In the Company of Minotaurs, a third party Pathfinder product, copied from a review of it:
Pure Taurians get +2 to Str, Con and Wis and -2 Dex and Cha, Darkvision 60 ft., always know where North is, +2 to perception and intimidate, immunity to magical confusions, a gnatural 1d4 gore attack and familiarity with Taurian weapons.
Mereitaurs (the impure ones) get +2 Con and Wis and -2 Cha, Darkvision 60 ft., always know where North is, +2 to Craft and Profession checks as well as any research-based Knowledge-checks, are immune to magical confusion effects, familiar with Taurian weapons and finally can choose two of these three: To gain +5 ft. movement, the 1d4-gore attack or +2 to pereption.
The Taurians get 7 alternate racial traits:
-At home in the Wild: +2 to Survival in exchange for the +2 to Perception
-Bestial: Additional +2 to Str for another -2 to Int, this is supposed to bridge the gap towards bestiary minotaurs and not necessarily available for players
-Divine Life: Exchange immunities against confusion effects for a +2 to saves against necromantic effects
-Dwarven Heritage: Proficient in Dwarven weapons instead of Taurian ones.
-Orcish Heritage: Proficient in Orcish weapons instead of Taurian ones.
-Quickfooted (only Mereitaurs): Base speed 40 ft. and +4 to acrobatics when jumping/leaping. Replaces Taurian Heritage.
-Surefooted (only Taurians): +2 to CMD against trip and bull rush, but base speed becomes 25 ft.
Large Size (-1 to AC & Attack, +1 CMB & CMD)
Base Speed: 30'
Attribute Modifications: +4 to Strength and Constitution, -2 to Dexterity and Charisma
Natural Armor: +1 natural armor bonus to AC
Natural Attack: Gore (1d6, primary)
Reach: Minotaurs have +5' reach.
Automatic Languages: Giant. Bonus Languages: Common, Goblin, Orc, Undercommon
Favored Class Options:
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Fighter: Add +2 to the fighter's Constitution score the purpose of determining when he dies from negative hit points.
Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level he can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
+2 Strength, +2 Constitution, -2 Charisma: Minotaurs are strong and powerful, but their arrogance and brutish appearance can be offencive to other races.
Medium: Minotaurs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Minotaurs have a base speed of 30 feet.
Thick Hide: Minotaurs gain a +2 natural armour bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll and half Strength bonus on the damage roll).
Born to the Sea: Minotaurs receive a +2 racial bonus on Intimidate, Profession (sailor), and Swim skill checks. Minotaurs are familiar with the sea and are fearsome.
Heightened Senses: A minotaur can select the scent special quality (see the Pathfinder RPG Bestiary) as a feat.
Weapon Familiarity: Minotaurs treat any weapon with the word “minotaur” in its name as a martial weapon.
Languages: Minotaurs begin play speaking Common and Kothian. Minotaurs with high Intelligence scores can choose from the following: Kalinese, Nordmaarian, Ogre, Saifhum.
Also, does any 3.X race (official or homebrew you approve of) have a racial bonus to wisdom?
Also also, do you guys prefer the 3.5 size modifiers or the Pathfinder ones? I don't know either system well enough to decide on one to pick.
What do minotaurs eat anyway? Can they survive on grass?