Xefas
2012-06-03, 04:40 PM
Minotaur
Worg (http://www.giantitp.com/forums/showpost.php?p=13339129&postcount=3)
Barghest (http://www.giantitp.com/forums/showpost.php?p=13351356&postcount=5)
Reth Dekala (http://www.giantitp.com/forums/showpost.php?p=13376903&postcount=12)
Design Goals
As may soon become evident, I'm not attempting to create a "minotaur" monster-class progression, in the way of Savage Species. Nor am I attempting to create something to replace the base minotaur statistics. Not all minotaurs fit this class. My goal is to create a short, direct class for player-characters, that will impart the feeling of playing a minotaur, without having to mess around with racial hit dice, level adjustment, LA buyoff, and the complications and balancing implications inherent thereof.
I also want to test out this "Knack" idea, wherein a juvenile "monster" is simultaneously growing into their full form (because their statistics just cannot be adequately encompassed within an LA +0 base race) while also dabbling a little bit in something resembling the talents of another class, to give them a little extra spice, and also to help the transition from "monster" to "monster adventurer". You weren't just a Minotaur and then suddenly became a Warblade out of nowhere. You worked up to it, and then became a very Minotaur-y version of a Warblade. And while you won't be as Warblade-y as a Human Warblade, you will make up for it adequately by being very Minotaury in your Warbladeness.
http://i925.photobucket.com/albums/ad91/bluejanus/Minotaur.jpg
Hit Die: d10
Skill Points: 4 + intelligence modifier (x4 at first level)
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Knowledge (Nature), Listen, Search, Sense Motive, Spot, Survival
Proficiencies: Minotaurs are proficient with all simple and martial weapons, as well as all light and medium armor, but not with shields.
Starting Gold: As Fighter
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0| Racial Class, Minotaur Knack
2nd|+2|+3|+0|+0| Monstrous Growth
3rd|+3|+3|+1|+1| Sense of Direction
[/table]
Racial Class: Characters that take this class do not choose a race. This class may only be taken at first level, and cannot be multiclassed out of until all levels of it have been taken. The racial traits of a character that takes this class are as follows:
Type: Monstrous Humanoid
Size: Medium Size
Speed: 30 feet
Ability Adjustments: +2 Strength, -2 Intelligence
Darkvision (Ex): With eyes built for hunting prey in underground environments, minotaurs may see out to a distance of 60 feet without any light source at all. This vision does not discern color, displaying everything in shades of black and white.
Gore (Ex): Perhaps the most distinguishing trait of the minotaur is their massive and vicious-looking set of horns. When used in battle, they are a natural weapon that deals 1d6 piercing damage. If the Minotaur uses this weapon as their primary attack on a charge, it deals 2d6 damage instead. When you attain Large size, these damage values will increase to 1d8 and 2d8 respectively.
Scent (Ex): In addition to their excellent vision, minotaurs have a powerful sense of smell. They can detect creatures within 30 feet under normal conditions, by scent alone. If the creature is upwind, the range is 60 feet. If they are downwind, the range is 15ft. Stronger than average scents, such as smoke or garbage, double these ranges. Truly overpowering smells, such as a troglodyte, or putrescent sewage, can be sensed at triple the normal range. This detection notes a direction in relation to the minotaur, but not a precise location. It is not until the minotaur is within 5 feet of a creature that it may pinpoint their exact position.
Natural Tracker (Ex): Minotaurs gain the "Track" feat as a bonus feat.
Minotaur Knack: Even though this class represents a developing minotaur who has not yet begun truly delving into the path of a particular character class, any minotaur with the heroism to strike out as an adventurer must certainly have some knack that distinguishes them above the average of their kind. At 1st level, pick one of the Knacks below. You gain that Knack's Least benefit at 1st level, its Lesser benefit at 2nd level, and its Greater benefit at 3rd level.
