SHARK
First Post
Greetings!
I often like to experiment with different nuances of races and character types, and here I have a rough sketch of some good Minotaurs that live in a forest region in my campaign world. There are additional details added to the stat-block to provide an easy and quick way to add some variously detailed Minotaurs into an encounter. To wit, I hope you like them!
Semper Fidelis,
SHARK
Tarathan Minotaurs
Minotaur
Large Monstrous Humanoid
Hit Dice: 6d8+4 levels of Barbarian or Ranger, as appropriate. (See notes below)
Initiative: +0
Speed: 30 ft.
AC: 14 (-1 size, +5 natural)
AC: 21 (-1 size, +5 natural, +5 Chain mail, +2 Large Wooden Shield)
AC: 19 (-1 size, +5 natural, +5 Chain mail)
AC: 17 (-1 size, +5 natural, +3 Studded Leather)
Attacks: Gore, +17 melee; or: +17/+12 melee; or +10/+5 Ranged
Battleaxe
Throwing axe
Long sword
Great Axe
Great Sword
Dagger
Short spear (+17/+12 Melee; +10 Ranged)
Composite Longbow (+10 Ranged)
Damage: Gore 1d8+11 Melee; or:
Battleaxe 2d6+7 Melee
Throwing axe 1d8+0 Ranged
Long sword 2d6+7 Melee
Great Axe 2d8+11 Melee
Great Sword 2d8+11 Melee
Dagger 1d6+7 Melee
Short spear 2d6+7 Melee/+0 Ranged
Composite Longbow 2d6+0 Ranged
Face/Reach: 5 ft by 5-ft/10 ft.
Special Attacks: Charge 4d6+11
Special Qualities: Scent, Natural Cunning, Blood Frenzy, and Ferocity. These are detailed below:
Scent: As per Core Rule Book III.
Natural Cunning: As per Core Rule Book III
Blood Frenzy (Ex): Whenever the Minotaur is wounded in combat, the feel, taste, and scent of blood sends the Minotaur into a terrible frenzy of blood lust. The Minotaur must make a Will save (DC 15) to resist the blood frenzy. While in Blood Frenzy, the Minotaur gains +4 to Strength, +4 to Constitution, and –2 to AC. The Blood Frenzy lasts until either the Minotaur or its opponent is dead. (Or out of sight of the Minotaur) Until such time, the Minotaur cannot voluntarily end the Blood Frenzy.
Ferocity (Ex): Minotaurs are feared for their terrible rage and ferocity in combat. Minotaurs continue to fight on without penalties even while disabled or dying. (As per Core Rule Book I, page 129)
Saves Fort+14/ Ref+6/ Will+5
Abilities
STR +12
DEX -2
CON +10
INT -2
WIS +0
CHA -2
Skills: Base Skills/Skill Points (16); (Must add skills and skill points for appropriate class; e.g. Barbarian, Ranger, etc.)
Intimidate +6
Jump +8
Listen +6
Search +6
Spot +6
(+4 racial bonus to Intimidate, Search, Spot, and Listen checks.)
Feats: Great Fortitude, Power Attack
Climate/Terrain: Any Climate; Any Terrain except Aquatic; Tarathan Minotaurs are found in Temperate Forest/Hills/Underground.
