Centaur

Wranglers of Marchenir
CategoryRaces
Typecentaur
CreationYear 1301 DE
LanguageElvish
NativeBal-Kriav, Kriav

In the Cube Collapse, the world Kriav and all of its inhabitants were infused with magic. This caused some to gain magical powers, like a kriavian elf's ability to invoke a short teleport, or the Cube Taint inherent in all Tungesti. It also resulted in some creatures being changed to something different. At the time of Kriav's Cube of Arcane implosion, a nomadic group of Tungesti were caught by the wave of energy flooding outward. All of them were on horseback, becoming fused with their mounts, thus giving rise to the first centaurs of the realm.

The military wing of the Hawkthorn Division is perhaps the fastest and toughest calvary unit of Bal-Kriav. The group was formed in the early days after centaur creation. They were not welcomed by the Tungesti or the kriavian elves with them and others seeing them as abominations, cursed, or something spawned of divine displeasure. As a result, they became a band of ruffians that preyed on the weak, robbing, stealing, ransoming, but nothing as serious as murder. After a time, the effectiveness of the group was such that they were employed as mercenaries for merchant caravans and later as mercenary units for non-evil masters.

- Tarik Alêth, from his book Military Units of Renown - "Elite Calvary"

On Kriav, there is a very large population of satyr and centaurs. The centaur nations outnumber the kriavian elves by a factor of ten and the satyr tribes number in the thousands. The unusually high population of these two races is a result of their creation on Kriav with the Cube Collapse. Centaurs spread to Bal-Kriav and other worlds by Kriav's feywild fuses. The first group that came to Bal-Kriav were Hawkthorn scouts serving Tungesti colonizers out of Marchenir.

Centaurs are as large as a heavy warhorse, and on average 2' shorter than a Jara. A centaur is about 7 feet tall and weighs about 2,100 pounds.

Racial Traits
Trait
+8 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom, –2 Intelligence
Monstrous Humanoid
Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A centaur’s base land speed is 50 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
+3 natural armor bonus.
Natural Weapons: 2 hooves (1d6).
Weapon Proficiency: A centaur is automatically proficient with all simple weapons, the longsword, and the longbow (including the composite longbow).
Favored Class: Ranger.
Level Adjustment: +2.