kuro's CotSQ campaign (chars)

kuroshidaku

First Post
This is the thread for chars in my city of the spider queen campaign.

As of now, players and characters are:
Insight: Cain Thunderfoot (Dwarf) Clr7 Ftr3
Wilphe: Gais'forth (Half-Drow) Rog3 Ftr2 Brd5
Shaff: Andrinor (Human) Bbn10
Rino: Astaldo (Half-celestial, Half-elf) Ftr6 OotBI2
Uriel_fire_of_Heaven: Ishahn (Half-celestial, Half-dwarf (Gold)) Clr1 Pal6 Ftr1

Links to other game threads:
Recruitment/ooc http://enworld.cyberstreet.com/showthread.php?s=&postid=936673#post936673
ic http://enworld.cyberstreet.com/showthread.php?s=&postid=946581#post946581
 
Last edited:

log in or register to remove this ad


Gais'forth

Age: 38

Height: 5 foot 11 inches
Weight: 140lbs

Appearence and demeanour:
Natural: A fairly quiet and introspective individual, especially for an entertainer. He could just about pass for a really swarthy, tall and thin human for a casual glance, but once he takes his hat off the blonde-white hair tends to give away his heritage. Use of magic and skills tend to mean he conceals it well, usually only making subtle changes to look more human. This is not so useful in Daggertown where everybody local knows exactly what he is - but it prevents hassles from people passing through.

Male Half-Drow, Rog3/Fgt2/Brd 5 CR10
Medium Sized Humanoid (Elf)
HD 8d6+3d10 hp 49 Init: +5 Spd 30ft AC 22 (Touch 12, Flat Footed 24)
Atk: Melee 10/5 +3 Bastard Sword (1d10+5 19/20 x2) or Ranged 9/4 MW+2Mighty Composite Longbow (1d8+2 x3)

SA: Sneak Attack +2d6. Half-Drow Traits. Evasion. Locate Traps. Uncanny Dodge - Dex Bonus to AC. Bardic Music. Bardic Lore
AL: CG
SV: F 7 R 9 W 5
Str 14 Dex 12 Con 12 Int 16 Wis 8 Cha 14

Skills:
Bard
Spellcraft 12/15
Concentration 12/13
Perform 7/9 (Ballad, Comedy, Epic, Juggling, Limericks, Mime, Storytelling)
Knowledge - (Dalelands) 4
Fighter
Jump 5/7
Ride 5/6
Rogue
Bluff 5/7
Diplomacy 4/10
Disguise 5/7 (+2 From Bluff on occasion)
Gather Information 4/6
Hide 4/5
Listen 4/4
Move Silently 4/5
Search 4/4
Sense Motive 5/4
Spot 4/4
Tumble 13/15
Use Magic Device 10/13

Languages:
Common, Elven, Drow, Undercommon, Chondathan

Feats:
Dalylight Adaptation
Improved Initiative
Skill Focus - Use Magic Device
Craft Wand

Fighter Bonus Feats:
EWP - Bastard Sword
Expertise


Spells per day: 3/4/2

Spells Known:

0 - Flare V (Save DC: Fortitude 12)
Prestigitation V,S
Read Magic V,S
Detect Magic V,S
Mending V,S
Mage Hand V,S

1 - Cure Light Wounds V,S 1d8+5 (Save DC: Will 13)
Featherfall V
Amplify V,S
Expeditious Retreat V,S

2 - Cure Medium Wounds V,S 2d8+5 (Save DC: Will 14)
Delay Poison V,S
Sound Burst V,S,F (Save DC: Will 14)

All spells except Feather Fall have casting time of one action.

Equipment:
+3 Mithril Chain Shirt (Arcane Spell Failure 10%)
+3 Bastard Sword
MW Mighty (+2) Composite Long Bow
Ring of Protection +1
Bag of Holding 1
Hat of Disguise
Quiver of Mielikki
1x Wand of Cure Medium Wounds (Self Made)
Cloak of Resistance +1
2x Wand of Cure Light Wounds
1x Wand of Expeditious Retreat
60 Arrows
Backpack
Bedroll
Map Case
Chalk
Flask - Water
Flask - Cormyran Brandy
Ink
5 pieces of parchment
Sealing Wax
20x TinderTwigs
2x Holy Water
5x Sunrod
2x Smokesticks
2x Thunderstone
Potion Belt
2 x Scent Breakers

XP Total 49940
Total Gold Unspent: 1235

Backstory:

(BTW - I only have the FRCS to go on for events in Daggerdale, I'm sure you will tell me if this doesn't fit)

