
RHMG Animator |

First round of Updated Templates
Special Qualities:
low-light vision
+2 bonus on Will saves
SR is equal to Class level +5 ;
Special Qualities change shape (a single fixed Small or Medium humanoid form, alter self),
woodland stride (as the druid ability).
DR as noted on the table;
Fey-touched Creature Defenses
Hit Dice DR
1-4 —
5-10 5/cold iron
11+ 10/cold iron
Abilities: +2 Dex, +2 Cha
----------------------------
Armor Class: Natural Armour +2.
Attack: A half-satyr has a headbutt attack.
A half-satyr fightingwith a weapon or natural attack usually attacks with its weapon or natural attack.
Full Attack:A half-satyr fighting withweapons or natural attacks usuallyattacks with its head butt as a second-ary attack.
Damage:A half-satyr has a headbutt attack.
This attack deals bludgeon-ing damage according to the half-satyr’s size.
Size Head Butt Damage Small 1d3 Medium 1d4 Large 1d6
Special Qualities:
Fey Bloodline (Ex):Half-satyrs are considered fey creatures when enchant-ment magic is directed against them.
For example, the charm personspell doesnot affect a half-satyr creature, but charm monster affects them normally.
Half-satyrs can also activate magical items restricted to fey creatures.
Low-Light Vision (Ex):
Skills: Half-satyrs have a +2 racialbonus to Stealth, Perform (any one performance type),and Perception.
Abilities: Dex +2, Con +2,Cha +2.
----------------------------
Speed: 40ft
Size: Large
Armor Class: Natural Armour +4.
Attacks:If the base creature lacked a gore attack, it gains a gore attack. When not using weapons, the half-minotaur may attack with its gore atits highest attack value and gaining itsfull Strength bonus to damage. When using a weapon, a half-minotaur often uses its gore attack as a secondary natural attack.
Damage:The half-minotaurs’s gore attack deals damage according to its size as shown below.
Size Gore Damage
Large 1d8
Special Qualities:
Darkvision (Ex):
Minotaur Cunning (Ex):Half-mino-taurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex):
Abilities: Str +8, -2 Dex Con +4,Int -2.
Skills: A half-minotaur has a +2racial bonus on Perception checks.
Bonus Feat: Track
----------------------------
Type: The creature's type changes to outsider (native)
Armor Class: Natural Armour +1
Special Attacks:
Spell-Like Abilities:1/day — enlarge person, invisibility, reduce person, speak with animals.
Caster level equal to HD. Save DC equal to 10 + spell level +Charisma modifier.
Special Qualities:
Fire, Cold, Acid, and Elect Resistance 10
Abilities: Str +2, Dex +2, Int+2, Wis +2.
Bonus Feats:Improved Initiative.
----------------------------
Type: The creature's type changes to outsider (native)
Armor Class: Natural Armour +1
Defenses/Qualities:
Gains darkvision 60 feet;
immunity to Fire; acid, and cold, resistance 10;
+HD vs Poison
DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and
SR equal to HD + 11 (maximum 35).
Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302), or can select Unarmed strike and another feat that require Unarmed Strike like Deflect arrows
Keeping the claws and Bite will result in a more fiendish appearance, the unarmed strike will be more like the base race.
Special Attacks:
Smite Good (Su): is to be replace by a RP 4 or less ability from ARG (or get permission for one outside of ARG)
Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD.
Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).
Use the Half-Celestial's List instead
Abilities: Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
----------------------------
Type: The creature's type changes to outsider (native)
Armor Class: Natural Armour +1
Defenses/Qualities:
Gains darkvision 60 feet;
immunity to disease; fire, acid, cold, and electricity resist 10.
+4 racial bonus on saves vs. poison;
DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and
SR equal to HD + 11 (maximum 35).
Special Attacks:
Smite Evil (Su): Once per day as a swift action the half-celestial can smite evil as a paladin of the same level as its Hit Dice.
The smite persists until the target is dead of the half-celestial rests.
Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice.
Unless otherwise noted, an ability is usable once per day.
Caster level equals the creature's HD (or the caster evel of the base creature's spell-like abilities, whichever is higher).
HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, Detect evil
5–6 Cure serious wounds, Neutralize poison
7–8 Holy smite, Remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, Hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection
Abilities: Abilities: A Half-Celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
----------------------------
Gain Dragon-blood subtype
Armor Class: Natural Armour +1
Melee: A Draconic gains two claw attacks. Damage is 1d3, or can select Unarmed strike and another feat that require Unarmed Strike like Deflect arrows
Keeping the claws will result in a more draconic appearance, the unarmed strike will be more like the base race.
Special Qualities:
low-light vision
darkvision 60 feet.
Saves: A draconic creature gains a +4 racial bonus to saves against sleep and paralysis, thanks to its heritage.
Abilities: Str +2, Cha +2, Con +2.
Skills: Draconic creatures gain a +2 racial bonus to Intimidate and Perception checks.
Defenses/Qualities:
5 Resistance to Element of Dragon (i.e. Green is acid)

