TEXT: TM
  BY KAREN MCDONALD
  Centaurs
  
  MIDGARD TALES
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  AdvAnced RAces centAuRs
  Credits
  Advanced Races, Kobold Press, and Midgard are trademarks of Open Design, LLC. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
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  Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.
  Open Game Content:   The Open content in this publication includes the new feats, new spells, new gear, and new player 
  character race abilities. All other material is Product Identity, especially place names, character names, locations, story 
  elements, and fiction. No other portion of this work may be reproduced in any form without permission.
  ©2014 Open Design LLC. All rights reserved.
  www.koboldpress.com
  TM
  Designer: Karen McDonald
  Additional Design: Wolfgang Baur
  Developer and Editor: Eytan Bernstein
  Cover Artist: Guido Kuip
  table of Contents
  TM
  Interior Artists: Guido Kuip, Pat Loboyko, William McAusland 
  Art Director and Graphic Design: Marc Radle
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur
  Speed and Thunder 
   
   
   
  3
  Centaur Lives and Customs 
   
   
  4
  Social Organization 
   
   
   
  4
  Great Gathering  
   
   
   
  5
  Centaur Racial Traits 
   
   
   
  5
  Raiding and Banditry 
   
   
   
  6
  Relationships with Non-Centaurs 
   
   
  6
  Secrets of the Plains 
   
   
   
  7
  Character Options 
   
   
   
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  Racial Traits   
   
   
   
  7
   
  Dire Weasel   
   
   
   
  9
   
  Feats  
   
    
   
   
   
  10
  Archetypes  
    
   
   
   
  11
   
  Green Witch (Witch)  
   
   
  11
   
  Oyun Wrestler (Fighter) 
   
   
  11
   
  Redegiver (Oracle) 
   
   
   
  12
  Spells  
   
   
    
   
   
   
  13
  Centaur Magic Items 
   
   
   
  13
  Treasures of the Centaur Race 
   
   
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  Centaur Equipment 
   
   
   
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  Variant Centaurs: Alseid and Oinataur 
   
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  Centaurs: the PeoPle
  For James McDonald. Love you, miss you, Dad. 
  
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  n the plains, in the forests, and across the steppes, 
  live creatures who blend humanoid and equid 
  aspects. Neither man nor beast, centaurs occupy a 
  strange niche in both the civilized 
  and natural worlds. Born with 
  grace befitting a human king, but 
  possessed of the fierce savagery 
  of a wild stallion, centaurs 
  present unique opportunities for 
  roleplaying and adventure. 
   
  The standard centaur presented 
  in the Pathfinder Bestiary is a 
  powerful equine creature, too 
  strong to be a playable PC race. 
  This breed is known as the Bataar, 
  and in many ways, represents the 
  kings and nobles of the centaur 
  people. For the common centaur 
  encountered in Midgard, use the 
  statistics presented below, which 
  are also found in the Player’s Guide 
  to the Rothenian Plains. 
   
  Centaur racial stock includes 
  three breeds which other centaurs 
  know instantly. Centaurs do not use 
  the term breed, instead referring 
  to members with related lineage as 
  being part of the same horde. It is 
  common for members of different 
  hordes to interbreed. An outsider 
  who has studied centaurs can use 
  a Knowledge (local) or Knowledge 
  (nature) DC 20 roll to determine 
  the horde.
   
  The known hordes are the 
  savage Oyun, the nature-loving 
  Ganzorig, and the mystical Yul. 
  Each horde is ruled by a group of 
  Bataar, a class of centaur nobility. 
  The three hordes are mechanically 
  identical, though being a 
  member of a horde may qualify 
  a character for certain traits and 
  other mechanics; their primary 
  differences lie in custom, culture, 
  and organizational structure.
   
  Within a horde are numerous clans, which are akin 
  to large human families. Clans might have a number of 
  branches, but all within a clan can usually trace their 
  sPeed and   
   thunder
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  relations to one another, albeit distantly in the case of 
  some. Branches within clans are like immediate family, 
  though the names of such structures change often, 
  especially with weddings, war, and disaster.
  Centaur lives and 
  Customs
  Centaurs spend their lives traveling. Their lifespans 
  vary, due to the harsh conditions and martial nature of 
  their familial groups, though the upper limits are similar 
  to those of humans. Hordes handle the difficulties of 
  traveling with the very old differently; for the Oyun, 
  who live nearer to Zobeck and the Mharoti Empire, it is 
  a point of pride that their elderly travel until they can go 
  no further and then die, surrounded by their family. The 
  Ganzorig, who live in forest settlements or in lifestyles 
  similar to human farmers, offer the option of honorable 
  retirements to their elders. The more spread out Yul, 
  who have a greater mystical tradition, revere their elders 
  greatly, for magical power often comes with age.
   
  Burial is another variable custom. On the high plains, 
  centaurs are buried under cut sod, sometimes near a single 
  tree or a landmark rock or riverbend. Within or near the 
  forest, honored dead may be interred under cairns of 
  timber and rock. In winter camps, burial areas are dug 
  before the ground freezes, and covered over with sod 
  before the clan or horde leaves in the spring. 
   
  In the summer, graves are made where the centaur died 
  and marked with a carved headstone. If such a stone is 
  not available, centaur priests or shamans say a prayer over 
  the grave that marks it visibly and permanently. The size 
  of the grave is an indicator of the status of the deceased. 
  The possessions of the deceased are disposed of according 
  to that centaur’s wishes. If these wishes are unknown, 
  personal effects are buried with the centaur and livestock 
  and other possessions are distributed within the clan.
   
  Marriage (or ‘joining tents’) is a joyous yet dangerous 
  time of celebration. These celebrations bring numbers 
  of unrelated centaurs together, with wine, beer and high 
  spirits. Generally, the fights that break out only produce 
  bruises and broken bones, but longstanding feuds have 
  also been the result of the wedding of high status members 
  of large, important clans.
   
  The entire clan shares the rearing of young centaurs, 
  and the young are often spoiled as much as possible by 
  their elders. This is countered by the praise that the young 
  receive for adult behavior and independence. The clan also 
  encourages achievements in combat or daily life by giving 
  the young more status within the clan.
   
