Name: Curn
Race, Class and Level: Minotaur, 6/7 Fighter/Mage
Strength: 20
Intelligence: 16
Wisdom: 15
Dexterity: 17
Constitution: 19
Charisma: 9
Thaco: 15
Alignment: Neutral Good
Hit Points: 72
Armor Class: 3
Spells: Level 1: affect normal fire, alarm, comprehend language, detect magic, read magic, find familiar, identify, light, sleep, spider climb, phantasmal force, magic missile, armor, erase, copy, nahul's reckless dwemor, hornens guess. Level 2: ESP, fools gold, lemons trap, magic mouth, rope trick, alter self, flaming sphere, knock, web, wall of fog, britay's wizard lock, improved phantasmal force. Level 3: vampire touch, lightning bolt, water breathing, windwall, blink, fireball, melf minute meteors, wrath form, dispel magic. Level 4: wizard eye, wall of fire, polymorph self, phantasmal killer, leomund shelter, fire shield, enchanted weapon, dimension door, magic mirror, ice storm, minor globe invulnerability.
Magic Items: hat of disguise, +2 battle-axe, wand of trap detection
Items of Note: Trap detector (a large heavy put with a long iron handle attached to it. Wand of trap detection in the handle.)
Image: 8'2" male with brown fur and brown eyes. One horn is broke off about half way up.
Role Playing Tips: Curn is a bit disgruntled with other Minotaur for kicking him out of their society when they found out he was a mage. At first he swore vengeance, now he want's to show them that magic is a great tool. Curn is quick to anger, but follows a very strict code of honor similar to a paladin. Always willing to help the depraved, and will go out of his way to help friends.