CHARACTER: Name: Crash Age: 21 (24) Race: Minotaur Height: 8'6" Class : Fighter 9th level Weight: 580 lbs AL: CN (G) (was CG) Hair: black Eyes: red Birthdate: Denod 14th (2/14/6717) STR: 25 hp: 104 carry: 1535 lbs +7 to hit +14 dam. 19(18) OD 99% BB INT: 4 AC: 1 (Field Plate Armor) WIS: 6 DEX: 14 CON: 22 +6 HP 99% SS 100% res +2 poison 1hp/4 rnd regen. CHA: 9 (11 before scarring) CMS: 12 Weapons: ATT: THAC0: Damage: Speed: Mace, Astral Deva 3/2 2 3-18/3-18 (+17) +4 if hit twice in same round, save vs spell or knocked senseless 1d12 round also as mace of disruption Rod of Undead Slaying 3/2 1 1-6/1-6 (+18) +3 vs. undead 3/2 1 2-12/2-12 (+22) +3 on each hit, undead make save vs. rod or blasted from existance Great Axe 3/2 5 1-10/2-12 (+14) +9 Giant Kin 2- 3/2 5 2-20/6-36 (+14) +13 handed silver sword Giant Kin 2- 3/2 5 2-20/6-36 (+14) +13 handed steel sword Strength Bow 2 5 1-8/1-8 (+14) +7 Broadsword +3 3/2 2 2-8/2-7 (+17) +2 Possessions: loin cloth, 40 wineskins, great axe (halberd), 2 small sacks, 2859 gp, silver crown with 5 opals (1000 gp), light tube, giant two-handed silver sword, giant two-handed steel sword, Whetstone, 10 bottles of weapons black, a healers bag, 3 candles, 3 pieces of chalk, flint and steel, a pair of crampons (sized for Crash), a small metal mirror, signal whistle, 4 bottles of oil, 2 wine skins, winter blanket, 5 sewing needles, field plate armor, extra large composite longbow, 24 silver arrows, blessed dwarven silver bardiche Magic Items: Astral Deva Mace +3 damage 3d6 per hit if hit twice in one round, save vs. spell or knocked senseless 1d12 rounds as mace of disruption Rod of Undead Slaying damage: 1d6+4 (double vs. undead) on each hit, undead make save vs. rod or blasted from existance Lost in Kaza: soft black rectangle ioun stone (+1 to save vs life drain), Ring of Invulnerability (+2 to AC, Minor Globe of Invulnerability - 8 charges), 1 arrow of force, Oil of Reversibility, Skeletal Potion Proficiencies NON WEAPON: drinking, wild fighting, speak minotaur, speak common, intimidation, two on hold) WEAPON: great axe (halberd), wrestling (spec.), flail, great club, giant kin 2-handed sword, broadsword Appearance: Crash is a very large minotaur. He wears only a loin cloth, and carries only his big axe and food/water. He has learned to not bother with with much equipment. His eyes are red and hard. Personality: Crash, since he is new to this "civilization" thing, is often baffled at the amount of thinking that other people do, and at the marvelous technology of the city. Although he is uncomfortable when not ripping evil monsters from themselves, he likes to explore the city, sampling the food and looking at the pretty things. This is often not a favorite practice with the locals (what you think about a 8 and a half foot minotaur with arms as thich as towers and red eyes wandering around?). Not being much of a thinker, he will almost invariably try to destroy things that he thinks are evil. Brief Background: He was kicked out of his clan because he frightened them. At the age of 11 he was already stronger than most of the adults, and he was so stupid and had so many morals that he had killed 3 of the clan for there evil ways. Crash headed for a place he heard of called Saberhaven that had a place for great warriors to test their skill against the best from everywhere. Thinking this the place for him, Crash sailed to Saberhaven City. Upon arrival, Crash realized most combatants had much more experience then him, and despite his great strength, he needed to learn things before he could be the champion. He heard a man talking about gathering a group together at a tavern called the Rottin' Corpse, so he headed down. Notes: RACE -+2 surprise -track by scent 50% -immune to "maze" -+3 save vs. fear -60' infravision -takes damage as large MONSTROUS TRAITS The way me and my group works these is that we ignore the ones they give in the race description. We add up all of the bonuses, subtract the disadvantages (+1 to an ability is 1, +2 is 2, etc, AC lower than 10 is 1, bonus to HP is one), and this is how many traits they get. We also allow the players to choose, before they roll any of them, whether or not they can get a trait more than once. I almost choose yes. Tell me if any of this needs to be changed. -Monstrous Str. 2: +3 str. -2 reaction -Bestial Int. 2 : -3 int. -Bestial speech : -2 reaction -Bestial Int. 1 : -1 int. -Bestial thirst 1: drink 2x normal or -1 str. & con. SUPERSTITIONS The way we work these is that we use the ones in the race, +1d3 -spell casters -sickness -storms (positive)