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I went for a 10 point Minotaur race modeled after Dragonlance's Minotaurs which I always liked. These minotaurs exist as a race along with the more monstrous minotaur from which their race originated. They are a seafaring race (something that came over time due to their environment) in my world living on an archipelago of islands. This gives them a niche within the other races but I also provide some alternate traits in case you don't like that "flavor". I didn't get to add the alternate favored class options like I planned here's what I have so far with some of my custom racial abilities.

Minotaur Player (non monstrous) Race

Monstrous Humanoid (2 RP)
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often havemagical abilities as well. A monstrous humanoid race hasthe following features.
Monstrous humanoid races have the darkvision 60 ft. racial ability.
Monstrous humanoids breathe, eat, and sleep.

Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Standard Modifiers (0 RP): Members of this race gaina +2 bonus to one physical ability score, +2 bonus to onemental ability score, and a –2 penalty to any other ability score.
+2 Str, +2 Wis, -2 Cha – Minotaurs have a strong build and a strong heart but their temperament can be off putting.

Standard Array (1 RP): Members of this race start with Common plus Minotaur. Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose any of those languages as their bonus languages. Aklo, Aquan, Giant, Dwarven, Orc, Sylvan, & Undercommon.

Natural Armor (2 RP): Prerequisites: None; Benefit: Minotaurs gain a +1 natural armor bonus due to their thick hide.

Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Gore (Natural Attack): (1 RP): Prerequisites: None; Benefit: Minotaurs can use their horns to make a Gore attack. This is a natural primary attack that deals 1d6 damage. If a minotaur looses 1 horn, the damage is decreased to 1d3 and if both horns are lost the minotaur looses this ability. Spells and other affects that can regrow lost limbs can also replace lost horns but otherwise this loss is permanent.

Powerful Charge (2 RP): Prerequisites: Natural Attack; Benefit: Whenever a minotaur charges, it deals twice the number of damage dice with a gore attack plus 1–1/2 times its Strength bonus.

Seafaring* (2RP): Minotaurs gain a +1 to Craft: Ships, +1 to Profession: Sailor, +1 Profession: Fisherman and a +1 to Survival while on a ship

Maze Masters* (1 RP): Due to their monstrous ancestry, minotaurs gain a +4 to Survival, Knowledge (dungeoneering) and Perception checks while in mazes.

Herd Mentality* (-2 RP): Like cattle, minotaurs are easily commanded and suffer a -2 penalty to all Enchantment affects, Intimidate checks made to Influence Action (see Intimidate skill) and Diplomacy checks made to Make a Request (see Diplomacy skill).

Hoofed (1 RP): Prerequisites: None; Benefit: Minotaurs have hooves instead of feet. They can wear horseshoes in their feet slot, but cannot wear boots, shoes, sandals or other such traditional footwear.

Weapon Familiarity (1 RP): Trident and Net. Prerequisites: None; Benefit: Minotaurs are proficient with Tridents and Nets as they are already familiar with them as tools for fishing.

Easily Enraged* (-2 RP): Due to their bull like temperament, minotaurs can be antagonized (see Antagonize feat, UM) by targets even if they do not possess the Antagonize feat and take -2 penalty to be Antagonized. In addition they suffer a -2 penalty to any other affect that incites them to attack a target (i.e. Barbarian's Boasting Taunt)

Alternative Racial Traits

Natural Weapon: Hoof (1RP) 1d4 Secondary attack – Your kicks are so strong that they are considered a natural attack. This ability replaces the Stability trait.

Imposing Figure(Skill Bonus 2 RP) – Your physical presence and ruff demeanor grants you a +2 to Intimidate. This ability replaces the Hoofed and Stability traits.

Sprinter (1 RP): Prerequisites: Normal speed trait; Benefit: Minotaurs are quick when they get the space to run granting them a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions. This ability replaces the Maze Masters trait.

Cave Dweller (2 RP): Prerequisites: None; Benefit: Your people live in underground caves and the nearby hills around them. They gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This ability replaces the Seafaring trait.


The traits Caravan Guard and Student Survivalist both give a bonus to Survival and make it a class skill but give you a +1 and +2 bonus respectively. Plus Student Survivalist gives you +1 attack and damage vs foes that threaten Shalelu. Is this an error or intentional? Seems unbalanced, even against all the other traits in this book, most of which give you the +1 attack and damage.


Khellendros460 wrote:
I am curious to know how a touch spell that is delivered by a melee touch attack would work if a wizard wears either a spiked guantlet or by using a regular guantlet as part of the attack?

What about a touch attack with a cestus? PFRPG says: "Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn’t provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges"

Cestus description in the APG reads: "While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage."

I read that to say you cast the spell, hold the charge, then next round make an unarmed attack with the cestus which is considered armed and doesn't provoke an AoO. Unless I'm not getting something?