CHAPTER 4OTHERRACES96Illus. by S. BelledinLands: Centaurs make their lairs in forested areas andprefer to range through temperate plains and forests.Although centaurs have permanent dwellings, their culturehas more in common with nomads and hunters than withthe city-building races <strong>of</strong> humanoids. Like nomadic cultures,centaur tribes range farther north during the warmmonths and concentrate in southern temperate regionsduring the winter.Settlements: Centaur lairs look little like the permanentstructures <strong>of</strong> other races, consisting <strong>of</strong> a series <strong>of</strong>beautiful forest glades, peaceful streams,and perhaps a few scattered lean-tos.Although these lairs seem simple andunprotected, they providemore protection thaneven the stoutest wallsby allowing the swiftmovingcentaurs to encircleapproaching foes or easily flee ifpressed too hard.Power Groups: A centaurdruid is usually a tribe’sdesignated leader andspeaker, but groups <strong>of</strong>centaur warriors holdgreat sway in any giventribe, mainly becausetheir choices <strong>of</strong>where and whatto hunt greatlyimpact how wellthe tribe will eat inthe coming weeks.These hunters, braveand free-spirited as theyare, have their passionstempered by the wisdom<strong>of</strong> the centaur druidsMale centaurwho study the wilderness through which the tribe roams.Although these groups rarely have lasting conflicts, thehunters and druids <strong>of</strong>ten wish to pursue differing shorttermgoals.Beliefs: Centaurs love and worship nature, and mostwho wish to devote themselves to a higher power or causebecome druids. Nearly all centaur clerics (who are rare)worship the centaur deity Skerrit. Clerics <strong>of</strong> this nature deitycan choose any two <strong>of</strong> the following domains: Animal,Good, or Plant.Relations: Centaurs shun humans. Although they bearthem no serious ire, they prefer open lands to the closedincities that humans invariably build. Centaurs get alongwell with elves and with many <strong>of</strong> the wandering races,such as catfolk and halflings. Centaurs have had too manydangerous skirmishes against tribes <strong>of</strong> vicious gnolls tobe anything other than suspicious <strong>of</strong> the hyena-headedhumanoids, but they are open-minded and intelligentenough to get along with an individual gnoll that provesitself trustworthy.CENTAUR CHARACTERSBecause <strong>of</strong> their unique physical abilities and physiology,centaurs make versatile warriors and scouts. Centaurs whotake a few levels in druid or (more rarely) cleric combinepowerful ranged attacks with minor spellcasting abilitiesmuch like a multiclass humanoid spellcaster does.Adventuring Centaurs: Centaur adventurers don’t havethe problems with outsiders that most centaurs do. Througha combination <strong>of</strong> confidence, curiosity, and ambition,these brave centaurs have come to viewthe cities and communities <strong>of</strong> other culturesas places to learn and explore rather thanplaces to avoid.Centaurs view adventurers ascultural outsiders. Many otherraces <strong>of</strong> the wild, such asgnolls and catfolk, seeonly a small differencebetweenan accomplishedhunter who provides food for thetribe and an adventurer, butcentaurs feel quite differently.Although centaurs do notshun adventurers <strong>of</strong> theirown race in the same waythat they shun humans,orcs, and some otherhumanoids, they nevermake centaur adventurersfeel truly welcome, and usuallyencourage such a characterFemale centaurto move on to another area orcommunity after a short timeamong them.Character Development: Centaur characters have 4 racialHit Dice and a +2 level adjustment. As a result, many <strong>of</strong> acentaur’s early choices are simplified. In the early stages <strong>of</strong>their careers, centaur characters <strong>of</strong>ten have fewer hit pointsthan other humanoid warriors <strong>of</strong> an equal level, causingmany centaurs to favor ranged combat. Mastering the use <strong>of</strong>a powerful composite longbow allows a centaur characterto take advantage <strong>of</strong> his strength, and his high speed allowshim to keep his distance from most foes. For melee combat,centaurs prefer two-handed weapons that allow them to takefull advantage <strong>of</strong> their high strength, such as longspears,greatswords, and greataxes.When playing a centaur, remember that the race’s uniqueanatomy causes problems in certain circumstances. Ina four-member party, it’s quite likely that if the centaurcharacter falls in combat, the party will lack the physicalstrength to move him. In addition, as pointed out on page7 <strong>of</strong> the Monster Manual, some creatures simply aren’t
