| Post/Author/DateTime | Post |
|---|---|
| Direbarbarian08-28-07, 03:59 PM | How do you make a minotaur character for a rpg game? What are it's starting stats and what kind of racial stats will it have? |
| reaper508108-28-07, 04:20 PM | there is a section on minotaur characters in the monster manual. if you don't have that i'm sure it is on some site, google it. |
| Greco08-28-07, 04:40 PM | Minotaur 6d8 HD LA +2 Large Base attack +6 Saves F +2, R and W +5 SP 9*(2 + INT mod) Skills: Intimadate, Jump, and Perception (spot,listen) Space/Reach 10ft Dark Vision 60ft +8 STR, +4 CON, -4 INT and -2 CHA Three Feats +5 Natural armor +4 Perception (spot,listen) 1d8 HeadButt Powerful Charge and Natural Cunning Proficient with Great Axe BRB Giant Bonus: Orc, Goblin and Terran |
| Crimson_Concerto08-28-07, 06:01 PM | Powerful Charge (Ex): A 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 gore attack that deals 4d6+(STRx1.5) points of damage. Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. MINOTAURS AS CHARACTERS * +8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma. * Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. * Space/Reach: 10 feet/10 feet. * A minotaur’s base land speed is 30 feet. * Darkvision out to 60 feet. * Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5. * Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks. * Racial Feats: A minotaur’s monstrous humanoid levels give it three feats. * Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons. * +5 natural armor bonus. * Natural Weapons: Gore (1d8). * Special Attacks (see above): Powerful charge. * Special Qualities (see above): Natural cunning, scent. * Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran. * Favored Class: Barbarian. * Level adjustment +2. That's a total ECL of 8. |
| Poison_Dusk08-29-07, 03:38 AM | Also if you want a wus minotaur you can look in the Dragonlance setting. They would be whooped by a REAL minotaur, but maybe you would like them. Smaller ECL, but smaller bull-man as well. Also, for some reason, they made them SAILORS in Dragonlance!? |
| Mrloki08-29-07, 03:54 AM | its because of their natural sense of direction, and the place they lived. |
| imakuni6708-29-07, 07:46 PM | Had someone in our group play a feral minotaur (with a level of barbarian), his specialty was pulling heads off... |
| Wolf7208-30-07, 08:25 PM | Also if you want a wus minotaur you can look in the Dragonlance setting. They would be whooped by a REAL minotaur, but maybe you would like them. Smaller ECL, but smaller bull-man as well. Also, for some reason, they made them SAILORS in Dragonlance!? DL Minotaurs are ECL 1 ... so you could get a lvl 7 Minotaur character that could probably(!) take on a standard MM minotaur. (edit: at equiv ECL) |