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<blockquote data-quote="Tequila Sunrise" data-source="post: 6000304" data-attributes="member: 40398"><p>Loxotaurs have human bodies, and elephant heads. They were magically engineered to be soldiers by an old decadent empire. They eventually rebelled, gained their freedom, and then split into two distinct cultures: the Trunks, and the Tusks. The Tusks hold to the old spartan way of life, and prize physical might and martial excellence above all else. The Trunks have rejected the spartan way of life that their race was born into. Trunks value skill and integrity, but don't favor any particular path. Either subrace has the option of Con/Wis:</p><p></p><p><strong>Trunk Loxotaur</strong></p><p>Size: Medium</p><p>Speed: 6 hexes</p><p>Vision: Normal</p><p>Languages: Common, choice of one other</p><p>Skill Bonuses: +2 Nature, +2 Perception</p><p>Ferocity: When you drop to 0 hit points or fewer, you can make a melee or ranged basic attack as an immediate interrupt.</p><p>Prehensile Trunk: Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a minor action.</p><p>Vitality: You have one additional healing surge.</p><p>Terrifying Trumpet: You can use terrifying trumpet as an encounter power.</p><p></p><p><strong>Terrifying Trumpet</strong></p><p>Encounter • Fear</p><p>Minor Action</p><p>Close blast 3</p><p>Targets: All creatures in area</p><p>Attack: Highest +3/6/9 vs. Will</p><p>Hit: The target takes a -2 penalty to all d20 rolls and is deafened until the end of its next turn.</p><p>Special: Deaf creatures are immune to this power.</p><p></p><p><strong>Tusk Loxotaur</strong> *cough* minotaur</p><p>Size: Medium</p><p>Speed: 6 squares</p><p>Vision: Normal</p><p>Languages: Common, choice of one other</p><p>Skill Bonuses: +2 Nature, +2 Perception</p><p>Vitality: You have one additional healing surge.</p><p>Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.</p><p>Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.</p><p>Goring Charge: You can use goring charge as an encounter power.</p><p></p><p><strong>Goring Charge</strong></p><p>Encounter</p><p>Standard Action</p><p>Melee 1</p><p>Effect: You charge and make the following attack in place of a melee basic attack.</p><p>Target: One creature</p><p>Attack: Highest +5/8/11 vs. AC</p><p>Hit: 1d6 + Highest ability, and knock the target prone.</p><p>Increase to 2d6 at 11th level.</p><p>Increase to 3d6 at 21st level.</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 6000304, member: 40398"] Loxotaurs have human bodies, and elephant heads. They were magically engineered to be soldiers by an old decadent empire. They eventually rebelled, gained their freedom, and then split into two distinct cultures: the Trunks, and the Tusks. The Tusks hold to the old spartan way of life, and prize physical might and martial excellence above all else. The Trunks have rejected the spartan way of life that their race was born into. Trunks value skill and integrity, but don't favor any particular path. Either subrace has the option of Con/Wis: [B]Trunk Loxotaur[/B] Size: Medium Speed: 6 hexes Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Nature, +2 Perception Ferocity: When you drop to 0 hit points or fewer, you can make a melee or ranged basic attack as an immediate interrupt. Prehensile Trunk: Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a minor action. Vitality: You have one additional healing surge. Terrifying Trumpet: You can use terrifying trumpet as an encounter power. [B]Terrifying Trumpet[/B] Encounter • Fear Minor Action Close blast 3 Targets: All creatures in area Attack: Highest +3/6/9 vs. Will Hit: The target takes a -2 penalty to all d20 rolls and is deafened until the end of its next turn. Special: Deaf creatures are immune to this power. [B]Tusk Loxotaur[/B] *cough* minotaur Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Nature, +2 Perception Vitality: You have one additional healing surge. Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt. Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge. Goring Charge: You can use goring charge as an encounter power. [B]Goring Charge[/B] Encounter Standard Action Melee 1 Effect: You charge and make the following attack in place of a melee basic attack. Target: One creature Attack: Highest +5/8/11 vs. AC Hit: 1d6 + Highest ability, and knock the target prone. Increase to 2d6 at 11th level. Increase to 3d6 at 21st level. [/QUOTE]
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