Malachi Rip

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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
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

Spell Casting

Highest Spell Level Attainable: 9th
Chance to Learn Spell: 85%
  • a successful Thaumaturgy proficiency check grants +5% to Learn Spell chance.
  • a successful Scribe proficiency check grants +5% to any roll needed (eg: Learn Spell check) to copy or transcribe a spell into spell book.
Maximum # of Spells Known per Level: 18
Spells Prepared
  • Level 1 (1 slot): Sleep
Spells Known
  • Level 1: Color Spray, Detect Magic, Phantasmal Force, Read Magic, Shield, Sleep

Magical Items

Wielding and Using
  • can use potions, rings, wands, rods, scrolls, and most miscellaneous magical items.
  • 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

Researching a New Spell
Requirements
  • access to a Wizard's Laboratory
  • 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

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)