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Dark World: A Good vs. Evil Campaign World
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<blockquote data-quote="Knightfall" data-source="post: 5429576" data-attributes="member: 2012"><p><strong><span style="color: Red">MINOTAUR</span></strong></p><p></p><p><strong>Description:</strong></p><p></p><p><strong>Personality:</strong></p><p></p><p><strong>Racial Affinities:</strong></p><p></p><p><strong>Environment:</strong></p><p></p><p><span style="color: Red"><strong>RACIAL TRAITS AND ABILITIES</strong></span></p><p></p><p><strong>Darkvision:</strong> A minotaur can see in complete darkness for up to 60 feet.</p><p></p><p><strong>Enhanced Sense of Smell:</strong> As per the Half-Orc entry on pg. 39 of the C&C Players Handbook.</p><p></p><p><strong>Hit Dice Bonus:</strong> A minotaur character doubles his/her first seven Hit Die rolls, no matter his/her chosen character class to simulate his/her racial Hit Dice. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a male minotaur barbarian with a Constitution score of 18 rolls 1d12, multiplies the results by 2, and adds +3 to determine his hit points. If his roll is 6 for 1st-level, he starts play with 15 hit point (6 x 2 = 12 + 3 = 15). After gaining enough XP to reach 2nd-level, he would double his hit point roll and add his Constitution modifier again and continue to do so until he has gained his 7th barbarian level. After that he gains hit points normally.</p><p></p><p><strong>Natural Cunning:</strong> As per the Minotaur entry on pg. 60 of C&C Monsters & Treasure.</p><p></p><p><strong>Natural Weapons:</strong> If fighting without weapons, a minotaur can make one head butt and one bite attack every round (2d4, 1d4 damage). If using a weapon, he/she can strike with the weapon and apply his/her natural attacks in the same round. Multiple attacks allowed by higher levels only apply to weapons.</p><p></p><p><strong>Oversized:</strong> All personal items, such as clothing, armor, weapons, and food, cost double for minotaur characters. Transportation and lodging (when available) are also considerably more expensive. Most things aren’t built to support the weight of a minotaur.</p><p></p><p><strong>Powerful Charge:</strong> As per the Minotaur entry on pg. 60 of C&C Monsters & Treasure, except the character uses the BtH of his/her class for the gore attack and the damage is 4d6 plus the character's Strength modifier.</p><p></p><p><strong>Tough Hide:</strong> A minotaur has a +4 natural Armor Class bonus.</p><p></p><p><strong>Weapon Expert:</strong> A minotaur always gains a +2 to attack and damage rolls when using a manufactured weapon.</p><p></p><p><strong>Languages:</strong> Common and Giant.</p><p><strong>Size:</strong> Large</p><p><strong>Movement:</strong> 30 feet</p><p><strong>Attribute Modifiers:</strong> +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma</p><p><strong>Typical Classes:</strong> Barbarian, Druid, Fighter, Ranger, Rogue</p><p><strong>Assassin and Rogue Modifiers:</strong> +2 to find traps, +2 to listen, -2 to hide</p><p><strong>Ranger Modifiers:</strong> +6 to track, +2 to find traps, -2 to conceal</p><p></p><p><strong>Physical Characteristics</strong></p><p>▪ 7 to 8-1/2 feet tall</p><p>▪ 650 to 800 pounds</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5429576, member: 2012"] [B][COLOR="Red"]MINOTAUR[/COLOR][/B] [B]Description:[/B] [B]Personality:[/B] [B]Racial Affinities:[/B] [B]Environment:[/B] [COLOR="Red"][B]RACIAL TRAITS AND ABILITIES[/B][/COLOR] [B]Darkvision:[/B] A minotaur can see in complete darkness for up to 60 feet. [B]Enhanced Sense of Smell:[/B] As per the Half-Orc entry on pg. 39 of the C&C Players Handbook. [B]Hit Dice Bonus:[/B] A minotaur character doubles his/her first seven Hit Die rolls, no matter his/her chosen character class to simulate his/her racial Hit Dice. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a male minotaur barbarian with a Constitution score of 18 rolls 1d12, multiplies the results by 2, and adds +3 to determine his hit points. If his roll is 6 for 1st-level, he starts play with 15 hit point (6 x 2 = 12 + 3 = 15). After gaining enough XP to reach 2nd-level, he would double his hit point roll and add his Constitution modifier again and continue to do so until he has gained his 7th barbarian level. After that he gains hit points normally. [B]Natural Cunning:[/B] As per the Minotaur entry on pg. 60 of C&C Monsters & Treasure. [B]Natural Weapons:[/B] If fighting without weapons, a minotaur can make one head butt and one bite attack every round (2d4, 1d4 damage). If using a weapon, he/she can strike with the weapon and apply his/her natural attacks in the same round. Multiple attacks allowed by higher levels only apply to weapons. [B]Oversized:[/B] All personal items, such as clothing, armor, weapons, and food, cost double for minotaur characters. Transportation and lodging (when available) are also considerably more expensive. Most things aren’t built to support the weight of a minotaur. [B]Powerful Charge:[/B] As per the Minotaur entry on pg. 60 of C&C Monsters & Treasure, except the character uses the BtH of his/her class for the gore attack and the damage is 4d6 plus the character's Strength modifier. [B]Tough Hide:[/B] A minotaur has a +4 natural Armor Class bonus. [B]Weapon Expert:[/B] A minotaur always gains a +2 to attack and damage rolls when using a manufactured weapon. [B]Languages:[/B] Common and Giant. [B]Size:[/B] Large [B]Movement:[/B] 30 feet [B]Attribute Modifiers:[/B] +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma [B]Typical Classes:[/B] Barbarian, Druid, Fighter, Ranger, Rogue [B]Assassin and Rogue Modifiers:[/B] +2 to find traps, +2 to listen, -2 to hide [B]Ranger Modifiers:[/B] +6 to track, +2 to find traps, -2 to conceal [B]Physical Characteristics[/B] ▪ 7 to 8-1/2 feet tall ▪ 650 to 800 pounds [/QUOTE]
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