The Centaur

malcolm_n

Adventurer
Centaur
Protectors of the natural order.

RACIAL TRAITS
Average Height:
6'4" - 7'8"
Average Weight: 230 - 300

Ability Scores: +2 Dexterity, +2 Strength or +2 Wisdom
Size: Medium, see extra space below.
Speed: 7 Squares.
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Insight, +2 Nature
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Extra Space: At the end of each of your turns, choose an adjacent, unoccupied square. You occupy that square, in addition to your own, until you move or choose another square. You cannot attack from, and do not threaten the squares adjacent to your extra space. If you cannot choose a square, you are squeezed until the end of your next turn.
Mounted: You are considered mounted at all times and cannot be dismounted. An ally with the mounted combat feat can stand in your extra space without penalty to either of you.
Trample: You can use trample as an encounter power.

Quick Kick Centaur racial power
You punish your enemy for trying to take advantage of your hind quarters.
Encounter
Immediate Reaction Melee
1
Trigger:
An enemy moves into a space where it would flank you
Target: The triggering enemy
Attack: Strength, or Dexterity +2 vs. Reflex
Hit: 1d6 + the chosen ability modifier damage and the target is knocked prone.
Level 11: Strength or Dexterity +4 vs. Reflex
Level 21: Strength or Dexterity +6 vs. Reflex and 2d6 + the chosen ability modifier damage.
[sblock=New Feats]Centaur Form
Prerequisite:
1st level only, Centaur, Revenant
Benefit: You gain the extra space and mounted centaur racial features.

Centaur Soul
Prerequisite:
Centaur Form, Revenant
Benefit: You gain the Trample centaur racial power. In a given encounter, you can use either your trample racial power or your dark reaping racial power.

Combat Maneuvering
Prerequisite:
Centaur race feat
Benefit: You threaten all squares adjacent to your extra space and can also attack from your extra space.

Mounted Ally [centaur]
Prerequisite:
Centaur race
Benefit: An ally with the mounted combat feat can mount you. That ally is in your extra space while mounted and follows all the rules for mounted combat except you can each still take your own set of actions on your turns.

Reactionary Shift [centaur]
Prerequisite:
Centaur race
Benefit: You can choose or change your extra space as an immediate reaction which triggers when a square adjacent to you is no longer occupied by an enemy.

Shift Maneuver [centaur]
Prerequisite:
Centaur race
Benefit: You kick your hind legs out to stave off the enemy while you shift away. When you shift, you can begin the shift from your extra space.

Swift Kick
Prerequisite:
11th level, Centaur race
Benefit: You can use your quick kick power as an immediate interrupt instead.[/sblock]
 
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Paragon Path: CAMPAIGNER
I seek to protect my people's land.

Prerequisite: Centaur race
The centaur held out for too long before finally dedicating warriors to the fight against the encroaching Far Realm. After seeing several tribes destroyed at the hands of bizarre creatures, you finally stepped up to put an end to it. You are a centaur campaigner.

As a Campaigner, you work hard to stop the war from turning its eye back onto your people. You learn new evocations and tricks to help you succeed where others have failed.

Campaigner Path Features
Light Hoof (11th level):
You ignore difficult terrain and get a +1 bonus to your land speed.
Thundering Action (11th level): When you spend an action point to take an extra action, your attacks deal 1d6 extra thunder damage until the start of your next turn.
Sky Bound (16th level): You gain a fly speed of 8, but you must end each turn on solid ground or you float down at the end of your turn without taking damage.

Campaigner Evocations
Three-Thunder Assault
Campaigner Attack 11You direct your allies to assisting your attack.
Encounter
Free Action Close
burst 5
Trigger: You hit an enemy with a ranged attack or a charge attack.
Target: The enemy you hit
Effect: Two allies of your choice, within the burst, can charge the target.

Shock Trooper Campaigner Utility 12
Get in, attack, get out. This is the code by which you live.
At-will
Move Action Personal
Effect:
You shift 2 squares.