  Summer gatherings occur every year at prearranged 
  locations considered neutral ground between clans that 
  are currently friendly. This is a time of socializing, trading, 
  romance and swapping of tall tales about the deeds of the 
  year. The gatherings meet under truce, and while fights 
  often break out anyway, cooler heads try to keep the 
  violence “friendly.” Leaders meet during these gatherings, 
  and the combined clans of a horde sweep out of the plains 
  every generation or so to avenge insults.
  soCial organization
  Centaurs are led by the Bataar, members of an elite group 
  of nobility. For the Bataar, use the statistics presented in 
  the Pathfinder Bestiary for centaurs. This represents the 
  fact that Bataar are typically larger, stronger, and more 
  powerful than other centaurs. Each Bataar is recognized 
  by his or her own horde as being exemplars in a specialty. 
  Many Bataar are simply the largest or strongest of their 
  generation, but some are smarter, more mystically 
  powerful, or more divinely gifted than others of their 
  kind. Bataar are generally recognized by acclimation; it is 
  not uncommon for the classification of Bataar to run in 
  families, but in general, an individual must prove him or 
  herself to be exemplary before being recognized by other 
  Bataar as one of their kind. 
   
  War leader Bataar are mighty warriors and tacticians; 
  lawgivers dispose with practical wisdom, and above all, 
  fairness; sages advise on matters arcane and spiritual. 
  There are also more mundane offices, which are not made 
  up of Bataar, such as packmaster (quartermaster) and 
  campmaster (in charge of set up and break down). These 
  are positions for individuals who show great competence, 
  but not to the level of the Bataar. 
   
  Disputes within a clan or horde are generally settled 
  through athletic contests or contests of wit, with the 
  winner determined by general acclaim. Wrestling bouts 
  are a favored athletic competition, especially among the 
  Oyun, followed by no holds barred races. Contests of 
  wit specifically avoid insults, instead focusing on ribald 
  true, or slightly embellished, stories, riddles posed by 
  loremasters, or debates requiring those involved to solve 
  a problem plaguing the horde. Participants might be 
  called on to determine the best way to deal with rodents 
  in the food stores, for example, or the best way to send a 
  messenger to a distant horde on the move.
   
  Bloodshed is anathema within clans, though it is 
  allowed and even encouraged against other clans. In 
  cases where a dispute cannot be settled without blood 
  within a clan, one or all of the disputants might be exiled 
  from the clan. Some exiles are accepted by other clans, 
  but others are branded Batuun, or outcast, a term that 
  implies that the entire centaur race has turned its back 
  on the individual in question and no longer recognizes 
  that person’s existence. Such a branding is extremely 
  uncommon; sometimes entire generations go by in which 
  an individual is not cast out. But when it does occur, 
  outsiders take note, wondering what an individual could 
  have done to be so regarded. 
   
  Upon reaching the age of majority, all young adults 
  are sent on their “bandit years,” a practice designed to 
  siphon off those who are particularly troublesome and 
  give some experience to more agreeable colts and fillies. 
  These young centaurs are allowed to run free, away 
  
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  from the settlements to exorcise their aggression and 
  immaturity. At the end of this period, they can choose to 
  remain outside of their clan or horde, or they can return 
  with the understanding that they have tamed their wild 
  ways—at least to the degree acceptable to the centaur race. 
  Most young adults choose to return after their bandit 
  years, though the occasional centaur leaves the horde 
  permanently, out of curiosity, romance with another race, 
  or any number of other factors. The Bataar determine how 
  long the bandit years will last and most young centaurs of 
  the same generation go on their bandit years together.
   
  Hordes and the clans that make them up have highly 
  defined territories. Territorial expansion is the greatest 
  reason for conflict between centaurs. Centaurs of one 
  clan seek the territory of another, or one horde looks to 
  encroach on the space of another horde. These conflicts 
  inflict high casualties, since shedding blood outside the 
  clan is not discouraged. They can expand into blood feuds 
  ending with a judgment at the Great Gathering.
  great gathering
  About every 20 years, most of the world’s centaurs travel 
  east to the Groves, the sacred area near where centaurs say 
  they first drew breath. These groves, some of yew, some of 
  apple, are sacred to Perun, Yarila, Porevit, and Lada. They 
  have been tended by the Lesatha clan of the Yul Horde 
  since the beginnings of centaur history.  The Lesatha are 
  honored by other centaurs, but are also regarded as being 
  quite odd in their views and customs.
   
  Only the Bataar and their advisors, along with the 
  Lesatha, actually enter the Groves for important meetings, 
  called musters. For the rest of the Hordes, it is a time 
  to drink, socialize, and trade. Bloodshed is absolutely 
  forbidden during the Great Gathering under pain of death 
  or permanent exile from all hordes. This is the time when 
  +2 Strength, +2 Wisdom, +2 Constitution, –2 Intelligence: 
  Centaurs are strong, tough, and wise in the ways of the 
  natural world, but they are not deep thinkers, builders, or 
  planners.
  Centaur: Centaurs are humanoids with the centaur 
  subtype.
  Large: Centaurs are considered Large creatures. They 
  suffer a –1 racial penalty on AC for size, but they gain a 
  +1 racial bonus to their CMD/CMB.
  Fast Speed: Centaurs have a base speed of 40 ft.
  Darkvision: Centaurs can see in the dark up to 60 ft.
  Centaur Combat: Centaurs gain Run as a bonus feat. 
  They are considered to have Mounted Combat as a 
  bonus feat, but only as a prerequisite to advanced 
  mounted combat feats, (such as Mounted Archery, 
  Ride-By Attack and Trample). They do not gain the 
  Ride check to avoid damage to their equine half.
  Centaur Warrior: Centaurs gain a +2 racial bonus to 
  Ride checks as well as attack rolls made while charging.
  Quadruped: Centaurs gain a +4 racial bonus to their 
  CMD defending against trip combat maneuvers. They 
  also suffer a –4 racial penalty to all Stealth checks due 
  to their size and indelicate hooves.
  Skilled: Centaurs gain a +2 racial bonus to all Heal and 
  Craft (bows) checks.
  Languages: Centaurs begin play speaking Centaur and 
  the Trade Tongue. Centaurs with high Intelligence 
  scores can also choose from the following: Dwarven, 
  Elven, Gnomish, or Tengu.
  Centaur raCial traits
  “I against my brother, my brothers and I against 
  my clan, then my clan and I against strangers” is a 
  well-known centaur saying. Centaurs have strongly 
  defined kinship relations that impact their lives 
  in terms of status and inheritance. Generally the 
  divisions split into the immediate family, the clan, 
  and sometimes their horde. Often blood ties in a 
  horde are tenuous (it is not uncommon to reinvent 
  genealogies when new centaurs join a horde or clan).
   
  Conflict among centaurs is deadly. Often 
  “surrender” means the death of all combatants 
  and effective weapon wielders who cannot escape. 
  Adoption or servitude for a year and a day is purely 
  practical. On the Rothenian Plains those without a 
  clan who cannot earn a place are cast off.
   
