Rexxar

Rexxar is a minotaur.
==History==
Rexxar was abducted as an infant by a savage waste preacher named Yellow Ash, and raised in the desert to worship the Lord of the Wastes. At ten years old he had already developed an affinity for violence thanks to his master's harsh instruction, but despite this Yellow Ash decided that he was too soft-hearted and weak. He stole another infant from the village of Tal Dara, bringing the baby boy to where Rexxar was waiting in his shelter. He commanded Rexxar to take his hunting knife and drive it through the baby's heart as an offering to their grim god. Rexxar - tearful and afraid - obeyed. A few days later Rexxar fled from Yellow Ash, horrified by the memories of the child he had killed.
==Description==
Raised in the wilderness by a brutal and demented shaman, Rexxar is not used to other people and prefers the company of animals. He is haunted by the painful memory of being forced to murder an infant as an offering to the Desolate One, and is driven to atone for this crime. Since the appearance of the bread of heaven, Rexxar has taken to offering occasional thanks and prayers to the Provider. Rexxar's appearance is striking even for a minotaur as he has a form of albinism - his fur is pale grey and his eyes are red. A golden nimbus of light shines above his horned head.
==In the Campaign==
The voice that whispers in Rexxar's head guided him towards Vantis and Lannus, and he has joined them in their struggle against Ahiravan. Rexxar helped to defeat Sobek, and his blade and body were later consecrated by the last of the angels in an outworld citadel.
==Rexxar's Wish==
Rexxar wandered the wastes for years, lost and distressed, until at last one day he stumbled on a mysterious but beautiful object buried in the sand. When he picked it up a spirit in the shape of a beautiful woman appeared before him, and offered to grant him one wish. Rexxar told her that he wanted to find a way to atone for his terrible sin. Then Rexxar was alone again, but since that day a quiet voice occasionally whispers to Rexxar inside his head. The voice told him to learn the skills of a warrior, to prepare himself for a great battle ahead, and that he would know when it was time for him to redeem himself.
==Character Sheet==
Rexxar - Huge Minotaur6, Barbarian2, Fighter4, Righteous Sword2, Furious Avenger5, Frenzied Berserker 1
HP308 (171 constitution) AC38(+8 armour, +5 hide, +1 dexterity, -2 size, +4 necklace, +4 ring, +1 ioun stone,+7 shield) Speed50(10) Initiative+2
SQ Rage 1/day, uncanny dodge, never flat-footed, Overwhelming Aura 20' 2/day (enemies -2 all saves as long as they remain within 20ft), Reach 15, darkvision, minotaur cunning, scent, Touch of Fury 2/day (d8+4 with natural weapons, d4+4 otherwise), powerful charge (gore only, damage is 6d8+14 damage), waters of life blessing (+5 enhancement to natural weapons and armour, natural weapons are good-aligned), Voice of Conscience (Rexxar hears whispers which guide him towards the path to redemption), Vengeful Blow 1/day (must declare you are using vengeful blow before you make any attack rolls and if you miss all your attacks in the round you lose one use of vengeful blow, but for one hit you can deal d4 points of extra constitution damage), Frenzy (+6 strength, +1 unstackable attack, —4 penalty to Armor Class, 2 points of nonlethal damage per round, 12 rounds, to end the frenzy before its duration expires, attempt a DC 20 Will save once per round as a free action, these effects stack with rage abilities, to avoid entering a frenzy when taking damage make a successful Will save DC 10 + damage taken), Increased Size (Vantis has bestowed increased size upon Rexxar, making him huge), Harsh Judgement - With just a touch, you can force evil enemies to see themselves through your eyes and confront the terrible reality of their existence. Once per day, if you strike an evil enemy with a touch attack, unarmed strike or natural weapon (weapon attacks cannot transmit harsh judgment) then you can force them to make a fortitude save (DC14 + furious avenger level) or face your judgement (you can choose whether to kill or disable them). Even if the fortitude save is successful, the subject takes 3d6 points of damage.
FEATS (including Exalted Feats)Iron will+2, cleave, keen critical, nimbus of light (evident goodness, +2 diplomacy and sense motive with good creatures), servant of the heavens (+1 luck bonus on any roll 1/day), weapon Focus II, power attack, Merciful Sword (+1 AC against evil outworlders, once per week can sense the direction of the greatest evil within a mile, expanding to 10 miles with an 8 hour rest), Plunging Attack, Diehard, Righteous Wrath, Greater (evil enemies must DC28 will save or shaken whenever you deal damage to them with a melee attack while you are raging, if you fail to affect a creature the first time you hit it you cannot affect it in that encounter). If you deal damage to an evil foe who is currently shaken as a result of your Righteous Wrath, that creature must try again to make a successful Will saving throw or the penalties they suffer from the shaken status are increased to -4 (if you fail to affect a creature the second time you hit it, you cannot affect it again in that encounter). Frenzied berserkers with Greater Righteous Wrath suffer most of the drawbacks associated with a frenzy. However, they can choose to voluntarily end their frenzy at any time if there are no evil combatants present.
Abilities 32(22),14,30(24),10,10,10
Huge Minotaur6, Barbarian2, Fighter4, Righteous Sword2, Furious Avenger4, Frenzied Berserker 1
Fortitude+25 (+9 constitution, +5 cloak)Reflex +16 (+2 dexterity, +5 cloak)Will + 20 (+0 wisdom, +2 feats, +5 cloak)
ATTACKSSword+35/+30/+25/+20(+11 strength, +1 feats, -2 size, +5 enhancement)Gore+34/+29/+24/+19(+11 strength, -2 size, +5 enhancement)
May attack multiple smaller enemies with a single strike must take -6 penalty to attack and divide the damage between enemies.
DAMAGESword 4d6+23/18-20 +d6 fire/ice (+16 strength, +2 feats, +5 enhancement)Gore 2d6+16+good-aligned (+11 strength, +5 enhancement)
SKILLSSwim+16(15 ranks, +11 strength, -10 armour)Climb and jump+27 (21 ranks, +11 strength, -5 armour)Knowledge (the Waste)+20 (20 ranks)Sense motive+21 (21 ranks)Languages - Common, Dwarven
ITEMS"Tanta's Final Flame" Large flaming/frost greatsword+5 ("Tanta's Mercy", heal 4d8+20 as a move action 1/day, 95000), Belt of Strength+6 (36000), large silver full plate+4 (wearer never requires sleep, 45000), Cloak of Resistance+5, Necklace of Protection+4 (34000), ring of natural armour+4 (32000), Talmorian's Dusty Rose Ioun Stone of Insight+1(5000), Helmet of Disintegration (26000, disintegrate 1/day, caster11,DC19), Hooves of Speed (3000, +30 movement speed), 5 healing potions 2d8+10, Gauntlets of Constitution+6 (36000), Ring of Giant Size 2/day (8000), Tail Ring of Sacrifice (3/day take xd6 damage as a free action in order to gain a bonus of X on the next attack roll, where X is between 1-10), Khratash, Rod of the Godking, Brazen Skull (30d6 Nuke, deal 10+BAB/2 +Dex Reflex save), Wand of Orcus, Shield of the Sun (+5 everdancing large steel shield emblazoned with a sun symbol, grants SR15 to its wielder, energy resistance 10 for any of of the five energies, searing light as a free action 1/day at CL20 DC18), Amulet of Second Chances 
Category:Adventurers
Category:Wishmakers
Category:Minotaurs
Category:Outworld Explorers