I got the idea for this when I saw a picture that latched onto my brain and wouldn't let go. It was first horrifying, then tantalizing. I can't help but create The Majestic Mantaur in a campaign setting.
All I have so far is
He is the only one of his kind. His mother was a Human; a normal girl living a normal life, who meets a dashing Centaur one day during a trek into the mountains. She had heard of these majestic creatures since her childhood, but having never seen one before was entranced by his beauty and wonder. After a lot of vague backstory, she soon found she was pregnant, and worried heavily as she wasn't sure how she could manage pushing a horse out of her. Together they sought the local soothsayer and were soothed to hear there was nothing to fear, that her human side would balance the Centaur side. Unbeknownst to them, the soothsayer detest interspecies diluting. She performed a ritual to not only guarantee that the centaur's whore not survive, but to have the bastard child be a warning to all others who would dare defile Human Sanctity. She died upon giving birth to this monstrosity of a creature none had ever laid eyes upon before; having the semblance of a body on top of another body, the village folk could only look at horror at what had come out of the poor woman. Banished, his father raised him in the wilderness, to live life as a nomad, as his father had and his father before him.
Blah blah blah anyway I figure that due to anatomy and the fact that his father is his only role model, he walks on 4 limbs and uses 2 to do stuff, but like Tarzan, he is capable of more than his furry family. I'm not sure how to put that trait-wise, but I figure when I'm on two legs and using 4 hands, the DM gives me a -2 on some things. I also imagine that the extra limbs would be great for a grappler, but I'm looking purely for critiques on the one-man "Race" itself.
I used the Centaur template provided by our glorious leaders at Paizo and removed some bits and pieces like Darkvision, Fast (Quadraped already gives +10, another is too silly), Natural Armor (it's just skin), and all the stat bonuses. I also through in some mountain stuff since he lived away from the city, Multiarmed for obvious reasons, and Human Heritage for some reason.
Please leave me any questions, comments, complaints, or concerns.
It is a play on Centaur, not Minotaur. That's why he has the torso of a man and the lower body of another man. Also note how the Centaur and Mantaur have the same number of limbs.
I'm not sure if the work has been done or if there is a better place to ask this. I've been looking for both but came up empty handed.
The Majestic Mantaur
Does anyone have any ideas on what the stats and other racials would be for the majestic Mantaur: Half man, half another man? I feel like he would have bonuses to Str and Dex with a minus to Cha, some kind of drawback like making an Acrobatics check whenever he stands on his hind legs, the ability to gain the Multiweapon Fighting feat, etc.
So I know that the Goblin has racial modifiers of STR-2, DEX+4, CHA-2. The Overesized Goblin template uses STR+2, DEX+2, CHA-2, and the Mutant Goblin template also replaces the mods with STR+4 and INT-2.
Is there a precedence for applying both templates for a PC that would generally be allowed (subject to DM approval, of course)?
Thank you everyone. I think I'm beginning to understand this a little better.
One more thing though: I know having 4 arms to fire two two-handed weapons is a no go, but could I instead hold two two-handed weapons and fire one, then next round reload it and fire the other, without switching out/dropping any weapons? Or hold 4 one-handed firearms and fire all four single shots if I have 4 attacks with the appropriate BAB/TWF Feats?
So if I have two claws and a bite, could I take an extra arm with a claw and do three claw attacks? Would that be a legal yet rule-manipulative way to do things?
In the Monster Codex for Goblins, at the bottom of the page there is an entry for making Mutant Goblins. One such goblin can have a number of mutations, including "Extra Arms", which functions as the Vestigial Limb discovery, and "Claws", which states that each hand grows claws and she gains a natural attack for each hand.
On top of that, even if you only assume that it would function with it's two existing hands, these natural attacks are not listed as primary or secondary, so along with a bite attack that a goblin can get in a multitude of ways, a Goblin with 2 claws and a Bite attack can only ever get a single natural attack, if I'm reading RAW correctly. No matter how much BAB it accrues or how many limbs it gets, it can never attack more than once with it's natural weapons.
Can somebody please correct me? I know this can't be how it works and would like some clarification.