  Centaurs grab life with gusto and drain it to the 
  lees. Traveling, fighting, eating, drinking-whatever 
  they do, they do it with vigor. They are, in general, an 
  aggressive people, and have evolved methods to live 
  in larger, specially organized groups as needed, even 
  if it is against their individual inclination. 
  grabbing the World  
  With both hands
  major conflicts are ended by the lawgivers. Any decision or 
  arbitration made is final and binding.
   
  The gathering is a lucky time for births, agreements, 
  and joining tents. Very rarely, in times of crisis, a Great 
  Gathering has crowned a Khan of all the Hordes, uniting 
  all the centaur peoples. This is immediately followed by 
  conflict with whatever entity created the situation that 
  made a Khan necessary in centaur eyes.
  
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  raiding and banditry
  Centaurs believe that only those strong enough to defend 
  their possessions deserve to keep them. They do not steal 
  from their clan, but anyone else is considered fair game. 
  Grains and shipments of alcoholic beverages are favorite 
  targets.
   
  Centaur raiding strategies take advantage of their 
  speed, maneuverability, and skill in archery. They use 
  diversionary tactics, drawing defenders away from targets, 
  or keeping them pinned with rapid flights of arrows. 
  Magic is also employed, especially silence spells cast on 
  arrows to muddle enemy communications.
   
  The bandit years are the time of life when centaurs drink 
  most heavily. Within the clan, while celebrations are a time 
  to drink heavily, everyday life is not. During the bandit years, 
  especially if they are successful in their raids on breweries 
  and shipments, young centaurs are drunk more often than 
  not. This in turn fuels more raids and reckless fights.
  relationshiPs With  
  non-Centaurs
  Centaurs have an ongoing relationship with the Kariv; 
  it is considered unlucky to raid them, and for their part, 
  the Kariv smiths consider it good luck to shoe centaurs. 
  Otherwise, friendly indifference is the norm.
  Plains Humans: The boyars of Vidim have earned the 
  enmity of the centaur clans for past atrocities ordered 
  by the Tsar in retaliation for centaur raids. Slavers of all 
  
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  types (who would enslave the centaurs) also meet with 
  undying anger, including the gnolls of the Despotate of 
  the Ruby Sea and various human slavers from the south. 
  Centaur raids on Vidim caravans are relentless. Raids into 
  the Mharoti Empire, sparked by attempted (or successful) 
  enslavement of centaurs, are brutal, and have given great 
  fame to many centaur warriors. Raids against the Ruby 
  Despotate have been rare, as the Glittering King’s zombies 
  and his walled cities have resisted all attempts at siege or 
  raid, and his ability to turn centaurs into slaves or feed 
  them to demons makes him a figure of considerable fear 
  and loathing.
  Elves: Plains elves meet with rivalry, sometimes friendly, 
  sometimes unfriendly. Clans associate with specific 
  groups of Windrunner elves, but they are happy to raid 
  those who aren’t their friends. The Spider totem tribes, 
  for instance, are generally enemies of the centaur hordes, 
  while the Grass and Kite totems are friendly.
  Humans of the West: The centaurs are often eager to raid 
  into the human lands of Perunalia, the eastern Margreve, 
  and Krakova. Though reasonably well-defended lands, the 
  many small villages and towns there can provide plunder 
  in the form of iron, wine, beer, and salt, all of which are 
  difficult to obtain on the plains. Centaur raids to these 
  western territories tend to be entirely about carrying off 
  goods of this kind.
  Ravenfolk: Centaurs and ravenfolk are somewhat friendly, 
  or at least not enemies. Ravenfolk are considering goodly 
  talespinners, clowns and mischief-makers. Centaurs tend to 
  enjoy their company for short spans of time, and ravenfolk 
  know not to overstay their welcome. The centaurs respect 
  the ravenfolk skill with stealth and runes and lore; the 
  ravenfolk respect the raw strength and medical lore of the 
  centaurs, as well as their endurance and far travels.
  Dwarves: Centaurs and dwarves are surprisingly good 
  friends, as both worship Perun and Svarog in various 
  guises: the dwarven god of marriage and smithwork is 
  also the god of horses. The two races rarely compete 
  for territory, though occasionally they meet in battle as 
  mercenaries in the Seven Cities.
  seCrets of the Plains
  The mountains near a number of Yul clans are rich in 
  gold. The Yul have built sluices to harvest free gold in 
  streams, and use it to acquire more books through buyers. 
  If approached correctly, they are generous with gifts of 
  gold as well. When they are not in a generous mood, it 
  is effective to appeal to their love of information. Yul 
  goldsmithing is coveted throughout the Crossroads, the 
  Northlands, and the Mharoti Empire, but traders with a 
  strong relationship with the Yul obscure the origin of the 
  pieces so as to avoid attracting attention to the reclusive 
  Yul horde. 
   
  Sometimes centaurs will kidnap members of other 
  races, either as hostages for ransom or (it is supposed) 
  as slaves. What is not commonly known is that most 
  hordes of centaurs have semi-nomadic communities of the 
  common races beholden to them, who farm the plains with 
  fast growing crops such as winter wheat, barley, sunflowers 
  and a variety of vegetables. Generally, people snatched are 
  taken to these communities and integrated, sometimes 
  after disease or violence, other times after the people of the 
  community request new blood.
   
  These communities are guarded against depredation, 
  since their produce is the life blood of the horde. 
  Defending these communities is often the purview of older 
  centaurs, but in a bad year or during a blood feud, younger 
  centaurs are detailed to help their elders.
   
  It is considered lawful in centaur society to keep a 
  slave for a year and a day; if after this time a non-centaur 
  still desires to leave the community, that individual is 
  traditionally taken to settlements to the Far East and gifted 
  with a set of gold bracelets. The value of these bracelets is 
  generally based on the quality of work the person delivered 
  during the time of servitude.
  CharaCter oPtions
  Centaur characters present a unique roleplaying challenge 
  for both PCs and GMs. As a race with a radically different 
  physiology than humans, players and GMs must constantly 
  remember how different life is for a centaur than it is for 
  a bipedal humanoid. The following new mechanics will 
  help flesh out centaur characters and personalize them for 
  individual PCs. 
  raCial traits
  Centaurs know who they are and how they rank within 
  their clan and horde. The following traits help define a 
  centaur character’s background. Traits specify a particular 
  horde, such as the Yul, the Ganzorig, or the Oyun. You 
  may only select traits for one horde: this represents the 
  horde to which you were born into and were raised, 
  though you might currently affiliate with a different horde. 
  The only exception to this is the Born of Two Hordes trait. 
  BORN OF TWO HORDES (TRAIT) 
  Your parents were members of two different hordes, and 
  you possess qualities of both lineages. You are considered a 
  member of both hordes.
  Prerequisite: Centaur subtype.
  Benefit: When you select this trait, choose two traits, 
  each of which requires a different centaur horde as a 
  prerequisite. This can include both centaur racial and 
  centaur magical traits. You can select no additional traits 
  unless your campaign allows for more than two traits. In 
  addition, you gain a +1 trait bonus on Diplomacy checks 
  with members of both hordes. This breaks the precedent 
  that characters cannot select more than one trait from 
  the same category. In addition, you meet the prerequisite 
  of belonging to both hordes for mechanics that require 
  
