CentaurHD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +2 | + 0 | Centaur body, Wild Path, +1 Str |
2 | + 2 | +3 | +3 | + 0 | Hooves, Wild Warrior, +1 Con |
3 | + 3 | +3 | +3 | + 1 | Growth, Wild Soul, +1 Str |
Skills:4+int modifier per level Its class skills are Diplomacy, Hide, Intimidate, Move silently, Jump, Balance, Listen, Survival, Swim and Spot.
Proficiencies:Simple weapons, one martial weapon of its choice, and longbows.
Features:Centaur body: The Centaur loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feet). A Centaur is a medium monstruous humanoid with base speed 50. A centaur's lower body is like an horse, wich allows the centaur to count as riding for benefitical purposes. For example, a centaur charging with a lance deals double damage. It also counts as a quadruped for carrying purposes. This also allows the centaur to count as having Mounted combat and maxed ranks in Ride for qualifying for feats and Prcs.
A centaur gains a bonus to his natural armor equal to his Con bonus.
Wild Path: The centaur is an incarnation of the wilderness, living off the land and facing the harshness of life head on. At first level they choose one of the following paths:
Charger: The centaur can leap trough hindrances to quickly reach the enemy. He can make a jump check during his charge as a swift action. If he does so, he leaps a total number of feets equal to the jump check at any point during his charge, ignoring any hard terrain and other obstacles in the zone where he jumped, as long as there's space for his body to fit trough. If there's a wall of any kind on his path, the centaur may atempt to break it as a free action whitout slowing down during the jump. The centaur adds his highest mental stat mod x 5 to this Jump check as he knows when it's best to jump.
Archer: The centaur can lose a quick volley of arrows instead of a single one as a standard action. This allows the centaur to attack multiple creatures with a ranged weapon, up to his highest Mental Stat modifier (minimum one extra target), and as long as each target is whitin 5 feet per HD of the other. So for example at first level the Centaur can only target adjacent oponents with this ability.
Khan: The centaur can push others to press onwards. Once per hour as a swift action, the Centaur can grant +2 Str, +2 Con, +10 to all speeds and -2 penalty to AC to one willing creature whitin view for a number of rounds equal to his highest Mental Stat mod (minimum 1). For every 5 HD of the centaur, this bonus is doubled (+4 Str, +4 Con, +20 to all speeds at 5 HD, +6 Str, +6 Con, +30 to all speeds at 10 HD, ect).
Outrunner: The centaur can double all his movement speeds for 1 round, 1/hour per HD as a free action. He also gains a bonus to AC and to attack rolls equal to his highest Mental Stat when using this ability.
Ability increase:The centaur gains +1 to Str at 1st and 3rd level and +1 Con at 2nd level of this class, for a total of +2 Str and +1 Con at third level.
Hooves:At second level the centaur gains two natural hooves attacks dealing 1d4+1/2 str damage each. When full attacking, it may use both hooves as secondary attacks with a -5 penalty each, but no penalty on the primary attack.
Wild Warrior: At second level the chosen path of the centaur keeps improving:
Charger: When performing a charge, the centaur may choose to attack with both hooves instead of a single attack. If it hits with either one, then the oponent must make a reflex save with DC 10+1/2HD+ Str mod or be tripped. Flying oponents are kicked down to the ground, droping 10 feet for each point they failed the save. If the oponent is tripped/knocked down, the centaur may choose to keep moving forward whitout provoking any attacks of oportunity from the run, up to his max charge range. If there appears a new oponent on the way, the centaur may attack with it with both hooves again, inflicting tripping as before.
If the centaur hits with both hooves, the Reflex save DC is 10+HD+Str mod+Highest Mental Stat mod instead.
Archer: When making a ranged attack with a bow, the centaur may take a penalty to attacks up to his Bab, and add double the penalty he took as a bonus on the damage roll. Both penalty and bonus last for 1 round. In addition the centaur's arrows now ignore adverse wind conditions, even magic ones like Wind Wall, and any bows he wields gain a bonus range of (5x Highest Mental Stat mod) feets.