djpika |

djpika wrote:Here's my answers:
Classes
Assault = Alchemist, Monk
Skilled = Bard, Rogue
Divine = Druid, Oracle
Arcane = Sorcerer, Wizard....
Fey Touched template is a weak template so 15 PB for stats.
Class Rand
[dice=Class1]4d100 Alchemist, *Monk Rogue or Bard
[dice=Class2]4d100 Druid, Oracle Sorcerer or *Wizard
[dice=ClassF]2d100 *monk, wizardFey Touched Monk, with a unknown base race.
Is the "Assault" expected to be the main melee person? With a 15 point buy and Monks being MAD, a Zen Archer is looking like a better option. Natsu from Fairy Tail seemed like a fun concept, but Scaled Fist is from Legacy of Dragons (Paizo).

RHMG Animator |

Monks are a combat character unless they are more Cha based at which point they could be a more social character.
I'll allow Scaled Fist or Nornkith for a archetype choice, since you'll likely want to use the Template's stats with the class, since I can agree Monk is a MAD class that can be a headache to deal with at times when you need to use every stat and bonus possible.

RHMG Animator |

Current Char List:
Dread : Half-Satyr Cleric (Base race unknown)
djpika : Fey Touched Monk (base race unknown)
Plastic Dragon : Half-Elf Half-Celestial Rogue
theasl : Half-minotuar Brawler (Base race unknown)
trawets71 : Draconic (Green) Human Bard
Ellioti : Human Half-fiend Rogue
YoricksRequiem : Half-janni Warpriest (Base race unknown)
Llaelian : Half-Janni Nymph
MauveAvengr : Half-minotaur Human Sorcerer
The Archlich : ?Erinyes? waiting on confirmation.
So far we have class wise; 2 rogues, a cleric, a monk, a brawler, a bard, a warpriest, a Sorcerer, and a Nymph
and Template wise; a Half-Satyr, a fey-touched, a Half-Celestial, 2 Half-minotaurs, a Draconic, a Half-fiend, and two Half-Janni.

RHMG Animator |

Half-minotaur human sorcerer? Interesting. Thinking of taking the draconic bloodline into Dragon Disciple (if prestige classes work).
If no prestige classes, will probably lean heavily into spellcasting. Maybe the arcane bloodline. Will play around with a build tonight.
PrCs are Open, mainly the Core and APG PrCs.
3.5 PrCs you'll need to ask about and I'll given an answer and if yes update them a bit.

The Archlich |

Hi GM, Yes, I do have the Dreamscarred monster books (not all of them... I don't have the savage species ones, or any with Huldra). I wanted to play an Erinye, especially a spellcasting one. I'm fine with adapting the evil stuff to good stuff (let me know what would change). This would basically lock my class on the first 9 levels, right? I never used it before, so I like the opportunity of doing so. There are other monsters I'd prefer playing, but they're not in your list, so Erinye it is :)

RHMG Animator |

Alright I've now confirmed an Erinyes
and spell casting version is fine
So Changes are, DR/good to DR/evil
The Huldra is from the beta version of Monster classes that I kept that used to be free on the boards.

