The new Woldipedia with 5e content is available here

Minotaurs

From Woldipedia
Revision as of 09:19, 31 December 2007 by CarlWhite (Talk | contribs)

Jump to: navigation, search

RULES FOR MINOTAURS

(Please also read the Rules for ALL Taur PCs)

MINOTAURS

  • +2 Str, +2 Con
  • -2 Wis, -2 Int, -2 Cha
  • +1 Natural Armor Class Bonus
  • Racial feat: Toughness
  • Natural Attacks: one horn gore for 1d8 damage (piercing, crit 20, x2)
  • +1 racial bonus on Spot checks
  • +1 racial bonus on Intimidate skill checks
  • Large in size (see below)
  • Speed: 30 feet
  • Favored Class: Fighter
  • Free Languages: Minotaur, Tauric (pre-Sundering language) Common must be bought with Int slots or skill points.
  • Illiterate: All minotaurs start the game illiterate and must spend two skill ranks to learn to read and write.
  • Fearsome: Minotaurs suffer a -2 penalty on Diplomacy checks.
  • Minotaurs have cloven hooves and cannot wear boots.
  • See this page for height, weight, and age.

LARGE SIZE

  • AC: -1
  • To Hit: -1
  • Hide: -4
  • Special attacks and intimidate checks: a size bonus is generally given.
  • Carrying Capacity is doubled for minotaurs
  • Minotaurs have a 10-foot natural reach and occupy a 10x10 space.
  • Armor for minotaurs weighs double and costs twice normal (costs for magic enhancements are not doubled)
  • Weapons for minotaurs are large. If a minotaur uses a weapon sized for a medium creature, the taur suffers a -2 penalty using the weapon. Weight and price for large-size versions of weapons is double normal. Damage for large-size versions is greater (see PHB and this page).

MINOTAURS IN COMBAT

Minotaurs use the same rules as all D&D creatures for natural attacks and attacks with manufactured weapons. As a standard attack, minotaurs can make one horn attack or one weapon attack. As a full round attack, minotaurs can make usual weapon attacks and a secondary horn attack at -5 to hit. Minotaurs can take the Multiattack feat to reduce this secondary attack penalty from -5 to -2. Minotaurs can also take a unique Minotaur Charge feat:

Minotaur Charge [Racial]

  • Benefit: Once per encounter, you inflict double damage with your horns (only horns, not weapons) on a charge attack. You also make a free Demoralize Opponent (Intimidate Skill) check against the target of that charge. A fighter may select Minotaur Charge as one of his fighter bonus feats.

MINOTAUR INFO AND ROLEPLAYING NOTES

Minotaurs venerate the concept of honor above all else. The strong, they believe, should naturally rule, because the strong can physically enforce the code of honor if need be. Surrender is viewed as weakness, so minotaurs fight (or argue) to the death. They are extremely cunning and have keen eyes. They attack without fear and retreat only if the opponent is obviously beyond their ability to defeat. The minotaur code of honor calls for the fair treatment of anyone whom, themselves, act honorably. (You do right by them, they do right by you.)

Combat is often used to settle disputes -- an event referred to as a KAYLEB; honor demands that Kaylebs be an equal fight -- all parties involved in a Kayleb must start out equally equipped and/or capable of being in combat. The first person who renders the other person unable to continue combat on an equal footing is declared the winner. However, the Kayleb Counselor (an impartial referee) determines when that occurs: some will make the ruling once blood is drawn, while others won't rule until at least one combatant is struck a mortal blow.

Minotaurs often blame anything bad on centaurs, whom the race has been taught is the source of all their woes from the Time of the Sundering. Minotaur parents usually point out the horrors of their calves growing up to become like the Silly Centaur (a coward with no honor.) Discipline and honor are the way of life for minotaurs -- the honor of their race, the honor of their city, the honor of their family and the honor of themselves ... in that order, too.

They never use the Ride skill because there is no domesticated animal large enough for them to ride.

Minotaurs have a great capacity for (and love of) good wine and appreciate logic puzzles and mazes as diversionary entertainment. Minotaur society is ruled by castes, which is divided into two primary groups: The Body of Imod and the Soul of Imod. The Soul of Imod is itself divided into three types of classes: the Head of Imod (the ruling officials of the minotaur race); the Heart of Imod (the religious officials); and the Hand of Imod (the enforcers of minotaur law.) The Body of Imod are the commoners of minotaur society. Anyone who can win the Kayleb of Initiation into any of the Soul of Imod's castes can become members of that caste.

Wine plays a VERY important part in minotaur society. Vintners and brewers are the cream of the Body of Imod -- a majority of the Head of Imod rule by virtue of their battle prowess AND the fact that they are members of clans that are in the wine business in some way, shape or form. Purple wine is the most valuable resource on the island that just anybody can possess ... it is a crime for anyone not sanctioned by the Heart of Imod to have the mystical Blue wine, as it is used for religious purposes only. It is an immediate death sentence to be caught dealing illegally in the making, trading, buying, selling or possession of unsanctioned Blue wine. The only exception to this rule is the possession of healing-type (or other Clerically-made) potions, which are all based on Blue wine. Magi make their potions using Purple wine.

PERSONALITY:

Minotaurs are very strong and honorable, but they are not bullies. They believe that might makes right, but they do not strike or intimidate the helpless. Bravery, personal honor, and a code of conduct are important to them.

Minotaur Tale

Here is a story about a minotaur who met a centaur.