Bluemagetim |
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Bluemagetim wrote:Sanityfaerie wrote:...and now I'm imagining a situation with a Guardian/Champion duo where one is a centaur and the other is their rider. Which to set as which would depend on what their reaction feats were exactly, but....Wow that creates some interesting reactions interactions.
Intercept foe moves the duo to an ally taking damage. Even if the attack hits despite the +2 the paladin can retributive strike giving resistance to the third ally and taking a strike on the foe?
Yep. Also works well with one of them dipping into rogue for Gang Up, though it might take a bit to get to lvl 12.
...though, if anything, a centaur monk could be even more entertaining. Centaur monk with a flurry ranger rider?
What are the rules for centaur-riders, anyway? I mean, that is a thing, right?
Centaur and rider each give up an action and take their turn together on the slower of the two initiatives. Centaur can get a feat to let the rider have all 3 of their actions.
Elfteiroh |
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Elfteiroh wrote:Note that errata for this book released today!The book is not even out yet! XD
The book was sent to the printer a couple months ago (using the definititon: "Usually two, but sometimes up to five" for couple here), so a lot of time to spot these errors while doing a round of errata. :P
PossibleCabbage |
The book was sent to the printer a couple months ago (using the definititon: "Usually two, but sometimes up to five" for couple here), so a lot of time to spot these errors while doing a round of errata. :P
Subscribers have their PDFs already I believe and some things like the Minotaur's level 5 reach feat that has received errata were already circled by people in the community as possibly overtuned.
Arachnofiend |
If the Centaur is a class that doesn't mind being a taxi (Champion, for example, who's main class feature revolves around acting out of turn) it's probably a pretty effective combo with a character that does a lot of damage but hates moving (Double Slice Barbarian?). I'm not sure if being perma-slowed 1 is gonna be very fun for the centaur player, though.
The Raven Black |
If the Centaur is a class that doesn't mind being a taxi (Champion, for example, who's main class feature revolves around acting out of turn) it's probably a pretty effective combo with a character that does a lot of damage but hates moving (Double Slice Barbarian?). I'm not sure if being perma-slowed 1 is gonna be very fun for the centaur player, though.
Centaur Summoner with their eidolon riding them ?
Ezekieru |
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Arachnofiend wrote:If the Centaur is a class that doesn't mind being a taxi (Champion, for example, who's main class feature revolves around acting out of turn) it's probably a pretty effective combo with a character that does a lot of damage but hates moving (Double Slice Barbarian?). I'm not sure if being perma-slowed 1 is gonna be very fun for the centaur player, though.Centaur Summoner with their eidolon riding them ?
Is the Eidolon considered an intelligent non-minion creature? The non-minion part, for sure. But at least there's only 1 action being lost in that case. And you can make up for that with Act Together (but losing out on your coveted 4th action!).
But now I'm imagine a Centaur with an Animal Companion or a Familiar riding them, and that is too cute not to pass up. Or maybe a Centaur Necromancer having their summoned skeletal knight ride on top of them. Either one would be amazing characters to play as.
Ravingdork |
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Unfortunately a sprite is still too big to "ride" a Halfling so the quad-mount concept is limited.
Aren't sprites Tiny and halflings Small? Why wouldn't a Tiny sprite PC be able to ride a Small halfling PC when Tiny familiars ride Small masters all the time?
The_lag |
regarding hybrid form i have a question,
why the beastkin hybrid form is considered separte from the archetype hybrid form?, does that mean like, for example, if i take the ancestry dire form, i only get the benefits of that feat on my ancestry hybrid but not the archetype hybrid? rules as written these are separated.
I get if your ancestry and your werecreature archetype are from diferent animals , lets say you are a wolf beastkin and you decideto bo be a wereshark archetype for some reason but if both ancestry and archetype match (both being wolf)... why keep them separated? correct me if im wrong but this means the feats that affect one hybrid form do not affect the other and viceversa?
Pirate Rob |
WarDriveWorley wrote:Unfortunately a sprite is still too big to "ride" a Halfling so the quad-mount concept is limited.Aren't sprites Tiny and halflings Small? Why wouldn't a Tiny sprite PC be able to ride a Small halfling PC when Tiny familiars ride Small masters all the time?
Howl of the Wild has new rules for PC-esque creatures riding each other.