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  AdvAnced RAces centAuRs
  membership in one or the other horde.
    For example, Gandoryn’s father was Ganzorig and 
  his mother was Yul. As a result of taking this trait, he 
  chooses Fey Upbringing and Sage as his two starting 
  traits. He cannot select any additional traits because 
  his DM doesn’t allow characters in her campaign to 
  start with more than two traits. Gandoryn also gains 
  a +1 trait bonus to Diplomacy with Ganzorig and 
  Yul centaurs. In addition, he can qualify for feats, 
  archetypes, prestige classes, and any other mechanics 
  that require Ganzorig or Yul ancestry as a prerequisite. 
  BORN TO THE BOW (TRAIT) 
  You have an intuitive sense of ranged weapons and know 
  where to aim to do the most damage. 
  Prerequisite: Centaur subtype.
  Benefit: +2 trait bonus to all rolls to confirm critical hits 
  with bows (not including crossbows).
  CHILD OF YUL (TRAIT) 
  The blood of the Yul runs strongly in your veins. 
  Prerequisite: Born to the Yul horde. 
  Benefit: Gain a +1 trait bonus to Will saving throws
  FEARLESS MARAUDER (TRAIT) 
  You were born to raid and pillage and nothing scares you.
  Prerequisite: Born to the Oyun horde. 
  Benefit: Gain a +2 trait bonus on saves against fear 
  effects,+3 bonus while raiding. 
  FEY UPBRINGING (TRAIT) 
  You were reared in the forests near where the elves dwell 
  or the shadow fey travel. You have danced with them, and 
  survived the experience.
  Prerequisite: Born to the Ganzorig horde. 
  Benefit: You may select either the Elvish or Umbral 
  language; you speak this language for free. You gain a +1 
  trait bonus to status with either the elves (if you selected 
  Elvish) or the shadow fey (if you selected Umbral). If you 
  are not playing with the optional status rules, you gain a 
  +1 trait bonus to Charisma-based checks when dealing 
  with the race you selected. 
  FIERCE RAIDER (TRAIT) 
  You are a wild raider of the Oyun horde and none dare 
  stand in the way of your charge.
  Prerequisite: Born to the Oyun horde. 
  Benefit: Intimidate is always considered a class skill for 
  you. Also, you gain a +2 trait bonus to Intimidate checks, 
  +3 while raiding.
  PLAINS COMPANION (TRAIT) 
  You were raised deep in the wilds, and have an unusual 
  creature as a companion.
  Prerequisite: Familiar or Animal companion class 
  abilities; centaur subtype.
  Benefit: You may select a dire weasel as an animal 
  companion, or a raccoon dog as a familiar. 
  RAISED IN SHADOW (TRAIT) 
  You were raised in the forest, near places where the 
  shadow fey come and go.
  Prerequisite: Born to the Ganzorig horde. 
  Benefit: You gain +2 trait bonus to Will saves vs. illusion 
  and charm spells and effects.
  RISING STAR (TRAIT) 
  You have always been one of the hopes of your clan, 
  excelling in physical and mental contests since your youth. 
  This has earned you greater station among your people.
  Prerequisite: Centaur subtype.
  Benefit: +2 trait bonus to status when dealing with 
  members of your clan, +1 to other centaur clans. If you 
  are not using the optional status rules, this becomes a +2 
  trait bonus to Charisma-based checks with members of 
  your clan, +1 to members of other clans.
  SAGE (TRAIT) 
  As a member of the Yul horde, you have studied esoteric 
  subjects.
  Prerequisite: Born to the Yul horde.
  Benefit: Select two knowledge skills. You get a +1 trait 
  bonus to checks with those skills. One of them is always 
  a class skill.
  TENDER HOOVES (TRAIT) 
  You like the ease of city life, and provided information on 
  Raccoon Dog                                         CR 1/3
  XP 135
  N Tiny animal
  Init +2; Senses low-light vision; Perception +0
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 5 (1d8+1)
  Fort +2, Ref +2, Will +0
  OFFENSE
  Speed 40 ft. 
  Melee bite +1 (1d3-1)
  STATISTICS
  Str 8, Dex 15, Con 13, Int 2, Wis 10, Cha 8
  Base Atk +0; CMB 0; CMD 9 (13 vs. trip)
  Feats Athletic
  Skills Climb +4
  ECOLOGY
  Environment temperate forest or plains
  Organization solitary, pair (2) or family (3–6)
  Treasure none
  Raccoon dogs are canids, and are not related to 
  raccoons. They prefer raw meat, but are omnivores.
   
  As a familiar, they provide their masters a +2 
  bonus to Fortitude saves.
  
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  dire Weasel
  This brown-furred creature’s slender body bounds forth in 
  a loping gate, mouth open wide and filled with dozens of 
  sharp teeth.
  DIRE WEASEL                                             CR 2
  XP 600
  N Medium animal 
  Init +4; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
  hp 13 (3d8)
  Fort +3, Ref +7, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d6+3)
  STATISTICS
  Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
  Base Atk +2; CMB +4 (+12 grapple); CMD 18 (22 vs. 
  trip)
  Feats Stealthy, Weapon Finesse
  Skills Climb +6, Escape Artist +6, Perception +5, Stealth 
  +10
  ECOLOGY
  Environment temperate forests and hills
  Organization solitary, pair, or sneak (3–10)
  Treasure none
  SPECIAL ABILITIES
  Attach (Ex) A dire weasel automatically latches onto its 
  target with a successful bite attack. The dire weasel 
  is considered grappling, but the target is not. The 
  target can attack or grapple the dire weasel as normal 
  or, alternatively, break the grapple with a successful 
  grapple or Escape Artist check. A dire weasel has a +8 
  racial bonus to maintain a grapple.
  Blood Drain (Ex) Dire weasels drain blood each round 
  they remain attached, inflicting 1 point of Strength 
  and Constitution damage.
  Usually brown or tawny with a white underside, dire 
  weasel’s coats can run the gamut from fully white 
  to deep black, some have a hodgepodge of colors to 
  their coats like a calico cat. Though typically found in 
  temperate regions, some have been found in faraway 
  lands. In the wild, dire weasels are most active in the 
  warm months and go to den during winters. Keen 
  hunters, dire weasels track their prey by scent. It doesn’t 
  bode well to have a dire weasel on one’s trail.
   
