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The Adventurers
For character creation, you will need to select the following:
Here is some more misc information:
Let me know once your character sheet is ready for review. Questions asked and answered Starting Equipment & Wealth In regard to starting wealth, watch for the sections in the culture and background. If you need to roll for starting wealth, I added the dice thread. Also, take note of your character's prosperity (determined by the culture they come from), as this might affect what equipment, etc. you gain from your class. Unwanted starting equipment can be sold back for its full cost, to then purchase alternate equipment. Proficiencies If you gain a proficiency twice (i.e. Background and culture), you main choose a different proficiency. Ability Scores If your culture grants one ability score bonus and then additional bonuses to "other" abilities, they cannot be the same as the first named ability. 15 (unmodified) is the highest starting ability score. Concerning backgrounds and inspiration: In each background, you will see a listing under hope and despair. These are similar to the traits, flaws, ideals, etc. from standard 5e. In AiME, they have a much more significant impact on your character and how you play them. Each character will need to select a hope trait and a despair trait (You can select these traits from other backgrounds if they are a better fit for your character). If a character takes an action that specifically aligns with either of these traits, they gain inspiration. This is important to keep in mind, not only because inspiration is always useful, but because some virtues require inspiration to be used. Sheet Status
Last edited by Silent Rain; Apr 24th, 2020 at 12:00 PM. |
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Last edited by Helvorix; Apr 22nd, 2020 at 11:23 AM. |
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Currently on a leave of absence from RPGx.
Last edited by Telcontar; Apr 24th, 2020 at 07:55 PM. |
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Last edited by Totentanzen; Apr 19th, 2020 at 02:06 PM. |
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I have taken the Oath! Last edited by Touketsu; Apr 24th, 2020 at 07:06 PM. |
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I have taken the Oath of Sangus
Last edited by Elanir; Apr 22nd, 2020 at 07:13 PM. |
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![]() Description: A strong and stocky dwarf wit a braided brown beard and known for carrying a large axe. He is heavily armored and carries himself with honor. Culture: Dwarves of The Lonely Mountain (Iron Hills) Class Warrior Background: Doomed to Die Distinctive Quality: Hardy. Fate will not find you resting on your laurels; you will trudge through storms and long roads to meet it. Specialty: Dark Secrets. You have recognized the influence of Shadow and you are certain that its advance is what has sealed your fate. Hope: The Shadow must be rid of me because I am strong. Despair: I shall never find comfort in a new home. Shadow Weakness: Lure of Power History: If there was something true about Dwarves of the Lonely Mountain it was that they had an innate hatred for dragons. The long War if the Dwarves and Dragons had driven them from their home. Their ancestral home had been long taken by a Balrog and now they were forced to attempt to make their way in the surface world. Some of the dwarves had tried to find new homes, to start again and head to the Iron Hills or some other place. Vidar's father Frór was one of the dwarves who answered the call to take back the Lonely Mountain, but claimed that all they were doing was taking down the latest evil and setting roots before they ran again from the next terrible thing. His father was a grump dwarf with a pessimistic look on everything and it wore on him. They didn't last long in the Lonely Mountain until Frór began to question what evil was going to come take their home away. Deciding that he wanted the choice to be his and not some dragons he began to take on work elsewhere to make the coin needed for his family swearing one day they would face any troubles that came their way unlike his kinfolk. The irony of the fact that he was running before the trouble came was lost on the dwarf, but he was hard headed and stuborn and couldn't be reasoned with when called on it. A warrior at heart Frór taught his son to keep his blade sharp and to never set roots, that way he couldn't be disappointed when he had to move on if he never called any place home to begin with could he? Not that his father accepted fleeing as an option, he claimed if they ever came toe to toe with a dragon they would either face it or die trying. So his family had taken up transport protection on the only place they knew would bring them close to a dragon and had passed the responsibility from generation to generation. Of course now that Smaug had been killed a lot of what he had been transporting were dragon trinkets and souvenirs for those passing through to see what the great Bard and his fellow humans had accomplished. It drove Vidar sick that a people could worship a dragon so, yet he perceived and looked for any excuse to break from his father's excuse for an honorable life. Vidar wanted to fight for the mountain again to be the steal against the darkness and to answer the call when they needed him... not to transport Dragon statues. For Vidar working the trade routes between the Mirkwood and the surrounding mountains had come to be routine. He had just finished a job and was enjoying a drink in the local tavern when . A Dalian merchant, by the name of Baldor Rivergold, came in prattling about how he had the best jewels in Mirkwood. As a dwarf Vidar had an eye for such things and wanted to see if the man spoke true. It began in a fair challenge over a round of drinks if the dwarf had seen finer. Appreciating Vidar's eyes for jewels and fine Dalish smithcraft he offered the dwarf a place guarding the caravan from Mirkwood to Woodland Hall. Preferring it to some of the other merchants goods Vidar took on the job without hesitation. Roleplay Sample: The rain poured down on the caravan as Vidar trudged through the muddy road next to the wagon. The sky was dark and forgave no light that might somehow brighten up the journey and make it that much more bearable. The dwarf found it fitting for the task at hand as he carried his large axe over his shoulder and looked around the side roads. "Wet... soppy, I can't remember de last time me bones were dry an for what? Ta be gettin a few dragon statues over to some merchant? They ain't be worth the stone they be carved on if ye be askin' me! I can't be rememberin' if I'm dwarf or fish!" he complained to one of the fellow wagon guards. "Smaug relics make a killin' on the market from what I hear, its not bad for business..." "Well the only good dragon be a dead dragon if ye ask me..." Vidar quickly quipped back. "...but Smaug is a dead dragon..." "Oh shut ye trap ye fool and keep your eyes on the road! That not be me point and ye know it." he said as he tried to shake off some of the damp wetness that was collecting on him. "Bandits be lovin' this sorta weather and this is on dwarf they will not be sneaking up on." he said as a matter of pride. Little did he know the caravan had managed to ride right into an ambush in the gorge of the mountain pass as ropes suddenly dropped with bandits on them. The group was caught completely unprepared. "What ye be doin dryin ye undergarments?! Let's get to showin these fellers what its like to face a dwarf of the Grey Mountain!" he shouted as he charged forward. "If anyone can match me number I'll be buyin the next round when we make town!" he said as he swung his axe into one of the bandits so hard he knocked him into to two more. "That counts as three!!!" he shouted as he charged into battle.
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Come Join the High Seas in the new 7th Sea Adventure currently recruiting Blades, Betrayal, and Brotherhood Last edited by Avner; Apr 27th, 2020 at 09:35 AM. |
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