So what is the point of having the Extra Arms and Claws then? It would seem that I could have and Extra Arm, Claws for all three limbs, have BAB +15/+10/+5, and still only have 2 natural attacks.
PRD wrote:
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks).
From what I gather, neither can you throw bombs, use potions, aid you in grappling, or anything else useful.
As I've read in many threads on several forums, extra arms do not necessarily grant extra attacks. Goblins however have a "Claws" ability that grants them extra natural attacks.
Would the goblins be able to wield weapons (specifically one handed weapons, not two-handed) in these claws or are the bonus attacks only to natural attacks?
Increasing your effective caster level (no matter by how much) doesn't increase the level of a spell, so that won't work.
Until a few weeks ago, if you had an arcane spell-like ability, you could use this to qualify for the ability to cast second level spells. Sadly, this has been nerfed essentially out of existence, so no more early access to Arcane Trickster, or to Eldritch Knight (which is ALMOST hosed without early access, the exception being if you are the right kind of Orc Scarred Witch Doctor), or to Mystic Theurge (which is just totally hosed).
Thanks. I was wondering about that too. So the only way would be a lvl 3 Sor/Wiz or lvl 4 Magus.
I'm wanting to find a way to get into AT with the least amount of caster levels, mainly for the impromptu sneak attack. I was mainly wondering if the Shadowcaster trait would be sufficient to qualify for a second-level spell.
Benefit: Choose one spell with the shadow descriptor—from this point on, whenever you cast this spell, its effect manifest at +1 caster level.
I have a player who is apparently wants to play as a Goblin Slave, with another PC as a Hobgoblin Slaver. They work well together and tend to try interesting shenanigans. They bend the rules to the extreme, going so far as to use constructs to create a city entirely connected via stone and concrete, and since it is a single object it can be enchanted (player handbook doesn't specify size in enchanting requirements), namely with flight, earthglide, a giant laser on the bottom, as well as Laputa sentinels guarding the floating city, all in under a month's time.
That doesn't really apply to the situation, I just felt like sharing.
Back to the point, when they try out a theme like this, they are very on point about sticking to whatever idea they have. That isn't to say they are very good at the setup portion, so they asked me for input. I've done my best looking through traits and feats (even on http://www.d20pfsrd.com) but am coming up a bit short.
The Slaver guy generally likes Alchemists and things that generally go boom so I'm assuming he'll play a mage-type who stays out of the main combat.
The Slave is going to be a rogue-type specializing in taking out his master's enemies. He isn't necessarily happy about his career path, but it's the only life he knows and he has accepted this. Running True-Neutral or Neutral-Evil. He also wants to run as a Mutant Goblin. I don't have much experience with it in-game. I'd like some input as to if it's too much or not.
So I know this is a bit of threadomancy, but I've always wanted to use this example.
"Let he who is without sin cast the first stone". I bring this up only so others understand another use of the word cast. If we assume that they put spells into a bottle, because that's kind of exactly what they do, and then throw them at an enemy, or "cast" if you will, are they not casting a spell?
For a serious point though, an alchemist is able to create a concoction using reagents and imbue them with magic from their own mystical powers. Since these powers are apparently neither Arcane nor Divine, I can only assume that they command a plane of existence on par with the Gods, much like the Eldrazi of Magic: The Gathering.
Barring that, however, I would like to point out that the Alchemist is required to make it's three signature concoctions, Extracts, Bombs, and Mutagens. Even if another were to learn of the reagent combination and the order in which to combine them, they would be unable to make it do anything the Alchemist could. The Alchemist is only able to create X amount each day before they become inert. This would be due to the magic dissipating, much like a sponge full of water becoming dry the next day. These concoctions also become inert whenever they leave the Alchemists possession (those lacking the proper discoveries). This would imply that there is something of a connection between the Alchemist and his creation. Not being an electronic connection, a legal connection, nor a connection by marriage, This poster assumes that this be a magical one.
I think I had more points along the same lines, but they pretty much repeat the previous paragraph. One might make the argument that yes, he has arcane capabilities but is unable to cast spells (i.e. does not use his magic), but I have come to the conclusion that casting a spell is basically using magic in a very specific manner, and there are a wide variety of spells that specifically do different things. The Alchemist does in fact use his magic in a very specific manner.
