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D&D Older Editions, OSR, & D&D Variants
Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 913740" data-attributes="member: 2012"><p><strong><em>Centaur, Wild (Zebranaur)</em></strong></p><p><strong>Large Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 4d8+8 (26 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 45 ft.</p><p><strong>AC:</strong> 13 (-1 size, +2 Dex, +2 natural)</p><p><strong>Attacks:</strong> Longspear +10 melee, 2 hooves +4 melee; or composite longbow +5 ranged</p><p><strong>Damage:</strong> Longspear 1d8+5, hoof 1d6+2; or composite longbow 1d8</p><p><strong>Face/Reach:</strong> 10 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Racial traits</p><p><strong>Special Qualities:</strong> Racial traits</p><p><strong>Saves:</strong> Fort +3, Ref +6, Will +5</p><p><strong>Abilities:</strong> Str 20 (+5), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1)</p><p>Skills: Hide +3, Listen +4, Move Silently +3, Spot +4, Survival +7</p><p><strong>Feats:</strong> Alertness (B), Weapon Focus (hoof), Weapon Focus (longspear)</p><p></p><p><strong>Climate/Terrain:</strong> Warm forests and plains</p><p><strong>Organization:</strong> Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +2</p><p></p><p>Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the local humans.</p><p></p><p>Zebranaurs speak Centaur.</p><p></p><p><strong>Combat</strong></p><p>Zebranaurs normally respond to aggression by retreating, launching a few arrows to discourage pursuit. Against opponents dangerous to their tribe, they use similar tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.</p><p></p><p>Zebranaurs are taught from an early age how to use spears and the javelin. If forces into melee they will use longspears to attack opponents.</p><p></p><p><strong>Racial Traits (Ex):</strong> See below.</p><p></p><p><strong>Zebranaur Society</strong></p><p>Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of Kulan’s continents. How they came to be in so many places around the world is a mystery. This is due to the fact that regular centaurs seem to be isolated to Harqual.</p><p></p><p>When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated.</p><p></p><p><strong>Zebranaur Characters</strong></p><p>Zebranaurs favor the cleric class. Zebranaurs worship a wide variety of deities across the various continents of Kulan. The closest they have to a patron is the world goddess Mirella.</p><p></p><p><strong>Zebranaur Traits</strong></p><p>-> +2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma.</p><p>-> Large: As Large creatures, zebranaurs gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.</p><p>-> +1 racial bonus to attack rolls made with any sort of spear or a javelin.</p><p>-> Speed: Base land speed is 45 feet.</p><p>-> Darkvision 60 ft.</p><p>-> Zebranaurs gain Alertness as a bonus feat.</p><p>-> Skills: A zebranaur gains 1 extra skill point at each level (or HD) because she must constantly train herself to stay one step ahead of the dangers that surround her. In addition, a zebranaur gains a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, a zebranaur suffers a –2 racial penalty to Bluff, Diplomacy, and Sense Motive.</p><p>-> Automatic Languages: Centaur. Bonus Languages: Varies.</p><p>-> Favored Class: Cleric. A multiclass zebranaur’s cleric class does not count when determining whether she suffers an XP penalty for multiclassing. If using the rules from Savage Species, then they also could have Centaur as their favored monster class but with the racial traits listed here.</p><p>-> ECL: +5</p></blockquote><p></p>
[QUOTE="Knightfall, post: 913740, member: 2012"] [b][i]Centaur, Wild (Zebranaur)[/i][/b] [b]Large Monstrous Humanoid[/b] [b]Hit Dice:[/b] 4d8+8 (26 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] 45 ft. [b]AC:[/b] 13 (-1 size, +2 Dex, +2 natural) [b]Attacks:[/b] Longspear +10 melee, 2 hooves +4 melee; or composite longbow +5 ranged [b]Damage:[/b] Longspear 1d8+5, hoof 1d6+2; or composite longbow 1d8 [b]Face/Reach:[/b] 10 ft. / 5 ft. [b]Special Attacks:[/b] Racial traits [b]Special Qualities:[/b] Racial traits [b]Saves:[/b] Fort +3, Ref +6, Will +5 [b]Abilities:[/b] Str 20 (+5), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1) Skills: Hide +3, Listen +4, Move Silently +3, Spot +4, Survival +7 [b]Feats:[/b] Alertness (B), Weapon Focus (hoof), Weapon Focus (longspear) [b]Climate/Terrain:[/b] Warm forests and plains [b]Organization:[/b] Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually chaotic good [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +2 Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the local humans. Zebranaurs speak Centaur. [b]Combat[/b] Zebranaurs normally respond to aggression by retreating, launching a few arrows to discourage pursuit. Against opponents dangerous to their tribe, they use similar tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear. Zebranaurs are taught from an early age how to use spears and the javelin. If forces into melee they will use longspears to attack opponents. [b]Racial Traits (Ex):[/b] See below. [b]Zebranaur Society[/b] Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of Kulan’s continents. How they came to be in so many places around the world is a mystery. This is due to the fact that regular centaurs seem to be isolated to Harqual. When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated. [b]Zebranaur Characters[/b] Zebranaurs favor the cleric class. Zebranaurs worship a wide variety of deities across the various continents of Kulan. The closest they have to a patron is the world goddess Mirella. [b]Zebranaur Traits[/b] -> +2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma. -> Large: As Large creatures, zebranaurs gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters. -> +1 racial bonus to attack rolls made with any sort of spear or a javelin. -> Speed: Base land speed is 45 feet. -> Darkvision 60 ft. -> Zebranaurs gain Alertness as a bonus feat. -> Skills: A zebranaur gains 1 extra skill point at each level (or HD) because she must constantly train herself to stay one step ahead of the dangers that surround her. In addition, a zebranaur gains a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, a zebranaur suffers a –2 racial penalty to Bluff, Diplomacy, and Sense Motive. -> Automatic Languages: Centaur. Bonus Languages: Varies. -> Favored Class: Cleric. A multiclass zebranaur’s cleric class does not count when determining whether she suffers an XP penalty for multiclassing. If using the rules from Savage Species, then they also could have Centaur as their favored monster class but with the racial traits listed here. -> ECL: +5 [/QUOTE]
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