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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 901132" data-attributes="member: 2012"><p><strong>Another Anthropomorphic Fusion!</strong></p><p></p><p>A bison/camel fusion, designed to fit my World of Kulan campaign setting.</p><p></p><p><strong><em>Minotaur, Son of the Horn</em></strong></p><p><strong>Large Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 3d8+6 (19 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 40 ft.</p><p><strong>AC:</strong> 12 (-1 size, +1 Dex, +2 natural)</p><p><strong>Attacks:</strong> Bite +6 melee; or butt +6 melee, or falchion +6 melee; or composite longbow +3 ranged</p><p><strong>Damage:</strong> Bite 1d4+4; or butt 1d8+4; or falchion 2d4+6; or composite longbow 1d8</p><p><strong>Face/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Charge 4d6+4</p><p><strong>Special Qualities:</strong> Scent</p><p><strong>Saves:</strong> Fort +3, Ref +4, Will +4</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 13 (+1), Con 15 (+2), Int 11 (+0), Wis 13 (+1), Cha 8 (-1)</p><p><strong>Skills:</strong> Listen +8, Intuit Direction +5, Profession (sailor) +5, Search +5, Spot +8, Use Rope +5</p><p><strong>Feats:</strong> Desert Dweller (SS), Sea Dog (B)*</p><p></p><p><strong>Climate/Terrain:</strong> Triadora – any plains, desert, hills, and mountains</p><p><strong>Organization:</strong> Solitary, pair, or clan (6-30 plus 25% noncombatants plus 2 1st-level sergeants per 5 adults, 1 3rd-level lieutenant per 10 adults, and 1 5th-level leader)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually lawful neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +4</p><p>*This feat is from L&L Seafarer’s Handbook.</p><p></p><p>This race of minotaurs are known for their high culture and beautiful cities, as well as, their fast trading ships filled with goods of the best quality. Horn minotaurs can be distinguished from their cursed counterparts by their head, horns and legs.</p><p></p><p>Horn minotaurs have the head of a bison instead of a bull. They also have horns that are wider and thicker than cursed minotaurs. A horn minotaurs legs are like that of a camel with padded hooves. These specialized hooves allow horn minotaurs to travel easily over almost any terrain.</p><p></p><p>Horn minotaur fur is always very light in color such as gold, silver, or even pure white. (It is never black.) Horn minotaurs wear clothes made out of the finest material, usually silk or cotton. These clothes tend towards lighter shades or pure white. Horn minotaurs rarely wear heavy armor, except when preparing for a huge battle. Even then they don’t wear metal armor, as Triadora’s climate is to hot.</p><p></p><p>Horn minotaurs speak their own racial tongue known as Hornish. Horn minotaurs with an Intelligence of 13 or more also know either High Orc or Lupin.</p><p></p><p><strong>Combat</strong></p><p>Horn minotaurs are deadly foes in melee, attacking with falchions and other two-handed weapons. Horn minotaurs fight fairly against those they perceive as being honorable.</p><p></p><p>Opponents that use dirty tricks or sneak attacks will find that these minotaurs are merciless when dishonor is perceived. Horn minotaurs never give xanth the benefit of the doubt.</p><p></p><p><strong>Charge (Ex):</strong> A horn 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 butt attack that deals 4d6+4 points of damage.</p><p></p><p><strong>Scent (Ex):</strong> Horn minotaurs can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.</p><p></p><p><strong>Skills:</strong> Horn minotaurs receive a +4 racial bonus to Search, Spot, Listen, and Intuit Direction checks.</p><p></p><p><strong>Son of the Horn Society</strong></p><p>Unlike their continental neighbors, horn minotaurs are a native race to Kulan. It is this fact and that Triadora is their ancestral home, that makes these minotaurs unfriendly towards those that would encroach their homeland (like the xanth and urik-aa).</p><p></p><p>Horn minotaurs despise the xanth for violating their homeland and have fought several large scale wars with the jungle-dwelling lizard men over land and lack of honor on the part of the xanth. They are a little more tolerant of the urik-aa due to the fact that the high orcs are mostly nomadic and respect the minotaur’s wishes regarding sacred lands. However, it is important to note that horn minotaurs are a very civilized race and that tend to be just as fair minded as elves or humans. (Some individuals may tend to be braggarts and pushy about honor but they are no more evil than any other civilized race.)