The Steel Saints in Verum | World Anvil

The Steel Saints

  The Steel Saints are a mercenary company formed in the aftermath of the Reckoning. Lead by some of the surviving heroes of that perilous time, the Steel Saints have created for themselves a reputation for getting the job done in the 60 years since. Recently , the company has formed a more determinable identity, featuring its own banner and uniform. Even so, a Steel Saint's individuality is encouraged, so there are many wild alterations. The Steel Saints take on any mission that doesn't have any evil purposes; this is not necessarily a moral obligation but rather a practical one. The Steel Saints have dedicated themselves to the martial arts in all their forms. They recruit those that use magic but boast and encourage their magically inclined members to pick up training in a weapon, whenever possible. Their dedication is perhaps their most defining attribute, as once a Steel Saint makes a promise, only death can stop them.  

Starter

Anointed Saint's Mail
+1 Chain Shirt
This armor is blessed by the way of the warrior and feels like a second skin; light, durable, and dependable.   This armor counts as light armor instead of medium armor and it has no maximum Dexterity cap.   ---   Fadesteel Helm: This helmet removes the disadvantage penalty for sneaking in heavy armor, in addition, it provides a +1 to stealth checks.   ---   Anointed Gear
A Steel Saint is granted one of the following weapons to wield when they join the faction. The Steel Saints gains proficiency with the weapon. Only one of these weapons may be wielded at a time. Paired weapons are an exception, and the anointed crossbow of the Watch Wall has no bearing on this.   The following weapons are exotic weapons and therefore require other means to gain proficiency, such as Academies, should they be wielded by a non Steel Saint. This includes if you leave the faction, as you also lose proficiency with these weapons that way.  
  • Heartscale Greatsword: This greatsword has a wider blade and a compensating hilt, giving an excellent secondary use as a shield. Although it grants no AC bonus, this weapon can be used as a shield in regards to fighting styles, feats, and other select effects.
  • Vengeful Tooth: This war pick is longer and more brutal than it's normal counter part. This particular weapon has the versatile property and when wielded in two hands it deals 1d10 damage instead. The extra weapon damage die rolled when this weapon critically hits, is dealt as bleed damage. This damage is cumulative.
  • Scythe Wing: This glaive is lighter in design and it's sweeping design allows for it to increased damage due to quick movements. Whenever you successfully deal damage with this weapon, you receive advantage on your next acrobatics check within 2 rounds. If you make an attack and you have succeeded on an acrobatics check this round, you deal an additional 3 damage. (You only gain this bonus if you attempt an acrobatics check with a DC of at least 14)
  • Tail Mace: This morning star is thicker and heavier than it's normal counterpart. It gains the heavy property. Once per round, whenever you damage an enemy with this weapon, that enemy must make a DC 12 strength saving throw or be knocked prone. If this attack is a critical hit, they have disadvantage on the saving throw.
  • Twin Talons: These shortswords are pairs and balanced to be used together. If the first attack you make in a round is a hit, you may make the off hand attack with your off hand weapon without expending a bonus action, however you may not spend your bonus action to make additional attacks the round you use this free off hand attack.
  • Spineshot Bow: This shortbow is designed for close quarters fighting and unlike it's counterpart can be fired in melee without disadvantage.
  ---   A set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp.  

General

Attribute Cap Increase: +2 Strength; This boosts the maximum of the ability score but not the score itself.   Tool Proficiencies: Gaming Set of your choice, Land Vehicles.   Silver Ribbon: The Steel Saints mark their membership with a silver ribbon, usually tied to the arm or weapon. This is the only requirement in their uniform.  

The Anointed Forge

This masterfully crafted forge built by the white fire from the Lord of Blades serves as an auxiliary facility, that appears as a glorious forge.   This awe-inspiring forge can only be used by a few. You will need proficiency in and posses smith's tools. Only a crafter that possess a relevant crafting origin may operate the forge, such as the Hide Flayer, Forge Child, or Mender, but even they will have a chance to fail. Only a Forge Cleric can use the forge without failure, and they do not require a relevant origin.   All items successfully crafted with the forge will require prestige to wield, but using the forge does not.  

Contracts

Completing Contracts as a member of the Steel Saints progresses the Steel Saint faction.  

Thunderer

The sound of Steel Saints banging their shields before battle can be heard loud and clear.   Steel Saints gain access to the following fighting style:   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 (+1, +2, +3), you can add that bonus to its attack roll and damage roll.   This does not replace your current fighting style class feature.  

