Malachi Rip: Difference between revisions

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Created page with "Category:Player_Character '''Malachi Rip''' is a Thief played by ''' howareyou''' in '''Morwaythien Trails''', a '''Labyrinth Lord''' PBP campaign..."
 
 
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[[Category:Player_Character]]
[[Category:Player_Character]]
'''Malachi Rip''' is a Thief played by '''[[User:Howareyou| howareyou]]''' in '''[[Morwaythien Trails]]''', a '''Labyrinth Lord''' PBP campaign  currently running on [https://forum.rpg.net/index.php RPGnet].
'''Malachi Rip''' is a Thief played by '''[[User:Howareyou| howareyou]]''' in '''[[Morwaythien Trails]]''', a '''Labyrinth Lord''' PBP campaign  currently running on [https://forum.rpg.net/index.php RPGnet].
[[File:xxxx.png|625x625px|thumb|right|Malachi Rip]]
[[File:Cloak_and_dagger.jpg|430x430px|thumb|right|Malachi Rip]]


=='''Appearance'''==
=='''Appearance'''==
Line 7: Line 7:


=='''Background'''==
=='''Background'''==
TBD
For as long as he could remember, Mal had been living by his wits on the streets. He never knew his parents, never felt that he needed any. He made friends easily - one needed all the allies one could get fighting for the scraps in the city gutter. When he got alittle older, he was recruited (pressed into service really) into a local gang that ran thievery, smuggling, and con rackets throughout the city. Here was where the young man picked up the skills any self-respecting thief or ruffian possessed. He continued running with the pack until they were wiped out one day in a all-out war with a rival gang. The moment came when Mal decided he would seek a livelihood that bequeathed more self-respect than that of a ruffian. Gathering together his meagre belongings, he set out for a life of adventure.


=='''Status'''==
=='''Status'''==
:'''''Character Creation! Birth of a rascal!'''''
:'''''Fighting some *really* creepy critters. Ooooo...'''''


:'''Condition''': healthy, unimpaired
:'''Condition''': healthy, unimpaired
:'''Hit Points (1d4)''': 4 / 4
:'''Hit Points (1d4+1)''': 5 / 5
:'''Armor Class''': 8
:'''Armor Class''': 6
:'''Encumbrance''': 17 1/2 lbs, unencumbered
:'''Encumbrance''': 40lbs
:'''Movement Rate''': 120 yards (360 feet) per round
:'''Movement Rate'''
:'''Light''': none
::Turn Movement: 120'
::Encounter Movement: 40' per round
::Running Movement: 120' per round
:'''Light''': lantern


=='''Profile'''==
=='''Profile'''==
Line 28: Line 31:
=='''Character Abilities'''==
=='''Character Abilities'''==
:'''Strength''': [13] melee to hit +1, damage +1, force doors +1
:'''Strength''': [13] melee to hit +1, damage +1, force doors +1
:'''Dexterity''': [16] AC -2, missile to hit +2, initiative +1
:'''Dexterity''': [16] AC -2, missile to hit +2, initiative +1, XP +10%
:'''Constitution''': [13] hp +1
:'''Constitution''': [13] hp +1
:'''Intelligence''': [14] additional languages +1, able to read/write
:'''Intelligence''': [14] additional languages +1, able to read/write
Line 37: Line 40:


=='''Combat Abilities'''==
=='''Combat Abilities'''==
:'''Armor Class''': 8
:'''Armor Class''': 6
:'''Hit Points (1d4)''': 4
:'''Hit Points (1d4+1)''': 5


===Attacks===
===Attacks===
*'''Dagger'''
*'''Dagger'''
::type: melee piercing
::type: melee
::attack: 1d20
::attack: 1d20+1
::damage (s-m/l): 1d4/1d3
::damage: 1d4+1
::speed factor: 2
*'''Shortsword'''
::type: melee
::attack: 1d20+1
::damage: 1d6+1
*'''Shortbow'''
::type: missile (20x arrows)
::attack: 1d20+2
::damage: 1d6+1