made for certain types <strong>of</strong> physical activity. Centaurs,despite their great strength, are not capable <strong>of</strong> climbingsheer surfaces, nor do they have much chance <strong>of</strong> walkinga tightrope. In these situations, the DM is the final arbiter<strong>of</strong> in-game logic.Character Names: Centaur given names are multisyllabicand commonly include the letters “z,” “x,” “r,” and “y.” Centaurfamily names usually have only one syllable. Centaurs use asingle given name and a family name.Male Names: Brynzin, Denryx, Kezzryn, Tyrrox, Zerrn.Female Names: Allyri, Byss, Rynna, Zerry.Family Names: Bri, Gyr, Hop, Tor, Zym.ROLEPLAYING A CENTAURThe most striking difference between centaurs andhumanoid characters is obviously their physiology, butthere are interesting differences in their outlooks as well.Centaurs cover great distances easily, and therefore theyhave less attachment to places and possessions than manyhumanoid races.Personality: Most centaurs tend to be easygoing, almostmild-mannered; they are usually uninterested in interactingwith members <strong>of</strong> the humanoid races. Centaur adventurers,however, have an innate curiosity that overcomes the typicalcentaur hesitation to interact with others, and they are generallyfriendly and outgoing. Even so, centaur adventurers tendto prefer halflings and elves over adventuring companions<strong>of</strong> other races.As thinking, civilized creatures, centaurs frown uponthose humanoids who look on them as potential mounts.It is a grave insult to ask a centaur to serve as a mount, andcentaurs usually <strong>of</strong>fer to carry their companions only indire circumstances.Roleplaying Application: You should roleplay the tensionbetween your own curiosity and the stereotypes that yourpeople hold toward members <strong>of</strong> other races. When youinteract with a member <strong>of</strong> another race, try to convey thatyou have preconceptions about the character but that you aretrying to keep an open mind.Serving as a mount is beneath you. Only when the life<strong>of</strong> a close companion is at risk should you deign to carrya humanoid.Behaviors: Centaur adventurers know that they can expecta cold welcome should they attempt to return to their homes,and for that reason many view themselves as permanentwanderers. This attitude is greatly comforting, rather thanconfining, to the swift-moving centaur adventurer. Because<strong>of</strong> this mind-set, however, such characters seldom own morethan they can carry on their broad backs.In combat, centaurs see running as the natural approach tobeginning a battle, using their speed to establish a comfortablerange before the fighting begins.Roleplaying Application: Use your increased carryingcapacity to be ready for any situation. You are comfortablemaking your home nearly anywhere, but you do not expectto stay in one place for long. You might seek to collecttokens or mementos from the exotic places that you visit,filling your backpacks with these items in the same waythat a human might line his mantle with mementos <strong>of</strong> hisown travels.In combat, you should encourage your companions to fightlike centaurs, even to the point <strong>of</strong> urging them to learn featssuch as Spring Attack and Shot on the Run.Language: Most centaurs are slow to share their thoughtswith others, but this reticence seldom hinders their socialskills. When communicating with most humanoids,centaurs keep their statements short and to the point;they are more comfortable and outgoing around halflingsand elves.Roleplaying Application: Although you are neither shy norintimidated by others, consider your thoughts carefullybefore sharing them. One carefully worded statement is betterthan a long, ill-advised discourse. Two favored centaur battlecries are “Swift!” and “Run fast, run sure!” Try to differentiatethe way you talk to most humanoids from the way youinteract with halflings, elves, and your trusted friends. Thereshould be a marked difference between the ways you interactwith these two groups.CENTAUR ENCOUNTERSCentaurs love running battles. The centaur courser describedhere makes an effective leader for a patrolling group <strong>of</strong>centaurs, especially when they are able to use their preferredtactic during a fight.EL 7: Four centaurs make up an EL 7 patrol group. Thecanny creatures move with more stealth than their largeforms would indicate, and they are quite capable <strong>of</strong> destroyingeven a more powerful party in a running combat if their foeslack the speed to catch them.EL 10: Centaur courser and four centaurs. This patrolgroup is led by a seasoned centaur barbarian leader, giving thegroup the ability to take on larger, more powerful monsters.Typically, the centaurs will all try to fight from long range,making one attack with their bows and then moving furtheraway from their foes. When facing enemies able to keep pacewith this tactic, the