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Neek
2008-01-12, 03:09 AM
Changelog

February 2, 2008 - Added Academic youth feat, Alumni commoner feat, Carpenter, Lumberjack, Porter, and Profession Job classes.
February 1, 2008 - Added Macgyver's Folly to the feat list. Added Moneylender and Miller to the Job Classes, added shops to most Commoner Job Classes.
January 29, 2008 - Fixed more typos. Added feats (Minuteman and Tradesman). Gave Adept familiar class ability, gave Priest domain access at second level. Added Landlord job class.
January 25, 2008 - Added Job Classes, Commoner Feats, and doubled Passive Experience (from 150 to 300. Each year is considered to be a CR 1 encounter). Reset Apprentice Commoner and Noble Heritage class ability to 2rd level, allowing Commoners to take job classes at level 3.


* * *

Last year, two ideas were brought to light that I enjoyed much. The ability to create children characters and handle adolescent and pre-adventuring kids in the campaign world, and a more in-depth way of handling commoners, to give them more flavor and flexibility. I want to bring these two ideas back up, and work with them to create a fully fledged system.

The premise of this feat is to draw a distinction between children and adults, and 0-level characters and characters with classes, whether these are non-player characters or player characters.

Children Characters

The Revised Star Wars RPG (d20) and d20 Modern use a simple set of modifiers to create adventuring characters. However, these rules implied that the PCs were different from ordinaries, mainly the fact that classes exist for PCs, but were merely skeletons for "ordinaries." D&D stuck closer in meshing both systems and the only difference between PCs and NPCs were the classes: NPC classes were substantially underpowered versus PCs.

Children Characters is a module proposed by Lord Iames Osari to handle it children in a much different way. Namely, children are 0-level but defined by a feat (those feats with the [Youth] descriptor). These feats are either retained as first level feats, or subsided with the class and allows a new feat to be chosen.

Characters are divided into roughly four stages: Infant (newborn to toddler), Child (young child to preteen), Youth (preteen to adolescent), and adult (adolescent to adult). Adulthood is defined as the moment where a character is able to take a class (this is a transparent distinction: some classes have higher starting ages than others).

A child character is different from an adult character in the following: Children do not gain experience from encounters (a child is not yet able to assimilate the experience gained from overcoming obstacles in a meaningful way. While their personalities and outlook on life may be shaped by such things, their abilities or skills do not improve); children do not gain skill points (save through those through a Youth Class); children use fractional hit dice.

Creating a child character is easy. At each stage of development, a d6 is rolled and added, at adulthood, you roll the fourth die and drop the lowest result. At Youth, you can chose a Youth feat which provides some limited skills and abilities.

Infant
Size: 2 categories smaller than adult (newborn), 1 category smaller than adult (baby, toddler and up).
Abilities: Roll first d6; apply -3 age penalty to Strength, Wisdom, and Charisma (minimum 1).
HD and hp: 1/4 racial HD, 1 hp + Con modifier (minimum 1).

While you may wonder, creatures that have an Int below 3 cannot even grasp or understand language. While this is true, these are still developing beings, which means that potential of abilities are still being realized, and so these ability scores should not be held hard and fast until the child develops further.

Child
Size: 1 category smaller than adult.
Abilities: Roll second d6; reduce age penalty by one (-2 to Str, Wis, Cha, minimum 2).
HD and hp: 1/3 racial HD, 2 hp + Con modifier (minimum 1)

Youth
Size: Size same as adult.
Abilities: Roll third d6; reduce age penalty by one to mental abilities (-1 Str, Wis, Cha, minimum 3).
Feat: Choose Youth feat.
HD and hp: Dependent on Youth Feat.

Adult
Size: Size same as base creature.
Abilities: Roll fourth d6, drop lowest of the four rolled. Reduce age penalty by one (+0 to Str, Wis, Cha, minimum 3).
Feat: Youth feat is kept or subsided and a new one is chosen.
HD and hp: HD is dependent on class; PC classes receive maximized hp, Commoner receives average.

Note on racial adjustments. Racial ability score modifiers are applied when an infant is born. These cannot reduce a character below 1, but should be noted when newer dice are added (so if you roll a 2 for Con for an Elf infant, you apply -2, but it remains 1. If you roll for four for for Child, your Con score is 2+4-2 = 4.)

Alternate character generation method: Hereditary System


Determine the absolute base ability scores of the parents by taking their ability scores (absent any magical equipment or effects like fox's cunning or gloves of Dexterity; inherent bonuses are the only exception to this), subtracting any increases from leveling up and racial ability adjustments (except in the case of a mixed-race couple).
Subtract 10 from the even absolute scores and 11 from the odd ones. You now have a set of numbers I call the root scores.
Average the root scores of each parent together (root Str of the father + root Str of the mother, divided by 2, etc.). You now have a new set of root scores.
Take the new root scores you generated in Step 3. Each 6 in a root score represents 1 die that you don't have to roll when determing that ability, as does any remainder.


A Commoner

A character, upon becoming an adult, receives a character class (either NPC or PC class). Most NPCs will take the commoner class. In this variant, there is only one commoner class or one noble class. Both the noble and commoner class are only ten levels; the remaining levels are taken through Job Classes.

Commoners gain experience in two ways: Passive experience (experience gained by being alive), and active experience (experience gained by completing encounters, such as through battle or adversity, surviving trauma--either personal or societal or natural). It is impossible to determine active experience without looking at each scenario; the experience gained for such is generally ad hoc.

Passive experience is gained under two conditions: It is awarded upon the character's birthday (if any noted; otherwise use the start of the year), provided that the character has survived the year through (did not die and get raised by any method available, or simply has died (obviously)), and has not gained more than 600 experience (a CR 2 encounter) in that year (this is why PCs are exempt from passive experience; PCs are constantly gaining experience higher than this amount. It can be ruled, however, that if a PC gains little experience during the year, they should be eligible for passive experience).

A creature's lifespan affects the amount of experience gained. The following table shows a multiplier for core classes; to determine the amount of passive leveling a character receives in a year, multiply 300 experience by 1 year over the multiplier: 300 x (1/Racial multipler).

{table=head]Race|Age Multipler
Human | x1
Dwarf| x5
Elf | x8
Gnome | x5.5
Half-elf | x2
Half-orc | x.75
Halfling | x2[/table]

This means that a Dwarf ages five times slower than a human, so gains 1/5 of passive experience.

A commoner at level one is just a commoner. They are have a d4 HD, a BAB equal to one-half their hit die, and all poor saves equal to one-third their hit die.

Base Classes
Commoner Progression
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | Apprentice
4th | +2 | +1 | +1 | +1 | -
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | -
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Hit die: d4. First level commoners receive the average of their hit die plus any constitution modifier.
Starting gold: 5d4
Class skills: (2 + Int, x4* at first level): Appraise, Bluff, Craft, Handle Animal, Heal, Knowledge (Local), Profession
* Skill points gained by a youth feat are deducted from the total starting skill points once achieved at adulthood.
Proficiencies: A commoner is proficient with the dagger, club, and one additional simple weapon of the their choice, and no kinds of armor or shields.
Apprentice: At third level, a commoner chooses a profession for which they will work in for the rest of their lives. For all Profession skill checks that involve the commoner's profession of choice, they receive an insight bonus equal to half their class level.

List of Commoner Job Classes
Adept - Community arcane caster.
Animal Tender - He who tends animal.
Architect - Craft (Blueprints) is an actual skill. Seriously. Check it out.
Artist - Sadly, hp loss does not add a bonus to Craft checks.
Chemist - w00t.
Cook - For those that cook, professionaly
Craftsman - [q] [a] [g] [r], and let the junk fill up your stockpile.
Farmer - Crafts potatoes and not a whole lot else.
Healer - For when the priest is too drunk.
Hunter - Has the pre-Ranger jitters.
Initiate - The adept for martial adepts.
Innkeeper - Yes, he has his own class. And Weapon Focus (Baseball Bat)
Mason - Not yet unionised, not yet a secret society. Just lays bricks.
Merchant - Appraise can be used to haggle. It's in the book.
Priest - The divine answer to the arcane adept.
Psychic - The brain's answer to to the arcane adept.
Sage - Knows the priest's and psychic's answer, but not the question.
Sailor - Yargh...
Scribe - *scribble*
Smith - *clank clank clank*
Soldier - Not as good as a fighter, but good enough.
Thief - The rogue's tag-along brother.
Thug - The rogue more charismatic tag-along brother.
Troubador - "This next song is about my girlfriend, she was a half-orc... 'She's got teeth like a jack o'lantern...'"
Watchman - Yet another militiaman.

Noble Progression
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | Noble Heritage
4th | +2 | +1 | +1 | +1 | -
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | -
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Hit die: d6. First level nobles receive the average of their hit die plus any constitution modifier.
Starting gold: 5d4x5 gp.
Class skills: (4 + Int, x4 at first level): Appraise, Bluff, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nobility and Royalty), Ride
* Skill points gained by a youth feat are deducted from the total starting skill points once achieved at adulthood.
Proficiencies: A noble is proficient with the dagger, light mace, club, heavy mace, shortspear, spear, light crossbow, and heavy crossbow, and any one martial weapon of their choice. They are also proficient with light armor and shields.
Noble Heritage: At third level, a noble comes into their birthright and is considered a leader of an area. For all social skill checks that involve the noble's heritage, they receive an insight bonus equal to half their class level. In addition, a noble is considered to have the Apprentice class ability in all fields.

List of Noble Job Classes
Counciler - Heed his word, for it's backed by character class.
Courtier - Skill Focus (Perform (Brown Nose)).
Diplomat - The messenger who, inexplicitly, gets shot.
Magistrate - Lord Baron whatshisname.
Officer - Armed with an everburning torch and a map, he's the kingdom's most dangerous weapon.

* * *

This is a compilation and alteration of two systems:

[House] Child characters (http://www.giantitp.com/forums/showthread.php?t=31869) by Peregrine, reposted (http://www.giantitp.com/forums/showthread.php?t=40466) by Lord Iames Osari.
[Variant] THE COMPLETE COMMONER (http://www.giantitp.com/forums/showthread.php?t=10278) by Fax_Celestis

Neek
2008-01-12, 03:10 AM
Youth feats are different from normal feats in that provide skill points and hp. The hp is always average of a base class that the Youth feat leads into. If you select a class that has a lower hit die and hp, your first level hp remains the same as a youth, but future hit points are determined by your class.

