Bovine Intervention: a Minotaur miniguide

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Bovine Intervention: a Minotaur miniguide

 

 

A veally, veally bad idea.

 

Minotaurs have been around for some time, and managed to accrue some unique stuff no other race has access to. It’s not a lot, but hey, that’s why this is a miniguide.

 

Why play a Minotaur?

 

Minotaurs are a good race if you:

 

  • Enjoy tough, sticky defenders.
  • Like to charge.
  • Want to dole out as much punishment as you receive.
  • Want to have Revenant-like levels of toughness without actually playing one.

 

Even though there aren’t a lot of player options specifically for Minotaurs, this guide will only discuss the ones that are actually worth taking. If you feel something is missing, let me know and we’ll see if it’s worth including in the guide.

 

Fortunately for those without DDI, the Minotaur content is limited to the following sources:

  • Player’s Handbook 3 (PHB3)

  • Dragon 369 (DR369)

  • Dragon 382 (DR382)

  • Dragon 385 (DR385)

  • Dragon 387 (DR387)

  • Dragon 389 (DR389)

 

There are a few references to something called 'inherent bonuses' in the guide. If you want to know what those are, check out Dungeon Master's Guide 2 page 138, or the Dark Sun Campaign Setting page 209.

 

Those who post cow puns will be grilled.

Taking Stock: Racial Traits

 

Everything in this post can be found in the PHB3.

 

Ability scores: +2 Strength; +2 Constitution or +2 Wisdom.

These scores gives you access to all roles, but the Strength boost makes you best suited to be a defender or a striker. See the next post for a more in-depth discussion of classes and roles.

 

Size: medium

Speed: 6 squares

Vision: normal

All par for the course.

 

Skill bonuses: +2 Nature, +2 Perception.

If you have a decent Wisdom score, these bumps let you excel even more in one mediocre and one very good skill.

 

Vitality: You have one additional healing surge.

This trait makes you tougher than the average cow, and synergizes well with both the melee striker and defender role and your Ferocity trait. Assuming you take the appropriate background to fix your HP, this lets you get away with cheating on your Constitution score and still have an average amount of surges.

 

Ferocity: when you drop to zero HP or fewer, you can make a melee basic attack as an immediate interrupt.

Hitting an enemy one last time before it takes you down is a pretty great ability to have. It can function as a catch-22 for defenders, and gives strikers a chance to take the target down with them. What makes this trait optimizable is that it triggers every time you’re reduced to zero.

 

There's a reading of this trait that makes it even better. Interrupts happen before the triggering event. In this case it's "being reduced to zero HP". But what if that means that your MBA happens before the actual attack? In that case, Ferocity saves you from being hit if you a) kill the target, or b) manage to get out of melee reach. The latter is most easily accomplished by using Lashing Flail (paragon feat) or Mark of Storm (heroic dragonmark feat). Druids, Knights, Vampires and Warlocks also have melee basic attacks that push or slide, and Avengers and Knights have ways to shift when they hit with their melee basic attack.

I don't use it this way because I don't think it's RAI, but it's a legitimate interpretation.

 

Heedless Charge: You have a racial +2 bonus to AC against opportunity attacks you provoke during a charge.

More AC is always useful, even if it’s conditional. It fits well on some of the Minotaur’s prefered classes, but it’s useless once you get a Badge of the Berserker.

 

Goring Charge: You gain an encounter power that lets you charge and, instead of a making melee basic attack, make a no-weapon attack using Strength, Constitution or Dexterity as your attack and damage stats, with a +4/+6/+8 bonus to the attack roll. If you hit, you also prone the target.

 

Ah, the maligned “worst racial power in the game”. Goring Charge has two major problems. First, it’s inaccurate because the inherent attack bonus is too low. The correct scaling for these types of powers is +6/+9/+12. This means that after early heroic, you won’t be hitting much with the power. This problem disappears when you use inherent bonuses though.

 

Second, it has no keywords other than Melee. Specifically, it lacks the weapon keyword, which means it’s almost impossible to increase the attack’s pitiful damage (in other words, no elemental conversion). 1d6 damage per tier plus stat is so little it might as well not even be there.

