As a Fletcher's Apprentice you spent several years learning the making of arrows - from how to select and cure the best woods to how to forge the arrowheads, and how to choose the best feathers and select the sinew for tying it all together. Your daily toil of pumping bellows and bringing in pails of fire fuel have paid off. Your Apprenticeship is at an end, and you have successfully demonstrated to your Master that you can make satisfactory arrows and bolts of at least two types of wood, metal, and feather combinations. As you start your Journeying, you have the following items with you.
- 1 dozen arrow shafts, half pine and half cedar
- 1 dozen crossbow bolt shafts, half pine and half cedar
- 1 dozen feathers, split evenly between turkey wing feathers (3 right-wing, 3 left-wing) and goose wing feathers (3 right wing, 3 left wing)
- 2 dozen arrow/bolt heads, evenly split between bodkin points and broadhead points
- 1 spool of fine sinew
- 1 spool of thick sinew
- 1 set of smith's tools
- 1 set of woodcarver's tools
- 1 set of Credentials - A metal circle stamped with your name & personal symbol and that of your Master and their symbol. It is strung on bowstring as a necklace or to be hung from your belt or wrist, to be presented as proof of your knowledge to any who ask, as well as showing to the Fletching Guild to become an official member and join classes.
You have proficiency in the following:
- Smith's Tools
- Woodcarver's Tools
- History (as it pertains to the history of ranged weaponry)
- Nature (in seeking for metals, woods, and feathers)
Additional Information and Background-Specific works found here (remove spaces): tiny url . com/F letchers Apprentice
- Skill Proficiencies: History, Nature
- Tool Proficiencies: Smith's Tools, Woodcarver's Tools
- Equipment: Smith's Tools, Woodcarver's Tools
Whenever you begin your search for either raw materials of any kind or prepared materials of a common nature, you naturally know where to begin your search whether it is with the local smith or jeweler, fletcher or bowyer, or herdsmen, huntsmen, or woodsmen. When you ask them about rare materials, you have advantage on your first perception or investigation check - it comes in handy if they try to deceive you as to the location of their more well-protected rarities!
Suggested Characteristics
Your Characteristics - Personality Traits, Ideals, Bonds, and Flaws - all reflect various aspects of how you were raised. You can choose from the below table or write your own.
| d10 | Personality Trait |
|---|---|
| 1 | I have a joke for every occasion, especially occasions where humor is inappropriate. |
| 2 | I'm a born gambler who can't resist taking a risk for a potential payoff. |
| 3 | I don't pay attention to the risks in a situation. Never tell me the odds. |
| 4 | The best way to get me to do something is to tell me I can't do it. |
| 5 | I'll settle for nothing less than perfection. |
| 6 | When I set my mind to something, I follow through no matter what gets in my way. |
| 7 | I'm confident in my own abilities and do what I can to instill confidence in others. |
| 8 | I'm driven by a wanderlust that led me away from home. |
| 9 | I'm always polite and respectful. |
| 10 | I ask a lot of questions. |
| d10 | Ideal |
|---|---|
| 1 | Independence. I am a free spirit--no one tells me what to do. (Chaotic) |
| 2 | Aspiration. I'm determined to make something of myself. (Any) |
| 3 | Honor. I don't steal from others in the trade. (Lawful) |
| 4 | Beauty. When I craft, I make the world better than it was. (Good) |
| 5 | Creativity. The world is in need of new ideas and bold action. (Chaotic) |
| 6 | Might. If I become strong, I can take what I want--what I deserve. (Evil) |
| 7 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
| 8 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) |
| 9 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) |
| 10 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) |
| d8 | Bond |
|---|---|
| 1 | I'm trying to pay off an old debt I owe to a generous benefactor. |
| 2 | My tools are my most treasured possessions, and remind me of someone I love. |
| 3 | I want to be famous, whatever it takes. |
| 4 | I will do anything to prove myself superior to my hated rival. |
| 5 | The workshop where I learned my trade is the most important place in the world to me. |
| 6 | My life's work is a series of tomes related to a specific field of lore. |
| 7 | My town or city is my home, and I'll fight to defend it. |
| 8 | I owe a debt I can never repay to the person who took pity on me. |
| d10 | Flaw |
|---|---|
| 1 | I judge others harshly, and myself even more severely. |
| 2 | I am inflexible in my thinking. |
| 3 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
| 4 | I'll do anything to win fame and renown. |
| 5 | I'll do anything to get my hands on something rare or priceless. |
| 6 | I'm never satisfied with what I have--I always want more. |
| 7 | There's no room for caution in a life lived to the fullest. |
| 8 | I am easily distracted by the promise of information. |
| 9 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. |
| 10 | I'd rather eat my armor than admit when I'm wrong. |
Contacts
Master _____, your Fletching Master that taught you through your Apprenticeship.
Master Fletcher Jawn, the leader of the Fletchers Guild to whom you can present your credentials to join the Guild and learn how to work with uncommon and rare materials.
Your ability to find raw materials for your work is uncanny - you have a 1d6 bonus to your perception, investigation, or nature checks to find signs that will lead you to those materials.
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