Malachi Rip: Difference between revisions

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=='''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
===Backstab===
::'''Costs'''
:*must catch opponent unawares
::*setting up a Wizard's Laboratory: 1,000-10,000 gp
:*to hit +4
::*research expenditure: 100-1,000 gp per spell level
:*damage x2
::'''Time Needed'''
 
::*roll a '''Learn Spell''' check at end of every 2 weeks spent in research.
===Additional Abilities===
:::*a successful '''Thaumaturgy''' proficiency check grants +5% to '''Learn Spell''' chance.
:*Read Languages
:::*a successful '''Research''' proficiency check grants +5% to '''Learn Spell''' chance.
::Level 4: A thief can read languages (any) with 80% probability.
::*a successful '''Research''' proficiency check halves the time needed, ie: roll a '''Learn Spell''' check at end of every 1 week.
::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.
:'''Researching from a Scroll''' ie: attempting to learn a spell from a scroll or spellbook and copy it into own spellbook
:*Thief's Den
::'''Requirements'''
::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.
::*access to a quiet place free from disturbance and interruptions
:*Magic Scrolls
::*good health
::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.
::*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'''==
=='''Proficiencies'''==

Revision as of 15:41, 4 November 2024

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

File:Xxxx.png
Malachi Rip

Appearance

TBD

Background

TBD

Status

Character Creation! Birth of a rascal!
Condition: healthy, unimpaired
Hit Points (1d4): 4 / 4
Armor Class: 8
Encumbrance: 17 1/2 lbs, unencumbered
Movement Rate: 120 yards (360 feet) per round
Light: none

Profile

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

Character Abilities

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

Armor Class: 8
Hit Points (1d4): 4

Attacks

  • Dagger
type: melee piercing
attack: 1d20
damage (s-m/l): 1d4/1d3
speed factor: 2

Saving Throws

  • Paralyzation, Poison or Death Magic: 14
  • Rod, Staff or Wand: 11
  • Petrification or Polymorph: 13
  • Breath Weapon: 15
  • Spell: 12

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

Thief Skills

  • 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

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

Weapons and Armor

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

Backstab

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

Additional Abilities

  • 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.

Proficiencies

Weapons

  • Dagger

Non-Weapons

(3 unused slots saved for Signature Spells)
  • Languages, Modern 18
  • Yuan-Ti
  • Swimming 8
  • Research 18
  • grants +5% bonus to Learn Spell rolls when researching a new spell.
  • only requires one-half the needed time to perform spell research or determine the process necessary to manufacture a particular magical item.
  • 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

Platinium: 0
Gold: 23
Electrum: 0
Silver: 7
Copper: 5

https://orokos.com/roll/1023226

Equipment

Encumbrance: 17 1/2 lbs (unencumbered)
Movement Rate: 120 yards (360 feet) per round

Clothing

(5 lbs)

  • Robes (common)
  • Belt
  • Boots (soft)
  • Cloak (good cloth)
  • Sheath

Weapons

(1 lb)

  • Dagger

Others

(11 1/2 lbs)

  • Backpack
  • Pouch (large/spell components)
  • Pouch (small/coins)
  • Lantern (hooded)
  • Flask of Oil (lantern) x2
  • Flint & Steel
  • Wineskin
  • Spellbook
  • Scroll Case
  • Papyrus x10
  • Chalk x10
  • Sack (large)