Riding PCs
A PC can ride on another PC as long as the second PC is at least two size categories larger than them; this might be a Tiny awakened ferret riding in their elf teammate’s backpack, or a halfling on a minotaur’s shoulder. However, this requires a tremendous amount of coordination to ensure the smaller PC doesn’t get in the way, or that the two PCs don’t jostle each other into losing actions. As a result, for most parties, this tactic is less favorable than the smaller PC just using their own mount.
If a PC who is at least two sizes smaller rides along with another PC or similar non‑minion intelligent creature, roll both their initiatives and use the lower of the two results. The two PCs act in either order on the same initiative count. While traveling in this way, the PCs each gain two actions at the start of their turns, instead of three, since the larger PC spends one action keeping the smaller one balanced on their back, and the smaller PC spends one action maintaining their grip.
Sanityfaerie |
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Pirate Rob wrote:Howl of the Wild has new rules for PC-esque creatures riding each other.Permanent slow.
It is slightly better for Centaurs. But I still view it as a polite way of saying no, don't do it.
It can be worth it. You're guaranteed to act together, and can choose the order. Only one person ever needs to invest in mobility options, and only they ever need to spend actions on movement. You're reliably sharing the same space.
For anything other than the centaur setup post-feat, it's only worth it in niche situations. For the centaur trick... I'm pretty sure you could build a pair for it that would make it work, and by leveraging the advantages hard get a result that's... on par with characters not doing this thing. Possibly a bit ahead.
It's not going to be a cheeseball path to power like it was in 3.x or anything, though.
Ravingdork |
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Ravingdork wrote:Families everywhere weep for the loss of piggyback rides with their children.Unless these families are piggybacking their kids into an active combat zone I think they'll be fine.
Families. With kids.
How is that not always considered an active combat zone?
Gortle wrote:Pirate Rob wrote:Howl of the Wild has new rules for PC-esque creatures riding each other.Permanent slow.
It is slightly better for Centaurs. But I still view it as a polite way of saying no, don't do it.
It can be worth it. You're guaranteed to act together, and can choose the order. Only one person ever needs to invest in mobility options, and only they ever need to spend actions on movement. You're reliably sharing the same space.
For anything other than the centaur setup post-feat, it's only worth it in niche situations. For the centaur trick... I'm pretty sure you could build a pair for it that would make it work, and by leveraging the advantages hard get a result that's... on par with characters not doing this thing. Possibly a bit ahead.
It's not going to be a cheeseball path to power like it was in 3.x or anything, though.
And the action cost only really matters in combat scenarios. For something like overland travel, putting the slowest Character on the centaur can significantly speed up travel.
Or perhaps the centaur has abilities that allow climb or flight. Suddenly two characters can easily get over the wall.
Any time action cost isn't a factor, centaur riding can potentially be potent boon.
Sanityfaerie |
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Any time action cost isn't a factor, centaur riding can potentially be potent boon.
When action costs aren't a factor, it doesn't have to be a centaur.
The centaur brings two advantages here.
- (as far as I can tell) Centaurs can carry allies that are only one size smaller than they are. for all other ancestries, the rider must be two or more sizes smaller.
- There's a level 5 ancestry feat for centaurs that removes the action penalty to the rider.
That's... pretty much it. I think?
Ravingdork |
Ravingdork wrote:Any time action cost isn't a factor, centaur riding can potentially be potent boon.When action costs aren't a factor, it doesn't have to be a centaur.
True, but horses and other mounts cost money, might not be accessible in the region, are more easily killed, might not work with certain ancestries (such as dwarves) under stingy GMs, and might not have or as easily get specialized movement modes. They're also NPCs ulrimately under the GM control. Fat load of good that super expensive trained hippogriff is going to be when it flies away from the threat of the day without you, or gets killed. Centaur PCs are far hardier than purchased mounts, and even more than companion creatures.
Something as simple as a dark cave might stop a horse from progressing, but a centaur isn't similarly limited by their instinctual survival fears. Traveling at night on a horse is also dangerous; they could step in a hole, throw the rider, and become lame; or run horse and rider both of a cliff. I read about that sort of thing in fantasy novels all the time. Centaurs though? For whatever crazy reason, they were given darkvision, so traveling at night is a non-issue.