Applications

   
Applications

Post applications and only applications here. An example character sheet follows. Your application doesn't have to follow this format but do not use the sheets section for applications.

Replace with Character Name
Class: Put Class Here
Race:
Level: 1st
XP: 0
XP Bonus: Put XP Bonus Here
Alignment: Lawful

Attributes:
STR Ability Here [Modifier in Brackets]
INT 15 [+1] Example
WIS
DEX
CON
CHR

Armor Class: AC Here
Base Hit Bonus: BHB Here
Hit Points: Hit Points Here
Saving Throws Base Save Here
Languages: Common, Lawful, Orc

Abilities:
Example of spells
Spells: 1st (2)
Spellbook: 1st (Read Magic, Magic Missile**)

Coins: xx Gold Pieces, xx Silver Pieces, xx Copper Pieces
Equipment:
List your gear here

Encumbrance: Normal Gear 70 bls + armor and weapons




Valkor Stormcrag
Race: Dwarf
Class: Fighter
Level: 1st
XP: 0
XP Bonus: 10%
Alignment: Lawful

Attributes:
STR 15 [+1]
INT 10 [+0]
WIS 8 [+0]
DEX 9 [+0]
CON 9 [+0]
CHR 15 [+1]

Armor Class: 15
Base Hit Bonus: +2
Total Hit Points: 9
Current HP: 7
Saving Throws 15 [ +3 vs death and poisons, +4 vs magic ]
Languages: Common, Lawful, Orc

Abilities:
Against foes of one hit dice
(HD) or fewer, Fighters get one attack per level
each turn.
Combat Machine
Warrior:
The fighter adds +1
to his BHB,
Improved BHB
Dwarves gain an extra +1 to hit when
fighting orcs and goblins.
Hereditary Foes
Dwarves are good at spotting traps,
slanting passages, and new construction while
underground. They have a 3 in 6 chance to detect such
phenomena.
Keen Detection
Being short, Dwarves receive a defensive
bonus of +4 to their AC in combat against humanoids that
are larger than man size
Hard to Hit
Dwarves are able to speak with gnomes,
goblins, orcs, and kobolds.
Languages

Open Doors - 4:6

Coins: 29 Gold Pieces, xx Silver Pieces, xx Copper Pieces
Equipment:
Warhammer - Dmg: 1d6 Wgt: 10
Dagger x2 - Dmg: 1d6-1 Wgt: 2
Armor [Chain] - AC: +4 Wgt: 50
Armor [Shield] - AC: +1 Wgt: 10

Other:
Backpack
Flint & Steel
Rations, Trail x5
Rope, 50 ft
Torch x6
Sack (30 lb cap.)
Waterksin

Encumbrance: 94 lbs.
Movement: 9





Still a WIP

Oloward Lightouch
Class: Thief (Halfling)
Level: 2nd
XP: 2499
XP Bonus: 5%
Alignment: Lawful

Attributes:
STR 11 [0]
INT 13 [0]
WIS 7 [0]
DEX 15 [+1]
CON 10 [0]
CHR 10 [0]

Armor Class: 15
Base Hit Bonus: +1
Hit Points: 11
Saving Throws 14
Languages: Common, Halflings are able to speak with elves, gnomes, pixies, and sprites.

Abilities:
Climb: 91%
Fine Tasks: 46%
Stealth: 61%
Hear: 2 in 6
When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts double damage.
Backstab
Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
Saving Throw Bonus
Halflings typically receive a defensive bonus of +2 to their AC in combat because they are hard to hit.
Hard to Hit
Halflings receive +2 when firing missile weapons in combat.
Deadly Accuracy with Missiles
When not engaged in combat, Halflings are hard to see and move with almost total silence. Halflings get a 20% racial bonus to the thief stealth abilitly.
Near Invisibility
Halflings get +4 on saving throws vs. death and poisons.
Saving Throw

Coins: 1 Gold Piece, 0 Silver Pieces, 0 Copper Pieces
Equipment:
Backpack: 30 lb capacity
Thieves Tools
Dagger
Short Bow, 5 Arrows
Leather Armor
Waterskin
Field Rations: 5 Days

Encumbrance: Normal Gear 70 lbs + armor and weapons




Elumir Maeglemmir
Class: Magic-User/Thief
Race: Elf
Level: 1st/2nd
XP: Magic User: 1284/2500
Thief: 1284/2500
XP Bonus: 5%
Alignment: Lawful

