Kishi-jin

Kishi-jin

Attributes:

INT 2d6

MNT 3d6

STR 2d6+5

DEX 4d6

STM 5d6

SPD 4d6+2

HP: STMx10 +25 per level

Ki: MNTx12 +30 per level

Pick three powes at level 1 and 1 every level after

Specials

1. Combat Teleport, Zanzoken, Multi-Punch, Multi-Kick, Multi-Punch, Multi-Fireball. Kishi-jin begin with any TWO of these powers.

2. A Kishi-jin looks like a cross between a catfish and an eel.

3. Kishi-jin may breathe under water for their level in hours.

4. +1 HtH strike per 50 HP.

5. Kishi-jin gain 20 points to distribute among their stats at level up. Also, gains +5 to MNT every two levels, beginning at level 2.

6. Kishi-jin are born with one tentacle. They grow 1d2-1 tentacles each level, beginning at level 2. They may attack with these tentacles. They do 4d6 damage and are +1 to strike. The Kishi-jin may target as many people as they have tentacles, or attack the same person with more than one tentacle.

Unique Powers:

1. The Kishi-jin can create an electrical barrier around themselves. This barrier stops HtH attacks from anyone who's powerlevel is less than x2 that of the Kishi-jin. The barrier does 1d20x user's level damage to anyone who comes in contact with it. Takes one action to put up, costs 25 ki and 3 STM per user's level and must be renewed each round, no matter what. The barrier can absorb one attack per user's level (it always goes down after a multi-attack, unless the user is a class higher than the attacker). Cannot be picked until level 3.

2. Electrocution: Kishi-jin may use their tentacles to electrocute enemies. They roll strike at -5, and instead of hitting the target for damage, the tentacles instead grabs the target. May only use one tentacle per person in this way (you may attempt with more than one, in case the first misses) though you may grab as many people as you have tentacles. Once the person is grabbed, the Kishi-jin may pump ki energy into the tentacles, transforming the ki into electricity. May use only 20x level in this way per action, per tentacle. 5 ki = 2 damage. The victim may break free as per normal grab rules. May not be chosen until level 2.