Organization: Solitary, Gang (2-5); Family (5-20); Band (20-40); Clan (40-60); Tribe (six Clans or more)
Challenge Rating: 8 (Green Minotaurs)
Treasure: Standard
Alignment: Often Chaotic Good
Advancement: By Character Class
Physiology
Minotaurs are huge, powerful creatures. Minotaurs, being a race of cattle-like humanoids, have a prominent set of large, curving horns that adorn their heads. Throughout individuals, there are a broad range of fur colour and patterns that can be found. Some have piebald, splotched patterns of black and white, grey and white, or brown and white. Others may be of one solid colour, like all white, black, or auburn. Minotaurs are affected by magic and elements of Chaos in such a way as to give rise to occasional mutations, such as multiple limbs, multiple eyes, or other strange properties. There can also be found Minotaurs of bizarre colors and patterns, like tiger-striped, zebra-striped, or some other pattern, in strange colors like blue, lemon-yellow, peach, or mauve. Minotaurs have large hoofed feet, which also provide them with a strong sense of balance, and good footing. Minotaurs are characterized by huge, powerful hands that are incredibly strong, and clawed. Minotaurs are usually 8 ft.-9 ft. in height, and 430-540 lbs in weight. (420+1d12x10 lbs.) Most Minotaurs have short, coarse fur that covers their bodies, though there are some Minotaurs that have long hair, providing a shaggier appearance. Eye color is quite variable, with many different, even strange colors being found throughout Minotaur communities.
Minotaurs are omnivorous, enjoying many different kinds of meat, fruits, and vegetables. However, Minotaurs are universally passionate meat-eaters, and have mouths full of strong, sharp teeth that help them to rip into creatures they are eating with terrible efficiency—whether the creature is already dead, or still alive. Minotaurs are quite capable of eating creatures raw—though many Minotaurs prefer their meats to be cooked, and even seasoned.
Minotaurs are famous for awesome strength and incredible endurance. Minotaurs are strongly resistant to all forms of poison and disease, and shrug off seemingly horrible wounds. Minotaurs have dense skin, and such great pain-tolerance as to virtually ignore wounds that other creatures would be slain by, or even crippled. Minotaurs have the ability to struggle on, in whatever capacity without complaint. Oftentimes, Minotaurs can see to their own wounds with rugged efficiency, and often have a matter-of-fact attitude concerning their own wounds. Minotaurs often have large families, and breed frequently. Minotaurs usually mature quickly, being considered an adult by age 12, and reaching full physical maturity by age 14. Minotaurs have a vigorous metabolism, and usually live to a lifespan of 150 years.
Religion
Minotaurs of the Tarathan Forest worship the Norse pantheon. Minotaurs of the Tarathan Forest are a vigorous, barbarian culture. They have a rugged, rural existence that has fully embraced and interwoven itself with the rhythms of the natural world. Throughout Minotaur societies, Minotaurs seem to be very open to embracing different religious traditions. Some Minotaur religions are simple, while others can be quite elaborate. Minotaurs of the Tarathan Forest have developed a rich religious life, but one that recognizes the harsh environment that they live in.
Minotaur temples are often carefully crafted of great timbers, finely carved and formed with majestic peaked roofs. These temples often feature stone floors, and pillars of carved oak. Great hearths are set in stone, with shelves lining the sides. On these shelves are placed skulls of various animals, unusual creatures, and defeated enemies. Throughout the community, carved oaken totems are found, with runic inscriptions worked into them. These wooden totems often form a spiritual warning, or relate the significance or importance of the site where they are found.
Minotaurs of the Tarathan Forest, while deeply religious, have not developed a tradition of Paladins or Templars, in an organized sense. They do have groups of devout Berserkers though. Religious structure is primarily formed from Druids, and Bards. Druids form the priestly class, and serve as advisors and judges in the community. Bards serve as messengers, storytellers, and historians, as well as musicians. Troupes of Bards often lead warriors into battle with heroic poems and inspiring songs and chants. Minotaurs are often superstitious, and observe many different omens and divinations.
Minotaurs often use tattoos, and painting themselves in strange colours of paint for ritual significance is popular before going into battle, as well as participating in religious ceremonies and rituals.
Minotaurs are often buried in earthen tombs, with slaves and animals sacrificed in their honour. They are often buried with treasure and personal grave goods for their journey into Valhalla. Leaders and especially brave champions are burned upon a raised bier that has been especially decorated for the occasion. At such times, prayers and oaths are recited, and groups of women wail while Druid-priests intone ancient chants.
