The centauric races actually are made of up several distinct groups, which share the common trait of being half humanoid, half quadraped.
There are several important notes common to all centauri. As they tend to be of different size than the usual human, they may be affected by weapon damage differently (hybsil are size S, while centaur and wemics are size L). All also have considerably different body construction than a normal humanoid. While they may wear normal humanoid armor on their torso, the equine part of their body requires some sort of barding to be protected. When determining Armor Class for attacks against centauri, use the following method: all frontal attacks will be against the humanoid torso, side attack will be split 50/50 against the humanoid/equine parts, and rear attack wil be 25/75 against the torso/hidequarters (unless the attacker is using a sort weapon or body weaponry and cannot reach across the centuari's body, in which case all rear attacks fall on the equine portion).
Also, due their different body structure, centauri find climbing
impossible. They still should have a climbing rating determines,
though, as this also reflects the ability to navigate narrow ledges
and rope or suspension bridges, which are well within centuari
ability.
Centaurs are half-human, half-horse. They are mostly found in
secluded glades deep in forests. They are generally suspicious of
other races, except elves (to whom they are relatively friendly). Full
grown centaur average 4' at the (horse) shoulder and about 7'
overall. The long, fine hair of the horse body gradually gives way to
bare flesh of the human torso. Centaur grow hair on their torso in the
same manner as normal humans and also may grow short beards. Hair
color (both human and horse) varies from light brown to black, with
rare blondes occuring. Eye color is green or shades of brown. Skin
color ranges from black to medium tan.
Centaur may become bards, cavaliers, druids, fighters, magic-users
(though they may not specialize), rangers, thieves, and multi-classed
fighter/druids, fighter/thieves, or ranger/druids.
Centaur cavaliers, fighters, and rangers favor the lance, and may
charge (with all the attendant bonuses) given a 50' space. They also
favor the short and composite short bows.
Centaurs have tougher skin than normal humanoids. Their natural Armor
Class is 7. Any armor with a protective power of 7 or less (leather,
padded, ring, studded leather, or leather scale) provides a +1 bonus
to AC (making the AC 6), while the centaur's tough skin gives a +1 AC
bonus when wearing armor with a natural AC of 6 or better. Shields
provide their usual protection, regardless of other armor worn.
Due to the equine nature and size, centaur can carry a larger burden
that a normal character. If the centaur is able to distribute the
carried burden over his entire body (using proper containers, of
course), increase his Strength by 3 steps for encumbrance
determination only . Thus, a
centaur of Strength 14 would use the line for 18, while a centaur of
18/68 Strength would use the 18/00 line on the Encumbrance
Limits Table. A centaur's normal
Strength is used for all other determinations (maxium press, ``to
hit'' and damage bonuses, etc.).
Their large size also causes centaurs to generally be uncomfortable in
normal humanoid buildings, since they were not constructed with the
centaur's unique body in mind. Stairs in particular give centaur a
great deal of trouble, and many steep, winding stairs that are not
difficult for humans prove impossible for centaur. For this reason
(and also due to their normal love of nature), most centaur prefer not
to anventure underground.
Most centaur are able to speak the following languages: common,
centaur, dryad, elvish, gnome, halfling, goblin, and satyr.
Centaur are able to make 2 attacks with their hooves in addition to a
normal weapon attack. However, attacking with their hooves makes a weapon
attack more difficult: during any round which a centaur attacks with
its hooves, no spell casting may take place, and all weapon attacks
are at -2. Centaur may not charge and attack with their hooves in
the same round. Hoove attacks cause 1-6 points of damage each.
Centaur receive a +1 bonus to both Stength and Constitution, but must
take a -1 penalty to their initially generated Dexterity and Wisdom.
Hybsil are half-pixie, half-antelope. They tend to be quite
small (about 3' tall overall). Hybsil usually have antelope horns
growing from their head, and have long ears. Few hybsil have
humanoid-style hair, rather their heads are covered with the short
hair common to antelope. Their humanoid torso usually has a very fine
covering of hair. Hybsil cannot grow beards. Hair and eye color is
brown and green or brown, respectively.
Hybsil may become cavaliers, druids, fighters, rangers, thieves, and
multi-classed fighter/druids, fighter/thieves, or ranger/druids.
Hybsil are highly attuned to the feelings and natural tendencies of
most equines (horses, zebras, antelope, etc.) and have the equivalent
of the animal handling and animal lore non-weapon
proficiencies.
Although hybsil sometimes encounter the same problems as centuar with
respect to humanoid structures, their much smaller size allows them to
overcome most of these potential difficulties. Nonetheless, due to
their inherently natural bent, most hybsil prefer the wide open spaces
of fields and the outdoors in general, and avoid
Hybsil are naturally very tough, gaining a bonus on all saving
throws. For each 3½ points of constitution, a hybsil saves at
+1.
In a manner similar to centaurs, hybsil can carry extra
equipment. They gain only a 1 step bonus to Encumbrance
Limits Table, however.
