Growing up among centaurs who lived in conflict with humans of a nearby town, Collissine got a full dose of "why the humans should be run off," and "why the humans should be killed" from her elders. Most centaurs in her tribe considered the humans of the town predatory -- some were even thought to hunt centaurs. Though the town's leaders had formed a trade agreement with the centaurs, many humans did not treat them well. The centaurs became more and more bitter, and steeped their children in this bitterness.
As Collissine grew up, she learned to shoot and went with the patrols on the edge of the human lands. After years of veiled aggression, hostilities were growing and war looked certain. When the two sides miraculously started talking and working out a peace treaty, the bitter Collissine initiated a particularly cruel attack on some humans. Subsequently her tribe ostracized her. Now she roams the land, taking out her hatred on humans that she finds.
In a campaign, Collissine makes a good random encounter or short-term villain. She is too violent to remain a long-term threat, as she would either be killed or find herself forced to move on. She might travel with some like-minded centaurs (rare though they may be) or have hired some human-hating humanoids as allies.
Her favorite tactic is hit-and-run raids on caravans, small villages, and other vulnerable targets. She will not hesitate to use fire or poison to cause further mayhem.
Here we present her in three versions, for varied challenge levels. Her magic items have equivalent value to the equipment of an NPC of her level. To make her suitable for Future Fantasy campaigns, we offer a "futuristic" version of Collissine outfitted with laser rifle. Her longbow-wielding fantasy version appears second; use whichever option fits better into your campaign.
Futuristic Version
1st level Fighter |
4th level Fighter/1st level Sorcerer |
8th level Fighter/2nd level Sorcerer |
Challenge Rating: 4
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Challenge Rating: 8
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Challenge Rating: 13
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Alignment: Neutral Evil*
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Alignment: Neutral Evil*
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Alignment: Neutral Evil*
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Strength: 18
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Strength: 18
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Strength: 18
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Dexterity: 15
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Dexterity: 16 [18]
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Dexterity: 16 [20]
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Constitution: 15
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Constitution: 15
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Constitution: 15
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Intelligence: 12
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Intelligence: 12
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Intelligence: 12
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Wisdom: 12
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Wisdom: 12
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Wisdom: 12
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Charisma: 12
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Charisma: 12
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Charisma: 13
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Languages: Elven, Sylvan
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Languages: Elven, Sylvan
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Languages: Elven, Sylvan
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Hit Dice: 4d8+8 + 1d10+2
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Hit Dice: 4d8+8 + 4d10+8 + 1d4+2
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Hit Dice: 4d8+8 + 8d10+16 + 2d4+4
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Hit Points: 34
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Hit Points: 61
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Hit Points: 96
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Initiative Modifier: +2 (Dex)
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Initiative Modifier: +3 [+4] (Dex)
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Initiative Modifier: +7 [+9] (+3 [+5] Dex, +4 Improved Initiative)
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Speed: 50 ft.
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Speed: 50 ft.
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Speed: 50 ft.
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Armor Class: 15 (-1 size, +2 Dex, +2 natural, +1 bracers, +1 ring)
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Armor Class: 18 (-1 size, +3 [+4] Dex, +2 natural, +2 bracers, +1 ring)
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Armor Class: 22 (-1 size, +3 [+5] Dex, +2 natural, +5 bracers, +1 ring)
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Attacks (favored weapons):
- 2 Hooves +4 melee (1d6+2)—secondary attacks
OR
- Laser Rifle +6 ranged (3d10, range 200 ft.)
OR
- Laser Pistol +6 ranged (2d10, range 100 ft.)
OR
- Long sword +9 melee (1d8+4, crit 19-20)
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Attacks (favored weapons):
- 2 Hooves +7 melee (1d6+2)—secondary attacks
OR
- Laser Rifle +11/+5 [+12/+6] ranged (3d10, range 200 ft.)
OR
- Laser Pistol +10/+4 [+11/+5] ranged (2d10, range 100 ft.)
OR
- Long sword +12/+7 melee (1d8+4, crit 19-20)
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Attacks (favored weapons):
- 2 Hooves +11/+6/+1 melee (1d6+2)—secondary attacks
OR
- Laser Rifle +16/+11/+6 [+18/+13/+8] ranged (3d10, range 200 ft.)
