I was starting a new pathfinder based rpg lately, and one of my players wanted a centaur druid. Of course, there are two problems with this: racial hit dice, LA, and and caster classes don't mix.
So, I've come up with a watered down custom version of the centaur race which is based on a light horse instead of a heavy warhorse and with lower natural armor. It still has 4 racial hit dice, but No LA. He's basically getting one +2 stat per hit dice now, in addition to centaur advantages. A few other things were changed (like D10 hit dice instead of D8, and increased feats) because of pathfinder rule conversions.
I also created a special feat which would let him add 2 of his centaur hit dice to his druid level when determining spellcasting ability, and I'm wondering if you think this is balanced. He basically had to take this feat twice to catch up to the other characters. I did this because I don't like the 'buy back' rules for racial hit dice and LA, I'd rather the players pay feats or normal ability boosts to make up the difference.
So yea....I'm just wondering on what your thoughts on how well balanced this race and the feat I made for the character is. Keep in mind that I'm using pathfinder, so the base classes are significantly better than in standard DnD. He'll be joining a party of lvl 6 characters, and he'll already have two levels in druid.
Modified Centaur Race
Due to their close link with nature, centaur druids often find that they have an easier time mastering their powers than other races.
Prerequisites
Centaur with druidic divine spells
Benefit
When determining his Druid spells per day and caster level, the centaur may add two of his centaur racial hit dice to his Druid class. He does not, however, gain any other benefit a character of that class would have gained (such as additional wild shape uses per day). This essentially means that he adds two of his centaur racial hit dice to his level in druid, and then determines spells per day and caster level accordingly.
Special
This feat may be taken multiple times. Each time it is taken, the centaur may add an additional two of his centaur racial hit dice to his Druid class when determining his caster level and spells per day.
So, I've come up with a watered down custom version of the centaur race which is based on a light horse instead of a heavy warhorse and with lower natural armor. It still has 4 racial hit dice, but No LA. He's basically getting one +2 stat per hit dice now, in addition to centaur advantages. A few other things were changed (like D10 hit dice instead of D8, and increased feats) because of pathfinder rule conversions.
I also created a special feat which would let him add 2 of his centaur hit dice to his druid level when determining spellcasting ability, and I'm wondering if you think this is balanced. He basically had to take this feat twice to catch up to the other characters. I did this because I don't like the 'buy back' rules for racial hit dice and LA, I'd rather the players pay feats or normal ability boosts to make up the difference.
So yea....I'm just wondering on what your thoughts on how well balanced this race and the feat I made for the character is. Keep in mind that I'm using pathfinder, so the base classes are significantly better than in standard DnD. He'll be joining a party of lvl 6 characters, and he'll already have two levels in druid.
Modified Centaur Race
- +4 Strength, +2 Dexterity, +4 Constitution, +2 Wisdom, –2 Intelligence.
- Monstrous Humanoid
- Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +4 bonus on grapple checks, a +1 bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, lifting and carrying limits three times those of Medium bipedal characters.
- Space/Reach: 10 feet/5 feet.
- A centaur’s base land speed is 50 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d10 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
- Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 4 × (2 + Int modifier). Its class skills are Knowledge(Nature)(Wis), Perception (Wis), Stealth (Wis), Survival (Wis).
- Natural Weapons: 2 hooves (1d6).
- Undersized Weapons (Ex): Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).
- Racial Feats: A centaur’s monstrous humanoid levels give it three feats.
- +1 natural armor bonus.
- Weapon Proficiency: A centaur is automatically proficient with all simple weapons, the longsword, and the longbow (including the composite longbow).
- Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
Due to their close link with nature, centaur druids often find that they have an easier time mastering their powers than other races.
Prerequisites
Centaur with druidic divine spells
Benefit
When determining his Druid spells per day and caster level, the centaur may add two of his centaur racial hit dice to his Druid class. He does not, however, gain any other benefit a character of that class would have gained (such as additional wild shape uses per day). This essentially means that he adds two of his centaur racial hit dice to his level in druid, and then determines spells per day and caster level accordingly.
Special
This feat may be taken multiple times. Each time it is taken, the centaur may add an additional two of his centaur racial hit dice to his Druid class when determining his caster level and spells per day.
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