Culture
Minotaurs of the Tarathan Forest have organized themselves into tribes, and are often centered on a fortified town. Powerful chieftains, who also take part in voting at huge tribal councils that elect Minotaur kings, lead Minotaur tribes. The tribal chieftain controls virtually all aspects of daily life of the tribe, while kings are usually only involved with large projects, foreign diplomacy, and organizing regional defenses and large-scale military expeditions. Minotaur Kings also enforce a general unity, and negotiate inter-tribal conflicts and disagreements. Minotaur Kings, and chieftains alike, hold their positions not necessarily by might alone, though personal courage and success in war is a prime factor, but also by general wisdom and skill in leadership. Should the leader be deemed lacking significantly, then the king, or chieftain, is voted out, and a new leader is elected to the position. Yearly councils and elections are held to sort out major problems facing the tribes, as well as confirming the leadership.
Druids, Bards, chieftains and warriors are held in the highest esteem, and have great influence. Skilled craftsmen and other leaders within the community that have a track record of wisdom and skill, whether male or female, are also highly respected and admired. After a chieftain, it is from this class of warriors and professionals that usually make up important advisory positions within the community.
Slaves are usually taken from prisoners of war, and those captives taken in raids. Criminals are often sentenced to a time of slavery, usually for a specified time of servitude. Slaves are sometimes adopted within the family, and become full members of the tribe. Rebellious slaves are usually executed. While not especially favoured, criminals, slaves, and war prisoners can be tortured for various reasons.
Minotaurs have generally organized a society that values merit and personal achievement. Intelligent, resourceful, and skilled individuals are highly respected, and can enjoy not only esteem, but also broad support for their efforts.
Members of the tribe are expected to work hard and to contribute in their daily activities. Females can participate in many different professions and activities, if they demonstrate talent, but otherwise are expected to fulfill traditional roles and positions within Minotaur society. Weakness and cowardice is universally despised, and in fighting units, anyone demonstrating cowardice may be set upon by his fellows and killed.
Minotaurs love life, and enjoy wild feasts and parties. Minotaurs enjoy strong drink, and can become aggressive and belligerent when drunk. Minotaurs hold honour to be of prime importance, for everyone. Oaths are taken very seriously, and one who makes an oath is expected by everyone to fulfill it, or die trying.
Minotaur tribes of the Tarathan Forest have developed great skill in metalworking, weaving, and pottery. They are accomplished merchants, and value trade and exploration. Merchants in Minotaur tribes are not only respected, but often-wealthy individuals. Minotaurs often organize trade caravans to set forth to foreign lands and peoples in order to forge trade relationships. Groups of Minotaur merchants and colonists will often set out for foreign lands to establish trade-colonies. These trade colonies will engage in trade, as well as resource cultivation for the tribes back home.
Adventurers
Minotaur adventurers come from all walks of life, and many different circumstances. Adventurers are commonly found, heading out into the wilderness to explore, trade with other peoples, or raid and make war. Minotaurs admire boldness and daring, and explorers and warriors alike are highly respected. Throughout the different tribes, favoured classes are Barbarian or Ranger. Druids, Bards, Barbarians, and Rangers are all popular classes for adventurers. On occasion, a Sorcerer may be found from the ranks of those who have been blessed by the gods with unusual magical talent. Wizards, Paladins, and Templars, as well as more organized Clerics, are extremely unusual, if ever found. Culturally, the Minotaurs of the Tarathan Forest have not developed such classes within the society. Rogues can also be found, but with significant restrictions on skills learned, as the Minotaur culture of the Tarathan Forest have not developed the skills or cultural context for highly sophisticated, urbanized Rogues to develop.
Minotaurs tribes of the Tarathan Forest organize their fighting forces into companies the following, usually led by an experienced champion. Chieftains, High-Chieftains, and Kings lead larger forces.
Infantry
Chain mail, Large Wooden Shield; Helmet; Short spear; Battle axe or Long sword; Dagger and Throwing Axe.
Archers
Studded Leather; Composite Longbow; Quiver of 20 arrows; Hand Axe; Dagger.
