TEXT: 1
  F
  antasy should be fantastic (and by “fantastic” 
  we mean the dictionary definition—conceived 
  by unrestrained fancy; beyond the realm of the 
  ordinary). That might seem like an obvious thing to say, 
  but fantasy fiction has become so common in popular 
  entertainment that in many ways it has lost its sense of 
  fancy. Elves and dwarves and orcs … we’ve seen them 
  all before. They’re as familiar to the modern audience as 
  private eyes, foreign spies, and femme fatales were fifty 
  years ago. What was once fantastical now represents the 
  status quo, and we have to look further abroad if we 
  truly want to find something beyond the realm of the 
  ordinary.
  As a small offer in that regard, The Genius Guide to 
  Races of Hoof and Horn presents a trio of new fantasy 
  races—the asterion, the lapith, and the pipers—suitable 
  for use as player characters or NPCs. These races share 
  a common trait of sporting hooves and/or horns, a small 
  connection but one not found in any of the standard 
  races. They also all hale from remote, some might even 
  say exotic, locales, making it sensible that encountering 
  them would be a rarity in almost any world (and making 
  it easier to incorporate them into existing campaign). 
  Of course, it takes more than just a few cosmetic 
  peculiarities to make a creature feel truly fantastic. Like 
  the elves, dwarves, and the other classic character races, 
  each of the new races comes from a culture with its own 
  unique perspective on life and their place in the world—a 
  set of cultural norms that GMs and players can use to 
  understand how the group would fit into a campaign 
  and build characters that fit within (or purposely stretch 
  themselves beyond) those expectations.
  Like any good rules expansion, The Genius Guide 
  to Races of Hoof and Horn is meant to introduce new 
  possibilities to your Pathfinder campaign and give 
  everyone at the table a chance to expand the horizons of 
  the game and create adventures that are truly fantastic.
  
  2
  Asterion
  Because of their size, build, and the horns 
  that grow from their heads, asterion are 
  presumed by most sages to be the offspring of 
  minotaurs and some other humanoid race. (For 
  example, human sages suggest a minotaur/orc 
  heritage while orcish shamans claim asterion 
  are minotaur/human crossbreeds.) This belief 
  is also widespread among common folk of 
  most societies, resulting in a strong distrust of 
  asterion in cities and foreign lands, where they 
  are seen as savage, honorless raiders just one 
  step up from beasts.
  This view has nothing to do with how 
  asterion think of themselves, and the stereotype 
  itself is often a source of conflict between 
  asterion and other groups. According to their 
  own creation myths, asterion are not related 
  to minotaurs at all. Their shamans speak of an 
  ancient chieftain (most agree he was a northern 
  barbarian, though some describe him as human, 
  others as an ogre, and a few even call him a 
  dwarven warlord) who found himself waging 
  an impossible war against raiders who used 
  horseback archers to ravage his lands.
  Outnumbered and outmaneuvered, the 
  chieftain went to the river’s edge on a holy 
  night to pray for aid in his battle. Unwilling 
  to depend on just one god for his salvation, 
  the barbarian chief directed his attention to 
  the constellation of his birth, the Bull’s Head, 
  and promised to show loyalty and respect to 
  whatever deity would send him the power to 
  defeat his enemies. As soon as his prayer was 
  done, the chieftain was amazed to see mighty 
  cattle emerge from the river’s edge, all females 
  with star marks on their heads and gravid with 
  Though many think of them as a dusky 
  race, in truth there are many lighter-haired 
  and lighter-skinned asterion. They have a 
  much broader range of skin and hair color 
  than most races, and individuals may be 
  white, cream, tan, brown, yellow, golden, 
  bronze, red, brown, black, or even blue. 
  More rarely some asterion tribes have 
  members that are green or purple, which 
  is often perceived by outsiders as a sign 
  of orcish crossbreeding. In most cases, an 
  asterion’s fetlocks and manes will match, as 
  will its hoof and eye color.
  Society: Asterion tribes are usually small 
  and located in inhospitable territories such 
  as frozen mountains, barren plains, deserts, 
  and swamps. They are often part of larger 
  racially-mixed tribes that include humans, 
  orcs, and half-orcs who band together for 
  survival in lands ruled by ogres, giants and 
  dragons. Life in these societies is harsh, 
  brutal, and often short. Since any group 
  of asterion must repeatedly face the loss 
  of one or more of its members every few 
  months, ties of friendship and family are 
  considered ephemeral and impermanent—
  to be appreciated while they exist but not 
  important factors when weighing major 
  decisions. However, these same cruel 
  conditions make it crucial that every asterion 
  feel responsibility for and loyalty to the tribe 
  as a whole. An asterion will not think twice 
  about leaving a wounded childhood friend 
  to die, but he would freely give his own life 
  if it meant giving his whole village a chance 
  to survive.
  young. Knowing these were the answer to 
  his prayer, the chieftain brought the cattle 
  to his village. Each of the cattle birthed four 
  young, strapping youths with hooved feet 
  and small horns atop their heads.