=='''Saving Throws'''==
=='''Saving Throws'''==
*'''Paralyzation, Poison or Death Magic''': 14
*'''Breath Attacks''': 16
*'''Rod, Staff or Wand''': 11
*'''Poison or Death''': 14
*'''Petrification or Polymorph''': 13
*'''Petrify or Paralyze''': 13
*'''Breath Weapon''': 15
*'''Wands''': 15
*'''Spell''': 12
*'''Spells or Spell-like Devices''': 14
 
===Saving Throw Modifiers===
*'''Dexterity''' 16 grants -2 advantage to saves vs fireballs, lightning bolts, crushing boulders, and other attacks where nimbleness is helpful.
*'''Wisdom''' 16 grants -2 advantage to saves vs illusions, charms and other mental attacks.


=='''Class Abilities/Traits'''==
=='''Class Abilities/Traits'''==
===Spell Casting===
===Thief Skills===
:'''Highest Spell Level Attainable''': 9th
:*'''Pick Locks''': 17%
:'''Chance to Learn Spell''': 85%
:*'''Find and Remove Traps''': 14%
:*a successful '''Thaumaturgy''' proficiency check grants +5% to '''Learn Spell''' chance.
:*'''Pick Pockets''': 23%
:*a successful '''Scribe''' proficiency check grants +5% to any roll needed (eg: '''Learn Spell''' check) to copy or transcribe a spell into spell book.
:*'''Move Silently''': 23%
:'''Maximum # of Spells Known per Level''': 18
:*'''Climb Walls''': 87%
:'''Spells Prepared'''
:*'''Hide in Shadows''': 13%
:*'''Level 1''' (1 slot): Sleep
:*'''Hear Noise''': 1-2
:'''Spells Known'''
:*'''Level 1''': Color Spray, Detect Magic, Phantasmal Force, Read Magic, Shield, Sleep


===Magical Items===
===Thieves' Guild===
:'''Wielding and Using'''
:*member of the Thieves Guild in hometown
:*can use potions, rings, wands, rods, scrolls, and most miscellaneous magical items.
:*can obtain shelter and information from guild
:*can wield enchanted versions of weapon types the wizard is allowed to use.
:'''Creating'''
:*level 9 Wizard may attempt to scribe scrolls and brew potions.
::*successful '''Scribe''' proficiency check grants +5% to any roll needed to copy or transcribe a spell onto a scroll.
:*level 11 Wizard may attempt to create other magical items like weapons, wands, staves, rods, rings, bracers, braziers, cloaks, and more.
::*a successful '''Research''' proficiency check halves the time needed to determine the process necessary to manufacture a particular magical item.


===Spell Research===
===Weapons and Armor===
:'''Researching a New Spell'''
:*cannot wear armor heavier than leather
::'''Requirements'''
:*cannot use shield
::*access to a Wizard's Laboratory
:*can use any weapon
::*good health
::*uninterrupted full devotion of time and energy to the research effort
::'''Costs'''
::*setting up a Wizard's Laboratory: 1,000-10,000 gp
::*research expenditure: 100-1,000 gp per spell level
::'''Time Needed'''
::*roll a '''Learn Spell''' check at end of every 2 weeks spent in research.
:::*a successful '''Thaumaturgy''' proficiency check grants +5% to '''Learn Spell''' chance.
:::*a successful '''Research''' proficiency check grants +5% to '''Learn Spell''' chance.
::*a successful '''Research''' proficiency check halves the time needed, ie: roll a '''Learn Spell''' check at end of every 1 week.
:'''Researching from a Scroll''' ie: attempting to learn a spell from a scroll or spellbook and copy it into own spellbook
::'''Requirements'''
::*access to a quiet place free from disturbance and interruptions
::*good health
::*uninterrupted full devotion of time and energy to the research effort
::'''Costs'''
::*research expenditure: 50-500 gp per spell level
::'''Time Needed'''
::*roll a '''Learn Spell''' check at end of every 1 week spent in research.
:::*a successful '''Scribe''' proficiency check grants +5% to any roll needed (eg: '''Learn Spell''' check) to copy or transcribe a spell into spell book.
:::*a successful '''Thaumaturgy''' proficiency check grants +5% to '''Learn Spell''' chance.
::*a successful '''Research''' proficiency check halves the time needed, ie: roll a '''Learn Spell''' check at end of every 3 1/2 days.


