New Race: Shokan [Archive] - Wizards Community

Post/Author/DateTimePost
Cyphrus

05-06-07, 11:31 AM
Hi all, this is a bit of a new thing for me, but anyhow, for my first try at a race, I bring you a page from Mortal Kombat!

I was playing the old arcade game at a pizza shop and it had me itching to try to stat him out for some silly reason, I apologize about it's messiness, but here you are.

I don't know if I quite pegged him down, but I think it is pretty good, thogh I did sort of base it off a goliath, thri-kreen and the draconic template, I'm not quite sure the level adjustment is right, but seems pretty good to me.

(P.S. - Sorry I can't figure out how to do the scripting thing)


Shokan

Shokan Racial Traits:

+4 Strength, -2 Dexterity, +2 Constitution, +2 Charisma: Shokan are tough, strong and commanding, but not too nimble.

Monstrous Humanoid (Dragonblooded): Shokan are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.

Medium: As Medium creatures, Shokan have no special bonuses or penalties due to their size.

Shokan base land speed is 30 feet.

Low-Light Vision: A shokan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Darkvision: Shokan can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and shokan can function just fine with no light at all.

Powerful Build: The physical stature of shokan lets them function in many ways as if they were one size category larger. Whenever a shokan is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the shokan is treated as one size larger if doing so is advantageous to him. A shokan is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A shokan can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

+2 Natural Armor: A shokan's skin is tough and resistant to blows.

Multiple Limbs: Shokan have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Shokan can also take the Multiattack feat. (These are not bonus feats.)

Natural Attacks: A shokan has a natural weapon in the form of a slam attack that deals bludgeoning damage. The slam attacks deal 1d4 points of damage. A shokan can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a slam attack as a secondary attack. For example, a shokan ranger with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a -2 penalty (the normal penalty for fighting with mulitple weapons while using light weapons in tis off hands) and also make a slam attack at a -5 penalty.

+4 racial bonus on saving throws against magic sleep and paralysis effects.

+4 racial bonus on Jump checks.

+2 racial bonus Sense Motive, and Intimidate checks.

Automatic Language: Common,Draconic. Bonus Languages: Abyssal, Infernal, Giant, Gnoll, Orc.

Favored Class: Barbarian or Monk (Choice at first level)

Level Adjustment: +2.

Thank you for reading; Any help is much appreciated!
AMGriffin

05-06-07, 11:49 AM
It's pretty well balanced at LA+2 BTW, I'd consider bumping their constitution score up to +4 and/or their NA up to +3 however, that way they're on pretty even footing with half-ogres.

Funny, I was just thinking about doing an MK race thread...in fact here we go.

Tarkata
• +2 Constitution, -2 Wisdom, -2 charisma. Tarkata are hardy and durable, but are wild savages.
• Medium size humanoid
• Low-light vision
• +4 racial bonus on saves against fear. Wild beserkers, Tarkata are slow to back down from danger or threats.
• Fire resistance 5
• Fiendish lineage: Tarkata have a faint trace of demonic lineage, but not an extreme amount. They can qualify for feats that require a fiendish bloodline, but are still effected by spells that ONLY effect humanoids as well as those that effect fiends.
• Natural weapons: Tarkata are born with two blades in their forearms, they deal 1D6 damage a piece and have a critical threat range of 19-20/x2
• Automatic lanuages: Common, Abyssal Bonus languages: Any.
• Favored Class: Barbarian.
Stardust

05-06-07, 12:19 PM
I'm pretty impressed with this race, it's well done.

One little typo, presumably from when you copied and pasted text, is that under the 'Low Light Vision' entry, it still says 'half-giant'. You might want to change that to 'Shokan'.

Other than that, hmm... I'd be tempted to up the strength to maybe +6 myself and/or give them some kind of bonus to grapples (or does that come automatically? I don't know much about multi-armed races...) or maybe improved grab, perhaps. I don't know how feasible that is or if it would alter the LA, though.

I like the race as it is, but feel free to do what you will with the suggestions.
Cyphrus

05-06-07, 12:57 PM
I rather like the idea of having a bit more constitution, but I was worried it might be a little over powered then, but you're right, I was just reading over the half-ogre, and it looks like it'd be fine taking those suggestions.