![]() |

Sounds interesting. Let's see... can I start with the base questions before adding stuff like fears? Would make sense to know the caracter first.
Which of the three does your character prize the most about themselves? (pick two):
Brains, Beauty
Which environment do you think your character likely enjoy more when trying to relax or wanting to explore? (can choose up to two)
Forest and Beach.
Which of the four elements do you think matches the Character? (pick one)
Water.
Which part of two; Lawful or Chaotic alignment would your character feel a sub conscience pull towards?
Chaotic
Which of the 7 deadly sins would your character be most likely tempted; by or commit (pick up to two):
Wrath and Pride
Pick eight classes
Assault = Ranger, Paladin
Skilled = Bard, Rogue
Divine = Oracle, Druid
Arcane = Wizard, Alchemist
Race
Prefer Randomized like the monster template :)

The Archlich |

The Archlich wrote:Really Lucked out and got the Half-dragon (Blue) Template.....
For questions:
1 - Brawn and Beauty
2 - Desert and City
3 - Fire
4 - Lawful
5 - Wrath.....
Oh, that’s great! Now you got me wondering a lot about his backstory :) can’t wait to put the concept together

RHMG Animator |

Sounds interesting. Let's see... can I start with the base questions before adding stuff like fears? Would make sense to know the caracter first.
Which of the three does your character prize the most about themselves? (pick two):
Brains, Beauty
Which environment do you think your character likely enjoy more when trying to relax or wanting to explore? (can choose up to two)
Forest and Beach.
Which of the four elements do you think matches the Character? (pick one)
Water.
Which part of two; Lawful or Chaotic alignment would your character feel a sub conscience pull towards?
Chaotic
Which of the 7 deadly sins would your character be most likely tempted; by or commit (pick up to two):
Wrath and Pride
Pick eight classes
Assault = Ranger, Paladin
Skilled = Bard,AlchemistNinja
Divine = Oracle, Druid
Arcane = Wizard,SorcerorAlchemistRace
Prefer Randomized like the monster template :)
Race: 1d7 ⇒ 1
HumanClass Rand
Class1: 4d100 ⇒ (44, 32, 2, 79) = 157 Ranger, Paladin Bard, *Ninja
Class2: 4d100 ⇒ (6, 64, 52, 57) = 179 Oracle, *Druid Wizard, Alchemist
/ClassF: 2d100 ⇒ (84, 88) = 172 Druid *Ninja
A Feral Human Ninja.

Llaelian |

Hi GM,
Thanks for putting up all the templates. I've got a question about the half-janni one as I am thinking as my character background and fear. From the description in the Companion "Quadira Gateway to the East", they are described as exotic and beautiful human-looking creatures.
I was thus planning to build on the addition of the surnatural beauty of the nymphs and that of the janni mashed together being a curse for my character in her relations.
However, looking at your template, I saw you went for more intelligence and wisdom than charisma. Was this choice reflecting a different take for the half-janni in your world or can I keep with the lore as described in the book?
Thanks for your help.

