TEXT: Exotic Ancestries
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: The Necromancers of the Northwest Logo is copyright Necromancers of the Northwest. All other art in this 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  without written permission.
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  pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this 
  product.
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  compatibility for more information on this license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8302 2nd St NE
  Lake Stevens, WA, 98258
  www.necromancers-online.com
  
  2 2
  Introduction
  The Pathfinder Second Edition Roleplaying Game presents 
  a wide world of magic and infinite possibilities, and so it 
  should come as no surprise that some players want to explore 
  beyond the boundaries of the game’s core rules. The game 
  world described in the game’s rules and lore includes a wide 
  variety of creatures, some strange and fantastic, others oddly 
  familiar and human in nature, and it’s only natural that some 
  players will want a chance to explore the world as one of these 
  creatures, instead of being limited to the handful of ances-
  tries that already exist.
  This book presents an ancestry for one such fantastic crea-
  ture: the centaur. Legendary creatures of myth, with a human 
  head and torso, but the lower body of a horse, centaurs have 
  captured the imagination since before the dawn of history. 
  As with so many fantasy creatures that have as rich and 
  storied a background as the centaur, there have been many 
  interpretations of them throughout the years, even within 
  the fantasy genre. Sometimes, centaurs are gentle nature 
  spirits, closely aligned with the forces of nature and faeries, 
  while other times they are proud and noble warriors, and still 
  other times they are bloodthirsty savages. Some things that 
  remain consistent across nearly all portrayals of this majestic 
  race, however, are their size, their physical prowess, and their 
  mobility. This book presents a new ancestry for centaurs, 
  complete with heritages and ancestry feats, to allow players to 
  make their own centaur characters.
  Centaur
  Half-humanoid, half-horse, centaurs live with two hooves in 
  the civilized worlds, and two hooves in the wild. No centaur is 
  ever truly at home in the cramped confines of a city, and most 
  view any permanent structure as too confining. Instead, they 
  are a race of wanderers and nomads, living their lives on the 
  wide open plains, never feeling so alive as when they feel the 
  wind on their cheeks, charging heedlessly onward into the 
  unknown. While some centaurs are more wild than others, all 
  are proud of their peoples’ heritage, and all are accomplished 
  trackers, hunters, and, fighters.
  Creatures of unusual anatomy, centaurs are humanoid from 
  the waist up, with a normal torso, head, and arms. From the 
  waist down, however, their body is like that of a horse, with 
  four powerful legs ending in hooves. Although many con-
  sider them monstrous, the combination can at times be quite 
  beautiful, and centaurs certainly do not believe their appear-
  ance is comical or embarrassing (rather, they consider any 
  race that walks on two legs to be nearly as primitive as one 
  that lacks opposable thumbs).
  Much like the horses they resemble, centaurs prefer to 
  spend their lives in the open, travelling frequently. They tend 
  to gravitate towards large, open expanses, and are most com-
  monly found in plains, steppes, and tundras, although it is 
  not uncommon for centaurs to make their homes in forests 
  or deserts. Centaurs tend not to be very welcome in most hu-
  manoid settlements, which typically suits them just fine: few 
  centaurs are comfortable with buildings made of wood and 
  stone, and become claustrophobic in urban environments.
  You Might…
  •	
  Yearn to run free, with the wind in your hair, and 
  dislike close and confined spaces.
  •	
  Place little value on material goods, especially 
  furniture, permanent structures, and other things 
  you can’t carry yourself.
  •	
  Take great pride in the traditions and lore of your 
  clan.
  Others Probably…
  •	
  Make frequent comparisons between you and horses 
  or beasts of burden, or seek to touch your lower 
  body.
  •	
  Feel intimidated by your size and strength.
  Physical Description
  Centaurs appear to be a sort of composite creature, as though 
  the gods had stuck two separate animals together and com-
  bined them into one. From the waist up, a centaur resembles 
  a human, or, more rarely, a different type of humanoid (such 
  as an elf or an orc), but from the waist down, their bodies are 
  like those of horses, with four long, powerful legs ending in 
  hooves, and an equine tail. From a distance, it’s possible to 
  mistake a centaur as a rider and their mount, but even casual 
  scrutiny will quickly reveal that they are, in fact, a single crea-
  ture, albeit with the best traits of both.
  Like both humanoids and horses, a centaur’s appearance 
  varies depending on the local environment. Their human-
  oid portions run the full gamut of skin, eye, and hair colors 
  available to humans (and, in the case of those that resemble 
  other humanoid races, those races’ ranges), while their lower 
  bodies come with the same variety of coats and builds of 
  horses. While it is most common for a centaur’s humanoid 
  hair to match the same coloration as their lower body’s coat 
  or tail, this is not always the case, especially if one or the 
  other is a color uncommon for the other type. As a general 
  rule, centaurs tend to be larger and bulkier in colder, wetter 
  climates, and they tend to be lighter and swifter in hotter, 
  more arid regions. In very rare cases, a centaur might have 
  the lower body of another type of four-legged ungulates, such 
  as donkeys, camels, goats, and so on. Such creatures are not 
  technically centaurs, and members of either race may resent 
  the comparison, but for the most part they behave in very 
  similar ways.
  While it is a centaur’s wanderlust that is most likely to 
  keep it from settling into civilized society, ironically, those 
  
