Hephaestus
The God of Fire, Smiths, Craftsmen, Metal-working, stonemasonry, and Sculpture
Alignment: True Neutral
LORE: One of the nicest gods in the realm is the god of smiths. Thrown out of Olympus by his own mother for looking mortal, and constantly tormented by Aries and Aphrodite, he chooses to live alone. The patriarchy has never been kind to Hephaestus, but he has been always loyal to his family on Olympus. Many centuries went by and Hephaestus finally found someone that loved him for him, and he had two children with her. This female basset was quite gifted in the art of tinkering and made many trinkets for the god of the forge. Her name was Dalila and she was everything he could hope for and they spent the next 2 years caring for their children. When the children reached the age of three, their mother disappeared while out to get supplies. Hephaestus called in all the favors he could, but no sign of her was found. Hephaestus waits at his forge for her to return, and will always keep the fires hot.
Personality Traits:
Secluded, dedicated to his craft, and has a slight twitch in his hand whenever he is not crafting.
Ideals:
True beauty is mastering who you are.
Bonds:
Dalia, Alecta, Alecto, Asteria, and the 2 cyclops of the forge of Atlantis.
Flaws:
Does not stand up for himself.
Symbol: Hammer and Tongs
Perks
Gained When Selected Ability Score Increase: Increase Intelligence and Dexterity +2 Fires of the Forge:- Gain Resistance to Fire and Lava damage.
- Gain Proficiency in Smithing
- Damage is 3d8+Dexterity
- Range is 0-90ft
- Ignore 1 AC of Target
- Silver Bullets: Deal Double damage to Lycans, Undead, and Vampires.
- Gold Damage: Deals double damage to Daemons, Spirits, and Ghost.
- Platinum Bullets: Deal double damage to Legendary Creatures.
- Titanium Bullets: Ignores Resistance to Piercing and causes level 3 bleed.
Tools of the forge:
- You gain the ability to make weapons and armor:
- You must pass an intelligence check listed on the chart to draw the plans. You also need to make a dexterity check while working the armor.
- Should you fail the materials are wasted and you must start over.
- The higher the quality to greater the cost, materials, and time required.
- Iron/Steel: 1 silver per pound of Iron
- Silver: 5 gold per pound of Silver
- Gold: 50 Gold per pound of gold.
- Platinum: 500 gold per pound of Platinum
- Titanium: 5000 gold per pound of Titanium
- Celestial Gold/Stygia: Cost determined by the person you buy it from.
- Complexity: Simple 3 long Rest to finish
- Quality: same quality as target item
- Iron/Steel: Non-magical +1 to AC more than what it would give you.
- Complexity: Average and takes 6 long rest to finish
- Quality: Weapons: Same as base Armor: Silver is -1 base and Gold is -2
- Silver: Weapons and Armor forged from silver are primarily used for specific types of fights. Undead, Vampires, and Lycans take 1d10+Paron level in damage from touching the armor. You gain advantage on saves from poison and curse.
- Gold: Weapons and Armor forged from Gold are primarily used for specific types of fights. Daemons, Spirits, and Ghost take 1d10+Patron level from touching the armor. You gain advantage on saves from Patron Curse and Madness.
- Complexity: Intricate and takes 9 long rest to finish
- Quality: +1 AC on the base armor.
- Platinum- Used to craft Hero Armor. Hero armor resist the Aura's of the most dangerous of creatures, each round the user can make a constitution save equal to your patron DC to avoid the effect and take half the damage of the Aura. This armor ignores the first critical strike landed against you.
- Atlantean Armor: This armor is made from the ore called Abyssal, and allows the target to craft only armor. This armor makes the user resistant to cold and bludgeoning. When forging a helm, the user gains only water breathing. When forging leggings the user only gains +15 to movement in water.
- Complexity: Perfect takes 12 longs rest
- Quality: can increase to +3
- Titanium: This used to Craft the strongest armor in the game. Titanium armor ignores critical strikes made againts the user, every first attack of the round does half damage, and you have advantage on saves from mind altering effects. (Charm, Madness, Berserk, and most ailments cured by mind mending)
- Celestial Gold: This used to craft divine armor and this armor is known for it ability to resist all damage from Aura's and Breath Attacks. When you are hit by an attack that would deal more than half your health in damage you instead take 50 or half whichever is lower. You gain 1 legendary Resistance per long rest.
- Stygia- This the Armor of Darkness and the Underworld. While wearing you are immune to the effects of the underworld and have advantage on saves in Tartarus and the Palace of Nyx. You gain 1 legendary resistance per long rest. This the only armor that is not destroyed by the river Styx.
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