A sticky Problem.

Post/Author/DateTimePost
#1

austevermore

Jun 03, 2009 16:26:56
I've got a rather LARGE problem. Ever since 4th edition came out my wife has been wondering if Centaurs will ever become a playable race. I told her to just wait a little while because it takes time for new content to come out and hopefully they will come as a PC with the MM 2. To my disappointment and her rage. They did not. So she has vowed to not play until they make official stats or at least decent ones for the Centaur. Now I have sat down and come up with the following unofficial stats for the Centaur. Any impute would be helpful.

Race: Centaur
Size: Large (I did this because they are large size in the MM2)
Speed: 8 squares (Also from the Centaur in MM2)
Ability Scores: +4 Str (for its size) +2 Con
Vision: Normal
Skill Bonuses: +2 Nature +2 Athletics
Languages: Common, Elven
Fey origin
Quick Kick: (immediate reaction, when a creature moves into a space where it flanks the centaur; at will) Tagets the triggering creature; Str vs. AC; 1d6+str modifier

That's about it. If you think I should give it something else along with Quick Kick i'm open for suggestions. Thanks for all your help.
#2

lofgren

Jun 03, 2009 16:30:26
+4? Nothing has +4 to anything, as far as I know.

Also, that seems like a really powerful racial ability.
#3

upho

Jun 03, 2009 16:46:30
I think your centaur is both under- and overpowered. Underpowered because it has no racial feats to pick (the very reason most PC races are better choices than monster races), overpowered because no character race has a +4 to any ability. So, my recommendation is to lower the stats to +2 Str and +2 Con, make a note that the large size does not mean the centaur can wield weapons larger than medium, and try to create a few balanced racial feats (use the existing ones as inspiration - I would probably aim at typically centaur-ish things like charging and using bows). Also note that 8 speed is very powerful in heroic tier.

And I really think the racial power should be an encounter power, just like the other racial powers. If so, I think it's fine, and you can also have a heroic racial feat where the power also gains "push 1" and a paragon feat where it gains "knocked prone".
#4

gilyu_olibael

Jun 03, 2009 16:52:24
I would simply use the minotaur stats, they fit quite well to the centaur IMO.
#5

Seeker95

Jun 03, 2009 17:02:12
I would simply use the minotaur stats.

Ditto. Copy the minotaur PC write-up, and replace the word "mino-" with "cen-" wherever you see it. Then call it a done deal.
#6

stormknight

Jun 03, 2009 17:44:20
The kick as written there will degrade fast. It should get a bonus to hit like the Dragon born breath does, and possibly scale up in damage as well.

I don't think the Centaur needs the +4 strength - yes, they are large and have a lot of mass, but the arm strength is still likely not much greater than other strong races. That said, I don't think its terribly bad either - you're giving them the extra +2 stat and speed, but no other inherent racial ability.
#7

Lesp

Jun 03, 2009 17:52:49
Large creatures are intensely problematic (they have pretty dire advantages, while at the same time interfering with play because things are designed around the idea that PCs are small.) Other things are a little unusual, but this is by far the biggest issue with a centaur PC.
Races get +2/+2. +4 to a stat is immensely advantageous. Races that get their plusses to the the same defense normally get +1 to some other defense.
Quick kick is immensely powerful. It should be an encounter power.
Move 8 is unprecedented. Not necessarily a huge problem, but unprecedented. On an immensely powerful race, it's probably a larger problem.

The best solution suggested so far is to use the minotaur. Call it a centaur. It's medium, but otherwise very centaur-like. Monsters are designed totally unlike PCs, so you don't get a workable PC race by working back from a monster. You can refluff the resistance to getting lost from being an affinity for mazes to a sense of absolute direction.
#8

rovin

Jun 03, 2009 17:57:39
That's a seriously overpowered player race in the OP, and being both large and non-humanoid is going to cause no end of irritating rules glitches, as others have pointed out. Centaurs just don't work well as PCs in 4e, and IME they didn't work well in other editions either.

I guess you'll just have to divorce your wife.
#9

salla

Jun 03, 2009 18:05:36
Ditto. Copy the minotaur PC write-up, and replace the word "mino-" with "cen-" wherever you see it. Then call it a done deal.

Thirded.
#10

cardboardcarnage

Jun 03, 2009 18:11:41
Yeah, just use the Minotaur and call it a Centaur. That would probably work best for the time being.

