Run, Weapon Finesse (Slash)
Environment: Any extra-planar plain
Organization: Solitary, pair or pack (3-10)
Challenge rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 4-8 HD (Medium); 9-12 HD (Large)
Level adjustment: -

Kniknakian slashers are pack living, insect-like carnivores that looks like a cross between a wolf and a praying mantis, walking on four legs with one pair of diminutive arms and with several rows of razor-sharp bone blades along its curved back. Their chitin-covered skin is reddish brown with orange markings and their spikes are of lighter yellow-brown color. The rekhi have domesticated and trained the slashers for hunting and guarding just like the races of the material plane train dogs. While viscous and aggressive in the wild, tamed slashers are loyal and mild-tempered when not feeling threatened. It can lower and raise its spikes at will so it does not hurt its pack members or owner when out of combat. They are very quick and nimble, attacking with dashing sprints and darting movements. When hunting they run straight into a herd of prey, trying to separate a weak individual from the rest, then they run along the target's side and slashes it with their spikes till it bleeds to death. Their favorite prey is old and sick akkels or akkel calves.

Bleed: A target who has been hit by a slasher's slash attack will take 1d4 points of damage per round for 2 rounds unless magically healed at least 1 hit point or succeed a Heal check against DC 15. If the slasher hits the target with a critical hit, the bleeding instead deals 1d6 points of damage for 4 rounds.

Skills: Slashers has a +4 racial bonus to Spot.

Tracking slasher

Tracking slashers are kiknakian slashers that have been bred for hunting and tracking, and are very popular as companions for rekhi rangers. A tracking slasher uses the same the same statistics as normal slashers except for what is noted below:

W +4 Wis 16 Survival +5 (+9 when tracking by scent) Track (bonus feat)

Kikny scratcher

Kikny scratchers are the Chihuahua version of kiknakian slashers. They are smaller, more colorful (ranging in many different colors like green, red, purple, pink, blue, yellow, orange, cyan, tawny, brown, grey, black or white), have cuter features and their spikes are soft and harmless and only tickle against one's skin. They have been bred for generations as pets by the rekhi and are very popular, especially among children, but make very bad animal companions because of their poor combat skills. Scratchers are playful, loyal and social but they have quite a temperament and starts barking and yelping with their high voices if feeling unnerved. They stand just a foot high and do not weigh much more than a large cat.

Tiny Animal (Extra-planar)
1d8 (4 hp) Ini +5 Speed 30 ft AC 17 (+2 size, +5 Dex) BAB +0/-11 Bite melee 1d3-3 Space/reach 2,5 ft/0 ft
Sp Q DV 30 ft, Low-light vision, Scent F +2, R +7, W +1 Str 4, Dex 20, Con 10, Int 1, Wis 12, Cha 8
Climb +0, Hide +9, Jump +0, Listen +3, Spot +5 (scratchers has a +4 racial bonus to Spot, and their colorful hide gives them a -4 penalty to Hide) Run CR ¼

Kikny scratchers can be used by rekhi wizard and sorcerers as familiars. A scratcher familiar grants its master a +1 dodge bonus to AC. Other races can gain a scratcher familiar if she or he has the Improved Familiar feat.
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Rekhi crystals

The rekhi people mine colorful crystals on their home world and other planes which they construct into information-storing devices. These crystals are used by the rekhi as many other use books and parchments, storing written knowledge or recorded sounds and images within them that can be read or heard by any who know how to activate the crystal. A crystal can be used for many things, anything from recording a conversation to storing a drawing or replaying an entire battle. Any visual information stored in a crystal appears before the user as a hologram, and once a crystal has been imprinted with information it cannot be changed or erased unless the crystal is destroyed.
A normal rekhi crystal weighs less than half a pound, is no bigger than three to six inches long and can be hold in one hand. Such a crystal has 2 hit points and hardness 8. Craftsmen manufacturing rekhi crystals are called cutters and are highly respected in rekhi society. Rekhi rarely teches this craft to other races, but it is not unheard of a rekhi cutter that have taken an apprentice of another race under his wing.
Any rekhi know how to use a crystal, and any other race can activate a crystal by succeeding an Intelligence check DC 12.

Skill:   Craft (crystal cutting) (Int)

Crystal cutting works just like any other Craft check. In a rekhi society, a cutter may earn his check result in gold each week, while earning only half his check result in a non-rekhi society. To craft a crystal, the cutter requires a set of artisan's tools. If improvised tools are used, he gets a -2 penalty to the Craft check. A set of masterwork artisan's tools however gives him a +2 bonus to the check. There are different kinds of crystals that can store different kind of information, and have different DC checks, as noted below.

Craft DC and Market price
DC 8: One page of writing (like one sheet of paper) [cost 10 sp]
DC 10: 1 minute of sound; one still image (like a painting); five pages of writing [cost 50 sp]
DC 15: 1 minute of moving image; empty base for a spell-storing crystals (see below); multiple pages of writing (like a book with a 100 pages) [cost 2 gp]
DC 20: Up to 60 minutes of either sound or moving image [cost 10 gp]
DC 25: Up to 60 minutes of both sound and moving image [cost 20 gp]

A cutter can add a verbal command to the crystal, making it only activate on a specific word or sound. This adds another +5 to the crystal's Craft DC and multiplies the price by ×1.5

Feat:   Engrave Crystals [item creation feat]   Requirements: Craft (crystal cutting) 1, caster level 1

Rekhi knows how to store magical energies into their crystals, using them in the same way as scrolls. A rekhi crystal functions just a scroll except for what is noted below.
A spell-storing rekhi crystal has AC 9, 2 hit points, hardness 8 and a break DC of 16. There is no difference between arcane and divine spells in crystals and you can use it even if the spell is not on your spell-list, so a sorcerer can for example use a crystal with the Holy Aura spell and a cleric can use a crystal with a Teleport spell. You must still however have the required ability score to cast the spell (a wizard must have an Intelligence of 15 or more to use a crystal with a 5th-level spell for example). The number of spells on a scroll is actually the number of spells it can cast PER DAY (a cure serious wounds crystal with 4 spells would actually be able to cast cure serious wounds four times per day). A crystal's market price and creating cost is three times the one of a scroll. Just as with a scroll, a crystal requires one day per each 1000 gp of the base price to create. Any character with the Use Magic Device skill can use the crystal using the same rules as a scroll, and any rekhi can use his or hers level as a replacement for Use Magic Device.
A rekhi wizard can exchange its Scribe Scroll bonus feat at level 1 for the Engrave Crystal feat instead.
I'm a bit of a World of Warcraft-fan (although I am what I would like to call a "chronical noob". That is, not that good) and the draenei is so far my favorite race (that will properly change when Mist of Pandaria comes out and you can play as a pandaren :woohoo: ), so I turned them into a D&D race, just to humor myself, and I also added some elements from the Protoss from Starcraft too. I might do the same treatment with other WoW stuff later on.

My other D&D stuff: [link]
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DrakonisLibrisRex's avatar
This is seiously AWESOME! You should do one's for some of the other WoW races if possinle when you get thhe chance (and Mamo-Blooded versions of each to)!!! XD