 

The only redeeming quality of this power is that it can be used as an opportunity attack with the Opportunity Gore feat, which opens up optimization potential for melee classes.

Cream of the Crop: Roles and Classes

 

Beefing Up: Defenders

 

Their racial traits make Minotaurs excellent candidates for most defender classes.

 

  • Stats: all defenders but one use Strength or Constitution as their main stat, and all Strength users benefit from a boost to Constitution and Wisdom.

  • Vitality: one additional healing surge is great for the guy who is expected to take more punishment than the rest of the party.

  • Ferocity: this and Bloodied Ferocity give marked enemies no good choice. If they attack someone else or move away from you, they trigger your defender mechanic. If they attack you, they will soon take an attack to the face.

  • Goring Charge: Opportunity Gore lets you use Goring Charge as your opportunity attack. If you hit, you stop the target's movement by proning it, which is just about the best possible effect an OA can have. There are problems with accuracy, but they can be solved.

 

In addition, there are the Horned Champion and Blooded Champion paragon paths (which only differ in name). Most features and powers are okay if nothing special, except for the level 16 feature, Never Say Die. This lets you remain conscious below zero HP until you fail a death save or until you’re reduced to minus bloodied HP. And you’re not even dazed! Revenants ain’t got nothing on you.

 

Good: Battlemind, Fighter, Knight, Warden. Stats in all the right places. Battleminds want to optimize Opportunity Gore because they don’t have a good opportunity attack of their own. Wardens love the extra healing surge for all the second winds they use in combat.

 

Mediocre: Cavalier, Paladin. No Charisma boost hurts, and not using melee attacks as your defender mechanic is a downside.

 

Bad: Swordmage. The only synergy I can come up with is that a high Strength score saves you a feat for Intelligent Blademaster.

 

Udder Destruction: Strikers

Minotaurs are a decent race for most melee strikers classes. An extra healing surge and free MBA’s when they’re bloodied and reduced to zero are nice bonuses, and chargers benefit from the bonus to AC vs opportunity attacks when charging. Just don’t try to be a ranged striker due to the lack of a Dexterity or Charisma boost.

Chargers want the Beastblooded Minotaur paragon path for a free charge when they use an action point. They could also MC Assassin (Shadow Initiate) for Horns of the Shadow Reaper.

 

Good: Barbarian, Berserker, melee Ranger, Scout, Slayer. All good classes for the reasons mentioned above.

 

Mediocre: Avenger, Blackguard, Executioner, Rogue, Thief, Con'Lock. Only a boost to the main stat, and not much synergy. Avengers can do fun things with Censure of Retribution and (Bloodied) Ferocity though. Executioners, Rogues and Thieves are mentioned because charging is a legitimate (or even prefered) tactic for them.

 

Bad: Assassin, Cha'Lock, Elementalist, Hexblade, Monk, Sorcerer, Vampire. At best a secondary stat boost, and no synergies. Assassins get a +2 attack bonus on their charges and a free shift afterwards with Horns of the Shadow Reaper (heroic feat, DR382). Attack bonuses are good, and the free shift can get you to safety so you can hide again.

 

Moove, Get Out the Whey: Controllers

Minotaurs are a decidedly uninteresting controller race. Although their stats qualify them for five out of seven available controllers, they don’t bring much else to the stable.

 

Good: Bladesinger, Hunter, Seeker. Hunters and Seekers both function fine with thrown weapons and are Strength/Wisdom classes. Bladesingers can eschew Intelligence for Strength and love to charge or otherwise make MBA’s. Too bad these three are the worst controller classes.

 

Mediocre: Druid, Invoker. Main stat boost but not a secondary, and no synergy otherwise.

 

Bad: Psion, Wizard. Yeah, no thanks.

 

Steering the Herd: Leaders

While Minotaurs make decent leaders, there’s really nothing there that makes you go moo. They have the Minotaur Kinspeaker (DR369) paragon path that only leaders qualify for, but it sucks hard.

