Advanced Races #7: Centaurs (PFRPG) PDF

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Speed and Thunder!

Centaurs grab life with gusto and drain it to the lees. Traveling, fighting, eating, drinking—whatever they do, they do it with vigor.

Born with grace befitting human royalty but possessed of the fierce savagery of wild horses, centaurs present unique opportunities for roleplaying and adventure!

Advanced Races: Centaurs gives you everything you need to play a centaur adventurer from one of the three known hordes: the savage Oyun, the nature-loving Ganzorig, or the mystical Yul—each usable in any campaign. This 15-page sourcebook by designer Karen McDonald includes:

  • 11 new centaur racial traits including Fearless Marauder, Fey Upbringing, and Sage
  • 7 new feats including Brutal Battering, Iron Hooves and Wind’s Fury
  • 3 new archetypes: Green Witch, Oyun Wrestler and Redegiver
  • 4 new spells and 4 new magic items
  • Alseid and oinataur variants
  • And much more!

Listen closely, adventurer—the wind is rising, evil is abroad, and the horde is ready to ride! Try out Advanced Races: Centaurs in your next game.

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An Endzeitgeist.com review

3/5

This installment of the advanced races-series is 17 pages long, 1 page front cover, 1 page editorial/ToC, 1 page advertisement, 1 page SRD, leaving us with 13 pages of content, so let's take a look!

As has become a tradition with the series, we kick off by examining the customs, tribal lands and culture of the race in question and as has been the custom, the prose is glorious - author Karen McDonald explains different breeds, customs and lands and vivid prose, including sayings and teachings and a concise look at general psychology of the centaurs, their relationship with other races, all in the context of the delightful Midgard-setting - but can the rules back this up?

Centaurs get +2 to Str, Wis and Con, -2 to Int, are large, get a base movement of 40 feet, darkvision 60 ft., run as a bonus feat, count as having the mounted combat feat for purpose of skill prerequisites (but may not use ride to avoid damage to their equine halves), but strangely get +2 to ride-checks and attack rolls when charging. They also get +4 to CMD versus trip and -4 to stealth due to being quadruped and they also get +2 to craft (bows) and heal. I know. Here I go again. Soooo, as quadrupeds, do centaurs use quadruped rules to determine carrying capacity? Why do they have the ride-check bonus? Where is the size, height and weight-table? Worse: Undersized weapons ability, anyone? As large creatures, these centaurs, unlike those in the bestiary, can use large weapons. The variants are medium, so that doesn't extend to them, but still.

Next up would be traits - Status-bonuses when interacting with fey are nice, but where things get weird would be with Born of two hordes-trait - this allows you to take to traits that are assigned to specific hordes - which per se is fine. It does specify, though, that this breaks the rule that one can take no two traits from one category. Yeah. Here's the cincher - the traits universally lack categories - they all just are "traits". While assigning (combat) or (faith) and the like should not overexert anyone, it's still quite an oversight. On the cool side, we get a trait that offers the option to choose a raccoon-dog as a familiar or a dire weasel as an animal companion, with full stats for either...AND including the familiar bonuses/mini animal companion statblock! Two thumbs up, Mrs. McDonald!

We also are introduced to 7 new feats for faster movement, secondary hoof attacks or even a trample attack. two feats deserve special mentioning - one lets you increase casting time x2 in exchange for +2 to CL and the other lets you 1/day recall a spell you've already cast as a swift action, but only of a level -1 of your currently highest available slot. Both have in common that their wording is relatively concise, but also that they have the [magical]-feat-descriptor that to my knowledge, doesn't exist. Still, not a reason to bash on these, even though one feat (+1 atk, damage, skill+ ability-checks and caster level checks in forested environements) feels like filler.

We also get 3 archetypes - the Green Witch (guess for which base-class) can increase or decrease the fertility and productivity of areas by pronouncing blights or blessings and instead of a 4th level hex, gains the ability to use the equivalent of summon nature's ally,s caling up with her levels. On the nitpicky side - I assume they follow the default hex-rules, since both abilities lack information as to what action they require to activate. Explicitly stating that they count as hexes would have been prudent. A lost chance - blight/blessing SCREAMS Kingmaker-style kingdom-building rules - some precise rules for use of the abilities in that context would have been awesome.

Fighters may opt for the Oyun Wrestler archetype, who doesn't get proficiency with shields and heavy armor, but instead improved unarmed strike and the new iron hooves feat at first level. They also get scaling dodge bonuses and may treat hooves as primary natural weapons and finally, they become excellent in tripping foes. Okay, if rather weak archetype - can't see my players choosing this one.