Academic [Youth]
You have attended an academy or perhaps received education through a formal institution.
Requirements: Int 13
Benefit: Choose three Knowledge skills, these are considered class skills for you. You also gain a +2 competency bonus on these Knowledge skills.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Craft (Int), Concentration (Con), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility and royalty) (Int), Knowledge (Religion) (Int), Perform (Cha), Speak Language.
Hit die and hp: d4, average (2 hp) + Con modifier.
Special: If your first class level is in the noble class, that level subsumes the benefit of this feat and you may pick a first-level feat normally.

Arcane Talent [Youth]
You seem different from the other younglings of your birthplace. You seem to be able to make small things move just by pointing at them.
Benefit: You know 2 cantrips from the sorcerer/wizard list of your choice. You may cast these 3 times a day. The save DCs are Charisma-based, and your caster level is 1st. You also gain the following:
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), and Spellcraft (Int).
Hit die and hp: d4, average (2 hp) + Con modifier.
Special: If your first class level is in the sorcerer class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. you gain other benefits of the sorcerer class when you take 1st level in sorcerer. If you subsequently take a level in the sorcerer class, you retain the ability to prepare one of your three original cantrips each day, in addition to the spells per day granted by the sorcerer class.

Demonic Gift [Youth]
You were born with bizarre eldrich power, and were able to channel the unholy energy at a young age.
Benefit: You may use an eldritch blast a number of times per day equal to your charisma modifier. The blast is the same as the warlock class feature in every way except that it causes 1d4 nonlethal damage.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Bluff (Cha), Concentration (Con), Disguise (Cha), Intimidate (Cha), Jump (Str), and Sense Motive (Wis).
Hit die and hp: d6, average (3 hp) + Con modifier.
Special: If your first class level is in the warlock class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Destined [Youth]
The plan the gods have for you is a mystery, but it is there. Your luck, whatever it is, seems to be higher than normal.
Benefit: Your base saves are +1/+1/+1.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Climb (Str), Jump (Str), Sense Motive (Wis), Bluff (Cha), Listen (Wis), Spot (Wis).
Hit die and hp: d8, average (4 hp) + Con modifier.
Special: If your first level is in favored soul, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Draconic Devotion [Youth]
You have shown devotion to a particular kind of Dragon, and have gained a unique power through that devotion.
Benefit: You know one draconic aura. You can project it at a +1 bonus. You may use this ability once per day, and it lasts a number of rounds equal to your Charisma modifier + 3.
[i]Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (nature) (Int), and Search (Int), plus others depending on your totem dragon.
Hit die and hp: d10, average (5 hp) + Con modifier.
Special: When you take this feat, you must choose a totem dragon form the list of true dragons. If your first level is in the dragon shaman class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Elemental Upbringing [Youth]
You are more in tune with the elements when you were six than most are their whole lives.
Benefit: You know 2 orisons drawn from the shugenja spell list, which are usable a number of times per day equal to your Charisma modifier (minimum 1 spell per day). You may also use the sense elements class ability the same way a shugenja does, except any spellcraft check you make with respect to the ability is at a -5 penalty.
[i]Skill points: 4 + Int modifier. You may assign if the following skills were class skills: Concentration, Heal, Diplomacy, Knowledge (arcane, and one other of your choice), and Spellcraft.
Hit die and hp: d6, average (2 hp) + Con modifier.
Special: If your first class level is in the shugenja class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Friend of the Beast [Youth]
Spending your time amidst the creatures of the woods has earned you respect amongst them. They know who you are, and respect you.
Benefit: You gain the benefit of an animal companion, whose HD may not exceed 1. You may teach it a total of 3 tricks + your wisdom modifier
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: which you may assign as if the following skills were class skills: Handle Animal (Cha), Survival (Wis), Heal (Wis), Jump (Str), Listen (Wis), Spot (Wis).
Hit die and hp: d8, average (4 hp) + Con modifier.
Special: If your first class level is in the druid class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Healer's Protégé [Youth]
You have a knack for stemming wounds and treating a variety of illnesses. You know which plants can kill and which plants can heal.
Benefit: You gain a +2 bonus to all Heal (Wis), Knowledge (Nature) (Int), and Survival (Wis) rolls.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), Survival (Wis).
Hit die and hp: d6, average (3 hp) + Con modifier.
Special: If your first level is in the adept class, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Hunter [Youth]
You have learned to hunt down certain creatures, knowing how they think.
Benefit: You may select one kind of beast, magical beast, construct, animal, plant, or fey, as a favored enemy.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Climb (Str), Handle Animal (Cha), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Search (Int), Survival (Wis).
Hit die and hp: d8, average (4 hp) + Con modifier.
Special: If your first class level is in the Ranger class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. You may change this favored enemy to a different one upon taking your 1st level in Ranger, but otherwise you cannot change this Favored Enemy.

Manifesting Affinity [Youth]
You were born with a uncanny ability to create small items and sway the opinions of others with your mind.
Benefit: You know 2 first level psionic powers, and have a number of power points equal to your inteligence modifier -1, minimum one power point. Your effective manifesting level is that of a first level psion.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Concentration (Con), Knowledge (any two subjects of your choice) (Int), and Psicraft (Int).
Hit die: (Not sure, don't have access to the XPH).
Special: If your first class level is in the psion class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Martial Instinct [Youth]
You fight the good fight.
Benefit: You receive a +1 youth bonus to all attacks.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Climb (Str), Ride (Dex), Jump (Str), Swim (Str), Intimidate (Cha).
Hit die and hp: d10, average (5 hp) + Con modifier.
Special: If your first level is in warrior, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Musically Gifted [Youth]
You have shown an early affinity for music and performance, and a fascination with stories and lore. Your music moves other children and adults.
Benefit: You can fascinate (as the bardic musical ability) one creature per day, provided you have the requisite ranks in a Perform skill.
[i]Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Balance (Dex), Bluff (Cha), Knowledge (Int), Move Silently (Dex), Perform (Cha), Sleight of hand (Dex), Speak Language (n/a), Tumble (Dex).
Hit die and hp: d6, average (3 hp) + Con modifier.
Special: If your first class level is in the bard class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. You gain other benefits of the bard class when you take 1st level in bard.

Natural Cuisine [Youth]
You have a 6th sense when it comes to food of the wild.
Benefit: You may perfectly discern whether certain foods are edible, what plants are what, and if water is safe to drink or dangerous.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Concentration (Con), Survival (Wis), Jump (Str), Hide (Dex), Spot (Wis), Listen (Wis).
Hit die and hp: d8, average (4) + Con modifier.
Special: If your first class level is in the druid class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Nature's Acolyte [Youth]
You spent your youth in the care of a druid circle or as a ranger's apprentice.
Benefit: You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use this benefit, the youth and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A youth cannot use this ability to influence a magical beast.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Ride (Dex), Survival (Wis), and Swim (Str).
Hit die and hp: d8, average (4 hp) + Con modifier.
Special: If your first class level is in the druid or ranger class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Novice Mage [Youth]
You spent your youth in the study of arcane magic.
Benefit: You are given a spellbook with three cantrips (0-level wizard spells) scribed in it. You may prepare and cast one of these per day, as a wizard does, as long as you have an Intelligence score of 10 or higher. You may also prepare read magic from memory. You cannot scribe spells into the spellbook yourself. The save DCs for these spells are Intelligence-based, and your caster level is 1st.
Spell completion: You may use spell trigger and spell completion items as if you had a class spell list of all cantrips; you are not considered to be of a high enough level to use spell completion items safely, even if the spell is one you can prepare.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (all skills, taken individually), Profession, and Spellcraft.
Hit die and hp: d4, average (2 hp) + Con modifier.
Special: If your first class level is in the wizard class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. If you subsequently take a level in the wizard class, you retain the ability to prepare one of your three original cantrips each day, in addition to the spells per day granted by the wizard class; you may otherwise use the spellbook bestowed upon taking this feat as your normal wizard spellbook.

Ordinary [Youth]
You are the son of a nobody, an ordinary person.
Benefit: As a ordinary person, your your scores are generally average, but you nevertheless have some talents. You gain a +2 bonus to one ability score of your choice and take a -2 penalty to another ability score of your choice.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Handle Animal (Cha), Climb (Str), Craft (Int), Profession (Wis), Spot (Wis), Ride (Dex), Listen (Wis).
Hit die and hp: d4, average (4 hp) + Con modifier.
Special: If your first level is in commoner, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Pampered [Youth]
Being in the upper class has afforded you the opportunity to command respect from your peers. You also know how to weasle your own way.
Benefit: You are proficient with one martial weapon of your choosing, provided that you can wield it. You gain a +2 modifier to Intimidate (Cha). As well, 1/week, you can throw either an extreme temper tantrum or act sweet to get access to an event or an item that's not normally allowable:
Temper Tantrum: Make an opposed Bluff (Cha) check with a +2 modifer. The check is made against an adult's highest social attribute (Intelligence, Wisdom, or Charisma). If the check succeeds, then you are allowed a request. However, for the next 2 days, any Bluff, Diplomacy, or Intimidate check suffers a -2 penalty made against any adult who was present for the tantrum
Shmooze: Make a Bluff (Cha) check with a +2 modifier. The check is made against an adult's highest highest social attribute (Intelligence, Wisdom, or Charisma). If the check succeeds, then you are allowed a request. However, 2 days of chores or undesirable work will be required of you.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Perform (Cha), Ride (Dex).
Hit die and hp: d6, average (6 hp) + Con modifier.
Special: If your first class is in the noble class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose another class, this feat becomes your first-level feat.

