Lobralla [D5]

Lobralla the Half-orc Acrobat (Thief)

Just an idiot who decides venturing into a sewer is a good idea. Likes money, wine, food, being sneaky, and being adventurous, in that order. He's really not notable in terms of physical appearance, but is very acrobatic and athletic. He fancies himself somewhat of a trap expert, but doesn't have the intellect to make his own.

LEVEL 9
XP 135000

STR 17 +1 hit/damage, 10 open doors, 13% bars/gates, 85lb. weight allowance
DEX 17 +2 reaction, +2 missile attack, -3 defensive adj
CON 11 75% shock, 80% resurrection
INT 10 +2 NWPs
WIS 8 -
CHA 8 -1 base loyalty

Masterwork Royal Vampire Longsword +1, 1d8+2/1d12+2 [2H], x4 backstab multiplier, Initiative 5
Masterwork Hand Cbow +6, 1d4+3/1d6+3 [40 quarrels], x4 backstab multiplier, Initiative 5
Siege Bow (Longsword Ammo) +5, 1d8+4/1d12+4 [4 Swords], Initiative 10
Sling +3, 1d4+1/1d6+1 [depends on availiability of rocks from ground], Init 6.
Painthief - See Description
Ring of Ice - See Description

THAC0 16
Armor Class 3 [Base 7 for Leather + Shield, -3 adjustment, -1 from Sigiled Clothing]
HP 54/54
Base Move 12

Weapon Prof [2+3] Sling, Longsword, Hand Crossbow, Shields, Bows
Nonweapon Prof [3+9+2] Rope Use [Dex], Swimming [Str], Direction Sense (+1) [Wis]
Tumbling [Dex], Jumping [Str], Set Snares (-1) [Dex], (5) Appraisal (at 14) [Int], Forgery [Dex] (-1) Musical Instrument [Dex] (-1) Seamanship [Dex] (+1)
(+1 NWP per level)
Racial Abilities Infravision, 60'
Languages Common, Orc, Dwarf, Goblin, Hobgoblin, and Ogre.

Paralysis/Poison/Magic 12 (11)
Rod/Wand/Staff 12 (11)
Petrify/Polymorph 11 (10)
Breath Weapon 15 (14)
Spell 13 (12) (-2 versus cold or chill based spells.)
*Wooden Elf Armor reduces all fire damage by half. If it's fire damage that permits a save for half damage(like a breath weapon or fireball), a successful save reduces the damage to 0.

Pick Pockets 25%
Open Locks [+75] 90%
Find/Rem. Traps [+90] 90%
Move Silently [+70] 90%
Hide in Shadows [+65] 75%+ (+15% w/Hide Cloak, +5%w/Weaponblack)
Detect Noise 15%
Climb Walls 65%+ (+40% w/Grappling Hook)
Read Languages 0%

Each time the thief rises a level in experience, the player receives another 30 points to distribute. No more than 15 points per level can be assigned to a single skill, and no skill can be raised above 95 percent, including all adjustments for Dexterity, race, and armor. As an option, the DM can rule that some portion of the points earned must be applied to skills used during the course of the adventure.

EQUIPMENT LIST

Current GP: 3834

+12 GP [character generation left over]
+500 GP [mission1]
+200 GP [mission2]
+200 GP [sale of elven(?) statue]
-350 GP [Masterwork Hand Crossbow]
-40gp [Crossbow Quarrels]
-10gp [Silk Rope]
-60, +75 GP [Throwing Crossbow] (Bought in Kobold shop, sold in Yalcaster for 75 GP)
- 150 GP [The Lazy Blade] (Bought in Kobold shop, now in hidden storage in Yalcaster)
- 200 GP [Party pool, for Identify scroll and three pearls]
+129 GP (Sold Masterwork Footman's Mace [from Orc])
+125 GP (from orcs in mushroom forest)
+500 GP [mission3] (After finding fifth cylinder)
-75 GP [Various purchases]
200 GP [2x Identify before descending into the catacombs]
+950 GP [Sold gold idol of Varuush, gems from Pyramid Mausoleum, and vampire loot]
+1125 GP [Sold gems found in Tentapede Grotto]
-75 GP [Identifying Wooden Elf Armor (Split Cost)]
-500 GP [Bought Wooden Elf Armor from Trent]
+75 GP [Kobold Licensing Reward]
-950 GP [Shopping in Duergar Town: Gloomwing, Masterwork Carrion Leather Armor, Masterwork Spider Silk Padded Armor, Mastework Cave Crab Shield, Box of Scrolls (8)]
+20 GP [Descending from Duergar Village]
+213 GP [Scrip redeemed at Altar of Fraud]
-200 GP [Buying Bow]
- 50 GP [Golem Citizenship]
+20 GP [Sold Scorpion Boxes]
-100 GP [ID]
+1125 GP [Sold 6x Duergar Monster Tooth Dagger, 2x Drow Spider Fang Dagger, Masterwork Carrion Crawler Leather Armor]
-75 GP [5x Long Sword]
-300 GP [Buying Ring of Ice from LAB]
-100 GP [Identifying Elven Armor]
+2000 GP [Selling 4x Elven Mage Chainmail]

