Centaur Centaur
Centaur, curtesy of www.mud.ca "Sea of Blood"
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Centaurs, go to Gamers.com to see the D&D3e Centaur in their MM report.
Centaurs are one of the most reclusive beings in the D&D world tending to keep to the forests rather than mingling in open areas among Humans and other two legged beings. They are quite attune with nature as are Elves (thus they accept them more so than Humans), and develop bonds with nature. Never will a Centaur take more than he/she needs from the land, if forced to, for instance cut down a tree they will make it their job to plant another. A Centaur is unmistakable, the powerful equine body with a upper Humans torso jutting out where a horse's neck and head should be. By nature Centaur's are good creatures only resort to violence when necessary.
In Centaurian society females have equal status with their male counterparts. Centaurs don't usually wear clothing as it is restrictive for them. Only when unfavorable weather comes to call, then they will dawn some sort of attire. *Like horses Centaurs can wear barding*. Centaurs prefer long bows, cudgels, spears, javelins, lances, scythes, and shields instead of swords, axes, etc.
Despite being reclusive by nature Centaurs are not ignorant to the happenings of the outside world.
Physical:
Height:  7'5" - 10'0"    Length: 8'0+ 
Weight: 
800 lbs +
Fur: 
brown - black - grey - white - golden - spotted variations  Skin: tan
Rare physical features: 
20% of Centaurs exhibit one of the following features:
20% Horse teeth or 20% Large nose or 20% Mohawk mane or 20% Human torso covered with hair or 20% horse ears (+2 Listen).
Lifespan: unknown
Face and Reach: 5' x 10' / 5'
Large Monstrous Humanoid
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers: 
+8 Strength Bonus
+4 Dexterity Bonus
+4 Constitution Bonus

-2 Intelligence Penalty
+2 Wisdom Bonus



Racial Features: 
Natural AC: 
11 (+2 natural -1 size)
Speed: 
50'
Spell Resistance: 
nil
Save Bonuses: Fort +2  Ref +3  Will +4
Hit Dice: 4d8 + Con modifier x 4, then by class.
Starting Level: Begin at character level 5 then add class.
Advancement: By character class.
- Darkvision 60'.
- Base Attack +3.
-
Proficient with long bow and short bow.
-
Front Hooves; 1d6 + one half Str bonus per hoof.
- Weapon Focus (hoof).
-
Can wear barding.
- Scent [ex] locate creatures within 30' by concentrating for 1 round. Treat as Track (with Wisdom checks).
-
+2 Listen and +2 Spot.
- -4 to Hide due to being large.
- Communicate with horses and other equines.
- +1 to "falling damage" die per foot.
- Cannot climb.
- Require 3x the amount of food as a Human.
Initial Languages:
Sylvan and Elven.
Favored Class:
Ranger.
Advanced D&D 2nd Edition
Ability Stats: 
Strength: 
13/19  (+1 bonus)
Dexterity: 
3/16 (-2 penalty)
Constitution: 
12/20  (+2 bonus)
Intelligence: 
3/18
Wisdom: 
3/18
Charisma: 
3/18

Racial Features:
Natural AC:
5
Movement Rate:
18
Magical Resistance: 
nil
-
+1 to hit and damage with any bow; bonus does not apply to crossbows
-
Can make 3 attacks per round; at your DM's discretion
-
Hoof blows 1d8/1d8
-
Kick with rear hooves, with a -2 to hit and doing 3d6 damage
- +8 hit points at first level
-
Can wear barding
-
Resurrection by rod only
-
+25% legend lore, +5% per Wisdom score over 10
-
30% resistance to humanoid non-magical diseases
-
Can speak with horses and their like

Classes and Max Level:
optional method of unlimited level advancement is highly recommended
Fighter: 
10 (11 with Str of 17, 12 with Str of 18)
Ranger: 
10 (11 with Str of 17, 12 with Str of 18)
Archer: 
11 (12 with Dex of 16)
Druid:
8 (9 with Wis of 19)
Wizard: 
10 (11 with Int of 17, 12 with Int of 18)
Illusionist:
6 (7 with Int of 17 and Dex of 16)

*Always get 1d8 HD minimum per level no matter what class. Centaurs cannot multi or double class!
Satyrs, go to Gamers.com to see the D&D3e Satyr in their MM report.
Satyrs along with Centaurs live in the forests of the land. They are pleasure seekers and are primarily interested in "fun" things. Satyrs are very care free creatures and are entirely a male only species; their counterparts are believed to be Dryads which are an all female species. 
These "goat-men" do not wander far from their home and are only offensive towards others when intruded upon and will drive the trespassers away; unless they are Elves which may be welcomed. Satyrs are usually found with Centaurs, whom they share their habitat with. Like Centaurs, Satyrs too care for nature as if it were their child, they will never over hunt or gather food in excess.
Humans regard Satyrs as women stealing beasts from the forests, even though they are fond of other races' females (like Dryads are of males), they do not go out of their way to steal women. Females of good appearance (Cha 14+) are likely to be charmed by a Satyr.
Physical:
Height: 
4'4" - 5'6"
Weight: 60 lbs - 120 lbs
Fur: 
red - brown - black    Skin: tan* 1% chance of having red colored skin
Lifespan: unknown
Face and Reach: 5' x 5' / 5'
Medium Sized Fey
Dungeons and Dragons 3rd Edition
Ability Stats Modifiers:
+2 Dexterity Bonus
+2 Constitution Bonus
+2 Intelligence Bonus
+2 Wisdom Bonus
+2 Charisma Bonus