Monstrous Growth: At 2nd level, a minotaur grows to Large size. Disregard the normal ability and natural armor adjustments for a change in size, although all other modifiers apply. Instead, you gain a +4 racial bonus to Strength, a +2 racial bonus to Constitution, and +1 Natural Armor.
At 3rd level, you gain an additional +2 racial bonus to Strength, +2 racial bonus to Constitution, +1 natural armor, and a +2 racial bonus to Spot, Listen, and Survival checks.
Sense of Direction: As a peculiar hereditary trait, often attributed to their race's extensive time spent wandering the myriad winding tunnels that serve as their homelands, Minotaurs possess an innately acute sense of direction. They never become lost (automatically succeeding on all Survival checks to prevent becoming lost), and are even strangely immune to "Maze" spells cast upon them.
Minotaur Knacks
Stone Bull Tradition
Among the minotaur tribes, their greatest and most decorated warriors are martial adepts who have mastered the brutal discipline of the "Stone Dragon", although they know it instead as the "Stone Bull". It is no wonder that a youngling bound for adventure might seek to walk in their footsteps.
Least: Your Minotaur class levels count as martial adepts class levels for the purposes of determining your initiator level. In addition, once per encounter, you may activate the maneuver "Charging Minotaur". This functions in all ways like the martial maneuver, with the exception that it deals piercing damage instead of bludgeoning. When you attain Large size, it will deal 2d8 damage instead of 2d6. If you later gain levels in a martial adept class with a recovery mechanic, you may recover this racial ability as if it were a readied maneuver.
Lesser: As long as you are on solid ground, you gain a +2 bonus on Strength checks, and a +2 bonus to armor class against creatures with a larger size category than you. If you later gain levels in a martial adept class that grants Stances Known, you lose this ability, but add 'Stonefoot Stance' to your list of stances known (this does not count against the usual number of stances you learn from your class). Furthermore, any Stone Dragon stance that typically ends if you move more than 5 feet, does not end under such a condition. You carry the fortitude of the Stone Bull with you, even when charging across the battlefield.
Greater: When using your "Charging Minotaur" racial ability, you deal an additional +2d6 damage, and overcome all damage reduction and hardness on the target. If you later gain levels in a martial adept class that grant Maneuvers Known, you lose this ability. Instead, add "Mountain Hammer" to your list of Maneuvers Known (this does not count against the usual number of maneuvers you learn from your class). Furthermore, when you use your "Charging Minotaur" racial ability, you may activate any standard-action Stone Dragon maneuver to modify the special bull-rush attack it grants as if it were a normal melee attack, as part of the action of that ability.
Outcast Mother Tradition
Some few young minotaurs hear the whispers of the wretched and pitiable Haagenti, the mother of minotaur-kind, banished beyond reality to live forever as a twisted Vestige. Most ignore these whispers, and they fade with time into nothing. A rare number focus on the whispers, gathering otherworldly power from them, and among these, a scant handful will grow to become full-fledged Binders.
Least: You gain proficiency in all shields, including tower shields. If you later find a way to fully bind the Vestige, Haagenti, to yourself, you gain Cold Resistance equal to the shield bonus to armor class you derive from any shield you currently have equipped while she is bound. This resistance stacks with one other source of Cold Resistance currently on you, if any.
Lesser: As a free action, you may automatically negate any magical effect on you that would highly alter your physical form, such as being polymorphed or petrified. If you later find a way to fully bind Haagenti to yourself, you add your Wisdom modifier to all Fortitude saving throws against divine spells or the spell-like abilities of Outsiders, and your Constitution modifier to all Will saving throws against the same, so long as she is bound.
Greater: Your Minotaur class levels count as Binder levels for the purposes of the highest level Vestige you may bind to yourself. Furthermore, once per encounter, you may charge a melee attack with otherworldly energy. If this attack hits and deals damage, the target must make a Will save (DC 10 + 1/2 character level + charisma modifier) or become 'confused' for 1 round per 3 character levels. If this attack is at the end of a Charge, the target takes a -2 penalty to the saving throw, and is 'confused' for double the normal amount of time. If you later find a way to fully bind Haagenti to yourself, while she is bound, you may expend a use of her "Confusing Touch" ability (activating its 5-round cooldown) as a free action to recharge this racial ability.