  By morning, the youths were young 
  men and women of full stature. When next 
  the horse-archers attacked, they faced not 
  just the chieftain’s people, but an army of 
  supernaturally strong and swift warriors 
  born of the star cattle. The horned warriors 
  defeated the archers, and were welcomed 
  into the chieftain’s tribe. Because they came 
  as an answer to a prayer to the night sky, 
  the new members of the tribe were called 
  asterion, or the star-born.
  Physical Description: Typical asterion 
  are powerfully-built humanoids, standing 
  nearly 7 feet tall. They have roughly human 
  features, though tend to have thicker, wilder 
  hair and broader, flatter faces. Two horns 
  grow from all asterion’s heads, beginning 
  around the ear and jutting forward toward 
  the cheek or jaw. These horns range from 
  short spikes of just a few inches to mighty 
  curved horns curling up and forward 
  (though some rare individuals can be found 
  with horns that curl downward). While 
  males generally have larger horns than 
  females, that isn’t always the case. From the 
  knee down, asterion legs are covered in hair 
  (ranging in texture from shaggy wool to fine 
  fur), and their feet are digitigrade and end 
  in hooves. Most asterion have a stout tails, 
  like those found on cattle, though this is not 
  a universal trait.
  
  3
  Asterion appreciate things that are 
  simple, easy to make, and easy to maintain. 
  Things that appear more complex than 
  necessary, too delicate, or purely ornamental 
  are seen as useless and distasteful. Their 
  vision of beauty matches closely with other 
  races’ idea of functionality. An asterion does 
  not care what a prospective mate looks like, 
  but can quickly become enamored of a suitor 
  who demonstrates a useful skill, power, or 
  talent. There are two areas where asterion 
  appreciate artistic efforts and skill—good 
  music and fine foods, which they admire 
  for combining functionality with pleasant 
  aesthetics even though, from a practical 
  standpoint, their artistic rendering does not 
  have any material benefit.
  Relations: Asterion form opinions about 
  those they meet very quickly, and thus 
  often have the best relations with those who 
  are straightforward and do not stand on 
  ceremony, observe rigid protocol, or practice 
  stylish etiquette. They generally get along 
  well with dwarves, humans, orcs, and giants, 
  and have a difficult time understanding 
  why those groups often do not get along 
  with each other. Asterion don’t react as well 
  to elves, whom they see as wasteful and 
  flighty. Asterion are surprisingly accepting 
  of gnomes and halflings, despite the often 
  less-than-pragmatic attitudes of members of 
  those races. Asterion seem to feel that since 
  gnomes and halflings are small and weak, 
  any off-putting behavior they engage in is 
  part of some clever deception designed to 
  help their fragile races survive.
  Asterion 
  communities 
  are 
  not 
  exclusionary, this includes a noticeable lack 
  of taboos regarding mating between asterion 
  and humans, orcs (or other races, as long as 
  they are members of the tribe). Such unions 
  can be productive, through the offspring 
  are invariably infertile. An asterion/human 
  union produces short asterion, but asterion/
  orc unions produce tall half-orcs.
  Alignment 
  and 
  Religion: Asterion 
  have a very black-and-white view of the 
  world. Once they identify someone as a 
  foe, they rarely change their minds. They 
  display emotions openly, seeing no point in 
  concealing their feelings, but refuse to allow 
  such sentiments cloud their devotion to 
  doing what is right and necessary. They can 
  be steadfastly pragmatic, and may consider 
  certain actions imperative while others find 
  them cruel or even evil.
  Because of their origin myth, asterion 
  tend to revere gods of the night, stars, and 
  rivers. They also favor gods of war, battle, 
  and craftsmen.
  Adventurers: Heroes in asterion folklore 
  often leave home to find and confront 
  powerful foes from distant lands, fighting 
  for the glory of their tribe, and earning 
  eternal glory by dying in bloody battle. 
  This tradition, coupled with the fact that 
  most asterion homelands are barren and 
  inhospitable, means it’s fairly common for 
  young asterion to leave their tribes and seek 
  their fortunes elsewhere. Many civilized 
  nations hire asterion warriors, to serve either 
  in the rank and file of armies headed to war 
  or as elite guards for the noble families.
  
  4
  Female Names: Arianah, Asikah, Ehn, 
  Kitain, Mijari, Nashe, Pitajah, Pureh, Samah, 
  Yishahr
  Male Names: Aranar, Bansab, Jadakir, 
  Kikeru, Minjaros, Nashu, Pitaj, Rus, Tarin, 
  Tikaku
  Asterion rAciAl trAits
  +2 Strength, +2 Constitution, –2 Intelligence: 
  Asterion are powerful and hardy, and see 
  their somewhat limited imagination as a boon 
  (preventing them from being easily bored or 
  distracted) rather than a drawback.