  Voracious eaters, dire weasels prey on all manner of 
  small animals and even small and medium humanoids. 
  Dire weasels mostly enjoy grubs, sometimes passing up 
  other readily available foods to root for exceptionally 
  plump specimens. A dire weasel digging for grubs 
  can ruin the ground, making them a true nuisance for 
  farmers and groundskeepers. 
   
  Kobolds use dire weasels for many purposes. They 
  serve as mounts, companions, hunting beasts, and even 
  sport fighters. Fond of their kobold companions, when 
  used as mounts and spurred into combat, they wade into 
  battle, eagerly rocketing forth into the fray. Like a wolf 
  pack or gang of thugs, dire weasels work together to take 
  down one enemy at a time. 
   
  Kobolds run competitive fighting tournaments and 
  the ring gets soaked with blood from these furious 
  fights. Kobolds gamble on the dire weasels and rarely 
  does an entrant to one of these brawls emerge scot-free. 
  The relationship between kobolds and weasels is long 
  running, and many believe dire weasels are the result of 
  kobold breeding practices. Kobolds shell out large sums 
  of gold and treasure to claim a pup from the litter of two 
  well-bred weasels.
   
  Dire weasel trainers begin their work before the 
  weasel pup’s eyes are even open, talking to them, 
  exposing them to their scent, and petting the baby dire 
  weasel. Dire weasels trained by kobolds often train their 
  noses to be able to easily detect elves or gnomes. The 
  weasels treat these two races with more hostility than any 
  other humanoids.
  dire Weasel ComPanions
  Starting Statistics: Size Small; Speed 40 ft.; Attack bite 
  (1d4); Ability Scores Str 12, Dex 17, Con 10, Int 2, Wis 
  12, Cha 11; Special Qualities low light vision, scent; 
  Special Attacks attach, blood drain
  4th-Level Advancement: Size Medium; Attack (1d6); 
  AC +2 natural armor; Ability Scores Str +2, Dex +2, 
  Con +2.
  a raid that aided a city’s defenders. This earned you a place 
  there, and infamy in your clan or horde. 
  Prerequisite: Centaur subtype. 
  Benefit: -1 trait penalty to Status when dealing with your 
  clan and horde, and a +1 trait bonus to Status when 
  dealing with residents of the Seven Cities or the Dragon 
  Empire (choose one). Diplomacy becomes a class skill for 
  you and you gain a +1 trait bonus to that skill. 
    If you aren’t using the optional Status rules, you instead 
  gain Diplomacy as a class skill and a +2 trait bonus to 
  that skill, +3 when interacting with residents of the Seven 
  Cities or the Dragon Empire. (choose one) You also take 
  a -2 trait penalty to Diplomacy checks when dealing with 
  members of your horde, -3 when dealing with members 
  of your clan.
  
  MIDGARD TALES
  10
  10
  AdvAnced RAces centAuRs
  INTUITIVE MAGIC [MAGICAL]
  You can use the magic of your heritage to fuel an 
  additional spell.
  Prerequisites: Centaur subtype, caster level 3rd, Born to 
  the Yul Horde.
  Benefit: Once per day, as a swift action, you can recall a 
  spell you have already cast. The spell must be at least one 
  level lower than the highest level spell you can cast. If you 
  cast spontaneously, you can recall a spell slot at least one 
  level lower than the highest level spell you can cast. 
  IRON HOOVES [RACIAL]
  You have learned to fight using hooves as well as weapons.
  Prerequisite: Centaur subtype, Born to the Oyun or 
  Ganzorig Horde.
  Benefit: You gain a secondary hoof attack.
  WIND’S FURY [RACIAL] 
  The rush of movement adds accuracy and vigor to your 
  attacks.
  feats
  These feats provide options to help bolster and enhance 
  the natural strengths and qualities of the centaur race.
  BRUTAL BATTERING [RACIAL]
  You can overrun your enemies.
  Prerequisite: Centaur subtype, Iron Hooves, Born to the 
  Oyun Horde.
  Benefit: Gain a trample attack. 
  FOREST’S BLESSING [RACIAL]
  You are at home in the forest and it suffuses your every 
  breath. 
  Prerequisite: Centaur subtype, Iron Hooves, Born to the 
  Ganzorig or Yul Horde.
  Benefit: You gain a +1 bonus to attack, damage, skill 
  checks, ability checks, saving throws, and caster level 
  checks in forested environments. 
  
  11
  11
  Prerequisite: Centaur subtype, Dex 13, Dodge, Mobility, 
  Spring Attack or Shot on the Run, Born to the Oyun 
  Horde, base attack bonus +4
  Benefit: When you attack using either the Spring Attack 
  or Shot on the Run feats, you gain a +2 bonus to hit and 
  to damage. 
  YUL RITUAL MAGIC [MAGICAL]
  You know secret Yul rituals that bolster the power of your 
  magic.
  Prerequisites: Centaur subtype, caster level 5th, Born to 
  the Yul Horde.
  Benefit: You can choose to increase the casting time of a 
  spell to gain a +2 bonus to your caster level for that spell. 
  For the purposes of this feat, increase a swift action spell 
  to a move action; a move action to a standard action; a 
  standard action to a full-round action; and a full-round 
  action to two full-round actions. If the spell has an 
  original casting time of greater than 1 full-round, double 
  the casting time. Thus a spell with a casting time of 1 hour 
  would take two hours and a spell with a casting time of 
  one day would take 2 days. 
    It is up to the GM to determine whether or not a 
  character with this feat can cast certain, long casting time 
  spells using this feat. The casting of the spell must be 
  uninterrupted, though for extremely long duration spells, 
  the GM might choose to allow the character to retain the 
  spell slot or memorized spell if the casting is interrupted.
  ZEPHYR’S KISS [RACIAL]
  You are as fleet as the wind that rustles through the forest 
  leaves.
  Prerequisite: Centaur subtype, Born to the Ganzorig 
  Horde.
  Benefit: When you are wearing light or no armor, your 
  base speed increases by 10 feet, 15 feet when you are in a 
  forested environment. You lose the benefit of this feat if 
  you carry a medium or heavy load.
  arChetyPes
  Centaur culture maintains a number of roles unique to its 
  society. These represent the elite and dedicated of their race, 
  and many who perform these roles go on to join the Bataar.
  green WitCh (WitCh)
  Life on the plains and in the forests leads to a connection 
  with the land, and Green Witches exemplify that. These 
  witches focus on the creatures of the herds and the fields of 
  their people. They sing the crops and herds into fecundity, 
  but can also blight the land and make areas sterile if 
  provoked. Their connection to the land also allows them to 
  call on creatures to defend them.
  Prerequisite: Centaur subtype, Born to the Yul or 
  Ganzorig Horde.
  Bless or Blight the Green: Green witches have the ability 
  to increase or decrease the fertility of the flora and fauna 
  of their surroundings.
  Bless the Green (Su): This effect targets plants and animals 
  in an area with a radius equal to the witch’s class level x 
  10 feet, raising their potential productivity by 50 percent 
  for one year. The effect remains on animals and plants 
  that later leave the area. 
  Blight the Green (Su): This functions as bless the green, 
  but instead reduces the productivity to half what is 
  normal. The effect remains on animals that later leave 
  the area. The save for more powerful plants and animals 
  (DM’s discretion) to resist this effect is equal to 10 + 1/2 
  the witch’s level + the witch’s Intelligence modifier. 
   
