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Thread: Community Based Monster Classes VI

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    Default Re: Community Based Monster Classes VI

    Minotaur

    Monster Class
    Monster Manual, SRD

    Class
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    HD: D8
    {table=head]Level|BAB|Fort|Ref|Will |Special
    1st|+0|+2|+2|+0| Minotaur Body, Headbutt, Sudden Charge, +1 Str, +1 Con
    2nd|+1|+3|+3|+0| Scent, Shake Off, +1 Str, +1 Con
    3rd|+2|+3|+3|+1| Natural Cunning, Triumphant Bellow, +1 Str, +1 Con
    4th|+3|+4|+4|+1| Growth, Stampede, +1 Str, +1 Con
    [/table]
    Skill Points 4+Int per level
    Class Skills: Climb, Jump, Swim, Knowledge (Dungeon), Intimidate, Listen, Search, Spot.

    Proficiencies: The Minotaur is proficient with its own natural weapons, simple and martial weapons. It is not proficient in any armor or shields.

    Minotaur Body: The Minotaur loses all other racial bonuses and gains Monstrous Humanoid traits, granting it Darkvision out to 60'. Minotaurs are initially medium sized creatures with a base movement speed of 30', possessing a gore attack that delivers 1d6 + 1.5 times its Str mod in piercing/slashing damage. The Minotaur has natural armor equal to its Con modifier.

    Minotaurs speak either Giant or Common as their starting language and gain additional languages for a high intelligence score as normal.

    Attribute Bonus: The Minotaur gains +1 to Strength and Constitution with each level in the class, for a total bonus of +4 Str and +4 Con at 4th level.

    Headbutt: Starting at first level, the Minotaur can deliver tremendous damage with its horns. When the Minotaur delivers gore damage at the end of a charge, the Minotaur instead deals damage equal to 2d6 damage + 2x its Str mod. This bonus damage increases by 2d6 damage for every size category the Minotaur gains beyond Medium.

    In addition, a Minotaur that deals Gore damage can choose to knock a foe 5' away for every 5 points of damage dealt. The overall Headbutt distance is adjusted for every step of difference in size category between the Minotaur and the target, with the Minotaur gaining 5' additional distance for every step larger it is than the target, and 5' less distance if for every step the target is larger than the Minotaur. The bonus damage on charging gore attacks, described above, is added to the total damage for the purposes of determining Headbutt distance.

    At 3HD, the Minotaur can knock a target in any direction with gore damage, so long as the target isn't forced to move into the Minotaur's square. Knocking the target any direction but directly away from the Minotaur knocks the target only half as far.

    At 6HD, the Minotaur can daze opponents by driving them into a solid object. If an opponent is knocked backwards by a Gore attack but cannot move the full distance due to intervening obstacles, they must make a Fortitude Save (DC 10 + 1/2 Minotaur's HD + Minotaur's Str Bonus + 2 for every 5' the target would have moved if it hadn't hit the obstacle) or be dazed for one round.

    Starting at 9HD, the Minotaur may knock a target into the air, with the victim suffering appropriate falling damage if they fall a sufficient height. Targets thrown high enough into the air to take falling damage must make their choice of a tumble check (DC 10 + 1/2 HD + Minotaur's Str Mod) or a Reflex Save (Same DC) or fall prone.

    At 12HD, the damage increases by 2d6.

    At 15HD, targets headbutted into solid obstacles may be stunned, instead of dazed.

    At 18HD, targets are moved back twice as far.

    Sudden Charge: Starting at first level, the Minotaur can demonstrate the unpredictable, ferocious charges that make it so feared in the labyrinths and dungeons of myth. The Minotaur gains the ability to charge as a standard action, following a move action. The Minotaur doubles any unused move allowance for the round, otherwise charging more or less as normal, with the standard restrictions (Such as clear line of sight/path to target). The Minotaur must be on solid ground to initiate a charge in this manner, and does not gain the bonus damage listed under Headbutt when charging in this manner.