The product of an forced union between a Drow raider and a merchant's daughter in Daggerdale during a minor and largely forgotten drow incursion. Gais'forth grew up realizing that while he might be tolerated, he would never be accepted. His mother died while he was still growing, though the full-human half-siblings he had grown up with were by then mature adults
with responsibilities and children of their own and he found himself between generations.
He took the first opportunity to apprentice himself to an itinerant group of entertainers whilst still an adolescent and travelled with them for several years before striking out on his own. Eventually he wandered down to Dambrath thinking he could call it home, but realized he did not fit into the culture. Disillusioned he left and ran into some good aligned full drow
who introduced him to the worship of Eilistraee.
After wandering over much of the west he eventually made his way back to Dagger Falls, then under Zhentish occupation. His relatives wanted nothing to do with him and denounced him to the Zhentarim as a drow spy. Captured and condemned to death he only escaped with the aid of one of Randal Morn's insurgents who broke from prison at the same time. He joined the guerrillas
and played a minor but valiant part in the liberation. His relatives all backed the Zhents, apart from his half-niece Natasha who slipped out of the town to join the rebels. The rest were either killed in battle or fled. The big house he grew up in was now largely empty, but full of memories - few of them pleasant. He and Natasha decided to turn it into an inn, where she actually runs the place and he sometimes performs, though mostly staying out of sight - usually working crafting wands or anaylsing chess problems.
He considers himself semi-retired, but can often be found taking part in militia duties as well as the occasional raid and reconaissance against Zhentish forces.
 
Last edited:

Cain Thunderfoot

CAIN THUNDERFOOT
Male Dwarven Cleric (Clangeddin) 7, Fighter 3 49,864 XP
Lawful Good

ABILITY SCORES
Strength: 16/18 (+3/+4) * Second Number includes Gauntlets of Ogre Power
Dexterity: 8 (-1)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 6 (-2)

SAVES
Fortitude: +12/+14
Reflex: +2/+4
Willpower: +9/+11
* Second Number includes Cloak of Resistance +2
** +6 vs. Poison
*** +2 vs. Magic

MOVE: 20’/15’ *Second Number is when in Full Plate +3

HIT POINTS: 93

ARMOR CLASS
Normal: 21
Flat-Footed: 21
Touch: 10

ATTACKS/DAMAGE
Base Attack Bonus: +8/+3
Holy Greataxe +1: Att +14/+9, Dmg 1d12+7 (+2d6 Holy Dmg to Evil), Crit 19-20/x3, Power Attack: up to +5/-5.
Light Crossbow: Att +7, Dmg 1d8, Crit 19-20/x2, Range Inc 80, 30 Bolts Total.

SKILLS
Alchemy (3) +3, Climb (2) +6, Concentration (3) +7, Craft – Stonework (2) +4, Heal (4) +7, Knowledge – Religion (4) +4, and Spellcraft (2) +2.

LANGUAGES
Common, Drow, Dwarven, and Undercommon.

FEATS
Armor Proficiency - All (from Cleric), Brew Potion, Cleave, Dwarf’s Toughness, Improved Critical – Greataxe, Power Attack, Resist Poison, Shield Proficiency (from Cleric), Weapon Focus – Greataxe (from War domain), Weapon Proficiency - Martial Weapons (from Fighter), and Weapon Proficiency - Simple Weapons (from Cleric).

RACIAL ABILITIES
Darkvision 60.
+2 on checks to determine unusual stonework and to Craft-Stonework (included above).
+2 to Saving Throws vs. Poison (included above).
+2 to Saving Throws vs. Magic (included above).
+1 to Attack Rolls against Orcs and Goblinoids.
+4 Dodge Bonus to AC vs. Giants.
+2 to Appraise checks related to rare/exotic items.

CLASS ABILITIES
Cleric: Feat of Strength 1/day, Spontaneous Casting, and Turn Undead: 1/day, Check 1d20-2, HD 2d6+5 and Divine Spells.
Fighter: None.

DIVINE SPELLS
Domains: Strength and War.
Spells per Day: 6 x 0-level, 5+1 x 1st level, 4+1 x 2nd level, 3+1 x 3rd level, and 1+1 x 4th level.
Typical Spell Selection: 0-Level: Detect Magic, Detect Poison, Purify Food & Drink, Resistance, and Virtue (x2). 1st Level: Bless, Cause Fear, Detect Evil, Divine Favor, (Endure Elements), and Shield of Faith. 2nd Level: Bull’s Strength (x2; Second is Domain), Consecrate, Hold Person, and Silence. 3rd Level: Dispel Magic, Prayer, (Magic Vestment), and Searing Light. 4th Level: (Divine Power) and Restoration.