Oracles may opt for the path of Redegiver, who may communicate with equine beings and perform a special kind of augury by galloping alongside equine hordes - while again, none too strong, a very interesting, flavorful archetype that drips roleplaying potential.

We also get 4 new spells - let's start with the cantrip: Thundering Hooves lasts one round, requires a swift action, and increases your movement by 30 feet when charging. When taking the run action, it multiplies speed by +2, so x6 movement instead of x4. This is too strong for a cantrip. Also, the cantrip refers to itself as gallop in the text. The level 1 version lasts longer, but why cast it? A thrid spell extends to multiple targets and a fourth targets multiple creatures as well as allowing them to ignore difficult terrain.

We also get 4 new magic items, like enchanted apple brandy(!!!) and a GREAT belt - one that lets the centaur take human or equine form. For 10K, this is a MUST-BUY for all centaur PCs who want to climb ladders and be less handicapped when dungeon-delving. Depending on your campaign, I'd honestly haggle with the DM whether this couldn't be dished out as starting equipment with teh character being in debt to...someone. (D'unhdunhduuuuunh. My players are too smart for that, but maybe you haven't traumatized yours to that extent...)

Horseshoes of lightstepping (and their greater cousins) would also be rather awesome - they make the centaur lighter. Alas, we have no idea what a centaur weighs... We also get 4 rather awesome mundane pieces of equipment.

On the final page of the book, we get two variants of centaurs with the elf/deer-hybrid Alseids (+2 Dex and Wis, -2 Int, low-light vision, +1 DC against Old World-spells, trackless in woods, quadruped, spears/shortbow familiarity, +2 to perception and stealth) and the onager-based Oinotaurs, who get +2 con and either +2 Int, Wis or Cha, -2 Dex, lo-light vision, Gang Up as a bonus feat and count as having mounted combat prerequisite-wise, +2 to a knowledge skill of their choice and all knowledge skills as class skills, familiarity with short swords and halberds and the usual quadruped bonus versus trip and the increased speed.

Conclusion:

Editing and formatting, while not perfect, are much better than in the last installment and overall can be considered good. Layout adheres to Kobold Press' beautiful two-column full-color standard and the pdf comes with gorgeous artworks, though fans of Kobold Press will have seen them before. The pdf comes fully bookmarked.

So Centaurs are a tough sell on me as a player race, mainly because their size and anatomy poses problems with many obstacles that standard modules tend to presume - e.g. climbing ladders or crawling through tight spaces. The belt herein gets rid of these issues and for that item alone, anyone even remotely intrigued in the concept should take a look. It should also be noted that the crunch herein is free of any truly greivous, glaring glitches and that the wording is much more concise than I expected. I haven't read any supplement by Karen McDonald before and she did a good job indeed, one well worth keeping an eye out for. That being said, the lack of an age, height and weight table is particularly irksome when taking a look at two of the magic items that address said weight-issue. I can't fathom why the table wasn't included. The second serious hickup would be that, beyond the centaur (and oinotaur) being slightly too powerful for my tastes, the former doesn't get the undersized weapon quality. This is a serious oversight that should be rectified.

All complaining aside, this is the best advanced races-supplement since Ben McFarland's take on the Darakhul, on par with the installment on Ravenfolk and well worth a final verdict of 3.5 stars, though, due to glitches, I'll for now round down to 3 for the purpose of this platform.

Endzeitgeist out.


Centaurs, not just monsters anymore.

5/5

Advanced Races 7 presents the Centaurs, and it does so quite well. First it presents an alternate race more in line with what one would expect for a player race, and then an explanation of why there is a difference between it and the Bestiary and ARG versions. It’s a reasonable way to explain it and not just hand wave the difference, and even plays into the Centaur culture presented in the book.

Before I go much further I would say that looking at my copy of the Advanced Race Guide, I would probably estimate the Centaur PC race in this book at 18RP. This places it in the higher end of PC races, beyond the Aasimar, and more along the lines of the Fetchling and Suli. However some features don’t line up exactly with the ARG, so this isn’t a precise judgment, but I thought it might be useful to know.

Back to the meat of the book, the culture presented here is one that falls into a similar, albeit with its own twists, treatment of centaurs as hordes, with nods to the Golden Horde of history. Rather than paint all Centaurs with a single brush however, the book presents three types with their own focus, and further supports this with traits and feats unique to the different hordes. This book also presents them in such a way that it would be fairly easy to introduce them largely as is to another campaign setting if you are wanting to introduce the race to a setting of your own.

