Thorgas Sternhammer

Thorgas Sternhammer

Physical Description

General Physical Condition

Like most Dwarves, Thorgas is almost as wide as he is tall.  His build is incredibly solid, even for a Hill Dwarf.  While he is respectably muscular, his skin is tough and his muscles are tougher still, shrugging off lighter blows entirely.

Facial Features

Dark brown beard stretching to the middle of his torso, as well as bushy eyebrows of the same color.

Apparel & Accessories

Silver ribbon of the Steel Saints tied into his beard.  One platinum ring on a finger of each hand.

Mental characteristics

Gender Identity

Male

Sexuality

Heterosexual

Education

Thorgas began apprenticing under his father, Aric, at the age of 20 in the family forge.  For the next 100 years, Thorgas trained in metalworking under the hard but fair master that his father was, becoming an incredibly deft smith.  During his time at home, his mother, Magda, also imbued in him skill in brewing.
As a Steel Saint, Thorgas learned his way around a deck of cards as well as handling drawn vehicles such as carts.
Following a horrendous visit to the Badlands, Thorgas taught himself how to cook, as to never eat food he didn't prepare himself.

Employment

Thorgas serves as a Sergent of the Steel Saints, operating as a highly skilled mercenary for hire, as well as a paramilitary unit in the Daborak Army.
In his free time, Thorgas freelances as an artisan for hire in the company Magnum Opus, crafting weapons, tools, and other various items for a price.

Accomplishments & Achievements

Defeated and killed the Golden Mask, a high ranking operative of the Bandit King, presiding near Stonebreak and Greytree.

Mental Trauma

Magically compelled to consume the flesh of various humanoids while on a contract in the Badlands.  As a result, Thorgas will not return to the Badlands.  In addition, he will neither eat or drink anything he did not prepare himself.

Social

Contacts & Relations

The Steel Saints, Employing Organization
Oric, Co-founder of the Magnum Opus
Orun, Co-founder of the Magnum Opus
Hathar, Co-founder of the Magnum Opus

Family Ties

Aric Sternhammer, Father
Magda Sternhammer, Mother

Religious Views

Rothian, adherent of Astaroth

Mannerisms

Tends to disregard others in the presence of fine craftsmanship.
Alignment
Lawful Neutral
Honorary & Occupational Titles
Sergeant
Age
124
Date of Birth
Feyvi 4th, 1080
Children
Current Residence
The Silver Hall
Gender
Male
Eyes
Brown
Hair
Deep Brown
Skin Tone/Pigmentation
Tanned
Height
4'2''
Weight
139 lbs
Known Languages
Common, Dwarven, Deep Speech

Thorgas Sternhammer

Hill Dwarf Race
Krazaxian Forgechild Origin
Unbreakable Fighter 6
Forge Cleric 4
Class & Level
Lawful Neutral Alignment
Astaroth Deity
Steel Saints Faction
Sergeant Rank/Position
17 Loyalty
Magnum Opus Company

Strength 18
+4
Dexterity 11
+0
constitution 19
+4
intelligence 11
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 3/6
Hit Die
1d8/10+4
+4 proficiency bonus
+8 Strength
+0 Dexterity
+8 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+8 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+7 Martial
+3 Medicine
+0 Nature
+7 Perception
+0 Performance
+0 Persuasion
+4 Religion
+0 Sleight of Hands
+1 Stealth
+7 Survival
skills

 
47
MV
2
Prestige
2
Attunement Slots
22
Armor Class
135
Hit Points
+0
Initiative
25
Speed
WeaponAttackDamageTypeRangeQualities
Hand Crossbow 1d20+4 1d6 Piercing30/120ftAmmunition, Light, Loading, Range
Tail Mace 1d20+4+4 1d6+4+4 Bludgeoning5ftHeavy
Krazaxian Waraxe 1d20+4+4 ( 1d8+4+4 / 1d10+4+4 )Bludgeoning/Piercing/Slashing5ftCleaving, Heavy, Versatile
Attacks
ProficiencySource
Saving Throws
StrengthFighter
ConstitutionFighter
Skills
AthleticsFighter
InsightAstaroth
MartialFighter
PerceptionFactionless
ReligionForgechild
SurvivalKrazax
Weapons & Armor
Simple WeaponsFighter
Martial WeaponsFighter
Krazaxian WaraxeDwarven Combat Training
Tail MaceSteel Saint
Light ArmorFighter
Medium ArmorFighter
Heavy ArmorFighter
ShieldsFighter
Tools
Brewer's SuppliesDwarf
Calligrapher's SuppliesFactionless
Cook's UtensilsAcademy
Land VehiclesSteel Saints
Playing CardsSteel Saint
Smith's Tools (ex)Forgechild/Academy
Languages
Common (Stone)Krazax
Deep SpeechAcademy
Dwarven (Valley)Hill Dwarf

Proficiences
Prepared Spells = 7

Spell Save DC = 15

Spell Attack Bonus = 7


Cantrips
Guidance
Mending
Thaumaturgy
Toll the Dead


Identify (Domain)
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.