 

Good: Cleric, Runepriest, Warlord. Good stats, and if you’re in the thick of melee you will likely trigger Ferocity (not that a leader should ever want to though).

 

Mediocre: Sentinel, Shaman, Skald, Warpriest. Main stat boost, nothing else. Since Skalds function off of basic attacks, you could build a Minotaur Strength Skald if you wanted to. Just don’t expect it to be very good.

 

Bad: Ardent, Artificer, Bard. No Intelligence or Charisma boost means you skip these classes. The Charging Admixture (DR387) feat lets Artificers boost your charging ally’s damage rolls.

 

Prime Rib: Optimizable Traits

There are a couple of fun things that only Minotaurs can do. When tacked onto the right build skeleton, it can lead to some impressive stuff.

 

Taurus Interruptus: Opportunity Gore

Minotaurs have the distinction of being the only race (besides Half-Elves, but screw those guys) to get a racial opportunity attack. The Opportunity Gore (DR369) feat lets you use your Goring Charge racial power without expending it when making OA’s, even if you have already used it this encounter. You don’t have to charge, and when you hit you knock the enemy prone (which stops its movement). This increases anyone’s stickiness tremendously, and especially Battleminds love it due to their lack of an OA. Goring Charge has a big accuracy problem if you're not using inherent bonuses, but that’s fixable.

 

  • Accuracy: a Helm of Opportunity (level 4/14/24, head slot item, common, Adventurer’s Vault) gives you a +1/2/3 bonus to your opportunity attacks. Combat Reflexes (heroic feat, Player’s Handbook) has a prerequisite of Dexterity 13, but gives you another +1 bonus. Together, these two bring the attack bonus of Goring Charge up to the desired +6/+9/+12.
    Psionic characters (Battleminds, I'm looking at you!) can also take Psionic Reflexes (heroic feat, Psionic Power) for a +1 bonus to OA's, with the option of spending a power point for another +2.

     

  • Goring Shove (PHB3): this heroic feat lets you push the target of Goring Charge one square. Ending the target's movement by proning it 1 square away from everyone means it can't use a melee attack this turn, and its ranged attacks take a -2 penalty. So you basically waste its turn.
     

  • Vicious Stomp (PHB3): when you prone the target of your Goring Charge, this epic feat lets you make a melee basic attack against the target as a free action. Enemies will learn very quickly that provoking from you is an incredibly bad idea.

 

 

Till the Cows Come Home: Ferocity and Subzero Fighting

As a Minotaur you have a good reason to get hit. The more HP you lose, the more melee basic attacks you get to make. And you don’t even have to stop when you hit zero. While this shouldn’t be anyone’s main tactic, it can be worth investing in to increase your striker potential.

 

  • Attacking when bloodied or reduced to zero HP: besides Ferocity, there are a few additional ways you can get attacks while being damaged. When you first become bloodied each encounter, Bloodied Ferocity (heroic feat, PHB3) and the Backlash Tattoo (level 9, tattoo, Adventurer’s Vault 2) let you make a melee basic attack as a free action and an immediate reaction, respectively. The level 10 feature of Iron Wolf Warrior (theme, DR400) lets you make a free action MBA every time you’re reduced to zero HP as well. That is four extra attacks, just for going through your HP once.
     

  • Staying alive: Burning through your HP is fun and all, but spending half the fight laying on the floor is not. Fortunately, the level 16 feature of the Horned/Blooded Champion paragon path (PHB3, DR369) lets you remain conscious while below zero HP. At least, until you roll 10 or lower on your death save or just plain die. Defenders prefer the Battlemind paragon path Eternal Blade (PHB3) because it also lets you remain conscious (but just for a turn) while boosting your opportunity attack capabilities. Combine either path with Belt of Sonnlinor Righteousness (DR385) for major resist all.
    Avengers and critfishers may like Bloodborn Recovery (paragon feat, PHB3), which lets you spend a surge when critting on the attack granted by Ferocity. And if you can convince one of your buddies to take Knight Hospitaler (theme, DR399), he can immediately put you back on your feet when you’re reduced to zero.