Racial Features:
Natural AC:
14 (+4 natural)
Speed: 40'
Spell Resistance: nil
Save Bonuses: Fort +1  Ref +4  Will +4
Hit Dice: 5d6 + Con modifier  x 5, then by class.
Starting Level: Begin at character level 5 then add class (No pipes: begin at level 3).
Advancement: By character class.
- Low Light vision.
- Headbutt (gore) 1d6.
- +6 Bluff, +12 Hide, +14 Listen, +12 Move Silently, +8 Perform and +14 Spot. All are always class skills.
- Possess magical pipes [su] which can: cast charm, sleep or fear within a 60' radius lasting 1d6 hours or until dispelled (Will DC 14).
- Passes without a trace.
- Variant Rule: Irresistable [ex]: Will save should be made for encountering females with a Cha of 14+ (the Cha equal to the DC). The DM can make up what happens on a failed save...
Initial Languages:
Sylvan, Elven and Common.
Alignment:
Usually Chaotic Neutral.
Favored Class:
Bard.

Advanced D&D 2nd Edition
Ability Stats:
Strength: 
3/18   
Dexterity: 12/20 (+2 bonus)
Constitution: 8/18
Intelligence: 3/18
Wisdom: 9/19 (+1 bonus)
Charisma: 12/20 (+2 bonus)

Racial Features:
Natural AC:
5
Movement Rate: 18
Magical Resistance: 50%
Infravision 60'.
Headbutt: 2d4.
90% undetectable .
+2 on surprise rolls.
Possess magical pipes which can: cast charm, sleep or fear within a 60' radius lasting 1d6 hours or until dispelled
- passes without a trace.



Dragonlance History: Centaurs
Centaurs were created in 3051 PC along with Minotaurs, Dwarves and other races, when the magic of the Graygem melded horsemen into their horses. The Centaurs of Krynn call the forest of Darken Wood home along with Satyrs, Dryads and Fairies. Centaurs live in tribes that make up the Circle of Four; the four  tribes are: Green Willow, Iron Hooves, Ebon Lance, and the Soaring Mane. All tribes are lead by a chieftain, one of the four chieftains is the high chieftain. The Centaurs are further guided by the Forestmaster; who is an "avatar" of Chislev, the Centaurs god of worship. Being half-horse make Centaurs quite powerful, overlooking them because they are "half-animal" would be a mistake. They are not known for being a violent race, but can become so, like any other being. They usually though seek guidance from the Forestmaster before acting in aggression.
There used to be seven tribes (Leaping Heart, Laughing Brook, Keening Wind) until they became extinct after the
Centaurs' War during the Summer of Chaos. Chrethon (and his clan the Keening Wind) were discharged from the circle after out rightly killing some trespassing KoT; causing more to follow. Chrethon's anger caused him to join with Chaos and its child Grimbough; who warped the renegade Centaurs into deformed centaurs called Skorenoi. The Skorenoi were a deadly enemy, whatever killed one whether sword, axe, hoof, etc. would explode after the lethal blow was dealt. Many Centaurs died after using their hooves to kill Skorenoi. The Centaurs eventually won over the Skorenoi with the help of the Fairies but their capital of Ithax was in ruins...

*for more on Centaurs and their culture/society/lifestyle/etc, read "Dezra's Quest".
Or the AD&D / D&D Monster Manual for non-lance readings


Notable Centaurs
Legends:
Peldarin, "hero" of the Ebon Lance, wielded Soulsplitter
Hyrtamos, High Chieftain, organizer of first Centaurs tribes under ruler ship

5th Age:
Nemeredes, Trephas, Gyrtomon, Pleuron, Leopidippos, Thymmiar, Euclecia, Menelachos, Rhedogar, Chrethon, Olinia, Firemane, Aphremas, Thenidor, Xagander, Acraton, Lanorica, Xerbanion, Arhedion, Iomasseia, Eibruxa

*The Centaur from Greek Myth who tried to steal Heracles' ("Hercules") wife Deianeira was named Nessus. Others from Greek Myth are Chiron teacher to Heracles and Pholus.

Notable Satyrs
5th Age:
Hurach, Druthed

* in Greek Myth, the famous Satyr was named Pan.


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