
You've operated airships for at least a few years. During the Last War, you helped keep the vessels up in the air during some of the most intense battles. You're not afraid of the challenges, whether chasing other airships, dodging flying marauders, landing during thunderstorms or ensuring the press didn't fall off when gusts of wind hit unexpectedly.
Whether you were cleaning the windows, or flying the ship, you've had just about every job on the airship imaginable. This has built your character and hardened your soul. Now that the Last War is over, you're finding peace somewhat boring. Time for some new adventures.
- Skill Proficiencies: Acrobatics, Athletics, Insight, Perception
- Tool Proficiencies: Navigator’s tools, vehicles (air)
- Equipment: Clothes, Fine, and a pouch containing 15 gp
When you need to, you can secure free passage on a airship for yourself and your adventuring companions. You might fly on the ship you served on, or another airship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Suggested Characteristics
Airship operators have a refined way about them, that sea ships just don't. This refinement sometimes causes ruffled feathers at local drinking establishments where pride matters.
d8 | Personality Trait |
---|---|
1 | My friends know they can rely on me, no matter what. |
2 | I work hard so that I can play hard when the work is done. |
3 | I enjoy flying to new destinations and making new friends over a ale. |
4 | I stretch the truth for the sake of a good story. |
5 | To me, a tavern brawl is a nice way to get to know a new city or reacquaint a known one. |
6 | I never pass up a friendly wager. |
7 | My language is as foul as the smell of green dragon's breath. |
8 | I like a job well done, especially if I can convince someone else to do it. |
d6 | Ideal |
---|---|
1 | The thing that keeps an airship together is mutual respect between captain and crew. |
2 | We all do the work, so we all share in the reward. |
3 | Flying an airship is freedom — the freedom to go anywhere and do anything. |
4 | I’m a predator, and the other airships are my prey. |
5 | I’m committed to the crew, not to ideals. |
6 | Someday I’ll fly my own airship and chart my own destiny. |
d6 | Bond |
---|---|
1 | I’m loyal to my captain first, everything else second. |
2 | The airship is most important — crew and captains come and go. |
3 | I’ll always remember my first airship mission. |
4 | In a harbor town, I have a paramour whose eyes nearly stole me from my airship. |
5 | I was cheated out of my fair share of the profits, and I want to get my due. |
6 | Ruthless wizards murdered my captain and crew, destroyed our airship, and left me to die. Vengeance will be mine. |
d6 | Flaw |
---|---|
1 | I follow orders, even if I think they’re wrong. |
2 | I’ll say anything to avoid having to do extra work. |
3 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
4 | Once I start drinking, it’s hard for me to stop. |
5 | I can’t help but pocket loose coins and other trinkets I come across. |
6 | My pride will probably lead to my destruction. |

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