=='''Proficiencies'''==
===Backstab===
===Weapons===
:*must catch opponent unawares
*'''Dagger'''
:*to hit +4
:*damage x2


===Non-Weapons===
===Additional Abilities===
:(3 unused slots saved for Signature Spells)
:*Read Languages
*'''Languages, Modern''' 18
::Level 4: A thief can read languages (any) with 80% probability.
:*Yuan-Ti
::This ability does not include magical writings. If the roll does not succeed, the thief may not try to read that particular piece of writing until he reaches a higher level of experience.
*'''Swimming''' 8
:*Thief's Den
*'''Research''' 18
::Level 9: When a thief attains level 9 he can establish a thief den, and 2d6 thief apprentices of 1st level will come to work with the character. These thieves will serve the character with some reliability; however, should any become arrested or killed the character will not be able to attract more followers of this type to replace them. A successful character might use these followers to start a Thieves' Guild.
:*grants +5% bonus to '''Learn Spell''' rolls when researching a new spell.
:*Magic Scrolls
:*only requires one-half the needed time to perform spell research or determine the process necessary to manufacture a particular magical item.
::Level 10: A thief can read and cast magic from magic-user (and elf) scrolls with 90% accuracy. A failed roll means the spell does not function as expected, and can create a horrible effect at the Labyrinth Lord's discretion.
*'''Scribe''' 17
:*grants +5% bonus to any roll (eg: '''Learn Spell''' rolls) needed in order to copy or transcribe a spell into a spell book or onto a scroll.
*'''Spellcraft''' 18
*'''Thaumaturgy''' 16
:*grants +5% bonus on all '''Learn Spell''' rolls.


=='''Treasures & Cash'''==
=='''Treasures & Cash'''==
:'''Platinium''': 0
:'''Platinium''': 0
:'''Gold''': 23
:'''Gold''': 28
:'''Electrum''': 0
:'''Electrum''': 0
:'''Silver''': 7
:'''Silver''': 2
:'''Copper''': 5
:'''Copper''': 0


https://orokos.com/roll/1023226
https://orokos.com/roll/1025402


=='''Equipment'''==
=='''Equipment'''==
:'''Encumbrance''': 17 1/2 lbs (unencumbered)
:'''Encumbrance''': 40lbs
:'''Movement Rate''': 120 yards (360 feet) per round
:'''Movement Rate'''
::Turn Movement: 120'
::Encounter Movement: 40' per round
::Running Movement: 120' per round


===Clothing===
===Weapons===
(5 lbs)
(8lbs)
*Robes (common)
*Dagger (1d4)
*Belt
*Shortsword (1d6)
*Boots (soft)
*Shortbow + Quiver & 20 Arrows (1d6)
*Cloak (good cloth)
*Sheath


===Weapons===
===Armor===
(1 lb)
(10lbs)
*Dagger
*Padded (AC 8)


===Others===
===Others===
(11 1/2 lbs)
(22lbs)
*Backpack
*Backpack
*Pouch (large/spell components)
*Winter Blanket
*Pouch (small/coins)
*Lantern (hooded)
*Flask of Oil (lantern) x2
*Flint & Steel
*Flint & Steel
*Wineskin
*Lantern
*Spellbook
*Flask of Oil x2
*Scroll Case
*Trail Rations x5
*Papyrus x10
*Thieves' Tools
*Chalk x10
*Waterskin
*Sack (large)
*Sack (large) x2
*Sack (small) x2

Latest revision as of 04:43, 9 December 2024

Malachi Rip is a Thief played by howareyou in Morwaythien Trails, a Labyrinth Lord PBP campaign currently running on RPGnet.