Searing Smite (Domain)
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Spellcasting
Fist of Power (Attuned)
Wondrous (Gauntlet) – Minor Very Rare (3,565gp) – Attunement
These hefty iron and bronze gauntlets made in the scaled pattern emanate a sense of power.

While attuned to these gauntlets, you gain the following abilities and features:
-Iron Fist: While wearing these gauntlets you deal an additional 1d6 points of damage with your unarmed strikes, and your unarmed strikes critically hit on a 19 or 20.
-Powerful: All of your melee weapon and unarmed attacks deal an additional amount of damage equal to your Constitution modifier.
-Tremendous Strength: Your Strength score is increased by two while wearing and attuned to this set of gauntlets.
(Base material, Enchantment, Adornment)


Masterwork Bandolier 1
Contents

Slot 1 - Potion of Supreme Healing

Slot 2 - Potion of Supreme Healing

Slot 3 - Potion of Superior Healing

Slot 4 - Potion of Superior Healing


Masterwork Bandolier 2
Contents

Slot 1 - Potion of Invulnerability

Slot 2 - Potion of Invulnerability

Slot 3 - Potion of Heroism

Slot 4 - Potion of Growth


Bandolier (Unequipped)
Contents

Slot 1 - Scroll of Healing Word

Slot 2 - Scroll of Healing Word

Slot 3 - Scroll of Healing Word


QuantityItemWeight
Weapons
1Krazaxian Waraxe6 lbs
1Light Crossbow5 lbs
20Bolt(s)1.5 lbs
1Tail Mace4 lbs
Armor
1Masterwork Plate Armor65 lbs
1Shield6 lbs
Magic Items
1Fist of Power (A)---
Items
1Backpack5 lbs
3Masterwork Bandolier---
1Bedroll7 lbs
1Masterwork Brewer's Supplies9 lbs
1Common Clothes3 lbs
1Deck of Cards---
1Fadesteel Helm---
50ftHempen Rope10 lbs
1Masterwork Smith's Tools8 lbs
1Mess Kit1 lb
2Platinum Ring---
1Tinderbox1 lb
10Torch(es)10 lbs
5Ration10 lbs
1Waterskin5 lbs
Consumables
2Potion of Heroism4 lbs
2Potion of Invulnerability4 lbs
2Potion of Supreme Healing4 lbs
4Potion of Superior Healing16 lbs
Currency
99Crafting Token(s)---
55Gold Pieces1.1 lbs
960Platinum Pieces19.2 lbs
Total Carried Weight203.8 lbs270 lbs


Blueprints
1 - Best Defense is a Good… Uh... Defense?
Any Shield
Minor Rare - Attunement (10 crafting tokens)

Choose 1 of the following effects:

1. Your [a. Dexterity] [b. Constitution] [c. Wisdom] score increases by 1, up to a maximum equal to your ability score cap.

2. Reduce the damage you take from [a. fire] [b. cold] [c. lightning] damage by 2.

3. You are resistant to [a. fire] [b. cold] [c. lightning] damage.

4. As an action you can increase your AC by 1 for a minute. This effect does not stack with itself. You can do this twice, regaining both uses after finishing a long rest.

2 - Masterwork's Legacy
+1 Any Armor
Very Rare- Attunement (50 crafting tokens)

A once renowned blacksmith's final designs before an unknown fate.

Choose 3 of the following effects:

1. Your [A: Strength / B: Constitution / C: Wisdom] score increases by 3, up to a maximum equal to your ability score cap

2. You have resistance to [A: Thunder damage / B: Force] damage.

3. You have advantage on death saving throws.

4. You can spend charges to cast the [a. shield of faith] [b. sanctuary] [c. bless] [d. cure wounds] spell at a level equal to the amount of charges spent. You can choose to use one of your spellcasting abilities or Wisdom if you do not have one and the spell save for this spell is DC 15. This ability has 3 charges, and you regain all charges after finishing a short or long rest

5. As an action, release a blast of energy from the armor. The energy takes the shape of a charging beast of your choice, or a boulder if you do not declare a form and surges forward. All creatures in 100ft. line must make a DC 15 Dexterity saving through. On a failed saved, a creature take 8d6 [A: Lighting / B: Fire / C: Cold] in a 100ft. line, or half damage if they succeed. This ability has one charge, regain all charges on a short of long rest.

6. As a bonus action you can cause radiant flames to engulf the armor that lash out when provoked. For one minute, the next three attacks or spells cast against you deal 2d6 [A:Radiant/ B: Fire Damage] to the attacker. This ability has 2 charges, regaining all charges on a long rest.

7. As a bonus action you can slam your fist into the ground, an ethereal hammer appears in your hand and causes the ground to splinter around you and sends stone shards into the air. Stone shards coalescence around you and for the next minute you gain a +2 bonus to AC and 15 feet reduced movement. While this is ability is active you have advantage against any effects that would cause you to move. You can use this ability once per long rest.

