Read and enjoyed the write-up.
Just a few notes about the updates (I was a little slow getting off the bulk piece, so please bear with...)
Mighty Blow: In my experience, assuming that an attribute limit is any sort of balancer is nothing but trouble. A power that is broken at Str 10 will still be broken at Str 18, you've just ensured that fewer people have access, and your game only remains unbroken until you get someone with a high enough stat to access it.
Suggest if you have a balance problem that you recast the power or move it to a level where it won't be broken, if there is one.
Intelligence +2: I have doubts about this change. First, traditionally and in 4e, minotaurs are about as big and dumb as they come. No iteration of minotaurs in any game or literature I've seen suggests the racial average for Intelligence is above Human norms. Specific individuals, yes. The masses, no.
On the other hand, by spiking Wisdom, you decrease their Nature skills and Perception skills, which every source I've ever seen has pegged
significantly above human norms.
Even going back to Constitution would be, IMO, superior to boosting Intelligence here. At least
that would be consistent with the MM source.
I agree that minotaurs should have a shot at Warlord, but I suggest the type of Warlord we see would rule by
strength of personality and not by intellect. And that's Charisma. I think your original call on this one was right on the money, and I am disappointed to see it change.
Direction Sense: While default monster minotaurs traditionally have this, I would question
Heroic Tier for 4e. The "book" minotaurs are 10 HD+, mostly above, which suggests that the
Paragon Tier might be more appropriate.
In my first post (submitted below), I suggested a configuration for the direction sense at Epic Tier that could just as well be placed at Paragon Tier.
Minotaur Training Feat: no comment
Side Comment on
Natural Weapons:
They are briefly mentioned in the PH material on the Unarmed Weapon Group (p216), but all the support material (such as a definition in the
Glossary) is absent. Currently they seem to be in limbo until WotC either cleans up the scraps or provides enough material to play with.
The gore attack needs to stay. The creature has it in the current MM and attacks with it; you can't very well take it away from players without putting a major hit on their "suspension of disbelief". You can control it, maybe build a few feats around it. If you take it out, you lose something important from the core concept.
In earlier editions "natural weapons" was the term used to define that the penalties associated with human unarmed attacks were not applied to the monsters with significant claw, horn, teeth, tongue, tail, etc. attacks. In other words, since "unarmed" attacks had significant game penalties, the term "natural weapons" was used to designate attacks by monsters that were not subject to "unarmed" penalties.
Personally I have difficulty envisioning how something with natural weapons is "unarmed" or how teeth, horns, and claws can be considered "improvised weapons" when they are what all the natural/bestial monsters attack with, but your mileage may vary.
"Natural weapons" is proving as elusive as "Stance" in these books.
Following is my original post (
finally posted here).
Read and enjoyed the write-up.
Some notes:
Your minotaur player race is taller and heavier than the MM Racial Trait default (MM p278). However, the MM Minotaur
Lore DC 15 (MM p 191) states that the civilized minotaurs are smaller than savage minotaurs. Perhaps keep the MM default for the civilized ones and save the higher figures for the savage minotaurs?
That said, I do like your departure from Constitution to Wisdom/Charisma as the secondary attribute. Low cunning has long been part of the minotaur portfolio, and I like the idea of them branching out into the Warlord class.
Goring Charge: Would the Attack be “Strength
+3” (+2 prof + 1 charge)?
I have long thought minotaur characters have some interesting core challenges.
A
tweak or two to consider--
RACIAL TRAITS
Bullheaded: You have a +2 racial bonus to your Intimidate skill, a -3 racial penalty to your Diplomacy skill, and a +1 racial bonus to your Will Defense.
(The first speaks to their size and strength in general, the second to their bluntness, perceived arrogance, and the suspicion with which other races regard them. The suggested penalty specifically dovetails with the Skill Focus feat to net out to zero. The third is a consistent theme element. Overall, I consider this a slight gain for the minotaur, as defense modifiers are IMO worth more than skill modifiers.)
Dimwitted: You cannot take any Intelligence-based skills when you choose a class. You must use the Skill Training feat to acquire Intelligence-based skills. In addition, you have a -2 penalty to Intuition skill checks.
(Again, snuggling up to the MM descriptive text and adapting it to a PC treatment. This also provides something of a cultural rationale for the stress on honor—falling for lies and fast talk might be a racial vulnerability for which they have compensated socially.)
Fearless: This aspect may need strengthening. Maybe make Battle Courage a race trait…
Battle Courage => The
Bold racial trait (cf Halflings).
(The fearlessness of minotaurs strikes me as a
core racial trait – a
45% vulnerability to fear as a racial default just seems too high to me.)
Battle Courage, the feat, might instead add a +2 feat bonus to fear saves and a +1 feat bonus to Will defense.
(This would boost fear saving throws to 90% with the feat, leaving room for a power or enhancement bonus before the save becomes completely automatic. Note that, in sum, the suggestions actually raise Will Defense by +2 total. Also one gets the chance to pick between this feat and Iron Will, which allows some incremental slanting within the race.)