Hoofed Tornado Campaigner Attack 20
You whip up a sandstorm around you and strike with dangerous power.
Daily * Implement or Weapon, Thunder
Standard Action Close
burst 1
Target: Each enemy you can see in burst
Attack: Strength or Dexterity vs. Reflex
Hit: 3[W] (weapon) or 3d8 (implement) + the chosen ability modifier thunder damage and the target is knocked prone.
Effect: If you're a defender, each target is marked until the end of your next turn.
__If you're a striker, each target takes 2d8 extra damage if you hit or 2d8 damage if you miss.
__If you're a leader, each ally in the burst gains a +1 bonus to all defenses until the end of the encounter.
__If you're a controller, the targets are also slowed (save ends).
 
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Update Summary.
--

5/13 - Removed Horse Kick and Trample; Replaced with Combat Maneuvering and Quick Kick
- Added Swift Kick paragon feat.
- Added the Campaigner paragon path.
--
5/12 - Added Reactionary Shift feat.
 
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I actually kinda like the Quick Kick power that all the centaur monsters have. Granted, it would have to be changed into an encounter power, but an immediate reaction kick, perhaps that pushes or knocks the enemy prone, would be cool, and could be useful to any class (melee types for the advantages it provides, ranged types as a defensive ability).

What about speed 8? If the racial power isn't too special, then this would be pretty reasonable.
 


I actually kinda like the Quick Kick power that all the centaur monsters have. Granted, it would have to be changed into an encounter power, but an immediate reaction kick, perhaps that pushes or knocks the enemy prone, would be cool, and could be useful to any class (melee types for the advantages it provides, ranged types as a defensive ability).

What about speed 8? If the racial power isn't too special, then this would be pretty reasonable.
I would feel more comfortable including these as feats, since extra movement is a big thing in 4e and that racial power is okay, but rather than outright reflavor it, we can include it practically as is with a feat.

How's the extra space feature sit with you guys? I was trying to capture the obvious fact that centaurs are technically large, but I figured they're just small enough to take up 2 squares and this was the closest way I could get to word that. Also, it makes for an interesting dynamic, imho.
 
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If you want realistic information we are talking legend myth and D&D so this is limited in usefulness.

Humans have better acceleration and direction changing than most quadrupeds so that in a combat situation or chase involving direction changes we come out very well. Our stamina and heat tolerance also rocks when compared to the animal world but you know animal physical superiority has lots of myth behind it.

If you can give a boost to linear speed or second turn running or similar you might beable to make it very noticeable without being an innapropriate combat boost
 

How's the extra space feature sit with you guys? I was trying to capture the obvious fact that centaurs are technically large, but I figured they're just small enough to take up 2 squares and this was the closest way I could get to word that. Also, it makes for an interesting dynamic, imho.

I think it handles the obvious size difference in a very graceful way. I remember a 3.5 game where we used the size class of "Large" from the moster info. This, of course, led to many problems navigating dungeon corridors, and the ultimate, unexplained change of race for that character. I chalk that up to bad dm'ing... should have just been polymorphed into a newt!

...er... I meant Satyr.

As for the Horse Kick power, I'd have to agree with Mentat. I see problems abound when the PC is attacking with melee powers that need a weapon, and using his extra/mount space. That would be pretty terrible to explain, if ya know what I mean!
 


I'd suggest that the feat grants an attack power.

Horse Kick
Prerequisite:
Centaur race or Mounted Combat feat
Benefit: You threaten all squares adjacent to your mount or extra space. If you are a centaur, you can also make the following attack from your extra/mount space.

Mighty Buck
You buck out your rear legs violently to pound those near your hind quarters.
Encounter
Standard Action Melee
Targets: One or two enemies
Attack: Strength + 2 vs. Reflex or Dexterity + 2 vs. Reflex
Hit: 1d12 + Strength modifier damage
At 11th level, increase to +4 bonus and 2d12 + Strength modifier damage, and the target must make a Str v. Fort check to not be knocked prone.
At 21st level, increase to +6 bonus and 3d12 + Strength modifier damage, and the target must make a Str v. Fort check to not be pushed a number of squares equal to your Str modifier and knocked prone.
That is my idea. Change the damage value if you think it is too high. Also, perhaps the scaling power of the attack is idea for paragon abilities.

Enjoy!
 

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