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Minotaurs (11 RP)

Minotaurs

Art Credit: Raynaldo Perez and Northwinter Press. Used with permission.

Minotaurs are known to most as wild, dangerous monsters who sometimes roam stone mazes for their next victims. Within their own tribes, however, minotaurs can be shamanistic warriors who revere the land and worship the sun as a patron deity who brings life and defends against the darkness that encroaches in its absence. They often adorn their horns with jewelry, tattoos, or etchings, rather than using them as weapons.

Physical Description

Powerfully built, a minotaur’s body physically resembles most humanoids, with hooves where one would find feet, and the head of a bull. In some regions, minotaurs may instead have the general appearance of buffalo or even yaks. Female minotaurs generally have a smaller body structure, but are otherwise indistinguishable from their male counterparts to most races.

Society: Traditionally, minotaur society operates under the rule of a council of eight leaders. In decision making, four of these leaders represent their people’s opinions and requests, while the other four act in what is believed to be the common interest of the race as a whole. A majority in any situation is required to pass decisions brought before them.

More brutish tribes of minotaurs do exist, although many such tribes have been pushed out of their territories by progress, or captured to be used as guards for mazes and other dungeon locales.

Relations: In worlds where minotaurs build cities and live amongst other races, they are well received by most, and even looked to in matters of spiritual guidance. Likewise, the race accepts any who wish to live in peace with nature, but are quick to quash those who would defile their homelands.

Alignment and Religion: Minotaurs are as varied in their alignments as humans, but their religious teachings are much more nature-oriented. Worship of sun gods and other wild deities is common.

Adventurers: Minotaur adventurers leave their homes when the winds guide them to do so. They are staunch allies, preferring classes that live up to their view of the world. Druids, fighters, rangers, and shaman can be found in most minotaur societies. In some, clerics, monks, and even paladins can be found easily enough.

Male Names: Afa, Faiti, Lolagi, Mauga

Female Names: Fetu, Itafe, Masina, Matala

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years
(16 – 19 years)
+1d6 years
(16 – 21 years)
+2d6 years
(17 – 27 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, trainers, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6 ft. 0 in. +2d10 in. 235 lbs. +(2d10×5 lbs.)
Female 5 ft. 11 in. +2d10 in. 207 lbs. +(2d10×5 lbs.)

Standard Racial Traits

Minotaurs usually have the following racial traits.

  • Ability Score Racial Traits: Minotaurs are strong, capable, and well liked, but not as quick to react as some races. They gain +2 Strength, +2 Wisdom, -2 Dexterity.
  • Type: Minotaurs are monstrous humanoids.
  • Medium: Minotaurs are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Minotaurs have a base speed of 30 feet.
  • Languages: Minotaur begin play speaking Common and Giant. Minotaurs with high Intelligence scores can choose Aklo, Draconic, Dwarven, Elven, Gnomish, Orc, or Sylvan.

Defense Racial Traits

  • Cunning: Minotaurs gain a +2 racial bonus on saving throws against mind-affecting effects, and effects that would physically trap them, such as forcecage, imprison, or maze.

Feats and Skills Racial Traits

  • Naturalist: Minotaurs receive a +2 racial bonus on Knowledge (nature) checks and can make those checks untrained.

Magical Racial Traits

  • Blessing of Ancestral Strength: A minotaur with a Wisdom score of 11 or higher can cast lead blades 3 times per day, but only targeting one weapon in its possession with each cast. The minotaur’s caster level is its character level.

Movement Racial Traits

  • Sprinter: Minotaurs gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Senses Racial Traits

  • Darkvision: Minotaurs can see perfectly in the dark up to 60 feet.

Alternate Racial Traits

Minotaurs can select the following racial traits.

  • Blessing of the Sun’s Comfort: A minotaur with a Wisdom score of 11 or higher can cast goodberry once per day. Its caster level is its character level. When eaten, the berries created by this spell also remove one of the following conditions, to a maximum of one such condition per creature in a 24-hour period: Fatigued, shaken, or sickened. This replaces blessing of ancestral strength.
  • Dungeoneer: Some minotaurs prefer caves and structures over plains and nature. They receive a +2 racial bonus on Knowledge (dungeoneering) checks and can make those checks untrained. This replaces naturalist.
  • Improved Bullrush: Blessed by a demigod, some of the minotaurs of Volwryn gain Improved Bull Rush as a bonus feat at 1st level. This replaces cunning.
  • Nature Resistance (Ex): A minotaur with nature resistance gains a +2 racial bonus on saving throws against poisons and effects that would entangle them. They also have acid and electricity resistance 5. This replaces cunning.
  • Powerful Stomp (Ex): Minotaurs will sometimes have strength enough in their legs to stomp the ground, creating a thunder clap capable of making their enemies falter momentarily. As a standard action, the minotaur stomps the ground, dazing each creature within 5 feet of it for 1 round. A successful Reflex save (DC 10 + half the minotaur’s character level + its Strength modifier) negates the effect. After the minotaur has used this ability, it must wait 1d4+1 rounds before doing so again. This replaces blessing of ancestral strength.
  • Toughness: The minotaurs of Volwryn are heartier than their cousins. They gain Toughness as a bonus feat at 1st level. This replaces sprinter.

Favored Class Options

The following options are available to all minotaur characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Cleric: Add +1 to the amount of damage the cleric deals to undead creatures with channel energy.
  • Druid: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
  • Fighter: Choose the bull rush or overrun combat maneuver. Add +1/3 to the fighter’s CMB when attempting this maneuver (maximum bonus of +4).
  • Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/3 to the number of stunning attack attempts per day.
  • Paladin: Add +1 to the amount of damage the paladin deals with smite evil, but only when the paladin uses that ability on an undead creature.
  • Ranger: Add +1 hit point to the ranger’s animal companion. If the minotaur ever replaces his animal companion, the new animal companion gains these bonus hit points.
  • Shaman: Add +1/4 to the natural armor bonus of the shaman’s spirit animal.

Racial Archetype

The following racial archetype is available to minotaurs:

Racial Feats

The following feats are available to an minotaur character who meets the prerequisites.

Ostrich Companion (Ranger Animal Companion Option)

Minotaur rangers add ostriches to the list of animals they can choose from with the hunter’s bond class feature.

A minotaur ranger can select an ostrich as his animal companion at 1st level. If he does, his effective druid level is equal to his ranger level, but he doesn’t gain his 1st favored enemy or his 1st favored terrain.

Section 15: Copyright Notice

The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.

The Book of Many Things Volume 2: Shattered Worlds © 2018,Samurai Sheepdog; author Kevin Glusing.