Squire [Youth]
You had a dream or other divine visitation, and you have begun your training as a holy warrior.
Prerequisites: Lawful Good.
Benefit: You gain proficiency with shields and one martial weapon of your choice. You can use detect evil a number of times per day equal to your CHA modifier (minimum once per day).
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Diplomacy (Cha), Heal (Wis), Knowledge: Nobility (Int), Knowledge: Religion (Int), Ride (Dex), and Profession (Wis).
Hit die and hp: d10, average (5 hp) + Con modifier.
Special: If your first class level is in the paladin class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. You gain other benefits of the paladin class when you take 1st level in paladin.

Tae Kwon Disciple (Defensive) [Youth]
Your body is a temple. You have learned from the monastic teachings to keep it at tip top condition, learning to percive your enemies blows before they strike.
Prerequisites: Wisdom 12
Benefit: You may add your Wisdom Modifier to AC.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: 2 + Int modifier. You may assign if the following skills were class skills: Balance (Dex), Climb (Str), Swim (Str), Tumble (Dex), Hide (Dex), Listen (Dex), Escape Artist (Dex), and Jump (Str).
Hit die and hp: d8, average (4 hp) + Con modifier.
Special: If your first class level is in the monk class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Tae-Kwon Disciple (Offensive) [Youth]
You have learned from the monastic teachings and begun to train your body to become your weapon.
Benefit: You may deal 1d6 damage with your unarmed strikes for nonlethal damage, or 1d3 points of lethal damage. This must be decided before you make the attack roll.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Balance (Dex), Climb (Str), Swim (Str), Tumble (Dex), Hide (Dex), Listen (Dex), Escape Artist (Dex), and Jump (Str).
Hit die and hp: d8, average (4 hp) + Con modifier.
Special: If your first class level is in the monk class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Temple Education [Youth]
You were educated in the ways of the priesthood as a youth, grooming you for the clerical life.
Benefit: You learn a number of orisons (0-level cleric spells) equal to your base Wisdom modifier in your youth. You may prepare and cast one of these per day, as a cleric does, as long as you have a Wisdom of 10 or higher. The save DCs are Wisdom-based, and your caster level is 1st.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, and Spellcraft. If you are tutored by clerics with the Animal, Plant, Knowledge, Travel or Trickery domains, you may add the skills specified by these domains to this list.
Hit die and hp: d8, average (4 hp) + Con modifier.
Special: If your first class level is in the cleric class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. If you subsequently take a level in the cleric class, you retain the ability to prepare one of your three original orisons each day, in addition to the spells per day granted by the cleric class.

Touched [Youth]
You have been touched with divine power, and are able to manifest that power.
Benefit: Choose 2 level 0-level spells from the adept spell list. You are able to cast those spells that 3/day, as the adept. Your caster level is 1st.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Concentate (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), Survival (Wis).
Hit die and hp: d6, average (3 hp) + Con modifier.
Special: If your first level is in the adept class, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat. If you subsequently take a level in the adept class, you retain the ability to prepare one of your three original 0-level spells each day, in addition to the spells per day granted by the adept class.

Tutored [Youth]
As the child of a lord or nobleman, you have been given the advantage of having a pedagogue. You are cultured and educated.
Prerequisite: Intelligence 12.
Benefit: You are proficient with one martial weapon of your choice. Choose two skills from the skill list, you receive a +2 to any checks involving those.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Perform (Cha), Ride (Dex), Speak Language (None), Swim (Str).
Hit die and hp: d6, average (3 hp) + Con modifier.
Special: If your first level is in the noble class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose another class, this feat becomes your first-level feat.

Urchin [Youth]
A childhood tendency towards larceny has trained your body and your mind and allowed you to hit hard when your opponent is distracted.
Benefit: You gain proficiency with two simple or martial weapons. These weapons must be drawn from the Rogue weapons list.
Lesser Sneak Attack: When your target in combat is flanked, you gain the ability to sneak attack them for an additional 1d4 damage.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Move Silently (Dex), Slight of Handle (Dex).
Hit points and hd: d6, average (3 hp) + Con modifier.
Special: If your first class level is in the rogue class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Weapons Training [Youth]
You have an aptitude towards certain weapons and are being trained by your towns weapons master
Benefit: You are automatically proficient in simple weapons. Choose 4 martial weapons; you are considered proficient in their use.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Hit points and hd: d10, average (5 hp) + Con modifier.
Special: If your first class level is in the fighter, barbarian or paladin classes, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Wild Upbringing [Youth]
You spent your youth on the wild frontier, learning to tap your animal instincts to survive.
Benefit: Lesser Rage:: Once per day, you can rage, as the barbarian class feature, except that the benefits are +2 to Strength, +2 to Constitution, and +1 morale bonus to Will saves.
Skill points: 2 + Int modifier. You may assign if the following skills were class skills: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, and Swim.
Hit points and hd: d12, average (6 hp) + Con modifier.
Special: If your first class level is in the barbarian class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Commoner Feats

Alumni [Commoner]
Prerequisites: Int 15, Noble Heritage class ability, Academic or Tutored youth feat, must be given a writ that states accomplishment at a university or other such institution.
Benefit: Choose two Knowledge skills, you gain an additional +1 competency bonus on those checks. In addition, each level after receiving this feat, you gain an additional skill point.

Created [Commoner]
Prerequisites: 6 HD, 3 levels in Commoner, must have noble rank bestowed by one capable of doing so (generally any high ranking noble or royalty)
Benefit: You gain the Noble Heritage class ability.

Extra Apprenticeship [Commoner]
Prerequisites: 6 HD, Commoner level 3
Benefit: you gain an additional apprenticeship of your choice and can begin gaining levels in another Job Class.

Hobby [Commoner]
You devote most of your free time to a particular vocation other than your normal profession.
Prerequisite: Job class
Benefit: Choose one skill not on your class list(s); this skill is now always a class skill for you.
Special: You may take this feat more than once, each time applying it to a different skill.

Macgyver's Folly [Commoner
You are talented in your field and, armed with experience, do not require the necessities to accomplish your job.
Requirements: Apprentice class feature, Journeyman class feature, Int 13+
Benefit: You do not require a shop for virtually any task, and only suffer a -2 check penalty to Craft checks when lacking equipment or a shop. You still require basic necessities (i.e., ingredients to cook, heat source to forge metal) in order to accomplish certain tasks.
Normal: Commoner Job Classes require a shop, as defined in their entry, for some checks in their profession, otherwise receiving a -4 penalty to such rolls.

Minuteman [Commoner]
Requirements: Base attack bonus +1, Martial Weapon Proficiency, Strength 13 or Dexterity 13.
Benefit: Chose a martial weapon or crossbow you are proficient in. When using this weapon, you receive a +1 competency bonus to attack rolls and a +2 competency bonus to Aid Another checks when using that weapon. You are, however, part of a militia group, and must adhere to its rules and restrictions (if any).
Special: You may take this feat more than once, each time applying it to a different weapon you have a proficiency in.

Naturally Talented [Commoner]
Benefit: You gain +20% expertise bonus to XP for passive leveling (that is, you gain 360 XP per year multipled by your age multipler).
Normal: For passive leveling, you gain 300 XP per year multiplied by your age multipler.
Special: You can only take this feat at 1st level.

Prodigy [Commoner]
Benefit: You can become an Apprentice at 2nd level, Journeyman at 3rd level of your Job Class, and Master at 7th level of your Job Class.
Normal: You can become an Apprentice at 3rd level, Journeyman at 4th level of your Job Class, and Master at 8th level of your Job Class.
Special: You can only take this feat at 1st level. The effects only apply to one Job Class.

Tradesman [Commoner]
Requirements: Apprentice class ability, Profession 5 ranks.
Benefit: You receive a +1 synergy bonus to either a Craft, Knowledge, or Profession skill plus one additional skill of your choice from your Job Class skill list. The Craft, Knowledge, or Profession skill must be associated to your Job Class uses. You also receive a +2 competency bonus to aid another checks when using these skills.
Special: You may take this feat multiple times, each time applying to a different Job Class.

Truly Gifted [Commoner]
Requirement: Naturally talented, Commoner level 3, about to become an Apprentice
Benefit: Select a Job Class. While you are working under this Job Class, you gain +20% expertise bonus to XP from passive leveling (that is, you gain 410 XP per year multiplied by your age modifier).
Normal: You gain 300 XP multipled by your age modifier for passive leveling.
Special: You can take this feat multiple times. Each time you take it, you can select another Job Class. The effects do not stack.

Neek
2008-01-12, 03:11 AM
Job Classes

All Job Classes are built the same. They first require low entrance requirements, generally only a few ranks, so any character at third level could enter (after receiving their Apprentice or Noble Heritage class feature). Few Commoner-based job classes (those whose entrance is required by the Apprentice class ability) requires feats to enter. At fourth and eighth level, the gain a class feature called Journeyman and Master, which provides a small bonus to their core abilities. Noble Job Classes (whose entrance requires the Noble Heritage class ability) oftentimes provide other benefits to their abilities.

Each Commoner-based Job Class requires a shop, a loose term to identify what areas and items are necessary to use their Profession, Craft, Knowledge skill with no penalty. If the Job Class offers special abilities (such as spellcasting), then the shop may be required for those. If the shop (or associated tools) are not available, any Profession, Craft, or Knowledge check that is core to the Job Class is not available, they receive a -4 to that check. Likewise, if the class has special abilities (such as spellcasting), these abilities cannot be used.

Generally, if two Job Classes have the related skillsets, it's possible to use that shop if the other isn't available. A Cook, for instance, can use an Inn for Craft (Food) checks.

Adept
Requirements: Apprentice (Adept) class ability, Knowledge (Arcana) 2 ranks, Spellcraft 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +0 | +2 | Library | 2/2/-/-/-/-
2nd | +1 | +0 | +0 | +3 | Familiar | 3/2/-/-/-/-
3rd | +1 | +1 | +1 | +3 | - | 3/2/1/-/-/-
4th | +2 | +1 | +1 | +4 | Journeyman (Adept) | 3/2/2/-/-/-
5th | +2 | +1 | +1 | +4 | - | 4/2/2/-/-/-
6th | +3 | +2 | +2 | +5 | - | 4/3/2/-/-/-
7th | +3 | +2 | +2 | +5 | - | 4/3/3/-/-/-
8th | +4 | +2 | +2 | +6 | Master (Adept) | 4/3/3/1/-/-
9th | +4 | +3 | +3 | +6 | - | 4/3/3/2/1/-
10th | +5 | +3 | +3 | +7 | - | 4/3/3/2/1/1
[/table]

Class Skills (2 + Int): Concentration, Knowledge (Arcana), Knowledge (Local), Profession, Spellcraft

Spells: An adept casts spells from the sorceror/wizard spell list and uses Intelligence as his primary casting statistic. He casts spells with preparation, and only learns new spells upon leveling up. The "spells" column on the table serves for both spells known and spells per day.

