Centaurcampi
D&D 3e (3.0/3.5) Rules
Centaurcampi
Large Monstrous Humanoid (aquatic)
Hit Dice: 4d10+8 (0 hp)
Initiative: +2
Speed: Swim 50ft. (10 squares)
Armour Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12.
Base Attack/Grapple: +4/+11.
Attack: Cutlass +7 melee (1d8+3) or harpoon +6 ranged (2d8+3).
Full Attack: Cutlass +7 melee (1d8+3) and tail slap +2 melee (1d6+1).
Space/Reach: 10ft.5/ft.
Special Attacks: –
Special Qualities: Darkvision 60ft., Water Breathing
Saves: Fort +3, Ref +6, Will +7.
Abilities: Str 16, Dex 14, Con 15, Int 10, Wis 13, Cha 9.
Skills: Jump +6, Listen +6, Spot +6, Survival +3, Swim +6.
Feats:: Alertness, Iron Will.
Environment: Temperate aquatic.
Organization: Solitary, pair or pod (2 – 5).
Challenge Rating: 2.
Treasure: Standard.
Alignment: Usually chaotic good.
Level Adjustment: +2.
This creature looks like a cross between a horse, a human and a fish. It has the upper body of a rugged human with sea-green-blue skin, which shimmers in the light and a sea-green fin runs from its forehead down it back and hind to its scaled, fish-like tail. It has the forelegs of an equine creature save that the legs end in great fluted fins instead of hooves.
Centaurcampi are the centaurs of the sea. They, like their land bound brethren, tend to shy away from the company of strangers. They are deadly hunters and fearsome melee combatants.
Centaurcampi are believed to have originally been coastal living centaurs, devout in their worship of Habbakuk. Habbakuk altered the centaurs, stripping them of their hind legs and granting them the ability to survive in the depths.
Like other centaurs, the centaurcampi is as large as a heavy war horse and can reach 7-feet tall. The centaurcampi weighs about 2,100 pounds.
Centaurcampi speak Aquan and Sylvan.
Combat
Centaurcampi are generally wary of strangers and are always armed. The favoured weapon of a centaurcampi is a cutlass. When hunting, a centaurcampi usually carry harpoons, or more rarely, aquatic crossbows (see Stormwrack: Mastering the Perils of Wind and Wave for more information on the aquatic crossbow).
Unlike their land bound cousins, centaurcampi have no qualms about initiating combat, they see it is better to get the jump on would be opponents rather than letting their guard down and being caught of guard.
Centaurcampi will readily enter combat, attacking with their cutlass and lashing at opponents with their powerful tails.
Water Breathing (Ex) Centaurcampi can breathe underwater indefinately.
Skills:: A centaurcampi has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Centaurcampi as Characters
Centaurcampi sometimes become rangers and druids. Centaurcampi rangers often take animal, magical beasts or humanoid (minotaur) as their favoured enemy. A druid centaurcampi often acts as a pods designated leader and speaker. Most centaurcampi clerics revere the Sea Lord, Habbakuk.
Centaurcampi characters posses the following racial traits.
— +6 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom, –2 Charisma.
— Large: –1 size penalty to Armour Class, –1 penalty to attack rolls, –4 penalty to Hide skill checks, +4 bonus to grapple checks, lifting and carrying limits double those of a Medium sized creature.
— Type: Monstrous Humanoid (aquatic).
— Space/Reach: 10-feet by 5-feet.
— Speed: A centaurcampi's base swim speed is 50ft.
— Darkvision 60-feet.
— Racial Hit Dice: A centaurcampi has four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and a base saving throw bonus of Fort +1, Ref +4, Will +4.
— Racial Skills: A centaurcampi's monstrous humanoid Hit Dice give him skill points equal to 7 X (2 + Intelligence modifier). His class skills are Jump, Listen, Spot, Survival and Swim.
— Racial Feats: A centaurcampi's monstrous humanoid levels give him two feats. He is proficient with all simple weapons, as well as the cutlass and harpoon.
— Natural Attacks: A centaurcampi may use his tail as a natural weapon, making one attack dealing 1d6 points of bludgeoning damage plus his Strength modifier. A centaurcampi can attack with a weapon at his normal base attack value and use his tail slap as a secondary attack (–5 penalty on the attack rolls and half the Strength modifier to damage rolls).
— +3 natural armour bonus.
— Automatic Languages: Aquan, Sylvan. Bonus Languages: Common, Dargonesti, Dirminesti, Ergot, Kothian.
— Favoured Class: Mariner (or Ranger)
— Level Adjustment: +2. A centaurcampi has an effective character level (ECL) equal to 6 + his class levels.
Sources
Harpoon (Stormwrack: Mastering the Perils of Wind and Wave)
Cutlass (Stormwrack: Mastering the Perils of Wind and Wave or Legends of the Twins)
Mariner (Legends of the Twins)
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.
|