About Anshim Karas
Appearance
A savage minotaur, Anshim is a tall, broad beastly creature with dark skin and dark hair, with two large horns protruding from his head. The horns are also dark, painted black. Anshim has painted his face blue and green to accent his most ferocious aspects.
Anshim Karas
Male Minotaur Skirmisher (Ranger) 1
CG (formerly CE) Medium humanoid (minotaur)
Init +2, Senses Perception +7, scent +2, humans +2, track +1
Age
Hair
DEFENSES
AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +3
OFFENSE
Move 30 ft.
Melee bec de corbin +5 (1d10+4, crit. 20/x3) or
Melee gore +5 (1d6+4, crit. 20/x2).
Full Attack bec de corbin +5 (1d10+4, crit. 20/x3) and gore +0 (1d6+2, crit. 20/x2)
STATISTICS
Str 18, Dex 10, Con 16, Wis 16, Int 10, Cha 8
Base Atk +1, CMB +5, CMD 14
Feats Power Attack
Skills Climb +6, Heal +7, Intimidate +3, Perception +7 (+2 scent), Stealth +2, Survival +7, Swim +6; Racial Modifiers +2 Perception (scent); Armor Penalties -2 Climb, -2 Stealth, -2 Swim.
Languages Common, Kothian
Traits Reactionary, Self-Sacrifice
Gear 175 stp worth of equipment
Purchases
bec de corbin (27), 12 lbs
chain shirt (125), 25 lbs
ranger's kit (9), 28 lbs
[backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), waterskin]
small tent (10), 20 lbs
traveler's outfit
4 stp.
Encumbrance Light (85 lbs)
FEATS AND SPECIAL ABILITIES
Favored Enemy (Ex) Anshim has humanoid (humans) as a favored enemy, gaining a +2 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them. He also gets a +2 bonus on weapon attack and damage rolls when fighting humans, and can make Knowledge skills untrained when attempting to identify.
Gore (Racial) Anshim may use his horns as a natural weapon to make a gore attack (1d6, 20/x2).
Keen Senses (Racial) Anshim has +2 on scent based Perception checks.
Power Attack (Feat) Anshim can choose to take -1 penalty on melee attack rolls to gain +2 bonus on melee damage bonus roles. Increased by 50% when making an attack with a two-handed weapon. The bonus is halved if making an attack with an off hand weapon or secondary natural weapon.
Reactionary (Trait) Anshim has +2 trait bonus on Initiative checks.
Self-Sacrifice (Trait) As a move action, Anshim can use his own body to grant soft cover to an adjacent ally.
Thick Hide (Racial) As a minotaur, Anshim has a thick hide, granting him +2 natural AC bonus.
Track (Ex) Anshim adds half his ranger level (minimum 1) to Survival skill checks made to follow or identify tracks.
Weapon Familiarity (Racial) Anshim treats weapons with minotaur in its name as a martial weapon.
Wild Empathy (Ex) Anshim can improve the initial attitude of an animal, as a Diplomacy check. He rolls 1d20 and adds his ranger level and Charisma bonus to determine the result.
Favored Class (Ranger) 1) +1 skill point.