The Centaur

A monster class for the Centaur, half-humans, half horses. But could also be used for a litteral horse.

Starting Equipment
A waterskin and two of the following: a Bow (and a quiver of arrows), a Saddle, or a Songbird,

Starting Skills (+5)
Running, and your choice of Mythology, Great Outdoors or Archery.

For every Centaur template you have, you gain 1 extra HP.

A: Horse, Hooves I
B: Ride or Die, Star Map
C: Charge, Mentor of Heroes
D: Hooves II

Horse

  • Running or jumping is easy. Climbing or swimming is hard. Crawling is impossible.
  • You can have one human-sized rider or carry as many extra inventory slots as your FOR.

Hooves I

You can attack with your hooves, inflicting 1D6 damage and shoving the target if you succeed a FOR roll.

Ride or Die

You and your rider can take a hit for one another.

Star Map

You can avoid one encounter per day if you see the sky.

Charge

You and your rider’s melee attacks inflict an extra 1D6 damage if you charged at least 30’ before doing it.

Mentor of Heroes

When you gain a skill point for your belief, one of your teammates can also add 1 point to the same skill if they want.

Hooves II

You can make your Hoof attack on top of another attack each round.