So, here's a proposal on how we all met and got a ship of our own. About 6 months ago, most of our characters happened to be at a trading/smuggler's outpost, doing our own respective thing. My character was already part of a pirate/smuggler's ship, and could have known some of yours (like your gnome, [MENTION=6787159]Skarsgard[/MENTION]). The outpost was attacked and destroyed by the empire/empire backed forces/another power maneuvering for control of the area (perhaps they were hunting one of the last living relatives of the dragonslayers to get a bounty?). Most ships were destroyed, and many lives were lost. Our characters, a rag-tag group of travelers, managed to flee the outpost, jumping aboard a decrepit albeit functional vessel. The fact it was small was instrumental in avoiding detection then, and still is now. A few weeks after fleeing the outpost, while exploring a very ancient wrecked vessel the group accidentally stumbled upon while trying to hide from Imperial ships (it is likely that the captain of the wrecked ship was also trying to hide), we came about a living construct that had been stuck in orbit around the ship for gods know how long. The thing was weak, but the gnome engineer was able to revive it. We have been traveling together since, and have been involved in a few combats/skirmishes, and a lot of cooperation in navigating the and maintaining the ship.
Or something like this...
The goal for for the group to be close, loyal and tight-knit. What do you think?
Cheers,
SG
I
*LIKE* it! Count Larken in! (Oooh, gives me an idea - Count Larken - an Elf Vampire Druid. Something to work towards)
[sblock=Larken, Wood Elf Druid (fleshed out a bit more)]
Larken, Wood Elf Druid L3 -- Environmental, Healing Officer / Ship's Doctor
Druid Circle: Circle of the Moon
15 W elf (wood) +1 = 16 +3
14 D elf (wood) +2 = 16 +3
13 C +1
12 Ch +1
10 I -
8 S -1
Ability Scores (arranged)
S 8 (-1)
D 16 (+3)
C 13 (+1)
I 10 (-)
W 16 (+3)
C 12 (+1)
HP: 9+6+6 =21
wood elves are proficient with longsword, short sword, short bow, longbow, walking speed 35', mask of the wild.
druids are proicient with: light armor, medium armor, shields, club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear.
Tools: Herbalism Kit
Saving Throws: Int, Wis
Skills: Perception, Survival
Carries a quarterstaff, upon which he casts shillelagh at the beginning of combat (casting time - 1 bonus action, d8 damage, uses spellcasting ability modifier (+3) for attacks and damage).
MAGIC ITEM (uncommon): Cloak of Protection (+1)
Leather armor [AC = 11+3(dex)+1(cloak)=15]
Spell Save DC: 8+2+3 = 13
Spell Attack Modifier: 2+3= +5
SPELLS [Slots: L1: 4, L2: 2]
Cantrips known: Druidcraft, Shillelagh
Spells Prepared: Cure Wounds (1d8 per level+3), Healing Word (1d4 per level+3), Speak With Animals, Thunderwave (15' cube originating from Larken, 2d8+1d8 per level above 1st+3) damage, save for half), Lesser Restoration, Protection from Poison
Background/Personmality
Larken was raised as a typical elf, with all the usual elvish reverence for nature and the natural world. He channeled this into his druidic studies and did very well. His greatest interest and fascination was with he sky and stars, which led him to journey between worlds as soon as he could. His long service in space has given him a broader outlook than many druids, but it has also made him long for simpler times before he became aware of other worlds. Things were so much simpler then! If only he could go back....
[/sblock]