IMO the good & bad of this small package mostly nets out, and captures a bit more of the classic archetype.
On the off-chance minotaur PCs turn out to be too powerful, here is another racial item you might add if you need it:
Naturally Clumsy: You have a -2 racial penalty to Stealth and Acrobatics, and a -2 racial penalty to Bluff.
(Can you say “bull in a china shop”? I know we don’t like to lumber PCs with disadvantages in 4e, but not putting them in when it’s thematic ultimately narrows the range of effects we can create--like an artist throwing away half his palette.
That said, to soften this trait, I’d throw out the Acrobatics penalty first. Favoring a Bluff penalty may seem counterintuitive, but may be more in keeping with both the honorable truthiness of the race and would tend to discourage minotaurs from, say, using feints in a fight. Subtlety is not a racial strongpoint. On the other hand, if implementing all of these puts too much drag on the race, then this is the first trait I’d throw under the bus.)
[Extra For Savage Minotaurs]
There are so many differences between the “savage” and “civilized” minotaurs that it may be best to assume PCs will be of the civilized variety for now – and leave the savage ones until we get an official barbarian build.
For example, the savage minotaurs should probably have the following from their demonic blood.
Demonic Senses: You have low-light vision and a +1 racial bonus to Perception skill checks.
(OK, so I filed the serial numbers off
Dragonborn Senses. Sue me.)
(This makes them both better suited for a subterranean environment and echoes the tendency for civilized individuals to lose some of the finely tuned senses that primitives retain.)
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MINOTAUR FEAT IDEAS
HEROIC TIER
Horn Slash
Prerequisite: Minotaur.
Benefit: You can use a move action to slash with your horns as a primary attack. You gore an adjacent opponent for 1d6 + 2 + Strength modifier damage.
(This gives the horns a combat feat that allows scope for tactical positioning. Note: The +2 is the horn proficiency bonus.)
(I confess I’m a little confused by the MM horn damage – deducting the Strength mod only leaves a +1 proficiency bonus for the horns, which seems low. I like your +2 better. Maybe someone from WotC would like to comment on how monster stats were built? Maybe use the minotaur as an example?)
PARAGON TIER
Rampaging Bull
Prerequisite: Minotaur.
Benefit: At the instant you are bloodied, you can choose to declare a rampage. While rampaging, your melee attack has a +1 bonus and your damage has a +2 bonus. While you rampage you may use features, feats, powers, and exploits that either can cause damage or that move you closer to your opponents, but none other. At the end of your first turn in which you not make a melee attack with your standard action, the rampage ends. If you have more than one feat or power that can be triggered in this way, then you must choose one at most.
(This requires the minotaur to keep moving forward and attacking if he wants to keep the bonuses going. I expect players will have fun coming up with combinations to maximize their duration here. The wording is precise here, to allow players to fiddle with, say, action points.)
Relentless Pursuit
Prerequisite: Minotaur.
Benefit: When an adjacent opponent steps, shifts, slides, is pulled, or is pushed away from you, you may immediately follow the opponent up to two squares, shifting into squares the opponent vacates. This shift does not subject you to attacks of opportunity. You may use this feat once per round.
(I favor deliberately allowing the minotaur the ability to outrun his support – then find out if the player is astute enough to compensate. I hope they are, I like to see them win.)
(Something interesting happens with teleport here. The only square vacated by a teleporting opponent is the one he stood in. As he never enters other squares between that one and his destination, the minotaur advances only one square.)
( “Duh…Where’d he go?”

)
EPIC TIER FEATS
Epic Direction Sense (replaces Maze Immunity)
Prerequisites: Wis 15, any two feats that increase your Perception skill.
Benefit: You are never lost. You can unerringly find your way to any location that you have actually been to. You are immune to the effects of the
Maze power and similar magic or psychic effects. This feat does not reveal compass directions and functions only when you have a specific destination (a location) in mind. You can get an directional intuition by using a minor action.
(I am not certain that this should be restricted to minotaurs, though I don’t offhand recall any other specific monsters that have this ability. The directional indication is on the order of “ that-a-way ... (*points*)
(Actually, two perception adds are pretty easy, three might be more in line with an Epic Tier ability. Don't have a good enough handle on the opportunity costs of different advancement trees yet to comment.)
Implacable Nemesis
Prerequisites: Minotaur, Relentless Pursuit.
Benefit: You can replace one of your At-Will exploits with the
Implacable Nemesis feat exploit for an encounter. You can decide to replace your exploit any time in the encounter before you use it, but you cannot replace an At-Will exploit you have already used in the encounter.
Implacable Nemesis Feat Exploit
Encounter + Martial
Free Action Melee
Trigger: Your Relentless Pursuit leaves you adjacent to your original opponent.