D.
#11

zombiegleemax

Jun 03, 2009 18:29:05
I don't think the Centaur needs the +4 strength - yes, they are large and have a lot of mass, but the arm strength is still likely not much greater than other strong races. That said, I don't think its terribly bad either - you're giving them the extra +2 stat and speed, but no other inherent racial ability.

Agreed.

Original Idea by OP->
Race: Centaur
Size: Large (I did this because they are large size in the MM2)
Speed: 8 squares (Also from the Centaur in MM2)
Ability Scores: +4 Str (for its size) +2 Con
Vision: Normal
Skill Bonuses: +2 Nature +2 Athletics
Languages: Common, Elven
Fey origin
Quick Kick: (immediate reaction, when a creature moves into a space where it flanks the centaur; at will) Tagets the triggering creature; Str vs. AC; 1d6+str modifier

My revised suggestions->
  • Large Fey Creature (thankfully I have DDI sub now to look it up)
  • +2 Str, +2 Con;
  • +2 Endurance, +2 Nature
  • 7 speed, becomes 8 at 11th level. (less than the MM2 version to start as all the MM2 ones are Paragon Tier)
  • Low-Light Vision (MM2 critter has it)
  • Quick Kick: (immediate reaction, when a creature moves into a space where it flanks the centaur; encounter) Targets the triggering creature; Str vs. AC; 1d6+str modifier
  • Note that it gets the quadruped carrying weights, still uses medium weapons as the 'business end' of the critter is medium, magically glued to a large set of legs.

Rather than make new racial feats, I might allow them to take feats with the Elf keyword (like Light Step, increasing their overland travel rates, which makes since with horse legs).

Or, just wait a few months, and you'll probably see it in Dragon.
#12

cartigan

Jun 03, 2009 19:05:32
I say +2 Str and +2 Wis.
#13

CdrcJsn

Jun 03, 2009 19:07:44
Agreed.

[*]7 speed, becomes 8 at 11th level. (less than the MM2 version to start as all the MM2 ones are Paragon Tier);

Just change it to a feat rather than a racial feature.
[*]Quick Kick: (immediate reaction, when a creature moves into a space where it flanks the centaur; at will) Tagets the triggering creature; Str vs. AC; 1d6+str modifier

Way overpowered. Almost all racial attack powers are encounter powers.
#14

CdrcJsn

Jun 03, 2009 19:09:43
Oh, and one more thing...it has stat bonuses to the same defense (Str/Con = Fort).

Might want to give it a +1 to Will or Ref to compensate.
#15

Artifact

Jun 03, 2009 19:20:10
Add yet another vote for using minotaur and refluffing as centaur.

One of the players in our group does this. We briefly considered working together and homebrewing some stats; eventually we just settled on the stats for PC minotaurs from the article in Dragon #369.
#16

lordfeint

Jun 03, 2009 19:39:34
Ditto on the Minotaur.

But imo, a centaur PC in 4e (or really any edition) is just bad news.
Especially in a Dungeon with vertical climbs, cramped crawlspaces, hand-over-hand style bridges, etc etc... (ie pretty much ANY cool dungeon)

Suck it up and play an Elf.
#17

stogoe

Jun 03, 2009 20:15:26
Large size will never be tenable for player races. You'll have to settle for 'not quite 8 feet tall' Medium.

I do think in principle a centaur would be an amazing player race, if you were playing a nonstandard campaign - no sheer cliffs or ropes across chasms, etc. A decidedly dungeon-averse campaign.
#18

nightson

Jun 03, 2009 20:16:26
I don't think centaurs have to be large. They aren't really exceeding their five foot combat square, and they could very well come in at the same height as the minotaur (Given a twelve hand horse body and a normal human torso)
#19

izmir_stinger

Jun 03, 2009 20:28:01
Sounds like you need to appease your wife, but I wouldn't do so with horribly unbalanced racial stats like that. She needs something special that doesn't throw her out of balance with the other players. Try this:

Average Height: 12-13 hh
Average Weight: 900-1200 lb.

Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 7 squares (see Equine Heritage)
Vision: Normal

Languages: Common, choice of one other
Skill Bonuses: +2 Athletics, +2 Nature

Equine Heritage: A centaur's overland travel speed is that of a horse (speed 10). Manipulating six limbs is difficult; a centaur cannot usually manipulate objects with its hands while moving faster than a brisk canter, hence the reduced combat speed.
Sure Hoofed: You cannot climb vertical surfaces, but your athletics checks to climb steep inclined surfaces, jump a vertical distance or swim receive a +4 racial bonus.
Galloping Charge: You can use galloping charge as an encounter power.

