Races: Centaur (CR 3)

Physical Description

Society

Relations

Alignment and Religion

Adventurers

Ethnicities


Languages


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Racial Traits


Standard Traits (73 CP)

  • Level Adjustment: Centaurs are considered to be 2nd-level creatures with a base CR of 3.
  • Hit Dice: Centaurs begin play with 3 Hit Dice (d10). (1 CP)
  • Type: Centaurs are monstrous humanoids.
  • Ability Score Modifiers: Centaurs gain +7 Strength, +5 Dexterity, +7 Constitution, +3 Widsom. (44 CP)
  • Ability Score Increases: Centaurs begin play with 6 points to allocate to their ability scores, up to 3 points to a single score.
  • Size: Centaurs are Large creatures and thus gain +2 Strength, -2 Dexterity, +1 Constitution, -1 size penalty to attack rolls, +1 size bonus to CMB and CMD, -1 size penalty to DV, -2 size penalty to Fly, -2 size penalty to Stealth. (2 CP)
  • Speed: Centaurs have a base speed of 50 feet.
  • Languages: Centaurs begin play knowing one regional Centaurish language. Centaurs with high Intelligence scores can choose regional languages from the following: Centaurish, Elvish, Gnomish, Harpish, Human, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Four-Legged: Centaurs have four legs, granting a +4 bonus to CMD against trip maneuvers, and increasing its base speed by 10 feet (already calculated in the centaur's speed above). (8 CP)
  • Saving Throws: Centaurs begin play with Fortitude +3, Reflex +3, and Will +1 as their base saving throw bonuses. (2 CP)
  • Thick Hide: Centaurs have a natural armor bonus equal to their total Hit Dice. (2 CP)

Feat and Skill Racial Traits

  • Class Skills: Centaurs always consider Acrobatics, Climb, Craft, Handle Animal, Intimidate, Perception, Stealth, and Survival as class skills. (4 CP)
  • Feats: Centaurs begin play knowing one feat per Hit Die and 1 racial feat.
  • Natural Rider: Centaurs are considered to have the Mounted Combat feat and ranks in Ride equal to their total Hit Dice only for the purposes of meeting prerequisites. (2 CP)
  • Skill Ranks: Centaurs begin play with 4 + Intelligence modifier skill ranks per Hit Die, and have 3 skill proficiency increases to allocate. (1 CP)
  • Tail: Centaurs have a tail that grants them a +1 racial bonus on Acrobatics checks. (1 CP)

Offense Racial Traits

  • Base Attack Bonus: Centaurs begin play with a base attack bonus of +3 (fast progression). (1 CP)
  • Hooves: Centaurs have 2 hoof natural attacks that each deal 1d6 points of damage. At 7th Hit Die, and every 7 HD after, the damage of each hoof increases by 1 size. (4 CP)
  • Reach: Centaurs have a reach of 5 ft. (-2 CP)
  • Space: Centaurs occupy a space of 10 ft.
  • Undersized Weapons: Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs). (-1 CP)

Senses Racial Traits

  • Darkvision: Centaurs can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)

Alternate Physical Traits

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Cultural Traits

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Racial Feats


Feat Name Category/Type Prerequisites Benefit
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