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New Race for Review - Minotaur (civilized)
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<blockquote data-quote="Khaalis" data-source="post: 4386327" data-attributes="member: 2167"><p>I think its solid. Anyone playtesting can let us know. I don’t foresee any real problems.</p><p></p><p></p><p>I don’t have that much Dragonlance material. I own the original hardbound Dragonlance book (somewhere in storage crates in the basement) as well as the new 3.5 original hardbound book. I am attempting to accumulate some of the old material on PDF but don’t have much currently. What I have is a mix of 2E and 3E: Taladas the Minotaurs, Dragon Magic, Atlas of Dragonlance, Bestiary of Krynn, Campaign Setting, Dragons of Krynn, Holy Order of the Stars. I’m searching for others to fill in on some useful material but DL was never a big inspiration for a campaign world to me. Great story material but not such a great place to adventure in.</p><p></p><p></p><p>Ok so what I have so far related to a minotaur’s maze/direction sense are:</p><p></p><p><strong><span style="color: royalblue">HEROIC TIER</span></strong></p><p><strong>DIRECTION SENSE</strong> [Minotaur]</p><p>…..<strong>Prerequisites:</strong> Wis 15, Minotaur, Trained in Perception</p><p>…..<strong>Benefit:</strong> You have an innate sense of direction and automatically succeed on all Nature skill checks made to determine direction.</p><p></p><p><strong>NATURAL CUNNING</strong> [Minotaur]</p><p>…..<strong>Prerequisites:</strong> Wis 15, Minotaur</p><p>…..<strong>Benefit:</strong> You gain a +2 racial bonus to Dungeoneering and Perception checks.</p><p></p><p><strong><span style="color: royalblue">PARAGON TIER</span></strong></p><p><strong>MAZE INTUITION</strong> [Minotaur]</p><p>…..<strong>Prerequisites:</strong> Wis 15, Minotaur, trained Perception, Direction Sense. </p><p>…..<strong>Benefit:</strong> You are immune to maze powers. Further, you can easily penetrate to the heart of a maze or labyrinth, or find its exit. When you are seeking one of these and stand at an intersection in a maze, using a minor action reveals the quickest way to your goal. </p><p>…..<strong>Special:</strong> Once you have walked a path in a maze or labyrinth, you can faultlessly retrace your steps.</p><p><em>Definition:</em> A labyrinth is defined as any construction (whether , stone, etc.) meant to confuse those traversing the construction. Standard “dungeon” design does not carry this intent, though some do. This is left to the DM to adjudicate. </p><p></p><p><strong><span style="color: royalblue">EPIC TIER</span></strong></p><p>Toying with a “never lost” option, though to date there is only 1 Epic Tier racial feats to use as a guideline (warforged).</p><p></p><p></p><p>Ok, STR makes sense now.</p><p></p><p></p><p>While on one hand I completely agree that penalties make for a richer mechanical development of the PC in question, it does go against everything set forth in the core precept of the 4E game design. Do I necessarily agree? No not really. Do I understand it? Yes. It’s meant to make the system cleaner and easier to balance. When you start throwing around negative modifiers it tends to start breaking the math in some not so expected ways, especially with systems that are already in a question of balance such as Skill Challenges.</p><p></p><p>As you say, I’m not ready to be the one to go take a left turn off plumb from the core design philosophy.</p><p></p><p></p><p>I agree on the usefulness of Beginning Only feats, however, I am not 100% certain they will see a revival in 4E. What I am breathlessly awaiting is the supposed “Backgrounds” from Forgotten Realms. I have been itching to add a “Background Package” option to PC creation that modifies languages, available skills, skill modifiers, etc. One issue I have is that not every member of a race is defined by their race, but as much by their culture. I have purposely held off on this aspect though, knowing that WotC is doing something “official” in the FRPG and I want to see where they go with it before I delve into it myself. Once we see where WotC goes with this, I’ll definitely revisit “Beginning Only” feats as they relate to cultural or racial backgrounds. I just am not comfortable crossing that ground quite yet in such a brand new system. (Especially considering some of the GSL style restrictions on what can and can’t be done with the system.)</p><p></p><p>To be honest, I think that this topic alone is a really good point for you to Fork into a new thread and get more people’s take on it since it won’t really get the required visibility here. I’d love to get a wider community view on this, but I won’t poach your territory on it, so it would be best if you forked it as the originator.</p><p></p><p></p><p></p><p>Friendly Suggestion - I SERIOUSLY recommend never writing a post in the actual boards. I always write them up using notepad, Word, etc. and then copy and paste them over once they are ready. This was a HARD learned lesson over the years.