Centaur as PC
Possible Concept | A young Centaur soldier, fresh from the Centaur-Bugbear border wars, has galloped off (deserted?) looking for a fresh start; he no longer has a forest to go home to. |
Hit Dice | d8 |
Abilities | CON +1; DEX +1; WIS -2 (no adjusted ability score can be >18 or <3) |
Armor & Weapons | Centaur PCs naturally have AC 7; a mail shirt or breastplate (they can’t wear both) increases AC by -2; a shield increases AC by -1; barding increases AC by -2. Centaurs cannot wear plate mail. Centaurs can utilize any weapon. |
Boon | Fast: Centaurs have a move rate of 180’ (150’ with barding); Dead-Eye: Centaurs are +1 to hit with missile weapons; Transportation: For short durations (a few turns), a Centaur can carry a man-sized rider (reduces speed by 30’) |
Bane | Impetuous: Centaurs are wild, emotional, and lustful; they are easily goaded into a fight or tempted; they save at -2 against charms and other mind-affecting spells; Clippity-Clop: Any party with a Centaur PC suffers a -1 penalty on surprise rolls indoors (dungeons, etc) due to the sound of hooves on flagstones; thus they only surprise opponents on a 1. |
XP | Level as Fighter (e.g., 2,000XP to hit 2nd level); no XP bonuses for ability scores |
Saves/Combat | Save and combat as a Fighter |
Weapon Damage | If using class-based variable weapon damage, Centaurs use the Fighter column |
DM Advice | Centaurs are wild and uninhibited; this can get them in trouble in “civilized” areas. They are often singled out for fights in human settlements, and they rarely back down. However, they are known as stout and brave warriors and can likely find a place in a mercenary squad or party of adventurers. Although most Centaurs prefer lush grasslands and dense forests, they are greedy by nature and will dungeon delve if the reward is high. Certain rare centaurs have druidical spells (DM discretion). |

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