TEXT: THE 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 possess is an 
  unnatural ability to stay alive.  Whether it be 
  thru trickery, gambling, outright 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 
  will you 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) 
   
   
  1.  Rusted Dagger - 1 
  2.  Sling w/ 6 sling stones 
  3.  Club  
  4.  Rusted short Sword - 1 
   
   
  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) 
   
    
  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 left over from your original 
  total. 
  
   
   
  
   
   
  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 GM 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. 
   
    
   
  Experience 
  Level 
   Hit Dice (1d4) 
  0 
  1 
  1 
  1251 
  2 
  2 
  2501 
  3 
  3 
  5001 
  4 
  4 
  10,001 
  5 
  5 
   
  
   
   
  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 
   
   
    
   
  * Vagrants use the same attack tables as Thieves. 
  * Vagrants cannot backstab as thieves until level 3 
  * When a Vagrant reaches level 5 or 1000 GP’s he can choose to become an outright thief with all 
  the abilities that come with the class.   
  * Any time that a Vagrant is able to purchase or acquire real Armour or Weapons their luck score 
  will automatically drop by 5.   
   
   
  
   
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  class compatible with Labyrinth Lord ™. 3 Toadstools publishing is not affiliated with Daniel 
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  Product Identity. 
  Contact 
  3 Toadstools Publishing 
  C/O Shane Ward 
  76 Hart Ave 
  Winnipeg, MB  
  R2W 2L5 
  shanepatrickward@gmail.com 
   
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - The Vagrant (revised)(LL).pdf