Ruul Spiritskin's page

1,573 posts. Alias of Feral.


Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6


Active Buffs:


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9

About Ruul Spiritskin

Ruul is an albino minotaur with dark red eyes and an intense gaze. His hide is a rich white except for lines of bright pink scars that litter his chest and arms. Yellowed horns curve up and forward from his bovine skull, ending in deadly spear-like points. Despite only being roughly the height of a moderately tall human, he's incredibly muscular, broad shouldered, and brawny, with proportions similar to a professional wrestler. Strapped to his back is a polearm that ends in a pitted black iron blade.

Albino minotaur cleric (fiendish vessel) of Baphomet 6
CE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +3
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 natural)
hp 64 (6d8+24)
Fort +9, Ref +4, Will +9
Speed 30 ft.
Melee mwk glaive +9 (1d10+6/×3) or
. . gore +8 (1d6+6)
Special Attacks ferocious strike, powerful charge
Cleric Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—fiendish augury
Cleric (Fiendish Vessel) Spells Prepared (CL 6th; concentration +9)
. . 3rd—channel vigor, prayer (2), rage[D]
. . 2nd—bull's strength[D], bull's strength, cure moderate wounds, ironskin (2)
. . 1st—bless, cure light wounds, doom[D] (DC 14), remove fear, remove sickness[UM] (DC 14)
. . 0 (at will)—create water, detect magic, detect poison, guidance
. . D Domain spell; Domains Strength (Ferocity subdomain), Demon (Chaos) Evil (Demon (evil) subdomain)
Str 18, Dex 13, Con 16, Int 10, Wis 16, Cha 14
Base Atk +4; CMB +8 (+10 trip); CMD 19 (21 vs. trip)
Feats Dirty Fighting, Horned Trip, Improved Trip
Skills Diplomacy +7, Knowledge (planes) +5, Knowledge (religion) +5, Sense Motive +10, Spellcraft +5
Languages Common, Giant
SQ channel evil, fiendish familiar, fiendish summonining, fury of the abyss
Other Gear mithral breastplate, mwk glaive, cloak of resistance +1, headband of inspired wisdom +2, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Baphomet, 134 gp
Special Abilities
Channel Evil 3d4 (5/day, DC 15) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Ferocity)
Darkvision (60 feet) You can see in the dark (black and white only).
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Ferocious Strike (+3, 6/day) (Su) +3 damage for a melee attack.
Fiendish Augury (1/day) (Sp) You may use your fiendish familiar to cast augury once per day.
Fiendish Familiar Familiar acts as a divine focus and your channel evil can center on it.
Fiendish Summonining You can only summon fiendish creatures and evil outsiders of your patron's alignment.
Fury of the Abyss (+3, 6/day) (Su) For 1 rd -2 AC and gain bonus to melee att/dam/CMB
Horned Trip When you strike opponent with Gore attack, make free trip attempt.
Improved Trip You don't provoke attacks of opportunity when tripping.
Powerful Charge (Gore [Natural Attack: Gore]) (Ex) Charge with chosen weapon deals 2x dice + 1.5x Str mod dam.

Roughly once in a generation, a tribe of minotaur will give birth to an albino runt, a dwarf calf with a pale white hide and piercing red eyes. Most see the birth of an albino minotaur as an omen of great fortune or terrible catastrophe and, for fear of the latter, many albino calves are killed at birth or abandoned in the wild to die. Those that are raised among their kind often develop a gift for prophecy but live a difficult life as they lack the size and stature typically respected among by minotaurs. As a result, they are driven by an intense and infections ambition to succeed and prove their worth.

Standard Racial Traits

Ability Score Racial Traits: Albino Minotaur are smaller and quicker than normal Minotaurs but still strong and hardy with an intense animal magnetism. They gain +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, and +4 Charisma.
Type: Albino Minotaurs are Monstrous Humanoids.
Size: Albino Minotaurs are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Albino Minotaurs have a base speed of 30.
Languages: Albino Minotaurs speak giant and common.

Defense racial Traits
Natural Armor: Albino Minotaur hide is thick and tough.

Magical racial Traits
Augury: Albino Minotaur can use augury once per day as a spell-like ability.

Senses Racial Traits
Darkvision: Albino Minotaurs can see perfectly in the dark up to 60 feet.
Low-light Vision: Albino Minotaurs can see twice as far as humans in conditions of dim light.


Race Points: Albino Minotaur

Type: Monstrous humanoid: 3rp
Low-Light Vision
Medium: 0rp
Normal Speed: 0rp
Advanced Stats: +2str, +2 dex, +2con, -2int, +4cha: 4rp
Standard Languages: +0rp
Natural Armor: +2rp
Improved Natural Armor: +1rp
Gore Attack: +1rp
Powerful Charge: +1rp
SLA, Lesser: 2rp, 1/day Augury

Total: 14rp