
Chaotik |
Hokay...i'm trying to use the advanced race guide to build me a minotaur...but certain abilities they're listed as having aren't actually listed in the guide...things like natural cunning or thier immunity to maze spells....I could care LESS about the monstrous hit dice, which was the main reason thier CR was so inflated in D&D 3.5.
also, any advice as to applying the savage species rules to diffuse the impact on my CL would be lovely.

Xenomorph 27 |

Minotaur (13 RP)
Type
Monstrous Humanoid (3 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Specialized (+2 Con, +2 Int, -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
Natural Attack (1 RP)
Powerful Charge (2 RP) (Homebrew)
Senses Racial Traits
Darkvision (- RP)
Minotaurs Racial Traits
+2 Constitution, +2 Intelligence, -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 + strength bonus.
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.
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 without 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.