Reth Dekala
Long ago, a race of mortal warriors known as the reth dekala sold their souls to an infernal power in exchange for the power to destroy all who opposed them. For a time, they were the scourge of their world, undisputed masters over the wide lands they had conquered-and when they died, their debt came due and they were enslaved by the archdevil who had aided them. The reth dekala served their master as fierce warriors, fighting in the endless wars of the lower planes, but when the archdevil turned them against their own mortal descendants, the reth dekala rebelled against their infernal lord. The archdevil cursed his faithless warriors, setting in their very flesh the perpetual torment of his corrupt flames - but the reth dekala destroyed their former master and took his crimson citadel on the iron plains of Acheron for their own.
The reth dekala now exist as cursed infernal warriors, eternally tormented by the sorcerous flames that consume but do not kill them. To end their torment they must fulfill the oath they broke long ago, and destroy every one of their own living descendants. But their mortal lives were long ago, and many generations have passed, so hundreds of individuals scattered around the world now carry traces of reth dekala blood. The cursed warriors seek out these living scions of their own race, and slay them wherever they are found. While they search, they serve as capable mercenaries, guardians, and overseers for those who appreciate strength and honor untempered by mercy.
Ability Adjustments: +8 Strength, +4 Dexterity, +6 Constitution, +4 Wisdom, +4 Charisma
Favored Class (Sorcerer): A multiclass reth dekala's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Outsider - Reth Dekala count as outsiders for the purpose of spells.
- Medium creature
- 30' base speed
- Level Adjustment: +5
- Racial Hit Dice: 5 levels of outsider
- Darkvision
- Fortification - Immune to critical hits and sneak attacks
- Racial Skills - +4 bonus to Balance and Jump
- Aligned Strike (Su) - A reth dekala's weapons, are treated as +4 for the purposes of overcoming damage reduction.
- Martial Maneuvers - A reth dekala knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter.
- Stances Known - martial spirit (1st), thicket of blades (3rd)
- Strikes Known - daunting strike (5th), death from above (4th), disarming strike (2nd), entangling blade (4th)
- Counters Known - wall of blades (2nd)
- Vilefire Aura (Su) - Each round at the beginning of the reth dekala's turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A DC 10 + 1/2 hit dice + Con modifier Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage.
- Vilefire Blast (Su) - A ranged touch attack that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save (DC 10 + 1/2 hit dice + Con mod) or become sickened for 1 round.
- Resists - Acid and Fire 15
- Proficiencies - A reth dekala is automatically proficient with simple and martial weapons, and light and medium armor