Home The Outcast

Centaur

These large creatures have the body of a horse and the upper body of a human. Highly individualistic, they have tribes but these are often tense gatherings. They prefer the open steppe lands. They were cast out of the realm of Ralor for the sin of spite, taking revenge on each other. The centaurs were split on how to feel about their exile. Some felt that Ralor was wrong to punish them for seeking what they saw as justice, others felt that their punishment is fair even as they live in an uneasy truce with the other group. Judge Qilich is often called on to arbitrate between these two groups.

Centaurs are loath to engage in commerce, but may be open to trade for well made iron horse shoes.

1 shoe = 1 standard gold

Music

Town Music

Battle Music

Services

Apothecary - Gulnigar sells potions and soap out of her saddlebags. On market days she has a stall set up, the rest of the time she is out gathering ingredients.

Smith - Zordun is possibly the richest centaur. He’s also the only one who doesn’t travel, instead buying ore in exchange for horseshoes at a substantial markup.

Tanner - Nazaket tans hides before heading to market to sell bags and armor. She does not take commissions.

Magic Shop - Anzar makes most of his money on polished wooden jewelry, but can be commissioned for wondrous items and enchantments.

NPCs

Judge Qilich

Male Centaur Barbarian 20

LN Large Monstrous Humanoid

Init +4; Senses Darkvision 60; Perception +30

DEFENSE

AC 32, touch 27; +6 vs traps

HP 290

Fort +19, Ref +10, Will +14; +6 Ref vs traps

Defensive Abilities Uncanny Dodge, Improved Uncanny Dodge, DR 5/-, SR 19

OFFENSE

Speed 50

Melee Furious Greatclub +4, +30/+25/+20/+15 (1d10+5+4/x2)

Ranged Endless Ammunition Distance Composite +4 Longbow +2 (range 220ft +25/+20/+15/+10 (1d8+2+4+4/x3)

Special Attacks

Rage: 49 rounds/day, +8 Str +8 Con +4 Will -2AC +80HP.

Rage Powers (Lesser Celestial Totem, Celestial Totem, Greater Celestial Totem, Clear Mind, Lesser Daemon Totem, Daemon Totem, Greater Daemon Totem, Mighty Swing, Powerful Blow, Superstition).

Greater Rage.

Tireless Rage.

Mighty Rage.

Defence (rage)

AC 30, touch 25; +6 vs traps

HP 370

Fort +23, Ref +10, Will +18; +6 Ref vs traps, +4 Will vs Enchantment, Lesser Daemon Totem (+4 vs acid, death effects, disease, and poison), +2 to save vs evil creature's spells and effects, Clear Mind (reroll failed Will save), Superstition (+5 vs spells, supernatural abilities, and spell-like abilities)

Special Defenses Uncanny Dodge, Improved Uncanny Dodge, DR 5/-, Celestial Totem (SR +31 vs evil spells)

Offense (rage)

Speed 50

Melee Furious Greatclub +4, +36/+31/+26/+21 (1d10+7+6/x2), Daemon Totem (+1 negative level)

Special Attacks Hoof +16/+12 (1d6+5+5), Celestial Totem (gleaming halo shines like daylight, invisibility purge to adjacent squares effecting non-good creatures), Mighty Swing (automatically confirm crits), Powerful Blow (+5 to 1 attack roll once per rage)

STATISTICS

Str 24, Dex 18, Con 24, Int 18, Wis 26, Cha 14

Base Atk +20; CMB +28; CMD 42 +4 vs trip

Skills Diplomacy +26, Handle Animal +25, Intimidate +29, Perception +31, Survival +31

Languages Centaur

Gear Furious Greatclub +4, Endless Ammunition Distance Composite +4 Longbow +2, Scale Mail Spell Resistance +5, Belt of Physical Perfection +6, Horseshoes of Crushing Blows +5, Iron Crown of the Judge (Judge's Wig): at will Discern Lies, Headband of Mental Superiority +6, Amulet of Natural Armor +5, Bracers of Armor +8

Centaur Nomad

Centaur Barbarian 5

N Large Monstrous Humanoid

Init +3; Senses Darkvision 60, Perception +9

DEFENSE

AC 20, touch 14; +1 AC vs trap

HP 62

Fort +8, Ref +4, Will +3; +1 Ref vs trap

Defensive Abilities Uncanny Dodge: never flat-footed. Improved Uncanny Dodge: cannot be flanked.

OFFENSE

Speed 50

Melee Furious Greatclub +10 (1d10+6/x2)

Ranged Distance Composite +5 Longbow +7 (1d8+5+3/x3) 220ft

Special Attacks Rage: 16 rounds/day, +4 Str +4 Con +2 Will -2 AC +10 HP, fatigued for 2x rounds spent raging. Rage Powers (Lesser Daemon Totem, Powerful Blow)

Defense (rage)

AC 18, touch 12; +1 AC vs trap

HP 72

Fort +8, Ref +4, Will +5; +1 Ref vs trap; +2 vs acid, death effects, disease, and poison

Defensive Abilities Uncanny Dodge: never flat-footed. Improved Uncanny Dodge: cannot be flanked.

Offense (rage)

Speed 50

Melee Furious Greatclub +14 (1d10+10/x2)

Special Attacks Powerful Blow +1 on 1 damage roll per rage

STATISTICS

Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 8

Base Atk +5; CMB +12; CMD 25

Skills Craft(smithing) +7, Handle Animal +6, Intimidate +10, Perception +9, Survival +9

Language Centaur

Gear Furious Greatclub, Distance Composite +5 Longbow, Scale Mail +1, bracers of armor +1, bag of holding I, blanket, Soap, hemp rope, everburning torch, ale, applejack, mead, bread x10, cheese x10, honey, meat x10, yogurt x10, goat, harness, Centaur jewelry (500), cooking kit, fishing kit, gambler's kit, grooming kit, mess kit, waterskin x5, polo gear, 685 Iron Horseshoes