Malachi Rip

Appearance[edit]

TBD

Background[edit]

For as long as he could remember, Mal had been living by his wits on the streets. He never knew his parents, never felt that he needed any. He made friends easily - one needed all the allies one could get fighting for the scraps in the city gutter. When he got alittle older, he was recruited (pressed into service really) into a local gang that ran thievery, smuggling, and con rackets throughout the city. Here was where the young man picked up the skills any self-respecting thief or ruffian possessed. He continued running with the pack until they were wiped out one day in a all-out war with a rival gang. The moment came when Mal decided he would seek a livelihood that bequeathed more self-respect than that of a ruffian. Gathering together his meagre belongings, he set out for a life of adventure.

Status[edit]

Fighting some *really* creepy critters. Ooooo...
Condition: healthy, unimpaired
Hit Points (1d4+1): 5 / 5
Armor Class: 6
Encumbrance: 40lbs
Movement Rate
Turn Movement: 120'
Encounter Movement: 40' per round
Running Movement: 120' per round
Light: lantern

Profile[edit]

Name: Malachi Rip
Alignment Race Gender: Neutral Human Male
Class Level: Thief 1
Experience (+10%): 0 / 1250
Languages: Common

Character Abilities[edit]

Strength: [13] melee to hit +1, damage +1, force doors +1
Dexterity: [16] AC -2, missile to hit +2, initiative +1, XP +10%
Constitution: [13] hp +1
Intelligence: [14] additional languages +1, able to read/write
Wisdom: [12] save vs magic +0
Charisma: [8] reaction +1, retainers 3, retainer morale 6

https://orokos.com/roll/1025401

Combat Abilities[edit]

Armor Class: 6
Hit Points (1d4+1): 5

Attacks[edit]

  • Dagger
type: melee
attack: 1d20+1
damage: 1d4+1
  • Shortsword
type: melee
attack: 1d20+1
damage: 1d6+1
  • Shortbow
type: missile (20x arrows)
attack: 1d20+2
damage: 1d6+1

Saving Throws[edit]

  • Breath Attacks: 16
  • Poison or Death: 14
  • Petrify or Paralyze: 13
  • Wands: 15
  • Spells or Spell-like Devices: 14

Class Abilities/Traits[edit]

Thief Skills[edit]

  • Pick Locks: 17%
  • Find and Remove Traps: 14%
  • Pick Pockets: 23%
  • Move Silently: 23%
  • Climb Walls: 87%
  • Hide in Shadows: 13%
  • Hear Noise: 1-2

Thieves' Guild[edit]

  • member of the Thieves Guild in hometown
  • can obtain shelter and information from guild

Weapons and Armor[edit]

  • cannot wear armor heavier than leather
  • cannot use shield
  • can use any weapon

Backstab[edit]

  • must catch opponent unawares
  • to hit +4
  • damage x2

Additional Abilities[edit]

  • Read Languages
Level 4: A thief can read languages (any) with 80% probability.
This ability does not include magical writings. If the roll does not succeed, the thief may not try to read that particular piece of writing until he reaches a higher level of experience.
  • Thief's Den
Level 9: When a thief attains level 9 he can establish a thief den, and 2d6 thief apprentices of 1st level will come to work with the character. These thieves will serve the character with some reliability; however, should any become arrested or killed the character will not be able to attract more followers of this type to replace them. A successful character might use these followers to start a Thieves' Guild.
  • Magic Scrolls
Level 10: A thief can read and cast magic from magic-user (and elf) scrolls with 90% accuracy. A failed roll means the spell does not function as expected, and can create a horrible effect at the Labyrinth Lord's discretion.

Treasures & Cash[edit]

Platinium: 0
Gold: 28
Electrum: 0
Silver: 2
Copper: 0

https://orokos.com/roll/1025402

Equipment[edit]

Encumbrance: 40lbs
Movement Rate
Turn Movement: 120'
Encounter Movement: 40' per round
Running Movement: 120' per round

Weapons[edit]

(8lbs)

  • Dagger (1d4)
  • Shortsword (1d6)
  • Shortbow + Quiver & 20 Arrows (1d6)

Armor[edit]

(10lbs)

  • Padded (AC 8)

Others[edit]

(22lbs)

  • Backpack
  • Winter Blanket
  • Flint & Steel
  • Lantern
  • Flask of Oil x2
  • Trail Rations x5
  • Thieves' Tools
  • Waterskin
  • Sack (large) x2
  • Sack (small) x2