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Chiron “The Wise and just centaur”

Pierre Paul Puget (1620-1694) Title: The Education of Achilles by Chiron Date circa 1690, Chiron
Pierre Paul Puget (1620-1694) Title: The Education of Achilles by Chiron Date circa 1690

Chiron has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.

  • Gender – Male
  • Race – Centaur/ celestial
  • Occupation – Tutor
  • Religion – Hellenic Pantheon 
  • Allies – 
  • Enemies – 
  • Abode/ Base of operations –
  • Nationality –
  • Languages – Greek
  • Alignment – Neutral Good
  • Affiliation (s) –
  • Significant others – Jason, Achilles, Asclepius (Students), Chariclo, nymph (wife)

Chiron was held as the superlative centaur among his brethren. Like the satyrs, centaurs were notorious for being overly indulgent drinkers and carousers, given to violence when intoxicated, and generally uncultured. Chiron, by contrast, was intelligent, civilized and kind. Sired by Cronus when he had taken the form of a horse and impregnated the nymph, Philyra, Chiron came from a different lineage than other centaurs, who were born of sun and raincloud, rendered by Greeks of the Classic period as from the union of the king Ixion, consigned to a fiery wheel, and Nephele (“cloud”), whom in the Olympian telling Zeus invented, to look like Hera.

Chiron married the nymph Chariclo who bore him three daughters, Hippe, Endeis, and Ocyrhoe, and one son Carystus. Chiron, his wife and children lived on Mount Pelion.

A great healer, astrologer, and respected oracle, the last remaining centaur was most revered as a teacher and tutor Amongst the people he had had tutored were Jason, Achilles and Asclepius.

His nobility is further reflected in the story of his death as Chiron sacrificed his life, allowing humanity to obtain the use of fire. Being the son of Cronus, a titan, he was immortal and so could not die. So it was left to Heracles to arrange a bargain with Zeus to exchange Chiron’s immortality for the life of Prometheus who had been chained to a rock and left to die for his transgressions. Chiron had been poisoned with an arrow belonging to Heracles that had been treated with the blood of the Hydra. This had taken place during the visit of Heracles to the cave of Pholus on Mount Pelion in Thessaly when he visited his friend during his fourth labour in defeating the Erymanthian Boar. While they were at supper, Heracles asked for some wine to accompany his meal. Pholus, who ate his food raw, was taken aback. He had been given a vessel of sacred wine by Dionysus sometime earlier, to be kept in trust for the rest of the centaurs until the right time for its opening. At Heracles’s prompting, Pholus was forced to produce the vessel of sacred wine. The hero, gasping for wine, grabbed it from him and forced it open. Thereupon the vapours of the sacred wine wafted out of the cave and intoxicated the wild centaurs, led by Nessus, who had gathered outside. They attacked the cave with stones and fir trees. Heracles was forced to shoot many arrows (poisoned, of course, with the blood of the Hydra) to drive them back. During this assault, Chiron was hit in the thigh by one of the poisoned arrows. After the centaurs had fled, Pholus emerged from the cave to observe the destruction. Being of a philosophical frame of mind, he pulled one of the arrows from the body of a dead centaur and wondered how such a little thing as an arrow could have caused so much death and destruction. In that instant, he let slip the arrow from his hand and it dropped and hit him in the foot, killing him instantly.

Ironically, Chiron, the master of the healing arts, could not heal himself, so he willingly gave up his immortality and was placed in the sky, for the Greeks as the constellation Sagittarius.

Chiron saved the life of Peleus when Acastus tried to kill him by taking his sword and leaving him out in the woods to be slaughtered by the centaurs. Chiron retrieved the sword for Peleus.

Chiron, Lord of the Centaurs
Centaur Celestial creature CR 18  

XP 153600 Neutral Good Large monstrous humanoid

Druid level 5 (skill points 40) Druid (Druid ) Expert level 10 (skill points 100) Librarian Pathfinder Chronicler level 2 (skill points 24) Pathfinder Chonicler

Init +7; Senses Darkvision 60; Perception +22
AC 21, Touch 12, flat footed 18 (masterwork Breastplate, Shield, none) (+3 Dexterity, +3 Natural, -1 size, +6 armour)

hp 145 (4d8+5d8+10d8+2d8+42+5);Fort +10, Ref +11, Will +22

Damage reduction 10/magic, Resistance to Acid, Cold, Electricity 10
Speed 50

Melee Single Attack(+1/+0) Spear +17 (2d6+1 X3) or (+1/+0) Longbow ,Composite +19 (2d6+1 X3)

Full Attack (+1/+0) Spear +17/12/7 (2d6+1 X3) 2 Hoof +10 (1d6) or (+1/+0) Longbow ,Composite +19/14/9 (2d6+1 X3) range 110