Galloping Charge - Centaur Racial Power
Encounter * Weapon
Standard Action - Melee Weapon
Target: One creature
Attack: Strength +2 vs. AC, Con +2 vs. AC or Dex +2 Vs. AC
Hit: 1[W] + Str Damage and you push the target one square. You may slide into the vacated square.
Increase to +4 bonus and 2[W] + Str damage at 11th level, and to +6 bonus and 3[W] + Str damage at 21st level.
Special: Galloping charge must be used in place of a melee basic attack while charging. You may move your speed + 2 as part of this charge. When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power.

And here are a few racial feats to boot:

Centaur Cavalry
Prerequisite: Centaur
Benefits: You gain +2 damage and proficiency with short bows and spears

I am not a horse, damnit!
Prerequisite: Centaur
Benefits: A small ally may "ride" you in combat, though you control your own actions. An ally riding you may, as an immediate reaction, make a melee basic attack against anyone who makes an attack of opportunity against you, and also against the target of your galloping charge. If your rider annoys you you may knock them prone in an adjacent space as a free action.

Trampling Charge:
Prerequisites: Centaur, Galloping Charge power, 15 Str
Benefits: When you use your galloping charge power you may move through enemies spaces during the charge. This movement provokes opportunity attacks and the charge must end in an unoccupied space. Each enemy who's space you enter in this way is subject to a trample attack, Str vs. Ref, doing 1d6+Str damage.

Improved Trampling Charge:
Prerequisites: 11th level, Trampling Charge
Benefits: Your galloping charge's trample attack does 2d6 + Str damage and also knocks the target prone.
#20

divine_hammer

Jun 03, 2009 20:41:54
Why? Oh, why? Tell me why do girls like...horses?
#21

zombiegleemax

Jun 03, 2009 20:55:48
Explaining that on these boards would break the ToS.
#22

izmir_stinger

Jun 03, 2009 21:00:19
Explaining that on these boards would break the ToS.

I don't think he meant Catherine the Great.
#23

Mengu74

Jun 04, 2009 1:06:15
I like Izmir's write up, seems we went in some similar directions, but also have some different ones, it's not complete but I'll present what I have so far:


Centaur
Protecting the glade sometimes means leaving its safety to join the war for the greater good.

RACIAL TRAITS
Average Height: 6' 10" - 7' 6"
Average Weight: 800 - 1200

Ability scores: +2 Strength, +2 Wisdom
Size: Large
Speed: 8 squares.
Vision: Low-light

Languages: Elven, Common
Skill Bonuses: +2 Athletics, +2 Insight.
Centaur Resilience: You gain resist weapon 5 against the first weapon attack that hits you in an encounter. This resistance increases to 10 at 11th level, and 15 at 12th level.
Charm Resistance: You gain a +5 bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin
Incapable Climber: You may not climb vertical surfaces (including ladders and knotted ropes) and suffer a -5 penalty to Athletics checks to climb.
Quick Kick: You can use quick kick as an encounter power.


Quick Kick
You rear up and kick those trying to circle around you.
Encounter
Immediate Reaction Melee 1
Trigger: An enemy moves into a space where it flanks you.
Target: The triggering enemy.
Attack: Strength +2 vs. Reflex, Dexterity +2 vs. Reflex, or Wisdom +2 vs. Reflex
Hit: 1d6 + Strength modifier damage and the target is knocked prone.
Increase to +4 bonus and 2d6 + Strength modifier damage at 11th level, and to +6 bonus and 3d6 + Strength modifier damage at 21st level.
Special: When you create your character, choose Strength, Dexterity, or Wisdom as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.



Play a Centaur if you want...
to be strong, fast, and resilient
to wield a wild temper with deliberation and protect the glades.
to be a member of a race that favors the cleric, fighter, paladin, ranger and warden classes.




Improved Centaur Resilience
Heroic Tier
Prerequisite: Centaur, Centaur Resilience racial power
Benefit: You may use your centaur resilience a second time against the second weapon attack that hits you in an encounter.