  Medium: Though tall and broad by the 
  standards of most Medium races, asterion aren’t 
  big enough to qualify as Large.
  Fast Speed: Asterion have a base speed of 
  40 feet.
  Low-Light Vision: Asterion can see 
  twice as far as humans in conditions of dim 
  light.
  Endurance: Asterion receive Endurance 
  as a bonus feat.
  Racial Feats: Asterion have access to a 
  set of racial feats, abilities often associated 
  with great asterion heroes and exceptional 
  adventurers. These are detailed below. Due 
  to their hefty size asterion may also select 
  the Lunge feat without meeting its normal 
  prerequisites.
  Stand On Your Own Feet: Asterion do 
  not do well when traveling by means other 
  than their own two hooves. Asterion take a 
  –2 penalty to all Fly and Ride checks.
  Vigorous Charge: Asterion take only a 
  –1 penalty to AC when charging, and deal 
  +1d6 damage to any melee attack made as 
  part of a charge.
  Wild Instinct: Asterion receive a +2 
  racial bonus to Survival checks.
  Languages: 
  Asterion 
  begin 
  play 
  knowing Common and Giant. Asterion with 
  high Intelligence scores can choose from the 
  following: Abyssal, Aquan, Gnoll, Goblin, 
  and Orc.
  Asterion rAciAl FeAts
  All asterion are powerful and sturdy when 
  compared to most races, but some asterion 
  take these traits to exceptional lengths.
  Gore
  You have learned to attack with your 
  horns in combat.
  Prerequisites: Asterion, Con 13, base 
  attack +1.
  Benefit: You are able to make attacks with 
  your horns as a natural primary attack, or as 
  a natural secondary attack if you are armed 
  with manufactured weapons. (For more 
  detail on natural, primary, and secondary 
  attacks, see the “Natural Attacks” section of 
  Appendix 3 in the Pathfinder Bestiary.) Your 
  horn attacks deal a base 1d4 piercing damage. 
  You suffer a –1 penalty to AC on any round 
  you make an attack with your horns.
  improved stAbility
  Your heavy frame and firm footing make 
  you difficult to move or knock over.
  Prerequisites: Asterion, Con 13, base 
  attack +1.
  Benefit: You gain a +4 CMD against bull 
  rush, trip, and overrun attacks.
  
  5
  UnphAsed
  While 
  all 
  asterion 
  are 
  somewhat 
  stubborn and uncreative, you take the traits 
  to heroic levels.
  Prerequisites: Asterion, Wis 13.
  Benefit: Whenever you are the subject 
  of a (compulsion) spell, you may choose 
  to ignore the compulsion to instead repeat 
  the same action you performed on your last 
  round. If you attacked a target last round, 
  you must attack the same target with the 
  same attack. If you moved last round, you 
  must move the same distance in the same 
  direction. If you readied a piece of gear, 
  you must ready a similar piece of gear. If 
  these acts contradict each other (such as if 
  you moved up to a target and attacked it, 
  making it impossible for you to both keep 
  moving and keep attacking the same target) 
  randomly determine which element of the 
  previous turn’s action you perform. The 
  GM has final discretion over what action 
  must be repeated.
  vicioUs
  Like the mightiest of asterion heroes, 
  you can attack with such vigor you hurt 
  yourself.
  Prerequisite: Asterion, Con 15, base 
  attack +1.
  Benefit: Whenever you make a melee 
  attack, you may choose to deal an additional 
  2d4 points of damage on a successful hit. 
  Whenever you do this, you also deal 1d4 
  damage to yourself. The damage you 
  take from this feat bypasses all defenses, 
  protections, DR, and effects that reduce the 
  damage you would take.
  other options
  If a GM chooses not to use asterion as an 
  independent race, there are numerous other 
  options for a race with the same approximate 
  appearance and game rules.
  Asterions are obviously designed with 
  many similarities to minotaurs, and could 
  be linked more closely to that monstrous 
  race. Asterions can simply be considered a 
  sub-species of minotaur, or could represent 
  half-minotaur crossbreeds.
  LApith
  Lapith are bipedal humanoids with the 
  innate ability to assume a quadrupedal 
  form very similar to a centaur. They are the 
  result of arcane experimentation by centaur 
  and elf sorcerers, who used powerful 
  magics to blend the power of centaurs with 
  the adaptability of humans and elves. (The 
  race’s name is, in fact, the tribal name of 
  the centaur sorcerers who first attempted 
  this process.) The sorcerers undertook this 
  dangerous project in the hopes of creating 
  a race that was able to bridge the social 
  chasm between the ancient centaur tribes, 
  the isolated elven kingdoms, and the ever-
  expanding human frontier lands. Though 
  the intent was born of noble motivations, the 
  results have thus far been far more negative 
  than positive.
