Heroes of War

Slay the Dragon, Save the Princess, Protect the Realm! Your heroes will seek to protect remnants of the world, fighting for one the last cradles of civilization.
 
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 The Adventuring Academy

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PostSubject: The Adventuring Academy   Fri May 01, 2015 1:55 pm

You and your host of heroes are from Spellpit, the royal adventuring academy that sits in a crater half-a-mile from the walls of the the marvelous Capital: Haven. You have spent your entire lives learning in this academy, and its teachers, instructors, and their assistants have raised you themselves. Your group is tasked with protecting the realm from various threats, meeting enemies on the battlefield, exploring abandoned settlements, and retrieving magical artifacts from the ruins of other civilizations.

It is rare for an adventurer to spend much time in the city, unless he or she is acting as a guard. Their customs and behavior are foreign to you, for the most part. You are familiar with the king and his family, his advisors, and a handful of nobles from the city.

Background Adjustments are as follows:

History is a forbidden skill. No one is proficient in it.
It is recommended that at least one of you takes survival, and an accompanying feat. It WILL come in handy.

Acolyte: You were one of the few religious students at the academy, and have performed research as you explored cities long since destroyed. Your faith helped you through your grueling studies. You are the only background that may take Religion as a skill. The class is the same, statistics wise, as the book.

Charlatan: You were always the most talkative and likable among your peers,  and you can twist them around your finger. you will recognize other adventuring groups from the academy on the spot, and will have access to inside information not available to other players regarding NPC's from Spellpit. Additionally, you have more information than is typical on nobles and people of the city, and can pass yourself off as one with your background feature. Other statistics are the same.

Criminal: You were the rebel of your class. Adept at breaking the rules of the academy, you have often escaped into the city for a night of fun. You have a group of contacts in the city as well as the academy that can pass on information to you, if you wish. But it comes at a price; some of your peers and your instructors may suspect you of wrongdoing, if you have not been careful. Spy variant is allowed, please see me for specifics.
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PostSubject: Re: The Adventuring Academy   Fri May 01, 2015 2:10 pm

Entertainer: You were the class clown, or at least comic relief in an academy rife with stress. Your company is thoroughly enjoyed by your compatriots, and you will never go unrecognized by other students. You were a favorite of teachers and learners alike, and are quite skilled in your field of expertise. You have likely been called upon by nobles to perform a quick routine, and sent on your merry way many-a-time. Gladiator variants fought in secret ring fights beneath the school. Statistics are the same as the book.

Folk Hero: Goody two shoes, known for protecting the common folk, and going out of your way on missions to help the scavengers you find admist the ruins. There is a good chance you will be recognized and received along your journeys. Statistics are the same.

Guild Artisan: You are good at handicrafts, with a head for business. Take the Guild merchant variant. Statistics are the same.

Hermit: Congrats! You are that weird loner kid no one talks to? Do you have bad habits? An odious personality? Or do you have a superhero complex, and have realized you can't protect everyone?Maybe it's just that other people bother you. Who knows? Your classmates though. However, they put up with you, because you're time spent in the forests near the city has given you an encyclopedic knowledge of homeopathic remedies and herbs. Switch out religion with nature, all other statistics are the same.
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PostSubject: Re: The Adventuring Academy   Fri May 01, 2015 2:22 pm

Noble: You were the pet or confidant of a noble in the city. you know the ins and outs of politics, and are moving your way up in the world. You wear your noble's sigil on your clothes, and the townspeople, and even perhaps people outside the city, will recognize it. Take deception, insight, or arcana as an alternate skill. You may have the retainer alternate, but I will make you give up your gold, as these will be permanent NPCs accompanying you. Message me if interested.

Outlander: You've never felt quite right in the Spellpit. it's magic seeks into your skin, and whispers in your ear. You are much more comfortable in the forest, by the sea. Just anywhere but that godforsaken school. You aren't quite a loner like the hermit, but you are rough around the edges. You are incredibly useful to have in an adventuring group, due to your natural skill inthe outlands. However, time spent outside the academy has given you time to think, and you've had some unsettling realizations about the world you live in. Statistics are the same.

Sage: nerd. No, not the good kind, like a teacher's pet. That's the noble. You can't get yyour head out of a book, and you have a great deal of theoretical and tactical knowledge at your disposal, as opposed to the practical education of your classmates. Instead of history, take investigation. You are keen-eyed and good at finding what you are looking for. COme see me about ouatside information. Statistics are the same.
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PostSubject: Re: The Adventuring Academy   Fri May 01, 2015 2:31 pm

Sailor: There is a sea very close to the academy, and this is where you have always felt at home. All your free time is spent on the docks or in a ship. You love the wind in your face, the lapping of the waves against your boat, and the calm away from the storm of the academy. You may not take the pirate variant. in fact, you've probably had run-ins with many pirates. The punishment for piracy in the realm is execution, though, and your character may be built upon how he treated these rapscallions. All other statistics are the same.

Soldier: You are exceptionally skilled at fighting. You take orders without question, and you are the very essence of success at the academy. You receive unending praise from your superiors, and get along quite well with the standing army of Haven. Your statistics are the same as in the book.

Urchin: You are a sneaky sneak, a petty theif who, like the criminal, skirts around the rules. You're just not quite as ambitious about it. You had it rough in the academy. Perhaps you didn't fit in with any of the cliques, or pissed off the wrong bully. But you are the master of escape. You know secret routes into the city, though you rarely use them, and have a map of the massive place memorized. No one is quite sure how. You also now you way around the academy with your eyes closed, and have heard more secretive conversations than you should have. You may resent the nobles, or popular students for your mistreatment. Your statistics are the same.
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