Khan: As an immediate action, the centaur may shout to an ally whitin sight to re-roll a Failed Save, critical hit confirmation, or damage roll.
At 9 HD, the ally adds the centaur's highest mental stat mod to the re-roll.
At 16 HD, the centaur may allow an ally to re-roll one Attack roll, Miss chance or Random table effect instead. Only the re-rolled attack gains a bonus equal to the Highest Mental Stat mod of the centaur.
Outrunner: The Centaur may move up to twice his base speed in a straight line as a fullround action, not provoking attacks of oportunity for this movement. During this movement, he may perform melee attacks at any moment against any enemies whitin reach. Only one attack per enemy, and the centaur may only attack a total number of enemies up to his highest mental stat mod. The centaur counts as charging when using this ability for purposes of other abilities that would grant a bonus while charging.
Wild Soul: At third level, the centaur further advances his chosen path
Charger: As a fullround action, you can stomp in the ground creating a spheric shockwave with a 5 feet radius for each 3 HD that deals 1d6 damage per HD and stuns all enemies caught inside it (you can choose not to affect allies). A Fort save with DC 10+1/2HD+Fort modifier reduces the damage by half and negates the stun. If you have a magic weapon, you can use it to slam the ground, in wich case you add any of the weapon enanchments to the damage dealt, plus you can trigger any of the weapon's special bilities on those hit by your shockwave. Any bonus to attack rolls from the weapon is transfered to the save DC.
Once used, you must wait (10-Highest Mental Stat mod) rounds before being able to use this again, minimum 1 round. If you do have a Mental Stat with a modifier of 10+, then you can add the diference to the DC of the save. If you're airborn, you can instead release a mighty battlecry to produce the same effect.
At 7 HD the centaur can use this as a standard action, and oponents cannot react to it with immediate/free actions.
At 11 HD as a move action, and even oponents immune to stun can be affected, but they gain a +5 bonus on the save.
At 15 HD as a swift action, and 1/hour you can produce a Disintregate effect with CL equal to your HD, save DC equal to 10+1/2HD+Str mod on any point inside the affected area. Anything destroyed by this is shattered in pieces instead of reduced to dust.
At 19 HD as an immediate action, and 1/day you can produce a Mormekdain's Disjuction effect on oponents inside the affected area, save DC 10+1/2HD+Str mod, except that magic items failing the save are simply supressed for 1d4 rounds instead of destroyed.
Archer: As a fullround action a number of times per hour equal to his highest mental stat mod, the centaur can perform a Wind Shot, firing a single arrow from a longbow with all normal bonus, except that this attack has no range limit or range increment penalty. If the centaur can see it, he can shoot it with a longbow.
At 7 HD, the centaur may use Wind Shot as an attack action, and he ignores any special defenses that only work against ranged attacks/projectiles/arrows.
At 11 HD, 1/hour, the centaur may grant any arrows he fires an enanchment bonus equal to 1/4 his HD for 1 round as a swift action. He can only grant a bonus on attack and damage rolls up to +5, but he can grant other special abilities like flaming and holy. Remember that the same enanchments on bow and arrows don't stack, but diferent ones do.
At 15 HD, 1/hour as a swift action, the centaur may cause any arrow he fires to act as a Slaying arrow, Screaming Bolt or Sleep arrow, except the DC of those projectiles will be 10+1/2HD+Dex modifier instead of the normal one. Depending on the books allowed, the centaur may swap one of this options to replicate another kind of special projectile, pending DM aproval.
At 19 HD, the centaur adds his highest Mental Stat mod to longbow attack and damage rolls.
Khan: As a swift action 1/hour, the centaur may release a rallyng cry that grants all allies (including the centaur himself) whitin a radius of 5 feet per HD a bonus on movement speeds equal to (5x Highest Mental Stat mod) feets and a bonus on attack rolls equal to half his highest Mental Stat mod (minimum +1) for 1 round.
In addition, if the centaur multiclasses for a druid or any spontaneous casting class, he can count his centaur levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a centaur 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however. He would get the familiar ability, but centaur levels wouldn't count for it.
