Races/Centaur

Description
Physical Description: Centaurs are part man and part horse, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower half resemble. The average centaur stands over 7 feet tall and weighs upward of 2,000 pounds, there are vast regional variations, from lean plains-runners to burly mountain hunters.

Society: While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. In some areas of the world centaurs have their own civilization similar to that of other great human empires, though this tends to be limited to cities built near or on mountains, making them fairly isolated from the rest of the world.

Relations: Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. Within some of the civilizations other races generally are not restricted from entering, though may not directly feel welcome, through a combination of its people, and the larger sized nature of their architecture being less accommodating towards the more average sized humanoids.

Type: Monstrous Humanoid(Centaur)

Race Feature: Unless otherwise specified all centaurs gain Undersized Weapons(short) and Quadruped(2).

Mountain-Born
Description: The Mountain-Born tend to be the stronger and hardier form of centaur, though not as fast as their other brethren.

Ability Score Modifiers: Mountain-Born centaurs gain a +2 Racial Bonus to Strength and Constitution, and a -2 penalty to Dexterity.

Size: Large (-1 Penalty to AC and Attack Rolls; +1 Size Bonus to CMB and CMD; and -4 penalty to stealth and fly, and 5 foot natural reach).

Base Speed: 40 Feet

Starting Languages: Common or Centaur

Special Vision Types: Low-Light Vision

Trait: Mountain-Born centaurs gain the Quadruped(3) ability and are immune to the negative effects of high altitude.

Myth-Born
Description: The Myth-Born tend to find their heritages tied back to that of mythical beasts such as the Unicorn and Pegasus, granting them a closer affinity to magic than others, but tend to be less sturdy.

Ability Score Modifiers: Myth-Born centaurs gain a +2 Racial Bonus to Strength and Wisdom, and a -2 penalty to Constitution.

Size: Large (-1 Penalty to AC and Attack Rolls; +1 Size Bonus to CMB and CMD; and -4 penalty to stealth and fly, and 5 foot natural reach).

Base Speed: 40 Feet

Starting Languages: Common or Centaur

Special Vision Types: Low-Light Vision

Trait: Myth-Born centaurs gain a +2 racial bonus to Concentration, Knowledge(Arcana), and Fly skill checks.

Plainsrunner
Description: The Plainsrunner centaur is much more agile and fast than other types of centaur, but as well cannot boast nearly the same strength as others.

Ability Score Modifiers: Plainsrunner centaurs gain +2 Racial Bonus to Dexterity and Charisma, a -2 penalty to Constitution.

Size: Large (-1 Penalty to AC and Attack Rolls; +1 Size Bonus to CMB and CMD; and -4 penalty to stealth and fly, and 5 foot natural reach).

Base Speed: 40 Feet

Starting Languages: Common or Centaur

Special Vision Types: Low-Light Vision

Trait: Plainsrunner centaurs gain a +10 racial bonus to their speed when using the charge, run, or withdraw actions; this bonus stacks with the Natural Sprinter racial feat.

Mountain Runner (Race)
Prerequisite: Centaur(Mountain-Born)

Benefit: You may take the charge and run action through difficult terrain, though take the usual penalties to overall movement as normal.

Pegasus Blood (Race)
Prerequisite: Centaur(Myth-Born); Character level 7th.

Benefit: You gain a pair of feathered wings, granting you a fly speed of 30 feet (average maneuverability). In addition you gain a +2 racial bonus to acrobatics checks to fly.

Wild Runner (Race)
Prerequisite: Centaur(Plainsrunner)

Benefit: When taking the run action you may run up to a number of rounds equal to double your constitution score before needing to make survival checks to continue running. In addition you may now select the Run feat as a race feat.

Armored Mobility (Race)
Prerequisite: Centaur(Any)

Benefit: Your movement speed cannot be lowered below 10 feet when taking penalties from the strength rating of armor.

Beast of Burden (Race)
Prerequisite: Centaur(Any)

Benefit: Your speed is no longer reduced from being at a medium load, and the movement penalties are halved from being at a heavy load. You take all other encumbrance related penalties as normal.

Hoof Attack (Race)
Prerequisite: Centaur(Any)

Benefit: You gain two Hoof attack natural weapons that each deal 1d8 damage (1d6 Medium)

Narrow Frame (Race)
Prerequisite: Centaur(Any)

Benefit: When squeezing through a space that is at least half as wide as your normal space, you may move at normal speed rather than treating it as if each square was 2 squares, and you reduce the penalties to attack roll from -4 to -2; you still take the usual penalty to AC.

Natural Jouster (Race)
Prerequisite: Centaur(Any)

Benefit: You may wield Two-Handed polearm keyword weapons in one hand without penalty. Special: You may not select this feat as a non-centaur with the mixed blood feat.

Natural Sprinter (Race)
Prerequisite: Centaur(Any) or Beastkin(Any)

Benefit: You gain a +10 racial bonus to your speed when using the charge, run, or withdraw actions. You also gain a +4 racial bonus on athletics checks made to jump when you have a running start.

Nimble Striker (Race)
Prerequisite: Centaur(Any) or Beastkin(Any); BAB +1

Benefit: You do not take a -2 penalty to AC when using the charge action, or when using the cleave or duelist lunge feat.

Stubbornness (Race)
Prerequisite: Dwarf(Any) or Centaur (Any)

Benefit: You are renowned for your stubbornness. Whenever you fail a save against a mind-affecting ability, you receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If you have a similar ability from another source, you can only use one of these abilities per round, but you can try the other on the second round if the first reroll ability fails.