Ironcross

The infantry of Daborak have long since learned to use even the greatest of weapons as a defense.   Steel Saints gain access to the following fighting style:   As a free action when you make your first attack on a turn, you can choose to use your greatsword as a defensive weapon. When you do, all attacks you make this turn are made with a -5 to hit, and you gain +3 AC until the start of your next turn, so long as you are wielding a greatsword.   This does not replace your current fighting style class feature.  

Hammering Strikes

The Viaken’s axes rip and tear everything they touch.   Steel Saints gain access to the following fighting style:   While wielding an Axe, a successful attack that exceeds the target’s AC by 5 or more sunders the armor, temporarily reducing the target’s AC by 1. This effect can stack a number of times equal half your proficiency modifier, rounded down, and the effects of hammering strikes are lost at the start of your next turn.   This does not replace your current fighting style class feature.  

Honor Feats

All feats have a tenet that must be followed to gain their benefits; if broken, atonement to Babylon must be performed to regain the benefits of the feat. Additionally, leaving the Steel Saints renders the feats inert until retrained or until the player rejoins the Steel Saints.  

Honor in Kinship

You must follow the tenet of Truth to gain the following benefits of this feat. If you ever knowingly lie to another creature, or if you are complicit in a scheme to enable yourself to lie without knowing about it, you break this tenet.
  • Your Constitution or Charisma ability score increases by 1.
  • At the beginning of a short rest, you regain a number of hit dice equal to your proficiency bonus up to the maximum number of dice you can have. If the short rest is interrupted, you lose these dice.
  • When you expend hit dice during a short rest to heal, you can heal another ally within 30 feet instead of you. Choose whether to heal an ally or yourself for each die expended.
 

Honor in Battle

You must follow the tenet of Fairness to gain the following benefits of this feat. If you ever attack a creature unwilling to defend itself, if you use poisoned weapons, or if you interrupt a duel both parties have agreed to, you break this tenet.
  • Your Strength or Dexterity ability score increases by 1.
  • When damaged by a creature you have not damaged within the last 10 minutes, reduce that damage by 1.
  • While wielding a weapon and/or shield, you cannot be disarmed of it.
 

Honor in Restoration

You must follow the tenet of Duty to gain the following benefits of this feat. If you abandon an ally to die or fail to complete a mission, you break this tenet.
  • When you remove the unconscious condition from a creature, that creature can expend their reaction to make one action (maximum 1 attack).
  • Once per long rest, you can cast the Gentle Repose spell without expending a spell slot or material components.
  • Checks made to stabilize another creature are automatically successes.
   

Loyalty Benefits

 

Silver Eagle's Call

  Loyalty 3   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.  

Tenets

  • Once your word is given, it must never be broken.
  • Once you draw your weapon, you must be resolved to use it.
  • Never knowingly perform an action that would cause the death of your fellow Steel Saints, or that would harm the reputation of the Steel Saints.
  • Accept payment only in gold.
 

VINPC

Daborak: Although the Steel Saints may not officially be apart of the Daborakian military, they are heavily favored by the military families, noble or otherwise. If the Steel Saints should ever be in need, they may seek out the High Commander through courier to set up a meeting.
Eve the Haunted - Samsaran Cleric of Iass.
  • Under the Gaze of Death - During missions Steel Saints gain resistance to Necrotic Damage.
 

Ranks

Chaptermaster - Saint-Captain   Quartermaster - Quartermaster   Ambassador - First-Sergeant   Member - Private - Sergeant (Military rank determinate on level, can also be augmented by prestige)
  • Private - 1st Level
  • Private 2nd Class - 2nd level
  • Private 1st Class - 3rd - 4th level
  • Corporal - 5th Level
  • Sergeant - 8th+ Level
 

Exit

When leaving the Steel Saints, you sacrifice all loyalty benefits, and you must return your Silver Ribbon of membership, your Anointed Gear, Fadesteel Helm, and your Saint's Mail.  

Additional Benefits:

 
Faction Tool Empowerment: Brewer's Supplies   +1 Brewer's Supplies are made available to the faction. Any faction member can use this kit, but it cannot be removed from the Bank, nor does it count toward the number of total magic items in the bank for the purpose of the magic item limit.
  ---    
Improved Political Standing: Daborak   Faction members earn an additional 50% gold from mission rewards based in Daborak.
  ---  
Naga Brewery   The Naga from Ryne have offered a supply of their exotic potions and reagents to the Steel Saints. Members are granted access to purchase reagents from Shopping using a downtime day as described in Consumable Crafting. Members may also purchase from a limited supply of potions through their faction’s Medical Ward.  

