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+