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===AD&D=== [[File:centaur MM 2e.png|thumb|250px]] ::Ability Score Minimum/Maximum: Strength 11/18, Dexterity 3/16, Constitution 11/18, Intelligence 3/16, Wisdom 4/18, Charisma 3/18 ::Ability Score Adjustments: +1 Constitution, +1 Wisdom, -2 Dexterity ::Class & Level Limits: [[Fighter]] 12, [[Ranger]] 10, [[Mage]] 12, [[Druid]] 14, [[Shaman]] 7, [[Bard]] 12 ::+4 hit points at 1st level :::Available [[Kits]]: Tribal Defender, Pit Fighter, Sellsword, Wild Protector, Hedge Wizard, Humanoid Scholar, Outlaw Mage, Shaman, Oracle, Wandering Mystic, Humanoid Bard (mandatory for Centaur Bards) :::[[Multiclassing]] Options: Fighter/Mage, Fighter/Thief, Ranger/Shaman :::Thieving Skill Adjustments: -10% Move Silently, -5% to Hide in Shadows and Read Languages ::Natural Armor Class: 5 ::Can make 3 melee attacks per round; once with weapon, twice with a forehoof (hooves do 1d6 damage). ::Centaurs armed with lances can Charge for double damage, but cannot attack with their hooves in that same round. ::Centaurs take damage as Large creatures. ::Centaurs have difficulty negotiating underground settings. ::Weapon Proficiencies: Composite Long Bow, Medium Horse Lance, Great Club ::Nonweapon Proficiencies: Animal Lore, Agriculture, Animal Noise, Armorer, Artistic Ability, Bowyer/Fletcher, Brewing, Drinking, Eating, Fishing, Hunting, Leatherworking, Natural Fighting, Running, Set Snares, Survival (Forests), Tracking, Weaving, Winemaking {{D&D2e-Races}}
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