Minotaur - Player Race


Homebrew and House Rules


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Minotaur (17 RP)
Type
Monstrous Humanoid (3 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Specialized (+2 Str, +2 Con, -2 Cha) (1 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Natural Armor (2 RP)
Natural Cunning (4 RP) (Homebrew)
Offensive Racial Traits
Ferocity (4 RP)
Natural Attack (1 RP)
Powerful Charge (2 RP) (Homebrew)
Senses Racial Traits
Darkvision (- RP)

Minotaurs Racial Traits
+2 Strength, +2 Constitution, -2 Charisma: Minotaurs are physically tough with innate cunning, and stereotypical attitudes.
Medium: Minotaurs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Minotaurs have a base speed of 30 feet.
Darkvision: Minotaurs can see in the dark up to 60 feet.
Tough Hide: Minotaurs have tough hides which provides a +1 natural armor bonus.
Gore: Minotaurs may gore with their horns as a primary natural attack, inflicting 1d6 damage + 1/2 their strength modifier.
Powerful Charge: When a Minotaur charges, it deals twice the number of damage dice with its gore attack, plus 1-1/2 times its strength bonus.
Natural Cunning: Minotaurs are immune to magical confusion, including daze and the maze spell which prevents them from ever becoming lost.
Ferocity: Whenever a minotaur falls below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. The minotaur dies when its hit points reach a negative amount equal to its Constitution score.
Languages: Minotaurs begin play speaking Common and Giant. Minotaurs with high Intelligence can choose any of the following languages: Draconic, Dwarven, Gnoll, Goblin, and Orc.

Alternate Race Creation GM Rules
Large Size (7 RP): Due to their size, Minotaurs gain a +2 size bonus to Strength and a -2 size penalty to Dexterity. Minotaurs also take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks to their CMD, and a -4 size penalty on Stealth checks. Minotaurs take up a space that is 10 feet by 10 feet and gains a reach of 10 feet. Gore is now increased to 1d8 damage based on Large size.
Powerful Build (4 RP): The physical stature of Minotaurs lets them function in many ways as if they were one size category larger. Whenever a Minotaur is subject to a size modifier for an opposed check (such as during grapple check, bull rush attempts, and trip attempts), Minotaurs are treated as on size category larger if doing so is advantageous. Minotaurs are also considered to be one size larger when determining where a creature's special attacks based on size (such as grab or swallow whole) can affect him. Minotaurs can use weapons designed for a creature one size larger with a -2 penalty. However his space and reach remain those of a creature of his actual size. The benefits of the racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

GM/Player Notes
Minotaurs may not wear shoes, but may wear horseshoes in there place as a foot slot item.
Minotaurs may not wear helmets, but may wear a nose ring in there place as a head slot item.

Kingdom Building (Kingmaker)
Labyrinth Master
The Labyrinth Master deals with punishing those deserving and observes the kingdom’s criminal elements within the underworld. The Labyrinth Master has the authority to kill in the name of the law but not before running the gauntlet. While within this maze, the Labyrinth Master enjoys a +2 morale bonus to all skill checks and saving throws if he so desires to go on the hunt.
Benefit: During the Edict phase, choose one kingdom attribute (Economy, Loyalty or Stability). Add your Dexterity modifier or Intelligence modifier to this attribute.
Vacancy Penalty: Stability decreases by 2. During the Upkeep phase, Unrest increases by 2.

Labyrinth 24 BP
Kingdom Loyalty +1, Stability +2
Discount Graveyard, Blackmarket
Limit 1 per settlement
Settlement Crime +1, Productivity +1
An underground maze system that promotes competition, sport, and punishment. It may become home to criminals and monsters.


minotaurs have cloven hooves, no horse shoes :) /nitpick

the natural attack is not standard rules; primary attacks get full STR, sencondary half STR.

I would drop the ferocity.

I recall that normal stat increase is +2 physical/mental, -2 either, I would suggest +2 con, +2 int, -2 cha (int goes with cunning, I think - all bow before the horned magus/wizard)

Minotaurs are not really part of society, I would say giant only for languages, let them pick up common with their int increase if so desired.

Looks great. I like it. :)

EDIT: Just noticed the nose ring thing - that's racist dude! :)

Sczarni

Looks pretty cool, though I would have given them +2 INT instead of +2 CON. Usually playable races get a bonus to one physical and one mental skill, and you did mention "innate cunning".

I'm a little surprised to see that they're Medium and not Large. I had toyed with the idea of making a playable Minotaur race, and I made them Large but gave them "Close-Quarters Combat"-- they don't have natural reach like other Large creatures because they're more accustomed to fighting in tight labyrinth passages. Maybe they reduce the penalties for squeezing into tight spaces?

I absolutely love the idea of a labyrinth as a public works structure, designed like a gladiatorial event or a punishment spectacle. If that were a reality show I'd watch the hell out of it.


Wow great catches there. Thanks for taking a look!


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DonDuckie wrote:
the natural attack is not standard rules; primary attacks get full STR, sencondary half STR.
PRD wrote:
Natural Attacks: ...If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one.

Source. If you have only a single natural attack available, it is always primary and it always does 1.5x str damage.


Unless you've built this for an NPC or villain, I would try to make a 10-11 RP version. I good start would be to change it from large to medium.

Liberty's Edge

I would probably go wisdom over int. Also dropping ferocity and powerful charge would make them balanced with core races.


See Dragonlance setting for further details...


ShadowcatX wrote:
I would probably go wisdom over int. Also dropping ferocity and powerful charge would make them balanced with core races.

I concur to Wis bonus, and not because of 4th edition. I don't think ferocity is a good PC class feature. Its kicks the character that much closer to Dead dead. Honestly, I would not try to copy the actual minotaur race so closely. I would work on developing an interesting 10 RP race that isn't pidgeon holed into a specific type of character, but rather can do well at a few different ones.


Kazaan wrote:
Source. If you have only a single natural attack available, it is always primary and it always does 1.5x str damage.

Seems you're right, I thought I saw the player races with natural attack(s) specify they get +STR.

But it appears I misremembered.


This brings the minotaurs of the Dragonlance setting to mind.

I like how you've made a mention of Powerful Build here, since it fits.

However, I disagree with the item slot limitations. Anyway, pretty good job here.

Dark Archive

In the Company of Minotaurs (and the compilation In the Company of Monsters) has two minotaur-based races, and a racial class to make them more so. I highly recommend picking up the compilation, because all of them are neat to play around with.

Full Disclosure: I am a freelancer for Rite Publishing, but haven't worked on the "In the Company of..." series, however I have used some of it in products.


I will definitely check that out.


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The Midgard campaign setting also has a Pathfinder compatible 0 HD minotaur race

Liberty's Edge

MMCJawa wrote:
The Midgard campaign setting also has a Pathfinder compatible 0 HD minotaur race

I was going to say the same thing. In my opinion, *that* is the Pathfinder version of a Minotaur player race to use ...

Dark Archive

Doh! I forgot about the Midgard minotaurs... :(


Horseshoes wouldn't really fit with cloven hooves, but leg/ankle bracers could replace shoes and boots.

Yes, 'natural cunning' would be more Wisdom than Intelligence.


Here's a Half-Minotaur race you could use. There's no cloven hooves, in fact, they wear boots.

Half-Minotaurs

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