Centaur
Of great stature, centaurs stand between seven and eight feet tall, and both their horse and human halves tend to be powerfully built. The coloration of their lower bodies mimics “real” horses, with coats ranging from dusty gray to sheer black, spotted or solid.
Centaurs wear little clothing, and generally only on their human half – centaurs don’t have the inhibition against going skyclad. Those who do wear clothing favor extravagant leather vests and silk shirts, complemented by soft leather coverings for their backs
Physical Description
There are two species of centaur: Antilop and Derva. The most commonly seen centaur are the derva. These centaurs stand between six-foot and eight-foot in height and weigh between 1,500 and 2,100 pounds. They are recognizable by their tall stature and extremely muscular build. They tend to have broad, short backs with powerful hindquarters. They are known to have thick, heavy bones. Most derva have dark to tan skin, with variations of spots and coloration. Many also have good deal of feathering on their lower legs.
The antilop are a more slender and smaller centaur and are often referred to as "ponies" by the derva. Antilop are in the unique position of being the smallest centaurs in the world. They are the hybrid combination of what appears to be a Selathan aelwyn and a small war pony. They have many of the same physical attributes like that of aelwyn: pointed ears, finely chiseled features, and darker hair and skin.
Anitlop range in size from 4’ to 5’ in height and generally are only 6’ long and weigh 1200 pounds. They are considered medium creatures but maintain the normal movement of all centaurs.
The Antilop are known for their thoughtfulness and versatility, but equally for their intellect and their absentmindedness. They are the thinkers and philosophers of the centaur species, but not as good of combatants.
Personality
Centaurs are known for their strong will, independence, and raw determination. They’re also known for their coldness to outsiders. Many centaurs also come across as humorless and withdrawn, but this is not entirely so – their sense of humor is a rather dry one, with a dark bent that others often miss. Despite their impressive size, they can be very subtle beings.
Once past their exterior, most all horsemen are sociable, gregarious creatures, and of the folk of the world, the aelwyn are their favorite companions. When gathered with anyone, however, centaurs have a great weakness for good music and fine wines. Although the latter weakness has been exploited by some, it is also a trait which makes them endearing to many other races. Centaurs are wonderful at parties, and the stories of centaur males carrying off human women are reckless exaggerations, although there are bad apples in every batch. Many centaurs love the idea of adventuring and exploring the world around them.
Centaurs use their tremendous mobility advantage to charge down or outflank enemies – few races dare to challenge them on open ground. Their large bodies make them somewhat vulnerable to enemy archers, but only well-disciplined archers can keep calm enough to draw an arrow when a charging centaur is about to trample them down.
Centaurs often use bows themselves, or firearms on the rare occasions that they have access to such weapons. Indeed, sometimes they will let bipedal allies ride on their backs and shoot at foes on their flanks. When the centaurs’ opposition have no archers or other ranged attackers, the centaurs will take up massive lances and other heavy weapons for repeated charge attacks, as their running speed reduces a bipedal opponent’s ability to effectively counterattack. When pressed into hand-to-hand fighting, they have full use of their front and rear hooves, and the speed they can use these natural weapons makes them vicious fighters. In all battles, the centaurs favor heavy shields, both to protect from archers and to bash through massed attackers. They are perfectly willing to construct armor to fit their unique bodies.
Languages and Names
Centaurs tend to speak Arctoban as their native language. It is a relatively easy language when it comes to the words, they are straightforward and have very little in variance in their meanings, though they have numerous words that mean the same thing in different contexts. Though there is an underlying pattern of speech that the centaurs use for inflection, these tend to be thought of as neighing, a high frequency pitch that only jakara and kanus seem to be able to replicate. Common first names include Aplien, Catlien, Derthik, Efina, Galit, Hedia, Kernac, and Pax Rathi.
Cultural Kin and Communities
Centaurs regard themselves as protectors of the land they live on. They are very aggressive to intruders on their territory, and hate the darker spawn of the world. Their strong will and stubbornness easily lends itself to being warliket, and keeps all but the most brave or reckless of land desecrators away from centaur territories.
Centaur society is organized around tribes, which consist of anywhere from five to fifty families, governed by the eldest male. This elder is generally the protector and provider of the family, but in smaller tribes, both parents take up these duties equally. Centaurs are supremely practical in this regard, allowing members of the family to do whatever duties they can prove themselves capable of.
