Just because: Workable Centaur rule?

Post/Author/DateTimePost
#1

Sabelkatten

Jan 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:

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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.
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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

#2

Zappy

Jan 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.