Homebrew Race: Bauravin (small, playable centaurs)


Homebrew and House Rules

Silver Crusade

Personality: Many races take the Bauravin's love of fighting to mean they are a crude and violent race. However they are neither, and have a rich culture. For a Bauravin the battle is a place to prove one’s skill.

Physical Description: The Bauravin have the top half of a dwarf and the bottom half of a small shaggy pony. Their hair is often dense and curly, usually brown or black. However red hair is rather common as well. Blond is very rare, however is considered a great mark of beauty, especially when combined with Palomino coloration on the pony half. Eye colour ranges from normal humanoid, to very exotic in hue. Both males and females are very hairy.
Their ears are equine in nature, and highly mobile.

Relations: Despite their love of fighting, Bauravin are very easy to get along with. Battle for them is more of a proving ground, and can be made all the better by sharing ale with your opponent afterwards.

Alignment and Religion: They can be of any Alignment however most are variants of Chaotic., many of them are very fond of worshiping Kurgess. Aside from this they have a very animist and shamanistic religion, many of their people are druids. Warriors and Barbarians are common, Paladins are not that common due to the temperamental natures of the Bauravin.

Adventurers: Adventure means battle, and a proof of strength. Adventuring is a great way of displaying strength, because of this many Bauravin adventure.
Bauravin Racial Traits
+2 Constitution, +2 Strength, -4 Wisdom: Small and sturdy, Bauravin are also exceedingly stubborn, and often lack any form of common sense.

Small size: Bauravin are small creatures

Very Fast Speed: Bauravin have a base land speed of 60 feet.

Hill Fighter: Bauravin may run or charge downhill on a steep slope (moving up to base speed) without making an Acrobatics check to avoid stumbling but if they travel farther than this distance, the normal rules for steep slopes apply.

Natural Weapons: Kick (hooves), cause one d6 damage.

Keen Senses: Bauravin gain a +2 competence bonus on Perception checks and gains low-light vision.

Weapon Proficiencies: Clubs, axes, bows, crossbow, warhammer, swords, daggers, glaive are considered racial weapons for Bauravin.

Own Mount: Bauravin, being four legged and horse like, have no need of a mount.

Sturdy: Bauravin can carry heavy loads without becoming encumbered.

Languages: Baurav, Common, Horse


Uh, was +2 Strength intentional? It would be first playable small race with Strength bonus instead of penalty. I know that one shouldn't judge others by size but having a miniature dwarf pony that is 1 yard high and probably as long so strong is, er, strange.

Hooves with their 1d6 damage are quite strong for a natural attack of a small creature.

Own Mount as written is meaningless and shouldn't be placed in racial traits.

This definitely counts as powerful race with their ability score adjustments, extreme speed for a player race and proficiency in large section of martial weapons.

Silver Crusade

If you've ever been around a shetland pony, you'll know where they got their strength from. Strength for size it is the strongest equine around.
" It can pull twice its own weight under circumstances where a draft horse can only pull approximately half its own weight, as well as many being able to carry up to 9 stone – 130 pounds (59 kg)."

And if you've ever been kicked by anything with hooves, you'll know that it hurts like a b##&$.


Very Fast Speed: Bauravin have a base land speed of 60 feet.

May be too fast

Grand Lodge

In 2E these were called Dorvesh.

(Not that that matters)

--(Elves were Zebranaur & Halflings, er, were called Ha'ponies.)--


Keep in mind that Small creatures are about half as tall as a medium creature, total. Dwarves are Medium creatures to begin with, and unless their pony half is positively miniscule, you could probably pit them as Medium creatures with little problem.

Don't forget to explicitly state they are Quadrupeds- this has rules implications (increased load carrying, bonus against Trips and Bull Rushes).

The attributes look really, really odd. A bonus to two physical scores and a penalty to mental attributes looks oddly loaded, and if they are based on Dwarves (with a bonus to wisdom), having a huge penalty to Wisdom seems kind of out-of-the-blue. Does the average member of this race really have only a 6 for Wisdom? (especially with such an enlightened, convivial approach to conflict?)

Quadrupeds automatically gain a premium rate on carrying/dragging things with a "normal" Strength score. Think about how much you want them to pull/carry and look up their statistical rate- they may not need the Strength score increase, but maybe they will.

Remember that you can have them be shorter than your average Medium creature and call them Medium (long) creatures. You can then call their need for Small-sized weapons and armor a drawback.

Since they are quadrupeds, they probably need to use armor made specially for them (looking like normal armor crossed with animal barding). You probably don't need to modify cost or stats, just note that the only armor they can "share" with other races easily are shields.