  3
  3
  Centaur Stats
  Hit Points
  10
  Size
  Large
  Speed 
  30 feet
  Ability Boosts
  Strength
  Constitution
  Free
  Ability Flaw
  Intelligence
  Languages
  Common
  Sylvan
  Additional languages equal to your Intelligence modi-
  fier (if it’s positive). Choose from Elven, Halfling, Jotun, 
  Orcish, and any other languages to which you have access 
  (such as the languages prevalent in your region).
  Traits
  Beast
  Centaur
  Humanoid
  Equine Anatomy
  Because of your unusual shape, you require custom armor 
  to be fully covered. If you wear armor not specially made 
  for centaurs, the armor’s item bonus to AC is reduced by 
  1. You can purchase special armor made for centaurs, but 
  such armor generally costs twice as much, or an extra 50 
  gp, whichever is less.
  Low-Light Vision
  You can see in dim light as though it were bright light, so 
  you ignore the concealed condition due to dim light.
  centaurs who do wind up as adventurers often do so because 
  of that same instinct, setting out from their clan on a journey 
  to see the world. Other centaur adventurers may have been 
  sent into the wider world on a particular quest for their clan, 
  or may even be exiles from their clan, with nowhere else to 
  turn but to nearby humanoid settlements.
  Society
  Centaurs live in extended family groups, with several such 
  families living together to form a clan, typically consisting of 
  between 20 and 100 centaurs. These clans are almost always 
  nomadic, travelling year-round along ancestral routes that 
  were blazed generations ago, and which follow the annual 
  migrations of game, allowing the centaurs to subsist off 
  the land. Every centaur in the clan does his or her part to 
  contribute to their survival, and, with the exception of the 
  very young, the very old, and the wounded, those who don’t 
  hunt don’t eat. Beyond this, some centaurs develop special-
  ized skills to fill their clan’s needs, whether it be as healers, 
  blacksmiths, tanners, fletchers, and so on. Different clans 
  have different forms of leadership, with some being led by 
  the oldest, others by the strongest, and still others by some 
  form of council. In all cases, however, centaur leadership is 
  built on respect for the leader, and those leaders who lose the 
  respect of the clan quickly lose their influence, as the proud 
  and headstrong centaurs ignore them in favor of someone 
  they deem more worthy.
  While centaurs are not hostile to humanoid races, they 
  are also far from welcoming. Centaurs tend to be distrustful 
  of other humanoids (and, in truth, they can even be dis-
  trustful towards other centaurs, if those centaurs come from 
  different clans). Most centaur clans prefer to simply keep 
  their distance from others, but sometimes conflict between 
  centaurs and other races is inevitable, especially if the hu-
  manoids begin encroaching on territory that the centaurs 
  claim as their own.
  Alignment and Religion
  While centaurs have a strong independent streak and are 
  often given to the call of the wild, they also have strong fam-
  ily bonds, and a long heritage of tradition and honorable 
  behavior, often leaving them somewhere in between the most 
  extreme lawful and chaotic alignments. Most centaurs con-
  cern themselves primarily with watching out for themselves 
  and their immediate friends and family, and prefer to live and 
  let live when it comes to anyone else, an attitude which tends 
  to leave them neither good nor evil. That said, exceptions 
  abound, and centaurs can range from noble heroes who save 
  endangered travelers out of the kindness of their hearts, to 
  bloodthirsty savages who ransack humanoid settlements for 
  blood and plunder.
  Many centaurs practice their own religion, which is 
  poorly understood by non-centaurs, but involves a mixture 
  of ancestor worship and animism, venerating the spirits and 
  gods that they believe to reside within particular places and 
  things. Those centaurs who follow more traditional religions 
  tend to worship deities of nature, hunting, and freedom.
  Names
  Centaurs receive their name in an elaborate ritual that takes 
  place on their fifth birthday. The centaur’s parents gener-
  ally choose the child’s name, selecting one whose traditional 
  meaning describes the child’s traits and personality. However, 
  the name must be approved by the clan’s leadership before 
  the ceremony takes place. Centaur names tend to be three to 
  four syllables long, and are often heavy on vowels.
  
