Wyrms & Warrens - Centaurs
At the request of one of my players, a new PC race for Wyrms & Warrens:
Centaur
Ability
Score Modifiers: CON +1, WIS -1
Experience
Cost: 2
times the standard XP to advance each level.
The
typical centaur appears human through the waist and upper body,
springing from the shoulders and lower body of a horse, though zebra,
goat and cervid morphology is not unheard of. A centaur can move as
fast as a horse and carry as much weight, though when undertaking
actions with the human portion of their bodies they gain no special
strength advantage.
They
also gain one of the following abilities:
Paragon
– Like Chiron, these centaurs are among the best of their kind,
superior even to most humans in their grasp of the arts and sciences.
Centaur Paragons lack the WIS -1 penalty and instead gain an INT +1
or WIS +1 bonus.
Charger
– Having seen many scuffle, centaurs of this sort have become
superior in combat, able to wield a melee attack per round with their
front hooves, doing 1d6+1 damage on a successful hit. This attacks
comes in addition to those made with conventional weapons.
Lout
– Weakness to strong drink is a tragically common affliction among
centaurs. However, for some, the imbibing of alcohol facilitates a
legendary capacity for destructive and poorly thought out acts.
After heavily drinking (at least two gallons of alcohol), these
centaurs gain
+5 on
any roll which involves damage to property, or is ill advised given
the laws and social norms of the area. This effect lasts for about
an hour, and leads to morose feelings which prevent it's reuse for
the next week.
Companion
– You
find you work well with the two-foots. Any humanoid you form a
special bond of friendship may ride yourback and work in excellent
concert with you. In battle this grants you and your companion each
+1
to
attack
and damage when together. For
rolls not directly involving causing harm, instead gain +5
if
there is a reasonable way you could both work together.
Sign
& Portents
– The
world is full of mysterious forces and the hints of things to come.
The incredulous joke that you're a superstitious grumbler, forever
jumping at shadows. The joke will be on them though when next the
unseasonal smell of petrichor presages an ambush, as you know it
must.
Gain a
+2
to any save in
a situation you have expressed
trepidation over. The
bonus arises if you have pointed
out the subtle omens (real
or imagined) ahead
of time, and
functions even
if the exact
danger provese other than you suspected.
Sylvan
Hunters
– You
originate among the wild dwelling centaurs, a people adept with bow
and spear. When using spears or any bows except crossbows, you gain
+1 to attack and damage rolls.
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