Minotaur! (moo, rawr!)

Post/Author/DateTimePost
#1

lordnoar

May 31, 2009 8:39:41
MooJuice, level 1
Minotaur, Fighter
Fighter Talents: One-handed Weapon Talent

FINAL ABILITY SCORES
Str 18, Con 16, Dex 13, Int 12, Wis 11, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 13, Int 12, Wis 11, Cha 10.


AC: 19 Fort: 16 Reflex: 13 Will: 10
HP: 31 Surges: 12 Surge Value: 7

TRAINED SKILLS
Athletics +7, Intimidate +5, Streetwise +5

UNTRAINED SKILLS
Acrobatics -1, Arcana +1, Bluff, Diplomacy, Dungeoneering, Endurance +1, Heal, History +1, Insight, Nature +2, Perception +2, Religion +1, Stealth -1, Thievery -1

FEATS
Level 1: Opportunity Gore

POWERS
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Cleave
Fighter encounter 1: Covering Attack
Fighter daily 1: Villain's Menace

ITEMS
Adventurer's Kit, Heavy Shield, Scale Armor, Battleaxe, Chain (10 ft.)


FINALLY got into 4th edition just a couple of weeks ago and this is my first character EVER playing in a Living campaign and I've become so in love with this character just after 2 sessions that it's not even funny.

I guess my biggest question...Goring Charge...is it worth using my feats to build it up? I took Opportunistic Gore as my first feat, but I haven't had a single chance to use an Opportunity Attack...should I continue the trend with feats like "Greathorn" or "Goring Shove"?
#2

Dragon9

May 31, 2009 21:16:08
If you like them, go for it. as a fighter you will probably find yourself making OAs more than other classes, so Opportunity gore is a nice feat for you. Not only do you hit them with an OA but you knock them prone as well.

I play a Minotaur Barbarian so most enemies don't provoke OAs around me.
#3

kinevon

May 31, 2009 22:01:33
IMO, Opportunity Gore is the only gore-related feat any of my Minotaur PCs will likely ever take. I don't want to push my opponents away from me, as that reduces my ability to do other interdiction abilities, like the Fighter's interrupt attack if the opponent attacks anyone else or shifts; and there is no great benefit provided by increasing the size of a single die of damage on its own.
#4

Dragon9

Jun 01, 2009 14:27:22
IMO, Opportunity Gore is the only gore-related feat any of my Minotaur PCs will likely ever take. I don't want to push my opponents away from me, as that reduces my ability to do other interdiction abilities, like the Fighter's interrupt attack if the opponent attacks anyone else or shifts; and there is no great benefit provided by increasing the size of a single die of damage on its own.

Ah but you're missing the possibilities of the push. In my Scepter Tower game we have a fighter with a lot of the shield bashing powers that pushes enemies around a lot. Which is great when the Druid drops a zone. The fighter gets to shove the enemy back into the zone to take damage... and then take damage again when it's turn comes up.

Don't dis the pushing. ;)
#5

tarenmcclure

Jun 01, 2009 20:56:13
You do have to love the forced movement, Push Pull or Slide are always great. Just remember they always get a save to not go into a square that would cause them harm/damage.
#6

Dragon9

Jun 01, 2009 21:06:33
You do have to love the forced movement, Push Pull or Slide are always great. Just remember they always get a save to not go into a square that would cause them harm/damage.

Incorrect. They get a save if forced movement would cause them to go over a precipice or pit. Not into a harmful square.

"Catching Yourself: If you’re forced over a precipice or a pit, you can try to catch yourself before you fall. See “Falling,” page 284."

"Catching Yourself: If a power or a bull rush (page 287) forces you over a precipice or into a pit, you can immediately make a saving throw to avoid going over the edge. This saving throw works just like a normal saving throw, except you make it as soon as you reach the edge, not at the end of your turn.
Lower than 10: Failure. You fall over the edge.
10 or higher: Success. You fall prone at the edge, in the last square you occupied before you would have fallen. The forced movement ends."
#7

tarenmcclure

Jun 01, 2009 21:16:40
Incorrect. They get a save if forced movement would cause them to go over a precipice or pit. Not into a harmful square.

"Catching Yourself: If you’re forced over a precipice or a pit, you can try to catch yourself before you fall. See “Falling,” page 284."

"Catching Yourself: If a power or a bull rush (page 287) forces you over a precipice or into a pit, you can immediately make a saving throw to avoid going over the edge. This saving throw works just like a normal saving throw, except you make it as soon as you reach the edge, not at the end of your turn.
Lower than 10: Failure. You fall over the edge.
10 or higher: Success. You fall prone at the edge, in the last square you occupied before you would have fallen. The forced movement ends."

