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Lore Tidbits (Optional): https://pastebin.com/FPDLpm8V
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https://pastebin.com/LdXPv5yv Locations
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Name: Findaráto Ingoldo
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Race: Elf
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Appearance: Findaráto Ingoldo is a wrinkly old man, standing at a hulking 6'5 with a moderately sized brown beard.
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Age: 93
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Gender: Male
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Equipment/Weaponry: A really long stick.
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Armour/Garment: Leather under robes.
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Other equipment: A pencil and notebook
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Classes: Magus
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Backstory/Reasoning for heading to the pit: From a young age, Findaráto Ingoldo took an interest in learning about the history of the world. He was around to witness the rise of the beast curse, and damn it, he will be around to see it end! Once the pacifiers began becoming renowned, he quickly struck out in search of them, and has been a member since. When the pit opened, he begged Olivia to send him on his way. However, she was reluctant to send the frail man. Eventually, though, she caved to his constant nagging, and he was sent to the pit. And promptly captured with Tomas.
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Professions: 
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Arcane(Intelligence): +8
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Alchemy(Intelligence):
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Acrobatics(Dexterity):
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Crafting(Wisdom):
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Climbing(Strength):
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Deception(Charisma):
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Engineering(Intelligence):
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Handle Animals(Wisdom):
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History(Intelligence): +8
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Intimidation(Charisma):
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Investigation(Intelligence):
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Perception(Wisdom):
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Medical(Wisdom):
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Occult(Intelligence):
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Nature(Intelligence):
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Performance(Charisma):
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Persuasion(Charisma):
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Sense Motive(Wisdom):
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Sleight of Hand(Dexterity):
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Stealth(Dexterity):
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Swimming(Strength):
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Survival(Wisdom): 
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Religion(Intelligence):
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Martial Skills:
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Magic:
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	Prestidigitation: The Magus begins with the ability to perform minor tricks and spells at will. These tricks are more or less purely for making life easier, and have no real offensive capability.
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-- The magus may create a harmless sensory effect. Such as: A shower of sparks, a puff of wind, soft noises, or different smells.
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-- Slowly manipulate up to three pounds of nonliving matter.
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--Snuff out lights or instantly cause them to turn on
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--Create an illusory image of something. These illusions are JUST real enough to be believable, but are crude upon closer inspection.
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-- Harmlessly or shove up to one pound of nonliving matter.
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	Friends:
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	Unseen Servant:
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Casting time:1 Action
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Duration: 10 Minutes, concentration
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Casting Time: 1 Action
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For a minute, the target non-hostile creature will always treat amicably. They'll always respect you in some way, and you'll roll advantage on all Charisma checks directed towards the target. At the end of the spell, the creature will likely realize that you used magic to influence its mood however, and respond accordingly.
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Duration: 1 Hour
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You create an invisible, mindless, and shapeless force that performs various tasks at your command. This servant can't attack, and will be destroyed if it takes any damage. Once on each of your turns, as a bonus action, you may command the servant to move up to 15 feet, and interact with an object. The servant is capable of performing simple tasks; such as fetching things, cleaning, mending, folding clothes, lighting fires, serving wine, or serving food. Once you give the command, the servant will perform the task to the bestuntil it completes the task.
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	Repairs:
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Casting Time: 1 Action
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Duration: Concentration
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This spell allows you to repair any object or device. The damaged object slowly mends it over the course of the spell; broken chains will relink, jammed guns will unjam, etc. Higher wisdom means far less time to mend the object. 
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This spell physically restores magical objects or constructs; however, it does not restore the magic that said objects carried.
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	Feather Falling:
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Casts: 2+INT
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Casting Time: Free Action
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Duration: A minute
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You cause a magical enchantment to pulse out from the initial target, spreading over to every other creature within 30 feet of the target. (You may select yourself as a target; otherwise, the target must be seen)
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Successfully doing so causes every creature within the zone to slow down in their fall; upon landing, they take no falling damage.
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	Shillelagh:
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Casts: 3+INT
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Casting Time: Bonus action
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Duration: A minute
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You bless a wooden weapon (club, quarterstave, etc) with nature’s power. The weapon is imbued with magical strength, hitting much harder than usual. You may use your wisdom or charisma modifier when attacking with the weapon, rather than strength or dexterity. 
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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 to spend points elsewhere. However, keep in mind that reaching stat zero from outside sources (there are many attacks that do this) will result in a serious penalty.
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You begin with 6 points to spend.
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Dodge: 7
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Armour: 7
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Strength: 2
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Dexterity: 2
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Fortitude: 10
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Intelligence: 10
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Wisdom: 10
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Charisma: 4