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.
| Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each turn. |
| The fighter adds +1 to his BHB, |
| Dwarves gain an extra +1 to hit when fighting orcs and goblins. |
| Dwarves are good at spotting traps, slanting passages, and new construction while underground. They have a 3 in 6 chance to detect such phenomena. |
| Being short, Dwarves receive a defensive bonus of +4 to their AC in combat against humanoids that are larger than man size |
| Dwarves are able to speak with gnomes, goblins, orcs, and kobolds. |
| When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts double damage. |
| Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices. |
| Halflings typically receive a defensive bonus of +2 to their AC in combat because they are hard to hit. |
| Halflings receive +2 when firing missile weapons in combat. |
| 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. |
| Halflings get +4 on saving throws vs. death and poisons. |
| Elves are immune to paralysis caused by undead such as ghouls. Additionally, elves are immune to the charm effects of creatures. |
| Elves are good at spotting hidden and concealed doors. They do so on a roll of 1-3 on a six sided dice. |
| Elves get +2 on saving throws vs. magic. |
| When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts double damage. |
| Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices. |
| 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. |
| Class: Cleric Race: Human Level: 1st XP: 0 XP Bonus: 10% (human) Alignment: Lawful |
| 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 |
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| 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.
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| 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. |
| 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. |
| 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 |
| 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. |
| Class: Cleric Race: Human Level: 1 XP: 0 XP Bonus: 20% Alignment: Lawful |
| 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 |
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| 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.
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| 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. |