NYSSIAN CENTAUR
N(G) Large Fey CR 10
Init +2 Perception +12
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 armor, +2 Dex, +4 natural, +2 shield, –1 size)
HD: 10d8+30 (61 hp)
F +6, R +9, W+9
OFFENSE
Speed 50 ft. (35 ft. in armor)
Combat +13 / +8
Melee longsword +16/+11; 2 hooves +7 (1d6+1)
Ranged Bow +15 / + 9 (1d8+2/×3)
STATISTICS
Str 17, Dex 14, Con 16, Int 10, Wis 15, Cha 11
Base Atk +8; CMB +8; CMD 20 (24 vs. trip)
Feat Trees - Archery, Expertise & Strength Focus (See Below)
Skills Acrobatics + 5*, Appraise +6, Perception +12, Survival +15, Craft (Any trade) +10, Knowledge (local & nature) +8, *Acrobatics: Centaurs gain a +15 to their score for jumping
Languages Common, Faerie, Giant
SQ undersized weapons
Advancement By Character Class
ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, hunt (3–10), tribe (110–300)
Treasure standard (gems and jewelry are preferred)
SPECIAL ABILITIES
Undersized Weapons (Ex) 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).
Nyssian centaurs are powerful and wise creatures found through-out the domain in small herds. Like many other types of fey, they are creatures of extremes - peaceful in their homes, but wild and uncontrollable when facing an enemy or celebrating. They have considerable knowledge of wildlife, crafting practice and local traditions as well as their communal connections with other fey. Renown for their ability to handle copious amount of alcohol and the calming effect it has on them. While the typical trade is weapon making (Fletcher) there are also artists, chefs, musicians, engineers, etc.
Centaurs live a nomadic lifestyle, roaming from one large grassland to another in small tribes, coming together with fey-kin to trade, share information and socialize. They own little in physical belongings as they usually prefer to be able to pick up and move on a moment's notice. They can hunt for what they need, but some experts make their living as guides for human populations, spending their time between the town and tribe. Elders who are starting to slow down, sometimes settle in small human or elven communities and survive through their crafting. Fey young centaurs ever adopt a set community as they would miss the freedom of running wild with kin.
They use simple weapons that they can easily create themselves (bow, mace, spear) but those who work as guides or mercenaries often have access to much better equipment.
They usually advance by taking character classes - barbarian, bard, druid, fighter, or ranger are the most typical selection. They rarely advance as clerics, and wizards are virtually non-existent.
Archery Feats - Alertness: Point Blank Shot, Deadly Aim, Spirited Charge, Weapon Focus (Bow)
Combat Feats - Expertise, Weapon Focus, Power Attack, Dazzling Display, Gr Weapon Focus*
Strength Attack - Power Attack, Weapon Focus, Cleave, Imp Bull Rush, Imp Overrun
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