Huntagar Jaggedthorns


Level: 1 Total XP: 0

Strength: 27 | Plus 9
Constitution: 20 | Plus 5
Dexterity: 11 | Plus 1
Intelligence: 2 | Minus 4
Wisdom: 3 | Minus 3
Charisma: 4 | Minus 3

Max HP: 30
Surge Value: 12
Surges/day: 3

AC Total: 12
Fortitude: 10
Reflex: 6
Will: 1

Attack Bonus:
Atk bonus R Hand: 1
Atk bonus L Hand:

Weapon Damage:
R Hand: Iron Greataxe 1D12
L Hand:

Racial Features:
Plus 5 on Spot, Listen and Search Checks
Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort plus 2, Ref plus 5, and Will plus 5.
Acrobatic: Plus 2 on all jump and tumble roll.
Combat Reflex: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Natural Weapon: Gore (1d8).
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6 plus 1-1/2 Str bonus points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Class Features/Skills:
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Languages Known:
Common, Goblin

Known Skills:

Right Hand:
Left Hand:



Huntagar Jaggedthorns

Riches of Ardania Stealthkibbler