     

  • There are a couple more things you can do with this tactic. Ferocious Frenzy (heroic feat, DR385) lets you make an MBA against all adjacent targets when you hit zero, but at a -2 attack penalty. Vicious Ferocity (paragon feat, PHB3) lets you substitute Ferocity’s MBA with an at-will attack. Beast Within (paragon feat, PHB3) gives you +1 attack and damage while bloodied. Stormhawk’s Vengeance (heroic feat, Heroes of the Forgotten Kingdoms) deals 10 damage per tier to an enemy that reduces you to zero HP.

 

 

Hoofing It: Charging

Minotaurs love to charge, plain and simple. But did you know that there’s a feat that lets you charge even more? Springing Charge (heroic feat, PHB3) lets you charge a different target as a free action once per round when you crit on a charge. Very interesting for Avengers and those who invest in crit optimization. Because you only get one free action attack per turn, it doesn’t stack with other stuff like Two-Weapon Opening that gives you free attacks when you crit.

 

Raging Bull: Beastblooded Minotaur (DR369)

This paragon path deserves its own entry. The combination of features is incredibly powerful and offers something that’s found almost nowhere else.

 

  • Beastly Action (F11): after you use an action point to take an extra action, you can charge as a free action. A free attack is one of the most powerful AP features in the game, which makes it an automatic consideration for most strikers.
     

  • Bloodied Outburst (F11): when you first become bloodied each encounter, you can make a melee basic attack against an adjacent enemy as a free action. More free action attacks! And it saves you the Bloodied Ferocity feat.
     

  • Savage Apotheosis (F16): your speed increases by 2 and your reach increases by 1. A base speed of 8 is awesome, and a melee reach of 2 (or even 3 with a reach weapon) is an incredible tactical advantage. This becomes even more fun with a Spiked Chain. The Chain Ward utility power gives you threatening reach 3 for one encounter per day.


The encounter attack power is Reserve Maneuver bait, the daily attack is unimpressive, but the daily utility stance (which pushes on OA’s) can be fun for Opportunity Gore builds.

 

One spare. OK to post.

Feroicty is an interupt.  Thus, if you can hit and push / slide / shift / resouding thunder, you could negate the attack.

 

Also, you can get +9 to death saves easily enough.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Why is "I like to moove it move it" going through my head?

 

'Tis interesting, revealed a lot of things I hadn't considered with Minotaurs. Got no beef with it.

mellored wrote:

Feroicty is an interupt.  Thus, if you can hit and push / slide / shift / resouding thunder, you could negate the attack.

 

Also, you can get +9 to death saves easily enough.

 

This was my main thought - Ferocity + Flailcheese = melee attacks can't kill me (once per round, anyway).

 

E: Beastblooded Minotaur is great, but the AP feature is TERRIBLE by RAW - if you AP and charge as a free action, the charge ends your turn and you then can't take the AP action.  Hope you wanted to charge with your AP...  RAI is pretty obvious, but RAW is pretty awful.

 

The F11 is great, though - stick it on with Backlash Tattoo, and 'bloody me, I hit you twice' is funny.

Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.

It might be worth mentioning Psionic Reflexes for Minotaur Battleminds instead of or in addition to Combat Reflexes. Another stacking +1 to OA's and the option to spend 1 pp for another +2.

Re: Ferocity, I don't think it's RAI, but I've made a clear note of it in the trait's description. 

 

Aren't the charging rules so that you can still use your AP action after charging? Not sure, but let's assume terrible writing on the designer's part

 

Made a note of Psionic Reflexes. 

thespaceinvader wrote:

 

mellored wrote:

Feroicty is an interupt.  Thus, if you can hit and push / slide / shift / resouding thunder, you could negate the attack.

 

Also, you can get +9 to death saves easily enough.

 

 

This was my main thought - Ferocity + Flailcheese = melee attacks can't kill me (once per round, anyway).

Tack on overwhelming strike + power of skill.   Or Viscious Feroicty + any other shift attack.

 

Then you can shift away even if you miss.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Also, if you get to a paragon path section,  Eternal Blade may be worth a mention for both the increased OA accuracy and the sub-zero figthing feature.

