And for your reading pleasure, part of the Leofrints, being their Cultural Virtues.
And yet again, if it comes from Cublicle-7 it is still theirs and may not be used for profit or gain without their express written consent.
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LEOFRINGS CULTURAL VIRTUES
• Blood of the Wyrmslayer
Among the warriors of the Leofrings, there are some of such fearsome strength and skill that they must surely be scions of the line of Frama, the slayer of Scatha the Wyrm.
A Hero with this Virtue gains advantage on one attack roll per combat and may spend a HD or point of Inspiration to lowr a foes AC by the Hero's proficiency for the upcoming attack.
• Horse Whisperer
Your skill and ability with horses is peerless. Never do you resort to laying on the whip or applying spurs, yet it seems that you can urge your mount on to ever greater feats of endurance while still keeping it hale. You are at home more on horseback than on foot.
You have advantage in Wisdom (Animal Handling) ability checks whenever dealing with horses. In addition, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Both also apply to Wisdom (medicine) ability checks made to heal your horse.
• Old Songs and Children's Tales
See AiME Player's Handbook, pg 115
• Vidugavia's Honour
Ever since the days when Vidugavia kept his oaths to the King of Gondor and made war upon his eastern kin, it has become commonly said that 'a Horseman's word is his bond'. The Leofrings pride themselves upon this perceived honesty and integrity.
Gain proficiency in Insight. Additionally, gain an advantage on a number of Insight rolls equal to your Wisdom modifier which is recharged after a long rest. The hero also is treated as one step higher on the Cultural Attitudes Chart (AiME PH, pg 193) by anyone who would start at Askance or higher.
• Trusty Steed
There have always been tales that there are those among the Leofrings who can actually converse with their mounts. A character with this virtue names his steed and in doing so, forms an unbreakable bond of friendship with it.
Raise your Wisdom score by 1 point.
Add your proficiency bonus to the steed's AC, attack rolls, damage rolls, saving throws, and skills. Its hit points are equal to 2d10+(your level-d10)+3. The steed heals using your Hit Dice pool. The Steed obeys your commands. On your turn, you may use your action to command the Steed to take an Attack, Dash, Dodge, Disengage, or Help action. If you have the Extra Attack feature, you can make one weapon attack yourself while commanding your Steed to Attack.
The 'trusty steed' will always come at its master's command and can be trained to assist him in any 'one' of the following skill rolls: Intimidation, Investigation, and Perception. When you first take this virtue, your Steed learns to assist you with one of the above skills. It takes a Fellowship phase worth of training to teach your Steed to complete an additional task, or to learn to fight without requiring a command from you.
When the character makes a roll for the skill that has been imparted to the mount, that roll is made with advantage. In addition, you count as proficient in the skill even if you are not - and if you are proficient, you get to double your proficiency bonus.
As a Fellowship phase undertaking, you may train your Steed to Attack, Dash, Disengage, Dodge, or Help without requiring a command from you. Each action takes a separate Fellowship phase to train your Steed.
The place for discussion of Cubicle 7 and Sophisticated Games' "Adventures in Middle-earth" OGL setting.
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