Daily Archives: August 7, 2017

The Barrowmaze Halfling Race and Thief Class for The Black Hack

Thus far I’ve posted the Paladin, the Warlock, the Warrior classes (and Dwarf race).

Today is all about the Halfling and Thief.

 

Halfling

Halfling

 

Fearless: Halflings have Advantage to saves against Fear effects and spells.

Gregarious: Halflings are fond of fun, music, and fun.  Increase their Charisma to 13 if anything lower was rolled.

Halfling Luck: Halflings are weirdly lucky.  They have a number of Luck Points equal to half their level (rounded down).  This lucky aura allows a Halfling to be lucky themselves or help another person.  The Halfling can spend a Luck Point to give themselves or another target Advantage on a roll.  This must be done prior to rolling.

Two-weapon Fighting: A Halfling can fight with two weapons at one time and do not suffer +2 to their attack roll.

And now for the Thief

THIEF

Thief 1
Starting HP: 1d6 + 4
HP Per Level/Resting: 1d6
Weapons & Armor: All Swords, All Bows, Daggers, Padded, Leather, Small Shields
Attack Damage: 1d6 / 1d4 Unarmed or Improvising
SPECIAL FEATURES
Agile: Roll with Advantage when testing DEX to avoid damage or effects from traps and magical
devices.
Sneaky: Rolls with Advantage when attacking from behind and deals 2d6 / 2d4 + the Thief’s level damage.
Roguish: Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.

 

Thievery (Choose One)

Halfling 1

Lucky: Once per day, when making a Luck roll a Thief can roll twice and take the better of the two.

 

Disguise: When attempting to fool others by wearing disguises and make up, the Thief rolls with Advantage.

 

Quick Draw: Right before combat breaks out, the Thief is able to make a Dexterity check.  If successful, they pull out a small weapon (i.e., dagger, dart, pistol, hand crossbow, etc.) and can attempt an attack on a target.

Scavenger: Once per hour you can look through junk piles and make a Luck roll, if the result is 4-6 you find something mundane of use.  This could be a waterskin, some rations, a quiver of arrows (1d6 usage die), etc.  The GM has final arbitration on what is acceptable or not.

 

Poisoner: The Thief knows how to apply poison to their blade and do not have to roll to risk accidentally poisoning themselves.  The poison also lasts for one more charge than normal.


LEVELING UP
Roll to see if attributes increase, roll twice for DEX or WIS.

Thief 2