Thursday, April 18, 2013

My First Custom Class: The Lackey


LACKEY

Prime Requisite: Dexterity

Requirements: none

Hit Dice: 1d6

Maximum Level: 14

[HD 1,  Fighting 1b thief, Thievery 2 (5 skills), Arcane 0, Divine 0]

Sometimes a level 0 torchbearer, pack hauler, valet or weapon caddy becomes a henchman and survives to reach first level.  While many become fighters, some decide that they are more comfortable in their roles as assistants and general-purpose flunkies.   These become the highly-useful lackeys.

Of necessity, lackeys gain skill in fighting, but not nearly to the level of fighters.  At first level they hit an unarmored foe at 10+, and advance 2 points every four levels, as thieves.  Lackeys may use any axes, flails, hammers and maces, and daggers, staffs, darts, crossbows and saps.   They are not trained to use shields, or dual wield, but may use two-handed weapons (often a battle axe or great axe, or war hammer, because they are also useful as tools to break down doors or bust up chests).  Lackeys are often called on to carry heavy loads, so they are limited to wearing leather armor or lighter.

Because they are schooled at Dungeoneering, beginning at first level, Lackeys can Find Traps, Remove Traps, and Open Locks as a thief of the same level.

At first level Lackeys also  gain two special powers:  first, the ability to haul goods efficiently or act as a porter: if using a backpack or porter’s pack, the weight carried in that pack is counted only as ½ it’s actual weight.  So, for a lackey, a backpack filled with 4 stone of treasure, would only count as 2 stone toward his encumbrance.  Second, the lackey gains the general proficiency “dungeon bashing  for free.

When a Lackey reaches 9th level, he can open a guildhall, and will attract 2d6 first level lackeys eager to learn the secrets of a successful servitor.

Class Proficiencies: Alertness, Ambushing, Animal Husbandry, Animal Training, Bribery, Caving, Climbing, Diplomacy, Eavesdropping, Endurance, Fighting Style (single weapon or two-handed weapon),Gambling, Healing, Knowledge, Labor, Lock-picking, Mapping, Profession, Riding, Running, Skirmishing, Survival, Swashbuckling, Tracking, Trap Finding, Trapping, Wakefulness, Weapon Finesse.

Saving Throws and Attack Throws are the same as for Thieves.

 

 

Level
XP
Title
Hit Dice
Find Traps
Remove Traps
Open Locks
1
0
Flunky
1d6
18+
18+
18+
2
1400
Porter
2d6
17+
17+
17+
3
2800
Footman
3d6
16+
16+
16+
4
5600
Attendant
4d6
15+
15+
15+
5
11,200
Assistant
5d6
14+
14+
14+
6
22,400
Factotum
6d6
13+
13+
12+
7
45,000
Valet
7d6
11+
11+
10+
8
90,000
Butler
8d6
9+
9+
8+
9
190,000
Steward
9d6
7+
7+
6+
10
290,000
Steward
9d6+2
5+
5+
4+
11
390,000
Steward
9d6+4
3+
3+
3+
12
490,000
Steward
9d6+6
2+
2+
2+
13
590,000
Steward
9d6+8
2+
2+
1+
14
690,000
Steward
9d6+10
1+
1+
1+

1 comment:

  1. Oh my god, Nodwick has his own character class.

    ReplyDelete