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| #1SabelkattenJan 19, 2010 12:52:14 | Since I think tauric creatures are real cool, and want rules that makes them different... but agree that large size is more trouble than its worth in most campaigns. Searching the forum I found a suggestion that Centaurs could take up two squares instead of four. I decided to go with that and see what I could come up with that made as few changes as possible to how a Centaur would interact with the gameworld. This is the result: ________________________________ OVERSIZED QUADRUPED: Character takes up two squares. Can squeeze to take up one square, otherwise treat character as medium size. Front square is treated as character for purposes of all (standard) powers and movement. Tail square is positioned after moving. Blocks LOS and movement as normal, threatens 3 extra squares with basic unarmed attack. +25% carry capacity. (Really should be increased for size, but that's another discussion.) Normal armor (i.e. not masterwork or magical) costs 50% extra, all armor weight 25% extra. +2 to make/resist Grab, Escape and Bull Rush. Save vs/ being knocked prone. Racial power: Rear Up At-Will Move action Effect: Until the start of your next turn you are _slowed_ and grant combat advantage to all enemy melee attacks. All your melee weapon attacks gain a +2 bonus to damage and you may may make one additional basic unarmed attack if you make any attacks. You count as 3 levels high. ___________________________________ I don't know if Rear Up gets overpowered with the bonus attack. Unarmed attacks are pretty weak, but that might be compensated for with feats. Generally the character should play like a normal medium-sized creature, I figure the advantages (hindering the enemy) and disadvantages (sometimes not fitting in the best way, being a larger target for area attacks) of the extra square should cancel out. And then two examples of how it could look, taking the Centaur and Wemic races. Note that I haven't looked very closely at the balance - I'm just throwing around ideas. ;) _________________________ CENTAUR Atributes: STR+2, CON+2 Skills: Nature+2, Perception+2 Move: 8 Vision: Normal Language: Common, Elven Size: Medium (oversized quadruped) Centaur gallop: When you run or charge, add +2 to your move. Leaper: When making an Athletics check to leap, roll twice and take the best result. Oversized quadruped: See below Hooves: Basic unarmed damage 1d6 Racial power: Quick Kick Encounter Immediate reaction, when an enemy moves next to your tail square Target: Triggering creature Attack: STR or DEX vs/ AC Hit: 1d6+STR damage, push target 1 square (2d6+STR at level 21+) CENTAUR FEATS: Thundering charge (STR 15) +2 attack and damage with charge, push target one square on hit Centaur archery (DEX 13) You only suffer a -2 penalty when running and attacking Centaur skirmisher (WIS 13) You do not give combat advantage when running Power kick (STR 13) Feat power: Double Kick Encounter Standard action, Melee Target: One or two adjecent creatures next to your tail square Attack: STR+2 vs/ AC, two attacks HIT: 1d6+STR damage, push target 1 square per hit (2d6+STR at level 21+) Trample (CON 15) Feat power: Stampede Encounter Standard action, Melee Effect: Move any distance, each square moved must be farther from starting point. Squares moved as result of an attack is part of your movement. If you are unable to enter the target's square Stampede stops Target: Any creature in contact, one attack per target Attack: STR vs/ Fort Hit: Target is knocked prone, move into target's square Special: Prone target takes 1d6+STR damage (2d6+STR at level 21+) Miss: Target shifts 1 square, move into target's square Special II: Target can chose not to shift and take a hit instead, stops Stampede. _________________________ WEMIC Atributes: STR+2, DEX+2 Skills: Stealth+2, Perception+2 Move: 8 Vision: Low-light Language: Common, one other Size: Medium (oversized quadruped) Leaper: When making an Athletics check to leap, roll twice and take the best result. Oversized quadruped: See below Claws & fangs: Basic unarmed damage 1d6 Racial power: Pounce Encounter Standard action, Melee Target: One creature Effect: Move at least two up to your move squares as a normal charge, then attack Attack: STR+2 vs/ AC Hit: [1W]+STR+2 damage ([2W]+STR+2 