Centaur Codex Part 1

In this first part of the Centaur Codex I cover the basic racial traits for a Centaur, alternate racial traits, favored class bonuses, and give an example Centaur Archer (CR 6). Noticed Pathfinder Compatible games had very little support for Centaurs, and they were left out of some recent products supporting humanoids, so I am going to add some more support, example Centaurs, and flesh them out for any adventurous GMs or players who want to get in touch with their four legged Sylvan roots!

Centaur

Racial Traits

Ability Scores: +4 Str, +2 Dex, +2 Con, +2 Wis

Type: Monstrous Humanoid

Size: Large

Undersized Weapons (Ex): Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).

Base Speed: 50 ft.

Languages: Common, Elven, Sylvan

Natural Armor: Centaurs have tough skin, granting them a +2 natural armor bonus.

Darkvision: Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.

Quadruped: Centaurs have four legs.

Alternate Racial Traits

The following racial traits may be selected instead of the existing Centaur Racial traits.

Pony Legged: Some centaurs have the legs and hindquarters of smaller stocked equines. These centaurs are medium sized instead of large and also lose the undersized weapons trait.

Thick furred (Ex): Some centaurs from Northern climates are covered in thick insulating fur, granting them Cold Resistance 5. This ability replaces Natural armor.

Dressage Trained: Some centaurs spend their youth training in a series of complicated Centaur dance techniques known as the Dressage dance. These Centaurs receive +2 Str, +4 Dex instead of the ordinary +4 Str, +2 Dex.

Favored Class Options

The following favored class options are available to Centaur characters.

Druid: Add 1 HP to the Druid’s animal companion. If the ranger ever replaces their companion, the new animal companion gets this bonus.

Magus: Add +1/6th New Magus Arcana.

Paladin: Add 1 spell from the Ranger spell list of a level you can cast to the Paladin spell list.

Ranger: Add +1 to the Ranger’s Perception and Survival checks while in Plains terrain

Example Centaurs

Centaur Archer

Centaur  Ranger 4                                                                                         CR 6

XP 2,400

N Large monstrous humanoid

Init +5; Senses darkvision 60 ft.; Perception +14

Defense

AC 20, touch 114, flat-footed 15 (+4 armor, +5 Dex, +2 natural, –1 size)

hp 68 (8d10+24)

Fort +8, Ref +13, Will +11

Offense

Speed 80 ft.

Melee long sword +10 (1d8+2/19–20), 2 hooves +5 (1d6+1)

Ranged composite long bow (14 strength) +14/+9 (1d8+2), with deadly aim +11/+6 (1d8+8)

Space 10 ft., Reach 5 ft.

Special Attacks: favored enemy (orcs) +2

Spells Prepared Entangle (DC 14)

Statistics

Str 14, Dex 20, Con 16, Int 10, Wis 16, Cha 8

Base Atk +8; CMB +7; CMD 19 (23 vs. trip)

Feats Boon Companion, Deadly Aim, Rapid Shot, Point Blank Shot, Precise Shot

Skills Handle Animal +6, Knowledge Geography +7, Knowledge Nature +7, Perception +14, Spellcraft +7, Stealth +16, Survival +14

Languages Common, Elven, Sylvan

SQ dressage training, favored terrain (plains), hunter’s bond, track, undersized weapons, wild empathy

Combat gear: Masterwork Composite Longbow (14 Str) (600 gold), +1 Studded leather Armor (1100 gold), horseshoes of speed (3,000 gold), 3 potions of cure moderate wounds (750 x 3), 850 gold remaining

“This post contains Pathfinder Compatible Material”.

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