  This effect can be removed by casting remove curse or 
  similar spell or ability, using the save DC as the DC to 
  remove the curse. If an individual fails to remove the curse 
  the first time such a spell is cast on a given blight, that 
  individual cannot try again with the same spell or ability, 
  though a different spell or ability can be used.  
   
  A witch starts with the ability to have one bless and 
  one blight in effect at any given time. Every three levels, 
  increase the maximum number of simultaneous effects by 
  one. Thus, a 4th level witch could have 2 bless effects and 
  2 blight effects ongoing simultaneously. A 7th level witch 
  could have 3 bless effects and 3 blight effects, and so on. 
    
  This ability replaces the witch’s 1st level hex.
  Cry the Fury (Su): Twice per day, the witch can summon 
  animals to fight for her, as per summon nature’s ally I 
  (animals only). This becomes summon nature’s ally II at 
  6th, III at 8th, IV at 10th, V at 12, VI at 14th, VII at 16th, 
  and VII at 18th. The witch can always choose a lower 
  level version of the spell. This ability replaces the witch’s 
  4th-level hex.
  oyun Wrestler (fighter)
  One of the important ways centaurs contest with 
  each other is a combination of wrestling and boxing. 
  Champions of this style are greatly respected.
  Prerequisite: Centaur subtype, Born to the Oyun horde. 
  Weapon and Armor Proficiency: An Oyun wrestler is not 
  proficient with heavy armor, or shields. 
  Oyun Wrestling: At 1st level, an Oyun wrestler gains the 
  Improved Unarmed Strike feat and Iron Hooves feat as 
  bonus feats. This ability replaces the bonus feat at 1st level.
  
  MIDGARD TALES
  12
  12
  AdvAnced RAces centAuRs
  Cunning Wrestler (Ex): At 3rd level, an Oyun wrestler 
  gains a +1 dodge bonus to AC. This bonus increases by 
  +1 for every four levels after 2nd, to a maximum of +5. 
  This bonus does not apply when wearing medium or 
  heavy armor or carrying a medium or heavier load. This 
  ability replaces armor training 1, 2, 3, and 4. 
  Strength in All (Ex): At 5th level, an Oyun wrestler gains 
  a +1 bonus on attack and damage rolls with natural 
  weapons and a +1 bonus to CMB, both improving by +1 
  for every four levels beyond 5th (to a maximum of +4 
  at 17th level). The centaur can use hooves as a primary 
  rather than secondary attack. This ability replaces 
  weapon training 1, 2, 3, and 4.
  Duck! (Ex): At 19th level, as a free action, an Oyun 
  wrestler can make a free trip attempt when a melee 
  attack roll succeeds with a natural weapon, though this 
  ability can only be used once per round. The centaur 
  also gains Improved Trip as a bonus feat. If the centaur 
  already has the Improved Trip feat, that character 
  instead gains the Greater Trip feat. If the centaur has 
  both Improved Trip and Greater Trip already, that 
  character instead gains an additional +2 bonus to trip 
  attempts that stacks with the bonuses from Improved 
  trip and Greater Trip, bringing the total bonus from 
  these feats to +6. This ability replaces armor mastery.
  Weapon Mastery (Ex): This ability applies to unarmed 
  strikes and natural attacks.
  redegiver (oraCle)
  While many oracles possess knowledge, the redegiver is 
  a wise advisor and teacher, able to guide his people and 
  leaders with the wisdom of equine totem spirits.
  Prerequisite: Centaur subtype, Born to the Yul or 
  Ganzorig horde.
  Recommended Mysteries: ancestor, heavens, lore.
  Bonus Spells: peacebondUC (2nd), share memoryUM(4th), 
  communal share languageUC(6th), remove curse (8th), 
  true seeing (10th), guards and wards (12th), vision 
  (14th), moment of prescience (16th),  time stop (18th).
    These bonus spells replace the oracle’s mystery bonus 
  spells at these levels.
  Equine Speech (Ex): A redegiver can communicate 
  with normal horses, mules, donkeys, onagers, zebras, 
  and similar creatures at will as if under the effect of a 
  speak with animals spell which only works with those 
  creatures. In addition, the centaur can speak with horse-
  like but magical creatures, such as nightmares, pegasi, 
  unicorns, dragon horses, hippocampuses, hippogriffs, 
  kelpies, nickelavee, sagari, sleipnir, and similar creatures 
  (DM’s discretion as to what qualifies).  
   
  Finally, a redegiver gains the ability to use wild 
  empathy on equine animals and creatures creatures 
  as a druid of the oracle’s class level. If the PC has wild 
  empathy already, levels of redegiver stack with those 
  from another class that provides wild empathy, but only 
  for the purpose of dealing with horses and horse-like 
  creatures. Using this ability on non-animal horse-like 
  creatures, such as nightmares and unicorns, imposes a 
  -4 penalty on the wild empathy check. 
  Revelations: A redegiver must take the following 
  revelations at the listed levels.
  Knowledge of the Ages (Ex): As the time mysteryUM 
  revelation. The redegiver must take this revelation at 
  3rd level.
  Thundering Wisdom (Su): Once per day, a redegiver 
  can spend one or more hours running at full gallop, 
  either alone or with other horses or centaurs. During 
  that time, the redegiver is performing a primal ritual of 
  communication with equine totemic spirits or spirits of 
  nature. The spirits give the oracle advice, answering one 
  or more questions on a single topic, depending on the 
  effect employed. At 1st level, their advice manifests as an 
  augury spell with base chance of success of 50%. At 5th 
  level, the advice takes the form of a divination or augury 
  spell with 50% change of success. At 9th level, the advice 
  manifests as a casting of commune spell with no material 
  component required or a divination or an augury.  
   
