Malachi Rip: Difference between revisions

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===Weapons===
===Weapons===
(8lbs)
(8lbs)
*Dagger
*Dagger (1d4)
*Shortsword
*Shortsword (1d6)
*Shortbow + Quiver & Arrows
*Shortbow + Quiver & 20 Arrows (1d6)
 
===Armor===
(10lbs)
*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

Revision as of 16:54, 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

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

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: 38lbs
Movement Rate
Turn Movement: 120'
Encounter Movement: 40' per round
Running Movement: 120' per round

Weapons

(8lbs)

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

Armor

(10lbs)

  • Padded (AC 8)

Others

(22lbs)

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