Here is the first draft of a minotaur race for players. Comments appreciated.
Here is the quick and dirty, PDF contains the full details of the racial feats, paragon path, etc.
MINOTAUR (Civilized)
Proud, honorable, nomadic warriors with a deep natural connection to their primal nature and a love of physical pursuits and competition.
RACIAL TRAITS
Average Height: 7’ 1” – 7’ 5”
Average Weight: 320 – 350 lb.
Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Minotaur, By Background
Skill Bonuses: +2 Athletics, +2 Nature
Goring Charge: You may use goring charge as an encounter power.
Minotaur Weapon Proficiency: You gain proficiency with the battleaxe and the greataxe.
Oversized: You can use weapons of your size or one size larger than you as if they were your own size.
GORING CHARGE -- Minotaur Racial Power
You charge the enemy and gore them with your horns.
Encounter <> Weapon
Standard Action -- Melee weapon
Target: Target: One creature
Attack: Strength +2 vs. AC
Increase to +4 at 11th level, +6 at 21st level.
Special: You must charge as part of this attack.
Hit: 1d6 + Strength modifier damage, and the target is knocked prone.
Increase damage to 2d6 + Strength modifier at 11th level, 3d6 + Strength modifier at 21st level.
Minotaurs are brawny and tough creatures unafraid of throwing their weight around in a fight. They are highly physical and competitive, and enjoy combat, building, sailing and trading both amongst themselves and with others. Nomadic in culture, Minotaurs wander the world in search of wisdom, challenges and adventure. They are a highly proud and honorable race that are generally peaceful but will fight for the right cause or merely for competition.
Play a minotaur if you want…
✦ To by physically powerful
✦ To be a proud heir to strong and wise heritage.
✦ To be a member of a race that favors the fighter, paladin ranger, and warlord classes (as well as later released Primal classes).
Change Log: 23Jul08
* Various grammar/editing fixes.
* Various new feats and tweaks/corrections.
Change Log: 14Jul08
* “Gore Proficiency #2” to “Gore Focus”.
* Some grammar and clarifications in descriptive ecology text. (long version only)
Change Log: 11Jul08
• Changed ”Ability Score: +2 Intelligence” to ”+2 Charisma”.
• Dropped "Gore"
• Reduced Height/Weight to match MM stats.
Change Log: 07Jul08
• Corrected some spelling/grammatical errors.
• Changed Mighty Blow feat prerequisites to STR 17.
• Changed ”Ability Score: +2 Wisdom or Charisma” to ”+2 Intelligence”.
• Added Direction Sense heroic feat.
• Dropped Minotaur Weapon Training feat.
• Dropped Maze Immunity feat.
Newest Revisions are Attached - 11Jul08
• Short version - 2 page PHB style entry + Feats + Paragon path.
• Full version - 2 page PHB style entry + Feats + Paragon path + Homebrew world Ecology.
Here is the quick and dirty, PDF contains the full details of the racial feats, paragon path, etc.
MINOTAUR (Civilized)
Proud, honorable, nomadic warriors with a deep natural connection to their primal nature and a love of physical pursuits and competition.
RACIAL TRAITS
Average Height: 7’ 1” – 7’ 5”
Average Weight: 320 – 350 lb.
Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Minotaur, By Background
Skill Bonuses: +2 Athletics, +2 Nature
Goring Charge: You may use goring charge as an encounter power.
Minotaur Weapon Proficiency: You gain proficiency with the battleaxe and the greataxe.
Oversized: You can use weapons of your size or one size larger than you as if they were your own size.
GORING CHARGE -- Minotaur Racial Power
You charge the enemy and gore them with your horns.
Encounter <> Weapon
Standard Action -- Melee weapon
Target: Target: One creature
Attack: Strength +2 vs. AC
Increase to +4 at 11th level, +6 at 21st level.
Special: You must charge as part of this attack.
Hit: 1d6 + Strength modifier damage, and the target is knocked prone.
Increase damage to 2d6 + Strength modifier at 11th level, 3d6 + Strength modifier at 21st level.
Minotaurs are brawny and tough creatures unafraid of throwing their weight around in a fight. They are highly physical and competitive, and enjoy combat, building, sailing and trading both amongst themselves and with others. Nomadic in culture, Minotaurs wander the world in search of wisdom, challenges and adventure. They are a highly proud and honorable race that are generally peaceful but will fight for the right cause or merely for competition.
Play a minotaur if you want…
✦ To by physically powerful
✦ To be a proud heir to strong and wise heritage.
✦ To be a member of a race that favors the fighter, paladin ranger, and warlord classes (as well as later released Primal classes).
Change Log: 23Jul08
* Various grammar/editing fixes.
* Various new feats and tweaks/corrections.
Change Log: 14Jul08
* “Gore Proficiency #2” to “Gore Focus”.
* Some grammar and clarifications in descriptive ecology text. (long version only)
Change Log: 11Jul08
• Changed ”Ability Score: +2 Intelligence” to ”+2 Charisma”.
• Dropped "Gore"
• Reduced Height/Weight to match MM stats.
Change Log: 07Jul08
• Corrected some spelling/grammatical errors.
• Changed Mighty Blow feat prerequisites to STR 17.
• Changed ”Ability Score: +2 Wisdom or Charisma” to ”+2 Intelligence”.
• Added Direction Sense heroic feat.
• Dropped Minotaur Weapon Training feat.
• Dropped Maze Immunity feat.
Newest Revisions are Attached - 11Jul08
• Short version - 2 page PHB style entry + Feats + Paragon path.
• Full version - 2 page PHB style entry + Feats + Paragon path + Homebrew world Ecology.
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