Attributes:
STR 14 [+0]
INT 13 [+0]
WIS 11 [+0]
DEX 15 [+1]
CON 12 [+0]
CHR 8 [+0]

Armor Class: 13
Base Hit Bonus: +0
Hit Points: 10
Saving Throws 14
Languages: Common, Lawful, Orc, Elvish, Gnoll, Goblin, Hobgoblin

Abilities:
Elves are immune to paralysis caused by
undead such as ghouls. Additionally, elves are immune to
the charm effects of creatures.
Hereditary Foe
Elves are good at spotting hidden and
concealed doors. They do so on a roll of 1-3 on a six sided
dice.
Keen Detection
Elves get +2 on saving throws vs. magic.
Saving Throw
When attacking with surprise, from
behind, the Thief gains +4 to hit and inflicts
double damage.
Backstab
Thieves gain a +2 bonus on
saving throws against devices, including traps,
magical wands or staffs, and other magical
devices.
Saving Throw Bonus
Thieves of third
level and above can figure out the gist of most
written languages, and have an 80% chance to
comprehend treasure maps or written documents.
This does not mean they can automatically
decipher codes or solve riddles, although it would
allow them to understand what a riddle says, for
example.
Read Normal Language (3rd)

Spells: 1st (2)
Spellbook: 1st (Read Magic, Magic Missile)

Climb: 90%
Fine Tasks: 40%
Stealth: 34%
Hear: 2 in 6

Coins: 23 Gold Pieces, 0 Silver Pieces, 0 Copper Pieces
Equipment:
Backpack
Dried Rations(7)
Torch(6)
Sword(1d6)
Waterskin
Rope(50 ft)
Dagger(1d6-1)
Flint & Steel
Leather Armor
Shortbow (1d6-1)
Arrows (9)

Encumbrance: Normal Gear 10 lbs + 12 lbs = 22 lbs




DICE WERE DELETED FROM THIS POST

Brother Golring
Class: Cleric
Race: Human
Level: 1st
XP: 0
XP Bonus: 10% (human)
Alignment: Lawful

Attributes:
STR 12 [0] open door: 3:6
INT 10 [0] no extra languages
WIS 11 [0]
DEX 12 [0]
CON 14 [0]
CHR 11 [0] hirelings: 4, loyalty: 0
Armor Class: 15
Hit Points: 5
Base Hit Bonus: +0
Saving Throws: 13, +2 vs. death and poison
Languages: Common
Base Movement: 9


Abilities:

ooc
Banish Undead
Banishing Undead: Clerics can “Turn” the undead, making them flee from the Cleric’s holiness.
Clerics have the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, a 3d6 roll should be made and the Turning table consulted for the result.
If the “number” on the die is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds, or will cower helplessly if they cannot flee.
1st2nd3rd4th5th
Skeleton 15 13 10 7 4
Zombie 17 15 13 10 7
Ghoul 17 15 13 10
Wight 17 15 13
Wraith 17 15
Mummy 17

Banish Undead

Spells: 1st Level (1) -
ooc
Cure Light Wounds
Cure Wounds (reversible)
Level: 1
Duration: Permanent
Range: Touch
When this spell is cast, the cleric touches one character or creature (or himself) and heals it of 1d6+1 hit points of damage. Alternatively, this spell also cures paralysis; it will not heal damage and paralysis in the same casting.
Cure Light Wounds

Coins: 1 Gold Pieces, -- Silver Pieces, -- Copper Pieces

Encumbrance: Normal Gear 10 lbs.+70 = 80 lbs

Equipment
backpack, 30 lb. capacity
Torch, 6
Waterskin
Rations, trail, 2 days
Mace (10 lbs)
Chain (50 lbs)
Shield (10 lbs)
Silver Holy Symbol
Flint & Steel
Mirror, small steel
Pole, 10’



Marvelous Melthiod Magnanimonious
Class: Magic Man
Race: Human
Level: 2nd
XP: 2927/5000
XP Bonus: 15%
Alignment: Lawful

Attributes:
STR 8 [-]
INT 15 [+1]
WIS 13 [-]
DEX 8 [-]
CON 12 [-]
CHR 10 [-]

Armor Class: 10
Base Hit Bonus: +0
Hit Points: 10/10
Saving Throws 13
Languages: Common (Thyatine), Light Speak, Orc, Dragon, Elfen, Karameikos, Ierendi

Abilities:
Spells: 1st (2) 2nd (1)
Spellbook:
1st (
Magic Missile
Level: 1
Duration: 1 turn
Range: 150’
A missile of magical energy darts forth from the caster’s
fingertip and strikes its target, dealing 1d6+1 points of
damage. The missile strikes unerringly, even if the target is
in melee combat or has less than total cover or total
concealment. Specific parts of a creature can’t be singled
out. For every five caster levels, the caster gains two
additional missiles·3 total at 5th level, five at 10th, seven
at 15th, and so on. If the caster can shoot multiple missiles,
they can be directed to strike a single creature or several
creatures. A single missile can strike only one creature.
Magic Missile,
Read Magic
Level: 1
Duration: 1 turn
Range: 0
By means of read magic, the caster can decipher magical
inscriptions on objects, books, scrolls, weapons, and the
like, that would otherwise be unintelligible. This does not
normally invoke the magic contained in the writing,
although it may do so in the case of a cursed scroll.
Furthermore, once the spell is cast
and the caster has read the magical inscription, he
thereafter is able to read that particular writing without
recourse to the use of read magic. All spell books are
written such that only the elf or magic-user who owns the
book can decipher it without the use of this spell
Read Magic)
2nd (
Detect Invisible
Level: 2
Duration: 5 rounds per level
Range: 10’ per level
The caster can see invisible, hidden, ethereal, or astral
creatures or items so long as they are directly in sight
within a 10’ wide range of vision.
Detect Invisible)

Coins: 76 Gold Pieces, __ Silver Pieces, __ Copper Pieces
Equipment:
Staff
2 Dagger
Sack (15lb cap)
>L Flint and Steel
>L Mirror, Small Steel
>L Oil (Lamp), 3pt
>L Spellbook
>L Wolvesbane, Belladonna, Garlic
Torch (6)
Rope (50ft)
Lantern
Waterskin

>Picked up
Belt Pouch
Moonstone
Unidentified Scroll
Unidentified Potion
Enemy Spellbook

Encumbrance: Normal Gear 10 + 12 Weapons and Armor




Eleanor of Thyatis
Class: Cleric
Race: Human
Level: 1
XP: 0
XP Bonus: 20%
Alignment: Lawful

Attributes:
STR 8 [+0] open door: 3:6
INT 10 [+0]
WIS 15 [+1]
DEX 8 [+0]
CON 5 [-1]
CHR 14 [0] hirelings: 5, loyalty: +1
Armor Class: 17
Hit Points: 5
Base Hit Bonus: +0
Saving Throws: 13, +2 vs. death and poison
Languages: Common, Light Speak
Base Movement: 6


Abilities:

ooc
Banish Undead
Banishing Undead: Clerics can “Turn” the undead, making them flee from the Cleric’s holiness.
Clerics have the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, a 3d6 roll should be made and the Turning table consulted for the result.
If the “number” on the die is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds, or will cower helplessly if they cannot flee.
1st2nd3rd4th5th
Skeleton 15 13 10 7 4
Zombie 17 15 13 10 7
Ghoul 17 15 13 10
Wight 17 15 13
Wraith 17 15
Mummy 17

Banish Undead

1 1st level spell per day
Currently prepared spell:
ooc
Cure Wounds
Cure Wounds (reversible)
Level: 1
Duration: Permanent
Range: Touch
When this spell is cast, the cleric touches one character or creature (or himself) and heals it of 1d6+1 hit points of damage. Alternatively, this spell also cures paralysis; it will not heal damage and paralysis in the same casting.
Cure Wounds

Coins: 6 Gold Pieces, 0 Silver Pieces, 0 Copper Pieces

Encumbrance: Normal Gear 10 lbs. +95 lbs weapons and armor = 105 lbs

Equipment
holy symbol
plate armor
shield
mace
backpack
-6 torches
-flint and steel
-10 days trail rations
-50' rope
2 waterskins



Hansel von Schnitzlebank
Class: Fighter
Race: Human
Level: 1st
XP: 0
XP Bonus: 10%
Alignment: Lawful

Attributes:
STR 12
INT 9
WIS 13
DEX 14
CON 11
CHR 9

Armor Class: 16
Base Hit Bonus: +1
Hit Points: 9
Saving Throws 15
Languages: Common

Abilities:
Combat Machine
Warrior +1 constitution bonus
+1 save vs death/poison

Coins: 5 Gold Pieces, xx Silver Pieces, xx Copper Pieces
Equipment:
Plate
Pole Arm 1d6+1

Encumbrance: Normal Gear 70 bls + armor and weapons
Plate 75
Pole Arm 15



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