(This is my 300th post on this blog! And what better way to celebrate the anniversary than with a new class for Labyrinth Lord!)
One the PC's in my Dreamlands campaign has been blessed (via a table of random starting equipment) with the companionship of a sheep. At first the sheep was just a walking ball of wool, but inevitably questions started to be asked about its hit points, armour class, combat capabilities, etc. The sheep (named Steve) has now been elevated to the status of a henchman, and I said that the player could give a share of the PC's XP to the sheep, allowing him to advance gradually. That requires a class, thus...
The rest of this post is designated Open Gaming Content according to the Open Gaming License.
Hit Dice: d6
Maximum level: 5
Of the standard six ability scores, sheep roll 3d6 as normal for STR, DEX and CON. They roll 1d4 for WIS and INT, and have no CHA worth talking about. Comeliness (if used) may be rolled as normal -- there are some surprisingly stunning sheep out there!
Sheep use the same saving throw chart and combat matrix as fighters. Their experience advancement and level titles are as follows.
Level XP Title
1 0 Flockling
2 1,000 Ram
3 2,000 Stud
4 4,000 Battle Ram
5 8,000 Flock Lord
Sheep have a natural butt attack which does 1d4 damage. This damage increases to 1d6 at 2nd level, and 1d8 at 4th level. (Note that it is assumed that an adventuring sheep is male, possessing the aggressive nature and full horns of a ram.)
At 3rd level, a sheep gains the ability to charge (as per Labyrinth Lord p. 61).
At 5th level, a sheep gains the ability to rampage. When rampaging, a sheep gains +2 to hit and damage, and a -2 penalty to armour class. Once a sheep has begun rampaging, it cannot stop for 2d6 rounds, and will attack anything which moves.
It should be noted that, as adventuring companions, sheep are contrary and stubborn. They are notoriously difficult to train, and equally infamous for their wilfulness.