  In a few isolated communities, lapith 
  are accepted by centaur, elf, and human 
  alike. In these regions, they often act as go-
  betweens and diplomats among these vastly 
  different cultures. Where they are trusted 
  and respected, lapith often find ways to 
  delineate the woods, rivers, plains, and urban 
  borders in ways that satisfy and benefit the 
  races co-inhabiting them. 
  The most robust lapith communities can 
  be found in areas where centaurs have begun 
  to trade with and even live among humans. 
  Often in these places, lapith will have risen to 
  positions of great respect and authority. Sadly, 
  situations like this remain very uncommon.
  However in most communities, elves 
  consider lapith to be freaks, humans see them 
  as centaurs with magic, and centaurs think of 
  them as cripples with a horrendous weakness 
  for becoming bipedal. While human settlements 
  allow lapith to live among them, they don’t 
  trust them or value their input, and often value 
  them as little more than talking animals. Elves 
  understand the lapith’s true nature better, but 
  believe they are abhorrent violations of the 
  laws of nature. They do not generally permit 
  them to live in elvish enclaves and, in extreme 
  cases, may think it is best to kill them, simply as 
  a mercy. Centaurs accept lapith in their ranks, 
  but treat them as second-class citizens. Faced 
  with these unpleasant options, some lapith 
  move to new lands and try to conceal their dual 
  nature, but inevitably they are seen switching 
  forms at some point and must reveal the truth 
  about themselves.
  Lapith can adapt to live among nearly 
  any humanoid or monstrous humanoid race 
  (though their size simply doesn’t lend itself 
  well to predominantly halfling or gnomish 
  communities). They often take the roles of 
  scouts, their dual forms allowing them to pass 
  through places larger creatures couldn’t and 
  move faster than most Medium creatures could, 
  
  6
  when need calls for it. They slip easily into 
  family and social groups that accept them, 
  as lapith themselves don’t care much about 
  the race of a potential friend, ally, or lover is. 
  Lapith can interbreed with elves, half-elves, 
  humans, and centaurs, and the resulting 
  offspring is always a lapith.
  Physical Description: In their bipedal 
  forms lapith appear to be humans, half-
  elves, or (more rarely) elves. They often have 
  thicker hair than the race they resemble, 
  and are always broad of shoulder and hip 
  with long, lean legs. In spite of these minor 
  differences, they easily pass for one a natural 
  member of the race they resemble.
  In quadrupedal form, they retain most of 
  the same appearance from the hips up, and 
  gain a quadrupedal body (most often that 
  of a horse) from the hips down giving them 
  the same general appearance as a centaur. 
  Those lapith with half-elven or elven 
  features may instead gain the quadrupedal 
  body of a deer or antelope (and may have 
  the horns of that animal growing from their 
  foreheads while in quadrupedal form). 
  Human-looking lapith on rare occasions 
  have the quadrupedal body of a moose, 
  buffalo, or bison. The coloration of lapith 
  skin runs the same range as the races from 
  which they are drawn, and the coloration of 
  their quadrupedal body roughly matches 
  this.
  Society: Even in places where they 
  are well accepted, lapith stand somewhat 
  outside whatever community they are part 
  of. Lapith embrace their dual-natures and 
  have no trouble seeing that other creatures, 
  and even social institutions, may have 
  more than one nature as well. Lapith do 
  not accept the elements of their societies 
  without question. They always seek to find 
  what variations of form or function may 
  exist within families, businesses, guilds, 
  legal systems, and clans. A lapith often does 
  not see himself as wholly part of a society, 
  but rather as standing just outside it to act 
  as an unbiased observer.
  In some communities this constant 
  observation and consideration is accepted 
  and valued. In most, it is a source of friction. 
  Lapith are often thought to be overly critical, 
  insincere, untrustworthy, and flighty. They 
  can earn grudging acceptance because of 
  their willingness to work within systems 
  even if they aren’t treated as equals (as lapith 
  can see the value of the system even while 
  they experience its failings), but are more 
  likely to be treated as advisors hired for 
  specific tasks than true members of a town 
  or clan. While lapith are no happier than any 
  other group to be abused by the prejudice 
  and fear of others, they often willingly stay 
  in lands that don’t grant them equal status, 
  preferring to work for change than abandon 
  the positive elements of a culture.
  Relations: Lapith can get along with 
  anyone, and do get along with everyone 
  who treats them with respect and trust. 
  Because of their origins, lapith are often 
  mistrusted by elves, centaurs, and humans 
  but find kindred spirits in half-elves and 
  half-orcs. Oddly enough, many dwarves are 
  accepting of lapith, though not generally at 
  
  7
  first contact. But a lapith’s willingness to 
  work to earn respect, not to mention their 
  appreciation of the practical elements of 
  dwarven culture, allows dwarves to accept 
  individual lapith after they’ve proved their 
  mettle.