Berserkers
Chain mail; Great axe or Great sword; Hand Axe; Dagger.
Minotaur forces of the Tarathan Forests can often be found in the following detail;
Green
Character Class: Barbarian or Ranger, Level 4
HD: 6d8+4d12+60 (113 hit points) for Barbarian; (109 hit points) Ranger
Stat Assigned Roll/Total
STR 12 24 (+7)
DEX 12 10 (+0)
CON 12 22 (+6)
INT 10 08 (-1)
WIS 10 10 (+0)
CHA 10 08 (-1)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave (Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; (Ranger)
Standard
Character Class: Barbarian or Ranger, Level 8
HD: 6d8+8d12+84 (136 hit points) for Barbarian; (128 hit points) for Ranger
Stat Assigned Roll/Total
STR 14 26 (+8)
DEX 14 12 (+1)
CON 12 22 (+6)
INT 12 10 (+0)
WIS 10 10 (+0)
CHA 10 08 (-1)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes;(Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; Far Shot;(Ranger)
Veteran
Character Class: Barbarian or Ranger, Level 12
HD: 6d8+12d12+126 (204 hit points) for Barbarian; (192 hit points) for Ranger
Stat Assigned Roll/Total
STR 16 28 (+9)
DEX 14 12 (+1)
CON 14 24 (+7)
INT 12 10 (+0)
WIS 12 12 (+1)
CHA 12 10 (+0)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes; Quickdraw; Endurance; (Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; Far Shot; Alertness; Endurance; (Ranger)
Elite
Character Class: Barbarian or Ranger, Level 16
HD: 6d8+16d12+126 (258 hit points) for Barbarian; (242 hit points) for Ranger
Stat Assigned Roll/Total
STR 16 28 (+9)
DEX 16 14 (+2)
CON 14 24 (+7)
INT 14 12 (+1)
WIS 12 12 (+1)
CHA 12 10 (+0)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes; Quickdraw; Endurance; Iron Will; (Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; Far Shot; Alertness; Endurance; Run; (Ranger)
I often like to experiment with different nuances of races and character types, and here I have a rough sketch of some good Minotaurs that live in a forest region in my campaign world. There are additional details added to the stat-block to provide an easy and quick way to add some variously detailed Minotaurs into an encounter. To wit, I hope you like them!

Semper Fidelis,
SHARK
Tarathan Minotaurs
Minotaur
Large Monstrous Humanoid
Hit Dice: 6d8+4 levels of Barbarian or Ranger, as appropriate. (See notes below)
Initiative: +0
Speed: 30 ft.
AC: 14 (-1 size, +5 natural)
AC: 21 (-1 size, +5 natural, +5 Chain mail, +2 Large Wooden Shield)
AC: 19 (-1 size, +5 natural, +5 Chain mail)
AC: 17 (-1 size, +5 natural, +3 Studded Leather)
Attacks: Gore, +17 melee; or: +17/+12 melee; or +10/+5 Ranged
Battleaxe
Throwing axe
Long sword
Great Axe
Great Sword
Dagger
Short spear (+17/+12 Melee; +10 Ranged)
Composite Longbow (+10 Ranged)
Damage: Gore 1d8+11 Melee; or:
Battleaxe 2d6+7 Melee
Throwing axe 1d8+0 Ranged
Long sword 2d6+7 Melee
Great Axe 2d8+11 Melee
Great Sword 2d8+11 Melee
Dagger 1d6+7 Melee
Short spear 2d6+7 Melee/+0 Ranged
Composite Longbow 2d6+0 Ranged
Face/Reach: 5 ft by 5-ft/10 ft.
Special Attacks: Charge 4d6+11
Special Qualities: Scent, Natural Cunning, Blood Frenzy, and Ferocity. These are detailed below:
Scent: As per Core Rule Book III.
