Nifft
Penguin Herder
Hey there Lorax!
Nice cultist idea. I've got a few issues with the mechanics as presented, though:
1/ NOT a fan of Fiendish Template for free. It grants SR and DR and energy resistance ... it's worth the LA.
2/ I understand why you grant strong Will and Reflex saves, but IMHO it's not appropriate in this case. The designer of the Minotaur understood, too -- that's why they gave it Great Fortitude, to compensate for an inappropriate weakness. I'd require only Track and Demonic Thrall, and grant a strong Fort and Reflex save (like a Ranger).
3/ Earlier access! Traditional PrCs -- those aimed at PCs -- are meant to be stuff you look forward to when you're all advanced and ready to join an organization. These transformational PrCs shouldn't be too hard to get in to -- otherwise Baphomet's going to have a heck of a time recruiting!
Blackguard is always there to fill up the higher levels.
4/ (or 1, continued) I'd separate out the parts of Fiendish that you want to grant the Vile Minotaur -- I'd suggest that Smite Good would be a nice addition to the Vile Minotaur, with the express bonus that the damage is doubled on a Powerful Charge. But I'd make sure you leave off all the SR and DR and [Extraplanar] and energy resistance stuff.
Thanks, -- N
PS: Here's what the Gnoll Cultist would look like translated. Do you think this would be a balanced Minotaur Cultist?
Minotaur Cultist of Baphomet
Requirements:
Type: Mammalian Humanoid
BAB: +2
Language: Abyssal
Skills: Survival 5+ ranks
Feats: Demonic Thrall, Track
Special: Must worship the Demon-Prince Baphomet and complete the Maze Ritual
Benefits
HD: d8
BAB: Full (as Fighter)
Good Save: Fortitude / Bad Saves: Reflex, Will
Skill Points: 2 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis) and Swim (Str)
Special Abilities:
Nice cultist idea. I've got a few issues with the mechanics as presented, though:
1/ NOT a fan of Fiendish Template for free. It grants SR and DR and energy resistance ... it's worth the LA.
2/ I understand why you grant strong Will and Reflex saves, but IMHO it's not appropriate in this case. The designer of the Minotaur understood, too -- that's why they gave it Great Fortitude, to compensate for an inappropriate weakness. I'd require only Track and Demonic Thrall, and grant a strong Fort and Reflex save (like a Ranger).
3/ Earlier access! Traditional PrCs -- those aimed at PCs -- are meant to be stuff you look forward to when you're all advanced and ready to join an organization. These transformational PrCs shouldn't be too hard to get in to -- otherwise Baphomet's going to have a heck of a time recruiting!

4/ (or 1, continued) I'd separate out the parts of Fiendish that you want to grant the Vile Minotaur -- I'd suggest that Smite Good would be a nice addition to the Vile Minotaur, with the express bonus that the damage is doubled on a Powerful Charge. But I'd make sure you leave off all the SR and DR and [Extraplanar] and energy resistance stuff.
Thanks, -- N
PS: Here's what the Gnoll Cultist would look like translated. Do you think this would be a balanced Minotaur Cultist?
Minotaur Cultist of Baphomet
Requirements:
Type: Mammalian Humanoid
BAB: +2
Language: Abyssal
Skills: Survival 5+ ranks
Feats: Demonic Thrall, Track
Special: Must worship the Demon-Prince Baphomet and complete the Maze Ritual
Benefits
HD: d8
BAB: Full (as Fighter)
Good Save: Fortitude / Bad Saves: Reflex, Will
Skill Points: 2 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis) and Swim (Str)
Code:
[u]Level BAB Fort Ref Will Special Abilities[/u]
1 +1 +2 +2 +0 Maze Ritual, Horns, Natural Armor +1
2 +2 +3 +3 +0 Str +2, Uncanny Dodge, Darkvision 60 ft.
3 +3 +3 +3 +1 Natural Armor +2, Sense of Direction
4 +4 +4 +4 +1 Str +2, Powerful Build
5 +5 +4 +4 +1 Natural Armor +3, Horned Charge
6 +6 +5 +5 +2 Con +2, Smite Good 1/day
7 +7 +5 +5 +2 Natural Armor +4, Scent
8 +8 +6 +6 +2 Large, Natural Cunning, Powerful Charge
Special Abilities:
- Maze Ritual: This ritual initiates the celebrant into the inner ring of Baphomet's cult. To perform the ritual, the celebrant must partake of a human (or demi-human) sacrifice, hunting and killing a victim within a maze while a [servitor of Baphomet] watches. The ritual costs the celebrant 4 points of Intelligence and 2 points of Charisma, and the celebrant gains the [Evil] and [Chaotic] descriptors. Furthermore, the celebrant's type changes to Monstrous Humanoid, and it becomes sterile. Finally, its visage becomes visibly beastial, and it can no longer be recognized as its original race.
- Ability Modification: These are treated as though gained through level advancement.
- Natural Armor (Ex): The character gains the indicated bonus in addition to whatever racial Natural Armor it had before becoming a Minotaur.
- Horns (Ex): The Minotaur gains a gore attack which deals 1d6 + (Str / 2) damage. This attack is treated as a secondary natural weapon. The character may no longer wear normal helms.
- Uncanny Dodge (Ex): Minotaur levels count as Barbarian levels for the purpose of the Uncanny Dodge and Improved Uncanny Dodge class abilities.
- Darkvision (Ex): As the Darkvision ability.
- Sense of Direction (Ex): The Minotaur cannot become lost, even in a mundane maze.
- Powerful Build (Ex): The Minotaur is treated as Large when that would be to his advantage, such as when weilding Large weapons or when grappling. His Horns count as one size category larger (dealing 1d8 + (Str / 2)).
- Smite Good (Su): As the ability granted by the Fiendish template.
- Horned 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 full attack bonus which deals double damage, and adds Str (instead of Str / 2).
- Scent (Ex): As the scent special quality.
- Large (Ex): The Minotaur becomes Large (-1 AC & Attack, -4 Hide, etc.). He gains no ability increase, but he does occupy a 10 ft. square and gain 10 ft. reach. This ability supercedes the Powerful Build ability, as the character no longer has a choice about being treated as Large.
- Natural Cunning (Ex): The Minotaur's senses improve to preternatural proportions: he gains a +4 bonus on all Search, Spot and Listen checks, and he becomes immune to the maze spell.
- Powerful Charge (Ex): When charging, a Minotaur's gore attack deals triple damage -- 3d8 + (Str x 3) -- instead of double.
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