Effect: You may gore, bull rush, or trample your opponent immediately, as if you had charged. If you are marked by someone other than your opponent, you ignore that attack penalty when you make this attack. You are still subject to any damage ignoring a mark may deal.
("As if you had changed" means you get the +1 attack bonus. You don't have to go the charge distance, that's the 'as if' part.)
Mind Surge
Prerequisites: Minotaur, Wisdom 13+, Con 15+
Benefit: You can, with a great effort of will and stamina, throw off certain conditions that hinder you. At the end of your turn, you can use three of your personal healing surges to gain a +5 saving throw bonus against a dazed, dominated, psychic, or mind-affecting continuing condition. If you have less than three personal healing surges remaining, then you cannot use this feat. If you fail, the healing surges are still expended. You can use this feat only once per day.
(I’m not completely satisfied with the cost on this one. It has to hurt without being crippling. The suggested cost can be not quite offset by one selection of the Durability feat. Seems about right to me but needs testing. Although I think Con is more important to this feat than Wis, I consider a change to Wis 15/Con 15) without impact, balance-wise.)
Superior Senses
Prerequisites: Minotaur, Perception 21
Benefit: When the DM announced you are surprised, you can immediately roll a Perception check. If it is successful, then you are not surprised. Otherwise, you are surprised. You can use this feat once per surprise situation.
(The wording here specifically allows for an encounter with multiple surprises. The minotaur would check for each. The is based on an earlier edition minotaur description that gave flat immunity to surprise. Automatic effects are tremendous leverage points in a game, and any time you can get rid of one, it's usually a good thing. Unless, of course, an automatic effect has greater plot potential--for example, the direction sense ability, which has a wonderful effect toward focusing party travel.
For example, in 4e, a flyer going above its maximum altitude
automatically crashes. Hmm...I have a power that pushes opponents--
"Mr. DM, I'm pushing that red dragon...UP!")
Third Wind
Prerequisite: Minotaur. Constitution 13+
Benefit: Once per encounter, at the instant you are bloodied, you may expend one of your healing surges as a free action. You do not get the defensive bonuses of a second wind. If you have more than one feat or power that can be triggered in this way, then you must choose one at most.
(and for a bit of anime…)
Sundering Strike
Prerequisite: Strength 20, Axe Mastery, two-handed axe or hammer.
Benefit: In one encounter, you can replace one of your Daily powers with the
Sundering Strike exploit, which has two versions. You chose which form the strike takes when you use it. You can use this feat only once per day, and using this feat expends the daily power as well.
Sundering Strike Feat Exploit
Daily + Martial
Standard + Move Melee Weapon
Effect: You attempt to destroy an object or barrier with a single mighty blow. You spend a move action taking the proper stance and an standard action to deliver the strike itself. If your strike is successful, a door or portcullis is shattered to flinders, a wall is sufficiently breached for you to walk through, a ship’s mast is felled, a bridge section collapses, or so on (see the DMG p.64 for information on breaking down doors).
Alternately, you can strike the ground, creating a
Sundering Burst that affects opponents..
Sundering Burst Feat Exploit
Daily + Martial
Standard + Move Melee Weapon
Attack: Str. vs. Ref.
Hit: 2d8 thunder damage.
Miss: Half damage.
Special: The burst travels in a straight line just below ground level. It is one square wide and 12 squares long. However, it stops at non-earth obstacles, such a stream, ditch, or moat. A blocking land construction, such as a wall, a rampart, or a barricade suffers a Sundering Strike at DC +2 and stops the burst short as well.
Effect: Everyone except you who is on the ground and in or adjacent to the burst area must make a saving throw or fall prone.
(This needs to be as cinematic as possible. The main use is to make a spectacular entrance into a climactic fight.)
(Hmmm... Can you say Wind Scar? Thought so.)
RECOMMENDED MINOTAUR FEATS from PH
(These are not required, but are typical minotaur selections.)
(H) Alertness, Durable, Powerful Charge, Skill Training (and Skill Focus) Endurance, Skill Training (and Skill Focus) Intimidation, Skill Training (and Skill Focus) Nature, Skill Training (and Skill Focus) Perception, Tough--
(P) Blood Thirst, Combat Anticipation, Danger Sense, Deadly Axe, Devastating Critical--
(E) Axe Mastery, Epic Resurgence, Triumphant Attack.
By the way, my two favorite fiction books about minotaurs are:
Day of the Minotaur by Thomas Burnett Swan, and
Ashes of the Sun by Hanovi Braddock.
The first uses a traditional
Greek (fey) setting.
The second is a MtG novel that details a
minotaur culture (the dialog here is so well done that you can often identify individual minotaurs by their spoken lines).
As regards the former, one possible variation that might be explored is a Fey background, picking up the
Fey Origin trait text from the Eladrin.
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--From the OD&D Book "Monsters & Treasure"
"The Minotaur is classically a bull-headed man (and all of us who
have debated rules are well acquainted with such)..." lol!