Malachi Rip
Malachi Rip is a Thief played by howareyou in Morwaythien Trails, a Labyrinth Lord PBP campaign currently running on RPGnet.
Appearance
TBD
Background
TBD
Status
- Character Creation! Birth of a rascal!
- 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: 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+1): 5
Attacks
- Dagger
- type: melee
- attack: 1d20+1
- damage: 1d4+1
- Shortsword
- type: melee
- attack: 1d20+1
- damage: 1d6+1
- Shortbow
- type: missile
- attack: 1d20+2
- damage: 1d6+1
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