At 8 HD the centaur can choose to allow his rallied allies to add half his highest Mental Stat mod to either damage rolls, skill checks or ability checks when the rallying cry is used.
At 13 HD the centaur can create a blood link with a number of creatures equal to his highest mental stat mod in a 1-hour ritual. Any non-instaneous magic buff casted on the centaur is instantly replicated on all the other blood linked.
At 18 HD the benefits of the rallying cry becomes permanent for allies inside the radius whitout need of any actions from the centaur (he must still choose each turn one of the options from the 7 HD ability). If the centaur releases an actual rallyng cry as a swift action, the bonus are doubled.
Outrunner: A number of rounds per hour equal to his highest Mental Stat mod, the centaur can act as under a Freedom of Movement effect. Activating this ability takes no actual action on the part of the centaur but can only be started at the begginning of his turn, and he can divide the total number of uses during several turns.
At 7 HD this works as a permanent Freedom of Movement effect, and the centaur may now produce an Air Walk effect on himself a number of rounds per hour equal to his highest Mental Stat mod, except that he cannot stand still in the middle of the air. This isn't the centaur actually flying, but running so fast that he takes to the skies.
At 11 HD the Air Walk effect also becomes permanent (but still can't stand still in the air), and a number of times per day equal to his highest Mental Stat mod the centaur can run so fast he breaks the dimensional barriers, producing a Plane Shift effect on himself. He can bring other creatures with him provided they are either riding him or can keep up at least with his base speed.
At 15 HD the centaur refreshes his Plane Shift runs every hour, and can now a number of times per day equal to his Highest Mental Stat mod move instantly to a point he can see as a swift action, as long as he has line of effect.
At 19 the centaur can use his instant move as an immediate action, and a number of times per day equal to his highest Mental Stat mod he can produce a Time Stop effect on himself. He must spend at least a move action moving every round of this Time Stop. He can also act normally when others cast Time Stop. You can't outrun him!
Growth:At third level the centaur grows one size category (notice it is a long creature).
New FeatsExpanding Path [Racial]Prerequisites:3 levels of the centaur class.
Benefit: You gain one centaur Wild Path choice that you still don't have.
Special: You may select this feat multiple times. Its effects stack. Each time you choose a different Wild Path.
Talented Warrior [Racial]Prerequisites:3 levels of the centaur class, Expanding Path
Benefit: You gain the centaur Wild Warrior option corresponding to the one you gained from Expanding Path. If you took Expanding Path more than once, you still only gain the benefit for one.
Special: You may select this feat multiple times. Its effects stack. Each time you choose a different Expanding Path to improve.
Strong Soul [Racial]Prerequisites:3 levels of the centaur class, Talented Warrior
Benefit: You gain the centaur Wild Soul option corresponding to the one you gained from Talented Warrior. If you took Talented Warrior more than once, you still only gain the benefit for one.
Special: You may select this feat multiple times. Its effects stack. Each time you choose a different Talented Warrior to improve.
Comments:
New take on the centaur, focusing on the "wise creature of the wilds aspect".
Since I couldn't decide if the centaur was suposed to be a tribal charger or a running archer, ended up leting the player decide by giving four paths and leting the player mix them around.
Charger is the "Hit them in the face!" type, Archer is focused on ranged combat, Khan is a leader/shaman hybrid and the outrunner focus on mobility.
If you take all three levels, the paths will keep improving to quite powerfull effects. But hopefully not too powerfull for a 3 level creature. Khan path also grants spellcasting synergy, so doesn't scale as much as the others.
Besides that, the centaur has excellent base speed, average Bab and skills, two good saves, just long growth that isn't really as good as tall growth (but still good), and minor ability score bonus to support his paths.
You may notice I made most of the abilities dependant on the highest Mental Stat score. That's because in mythology centaurs are depicted as wise, smartass or as really proud but simple-thinking dudes depending on the story, so again I let the players pick wichever of these they want. Either way, centaurs should never be dumb brutes.
So if you want to play an human/horse hybrid that symbolizes the freedom aspect of nature, the centaur's for you!