at level 21) Secondary attack: STR+2 vs/ Fort Hit: 1D6+STR damage, knock target prone (2D6+STR at level 21) WEMIC FEATS: Wemic scout (WIS 13) Perception+1, roll twice when tracking Quick reverse (DEX 15) Feat power: Surprise Strike Encounter * Weapon Immediate reaction, when an enemy moves next to your tail square Effect: switch your front and tail squares Target: Triggering creature Attack: DEX+2 vs/ AC (+4 at level 11+, +6 at level 21+) Hit: [1W] damage, target takes -2 to all attacks until end of its turn ([2W] at level 21+) Deadly stalker (DEX 15) Stealth+1. If you attack a target that has not percieved you, you gain combat advantage. Once per encounter you may also add 1D6 damage to an attack when you have combat advantage. Bounding leap Feat power: Great leap Encounter * Utility Free action One standard move is replaced with flying shift 6 squares, this can be a charge move. You land at the end of the move Warding tail Any attacker flanking you and adjecent to your tail square take a -2 to attack rolls against you CENTAUR Atributes: STR+2, CON+2 Skills: Nature+2, Perception+2 Move: 8 Vision: Normal Language: Common, Elven Size: Medium+ Centaur gallop: When you run or charge, add +2 to your move Leaper: When making an Athletics check to leap, roll twice and take the best result Oversized quadruped: See below Hooves: Basic unarmed damage 1d6 Racial power: Quick Kick Encounter Immediate reaction, when an enemy moves next to your tail square Target: Triggering creature Attack: STR or DEX vs/ AC Hit: 1d6+STR damage, push target 1 square (2d6+STR at level 21+) CENTAUR FEATS: Thundering charge (STR 15) +2 attack and damage with charge, push target one square on hit Centaur archery (DEX 13) You only suffer a -2 penalty when running and attacking Centaur skirmisher (WIS 13) You do not give combat advantage when running Power kick (STR 13) Feat power: Double Kick Encounter Standard action, Melee Target: One or two adjecent creatures next to your tail square Attack: STR+2 vs/ AC, two attacks HIT: 1d6+STR damage, push target 1 square per hit (2d6+STR at level 21+) Trample (CON 15) Feat power: Stampede Encounter Standard action, Melee Effect: Move any distance, each square moved must be farther from starting point Target: Any creature in contact, one attack per target Attack: STR vs/ Fort Hit: Target is knocked prone, move into target's square Special: Prone target takes 1d6+STR damage (2d6+STR at level 21+) Miss: Target shifts 1 square, move into target's square Special II: Target can chose not to shift and take a hit instead, stops Stampede. WEMIC Atributes: STR+2, DEX+2 Skills: Stealth+2, Perception+2 Move: 8 Vision: Low-light Language: Common, one other Size: Medium+ Leaper: When making an Athletics check to leap, roll twice and take the best result Oversized quadruped: See below Claws & fangs: Basic unarmed damage 1d6 Racial power: Pounce Encounter Standard action, Melee Target: One creature Effect: Move at least two up to your move squares as a normal charge, then attack Attack: STR+2 vs/ AC Hit: [1W]+STR+2 damage ([2W]+STR+2 at level 21) Secondary attack: STR+2 vs/ Fort Hit: 1D6+STR damage, knock target prone (2D6+STR at level 21) WEMIC FEATS: Wemic scout (WIS 13) Perception+1, roll twice when tracking Quick reverse (DEX 15) Feat power: Surprise Strike Encounter * Weapon Immediate reaction, when an enemy moves next to your tail square Effect: switch your front and tail squares Target: Triggering creature Attack: DEX+2 vs/ AC (+4 at level 11+, +6 at level 21+) Hit: [1W] damage, target takes -2 to all attacks until end of its turn ([2W] at level 21+) Deadly stalker (DEX 15) Stealth+1. If you attack a target that has not percieved you, you gain combat advantage. Once per encounter you may also add 1D6 damage to an attack when you have combat advantage. Bounding leap Feat power: Great leap Encounter * Utility Free action One standard move is replaced with flying shift 6 squares, this can be a charge move. You land at the end of the move Warding tail Any attacker flanking you and adjecent to your tail square take a -2 to attack rolls against you |
| #2ZappyJan 23, 2012 22:46:45 | Awesome I was just about to start work on a Wemic. I played one in 2nd and loved it. I would say that now with all races getting variable stat bonus I'd make it STR, DEX/WIS. I think everything else is great. |