centaurs attempt to move around theenemy and provide flanking opportunities for the centaurcourser’s attacks.Centaur Courser: Centaur barbarian 3; CR 9; Largemonstrous humanoid; HD 4d8+12 plus 3d12+9; hp 64;Init +5; Spd 70 ft.; AC 22, touch 13, flat-footed 17; BaseAtk +7; Grp +17; Atk +13 melee (2d8+9/19–20, masterworkgreatsword) or +12 melee (1d6+6, ho<strong>of</strong>) or +12 ranged(2d6+7/×3, +1 composite longbow); Full Atk +13/+8 melee(2d8+9/19–20, masterwork greatsword) and +7/+7 melee(1d6+3, 2 hooves), or +12/+7 ranged (2d6+7/×3, +1 compositelongbow) or +10/+10/+5 ranged (2d6+7/×3, +1 composite longbowwith Rapid Shot); SA rage 1/day; SQ darkvision 60 ft.,fast movement, trap sense +1, uncanny dodge; AL CG; SVFort +8, Ref +11, Will +8; Str 23, Dex 21, Con 17, Int 6, Wis14, Cha 10.CHAPTER 4OTHERRACES97
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C R E D I T SD E S I G NSKIP WILLIA
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no elf could predict which memory w
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premium. Thus, each individual can
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The elves have raised one form of e
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do spend time away from one another
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espects during this time, and those
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Stores Master: Charged with keeping
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would be the birthright of any full
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of feet above the forest floor. Mos
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Cleric Training: More than any othe
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ELF HISTORYAND FOLKLOREThe elves cl
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along with her son Hionyron, who wa
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and return her to her people.” In
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Table 1-3: Suffixesd% Suffix Meanin
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CHAPTER 1ELVES34tri-level tree home
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Illus. by C. Lukacsurious and activ
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the reason for the farmer’s hospi
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Halflings make a visitor feel welco
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Halflings are usually pleasant trav
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- Page 112 and 113: CHAPTER 5PRESTIGECLASSES112the foll
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CHAPTER 6CHARACTEROPTIONS146Conditi
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CHAPTER 6CHARACTEROPTIONS148If the
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CHAPTER 6CHARACTEROPTIONSIllus. by
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CHAPTER 6CHARACTEROPTIONSIllus. by
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CHAPTER 6CHARACTEROPTIONSIllus. by
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Table 6-3: Elf Ranger Racial Substi
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Table 6-5: Halfling Druid Racial Su
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CHAPTER 6CHARACTEROPTIONS160Table 6
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Class SkillsRaptoran fighter substi
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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CHAPTER 7EQUIPMENTAND MAGIC166anoth
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CHAPTER 7EQUIPMENTAND MAGICTable 7-
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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2nd-Level Ranger SpellWoodland Veil
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WOODLAND VEILIllusion (Glamer)Level
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CHAPTER 8CAMPAIGNS INTHE WILD178THE
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILD182(lo
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CHAPTER 8CAMPAIGNS INTHE WILD184Ski
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CHAPTER 8CAMPAIGNS INTHE WILD186Tab
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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APPENDIX19261 Guards are needed to
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2THE CLIFFThe Rifinti dwelling lies
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supplies for craftwork. Lamps fuele
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Nae’fidrim: Female owl companion;
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Creatures: A cleric is always on du
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cloak of elvenkind, oil of magic we
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aptoran contraries. If visitors can