Abyssal Champion Tradition
The Demon Lord Baphomet serves as a dark patron for minotaur-kind, always willing to help them in exchange for greater influence in the mortal realm. Many young minotaurs may find, as they grow, that they unconsciously draw power from Baphomet when in times of need. Unfortunately for the less savage races of the world, all too often do these minotaurs accept the call and become full-fledged Warlocks in service to the Demon Lord.
Least: Once per day, as a free action, you may draw forth a blessing from Baphomet, gaining Fast Healing 1 for 2 minutes, which stacks with up to one other source of Fast Healing currently on you, if any. If you later gain the "Fiendish Resilience" class feature, you lose this ability, but may activate that class feature a number of times per day equal to (1 + charisma modifier) instead of the normal once per day, and its healing stacks with up to one other source of Fast Healing currently on you, if any.
Lesser: When using your racial Gore natural attack, on a Charge, you may choose to have all damage dealt by that attack be fire damage. If you hit and deal damage, unholy flames writhe forth from the wound and attempt to consume the victim. They must make a Reflex save (DC 10 + 1/2 character level + charisma modifier) or be wreathed in flames for 1 round per five character levels (minimum 1). At the beginning of each of their turns, while wreathed in these flames, the victim must either decide to spend a full-round action putting out the flames, or immediately take 2d6 fire damage. Putting out the flames ends the duration of this effect prematurely. If you later gain the ability to learn and use Lesser Warlock Invocations, you gain Brimstone Blast as an Invocation Known (this does not count against the usual number of Invocations learned from your class).
Greater: Your Minotaur class levels count as Warlock levels for the purposes of determining the highest tier of Invocations you may learn. Furthermore, whenever you make a melee attack as part of a Charge, the damage you deal is increased by 1d6 as abyssal energy flows up through your weapon. If you later gain the Eldritch Blast class feature, you lose this ability. Instead, whenever you make a melee attack as part of a Charge, if you hit and deal damage, the target is also effected as if they were struck by your Eldritch Blast.
Blade of the Gods Tradition
Minotaurs are not often ones for careful obeisance and prayer. When they choose to acknowledge deities at all, their hymns are the din of battle, their hallowed words the clashing of steel, and their offerings the corpses of defeated foes piled high. A particularly fierce and nominally pious minotaur youth may find themselves smiled upon by a god of battle, or one of the Giant pantheon. Whether they ever develop this bond beyond a simple spark of the divine is their own choice to make.
Least: You gain the feats "Weapon Focus" and "Weapon Specialization" for your deity's favored weapon, even if you do not meet the prerequisites. If you later gain the Favored Soul class feature "Deity's Weapon Focus", it does not grant its normal benefit. Instead, when wielding your deity's favored weapon, you may add your Wisdom modifier as a bonus on the attack roll. If you later gain the Favored Soul class feature "Deity's Weapon Specialization", it does not grant its normal benefit. Instead, when wielding your deity's favored weapon, you may add your Charisma modifier as a bonus on the damage roll.
Lesser: Once per day, when you perform a Charge, you may cast "Divine Favor" as a spell-like ability with a caster level equal to your character level, as an immediate action. If you later gain the ability to cast divine spells, you lose this ability. Instead, add "Divine Favor" to your list of Spells Known (if your class has such a feature – and this does not count against the usual number of spells learned from your class). In addition, once per encounter, when you perform a Charge, and are wielding your deity's favored weapon, you may cast one Personal-range divine spell as an immediate action.