RHMG Animator |

Hi GM,
Thanks for putting up all the templates. I've got a question about the half-janni one as I am thinking as my character background and fear. From the description in the Companion "Quadira Gateway to the East", they are described as exotic and beautiful human-looking creatures.
I was thus planning to build on the addition of the surnatural beauty of the nymphs and that of the janni mashed together being a curse for my character in her relations.
However, looking at your template, I saw you went for more intelligence and wisdom than charisma. Was this choice reflecting a different take for the half-janni in your world or can I keep with the lore as described in the book?
Thanks for your help.
If you look at Full Janni's stats;
Str +6, Dex +4, Con +2, Int +4, Wis +4, Cha +2and divide by two and round down to the nearest even number you get
Str +2, Dex +2, Con +0, Int +2, Wis +2, Cha +0.
So they match mechanically with the template
Also Beauty is Not really completely tied to Charisma as player's think it is,
as the Old AD&D Unearthed Arcana actually introduced a 7th stat, comeliness, that represented a character's Beauty/Looks.
So while a half-janni (human) can be more beautiful then a normal human with the same starting stats even though Cha does not change.
if the majority of selected players opted for adding in that 7th stat along with the rules and system for that stat, then I'd work on setting values to things.
And Beauty really can be a curse, in may ways like; a higher value target for certain underworld businesses, jealousy in other women causing big issues, and there are more examples out there.

Llaelian |

If you look at Full Janni's stats;
Str +6, Dex +4, Con +2, Int +4, Wis +4, Cha +2
and divide by two and round down to the nearest even number you get
Str +2, Dex +2, Con +0, Int +2, Wis +2, Cha +0.
So they match mechanically with the templateAlso Beauty is Not really completely tied to Charisma as player's think it is,
as the Old AD&D Unearthed Arcana actually introduced a 7th stat, comeliness, that represented a character's Beauty/Looks.
So while a half-janni (human) can be more beautiful then a normal human with the same starting stats even though Cha does not change.if the majority of selected players opted for adding in that 7th stat along with the rules and system for that stat, then I'd work on setting values to things.
And Beauty really can be a curse, in may ways like; a higher value target for certain underworld businesses, jealousy in other women causing big issues, and there are more examples out there.
Thanks for your quick reply.
I didn't have any issue with the way you've built the template and the stats.My question was really more on your vision of the world to be sure I was going in the right direction.
And I agree with you that charisma is not purely about appearance. My take is that it is more linked to how strong your personality is.
So I'll keep on working on background and personality as i had planned. Thanks.

RHMG Animator |

only do a general fragments for the background as it'll be all tied together in session Zero, and the Origin (the baby stages of life) for all backgrounds is in the GM's hands to make sure everything is tied together, and everyone will start from the same town.
Most details for the fragments will be filled in by the group in session zero.
I'll be building all the characters home town from scratch, with basics and some details, but the rest will be made by the group and GM (5 people so no split votes)
Edit:
Everyone can work on for their backstory who taught them their class, though for racial classes can pick a class that works, Nymphs though casting druid spells can't use swap for summon animal and could of been taught by a priestess of a faith.
That area of you back story is for the most part all the character's, other parts will be more a collaberation.
edit2:
Also add in the name of the person you taught you your profession for your backstory.

Herkymr the Silly |

Assault = Barbarian, Monk
Skilled = Rogue.Bard
Divine = Oracle, Warpriest
Arcane = Alchemist, Sorcerer,
Which of the three does your character prize the most about themselves? (pick two):
Brawn, Brains, or Beauty
The Desert
The Beach
Earth
Chaotic
Sloth
Wrath
There we go. I had typed it up once before and thought I posted it but I guess I didn't. Interested to see what pops up.

RHMG Animator |

Assault = Barbarian, Monk
Skilled = Rogue.Bard
Divine = Oracle, Warpriest
Arcane = Alchemist, Sorcerer,Which of the three does your character prize the most about themselves? (pick two):
brains and beautyThe Desert
The BeachEarth
Chaotic
Sloth Wrath
There we go. I had typed it up once before and thought I posted it but I guess I didn't. Interested to see what pops up.
Class Rand
Class1: 4d100 ⇒ (45, 77, 2, 66) = 190 Barbarian, *Monk Rogue BardClass2: 4d100 ⇒ (100, 100, 41, 59) = 300 Oracle, Warpriest Alchemist, Sorcerer
Class2R: 2d100 ⇒ (79, 91) = 170 Oracle, *Warpriest
ClassF: 2d100 ⇒ (38, 76) = 114 Monk, *Warpriest
Feral Warpriest of Unknown base race.

