Curn

Race: Minotaur Class: Fighter/Mage Level: 6/7
Alignment: Neutral Good Hit Points: 72 THAC0: 15
Strength: 20 Armor Class: 3
Intelligence: 16    
Wisdom: 15
Dexterity: 17
Constitution: 19
Charisma: 9

Notes

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; Laymonds 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.

Items of Note: Trap Detector (A large heavy metal pot filled with iron with a long iron handle that screws into the pot. There is a wand of trap detection in the handle). The handle is held and swung back and forth with the pot on the ground.
Image: Curn is 8'2" tale male Minotaur with brown fur and brown eyes. One horn is broken off about half way up the other horn is 4' long.
Role-playing Tips: Curn is a bit disgruntled with other Minotaurs for kicking him out of their society when they found out he was playing around with magic. At first he swore vengeance, now he wants to show them that magic is a great tool, but not used for combat. Curn is quick to anger, but follows a very strict code of honor similar to a paladins. Always willing to help the depraved, and will go out or his way to help friends.