Hybsil speak the following languages: common, elf, and hybsil. They
hate bugbears, gnolls, and ogres, gaining a -4 Armor Class bonus
when fighting such creatures, due to their skill and long history
fighting their larger opponents.
Hybsil receive a +1 bonus to their initially generated Consitution and
Dexterity, but must take a -2 penalty to Strength.
Wemics are half-human, half-lion. They stand about 3' at the (lion)
shoulder, and average 6' in height and 7' in length. Wemics have
short, broad noses, with pointed ears and pronounced fangs. Both male
and female wemics have very bushy eyebrows and long hair, with the
males extending down their back. Male wemics also can grow large,
shaggy beards, though this is not usually done by any but elders. Hair
color ranges from light tan, through creme and dirty yellow. Male head
hair color has a strong red tendency, while females tend towards
brown. Wemics eye are usually green or brown, but blue is not
rare. Wemics tend to be very aggressive and often run into
difficulties in situations requiring tact and guile rather than direct
action.
Wemics may become druids, fighters, rangers, magic-users (including
specialists), thieves, and multi-classed fighter/druids,
fighter/thieves, orranger/druids. Wemic fighters and rangers may use a
lance in a charge attack.
Similar to centaurs, a wemic's natural Armor Class is getter than the
usual 10 of humanoids. Wemics are naturally Armor Class 8, and wearing
leather or padded armor give them an Armor Class of 7. Wemics gain a
+1 bonus to AC when wearing armor with a natural protective value of
AC 7 or better.
Also like centaurs, wemics gain a 3 step shift on
Encumbrance Limits Table. They
also have some of the same problems with humanoid buildings, though
the wemic's lithe lion body is considerably more flexible than the
centaur's equine one, and is thus able to overcome may of the
difficulties encountered. Wemics may attack with their front claws (in
a manner identical to centaurs) which cause 1-4 points of damage
each.
Unlike hybsil and centaurs, wemics are equally at home underground and
outside, although most generally prefer the out-of-doors, where they
seldom run into any problem related to their body construction and
their lack of climbing ability is not a liability. They also tend to
dislike water, and few learn to swim.
Wemics speak common and wemic. As they tend to be far-ranging, they
often speak several local human dialects. Wemics also have a natural
talent for tracking. All wemics with tracking proficiency (including
rangers) receive a -2 bonus to all proficiency checks.
Wemics receive a +1 bonus to Strength, but must take a -1 penalty to
Wisdom.
While virtually all demons are chaotic and evil, there remains a small
segment of semi-demons that are not. The breeding of demons and humans
results in a large variety of creatures. While most favor their demon
parent, some are more stongly human. It is this segment that usually
choses to live amongst humankind, rather than in the layers of the
Abyss.
While most demons have a wide variety of magical powers (including
magic resistance and immunity to non-magical weapons), semi-demons
only acquire them through long habitation and exposure to the
Abyss. As the following semi-demons have chosen to live (almost)
exclusively on the Prime Material plane, many of these abilities are
not gained or are significantly weaker.
Alu-demons are the offspring of human males and succubi. They
are invariably female. Alu-demons have the full human range of eye,
skin, and hair colors, though thier skin color almost always retains a
hue of red. They can pass as humans, with two exceptions: all
alu-demons retain a small set of vestigial bat-like wings (which
provide no flying ability) and a small set of horns protruding from
the top of their forehead.
Alu-demons may become assassins, clerics, fighters, magic-users
(including specialists), ninja, thieves, and multi-classed
cleric/assassins, cleric/thieves, fighter/assassins, fighter/clerics,
fighter/magic-users, fighter/thieves, magic-user/clerics,
magic-user/assassins, and magic-user/thieves. Non-player character
alu-demons may become alchemists and sages.
While alu-demons which reside on the Prime Material plane have no
magic resistance or immunity to magical or iron/silver weapons, they
do retain some special powers from their demonic parent. All save
vs. Spells, Rods, Staves, and Wands at +4. They also can perform the
following magical powers, up to 3 times per day each, at a level of
experience equal to their highest class: suggestion, charm
person, ESP. In addition, alu-demons who are magic-users may use a
dimension door once per day.
All alu-demons have considerably tougher skin than usual. They have a
natural Armor Class of 5. Wearing any non-magical armor with an AC of
less than 5 does not provide any additional protection. Magical armor
of such type only adds the magical bonus to the alu-demon's Armor
Class. Thus, leather armor +1 provides AC 4 to an
alu-demon. Armors with a base AC of 5 or more provide their normal
protective power, whether magical or not.
Alu-demons have a severe aversion to anything made of cold-wrought
iron. Weapons made of such material cause 50% greater damage than
normal to an alu-demon, and items made of cold-wrought iron cannot be
touched by an alu-demon, as it cuases them considerable pain (but no
damage).
Alu-demons speak common. They have ultravision with a range of 240'.
Alu-demons have no modifiers to their ability rolls.