60 feet is comparable to a zippy Monk, and really, really odd for a Small creature. You could reasonably tack them at 30 for most purposes, and let them get a bonus on straight-line movement like Charges, Run Actions and Overland Movement. Honestly, their turning and the like is probably going to be a bit awkward as centaurs, so a reduced combat speed is probably fluff-justified as well.

Being their own mount means that a few classes will essentially shaft them with some of the side benefits. A DM will probably let them take a feat or something else in place of a special mount.

Hill fighter looks a bit unclear- what is the distance they can travel before they need to make an Acrobatics check? If they are Running or Charging, how do they move farther than that and force a check?

(I apologize if this seems overly harsh- it is a very interesting concept that I like very much)


Mystic_Snowfang wrote:

If you've ever been around a shetland pony, you'll know where they got their strength from. Strength for size it is the strongest equine around.

" It can pull twice its own weight under circumstances where a draft horse can only pull approximately half its own weight, as well as many being able to carry up to 9 stone – 130 pounds (59 kg)."

And if you've ever been kicked by anything with hooves, you'll know that it hurts like a b+@@#.

I would hardly call a Shetland Pony small. The strenght bonus seems odd for a small race, and the fact that they are half dwarf and half pony I would put them at Medium with a 40ft Movement.

Silver Crusade

Parka wrote:
Keep in mind that Small creatures are about half as tall as a medium creature, total. Dwarves are Medium creatures to begin with, and unless their pony half is positively miniscule, you could probably pit them as Medium creatures with little problem.

Fixed that

Parka wrote:
Don't forget to explicitly state they are Quadrupeds- this has rules implications (increased load carrying, bonus against Trips and Bull Rushes).

Could you point me towards them please? This is my first homebrew race

Parka wrote:
The attributes look really, really odd. A bonus to two physical scores and a penalty to mental attributes looks oddly loaded, and if they are based on Dwarves (with a bonus to wisdom), having a huge penalty to Wisdom seems kind of out-of-the-blue. Does the average member of this race really have only a 6 for Wisdom? (especially with such an enlightened, convivial approach to conflict?)

I've based their penalty to wisdom more on a shetland pony's typical personality. They're know for being exceedingly stubborn, cheeky and often bratty.

Parka wrote:
Quadrupeds automatically gain a premium rate on carrying/dragging things with a "normal" Strength score. Think about how much you want them to pull/carry and look up their statistical rate- they may not need the Strength score increase, but maybe they will.

Once again, I think that due to a shetland's fame for strength at carrying and pulling that a strength bonus is needed.

Parka wrote:
Remember that you can have them be shorter than your average Medium creature and call them Medium (long) creatures. You can then call their need for Small-sized weapons and armor a drawback.

I did not know that

Parka wrote:
Since they are quadrupeds, they probably need to use armor made specially for them (looking like normal armor crossed with animal barding). You probably don't need to modify cost or stats, just note that the only armor they can "share" with other races easily are shields.

okay, good point

Parka wrote:
60 feet is comparable to a zippy Monk, and really, really odd for a Small creature. You could reasonably tack them at 30 for most purposes, and let them get a bonus on straight-line movement like Charges, Run Actions and Overland Movement. Honestly, their turning and the like is probably going to be a bit awkward as centaurs, so a reduced combat speed is probably fluff-justified as well.

Changed that

Parka wrote:


Being their own mount means that a few classes will essentially shaft them with some of the side benefits. A DM will probably let them take a feat or something else in place of a special mount.

Or find the right feat for them to come with. Because for them to ride a mount would just look... odd.

Parka wrote:
Hill fighter looks a bit unclear- what is the distance they can travel before they need to make an Acrobatics check? If they are Running or Charging, how do they move farther than that and force a check?

I'm not sure really sure. The link to the feat is [url=http://www.d20pfsrd.com/traits/combat-traits/hill-fighter]here[/ulr]

QUOTE="Parka"](I apologize if this seems overly harsh- it is a very interesting concept that I like very much)

No problem, you were quite constructive in your criticism, I'm fine with criticism so long as it's polite and constructive.


Well, I will be blasted if I can find the reference to Quadrupeds for bull rushing. It does mention under the Trip maneuver in the combat section that you get a +2 bonus for each additional leg, though.

As far as quadrupeds and carrying capacity, it's a note in the "Additional Rules" section, under Encumbrance.

Pathfinder PRD wrote:
Quadrupeds can carry heavier loads than bipeds can. Multiply the values corresponding to the creature's Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine ×1/4, Diminutive ×1/2, Tiny ×3/4, Small ×1, Medium ×1-1/2, Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24.

So if it were a Medium (long) creature with a strength of 10, its heavy load would be 150 pounds of gear (the +2 strength takes it up to 195). It could drag about five times that (750 lbs or 950 lbs) under "average" conditions, more with something to help it. Given the above quote on the Shetland Pony's capability, it might be sufficient to drop from a Strength bonus to a variant on the Dwarven "Slow and Steady" ability, or giving them a better rate on speed reductions than normal (that might be too long an finicky, though- the first option is probably simpler).