Great thread.  I had quite a few chuckles while reading it.  Thank you!!

"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

I've actually suggested this earlier in.... that Shardmind thread, but it's better that you do it, svendj, then... that person. Great mini-guide!

AKA: William Imm on RPG Crossing and most other sites. All much better designed than the WotC forums.

Gathering intrest on a unofficial contuniation of 4e - PM me if intrested.

Good job so far.

A couple of questions on Ferocious Frenzy + Viscious Ferocity:

1) Is the action type still an immediate interrupt?

2) Any at-will at all?...don't see a melee requirement...

3) Worth it assuming #2?

It says MBA. So no divine bolts abuse.

Since Ferocious Frenzy says "instead of the attack granted by Ferocity" you would use Ferocity and substitute MBA's at a -2 instead of the attack. This would mean that you would still use your immediate for the round and it would still interrupt. Also because of the way that it's written Vicious Ferocity allows you to substitute an at-will for "the melee basic attack granted by your ferocity" and Ferocious Frenzy gives you MBA's "instead of making the attack ferocity grants you." so they don't interact.

On a fighter flailcheese chassis I got something like this ...

 

Shift, slide, push, and/or prone on most attacks.(negating attacks via vicious ferocity and staggering)

Slow on nearly every attack.

+9 death saving throws.

 

I'm sure this could be optimized much more than I'm capable but I thought it an interesting a concept.

 

Character
 

====== Created Using Wizards of the Coast D&D Character Builder ======
Noostoron, level 16
Minotaur, Fighter (Weaponmaster), Blooded Champion
Build: Guardian Fighter
Fighter Option: Combat Superiority
Fighter Talents Option: One-handed Weapon Talent
Auspicious Birth (Auspicious Birth Benefit)
Theme: Guardian
 
FINAL ABILITY SCORES
STR 22, CON 12, DEX 16, INT 9, WIS 20, CHA 11
 
STARTING ABILITY SCORES
STR 16, CON 11, DEX 15, INT 8, WIS 14, CHA 10
 
 
AC: 32 Fort: 29 Ref: 26 Will: 29
HP: 127 Surges: 11 Surge Value: 31
 
TRAINED SKILLS
Athletics +17, Endurance +12, Intimidate +13
 
UNTRAINED SKILLS
Acrobatics +9, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +13, Heal +13, History +7, Insight +15, Nature +15, Perception +17, Religion +7, Stealth +9, Streetwise +8, Thievery +9
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Minotaur Racial Power: Goring Charge
Fighter Attack: Combat Challenge
Fighter Attack 1: Tide of Iron
Fighter Attack 1: Footwork Lure
Fighter Utility 2: Pass Forward
Fighter Attack 3: Sweeping Blow
Fighter Attack 5: Rain of Steel
Fighter Utility 6: Kirre's Roar
Fighter Attack 7: Come and Get It
Fighter Attack 9: Shift the Battlefield
Fighter Utility 10: Fighter's Grit
Blooded Champion Attack 11: Follow-Up Gore
Blooded Champion Utility 12: Bloodthirsty Shift
Fighter Attack 13: Scattering Swing
Fighter Attack 15: Dust Storm Assault
Fighter Utility 16: Interposing Shield
 
FEATS
Level 1: Flail Expertise
Level 2: Bloodied Ferocity
Level 4: Ferocious Frenzy
Level 6: Dragging Flail
Level 8: Disciple of Death
Level 10: Superior Will
Level 11: Lashing Flail
Level 12: Hindering Shield
Level 14: Vicious Ferocity
Level 16: Beast Within
 
ITEMS
Staggering Flail +4 x1
Boots of the Fencing Master x1
Iron Armbands of Power (paragon tier) x1
Strikebacks x1
Periapt of Recovery +3 x1
Verve Wyvernscale Armor +3 x1
Heavy Shield x1
====== End ======

pinkisthenewred wrote:
It says MBA. So no divine bolts abuse.
Oops...I completely forgot to add "+ Viscious Ferocity" (edited original). I guess another question to add to that list is "do they work together?" (Jerico_Mason answered that).