Greater: Your Minotaur class levels count as levels in the first divine spellcasting class you partake of, for the purposes of determining your caster level. When determining your Spells Per Day and Spells Known from that class, consult the respective tables as if you were one level higher (so a Minotaur 3/Favored Soul 2 would have spells per day and spells known as if they were a 3rd level Favored Soul). Finally, once per day, you may cast "Bull's Strength" as a spell-like ability with a caster level equal to your character level. If you later gain the ability to cast 2nd level divine spells, you lose this spell-like ability, and instead add "Bull's Strength" to your list of Spells Known (if your class has such a feature – and this does not count against the usual number of spells learned from your class).
Berserker Id Tradition
Much can be said of the virtues of minotaurs – their strength, their feral cunning. Raw mental capacity is very rarely one such quality. However, it is not unheard of for a minotaur youngling to possess a latent psionic potential. Instead of tapping into it with transcendant intelligence, they shatter this barrier with the force of their battle-fury and bloodlust, opening their minds to coalesce their rage into terrifying physical form.
Least: You gain the "Wild Talent" and "Psionic Charge" feats as bonus feats, even if you do not meet the prerequisites.
Lesser: Choose one psionic power from the Psion/Wilder list. You may manifest that power with a manifester level equal to your character level. However, every time you manifest this power, there is a 5% chance you will be dazed until the end of your next turn. If you later gain the "Wild Surge" class feature, you lose this ability, but add the chosen power to your list of psionic powers known (this does not count against the usual number of powers learned from your class).
Greater: After using the power granted by the Lesser tier of this Knack, or when invoking a Wild Surge if you have that class feature, you gain a +1 morale bonus on all attack rolls, damage rolls, and saving throws for 1 round. If you later gain the "Surging Euphoria" class feature, you lose this ability. Instead, your Surging Euphoria grants you a bonus equal to your Charisma modifier, in place of the normal +1. Finally, your Minotaur class levels count as levels in the first psionic class you partake of, for the purposes of determining your manifester level for that class. If this class is the Wilder, it also stacks for the purposes of determining the highest level of power you may learn.
Worg (http://www.giantitp.com/forums/showpost.php?p=13339129&postcount=3)
Barghest (http://www.giantitp.com/forums/showpost.php?p=13351356&postcount=5)
Reth Dekala (http://www.giantitp.com/forums/showpost.php?p=13376903&postcount=12)
Design Goals
As may soon become evident, I'm not attempting to create a "minotaur" monster-class progression, in the way of Savage Species. Nor am I attempting to create something to replace the base minotaur statistics. Not all minotaurs fit this class. My goal is to create a short, direct class for player-characters, that will impart the feeling of playing a minotaur, without having to mess around with racial hit dice, level adjustment, LA buyoff, and the complications and balancing implications inherent thereof.
I also want to test out this "Knack" idea, wherein a juvenile "monster" is simultaneously growing into their full form (because their statistics just cannot be adequately encompassed within an LA +0 base race) while also dabbling a little bit in something resembling the talents of another class, to give them a little extra spice, and also to help the transition from "monster" to "monster adventurer". You weren't just a Minotaur and then suddenly became a Warblade out of nowhere. You worked up to it, and then became a very Minotaur-y version of a Warblade. And while you won't be as Warblade-y as a Human Warblade, you will make up for it adequately by being very Minotaury in your Warbladeness.
http://i925.photobucket.com/albums/ad91/bluejanus/Minotaur.jpg
Hit Die: d10
Skill Points: 4 + intelligence modifier (x4 at first level)
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Knowledge (Nature), Listen, Search, Sense Motive, Spot, Survival
Proficiencies: Minotaurs are proficient with all simple and martial weapons, as well as all light and medium armor, but not with shields.
