Knightfall
World of Kulan DM
Centaurs with the arctic racial template from Dragon #306. I also gave this centaur race extra Knowledge skill bonues and the Alertness feat. - KF72
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Centaur, Arctic (Centaur of Harqual)
Large Monstrous Humanoid
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 15 (-1 size, +2 Dex, +2 natural, +2 large shield)
Attacks: Greatclub +7 melee, 2 hooves +3 melee; or mighty composite longbow (+4) +5 ranged
Damage: Greatclub 1d10+4, hoof 1d6+2; or mighty composite longbow 1d8+4
Face/Reach: 10 ft. / 5 ft.
Special Attacks: Racial traits, spell-like abilities
Special Qualities: Racial traits
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 18 (+4), Dex 14 (+2), Con 17 (+3), Int 9 (-1), Wis 13 (+1), Cha 9 (-1)
Skills: Hide +3, Knowledge (agriculture) +1, Knowledge (nature) +1, Listen +4, Move Silently +3, Spot +4, Survival +3
Feats: Alertness (B), Weapon Focus (hoof), Winter’s Child (SS)
Climate/Terrain: Harqual – cold forest
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd to 5th-level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th to 9th-level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2
The centaurs of Harqual live in the forests of the Northlands (beyond the Greystone Mountains) and are steadfast allies of the barbarians living in the north. For as long as barbarians have lived on Harqual there have been these centaurs living alongside them, or at least that's what both the barbarians and these centaurs say.
All centaurs of Harqual have thicker hair than centaurs of other worlds and the human torso part of their body is covered with hair front and back. Males have thick beards, which are usually kept braided and their long manes are always tied up in a ponytail. Females do not have facial hair and their manes are left loose to blow in the frigid winds of the Northlands.
Centaurs of Harqual speak their own racial language and the Barbarian tongue.
Combat
Centaurs of Harqual are stout warriors will defend their homes and kin without any hesitation. Of course, since they are strong allies with the barbarians of the Northlands, almost any conflict that continues for any length of time will eventually draw in their barbarian allies as well.
Centaurs of Harqual use the same tactics and weapons when dealing with hostile opponents. The main difference is the terrain those opponents will have to face them on. Centaurs of Harqual know how to use their homeland’s cold terrain to best help them in a fight (i.e. sinkholes, avalanches, blowing snow and freezing wind, etc.).
Spell-like Abilities: Centaurs of Harqual have the ability to use ray of frost once per day as a 1st-level cleric.
Racial Traits (Ex): See below.
Centaur of Harqual Society
The origin of the centaurs of Harqual is a mystery that baffles even the high elves of Kingdom of the Silver Leaves. It is widely known by powerful diviners that a centaur-like race, known as zebranaurs, is common all over Kulan. However, what's not known is why zebranaurs are so dominate across the world and yet centaurs are not.
Those adventurers that have traveled the world have never encountered centaurs anywhere except on Harqual. And even on Harqual these centaurs are limited to northern reaches of the continent. Zebranaurs dominate the southern lands of Harqual and for some unknown reason the northern-dwelling centaurs of Harqual elders won't willingly cross the Great Expanse, and they attempt too forbid young centaurs from making the journey. Most of these adventuresome centaurs either never come back or reappear several years later with strange arcane symbols tattooed into their hides. Most don't remember what happened and those that do never speak of their experiences.
Strangely enough, centaurs can actually leave Harqual from the north without any strange disappearances (i.e. on a ship) and come back just as easily. And if they land on the shores of the southern half of the continent nothing strange happens. Only when a centaur crosses into the Great Expanse do they disappear in a shimmer of light. Where they go remains a mystery.
Centaur of Harqual Characters
Centaurs of Harqual favor the ranger class. Centaurs of Harqual often are barbarians and fighters as well and sometime become multiclassed ranger/druids and barbarian/druids.
Centaurs of Harqual worship the gods of the Pantheon of the North. They have never heard of Skerrit, the patron deity of centaurs on other worlds. They revere Daghdha before all the other gods of the pantheon. Centaur of Harqual clerics of Daghdha can choose any two of the following domains: Animal, Forest, Plant, Renewal, and Weather.
Centaur of Harqual Traits
-> +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma.
-> Large: As Large creatures, centaurs of Harqual gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
-> Speed: Base land speed is 40 feet.
-> Darkvision 60 ft.
-> Centaurs of Harqual gain Alertness as a bonus feat.
-> Spell-like Abilities: As per the description under Combat.
-> Save Adjustments: +1 racial bonus on saves against cold effects and a –1 racial penalty on saves against fire effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical.
-> Skills: +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks.
-> Automatic Languages: Centaur and Barbarian. Bonus Languages: Giant, Gnoll, and Orc.
-> Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing. If using the rules from Savage Species, then they also could have Centaur as their favored monster class but with the racial traits listed here.
-> ECL: +6
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Centaur, Arctic (Centaur of Harqual)
Large Monstrous Humanoid
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 15 (-1 size, +2 Dex, +2 natural, +2 large shield)
Attacks: Greatclub +7 melee, 2 hooves +3 melee; or mighty composite longbow (+4) +5 ranged
Damage: Greatclub 1d10+4, hoof 1d6+2; or mighty composite longbow 1d8+4
Face/Reach: 10 ft. / 5 ft.
Special Attacks: Racial traits, spell-like abilities
Special Qualities: Racial traits
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 18 (+4), Dex 14 (+2), Con 17 (+3), Int 9 (-1), Wis 13 (+1), Cha 9 (-1)
Skills: Hide +3, Knowledge (agriculture) +1, Knowledge (nature) +1, Listen +4, Move Silently +3, Spot +4, Survival +3
Feats: Alertness (B), Weapon Focus (hoof), Winter’s Child (SS)
Climate/Terrain: Harqual – cold forest
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd to 5th-level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th to 9th-level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2
The centaurs of Harqual live in the forests of the Northlands (beyond the Greystone Mountains) and are steadfast allies of the barbarians living in the north. For as long as barbarians have lived on Harqual there have been these centaurs living alongside them, or at least that's what both the barbarians and these centaurs say.
All centaurs of Harqual have thicker hair than centaurs of other worlds and the human torso part of their body is covered with hair front and back. Males have thick beards, which are usually kept braided and their long manes are always tied up in a ponytail. Females do not have facial hair and their manes are left loose to blow in the frigid winds of the Northlands.
Centaurs of Harqual speak their own racial language and the Barbarian tongue.
Combat
Centaurs of Harqual are stout warriors will defend their homes and kin without any hesitation. Of course, since they are strong allies with the barbarians of the Northlands, almost any conflict that continues for any length of time will eventually draw in their barbarian allies as well.
Centaurs of Harqual use the same tactics and weapons when dealing with hostile opponents. The main difference is the terrain those opponents will have to face them on. Centaurs of Harqual know how to use their homeland’s cold terrain to best help them in a fight (i.e. sinkholes, avalanches, blowing snow and freezing wind, etc.).
Spell-like Abilities: Centaurs of Harqual have the ability to use ray of frost once per day as a 1st-level cleric.
Racial Traits (Ex): See below.
Centaur of Harqual Society
The origin of the centaurs of Harqual is a mystery that baffles even the high elves of Kingdom of the Silver Leaves. It is widely known by powerful diviners that a centaur-like race, known as zebranaurs, is common all over Kulan. However, what's not known is why zebranaurs are so dominate across the world and yet centaurs are not.
Those adventurers that have traveled the world have never encountered centaurs anywhere except on Harqual. And even on Harqual these centaurs are limited to northern reaches of the continent. Zebranaurs dominate the southern lands of Harqual and for some unknown reason the northern-dwelling centaurs of Harqual elders won't willingly cross the Great Expanse, and they attempt too forbid young centaurs from making the journey. Most of these adventuresome centaurs either never come back or reappear several years later with strange arcane symbols tattooed into their hides. Most don't remember what happened and those that do never speak of their experiences.
Strangely enough, centaurs can actually leave Harqual from the north without any strange disappearances (i.e. on a ship) and come back just as easily. And if they land on the shores of the southern half of the continent nothing strange happens. Only when a centaur crosses into the Great Expanse do they disappear in a shimmer of light. Where they go remains a mystery.
Centaur of Harqual Characters
Centaurs of Harqual favor the ranger class. Centaurs of Harqual often are barbarians and fighters as well and sometime become multiclassed ranger/druids and barbarian/druids.
Centaurs of Harqual worship the gods of the Pantheon of the North. They have never heard of Skerrit, the patron deity of centaurs on other worlds. They revere Daghdha before all the other gods of the pantheon. Centaur of Harqual clerics of Daghdha can choose any two of the following domains: Animal, Forest, Plant, Renewal, and Weather.
Centaur of Harqual Traits
-> +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma.
-> Large: As Large creatures, centaurs of Harqual gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
-> Speed: Base land speed is 40 feet.
-> Darkvision 60 ft.
-> Centaurs of Harqual gain Alertness as a bonus feat.
-> Spell-like Abilities: As per the description under Combat.
-> Save Adjustments: +1 racial bonus on saves against cold effects and a –1 racial penalty on saves against fire effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical.
-> Skills: +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks.
-> Automatic Languages: Centaur and Barbarian. Bonus Languages: Giant, Gnoll, and Orc.
-> Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing. If using the rules from Savage Species, then they also could have Centaur as their favored monster class but with the racial traits listed here.
-> ECL: +6
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