CENTAURS
While these half-human, half-horse hybrids are known to dwell in sylvan settings apart from men, some few seek out the pleasures and wonders of civilization. Some have been cast out by their herds for unsavory practices; others find that their desires cannot be fulfilled in the stultifying presence of their brethren. In any setting, centaurs enjoy carousing and bibulous overindulgence, often to the detriment of those around them.
The prime requisite for a centaur is Constitution. A centaur character whose Constitution score is 13 or higher will receive a bonus on earned experience.
RESTRICTIONS: Centaurs use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 8th level of experience. Centaurs may use any type of weapon or shield, but they may not wear armor. Due to their large size and unwieldy equine bodies, they have difficulty turning around in enclosed spaces; they cannot climb ladders or ropes, nor can they enter small openings.
SPECIAL ABILITIES: Being half-horse, a centaur has twice the base movement rate and carrying capacity as a normal man. Centaurs may attack with their hooves instead of with a weapon; a successful hit inflicts 1d6 points of damage. Starting at 4th level, a centaur may make 2 attacks/round, one with a weapon and one with its hooves.
SAVING THROWS: As dwarves.
ATTACK PROGRESSION: As fighters.
ADVANCEMENT: As per the fighter advancement table.
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