When it comes to attribute bonuses, Pathfinder generally follows two courses- one physical boost, one mental boost, and one penalty (to either category); if it is related to humans, it gets +2 to one ability score of its choice. This isn't always balanced for every type of character, but having the attributes skewed so much into either category can set off warning lights for some GMs that the race is meant more for making a super (insert problem class here) than as a really dynamic race. Clearly you aren't trying to do that, but it's a useful thing to know when you want to make races.

Also, if you are wanting to make many of them Druids, a penalty to Wisdom is harsh on them- a -4 penalty to Wisdom even more so.

Silver Crusade

Parka wrote:


Also, if you are wanting to make many of them Druids, a penalty to Wisdom is harsh on them- a -4 penalty to Wisdom even more so.

Okay, I'm still looking for a way to point out their g%$*%+ned willful recalcitrant uncompromising perversely contrary bloody-minded pig headed stubbornness. That's why I gave them a -4 to wisdom. It wouldn't fit on Charasima, since they do tend to be very friendly, if a bit argumentative. Then again, a good argument, devolving into a rowdy bar brawl is a great way to bond with friends. Maybe if I changed their favoured class to something else (not sure what though). Or perhaps they're druids, despite not being very good at it, and they're too godsdammend stubborn to try anything else.


Honestly, attributes have little to do with how you handle your character roleplaying-wise. I can picture a stubborn, pig-headed person being excellent on their will saves against Enchantment effects because they're too recalcitrant to change their minds about anything- which is contradictory to having a low Wisdom (and therefore Will save).

Even though attribute penalties are usually explained in terms of racial personality tendencies, they honestly have little effect on them. They really only affect skills and stats. As an example in terms of the US, a stubborn Texan, liberal Californian, and brusque metropolitan New Yorker don't have different attribute penalties- they're all humans being roleplayed differently.


Mystic_Snowfang wrote:
Parka wrote:


Also, if you are wanting to make many of them Druids, a penalty to Wisdom is harsh on them- a -4 penalty to Wisdom even more so.

Okay, I'm still looking for a way to point out their g*%~*$ned willful recalcitrant uncompromising perversely contrary bloody-minded pig headed stubbornness. That's why I gave them a -4 to wisdom. It wouldn't fit on Charasima, since they do tend to be very friendly, if a bit argumentative. Then again, a good argument, devolving into a rowdy bar brawl is a great way to bond with friends. Maybe if I changed their favoured class to something else (not sure what though). Or perhaps they're druids, despite not being very good at it, and they're too godsdammend stubborn to try anything else.

Why not do this: Give them +2 str from the pony half, and +2 wisdom from the dwarven half (which makes sense to me, since the torso and head is based off of a dwarf.). Then just give them -2 to cha or int. Cha would fall in line with the dwarf.

If I adapted these to my game I'd make it look like this personally.

Bauravin

Medium (0 RP)

+2 Str, +2 Wis, -2 Cha (0 RP)

40 speed (0 RP)

Own Mount (1 RP) - Just as yours. 1 RP seems fair to me. 2 max.

Stubborn (1 RP): (You said they were stubborn!)
Members of this race gain a +2 racial bonus
on Will saving throws to resist spells and spell-like abilities
of the enchantment (charm) and enchantment (compulsion) subschools.
In addition, if a member of this race fails such a save, it receives
another save 1 round later to prematurely end the effect (assuming
the spell or spell-like ability has a duration greater than 1
round). This second save is made at the same DC as the first.
If the member of the race has a similar ability from another
source (such as a rogue’s slippery mind class feature), it can
only use one of these abilities per round, but can try

Low-Light Vision (1 RP):
Members of this race can see twice as far as a race with
normal vision in conditions of dim light.

Skill Bonus - Perception (2 RP):
Pick a single skill. Members of this race gain a +2 racial bonus on
skill checks made with this skill. Alternatively, pick two related
skills—each member of this race must choose between gaining a +1 bonus
to one of these two skills during character creation. Special: This ability
can be taken up to three times. Each time it is taken, choose a

Hoofed (1 RP):
Members of this race have hooves instead of feet. They can wear
horseshoes in their feet slot, but cannot wear boots,
shoes, sandals or other such traditional footwear.

Natural Attack (2 Hooves 1d4) (1 RP) Pick one of the following natural
attacks: gore, hoof (if the
race has hooves), slam, talons, or wings (if the race has
flight). Members of this race receive one natural attack
of the chosen type. Gore, slam, and talons are primary
natural attacks, while hoof and wings are secondary
natural attacks. The damage is based on the creature’s size
(see Bestiary, page 301). Special: This ability can be taken
multiple times. Each time, pick a different natural attack.