Centaur Charger
Heroic Tier
Prerequisite: Centaur, Quick Kick racial power
Benefit: You may use your Quick Kick encounter power as a free action instead of an immediate reaction, after a successful charge attack.

Great Leap
Heroic Tier
Prerequisite: Centaur, trained in Athletics
Benefit: You gain a +4 bonus to Athletics checks made to jump, and can make all long jumps as if you had a running start.

Wilderness Devotion
Heroic Tier
Prerequisite: Centaur
Benefit: You gain a +2 bonus to Nature checks, and qualify for any feats that require you to have the Channel Divinity class feature.

Fey Form
Heroic Tier
Prerequisite: 10th level, Centaur
Benefit: You can swap one 10th level or higher utility power you know for Fey Form.

Fey Form
Fey blood runs strong in your veins.
Daily Polymorph
Standard Action Personal
Effect: You become a medium fey, gain temporary hit points equal to half your level plus your Wisdom modifier, your speed becomes 6, and you lose Quick Kick, and Incapable Climber abilities until the end of the encounter. You may cancel this power as a minor action and revert to your Centaur form.

Kicking Defense
Paragon Tier
Prerequisite: 11th level, Centaur, Quick Kick racial power
Benefit: When you use your Quick Kick power against a target, you gain +2 bonus to all defenses against the target until the end of the target’s next turn. Also when you use second wind or total defense actions, you gain an additional +1 bonus to all defenses.
#24

outlaw68

Jun 04, 2009 6:30:40
Cam Banks posted a pretty workable Centaur PC race on the Dragonlance Webpage a while back.. I will see if i can find a link..


Found it!

http://www.dlnexus.com/fan/rules/20555.aspx

This basically converts the 3.5 Races of Ansalon book to 4th ed, so it has no fluff.. but they are centaurs, how much fluff do you need?
#25

red_wizard

Jun 04, 2009 10:09:48
I like what most people are doing here, but I'd change the base stats. Make it +2 Dex, +2 con. Horse's are known for their agility and fortitude. Their strength comes from their mass, more than any superhuman advantage. Additionally, being that they'd be attacking with weapons in their human arms, I don't see them being any stronger than your average human in the upper body region.

-RW

Edit: I forgot to mention that I'd keep it medium. Large would imply remaining on all four legs, which is fine, but is a pain when used in conjunction with the other PC's. Medium could simply imply the Centaur is rearing as it attacks, and navigating on it's hind legs.
#26

izmir_stinger

Jun 04, 2009 11:14:05
Edit: I forgot to mention that I'd keep it medium. Large would imply remaining on all four legs, which is fine, but is a pain when used in conjunction with the other PC's. Medium could simply imply the Centaur is rearing as it attacks, and navigating on it's hind legs.

I agree, keep it medium because of the problems a 2x2 area represents, but I don't think that entails anything so silly as the hose body walking on two legs. People tend to underestimate the size of these squares, probably because of how large the miniatures are. A 5'x5' area is bigger than most elevators. Sure, the horses rear end (ha!) would probably extend some distance into another square, though if we are talking about a light riding horse (such as an Arabian) sized lower body, it is not that much. However, that extra length isn't a hindrance to allied combatants, nor is not a particular threat to enemy combatants unless they use one of these kick powers you guys are suggesting, and then you could just say that the torso section moves farther forward into another square. Or you could just claim they only kick with thier front hooves. Lacking eyes on the sides of their head, a Centaur would probably find it harder than a regular horse to hit something with a rear kick.

Just don't let a PC play a large creature. That's a whole can of worms you don't want to get into.

EDIT: In my above post I meant "jump a horizontal distance" not a vertical one, in case that mistake wasn't obvious.
#27

divine_hammer

Jun 04, 2009 14:12:49
I don't think he meant Catherine the Great.

It's an obscure 80's music reference. I suspect that the artist was leaning in the Catherine direction, even though the accusations against Catherine were slanderous and untrue.
#28

Alex_

Jun 04, 2009 14:21:36
Ditto. Copy the minotaur PC write-up, and replace the word "mino-" with "cen-" wherever you see it. Then call it a done deal.

I've gone so far as to make all big hulking man/beast hybrid characters use the Minotaur stats. Others use the Gnoll.
#29

solik

Jun 04, 2009 14:55:52
Eh, don't shy away from the Large bit so much. Just assume all your players are mounted when you design your game.

A centaur is merely their own mount is all :p