An adept receives bonus spells per day for a high Intelligence score.

Library: An adept must have access to a library to effectively cast spells. An adept requires a library for Knowledge (Arcana) and Profession (Adept).

Familiar: An Adept, at second levels, may receive a familiar as a Sorcerer or Wizard does. The Adept is treated as having half as many levels when determining the familiar's abilities.

Journeyman: A journeyman adept receives a +1 bonus on Knowledge (Arcana), Profession (Adept), and Spellcraft checks.

Master: A master adept receives an additional +1 bonus on Knowledge (Arcana), Profession (Adept), and Spellcraft checks.

Animal Tender
Requirements: Apprentice (Animal Tender) class ability, Knowledge (Nature) 2 ranks, Animal Handling 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Pasture
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Animal Tender)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Animal Tender)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Craft, Handle Animal, Heal, Knowledge (Nature), Profession, Ride, Use Rope

Pasture: An animal tender must have access to a pasture or stable for Profession (Animal Tender) checks.

Journeyman: A journeyman animal tender receives a +1 bonus on Knowledge (Nature), Profession (Animal Tender), and Handle Animal checks.

Master: A master animal tender receives an additional +1 bonus on Knowledge (Nature), Profession (Animal Tender), and Handle Animal checks.

Architect
Requirements: Apprentice (Architect) class ability, Knowledge (Architecture and Engineering) 3 ranks, Profession (Architect) 3 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Drawing Board
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Architect)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Architect)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Appraise, Concentration, Craft, Decipher Script, Knowledge (Architecture and Engineering), Profession

Drawing Board: An architect must have access to a drawing board for Craft (Blueprints), Knowledge (Architecture and Engineering), and Profession (Architect) checks.

Journeyman: A journeyman architect receives a +1 bonus on Craft (Blueprints), Knowledge (Architecture and Engineering), and Profession (Architect) checks.

Master: A master architect receives an additional +1 bonus on Craft (Blueprints), Knowledge (Architecture and Engineering), and Profession (Architect) checks.

Artist
Requirements: Apprentice (Artist) class ability, Craft (any art skill) 4 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special

1st | +0 | +0 | +0 | +0 | Studio
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Artist)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Artist)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Appraise, Bluff, Concentration, Craft, Forgery, Profession

Studio: An artist must have access to a studio, whether formal or makeshift, containing paints, brushes, chalk, pens, chisels, or whatever materials are required to produce their art for any Craft check related to art.

Journeyman: A journeyman artist receives a +1 bonus on Craft checks related to art.

Master: A master artist receives an additional +1 bonus on Craft checks related to art.

Carpenter
Requirements: Apprentice (Carpenter) class ability, Craft (Construction) 3 ranks, Craft (Woodworking) 3 ranks.
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special

1st | +0 | +0 | +0 | +0 | Workshop
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Carpenter)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Carpenter)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Appraise, Craft, Knowledge (Architecture and Engineering), Profession

Workshop: A carpenter must have access to a workshop containing an ample supply of workable material, saws, hammers, nails, and whatever materials are required for construction, for their Craft (Construction), Craft (Woodworking), and Profession (Carpentry) checks.

Journeyman: A journeyman artist receives a +1 bonus on Craft (Construction), Craft (Woodworking), and Profession (Carpentry) checks.

Master: A master artist receives an additional +1 bonus on Craft (Construction), Craft (Woodworking), and Profession (Carpentry) checks.

Chemist
Requirements: Apprentice (Chemist) class ability, Knowledge (Arcana) 2 ranks, Craft (Alchemy) 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Chemist, Laboratory
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Chemist)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Chemist)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Concentration, Craft, Heal, Knowledge (Arcana), Profession, Use Magic Device

Chemist: Despite having no spellcasting ability, a chemist can create alchemical items (like Alchemist's Fire).

Laboratory: A chemist requires a laboratory for Craft (Alchemy), Knowledge (Arcana), Profession (Chemist).

Journeyman: A journeyman chemist receives a +1 bonus on Craft (Alchemy), Knowledge (Arcana), Profession (Chemist).

Master: A master chemist receives an additional +1 bonus on Craft (Alchemy), Knowledge (Arcana), Profession (Chemist).

Cook
Requirements: Apprentice (Cook) class ability, Craft (Food) 2 ranks, Profession (Cook) 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Kitchen
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Cook)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Cook)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Concentration, Craft, Profession, Search

Kitchen: A cook requires a kitchen with its proper tools (knives, utensils, fire, &c.) for Craft (Food), Concentration, and Profession (Cook) checks.

Journeyman: A journeyman cook receives a +1 bonus on Craft (Food), Concentration, and Profession (Cook) checks.

Master: A master cook receives an additional +1 bonus on Craft (Food), Concentration, and Profession (Cook) checks.

Councilor
Requirements: Noble Heritage class ability, Appraise 3 ranks, Profession 3 ranks
Hit Die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Aide
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Minister
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -[/table]

Class Skills (2 + Int): Appraise, Craft, Diplomacy, Knowledge (Local), Knowledge (Nobility and Royalty), Profession

Aide: An aide receives a +1 bonus on Appraise and Knowledge (Local) checks and on checks with any one Profession skill (this choice may not be changed later).

Minister: A minister receives a +1 bonus on Appraise and Knowledge (Local) checks and on checks with the Profession skill chosen for the Aide ability.

Courtier
Requirements: Noble Heritage class ability, Bluff 3 ranks, Knowledge (Nobility and Royalty) 3 ranks
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Forsyth
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Favorite
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -[/table]

Hit Die: d4

Class Skills (4 + Int): Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility and Royalty), Perform, Ride, Sense Motive

Forsyth: A forsyth receives a +1 bonus on Bluff, Knowledge (Nobility and Royalty), and Sense Motive checks. Additionally, a forsyth can gain either Weapon Focus with any one martial weapon he is proficient with, or the Persuasive feat, as a bonus feat.

Favorite: A favorite receives a +1 bonus on Bluff, Knowledge (Nobility and Royalty), and Sense Motive checks. Additionally, a favorite gains a hanger-on of his own, in a fashion similar to the cohort granted by the Leadership feat. This hanger-on cannot be higher level than two levels lower than the favorite, and must be of an NPC class (or combination of NPC classes).

Craftsman
Requirements: Apprentice (Craftsman) class ability, Craft (any) 4 ranks, Profession (Craftsman) 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Workshop
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Craftsman)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Craftsman)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Appraise, Craft, Disable Device, Open Lock, Profession

Workshop: A craftsman requires a workshop, containing whatever tools specific to their craft, for Craft and Profession (Craftsman) checks.

Journeyman: A journeyman craftsman receives a +1 bonus on Craft and Profession (Craftsman) checks.

Master: A master craftsman receives an additional +1 bonus on Craft and Profession (Craftsman) checks.

Diplomat
Requirements: Noble Heritage class ability, Negotiator feat, must speak at least one language in addition to automatic racial languages, Diplomacy 3 ranks, Knowledge (Nobility and Royalty) 3 ranks
Hit Die: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +2 | -
2nd | +1 | +0 | +0 | +3 | -
3rd | +1 | +1 | +1 | +3 | -
4th | +2 | +1 | +1 | +4 | Envoy
5th | +2 | +1 | +1 | +4 | -
6th | +3 | +2 | +2 | +5 | -
7th | +3 | +2 | +2 | +5 | -
8th | +4 | +2 | +2 | +6 | Ambassador
9th | +4 | +3 | +3 | +6 | -
10th | +5 | +3 | +3 | +7 | -[/table]

Class Skills (4 + Int): Bluff, Decipher Script, Diplomacy, Intimidate, Knowledge (Geography), Knowledge (Local), Knowledge (Nobility and Royalty), Sense Motive, Speak Language

Envoy: An envoy receives a +1 bonus on Bluff, Diplomacy, and Sense Motive checks. Additionally, when she makes a rushed Diplomacy check, the penalty for an envoy is reduced by 2 (from -10 to -8).

Ambassador: An ambassador receives a +1 bonus on Bluff, Diplomacy, and Sense Motive checks. Additionally, when she makes a rushed Diplomacy check, the penalty for an ambassador is reduced by 3 (from -8, due to the envoy ability, to -5).

Farmer
Requirements: Apprentice (Farmer) class ability, Knowledge (Nature) 2 ranks

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Farm
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Farmer)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Farmer)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | - [/table]

Class Skills (2 + Int): Craft, Handle Animal, Knowledge (Nature), Profession (Farmer), Ride

Farm: A farmer requires a farm (or garden), along with tools for tilling, seeding, trimming, and reaping (such as a till, a seed-spreader, shears or knives, and a scythe, for example) for Profession (Farmer) checks.

Journeyman: A journeyman animal tender receives a +1 bonus on Handle Animal, Knowledge (Nature), Profession (Farmer) checks.

Master: A master adept receives an additional +1 bonus on Handle Animal, Knowledge (Nature), Profession (Farmer) checks.

Healer
Requirements: Apprentice (Healer) class ability, Heal 4 ranks, Profession (Healer) 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Infirmary
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Healer)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Healer)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | - [/table]

Class Skills (2 + Int): Concentration, Craft, Heal, Knowledge (Nature), Profession, Survival, Use Magic Device

Infirmary: A Healer requires an infirmary Knowledge (Nature) or Profession (Healer) checks. A healer's kit may be substituted for Profesion (Healer) checks.

Journeyman: A journeyman healer receives a +1 bonus on Knowledge (Nature) or Profession (Healer) checks.