Specifically.
Also, I was under the impression that Arcane Spell failure works due to the constricting properties of Armour restricting the capabilities of the spellcaster in question to perform the various oratory and somatic requirements, whereas Alchemists prepare everything(ish) ahead of time.
TL;DR
The Alchemist's magical properties (because either way you look through the glass, her concoctions have magical properties) come from within, and thus are clearly not divine. Some would have you believe that neither are they Arcane, which would imply that they have the power of Gods of Gods. I'm okay with it either way.
Just looked at the Dragoncatch Guisarme. I completely missed mention of it. That does make things interesting...
Using both that and a lance would be good, yeah. Charge with a magical lance; then, once in melee range, quick draw your Guisarme out and trap that bad boy. With a Glove of Storing you'll be able to store the lance in your glove without worrying about picking it back up later.
In fact, since storing and retrieving items is a free action, perhaps you could charge with the lance, do that incredible damage, retrieve the guisarme with your free hand, store the lance - and now if the dragon tries to run away you can make a Trip attempt with an AoO.
Also: Yeah, I think you'll be BAB 4 right now, not 6. You're effectively two levels behind due to RP. If you do take them as Monstrous Humanoid levels then, well, yes, you have high BAB from that. But I'd talk to your GM to see how he wants that handled.
One more problem: you have 12 INT. Combat Expertise requires 13 INT unless you get it as a bonus feat from, say, Lore Warden (a fighter Archetype). Your trip stuff likewise requires 13 INT. Unless I'm missing something, you need to move a WIS point over there.
Thanks for pointing out the INT 13 requirement. forgot about that entirely.
I did think about the Gloves of Storing, but I thought it might be a bit too much. I also thought about Gauntlets of the Weaponmaster, but those are crazy expensive.
Anyone have an idea what level I should be at with the cost of my equipment (including the GotW)? Or what my BAB should be? I'm unfamiliar with the races requiring a level adjustment. Do I actually have 2 levels of Centaur or are those just "levels"?
I'm a relative novice to Pathfinder and D&D as a whole. Most of the campaigns I've taken part in were by novice GMs who took the "Rule of Cool" approach and didn't take kindly to "Rules Lawyers", so there was never much benefit to going to deep before. But I have seen the light and am ready to change my unfavorable ways.
---Still Skipping---
I've always been intrigued by the prospect of a Dragon Slayer. Probably starting this was the Dragoon class in Final Fantasy, namely Kain Highwind. To me, this is the archetype for dragon slaying: Using spears or spear-like weapons, soaring through the air to attack thus removing the aerial advantage of the beast, and adorning oneself in the carcase of Dracokind. Sadly I can only achieve two out of three, but the Guisarme slightly bridges the aerial gap.
Nostalgia aside, nothing can be more exhilarating or adrenaline-rushing (until you get to higher levels, of course) than to bring down a creature, nay, a behemoth of such proportions that almost every known fiction has it as the most deadly and dangerous of foes. A monstrosity that, I might add, could fell an immortal Terrasque with ease when old enough. With Ease.
---One More Thing---
Also, I saw a commercial where a Centaur was mentioned. So yeah.
---AAAAIYAAA JACKIIIIIEEEE---
Centaurs got +2 to WIS, and I didn't want a Cleric. Soooooo Ranger it was.
Plus now I have a birdy to track my Dragons all stealthy-like.
---Content---
SO.
I found a Centaur template on the Paizo website, and after a lot of confusion, I basically figure that going off the Race Points tables they have listed, He effectively starts at Centaur lvl 2 before being able to take levels in anything else.
I made him a lvl 2 Centaur and lvl 4 Ranger
Next level I'm going to give him Greater Trip for Guisarming Dragons with greater proficiency. I am also using "Two-Handed Weapon" combat style from the Advanced rulebook, and following that I will end up with "Dreadful Carnage" at lvl 11 because if I kill a muddafuqqing Dragon, people better fear me.
Centaur base stats and Large stat modifiers are +6 STR +2 CON +2 WIS, –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks.