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Plot: You are in search of one of the few standing cities within this world: Dragonspring. Not only would this city promise you a safe haven against the dying world, but rumors of this city's eternal spring more than likely enticed you to make the pilgrimage.
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Too bad you died along the way! 
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System: https://docs.google.com/document/d/1jKHEE2DBzV-gvdHKD8j0nDwYZshpzN_i7eBLwT3-1xA/edit?usp=sharing
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Lore: http://pastebin.com/uKxzCV0y
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Name: 
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System: https://docs.google.com/document/d/1pk-FX4tvfkCkBZzZdkOjDTz7AeruRyjMlkKIGKeK0IY/edit
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Race: https://docs.google.com/document/d/1oRPMTe2MvmVxCsThr10szqFmU1Qcb1CtKLHTU8U-kXQ/edit?usp=sharing
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Name: Jukan Root
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Classes: https://docs.google.com/document/d/1JhSZcQt6FiNpL84tun61fahYhRNJi6rCZuOGkiphKPQ/edit?usp=sharing
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Race: Dwarven Brawler
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Appearance:
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Appearance: Jukan is 4'10" tall, and really buff. Brown hair, brown eyes, brown beard.
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Anything else you want to add (backstory, personality) is optional.
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Anything else you want to add (backstory, personality) is optional. Likewise, ask for any lore you require. Below are a few things for those of you interested in learning about the world.
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Jukan died of alcohol poisoning.
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Deities: http://pastebin.com/TX7iCr8C 
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Countries: http://pastebin.com/pp7EhaH1
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Weapon(s): MY FISTS AND THE HOLY FLAGON.
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General lore snippets: http://pastebin.com/YPsmyMGH
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Armour: None
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HP: 10+(Fort*2)=8
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Dodge: 12
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Initiative:
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Initiative: 0
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Weapon(s):
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AC: 0
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Armour:
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Death Resist: 80% 
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HP: Racial HD+(Fort Mod *2)
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Dodge: 
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AC: 
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Death Resist: Base of 50%, add +15% per two points above 10. Subtract 10% for every two points below 10.
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You begin with 8 stat points to spend among these.
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At 3 points, it requires 2 points instead of one to increase it any further. AC + Death resist cannot have points added to them.
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STR: 3
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AGL: 2
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Brave players roll 3d6 6 times. Arrange the results in however you see fit. 
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FORT: 3
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Alternatively, I will allow players to roll 4d6 and drop the lowest number 6 times instead. 
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INT: 0
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STR: 
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WIS: 0
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AGL: 
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PER: 0
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FORT
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INT:
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Skills: You begin with 6(+Your int modifier) to spend among these.
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WIS:
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Skill cap is currently (Your level+2); so maximum 3 points. (Discounting stat bonuses)
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PER:
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Intimidation(STR): 2
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Stealth(AGL): 
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Professions: You may begin with up to two professions, which are listed on the mechanics document. Certain classes may begin with unique professions.
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Acrobatics(AGL): 2
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One profession adds a +3 bonus to checks relevant to that profession.
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Dexterity(AGL): 
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Survival(FORT): 2
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Talents
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Taming(WIS): 
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Medical(WIS):
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Crafting(INT): 
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Spell Slots:
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Knowledge(INT): 
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Attuned Spells:
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Spellcraft(INT): 
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Sense Motive(PER): 
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Spell Books/Prepared spells
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Feats
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1d4+3
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Unarmed combatant: You deal additional equal to your full strength modifier, and take no penalty to unarmed attacks.
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Spells