CENTAUR/NIGHTMARE

Yes, centaurs are from the Humanoids book. But I gave 'em their own page anyway.

Centaurs are common on many different worlds. They have the head and upper torso of a human and the legs and lower body of a horse. All centaurs are tall (84 + 3D12 inches for males, 80 + 3D12 inches for females), and they are very heavy (1000 + 6D20 lbs. for males, 960 + 6D20 lbs. for females). Centaurs live for an average of about 95 years (75 + 2D20 years max). Their skin can be any color of human flesh, and their coats can be the color of any horse. Centaur hair and fur are often the same color. Many centaur males have beards. Their ears are pointed, like an elf's.

Nightmares on Karion are very different from the nightmares of other worlds. Here, they are a sub-species of centaur, noted for their extremely short tempers and violent tendencies. Nightmares look identical to centaurs in all ways except coloration; a nightmare's skin is a dark blue or purple, their fur and hair is black, blue or purple, and they almost always have violet eyes.

PERSONALITY:

Centaurs are fairly good-natured, though they are known to have a very short fuse. They love strong ale and have an excellent sense of humor. Basically, they enjoy having a good time. They are quick to take offense, but are also quick to forgive.

Nightmares are similar, but different in some very important ways. While centaurs are typically good-natured, nightmares tend to be quarrelsome. They have little taste for ale but do have a good (if dark) sense of humor. Nightmares are much more serious, but this also makes them more down-to-earth.

Both species are extremely proud. Neither will tolerate horse jokes at all, and see them as personal insults. Likewise, neither will allow themselves to be ridden like a horse and will take great offense if such a role is suggested. Also, there is a long standing feud between centaurs and nightmares, and neither will take kindly to being mistaken for the other. Both species have an incredible curiosity and lust for adventure which drives them to become PC's. Finally, both centaurs and nightmares deeply respect nature and will die to defend it.

LIFESTYLE:

On Karion, centaurs have slowly begun to change from nomadic tribes to a feudal system. Though many still live by the old ways, more and more are moving to the cities. These centaur nations have not yet begun minting their own coins, so barter is the most common form of payment. The society is divided into a working class, which hunts, forges weapons and armor, and performs other menial tasks, and a ruling class, which makes and enforces laws, creates artwork, and performs other tasks which the working class is too busy or too ignorant to perform. Nightmares living in such villages have few if any rights and are treated like slaves. Nightmare revolts are common, but they are quickly put down.

TOOLS & TECHNOLOGY:

Centaurs favor swords and clubs, and especially jousting. Nightmares prefer to fight from a distance with bows or magic, though they do have a distinct taste for fighting with two weapons.

Centaurs and nightmares both disdain armor and avoid using it. When they do feel the need to wear it, it must be specially fitted and will typically cost 500-1000% of the armor's usual cost or more. Fortunately, their thick hides grant them a base AC of 5. Centaurs are avid users of the shield, nightmares prefer to fight with two weapons.

Dulluck: (Damage 1D8/1D6 + 1, Speed 4, Type B) A dulluck is a large club with a rope and hook attached to one end, used exclusively by centaurs. It can be used as a heavy, two-handed club or the hook can dismount a rider or disarm an opponent.

Chopang: (Damage 1D8/1D10, Speed 9, Type P) The chopang is a 10' long polearm with a slender pointed tip ending in two nasty inward-curving hooks. On a proper strike (must beat the target's AC by 2 or more) the chopang is imbedded in the target and will cause 1D2 points of blood loss damage per round. If the centaur or nightmare chooses to hold onto their weapon, they may push the target around as they choose; otherwise, the victim suffers a -3 penalty to all attack rolls. The only way to eliminate this penalty is to remove the blade (Str check and inflicts 1D4 damage).

Zodan: (Damage 1D10/1D12, Speed 8, Type S) A zodan is a razor-sharp longsword with an angled tip favored by nightmare warriors.

Marebow: (Speed 7, Range 8/16/24) This small (4' long) bow was designed by nightmares and is among the most powerful bows available. They are never given to outsiders and are rare in the extreme.

Swordtip Arrow: (Damage 1D10/1D8, Type P) Swordtip arrows have a 6'' long, sword-like tips with a serrated edge. They are capable of inflicting a great deal of damage. Swordtip arrows are used exclusively by nightmares, and none have ever been found in the hands of outsiders.

GAMING NOTES:

Attribute Adjustments: (Both) +1 to Con, -2 to Dex. (Centaur only) +1 to Wis. (Nightmare only) +1 Int, -2 Cha.

Min/Max

Centaur

Nightmare

Strength

18

18

Dexterity

16

16

Constitution

19

19

Intelligence

18

19

Wisdom

19

18

Charisma

18

16

Special Abilities: (Both) Can strike with hooves twice each round (1D4 damage), 4 bonus hit points at first level, base AC of 5. (Nightmare only) +1 to strike when using any bow, 90% resistant to Charm- and Sleep- based spells, 15% magic resistance against one type of attack (roll 1D3: 1 = fire, 2 = ice, 3 = lightning/electricity).

Special Disadvantages: Take damage as large creatures, have difficulty negotiating certain types of terrain.

Proficiencies: (Both) Animal Lore, Agriculture, Armorer, Artistic Ability, Bowyer/Fletcher, Brewing, Fishing, Hunting, Leatherworking, Running, Set Snares, Tracking, Weaving. (Centaur only) Carpentry. (Nightmare Only) Survival (Forest).

Class Options: Fighter (No limit), Ranger (Limit 10), Mage (No limit), Bard (No limit).

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