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==Minotaur== ===Beastblooded Minotaur=== Restricted to [[minotaurs]], this path emphasizes their connection to [[Baphomet]] as he gifts you with incredible strength and rage. ''Beastly Action'' starts off by letting you charge as a free action after using an AP, ''Bloodied Outburst'' lets you make a free attack the first time you get bloodied in an encounter, and ''Savage Apotheosis'' makes you bigger with reach and +2 speed. Sweeping Gore is a charge-friendly attack that uses your horns to slide them 2 spaces. Thrashing Horns is a stance that adds +1d6 damage and a 1-space push whenever you trigger an Opportunity Attack. Giant's Sweep is a burst that shoves enemies back and knocks them prone on a hit. ===Blooded Champion=== Restricted to [[minotaurs]] who want to go all-in with the horns and your racial power. ''Aggressive Resurgence'' lets you replace Second Wind by recharging Goring Charge and giving +2 to hit and damage rolls, ''Vigorous Action'' lets you gain THP equal to Con score when you use an AP while bloodied, and ''Never Say Die'' makes you fall unconscious when you fail a death save rather than when you hit 0 HP. Follow-Up Gore is two attacks in one, adding +1[W] and +2d6 horn damage while also sliding the target and knocking them prone. Bloodthirsty Shift gives you a full-speed shift whenever you kill someone. Driving Gore is a charge attack that uses your horns to shove the target back and then to the ground on a hit. ===Champion of the Labyrinth=== Restricted to [[minotaurs]] who want something less all-offense and want to follow the Greek myth of the minotaur more closely with surprising mobility. You start with ''Maze Adept Action'' granting you +2 AC and +5 to athletics when you spend an AP, ''Uncanny Mobility'' grants you +4 to save against slow or immobilize effects while also giving you a standard, minor, or move action on a surprise round, and ''Clear the Path'' makes Goring Charge go through occupied spaces and slide or knock down any enemies that take Opportunity Attacks. Dead End Strike is a flexible attack that grants you a full-speed shift if the enemy moves away from you and stops their movement with 5 extra damage. Unwavering Vigilance grants +10 to spot one target. Labyrinth of Foes is a full-speed shift that lets you hit any enemy you approach, slide them back 3 spaces, and then daze those you hit. ===Minotaur Kinspeaker=== Restricted to [[minotaur]] leaders stuck between civility and animal savagery, this path calls upon ancient spirits to aid in the battles ahead. You start with ''Ancestral Allies'', which makes enemies you hit with Opportunity Attacks grant Combat Advantage, and ''Counseled Action'', which uses an AP to let all allies re-roll their skill checks and must take this new result, while eventually getting ''Lend Spiritual Aid'' to grant concealment to an ally who spends an AP. Unleashed Beast lets an ally use a basic attack and gain resist all 10 if it hits. Ancestral Congress is a stance that conceals allies near you while sliding enemies near you. Ancestral Possession curiously is a psionic attack that save-ends dominates the target. ===Scion of Leng=== Exclusive to [[minotaur]]s. Leng was once a powerful city of labyrinths. However, once it descended into bloodbaths and demonic incursions, your ancestor fled that place. Now you have awoken to the truth of Leng's downfall, and your ancestor now begs you to seek the Iron Crown of Leng, the inheritance of the ruler. You begin with ''Ancestor's Insight'' granting +2 to initiative, perception, and insight, ''Madness of Leng'' has you spend an AP to make enemies within 2 spaces attack a random nearby enemy, and ''Relentless Bloodlust'' lets you shift the instant a bloodied enemy shifts away from you. Blood Fugue is lets you full-speed shift, attacking enemies you come across for a pittance and knocking them prone, but once you're done, you're dazed for the turn. Enthroned in Blood is a stance that gives +2 to hit bloodied enemies and allowing you to spend a healing surge when an enemy is bloodied right next to you. Lost in the Labyrinth City has you banish the enemy and take 15 ongoing psychic damage and dazing them when they break out, though missing still does some damage and slides them around.
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