Lean and graying but still blessed with a young man’s face, this aging centaur bristles with scrolls and wands. Winding, swirling tattoos climb across his body and face.
Centaur Outcast CR 7
4th—charm monster (DC 18), summon monster IV
3rd—fly, haste, merciful lightning bolt (DC 17)
2nd—alter self, cat’s grace, glitterdust (DC 16), web (DC 16)
1st—alarm, expeditious retreat, feather fall, mage armor, vanish
0 (at will)—ghost sound (DC 14), light, message, resistance
Str 12, Dex 15, Con 14, Int 18, Wis 14, Cha 16
Base Atk +7; CMB +9; CMD 22 (26 vs. trip)
Feats Cosmopolitan (Bluff, Intimidate), Improved Initiative, Iron Will, Merciful Spell, Point-Blank Shot, Precise Shot, Scribe Scroll, Toughness
Skills Appraise +18, Bluff +8, Diplomacy +14, Disguise +8, Intimidate +8, Knowledge (arcana) +13, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nature) +12, Knowledge (planes) +13, Perception +16, Spellcraft +18, Survival +10
Languages Aklo, Common, Elven, Sylvan, +2 languages
SQ arcane bond (wand of comprehend languages) undersized weapons
Combat Gear potion of barkskin, scroll of charm person, scrolls of endure elements (2), scroll of identify, scroll of resist energy, scrolls of silent image (2), scroll of stoneskin, wand of comprehend languages (12 charges), wand of scorching ray (CL 5th, 22 charges); Other Gear quarterstaff, ring of protection +1, backpack, reading glasses, saddlebags, scholar’s outfit, scroll boxes (2), spell component pouches (2), spellbook (containing all prepared spells, all 0-level spells, and 10 additional spells of the GM’s choice).
While most centaurs shun settled life and academic studies—and by extension arcane magic— outcasts view the world as too interesting to limit themselves to remote pastures and placid forest glens. Less xenophobic and more independent than their kin, outcasts answer the siren call of the larger world.
Often ridiculed and chastised by their own people, outcasts find no solace in centaur society—tribes have little use for an extra mouth to feed who reads and writes when he should hunt or forage, and outcasts generally have no love for the “primitive” ways their people idolize.
Outcasts’ insatiable need for new experiences frequently overtakes them, and they rarely call one place home, or one group of people friends, for very long. Instead, they plod forever forward, challenging themselves with new languages, cultures, spells, and the constant frustration of humanoid stairs. Outcasts hold no ill will toward their former kin, though they consider traditional centaurs narrow-minded country cousins, ignorant of the outside world’s seemingly infinite expanse.
Section 15: Copyright Notice
Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.