Equipment
Steel Saints
Faction
Mad Man - 14/11/15/11/15/10
Stat Array
Race, Origin, Deity, Faction, Class
Dwarf (Hill)
  • +2 CON
  • +1 WIS

Stocky
  • Your speed is not reduced by wearing heavy armor.

Darkvision
  • You can see in dim light within 60 feet of 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 of gray.

Dwarven Resilience
  • You have ADV on Saves against poison, and you have resistance against poison damage.

Dwarven Combat Training
  • Proficient with battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency
  • Proficiency with Brewer's Kit.

Stonecunning
  • Whenever you make an 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 Toughness
  • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Krazax
  • +1 CON
  • Proficiency with Survival

Forgechild
  • Proficiency with: Religion and Smith's Tools
  • +20g per crafting day towards mundane and magic crafting.

Astaroth
  • Church Boon: +1 STR
  • Lip Service: Proficiency with Insight.

Factionless
  • Proficiency with Perception and Calligrapher's Supplies.

Steel Saint
  • +2 STRcap
  • Prof with Playing Card Set and Land Vehicles.
  • Loyalty: 5
    • +5 HP
    • +25gp per Day Job

  • Thunderer
    • You can make a bonus action melee attack using your shield with proficiency. When you do, use your Strength modifier and do 1d4 + your Strength modifier bludgeoning damage. When you make this attack you lose the shield's AC until the start of your next turn. Should your shield have a flat bonus to AC, you can add that bonus to its attack roll and damage roll.

  • Silver Eagle's Call
    • A Steel Saint can use an action to let out a battle cry. All player character allies that can hear you within 30 feet can make an attack roll with a weapon against an enemy within the range of that weapon up to 30 feet. If the ally is a Steel Saint, they roll this attack with advantage. For each of these attacks that successfully deal damage, all player character allies within 30 feet of you are healed for 10 hit points. This ability can be used once per mission.

  • Hired VINPC: Eve the Haunted
    • Under the Gaze of the Dead
      • Resistance to Necrotic Damage while in a mission.

Fighter
  • Proficiency with:
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Simple Weapons
  • Martial Weapons
  • Strength and Constitution saving throws
  • Athletics
  • Martial


Level 1
Fighter 1

Fighting Style: Defense
  • You +1 to AC while wearing Armor.

Second Wind
  • You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
    Once you use this feature, you must finish a short or long rest before you can use it again.


Level 2
Cleric 1

Divine Domain: Forge Cleric
  • Domain spells: Identify, Searing Smite
  • Proficiency in Heavy Armor (Redundant), and Smith's Tools (Redundant)

Blessing of the Forge
  • You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, 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.


Level 3
Fighter 2

Action Surge
  • You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.


Level 4
Fighter 3

Martial Archetype: Unbreakable
Hard as Steel
  • You reduce all damage you would take from any source by an amount equal to your proficiency bonus. This stacks with other damage reduction sources but is applied before resistances.


Level 5
Fighter 4

Feat: Heavy Armor Master
  • +1 STR
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.


Level 6
Fighter 5

Extra Attack
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.


Level 7
Fighter 6

Feat: Tough
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


Level 8
Cleric 2

Channel Divinity:
  • Artisan's Blessing
    • You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

      The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

  • 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 of 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.


Level 9
Cleric 3

Spells n' shit.


Level 10
Cleric 4

Feat: Dwarven Fortitude
  • +1 CON
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Class/Racial Features & Traits

MV Tracker

DateEventReward
02/12/2020Character Creation---
Level 1
02/16/2020Dsangir Donation1 MV
Level 2
03/06/2020Wings of Hel Event1 MV
03/13/2020Slaver's Hunt1 MV
Level 3
03/28/2020Crime of Passion1 MV
05/19/2020Dsangir Donation1 MV
05/25/2020Secrets of the Sea1 MV
Level 4
06/16/2020USPS1 MV
07/04/2020Suite Tooth Pt11 MV
07/08/2020Fireport Event1 MV
07/18/2020Suite Tooth Pt21 MV
Level 5
07/24/2020Fresh Shores1 MV
07/29/2020Mole Hunt1 MV
08/15/2020pLiquid of Life Pt11 MV
08/22/2020Liquid of Life Pt21 MV
08/29/2020Liquid of Life Pt33 MV
Level 6
09/04/2020Shrine of Eztli Mictian Pt11 MV
09/07/2020Shrine of Eztli Mictian Pt21 MV
09/14/2020Shrine of Eztli Mictian Pt33 MV
Level 7
10/19/20220The Golden Mask Pt11 MV
10/26/2020The Golden Mask Pt21 MV
11/02/2020The Golden Mask Pt31 MV
11/19/2020The Golden Mask Pt41 MV
11/30/2020The Golden Mask Pt51 MV
12/07/2020The Golden Mask Pt61 MV
Level 8
12/14/2020The Golden Mask Pt710 MV
Level 9
01/20/2021Into the Wastes2 MV
01/31/2021Defend the Mines Pt 11 MV
02/07/2021Defend the Mines Pt26 MV
Level 10
Total MV---47 MV