Master: A master healer receives an additional +1 bonus on Knowledge (Nature) or Profession (Healer) checks.

Hunter
Requirements: Apprentice (Hunter) class ability, Knowledge (Local Geography) 2 ranks, Knowledge (Nature) 2 ranks.
Hit die: d4

{table=head] Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Armory
2nd | +1 | +0 | +0 | +0 | -
3rd | +2 | +1 | +1 | +1 | -
4th | +3 | +1 | +1 | +1 | Journeyman (Hunter)
5th | +3 | +1 | +1 | +1 | -
6th | +4 | +2 | +2 | +2 | -
7th | +5 | +2 | +2 | +2 | -
8th | +6/+1 | +2 | +2 | +2 | Master (Hunter)
9th | +6/+1 | +3 | +3 | +3 | -
10th | +7/+1 | +3 | +3 | +3 | - [/table]

Class Skills (2 + Int): Craft, Handle Animal, Knowledge (Nature), Profession (Hunter), Survival.

Proficiencies: A hunter is proficient with a dart, a spear, and bow, but receives no additional armor proficiencies.

Armory: A Hunter requires an armory (containing weapons, such as darts, spears, bows, arrows, knives, &c.) for Profession (Hunter) checks. The Hunter may, instead, use his own equipment, provided that they are suitable for hunting.

Journeyman: The hunter receives a +1 bonus to Knowledge (Nature), Profession (Hunter), and Survival checks. A journeyman hunter also receives Track as a bonus feat.

Master: The hunter receives a +1 bonus to Knowledge (Nature), Profession (Hunter), and Survival checks.

Initiate
Requirements: Apprentice (Initiate) class ability, Martial Lore 3 ranks, one martial maneuver
Hit die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers | Stances
1st | +0 | +2 | +0 | +0 | - | 1 | 0
2nd | +1 | +3 | +0 | +0 | - | 1 | 0
3rd | +2 | +3 | +1 | +1 | - | 1 | 1
4th | +3 | +4 | +1 | +1 | - | 1 | 1
5th | +3 | +4 | +1 | +1 | - | 2 | 1
6th | +4 | +5 | +2 | +2 | - | 2 | 1
7th | +5 | +5 | +2 | +2 | - | 2 | 2
8th | +6/+1 | +6 | +2 | +2 | - | 2 | 2
9th | +6/+1 | +6 | +3 | +3 | - | 3 | 2
10th | +7/+2 | +7 | +3 | +3 | - | 3 | 2 [/table]

Class Skills (2 + Int): Climb, Hide, Jump, Move Silently, Spot, Survival + relevant discipline ability

Proficiencies: The initiate is proficient with all weapons relevant to his chosen discipline and light armor.

Maneuvers: An initiate knows a small number of martial maneuvers. He knows maneuvers from only one discipline, and can recover one maneuver as a full-round action that doesn't provoke attacks of opportunity. His Initiator Level is equal to 1/2 his Job Class level.

Stances: An initiate knows a small number of martial stances from the same discipline he knows maneuvers.

Innkeeper
Requirements: Apprentice (Innkeeper) class ability, Craft (Food) 2 ranks, Profession (Innkeeper) 2 ranks, Diplomacy 1 rank, Gather Information 1 rank, Intimidate 1 rank
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Inn
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Innkeeper)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Innkeeper)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Craft, Diplomacy, Gather Information, Intimidate, Knowledge (Local), Profession, Speak Language

Inn: An Innkeeper requires an inn for Craft (Food), Knowledge (Local) and Profession (Innkeeper) checks. Any building with suitable sleeping space and a fire is suitable for an inn.

Journeyman: A journeyman innkeeper receives a +1 bonus on Craft (Food), Knowledge (Local), and Profession (Innkeeper) checks.

Master: A master innkeeper receives an additional +1 bonus on Craft (Food), Knowledge (Local), and Profession (Innkeeper) checks.

Landlord
Requirements: Noble Heritage class ability, Martial Weapon Proficiency, Knowledge (Local) 3 ranks, Knowledge (Nobility and Royalty) 3 ranks.
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Pledge
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Baron
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Viscount
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -[/table]

Class Skills: (4 + Int): Diplomacy, Gather Information, Intimidate, Knowledge (Local), Knowledge (Nobility and Royalty), Ride, Sense Motive

Pledge: At first level, a Landlord makes a pledge to a higher-ranking noble. This pledge functions of as a code, providing a set of limitations upon both parties. The landlord is required to provide raw or worked material (equal to one quarter in gold pieces of the material) in exchange for protection and resources from the noble. The landlord is, then, required to provide his service to the noble for a small period of time (minimum one day) per year in a battle.

If the Landlord fails to uphold his part of the pledge, no protection will be offered. If the noble fails to uphold his part of the pledge, the landlord retains all materials gained from his land.

Baron: A Landlord receives a +1 bonus on Diplomacy, Knowledge (Nobility and Royalty), and Ride checks.

Viscount: A Landlord receives a +1 bonus on Diplomacy, Knowledge (Nobility and Royalty), and Ride checks. Additionally, a Viscount gains followers, in a fashion similar to the followers granted by the Leadership feat. Treat the Viscount as two levels lower when determining the number of followers the Viscount receives.

Lumberjack
Requirements: Apprentice (Lumberjack) class ability, Profession (Lumberjack) 3 ranks, Martial Weapon Proficiency (Handaxe)
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Lumberyard
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Lumberjack)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Lumberjack)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Craft, Knowledge (Nature), Profession, Survival

Lumberyard: A lumberjack requires a depository for any fell trees and lumber that is to be worked, namely a lumberyard, for Profession (Lumberjack) checks. Any place where he can safely keep wood dry and safe from thieves is satisfactory enough for a lumberyard. A lumberjack also requires axes and saws, and obviously trees. A land barren of trees is useless for a lumberjack.

Journeyman: A journeyman lumberjck receives a +1 bonus on Knowledge (Nature), Profession (Lumberjack), and Survival checks.

Master: A master mason receives an additional +1 bonus on Knowledge (Nature), Profession (Lumberjack), and Survival checks.

Magistrate
Requirements: Noble Heritage class ability, Gather Information 3 ranks, Knowledge (Local) 3 ranks, Sense Motive 3 ranks
Hit Die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Judge
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Justice
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -[/table]

Class Skills (4 + Int): Diplomacy, Forgery, Gather Information, Intimidate, Knowledge (Local), Knowledge (Nobility and Royalty), Sense Motive

Judge: A judge receives a +1 bonus on Gather Information and Sense Motive checks and on Knowledge (Local) checks related to laws.

Justice: A justice receives a +1 bonus on Gather Information and Sense Motive checks and on Knowledge (Local) checks related to laws.

Mason
Requirements: Apprentice (Mason) class ability, Craft (Stonework) 2 ranks, Profession (Mason) 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Quarry
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Mason)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Mason)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Craft, Knowledge (Architecture and Engineering), Knowledge (Dungeoneering), Profession

Quarry: A mason requires an amount of stone for his work, which is generally from a quarry, for Craft (Stonework) and Profession (Stonework) checks. Depending on his style, he may or not require a Workshop to store mortar and tools to apply it. A Kiln is also required if the mason uses clay bricks.

Journeyman: A journeyman mason receives a +1 bonus on Craft (Stonework), Knowledge (Architecture and Engineering), and Profession (Mason) checks.

Master: A master mason receives an additional +1 bonus on Craft (Stonework), Knowledge (Architecture and Engineering), and Profession (Mason) checks.

Merchant
Requirements: Apprentice (Merchant) class ability, Appraise 2 ranks, Forgery 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Storefront
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Merchant)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Merchant)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (4 + Int): Appraise, Bluff, Diplomacy, Forgery, Knowledge (Local), Profession, Sense Motive

Storefront: A merchant requires a storefront, a building or area to display, sell, and store items, for Appraise and Profession (Merchant) checks. The merchant's storefront may be portable.

Journeyman: A journeyman merchant receives a +1 bonus on Appraise, Forgery, and Profession (Merchant) checks.

Master: A master merchant receives an additional +1 bonus on Appraise, Forgery, and Profession (Merchant) checks.

Miller
Requirements: Apprentice (Miller) class ability, Profession (Miller) 3 ranks

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Mill
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Miller)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Miller)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | - [/table]

Class Skills (2 + Int): Appraise, Craft, Handle Animal, Profession (Miller), Ride

Mill: A miller requires an area or building where one product may be ground up into another product for Profession (Miller) checks. A mill may be as simple as a mortar and pestle, however doubling all time lengths on Profession (Miller) checks, or a millstone drawn by human labor or a draft animal, windmill or waterwheel.

Journeyman: A journeyman miller receives a +1 bonus on Handle Animal and Profession (Miller) checks.

Master: A master miller receives an additional +1 bonus on Handle Animal and Profession (Farmer) checks.

Money Lender
Requirements: Noble Heritage class ability, Appraise 3 ranks, Sense Motive 3 ranks, at least 100 gp in coinage.
Hit Die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Vault
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Pawnbroker
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Banker
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -[/table]

Class Skills (2 + Int): Appraise, Bluff, Diplomacy, Knowledge (Nobility and Royalty), Profession, Sense Motive

Vault: A moneylender requires a substantial amount of wealth in order to start their business, and must ensure a way to secure and maintain that wealth. This is required for Profession (Moneylender) checks.

Pawnbroker: A pawnbroker receives a +1 bonus on Appraise, Bluff, and Profession skill (Moneylender) checks. The Pawnbroker also has the ability to increase their earnings: If a customer sets up an item as collateral, they pawnbroker may attempt to Appraise the item at a higher cost; after making a successful Appraise check to determine the wealth of the item, they make a bluff check opposed by the customer's Sense Motive check; if the pawnbroker receives a +1 bonus to their next Profession (Moneylender) check.

Banker: A banker receives a +1 bonus on Appraise, Bluff, and Profession (Moneylender) checks. The banker receives an additional +1 bonus on their pawnbroker ability.

