Xefas
2009-09-30, 12:06 PM
I've always hated Level Adjustment. Not only is it clunky, but it, more often than not, ends up being vastly underpowered - more so as the game progresses and more levels are gained. I've always liked Minotaurs, so here is my attempt at remaking the Minotaur feel as a base class that is hopefully balanced with Martial Initiators and lower tiered spellcasters in and of itself, but also scales into the later game. I know its not terribly feasible to make base classes for every monster with level adjustment in the game...but it can't hurt to try a few of the more common ones.
http://i925.photobucket.com/albums/ad91/bluejanus/Minotaur.jpg
Hit Die: d8
Skill Points: 4 + intelligence modifier
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Knowledge (Nature), Listen, Search, Sense Motive, Spot, Survival
Starting Gold: As fighter
Class Name
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Racial Class, Natural Initiator, Physical Aptitude I
2nd|
+2|
+3|
+0|
+0|Uncanny Dodge, Inherent Ability I, Physical Aptitude II
3rd|
+3|
+3|
+1|
+1|Inherent Ability II, Physical Aptitude III[/table]
Weapon and Armor Proficiency: Minotaurs are proficient with all simple and martial weapons, as well as all light and medium armor, but not with shields.
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 someone taking this class are:
Monstrous Humanoid
Large Size
Speed 30 feet
Darkvision 60ft, Scent
+2 Strength, -2 Intelligence
Gore (Ex): A minotaur has a natural weapon that deals 1d8 piercing damage. If the Minotaur uses this weapon as their primary attack on a charge, it deals 2d8 damage instead.
Natural Initiator (Ex): Minotaurs are naturally disposed to martial training. Levels in this class are considered initiator levels.
At 1st level, a Minotaur may use the Charging Minotaur maneuver once per encounter, and gain the ability to use the Stonefoot Stance stance.
At 2nd level, a Minotaur may use the Steel Wind maneuver once per encounter.
At 3rd level, a Minotaur may use the Mountain Hammer maneuver once per encounter.
Physical Aptitude: At 1st level, a Minotaur gains Power Attack as a bonus feat. At second level, a Minotaur gains Track as a bonus feat. At 3rd level, they gain Improved Toughness (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Toughness,LM) as a bonus feat.
Inherent Ability: At 2nd level, a Minotaur’s Strength increases by 2, and they gain a +2 bonus on Spot, Listen, and Survival checks. At 3rd level, these Strength and skill bonuses increase to 4.
Uncanny Dodge (Ex): At 2nd level, a Minotaur retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Minotaur already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Non-Maneuver Variants
For a psionic variant, remove the Natural Initiator and Physical Aptitude abilities and replace them with the following.
Naturally Psionic (Ex): Minotaurs are naturally adept at improving their physical prowess through force of will. Levels in this class add to manifester level, and stack with the first psionic class the Minotaur takes after 3rd level for the purposes of determining Power Points gained and Maximum Power Level Known for that class. (For example, a 3rd level Minotaur that takes a level in Psychic Warrior gains 2 power points, as that is the number of power points a 3rd level Psychic Warrior taking their 4th level of Psychic Warrior would gain. And they could select a 2nd level Power for their Power Known that level.)
At 1st level, a Minotaur can use Stomp as a Psi-like-ability once per encounter. The save DC is equal to 10 + 1/2 the Minotaur's character level + the Minotaur's Strength Modifier.
At 2nd level, a Minotaur can augment its melee strikes with psionic power. Whenever the Minotaur makes a melee attack, they may choose to expend 1 Power Point to strike an additional enemy adjacent to their first target that is also in the Minotaur's threatened area.
At 3rd level, a Minotaur can use Psionic Lion's Charge as a Psi-like-ability once per encounter, but must use his natural Gore attack as his primary weapon (he may also make second attacks with any weapon he is holding, but they take the normal -5 penalty for secondary attacks).
Psionic Aptitude: At 1st level, a Minotaur gains Wild Talent as a bonus feat. At second level, a Minotaur gains Power Attack as a bonus feat. At 3rd level, a Minotaur gains Track as a bonus feat.
http://i925.photobucket.com/albums/ad91/bluejanus/Minotaur.jpg
Hit Die: d8
Skill Points: 4 + intelligence modifier
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Knowledge (Nature), Listen, Search, Sense Motive, Spot, Survival
Starting Gold: As fighter
Class Name
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Racial Class, Natural Initiator, Physical Aptitude I
2nd|
+2|
+3|
+0|
+0|Uncanny Dodge, Inherent Ability I, Physical Aptitude II
3rd|
+3|
+3|
+1|
+1|Inherent Ability II, Physical Aptitude III[/table]
Weapon and Armor Proficiency: Minotaurs are proficient with all simple and martial weapons, as well as all light and medium armor, but not with shields.
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 someone taking this class are:
Monstrous Humanoid
Large Size
Speed 30 feet
Darkvision 60ft, Scent
+2 Strength, -2 Intelligence
Gore (Ex): A minotaur has a natural weapon that deals 1d8 piercing damage. If the Minotaur uses this weapon as their primary attack on a charge, it deals 2d8 damage instead.
Natural Initiator (Ex): Minotaurs are naturally disposed to martial training. Levels in this class are considered initiator levels.
At 1st level, a Minotaur may use the Charging Minotaur maneuver once per encounter, and gain the ability to use the Stonefoot Stance stance.
At 2nd level, a Minotaur may use the Steel Wind maneuver once per encounter.
At 3rd level, a Minotaur may use the Mountain Hammer maneuver once per encounter.
Physical Aptitude: At 1st level, a Minotaur gains Power Attack as a bonus feat. At second level, a Minotaur gains Track as a bonus feat. At 3rd level, they gain Improved Toughness (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Toughness,LM) as a bonus feat.
Inherent Ability: At 2nd level, a Minotaur’s Strength increases by 2, and they gain a +2 bonus on Spot, Listen, and Survival checks. At 3rd level, these Strength and skill bonuses increase to 4.
Uncanny Dodge (Ex): At 2nd level, a Minotaur retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Minotaur already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Non-Maneuver Variants
For a psionic variant, remove the Natural Initiator and Physical Aptitude abilities and replace them with the following.
Naturally Psionic (Ex): Minotaurs are naturally adept at improving their physical prowess through force of will. Levels in this class add to manifester level, and stack with the first psionic class the Minotaur takes after 3rd level for the purposes of determining Power Points gained and Maximum Power Level Known for that class. (For example, a 3rd level Minotaur that takes a level in Psychic Warrior gains 2 power points, as that is the number of power points a 3rd level Psychic Warrior taking their 4th level of Psychic Warrior would gain. And they could select a 2nd level Power for their Power Known that level.)
At 1st level, a Minotaur can use Stomp as a Psi-like-ability once per encounter. The save DC is equal to 10 + 1/2 the Minotaur's character level + the Minotaur's Strength Modifier.
At 2nd level, a Minotaur can augment its melee strikes with psionic power. Whenever the Minotaur makes a melee attack, they may choose to expend 1 Power Point to strike an additional enemy adjacent to their first target that is also in the Minotaur's threatened area.
At 3rd level, a Minotaur can use Psionic Lion's Charge as a Psi-like-ability once per encounter, but must use his natural Gore attack as his primary weapon (he may also make second attacks with any weapon he is holding, but they take the normal -5 penalty for secondary attacks).
Psionic Aptitude: At 1st level, a Minotaur gains Wild Talent as a bonus feat. At second level, a Minotaur gains Power Attack as a bonus feat. At 3rd level, a Minotaur gains Track as a bonus feat.