EQUIPMENT
On Person: Backpack, Bag of Holding, Bolts (10), Caltrops (2), Cloak of Resistance +2, Compact Prayer Book, Dagger, Flint/Steel, Full Plate +3, Gauntlets of Ogre Power, Gold Holy Symbol, Holy Greataxe +1, Holy Water (2), Light Crossbow, Masterwork Bolts (10), Oil Flasks (3), Potions: Bull’s Strength, Cure Light Wounds (2), Endure Elements (Fire), Endurance, and Shield of Faith, Ring of Protection +1, Spell Component Pouch, Wand of Cure Moderate Wounds (50), and a Waterskin.
In Backpack: 12-hour Candles (12), Clerical Vestments, Common Incense (2 lbs.), Exotic Incense (4 Oz.), Gold Candlestick, Gold Censer, Map/Scroll Cases (2), Potions: Bull’s Strength, Cure Light Wounds (4), Divine Favor (2), Endure Elements (Fire), Endurance, Resist Elements (Fire), and Shield of Faith, Prayer Book, Sacks (4), Scrolls: Bull’s Strength, Cure Light Wounds (6), Cure Serious Wounds, Entangle, Invisibility to Undead, Lesser Restoration, and Sanctuary, Silver Holy Symbol, and Vigil Candles (6).
In Bag of Holding: Bedroll, Bolts (10), Climber’s Kit, Crowbar, Grappling Hook, Hammer, Healer’s Kit, Heavy Mace, Hemp Rope (100’), Pitons (6), Potions: Comprehend Languages (2), Cure Light Wounds (4), Cure Moderate Wounds (2), Divine Favor (2), and Lesser Restoration, Scrolls: Cure Light Wounds (4), Entangle, Invisibility to Undead, Neutralize Poison, and Sanctuary, Silver Field Brazier, Spade, and Trail Rations (7).
Mule/Saddlebags: Bit/Bridle, Masterwork Stoneworking Tools, Riding Saddle, Saddlebags, and Whetstone.
Wealth: PP 9, GP 37, SP 16, CP 18.

BACKSTORY
The Thunderfoot clan prospered for many generations in Citadel Adbar in the Silver Marches, where they had fled following the fall of Tethyamar. Cain grew up in the shadows of a successful merchant and, although the only son in the family, was disdained and generally neglected during his childhood.
This mistreatment left Cain embittered and cold toward others. Because he could not follow in his father's footsteps, Cain joined the Church of Clangeddin, a popular deity in the Dwarven stronghold. Cain was talented as a cleric, though a rage inside him would stray him from the path of the truly righteous.
After he had been with the Church of Clangeddin for a few years in Citadel Adbar, Cain decided it was time to see the world. He packed up his things and left for the world of adventure. He found himself in Silverymoon, an Elven city, and though he did not understand the elves, Cain became friends with them and even served alongside them for a time in their standing army.
Though Cain found friends in Silverymoon, something called him away, and he left again for the road. A very long journey led Cain to Waterdeep, where he spent a long time working with the local Church of Clangeddin, where a series of mishaps and underhanded dealings had left the church without much in the way of clerics. He returned to his spiritual ways, but kept his axe close by, just in case.
Though life in Waterdeep was far different from what he knew in Citadel Adbar, Cain knew that it was time to return to his homeland, so he made the trip back to the Dwarven stronghold. When Cain arrived, he was not welcomed with open arms. It turned out that the Church of Clangeddin had been corrupted and had made a pact with Drow to take over the city. Cain worked with the Clerics of other Dwarven deities and soldiers to fight back the Drow incursion, and became something of a hero in the process.
But it was not all glory. Cain's father, Druus, died in the incursion, and Cain was thus unable to make peace. He was offered the chance to head the merchant house, but Cain, not being an administrator, turned it down to again take up the axe and find adventure. Before he left Adbar, Cain's mother gave him a box containing the family's treasures, including information about Tethyamar. She asked Cain to one day find Tethyamar and lead a band of warriors to remove the taint of evil from its halls. Cain promised to do so, and is still undertaking this quest when possible.
Cain's quest for Tethyamar led him across the Anauroch, through the Empire of Shadows, and into the Dalelands. Shadowdale was his first stop on this quest, and there he made many contacts and even explored the ruins of Castle Krag in hopes of finding clues as to what happened to Tethyamar. Though he planned to continue on to Myth Drannor, Cain found his adventuring party distasteful and left them for Daggerdale.
Now in Dagger Falls, Cain is hoping to find more clues as to Tethyamar's fate and location, but is willing to undertake other quests as long as they do not take him far from his search area.


GM, I had to make a few changes to the character after I read through the FRCS. I hope that's OK.
 
Last edited:

Andrinor's Background:

At the age of 8 Andrinor's Father joined the miniscule militia of Cantol. This militia was only used to defend this small city from the continuous hordes of dark elves. When Andrinor was 11 the largest horde of dark elves the town had ever seen attacked the village. After at least 4 days of continuous battle the militia finally drove back the drow.... but only after losing the town many times but taking it back. There were many loses in this great battle, including Andrinor's father and mother, who were killed in there sleep 1 night that Andrinor stayed at a friend's house. Andrinor then went to an old family friend in the neighboring town who was known to all in that area as a GREAT warrior of mysterious type, his name was Tynorel. Tyrnorel taught Andrinor almost everything he knew about battle. And by the time he was 17 Andrinor was a revered warrior. But by that time Tynorel was old and very worn out. 1 day an unexpected attack by the drow was upon Tynorel's town, which is called Danrol. The town lost the battle and everyone who survived was led back to Cantol by Andrinor himself when he was only 19, but Tynorel was lost in the battle. Andrinor then joined the Cantol militia just like his father, and now is the leader of the town's forces. There have been countless attempts by the drow to overthrow this town, but everytime it has held firm, and only a handfull of people have been lost to those beasts. Andrinor has a quarrel with ALL drow, but he knows the difference between all elves, and only dislikes drow. Even though he does not show it, he is deeply hurt by the loss of his parents and mentor.
 

Remove ads

Top