Officer
Requirements: Noble Heritage class ability, Medium Armor Proficiency, Ride 2 ranks
Hit Die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +2 | +0 | +0 | -
2nd | +1 | +3 | +0 | +0 | -
3rd | +2 | +3 | +1 | +1 | -
4th | +3 | +4 | +1 | +1 | Lieutenant
5th | +3 | +4 | +1 | +1 | -
6th | +4 | +5 | +2 | +2 | -
7th | +5 | +5 | +2 | +2 | -
8th | +6/1 | +6 | +2 | +2 | Captain
9th | +6/+1 | +6 | +3 | +3 | -
10th | +7/+2 | +7 | +3 | +3 | -[/table]

Class Skills (2 + Int): Diplomacy, Intimidate, Jump, Handle Animal, Knowledge (Nobility and Royalty), Martial Lore, Ride, Survival, Swim

Proficiencies: The officer is proficient with all simple weapons, one martial weapon of choice (in addition to the one granted by the noble class), light and medium armors, and shields (but not tower shields).

Lieutenant: A lieutenant receives a +1 bonus on Intimidate, Martial Lore and Ride checks. Additionally, the officer gains a bonus feat, chosen from the following list: Endurance, Heavy Armor Proficiency, Martial Weapon Proficiency, Mounted Combat, Toughness, or Tower Shield Proficiency.

Captain: A lieutenant receives a +1 bonus on Intimidate, Martial Lore and Ride checks. Additionally, the officer gains a bonus feat, chosen from the following list: Endurance, Heavy Armor Proficiency, Leadership, Martial Weapon Proficiency, Mounted Combat, Toughness, or Tower Shield Proficiency.

Porter
Requirements: Apprentice (Porter) class ability, Strength 13, Con 13, Profession (Porter) 2 ranks.
Hit die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +2 | +0 | +0 | -
2nd | +1 | +3 | +0 | +0 | -
3rd | +1 | +3 | +1 | +1 | -
4th | +2 | +4 | +1 | +1 | Journeyman (Sage)
5th | +2 | +4 | +1 | +1 | -
6th | +3 | +5 | +2 | +2 | -
7th | +3 | +5 | +2 | +2 | -
8th | +4 | +6 | +2 | +2 | Master (Sage)
9th | +4 | +6 | +3 | +3 | -
10th | +5 | +7 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Concentration, Knowledge (Local), Profession (Porter)

Journeyman: A journeyman porter receives a +1 bonus on Profession (Porter) checks. As well, a porter is considered to have a +2 enhancement bonus on Strength when determining encumbrance.

Master: A master porter receives an additional +1 bonus on Profession (Porter) checks. A porter does not receive a penalty to their speed when carrying a medium or heavy load.

Priest
Requirements: Apprentice (Priest) class ability, Knowledge (Religion) 3 ranks, Spellcraft 3 ranks, alignment the same as patron deity
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +0 | +2 | Holy scripture | 2/1/-/-/-/-
2nd | +1 | +0 | +0 | +3 | Domain | 3/1/-/-/-/-
3rd | +1 | +1 | +1 | +3 | - | 3/2/1/-/-/-
4th | +2 | +1 | +1 | +4 | Journeyman (Priest) | 3/2/2/-/-/-
5th | +2 | +1 | +1 | +4 | - | 4/2/2/-/-/-
6th | +3 | +2 | +2 | +5 | - | 4/3/2/-/-/-
7th | +3 | +2 | +2 | +5 | - | 4/3/3/-/-/-
8th | +4 | +2 | +2 | +6 | Master (Priest) | 4/3/3/1/-/-
9th | +4 | +3 | +3 | +6 | - | 4/3/3/2/1/-
10th | +5 | +3 | +3 | +7 | - | 4/3/3/2/1/1
[/table]

Class Skills (2 + Int): Concentration, Heal, Knowledge (Religion), Perform (Oratory), Profession, Sense Motive, Spellcraft

Spells: A priest casts spells from the cleric spell list and uses Wisdom as his primary casting statistic. He casts spells with preparation, and learns new spells upon leveling up as a wizard. The Priest must prepare his spells with a holy scripture. The "spells" column on the table serves for both spells known and spells per day.

A priest receives bonus spells per day for a high Wisdom score, as a Cleric does.

Holy scripture: The Priest prepares spells through his holy scripture, a compilation of texts associated with the priest's deity or beliefs. While the holy scripture does not contain any spells, it is required for the preparation of spells. This replaces the shop feature.

Domain: At second level, a priest may select one domain from his deity's domain list. The Priest is considered one level lower when determining Caster Level for domain spells.

Journeyman: A journeyman priest receives a +1 bonus on Knowledge (Religion), Profession (Priest), and Spellcraft checks.

Master: A master priest receives an additional +1 bonus on Knowledge (Religion), Profession (Priest), and Spellcraft checks.

Professor
Requirements: Noble Heritage (Professor) class ability, any three Knowledge skills 3 ranks, Alumni feat.
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Chair
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Tenured
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Magister
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (4 + Int): Concentration, Decipher Script, Knowledge (All skills purchased individually), Profession, Speak Language

Chair: A professor must have a station at an organized, formal institution for education for Profession (Professor) checks. He also requires access to a library as a Sage is required for Decipher Script and Knowledge checks.

Tenured: A journeyman professor receives a +1 bonus on two Knowledge skills and Profession (Professor) checks. Optionally, one Knowledge skill may be substituted with Speak Language.

Magister: A journeyman professor receives a +1 bonus on two Knowledge skills and Profession (Professor) checks. Optionally, one Knowledge skill may be substituted with Speak Language.

Psychic
Requirements: Apprentice (Psychic) class ability, Knowledge (Psionics) 3 ranks, Psicraft 3 ranks, Autohypnosis 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special | PP/Day | Powers Known | Max Power Level
1st | +0 | +0 | +0 | +0 | - | 0 | 1 | 1st
2nd | +0 | +0 | +0 | +0 | - | 1 | 2 | 1st
3rd | +0 | +1 | +1 | +1 | - | 3 | 3 | 2nd
4th | +0 | +1 | +1 | +1 | - | 5 | 3 | 2nd
5th | +0 | +1 | +1 | +1 | - | 7 | 4 | 3rd
6th | +0 | +2 | +2 | +2 | - | 11 | 5 | 3rd
7th | +0 | +2 | +2 | +2 | - | 15 | 6 | 4th
8th | +0 | +2 | +2 | +2 | - | 19 | 6 | 4th
9th | +0 | +3 | +3 | +3 | - | 23 | 7 | 5th
10th | +0 | +3 | +3 | +3 | - | 27 | 8 | 5th[/table]

Class Skills (2 + Int): Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft.

Proficiencies: The psychic is proficient with no weapons or armor.

Powers: A psychic knows a small number of psionic powers. These are drawn from the universal or telepath lists and are manifested as a psion manifests.

Sage
Requirements: Apprentice (Sage) class ability, Any three Knowledge skills 3 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Library
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Sage)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Sage)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (4 + Int): Craft (Writing), Decipher Script, Knowledge (All skills purchased individually), Profession.

Library: A sage requires a library, or a collection of texts, for Decipher Script, Knowledge, and Profession (Sage) checks. A sage lacking a library receives no penalty on any Knowledge check, the DC of which is below his Int score.

Journeyman: A journeyman sage receives a +1 bonus on Knowledge skills he possesses ranks in. Once per week, a sage may attempt to reroll any Knowledge check, but must keep the result.

Master: A master sage receives an additional +1 bonus on Knowledge skills he possesses ranks in. A sage may attempt to reroll any knowledge an additional two times per week.

Sailor
Requirements: Apprentice (Sailor) class ability, Profession (Sailor) 2 ranks, Swim 2 ranks, Use Rope 2 ranks
Hit die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +2 | +0 | +0 | Boat
2nd | +1 | +3 | +0 | +0 | -
3rd | +2 | +3 | +1 | +1 | -
4th | +3 | +4 | +1 | +1 | Journeyman (Sailor)
5th | +3 | +4 | +1 | +1 | -
6th | +4 | +5 | +2 | +2 | -
7th | +5 | +5 | +2 | +2 | -
8th | +6/+1 | +6 | +2 | +2 | Master (Sailor)
9th | +6/+1 | +6 | +3 | +3 | -
10th | +7/+1 | +7 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Climb, Craft, Jump, Knowledge (Nature), Profession, Swim, Use Rope

Boat: A Sailor is useless without a sea-worthy vessel, whether the silor owns or is simply a member of the crew. This is required for any Profession (Sailor) checks. A sailor receives double the penalty (-8) on Profession (Sailor) checks if he lacks any sea-worthy vessel.

Journeyman: A journeyman sailor receives a +1 bonus on Profession (Sailor), Swim, and Use Rope checks.

Master: A master sailor receives an additional +1 bonus on Profession (Sailor), Swim, and Use Rope checks.

Scribe
Requirements: Apprentice (Scribe) class ability, Decipher Script 2 ranks, Profession (Scribe) 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Scriptorium
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Scribe)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Scribe)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Concentration, Craft (Writing), Decipher Script, Forgery, Profession

Scriptorium: A scribe requires a scriptorium, any area that contains viable lighting, a desk, writing material and writing utensils for Craft (writing), Decipher Script, and Profession (Scribe) checks.

Journeyman: A journeyman scribe receives a +1 bonus on Decipher Script, Forgery, and Profession (Scribe) checks.

Master: A master scribe receives an additional +1 bonus on Decipher Script, Forgery, and Profession (Scribe) checks.

Smith
Requirements: Apprentice (Smith) class ability, Profession (Smith) 2 ranks, Craft (Metalwork) 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Smithy
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Smith)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Smith)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Appraise, Craft, Profession

Smithy: A smith requires a smithy, a workshop that contains a heat source, anvil, and other implements of destruction, for Craft (Metalwork) and Profession (Smith) checks.

Journeyman: A journeyman smith receives a +1 bonus on Appraise, Craft (Metalwork), Profession (Smith) checks.

Master: A master smith receives an additional +1 bonus on Appraise, Craft (Metalwork), Profession (Smith) checks.

