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KEEP TRACK OF YOUR SHEET!
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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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Several years ago, a rather curious event had occurred. The very ground had begun to cave in, making way for bottomless crevasse that descends so far that none have managed to delve to its bottom. The township the pit was found in had fallen straight into the abyss. Fortunately! The remaining survivors (and several explorers) have set to recreating the small town in a fashion that was built around this mysterious sinkhole. Much to everyone's surprise, the sinkhole contained countless wonders; from old crumbled ruins to marvelous relics. This drove many to seek the pit in hopes of adventure!
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https://ulqiorian.wixsite.com/veska For all the lore you need
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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.
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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 find any potential valuables or hidden mysteries within the sinkhole...be wary, however. For many who have delved into the abyss, have never returned.
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Appearance: 
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Age:
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Gender: 
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Equipment/Weaponry:
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Armour/Garment: 
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Other equipment: 
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Class: (Discuss with DM)
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Other equipment: I should note that food is actually important for this crawl. (It's a bit more survival based.)
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Backstory: Include 3 Enemies, Acquaintances, and Friends.
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Background: '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: 
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Arcane(Intelligence):
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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.
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Alchemy(Intelligence):
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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 down to 0 points, but may not have more than 10 points in an ability score.
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Acrobatics(Dexterity):
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You begin with 6 points to spend.
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Crafting(Wisdom):
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Strength: 5
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Climbing(Strength):
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Dexterity: 5
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Deception(Charisma):
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Fortitude: 5
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Engineering(Intelligence):
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Intelligence: 5
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Handle Animals(Wisdom):
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Wisdom: 5
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History(Intelligence):
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Charisma: 5 
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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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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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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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Ability scores are rolled by the DM, but arranged how you desire. 3d6 7 times. Drop the lowest result.
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Proficiency: (2+1/2 your level)
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Dodge: 10+Your Dex Mod
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Armour: Armour Score+Fortitude Mod
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Strength: 
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Dexterity: 
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Fortitude: 
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Intelligence: 
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Wisdom: 
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Charisma: 
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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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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.