</p><p></p><p>Son of the Horn society consider slavery an abomination against life and won’t even consider enslaving other races (that doesn’t mean they won’t take prisoners of war, just that they are always treated fairly and returned to their people). However, xanth prisoners don’t fair well if they try to buy their freedom – horn minotaurs never accept wealth for prisoners of war.</p><p></p><p>They are suspicious of foreign arcane magic-users and never allow strangers to bring banned magical items or spells into Imperial Lands. While bards from other lands or races must be careful not to cast banned spells, they are generally welcome.</p><p></p><p>Note that arcane magic isn’t actually banned in Son of the Horn society, merely well controlled. Only specialized arcane magic-using citizens, called Circle Sorcerers, are allowed to wield arcane magic but even they are regulated and monitored by the Horn Circle. Horn minotaur bards must also be members of the Horn Circle, although it is easier to become a Circle Bard then a Horn Sorcerer.</p><p></p><p>Clerical magic isn’t as restricted, however. Divine magic is considered a boon from the gods, and foreign clerics (good and neutral ones) are often welcomed by horn minotaur citizens when traveling through Imperial Lands.</p><p></p><p>It is important to note that all necromantic and chaos magic is banned everywhere in Imperial Lands and those caught casting such magic are put to death (even if the spell would have saved the life of one of the Imperial Family).</p><p></p><p><strong>Horn Minotaur Characters</strong></p><p>Horn minotaurs favor the fighter class. Horn minotaurs can choose almost any class. The only restriction is that cannot be rogues as it is seen as a dishonorable trade by all horn minotaurs. They can be bards but those that do are often looked down upon. As honor is vital to horn minotaur life, they make steadfast paladins. Magic and trade are also important in horn minotaur society, almost as much as honor and they often become wizards, sorcerers and traders. Horn minotaurs often become multiclassed fighter/bards, fighter/traders, fighter/sorcerers, or fighter/wizards.</p><p></p><p>Horn minotaurs worship a group of gods known as the Pantheon of the Horn. The leader of this pantheon is a deity simply known to as the Horn God. Clerics of the Horn God may choose any two of the following domains: Knowledge, Law, Strength, and War.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 901132, member: 2012"] [b]Another Anthropomorphic Fusion![/b] A bison/camel fusion, designed to fit my World of Kulan campaign setting. [b][i]Minotaur, Son of the Horn[/i][/b] [b]Large Monstrous Humanoid[/b] [b]Hit Dice:[/b] 3d8+6 (19 hp) [b]Initiative:[/b] +1 (Dex) [b]Speed:[/b] 40 ft. [b]AC:[/b] 12 (-1 size, +1 Dex, +2 natural) [b]Attacks:[/b] Bite +6 melee; or butt +6 melee, or falchion +6 melee; or composite longbow +3 ranged [b]Damage:[/b] Bite 1d4+4; or butt 1d8+4; or falchion 2d4+6; or composite longbow 1d8 [b]Face/Reach:[/b] 10 ft. / 10 ft. [b]Special Attacks:[/b] Charge 4d6+4 [b]Special Qualities:[/b] Scent [b]Saves:[/b] Fort +3, Ref +4, Will +4 [b]Abilities:[/b] Str 18 (+4), Dex 13 (+1), Con 15 (+2), Int 11 (+0), Wis 13 (+1), Cha 8 (-1) [b]Skills:[/b] Listen +8, Intuit Direction +5, Profession (sailor) +5, Search +5, Spot +8, Use Rope +5 [b]Feats:[/b] Desert Dweller (SS), Sea Dog (B)* [b]Climate/Terrain:[/b] Triadora – any plains, desert, hills, and mountains [b]Organization:[/b] Solitary, pair, or clan (6-30 plus 25% noncombatants plus 2 1st-level sergeants per 5 adults, 1 3rd-level lieutenant per 10 adults, and 1 5th-level leader) [b]Challenge Rating:[/b] 4 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually lawful neutral [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +4 *This feat is from L&L Seafarer’s Handbook. This race of minotaurs are known for their high culture and beautiful cities, as well as, their fast trading ships filled with goods of the best quality. Horn minotaurs can be distinguished from their cursed counterparts by their head, horns and legs. Horn minotaurs have the head of a bison instead of a bull. They also have horns that are wider and thicker than cursed minotaurs. A horn minotaurs legs are like that of a camel with padded hooves. These specialized hooves allow horn minotaurs to travel easily over almost any terrain. Horn minotaur fur is always