Taarakians are a race of beautiful, white-haired humanoids charged with defending humanity against evil. They are easily identified by the symbol of Taarak, a stylized red sword somewhere on their bodies (Spot10 to notice, Knowledge (arcane lore) 15 to identify it). Unfortunately, most of them have been wiped out, undoubtedly due to the frequent wars that plague mankind. There were presumably male Taarakians, but they have since become extinct.
A Taarakian can be summoned through a special ritual. This ritual calls the Taarakian from wherever she is at the moment to the defense of the weak. If the Taarakian is unable to reach her charges in time, her mission changes from defense to vengeance.
All Taarakians have a +2 bonus to Dexterity and Charisma and receive a +2 racial bonus to Handle Animal and Ride checks, but are otherwise similar to humans.
Taarakians are mute. They cannot speak, but can adequately convey their intentions using sign language (the Bluff skill, opposed by other characters’ Sense Motive to understand her — see Playing deaf characters in role-playing games). A Taarakian can also sacrifice herself at will. This full-round action invokes a dictum spell centered on the Taarakian as a caster of her character level.
The entire race of Taarakians can never be reduced below just one soul – indeed, it’s possible the entire race shares a soul. As a result, a Taarakian who dies is always reincarnated, as per the reincarnate spell. No matter what the Taarakian’s new form, it becomes a Taarakian within 24 hours. During that time its hair turns white and it acquires the symbol of Taarak.
Taarna (CR 13, HD 3d10+10d10)
Female Occupation: Gladiator TaarakianTough Hero3/Sword of Justice10
LN Medium Humanoid
Init +5 Spd 30
Senses Low-light Vision (Ex), Listen +8, Spot +8
AC 20 (FF 19, Touch 11)
hp 76 (Disabled 0/Dying -10/Injury 10)
Saves: Fort +9, Ref +5, Will +7
Immunity: Sleep Effects (Ex); +2 Saves vs. Enchantment Spells and Effects;
Atk +15/+10/+5 base melee, +13/+8/+3 base ranged; Grapple +15;
+19/+14/+9 Melee (+3 Longsword 1d8+8/crit 19-20/x2)
SQ: Tough Talent (Qualifies for DR)
Tough Hero Features: Defense Bonus (Class/Natural) (+7), Tough Talents (2), Reputation Bonus +5, Action Points (Total): 92, Bonus Feat; Sword of Justice Features: Defense Bonus (Class/Natural) (+7), Urban Survival, Reputation Bonus +5, Action Points (Total): 92, Improvised Implements, Bonus Feat (3), Street Cred, Improved Streetfighting, Weapon Specialization, Improvised Weapon Damage, Turn undead (0+Cha.Mod/day), Advanced Streetfighting;
Abilities: STR 16, DEX 13, CON 10, INT 15, WIS 16, CHA 15
Feats: Alertness, Archaic Weapons Proficiency, Armor Proficiency (light), Brawl, Defensive Martial Arts, Divine Heritage, Elusive Target, Fight with Anything, Improved Initiative, Simple Weapon Proficiency, Streetfighting, Weapon Focus: Longsword.
Skills: Bluff +5, Climb +6, Diplomacy +4, Gather Information +6, Hide +5, Intimidate +7, Investigate +6, Jump +6, Knowledge (Streetwise) +8, Knowledge (Theology and Philosophy) +8, Listen +8, Move Silently +5, Ride +13, Search +5, Sense Motive +6, Spot +8, Survival +6, Swim +5, Treat Injury +6.
Weapons: +3 Longsword: Lawful, Keen. Armor: Leather Armor. (Spell Failure 0%).
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