Thursday, April 23, 2015

The Footpad

Somehow I missed Swords and Wizardry Appreciation Day here's what I would have posted: The Footpad a variant Thief class for Swords and Wizardry Complete.  This class probably wouldn't survive long in a combat heavy dungeon full of traps but would shine in an urban environment.


Footpad
A footpad is a lowly thief that focuses on mugging and stealing from pedestrians.

Prime Attribute: Dexterity; 13+ (+5% experience bonus)
HitDice 1d4/level (Gains 1hp/level after 9th)
Armor Permitted: Leather only; no shield
Weapons: any one handed, staves, and thrown weapons. Limited to daggers and swords for magical weapons.
Race:  Members of any race may be a foot pad.
Alignment: footpads must be Neutral or Chaotic in alignment.
Use the Thief attacks chart when in combat.

Footpad Class Abilities
Kosh: when attacking from behind, or with surprise the footpad may choose to instead Kosh an opponent possibly stunning them or knocking them out. A 2d10 roll is made and the Kosh Effect chart is consulted. NOTE: if the 2d10 roll +4 would not normally allow a footpad to strike a target in combat the attempt to Kosh will fail.

Cutpurse: a footpad may remove a coin purse from a victim, or more cunningly cut it and remove a few coins.

Hide in Shadows:  a footpad can hide in the shadows making themselves virtually invisible.

Stalk: a footpad may follow behind a victim (or victims if daring) making virtually no sound and quickly slipping into the shadows to hide if someone turns to look.

Slip Away: in a crowded street a footpad can evade capture by slipping away into a crowd. At 4th level and higher the footpads movement rate is not slowed by crowds (or swarms).

Slippery Indeed: Footpads are allowed to make a saving to avoid capture/confinement (i,e, being grabbed by a constable).

Gang Leader: at 8th level a Footpad will attract a small number of low level footpads,thieves, and other unsavory sorts to serve as a gang if the Footpad has a safe hideout.



Footpad Advancement Table
Level
EXP
Hit Dice (d4)
Saving Throw
1
0
1
15
2
1000
2
14
3
2000
3
13
4
4000
4
12
5
8000
5
11
6
16000
6
10
7
32000
7
9
8
54000
8
8
9
86000
9
7
10
112000
9+1 hp
6
11
224000
9+2 hp
5
12+
+112,000
9+3 hp
Remains at 5

Footpad Skills
Level
Cut Purse
Hide in Shadows
Stalk
Slip Away
1
20%
20
15
15
2
25
25
20
18
3
30
30
25
21
4
35
35
30
24
5
40
40
35
27
6
45
45
40
30
7
50
50
45
33
8
55
55
50
36
9
60
60
55
42
10
65
65
60
45
11
70
70
65
48
12
75
75
70
51
13
80
80
75
54
14
82
85
80
57
15
84
90
85
60
16+
86
90
90
63


Kosh Effect Table
Roll 2d10 to determine result

Footpad Level
Mark
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16+
NM
10/12/14
8/10/12
7/9/11
5/7/9
KD/5/9
STUN/7
STUN/5
KO
KO
1
13/15/17
10/12/14
8/10/12
6/8/10
4/6/9
STUN/7
STUN/6
KO
KO
2
16/18/20
13/15/17
10/12/14
7/9/11
5/7/9
STUN/8
STUN/7
KO
KO
3
19/20/-
16/18/20
13/15/17
8/10/12
6/8/10
5/7/9
STUN/8
KO
KO
4
20/-/-
19/20/-
16/18/20
10/12/14
7/9/11
6/8/10
5/7/9
STUN/8
KO
5
-
20/-/-
19/20/-
13/15/17
8/10/12
7/9/11
6/8/10
5/7/9
KO
6
-
-
20/-/-
16/18/20
10/12/14
8/10/12
7/9/11
6/8/10
5/7/9
7
-
-
-
19/20/-
13/15/17
10/12/14
8/10/12
7/9/11
6/8/10
8-9
-
-
-
-
16/18/20
13/15/17
10/12/14
8/10/12
7/9/11
10-
12
-
-
-
-
19/20/-
16/18/20
13/15/17
10/12/14
8/10/12
13+
-
-
-
-

19/20/-
16/18/20
13/15/17
10/12/14
KD/STUN/KO- score to knockdown/Stun/Knockut a foe
KD lasts one round/unitl victim can recover stance.
Stun lasts for 2-12 rounds + footpad’s level
Knockout lasts 1-4 hours or until revived by other.
Subtract a -4 penalty from the roll if the foe is wearing a helmet.
Apply a +2 bonus if the footpad is working with one or more cronies.

If score of roll +4 wouldn’t hit a target in combat there is no result (including when results are otherwise automatic)

KD/#/# - mark automatically knocked down, numbers listed to stun or KO. STUN/#- mark automatically stunned, number listed to KO
KO- mark automatically knocked out





2 comments:

  1. Minimum Dexterity 123+? Man, how many d6s are you rolling for ability scores?

    ReplyDelete