TEXT: Murderhobo
  Experience
  Level
  Hit Dice
  Attack AC 0
  Thief Skills
  Magic-User Level
  Attribute Burn
  0
  1
  1d6
  19
  1st Level
  1st Level
  1x Daily
  3,001
  2
  2d6
  19
  6,001
  3
  3d6
  19
  2nd Level
  12,001
  4
  4d6
  18
  2x Daily
  24,001
  5
  5d6
  18
  3rd Level
  2nd Level
  48,001
  6
  6d6
  18
  96,001
  7
  7d6
  17
  4th Level
  192,001
  8
  8d6
  17
  3x Daily
  384,001
  9
  9d6
  17
  5th Level
  576,001
  10
  +2 hp only*
  16
  3rd Level
  868.001
  11
  +4 hp only*
  16
  6th Level
  1,116,001
  12
  +6 hp only*
  15
  1,452,001
  13
  +8 hp only*
  15
  7th Level
  4x Daily
  1,744,001
  14
  +10 hp only*
  14
  2,036,001
  15
  +12 hp only*
  14
  8th Level
  2,328,001
  16
  +14 hp only*
  13
  4th Level
  2,620,001
  17
  +16 hp only*
  13
  9th Level
  2,912,001
  18
  +18 hp only*
  12
  5x Daily
  3,204,001
  19
  +20 hp only*
  12
  10th Level
  3,496,001
  20
  +22 hp only*
  11
  * Hit Point modifiers from Constitution are ignored
  THE
  A Labyrinth Lord-Compatible Class
  You and your ilk go by many names - adventurer, fortune 
  seeker, hero - but most know you as a MURDERHOBO, a 
  wandering mercenary who solves problems with metal and 
  magic, though if they’re smart they won’t call you it to your face. 
  Whether adventuring alone or travelling in a group known as 
  a “party”, you not only hold your own against what the cruel 
  world throws at you, but you flourish and thrive! Able to fight, 
  steal, and cast spells, you’re an oddity in a broken world that 
  demands specialization for survival. Being a “hero” and saving 
  the day are just a means to an end, which is the accumulation of 
  wealth and power so that you don’t need to do this shit any more 
  and someone else can do it for you. Someday you’ll have enough 
  put away to hang up your Murderhobo hat for good and retire. 
  I mean, it’s not as if you’re really Hero or Champion material 
  anyway, are you? Well, ARE YOU?
  Murderhobos are effectively a composite of multiple classes 
  (Fighter, Thief, and Magic-User) without having to use 
  multiclassing rules, and gaining the best Saving Throws of each 
  of those classes each level. They can use any weapons and any 
  armor, but the same armor restrictions for Thief Skill use exists: 
  they cannot be used in armor heavier than leather or with 
  shields. Like Thieves, Murderhobos gain the ability to backstab.
  Who Needs soft skills ANyWAy?
  Murderhobos can temporarily perform “Attribute Burn” on their 
  Intelligence, Wisdom, or Charisma to heighten their physical 
  attributes and make them more effective in combat. Each 
  attribute point spent in this way gives an additional +/- 1d6 roll that 
  can be used for Attack Rolls, Damage Rolls, or Saving Throws. 
  The number of times that this can be used per day is listed in 
  the Level Advancement Table. A single point from one attribute 
  that has been “burned” may be recovered daily with the roll 
  of a 1d20 equal to or lower than the attribute attempting to 
  be recovered. Modified attributes have modified bonuses and 
  effects until recovered. No attribute may go below 3 in this way.
  kill them All ANd tAke their shit!
  Instead of gaining a bonus to experience based on attributes, 
  Murderhobos gain percentage bonuses based on the results of 
  encounters with other creatures, gaining experience for any foe 
  they have a hand in slaying/dispatching, and for any loot they 
  recover from the foe (1 xp per gp). Starting at a 0% base bonus, 
  they get a cumulative +1% bonus for each foe in a group . The 
  bonus resets each new combat encounter.
  it didN’t hAve ANyoNe’s NAme oN it!
  All Murderhobos gain Thief Skills starting at 1st Level, 
  progressing at a slower advancement speed than the normal 
  class. See the Level Advancement Table for when Thief Skill 
  are unlocked at higher levels.
  i WANNA CAst...
  Murderhobos have limited magical training and progress as 
  Magic-Users using a slower advancement speed than the 
  normal class. See the Level Advancement Table for information 
  on corresponding Magic-User Levels being unlocked. 
  AdditioNAl Abilities
  12
  str
  12
  dex
  12
  CoN
  hit diCe
  requiremeNts
  
  reAChiNg level 2: sACrifiCe A PAWN
  Murderhobos with followers can inspire one of them once daily to do something that they 
  wouldn’t normally do, especially if it’s dangerous, gaining a +2 as a bonus to Morale checks. This 
  is especially useful during combat, when you need meatshields.
  reAChiNg level 4: imProved surPrise
  Murderhobos are only surprised on a 1 on a 1d6. They can surprise others on a 1-3 on a 1d6.
  reAChiNg level 6: CollAterAl dAmAge
  At this stage of advancement, Murderhobos have become experts at explaining away the 
  death and destruction they reap in the pursuit of their loftier goals. Any attempts to explain 
  unintended damage, injuries, or deaths caused by the Muderhobo or associates are improved 
  by their Charisma bonus. If using the Monster Reaction Table, this bonus reduces the roll result 
  in the Murderhobo’s favor.
  reAChiNg level 9: PArty time!
  When Murderhobos reach this level, they have achieved enough notoriety that others wish to 
  join them. Murderhobos establish a stronghold either in a rural or urban environment, drawing 
  other 1st Level Murderhobos (2d6), Fighters (1d4), Thieves (1d6), and Magic-Users (1d4) to it who 
  adventure and support the Murderhobo in achieving their goals.
  vAriANts
  loW temPlAr
  Amounting to little more than hired thugs or holy warriors who have failed to uphold the tenets 
  of the religious orders they serve, this variation of the Muderhobo uses Cleric spells and Saving 
  Throws instead of those of the Magic-User and gains the ability to Turn Undead at the same 
  Level as their Cleric Level. Paladins may revert to this class instead of  the Fighter class.
  (Thanks to James M. Spahn for the genesis of this idea.)
  deAthblAde
  Using magic and stealth to deadly efficiency, this version of the Murderhobo replaces the 
  Fighter with the Assassin Class for Saving Throws. While Hit Dice changes to a d4, they gain 
  the Assasination, Disguise, and Poison Use abilities of the Assassin.
  strider
  Skilled at wilderness survival, this variation of the Murderhobo replaces the Magic-User Class 
  with the Ranger class, with a CON Prerequisite of 15 for Saving Throws. The class gains the 
  base abilities and restrictions of the Ranger class, but at Level 4 loses the restriction of vagabond 
  lifestyle and henchmen restriction instead of gaining Improved Surprise. Hit Points are changed 
  to a d8 instead of being doubled.
  INFINIBADGER
  IBP 2034
  © Copyright 2015-2016 InfiniBadger Press
   
  Writing, design, and layout: Jason Paul McCartan 
  Some artwork copyright William McAusland, used with permission 
  V1.3 September 2016
  infinibadger.com
   
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  Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. 
  Author Daniel Proctor.
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  Paul McCartan.
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  publication; and the product name The Murderhobo.
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - The Murderhobo.pdf