OR
- Laser Pistol +15/+10/+5 [+17/+12/+7] ranged (2d10, range 100 ft.)
OR
- Long sword +17/+12/+7 melee (1d8+4, crit 19-20)
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Face/Reach: 5 ft. x 10 ft./5 ft.
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Face/Reach: 5 ft. x 10 ft./5 ft.
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Face/Reach: 5 ft. x 10 ft./5 ft.
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Saving Throws: Fortitude +5 Reflex +6 Will +5
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Saving Throws: Fortitude +7 Reflex +7 [+8] Will +8
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Saving Throws: Fortitude +9 Reflex +8 [+10] Will +10
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Skills: Craft (laser weapon power packs) +4, Hide +2, Listen +4, Move Silently +4, Spot +4, Wilderness Lore +5.
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Skills: Concentration +5, Craft (laser weapon power packs) +6, Hide +3 [+4], Jump +5, Listen +4, Move Silently +5 [+6], Spot +6, Wilderness Lore +6.
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Skills: Concentration +8, Craft (laser weapon power packs) +6, Hide +3 [+5], Jump +5, Listen +4, Move Silently +7 [+9], Spot +8, Wilderness Lore +8.
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Feats: Exotic Weapon Proficiency (futuristic weapons), Weapon Focus (hoof)
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Feats: Exotic Weapon Proficiency (futuristic weapons), Point Blank Shot, Precise Shot, Weapon Focus (hoof), Weapon Focus (laser rifle)
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Feats: Dodge, Exotic Weapon Proficiency (futuristic weapons), Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Shot on the Run, Weapon Focus (hoof), Weapon Focus (laser rifle)
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Special Attacks/Qualities:
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Special Attacks/Qualities:
- Darkvision 60 ft.
- Spells per day 5/4
- Spells known:
0 lvl—daze, flare, ray of frost, read magic 1st lvl—magic missile, expeditious retreat, shield
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Special Attacks/Qualities:
- Darkvision 60 ft.
- Spells per day 6/5
- Spells known:
0 lvl—daze, flare, ghost sound, ray of frost, read magic 1st lvl—magic missile, expeditious retreat, shield
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Equipment: The bonuses for these items are included in the statistics above. Laser rifle, laser pistol, 3 extra energy packs for each, ring of protection +1, masterwork longsword, bracers of armor +1, potion of cat's grace, potion of cure moderate wounds, potion of blur
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Equipment: The bonuses for these items are included in the statistics above. Laser rifle, laser pistol, 3 extra energy packs for each, ring of protection +1, masterwork longsword, bracers of armor +2, gloves of dexterity +2, potion of cat's grace, potion of cure moderate wounds, potion of blur, wand of magic missiles (1st level caster, 50 charges)
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Equipment: The bonuses for these items are included in the statistics above. Laser rifle, laser pistol, 3 extra energy packs for each, ring of protection +1, masterwork longsword, bracers of armor +5, gloves of dexterity +4, potion of cat's grace, potion of cure moderate wounds, potion of blur, wand of magic missiles (1st level caster, 50 charges)
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Fantasy Version
1st level Fighter |
4th level Fighter/1st level Sorcerer |
8th level Fighter/2nd level Sorcerer |
Challenge Rating: 4
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Challenge Rating: 8
|
Challenge Rating: 13
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Alignment: Neutral Evil*
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Alignment: Neutral Evil*
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Alignment: Neutral Evil*
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Strength: 18
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Strength: 18
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Strength: 18
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Dexterity: 15
|
Dexterity: 16 [18]
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Dexterity: 16 [20]
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Constitution: 15
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Constitution: 15
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Constitution: 15
|
Intelligence: 12
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Intelligence: 12
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Intelligence: 12
|
Wisdom: 12
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Wisdom: 12
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Wisdom: 12
|
Charisma: 12
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Charisma: 12
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Charisma: 13
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Languages: Elven, Sylvan
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Languages: Elven, Sylvan
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Languages: Elven, Sylvan
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Hit Dice: 4d8+8 + 1d10+2
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Hit Dice: 4d8+8 + 4d10+8 + 1d4+2
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Hit Dice: 4d8+8 + 8d10+16 + 2d4+4
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Hit Points: 34
|
Hit Points: 61
|
Hit Points: 96
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Initiative Modifier: +2 (Dex)
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Initiative Modifier: +3 [+4] (Dex)
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Initiative Modifier: +7 [+9] (+3 [+5] Dex, +4 Improved Initiative)
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Speed: 50 ft.
