Bolstaur

Racial Traits 	Racial Traits 	Race Point Cost
Type 	Humanoid (bolstaur) 	0
Size 	Medium 	0
Base Speed 	Medium 	0
Ability Score Modifiers	Standard (+2 Con, +2 Wis, 
-2 Int)	0
Languages 	Standard 	0
Defense 	Cornered Fury 	4
Defense 	Fearless 	1
Defense 	Healthy 	2
Defense 	Natural Armor 	2
Defense 	Stability 	1
Feat And Skill 	Animal Empathy 	3
Feat And Skill 	Improved Bull Rush &
Powerful Manuevers	2
Offense 	Natural Attack (Gore) 	1
Weakness 	Stand On Your Own Feet	-1
Total 	Total 	17
The Bolstaurs are a race borrowing from aspects of bulls, and are said to have the same common ancestor as Minotaurs, evidenced by the fact they look very similar, though Bolstaurs have a mix of humanlike skin and fur as opposed to the Minotaur’s fully furred body.  Tough but dull, Bolstaurs make great frontline allies.  Despite their lack of intelligence, Bolstaurs tend to employ combat maneuvers over straight damage.  Particularly, the bull rush is very popular among Bolstaurs, their settlements often holding tournaments where two participants attempt to knock the other down.
==Standard Racial Traits==
*Ability Score Bonuses: Bolstaurs are strong of body and mind, but dull-witted.  Bolstaurs gain a +2 Racial bonus to Constitution and Wisdom, but take a -2 penalty to Intelligence.
*Size: Bolstaurs are medium size and thus receive no penalties or benefits due to size.
*Type: Bolstaurs are Humanoid with the bolstaur subtype.
*Base Speed: Bolstaurs have a land speed of 30 feet.
*Languages: Bolstaurs begin play knowing Common and Bolstaur.  Bolstaurs with high intelligence can learn Orcish, Dwarven, Galkan, Ronsaur, Seeq, Ignan, and Terran.
===Defense Racial Traits===
*Cornered Fury: Bolstaurs can be stubborn when backed into a wall.  Whenever a bolstaur is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
*Fearless: Bolstaurs are surprisingly stubborn in the face of fear.  Bolstaurs gain a +2 racial bonus on all saving throws against fear effects.
*Healthy: Bolstaurs’ bodies are naturally well-built to fight off illness.  Bolstaurs gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
*Natural Armor: A bolstaur’s fur can act as armor.  Bolstaurs gain a +1 natural armor bonus to their Armor Class.
*Stability: The Bull Rush competitions commonplace in Bolstaur society have prepared their bodies for impact.  Bolstaurs receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
===Feat and Skill Racial Traits===
*Animal Empathy: Bolstaurs’ somewhat animal-like qualities make them more easily able to get along with animals.  Bolstaurs gain a +2 racial bonus to Handle Animal skill checks, and treat Handle Animal as a class skill.
*Improved Bull Rush: Bolstaurs are naturally adept at bull rushing, giving them the Improved Bull Rush feat as a racial bonus feat.*
*Powerful Maneuvers: Bolstaurs gain Powerful Maneuvers as a bonus feat.
===Offense Racial Traits===
*Gore: Bolstaurs’ can use their horns as a natural weapon.  Bolstaurs gain Gore (1d6 piercing damage) as a natural attack.
===Weakness Racial Traits===
*Stand On Your Own Feet: Bolstaurs do not do well when traveling by means other than their own two hooves. Bolstaurs take a –2 penalty to all Fly and Ride checks.
==Alternate Racial Traits==
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
=====Replaces Animal Empathy=====
*Naturalist: Some bolstaurs take after their minotaur brethren more than others, even coming to live among them in rare cases.  Such bolstaurs gain a +2 racial bonus on Knowledge (nature) checks, and treat Knowledge (nature) as a class skill.  This trait replaces Animal Empathy.
=====Replaces Cornered Fury=====
*Curiosity: Although rare, some bolstaurs are far more mellow than others, allowing them to be more sociable.  Such bolstaurs gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.  This trait replaces Cornered Fury.
=====Replaces Fearless=====
* Hatred: Despite their similarities, bolstaur communities set near minotaurs see the two often clash.  Such bolstaurs are well-trained to fight monstrous humanoids as a result, gaining a +1 racial bonus on attack rolls against creatures of this type.  This trait replaces Fearless.
