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<blockquote data-quote="Psychotic Jim" data-source="post: 1275272" data-attributes="member: 547"><p>Chevall Society</p><p> Chevalls, unlike centaurs, are solitary, individualistic creatures, thought they sometimes may gather together in small groups resembling families. Originating in the grasslands, these shape-changers have moved into newer terrain to promote the wellbeing of nature in general and horses in particular. They often actively, sometimes militantly, seek to free their animal cousins from abuse and exploitation of humanoids. It is not uncommon for a chevall to disguise herself as a normal horse to get a glimpse of how the real horses are being treated by their would-be masters.</p><p> Although they can any foods a normal humanoid can, most chevall prefer a vegetarian diet, subsisting by foraging in the wilderness. Chevalls are not adverse to contact with other civilized races and sometimes engage in trade for needed tools.</p><p></p><p>Chevall Characters</p><p> Chevall adventurers are often motivated by an almost innate sense of duty to horses or another aspect of nature. They are bitter enemies of wolves and werewolves. They often become rangers, druids, barbarians, fighters, or clerics. </p><p>Chevall characters possess the following racial traits:</p><p>— +6 Strength, +6 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom.</p><p>—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.</p><p>—Space/Reach: 10 feet/5 feet.</p><p>—A chevall’s base land speed is 50 feet (60 ft in equine form)</p><p>—Darkvision out to 60 feet.</p><p>—Racial Hit Dice: A chevall begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.</p><p>—Racial Skills: A chevall’s monstrous humanoid levels give it skill points equal to 11 x (2 + Int modifier). Its class skills are Listen, Move Silently, Sense Motive, Spot, and Survival.</p><p>—Racial Feats: A chevall’s monstrous humanoid levels give it three feats.</p><p>—+2 natural armor bonus.</p><p>-Damage reduction 5/silver or magic</p><p>— Summon Horses, Charm horses, Alternate form, and Equine empathy as above</p><p>— Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.</p><p>—Favored Class: Ranger.</p><p>—Level adjustment +5?</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 1275272, member: 547"] Chevall Society Chevalls, unlike centaurs, are solitary, individualistic creatures, thought they sometimes may gather together in small groups resembling families. Originating in the grasslands, these shape-changers have moved into newer terrain to promote the wellbeing of nature in general and horses in particular. They often actively, sometimes militantly, seek to free their animal cousins from abuse and exploitation of humanoids. It is not uncommon for a chevall to disguise herself as a normal horse to get a glimpse of how the real horses are being treated by their would-be masters. Although they can any foods a normal humanoid can, most chevall prefer a vegetarian diet, subsisting by foraging in the wilderness. Chevalls are not adverse to contact with other civilized races and sometimes engage in trade for needed tools. Chevall Characters Chevall adventurers are often motivated by an almost innate sense of duty to horses or another aspect of nature. They are bitter enemies of wolves and werewolves. They often become rangers, druids, barbarians, fighters, or clerics. Chevall characters possess the following racial traits: — +6 Strength, +6 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom. —Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. —Space/Reach: 10 feet/5 feet. —A chevall’s base land speed is 50 feet (60 ft in equine form) —Darkvision out to 60 feet. —Racial Hit Dice: A chevall begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5, and Will +5. —Racial Skills: A chevall’s monstrous humanoid levels give it skill points equal to 11 x (2 + Int modifier). Its class skills are Listen, Move Silently, Sense Motive, Spot, and Survival. —Racial Feats: A chevall’s monstrous humanoid levels give it three feats. —+2 natural armor bonus. -Damage reduction 5/silver or magic — Summon Horses, Charm horses, Alternate form, and Equine empathy as above — Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling. —Favored Class: Ranger. —Level adjustment +5? [/QUOTE]
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