EldritchWeaver
Well-known member
I'm trying my hand on the Bloodforge's decataur, which is basically a medium-sized centaur. Unfortunately, there are a number of abilities, I don't know how to add:
Some alternative traits:
Note that hooves, fast speed (45 ft.) and quadruped are just the usual modifiers in the race tab, so I don't how to start to replace them in the first place. Just in case, I provide them below. Also, as shepard is dependent on the availability of PoW, this should be invisible, if PoW isn't used. BTW, shepard is my own addition here, as the medic class obviously didn't exist. Which reminds, I've created a placeholder medic class, so I can at least finish the stuff depending on it.
I've tried to add all the FCBs as well, but I didn't figure out, how to make this one work:
I've attached what I've got so far. Any advice is appreciated.
- Careful Step (Ex): Decataur ignore movement and skill check penalties aused by difficult terrain (damaging terrain, such as lava, still harms them).
- Nature Magic (Su): Decataur are finely tuned to the druidic and shamanistic ways of nature. They increase their caster level for all druid and ranger spells by 1.
- Academic (Ex): Decataur value knowledge above most things. Choose 2 knowledge skills; these skills become class skills for you, and you enjoy a +2 racial bonus to checks made with them.
Some alternative traits:
- Natural Charger (Ex): Some decataur gain the ability to surge across the battlefield while retaining their grace and sense, they suffer no penalties to armor class while charging and deal an extra 1d6 damage. This racial trait replaces hooves.
- Heavy Frame (Ex): Some decataur have broader frames. They possess a 30 ft. base land speed and ignore movement speed reduction caused by armor or encumbrance. This replaces fast speed.
- Satyrkin (Ex): Some decataur aren’t quadruped, instead resembling satyr. These decataur are even more nimble than usual, gaining a +4 racial bonus on Acrobatics checks. This replaces quadruped.
- Tactician’s Reflexes (Ex): Some decataur are quick to grasp any situation and respond accordingly, these decataur lack the agility of hoof. They add their Intelligence modifier to their Initiative modifier in addition to their Dexterity modifier. This replaces careful step.
- Shepard (Su): Decataurs watch over their own and learn to fight as a herd. Medic and warder decataurs gain a bonus to their initiator level of +1 for the purpose of determining the effects of maneuvers or stances used. This replaces nature magic.
Note that hooves, fast speed (45 ft.) and quadruped are just the usual modifiers in the race tab, so I don't how to start to replace them in the first place. Just in case, I provide them below. Also, as shepard is dependent on the availability of PoW, this should be invisible, if PoW isn't used. BTW, shepard is my own addition here, as the medic class obviously didn't exist. Which reminds, I've created a placeholder medic class, so I can at least finish the stuff depending on it.
- Fast Speed: Decataur can move at an amazing pace. They have a base speed of 45 feet.
- Hooves (Ex): Decataur possess two hoof attacks that deal 1d4 damage each.
- Quadruped (Ex): Decataur are quadrupeds. This increases their carrying capacity for their Strength by x1.5 and increases their CMD vs. trip maneuvers by 4.
I've tried to add all the FCBs as well, but I didn't figure out, how to make this one work:
- Ranger: The ranger gains +1/5 of a new combat style feat.
I've attached what I've got so far. Any advice is appreciated.
