Ruethgar
2015-02-05, 01:51 AM
Common Bloodline
Most bloodlines are from legendary heritage, this is not one such bloodline. The common rabble have traits of their own that they pass down to their children, though hardly comparable to being able to breath fire like a dragon or enthrall people like a nymph, the humble origins of some heroes do grant their own kind of strength.
Level
Minor
Intermediate
Major
1
Profession(Any One) +2
2
Profession(Any One) +2
Noncombatant
3
Wisdom +1
4
Profession(Any One) +2
Noncombatant
Hearth and Home
5
Commoner Affinity +2
6
Wisdom +1
PackratDM 354
7
Knowledge(Local) +2
8
Noncombatant
Hearth and Home
Endurance
9
Dexterity +1
10
Commoner Affinity +2
Granny's Secret
11
Commoner Affinity +4
12
Wisdom +1
PackratDM 354
Miracle Business Practice
13
Craft(Any One) +2
14
Knowledge(Local) +2
Old Ties
15
Constitution +1
16
Hearth and Home
Endurance
Hardened Immune System
17
Commoner Affinity +6
18
Dexterity +1
Versatile Background
19
Gather Information +2
20
Commoner Affinity +2
Granny's Secret
Mob
Hearth and Home: Whether through inheritance from dying family members, serfs building your castle for you, or the price of your favors adding up, you gain greater tracts of land or grander homes as time goes on. You gain 200 gold credit per level that can be used in Stronghold building only, though generally less of a stronghold and more of a small house, shop or farm.
Noncombatant: You may have trained in melee combat, you may even be a member of the guard, but you never really had to fight for your life at home and have to overcome the uncertainty and fear to attain a combat prowess rivaling the heroes in stories. You take -2 on all melee attacks. You also gain a bonus feat for having this flaw.
Endurance: You are no stranger to long days and hard work. You gain the Endurance feat as a bonus feat and may apply the +4 bonus to Profession and Craft skills when using them to work for a wage.
Packrat: You gain the feat Packrat even if you do not meet the prerequisites. You can carry 10g/lvl of undefined items which you can define at any time. You must spend 8hr replenishing this gear and you must specify the weight when you do so and the items defined cannot exceed that weight capacity. Normally this would be done via shopping, spending the requisite gold, however you may also choose to barter, rolling a Profession, Perform, or Craft skill to make at least some of the gold needed as a day's work instead of dipping into your current reserves. Sometimes peasants carry around the most random things, seriously who just has fine art and gems on their person?
Granny's Secret: You can duplicate the cleaning, heating, cooling, and flavoring effects of Prestidigitation and Farmhand at will as an extraordinary ability. At GM discretion, other uses of these spells are possible but should not be overtly magical.
Miracle Business PracticeDMG II: You never lose money running a business.
Old Ties: Your ties spread far and wide and you can always seem to find kin or family friends willing to get you a better price for your wares. You can sell items at 75% value rather than the normal 50%. Oh! Your second cousin thrice removed Uncle Bob! We'll get you the best price in town for kin.
Hardened Immune System: Your hometown didn't always have access to the best medicine and magic and so many of the people there have a natural resilience against common ailments. You get +4 resistance bonus vs non-magical poisons and diseases.
Versatile Background: You gain a bonus feat. This feat may be a background feat, which you can take as if you were level one, but you must still qualify for any other prerequisites.
Mob: You can call on your family, friends, servants and community to come together for a common goal. 1/week You can transform into an angry mob. You gain the Mob template for 1hr.
Most bloodlines are from legendary heritage, this is not one such bloodline. The common rabble have traits of their own that they pass down to their children, though hardly comparable to being able to breath fire like a dragon or enthrall people like a nymph, the humble origins of some heroes do grant their own kind of strength.
Level
Minor
Intermediate
Major
1
Profession(Any One) +2
2
Profession(Any One) +2
Noncombatant
3
Wisdom +1
4
Profession(Any One) +2
Noncombatant
Hearth and Home
5
Commoner Affinity +2
6
Wisdom +1
PackratDM 354
7
Knowledge(Local) +2
8
Noncombatant
Hearth and Home
Endurance
9
Dexterity +1
10
Commoner Affinity +2
Granny's Secret
11
Commoner Affinity +4
12
Wisdom +1
PackratDM 354
Miracle Business Practice
13
Craft(Any One) +2
14
Knowledge(Local) +2
Old Ties
15
Constitution +1
16
Hearth and Home
Endurance
Hardened Immune System
17
Commoner Affinity +6
18
Dexterity +1
Versatile Background
19
Gather Information +2
20
Commoner Affinity +2
Granny's Secret
Mob
Hearth and Home: Whether through inheritance from dying family members, serfs building your castle for you, or the price of your favors adding up, you gain greater tracts of land or grander homes as time goes on. You gain 200 gold credit per level that can be used in Stronghold building only, though generally less of a stronghold and more of a small house, shop or farm.
Noncombatant: You may have trained in melee combat, you may even be a member of the guard, but you never really had to fight for your life at home and have to overcome the uncertainty and fear to attain a combat prowess rivaling the heroes in stories. You take -2 on all melee attacks. You also gain a bonus feat for having this flaw.
Endurance: You are no stranger to long days and hard work. You gain the Endurance feat as a bonus feat and may apply the +4 bonus to Profession and Craft skills when using them to work for a wage.
Packrat: You gain the feat Packrat even if you do not meet the prerequisites. You can carry 10g/lvl of undefined items which you can define at any time. You must spend 8hr replenishing this gear and you must specify the weight when you do so and the items defined cannot exceed that weight capacity. Normally this would be done via shopping, spending the requisite gold, however you may also choose to barter, rolling a Profession, Perform, or Craft skill to make at least some of the gold needed as a day's work instead of dipping into your current reserves. Sometimes peasants carry around the most random things, seriously who just has fine art and gems on their person?
Granny's Secret: You can duplicate the cleaning, heating, cooling, and flavoring effects of Prestidigitation and Farmhand at will as an extraordinary ability. At GM discretion, other uses of these spells are possible but should not be overtly magical.
Miracle Business PracticeDMG II: You never lose money running a business.
Old Ties: Your ties spread far and wide and you can always seem to find kin or family friends willing to get you a better price for your wares. You can sell items at 75% value rather than the normal 50%. Oh! Your second cousin thrice removed Uncle Bob! We'll get you the best price in town for kin.
Hardened Immune System: Your hometown didn't always have access to the best medicine and magic and so many of the people there have a natural resilience against common ailments. You get +4 resistance bonus vs non-magical poisons and diseases.
Versatile Background: You gain a bonus feat. This feat may be a background feat, which you can take as if you were level one, but you must still qualify for any other prerequisites.
Mob: You can call on your family, friends, servants and community to come together for a common goal. 1/week You can transform into an angry mob. You gain the Mob template for 1hr.