RHMG Animator |

Current Char List:
Dread : Half-Satyr Cleric (Base race unknown)
djpika : Fey Touched Monk (base race unknown)
theasl : Half-minotuar Brawler (Base race unknown)
MauveAvengr : Half-minotaur Human Sorcerer
Plastic Dragon : Half-Elf Half-Celestial Rogue
Ellioti : Human Half-fiend Rogue
Trevor86 : Feral Human Ninja
trawets71 : Draconic (Green) Human Bard
YoricksRequiem : Half-janni Warpriest (Base race unknown)
Herkymr the Silly : Feral Warpriest (Base race unknown)
Llaelian : Half-Janni Nymph
The Archlich : Half-dragon (Blue) Erinyes

RHMG Animator |

Warpriest is from the ACG and is only one of two classes allowed from that book.
Warpriest from the PRD

RHMG Animator |

With 12 entries and not wanting to break hearts over the chance to play something really interesting.
I'll be closing the Recruitment.
So right now everyone pretty much has a 1 in 3 chance of being selected.
Those who have not selected their base race please do so before tomorrow at 22:00 EST.
I should have some basics of the home town of the characters done tomorrow so there'll be a bit of a frame work to work with.
Edit:
Those that did show interest in the Interest thread can still apply until Tomorrow 22:00 EST

RHMG Animator |

Just saw my Half-elf/Half Celestial template. Won't have a chance to work on it tonight, but just gotta say this:
Holy Sh#t.
Wow.
Thanks. :D
You got lucky in getting Half-Celestial, the dice landed right and the answers piled points onto that selection.
Shame it only gives immunity to disease, and not to elements which are just resistance 10But over all yeah, Holy Sh#t, might be the best response, and it's a bit punny given the template.

The Archlich |

Very happy with my character. To be honest, the whole random thing is half the fun. I assume I'm on a 15 or 10-point-buy for attributes, right?
Blue dragons are lawful evil, matching well the "normal" Erynies, so my inheritance builds well with the character! I thought my fury could be a regretful devil, which somehow found himself bound to repent and abandoned his past, losing his original wings in the process (should start growing new angelic ones, slowly, by level 2) and being cast to Golarion. As he walked a path to attone for his past sins, he was guided by a mysterious old lady, who slowly taught him about faith and divine spells, as well as the profession of a gardener (trying to think on the most peaceful one possible :)).
In truth, the old lady was the avatar of a good god, shapeshifted on the inconspicuous shape, the deity still unrevealed (maybe Apsu? I want to build up the story more with the GM and other players).
Fallen. Forsaken. The Fury.

djpika |

I went with human for a Scaled Fist monk. Here's a draft of the stats; I just need to figure out how to apply the template in pcgen.
Male Human monk 1 Archetypes Scaled Fist,
LN Medium humanoid (human)
Init +1, Senses Perception +4
=================================================
DEFENSE
=================================================
AC 13, touch 13, flat-footed 12 (+1 Dex, )
hp 9 ((1d8)+1)
Fort +3, Ref +3, Will +4
=================================================
OFFENSE
=================================================
Speed 30 ft.
Special Attacks Flurry of Blows, Stunning Fist,
=================================================
STATISTICS
=================================================
Str 16, Dex 13, Con 12, Int 10, Wis 10, Cha 14,
Base Atk +0; CMB +3; CMD 16
Feats Dragon Style, Improved Unarmed Strike, Intimidating Prowess, Steadfast Personality, Stunning Fist
Skills Acrobatics +6, Intimidate +9, Perception +4, Stealth +5, Use Magic Device +7,
Traits Dangerously Curious, Reckless,
Languages Common
SQ ac bonus, bonus feat, bonus feats, bonus ki, draconic might, skilled, unarmed strike,
Combat Gear
Other Gear 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
AC Bonus (Ex) When unarmored and unencumbered, you add +2 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon Ferocity. At 10th level, she adds Disheartening Display, Dragon Roar and Shatter Defenses. This ability modifies bonus feats.
Bonus Ki Add +1/4 to the monk's ki pool.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Draconic Might Any of the scaled fist's class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, taking a -2 penalty on all of your attacks, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk speciak weapon (you do not need to use two weapons to utlilize this ability). For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Monk Bonus Feat
No Racial Subtype You have chosen no racial subtype.
Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.
Unarmed Strike

