Worshipper of Torag

Garnult Tarnhammer's page

467 posts. Alias of nilesr.


Full Name

Garnult Tarnhammer, son of Thorkil Tarnhammer

Race

Dwarf

Classes/Levels

Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Gender

Spells and Consumables

Size

M

Age

68

Alignment

LG

Deity

Torag

Languages

Common, Dwarven

Strength 16
Dexterity 8
Constitution 16
Intelligence 12
Wisdom 16
Charisma 10

About Garnult Tarnhammer

Garnult Tarnhammer
Mountain Dwarf, Lawful Good
Armour Class 22 (20) (+1MithrilPlatemail + Shield+Forge Bonus)
Hit Points 59 (6d8+18) 11+(6*8)
Speed 25
Str 16 Dex 8 Con 16 Int 12 Wis 16 Cha 10
Skills
Religion+4; History +4, Insight +6, Persuasion +3
Passive Perception 12
Saves
STR +3 DEX -1 CON +3 INT +1 WIS +6 CHA +2
Languages Dwarven, Common, Elven

Features and Traits:

Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades o f gray.
Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage
Dwarven Combat Training You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools
Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Armor Training You have proficiency with light and medium armor.


Proficiencies:

Bonus +3
Weapons
Simple weapons, battleaxe, handaxe, throwing hammer, and warhammer
Armour
Light Armor; Medium Armor, Heavy Armor, Shields
Tools
Smiths Tools, Masons Tools
Saves
Wisdom, Charisma
Skills
Religion+4; History +4, Insight +6, Persuasion +3
Languages
Common, Dwarven, Elven

Equipment:

Warhammer
+1 Platemail (+1 from Blessing)
Priest's Pack
Holy Symbol
Shield
Light Crossbow w/20 bolts
Belt Pouch with Letter of Introduction and 15GP

Spellcasting:

Spell Attack +6
Spell Save DC 14
4 Cantrips Known
Spells Prepared 9+Domain (searing smite, shield, heat metal, magic weapon, elemental weapon, protection from energy )
4 1st Level slots
3 2nd Level slots
3 3rd Level slots

Forge Domain:

Forge Domain
1st searing smite, shield
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects,creation

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity:Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Channel Divinity: Artisan’s Blessing:
Starting at 2nd level, you can use your Channel Divinity to create simple items. Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest. The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make.The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest.

Soul of the Forge:
Starting at 6th level, your mastery of the forge grants you a number of special abilities:
• You gain a +1 bonus to AC while you are wearing medium or heavy armor.\
• You gain resistance to fire damage.
• When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.


Background:

You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools (Mason’s’Tools)
Languages: One of your choice (Elven)
Equipment: A set of artisan’s tools (Mason’s Tools), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 g, Mithril Platemail, 800GP
Type of Guild: Smiths and Metal Forgers (Forgefathers of Dammerhall)

Personality, Ideals, Flaws, Bond:

Personality Trait I don’t part with my money easily and will haggle tirelessly to get the best deal possible
Ideal Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
BondI will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
Flaw I’ll do anything to get my hands on something rare or priceless. (Dwarven Artifacts, Lore)

Levelup:

4 +1 Wisdom, +1 STR
[spoiler=Actions]
Warhammer +6 1d8+3
Light Crossbow +2 1d8-1

Garnult held as the goblinoids surged around him. Tharnhammer honor must be met His father had fallen, his uncles had fallen, how he was alive was a wonder to him. He swung the warhammer in a wide arc, decapitating the green skinned bastard that threatened him. The pain in his side reminded him that there were more to replace the one slain. He feels his knees begin to weaken as the loss of blood and exhaustion takes its toll. He screams his defiance into the face of the horde. I am Garnult Tharnhammer, son of Thorkil Tharnhammer and Forgefather of Dammerhall! Come and get me beasts, for I am stone and mountain!

The greenskins come forward, in their multitude. Rugeir the Foehammer falls, a goblin skull in his armored hands. His friends are falling around him. Four approach him, yelling their battle song, yipping like animals. He slays two, the other two hack at his legs and side.
I see my father. I see my mother, and my sisters, and my brothers. I see the line of my people, back to the beginning. They call to me. They bid me take my place among them. In the halls of the Forge Father. Where the brave....may live...forever. and blackness.

Garnult lost his father on the same day, in the battle only Garnult survived. As Garnult lay broken but not destroyed on the battlefield surrounded by his fallen kin, and feels the strangely soothing embrace of death, his thoughts of joining his family are shattered by pain, and he regains consciousness. The Forge Father Torag silently sits above him, his hand on Garnult's chest, laid bare by some force that has rent his armor open. He sadly shakes his head, pointing to his dead father and uncle, all his kinsmen. He pulls him to his feet, and then he is gone. Garnult's wounds have been closed. (Even now, in the dark of night or any other absence of light, the scars, not visible by the sight of men, glow a silver sheen under darkvision.)
That day, Garnult dedicated himself to reclaiming his ancestral homeland . ...He will restore Tarnhammer honor.