  The down side of the lapith ability to 
  see the benefits of any system is that they 
  can be seduced by cultures of tyranny and 
  oppression when they come to appreciate 
  how efficient dictatorship and rule through 
  fear can be. Lapith are sometimes found as 
  agents of evil dragons, giants, and wizards 
  who reward dedicated devotion to their 
  despotic rule. As long as the lapith see there 
  is a practical benefit in following a given 
  system, they can be drawn into ways of life 
  that promote abuse and cruelty, both as 
  victims hoping to earn a better place and as 
  overseers who see how oppressing certain 
  individuals benefits the society as a whole.
  Alignment and Religion: Their dual 
  nature and open acceptance of many 
  different ways of doing things makes 
  most lapith neutral in at least one aspect 
  of their alignment. Lapith frequently find 
  themselves playing devil’s advocate for the 
  actions of both their allies and their enemies, 
  and sometimes talk themselves into a world 
  view so different that their own alignment 
  changes. Lapith are drawn to gods with two 
  (often opposed) aspects, such as gods of 
  birth and death, night and day, or farming 
  and hunting.
  Adventurers: As a race created to 
  bring together opposing cultures, it’s 
  unsurprising that most lapith spend at 
  least some of their lives as adventurers. 
  Some continue to seek to succeed at their 
  racial purpose, seeking to gain the respect, 
  power and contacts needed to forge peace 
  between different cultures. Others simply 
  spend lives as traveling mercenaries so they 
  can find a place to settle down, comfortable 
  with the idea of wandering to find a place to 
  settle down. Lapith may also be drawn into 
  a life of danger to protect the communities 
  or friends they have come to trust and 
  depend on, seeing no conflict with the idea 
  of killing and existing with danger in order 
  to preserve the lives and safety of others.
  Female Names: Agava, Baurbet, Dahla, 
  Gaia, Gauda, Heimsa, Kahina, Mauret, 
  Thabet, Umidia
  Male Names: Aberdal, Avussan, Banos, 
  Galuss, Iscalas, Mastan, Oesalecs, Oxynt, 
  Tabat, Zalesan
  lApith rAciAl trAits
  No Ability Modifiers: In their biped 
  form, lapith have no particular strengths or 
  weaknesses.
  Medium: In their bipedal form, lapith are 
  Medium and have no bonuses or penalties 
  due to their size.
  Norman Speed: In their bipedal form, 
  lapith have a base speed of 30 feet.
  Adaptable: Lapith are born able to see 
  multiple points of view, in part because 
  they themselves experience life in two 
  different ways. As a result, lapith are good 
  at understanding the motivations of others, 
  and finding common ground with them. 
  Lapith gain a +2 racial bonus to all Diplomacy 
  and Sense Motive checks.
  Unmounted: Lapith never receive Ride as a 
  class skill. If a class would give a lapith Ride as a 
  class skill, the lapith instead receive Acrobatics 
  or Swim as a class skill (player’s choice).
  Racial Feats: Lapith have access to a set of 
  racial feats, abilities often associated with great 
  lapith heroes and exceptional adventurers. 
  These are detailed below.
  Formshift (Sp): As a standard action, you 
  can assume the form of a centaur (though your 
  appearance may vary from a typical centaur, 
  as noted under Physical Description, above). 
  This acts as a transmutation (polymorph) spell 
  with a spell level equal to half your character 
  level. You retain the quadrupedal form until 
  you take a move action to change back to your 
  normal shape. You may use this ability once 
  per day, plus once for every four full character 
  levels you possess. The head and torso of your 
  quadrupedal form matches the head and torso 
  of your bipedal form.
  While in quadrupedal form, unlike a normal 
  centaur, you do not have a natural hoof attack 
  and have only a 40-foot move rate (though you 
  can change this with the Stamp and Swift Form 
  feats detailed below). You retain all your racial 
  lapith abilities and gain a +2 bonus to Strength 
  and Dexterity, plus darkvision with a range of 
  60 feet. You also automatically gain the centaur 
  Undersized Weapons ability.
  lApith rAciAl FeAts
  Though all lapith can assume a centaur 
  form, some have greater command of their 
  quadrupedal form than others of their kind.
  
  8
  centAUriAn combAt
  You are adept at moving through combat 
  in your quadrupedal form.
  Prerequisites: Lapith, Acrobatics 1 rank.
  Benefit: 
  When 
  you 
  are 
  in 
  your 
  quadrupedal form, once per round when 
  you are hit by an attack of opportunity in 
  combat, you may attempt an Acrobatics 
  check (as an immediate action) to negate 
  the hit. The hit is negated if your Acrobatics 
  check result is greater than the opponent’s 
  attack roll.
  Special: This feat counts as Mounted 
  Combat for feat prerequisites. Any feat 
  you take that has Mounted Combat as 
  a prerequisite you may use when in 
  quadrupedal form, but not when riding a 
  steed. (If you have both Centaurian Combat 
  and Mounted Combat, you may use 
  mounted feats both in quadrupedal form 
  and when riding a steed.)
  extrA Form shiFt
  You can change forms more often than 
  most lapith.
