Go back to previous topic
Forum Name Gameplay
Topic subjectMinotaurs and Anti-Paladins. Thoughts?
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=42332
42332, Minotaurs and Anti-Paladins. Thoughts?
Posted by Gaplemo on Wed 31-Dec-69 07:00 PM
Was wondering as to the immortal and player opinion as to why Minotaurs aren't/can't be anti-paladins. You would think if they could manage to be a shaman they could manage to be a brute fighter with limited spellcasting magics. Just seems to fit them so well.

I mean, think about the scenario, really....

The anti-paladin guildguard says, "Oh, so you were ripped from the womb of a ritualistically raped and defiled female. Hmm. No, I don't think we can use you here. Why don't you try the warrior's guild instead?"


Immortal/Player comments, thoughts? Would it be so bad, given how limited the race is, to open minotaurs to the AP class?
42363, Somatic spell component would be inhibited by Minospeak. nt
Posted by Vladamir on Wed 31-Dec-69 07:00 PM
nt
42364, They can speak the bloodoath but not cast a fireball? nt
Posted by Gaplemo on Wed 31-Dec-69 07:00 PM
nt
42365, Minotaurs can speak the words for summoning a nightwalker. nt
Posted by Artificial on Wed 31-Dec-69 07:00 PM
nt
42379, verbal verbosity
Posted by Scarabaeus on Wed 31-Dec-69 07:00 PM
I think you mean to say verbal components. Somatic components involve some kind of physical/bodily motion, which should be fine for a Minotaur unless it involves toe wiggling.

Regarding the comments that follow:

Spell casting is remarkably different from merely conveying meaning. Taking the bloodoath, for example, is an act of pledging fealty in a particular way, not the invocation of magical power by combining specific intonations with material/somatic components. With that I don't see an issue.

Conjuring nightwalkers is more potentially confounding. Being a cabal power and not strictly a matter of magic may mitigate the possible dissonance there.
42337, a thought
Posted by Scarabaeus on Wed 31-Dec-69 07:00 PM
I don't see a lack of Minotaur Anti-Paladins as a sign of rejection by the guild but rather as an indication of the interests of the race/culture itself. They're an earthy, brutal race that is always one generation away from extinction; I just don't see them having a great interest in the abyssal/infernal realms.

As an aside, there are a number of things I would still like to see implemented for Anti-Paladins that would make this emphasis even less interesting to Minotaurs.
42340, Now this sounds very cool nt
Posted by incognito on Wed 31-Dec-69 07:00 PM
nt
42344, A little flavor might go a long way with APs. nt
Posted by Gaplemo on Wed 31-Dec-69 07:00 PM
nt
42334, Feels a little strong
Posted by incognito on Wed 31-Dec-69 07:00 PM
Immune fear, large size, decent stats (opening lots of edges), gore lag.

I could just about see it working if they couldn't cast reliably because they can't pronounce the spells. (Cap all spells at 60%, say.)
42338, 60% would be completely unusable lol nt
Posted by Artificial on Wed 31-Dec-69 07:00 PM
nt
42339, Nah
Posted by incognito on Wed 31-Dec-69 07:00 PM
Sure, you wouldn't be iceballing people to death very often, but you'd still use stuff like bloodlust and irongrip.
42341, Ick. Horrible. -nt-
Posted by fist-law on Wed 31-Dec-69 07:00 PM
asf