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<blockquote data-quote="Tzeentch" data-source="post: 1244142" data-attributes="member: 13222"><p><strong>Minotaur</strong></p><p></p><p>The Minotaur looked pretty good. I think the idea of picking "racial Feats" to increase their abilities is a lot better idea then the, frankly, lame racial levels in Savage Species.</p><p></p><p>My somewhat off-the-cuff commentary:</p><p></p><p>-- I assume it was a gameplay fiat to substantially increase the base Intelligence of the Minotaur from -4 to -2? I for one would have a hard time picking a race with a -4 Int even if I was going for the brainless barbarian type <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>-- Why the addition of -2 to Dexterity? It's not part of the basic 3.5 Minotaur, who have a much better reason to have such a penalty for their Large size.</p><p>-- The -2 to Wisdom seems a bit crippling. The original 3.5 -2 to Charisma seems a bit more appropriate as they are "cunning and brutal" and presumably everyone knows this.</p><p>-- Suggest maybe modifying the +2 to Spot checks and making it a +2/+2 feat: +2 to Spot and Listen checks (keen sight and hearing). Another alternative is to make it a "half" version of the original that matches the elven racial ability "+2 racial bonus on Listen, Search, and Spot checks." This looks a bit better to me.</p><p>-- I would change their attribute modifiers to be more like the 3.5 Minotaur and modify it so they are not just as strong as a half-orc (maybe +4 Str, +2 Con, -2 Int, -2 Cha: half as strong and resilient as a "Large" Minotaur, smarter, same Cha penalty. For a Large transformation maybe add the rest (additional +4 Str, +2 Con, -2 Int -- bigger but a bit dumber)</p><p></p><p>-- Second Wind. How Gilgamesh-style are we talking here? For Second Wind perhaps add in your Con modifier? Also the name doesn't seem to really apply (maybe it would if it got rid of nonlethal damage). Maybe "Inner Reserve" or something a bit more thematically appropriate? When I think "second wind" I imagine the extra burst of energy you get on long runs (eliminating fatigue) and not effectively instant regeneration of wounds.</p><p></p><p>-- For Stamina why a flat +2 extra from healing spells? That seems to get a bit irrelevent at higher levels (or at least, not as useful). Maybe add your Str or Con modifier instead? Speaking of this, how are healing spells handled? Straight 3.5? If healing is more "epic" then this ability could add straight to each die rolled for healing.</p><p>-- I'm not sure how you are explaining the acquisition of creature types <em>without</em> their associated abilities (or how that really helps mechanically). As it doesn't include Darkvision what other parts of the monstrous humanoid type don't apply? What's the point of picking it?</p><p></p><p>-- Reach <em>and</em> space extend to 10 feet when you choose Large, correct? You carefully spell out the mechanics in other instances so I'm just checking.</p><p></p><p>-- Scent. Would it be simpler to just make this the Track feat with some small "flavor" additions?</p></blockquote><p></p>
[QUOTE="Tzeentch, post: 1244142, member: 13222"] [b]Minotaur[/b] The Minotaur looked pretty good. I think the idea of picking "racial Feats" to increase their abilities is a lot better idea then the, frankly, lame racial levels in Savage Species. My somewhat off-the-cuff commentary: -- I assume it was a gameplay fiat to substantially increase the base Intelligence of the Minotaur from -4 to -2? I for one would have a hard time picking a race with a -4 Int even if I was going for the brainless barbarian type ;) -- Why the addition of -2 to Dexterity? It's not part of the basic 3.5 Minotaur, who have a much better reason to have such a penalty for their Large size. -- The -2 to Wisdom seems a bit crippling. The original 3.5 -2 to Charisma seems a bit more appropriate as they are "cunning and brutal" and presumably everyone knows this. -- Suggest maybe modifying the +2 to Spot checks and making it a +2/+2 feat: +2 to Spot and Listen checks (keen sight and hearing). Another alternative is to make it a "half" version of the original that matches the elven racial ability "+2 racial bonus on Listen, Search, and Spot checks." This looks a bit better to me. -- I would change their attribute modifiers to be more like the 3.5 Minotaur and modify it so they are not just as strong as a half-orc (maybe +4 Str, +2 Con, -2 Int, -2 Cha: half as strong and resilient as a "Large" Minotaur, smarter, same Cha penalty. For a Large transformation maybe add the rest (additional +4 Str, +2 Con, -2 Int -- bigger but a bit dumber) -- Second Wind. How Gilgamesh-style are we talking here? For Second Wind perhaps add in your Con modifier? Also the name doesn't seem to really apply (maybe it would if it got rid of nonlethal damage). Maybe "Inner Reserve" or something a bit more thematically appropriate? When I think "second wind" I imagine the extra burst of energy you get on long runs (eliminating fatigue) and not effectively instant regeneration of wounds. -- For Stamina why a flat +2 extra from healing spells? That seems to get a bit irrelevent at higher levels (or at least, not as useful). Maybe add your Str or Con modifier instead? Speaking of this, how are healing spells handled? Straight 3.5? If healing is more "epic" then this ability could add straight to each die rolled for healing. -- I'm not sure how you are explaining the acquisition of creature types [i]without[/i] their associated abilities (or how that really helps mechanically). As it doesn't include Darkvision what other parts of the monstrous humanoid type don't apply? What's the point of picking it? -- Reach [i]and[/i] space extend to 10 feet when you choose Large, correct? You carefully spell out the mechanics in other instances so I'm just checking. -- Scent. Would it be simpler to just make this the Track feat with some small "flavor" additions? [/QUOTE]
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