| Post/Author/DateTime | Post |
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| Blind Seer08-28-03, 04:26 PM | I created this creature a long time ago for a guy that was making a MK campaing :rolleyes: but it never got much attention. I wonder what you guys would think about it? Any feedback is welcome. Centaurian (Motaro) Large Outsider (Chaotic, Evil) Hit Dice: 10d8+50 (90hp) Initiative: +2 (Dex) Speed: 60 ft. AC: 20 (-1 size, +2 Dex, +9 natural) Attacks: 2 hooves, +14 melee, butt +12 melee, tail slap +10 melee, unarmed +9 melee. Damage: Hooves 1d8+5, butt 1d8+5, tail slap 1d8+7, unarmed 1d10+5. Face/Reach: 5 ft. by 10 ft./10 ft. Special Attacks: Ferocity, improved grab, spell-like abilities, summon nomad, trample 1 d8+7. Special Qualities: Darkvision(60 ft), damage reduction 20/+1, SR 15, poison immunity, charm immunity, tongues. Saves: Fort +12, Ref +9, Will +11 Abilities: Str 20, Dex 15, Con 20, Int 16, Wis 18, Cha 16 Skills: Bluff +15, Concentration +18, Climb+9, Hide +11, Intimidate +11, Knowledge (War) +13, Knowledge (The Planes) +13, Listen +16, Move Silently +13, Search +13, Sense Motive +8, Spellcraft +13, Spot +16 Feats: Alertness, Multiattack, Power Attack ________________________________________ Climate/Terrain: Any land and underground Organization: Solitary, team (2-4) or troupe (1-2 Centaurians, 7-12 baraka nomads) Challenge Rating: Not tested Treasure: Double coins, double goods, double items, plus a +1 magical weapon (any) Alignment: Always Chaotic evil Advancement: 10-26 HD (Large) Combat Centaurians are incridibly ferocious combatants, and attack neither asking nor giving any quarter. They enjoy the suffering of lesser beings and have been known to slaughter entire villages just for fun. They are natural enemies of the Shokan and both races attack each other on sight unless they are controlled by a superior being. Spell-like abilities: At will- burning hands, death knell, deeper darkness, desecrate, detect good, and flaming sphere. These abilities are as the spells cast by a 10th-level sorcerer(save DC 13 + spell level), except for flaming sphere wich is as if cast by a 12th-level druid. (Save DC 16). A Centaurian also can teleport (self plus 50 pounds of objects only) but can do it only in a range of 50 ft. and only on the same plane. This ability is otherwise identical to teleport without error as the spell cast by a 12th-level sorcerer. Ferocity (Ex): A Centaurian is a tenacious combatant. It continues to fight without penalty even while disabled or dying (see page 129 in the Player's Handbook ). Improved Grab (Ex): To use this ability, the Centaurian must hit an opponent of up to one size smaller with an unarmed attack. If it gets a hold, it grabs and lifts the opponent. Lifted creatures are considered helpless, but may only be hit by the centurians unarmed attack, wich automatically hits. The opponent is sent flying 20 ft, and takes 1d6 additional damage. Summon nomad (Sp): Once per day a Centaurian wich serves Shao Khan can attempt to summon 1d8 nomads (the same race as Baraka) with a 50% chance of success, or 1d6 nomad sergeants (5th-level fighter or monk) with a 20% chance of success. Tongues (Su): A centaurian has a permanent tongues ability as the spell cast by a 12th-level sorcerer. Centaurians are not talkative creatures, but also know how to take advantage of interrogation. Trample (Ex): A centaurian can trample Medium-Size or smaller creatures for 1d8+7 points of damage. Opponents who do not make attacks of opportunity against the centaurian can attempt a Reflex save (DC 23) to halve damage. Skills: Centaurian receive a +8 racial bonus to Intimidate checks, and +4 racial bonus to Climb checks. |
| Aasimar08-28-03, 04:34 PM | You made a good write-up I guess. But it is a little hard to really give an opinion. What do they look like? Demonic centaurs? A little more background would make them come to life a lot more. |
| cwslyclgh08-28-03, 05:01 PM | you attacks are off... they should be 2 hooves +14 melee, Butt +12 melee, tail slap +12 melee... unarmed attacks would be handled as per a normal character. |
| Blind Seer08-29-03, 01:06 AM | I made the attacks based on the rules of the old rules from the Monster Manual, first version. Have the rules changed? |
| Regdar608-29-03, 03:04 AM | What is the MK setting??? |
| Blind Seer08-30-03, 12:44 AM | I meant a Mortal Kombat setting. Like in the figthing game? This is what a centaurian looks like: http://www.leedberg.com/MotaroFTP/graphics/motaro.jpg http://www.miamisci.org/youth/unity/Unity2/james/motaro33.gif |
| Oberon_of_Avalon08-30-03, 03:01 AM | An outsider has a Base Attack Bonus equal to its Hit Dice (as per fighter), so a Centaurian would have a BaB of +10. Add its Strength modifier to this for melee attacks, its Dexterity modifier for ranged attacks, and subtract 2 for all secondary attacks (I would make the unarmed strikes its primary weapons, since Motaro was generally a hand-to-hand fighter). One ability you might consider adding is a Spell Turning effect similar to the Monster of Legend. If there's one thing I remember about Motaro, it was the fact that he reflected all projectiles hurled at him. This would be far too powerful for a DnD effect, but turning a wizard's fireball right back on him or knocking a cone of cold right back in a sorcerer's face is just what the doctor ordered. |
| Blind Seer08-31-03, 01:26 AM | I did think about the return ability, but remember that since this is a race of creatures not a single individual (On my friends campaing he was a 8th-level Centaurian Fighter) I left it as more of a characteristic of Motaro's rather than the whole race (and yes, as most creatures you can make them advance on a "Class Basis if you want, just remember that it overrides the Outsider advancement) |