Minotaur Warrior

(Generated 101 times)
Namelist None
Tags
Classic fantasy
Rank Veteran
Race Minotaur
Cult rank None
Notes Minotaurs are much larger than humans. Males average well over two metres tall. They are powerful and massively built, with a natural confidence and swagger amongst their own kind. Males are blessed with oversized horns, and proudly display battle scars as badges of honour. A few have the lower halves and the hoofed legs of bulls. Armour is rarely worn, more from the fact that none amongst their culture knows the art of smithing and salvaged war trophies rarely fit, rather than any philosophical attitudes towards it. (So they can if they find it) Their favoured weapons are great axes or two handed clubs, with which they delight in smashing opponents about. There is no doubt that minotaurs are tenacious fighters and have little trouble rising to aggression when the need calls for it. They are brave but merciless fighters, and believe in putting a foe down as quickly and brutally as possible. When faced with chaos-tainted species, such as boar-kin and chaos hybrids, minotaurs show no mercy. They have an innate hatred of chaos and attempt to stamp it out whenever and wherever they can. Minotaurs have a polygynous social structure. Males may take several wives and herd leaders always have a harem, which are won by demonstrating martial prowess and great deeds. Primarily vegetarians, minotaurs consume vast amounts of fruits and wild grains every day, supplementing their diet with milk and cheese from their herds. Minotaur warbands have been known to raid cattle herders who move into a minotaur grazing areas, sparing only the cattle (which they release) but massacring the herders.
CreatorSFLucid
Stats
STR 3d6+6+4
CON 2d6+6+4
SIZ 2d6+15
DEX 2d6+3+4
INT 2d6+6
POW 3d6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 3
04-06 Left leg 3
07-09 Abdomen 3
10-12 Chest 3
13-15 Right Arm 3
16-18 Left Arm 3
19-20 Head 5
Attributes
Movement 8m
Natural armor No

Non-random features

ListFeature
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent
Combat Style Trait- Close Combat ***Batter Down***– If the fighter’s Damage Modifier is one or more steps greater than his opponent’s, his Damage Modifier roll is counted as double solely for the purposes of calculating Knockback.

Standard skills

Athletics STR+DEX+2d10+40 Brawn STR+SIZ+2d10+50 Endurance CON+CON+2d10+40
Evade DEX+DEX+2d10+50 Insight INT+POW+2d10+10 Locale INT+INT+2d10+20
Perception INT+POW+2d10+20 Unarmed STR+DEX+2d10+40 Willpower POW+POW+2d10+30

Custom skills

Customs INT+INT+2d10+30 Lore (Herding) INT+INT+2d10+30

Combat styles

Minotaur Warrior (Two Handed Axe, Longspear used one handed, Hoplite Shield, GorSTR+DEX+2d10+40

Weapon options

1-handed weapons

Amount: 2
Gore (1)
Longspear (1h) (1)

2-handed weapons

Amount: 1
Massive Axe (1)

Ranged weapons

Amount: 0

Shields

Amount: 1
Hoplite Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Gore 1h-melee 1d8 L M - Impale Y Y 0 0 Head
Longspear (1h) 1h-melee 1d10+1 H VL - Impale Y N 4 10
Massive Axe 2h-melee 2d8+2 E VL - Bleed, Sunder Y N 6 12