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.
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)?
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?
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.
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.