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- Name: Relvar Blacke
- Race: Select from https://pastebin.com/v5xNHW2Y
- Appearance: Standing around 6' tall, Relvar has long, black hair and striking, sky blue eyes. His face seeming much older than its years, he has a short beard that leads down into a six inch long go-t. His normal garb being simple black trousers and tunic, with a gold necklace sporting a small eagle. Around his feet leather boots wrapped in various types of fur.
- Age: 20
- Gender: Male
- Equipment/Weaponry: His sword looking like a three and a half foot long, eight inch wide wedge with a hilt and hand guard. Within the hilt, however, is a spring loaded throwing knife, the trigger being a button by the top of the hilt. He also carries a skinning knife in his boot.
- Armour/Garment: chainmail body armor with a hood, black tunic and trousers
- Other equipment:
- Background: Barbarian
- Level 1:
- Rage: The Barbarian may tap into their inner rage to enter a heightened state of power. During this time, their Strength and Fortitude score gain a +2 bonus for 3 rounds. The Barbarian is then fatigued for 3 rounds after that.
- Fatigued characters suffer a -2 penalty to their strength and dexterity checks. Barbarians may not enter rage while fatigued. Barbarians suffer no penalty to unarmed attacks while enraged.
- Barbaric Hide: The Barbarian's skin offers plenty protection; their scarred flesh is all they need to defend themselves! While wearing light armour or using no armour at all, the Barbarian gains damage reduction that further increases at level 7.
- Backstory: Growing up in a humble village, with a relatively easy life all things considered. He recently became a full warrior. His elder saw a vision of his riches, and thus sent him out to seek such.
- Professions: Handle Animal, Investigation
- Arcane(Intelligence): 0
- Alchemy(Intelligence): 0
- Acrobatics(Dexterity): 0
- Crafting(Wisdom):0
- Climbing(Strength): +3
- Deception(Charisma): 0
- Engineering(Intelligence):0
- Handle Animals(Wisdom): +3
- History(Intelligence):0
- Intimidation(Charisma):0
- Investigation(Intelligence):+3
- Perception(Wisdom): 0
- Nature(Knowledge): 0
- Occult(Intelligence): 0
- Nature(Intelligence):0
- Performance(Charisma):0
- Persuasion(Charisma):0
- Sense Motive(Wisdom):0
- Sleight of Hand(Dexterity):0
- Stealth(Dexterity):0
- Swimming(Strength):+3
- Survival(Wisdom):0
- Religion(Intelligence):0
- Martial Skills:
- Magic:
- 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.
- You begin with 6 points to spend.
- Dodge: 10+Your Dex Mod
- Hits: Equal to your Fortitude score.
- Strength: 8
- Dexterity: 5
- Fortitude: 7
- Intelligence: 5
- Wisdom: 5
- Charisma: 5
- 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.
- 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.
- 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)
- '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.
- 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.
- 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.
- 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.
- 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.
- 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)
- Martial Skills: Combat actions that may be taken using no magic. Abilities that give you an edge in combat, more or less.
- Magic: Magical spells you know.
- Dodge: 10 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.
- Hits: 7 When you take a hit, you roll an armour check. (Fortitude mod + Appropriate armour bonuses). If the creature's resulting number is lower than your armour check, you either take no damage, or take only one hit. Depending on how high over your armour check the creature's attack score is, you take 1-3 hits.
- 4-5 hits are generally reserved only for critical wounds that are modified in some way.
- When you have 0 hits left, you're unconscious. Every round you must make a death saving throw. (Roll a d20) If you roll 10 or higher, you succeed. Repeat until you're healed.
- If your wounds are able to be bandaged or cared for, you restore hits over periods of long rest. (8 hour periods). Without any of this, you restore three hits.
- Armour Check: +6
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