About Garnult TarnhammerGarnult Tarnhammer
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
Blessing of the Forge
Channel Divinity:Turn Undead
Channel Divinity: Artisan’s Blessing:
Soul of the Forge:
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.
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.)
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