Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- KEEP TRACK OF YOUR SHEET! Scroll below for any important things or things you need to know about the role-play.
- Several years ago, a rather curious event had occurred. The very ground had begun to cave in, making way for a bottomless crevasse that descends so far that none have managed to reach its bottom floor. The city the pit formed in sunk straight into the Abyss, swallowing up the unfortunate denizens and leaving few survivors. Fortunately! The remaining few (and several explorers) have set to recreating the city around this mysterious sinkhole. Much to everyone's surprise, the pit had contained countless wonders; from old crumbled ruins to marvelous relics. This drove many to seek the pit in hopes of adventure!
- The noble family owning the township was fortunate enough to survive the incident, and even began conscripting adventurers worldwide to explore the pit! Delving into the sinkhole had become a task granted to several people, in hopes of plundering whatever riches they may find.
- Recently, for one reason or another, you have chosen to answer call for adventure to explore the pit. You are to retrieve whatever valuables you may found, as well as perhaps unveil the hidden mysteries within the sinkhole...be wary, however. For many who have delved into the abyss, have never returned.
- Lore Tidbits (Optional): https://pastebin.com/FPDLpm8V
- Name: Elisyma Syora
- Race: Tiefling
- Appearance: https://i.imgur.com/td94ca3.png
- Age: 22
- Gender: Female
- Equipment/Weaponry: Keeps a dagger just inside both of her ankle boots -- just in case, as well as various satchels for money, trinkets, or a bigger pack for relics.
- Armour/Garment: Slimming black cloth top, exposing her stomach but falling just past her palms, so only her short claws and fingers poke out. Dark brown pants with slightly open seams on the side (See: Sheet) and ankle boots hiding one of her daggers. Sometimes wears scarves or gloves. (They would be in her bag for when it got cold)
- Other equipment: Food
- Background: Elisyma became a jack-of-all-trades pacifist Bard, travelling city to city and town to town. She was continuously ostracized from villages and people she came across, and if not, became a sideshow attraction as she walked the roads. She heard of a place that prisoners went to in order to avoid execution, and make a living exploring the Pit for artifacts. If criminals could make a new life having adventure and a purpose, why couldn't a tiefling?
- BARD PAGE - https://pastebin.com/DkDMFryM
- Backstory: Elisyma's mother, Alette, was a woman who tired of travelling on with her sheriff sister, Cari, aboard her airship. She left their home to pursue a very taboo and selfish contract -- to become irresistibly attractive. However, much to her surprise, Alette had contracted a much more powerful, and spiteful devil, who took her soul and made her into one of his succubi. She took her new form in stride, but quickly discovered men drooling over her wasn't the life she wanted - she wanted love. Alette had tracked down one of the pact worshippers for the devil she contracted to, to find a way to offer a soul to trade for hers. The man, Elan, fell in love with her genuinely as his pact offered resistance to a succubus or incubus' inherent charms. They soon had a daughter, birthed on the mortal plane to prevent her from absorbing the power of a Cambion. Elisyma would then grow up travelling with a band of pact worshippers before making a life of her own.
- Professions: Persuasion, Survival, and Stealth.
- Arcane(Intelligence): +2
- Alchemy(Intelligence): +2
- Acrobatics(Dexterity): +1
- Crafting(Wisdom): +2
- Climbing(Strength): -1
- Deception(Charisma): +2
- Engineering(Intelligence): +2
- Handle Animals(Wisdom): +2
- History(Intelligence): +2
- Intimidation(Charisma): +2
- Investigation(Intelligence): +2
- Perception(Wisdom): +2
- Medical(Wisdom): +2
- Occult(Intelligence): +2
- Nature(Intelligence): +2
- Performance(Charisma): +2
- Persuasion(Charisma): +5
- Sense Motive(Wisdom): +2
- Sleight of Hand(Dexterity): +1
- Stealth(Dexterity): +4
- Swimming(Strength): -1
- Survival(Wisdom): +5
- Religion(Intelligence): +2
- Martial Skills: None (smol stabby stabby)
- Magic: Cantrip - Friends (Casting time: 1 Action; Duration: 10 Minutes, concentration) - 1 minute, target non-hostile will be amicable. Roll adv on CHA checks @ target. End: target will likely know you used the spell.
- Cantrip - Repairs (1 Action; Concentration) - Fix a damaged object slowly over time. Higher WIS = less time. Only physically restores; doesn't restore enchantments of stores magic.
- Ability Scores: You begin with 5 points in each ability score. Every point beyond 5 grants a +1 bonus. Every point below 5 penalizes you by -1. Certain rolls may also penalize you for being below 5. You may doc yourself down to 0 points, but may not have more than 10 points in an ability score.
- You begin with 6 points to spend.
- Strength: 4
- Dexterity: 6
- Fortitude: 5
- Intelligence: 7
- Wisdom: 7
- Charisma: 7
- 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.
- 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.
- 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)
- '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.
- 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.
- 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.
- 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.
Advertisement
Add Comment
Please, Sign In to add comment