  Nothing can increase the base chance of success 
  other than running for a longer period of time. Each 
  additional hour spent running beyond the first increases 
  the chances of success in the augury and divination 
  effects by 5%, to a maximum of 95%. When using 
  the commune effect, the centaur can ask a number of 
  questions equal to the number of hours that character 
  ran beyond the first.  
   
  Any fatigue or exhaustion does not set in until after 
  the questions are answered. If the centaur runs for 
  a number of hours equal to or greater than 1/4 that 
  character’s Constitution score, the centaur is fatigued 
  at the end of the run. If the centaur runs for a number 
  of hours equal to or greater than 1/2 that character’s 
  Constitution score, the centaur is exhausted at the end of 
  the run. The fatigue or exhaustion takes place whether or 
  not the centaur succeeded in performing the effect. 
   
  If a centaur with the Endurance feat runs long 
  enough to only suffer fatigue, that character can ignore 
  the effects of the fatigue. If the centaur with this feat 
  runs long enough to become exhausted, that character 
  can treat the exhaustion as fatigue. The redegiver must 
  take this revelation at 1st level.
  
  13
  13
  sPells
  Centaurs lead by their spiritual leaders are a terror to 
  beheld. These spells are centaur secrets that enhance the 
  strengths the centaur race already possesses.
  DREAD CHARGE
  School transmutation [centaur]; Level bard 1, cleric 1, 
  druid 1, inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
  Components V, S
  Casting Time 1 swift action
  Range personal
  Target You
  Duration 1 min./level (D)
  As thundering hooves, except as noted above. 
  PILLAGING WIND
  School transmutation [centaur]; Level bard 3, cleric 3, 
  druid 3, inquisitor 3, magus 3, sorcerer/wizard 3, witch 3
  Components V, S
  Casting Time 1 swift action
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration 1 min./level (D)
  As thundering hooves, except as noted above, and the 
  targets can ignore the effects of difficult terrain when 
  moving on land for the duration. 
  THUNDERING HOOVES
  School transmutation [centaur]; Level bard 0, cleric 0, 
  druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, witch 0
  Components V, S
  Casting Time 1 swift action
  Range personal
  Target You
  Duration 1 round
  This spell increases your base land speed by 30 feet, but 
  only when you take the charge action. If you take the run 
  action, increase the multiplier to your speed by 2. Thus, 
  if your normal speed is multiplied by 4 while running, 
  multiply it by 6 instead while you are under the effects 
  of the gallop spell. These adjustments are treated as 
  enhancement bonuses.
  ZEPHYR RAID
  School transmutation [centaur]; Level bard 2, cleric 2, 
  druid 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
  Components V, S
  Casting Time 1 swift action
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration 1 min./level (D)
  As thundering hooves, except as noted above. 
  The treasures of the centaurs focus on their roaming life 
  and unusual physiology.
  Centaur magiC items
  Centaurs know the secrets to creating a number of unique 
  items that reflect their worldviews and strange forms.
  Apple Brandy
  Aura moderate conjuration; CL 5th
  Slot –; Price 750 gp; Weight 1lb.
  DESCRIPTION
  This potent brandy is distilled from apples from the 
  sacred groves, and imparts some of their virtue. A 
  draught of this beverage neutralizes all poisons and cures 
  all diseases.
  CONSTRUCTION
  Requirements Brew Potion, neutralize poison, remove 
  disease; Cost 375 gp
  Belt of Unity
  Aura moderate transmutation; CL 3rd
  Slot Belt; Price 10,000 gp; Weight 1lb. 
  DESCRIPTION
  This wide, soft, brown leather belt has an iron clasp. The 
  wearer, if he has the centaur subtype, can take on either the 
  form associated with his torso, or with his lower half, as per 
  beast shape II, at-will. In essence, the wearer can become 
  a human that looks like his upper half or a horse that 
  looks like his lower half. Each time the centaur uses the 
  belt, he chooses whether to take human or equine form. 
  Equipment worn in centaur form that is inappropriate to 
  the wearer’s new form becomes inert. The human form 
  may be unable to use certain feats and abilities that require 
  the natural attacks, quadrupedal form, or Large size. The 
  equine form cannot speak and has no arms, resulting in all 
  limitations imposed by the lack of these.
  CONSTRUCTION
  Requirements Craft Wondrous Item, beast shape II, alter 
  self; Cost 5,000 gp
  treasures of the Centaur raCe
  
  MIDGARD TALES
  14
  14
  AdvAnced RAces centAuRs
  Horseshoes of Light Stepping
  Aura mild transmutation; CL 1st 
  Slot boot; Price 750 gp; Weight 1lb.
  DESCRIPTION
  These horseshoes allow the wearer to move over terrain 
  as if she weighed 1/10th of her actual weight. They makes 
  the wearer less likely to cause collapses on treacherous 
  flooring, icy lakes, and fragile rock formations. The wearer 
  also halves penalties to Stealth checks due to size, effectively 
  reducing the penalty from -4 to -2. They are removable.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, feather step, creator 
  must be a centaur; Cost 375 gp
  Horseshoes of Light Stepping, Greater
  Aura mild transmutation; CL 3rd
  Slot boot; Price 1,500 gp; Weight 1lb.
  DESCRIPTION
  A more exquisitely crafted version of these horseshoes 
  exist, though the secret to making them is known by 
  few centaurs. The item functions as Horseshoes of Light 
  Stepping, except the wearer ignores the size penalty due to 
  being Large sized, effectively reducing it from -4 to 0. 
  CRAFTING 
  Requirements Craft Wondrous Item, feather step, levitate, 
  creator must be a centaur, Cost 750
  Centaur equiPment
  Centaurs must carry their belongings everywhere, so they 
  are quite particular about what goods they make and keep. 
  A few special items are rarely found with any other race.
  HOOFBOOTS
  These leather hoof coverings are used by centaurs who 
  prefer not to wear horseshoes. Metal is scarce in many 
  places on the plains, and this alternative is quite popular. 
  In some cases hoofboots have a metal or metal-studded 
  portion at the bottom of the hoof. This makes the boot 
  somewhat uncomfortable, but affords greater protection 
  and makes stealth at least somewhat more likely.  
   
  Hoofboots grant a +1 circumstance  bonus to Stealth 
  checks. 
  Weight 2 lbs. Cost 10 gp
  THE LORE OF PERUN’S CHOSEN BY BRIGHTMANE
  Sung by Brightmane and recorded by Harvin the Scribe, this 
  tome is a history of the centaurs, including the wild claim 
  that they created a great empire in the east, then abandoned 
  it. The history was transcribed by a Yul while waiting for 
  centaur loregivers to decide which story they wished to tell 
  one evening. It details the oral histories of centaurs.
   
