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Name:
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Name: Cerdic Volteroy. He takes on new names when he travels. Currently: Edgar Pontiffu the Third
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Race:
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Race: Vampire(Human)
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Age:
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Age: 66
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Appearance:
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Appearance: Standing at a solid 6'3, Cerdic is thinly built, with the tone of wiry muscles created by a lifetime of hard labor poking out from beneath his skin. Despite his trade, Cerdic is clearly no slouch. He has piercing, bright blue eyes, the same brilliant color as a sapphire, offset by his deep, black hair, which makes him seem even paler than he already is. Despite his age, his body retains its youthful appearance, which he blames on his extremely healthy and efficient lifestyle! The only hint of the life he has led is a large scar on his right cheek, stretching from just before his ear to his chin, the bright white of scar tissue extremely visible even against his already pale skin.
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Personality: Using three words, describe your character's personality.
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Personality: Playful. Clever. Ambitious.
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Inventory: Two Utahraptors, Dandelion(female) and Rosebush(male). One average-sized wagon. One shortsword of slightly above average quality. 10 gold, 3 silver.
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Insight: 0
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Roll 3d6 7 Times, dropping the lowest result. Arrange the remaining results in any way you'd like. Every 2 points above 10 is a +1 bonus to a d20 roll.
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CMS: 4
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Proficiency: 2+Level
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STATISTICS
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Strength:
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Roll 3d6 7 Times, dropping the lowest result. Arrange the remaining results in any way you'd like.
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Dexterity:
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Proficiency: 2+Level (3 At the moment)
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Fortitude:
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Strength: 11
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Intelligence:
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Dexterity: 12
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Wisdom:
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Fortitude: 9
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Charisma:
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Intelligence: 10
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Wisdom: 10
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Physical Armour:
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Charisma: 14
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RESISTANCES
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Physical Armour: Padded sauropod leather. 3
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Select three you're proficient in! (Four, if human). Being proficient in something means you gain a +3 bonus to that skill.
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Injuries: N/A; the system relies on a solid injury system. If you leave an injury rather than let it heal, the injury provides penalties until mended or fixed.
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Acrobatics(Dexterity):
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Animal Handling(Wisdom):
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Arcane(Intelligence):
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Artistry(Charisma): Artistry is divided into sub-skills; discuss with the DM Upon gaining proficiency in one. Artistry is essentially creative arts; I.E Performing with music or magic tricks.
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Acrobatics(Dexterity): 1
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Crafting(Intelligence): Crafting is divided into sub-skills; discuss with the DM Upon gaining proficiency in one.
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Animal Handling(Wisdom): 0
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Climbing(Strength):
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Arcane(Intelligence): 0
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Cunning(Charisma):
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Artistry(Charisma): 2
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Diplomacy(Charisma):
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Crafting(Intelligence): 0
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Intimidation(Charisma):
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Climbing(Strength): 0
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Knowledge(Intelligence): Knowledge is divided into sub-skills as well.
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Cunning(Charisma): 2(+3)
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Medical(Wisdom):
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Diplomacy(Charisma): 2(+3)
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Nature (Intelligence):
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Intimidation(Charisma): 2
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Perception(Wisdom):
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Appraisal(Charisma): 2(+3)
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Sabotage(Dexterity):
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Knowledge(Intelligence): 0
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	Knowledge(History): 0(+3)
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Sleight of Hand(Dexterity):
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	Knowledge(Religion): 0(+3)
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Stealth(Dexterity):
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Medical(Wisdom): 0
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Swimming:(Strength):
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Nature (Intelligence): 0
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Perception(Wisdom): 0
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Sabotage(Dexterity): 1
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SPELLS
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Sleight of Hand(Dexterity): 1
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Stealth(Dexterity): 1
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Swimming:(Strength): 0
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FEATS
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God's Will: Although not ALL humans are deeply religious, the faith that their people have long carried found its doctrines ingrained in their mind. If a human has its eyes set on a goal, they will survive to achieve that goal. Once per long rest, humans may reroll a failed result and take the higher.
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SPELLS
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Spell Slots: 3 Level 1.
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Level One Spells:
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Inconspicuous Spell of Inconspicuousness:
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Duration: 1 Hour
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Subjects that would otherwise assume you do not belong in a certain place must make a DC (10+Charisma) Save or be charmed. Charmed subjects will automatically assume your presence is the norm.
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Unseen Servant:
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Casting Time: 1 Action
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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 best until it completes the task.