Minotaurs
D&D 3e (3.0/3.5) Rules
I could begin by telling you who the minotaurs are, how tough they are, and all that. But the simple fact that you are reading this makes me believe that you already know all about minotaurs, so I'll spare you.
I have always thought that minotaurs in the Dragonlance Campaign Setting minotaurs could use some work. So I've made my own minotaurs. They're tougher. They are smarter. They are nastier, so don't cross them!
Minotaur Racial Traits
- +4 Strength, +2 Constitution. Minotaurs are tough, really tough.
- Medium size: Minotaurs are of medium size, and so they have a base speed of 30 feet. In fact, I've had arguments with a friend of mine about their size; he believes that they should be Large, but I envision minotaurs around 7-8 feet in height, so I'll stick them to Medium. If you feel they should be Large, do it!
- Proficent with the mandoll and clabbard; all other minotaur weapons are treated as martial weapons. See this article for more information on minotaur weapons.
- +3 natural armor. Minotaur skin is hard. A minotaur often wears padded armor and rarely uses heavier armor.
- Scent. See the Monster Manual for more details on the scent special quality.
- Gore attack: The minotaurs have horns and know how to use them. These horns are awkward to use in melee due to their position and the minotaurs' bipedal nature, so they are useful only while charging. A minotaur's gore attack deals 2d6 points of damage plus one-half the minotaur's Strength modifier.
- +2 racial bonus on Intimidate, Profession (sailor), and Use Rope checks.
- Favored Class: Fighter or Mariner. Minotaurs are good fighters and good mariners, so they can choose one of the two as their favored class at first level. Once chosen, the favored class cannot be changed.
- Level Adjustment: +2, they are tougher than the norm.
Minotaurs have a level adjustment, so it seems that one could not play one in a first-level campaign. Savage Species introduced the Monster class, so I have created the monster class for these minotaurs. Notice that, as this monster class has no Hit Dice, I have made some slight modifications to the monster class concept.
Level Progression
Upon creation, a minotaur chooses a class and gains its benefits. Also, a first-level minotaur has the following abilities:
- +2 Strength, +1 Constitution.
- Proficient with mandoll and clabbard.
- +1 natural armor.
- +2 racial bonus to Intimidate, Profession (sailor), and Use Rope checks.
Upon reaching second level, the minotaur does not progress in any class, but gains the following benefits:
- +1 Strength, +1 Constitution (+3 Str and +2 Con, respectively).
- +1 natural armor (+2 total).
- Gore attack.
And upon reaching the third level he gains the following:
- +1 Strength (+4 total).
- All minotaur weapons are considered martial weapons.
- +1 natural armor (+3 total).
- Scent.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.
|