Quadruped (2 RP):
Members of this race possess four legs and
two arms, granting them a +4 racial bonus to CMD against
trip attempts and a +10 feet bonus to their base speed. In
addition, members of this race use weapons and armor as
if they were Small (instead of Medium (changed from medium
instead of large, but with a dwarf torso I can see medium weapons.).
The number of legs can be increased by 2 for each additional 1 RP
spent. Each such increase grants an additional +4 racial bonus to
CMD against trip attempts, but no other bonus.

Weapon Familiarity (1 RP): (Bows, Great Axe)
Choose up to two weapons, or one weapon and a racial
weapon group. When choosing a racial weapon group, you
must choose a group that includes the same name as one
of your subtypes. Members of this race are proficient with
those weapons. For the purposes of weapon familiarity,
all bows are considered one weapon. Special: This ability
can be taken up to two times. The second time it is taken,
the race becomes proficient with another two weapons or
one weapon and a racial weapon group.

Total: 10 RP

Only thing I didnt fit in is the Hill Fighter.

Also, If I wanted em to move faster I'd take out stubborn
(which I know you didn't have anyway) and add:
Fast (1 RP)
Members of this race gain a +10 ft. bonus to their base
speed. Special: This ability can be taken more than once.
Its effects stack.

Silver Crusade

I'd go with the int penalty, since they are quite friendly... in their own odd way. I'd also take out the low light vision, since dwarves gained that from being subterranean.


Yeah, I was thinking about that on my way to work just after replying to this- Int penalty seems to be in-line with a culture of stubborn people, not having patience for more technical things. It also makes for one fewer "Charisma Dump" race, which is a personal quibble I have with a ton of the extra races out there.

I do not know what the "RP" count is for... is there some sort of codification of racial design going on besides VoodooMike's items? Also, why would hooves be considered an advantage outside of eligibility for a secondary attack?


Parka wrote:

Yeah, I was thinking about that on my way to work just after replying to this- Int penalty seems to be in-line with a culture of stubborn people, not having patience for more technical things. It also makes for one fewer "Charisma Dump" race, which is a personal quibble I have with a ton of the extra races out there.

I do not know what the "RP" count is for... is there some sort of codification of racial design going on besides VoodooMike's items? Also, why would hooves be considered an advantage outside of eligibility for a secondary attack?

Sorry I didn't clarify, I was going by the Advanced Race Guide playtest.

Also, I agree about the hooves. Unless you can maybe enhance horse shoes or something lol. I have Never looked into it though. Still it doesn't make sense to have to pay for it. It's not like hooves are a great option for natural attacks.


Yeah, when I looked up natural attacks to help someone design a monster, hoof attacks are always secondary unless the creature can't do anything else. Since they can punch, and a horse can bite, that leaves very little.

I was sure there were only 2 magical horseshoes, and a ton more boots... so it's really odd. You're not even immune to caltrops...

Silver Crusade

Also, is there another way to make them being stubborn less of an advantage?


Mystic_Snowfang wrote:
Also, is there another way to make them being stubborn less of an advantage?

If their spirit is stubborn too, they might not be able to voluntarily auto-fail the save on any spell. This is really hard to deal with though, since every healing spell or buff suddenly has a chance for failure, and the chance of failure improves with every bonus they get to resist enemy spells. Even things like potions may have no effect on them, and that's just harsh.

You could make them have to spend an action to voluntarily submit themselves to spells from allies that round, but that's still really, really harsh, and only gets worse as you go on.

Silver Crusade

I was thinking of them taking hits to diplomacy because... while they're friendly they're not diplomatic.
For one of their people "whoever yells the loudest is right" and arguing is a national passtime.


Mystic_Snowfang wrote:

I was thinking of them taking hits to diplomacy because... while they're friendly they're not diplomatic.

For one of their people "whoever yells the loudest is right" and arguing is a national passtime.

Stubborn: Bauravin are stubborn and tend to stick with their first idea or impulse, refusing to sway or consider other options. If a Bauravin ever fails a skill check when attempting a task, repeated attempts at the same application of that skill for that task are at a -2 (or -4, or whatever) penalty.

You could possible make the penalty cumulative but that might be to harsh.

Basic Examples.

Diplomacy: The Bauravin makes his arguments and presents his case. If that doesn't work he's to stubborn to try to rephrase it or use more tack or trying to see things from the others point of view. All he does it keep repeating his same argument.

Disable Device: If his first attempt fails to pick the lock he just keeps trying the same tools over and over getting frustrated rather than switching to a different type of pick or trying to get at the latching mechanism from a different angle.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Homebrew Race: Bauravin (small, playable centaurs) All Messageboards

Want to post a reply? Sign in.