Chad Thundercook Character in Verum | World Anvil

Chad Thundercook

Chad Thundercook

The Thundercook. An imposing figure, made even more so when wielding the cooks utensils that he so dexterously utilizes.

Physical Description

General Physical Condition

Oh, ye Gods he is swole. A Mountain of a Minotaur. Oodles of muscles. Thick. Solid. Tight.

Body Features

He's covered in short fur, like a bull. He'll tell you that's not all that's like a bull *wink wink*. (Yeah, he's got bull horns too.)

Facial Features

You wouldn't have thought a bull's head could look so smug, but it can.

Physical quirks

Constantly smiling slightly. Stands way too upright and puffs his chest out to a comical degree.

Special abilities

Cooking. Murder. Chatting up babes.

Mental characteristics

Personal history

Don't worry about it. I can be anything for you, babe.

Gender Identity

Male

Sexuality

Very much so

Education

I can read and write and do some numbers.

Employment

I guess being in the Hkari is like a lifetime employment guarantee.

Morality & Philosophy

Life's all about being chill and having a sweet time. Preferably in the company of a harem.

Normal minotaur.

View Character Profile
Age
24
Birthplace
Steton
Children
Current Residence
Daborak (The Black Roost)
Gender
Male
Eyes
Brown
Hair
Dark Brown
Skin Tone/Pigmentation
Brown
Height
6'6
Weight
265 lbs
Quotes & Catchphrases
Like, totally!
Known Languages
Common, Giant, Love

Chad Thundercook

Minotaur Race
Steton (Manticore Hunter) Origin
Rogue 1 Class & Level
Chaotic Neutral Alignment
The Seven Deity
Hkari Faction
Member Rank/Position
0 Loyalty
Company

Strength 18
+4
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 14
+2
Total Hit Dice 1
Hit Die
1d8+3
+0 proficiency bonus
+4 Strength
+2 Dexterity
+3 Constitution
+6 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+8 Athletics
+4 Deception
+0 History
+0 Insight
+2 Intimidation
+0 Investigation
+0 Martial
+2 Medicine
+0 Nature
-1 Perception
+4 Performance
+4 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
19
Armor Class
11
Hit Points
+0
Initiative
30
Speed
Attacks
Tools: Cooks' Utensils, Thieves' Tools (Expertise), Smith's Tools
Skills: Athletics (Expertise), Medicine, Intimidation, Persuasion, Deception, Performance
Instruments: None
Languages: Thieves' Cant, Common, Giant
Proficiences
None yet
Spellcasting
Hkari Plate
Full Plate Armor (Requires Attunement)
This legendary armor, passed down to all members of the order, is forged and infused with secret rituals and the souls of Hkari past. However such power comes at a cost.

This armor contains a +1 enhancement bonus, and increases in might as the wearer gains strength. At 5th level it becomes +2 and at 10th level, +3.
You gain proficiency with this armor if you don't have it.
This armor also provides a +3 to any hit point gained form any source of healing.
If you should ever die, to protect it from the evil constantly waiting for it, the armor seals your soul within to keep it safe and to power the next Hkari. A Hkari can never be resurrected.
The armor can be taken off, but no matter where it is, your soul returns to it once you have attuned to it, which you do when you join the Hkari.


Fadesteel Gorget: Whenever you would be subject to a critical hit, you reduce the damage taken by 5.

A set of traveler's clothes, Smith's Tools, Cook's Utensils, and a pouch containing 1510gp.
Starting Equipment: Shortsword x2, Burglar's Pack, Leather Armor, two daggers, and Thieves' Tools
Improved Starting Equipment: Pole of Collapsing, 2x Bandoliers, 3x Potions of Healing
Equipment
Hkari
Faction
The Mad Man
Stat Array
Minotaur

Age – Minotaurs mature at the same rate as Orcs and can live for up to 250 years.

Alignment – Most Minotaurs lean toward lawful alignments.

Size – Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.

The Labyrinth – Minotaurs have advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell.

The Sin of Tyre – Minotaurs have a deep hatred of arcane magic, they rage against it whenever possible. Minotaurs can add their Strength modifier to Intelligence and Charisma saving throws.

Astaroth's Chosen – The god Astaroth in a rare moment of compassion, with assistance from Cassius, released the Minotaurs from the terrors of the wizard Tyre. In return the Minotaurs are blessed with some of the two deities divinity. Minotaurs automatically succeed on non-contested Strength checks with a DC of 20 or below to break their chains or the chains of others. They have advantage on all other Strength checks.

Menacing – You have proficiency in the Intimidation skill.

Hybrid Nature – You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages. ​​​​​​​You can speak, read, and write Common and Giant.


Manticore Hunter: Resistance to Poison damage, proficiency with Cooks' Utensils and Medicine

Hkari
+2 Wisdom Cap

Blazing Glory: You gain this upon entering the faction and if you leave and somehow survive you lose it. In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.


Rogue:
Thieves' Cant, Expertise in Thieves' Tools and Athletics

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Class/Racial Features & Traits