Starting Gold: As Fighter
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0| Racial Class, Minotaur Knack
2nd|+2|+3|+0|+0| Monstrous Growth
3rd|+3|+3|+1|+1| Sense of Direction
[/table]
Racial Class: Characters that take this class do not choose a race. This class may only be taken at first level, and cannot be multiclassed out of until all levels of it have been taken. The racial traits of a character that takes this class are as follows:
Type: Monstrous Humanoid
Size: Medium Size
Speed: 30 feet
Ability Adjustments: +2 Strength, -2 Intelligence
Darkvision (Ex): With eyes built for hunting prey in underground environments, minotaurs may see out to a distance of 60 feet without any light source at all. This vision does not discern color, displaying everything in shades of black and white.
Gore (Ex): Perhaps the most distinguishing trait of the minotaur is their massive and vicious-looking set of horns. When used in battle, they are a natural weapon that deals 1d6 piercing damage. If the Minotaur uses this weapon as their primary attack on a charge, it deals 2d6 damage instead. When you attain Large size, these damage values will increase to 1d8 and 2d8 respectively.
Scent (Ex): In addition to their excellent vision, minotaurs have a powerful sense of smell. They can detect creatures within 30 feet under normal conditions, by scent alone. If the creature is upwind, the range is 60 feet. If they are downwind, the range is 15ft. Stronger than average scents, such as smoke or garbage, double these ranges. Truly overpowering smells, such as a troglodyte, or putrescent sewage, can be sensed at triple the normal range. This detection notes a direction in relation to the minotaur, but not a precise location. It is not until the minotaur is within 5 feet of a creature that it may pinpoint their exact position.
Natural Tracker (Ex): Minotaurs gain the "Track" feat as a bonus feat.
Minotaur Knack: Even though this class represents a developing minotaur who has not yet begun truly delving into the path of a particular character class, any minotaur with the heroism to strike out as an adventurer must certainly have some knack that distinguishes them above the average of their kind. At 1st level, pick one of the Knacks below. You gain that Knack's Least benefit at 1st level, its Lesser benefit at 2nd level, and its Greater benefit at 3rd level.
Monstrous Growth: At 2nd level, a minotaur grows to Large size. Disregard the normal ability and natural armor adjustments for a change in size, although all other modifiers apply. Instead, you gain a +4 racial bonus to Strength, a +2 racial bonus to Constitution, and +1 Natural Armor.
At 3rd level, you gain an additional +2 racial bonus to Strength, +2 racial bonus to Constitution, +1 natural armor, and a +2 racial bonus to Spot, Listen, and Survival checks.
Sense of Direction: As a peculiar hereditary trait, often attributed to their race's extensive time spent wandering the myriad winding tunnels that serve as their homelands, Minotaurs possess an innately acute sense of direction. They never become lost (automatically succeeding on all Survival checks to prevent becoming lost), and are even strangely immune to "Maze" spells cast upon them.
Minotaur Knacks
Stone Bull Tradition
Among the minotaur tribes, their greatest and most decorated warriors are martial adepts who have mastered the brutal discipline of the "Stone Dragon", although they know it instead as the "Stone Bull". It is no wonder that a youngling bound for adventure might seek to walk in their footsteps.
Least: Your Minotaur class levels count as martial adepts class levels for the purposes of determining your initiator level. In addition, once per encounter, you may activate the maneuver "Charging Minotaur". This functions in all ways like the martial maneuver, with the exception that it deals piercing damage instead of bludgeoning. When you attain Large size, it will deal 2d8 damage instead of 2d6. If you later gain levels in a martial adept class with a recovery mechanic, you may recover this racial ability as if it were a readied maneuver.
Lesser: As long as you are on solid ground, you gain a +2 bonus on Strength checks, and a +2 bonus to armor class against creatures with a larger size category than you. If you later gain levels in a martial adept class that grants Stances Known, you lose this ability, but add 'Stonefoot Stance' to your list of stances known (this does not count against the usual number of stances you learn from your class). Furthermore, any Stone Dragon stance that typically ends if you move more than 5 feet, does not end under such a condition. You carry the fortitude of the Stone Bull with you, even when charging across the battlefield.