  4 4
  Sample Names
  Adrilles, Boroneus, Delaia, Filaros, Galares, Hekeope, 
  Ivoneus, Kratosios, Nemiore, Rhodestra, Sofinna, Triteas, 
  Xenosios.
  Centaur Heritages
  A clannish and nomadic people, centaurs can be found far 
  and wide, in a number of diverse climates. Because of their 
  diverse environments, centaurs from different regions often 
  exhibit different unique traits adapted for their particular 
  home. Choose one of the following centaur heritages at 1st 
  level.
  Draft Centaur
  Your horse half is particularly tough and sturdy, and your 
  people are known for their ability to carry a heavy load. The 
  amount of bulk you can carry is increased by 4. Additionally, 
  you gain a +1 circumstance bonus on Fortitude saves. 
  Fey Centaur
  Although most centaurs do not have any innate magic, and 
  possess no mystical connection to the forces of nature, some 
  specific centaur lineages have deep ties to the fey, and are 
  possessed of mystical powers. You lose the beast trait and 
  gain the fey trait. Additionally, choose one cantrip from the 
  primal spell list. You can cast this spell as a primal innate 
  spell at will. A cantrip is heightened to a spell level equal to 
  half your level rounded up. You can change this cantrip to a 
  different one from the same list once per day by meditating to 
  realign yourself with nature; this is a 10-minute activity that 
  has the concentrate trait.
  Light Centaur
  Your horse half is lighter and faster than the average centaur, 
  making you swifter and more maneuverable than other cen-
  taurs. Your speed is 35 feet. Additionally, once per day, if you 
  Stride three times on your turn, you can Stride a fourth time 
  as a free action.
  Nomadic Centaur
  You are used to always being on the move, with long days of 
  hard travel. When determining how far you can travel over-
  land in a day, you are able to travel for up to 12 hours, instead 
  