=====Replaces Gore=====
*Sprinter: Some bolstaurs opt to take a more practical route when rushing in, charging in with a weapon instead of attempting to overrun the opponent.  Such bolstaurs gain an extra +10 foot racial bonus to move speed when using the charge, run, or withdraw actions.  This trait replaces Gore.
==Age, Height and Weight==
Table: Bolstaur Starting Ages:
Adulthood	Intuitive	Self-taught	Trained
15 	+1d4 	+1d6 	+2d6
Table: Aging Effects:
Middle age	Old 	Venerable	Maximum age
35 years 	53 years	70 years 	+2d20 years
Table: Height and Weight
Gender 	Base height	Height modifier	Base weight	Weight modifier
Bolstaur, Male 	4 ft. 10in.	+2d10 in.
(5ft. 0in.-6ft. 6in.)	120 lbs. 	+(2d8×5lbs.)
(130 - 200 lbs.)
Bolstaur, Female	4ft. 5in. 	+2d10 in.
(4ft. 7in.-6ft. 1in.)	85 lbs. 	+(2d8×5 lbs.)
(95 - 165 lbs.)
==Favored Class Options==
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
*Archer: Add +1/4 to the archer’s damage rolls with bows and crossbows.
*Astrologian: Add +1/6 to the bonus of the astrologian’s draw ability.
*Bard: Add +1 to the bard’s CMD when resisting a disarm or sunder attempt.
*Beastmaster: Add +1 hit point or +1 skill rank to the beastmaster’s animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
*Berserker: Add +1 to the beastmaster’s total number of rage rounds per day.
*Black Belt: Add +1 to the black belt’s CMD when she’s resisting a trip or overrun combat maneuver.
*Black Mage: Add a +1 bonus on Concentration checks made due to taking damage while casting black mage spells.
*Blue Mage: Add +1/4 bonus to damage to the blue mage’s natural attacks.
*Chemist: The chemist gains +1/6 of a new discovery.
*Chocobo Knight: Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
*Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
*Dancer: Add +1/4 point to the dancer’s ki pool.
*Dark Knight: Add +1 to the dark knight’s holy element resistance (maximum +10).
*Dragoon: The dragoon gains +1/6 of an additional 1d6 points of deadly lancer damage.
*Engineer: Add +1 hit point or +1 to one saving throw to the engineer’s automaton. If the engineer ever replaces his automaton, the new automaton gains these bonus hit points or saving throw bonuses.
*Fighter: Add +1 to the fighter’s CMD when resisting a disarm or sunder attempt.
*Freelancer: Add +1/6 to gain a new warrior-type freelancery.
*Geomancer: Add a +1/5 bonus on elemental resistance.
*Gunbreaker: Add +1/4 to the number of uses for the aurora ability.
*Gunner: Add +1/4 point to the gunner’s grit points.Holy Knight: Add +1/4 deflection bonus to AC while in Shield Oath or +1/4 bonus to attack rolls while in Sword Oath.
*Illusionist: Add +1 bonus on concentration checks when casting illusion spells.
*Knight: Add +1 to the knight’s total number of defensive stance rounds per day.
*Medic: Add +1/2 hit point to the amount healed naturally through holistic care.
*Monk: Add +1/3 to the monk’s CMD.
*Necromancer: Add +1/6 bonus of DR 1/- to the necromancer’s damage reduction.
*Red Mage: Add +1/4 point to the red mage’s arcane pool.
*Samurai: Add +1/2 to Intimidate skill checks.
*Scholar: Gain a +1 bonus on concentration checks made due to taking damage while casting spells.
*Summoner: Add +1 hit point or +1 skill rank to the summoner’s avatar.
*Sword Saint: Add +1 to the sword saint’s CMD when resisting two combat maneuvers of the character’s choice.
*Thief: Add +1 to the thief’s CMD when resisting a grapple or reposition attempt.
*Time Mage: Add 1/6 of an additional d4 added to armor class when you spend a mote to boost your AC.
*White Mage: The white mage gains elemental resistance 1 against shadow. Each time the white mage selects this reward, increase her resistance by +1 (maximum 10).
Category:Races