Centaur
Far stronger and faster than other humanoid races, centaurs rule huge swathes of the wild. They build peaceful, idyllic communities, hunting what and where they wish. Centaurs inhabit the plains and forests in tribes of varying size. Even though they build permanent shelters and live in one place for many years at a time, centaurs roam from their homes on a regular basis, ranging over great distances
in relatively short amounts of time. Centaurs regard such excursions as essential to understanding the world around their homes, and they greatly enjoy such activity for its own sake. Although their crafts have not reached the level of some of the humanoid races, it is only because centaurs prefer to venture from their homes often rather than to stay in one place and ply a single trade.
Centaur Ability Adjustments: +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
Favored Class (Ranger): A multiclass Centaur's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks
A centaur's base land speed is 50 feet.
Darkvision
+3 armor bonus
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.
Level adjustment +2.
Monstrous Humanoid: Centaurs are considered Monstrous Humanoids for the purpose of spells.
Special: The appearance isn't great for a centaur. We know.
Racial Feats |
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Darkvision |
Monstrous Humanoid |
Natural Armor 3 |
Large Creature |