  5
  5
  of the normal 8. Additionally, when determining your travel 
  speed through difficult terrain, you move at two-thirds your 
  normal movement rate, while greater difficult terrain reduces 
  you to half your normal movement rate, instead of the nor-
  mal amounts. This applies only to travel speed in exploration 
  mode, and does change how difficult terrain impacts your 
  movement during encounter mode.
  Wild Centaur
  The call of the wild sings strong in your heart, and you 
  long always for the freedom of the open plain. You gain a +1 
  circumstance bonus on saving throws made to resist enchant-
  ment and charm effects.
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an ad-
  ditional ancestry feat every 4 levels thereafter (at 5th, 9th, 
  13th, and 17th levels). As a centaur, you select from among the 
  following ancestry feats.
  1st Level
  Accomplished Scout 
  Feat 1
  Centaur
  When you Scout, the circumstance bonus on initiative rolls 
  that you grant to members of your party is increased by an 
  amount equal to your Wisdom modifier.
  Centaur Lore 
  Feat 1
  Centaur
  You have been trained in centaur techniques for tracking, 
  hunting, and surviving in the wild. You are trained in Nature 
  and Survival. If you would automatically become trained in 
  one of those skills (from your background or class, for ex-
  ample), you instead become trained in a skill of your choice. 
  You also become trained in Centaur Lore.
  Centaur Weapon Familiarity 
  Feat 1
  Centaur
  You are well-versed in the use of your people’s traditional 
  weapons. You are trained with javelins, lances, longbows, 
  composite longbows, longswords, scimitars, shortbows, com-
  posite shortbows, and spears.
  Darkvision 
  Feat 1
  Centaur
  You can see in darkness and dim light just as well as you can 
  see in bright light, though your vision in darkness is in black 
  and white.
  Fast Traveler 
  Feat 1
  Centaur
  You are accustomed to long treks at fast paces. You can Hus-
  tle for a number of hours equal to your Constitution modifier 
  (minimum 1 hour), instead of the normal limit. Additionally, 
  once per day, you can take 1 additional action on your turn, 
  which must be used to Stride.
  Swift Strider 
  Feat 1
  Centaur
  Your powerful legs allow you to run more quickly across the 
  land. Your Speed increases by 5 feet.
  War Hoof 
  Feat 1
  Centaur
  You gain a hoof unarmed attack that deals 1d8 bludgeoning 
  damage. Your hooves are in the brawling group and have the 
  agile and unarmed traits.
  5th Level
  Centaur Weapon Mastery 
  Feat 5
  Centaur
  Prerequisites Centaur Weapon Familiarity
  You are able to make the most of your peoples’ traditional 
  weapons. Whenever you critically hit using a type of weapon 
  listed in Centaur Weapon Familiarity, you apply the weapon’s 
  critical specialization effect.
  Get Behind Me 
  Feat 5
  Centaur
  You provide standard cover to allies of Medium size or 
  smaller when you are between them and their attacker, in-
  stead of providing only lesser cover to them. Additionally, you 
  provide greater cover to allies of Small size or smaller, instead 
  of providing standard cover to them.
  Throw Your Weight Around 
  Feat 5
  Centaur
  You have learned how to best make use of the horse-like 
  portion of your body, allowing you to bring your full weight 
  to bear when needed. You gain a +4 circumstance bonus on 
  Athletics checks made to Force Open or to Shove.
  9th Level
  Attack on the Move � 
  Feat 9
  Centaur
  You Stride up to twice your Speed. At any time during this 
  movement, you may make a single melee or ranged Strike. If 
  your Strike hits, any further movement you make as part of 
  this ability does not trigger reactions from the creature you 
  hit.
  
  6 6
  Like the Wind 
  Feat 9
  Centaur
  Prerequisites Swift  Strider
  You are exceptionally fast. Your speed increases by an addi-
  tional 5 feet. Additionally, you gain a +2 circumstance bonus 
  on initiative checks.
  Trample � 
  Feat 9
  Centaur
  Prerequisites War Hoof
  You Stride up to double your Speed and can move through 
  the spaces of Medium or smaller creatures while doing so, 
  without needing to make an Acrobatics check to Tumble 
  Through. You Trample each creature whose space you enter, 
  dealing damage to them as though you had successfully hit 
  them with your hoof Strike. A trampled creature can attempt 
  a basic Reflex save (DC = 10 + your level + your Strength 
  modifier) to reduce the damage. You can only Trample a given 
  creature once in a single use of Trample.
  13th Level
  Centaur Weapon Expertise 
  Feat 13
  Centaur
  Prerequisites Centaur Weapon Familiarity
  Whenever you gain a class feature that grants you expert or 
  greater proficiency in a given weapon or weapons, you also 
  gain that proficiency in all weapons listed in Centaur Weapon 
  Familiarity.
  Force of Momentum 
  Feat 13
  Centaur
  You are able to put all of your weight behind a single strike. 
  Whenever you successfully Strike a creature with a weapon 
  that deals bludgeoning or piercing damage, if you moved at 
  least 30 feet that turn prior to making the attack, you deal an 
  additional 2 points of damage.
  Improved Trample 
  Feat 13
  Centaur
  Prerequisites Trample
  You deal an additional 2 damage to each creature you suc-
  cessfully Trample, and you gain a +1 circumstance bonus 
  to the DC. Additionally, a creature that critically fails on its 
  Reflex save is also knocked prone.
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, 
  LLC; Author: Paizo Publishing, LLC.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
  Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
  Exotic Ancestries - Centaur © 2020, Necromancers of the Northwest; Designers: 
  Alex Riggs, Joshua Zaback.
  END OF LICENSE 
  
  Maximum Horse Power!
  
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