    Further, a Minotaur can ready a charge against an opponent it can see, scuffing its hoof and lowering its horns dangerously, preparing to charge and attack that foe when one of the conditions (named by the Minotaur at the time of the readying) is met. This readying is a full round action, and use of this action does not allow for a 5' step in the same turn.

    Starting at 10HD, readying a Sudden Charge does not change the Minotaur's place in the initiative order.

    Scent: At second level, the Minotaur gains Scent, as per the monster ability, with a standard range of 30'. A Minotaur that scents an enemy can ready a Sudden Charge even if it cannot see it (For details on how this works, see Sudden Charge, above). The Minotaur must still have line of sight to carry out the charge. Scent is described here:
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    This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

    A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

    The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

    A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

    Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

    False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.


    Shake Off: Starting at second level, the Minotaur can combine the strength and power of a bucking bull with the leverage of humanoid form to dislodge opponents that are encroaching upon the Minotaur's space and send them flying. Shake Off is a standard action that delays its effect until the start of the Minotaur's next turn. When Shake Off triggers, the Minotaur deals gore damage (albeit bludgeoning, not piercing) to each creature within the Minotaur's reach. This damage can trigger the knockback effect described under Headbutt, above. Opponents who are sharing a space with the Minotaur, grappling the minotaur and/or being grappled by the Minotaur take standard damage & have the grapple broken if they are knocked away. Shake Off deals full damage to swarms, thrashing and scattering them beyond their ability to gather back together.

    For a Minotaur that has a reach of 10' or more, the knockback effect described under Headbutt is doubled for creatures within 5' and creatures sharing a space with the Minotaur, effectively knocking opponents 10' away for every 5 points of damage dealt.

    Finally, the Minotaur knocks opponents 5' in the direction of its choice (except into the Minotaur's space) whenever it deals attack of opportunity damage. This increases by 5' for every size category the Minotaur grows beyond Medium.

    Natural Cunning: Though it isn't necessarily the most intelligent or wise creature, a third level Minotaur begins to display the unusual cunning, perception and logical abilities that set it apart from other savage brutes. The Minotaur may pick two mental attributes (Int, Wis or Cha). Thereafter, the Minotaur may use the higher of the two attributes for the purposes of determining stat based rolls, skill bonuses, skill points per level, saving throws, spell or SLA effects and bonus spells, instead of the inferior attribute. If one of the chosen attributes was Intelligence, and the other attribute value is higher, the Minotaur may retroactively adjust its total skill points to reflect the higher value, as the third level of the class is taken.

    Natural Cunning grants the Minotaur gains several abilities that ensure the creature always knows where it is going: The Minotaur gains the track feat, it always knows which way is north (failing that, the Minotaur can gauge the distance between the Minotaur itself and any fixed point the creature has previously defined), it always knows which paths it has taken before, it can't get lost and it becomes immune to the Maze spell.

    Triumphant Bellow: Starting at third level, a Minotaur can let loose with a hearty bellow that can grant the courage or momentum needed to sway the tide of a battle. Triumphant Bellow is a standard action that grants the Minotaur an additional 5' base move speed and +2 Str for a number of rounds equal to the Minotaur's Charisma modifier.

    This ability offers additional benefits, depending on the current state of the battle. For every fallen (prone, unconscious, dying, dead, petrified or otherwise terminated) foe within 30' of the Minotaur, the Bellow grants an additional 5' move speed and +2 Str, to a maximum of +15' move speed and +10 bonus Str. Foes with too low a CR to grant experience to the Minotaur and foes that have already granted experience (such as those from a previous encounter) do not count for the purposes of the Bellow's bonus.

    For each fallen (prone, unconscious, dying, dead, petrified, or otherwise terminated) ally within the 30' radius, the Minotaur gains +1 to saving throws, a +10% chance to stabilize and 1d6 + Cha mod healing each round for the bellow's duration. Allies that are not 'fallen' as a direct consequence of enemy action (such as an ally that lies down & is thus prone voluntarily) do not count for the purposes of this effect.

