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KEEP TRACK OF YOUR SHEET! Scroll below for any important things or things you need to know about the role-play.
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Name: Captain Zack Hawk
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https://ulqiorian.wixsite.com/veska For all the lore you need
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Race: Rana
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Name:
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Appearance: Unnaturally shiny for a Rana, Zack Hawk is a bright aquamarine in color. He's strongly built, although obviously built for speed and flexibility rather than raw strength. He stands at 5'11, with brown eyes and quite handsome ears.
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Race: 
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Age: 36
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Appearance: 
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Gender: Male
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Age:
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	A 1 handed, double-edged falx
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Gender: 
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	A sawn off shotgun
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Armour/Garment: A large captain's hat(it's literally Jack Sparrow's hat) which has been cut to allow his ears to escape it, a leather jerkin, and some leather trousers.
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Armour/Garment: 
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Other equipment: 
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	A pair of trick coins, one with two heads and one with two tails.
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	Pocket sand
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Class: (Discuss with DM)
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Classes: Pirate
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Backstory: Include 3 Enemies, Acquaintances, and Friends.
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Backstory/Reasoning for heading to the pit: TREASUUURREEE. Plus his crew kinda mutinied and left him on a dock.
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Professions: 
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Arcane(Intelligence):
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Acrobatics(Dexterity):
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Acrobatics(Dexterity): 
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Climbing(Strength):
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Deception(Charisma):
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Climbing(Strength): 1
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Deception(Charisma): 1
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Engineering(Intelligence):
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Handle Animals(Wisdom):
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History(Intelligence):
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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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Sleight of Hand(Dexterity):
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Sleight of Hand(Dexterity): 1
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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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	High Seas Fighting: Pirates make use of outmaneuvering and capitalizing on their enemy's mistakes. When an enemy fails an attack against you, and you're within attack range, you have a 30% chance to be granted a free counter attack against that enemy. This scales with level, becoming 50% at level 5, and becoming a guaranteed counter attack at level 7. You may only make one counter attack.
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Ability scores are rolled by the DM, but arranged how you desire. 3d6 7 times. Drop the lowest result.
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	Opportune Shot: Upon making a melee attack, if they have a loaded gun, the pirate may immediately fire it as a second attack.
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Proficiency: (2+1/2 your level)
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Magic:
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Dodge: 10+Your Dex Mod
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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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Armour: Armour Score+Fortitude Mod
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Strength: 
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Dodge: 14
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Dexterity: 
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Armour: 4
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Fortitude: 
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Strength: 8
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Intelligence: 
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Dexterity: 9
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Wisdom: 
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Fortitude: 7
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Charisma: 
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Intelligence: 7
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Wisdom: 7
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Charisma: 9
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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.
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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.
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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)
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'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. 
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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.
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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.
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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.
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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. 
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Backgrounds: 'Classes' more or less. A Background 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. 
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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)
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Martial Skills: Combat actions that may be taken using no magic. Abilities that give you an edge in combat, more or less.
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Magic: Magical spells you know.
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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.