  Prerequisites: Lapith.
  Benefit: You gain one additional use of 
  your racial formshift ability each day.
  Special: You may take this feat more 
  than once. Its effects stack.
  improved stAmp
  You have improved your ability to fight 
  using your hooves.
  Prerequisites: Lapith, Str 13, base attack 
  +1, Stamp.
  Benefit: The base damage of your natural 
  hoof attack increases. You can either make 
  two natural secondary attacks with a base 
  damage of 1d6, or a single natural secondary 
  attack with a base damage of 1d8.
  miGhty Form
  When you change shape, you become a 
  powerful version of your new form.
  Prerequisites: Wildshape class ability or 
  lapith race.
  Benefits: When you take on a new form 
  with the wild shape class ability or the 
  formshift lapith racial ability, your new 
  form has a +2 bonus to Strength.
  Special: You may select this feat once 
  every eight levels (once when you are 1st–
  8th level, again when you are 9th–16th level, 
  and so on). Its effects stack.
  stAmp
  You have learned to attack with your 
  hooves in combat.
  Prerequisites: Lapith, Str 13, base attack 
  +1.
  Benefit: You are able to make an attack 
  with your hooves as a natural secondary 
  attack. Your hoof attacks deal a base 1d6 
  bludgeoning damage.
  stoUt Form
  When you change shape, you become a 
  resilient version of your new form
  Prerequisites: Wildshape class ability or 
  lapith race.
  Benefits: When you take on a new form 
  with the wild shape class ability or the form 
  shift lapith racial ability, your new form has 
  a +2 bonus to Constitution.
  Special: You may select this feat once 
  every eight levels (one for characters 1st-
  
  9
  8th level, twice for characters 9th-16th level, 
  and so on). Its effects stack.
  swiFt Form
  When you change shape, you are as swift 
  as a true centaur.
  Prerequisites: Lapith.
  Benefit: When in quadruped form, you 
  have a base move of 50 feet.
  other options
  Lapith can be presented as the natural 
  result of interbreeding between centaurs 
  and humanoid races, or as a totally separate 
  species that simply has a shapeshifting 
  ability. Also, rather than being the product 
  of mortal arcane magic, lapis could be the 
  result of some god or powerful angel’s efforts 
  to bring together worshipers of differing 
  races. Alternatively, lapith might just be a 
  group of centaurs with a long tradition of 
  arcane magic use or druidic religion, where 
  the ability to change shape has over time 
  bred into their bloodline.
  piper
  Pipers are the offspring of satyrs that, 
  for various reasons, aren’t full-blood satyrs. 
  Most pipers are the children of druids who 
  had dalliances with satyrs, which leads many 
  to speculate that their hybrid appearance is 
  a result of the druids’ shapeshifting abilities 
  instinctively attempting to make the new 
  life match the mother’s form. A few other 
  pipers are known to have come from satyrs 
  who were transformed into females and 
  then gave birth, suggesting that a female 
  satyr isn’t quite the same species as a male 
  satyr. Perhaps this very difference in gender 
  is why 75% of all pipers are female, and 
  often born as twins.
  Physical 
  Description: 
  Pipers 
  are 
  generally similar in appearance to short 
  elves, with only a few important differences. 
  Most notably, pipers have two small horns 
  growing from their foreheads, and their 
  feet are hooved. Unlike many hooved 
  humanoids, piper’s general leg structure 
  is not changed, appearing elven all the 
  way down to the ankle. The foot itself is a 
  bit leaner and, rather than ending in toes, 
  ends in a delicate, curved, split hoof. Piper’s 
  naturally walk in a tiptoe stance, as if always 
  lifting themselves onto the balls of their feet. 
  Pipers can easily and safely run over rough 
  terrain barefoot, but some prefer to conceal 
  their hooves in specially constructed boots 
  or shoes. (Such footwear cost 5gp extra, and 
  must have a very tall heel to keep the piper’s 
  foot comfortably elevated. Pipers wearing 
  these often claim they are cavalry boots—
  designed to keep their feet in stirrups—or 
  dancer’s boots).
  Society: Like half-elves, pipers rarely 
  gather in large enough numbers to form 
  their own societies. They most often settle in 
  small, loosely-knit groups such as clans of 
  druids or elven scout outposts. These groups 
  have strong interpersonal relationships and 
  an abiding respect for independence, traits 
  that pipers strive to maintain even when 
  they travel into the broader world. Pipers 
  are, in some respect, always seeking to 
  build tiny communities around themselves 
  
  10
  and populate it with friends and loved ones. 
  Acceptance with and loyalty to a small 
  community is the norm for pipers, and they 
  generally assume those qualities will be echoed 
  in anyone they choose for their surrogate family 
  as well.
