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Tuesday, August 4, 2015

Vagrant Character Class For Labyrinth Lord

Vagrant

Requirements:  None
Prime Requisite:  DEX
Hit Dice: 1d4
Maximum Level:  None

Vagrants are not technically thieves although often they do have some thieving abilities that they have picked up living on the streets of large cities.  What they do posses is an unnatural ability to stay alive.  Whether it be thru trickery, gambling, out right stealing, and on occasion murder.  They always manage to make their way in the world.  More often than not Vagrants are neutral or evil aligned.  Rarely you will find a good aligned vagrant who is just down on his luck.  As far as Weapons & Armour go, Vagrants will only have what they manage to scrape together from various sources: looting dead bodies, stealing from smiths.  Vagrants start with little to no GP's as starting wealth.  (Roll 1d2 x 5, if a roll of a 1 comes up they Vagrant carries no gold)

Starting Weapon  1d4
1.  Rusted Dagger - 1
2.  Sling w/ 6 sling stones
3.  Club
4.  Rusted short Sword - 1

Starting Armour 1d4
1.  Patches of Leather Armour (treat as AC 10)
2.  Stained Clothes (AC 9)
3.  Scraps of Plate mail & leather Armour in bad repair (Treat as AC 8)
4.  Helmet & Good Boots, Badly worn Shield tunic (AC 8)

Luck! 
Vagrants have one extra starting ability along with the basic 6 as every character does.  Roll 3d6 this is the total Luck score that the Vagrant has.  Mark this down as "Total Luck".  Make an extra column with "Current Luck", this is the luck that you currently have leftover from your original total.


Using luck in the game.

- re rolling any attack, damage, ability check, or saving throw roll
- situations where the PC maybe trying to outwit or charm another character, NPC or monster
- On a roll of 1 when re-rolling damage - double the damage.
- Have the DM re roll a monster reaction.

Have the player roll 1d20, if the player rolls under is luck stat he will be lucky.  A 1 is a automatic success and 20 is automatic failure.  Please keep the original score written down, and deduct one point and add this to the column of current luck.  When the Luck stat runs out the player will no longer be lucky, and may have to go on a great quest to regain his/her Luck.

Vagrant Level Progression 

Experience
Level
Hit Dice (1d4)
0
1
1
1251
2
2
2501
3
3
5001
4
4
10,001
5
5

Vagrant Skills


Level
Pick Locks
Find Remove Traps
Pick Pockets
Move Silently
Climb Walls
Hide In Shadows
Hear Noise
1
13
11
20
17
84
11
1 - 2
2
17
13
23
23
87
14
1 - 2
3
23
17
27
27
88
17
1 - 2
4
27
23
31
31
89
23
1 -3
5
31
27
33
33
90
27
1 - 3



Vagrant Attack Levels 

* Vagrants cannot backstab as thieves until level 3
* Vagrants use the same attack tables as Thieves.




4 comments:

  1. I love how the patches of leather armor are as good as no armor at all.

    This begs the question though, if they are adventuring and get lots of gold, do they lose their abilities?

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    Replies
    1. Interesting concept Timothy. That's making me wonder as well. Hmmm. The idea was to really come from nothing and attempt to make your way in the world. I suppose after a certain level those abilities could either decrease or go away entirely. That does make a bit of sense to me. I suppose it would be up to the GM in that case.

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    2. Maybe after a certain level you get to choose a path: A "Drifter" can use luck on combat rolls, a "Grifter" can effectively cast charm spells and the like just by talking to people.

      As to the gold, karmic balance suggests that a vagrant's luck might be recharged if they obtain a large amount of gold but manage to lose it in some improbable way.

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    3. This class is a mighty victory fr low brow fantasy. I've never been a fan of"luck as a stat, but the method you use sounds like something I would actually want to use - not just with this class but with other OSR classes as well. Excellent work!

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