The tribes themselves are led by a chieftain, with council by an elder shaman. Under the elder shaman are the Cloven, a council of three to seven shaman, and under the Cloven, there is at least one priest and one wizard. While centaurs are not known for their mystical prowess, they realize the merit of magic and gladly incorporate it into their lives. Centaur tribes have a range area of some 200 miles in diameter, and their home lairs are often well hidden, either behind ranges of hills or buried deep within a thick forest.
When tribes gather in mass, centaurs make semi-temporary encampments – huts of stone, wood, or clay for each family, and a communal hut where the elders gather to discuss tribal news and concerns.
Centaur tribes are all part of a larger nation of centaurs. They may also call meeting in times of war, wherein they can quickly call forth many hundreds of warriors to repel invaders from their land.
Centaur Features
Species Merit Cost: 1200
Age: 15, live to be over 100 yrs
Size: Centaur range from medium to large in size
Weight: Base 1100 plus 2d10x10
Vision: Centaur have normal vision
Move: Base Move of 40 feet per Movement Action
Languages: Centaurs begin play speaking Arctoban (Centaur Common), and may speak Iraban (Derva Dialect), Cor Shan (Ta' Jahu Common) and Common
Resistances: None
Centaur Bonuses: Max Lift +300 lbs, Encumbrance Limit x 3, +50 bonus to resist Knockdown and Knock backs, +10 WeaponCraft (Per) or +5 to any three Knowledge Skills
Centaur Attribute Modifiers: +10 to any two: Strength, Stamina, Intelligence or Charisma
Centaur Traits: Rear Hoof Attack. This attack does a base of 5 damage.; Front Hoof Attack. This attack does a base of 3 damage.
Derva Bonuses: Natural Armor. Centaurs have a naturally thicker skin gaining +10 Natural Armor Points.
Antilop Bonuses: Combat Empathy. Centaurs have the uncanny ability to read the basic emotions of others in combat. Once per turn the antilop can attempt a Wits check, this gives them a +5 to their Attack Skill or Defense Skill Check per three Wits Successes. They may use this bonus only during combat and must indicate which they are going to apply the bonus to. Species Abilities Centaurs begin play with two of the following abilities: Ancient Foe, Bond to the Land, Endurance, Hardy, Heroic, Stalker, Stomp, Thick Bones
Species Abilities
Ancient Foe: Your clan has fought long and hard to survive and have developed a long, ancient hatred towards a particular group of monsters. Choose any two of the following monster types: Animal, Beasts, Constructs, Magical Beasts (Sub Type); Monstrous Humanoids (Specific Species), or Supernatural. You gain a +10 bonus to your Physical Defense and +10 Attack Bonus against this monster type only. Your critical hit range also increases by +5 against these monster types.
Bond to the Land: Choose one of the following terrain types: Aquatic, Desert, Forest, Hills, Mountains, Plains, Swamp or Underground. So long as you are in this specified terrain you gain a +10 bonus to all skills dealing with Evade, Lore (Specific Region), Navigation, Search, Stealth, Survival, and Tracking.
Endurance: Centaur are more athletic than normal and gain +20 bonus on any Stamina checks to avoid exhaustion, as well as, the effects of forced marches, starvation, dehydration and conditions in heat or cold. They also do not suffer Fatigue Loss for moving faster than normal (hustling, running, sprinting).
Hardy: You are unusually hardy and are immune to types A, B and C Poisons; gain +10 Magical Defense against one elemental type (Earth, Air, Fire, Water, Spirit or Essence); and are immune to non-magical diseases.
Heroic: The goddess of luck must have blessed you. Each time you gain a new rank, you gain an additional +2 Heroic Luck.
Stalker: You gain a +10 bonus to skill checks you make while you are actively stalking, performing surveillance, tracking, evading and stealthing. But may apply to other skills as deemed by your GM.
Stomp: With this ability you are able to stomp the ground. Stomp can effect all those that are smaller than you. It has an area of effect of 180 degree arc in front of you up to 10'. Targets in this area must make an Agility check at a TS of 1 per 2 Strength successes or be knocked prone. This ability is a Move Action.
Thick Bones: Centaurs are known for their incredibly dense, thick bones. Because of this, you are able to withstand incredible pressures, beyond those that would even crush other creatures. Your "Maximum Lift" changes from STR x6 to STR x20 and all other Encumbrance Levels are increased by +250 pounds each. Finally, all crushing damage is reduced by half.