Greater: When using your "Charging Minotaur" racial ability, you deal an additional +2d6 damage, and overcome all damage reduction and hardness on the target. If you later gain levels in a martial adept class that grant Maneuvers Known, you lose this ability. Instead, add "Mountain Hammer" to your list of Maneuvers Known (this does not count against the usual number of maneuvers you learn from your class). Furthermore, when you use your "Charging Minotaur" racial ability, you may activate any standard-action Stone Dragon maneuver to modify the special bull-rush attack it grants as if it were a normal melee attack, as part of the action of that ability.
Outcast Mother Tradition
Some few young minotaurs hear the whispers of the wretched and pitiable Haagenti, the mother of minotaur-kind, banished beyond reality to live forever as a twisted Vestige. Most ignore these whispers, and they fade with time into nothing. A rare number focus on the whispers, gathering otherworldly power from them, and among these, a scant handful will grow to become full-fledged Binders.
Least: You gain proficiency in all shields, including tower shields. If you later find a way to fully bind the Vestige, Haagenti, to yourself, you gain Cold Resistance equal to the shield bonus to armor class you derive from any shield you currently have equipped while she is bound. This resistance stacks with one other source of Cold Resistance currently on you, if any.
Lesser: As a free action, you may automatically negate any magical effect on you that would highly alter your physical form, such as being polymorphed or petrified. If you later find a way to fully bind Haagenti to yourself, you add your Wisdom modifier to all Fortitude saving throws against divine spells or the spell-like abilities of Outsiders, and your Constitution modifier to all Will saving throws against the same, so long as she is bound.
Greater: Your Minotaur class levels count as Binder levels for the purposes of the highest level Vestige you may bind to yourself. Furthermore, once per encounter, you may charge a melee attack with otherworldly energy. If this attack hits and deals damage, the target must make a Will save (DC 10 + 1/2 character level + charisma modifier) or become 'confused' for 1 round per 3 character levels. If this attack is at the end of a Charge, the target takes a -2 penalty to the saving throw, and is 'confused' for double the normal amount of time. If you later find a way to fully bind Haagenti to yourself, while she is bound, you may expend a use of her "Confusing Touch" ability (activating its 5-round cooldown) as a free action to recharge this racial ability.
Abyssal Champion Tradition
The Demon Lord Baphomet serves as a dark patron for minotaur-kind, always willing to help them in exchange for greater influence in the mortal realm. Many young minotaurs may find, as they grow, that they unconsciously draw power from Baphomet when in times of need. Unfortunately for the less savage races of the world, all too often do these minotaurs accept the call and become full-fledged Warlocks in service to the Demon Lord.
Least: Once per day, as a free action, you may draw forth a blessing from Baphomet, gaining Fast Healing 1 for 2 minutes, which stacks with up to one other source of Fast Healing currently on you, if any. If you later gain the "Fiendish Resilience" class feature, you lose this ability, but may activate that class feature a number of times per day equal to (1 + charisma modifier) instead of the normal once per day, and its healing stacks with up to one other source of Fast Healing currently on you, if any.
Lesser: When using your racial Gore natural attack, on a Charge, you may choose to have all damage dealt by that attack be fire damage. If you hit and deal damage, unholy flames writhe forth from the wound and attempt to consume the victim. They must make a Reflex save (DC 10 + 1/2 character level + charisma modifier) or be wreathed in flames for 1 round per five character levels (minimum 1). At the beginning of each of their turns, while wreathed in these flames, the victim must either decide to spend a full-round action putting out the flames, or immediately take 2d6 fire damage. Putting out the flames ends the duration of this effect prematurely. If you later gain the ability to learn and use Lesser Warlock Invocations, you gain Brimstone Blast as an Invocation Known (this does not count against the usual number of Invocations learned from your class).
