Bill's 5th Edition D&D Game.
You were either born to power or have risen to a position of small political power at the court or political arena of your choice. You may not have the ear of the rich and powerful but you aspire to it. Instead of the Skill Proficiencies for Noble you instead choose to replace History with either Intimidation or Insight.
From an early age, you always wanted to be a Paladin. You trained hard, were properly respectful of the Gods and when the time came, you were found wanting. For whatever reason you were not elevated to the status of a Paladin. Since then you try and make up for it by training harder than the others, and retaining your Faith (or not!). You are able to access Temple Precincts where your holy symbol is recognised. Possession: You carry a holy symbol and/or prayer book as well as the basic soldier kit.
You were never that attentive during lessons at the Temple and if there was any trouble you were always the prime suspect. It was a matter of time until you got kicked out or ran away. Instead of the Skill Proficiencies for Acolyte you can choose to replace Insight with Deception.
You always were handy with tools and you liked taking things apart and putting them back together. You made a living as a tinkerer, but always spent your time on thinking of and creating new ideas.
Feature: You have a tiny animal companion that you have constructed. It is in all ways like a normal animal, except you built it from gears, pipes, steam, and fabric. Occasionally it works.
There was always something more to understand about the world and how it worked. Inventors love taking things apart and putting them back together again. They have a natural curiosity and exuberance about the world.
I want to know what that is over there! And how this works! And how that happened!
I know many secrets that I mustn't tell, but I talk about them all the time, I just can't tell them.
I know that if I present myself in the latest fashions and present myself as a modern avant garde personality, people will take my inventions seriously.
There's no point to going out if you're not having fun. Other people never seem to appreciate my jokes as much as I do.
I don't have a screw loose, but I might lose a screw. For my toast. I understand and they don't.
I'll be rich, independently wealthy! Someday. I just need some investors.
There's only one way to test an invention, and that's in the field during live fire. There's nothing more invigorating than that!
I don't say much, ideas I keep to myself can't be taken.
I know of a famous inventor out there that I'll find someday.
I once made an invention I carry, but I don't know how to do it again. I'm afraid if I take it apart I won't be able to figure out how to put it together again (Work with your DM to invent the device).
I know that those people want their money, but they just don't understand the difficulties with getting things done on time.
One of my companions is your sibling or relative who's looking out for me.
I have a small child or baby in your charge.
I've got an idea for the kind of laboratory I'm going to need, and so I'm traveling around looking for all the most important kinds of equipment. I've heard there's a Forge of some kind near Phandelver. . .
Only the results are important. You can't make an omelette without breaking a few eggs.
You just borrowed all that money/that energy source/that device. I'm going to return it when I'm done with it.
I'll betray my closest friends for success and fame.
I'm actually really lazy and don't like doing the work required to be a successful inventor, instead I exploit people at every turn.
I have deviant and illegal tendencies.
Someone stole one of your inventions and has been using it in the commission of crimes. And now they are hunting you for it.
The Harpers is a scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power.
The Order of the Gauntlet is composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers.
The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats.
The Lords' Alliance is a loose coalition of established political powers concerned with mutual security and prosperity.
The Zhentarim is an unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn.
This page was last modified on 23 June 2015, at 16:55.