Jingle Bells.. Jingle Bells.. How I want to slay… Bones and teeth make a great old treat, especially on Christmas day!
OH GREAT POWERFUL AND AMAZING SANTICORE! PLEASE GRANT ME:
“A centaur-like race. Either DungeonWorld or D&D please“
Chris C. has delivered on the amazing Centaur-like race, the Ha’Vass!
Ha’vass (for 4E D&D)
Strength earned and debts paid from a lineage of pain.
Average Height: 5’6” – 6’3″
Average Weight: 275 – 350
Ability scores: +2 Strength, +2 Constitution
Speed: 6 squares
Languages: Common, Draconic
Skill Bonuses: +2 Endurance, +2 Perception
Ha’vass Weapon Proficiency: You gain proficiency with the greatclub and the javelin.
Hardened Flesh: The skin of a ha’vass is a natural armor, and can slough off specific attacks based on the lineage of the ha’vass. At character creation, choose which punishing environment the ha’vass family line hails from.
Benefit: You gain resist 3 fire, lightning or poison depending on ha’vass lineage. This resistance increases to 6 at 11th level and 9 at 21st level.
Claws Out: When an effect forces you to move – through a push, pull, or slide – You can move 2 squares less than the effect specifies. This means an effect that normally pulls pushes, or slides a target 1 or 2 squares does not force you to move unless you want to.
Rear Kick: Flanking a ha’vass is a dangerous prospect. When an enemy gets a flanking bonus against you, you may make a single, unarmed attack against them using your powerful hind legs in addition to your normal attacks.
Rear Kick (Ha’vass racial attack)
Opportunity Action / Melee 1
Trigger: A flanking enemy hits you with an attack
Target: The triggering enemy
Effect: You make the following attack against the target:
Attack: Strength vs. AC
Hit: 1d6 + Strength modifier damage.
Increase damage to 2d6 + Strength modifier damage at 21st level.
The ha’vass are a quadrupedal (4-legged) race somewhat akin to a centaur in shape, but completely reptilian and hairless. They are tall and muscular in the torso with a low and wide body and the stump of a tail. Their rough skin appears in a range of natural colors: from the tans and browns of the desert dwellers, to the grays and blacks of the volcanic regions, all the way to the yellows and greens of the wetlands.
Life for the ha’vass is a struggle, and material goods are often seen more as an encumbrance than a boon. Totems and symbols worn about the neck are common, as is face painting or ritual scarification. Clothes are rarely worn, except for ceremonial garb or armor for those who choose to wear it. The few material goods a ha’vass might have usually fit in a pouch worn at his side.
Ha’vass hatch from eggs but receive little in the way of upbringing. Ha’vass surviving long enough to reach maturity are generally welcomed into the tribe after proving themselves competent hunters. A naming ceremony is the final step towards adulthood, shedding themselves of the “hatchling” moniker all unnamed ha’vass youth bear. Without the rigors of a normal ha’vass lifestyle, they would live 80-100 years, but few “uncivilized” ha’vass reach that age.
PLAYING A HA’VASS
Little is known about the origin of the ha’vass since they have no written language. They pray to many gods but primarily to Melora, goddess of the wilderness and the sea. Legend holds that they were once a mighty race with castles and vast wealth built through abundant slave labor. Avarice eventually led them down the path of decline. With their riches gone and their castles taken from them or destroyed, the ha’vass wandered to the only places they could find solitude and safety from persecution – the most inhospitable regions in the world. Over time they adapted to their harsh environment and grew to think of their new life as a form of redemption. Today’s ha’vass simply assumes that they need to struggle against the harsh elements to harden them into the very best warriors.
The ha’vass are natural hunters, traditionally employing javelins and bows for smaller prey, but preferring two-handed weapons for most other combat. Magic is not unknown among them, but it is a rare gift usually discovered by accident. With little need for material goods, few ha’vass have mastered crafting anything other than the simple weapons they bear. Metal is often scarce in the wild, so weapons reinforced with bone and teeth are common.
Other intelligent creatures sometimes steal ha’vass eggs, and the young are used as pit fighters, slave labor, or worse. They are rarely found in the cities, except the more adventurous or enlightened ha’vass who have escaped bondage or found value in the shiny coins earned in hard labor or as frontier guards.
Outsiders view the ha’vass as strange, particularly for their self-imposed hardships and lack of gender roles. Largely raising themselves, the ha’vass see no difference in gender when it comes to survival, only individual strengths. With little in the way of exterior genitalia, only the ha’vass can determine male from female (by smell, mostly). Mating is infrequent, and based on proximity more than extended courtship.
Ha’vass Characteristics: Quiet, attentive, hardworking, introspective, faithful, proud.
Ha’vass Names (both genders): A’shosh, Be’yush, Bosh, Da’teerus, Es’goss, Foss, Go’nesh, Jon’tay, Suss.
Bosh is a ha’vass fighter who earned her name after single-handedly stopping a goblin incursion. With leather armor and her war club “Ho’gok” she patrols her swamp home, insuring no foul creatures are able to get a foothold there. Once she found a traveling band of merchants, hopelessly lost in her swamp. Curious to learn more of the outsiders, she offered to help guide them back to the roads north of her wetland home. Finding she had a taste for adventure and coin, she now offers her services to merchants traveling through dangerous areas.
Es’goss is a ha’vass cleric. Stolen as an egg and named “Spathrax” by his eventual owner, he was raised to be a pit slave. Eventually he made contact with other, older ha’vass who taught him the traditions of their people and gave him a proper name. A wise elven cleric helped Es’goss and his fellow captives escape, but he could not forget the help he received and the power of the gods wielded by the two-legs. Seeking guidance and admission at a temple of Melora, he now goes from tribe to tribe preaching the gospel of his god and helping those in need.
Da’teerus is a ha’vass ranger. Entering his tribe in a traditional manner, he eventually learned to craft the finest of bows from the scarce wood of his desert home. With armor made from the scales of felled beasts and sharpened blades crafted from their bones, Da’teerus patrols the eastern desert. Stumbling into an ancient ruin exposed by the shifting desert sands, he eventually pieced together that it had been built many years ago by the ha’vass! With this revelation, he now knows that he his part of something much larger and travels the land to uncover his lost lineage.
- Chris Carpenter, with help from Bennet Akkerman and Jim White