The BECMI line of D&D introduced all kinds of new character class
options beyond the seven in the boxsets. Among them were a series of books, the
Creature Crucible series, that introduced new locations in Mystara, and more
pertinent to this, monsters as player character options. However, there are
many acknowledge problems how they implemented them. Many of them start at
negative levels with negative experience totals and one or two HD working
towards the normal monster level (level 0) instead of starting at level one.
The pegataur is not as egregious of a mess as a PC class as the
sphinx is, requiring a more reasonable 20,000 exp to go from negative 3 to
normal monster level (level zero), but still negative experience totals make
sense only if you consider the base monster stats as level-0. It is also a
linear progression until level "two," unlike the core classes.
While I gave the sphinx a similar exp progression to the elf with an
additional amount per level to account for the additional abilities of the
sphinx, I do not place much extra value to the flight of either class in a
Serraine campaign, PCs can be assumed to be airplane pilots in the same
campaign. Airplanes outclass most flying monsters in general, and do for sure
outclass the PC options. Likewise, I do not place much extra value in the
delayed spellcasting progression of the pegataur, with default casting ability
of a 1st level elf at 5 HD.
In Top Ballista pegataurs
could choose to become a wicca, later renamed to wokani (because wicca was
offensive to neo-pagans?), or a shaman in lieu of elf spellcasting at 5 HD. I
am not sure as why wicca would be an appealing option with its more restrictive
spell list. This is in addition to the extra ability score requirements, extra experience,
and ability checks to even become either. Sticking with the initial idea of
wicca/shaman as extra options, is why this rebuild has the option of using the
spell lists of cleric, druid, or magic-user.
Pegataur
Monster Class
Ability
Score Requirement: 9
Strength, 9 Intelligence, 9 Wisdom
Attack
Progression: As a fighter.
Saving
Throws: As a fighter.
Armor: Any barding at double cost and
encumbrance.
Weapons: As a fighter.
Special Abilities: Flight, natural AC, hooves, mid-level spellcasting, use elf spell
progression (one of cleric, druid, or m-u spell lists), two hoof attacks (1d6
each), base AC 5(15).
Pegataurs have fucking elfin/human torsos with a
winged equine body from the waist down. They are generally insular people with
the bulk of their external dealings being as mercenaries. "Normal"
pegataurs will only contract out as groups, never singularly. The pegataurs of the
Wondrous Flying City have lived there so long, ever since its founding when a large enough unit was contracted for a
very long term, and being in such long-term close proximity has given them a
less insular outlook. They still keep to themselves in their quarter of the
floating city, but it would not be unusual to see singular pegataurs looking at
home in mixed company.
A pegataur has a base movement of 180'(60') and a fly
movement of 360'(120'). Aerial Combat stats are: Air speed: 120', MF &
Takeoff: 3 (b), Carry 100 lbs per Level.
Pegataur
Level Progression
|
|||
Level
|
Experience
|
Attack Bonus
|
Hit Dice
|
1
|
0
|
+1
|
1d8
|
2
|
4,500
|
+1
|
2d8
|
3
|
9,000
|
+1
|
3d8
|
4
|
18,000
|
+3
|
4d8
|
5
|
36,000
|
+3
|
5d8
|
6
|
72,000
|
+3
|
6d8
|
7
|
140,000
|
+5
|
7d8
|
8
|
290,000
|
+5
|
8d8
|
9
|
440,000
|
+5
|
9d8
|
10
|
640,000
|
+7
|
10d8
|
11
|
890,000
|
+7
|
10d8+2
|
12
|
1,140,000
|
+7
|
10d8+4
|
13
|
1,139,000
|
+9
|
10d8+6
|
14
|
1,164,000
|
+9
|
10d8+8
|