List of Naga Potions

  Brews: Brews are potions made within an alcohol. Brews always last 3 rounds and then give the poisoned status for 1 round.     Clarity Brew
Legendary (8,000gp)   Grants a +2 Intelligence for the duration. While under the effects of this elixir, you have advantage on concentration checks.     Tranquil Brew
Legendary (8,000gp)   Grants a +2 Wisdom for the duration. While under the effects of this elixir, you have advantage on concentration checks.     Healer’s Brew
Rare (1,200gp)   Grants a +3 to all healing effects received.     Reverant Brew
Rare - 1,200gp   Grants a +3 to physical damage rolls made with natural weapons.
 

Faction Loyalty Milestones Achieved

 
Show spoiler
  • 15, Downtime - The faction itself gains downtime days as if it were a player, if 3 were awarded to the player base, the faction gets 3. These can only be used to progress agendas. These days will be submitted after each update stream.
  • 27, Gold Income - The faction earns 1000 gold every update stream. This gold is immediately stored in the Faction Bank.
  • 30, Forward Base 1 - The Faction begins to expand. You gain an outpost within the country that your Faction resides, Dolten for the World Wanderers. This outpost increases the magical item storage capabilities of your faction bank by 1. This outpost is not an RPable location, and can be destroyed through certain events.
  • 41, Armory - The faction opens its own armory, in which adventuring gear, proficiency tools, and non-magical and exotic simple and martial weapons, armors, and mount/pet barding can be purchased using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. When you RP the purchase with the Quartermaster of a faction with this milestone, you do not need to spend a downtime day on shopping. If you do not, you must spend a downtime day to do so.
  • In both cases you will need to submit a trading log in the trading-log chat below is an example.
(at) Trading (at) Yourdiscordname Spending “Total Gold spent” at the (Faction name) Armory   Items bought and at what prices   (at)QM
    Then the QM simply Confirms by also putting in how much gold will be added to their Faction bank.  
  • 49, Forward Base 2 - The Faction continues its expansion. You gain another outpost within the country that your Faction resides. This outpost increases the magical item storage capabilities of your faction bank by an additional 2. This outpost is not an RPable location, and can be destroyed through certain events.
  • 50, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were a player. These days cannot complete research.
  • 57, Downtime - The faction itself gains downtime days as if it were 2 players, if 3 were awarded to the player base, the faction gets 6.These can only be used to progress agendas. (replace the previous downtime buff).
  • 66, Medical Ward - The faction opens a medical ward, in which medical supplies, healing potions and anti-toxins can be bought using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. The medical ward stocks 6 basic healing, 2 greater healing potions and 2 anti-toxins each update stream. The medical ward can only stock each item up to the amount of members in the faction. Non-members and Factionless must RP the purchase of these materials.   If your Faction has access to the Naga Brewery, the medical ward also stocks 1 Clarity Brew, 1 Tranquil Brew, 3 Healer’s Brews, and 3 Reverant Brews each update stream. Faction members buy these at full price, players from other Factions and Factionless buy them at 150% of full price and the extra 50% is directed to the Faction coffers.
  • 75, Forward Base 3 - The Faction expands deep into its country. You gain another outpost within the country that your Faction resides. This outpost increases the - magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
  • 88, Gold Income - The faction earns 2500 gold every update stream. This gold is immediately stored in the Faction Bank. This overwrites the previous Gold Income milestone.
  • 90, Forward Base 4 - The Faction expands its influence to the corners of its country. You gain another outpost within the country that your Faction resides, the World Wanderers may choose another country to build this outpost in. This outpost increases the magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
  • 120, Forward Base 5 - The Faction doubles down on securing its outposts, increasing security and supply to them. This increases the magical item storage capabilities of your faction bank by an additional 1. This outpost is not an RPable location, and can be destroyed through certain events. Design links pending.
  • 124, Gold Income - The Faction earns 3500 gold every update stream. This gold is immediately stored in the faction bank. This overwrites the previous Gold Income Milestone.
  • 130, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were 2 players. These days cannot complete research. (replaces the previous research buff)
  • 140, Improved Kennel - The faction expands its capacity to hold pets and mounts by opening an additional kennel. Each member can now house an additional five Tiny/Small creatures, three Medium creatures, or one Large creature.
  • 150, Downtime - The faction itself gains downtime days as if it were 3 players, if 3 were awarded to the player base, the faction gets 9.These can only be used to progress agendas. (replace the previous downtime buff).
  • 163, Forward Base 6 - The Faction begins expanding its influence outside of its country. You gain an outpost within a country that neighbors the country your Faction resides in. This outpost increases the magical item storage capabilities of your faction bank by an additional 2.

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