Cambion demons are the offspring of human females and male
demons. They are invariably male. The physical appearance of cambion
demons varies widely, although all retain at least some
characteristics of their demonic parent. Scaly skin, fangs, claws,
pointed ears, horns, small wings, and stiff, wiry hair are all
common inherited traits. Few cambion demons will have all of the
preceeding characterists, usually having only one or two promient
ones and one or two less-promient. However, most cambion demons cannot
pass as a normal human. Their other physical characteristics are as
varied as humans, though all tend towards being fairly muscular and
quite tall.
Cambion demons may become assassins, cavaliers, clerics, fighters,
magic-users (though not specialists), ninja, thieves, and
multi-classed fighter/assassins, fighter/clerics, fighter/magic-users,
fighter/thieves, magic-user/clerics, magic-user/assassins, and
magic-user/thieves.
In a manner similar to alu-demons, cambion demons have a natural Armor
Class of 6. Armor with a base AC of 7 or less only adds any applicable
magical bonus to their AC, while armor of AC 6 or greater has its
normal effect. They also save against all forms of magic at +4.
Cambion demons can cause fear at a touch, up to 3 times per
day. Those with magical training (clerics and magic-users) can
detect magic up to 3 times per day.
Cambion demons speak common. They have normal infravision to 60'.
Cambion demons have a +2 bonus to their initially generated Strength,
but take a -1 penalty to their Wisdom score and a -2 penalty to
their Charisma score, as their demonic characteristics tend to cause
aversion in most creatures. This penalty does not apply to other
cambion and alu-demons, as well as to demons, devils, and other
inhabitants of the Lower Planes.
Aquatic elves, or sea elves, are an elven subrace that lives
underwater near large reefs and permanent kelp forests. They tend to
be quite flighty and capricious, even for elves. Sea elves have
green-silver skin and green or blue-green hair. They tend to be of
average build (for elves) and slightly shorter than normal. All
aquatic elves have gills on the sides of their throats and can breath
both underwater (indefinately) and in air. 80% of sea elves can only
breathe air for a limited time (several hours); the other 20% may be
breathe air indefinately. They have considerable webbing on their feet
and hands, and their feet are flatter and wider (although not
excessively so) than their land-dwelling cousins.
Sea elves may become clerics, druids, fighters, rangers, or
thieves. Multi-classed sea elves may be fighter/clerics,
fighter/druids, fighter/thieves, ranger/druids, or ranger/thieves,
Non-player character sea elves may become sages (oracles).
All aquatic elves can swim at a base rate of 12. They are able to
conceal themselves in kelp beds or reefs 75% of the time, and can
move through seaweed and kelp beds with no movement penalty. As
aquatic creatures, they suffer none of the penalties associated with
depth or unfamiliar environment that land-dwelling races are
susceptible to when travelling underwater. They possess infravision
out to 60 yards.
Like most other elves, aquatic elves are highly resistant to sleep and
charm, being affected by them only 10% of the time. When using a
spear or trident, sea elves gain a +1 bonus to their attack rolls.
Sea elves may speak elvish, merman, triton, dolphin, common, and
the trading language common to undersea races.
Due to their aquatic nature, no sea elf likes to be away from a large
body of water for extended periods of time. Many suffer from versions of
agoraphobia or claustrophobia. Most dislike being indoors, and
generally detest dungeons.
Aquatic elves receive no ability modifiers.
Snow elves are closely related to high elves; however, they have
adapted to the harsh climate of the arctic. Found only in frozen
wastelands, arctic tundras, and high snow-bound mountain valleys, snow
elves lead a semi-nomadic existence. They rarely have contact with
outside races, but when they do, their reactions tend to be cautious
curiosity. Some snow elf clans are almost barbaric in culture, but
others have developed a sophisticated society that thrives despite the
harsh environment. Snow elves tend to be slightly stockier than high
elves, with much more pale skin, light brown to black hair, and green
to yellow eyes. Snow elves may become clerics, druids, fighters,
rangers, magic-users, or thieves. Multi-classed options include
fighter/cleric, fighter/druid, fighter/magic-user, fighter/thief,
ranger/cleric, ranger/druid, ranger/magic-user, magic-users/thief,
fighter/magic-user/cleric, and fighter/magic-user/thief. Non-player
character snow elves may become sages or alchemists.
Snow elves are highly resistant to sleep and charm, being affected by
them only 10% of the time. When using any bow (other than crossbows),
any sword, or a spear, snow elves gain a +1 bonus to their attack
rolls.
Snow elves speak elvish, dwarvish, goblin, hobgoblin, orcish, gnoll
and common.
Snow elves possess infravision out to 60 yards and also possess
ultravison to 120 yards. They can detect natural traps and snares (25%
chance) and are able to determine direction outdoors 50% of the
time. When alone and not wearing metal armor, snow elves add +3 to
their chance to surprise.
Snow elves have no ability score modifiers.
Verbeeg giants are a race of human behemoths.
Centaurs
Hybsil
Wemic
Demon, Semi-
Alu-demon
Cambion Demons
Elves
Aquatic Elves
Snow Elves
Verbeeg Giant
Half-Ogres
Merman
Questions? Comments? Like more information? Then send me a message at trims@media.mit.edu
Last updated: May 4, 1997.