Centaur (Revised)
Centaur (Revised) by Stone Gargoyle based on the description and statistics in the Monsters & Animals book page 35.
I wrote up this revised version of centaurs because I thought some of the description needed clarification and some of it was off, like the weight. The sensitivity to the supernatural and P.P.E. is written the way it is to make it involuntary, though you might want to make it so the psionic abilities are available to all centaurs but not free, costing I.S.P. if you feel that ability makes them too powerful.
Centaur
There are ancient records on this race of half-man, half-horse that go back thousands of years. Their origin is lost to antiquity, some legends claiming that they were created by magic, others saying they are the children of the god Centaurus. They have a kinship to other tauric creatures such as Deer Centaurs and Cattaurs, and they have been experimented on to produce offshoot races such as Bull Centaurs and Dwarf Centaurs.
Centaurs live on the open plains in tribes of 40 to 60. They are nomadic people who dislike staying in one place longer than a season. Although they are good craftsmen, they are limited by their lack of buildings, since they prefer to live out in the open, and rarely have access to a proper hearth and tools. Because of this, they will sometimes visit other, more settled, peoples and trade some of their work for a chance to use a smithy. Although most feel no need to wear human clothing, there is a growing trend among the more youthful centaurs of trading for bead work and clothing to wear.
Many who are too trusting of humanoids, however, find themselves captured, enslaved or slain at the hands of unscrupulous people. Centaurs do not survive well in captivity. Even a week in chains will cause them to lose their spirit and stop eating, weakening them (reduce Hit Points and S.D.C. by half). By the end of the second week, most centaurs will die. Nevertheless, many greedy merchants have attempted to enslave them for work or entertainment.
The Centaur's abuse at the hands of two-legged people has made them wary of most other races. Only elves who have shown them friendship and kindness through the ages, and some faerie folk, are their allies. Once befriended, a Centaur will remain loyal for life. The half-man and half-horse are often magnificent hunters, archers, and woodworkers. Centaurs are, however, typically superstitious and fearful of magic and supernatural creatures, shying away from the study of magic generally.
Alignment: Any, but mostly good alignments.
Attributes: I.Q. 3d6, M.E. 3d6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 5d6, P.B. 3d6, Spd 4d6X2
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 25 plus those gained from O.C.C.s and physical skills
Natural A.R.: 8
Horror Factor: 10
P.P.E.: 1d4X10
O.C.C.s Available to Centaurs: Any, but rarely study magic.
Natural Abilities: In addition to great speed and prowess, the Centaur can prowl 60%, track 77%, and swim 60%. Leaps 5 feet high, 9 feet across +1 foot per level of experience. Centaurs are also sensitive to the supernatural and potential psychic energy (P.P.E.) and can sense the presence of immense magic energy and the supernatural, particularly supernatural evil. This psychic awareness enables them to see the invisible, and to sense supernatural being such as alien intelligences, demons and elemental beings. This is instinctual, with a range of sensitivity of 1000 feet. They can also sense ley lines, nexuses and places of power, as well as incredibly powerful creatures of magic (1500 P.P.E. or more), with a range of sensitivity of 400 feet.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater.
Damage: Kick with front legs does 2d6 points of damage, hind legs 4d6, or by weapon.
Bonuses: +4 damage, +2 initiative, +2 parry, +3 dodge
Magic: By O.C.C. only
Psionics: Standard
Average life Span: 90 years, some have lived up to 140
Value: 400 to 2400 gold to unscrupulous slavers
Habitat: Ophid's Grasslands, Lopan, Eastern Territory grasslands, and southern areas of the Northern Wilderness
Languages: Elven and two of choice (+15%)
Enemies: None per se; bipedal humanoids in general
Allies: Elves and Faerie Folk
Physical Appearance: They look like horses with a human torso coming out of the neck. The head, hands and belly are all human. Coloration varies, with zebra types even seen in some areas.
- Size: 7-8 feet tall generally, though some have been seen at up to 10 feet tall
- Weight: 550-1000 pounds, though some larger breeds weigh up to 1500
Notes: Centaurs prefer bow weapons to any other. They are skilled at making long bows, compound bows, crossbows, and all kinds of arrows and bolts. They also like spears and pole arms for hand to hand combat. Leaders or wealthy tribes will have full suits of chain (A.R. 14, S.D.C. 75) or plate armor (A.R. 17, S.D.C. 185). This combination armor and barding can only be worn by similar tauric creatures. Centaurs can also wear half suits of any kind of armor. Since they have no need and little desire for gold, gems or magic, a typical tribe has very little of man's valuables (rarely more than 6d6 gold per character).