    Allies within the 30' radius gain half the benefit that the Minotaur gains, rounding down.

    Growth: A fourth level Minotaur grows to Large size. Its reach, grapple modifiers, natural attack damage and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

    At 13HD, the Minotaur grows another size category.

    Stampede: At fourth level, a Minotaur may charge through enemy ranks, sending opponents flying as it charges one foe after another. The Minotaur may, provided that it has sufficient movement remaining, declare a second (or third, fourth, etc.) charge in a round, hereafter referred to as the 'Stampede'. Use of Stampede allows for a fresh use of the Minotaur's melee attack with each resulting charge.

    Each new charge must have a valid target (ie. clear line of sight, at least 10' away), each Stampede imposes a cumulative -2 penalty on attacks for the round, and imposes a -1 penalty to AC rather than the standard -2 for a charge. Stampede provokes an attack of opportunity as the additional charge is declared, with the attack of opportunity interrupting the ability if it connects. For this reason, most Minotaurs will use Stampede in conjunction with Gore & Headbutt.


    Comments
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    Ok, so Minotaur = charge based combatant. That much is a given. Thing is, I wanted to be original, which meant breaking away from the Dungeon Crasher + Lance tropes that tend to define the role. So what you've got is a brute that can charge around corners and control where enemies are on the battlefield, which in turn allows for more charges. Especially with Stampede, it's more quantity of charges than quality (though it's certainly not hurting for quality, with the bonus damage on charges).

    You'll note that the Minotaur features a very aggressive slant. Where other melee brutes I've created tend to have abilities that make them good at saves or ameliorate the effects of poor saves, and otherwise set up the monster in a way that overrides some of the failings of melee at high levels, the Minotaur relies more on getting that brutally damaging charge in, and Sudden Charge makes that possible. You've got Headbutt to make distance between you and foes to allow for further charges, and Shake Off (anyone get the reference?) if you really want enemies to get away from you, one way or another.

    So ultimately, it's a great aggressive melee battlefield controller that will make its presence clear.

    Admission: I put together this entire monster, including finding & cropping the pic, using my iTouch (Kind of like an iPhone, but minus the phone, speaker, camera). This made it very tedious, and as a consequence, there's a few things I know I want to fix (like clarification of grappling in Shake Off) but haven't bothered to just yet, and I also admit I can't get a good view of the whole monster, being only able to have 2 lines of text on my screen at the same time. As such, it's less polished than my other work, right out the gate. I'll get back to it after to tidy up where needed.


    Changelog
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    Feb 03, 2011 Changes:
    • Adjusted Shake Off, removing the double damage for creatures sharing a space with the Minotaur, but adding a clarification on what happens to those grappling with the Minotaur (they are thrown off).
    • Some wording changes in Natural Cunning, for clarity.
    • Clarification that allies get some of the additional benefits for Triumphant Bellow.
    • Clarification of wording under Stampede.


    Feb 06, 2011 Changes:
    • Clarified the effect of size on headbutt distance.
    • Chance to daze when knocking enemies into obstacles is increased, based on how far they would've moved before they hit something.
    • Clarified that Natural Cunning stat merge (for lack of a better term) uses the better attribute, instead of the inferior attribute, where appropriate.
    • Clarified Triumphant Bellow, tidying it up quite a bit. Moved the mention of allies to the end, with a simple "allies within 30' of you get half the benefit you do" instead of constantly mentioning the half effect on allies.
    • Triumphant Bellow stabilize chance boosted to 10% (so allies get +5%, while the 10% probably isn't ever going to be used by the minotaur, f'real).
    • Clarified the 'fallen' bit as much as I was able, given how many interpretations of the term there are.

    Last edited by Hyudra; 2011-02-25 at 09:14 AM.