Space 5ft.; Reach 5

Special Attacks

Smite Evil 1/day damage = HD (max+20)
Spells Known:
Druid Spells CL 5 Concentration 9Level 0 (4) DC 14: Create Water, Detect Magic, Purify Food and Drink, Read Magic, ;

Level 1 (4) DC 15: Calm Animals, Charm Animal, Jump, Speak with Animals, ;

Level 2 (3) DC 16: Animal Messenger, Delay Poison, Owls Wisdom, ;

Level 3 (2) DC 17: Cure Moderate Wounds, Remove Disease, ;
Strength 13, Dexterity 16, Constitution 15, Intelligence 19, Wisdom 18, Charisma 14  

Base Attack 15 CMB 17 ; CMD 30 CMD Bonus +4 vs. trip

Feats: Alertness, Animal Affinity, Armour Prof Light, Armour Prof Medium, Improved Initiative, Martial Weap Prof, Natural Spell, Persuasive, Run, Shield Proficiency, Simple Weapon Proficiency, Spell Focus, Still Spell, Weapon Focus, Weapon Focus (Ranged), Widen Spell;

Skills Appraise 9, Bluff 9, Climb 1, Diplomacy 11, Disguise 6, Escape Artist 7, Fly 3, Gather Information 10, Handle Animal 19, Heal 11, Intimidate 9, Know Arcana 15, Know Arch & Eng 15, Know Dungeon 14, Know Geography 14, Know History 14, Know Local 14, Know Nature 19, Know Nobility 14, Know Psionics 14, Know Religion 14, Know the Planes 14, Linguistics 19, Perception 22, Perform Oratory 9, Ride 21, Sense Motive 13, Sleight of Hand 7, Survival 19, Swim 1, Use Magic Device 9 Languages Common, Elven, Sylvan
Undersized Weapons Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).  

Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained

Deep Pockets (Ex) A Pathfinder chronicler collects items as well as lore, picking up small amounts of this or that throughout her travels. As a result, she may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the chronicler may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the chronicler can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.In addition, if she takes 1 hour to pack her gear each day, she gains a +4 bonus to Strength to determine her light encumbrance. This does not affect her maximum carrying capacity. The efficient distribution of weight simply encumbers her less than the same amount of weight normally should. Finally, the Pathfinder chronicler gains a +4 bonus on Sleight of Hand checks made to conceal small objects on her person.

Live to Tell the Tale (Ex) At 2nd level, once per day per two class levels, a Pathfinder chronicler can attempt a new saving throw against any ongoing condition against which she failed a saving throw in a previous round, even if the effect is normally permanent. This ability has no effect on conditions that do not allow saving throws or against instantaneous effects.

Master Scribe (Ex) A Pathfinder chronicler adds her class level as a bonus on all Linguistics and Profession (scribe) checks, as well as Use Magic Device checks involving scrolls or other written magical items. A Pathfinder chronicler can make Linguistics checks to decipher text as a full-round action and can always take 10 on Linguistics and Profession (scribe) checks, even if distracted or endangered.

Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druids effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companions Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense +2 Knowledge nature +2 Survival

Pathfinding (Ex) Beginning at 2nd level, a Pathfinder chronicler develops an excellent sense of direction and skill at leading others through difficult terrain or by following ancient maps. A Pathfinder chronicler gains a +5 bonus on Survival checks made to avoid becoming lost and to Intelligence checks to escape a maze spell. In addition, she always uses the road or trail overland movement modifier even when in trackless terrain, whether on foot or mounted. With a DC 15 Survival check, the Pathfinder chronicler can extend this benefit to one companion per class level.

Resist Natures Lure +4 save vs Fey creatures

Spontaneous Casting Druid A druid can channel stored spell energy into summoning spells that she has not prepared ahead of time. She can lose a prepared spell in order to cast any summon natures ally spell of the same level or lower.

Trackless Step Cannot be tracked in the wild

Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Wild Shape per day1

Wild Shape-1 A druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the Beast Shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

Woodland Stride Can move through undergrowth at normal speed

Undersized Weapons:The creature uses manufactured weapons as if it were one size category Smaller than the creatures actual size.
Environment Temperate forests   Organization Solitary, Pair, Tribe 20-150, Troop 8-18 Treasure Standard
MAGIC ITEMS (max value 75000)
Bracers of armour (+2) +2AC (4000gp), Potion of Cure light wounds – (50gp), Potion of Aid – (300gp), Potion of Neutralize poison – (750gp), Potion of Delay poison – (300gp), Masterwork Spear (300gp)   Elysian Bronze Weapon : adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or u (1000gp) Masterwork Longbow Composite (300gp) Total Value = 7150
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