  A character in possession of this text and an hour 
  to reference it, may add +4 to any Knowledge (history 
  or local) checks and bardic knowledge checks made 
  with regard to the centaurs and the Rothenian Plains. 
  It is rarely seen outside Yul communities. It can be  
  incorporated into incantations by a single performer, 
  providing a +3 to Knowledge (local) checks and a +3 
  bonus to Knowledge (arcana) checks during incantations 
  that affect plants and animals.
  Weight 1 lb; Cost 4,000 gp; Copies are written in Elvish.
  MAJRA
  A thin piece of wood with a groove cut in it and a small 
  loop for the archer’s draw hand. It allows the archer to 
  use arrows shorter than the draw of his bow, including 
  crossbow bolts. Arrows and bolts shot from a composite 
  longbow using a majra deal 1d8 damage, regardless of the 
  base damage of the arrow or bolt. Using the Majra imposes 
  a -2 penalty on attack rolls with the bow unless the wielder 
  has the feat Exotic Weapon: Majra. 
   
  It is extremely rare for centaurs to teach the use of the 
  majra to those outside their race. 
  Weight 1 lb; Cost 50 gp
  YEW POISON
  Type injury; Save Fort DC 13
  Onset 1 minute; Frequency 1/minute for 6 minutes
  Effect 1d2 con damage; Cure 2 saves 
  Price 150 gp
  This poison is brewed from yew berries and wood. The 
  centaur methods for distilling it are secret, and allow its 
  use as an injury rather than ingested poison.
  
  15
  15
  Two varieties of centaurs exist in Midgard that differ quite 
  a bit from the usual equine mold. The deerlike Alseid 
  are most common in the Margreve forest but are found 
  elsewhere as well. The Oinataurs live in the mountains 
  north and south of the Rothenian Plains, as well as in 
  the Cloudwall peaks. At the DM’s discretion, alseid and 
  oinataur characters can select traits, feats, archetypes, spells, 
  magic items, and equipment specific to particular centaur 
  hordes. Such characters may even be adopted by a horde. 
  alseid
  These shy, fey creatures have the upper body of an elf and 
  the hindquarters of a deer. An ancient people, their stories 
  claim they taught elves the secrets of bow making. They 
  typically live in forests, though curious youngsters wander 
  out to experience civilization.
   
  In the forest, they are usually solitary or travel in 
  family groups. They deal equally well with elves and 
  shadow fey, and keep other civilized races at arm’s length. 
  Some few socialize with centaurs on plains adjoining 
  the Margreve forest, but they are rare further out on the 
  Rothenian plains.
   
  Alseid who travel to more civilized areas are sought out 
  by arcane scholars, seeking insights into their connection 
  to Old Magic. They also often find employment as scouts 
  or gamekeepers. 
  ALSEID RACIAL TRAITS
  +2 Dex, +2 Wisdom, -2 Intelligence: Alseid are dexterous 
  and wise, but are not planners or thinkers.
  Alseid: Alseid are humanoids with the centaur subtype.
  Medium: Alseid are Medium creatures and have no 
  bonuses or penalties due to their size. 
  Low-Light Vision: Alseid can see outdoors on a moonlit 
  night as well as they can during the day
  Alseid Magic: Alseid add +1 to the DC of any saving 
  throws against Old World spells that they cast while in 
  the forest (see Tales of the Margreve).
  Woodfriend: When in a forest, alseid leave no tracks and 
  automatically discern true north. 
  Weapon Familiarity: Alseid are proficient with all spears 
  and shortbows (including composite shortbows). 
  Quadruped: Alseid gain a +4 racial bonus to their CMD 
  when defending against Trip combat maneuvers. Alseid 
  gain +10 to their base movement.
  Skilled: Alseid receive a +2 racial bonus on Perception and 
  Stealth skill checks.
  Languages: Alseid begin play speaking Centaur, Elvish, 
  and Trade Tongue. Alseid with high Intelligence scores 
  can also choose from the following: Briarclick (the 
  language of the Children of the Briar, see Midgard 
  Bestiary), Goblin, and Umbral.
  oinotaurs
  Oinotaurs live in the northern Rothenian plains, near 
  the mountains, in communities of varying size. They 
  are smaller than centaurs, with the hindquarters of an 
  onager. While individualistic, they lack the fiery natures 
  of their cousins. Instead, their focus is the cerebral, and 
  they consider themselves the keepers of history and magic 
  of the Rothenian Plains. The carefully expanded cave 
  complexes that house their communities contain libraries 
  of depth and complexity, little known to the greater world.
   
  When oinotaurs wander the world, they often travel 
  with centaur hordes where they serve as advisors, since 
  they have no clan affiliation, are generally smarter, and are 
  often more temperate. Centaurs who mistake their smaller 
  size and intellectual bent for weakness are usually surprised 
  at their martial capability and physical toughness.
  OINOTAUR RACIAL TRAITS
  +2 Constitution, +2 to Intelligence, Wisdom, or Charisma 
  (player’s choice), -2 Dexterity.]: Oinotaurs are wise, 
  intelligent, personable, and hardy, but they are not 
  graceful.
  Centaur: Oinotaurs are humanoids with the centaur subtype.
  Medium: Oinotaurs are Medium creatures and have no 
  bonuses or penalties due to their size. 
  Low-Light Vision: Oinataurs can see outdoors on a 
  moonlit night as well as they can during the day
  Oinotaur Steadiness: Oinotaurs gain Gang Up (Advanced 
  Player’s Guide) as a bonus feat, and are considered to 
  have Mounted Combat as a bonus feat, but only as a 
  prerequisite to advanced mounted combat feats, (such 
  as Mounted Archery, Ride-By Attack and Trample); they 
  do not gain the Ride check to avoid damage to their 
  equine half.
  Oinotaur Learnedness: Oinotaurs gain a +2 racial bonus 
  to a Knowledge skill of their choice. Knowledge skills are 
  class skills for all classes selected by the oinataur. 
  Oinotaur Competence:  Oinotaurs are proficient with 
  short swords and halberds.
  Quadruped: Oinotaurs gain a +4 racial bonus to their 
  CMD when defending against Trip combat maneuvers. 
  They gain +10 feet to their base movement.
  Languages: Oinotaurs begin play speaking Centaur, Elvish, 
  and Trade Tongue. Oinotaurs with high Intelligence 
  scores can also choose from the following: Dwarven, 
  Mharoti, Northern Tongue or Huginn’s Speech.
  variant Centaurs: alseid and oinataur
  
  MIDGARD TALES
  16
  16
  AdvAnced RAces centAuRs
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Advanced Races/Advanced Races 07 - Centaurs.pdf