Soldier
Requirements: Apprentice (Soldier) class ability, one martial weapon proficiency
Hit die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +2 | +0 | +0 | Barracks
2nd | +1 | +3 | +0 | +0 | -
3rd | +2 | +3 | +1 | +1 | -
4th | +3 | +4 | +1 | +1 | Corporal
5th | +3 | +4 | +1 | +1 | -
6th | +4 | +5 | +2 | +2 | -
7th | +5 | +5 | +2 | +2 | -
8th | +6/1 | +6 | +2 | +2 | Sergeant
9th | +6/+1 | +6 | +3 | +3 | -
10th | +7/+2 | +7 | +3 | +3 | - [/table]

Class Skills (2 + Int): Craft, Jump, Handle Animal, Martial Lore, Profession (Soldier), Profession (Siege Engineer), Ride, Survival, Swim

Proficiencies: The soldier is proficient with all simple weapons, light and mediums armors, and shields (but not tower shields).

Barracks: A soldier requires a sleeping and training ground located near his fellow comrades for Profession (Soldier) or Profession (Siege Engineer) checks.

Corporal: A corporal receives a +1 bonus on Martial Lore, Profession (Soldier), and either Profession (Siege Engineer) or Ride checks. Once the choice between Profession (Siege Engineer) or Ride has been made, it cannot be changed. Additionally, the soldier gains a bonus feat, chosen from the following list: Endurance, Heavy Armor Proficiency, Martial Weapon Proficiency, Toughness, or Tower Shield Proficiency.

Sergeant: A sergeant receives a +1 bonus on Martial Lore, Profession (Soldier), and either Profession (Siege Engineer) or Ride checks (this bonus matches the choice made when the soldier gained the Corporal class ability). Additionally, the soldier gains a bonus feat, chosen from the following list: Endurance, Heavy Armor Proficiency, Martial Weapon Proficiency, Toughness, or Tower Shield Proficiency.

Thief
Requirements: Apprentice (Thief) class ability, Disguise 2 ranks, Forgery 2 ranks, Hide 2 ranks, Move Silently 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +2 | +0 | +0 | Safehouse
2nd | +1 | +3 | +0 | +0 | -
3rd | +1 | +3 | +1 | +1 | -
4th | +2 | +4 | +1 | +1 | Journeyman (Thief)
5th | +2 | +4 | +1 | +1 | -
6th | +3 | +5 | +2 | +2 | -
7th | +3 | +5 | +2 | +2 | -
8th | +4 | +6 | +2 | +2 | Master (Thief)
9th | +4 | +6 | +3 | +3 | -
10th | +5 | +7 | +3 | +3 | -
[/table]

Class Skills (4 + Int): Balance, Climb, Disable Device, Disguise, Escape Artist, Hide, Knowledge (Local), Move Silently, Open Lock, Profession, Search.

Proficiencies: The thief is proficient with the dagger.

Safehouse: A thief requires a base of operation and a lay-low site; this site is generally hidden within an alley, abandoned building, or unused sewer. When operating out of one, this grants a -2 circumstance bonus on Gather Information checks to determine the location of the thief. This can be replaced with a guild, if the thief belongs to one. This replaces the shop feature.

Journeyman: A journeyman thief receives a +1 bonus on Hide, Move Silently, and Open Lock checks.

Master: A master thief receives an additional +1 bonus on Hide, Move Silently, and Open Lock checks.

Thug
Requirements: Apprentice (Thug) class ability, Disguise 2 ranks, Intimidate 2 ranks, Hide 2 ranks, Move Silently 2 ranks
Hit die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +2 | +0 | +0 | Crew
2nd | +1 | +3 | +0 | +0 | -
3rd | +1 | +3 | +1 | +1 | -
4th | +2 | +4 | +1 | +1 | Journeyman (Thug)
5th | +2 | +4 | +1 | +1 | -
6th | +3 | +5 | +2 | +2 | -
7th | +3 | +5 | +2 | +2 | -
8th | +4 | +6 | +2 | +2 | Master (Thug)
9th | +4 | +6 | +3 | +3 | -
10th | +5 | +7 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Appraise, Disguise, Hide, Intimidate, Knowledge (Local), Move Silently, Profession, Search

Proficiencies: The thug is proficient with the dagger and short sword.

Crew: A thug normally roves in a crew or a group through a set locale. When with his crew, or in their base of operation, the thug receives a +1 competency bonus to Gather Information checks and Knowledge (Local) checks. This replaces the shop feature.

Journeyman: A journeyman thug receives a +1 bonus on Appraise, Intimidate, and Search checks.

Master: A master thug receives an additional +1 bonus on Appraise, Intimidate, and Search checks.

Troubadour
Requirements: Apprentice (Troubadour) class ability, Perform 2 ranks, Profession (Troubadour) 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Troubadour)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Troubadour)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (2 + Int): Diplomacy, Knowledge (Local), Listen, Perform, Profession, Sleight of Hand

Journeyman: A journeyman troubadour receives a +1 bonus on Perform and Profession (Troubadour) checks.

Master: A master troubador receives an additional +1 bonus on Perform and Profession (Troubadour) checks.

Watchman
Requirements: Apprentice (Watchman) class ability, Gather Information 2 ranks, Sense Motive 2 ranks
Hit die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Watchman)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Watchman)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]

Class Skills (4 + Int): Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (Local), Listen, Profession, Ride, Search, Sense Motive, Spot

Proficiencies: The watchman is proficient with the dagger, shortsword, and longsword.

Journeyman: A journeyman watchman receives a +1 bonus on Gather Information, Knowledge (Local), and Sense Motive checks.

Master: A master watchman receives an additional +1 bonus on Gather Information, Knowledge (Local), and Sense Motive checks.

paigeoliver
2008-01-12, 06:52 AM
I would rethink Dexterity and charisma for child characters, as those in most cases won't be too far off adult scores, at least not as far off as you have them. The INT scores are a bit low for the child and youth categories as well, the average 11 year old doesn't have an INT and CHA of 5 (WIS, yes certainly).

You divided racial hit dice for size so no Con modifier is needed at all.

Also is your infant category supposed to cover actual INFANTS? If so, then I can't say it has any game use. Kids who aren't old enough to walk and talk can't have any meaningful participation in an adventure as anything other than cute equipment.

Also, only kids under about 8 would be small sized by the rules, and only newborn babies fall into the limits for Tiny size, and only some of those do.

http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat

Also, you might want to check what children can actually lift against the str scores you are using.

paigeoliver
2008-01-12, 07:07 AM
Here are a few pre-existing child characters I had laying around.

Note how Katarina here has a full stat block, as she is liable to run around and get in trouble.

Katarina CR1/2
Female Human Commoner 1
NG Medium Humanoid
Init 2 (+2 Dex); Senses Listen +4, Spot +0
Languages Common

AC 12, touch 12, flat-footed 10
hp 6 (1HD)
Fort -1 Ref +2 Will +0

Speed 30 ft. (6 squares)
Melee club -2 (1d4-3)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -2

Abilities Str 6, Dex 14, Con 8, Int 8, Wis 10, Cha 15
Feats Endurance, Toughness
Skills Escape Artist +4 (+2 ranks, +2 dex), Listen +4 (+4 ranks).

Personal Info: Background: Local, Ht: 4' 10", Wt: 85lbs, Hair: Blond, Eyes: Brown, Age: 11

Katarina loves to pretend that there is some fabulous adventure going on in her life. She often carries around her little book and writes fanciful stories in it about fictional events, often stopping in the middle of everything to jot things down. When not making sand bottles at the shop or wandering the streets looking for a place to spend her copper pieces she can usually be found in the purple worm tunnels north of town, where she and her friends like to play vampires. She usually plays the part of a vampire hunter in those games.

She normally wears a plain white dress, although when going to special functions (or when playing vampires), she will wear a black velvet dress which has been repaired a few too many times.

Now for a toddler

Martin Male//Human//Commoner 1 Saves(F/R/W): -3/-1/-2
Init: -1 / AC: 9 / HP: 1 / Melee: none

Martin is a quiet little boy who is about 5 years old, he is afraid of halflings because he thinks they are going to try to bite him.

Martin has the most abbreviated style of statblock because his statistics have little bearing on anything.

Hinezka (A teenager).

Hinezka CR1/2
Female Human Commoner 1
NG Medium Humanoid
Init -3 (-3 Dex); Senses Listen +3, Spot -1
Languages Pirate, Ruskin, Scottish

AC 7, touch 7, flat-footed 7
hp 10 (1HD)
Fort +3 Ref -3 Will -1

Speed 30 ft. (6 squares)
Melee shortspear +0 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +0

Abilities Str 10, Dex 5, Con 16, Int 14, Wis 8, Cha 14
Feats Endurance, Toughness
Skills Craft (Clothing) +6, Jump +4, Listen +3, Ride +1, Use Rope +1.

Personal Info: Background: Craftsman, Ht: 5'2“, Wt: 141lbs, Hair: Blonde, Eyes: Grey, Age: 16.


Hinezka is the youngest child. She is a solidly built girl with waist length blond hair. She tends towards silence, but is apt to jump into conversations about more intellectual things, even if she doesn’t exactly understand the topics.

She hopes to be married in a year or two and would like to marry someone who owns a lot of books. She has little interest in making clothing for the rest of her life, she would prefer to be a scholar.

Outside of work she can often be found at the bookshop in the company of the owner, whom she is currently involved with. She also accompanies her sister Iuliia to the baths a few times a week.

In the shop Hinezka specializes in repairs and in making children’s clothing.

Donald CR1/2
Male Human Commoner 1
N Medium Humanoid
Init +4; Senses Listen +5, Spot +1
Languages Common

AC 10, touch 10, flat-footed 10
hp 3 (1HD)
Fort -1 Ref +0 Will +1

Speed 30 ft. (6 squares)
Melee club -1 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -1

Abilities Str 9, Dex 11, Con 8, Int 9, Wis 12, Cha 14
Feats Improved Initiative, Skill Focus: Handle Animal
Skills Handle Animal +9 (+4 ranks, +2 cha, +3 feat), Listen +5 (+4 ranks, +1 wis).

Personal Info: Background: Local, Ht: 5' 3", Wt: 124lbs, Hair: Dark brown, Eyes: Blue, Age: 12.

