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TTHelvianTT

The Pit

Nov 17th, 2017
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  1. KEEP TRACK OF YOUR SHEET! Scroll below for any important things or things you need to know about the role-play.
  2.  
  3. https://ulqiorian.wixsite.com/veska For all the lore you need
  4.  
  5. Name:
  6.  
  7. Race:
  8.  
  9. Appearance:
  10.  
  11. Age:
  12.  
  13. Gender:
  14.  
  15. Equipment/Weaponry:
  16.  
  17. Armour/Garment:
  18.  
  19. Other equipment:
  20.  
  21. Class: (Discuss with DM)
  22.  
  23. Backstory: Include 3 Enemies, Acquaintances, and Friends.
  24.  
  25. Professions:
  26.  
  27. Arcane(Intelligence):
  28.  
  29. Alchemy(Intelligence):
  30.  
  31. Acrobatics(Dexterity):
  32.  
  33. Crafting(Wisdom):
  34.  
  35. Climbing(Strength):
  36.  
  37. Deception(Charisma):
  38.  
  39. Engineering(Intelligence):
  40.  
  41. Handle Animals(Wisdom):
  42.  
  43. History(Intelligence):
  44.  
  45. Intimidation(Charisma):
  46.  
  47. Investigation(Intelligence):
  48.  
  49. Perception(Wisdom):
  50.  
  51. Medical(Wisdom):
  52.  
  53. Occult(Intelligence):
  54.  
  55. Nature(Intelligence):
  56.  
  57. Performance(Charisma):
  58.  
  59. Persuasion(Charisma):
  60.  
  61. Sense Motive(Wisdom):
  62.  
  63. Sleight of Hand(Dexterity):
  64.  
  65. Stealth(Dexterity):
  66.  
  67. Swimming(Strength):
  68.  
  69. Survival(Wisdom):
  70.  
  71. Religion(Intelligence):
  72.  
  73.  
  74.  
  75.  
  76. Martial Skills:
  77.  
  78.  
  79. Magic:
  80.  
  81. Ability scores are rolled by the DM, but arranged how you desire. 3d6 7 times. Drop the lowest result.
  82.  
  83. Proficiency: (2+1/2 your level)
  84.  
  85. Dodge: 10+Your Dex Mod
  86.  
  87. Armour: Armour Score+Fortitude Mod
  88.  
  89. Strength:
  90.  
  91. Dexterity:
  92.  
  93. Fortitude:
  94.  
  95. Intelligence:
  96.  
  97. Wisdom:
  98.  
  99. Charisma:
  100.  
  101.  
  102.  
  103. Strength: Your ability to dish out damage, wield heavier weapons, and use raw strength to lift, smash, push, or pull obstacles. Strength is important for heavy weapons wielders.
  104.  
  105. Dexterity: Your ability to maneuver your body, as well as wield lighter weapons. Also important for handling certain weapons. Dexterity is used for various tricks of a thief's trade; such as lockpicking or sleight of hand.
  106.  
  107. Fortitude: Your ability to withstand punishment. Whenever you take an injury, you roll against the attacker's damage using your fortitude; your result may mitigate the damage down. You may also bleed out for a number of rounds equal to your Fortitude bonus. (Someone with 7 fortitude for example, would be able to withstand a bleeding wound for two rounds if they wouldn't be injured again)
  108.  
  109. 'Death' saves are rolled using fortitude. When you're dying, you're brought to a state of being called Death's Door. During this time, you receive a -2 penalty to your rolls. You may receive an additional amount of injuries depending on your fortitude score, but risk death at a certain threshold.
  110.  
  111. Intelligence: Determines your mental capacity for certain things. Intelligence more or less stored knowledge, which allows you to recall past studies, solve certain complicated puzzles, and so forth. Also important for casters.
  112.  
  113. Wisdom: Wisdom is how you apply your knowledge, as well as approach things. Certain tasks require wisdom; such as handling or caring for animals. Spells also use wisdom sometimes.
  114.  
  115. Charisma: Charisma is your charm, wit, and personal magnitude. It's used when performing certain actions that require the attention of others; such as performing, telling a believable lie, or negotiating.
  116.  
  117.  
  118.  
  119. Classes: A Class is more or less how you'd describe the defining part of your character, where they came from, and so forth. The background grants you free equipment and abilities, but is more used for a stepping stone; you can still learn other unique abilities, but your background will allow you to both learn and start with unique abilities.
  120.  
  121. Professions: Your background may give you free professions. Alternatively, you may learn them in-game. Professions give you advantages towards certain rolls and checks. Your selected beginning professions receive a bonus equal to your class level+2 (in this case, a +3 bonus at level 1)
  122.  
  123.  
  124. Martial Skills: Combat actions that may be taken using no magic. Abilities that give you an edge in combat, more or less.
  125.  
  126. Magic: Magical spells you know.
  127.  
  128.  
  129. Dodge: Dodge is what creatures need to roll on the dice in order to hit you. If your armour is too heavy, then you forfeit some of your dodge score.
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