Ring of Water Walking
Cloak of Shadows (+15% to Hide)
One final "Bead of Force," they do 5d4 damage on a hit and if they hit someone, yet doesn't kill them, they have to Save vs Spell or be trapped in a magic, unbreachable bubble for 3d4 rounds.
Gloomwing Dust Sling Bullets (x12) - 1d2 damage(+strength of course) when fired from a sling. On impact they drain 2d4 strength from the target if they fail a Save Vs Poison. Creatures reduced to 0 or negative strength are KO'd until they're back at positive Strength(recover 1 point per hour).
Painthief - Anyone touched with it is instantly cured of all HP damage and the glove changes colour. If the glove doesn't touch someone within 3 rounds, the wearer takes the "absorbed" damage, multiplied by 3. If the wearer instead touches something living, the glove transfers the wounds, tripled, to that living thing. Cannot absorb the wearer's own wounds.
Siege Bow: Can launch weapons instead of arrows, with a+4 to damage, +2 to-hit, and an attack speed of 10. For every point of Strength below 18, user takes a -1 to-hit. can also be used to fire willing creatures of medium size or smaller, who will get 10 feet of air time per point of strength of the firer, and suffer 2d4 damage per size category(starting with Tiny as the smallest) on landing(save vs Wands for half).
Slate of Golem Citizenship
Ring of Ice - permanently lowers the wearer's body temperature to -5 Celsius. This makes them completely immune to any kind of fire damage, not even lava can thaw them out, but also makes them pretty dead if they can't survive being frozen solid. On the other hand if they don't need to have liquid blood, it's a pretty boss item. Not actually cursed, but usually getting it off requires snapping a couple of frozen fingers because it gets stuck. Anyone putting it on gets a Save vs Petrification to get it off in time. Someone very sneaky could attempt to sneak up on someone and slip it on to their fingers.
EYE OF ZOOM - ???
several crossbow bolts with poison warning symbols on them
under-sword grenade launcher and shells for it
Magical Cylinder From Spaceship Storage
Brace of Four Flintlock Pistols
Fancy Pirate Dress Coat
METAL FOOTBALL
There's also a pair of bracers, a couple of small phials of some sort of dark-blue oily liquid and a coil of rope.

Current Encumbrance: Lightly encumbered, 103/85 lbs.

[Equipped] Mystic Sigils Wizard's Robe (-1 AC, +1 to all saves)
[Equipped] Mystic Sigil Clothing of Resist Cold (+2 versus save against cold or chill based spells. Also keeps you warm in cold environments).
[Equipped] [30 lb] Wooden Elf Armor [AC8, reduces all fire damage by half. If it's fire damage that permits a save for half damage(like a breath weapon or fireball), a successful save reduces the damage to 0.]
[20lb] Dragonscale Woven Sweater [AC8, half damage from cold-based attacks, resistance to any environmental cold damage, save vs petrification or be itchy.]
[3?] Siege Bow
[4 x 4 lb] 5x Longsword
[3lb] Masterwork Cave Crab Chitin Shield
Vial of Metal-Eating Acid
5x Vial of Weaponblack (+5% Hide)
[5lb] 5x Bag of Caltrops
[4lb] 40 hand crossbow quarrels
Sling
Knife
[3lb] Masterwork Hand Crossbow
[5lb] Masterwork Vampire Longsword
[5lb] Backpack with Bedroll/Blanket/Sleeping Things
1 Week's Rations
Belt Pouch [L] - carries some or all of the below:
Wineskin
Chalk, for climbing and dusting stuff, like invisible assholes
Fishhooks, 10, and thread, for fishing
Flint & Steel, for fires
[4lb] Grappling Hook, for climbing (+40% chance)
Mirror, small (for peeking around corners)
[5lb] 30 ft of silk rope, for tying suckas up and climbing with
3 small sacks, for whatever
1/4 lb of sealing wax, for key forging from a lock, and sealing leaks
Thieves' picks, for picking locks

IN SEEKRIT STASH:

The Lazy Blade
2x Scroll of Summon Ghennian Demon
Powdered Amethyst
[Equipped] [3lb] Masterwork Spider Silk Padded Armor (AC8)
Ebony Staff of Cold (1d4 additional cold damage)
Mystic Sigiled Hat (They hat allows anyone to pull out a small animal from it once per day, which will in no way be under their control or able to understand their commands. The user must roll a Save vs Petrification when doing so, and failure means the animal either bites them for 1HP of damage or takes a dump in the hat [50% chance of either]).

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