Wow thanks! I guess I've just had a lot of people doing it a different (wrong) way, time to go re-read some rules and errata. I took Cutting Words on my bard for just that reason - to pull people off the high ground and into fires and such.
#8

Dragon9

Jun 01, 2009 21:31:14
Yeah, if you have a controller that can drop zones (Wizards are great for this) and a couple people who can move enemies around, you can do some major damage with those zones. (most of them do damage if an enemy moves into the zone or start their turn there) Make it a moveable zone (like Stinking Cloud for example) and it's even worse for the enemies.
#9

tyweise

Jun 02, 2009 10:28:49
✦ Hindering Terrain: Forced movement can force targets into hindering terrain (page 61). Targets forced into hindering terrain receive a saving throw
immediately before entering the unsafe square they are forced into. Success leaves the target prone at the edge of the square before entering the unsafe square.

Hindering Terrain
Hindering terrain prevents movement (or severely punishes it) or damages creatures that enter it, but allows line of sight.
Hindering terrain can be interesting because it encourages ranged attacks. You can shoot an arrow over hindering terrain, while it is impossible or risky
to run through it to attack in melee.
Too much hindering terrain makes melee characters and monsters worthless. It is best used to protect a monster or two, or as a favorable defensive position that the PCs can exploit.
Examples: Pits, deep water, lava, fire.

Whether a Zone created by a power counts as "hazardous terrain" is something I've seen debated at tables. But this:
Zones
The zone keyword applies to powers that create lingering effects that extend over an area. For example, some zones create terrain effects, such as difficult terrain or scorching fire that harms anyone who enters it.

makes me believe they do, and that's how I rule it at my tables.
#10

Dragon9

Jun 02, 2009 16:22:25
Now see, that's what i get for not reading the DMG cover to cover. Now why the hell wouldn't they put that in the forced movement rules? Out of sight, out of mind. I disbelieve those rules *squinches his eyes shut real tight*
#11

tyweise

Jun 03, 2009 10:52:11
Yeah, they really needed to put that info in the forced movement section. Or at least a reference to to the DMG there.
#12

KarmaInferno

Jun 03, 2009 17:35:03
Yeah, if you have a controller that can drop zones (Wizards are great for this) and a couple people who can move enemies around, you can do some major damage with those zones. (most of them do damage if an enemy moves into the zone or start their turn there) Make it a moveable zone (like Stinking Cloud for example) and it's even worse for the enemies.

Stinking Cloud can turn a normally terrifying and dangerous solo elite monster into a weak pathetic kitten, if that monster heavily relies on line of sight.

I lurves me this spell.



-karma
#13

CdrcJsn

Jun 03, 2009 18:22:36
Whether a Zone created by a power counts as "hazardous terrain" is something I've seen debated at tables. But this:


makes me believe they do, and that's how I rule it at my tables.

I used to think the same way too. But I've seen references to more than one CS response on enworld.org that PCs cannot create hazardous terrain.

I know CS doesn't have a good reputation for consistency normally, but most people that ask them tend to get the same answer regarding this question particular question which makes me question my interpretation.
#14

Dragon9

Jun 05, 2009 17:42:48
Whether a Zone created by a power counts as "hazardous terrain" is something I've seen debated at tables.

I sat on this for a while and re-read it over and over, and I came to a silly realization.

A zone like, say, fire seed would count as hindering terrain by their definition if we go with the thought that a zone creates terrain (instead of just a terrain effect). So an enemy would get a save to avoid being pushed into it. However, stinking cloud would not by virtue that it blocks line of sight, therefore it doesn't count as hindering terrain and the enemy wouldn't get a save against being pushed into it. (hindering terrain must restrict movement or damage and allow line of sight)

I think it's more fun to picture the players charging forward and shoulder blocking an enemy off his feet and into the raging fire. That's how I'll run it.
#15

lochaber

Jun 09, 2009 15:35:11
On the topic of Minotaurs & their options, a little idea I came up with back in November:

Opportunity Gore+Goring Shove+Polearm Gamble with Beast Blooded PP would basically make a Minotaur character with a polearm immune to enemies moving adjacent to him. Also works with Polearm Master or anything else that increases your melee reach.
#16

Dragon9

Jun 25, 2009 15:22:27
Whether a Zone created by a power counts as "hazardous terrain" is something I've seen debated at tables.

I just saw some links to a consolidated CS answer thread in the Rules Q&A forum where more than one CS has responded that PCs cannot create hindering terrain unless the power specifically says that it is. So no saving throw for entering a zone.