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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] Minotaurs are a large and brutish species of humanoids with heads resembling large bulls. Minotaurs have long horns and despite the bovine appearance, they have sharp teeth and are carnivorous. ==Minotaur Racial Traits== * ''Abilities'': +6 to Strength, +4 to Constitution, -4 to Intelligence, -2 to Wisdom, -2 to Charisma. Minotaurs are extremely strong and tough, but they mental capacitities of them are less than impressive - the least impressive of all humanoid species. * ''Large:'' As large Creatures, Minotaurs gain a -1 size penalty to Defense, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but they use larger weapons than humans use, and his lifting and carrying limits are twice of those of a Medium character and they incrase their Shock Value by one due to their enormous size. They occupy a 10 feet space and have a natural range of 10'. * Minotaur base land speed is 30 feet. * ''Monstrous Humanoids'': Minotaur count as monstrous humanoids and are therefore not affected by spells and effects that specifically target humanoid creatures. * ''Scent'': Minotaurs have a extraordinary sense of smell. They gain the Scent ability with a reach of 30ft. * ''Darkvision'': Minotaurs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Minotaurs can function just fine with no light at all. * ''Tough Hide'': The leathery skin and dense fur of the Minotaurs grant them a natural armor of 2/- * ''Sharp Senses'': Minotaurs have incredible sharp senses and gains a +4 bonus to Search, Spot and Listen. * ''Underground Orientation Sense:'' A minotaur can intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. They also find it a lot simpler to orientate in underground surroundings and gain a +4 bonus to Survival in underground surroundings. * ''Natural Weapons:'' Minotaurs can use their long horns for a primary Gore Attack that deal 1d8 points of damage. * ''Favored Class'': Berserker and Pathfinder. Minotaurs who follow these two classes receive an additional skill point per level. * ''Level Adjustment'': +1 ==Further Advancement of Minotaurs== {| border="1" !Level !Feature |- |4th |Powerful Charge |- |8th |Painless |- |12th |Minotaur Ferocity |- |16th |Ability Boost |- |20th |Greater Minotaur Ferocity |- |} * ''Powerful Charge (Ex)'': Starting at 4th level, 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 (+Strength bonus) points of damage. * ''Painless'': Starting at 8th level, Minotaurs do not suffer from penalties from injuries and hit point loss any longer. * ''Minotaur Ferocity (Ex)'': Minotaurs are wild and bestial creatures full of wrath. A minotaur at 12th level ca reduce their Defense by 2 points to gain a +2 bonus to their attack rolls (or +4 if they use a two-handed weapon). * ''Ability Bonus'': On 16th level, a Minotaur character gains a +2 Bonus to either Strength or Constitution. * ''Greater Minotaur Ferocity (Ex)'': At 20th level, a minotaur can channel his wrath into a destructive force of nature. This works like the normal Minotaur Ferocity, but can reduce their defense by 5 points to gain a +5 bonus to their attack rolls and damage (or +10 when using a two-handed weapon).
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