After the lore of the Centaurs we reach the traits, feats and archetypes. The traits seem to fall in line balance wise, and a few offer some interesting options, such as additional options for familiars and animal companions in the form of the Raccoon Dog and Dire Weasel, respectively. One minor criticism is that several traits reference a status system, but nowhere did I see it reference what book this status system is available in, which is a shame because it sounds interesting. The feats offer some interesting options, especially for an Oyun fighter type, getting access to trample and a natural attack. The archetypes are somewhat interesting, with the Green Witch I think offering some interesting flavor with the ability to curse or bless areas. It isn’t an ability anyone would eagerly use in battle, but I can imagine a lot of use for it when dealing with a small community or the like. The Oyun Wrestler fighter archetype also seems like one that could see a fair amount of use. The last, the Redegiver oracle archetype, strikes me as perhaps the least interesting, but I could see being used as an npc character.

Following the traits, feats, and archetypes are the spells, gear, and magic items. The belt of unity strikes me as a useful magic item for Centaur players, whereas I find the Majra to be a very handy item for any archer, though I suppose it really depends on how often you find ammunition that doesn’t fit your weapon.

Finally we get two additional races! Not satisfied with one solid race write up, also included is two alternate centaur like races, that while they don’t get a full look at their culture and racial archetypes they are still a very nice bonus. Both present options that are a little different, and might even work if you still want to play a centaur type, but your gm is hesitant to let you go with even the lesser version presented earlier.

Overall I am very pleased with what Karen McDonald has given us with this book, it provides an interesting look at the Centaur race, offers a more reasonable version to play as, in addition to two variations of the race. Beyond that if I had to bring up a complaint it would be that it felt light. Don’t get me wrong, you’ll definitely get your dollars worth, I just wish there was a little more depth to what we are given, like the types of threats that have united the hordes previously for example. Definitely a book worth buying if you’re interested in having Centaurs in your campaign either as players or just as anew culture for them to interact with.


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Liberty's Edge

Love that cover!

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Gotta say, I love the cover too. It's a tough job making centaurs visually new and lively, but I think Guido Kuip nailed it.

Any you know, the first review is in! Megan gives it 5 stars and says at DriveThruRPG:

Megan R wrote:

To facilitate playing a centaur ... there is a range of traits and other material, both game mechanical and descriptive. Several archetypes are also presented to give an idea of the potentials of this race and to get you going on the creation of your own centaur characters. Feats, spells and uniquely centaur items round out this section.

There are also notes on centaur variants - creatures built along similar lines but drawing on different species - how about a half-elf, half-deer alseid, for example?

A fascinating glimpse into a fairly standard fantasy race that is often neglected in fantasy role-playing, at least as a potential character.


Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Happy to see it up!

Any feedback will be most welcome.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

It definitely falls into the "Advanced" category, and I think it crosses very well with barbarian, cleric, and shaman concepts.

And hey, trampling your enemies under hoof has a certain appeal.


Pathfinder Rulebook Subscriber

Is this the core centaur, the ARG version, or something else?


Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

The core centaur is mentioned, as well as introducing 1/2 CR variants possibly more suited to regular play.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

And the CR 1/2 variants are really needed for regular play. The core centaur is a big step up in power from, say, an elf.


Ok, I'm sure I'm not the only one wondering this. I looked in the Midgard Bestiary to check out what an Oinataur is and drew a blank. Can someone explain what this race is?


Pathfinder Rulebook Subscriber

From the name, I'd guess it's a donkey-taur.


Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Yes, the oinataur has the hindquarters of a donkey rather than a horse.


I thought those were (mythologically) called onocentaurs?


Thanks all!


I'm thinking on getting this one mainly because one of the my favorite APs is Kingmaker, and you get some good chances at recruiting some centaur allies there if you play your cards right. And aside from soem brief troubles with the New Paths Compendium (downloading and reading, not the material!) KP is one of THE best 3rd party publishers out there.

Liberty's Edge

Eric Hinkle wrote:
[Kobold Press] is one of THE best 3rd party publishers out there.

High praise indeed!!!!


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here and on OBS. I hope I'll see more from Karen!

Silver Crusade

Wolfgang, I just picked up Advanced Races 7, on the whole I like it very much. I really like the Apple Brandy magic item.

I was disappointed by the Feats quadruped races need there own feats to do the things mounted feats do. Why should centaurs need to buy ranks in the ride skill at all? Feats for quadruped characters need to be unique
to fit their unique physiology not just a qulge jammed in with biped races.

I liked the two subraces at the end but was disappointed that you did not include centaurs with the equine body of a lite war horse or the equine body of a superheavy warhorse/ Clydesdale.

Overall I give Advanced Races Centaur a three star rating.

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