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kuro's CotSQ campaign (chars)
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<blockquote data-quote="Insight" data-source="post: 951620" data-attributes="member: 11437"><p><strong>Cain Thunderfoot</strong></p><p></p><p><strong>CAIN THUNDERFOOT</strong></p><p>Male Dwarven Cleric (Clangeddin) 7, Fighter 3 49,864 XP</p><p>Lawful Good</p><p></p><p><strong>ABILITY SCORES</strong></p><p>Strength: 16/18 (+3/+4) * Second Number includes Gauntlets of Ogre Power</p><p>Dexterity: 8 (-1)</p><p>Constitution: 18 (+4)</p><p>Intelligence: 10 (+0)</p><p>Wisdom: 16 (+3)</p><p>Charisma: 6 (-2)</p><p></p><p><strong>SAVES</strong></p><p>Fortitude: +12/+14</p><p>Reflex: +2/+4</p><p>Willpower: +9/+11</p><p>* Second Number includes Cloak of Resistance +2</p><p>** +6 vs. Poison</p><p>*** +2 vs. Magic</p><p></p><p><strong>MOVE</strong>: 20’/15’ *Second Number is when in Full Plate +3 </p><p></p><p><strong>HIT POINTS</strong>: 93</p><p></p><p><strong>ARMOR CLASS</strong></p><p>Normal: 21</p><p>Flat-Footed: 21</p><p>Touch: 10</p><p></p><p><strong>ATTACKS/DAMAGE</strong></p><p>Base Attack Bonus: +8/+3</p><p>Holy Greataxe +1: Att +14/+9, Dmg 1d12+7 (+2d6 Holy Dmg to Evil), Crit 19-20/x3, Power Attack: up to +5/-5.</p><p>Light Crossbow: Att +7, Dmg 1d8, Crit 19-20/x2, Range Inc 80, 30 Bolts Total.</p><p></p><p><strong>SKILLS</strong></p><p>Alchemy (3) +3, Climb (2) +6, Concentration (3) +7, Craft – Stonework (2) +4, Heal (4) +7, Knowledge – Religion (4) +4, and Spellcraft (2) +2.</p><p></p><p><strong>LANGUAGES</strong></p><p>Common, Drow, Dwarven, and Undercommon.</p><p></p><p><strong>FEATS</strong></p><p>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).</p><p></p><p><strong>RACIAL ABILITIES</strong></p><p>Darkvision 60.</p><p>+2 on checks to determine unusual stonework and to Craft-Stonework (included above).</p><p>+2 to Saving Throws vs. Poison (included above).</p><p>+2 to Saving Throws vs. Magic (included above).</p><p>+1 to Attack Rolls against Orcs and Goblinoids.</p><p>+4 Dodge Bonus to AC vs. Giants.</p><p>+2 to Appraise checks related to rare/exotic items.</p><p></p><p><strong>CLASS ABILITIES</strong></p><p>Cleric: Feat of Strength 1/day, Spontaneous Casting, and Turn Undead: 1/day, Check 1d20-2, HD 2d6+5 and Divine Spells.</p><p>Fighter: None.</p><p></p><p><strong>DIVINE SPELLS</strong></p><p>Domains: Strength and War.</p><p>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.</p><p>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.</p><p></p><p><strong>EQUIPMENT</strong></p><p>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.</p><p>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).</p><p>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).</p><p>Mule/Saddlebags: Bit/Bridle, Masterwork Stoneworking Tools, Riding Saddle, Saddlebags, and Whetstone.</p><p>Wealth: PP 9, GP 37, SP 16, CP 18.</p><p></p><p><strong>BACKSTORY</strong></p><p>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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p></p><p></p><p><em>GM, I had to make a few changes to the character after I read through the FRCS. I hope that's OK.</em></p></blockquote><p></p>
[QUOTE="Insight, post: 951620, member: 11437"] [b]Cain Thunderfoot[/b] [b]CAIN THUNDERFOOT[/b] Male Dwarven Cleric (Clangeddin) 7, Fighter 3 49,864 XP Lawful Good [b]ABILITY SCORES[/b] 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) [b]SAVES[/b] Fortitude: +12/+14 Reflex: +2/+4 Willpower: +9/+11 * Second Number includes Cloak of Resistance +2 ** +6 vs. Poison *** +2 vs. Magic [b]MOVE[/b]: 20’/15’ *Second Number is when in Full Plate +3 [b]HIT POINTS[/b]: 93 [b]ARMOR CLASS[/b] Normal: 21 Flat-Footed: 21 Touch: 10 [b]ATTACKS/DAMAGE[/b] 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. [b]SKILLS[/b] Alchemy (3) +3, Climb (2) +6, Concentration (3) +7, Craft – Stonework (2) +4, Heal (4) +7, Knowledge – Religion (4) +4, and Spellcraft (2) +2. [b]LANGUAGES[/b] Common, Drow, Dwarven, and Undercommon. [b]FEATS[/b] 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). [b]RACIAL ABILITIES[/b] 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. [b]CLASS ABILITIES[/b] Cleric: Feat of Strength 1/day, Spontaneous Casting, and Turn Undead: 1/day, Check 1d20-2, HD 2d6+5 and Divine Spells. Fighter: None. [b]DIVINE SPELLS[/b] 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. [b]EQUIPMENT[/b] 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. [b]BACKSTORY[/b] 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. [i]GM, I had to make a few changes to the character after I read through the FRCS. I hope that's OK.[/i] [/QUOTE]
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