Natural Cunning: As per Core Rule Book III
Blood Frenzy (Ex): Whenever the Minotaur is wounded in combat, the feel, taste, and scent of blood sends the Minotaur into a terrible frenzy of blood lust. The Minotaur must make a Will save (DC 15) to resist the blood frenzy. While in Blood Frenzy, the Minotaur gains +4 to Strength, +4 to Constitution, and –2 to AC. The Blood Frenzy lasts until either the Minotaur or its opponent is dead. (Or out of sight of the Minotaur) Until such time, the Minotaur cannot voluntarily end the Blood Frenzy.
Ferocity (Ex): Minotaurs are feared for their terrible rage and ferocity in combat. Minotaurs continue to fight on without penalties even while disabled or dying. (As per Core Rule Book I, page 129)
Saves Fort+14/ Ref+6/ Will+5
Abilities
STR +12
DEX -2
CON +10
INT -2
WIS +0
CHA -2
Skills: Base Skills/Skill Points (16); (Must add skills and skill points for appropriate class; e.g. Barbarian, Ranger, etc.)
Intimidate +6
Jump +8
Listen +6
Search +6
Spot +6
(+4 racial bonus to Intimidate, Search, Spot, and Listen checks.)
Feats: Great Fortitude, Power Attack
Climate/Terrain: Any Climate; Any Terrain except Aquatic; Tarathan Minotaurs are found in Temperate Forest/Hills/Underground.
Organization: Solitary, Gang (2-5); Family (5-20); Band (20-40); Clan (40-60); Tribe (six Clans or more)
Challenge Rating: 8 (Green Minotaurs)
Treasure: Standard
Alignment: Often Chaotic Good
Advancement: By Character Class
Physiology
Minotaurs are huge, powerful creatures. Minotaurs, being a race of cattle-like humanoids, have a prominent set of large, curving horns that adorn their heads. Throughout individuals, there are a broad range of fur colour and patterns that can be found. Some have piebald, splotched patterns of black and white, grey and white, or brown and white. Others may be of one solid colour, like all white, black, or auburn. Minotaurs are affected by magic and elements of Chaos in such a way as to give rise to occasional mutations, such as multiple limbs, multiple eyes, or other strange properties. There can also be found Minotaurs of bizarre colors and patterns, like tiger-striped, zebra-striped, or some other pattern, in strange colors like blue, lemon-yellow, peach, or mauve. Minotaurs have large hoofed feet, which also provide them with a strong sense of balance, and good footing. Minotaurs are characterized by huge, powerful hands that are incredibly strong, and clawed. Minotaurs are usually 8 ft.-9 ft. in height, and 430-540 lbs in weight. (420+1d12x10 lbs.) Most Minotaurs have short, coarse fur that covers their bodies, though there are some Minotaurs that have long hair, providing a shaggier appearance. Eye color is quite variable, with many different, even strange colors being found throughout Minotaur communities.
Minotaurs are omnivorous, enjoying many different kinds of meat, fruits, and vegetables. However, Minotaurs are universally passionate meat-eaters, and have mouths full of strong, sharp teeth that help them to rip into creatures they are eating with terrible efficiency—whether the creature is already dead, or still alive. Minotaurs are quite capable of eating creatures raw—though many Minotaurs prefer their meats to be cooked, and even seasoned.
Minotaurs are famous for awesome strength and incredible endurance. Minotaurs are strongly resistant to all forms of poison and disease, and shrug off seemingly horrible wounds. Minotaurs have dense skin, and such great pain-tolerance as to virtually ignore wounds that other creatures would be slain by, or even crippled. Minotaurs have the ability to struggle on, in whatever capacity without complaint. Oftentimes, Minotaurs can see to their own wounds with rugged efficiency, and often have a matter-of-fact attitude concerning their own wounds. Minotaurs often have large families, and breed frequently. Minotaurs usually mature quickly, being considered an adult by age 12, and reaching full physical maturity by age 14. Minotaurs have a vigorous metabolism, and usually live to a lifespan of 150 years.
