2011-11-26

Moktar

This is the first draft of my Moktar class, designed to mesh in with Labyrinth Lord rules. Completely un-playtested of course. The idea here is to capture the buffoonish sidekick-ness of the moktar, while still allowing it to be strong in combat. So, it has a really low cap on dexterity, high strength, and an excellent "to hit table". Hit dice are crazy high for first level, 2d10. Saving throws are abysmal, except against poison. This ensures they can give out, and take, a solid beatdown, but are constantly getting themselves into trouble against wizards and the like.

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.

Moktar

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
ExperienceLevelHit Dice (1d10)
012
4,00023
8,00034
16,00045
32,00056
64,00067
120,00078
240,00089

Moktar Saving Throws
LevelBreath AttacksPoison or DeathPetrify or ParalyzeWandsSpells or Spell-like Devices
1-3168141416
4-6146121214
7-8124101012

Moktar Attack Table
 Attack Value for Armor Class
Level-6-5-4-3-2-10123456789
12020202020191817161514131211109
2202020201918171615141312111098
320202019181716151413121110987
42020191817161514131211109876
5201918171615141312111098765
619181716151413121110987654
7-81817161514131211109876543

2 comments:

  1. Hi! I just recently bouth ASE 1 and loved it. However, I got a point to clarify regarding Moktar as NPCs/Monsters:
    On ASE1 pdf pg 89 there is the stats block and the description of the creature. At the stats block the damage is presented as 2d4 or weapon damage. In the paragraph that follows the stats block, the damage is presented as 2d8. Which one should I use?

    Thanks in advance,

    ReplyDelete
  2. 2d4! A month late, so presumably you already made a decision on what to do

    ReplyDelete