Centaurs

Centaurs are quite unlike the other beastkin. Some would go as far as to categorize them as half-bloods, which their appearance seems to support. They are beings who combine the upper body of a human or an elf with the headless body of a horse. Centaurs are old beings whose creation and birth is constantly debated. Many seem to believe that they are some kind of proto-beings created by Enely as an experiment to combine his sacred animal with his newly birthed children. Those that are doubtful of this theory believe it as false since there are no dwarven centaurs, even if the deep caverns in which they live would not be a suitable place for a horse to be in. Others say that the first centaurs were a small group of humans and elves that were somehow able to achieve sentience during the Birth of the Children. They then used magic to shape themselves to be like the sacred animals of Enely and carried tridents as symbolic weapons. Unfortunately, they were instead renounced and shunned by their father and cast aside in favor of the more pure humans, elves and dwarves. Shamed and left without proper guidance, these original centaurs then hid within the vast forests of Énelya and moved away from the teachings of Enely while slowly being consumed by anger and savagery.

Whatever their true origins are, the centaurs are currently seen as wild brutes that have much more in common with bestial races than the civilized humanoids of the south. Only the wood elves of Flemer appear to accept them. The Flemerians have been trying to help these beings advance and learn, even building them new grounds to live on. While quite a few centaurs have taken up on these teachings, several tribes still feel that their ways are their own and it is not up to any other race to guide and manipulate them. However, the violent and warmongering ways of these conservative centaurs bring little purpose to the centaur race and that is possibly why they must now adapt if they wish to survive.

## Physical description

Centaurs are large and muscular creatures. They can stand up to 250 centimeters tall when measured from the head and their average weight lies somewhere between 800 and 900 kilograms. Females are significantly smaller than males and they are about 30 centimeters shorter and a 150 kilograms lighter. Their skin tones seem to vary between brown, yellow and pink and they are normally on the lighter side. As stated before, the humanoid upper body of a centaur can have either human or elven features. Some centaurs have pointy ears and sharper facial features, others grow thick beards and body hair. Centaurs can be very variable in their overall looks, even when comparing two centaurs from the same tribe. Similarly, their lower bodies have the same kind of variance in things such as color, hoofs and tails.

Centaurs keep their hair long and messy. They do not generally seem to have much use or interest in garments, preferring to stay natural and wild. Different tribes have different preferences and some rely on modern armor and barding while others do not. All kinds of weapons are very common to see on a centaur as they like to keep themselves armed wherever they go. Among the tribes, relationships between males and females are allowed to form naturally but it is preferable to find a mate from a distant allied tribe in order to avoid inbreeding. Females usually give birth to one foal at a time and nurse them up to their age of maturity, which is about 13 years. Centaurs live around 70 years and can be considered short-lived among the races of Énelya.

## Society

Most centaurs live in small tribes situated around the central forests of Énelya. They are most numerous around Flemer and the Feywood and even have their own dedicated settlement called Hoofhaven, established in a joint effort between wood elves and their centaur allies. Some conflicts have risen from the fact that the wood elves have basically outlawed the use of martial weaponry within Flemer. However, this rule is not enforced upon the centaurs living there as the wood elves feel that they do not have the right to impose their own ways upon other races. Centaurs used to live in Nidy Loren as well but competition with the lizardfolk led them to abandon their homes there. A few tribes have tried to migrate to the northern steppes and have usually met their match when faced against northern orcs or dangerous monsters and beasts. A good number of centaurs have even found themselves working for Isqarioth's Bastion as mercenaries; they are natural cavalry, easy to maintain, and of great use in both scouting, pursuit and harassment when dealing with the Bastion's foes. Centaurs are definitely looking to branch out even if it has proven to be a difficult task. Many civilized races seem to see them as dangerous tribals that are only good for war and centaurs looking to explore the world will have to work hard if they wish to change these views.

## Rules

* **Ability Score Modifiers:** Centaurs are physically powerful, durable, fast and have high awareness but are sometimes held back by their stubborn and self-centered minds. Centaurs gain +4 Strength, +2 Constitution, +2 Dexterity, +2 Wisdom, -2 Intelligence and -2 Charisma.
* **Size:** Large (long) (Centaurs gain a -1 penalty to their AC, a -1 penalty on attack rolls, a +1 size bonus to their CMB and CMD, a -4 penalty on Stealth checks and a -2 penalty on Fly checks.)
* **Type:** Monstrous humanoid, centaur
* **Base speed:** 30 feet (+10)
* **Languages:** Centaurs begin play speaking Common and Sylvan. Centaurs with high Intelligence scores can choose from the following; Gnome, Halfling, Lizardfolk, Orc, and Giant.

* **Quadruped:** Centaurs have four legs and gain a +4 racial bonus to their CMD against trip attempts. They are also restricted to the following magic item slots: belt, chest, saddle, eyes, horsehoes, hands, head, headband, neck, ring, shoulders, wrist. As such, they cannot normally wear magic items in their body or feet slots. In addition, centaurs increase the armor check penalty of any armor they wear by 1. As centaurs are considered to be large non-humanoid creatures, mundane armor made for them costs four times as much and weighs twice as much.
* **Undersized Weapons:** Although a centaur is large, its upper torso is the same size as that of a medium humanoid. As a result, centaurs wield weapons as if they were one size category smaller than their actual size.
* **Gallop:** Centaurs gain a +10 feet bonus to their base speed.
* **Tough Hide:** Centaurs gain a +1 natural armor bonus to their AC.
* **Hooves:** Centaurs gain two natural hoof attacks that deal 1d6 points of bludgeoning damage as secondary attacks.
* **Darkvision:** Centaurs see perfectly in the dark up to 60 feet.

### Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any new options.

* **Scholar:** Centaurs that have lived among the wood elves have learned the importance of knowledge and have tried to forget their violent instincts. Centaurs with this racial trait gain an additional skill rank at first level and one additional rank whenever they gain a level. This racial trait replaces Hooves.
* **Heavy Hooves:** Some centaurs have an especially heavy build and sport larger hooves built for kicking rather than running. Centaurs with this racial trait deal damage with their hoof attacks as if they were one size category larger. This racial trait replaces Gallop and alters Hooves.

## Centaur Racial Feats

* **Trampling Hooves**

*You have realized that your large size and four hooves can be used for trampling your enemies.*

**Prerequisites:** Centaur, base attack bonus +5.

**Benefit:** Your hooves gain the trample special ability.

* **Knockback Kick**

*Your back legs can provide a tremendous amount of force to a kick.*

**Prerequisites:** Centaur, base attack bonus +7.

**Benefit:** Your hooves gain the push special ability with a range of 10 feet. You must hit your opponent with both hooves in order to benefit from this feat.

* **Tripping Kick**

*The power of your kicks can be enough to knock your foes off their feet.*

**Prerequisites:** Centaur, base attack bonus +8.

**Benefit:** Your hooves gain the trip special ability. You must hit your opponent with both hooves in order to benefit from this feat.