</p><p></p><p></p><p>With this being the 3rd feat in a tree and based on needing combat advantage, I think we have a winner.</p><p></p><p><strong>GORE PROFICIENCY</strong> [Minotaur]</p><p>…..<strong>Prerequisites:</strong> Minotaur</p><p>…..<strong>Benefit:</strong> You gain proficiency with your using your horns as weapons. Treat your unarmed attacks as having a +2 proficiency bonus.</p><p></p><p><strong>GORE FOCUS</strong> [Minotaur]</p><p>…..<strong>Prerequisites:</strong> Minotaur, Gore Proficiency</p><p>…..<strong>Benefit:</strong> You gain a +1 feat bonus to damage rolls with your unarmed attacks. At 11th level this bonus increases to +2. At 21st level it increases to +3.</p><p></p><p><strong>HORN SLASH</strong> [Minotaur]</p><p>…..<strong>Prerequisites:</strong> Minotaur, Gore Proficiency, Gore Focus</p><p>…..<strong>Benefit:</strong> You have trained to use your horns more effectively in close combat. If you get a melee hit on an opponent against whom you have combat advantage, you deal +2 points of gore damage.</p><p>…..<strong>Special:</strong> At 11th level you deal +4 points of damage, and at 21st level you deal +6 points of damage.</p><p></p><p></p><p>Stances are defined here (only place as far as I know): PHB p.55 – Effect Type</p><p><strong><em>Stance:</em></strong> A stance power lasts until the end of the encounter, for 5 minutes, or until you use another stance power.</p><p></p><p>What I currently have for Raging Bull…</p><p></p><p><strong>RAGIN BULL</strong> [Minotaur]</p><p>…..<strong>Prerequisites:</strong> Str 17, Minotaur</p><p>…..<strong>Benefit:</strong> When you are first bloodied in an encounter you may make a free melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.</p><p></p><p></p><p></p><p>The precedent for “Racial Powers granted via Feats” would be:</p><p></p><p><strong>Warforged</strong> DR364</p><p>• Paragon Feat – <strong>Improved Immutability</strong></p><p>• Epic Feat – <strong>Warforged Fortification</strong></p><p><strong>Dragonborn</strong> DR365</p><p>• Paragon Feat – <strong>Dragonborn Zeal</strong></p><p></p><p></p><p>The only problem here is they already have a feat that can grant +5 to saves vs. fear. I’ve also seriously considered adding in the following as a racial trait:</p><p></p><p><strong>Perceptive:</strong> You gain training in the Perception skill.</p><p></p><p>Together I think removes the need for Natural Cunning/Hunter’s Heritage. If they want a bonus to Perception they have normal feats available in the form of <strong>Skill Focus</strong> or <strong>Alertness</strong>.</p><p></p><p></p><p></p><p>Sounds like a fair character, though I think it might still lack in overall Bang-for-the-Buck compared to the PHB races or the Warforged. Keep us posted on how it works out. I’ve got nothing against people using the MM entries as-is, I just think they all fall pretty weak compared to PHB races, and they are definitely in need of “tweaking” for certain homebrew campaign worlds. The classic “evil minotaur” of the MM just doesn’t fit my world. Everyone’s taste is different, which is why there are Homebrew/House Rule boards. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Khaalis, post: 4386327, member: 2167"] I think its solid. Anyone playtesting can let us know. I don’t foresee any real problems. I don’t have that much Dragonlance material. I own the original hardbound Dragonlance book (somewhere in storage crates in the basement) as well as the new 3.5 original hardbound book. I am attempting to accumulate some of the old material on PDF but don’t have much currently. What I have is a mix of 2E and 3E: Taladas the Minotaurs, Dragon Magic, Atlas of Dragonlance, Bestiary of Krynn, Campaign Setting, Dragons of Krynn, Holy Order of the Stars. I’m searching for others to fill in on some useful material but DL was never a big inspiration for a campaign world to me. Great story material but not such a great place to adventure in. Ok so what I have so far related to a minotaur’s maze/direction sense are: [b][color=royalblue]HEROIC TIER[/color][/b] [b]DIRECTION SENSE[/b] [Minotaur] …..[b]Prerequisites:[/b] Wis 15, Minotaur, Trained in Perception …..[b]Benefit:[/b] You have an innate sense of direction and automatically succeed on all Nature skill checks made to determine direction. [b]NATURAL CUNNING[/b] [Minotaur] …..[b]Prerequisites:[/b] Wis 15, Minotaur …..[b]Benefit:[/b] You gain a +2 racial bonus to Dungeoneering and Perception checks. [b][color=royalblue]PARAGON TIER[/color][/b] [b]MAZE INTUITION[/b] [Minotaur] …..[b]Prerequisites:[/b] Wis 15, Minotaur, trained Perception, Direction Sense. …..[b]Benefit:[/b] You are immune to maze powers. Further, you can easily penetrate to the heart of a maze or labyrinth, or find its exit. When you are seeking one of these and stand at an intersection in a maze, using a minor action reveals the quickest way to your goal. …..