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<blockquote data-quote="77IM" data-source="post: 4284438" data-attributes="member: 12377"><p>Please let me know what you think of these. To me, they seem balanced enough to where further analysis would require playtesting (I haven't playtested any of them yet), but I may have missed something.</p><p></p><p><strong><u><span style="font-size: 15px">Centaur</span></u></strong></p><p><strong>Abilities:</strong> +2 Strength, +2 Wisdom</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 8 squares</p><p><strong>Vision:</strong> Normal</p><p></p><p><strong>Languages:</strong> Common, Elven</p><p><strong>Skill Bonuses:</strong> +2 Nature, +2 History</p><p><strong>Gallop:</strong> Centaurs gain an additional +2 speed when running (so a centaur can move a total of 12 squares when using the run action).</p><p><strong>Stability:</strong> Whenever an effect pushes, pulls, or slides a centaur, they move 1 fewer square than the effect indicates, to a minimum of zero squares.</p><p><strong>Quadruped:</strong> Because of their body shape, centaurs take a -5 penalty on Athletics checks to climb, and a -2 penalty on all Acrobatics checks. Non-magical armor for a centaur costs twice as much as normal. Magical armor has the normal cost but may need to be resized using the enchant magic item ritual.</p><p><span style="color: LightBlue"><em>Notes: This was the first race I did, and I originally had a lot more crap for them (natural armor, hoof damage, a saving throw to remain standing like a dwarf, size bonuses and penalties etc). Eventually I found my "4e brain" and embraced the idea of boiling the rules down to their essentials. The centaur's real strength is his awesome mobility; I didn't give him the full speed of a horse, but the +2 when running makes up for it. Combined with the stability power, the centaur has the best ability to place himself on the battlefield. Combined with high Strength, this seems almost too good for a melee striker, such as a ranger or even two-handed fighter. I sprinkled in a few odd drawbacks, more because they made sense than as a balancing factor.</em></span></p><p></p><p><strong><u>Heroic Feats:</u></strong></p><p></p><p><strong>HOOF TRAMPLE [Centaur]</strong></p><p><strong>Prerequisites:</strong> Centaur</p><p><strong>Benefit:</strong> When making an unarmed attack with your hooves, you get a +2 proficiency bonus to your attack roll and deal 1d6 damage. Once per encounter, you can use the Trample power.</p><p></p><p><u><strong>Trample</strong> / Centaur Racial Power</u></p><p><em>You gallop wildly across the battlefield, running down enemies and scattering them in your wake.</em></p><p><strong>Encounter</strong></p><p><strong>Standard</strong> action / <strong>Melee</strong> special; see text</p><p><strong>Special:</strong> Move up to your speed, entering enemy spaces. This movement provokes opportunity attacks, and you must end your turn in an unoccupied space.</p><p><strong>Targets:</strong> Each enemy whose space you enter as part of the movement included in this attack.</p><p><strong>Attack:</strong> When you enter each enemy's space, make a hoof attack against that enemy: Strength +3 vs Reflex</p><p><strong>Hit:</strong> 1d6+Strength damage, and the enemy is knocked prone.</p><p> Increase damage to 2d6+Strength at 21st level.</p><p></p><p></p><p><strong>CENTAUR'S STATURE [Centaur]</strong></p><p><strong>Prerequisites:</strong> Centaur</p><p><strong>Benefit:</strong> You increase to Large size, and your fighting space increases to 2x2. Because your torso is still human-sized, you continue to use weapons sized for Medium creatures, and don't gain any reach due to size. However, your carrying capacity doubles (a normal load for you is now 20x your Strength score), and you gain a +2 bonus on Strength checks (but not Strength-based attack rolls or Athletics checks).</p><p><span style="color: LightBlue"><em>Notes: This feat is almost more of a disadvantage because 2x2 space can be a pain. It was originally a prerequisite for a bunch of feats that gave Str and Con bonuses but I ditched them (and I don't like balancing feats via lame prereqs, anyway). Still, I left this feat in place as an option for anybody who wants it.</em></span></p></blockquote><p></p>