  Relations: Pipers are well accepted by elves, 
  half-elves, gnomes, and halflings. Indeed, pipers 
  and gnomes get along so well that more than one 
  scholar has sought in vain for some indication 
  their origins are somehow connected. Pipers 
  often suffer unfortunate fates at the hands of 
  orcs and half-orcs, who for some reason find 
  them particularly objectionable. Pipers forced 
  to spend time with such groups, though, still 
  struggle to find acceptance and forge some kind 
  of family unit.
  Dwarves and humans are often wary of 
  pipers, but outright hostile toward them. 
  Because pipers have a natural knack for music 
  and are often spellcasters, humans and dwarves 
  tend to see them as potential troublemakers. 
  Dwarves, on the other hand, see pipers as naive 
  (or worse, stupid). This stems from pipers’ 
  tendency to assume that they are trusted and 
  loved to the same degree they trust and love 
  their own companions. The effort that pipers 
  immediately put into forging close relationships 
  with their neighbors and business partners 
  often exacerbates these stereotypes, and can 
  result in dwarves and humans to find a piper to 
  be clinging and petulant. 
  Whenever a piper gains the trust and 
  friendship of another person, no matter what 
  race, the piper considers that bond as strong as 
  if the two were flesh and blood kin.
  Alignment & Religion: Pipers can be very 
  strongly shaped by the beliefs and ethics of 
  those who raise them, so most worship gods 
  that attract many druid followers—those 
  that seek a balance between the elements of 
  civilization and nature, as well as law and 
  chaos. However, not all pipers are raised in 
  such rural environments, and some pipers 
  leave their homelands precisely because 
  they never feel they fit in. While most pipers 
  are essentially good-hearted, those who 
  give up on ever finding the acceptance they 
  crave can become dangerously bitter. Some 
  give up the cause of good in an effort to 
  bond with companions who are, themselves, 
  cloaked in darkness.
  Music is another strong motivator for 
  pipers, and many end up worshiping gods 
  of song, dance, and drum even if, in their 
  youth, they favored more nature-oriented 
  gods. Music can also draw pipers along 
  moral paths, depending on what crowd 
  they fall in with. A piper spending time 
  with good-aligned bards or lillends is very 
  different than one drawn to the fell song of 
  banshees and harpies.
  Adventurers: Pipers are, at heart, 
  musicians. They often leave their homes 
  in search of inspiration (if performers) 
  or new sights and sounds (if devotees). 
  Coupled with this search is a largely 
  subconscious desire to forge a new family 
  group that is better in synch with the piper’s 
  personality than the friends and neighbors 
  at home (who, while beloved, never really 
  understood the young piper). Some pipers 
  feel a need to prove themselves—to take up 
  
  11
  careers such as gladiators or bodyguards 
  just to prove they are not bound by the 
  natural inclinations of their heritage.
  Female Names: Aedynn, Branwyn, 
  Brenci, Esselt, Gwencyn, Keyna, Llyrann, 
  Perem, Rhiann, Urielle
  Male Names: Aineyr, Cador, Drustan, 
  Gest, Hael, Maelhoc, Myrdden, Rhyydech, 
  Taliesin, Vorcant
  piper rAciAl trAits
  +2 Dexterity, +2 Charisma, –2 Wisdom: 
  Pipers are lithe and personable, but tend 
  towards rash and impulsive actions.
  Medium: Pipers are short by human 
  standards, but not short enough to qualify 
  as size Small.
  Norma1 Speed: Pipers have a base speed 
  of 30 feet.
  Born Performer: A piper gains a +2 
  bonus to any two Perform checks of the 
  player’s choice.
  Racial Feats: Pipers have access to a 
  set of racial feats, abilities often associated 
  with great piper heroes and exceptional 
  adventurers. These are detailed below.
  Mystic Voice (Su): Piper spellcasters 
  have a natural magic in their voice and must 
  use it as an element of all their spellcasting. 
  The additional magic imbued in their voice 
  means a spellcasting piper never has to worry 
  about somatic components, and ignores the 
  somatic component of any spell. However, 
  pipers cannot cast spells without singing 
  out verbal components. Even spells that 
  normally do not have verbal components 
  gain them when cast by a piper, and pipers 
  cannot use the Silent Spell feat. Further, a 
  piper cannot cast such spells quietly. It is 
  not possible for a piper to make a Stealth 
  check when casting.
  Soul of Music: Music is part of a piper’s 
  sustenance as surely as food, sleep and air. 
  A piper must have music. Being prevented 
  from performing or listening to music has 
  the same effects as starvation. (Details on 
  starvation can be found in the Pathfinder 
  Roleplaying Game Core Rulebook.)
  Languages: Pipers begin play speaking 
  Common and Sylvan. Pipers with high 
  Intelligence scores can choose from the 
  following: 
  Draconic, 
  Dwarven, 
  Elven, 
  Gnomish, Goblin, and Orc.
  piper rAciAl FeAts
  Though all pipers have a mystic 
  connection to music and enchantment, they 
  can expand the power of this connection 
  with practice and devotion.
  compellinG
  Weaving tall tales and spinning yarns is 
  something you do quickly and naturally.
