I'm contemplating adding a "knockback" ability, which would allow a moktar to toss opponents away in a fit of rage if under attack by more than one. I think they might be tough enough already though.
Requirements: STR 13
Prime Requisite: STR
Hit Dice: 1d10
Maximum Level: 8
Player character moktars are disturbed individuals who have decided to leave the comfort of the war-band to live among humankind.
All moktar PC’s understand the prevailing human tongue – but their jaw structure prevents them from speaking it. They can only communicate in the native moktar tongue, a language of roars. Likewise, while humans (and demi-humans) can speak moktarish, they are simply unable to enunciate the subtle differences in roaring that are essential to the moktar language.
Fellow player characters should be assumed to understand a moktar PC’s roars and wild gesticulations, but few NPC’s will have any grasp of the moktar’s intent. Moktar PC’s thus have a penalty of +2 on reaction rolls with non-moktars. The language barrier additionally means that moktars are unable to hire henchmen.
Moktars are not particularly agile to begin, and PC moktars (accustomed to living in comparatively cushy human cities) are even less so. Moktar characters thus have a maximum Dexterity of 8. Half of any discarded Dexterity points (round up) may be added to the character’s Strength score (up to a maximum of 18). These additional Strength points may be counted towards the minimum requirement of 13.
Due to their size and strength, moktar characters start with two hit dice (1d10) at level 1. Their thick hides ensure that their armor class is always at least 6, regardless of the type of armor worn (if any) or dexterity penalties.
|Moktar Level Progression|
|Experience||Level||Hit Dice (1d10)|
|Moktar Saving Throws|
|Level||Breath Attacks||Poison or Death||Petrify or Paralyze||Wands||Spells or Spell-like Devices|
|Moktar Attack Table|
|Attack Value for Armor Class|