Religion
Minotaurs of the Tarathan Forest worship the Norse pantheon. Minotaurs of the Tarathan Forest are a vigorous, barbarian culture. They have a rugged, rural existence that has fully embraced and interwoven itself with the rhythms of the natural world. Throughout Minotaur societies, Minotaurs seem to be very open to embracing different religious traditions. Some Minotaur religions are simple, while others can be quite elaborate. Minotaurs of the Tarathan Forest have developed a rich religious life, but one that recognizes the harsh environment that they live in.
Minotaur temples are often carefully crafted of great timbers, finely carved and formed with majestic peaked roofs. These temples often feature stone floors, and pillars of carved oak. Great hearths are set in stone, with shelves lining the sides. On these shelves are placed skulls of various animals, unusual creatures, and defeated enemies. Throughout the community, carved oaken totems are found, with runic inscriptions worked into them. These wooden totems often form a spiritual warning, or relate the significance or importance of the site where they are found.
Minotaurs of the Tarathan Forest, while deeply religious, have not developed a tradition of Paladins or Templars, in an organized sense. They do have groups of devout Berserkers though. Religious structure is primarily formed from Druids, and Bards. Druids form the priestly class, and serve as advisors and judges in the community. Bards serve as messengers, storytellers, and historians, as well as musicians. Troupes of Bards often lead warriors into battle with heroic poems and inspiring songs and chants. Minotaurs are often superstitious, and observe many different omens and divinations.
Minotaurs often use tattoos, and painting themselves in strange colours of paint for ritual significance is popular before going into battle, as well as participating in religious ceremonies and rituals.
Minotaurs are often buried in earthen tombs, with slaves and animals sacrificed in their honour. They are often buried with treasure and personal grave goods for their journey into Valhalla. Leaders and especially brave champions are burned upon a raised bier that has been especially decorated for the occasion. At such times, prayers and oaths are recited, and groups of women wail while Druid-priests intone ancient chants.
Culture
Minotaurs of the Tarathan Forest have organized themselves into tribes, and are often centered on a fortified town. Powerful chieftains, who also take part in voting at huge tribal councils that elect Minotaur kings, lead Minotaur tribes. The tribal chieftain controls virtually all aspects of daily life of the tribe, while kings are usually only involved with large projects, foreign diplomacy, and organizing regional defenses and large-scale military expeditions. Minotaur Kings also enforce a general unity, and negotiate inter-tribal conflicts and disagreements. Minotaur Kings, and chieftains alike, hold their positions not necessarily by might alone, though personal courage and success in war is a prime factor, but also by general wisdom and skill in leadership. Should the leader be deemed lacking significantly, then the king, or chieftain, is voted out, and a new leader is elected to the position. Yearly councils and elections are held to sort out major problems facing the tribes, as well as confirming the leadership.
Druids, Bards, chieftains and warriors are held in the highest esteem, and have great influence. Skilled craftsmen and other leaders within the community that have a track record of wisdom and skill, whether male or female, are also highly respected and admired. After a chieftain, it is from this class of warriors and professionals that usually make up important advisory positions within the community.
Slaves are usually taken from prisoners of war, and those captives taken in raids. Criminals are often sentenced to a time of slavery, usually for a specified time of servitude. Slaves are sometimes adopted within the family, and become full members of the tribe. Rebellious slaves are usually executed. While not especially favoured, criminals, slaves, and war prisoners can be tortured for various reasons.
Minotaurs have generally organized a society that values merit and personal achievement. Intelligent, resourceful, and skilled individuals are highly respected, and can enjoy not only esteem, but also broad support for their efforts.
Members of the tribe are expected to work hard and to contribute in their daily activities. Females can participate in many different professions and activities, if they demonstrate talent, but otherwise are expected to fulfill traditional roles and positions within Minotaur society. Weakness and cowardice is universally despised, and in fighting units, anyone demonstrating cowardice may be set upon by his fellows and killed.
Minotaurs love life, and enjoy wild feasts and parties. Minotaurs enjoy strong drink, and can become aggressive and belligerent when drunk. Minotaurs hold honour to be of prime importance, for everyone. Oaths are taken very seriously, and one who makes an oath is expected by everyone to fulfill it, or die trying.
