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==PC Stats== ===BD&D=== ::Ability Score Minimums/Maximums: Requires 9 [[Strength]] and 5 [[Constitution]]. All other scores have a base minimum of 3. All scores have a maximum of 18. ::Prime Ability Requisite: Strength. A centaur PC gains +5% EXP if their Str is 13+, and +10% if their Str is 16+. ::Natural Armor Class: AC 8 at level -1, AC 7 from level 0. ::Centaurs can achieve 8th level in both the [[Shaman]] sub-class and the [[Wizard|Wokani/Wicca]] sub-class. To become a shaman requires Int 13+ and Wis 10+, whilst to become a wicca requires Int 13+ and Wis 13+. In both classes, progressing requires Int 15+ and Wis 13+. A centaur can choose to progress in both the Shaman and Wokani/Wicca class by way of the [[Multiclassing|dual-classing]] mechanic; stopping their advancing in one and beginning advancing in the other. ::A centaur can strike with its hooves, inflicting 1d6 damage per hoof. ::A centaur wielding a lance can inflict double damage by charging, as if a mounted [[fighter]], but cannot use its hooves in the same round in which it does so. ::Centaurs require a special combination of human armor and horse barding to protect themselves. ::Centaurs may use magic items permitted to [[Fighter]]s. ::Centaurs make Saving Throws as per a [[Fighter]] of the same level. Centaur Racial Level Advancement Table ::Level -1: -4,000 EXP, 2d8 Hit Dice ::Level 0: 0 EXP, 4d8 Hit Dice ::Level 1: 4,000 ::Level 2: 12,000 EXP, 5d8 Hit Dice ::Level 3: 28,000 EXP, 6d8 Hit Dice ::Level 4: 60,000 EXP ::Level 5: 124,000 EXP, 7d8 Hit Dice ::Level 6: 250,000 EXP, 8d8 Hit Dice ::Level 7: 500,000 EXP ::Level 8: 800,000 EXP, 9d8 Hit Dice ::Level 9: 1,100,000 EXP, 10d8 Hit Dice ::Level 10: 1,400,000 EXP, 10d8+2 Hit Dice Subsequent levels cost +300,000 EXP and grant +2 HP. ===AD&D=== [[File:centaur MM 2e.png|thumb|250px]] ::Ability Score Minimum/Maximum: Strength 11/18, Dexterity 3/16, Constitution 11/18, Intelligence 3/16, Wisdom 4/18, Charisma 3/18 ::Ability Score Adjustments: +1 Constitution, +1 Wisdom, -2 Dexterity ::Class & Level Limits: [[Fighter]] 12, [[Ranger]] 10, [[Mage]] 12, [[Druid]] 14, [[Shaman]] 7, [[Bard]] 12 ::+4 hit points at 1st level :::Available [[Kits]]: Tribal Defender, Pit Fighter, Sellsword, Wild Protector, Hedge Wizard, Humanoid Scholar, Outlaw Mage, Shaman, Oracle, Wandering Mystic, Humanoid Bard (mandatory for Centaur Bards) :::[[Multiclassing]] Options: Fighter/Mage, Fighter/Thief, Ranger/Shaman :::Thieving Skill Adjustments: -10% Move Silently, -5% to Hide in Shadows and Read Languages ::Natural Armor Class: 5 ::Can make 3 melee attacks per round; once with weapon, twice with a forehoof (hooves do 1d6 damage). ::Centaurs armed with lances can Charge for double damage, but cannot attack with their hooves in that same round. ::Centaurs take damage as Large creatures. ::Centaurs have difficulty negotiating underground settings. ::Weapon Proficiencies: Composite Long Bow, Medium Horse Lance, Great Club ::Nonweapon Proficiencies: Animal Lore, Agriculture, Animal Noise, Armorer, Artistic Ability, Bowyer/Fletcher, Brewing, Drinking, Eating, Fishing, Hunting, Leatherworking, Natural Fighting, Running, Set Snares, Survival (Forests), Tracking, Weaving, Winemaking {{D&D2e-Races}} ===3e D&D=== [[File:centaur RoF.jpg|thumb|250px]] Amazingly, despite appearing in multiple different splatbooks for both 3.0 and 3.5, the Centaur maintained a singular set of stats across all of them. ::+8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom. ::Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. ::Space/Reach: 10 feet/5 feet. ::A centaur’s base land speed is 50 feet. ::Darkvision out to 60 feet. ::Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice; a base attack bonus of +4; and base saving throw bonuses of Fort +1, Ref +4, and Will +4. ::Racial Skills: A centaur’s monstrous humanoid levels give him skill points equal to 7 × (2 + Int modifier). His class skills are Listen, Move Silently, Spot, and Survival. ::Racial Feats: A centaur’s monstrous humanoid levels give him two feats. ::+3 natural armor bonus. ::Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling. ::Favored Class: Ranger. Centaur rangers often choose magical beasts or some variety of humanoid as their favored enemy. ::Level adjustment +2. ===Pathfinder=== Like virtually all OGL monsters, the only changes to centaur in [[Pathfinder]] were system wide changes (Monstrous Humanoid HD is now D10 and 4 + int skill points). Advanced Race Guide gave a [https://www.d20pfsrd.com/races/other-races/more-races/monstrous-races-21-30-rp/centaur/ centaur as an example of its race creation system]. Since they decided to keep the absurdly high stat adjustments it's power level is, by the book's own admission, unusable by player characters in normal campaign. Dreamscarred Press included Centaur as one of the monster classes they published. It's pretty much just 4 levels that give you all the stuff in the 3.5 example (except the level adjustment) with the PF RHD changes. ===5e D&D=== [[File:centaur 5e.jpg|thumb]] How to pull off a 5e centaur PC race was something that was debated on /tg/ every now and then; how should you handle the size issue? What effects should having a horse for legs have on getting around? Well, WoTC came up with surprisingly elegant solutions when they debuted a centaur in the [[Unearthed Arcana]] for May 2018. They even took the time to address the most unbalancing aspect of being a centaur in 3e, which was that your racial type not being standard Humanoid made you immune to a lot of common spells, a somewhat flawed design idea that was brought back for 5e. Unfortunately, because the design team persistently overvalues both natural weapons and Powerful Build, they're also a bit... bland. Not bad, per se, but uninspired. And because no positive effects target monstrosities but not humanoids, it's strictly a bad thing, though even ''that'' will barely come up, they don't even count as mounted for feats or the Cavalier archetype. That said, because of the ability to inflict what's effectively a crit on demand the amount of damage they can do, in theory, on a charge is almost stupidly high. At level one with 17 strength, with an average roll of 7 of a 2d6 weapon and +3 mod becomes 17 damage, enough to one shot a lot of things at level one or 1/6 of an ogre and an ''actual'' crit stacks with this to become out-and-out devastating. In an ideal situation of +5 mod, 12 damage,+5 magic bonus and a crit: your looking at '''58''' damage. While that is strictly speaking unlikely, there are rerolls for all those rolls, (champion crit extension, and great weapon fighting style rerolls of 1's and 2's) so it is far from impossible. All in all: Centaurs may be a one trick pony, but it can be one hell of a trick. ::Abilities: +2 Strength, +1 Wisdom ::Size: Medium ::Speed: 40 feet ::Vision: Normal ::Charge: You can make a charge attack by moving at least 20 feet towards a target and then hitting it with a melee attack in the same turn. If you hit with this charge attack, roll your weapon's damage dice twice and add the results together to determine how much damage you have inflicted. Once you have made a charge attack, you must complete a short rest or a long rest before you can make one again. ::Hooves: You possess hooves, which are a natural weapon that you have proficiency in. A hoof attack inflicts 1d6 + Str modifier Bludgeoning damage. ::Equine Build: You count as one size category larger to determine your capacity to carry, push and drag. However, when climbing, each foot of movement costs you +4 extra movement instead of the normal +1 foot. You can allow a creature of Medium or smaller size to ride on your back, but you still act independently when you have a rider. ::Survivor: You have Proficiency in the Survival skill. ::Hybrid Nature: You count as being both a Humanoid and a Monstrosity in terms of Creature Type, and thus can be affected by any game effect that specifically targets either of your types. They made a surprise reappearance in the Guildmaster's Guide to [[Ravnica]], acquiring an official writeup that was similar to, yet different from, the version presented in [[Unearthed Arcana]]: ::Ability Scores: Str +2; Wis +1 ::Size: Medium ::Speed: 40 ft. ::Age. Centaurs mature and age at about the same rate as humans. ::Alignment. Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral. ::Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium. ::Fey. Your creature type is fey, rather than humanoid. ::Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. ::Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ::Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. ::Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. ::Languages. You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces. You will note that this version of the centaur is far weaker. Charge is now basically pathetic and only grants you an additional 1d4 on a hit, even if it's no longer a short rest ability. ''Mordekainen's Monsters of the Multiverse'' would rewrite rules for many races following the paradigm introduced by ''Tasha's Cauldron of Everything'', and Centaurs would emerge largely unchanged except for their hooves being restored to 1d6 damage, making a bit less pathetic. If the official 5e centaur stats don't tickle your fancy, you could always try out the ones from the [[Midgard]] Heroes Handbook, which present their own take on the concept. ::Ability Score Increase: +2 Strength, +1 Wisdom ::Size: Large - but see Humanoid Torso ::Speed: 40 feet ::Type: Monstrosity ::Natural Attacks: You can make a single attack with your hooves, which you are considered Proficient in and which deal 2d6 Bludgeoning damage. ::Centaur Weapon Training: You have Proficiency with the Pike and the Longbow. ::Pike Charge: If you move at least 30 feet straight toward a target it and then hit it with a Pike attack on the same turn, the target takes an extra 3 (1d6) piercing damage, which increases to 6 (2d6) at level 6 and 9 (3d6) at level 11. You can only make one Pike Charge per turn, and can only make a number of Pike Charges per day eqal to your Constitution modifier (minimum of 1). You recover all uses of this ability when you complete a Long Rest. ::Humanoid Torso: Though you take up space as if you were a Large creature, you are still considered a Medium creature for purposes of weapons and armor. ::Quadruped: You have Disadvantage on Stealth checks and also suffer problems when dealing with architecture designed for humanoids, such as ladders and manholes. ::Self-Sufficient: You have Proficiency in the Medicine skill. [[Odyssey of the Dragonlords]] offers yet another alternative for the 5e centaur PC. Centaurs of Thylea are characterized as a proud race of nomadic warriors; hunter-gatherers with an emphasis on the ''hunter'' part, they are once of the major civilizations created by the titans, and whilst they're not at open war with the Mytrosians, they have never forgotten or forgiven the Dragonlords for how they fucked over their people during the First War, and they will happily trample the shit out of anyone stupid enough to try and build permanent settlements on their land. Whilst their egos are infamous - Thylean centaurs view themselves as the supreme race and are notorious for their vanity when it comes to their looks - and it's common knowledge that they become dangerous, belligerent and boorish when drunk, they're also renowned for their loyalty. Make a centaur friend, and they'll be your friend for life, and you can't find a truer adventuring companion. ::Ability Score Increase: +2 Strength, +1 Wisdom ::Size: Medium ::Speed: 40 feet ::Vision: Normal ::Charge: If you move 30 feet straight toward a target and then hit them with a melee attack on the same turn, the target takes an extra 1d6 damage from the first attack. ::Mountable: As a bonus action on your turn, you may allow a single willing ally within 5 feet of you to hitch a brief ride on your back. They are carried on your back until the end of your turn, at which point they must disembark within 5 feet of you. While being carried, your rider is not considered to be mounted and they are not vulnerable to attacks of opportunity. Your rider must be a bipedal creature of your size or smaller. ::Quadrapedal Stride: Climbing and manuevering in tight spaces count as difficult terrain for you. [[Ptolus]]'s version of the centaur meanwhile, is more customizable, like the [[Catfolk#Litorian|Litorian]]. ::Ability Score Increase: +2 to one ablity of your choice, +1 to one ablity of your choice ::Size: Large ::Speed: 50 feet ::Hooves: You can make an unarmed attack with your hooves dealing 2d6 bludgeoning damage. ::Athletic Hunter: You have proficiency in two skills of your choice. ::Languages: You can speak and read Aram and one other appropriate language. {{D&D5e-Races}}
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