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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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Lore Tidbits (Optional): https://pastebin.com/FPDLpm8V
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https://ulqiorian.wixsite.com/veska For all the lore you need
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https://pastebin.com/LdXPv5yv Locations
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Name:
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Name: Findaráto Ingoldo
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Race: 
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Race: Elf
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Appearance: 
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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:
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Age: 93
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Gender: 
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Gender: Male
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Equipment/Weaponry:
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Equipment/Weaponry: A really long stick.
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Armour/Garment: 
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Armour/Garment: Leather under robes.
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Other equipment: 
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Other equipment: A pencil and notebook
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Class: (Discuss with DM)
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Classes: Magus
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Backstory: Include 3 Enemies, Acquaintances, and Friends.
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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):
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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):
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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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Ability scores are rolled by the DM, but arranged how you desire. 3d6 7 times. Drop the lowest result.
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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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Proficiency: (2+1/2 your level)
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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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Dodge: 10+Your Dex Mod
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-- Slowly manipulate up to three pounds of nonliving matter.
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Armour: Armour Score+Fortitude Mod
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--Snuff out lights or instantly cause them to turn on
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Strength: 
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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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Dexterity: 
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-- Harmlessly or shove up to one pound of nonliving matter.
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Fortitude: 
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Intelligence: 
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Wisdom: 
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	Friends:
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Casting time:1 Action
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Charisma: 
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Duration: 10 Minutes, concentration
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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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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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	Repairs:
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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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Casting Time: 1 Action
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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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Duration: Concentration
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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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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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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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This spell physically restores magical objects or constructs; however, it does not restore the magic that said objects carried.
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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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	Feather Falling:
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Casts: 2+INT
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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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Casting Time: Free Action
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Magic: Magical spells you know.
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Duration: A minute
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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.
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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