With respect to Goring Charge - in a campaign that will use Inherent Bonuses, this power is potentially too accurate

Given it's complete lack of keywords it won't catch up with a weapon attack until the end even in an inherant bonus game. In heroic it's down 2 on a +3 prof weapon because it doesn't get a feat bonus.  The feat bonuses eventually lag behind enough to catch up with the +3 in epic, but that's most of the character's life at that point.

 

Yeah, disregard this, See post 25

Err - assuming STR of 18 - Goring charge starts at +8 to hit.  A +3 prof weapon with +1 feat bonus in the same hands has +8 to hit.  Why is it down 2 suddenly ?

pinkisthenewred wrote:
Good job so far.

 

Thanks guys. I'm not really sure what more I can add, since Minotaur content is pretty much limited to what I've posted. Any requests?

Err, oops?  I did +2, +4, +6 in my mind, not 4, 6,8 heh.  Disregard.

Aranador wrote:

With respect to Goring Charge - in a campaign that will use Inherent Bonuses, this power is potentially too accurate

Nope.  Inherent bonuses are still enhancement bonuses, and it still doesn't have the weapon or implement keywords.

Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.

thespaceinvader wrote:

 

Aranador wrote:

With respect to Goring Charge - in a campaign that will use Inherent Bonuses, this power is potentially too accurate

 

Nope.  Inherent bonuses are still enhancement bonuses, and it still doesn't have the weapon or implement keywords.

 

My appologies - but since I do not have the rules compendium, and I can not find inherent bonuses in the online compendium - allow me to use the other two source books for this one.  Let me know if the RC has changed this :

 

As per DMG2 p138.  "You give the PCs flat bonuses as they advance in level, these bonuses stack".  Said bonus is not typed by those rules, although the conditional here is that it is for a campaign with no magic items, so there wouldnt be enhancement bonuses to stack with anyway.  The bonus is to attack rolls, damage rolls, AC, Fort, Ref, and Will, and is received by the PC, not by their equipment.  No where is it limited to implement/weapon attacks.

 

As per Dark Sun Campaign Setting p 209.  "At discrete levels, characters gain flat bonuses to attack rolls, damage rolls, and defences.  These flat bonuses do not stack with enhancement bonuses. . .".  Here - it is the character that is receiving the bonus, not their equipment, and again it is not limited to weapon/implement attacks.

 

So under these definitions, Yup.  Feel free to find a more recent one from somewhere that I have either not found or dont have access to though.

A few years ago at a DDXP Battle Interactive, we had a character in the group who donated 10 healing surges to aid the NPC wounded - before the climactic confrontation.

 

He was a minotaur wizard.

 

He got a special story award, written on the spot, named "Sacred Cow".

 

(You can keep the grill over there.  )

Best complements I have yet received

Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

{BRJN} If Bhaal approves of The Joker, does he approve of Jack Nicholson's portrayal or Heath Ledger's protrayal more?

{Stigger} That question is utterly classic, and completely on target.

 

Prepped ahead of time:

I started the 4e thread "1001 Failed Interrogation Results" (now lost in that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

(News bulletin: Updated thread to be posted after I review the 5e DMG)

 

My 5e characters

Active:

Erevyn Meliamne, Wood Elf Rogue1/Monk2, AL, inspired by "Radar O'Reilly" from M*A*S*H: Perception(max)

Alavos of Kirauma, Half-elf Paladin5, HotDQ, Warlord themed

Characters Ready-to-go:

none at present; gotta work on somebody from below !

Concepts I'm kicking around:

Tiefling (skillful ... Bard? Rogue?) - future business master (using 3e FRCS background material) and patron to beginning adventurers.

Barbarian w/Tough feat, to be nearly indestructible

"Truenamer" cleric - all spells are Verbal

"Buggy" Wizard - insect flavor on everything.  His DMPC / BBEG version is going to become a beetle version of a Worm That Walks.  (See the 4e Lamia.)  Because lichdom is so cliche.

 

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