help for a character

questbreaker

First Post
ok i have a game tomorrow, and one of the other players likes the way i make my characters and wants me to help him make one. i asked him what he wanted and when he told me i came up with a blank mind, so im asking for your help!

he wants a "minotaur grappler that can use big slashing weapons too"

im looking for help so i can help him make this character. the rules for our game are as follows:

ECL 10
all official books allowed (2e, 3e and 3.5), provided i have them (and i probably do)
OA is allowed too, FRCS and ECS are allowed but may provoke DM wrath
our party already has my warmage, a rogue, a ToB crusader, and a ftr/brb/frenzied berserker.

i forget the LA on minotaurs, but he wants to play as one. for slashing weapon i figured a fullblade or a mercurial greatsword would be good for him if he has a feat to spare to use them. as for class, i dont know, the following flashed through my mind but i have no idea how to make them fit together:

kensai
sunblade
exotic weapon master
fighter
monk

you dont have to use these, these are just all that i came up with. i dont want to put in any of the ToB stuff for him, his character needs to be kind of simple since its his second campaign. i just want him to be competitive in our group, i dont want him to fall behind the power curve too much (two of us are closet powergamers).

thank you for any help you can provide.
 

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Listen to the penguin.

Minotaurs make nice chargers. Scout levels may be interesting, Two Weapon Pounce or some other charge feats (Reckless charge, Power Attack, Powerful Charge since you´re large...)
 

thanks for your replies. i know it is kinda a bad idea for a character from a power perspective, but its what he wants to play so i told him i would help him.
 

I've played minotaurs in previous editions, but haven't had the opportunity yet... IMHO, in 3.X, playing such a critter is less about powergaming and more about fun.

Some things that might be neato depending upon your frame of mind (not neccessarily optimal builds):

1) Be a Planar Ranger or Whirling Frenzy Barbarian and use a Jovar as your weapon- a 2hd sword w/a Falchion's crit range- Monkey Grip it as well and do stupid base damage. Other good exotic weapons include the Bastard Sword, Maul, Greatspear, and Longaxe. The first 2 can be used with a shield, and the latter 2 have reach. The longaxe in particular can be used against adjacent enemies.

2) Use an Archer build, possibly going for some kind of mage-hunter class. Extremely big arrows hurt- and they might take down wizards very quickly.

3) Be a spellcaster (Duskblade or Warmage, perhaps?), give the PC a spanish name, like Toro, and call yourself "The Inquisitor." Nobody will expect it.

4) Speaking of nobody would see it coming...Psychic Warrior. 2 Bonus feats + the useful Expansion power...

5) Minotaurs are strong. Take a weapon that lets you trip/disarm, like a Flail, and you'll probably win most of your opposed checks.

6) Minotaur Bard. MoooooOOOOoooOOOO!
 

One other idea you might look into, to keep the flavor but not have to take such a hit in LA and Hd, try Half-Minotaur Template? It's kinda strong, good amount of stat boosts, a size increase of one, Scent, some natuarl armor and a few other minor things for +1 LA. it's in Dragon 313, pg 94. You might want to bump it up to 2 LA, IMO. Donno if thats an option available, but it would allow more in the way of class levels.
 


questbreaker said:
thanks for your replies. i know it is kinda a bad idea for a character from a power perspective, but its what he wants to play so i told him i would help him.
It's not terrible. Monk is actually fairly nice, since Monk 6 is one of the few legal ways for such a low-Int character to get Improved Trip.

With his Strength score, you won't have as much trouble hitting with your Flurry attack as many others would. Feats as follows:
1/ Power Attack
3/ Cleave
6/ Improved Natural Attack (Gore)
7/ [Improved Unarmed Strike, Improved Grapple]
8/ [Combat Reflexes] -- Evasion

Minotaurs are always proficient with greataxes, so he's got his big slashing weapon. :)

His strategy would be:
- Charge! first round of combat. Attack with greataxe for 3d6+(1.5*Str), and an additional Gore attack at the same bonus for 6d6+(1.5*Str).
- Threaten a large area; smite those who provoke AoOs.
- Next round: either greataxe twice + Gore, or unarmed Flurry + Gore.


Another option would be Ranger. With the Minotaur's racial bonus on Spot and Listen checks, you will not have to worry about being surprised often. If he takes the Archery route, he can have a bow built which will do TONS of damage.

1/ Quickdraw
3/ Power Attack
6/ Cleave
7/ [Track]
8/ [Rapid Shot]

Cheers, -- N
 

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