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The Minotaur is notably more powerful than the standard races presented
in the PHB. Players who want to play minotaur characters
need to check with their GM that it is appropriate for the campaign.
In order to play a minotaur, a player must follow the Racial Character
Class presented below. A PC that reaches sixth level in this class
is the equal of the minotaur from on p188 of the Monster Manual
in every way.
Game Rule Information
The following changes have been made to the powers and abilities
of the Minotaur. Any published rules for the minotaur that do not
directly contradict the contents of this page still apply.
- Alignment: Any (usually Chaotic Evil)
- Hit Dice: d8
- XP Cost: 3000 XP. This is paid proportionately at each
level. The XP cost must be paid before reaching the associated
level, so a minotaur may pay an additional 200 XP in order to
reach second level.
Racial Traits
- Starting Ability Score Adjustments: +2 Str, +2 Dex, -4
Int, -2 Cha.
- Size: Minotaurs begin play as Medium-sized characters.
- Type: Monstrous Humanoid
- Speed: Minotaur land speed is 30 feet.
- Darkvision: range 60 feet.
- Automatic Languages: Common and Giant or two other campaign
specific language. See the section on Languages
for more information on the new rules.
- Favoured Class: I don't use the rules for favoured classes.
Please ignore them.
Class Skills
- The Minotaur's class skills (and key abilities for each skill)
are: Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int),
Spot (Wis) and Survival (Wis)
- Skill Points at 1st Level: (2 + Int modifier) ×
4
- Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All the following are the class features of the Minotaur racial
class.
Weapon and Armour Proficiency: I use the rules for weapon
group feats (see UE p94). Minotaurs gain the feats Weapon
Group (Axes) and Weapon Group (Basic Weapons) at first level. They
have no proficiency in shields or armour.
Ability Score Modifiers: All modifiers stack with one another.
By sixth level the minotaur has the following net modifiers to its
attributes: Str +8, Dex +0, Con +4, Int -4, Wis +0, Cha -2.
Gore: The minotaur has a powerful natural attack with its
horns. It can make one horn attack per round in addition to its
attacks with a mêlée weapon. The horns deal 1d4 damage
at 1st level, 1d6 damage at 3rd level and 1d8 damage at 5th level.
The minotaur adds its full damage bonus to this roll. The gore is
considered a secondary attack. When using a gore in mêlée
in this manner the minotaur is at -5 to hit with the horn. As a
full attack action a minotaur may make a Powerful Charge with its
horns (see below).
Keen Senses (Ex): A 1st-level Minotaur gains a +2 racial
bonus on Listen, Search and Spot checks. This bonus rises to +4
at 4th level.
Large Size: Although the minotaur is growing throughout
its life, from 5th level it officially reaches Large Size. The minotaur
now stands seven feet tall and weighs 700 lbs. Most of the benefits
and penalties of Large size are already figured into the progression.
In addition to these minotaur now receives a -1 penalty to attack
rolls and to armour class, and a -4 penalty on all Hide checks.
He also gains a Reach of 10 feet.
Natural Armour: These values stack for a total natural armour
bonus of +5 at third level.
Natural Cunning (Ex): Although minotaurs are not especially
intelligent, they possess innate cunning and logical ability. At
2nd level a minotaur can never become lost. At 4th level this power
makes them immune to maze spells. At 5th level they are never flat-footed.
Powerful Charge (Ex): A minotaur typically begins a battle
by charging at an opponent, lowering its head to bring its mighty
horns into play. In addition to the normal benefits and hazards
of a charge, this allows the beast to make a single gore attack
at its highest attack bonus. The base damage of a Powerful Charge
is 2d6 at 1st level, 2d8 at 3rd level and 4d6 at 5th level. The
minotaur adds 1½ times its damage bonus to this roll.
Scent (Ex): From birth a minotaur has an acute sense of
smell. At 1st level it gains the Scent special ability. This enables
a minotaur with the Track feat to track a creature by smell. Details
of this special ability can be found on DMG p298.
The Minotaur Racial Class
| Level |
Base
Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
XP
Cost |
| 1 |
+1 |
+0 |
+0 |
+2 |
Gore (1d4), Keen Senses (+2), Powerful Charge
(2d6), Scent
|
0 |
| 2 |
+2 |
+0 |
+0 |
+3 |
+2 Str, +2 natural armour, Natural cunning
(never lost)
|
200 |
| 3 |
+3 |
+1 |
+1 |
+3 |
+2 Con, Gore (1d6), Powerful Charge (2d8),
+3 natural armour
|
400 |
| 4 |
+4 |
+1 |
+1 |
+4 |
+2 Str, Keen Senses (+4), Natural Cunning
(immune to maze spells)
|
600 |
| 5 |
+5 |
+1 |
+1 |
+4 |
-2 Dex, Gore (1d8), Large Size (10 ft Reach),
Natural Cunning (never flat-footed), Powerful Charge (4d6)
|
800 |
| 6 |
+6/+1 |
+2 |
+2 |
+5 |
+2 Str, +2 Con
|
1000 |
Minotaurs Beyond Sixth Level
After sixth level the minotaur must multiclass into a core character
class, or any prestige class that it is qualified for. Minotaurs
just don't get any bigger and nastier than six hit dice without
it.
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