very light in color such as gold, silver, or even pure white. (It is never black.) Horn minotaurs wear clothes made out of the finest material, usually silk or cotton. These clothes tend towards lighter shades or pure white. Horn minotaurs rarely wear heavy armor, except when preparing for a huge battle. Even then they don’t wear metal armor, as Triadora’s climate is to hot. Horn minotaurs speak their own racial tongue known as Hornish. Horn minotaurs with an Intelligence of 13 or more also know either High Orc or Lupin. [b]Combat[/b] Horn minotaurs are deadly foes in melee, attacking with falchions and other two-handed weapons. Horn minotaurs fight fairly against those they perceive as being honorable. Opponents that use dirty tricks or sneak attacks will find that these minotaurs are merciless when dishonor is perceived. Horn minotaurs never give xanth the benefit of the doubt. [b]Charge (Ex):[/b] A horn 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 butt attack that deals 4d6+4 points of damage. [b]Scent (Ex):[/b] Horn minotaurs can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft. [b]Skills:[/b] Horn minotaurs receive a +4 racial bonus to Search, Spot, Listen, and Intuit Direction checks. [b]Son of the Horn Society[/b] Unlike their continental neighbors, horn minotaurs are a native race to Kulan. It is this fact and that Triadora is their ancestral home, that makes these minotaurs unfriendly towards those that would encroach their homeland (like the xanth and urik-aa). Horn minotaurs despise the xanth for violating their homeland and have fought several large scale wars with the jungle-dwelling lizard men over land and lack of honor on the part of the xanth. They are a little more tolerant of the urik-aa due to the fact that the high orcs are mostly nomadic and respect the minotaur’s wishes regarding sacred lands. However, it is important to note that horn minotaurs are a very civilized race and that tend to be just as fair minded as elves or humans. (Some individuals may tend to be braggarts and pushy about honor but they are no more evil than any other civilized race.) Son of the Horn society consider slavery an abomination against life and won’t even consider enslaving other races (that doesn’t mean they won’t take prisoners of war, just that they are always treated fairly and returned to their people). However, xanth prisoners don’t fair well if they try to buy their freedom – horn minotaurs never accept wealth for prisoners of war. They are suspicious of foreign arcane magic-users and never allow strangers to bring banned magical items or spells into Imperial Lands. While bards from other lands or races must be careful not to cast banned spells, they are generally welcome. Note that arcane magic isn’t actually banned in Son of the Horn society, merely well controlled. Only specialized arcane magic-using citizens, called Circle Sorcerers, are allowed to wield arcane magic but even they are regulated and monitored by the Horn Circle. Horn minotaur bards must also be members of the Horn Circle, although it is easier to become a Circle Bard then a Horn Sorcerer. Clerical magic isn’t as restricted, however. Divine magic is considered a boon from the gods, and foreign clerics (good and neutral ones) are often welcomed by horn minotaur citizens when traveling through Imperial Lands. It is important to note that all necromantic and chaos magic is banned everywhere in Imperial Lands and those caught casting such magic are put to death (even if the spell would have saved the life of one of the Imperial Family). [b]Horn Minotaur Characters[/b] Horn minotaurs favor the fighter class. Horn minotaurs can choose almost any class. The only restriction is that cannot be rogues as it is seen as a dishonorable trade by all horn minotaurs. They can be bards but those that do are often looked down upon. As honor is vital to horn minotaur life, they make steadfast paladins. Magic and trade are also important in horn minotaur society, almost as much as honor and they often become wizards, sorcerers and traders. Horn minotaurs often become multiclassed fighter/bards, fighter/traders, fighter/sorcerers, or fighter/wizards. Horn minotaurs worship a group of gods known as the Pantheon of the Horn. The leader of this pantheon is a deity simply known to as the Horn God. Clerics of the Horn God may choose any two of the following domains: Knowledge, Law, Strength, and War. [/QUOTE]
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