Minotaures
These large cursed creatures have found their own place in the ecology of this world. And they have evolved into four different races. They all take damage as large creatures.

Players who choose Minotaures for their character have 70 character points to spend on other racial abilities.

Black Minotaur (Black-Rocks / Iron)

Character points cost: 70

This race is most vicious, the tallest, the meanest, the most disgusting of them all. They tend to become very evil and very selfcentret. They stand between 7,5-10inches tall weighting round 250pounds at least. These minotaurs have secluded themselves to an far island, due the fact that everywhere else are they hunted and killed for their actions. Their horns are characterized by protruding high in the air forming an "U", their heads are bulk with wide cheeks and a broad forehead. Their skin are usually black and tattooed to show what herd (clan) they are from. They are only allied to the ogres as they live on the same island, it doesn’t however mean that they accept them only that they tolerate them until a certain level.

Languages: They may start with Minotaur ,Undercommon , and Ogre

Black minotaurs’ special Abilities:

Infravision 60’ Hard to surprise
Tracking 50% Spell immunity Maze
Fearlessness Muscle bonus +1
Extra Hitpoints Head butt attack

Black Minotaurus’ racial penalties

They take damage as large creatures. And they have -3 reaction adjustment due to their hideous looks.

 

Sand Minotaur (Brozzles)

Character points cost: 65

This race has found their sanctuary in the desert in the SouthLands. They are at first view the most compassion of the minotaurs, relatively small only about 6-8inches tall which is very little for the race. But as you might know is it not always the truth is what you believe it to be. They are the most savages of the races, even their dialect has turned into something that not even the other minotaurs always comprehend. They look very small and fragile but are in fact also very nimble, their horns going flat out for about 20" to 32", the head is narrow and long. Their languages a serie of whizzes and sizzles in a low tone. The desert is a harsh unfriendly area, where only the strongest survive

Languages: They may start with Sand Minotaur, (desert creatures 2-3pcs)

Sand Minotaur‘ Special Abilities

Keen hearing

Hard to surprise
Tracking 50% Spell immunity
Balance bonus Psionic wild talent
Head butt attack Extra tough hide

Sand Minotaur racial penalties

They take damage as large creatures. They are also very shy when not around familiar areas.

 

Ocean Minotaur ()

Character points cost: 55

These ocean faring creatures are the one that you most likely encounter all around the world. They quite large standing almost 6,8’-9’ tall, covered in hair in dark and grey colors. Their heads are some triangular in shape with curved horns pointing up. Going towards the NG alignment they are more likable in the long run. Being mostly adapted to the life at sea they get very uneased when on land for a longer period.

Languages: They may start with Minotaur, Aquatic elf, Dwarf

Ocean Minotaur‘ Special Abilities

Infravision 60’ Fitness bonus
Weather sense Extra Tough Hide
Fearlessness Extra Hitpoints
Head butt attack  

Ocean Minotaur racial penalties

They take damage as large creatures. The receive a +2 reaction adjustment when they are known. When away from the ocean for a longer period, they tend to get irritated and their +2 reaction adjustment goes to -2.

 

Forest Minotaur ()

Character points cost: 55

Standing 6,5’ to 8’ tall are they almost as tall as their ocean faring cousins. Indeed very similarly to the cousins they have the same head shape only somewhat smaller and their horns are curved downwards. Both Ocean and forest minotaurs are very friendly towards dwarves as they consider them close allies.

Languages: They may start with Minotaur, and Dwarf.

Forest Minotaur‘ Special Abilities:

Infravision 60’ Hard to surprise
Tracking 50% Head butt attack
Fearlessness Bow bonus
Extra Hitpoints  

Forest Minotaur racial penalties.

They take damage as large creatures.

 

Minotaur Abilities

A character with leftover character points may select additional racial abilities after taking one of the standard subrace packages. Or, if the player wishes to create his own customized minotaur character, he can pick and choose from the list of minotaur abilities listed below. Abilities cost between 5 and 15 character points; refer to the descriptions below.

  • Infravision 60 (10): 60’ infravision.
  • Hard to surprise (10): Surprise roll are made a +2 bonus.
  • Tracking (10): Able to track 50% of the time by smell.
  • Spell immunity (5): Minotaurs have the unique power of immunity to Maze spells, due to their familarity with labyrinths and other such places.
  • Fearlessness (10): Minotaurs also enjoy a +3 saving throw bonus versus fear, including Fear, Scare, Cause fear, or Emotion spells, dragon fear, and similar effects.
  • Muscle bonus (10): +1 to the Muscle suability. This negates the requirement the subabilities must be within 4 points of each other. They can be within 5.
  • Fitness bonus (10) : +1 to the Fitness subability. This negates the requirement the subabilities must be within 4 points of each other. They can be within 5.
  • Extra Tough hide (10): Minotaurs have an natural Armor Class of 6. If the character wears armor that would improve his AC to better that 6, this ability has no effect. If the character wears that gives an AC of 6 or worse, he may add a +1 to his Armor Class.
  • Hitpoint adjustment (5): Minotaurs start out with an extra 6 hitpoints at first level.
  • Balance bonus (10): +1 to the Balance subability. This negates the requirement the subabilities must be within 4 points of each other. They can be within 5.
  • Attack bonus (5): Some minotaurs have an extensive training with their own weapons. Black choose from: Axe or Sword, Sand choose from: Javelin, pike, or bola. Ocean choose from: Net, Trident. Forest choose from: Bow (any), spear.
  • Freeze (10): Being able to freeze into the nearby surroundings
  • Head butt attack (5): By using their horns and heads they are able to deliver a blow for 2d6 hp damage

Classes restriction

  Black mino Sand mino Ocean mino Forest mino
Warrior 14 13 11 15
Ranger - 7 - 8
Wizard 6 - 9 -
Spec wizard - - - -
Cleric 10 - 10 9
Druid - 7 - 9
Rogue 11 10 - -
Psionic 7 10 - -

Race modification:

North Minos: Str+3, Dex -2, Con +2, Cha -3
South Minos: Str +1, Dex -1, Con +2, Cha -2
Ocean Minos: Str +2, Dex -1, Con +1, Cha -2
Forest Minos: Str +2, Dex -2, Con +2, Cha -2

Racial Limitations:

North Minos: Str 13-17, Dex 5-14, Con 10-18, Int 5-14, Wis 5-16, Cha 5-14
South Minos: Str 12-17, Dex 8-16, Con 8-18, Int 7-16, Wis 5-16, Cha 5-16
Ocean Minos: Str 12-18, Dex 6-14, Con 10-18, Int 5-14, Wis 5-16, Cha 6-15
Forest Minos: Str 12-18, Dex 8-15, Con 10-18, Int 6-16, Wis 5-16, Cha 5-14

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