Centuars are beings with the body of an herbivore and where the neck would normally be instead they have the upper body of a humanoid. Centuars have a tendency to want to keep the land as it was when they found it. As such it is quite normal to find centuars who either run in herds or dwell alone in solitude. On the whole they resemble the horse and people most common to their region. They also tend to adopt the local customs in addition to the standard centuar customs.
Physical Description
Centuars stand about 5' tall at their horse shoulder and about another 2 feet above that. Some centuars are born larger or grow into their final size late in life. Though usually medium large centuars are not unheard of. They require a proper diet to grow to their full size. If not granted this proper diet they will stop growing at a certain point. If they go to a proper diet they may experience a sudden growth spurt due to finally being on a proper diet though it may take years if they grew up on an improper diet.
Society
Centuar society can always be broken down to the family. Centuar society moves out in circles of family and friends. The other major portion of centuars is they can always be trusted to be at the front of a battle. They refuse to surrender even against overwhelming odds and only flee if there is no other option and they have a better chance of winning the next battle.
They will never abandon comrades or friends on the field. They will either find a way to take the fallen with them or fight to the death to defend the bodies. Once the loyalty of a centuar is won it takes something major to break their trust and faith.
They have fierce loyalty to the concepts of justice and courage. Their concept of justice is more akin to Subira's than Rakesh's. They use the law to maintain order, but believe the law has no use if it is not dispensed with compassion and mercy. Courage is something a centuar is always expected to display and one who is a coward is viewed with contempt by other centuars.
The final portion of centuar society and psychology is their sense of honor. Each centuar has their own sense of honor and to ask them to betray that sense of honor is akin to asking them to slay a friend or run from battle. Betraying their sense of honor is viewed as betraying themselves and almost every centuar can define their sense of honor.
Relations
Of all the races the centuars get along best with dwarves. As the two races hold much in common.
They make friends with individuals of each race on a case by case basis. They will never befriend a coward or someone with no sense of justice or people with no honor.
Alignment & Religion
Centuars are driven by their courage, sense of justice, and honor. They never waver from their course and offer counsel to those in need of help. They favor Subira, Taya, and Shashi as deities.
Adventurers
Centuar adventurers can sometimes be common depending on the region. They enjoy traveling and seeing far away sights before returning home to raise a family. It fits their nomadic personalities and also allows them to earn a name that raises them in the eyes of the herd or country. In many cases it also sets the bar for how good of a mare they can compete for.
Centaur
Most common in Altai, but can be from anywhere there are horses naturally
+2 Str, +2 Con, +2 Wis: Centuars are strong and wise. Generally most capable in battle and surviving their homeland
Medium: Centaurs are medium sized creatures
Hooved Speed: Centaurs have a speed of 50 feet
Darkvision: Centaurs have 60 foot Darkvision
Plains Stride: Centaurs can move through the plains at their normal speed while within the naturally difficult terrain of a plains. Magically altered terrain affects them normally.
Silent Stride: Centuars have a knack for moving silently even at a full gallop. They reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Quadruped: Centaurs possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts. In addition, due to training the Centaurs of Altai may use weapons of their size category at no penalty.
Combat Training: Centaurs gain a +2 dodge bonus to AC due to their intense combat training.
Weapon Training: Centaurs are familiar with the use of lances, longswords, longbows, and katanas. In addition disarming one does not prevent them from fighting. They are also proficient with using their hooves as weapons. The hoof does 1d4+str in damage.
Cervidae
+2 Dex, +2 Con, +2 Wis: Cervidae are more dexterous than other centaur.
Medium: Centaurs are medium sized creatures
Hooved Speed: Centaurs have a speed of 50 feet
Darkvision: Centaurs have 60 foot Darkvision
Forest Stride: Centaurs can move through forests at their normal speed while within the naturally difficult terrain of a forest. Magically altered terrain affects them normally.
Silence of the Forest: Cervidae reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Quadruped: Centaurs possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts. In addition, due to training the Centaurs of Altai may use weapons of their size category at no penalty.
Weapon Training: Cervidae are familiar with the use of lances, longswords, longbows, and nets. In addition disarming one does not prevent them from fighting. They are also proficient with using their hooves as weapons. The hoof does 1d4+str in damage.
Oryx
+2 Dex, +2 Con, +2 Wis: Oryxs are more dexterous than other centaurs.
Medium: Centaurs are medium sized creatures
Hooved Speed: Centaurs have a speed of 50 feet
Darkvision: Centaurs have 60 foot Darkvision
Desert Stride: Centaurs can move through deserts at their normal speed while within the naturally difficult terrain of a desert. Magically altered terrain affects them normally.
Weather Savvy: Oryxs are so in tune with the environment they can sense the slightest change in weather conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Fleet-Footed (3 RP): Oryxs receive run as a bonus feat and a +2 racial bonus on initiative checks.
Quadruped: Centaurs possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts. In addition, due to training the Centaurs of Altai may use weapons of their size category at no penalty.
Weapon Training: Oryxs are familiar with the use of battle axe, longswords, longbows, and scimitars. In addition disarming one does not prevent them from fighting. They are also proficient with using their horns as goring weapons on a charge. The gore does 1d6+str in damage plus the bonus of using it as a charging weapon.