Pathfinder 1E Pathfinder minotaur race: P.E.A.C.H.

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+2 strength +2 constitution -2 charisma
Minotaurs are powerfully built, and highly self-centered.

Speed: 30 ft.

Size: Medium
mostly

Special Senses: Lowlight Vision
The best mazes tend to be somewhat dimly lit.

Natural Cunning: Minotaurs posses an uncanny sense of direction. This renders them immune to Maze spells and effects, in addition a minotaur never becomes lost, it can always find its way back to any place it has been without needing to make a check to find or remember the way as long as the minotaur can physically reach the place.

Predatory Alertness: Minotaurs receive a +2 racial bonus to the perception and survival skills.

Hard Head: Minotaurs get +2 racial bonus on their Combat maneuver defense against the overrun and bull rush maneuvers.

Mobile Rush: Minotaurs gain a +2 dodge bonus on AC against attacks of opportunity.

Horns: A minotaur possesses a pair of wicked horns, this is a natural gore attack that deals 1d6 piercing damage. This can be used as a primary or secondary natural attack.


Ok basically I'm not happy with the Pathfinder monsters as PCs rules (it's no bloody fun to abuse a system that's too obviously messed up), so I worked up a minotaur write up that should work as a PC race. Now I'm gonna try some weird stuff with a racial paragon prestige class type thing, but I wanna make sure the basic write up is fine before I start that.

Design notes:

Size,
I figured large would be problematic for a PC race, especially since i don't want a minotaur caster to be a complete waste of time. Since large or even largish abilities favored weapon classes and in some cases hurt casters I decided to hold off on that part.

Ability Scores,
I wanted something balanced for a PC but still roughly in line with minotaur lore. Strength was obvious, for a while I considered wisdom instead of Con, but I decided to go with a stat the monster minotaur buffed, especially since I went with a cha penalty instead of an int loss. Now I know the monster minotaur takes a bigger hit to int than it does cha, but generally when a minotaur character is introduced beyond being just another monster they tend to be pretty damned clever, furthermore the obsession with mazes and puzzles never really felt right on a creature taking a minus 4 to int.

Hard Head and Mobile Rush,
These abilities are added on because 1.) otherwise the race would be kind dull mechanically, and 2.) because I wanted some of the abilities to appeal to characters other than melee charges.

Speed
... Ok you got me, that was purely because I think it would be cool. Taken out for balance purposes.

All the missing stuff,
You'll notice several things like the lack of monstrous humanoid typing, lowlight instead of dark vision, and the incomplete natural cunning, that render this race weaker than a traditional minotaur. That's kinda the whole point. I tweaked or removed several abilities in order to make room for my ideas, and to bring the general power level down a notch.
 
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Ok that raised some questions:

A 1d6 horn attack is worth 4 points? seriously? I don't see a listing for a lesser natural attack so what would the point cost be if I reduced it to 1d4? Also horn and gore don't seem to be options.

Is natural cunning worth a Point?

I'm not sure how I should be calculating the points for the ability scores here. A little help? Also it looks like there's an 8 point way and a 4 point way to give a +2 to a stat not already increased, why would anyone use the 8 point way?
 

Golden's Guide is a good place to start, but it's too conservative for most homebrews. You use it as a jumping-off point and build from there. The important thing is not that your new race(s) match Core; it's that they match each other and whatever other races you allow in your game.

Regarding the natural attack issue, I'd suggest that since the Improved Natural Attack feat can be used to bring a 1d4 Horns attack up to 1d6, then you count the 1d4 attack as "1d6 minus a feat" in a way. Of course, since 4 points is a feat, you can't subtract a full feat value, but this should mean that pricing a 1d4 Horns attack at 2 points is reasonable.

Natural Cunning is highly situational; in some ways it's like having the Know Direction cantrip for free, but then again, how often do PCs really get lost, anyway? Golden's Guide would probably price it at 0 points or 1 point (just look at the other stuff listed in that category for comparison), and I agree.

Your ability scores are already good. Don't sweat the fact that the plusses are both physical- Paizo themselves don't care about that when making new races, evidence shows. It just happens that the Core races stuck to 1 in each category. If they don't care, why should you?
 

Rite Publishing's In the Company of Minotaurs, ($4.99) has among other things a 20 level racial paragon class with a progression of racial features that at 4th level is equivalent to a 4 HD Minotaur from the Bestiary, however a lower levels have less abilities to Bestiary, and thus more capability above 4th level. It's balanced to the Bestiary.

The book also contains basic stats for using a minotaur and any player class. This is also part of In the Company of Monsters. It might be an option worth looking at instead of doing this yourself - struggling with what is balanced or not...
 

@ para: Because designers make mistakes too?

BUt yeah that one doesn't seem like a real problem.

I'm just a touch loathe to redux the horns though since 1d6 is standard gore damage for a medium creature.

How does this guy stack up against the core pathfinder races? Do I need to remove or nerf a feature?



@ game printer: I don't want these guys to match up perfectly with the Bestiary minotaur , is the Meretaurian more in line with a playable race?
 
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@ game printer: I don't want these guys to match up perfectly with the Bestiary minotaur , is the Meretaurian more in line with a playable race?

There are pure Taurians which are closer to the Bestiary. Meretaurians are missing one of a Taurians primary race features, so slightly weaker.

Pure Taurian traits: +2 Str, +2 Con, +2 Dex, -2 Wis, -2 Chr; Normal Speed, Darkvision, Direction Sense, Keen Senses (+2 Perception), Intimidating, Immunities: magical confusion, daze or maze spells, Horn Attack 1d4 and if wields a weapon horns are secondary attack, Weapon Familiarity - big axes, Languages: Taurian, Giant, Common

Meretaurian traits: +2 Con, +2 Wis, -2 Cha; Normal Speed, Darkvision, Direction Sense, Methodical, Taurian heritage (may choose 2 traits: 1d4 horn damage treated as secondary, +5 movement, or +2 Perception), Immunities, Weapon Familiarity and Languages

Barbarian, Monk and Sorcerer archetypes are included in book

Racial Paragon Class: Rog-Kalem (scion of the horn) - among the many abilities this paragon class gain... +1 Str (2nd, 6th, 10th, 14th, & 18th levels), +1 Con (3rd, 7th, 11th, 15th and 19th levels); at 5th become large, at 6th charge critical modifier increases, etc.. horns get tougher, speed increases, etc.
 

Interesting... but for now I think I'll keep working on this.

So now that the base speed is 30 does is it something akin to balanced?
 

Would a feat that allowed them to use their highest ability score for horn attacks, and certain combat maneuvers made with their horns, be OP?
 

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