Minotaur tribes of the Tarathan Forest have developed great skill in metalworking, weaving, and pottery. They are accomplished merchants, and value trade and exploration. Merchants in Minotaur tribes are not only respected, but often-wealthy individuals. Minotaurs often organize trade caravans to set forth to foreign lands and peoples in order to forge trade relationships. Groups of Minotaur merchants and colonists will often set out for foreign lands to establish trade-colonies. These trade colonies will engage in trade, as well as resource cultivation for the tribes back home.
Adventurers
Minotaur adventurers come from all walks of life, and many different circumstances. Adventurers are commonly found, heading out into the wilderness to explore, trade with other peoples, or raid and make war. Minotaurs admire boldness and daring, and explorers and warriors alike are highly respected. Throughout the different tribes, favoured classes are Barbarian or Ranger. Druids, Bards, Barbarians, and Rangers are all popular classes for adventurers. On occasion, a Sorcerer may be found from the ranks of those who have been blessed by the gods with unusual magical talent. Wizards, Paladins, and Templars, as well as more organized Clerics, are extremely unusual, if ever found. Culturally, the Minotaurs of the Tarathan Forest have not developed such classes within the society. Rogues can also be found, but with significant restrictions on skills learned, as the Minotaur culture of the Tarathan Forest have not developed the skills or cultural context for highly sophisticated, urbanized Rogues to develop.
Minotaurs tribes of the Tarathan Forest organize their fighting forces into companies the following, usually led by an experienced champion. Chieftains, High-Chieftains, and Kings lead larger forces.
Infantry
Chain mail, Large Wooden Shield; Helmet; Short spear; Battle axe or Long sword; Dagger and Throwing Axe.
Archers
Studded Leather; Composite Longbow; Quiver of 20 arrows; Hand Axe; Dagger.
Berserkers
Chain mail; Great axe or Great sword; Hand Axe; Dagger.
Minotaur forces of the Tarathan Forests can often be found in the following detail;
Green
Character Class: Barbarian or Ranger, Level 4
HD: 6d8+4d12+60 (113 hit points) for Barbarian; (109 hit points) Ranger
Stat Assigned Roll/Total
STR 12 24 (+7)
DEX 12 10 (+0)
CON 12 22 (+6)
INT 10 08 (-1)
WIS 10 10 (+0)
CHA 10 08 (-1)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave (Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; (Ranger)
Standard
Character Class: Barbarian or Ranger, Level 8
HD: 6d8+8d12+84 (136 hit points) for Barbarian; (128 hit points) for Ranger
Stat Assigned Roll/Total
STR 14 26 (+8)
DEX 14 12 (+1)
CON 12 22 (+6)
INT 12 10 (+0)
WIS 10 10 (+0)
CHA 10 08 (-1)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes;(Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; Far Shot;(Ranger)
Veteran
Character Class: Barbarian or Ranger, Level 12
HD: 6d8+12d12+126 (204 hit points) for Barbarian; (192 hit points) for Ranger
Stat Assigned Roll/Total
STR 16 28 (+9)
DEX 14 12 (+1)
CON 14 24 (+7)
INT 12 10 (+0)
WIS 12 12 (+1)
CHA 12 10 (+0)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes; Quickdraw; Endurance; (Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; Far Shot; Alertness; Endurance; (Ranger)
Elite
Character Class: Barbarian or Ranger, Level 16
HD: 6d8+16d12+126 (258 hit points) for Barbarian; (242 hit points) for Ranger
Stat Assigned Roll/Total
STR 16 28 (+9)
DEX 16 14 (+2)
CON 14 24 (+7)
INT 14 12 (+1)
WIS 12 12 (+1)
CHA 12 10 (+0)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes; Quickdraw; Endurance; Iron Will; (Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; Far Shot; Alertness; Endurance; Run; (Ranger)