  Prerequisites: Piper, Deceitful.
  Benefit: You can make a Bluff check that 
  would normally be a standard or full round 
  action as a move action. You may do this a 
  number of times per day equal to 3 + your 
  Charisma modifier (minimum 1).
  chArminG
  Your 
  natural 
  power 
  to 
  charm 
  is 
  considerable.
  Prerequisites: Piper, Cha 17.
  Benefit: You gain the domain powers 
  (though not the spells) of the charm domain. 
  For purposes of these powers, treat your 
  character level as your cleric level.
  enchAntinG voice
  Your voice magnifies the power of your 
  enchantment spells.
  Prerequisite: Piper, Cha 15.
  Benefits: You gain a +4 bonus to all 
  Charisma-checks and Charisma-based skill 
  checks made against subjects currently affected 
  by an enchantment (charm) or enchantment 
  (compulsion) spell you cast.
  spellsinGer
  You can funnel magic back into your song 
  or other performance.
  Prerequisite: Piper, Cha 13, able to cast 1st 
  level spells.
  Benefit: As part of the action to make a 
  Perform check, you can channel the power of 
  a spell into your presentation to magically 
  augment it. Expend a prepared spell or spend 
  a spell slot. Your Perform check gains an 
  enhancement bonus equal to the level of the 
  spell or spell slot expended.
  stAtUesqUe
  The magical, fey power of your perfect and 
  dramatic proportions, along with your grace 
  and assurance, allow you to cause observers to 
  pause just by striking a pose.
  Prerequisites: Piper, 13 Con, 13 Dex, 19 Cha.
  Benefit: As a move action, you can strike a 
  pose. (While this is clearly a conscious choice 
  on the part of the player, pipers often strike a 
  pose as a subconscious preparation for further 
  action.) Any foe with an Int of 3 or more that 
  is able to see you must make a Will save with 
  a DC of 10 + your Charisma modifier + 1/4 
  
  12
  your character level. On a failed save, the foe is 
  staggered for 1 round. An individual can only 
  be forced to make a single saving throw every 
  24 hours by this feat—after that it is immune to 
  further exposure for 24 hours.
  You may use this feat a number of times per 
  day equal to your Charisma modifier.
  other options
  Pipers can have fiendish origins just as easily 
  as fey ones. It’s not hard to see how small horns, 
  hooves, and alluring voices could come from 
  succubi or other demons of temptation. Indeed, 
  such fiendish individuals might claim to have 
  satyr ancestry just to deflect investigations into 
  their true background. Pipers might also be the 
  natural result of druids shapeshifting while 
  pregnant, with no interaction by satyr parents 
  at all. Given that polymorph spells generally 
  lack the power to create fey, pipers could also 
  be a mad wizard’s experiment, a stepping stone 
  in his quest to transmute people into dryads, 
  sprites, and brownies.
  hoLy horn CAps And 
  MAgiC horseshoes
  Both asterion and lapith can gain natural 
  attacks, which will inevitably lead players 
  to seek to increase the effectiveness of such 
  attacks with magic items. Leaving aside the 
  practical impact that wearing +1 flaming horn 
  caps might have on a character’s coiffure, 
  this is a reasonable desire. Magic items 
  of this type are placed on the character’s 
  natural weapon and grant attacks made with 
  that weapon the benefits of enhancement 
  bonuses to attacks and damage, and other 
  special weapon abilities. A GM wishing 
  to balance such items can take one or two 
  routes when pricing them.
  The first is to have such items count 
  against a specific body slot, then price them 
  as magic weapons. Taking this route, a set 
  of +1 flaming horn caps counts against the 
  head slot and cost 8,000 gp. Similarly +2 
  holy horseshoes take the feet slot, and cost 
  32,000 gp. It’s important to note that the 
  benefits of these items apply only to the 
  specific natural attack they are mounted 
  on. An asterion monk with +1 flaming horn 
  caps gains no benefits from the horn caps 
  with any unarmed attacks other those made 
  using his horns.
  The other option is to simple have 
  characters buy an amulet of mighty fists, 
  which applies to both unarmed and natural 
  attacks. While this is more expensive and 
  not particularly cost-effective for most 
  characters (monks being the obvious 
  exception), it’s more consistent with the 
  standard game rules.
  
  13
  We err on the side of 
  AWesoMe!
  Credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Additional Editing:
  Paul Fisher
  Cover Art:
  Sade
  Interior Art:
  Manda Panda Stockart, Empty Room Studios, 
  and Sade.
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Used with permission.
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
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  Author Owen K.C. Stephens.
  The Genius Guide To: Races of Hoof and Horn. Copyright 2010, Super Genius Games. Author: 
  Owen K.C. Stephens
  
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