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+
|
Oh my god, Nodwick has his own character class.
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