Herkymr the Silly |

alternate tiefling traits roll (took fiendish heritage feat) 3d100 ⇒ (12, 56, 88) = 156
12 You do not need to sleep. You are not immune to sleep effects.
56 Once per day, you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
88 Any damage you deal with a melee weapon is treated as evil for the purposes of overcoming damage reduction.
Looking at ONI-spawn heritage

RHMG Animator |

Very happy with my character. To be honest, the whole random thing is half the fun. I assume I'm on a 15 or 10-point-buy for attributes, right?
Blue dragons are lawful evil, matching well the "normal" Erynies, so my inheritance builds well with the character! I thought my fury could be a regretful devil, which somehow found himself bound to repent and abandoned his past, losing his original wings in the process (should start growing new angelic ones, slowly, by level 2) and being cast to Golarion. As he walked a path to attone for his past sins, he was guided by a mysterious old lady, who slowly taught him about faith and divine spells, as well as the profession of a gardener (trying to think on the most peaceful one possible :)).
In truth, the old lady was the avatar of a good god, shapeshifted on the inconspicuous shape, the deity still unrevealed (maybe Apsu? I want to build up the story more with the GM and other players).
Fallen. Forsaken. The Fury.
Yeah I found having something random, semi-random, or unknown yet under some control does give something fun and interesting to play with,
And for stats your on 10PB since Half-dragon is powerful.Session zero will be a nice collaborative work for backstories, I'll be working on setting up some of the character's home town, and a bit of the backstory (generic, so players can vote on details).

RHMG Animator |

alternate tiefling traits roll (took fiendish heritage feat) 3d100
12 You do not need to sleep. You are not immune to sleep effects.56 Once per day, you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
88 Any damage you deal with a melee weapon is treated as evil for the purposes of overcoming damage reduction.
Looking at ONI-spawn heritage
That trait table is not available and mentioned such in OP, which nukes the fiendish heritage feat unfortunately.

theasl |

Half-Minotaur:
...
Darkvision (Ex):
Minotaur Cunning (Ex):Half-mino-taurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex):
Abilities: Str +8, -2 Dex Con +4,Int -2.
Skills: A half-minotaur has a +2racial bonus on Perception checks.
Bonus Feat: Track
A couple questions on this one:
- What's the range for Darkvision and Scent?
- If my base race also has +2 to perception, do they stack?
- Track isn't a feat in PF1E (it was in 3.5 and is again in 2E). Would you want to replace it with anything?

RHMG Animator |

RHMG Animator wrote:Half-Minotaur:
...
Darkvision (Ex):
Minotaur Cunning (Ex):Half-mino-taurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex):
Abilities: Str +8, -2 Dex Con +4,Int -2.
Skills: A half-minotaur has a +2racial bonus on Perception checks.
Bonus Feat: TrackA couple questions on this one:
- What's the range for Darkvision and Scent?
- If my base race also has +2 to perception, do they stack?
- Track isn't a feat in PF1E (it was in 3.5 and is again in 2E). Would you want to replace it with anything?
Darkvision is 60ft
Scent (Ex): is basically 30ft, 60ft is the wind blows in the right direction, 15ft if the wrong way
I'll allow the Template and race to stack
I'll allow track to the replaced, but it has to be done with a rarely or uncommonly taken feat like; a exotic weapon prof, great fort, endurance, a skill pair bonus feat like alertness, etc