[QUOTE="77IM, post: 4284438, member: 12377"] Please let me know what you think of these. To me, they seem balanced enough to where further analysis would require playtesting (I haven't playtested any of them yet), but I may have missed something. [B][U][SIZE=4]Centaur[/SIZE][/U][/B] [B]Abilities:[/B] +2 Strength, +2 Wisdom [B]Size:[/B] Medium [B]Speed:[/B] 8 squares [B]Vision:[/B] Normal [B]Languages:[/B] Common, Elven [B]Skill Bonuses:[/B] +2 Nature, +2 History [B]Gallop:[/B] Centaurs gain an additional +2 speed when running (so a centaur can move a total of 12 squares when using the run action). [B]Stability:[/B] Whenever an effect pushes, pulls, or slides a centaur, they move 1 fewer square than the effect indicates, to a minimum of zero squares. [B]Quadruped:[/B] Because of their body shape, centaurs take a -5 penalty on Athletics checks to climb, and a -2 penalty on all Acrobatics checks. Non-magical armor for a centaur costs twice as much as normal. Magical armor has the normal cost but may need to be resized using the enchant magic item ritual. [COLOR=LightBlue][I]Notes: This was the first race I did, and I originally had a lot more crap for them (natural armor, hoof damage, a saving throw to remain standing like a dwarf, size bonuses and penalties etc). Eventually I found my "4e brain" and embraced the idea of boiling the rules down to their essentials. The centaur's real strength is his awesome mobility; I didn't give him the full speed of a horse, but the +2 when running makes up for it. Combined with the stability power, the centaur has the best ability to place himself on the battlefield. Combined with high Strength, this seems almost too good for a melee striker, such as a ranger or even two-handed fighter. I sprinkled in a few odd drawbacks, more because they made sense than as a balancing factor.[/I][/COLOR] [B][U]Heroic Feats:[/U][/B] [B]HOOF TRAMPLE [Centaur][/B] [B]Prerequisites:[/B] Centaur [B]Benefit:[/B] When making an unarmed attack with your hooves, you get a +2 proficiency bonus to your attack roll and deal 1d6 damage. Once per encounter, you can use the Trample power. [U][B]Trample[/B] / Centaur Racial Power[/U] [I]You gallop wildly across the battlefield, running down enemies and scattering them in your wake.[/I] [B]Encounter[/B] [B]Standard[/B] action / [B]Melee[/B] special; see text [B]Special:[/B] Move up to your speed, entering enemy spaces. This movement provokes opportunity attacks, and you must end your turn in an unoccupied space. [B]Targets:[/B] Each enemy whose space you enter as part of the movement included in this attack. [B]Attack:[/B] When you enter each enemy's space, make a hoof attack against that enemy: Strength +3 vs Reflex [B]Hit:[/B] 1d6+Strength damage, and the enemy is knocked prone. Increase damage to 2d6+Strength at 21st level. [B]CENTAUR'S STATURE [Centaur][/B] [B]Prerequisites:[/B] Centaur [B]Benefit:[/B] You increase to Large size, and your fighting space increases to 2x2. Because your torso is still human-sized, you continue to use weapons sized for Medium creatures, and don't gain any reach due to size. However, your carrying capacity doubles (a normal load for you is now 20x your Strength score), and you gain a +2 bonus on Strength checks (but not Strength-based attack rolls or Athletics checks). [COLOR=LightBlue][I]Notes: This feat is almost more of a disadvantage because 2x2 space can be a pain. It was originally a prerequisite for a bunch of feats that gave Str and Con bonuses but I ditched them (and I don't like balancing feats via lame prereqs, anyway). Still, I left this feat in place as an option for anybody who wants it.[/I][/COLOR] [/QUOTE]
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