Half minotaur playable race


Homebrew and House Rules


At first I wanted to make a balanced minotaur race but then I realized that it's such a powerful monster it would be a shame to call a weaken version a real minotaur. It's a 11 points race using ARG. I focused more on the "maze marauder" aspect than the brainless uncontrollable axe wielding beast. I wanted it to be playable with other classes than just fighter/barbarian.
Feel free to say what you like or don't like about it, every comment is welcome.

Half Minotaurs:

Standard Racial Traits
Ability Score Racial Traits: Half minotaurs gain +2 Str and +2 Int.
Type: Half minotaurs are Monstrous Humanoids.
Size: Half minotaurs are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Half minotaurs have a base speed of 30 feet.
Languages: Half minotaurs begin play speaking Giant. Half minotaurs with high intelligence scores can choose from the following: Common, Gnoll, Goblin, or Undercommon
Defense Racial Traits
Stability: Half minotaurs receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Illusion Resistance: Half minotaurs have a +2 racial bonus on saving throws against illusion spells or effects.
Feat and Skill Racial Traits
Cave Dweller: Half minotaurs have a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
Offense Racial Traits
Natural Weapons: Half minotaurs have a gore primary natural attack that deals 1d6 damage.
Senses Racial Traits
Darkvision: Half minotaurs can see in the dark up to 60 feet.
Carrion Sense: Half minotaurs have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Low-Light Vision: Half minotaurs can see twice as far as a race with normal vision in conditions of dim light.


Half Minotaur and half... What else?


Probably human. That's the default in most cases I think.


Icyshadow wrote:
Probably human. That's the default in most cases I think.

Though it would be interesting if they were half-dwarf.


I will just leave this here...


My first thought is that it needs fluff to go with the crunch. All I know about them at this point is that they are part minotaur. That leaves a lot of unanswered questions.

Now, about the crunch:

Why do they not have a bad stat? It would give them a bit more definition and keep them in line with the vast, vast majority of races. Also, why Int? It seems like Wis would be just as if not more appropriate for something that navigates labyrinths. Again, this is where fluff would be nice.

Most of the rest of the traits are fine. Nothing to write home about, but nothing bad either. However, I do think three sense traits is excessive. Lose one of the vision types, they're not fetchlings.


I'd toss in immunity to Maze, just because.

Perhaps hoof attacks?

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