Greater: Your Minotaur class levels count as Warlock levels for the purposes of determining the highest tier of Invocations you may learn. Furthermore, whenever you make a melee attack as part of a Charge, the damage you deal is increased by 1d6 as abyssal energy flows up through your weapon. If you later gain the Eldritch Blast class feature, you lose this ability. Instead, whenever you make a melee attack as part of a Charge, if you hit and deal damage, the target is also effected as if they were struck by your Eldritch Blast.
Blade of the Gods Tradition
Minotaurs are not often ones for careful obeisance and prayer. When they choose to acknowledge deities at all, their hymns are the din of battle, their hallowed words the clashing of steel, and their offerings the corpses of defeated foes piled high. A particularly fierce and nominally pious minotaur youth may find themselves smiled upon by a god of battle, or one of the Giant pantheon. Whether they ever develop this bond beyond a simple spark of the divine is their own choice to make.
Least: You gain the feats "Weapon Focus" and "Weapon Specialization" for your deity's favored weapon, even if you do not meet the prerequisites. If you later gain the Favored Soul class feature "Deity's Weapon Focus", it does not grant its normal benefit. Instead, when wielding your deity's favored weapon, you may add your Wisdom modifier as a bonus on the attack roll. If you later gain the Favored Soul class feature "Deity's Weapon Specialization", it does not grant its normal benefit. Instead, when wielding your deity's favored weapon, you may add your Charisma modifier as a bonus on the damage roll.
Lesser: Once per day, when you perform a Charge, you may cast "Divine Favor" as a spell-like ability with a caster level equal to your character level, as an immediate action. If you later gain the ability to cast divine spells, you lose this ability. Instead, add "Divine Favor" to your list of Spells Known (if your class has such a feature – and this does not count against the usual number of spells learned from your class). In addition, once per encounter, when you perform a Charge, and are wielding your deity's favored weapon, you may cast one Personal-range divine spell as an immediate action.
Greater: Your Minotaur class levels count as levels in the first divine spellcasting class you partake of, for the purposes of determining your caster level. When determining your Spells Per Day and Spells Known from that class, consult the respective tables as if you were one level higher (so a Minotaur 3/Favored Soul 2 would have spells per day and spells known as if they were a 3rd level Favored Soul). Finally, once per day, you may cast "Bull's Strength" as a spell-like ability with a caster level equal to your character level. If you later gain the ability to cast 2nd level divine spells, you lose this spell-like ability, and instead add "Bull's Strength" to your list of Spells Known (if your class has such a feature – and this does not count against the usual number of spells learned from your class).
Berserker Id Tradition
Much can be said of the virtues of minotaurs – their strength, their feral cunning. Raw mental capacity is very rarely one such quality. However, it is not unheard of for a minotaur youngling to possess a latent psionic potential. Instead of tapping into it with transcendant intelligence, they shatter this barrier with the force of their battle-fury and bloodlust, opening their minds to coalesce their rage into terrifying physical form.
Least: You gain the "Wild Talent" and "Psionic Charge" feats as bonus feats, even if you do not meet the prerequisites.
Lesser: Choose one psionic power from the Psion/Wilder list. You may manifest that power with a manifester level equal to your character level. However, every time you manifest this power, there is a 5% chance you will be dazed until the end of your next turn. If you later gain the "Wild Surge" class feature, you lose this ability, but add the chosen power to your list of psionic powers known (this does not count against the usual number of powers learned from your class).
Greater: After using the power granted by the Lesser tier of this Knack, or when invoking a Wild Surge if you have that class feature, you gain a +1 morale bonus on all attack rolls, damage rolls, and saving throws for 1 round. If you later gain the "Surging Euphoria" class feature, you lose this ability. Instead, your Surging Euphoria grants you a bonus equal to your Charisma modifier, in place of the normal +1. Finally, your Minotaur class levels count as levels in the first psionic class you partake of, for the purposes of determining your manifester level for that class. If this class is the Wilder, it also stacks for the purposes of determining the highest level of power you may learn.