So I wanted to make a Minotaur PC race


Homebrew and House Rules


Using the APG:

Monstrous Humanoid (3 RP)

Medium Size (0 RP)

Darkvision 60 Feet (- RP): Minotaurs can see in the dark up to 60 feet.

Specialized Ability Scores (1 RP): +2 Strength, +2 Constitution, -2 Intelligence: Minotaurs are strong and hardy, but are more instinctual than reasoning.

Natural Attack (1 RP): Minotaurs can use their horns to gore others in close quarters. This causes 1d6 damage but gives a –1 penalty to AC on any round they make an attack with their horns.

Standard Languages (0 RP)

So far they're 5 RP (they'd be 12 if they were Large). I want to add the Natural Cunning they have but it's a bit hard to peg.

Natural Cunning (Ex):

Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

It seems there are two different parts:

1) Immunity to maze spells
2) Never caught flat-footed

The first is either a 1 or 0 RP value, I think. While it provides immunity, it's to a single high-level spell the characters aren't likely to encounter for a while. To me, it's almost fluff.

The second is similar to Uncanny Dodge and I think is worth a minimum of 4 RP [The Combat Reflex Feat allows a person to make an extra attack and attacks of opportunity while flat-footed, so it's at least equal to that], but it's also a class ability available to 2nd-level Barbarians, so could be worth 8 or more. Thoughts on a good value for it?


A better one already exists: Rite Publishing In the Company of Minotaur. I've playtested it, the Taurians of this supplement are great and not overpowered as a race. Definitely check out the racial paragon class.


The Midgard Campaign setting also has minotaurs as a playable race..I think they get stats in the campaign setting book?


gamer-printer wrote:
A better one already exists: Rite Publishing In the Company of Minotaur. I've playtested it, the Taurians of this supplement are great and not overpowered as a race. Definitely check out the racial paragon class.

Thanks! I've been pondering that addition, but I wasn't sure if it would be worth getting.

MMCJawa wrote:
The Midgard Campaign setting also has minotaurs as a playable race..I think they get stats in the campaign setting book?

Okay, I'll check that out at sometime too. Even if they give the stats, the APG really doesn't cover a lot of NPC races and their abilities even though some have since become PCs. I was mostly curious what folks might think the Natural Cunning ability would be worth so I could consider it for other races (like a variant ratfolk) who might have an affinity for mazes.


The Minotaur's Natural Cunning ability technically has a third part, it gives them the ability to avoid ever becoming lost which normally takes a survival skill check at a 15 DC. It's not the greatest ability but could be very helpful in some situations.


First of all, I'm a big fan of having a minotaur race ready for use as a PC. Second of all, you need to bring it up to 10 RP.

Almost every race has a couple of skill bonuses. I think Perception and Survival would be thematically appropriate.

Don't worry so much about Natural Cunning. I would completely ignore the Maze spell aspect, as there's no telling if it will ever com up. I would value never becoming lost at only about 1 RP, as the value of the ability is largely flavor, and will become less valuable over time. As for never being caught flat-footed, don't for a second put that on par with Uncanny Dodge. UD is much better.


how is uncanny dodge much better? With natural cunning you can never be caught flat-footed. Uncanny dodge just lets you to keep your Dex to AC, while being flat-footed.

EDIT: Following 3pp have minotaurs as race, to help:
Kobold Press - Midgard Campaign Setting (there will probably be a minotaur only pdf soon)
Rite Publishing - In Company of Minotaurs
Otherverse - Heroes of the Maze
Rogue Genius Games - Races of Hoof and Horn
Open Gaming Monthly magazine (no.5) - Guide to Minotaur


necromental wrote:

how is uncanny dodge much better? With natural cunning you can never be caught flat-footed. Uncanny dodge just lets you to keep your Dex to AC, while being flat-footed.

Uncanny Dodge says that the character cannot be caught flat-footed so I'm pretty sure they do the same thing in that regard, but Uncanny Dodge also lets the character keep their DEX bonus to AC if the attacker is invisible.


Faust XIII wrote:
necromental wrote:

how is uncanny dodge much better? With natural cunning you can never be caught flat-footed. Uncanny dodge just lets you to keep your Dex to AC, while being flat-footed.

Uncanny Dodge says that the character cannot be caught flat-footed so I'm pretty sure they do the same thing in that regard, but Uncanny Dodge also lets the character keep their DEX bonus to AC if the attacker is invisible.

yep, my bad. one of those subtle changes from 3.x to PF. and i've actually seen this one, but forgot about it.


Faust XIII wrote:
The Minotaur's Natural Cunning ability technically has a third part, it gives them the ability to avoid ever becoming lost which normally takes a survival skill check at a 15 DC. It's not the greatest ability but could be very helpful in some situations.

You know, I read that and forgot it.

Ciaran Barnes wrote:

First of all, I'm a big fan of having a minotaur race ready for use as a PC. Second of all, you need to bring it up to 10 RP.

Almost every race has a couple of skill bonuses. I think Perception and Survival would be thematically appropriate.

Don't worry so much about Natural Cunning. I would completely ignore the Maze spell aspect, as there's no telling if it will ever com up. I would value never becoming lost at only about 1 RP, as the value of the ability is largely flavor, and will become less valuable over time. As for never being caught flat-footed, don't for a second put that on par with Uncanny Dodge. UD is much better.

I think Natural Cunning could be a 4 RP ability all things considered.

necromental wrote:

EDIT: Following 3pp have minotaurs as race, to help:

Kobold Press - Midgard Campaign Setting (there will probably be a minotaur only pdf soon)
Rite Publishing - In Company of Minotaurs
Otherverse - Heroes of the Maze
Rogue Genius Games - Races of Hoof and Horn
Open Gaming Monthly magazine (no.5) - Guide to Minotaur

Thanks a lot! I got the In the Company of Minotaurs pdf, but I still plan to make my own:

Monstrous Humanoid (3 RP)

Medium Size (0 RP)

Darkvision 60 Feet (- RP): Minotaurs can see in the dark up to 60 feet.

Specialized Ability Scores (1 RP): +2 Strength, +2 Constitution, -2 Intelligence: Minotaurs are strong and hardy, but are more instinctual than reasoning.

Natural Attack (1 RP): Minotaurs can use their horns to gore others in close quarters. This causes 1d6 damage but gives a –1 penalty to AC on any round they make an attack with their horns.

Natural Cunning (4 RP): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Survivalist (2 RP): Minotaurs are good at observing details and are natural survivors. They gain a +1 racial bonus to Perception and Survival skills.

Standard Languages (0 RP)

Total: 11 RP

Thoughts?


Looks okay, IMO.

FWIW, there’s yet-another take on PC minotaurs in Odyssey: A Greek Source Book, by Little Red Goblin Games. It also has other support-material for Greek-style creatures and campaigns, so it’s worth a look. ;)

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