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Speed: 50 ft.
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Speed: 50 ft.
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Armor Class: 15 (-1 size, +2 Dex, +2 natural, +1 bracers, +1 ring)
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Armor Class: 18 (-1 size, +3 [+4] Dex, +2 natural, +2 bracers, +1 ring)
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Armor Class: 22 (-1 size, +3 [+5] Dex, +2 natural, +5 bracers, +1 ring)
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Attacks (favored weapons):
- 2 Hooves +4 melee (1d6+2)—secondary attacks
OR
- Mighty Composite Longbow +6 ranged (1d8+4, range 110 ft.)
OR
- Long sword +9 melee (1d8+4, crit 19-20)
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Attacks (favored weapons):
- 2 Hooves +7 melee (1d6+2)—secondary attacks
OR
- Mighty Composite Longbow +12/+6 [+13/+7] ranged (1d8+4, range 110 ft.)
OR
- Long sword +12/+7 melee (1d8+4, crit 19-20)
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Attacks (favored weapons):
- 2 Hooves +11/+6/+1 melee (1d6+2)—secondary attacks
OR
- Mighty Composite Longbow +17/+12/+7 [+19/+14/+9] ranged (1d8+4, range 110 ft.)
OR
- Long sword +17/+12/+7 melee (1d8+4, crit 19-20)
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Face/Reach: 5 ft. x 10 ft./5 ft.
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Face/Reach: 5 ft. x 10 ft./5 ft.
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Face/Reach: 5 ft. x 10 ft./5 ft.
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Saving Throws: Fortitude +5 Reflex +6 Will +5
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Saving Throws: Fortitude +7 Reflex +7 [+8] Will +8
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Saving Throws: Fortitude +9 Reflex +8 [+10] Will +10
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Skills: Craft (laser weapon power packs) +4, Hide +2, Listen +4, Move Silently +4, Spot +4, Wilderness Lore +5.
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Skills: Concentration +5, Craft (laser weapon power packs) +6, Hide +3 [+4], Jump +5, Listen +4, Move Silently +5 [+6], Spot +6, Wilderness Lore +6.
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Skills: Concentration +8, Craft (laser weapon power packs) +6, Hide +3 [+5], Jump +5, Listen +4, Move Silently +7 [+9], Spot +8, Wilderness Lore +8.
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Feats: Precise Shot, Weapon Focus (hoof)
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Feats: Dodge, Point Blank Shot, Precise Shot, Weapon Focus (hoof), Weapon Focus (longbow)
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Feats: Dodge, Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (hoof), Weapon Focus (longbow)
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Special Attacks/Qualities:
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Special Attacks/Qualities:
- Darkvision 60 ft.
- Spells per day 5/4
- Spells known:
0 lvl—daze, flare, ray of frost, read magic 1st lvl—magic missile, expeditious retreat, shield
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Special Attacks/Qualities:
- Darkvision 60 ft.
- Spells per day 6/5
- Spells known:
0 lvl—daze, flare, ghost sound, ray of frost, read magic 1st lvl—magic missile, expeditious retreat, shield
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Equipment: The bonuses for these items are included in the statistics above. Mighty composite longbow (+4), ring of protection +1, masterwork longsword, bracers of armor +1, potion of cat's grace, potion of cure moderate wounds, potion of blur
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Equipment: The bonuses for these items are included in the statistics above. +1 mighty composite longbow (+4), ring of protection +1, masterwork longsword, bracers of armor +2, gloves of dexterity +2, potion of cat's grace, potion of blur
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Equipment: The bonuses for these items are included in the statistics above. +1 mighty composite longbow (+4), ring of protection +1, masterwork longsword, bracers of armor +5, gloves of dexterity +4, potion of cat's grace, potion of blur
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*Neutral Evil is not a normal centaur alignment; Collissine is unusual in this alignment — even among members of her own tribe.

About the Author
Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.
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