Races: Centaur (CR 3)
Table of Contents
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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page revision: 13, last edited: 30 Jul 2022 16:00