[b]Special:[/b] Once you have walked a path in a maze or labyrinth, you can faultlessly retrace your steps. [i]Definition:[/i] A labyrinth is defined as any construction (whether , stone, etc.) meant to confuse those traversing the construction. Standard “dungeon” design does not carry this intent, though some do. This is left to the DM to adjudicate. [b][color=royalblue]EPIC TIER[/color][/b] Toying with a “never lost” option, though to date there is only 1 Epic Tier racial feats to use as a guideline (warforged). Ok, STR makes sense now. While on one hand I completely agree that penalties make for a richer mechanical development of the PC in question, it does go against everything set forth in the core precept of the 4E game design. Do I necessarily agree? No not really. Do I understand it? Yes. It’s meant to make the system cleaner and easier to balance. When you start throwing around negative modifiers it tends to start breaking the math in some not so expected ways, especially with systems that are already in a question of balance such as Skill Challenges. As you say, I’m not ready to be the one to go take a left turn off plumb from the core design philosophy. I agree on the usefulness of Beginning Only feats, however, I am not 100% certain they will see a revival in 4E. What I am breathlessly awaiting is the supposed “Backgrounds” from Forgotten Realms. I have been itching to add a “Background Package” option to PC creation that modifies languages, available skills, skill modifiers, etc. One issue I have is that not every member of a race is defined by their race, but as much by their culture. I have purposely held off on this aspect though, knowing that WotC is doing something “official” in the FRPG and I want to see where they go with it before I delve into it myself. Once we see where WotC goes with this, I’ll definitely revisit “Beginning Only” feats as they relate to cultural or racial backgrounds. I just am not comfortable crossing that ground quite yet in such a brand new system. (Especially considering some of the GSL style restrictions on what can and can’t be done with the system.) To be honest, I think that this topic alone is a really good point for you to Fork into a new thread and get more people’s take on it since it won’t really get the required visibility here. I’d love to get a wider community view on this, but I won’t poach your territory on it, so it would be best if you forked it as the originator. Friendly Suggestion - I SERIOUSLY recommend never writing a post in the actual boards. I always write them up using notepad, Word, etc. and then copy and paste them over once they are ready. This was a HARD learned lesson over the years. With this being the 3rd feat in a tree and based on needing combat advantage, I think we have a winner. [b]GORE PROFICIENCY[/b] [Minotaur] …..[b]Prerequisites:[/b] Minotaur …..[b]Benefit:[/b] You gain proficiency with your using your horns as weapons. Treat your unarmed attacks as having a +2 proficiency bonus. [b]GORE FOCUS[/b] [Minotaur] …..[b]Prerequisites:[/b] Minotaur, Gore Proficiency …..[b]Benefit:[/b] You gain a +1 feat bonus to damage rolls with your unarmed attacks. At 11th level this bonus increases to +2. At 21st level it increases to +3. [b]HORN SLASH[/b] [Minotaur] …..[b]Prerequisites:[/b] Minotaur, Gore Proficiency, Gore Focus …..[b]Benefit:[/b] You have trained to use your horns more effectively in close combat. If you get a melee hit on an opponent against whom you have combat advantage, you deal +2 points of gore damage. …..[b]Special:[/b] At 11th level you deal +4 points of damage, and at 21st level you deal +6 points of damage. Stances are defined here (only place as far as I know): PHB p.55 – Effect Type [b][i]Stance:[/i][/b] A stance power lasts until the end of the encounter, for 5 minutes, or until you use another stance power. What I currently have for Raging Bull… [b]RAGIN BULL[/b] [Minotaur] …..[b]Prerequisites:[/b] Str 17, Minotaur …..[b]Benefit:[/b] When you are first bloodied in an encounter you may make a free melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit. The precedent for “Racial Powers granted via Feats” would be: [b]Warforged[/b] DR364 • Paragon Feat – [b]Improved Immutability[/b] • Epic Feat – [b]Warforged Fortification[/b] [b]Dragonborn[/b] DR365 • Paragon Feat – [b]Dragonborn Zeal[/b] The only problem here is they already have a feat that can grant +5 to saves vs. fear. I’ve also seriously considered adding in the following as a racial trait: [b]Perceptive:[/b] You gain training in the Perception skill. Together I think removes the need for Natural Cunning/Hunter’s Heritage. If they want a bonus to Perception they have normal feats available in the form of [b]Skill Focus[/b] or [b]Alertness[/b]. Sounds like a fair character, though I think it might still lack in overall Bang-for-the-Buck compared to the PHB races or the Warforged. Keep us posted on how it works out. I’ve got nothing against people using the MM entries as-is, I just think they all fall pretty weak compared to PHB races, and they are definitely in need of “tweaking” for certain homebrew campaign worlds. The classic “evil minotaur” of the MM just doesn’t fit my world. Everyone’s taste is different, which is why there are Homebrew/House Rule boards. :) [/QUOTE]
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