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Minotaur Character Class

by Donald Eric Kesler

Prime Requisite: Strength

Experience Bonus: 5% for Strength 13-15. 10% for Strength 16-18.

Hit Dice: D8

Maximum Level: 36

Armour: Any, Shields Allowed. The Minotaur described in the Rules Cyclopedia has a natural Armour Class of 6. Following the precedent set in GAZ #10, this AC is an average that includes fighting skill, armour and agility. It should not be used. Instead, all Minotaurs start with a base AC of 9.

Weapons: Any

Special Abilities: At Whelp level both Direction Sense and Tracking general skills are acquired with a +2 bonus. At normal monster level, the Minotaur also gains the Blind Fighting general skill. These three skills are in addition to the four skills acquired by normal monster level.

General Skills- Other general skills may be acquired in addition to the bonus general skills possessed by all Minotaurs. By the time the player character reaches normal monster level, the Minotaur will have four general skills. One may be selected at Whelp; one at Youngster; one at Teenager and the final one at Tribesman. For every four levels, the Minotaur gets an additional general skill.

Weapon Mastery Based off of the chart on page 75 of the Rules Cyclopedia, a Minotaur starts with two weapon mastery choices. He gains another choice at third, sixth and ninth level.

As explained on page 81 of the Rules Cyclopedia, the level of mastery attainable is determined by the intelligence of the Minotaur. An intelligence of 12-15 will allow a Minotaur to become skilled, a16 intelligence will allow a Minotaur to become an expert. Normally, a Minotaur lacks sufficient intelligence to attain greater levels of weapon mastery.

THAC0 - Minotaurs fight as monsters of whatever HD they may have reached.

Blind Fighting This dexterity based general skill is available anywhere. This skill grants the ability to engage in melee combat with an opponent that is invisible. The possessor of this skill must be able to hear his or her adversary in order to use this skill. Success negates the penalty for fighting an invisible target. A check needs to be made for every round of combat that this skill is used.

Direction Sense This skill is trained to pilots of flying vessels and mounts. Direction sense is the ability to know which way is up in totally unfamiliar settings or in poor visibility. This skill differs from navigation in that navigation requires external clues, whereas Direction Sense is pure gut feeling and intuition. Which way is up and down, north and south, east and west, can be detected on a successful skill check. (PC #2)

Minotaur Experience Table

 

 

 

 

Title

Level

Experience Points

Hit Dice

 

 

 

 

Whelp

-3

-30000

3

Youngster

-2

-22500

4

Teenager

-1

-15000

5

(Normal Monster) Tribesman

0

0

6

Scout

1

60000

7

Marauder

2

120000

8

Raider

3

240000

-

Plunderer

4

480000

9

Ravager

5

780000

10

Destructor

6

1080000

11

Devastator

7

1380000

-

Conqueror

8

1680000

12

Conqueror

9

1980000

+2 hp

Minotaur Racial Ability Score Modifiers

Ability Maximum Racial Modifier
STR 20 + 2
INT 16 - 2
WIS 16 - 2
DEX 18 None
CON 20 + 2
CHR 18 None