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Advanced Race Guide as a guide for Taurian Race

Is the Taurian build too powerful?

  • NO WAY- should add more points to the build

    Votes: 0 0.0%
  • Just Right- that's what advanced races are for

    Votes: 0 0.0%

  • Total voters
    1

nogoodscallywag

Well-known member
I am using the Advanced Race Guide to build a new race, one focused on Taurians, or Minotaurs as most know them. I would like thoughts on whether or not the following is a first level character that might be too powerful or is just right for an advanced race. A player of mine actually has this build at 8th level right now, and I have attached the stats for the 8th level below as well. I used In the Company of Minotaurs as a reference for minotaur player characters. I also used HeroLab to build the race. Between the ARG and Herolab, they have allowed us to do some cool things. Have also attached the .por file. I chose not to use the entire points for the build, as I thought if I did the character would be way too powerful.

Minotaur base
Male Taurian Rog Kalem Taurian Paragon 1
NG Medium Monstrous Humanoid (human)
Init -1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 12, touch 9, flat-footed 12 (+3 armor, -1 Dex)
hp 16 (1d10+6)
Fort +3, Ref +0, Will -1; +2 trait bonus vs. charm and compulson
Defensive Abilities stubborn
--------------------
Offense
--------------------
Speed 0 ft.
Melee Gore (Natural Attack: Gore) +5 (1d6+6/x2) and
Taurian Greataxe +4 (2d8+6/x3)
--------------------
Statistics
--------------------
Str 18, Dex 9, Con 16, Int 8, Wis 8, Cha 8
Base Atk +1; CMB +5; CMD 14
Feats Power Attack -1/+2, Toughness +3
Traits Birthmark, Deft Dodger
Skills Acrobatics -7, Climb -2, Escape Artist -7, Fly -7, Intimidate +5, Perception +5, Ride -7, Stealth -7, Swim -2
Languages Common, Taurian
SQ taurian gore, taurian powerful charge, toughness taurian
Other Gear Studded leather armor, Taurian Great Axe, 15925 GP
--------------------
Special Abilities
--------------------
Birthmark +2 save vs. charm & compulsion
Darkvision (60 feet) You can see in the dark (black and white vision only).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stubborn (Ex) +2 save vs. [Charm] and [Compulsion] spells, gain a 2nd save next round if you fail.
Taurian Gore Gore (Ex): At 1st level, the rog-kalem's natural gore
attack is considered a primary attack which receives a
full strength bonus. As the rog-kalem increases in
level, the damage done by the gore attack increases as
well. If the rog-kalem's has an
Taurian Powerful Charge Powerful Charge (Ex)

When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature’s desc
Toughness Taurian

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Terran Thunderhoof
Male Taurian Fighter 1 Rog Kalem Taurian Paragon 8
N Large Monstrous Humanoid (human)
Init -1; Senses darkvision 60 ft., scent; Perception +12
--------------------
Defense
--------------------
AC 18, touch 8, flat-footed 18 (+7 armor, +3 shield, -1 Dex, -1 size)
hp 92 (9d10+34)
Fort +7, Ref +2, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2, fortification 25%, stubborn
--------------------
Offense
--------------------
Speed 70 ft.
Melee +1 Taurian Greataxe +13/+8 (3d8+22/x3) and
Gore (Natural Attack: Gore) +13 (1d8+21/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 26, Dex 8, Con 14, Int 10, Wis 10, Cha 8
Base Atk +9; CMB +18; CMD 27
Feats Armor Proficiency (Medium), Cleave, Power Attack -3/+6, Shield Focus, Shield of Swings, Toughness +9, Vital Strike
Traits Indomitable Faith, Rich Parents
Skills Acrobatics -3 (+13 jump), Escape Artist -3, Fly -5, Intimidate +11, Knowledge (dungeoneering) +6, Knowledge (nature) +1, Perception +12, Ride -3, Stealth -7, Survival +7, Swim +6
Languages Common, Taurian
SQ deadly horns (taurian only), evasion (taurian only), fast movement +10, fortification (light), taurian constitution level 3, taurian constitution level 7, taurian gore, taurian natural hunter, taurian natural trapper, taurian powerful charge, taurian strength 2, taurian strength 6, toughness taurian
Combat Gear Potion of cure moderate wounds; Other Gear +1 Fortification (light) Lamellar (steel) armor, +1 Buckler, +1 Taurian Greataxe, Horseshoes of speed, Sihedron medallion, Backpack (3 @ 134.44 lbs), Climber's kit, Silk rope, Medal of Honor Mayor Jones, 4514 GP, 1708 SP
--------------------
Special Abilities
--------------------
Bravery +2 (Ex) +2 to Will save vs. Fear
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Horns (Taurian only) Deadly Horns (Ex): As the rog-kalem increases in
level, his horns become harder, longer and sharper. At
6th level, the critical multiplier of the rog-kalem's
horns increases to x3. At 11th level, the rog-kalem has
a +3 class bonus to critical con
Evasion (Taurian only)
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Fortification 25% You have a chance to negate critical hits on attacks.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shield Focus +1 Shield AC
Stubborn (Ex) +2 save vs. [Charm] and [Compulsion] spells, gain a 2nd save next round if you fail.
Taurian Constitution Level 3 (Ex) Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Constitution Level 7 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Gore Gore (Ex): At 1st level, the rog-kalem's natural gore
attack is considered a primary attack which receives a
full strength bonus. As the rog-kalem increases in
level, the damage done by the gore attack increases as
well. If the rog-kalem's has an
Taurian Natural Hunter Natural Hunter (Ex): At 4th level, the rog-kalem
receives a +3 class bonus to any survival skill checks.
This bonus increases to +6 at 13th level. At 13th level
the rog-kalem is considered to have the scent ability.
Taurian Natural Trapper Natural Trapper (Ex): At 8th level, the rog-kalem
recieves a +3 class bonus on any craft (traps) skill
checks. This bonus increases to +6 at 17th level.
Taurian Powerful Charge Powerful Charge (Ex)

When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature’s desc
Taurian Strength 2 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Strength 6 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Toughness Taurian
Vital Strike Standard action: x2 weapon damage dice.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
 

Attachments

Even if you created this using Hero Lab, the intent of your question is game balance. I think you'll find that very few people respond to this sort of question on this forum, because the purpose of this forum is to discuss how Hero Lab presents the Pathfinder game, not to discuss the Pathfinder game itself. I'd recommend asking this on Paizo's forums, or somewhere else more focused on gameplay.
 
I know this.

This was posted in Paizo as well. But I have many friends using herolab and the advanced race guide dynamic on herolab that are interested in any replies.
 
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