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Newby to racial template class, playing a Centaur
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<blockquote data-quote="Zaruthustran" data-source="post: 3092246" data-attributes="member: 1457"><p>I think your biggest asset is your size. Take a level of monk at character level 5 for Improved Unarmed Attack and choose Improved Grapple as the bonus feat. With your BAB, Str, Improved Grapple, and your size, you'll have a grapple modifier of +20 (+4, +8, +4, +4). Yikes!</p><p></p><p>Your hoof attacks count as light weapons, as do your unarmed attacks. So you'd initiate the grapple as the last attack in your attack routine (all it needs is a touch attack), then next round (it's likely the target won't be able to escape) you beat the crap out of the guy with 2 hooves (1d6+4 each) and a punch or headbutt (1d8+8). You'll take a -4 to each of those attacks, but you're so strong it probably doesn't matter. Heck, do a flurry of blows on him for a total potential damage of 2d8+16 + 2d6+8. Crunch!</p><p></p><p>Plus, whoever you grabbed can't attack with anything other than a light or natural weapon (bad news for Mr. Greatsword Guy), will have serious trouble casting spells (bad news for Mr. Spell Guy), and is denied his Dex bonus vs. outside attacks (good news for your friend Mr. Sneak Attack Guy).</p><p></p><p>Plus it's funny to imagine your centaur holding the guy up by the ankle while he stomps on his chest and punches him in the gut.</p><p></p><p>Keep progressing as Monk and you'll get Ki Strike Magic (which I think applies to your hooves as well), evasion, and eventually improved trip (again, handy for a Large creature). All while your unarmed damage improves at the Large rate. Good stuff.</p><p></p><p>Your Monstrous Humanoid levels give you access to Simple weapons, so carry around a Large longspear so you can have a crazy reach (and take Combat Reflexes as your bonus feat for monk level 2). Carry javelins if you want a ranged attack (1d8+8 damage, range increment 30). Or shuriken--you can flurry with them for 1d3+8 damage each. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For feats, go with Power Attack at first level (for use with the spear, or to smash down doors with the Large greatclub you'll carry in a Heward's Haversack, or to crush an opponent on the ground) and for 3rd take that feat that helps in a grapple--I think it's called Jotunbrud. Take Knockdown as your 6th level feat. It gives you a free trip attack every time you do more than 10 points of damage, a pretty easy condition to fill when your Str bonus is +8. And with Improved Trip, you'll get to follow up with another attack. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Have fun!</p><p></p><p>-z</p><p></p><p>PS: start saving for a cheap Monk's Belt. For a mere 13k, you improve your unarmed damage as if your monk level were 5 levels higher. So at character level 7 (monk level 3), your unarmed damage would be a base 2d6+8. And, with flurry, you can dish out that attack three times per round (not counting the two hooves). Ouch!</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3092246, member: 1457"] I think your biggest asset is your size. Take a level of monk at character level 5 for Improved Unarmed Attack and choose Improved Grapple as the bonus feat. With your BAB, Str, Improved Grapple, and your size, you'll have a grapple modifier of +20 (+4, +8, +4, +4). Yikes! Your hoof attacks count as light weapons, as do your unarmed attacks. So you'd initiate the grapple as the last attack in your attack routine (all it needs is a touch attack), then next round (it's likely the target won't be able to escape) you beat the crap out of the guy with 2 hooves (1d6+4 each) and a punch or headbutt (1d8+8). You'll take a -4 to each of those attacks, but you're so strong it probably doesn't matter. Heck, do a flurry of blows on him for a total potential damage of 2d8+16 + 2d6+8. Crunch! Plus, whoever you grabbed can't attack with anything other than a light or natural weapon (bad news for Mr. Greatsword Guy), will have serious trouble casting spells (bad news for Mr. Spell Guy), and is denied his Dex bonus vs. outside attacks (good news for your friend Mr. Sneak Attack Guy). Plus it's funny to imagine your centaur holding the guy up by the ankle while he stomps on his chest and punches him in the gut. Keep progressing as Monk and you'll get Ki Strike Magic (which I think applies to your hooves as well), evasion, and eventually improved trip (again, handy for a Large creature). All while your unarmed damage improves at the Large rate. Good stuff. Your Monstrous Humanoid levels give you access to Simple weapons, so carry around a Large longspear so you can have a crazy reach (and take Combat Reflexes as your bonus feat for monk level 2). Carry javelins if you want a ranged attack (1d8+8 damage, range increment 30). Or shuriken--you can flurry with them for 1d3+8 damage each. :) For feats, go with Power Attack at first level (for use with the spear, or to smash down doors with the Large greatclub you'll carry in a Heward's Haversack, or to crush an opponent on the ground) and for 3rd take that feat that helps in a grapple--I think it's called Jotunbrud. Take Knockdown as your 6th level feat. It gives you a free trip attack every time you do more than 10 points of damage, a pretty easy condition to fill when your Str bonus is +8. And with Improved Trip, you'll get to follow up with another attack. :) Have fun! -z PS: start saving for a cheap Monk's Belt. For a mere 13k, you improve your unarmed damage as if your monk level were 5 levels higher. So at character level 7 (monk level 3), your unarmed damage would be a base 2d6+8. And, with flurry, you can dish out that attack three times per round (not counting the two hooves). Ouch! [/QUOTE]
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