Malachi Rip: Difference between revisions

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


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


=='''Saving Throws'''==
=='''Saving Throws'''==

Revision as of 16:58, 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: 6
Hit Points (1d4): 4

Attacks

  • Dagger
type: melee
attack: 1d20
damage: 1d4

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.

Treasures & Cash

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

https://orokos.com/roll/1025402

Equipment

Encumbrance: 40lbs
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