Session zero

 The 1st session is done and I know a lot more about the world of Eberron and the setting of our campaign. We fleshed out our characters more so I've updated the "DM's questions" post with more detail. I've also amended parts of the back story to fit this. Next up was building the Characters, now these characters are very special so start with more skills and stats than you normally would but also aren't granted certain bonuses to stats. I'll write about the decisions I made but not all the stat bonus or equipment, I'll also link to the relevant Wiki's (mainly to help my future self).


First up was the Historic class (what we did during the war). I chose Artificer as I was created to be able to repair myself from the beatings I would be taking. For the 2 skill proficiencies I chose Perception and Arcana as I can look at and repair most items. 

Artificers have "Magical Tinkering" which lets them tap an object and give it a magical property. I went with the last option of this:

  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
I figured this would be useful for an instructor as I could tap a tablet or book and show pictures of what we would be training.

Lastly I start with 2 Cantrips and have 2 spell slots (see Spells). I can change the spells once per day so decided to look at those later when the campaign begins. For the cantrips I chose "Mending" and "Guidance" as these fit the instructor/repairer theme.


Next was the race (Warforged). I decided I was an "early model" created near the beginning of the war so was around 29 years old. My alignment would be "Lawful good" and my proficiencies would be "history" for skills and "Carpenters tools". I can speak Common and Giant.

Then we chose our Feats (we get a free one at level 1). I went for "Mobile" to make me fast and agile in combat.

After that we looked at our current class (what we did after the war), you guessed it, Mook is a Monk! The skill proficiencies I chose for this were Insight and Religion. 

Last up were background and personality. Mook's background is "Soldier" as he was created for military life, this gives him Athletics and Intimidation skill proficiencies. He's also proficient with a deck of playing cards (from long nights playing solitaire) and land vehicles (exciting). He didn't really hold a rank in the army as he was more "support staff" (I.E. a piece of equipment) but he was still a part of the Breland Military so get's the benefits that come with that. Mooks personality is "polite and respectful", his ideal is "responsibility", his bond is "I fight for those who cannot fight for themselves" and his flaw is "I cannot understand lie's so take everything said as a truth". The last part I thought would be fun in a campaign and Pip (my docent bracelet) will help me to understand what's true. 

I think that's about it for what makes Mook apart from stats and equipment, as you can see he has a lot of stuff going on. The DM wants us all to be "above average" and stand out to begin with so I imagine there'll be shenanigans afoot. The 1st session is in 3 weeks so in between now and then I'll post the character sheet, a bit about the other characters and (hopefully) a pic of painted Mook!




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