Moktars are 7’ tall humanoids, heavily
muscled with short tawny fur and thick-maned lion-like heads. Women and
children are rarely seen, as they are kept in remote, well-hidden lairs among the
ancient ruins of the Land of One Thousand Towers. Although mostly encountered
as roving war-bands, preying on travellers and isolated villages, not all
moktars are raiders – a small number seek out their fortunes in the towns and
cities of men. You are one of these. You have decided to leave the comfort of
the warband to live among humankind.
Hit
Points: Moktars gain 1d10 hit points at each level.
Weapon
Training: Moktars are trained in battle axe, hand
axe, club, spear, longsword, and short sword. Moktars can make attacks using
their claws, having a base damage as indicated by level; this is real, not
subdual, damage. Moktars can wear armour, but finding armour designed for their
large frames is difficult and expensive.
Alignment: Moktars are almost always Chaotic. Some few are Neutral. Few, if
any, are Lawful, and these are considered to be deranged by other moktars.
Strength
and Agility: Moktars are not particularly agile to
begin with, and moktars accustomed to living in comparatively cushy human
cities are even less so. Moktar characters thus have an additional penalty to
Agility rolls (applied to the Agility modifier, not the Agility score). This
does not affect Reflex saves. They are, however, very strong, and have a bonus
to Strength rolls (added to the modifier, rather than the Strength score).
These modifiers are level-dependent.
Thick
Hide: Moktars have a base AC of 14.
Luck: A moktar’s Luck is used to modify attack and damage rolls. A moktar
may spend a point of Luck to negate a critical hit scored against him.
Infravision: Moktars have infravision to a range of 30’.
Large: Moktars are large, and may have difficulty squeezing into tight
spaces.
Languages: All moktar PCs understand the prevailing common 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 learn to understand moktarish, they are simply unable to enunciate the
subtle differences in roaring that are essential to the moktar language.
Moktars may understand additional languages based on Intelligence, but cannot
speak them.
Action
Dice: Moktars Action Die can only be used to make
attacks.
Level
|
Attack
|
Crit Die/Table
|
Action Dice
|
Strength Modifier
|
Agility Modifier
|
Unarmed Base Damage
|
Ref
|
Fort
|
Will
|
Level Title*
|
1
|
+1
|
1d4/I
|
1d20
|
+1
|
-4
|
1d4
|
+0
|
+1
|
+1
|
Tribesman
|
2
|
+1
|
1d5/I
|
1d20
|
+1
|
-4
|
1d4
|
+1
|
+1
|
+1
|
Ranger
|
3
|
+2
|
1d6/II
|
1d20
|
+1
|
-3
|
1d5
|
+2
|
+2
|
+1
|
Wanderer
|
4
|
+2
|
1d7/II
|
1d20
|
+1
|
-3
|
1d5
|
+2
|
+3
|
+1
|
Warrior
|
5
|
+3
|
1d8/II
|
1d20+1d14
|
+2
|
-2
|
1d6
|
+2
|
+3
|
+1
|
Hero
|
6
|
+3
|
1d10/II
|
1d20+1d14
|
+2
|
-2
|
1d6
|
+2
|
+4
|
+2
|
|
7
|
+4
|
1d10/III
|
1d20+1d16
|
+2
|
-1
|
1d7
|
+3
|
+4
|
+2
|
|
8
|
+4
|
1d12/III
|
1d20+1d16
|
+3
|
-1
|
1d8
|
+3
|
+5
|
+2
|
|
9
|
+5
|
1d4/G
|
1d20+1d20
|
+3
|
+0
|
1d10
|
+3
|
+5
|
+3
|
|
10
|
+5
|
1d5/G
|
1d20+1d20
|
+4
|
+0
|
1d12
|
+4
|
+6
|
+3
|
|
* Note: All moktar
level titles are grunts and howls; these are the nearest common tongue
equivalents.
|
0-level
Moktars: 0-level moktars gain the advantages of
thick hide and infravision, but are large, can speak only moktarish, and have a
–4 penalty to Agility-based checks.
Note: This class is based off the moktars from Patrick Wetmore's excellent Anomalous Subsurface Environment, which is an excellent resource easily converted to DCC play. It is not an official conversion!
These are great Daniel. What cartoon is the bottom image from? I know that character from the old Hanna Barera toons.
ReplyDeleteThat would be Ookla the Mok, from the fantastic Thundarr the Barbarian.
DeleteThanks - I kept thinking Herculoids but knew I was having a synaptic malfunction. Now the creatures from Herculoids in DCC stats would be worth looking at.
DeleteHow about this: http://ravencrowking.blogspot.co.uk/2015/04/herculoids-amatons.html
DeleteAhah! How about Meep and Gleep?
DeleteHow's this? http://ravencrowking.blogspot.ca/2015/07/plasmoids-from-herculoids.html
DeleteAwesome!
DeleteI love it. I hope to run ASE with DCC one day, and resources like this will only make it easier! Great job, too.
ReplyDeleteThank you. ASE is wonderful, and is easy to adapt with very little effort.
DeleteThis is excellent!
ReplyDelete