I'm just wondering if it'd be too powerful to add anymore strength to the race, I mean, he's pretty powerful considering he can run around with a bunch of large short swords, or heck, even a bunch of long swords. o.O;

I was almost thinking about adding somehing like standstill jump like the Goliaths have, I mean, goro always jump stomped you. Or maybe even something like the dwarf stability feature, it was almost impossible to get him off his feat.

Thanks for the input and feel free to keep firing away!
Magrus

05-06-07, 01:19 PM
Personally, I wouldn't allow it in my games without either a +3 LA, or 2 racial HD and the +2 LA. It gets multiple skill and save bonuses, bonuses in 3 attributes that don't balance out, natural armor and attack, multiple arms, powerful build, low-light and darkvision. On top of that, it's got a different subtype, and so is immune to the "Charm/Hold person" spells.

The latter option would be better IMO. It helps balance out the extras without adding another LA at just the cost of a few class abilities for 2 "levels". It's not quite worth a +3 LA, but it's too much for just a straight +2 LA and no racial HD.
arcanejazz

05-06-07, 11:57 PM
This. Guy. Rocks!! :D

Congratulations, Mr. Shokan, you have been stolen to become an NPC Villain for my campaign! hehe... >__>

~<3
Cyphrus

05-07-07, 08:57 PM
Hello again, but since this seems to of went off without a hook, is there any small chance anyone would be interested in helping me attempt to stat out other character's races?

I'd love to maybe attempt the template which scorpion has, the whole undead warrior, or maybe sub-zero's race. There would be some interesting challenges to keep at a relatively balanced LA.

Thanks again!
AMGriffin

05-08-07, 10:11 AM
Scorpion could pass as a hellbred I think, I'll work on a template when I get home though.

Subbie's powers wouldn't be granted to the race as a whole, it'd be best if it were a class that gave him said abilities. Race-wise however, he'd have cold resistance and fire vulnerability, and maybe something like a +1 DC on all cold-type spells.
Cyphrus

05-08-07, 12:55 PM
Thanks AMG!

You're right aboiut the subbie thing, it's just well, there's other of his race that all have similar powers. That's why I was thinking race over class.

Maybe Scorpion is like a necropolitan hellbred? Who knows, anyhow.

Thanks again!
AMGriffin

05-08-07, 05:59 PM
^Yeah, well in the case of Sub-Zero, I can only think of Frost, and he trained her.
AMGriffin

05-08-07, 07:33 PM
Spectre of RevengeTemplate

The spectre of revenge template may be added to any Humanoid, monstrous humanoid, or giant.

Size and Type
The creature's size remains unchanged, type changes to Undead, do not recalculate base attack bonus or base saves.

Hit Dice
Increase all current and future Hit Die (racial) to D12

Speed
Speeds remain unchanged

Armor Class
Improve Natural Armor by +1

Special attacks
Spectre of revenge retains the special attacks of base creature in addition to the following.

Breath weapon 1/day. A Spectre of Revenge may breathe a 30 foot cone of fire once a day that deals 1D8 damage for a PC's total HD(racial or class) divided by 2 (rounding down). A succesful reflex save equal to (15+1/2 the Spectre's total HD) halves the damage.

Toasty! 1/day. A Spectre may choose to focus all his fiery breath onto one target and incinerate them. The said creature must be stunned and may up to be one size category larger then the Spectre and must NOT be immune to fire attacks. The Spectre and Victim must make opposing fortitude saves. If the Spectre suceeds on the save, the target is instantly killed, regardless of how much HP it has. If the Spectre fails the save, then the target takes damage as if he had been hit by the Spectre's breath weapon.

Spell-like abilities
Spectres retain any spell-like abilities the base creature has, plus the following

Dimension door 2/day

Special Qualities
A Spectre of revenge has all the special qualities of the base creature, plus the following special qualities.

Darkvision out to 60 feet.
Fire resistance 10
Spectres gain a +4 turn resistance

Abilities
Increase from the Base creature as follows: Str +2, Dex, +2, , Cha -4

Skills
Spectres gain +4 racial bonuses on intimidate checks, otherwise same as base creature.

Feats
Spectres of revenge gain Iron Will and Diehard assuming the base creature meets the prerequisites and doesn’t already have these feats.
Environment
any

Organization
Solitary, though they can be found amongst non-spectres of revenge from time to time.

Challenge Rating:
Same as base creature +1

Treasure
Varies

Level Adjustment: +2