Minfolk (3.5e Race)
From D&D Wiki
|Date Adopted:||5 September 2008|
|Status:||Ready for Playtesting|
Small, Agile, Strong, Courageous Minfolk use their wild prowess to thrive in any environment. They are a proud and noble race, deeply spiritual and respectful of their elders. Generally kind and benevolent.
A Minfolk stands around 3'0" to 3'6" tall, and weighs roughly 90 lbs. Their bodies are covered in short, coarse fur that ranges in color from black, brown, bronze, sandy and white. Their back legs are similar to those of a cow, ending in cloven hooves. Their muscular arms are average, powerful and end in five-fingered hands with thick blunt nails. Their bodies are decidedly humanoid, but their heads are bovine in nature, with long horns on their fierce brows, long bovine muzzles and small but keen eyes, usually brown, blue or green.
Minfolk are sworn enemies of goblinoids and orcs and thus are very gruff and unfriendly towards half-orcs as well. Being cultured, if not very bright, they relate well with halflings, and they are also at ease with elves, who live in forests. Though, halflings and elves are often cautious around them. They respect dwarven strength and pride, even if they don't get along.
Minfolk may be of any alignment, as their outlook is mostly based on how or where they were raised. Savage minotaur tribes with little caste system, tradition, culture or foundation tend lean to a chaotic alignment, doing what they need to get by in the world. Those tribes that have stable traditions, practices and values are more likely to be in contact with other civil cultures, and thus lean toward lawful alignments.
Minfolk can be very fierce and protective when protecting their lands. It is rare to find any other race actually living off their land, but plenty of races live around the borders and farther out.
During wartime and clan rivalry or nearby civilizations, it is dangerous to travel, as hostile troops patrol the areas and will attack any intruder.
During times of peace, Minfolk trade for goods with their neighbors. Since Minfolk grow crops in their well tilled fields and harvest lumber and hunt in the forest, they always have things to trade with. They often trade for the tools and weapons that are difficult for them to produce, since they rarely mine metals.
Minfolk worship their chosen deities based upon the culture they live in. Some clans worship deities of nature, like Obad-hai, because they live close to the land. Warlike and brutal tribes worship cruel and evil deities, such as Nerull or Erythnul, due to their slaughter and death that brings them victory at battle. Civil Minfolk, who value strength and valor may take to those deities who also revere such values, such as Kord or Heironeous.
Minfolk speak Giant, being related to the giant races. They also speak Common.
A Minfolk often chooses either an aspect or an impressionistic name, it depends on either tribe or purpose. They may choose tough and gruff names to intimidate others, or honorable names. Often, they will gain titles based on their deeds or prowess.choose Stormhoof Orcbane Having a mighty war stomp might earn one the title of Stormhoof, and killing several orcs to protect the clan would earn the title Orcbane.
Male Names: Gigante, Gorgos, Horn Lord, Motaron, Nordak, Pride, Relox, Valorous, Wrath
Female Names: Bluette, Gara, Kintara, Maltora, Terras, Saxine, Scout
Titles: Gloryslash, Orcbane, Rockhorn, Steelhide, Stormhoof, Stoutheart
Minfolk represent their race by their actions, as such, many will go out to prove not all minotaurs are lumbering, dim, savage cow-men. They will take on modest professions such as guard, soldier, coolie, longshoreman, miner, miller, lumberjack or other job that works to best serve their natural strength. Minfolk arrogance breeds boasts of their strength too often. They also go adventuring to horde wealth, fame and glory for themselves, as well as bring honor to their clan. Some young Minfolk will adventure and travel as an initiation into adult-hood or to set out for themselves and see the bigger world around them.
- +2 Strength, +2 Dexterity, -2 Charisma, +2 Wisdom.
- Monstrous HumanoidMonstrous Humanoid
- SmallSmall: As Small creatures, Minfolk gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Minfolk base land speed is 30 feet.
- Darkvision: 60 feet.
- Natural Attack: A Minfolk may use his horns as natural weapons to make a gore attack, dealing Gore 1d6 points of piercing damage + 1 ½ × his Strength bonus. Optionally, if he attacks with a weapon as his primary attack, he may make a gore attack as a secondary attack (-5 penalty on the attack roll, ½ Strength bonus to damage).
- Keen Senses: +2 racial bonus on Spot and Listen checks.
- Weapon Proficiency: A Minfolk gains Simple Weapon Proficiency as well as Martial Weapon Proficiency (greataxe).
- Bulky: Minfolk suffer a −2 penalty on Balance, Escape Artist and Tumble skill checks.
- Automatic Languages: Common and Giant. Bonus Languages: Orc, Goblin, Terran, Elven, Halfling, Dwarven.
- Favored Class: Rogue. A multiclass Minfolk's Rogue class levels do not count when determining whether he suffers an XP penalty for multiclassing.
- Level Adjustment: +0.
- Base Effective Character Level: 1st.
|Middle Age1||Old2||Venerable3||Maximum Age|
|30 years||45 years||60 years||+2d10 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3' 0"||+1d6||80 lb.||× (2d6) lb.|
|Female||2' 10"||+1d6||70 lb.||× (2d6) lb.|