:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
         -----=====Earth's Dreamlands=====-----
          (313)558-5024 {14.4} - (313)558-5517
              A BBS for text file junkies
              RPGNet GM File Archive Site
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.

CENTAUR

Natural +1 "to hit" and damage with any bow other than a crossbow.
Attacks by weapon type or two hoof blows (1-6/1-6). A kick with rear
hooves (at -2 "to hit" does 3-18 damage).

Natural AC is 5 or 4 with a shield. Centaurs can wear barding. He
moves 18" and can carry burdens like a medium horse.

Languages: Equine, Common, Centaur, alignment, Dryad, Elvish, can
learn 1 additional language with a 17 INT and 2 with a 18 INT.

STATS: Racial Modifiers are ST +1, CN +1, DX -2
       ST 13/19        IN  3/18        WS  3/18
       DX  3/16        CN 10/19        CH  3/18

Alignment: ANY

Classes: Fighter    (10) (11 with 17 ST, 12 with 18 ST)
         Ranger     (10) (11 with 17 ST, 12 with 18 ST)
         Archer     (11) (12 with 16 DX)
         Druid       (8) ( 9 with 18 WS)
         Magic-user (10) (11 with 17 IN, 12 with 18 IN)
         Illusionist (6) ( 7 with 18 IN and 16 DX)
     Regardless of class, a centaur starts with two 8-sided hit dice.
     With the exception of fighter classes they gain one d8 per level
     above the first and fighter classes gain one d10 per level. No
     double- or multi-classing.

Healed only by potions, devices, or psionics--no spells, unless cast
by self or another centaur. Resurrection by Rod only.

25% Legend Lore.
Normal chances for psionics.
30% resistance to human/humanoid, non-magical diseases.

Culture (for "standard" centaurs):
     20% of centaurs have a non-standard appearance (roll d% on the
     table below).  Most have a brown horse body, tanned human torso,
     hair/tail color variable.
        01-20 "horse teeth"
        21-40 large nose
        41-60 mohawk-like "mane" extending to mid-back
        61-80 hair-covered human torso
        81-00 horse ears

     They spend their lives roaming in family bands and they value
     their freedom highly. Most find clothing restrictive and will
     only wear it when weather requires or when dealing with other
     races. They prize magic. They are omnivorous. Males and females
     have equal status. Griffins are centaurs' natural enemies.

Some variants:
Amerind centaurs, plains types are great fighters, woodland types
great Rangers. Torguls (Mongol centaurs) are lawful neutral for the
most part. They fight in organized cavalry units and use strength
bows. CLASSIC Centaurs chaotic neutral, they value pleasure above
everything. Elf/unicorn centaurs are even rarer than unicorns and will
only deign to speak to true elf maidens.

The D.M. can also rule that some herds of centaurs have one alpha male
who drives all the other adult males away. A male PC's goal in life
may be to increase his skills enough to challenge a herd stallion...a
female's may be to choose her own mate.


Tips for PC's:
Centaurs will have problems with weight-activated traps, spells with a
weight limit, ladders, flimsy wooden bridges, moving silently, passing
without trace (without magical aid), finding rooms in a humanoid inn
other than in the stable, being inconspicious, and hiding (even if
they're invisible, they still smell like a horse).

On the other hand, they are great for:  carrying loads of treasure,
working in concert with a trained-horseman PC, carrying wounded party
members out of the dungeon, running fast, negotiating with good or
neutral woodland creatures, and manning "point" positions in the party.