Donald is a rather strong young boy who hopes to take over his father’s bottle business one day, although he also has a rather incompatible dream of being a donkey master or perhaps operating a donkey cart. To this end he has been saving his copper pieces for years and now has 254 of them, which he has secretly placed on account with the local bank. When he manages to accrue 800 of them he plans on buying his own donkey. His father knows his secret though, as the banker contacted him after Donald opened the account. Donald’s father has been tossing him extra coppers here and there ever since, although he has never told Donald that he knows his secret.

Donald is very protective of both himself, his family, and any possessions that any of them have.

Donald normally wears a pair of short pants with no shoes (and often no shirt), although sometimes he will wear his adventurers outfit, which he pulled out of the rag pile at work a few years ago when someone sold a bunch of elven clothing. He has been wearing it more and more often lately, since it actually fits now.

When not making sand bottles or scheming to purchase a donkey Donald likes to play “vampires” with his friends in the purple worm tunnels north of town.

Kim CR1
Female Human Commoner 1
NG Medium Humanoid
Init 2 (+2 Dex); Senses Listen +0, Spot +0
Languages Pirate

AC 12, touch 12, flat-footed 10
hp 2 (1HD)
Fort -2 Ref +2 Will +0

Speed 30 ft. (6 squares)
Melee club -2 (1d6-2)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -2

Abilities Str 6, Dex 15, Con 7, Int 7, Wis 10, Cha 14
Feats Alertness, Dodge
Skills Climb +2, Heal +2.

Personal Info: Background: Local, Ht: 4' 8", Wt: 90lbs, Hair: Blond, Eyes: Blue, Age: 10.

Kim is a young lady of about 10 and she is overly concerned with her appearance, grooming and her prospects of finding a husband. It isn’t all that unusual for her to repeatedly mention to people that she is not yet engaged in hopes that perhaps they will propose to her. However she is still very interested in dolls and toys and playing “vampires” with her friends in the purple worm tunnels. She usually takes the role of one of the vampires, usually claiming to be the vampire queen.

Neek
2008-01-12, 12:46 PM
I would rethink Dexterity and charisma for child characters, as those in most cases won't be too far off adult scores, at least not as far off as you have them. The INT scores are a bit low for the child and youth categories as well, the average 11 year old doesn't have an INT and CHA of 5 (WIS, yes certainly).

I'll redo the stats. I consider it this way. You have a potential, but you haven't yet developed that potential. Children learn fast, sure, but they don't gain logic or reasoning until later (a human child doesn't have the capacity for logical deduction until about 10 or 11, which is the ideal time to be teaching them algebra, too). While they actually have the full stats at birth, they don't get to realize them until they're fully developed. D&D lacks "potential" versus "actual" in stats, so while fully grown the mage have an 18 Int, as a child they have a virtual 6 in the stat.


You divided racial hit dice for size so no Con modifier is needed at all.

I'll fix that.


Also is your infant category supposed to cover actual INFANTS? If so, then I can't say it has any game use. Kids who aren't old enough to walk and talk can't have any meaningful participation in an adventure as anything other than cute equipment.

I doubt that anyone would want to play a baby to begin with (unless you really want a player character with poor motor controls and limited language skills.) I'd figure that these characters would be more NPCs: The wolf attacks a child, and the players have to save him or her, &c.


Also, only kids under about 8 would be small sized by the rules, and only newborn babies fall into the limits for Tiny size, and only some of those do.

http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat

I doubt that table was considered for the Iame's decision. I'll fix that, then.


Also, you might want to check what children can actually lift against the str scores you are using.

I'll retool it.

puppyavenger
2008-01-12, 04:03 PM
I'll redo the stats. I consider it this way. You have a potential, but you haven't yet developed that potential. Children learn fast, sure, but they don't gain logic or reasoning until later (a human child doesn't have the capacity for logical deduction until about 10 or 11, which is the ideal time to be teaching them algebra, too).




So it's impossible to have a child prodigy? also You think that someone who has the intelligence to be great mage when they grow up is as dumb as a orc at 10?

Fax Celestis
2008-01-12, 04:10 PM
So it's impossible to have a child prodigy? also You think that someone who has the intelligence to be great mage when they grow up is as dumb as a orc at 10?

No, the child prodigy is the one who rolls a 6 on their first two Int dice.

Neek
2008-01-19, 03:48 AM
So it's impossible to have a child prodigy? also You think that someone who has the intelligence to be great mage when they grow up is as dumb as a orc at 10?

Statistically, it's about as right for a kid at 10 to be as smart as an orc. The difference, however, lies in potential. The kid has the potential to be smarter than an orc. There's no way to express virtual abilities in d20; they're concrete numbers, not with windows or potential that exists.

Fax_Celestis said it right: prodigies are the product of two 6's in a row for Int.

And there exists other rules: Your DM could let you play a child with 18 Int and class levels. That's fine. But the target of this module is not to do that, but to do something different entirely.

GoC
2008-01-19, 01:27 PM
Children actualy learn faster than adults, they should get DOUBLE the normal xp not none at all. There are countless child heroes in fiction and these should be appropriatly modeled.
Just to name a few: Link, Robin, Naruto...

I see you are a supporter of the "elves are stupid" philosophy...

Neek
2008-01-21, 11:20 AM
Children actualy learn faster than adults, they should get DOUBLE the normal xp not none at all. There are countless child heroes in fiction and these should be appropriatly modeled.
Just to name a few: Link, Robin, Naruto...

Yes, all fictional heroes. You could argue any comic book or TV show that depicts children as heroes as good examles. And these could all be played using D20 Modern's rules on diferent ages, rather than the set presented here. But that's to your DM's discretion. They don't get XP because, simply put, they have nowhere to put that power; despite all they learn, which is the framework of the reality in which they exist, the framework of society, the ability to walk, talk, and handle objects. The average child would be lucky to take down an orc or a 1st-level warrior of any race.

If I did it your way, just had negatives to physical stats and double XP, it would be an exercise in munchkinning. Children would outlevel adults, which is counter-intuitive.

Look at any society. Children don't learn a trade at six, they learn at 13 or 14. While kids are prepped for military service at young ages, they don't get to be warriors until later one. And why? Because they lack the necessary experience or ability to take this information and re-apply it. 9-13 is the sweet spot, when the mind begins to take hold and creates a rational understanding. Children develop the ability to identify with philosophies, with concepts, and as well, logic.


I see you are a supporter of the "elves are stupid" philosophy...

And what philosophy is that?

GoC
2008-01-21, 11:17 PM
Yes, all fictional heroes.
D&D is supposed to colect numerous facets of popular culture and integrate them into one system. It's their stated goal.


The average child would be lucky to take down an orc or a 1st-level warrior of any race.
That's because their ECL is rather low. However they would learn from encounters with orc children very rapidly...


If I did it your way, just had negatives to physical stats and double XP, it would be an exercise in munchkinning. Children would outlevel adults, which is counter-intuitive.
Not really, if they're out adventuring they're not gaining much needed social and reasoning skills. You just need roleplayer PCs instead of munchkns.


And what philosophy is that?
Incorrect word choice on my part.
The fact that a 100 year-old elf still hasn't earned a single point of xp and the 200 year-old elf has as much xp as a 30 year-old human is what I was complaining about.

Neek
2008-01-22, 03:39 AM
D&D is supposed to colect numerous facets of popular culture and integrate them into one system. It's their stated goal.

True, but it's neither my goal nor the original goal as posted by Lord Iames Osari. Which is why I provided the alternative method.


Not really, if they're out adventuring they're not gaining much needed social and reasoning skills. You just need roleplayer PCs instead of munchkns.

And what of child characters that aren't adventurers? How do we deal with them? D&D differs from d20 Modern and 2nd edition in that it hardly differentiates the mechanics of PCs versus NPCs (d20 Modern has Heroes and Ordinaries; 2e has 0-level commoners.) A system presented must work for both, there's no example in 3e that states, "A PC can do this, while an NPC cannot." As well, any system must be calibrated to both parties, those who roleplay, and those who munchkin. I cannot simply set forth rules with an explicit, "But if you're totally trying to win one over, knock it off."


Incorrect word choice on my part.
The fact that a 100 year-old elf still hasn't earned a single point of xp and the 200 year-old elf has as much xp as a 30 year-old human is what I was complaining about.

Passive experience only works if the character itself doesn't face anything greater than a CR 2 encounter in a year; what this "encounter" is ad hoc. It may not be gained from slaying orcs or goblins or skeletons or et cetera. It could be gained from interactions, rivalries, mastering or perfecting. Accomplishing a goal, such as building a house, and whatnot. An elf may, in the hundred years, face more than a share than a human in his 30, and gain more experience. But if both sit around and watch TV for their entire lives, then yes, the elf will level MUCH slower.

GoC
2008-01-22, 11:10 AM
True, but it's neither my goal nor the original goal as posted by Lord Iames Osari. Which is why I provided the alternative method.



And what of child characters that aren't adventurers? How do we deal with them? D&D differs from d20 Modern and 2nd edition in that it hardly differentiates the mechanics of PCs versus NPCs (d20 Modern has Heroes and Ordinaries; 2e has 0-level commoners.) A system presented must work for both, there's no example in 3e that states, "A PC can do this, while an NPC cannot." As well, any system must be calibrated to both parties, those who roleplay, and those who munchkin. I cannot simply set forth rules with an explicit, "But if you're totally trying to win one over, knock it off."
True and True.


Passive experience only works if the character itself doesn't face anything greater than a CR 2 encounter in a year; what this "encounter" is ad hoc. It may not be gained from slaying orcs or goblins or skeletons or et cetera. It could be gained from interactions, rivalries, mastering or perfecting. Accomplishing a goal, such as building a house, and whatnot. An elf may, in the hundred years, face more than a share than a human in his 30, and gain more experience.
Then shouldn't this be reflected in the xp/year?
Mastering and perfecting sounds like elves to me...


But if both sit around and watch TV for their entire lives, then yes, the elf will level MUCH slower.
That's the bit I'm not getting. Why is it that a human gains experience faster when watching TV than an elf?

Fax Celestis
2008-01-22, 12:33 PM
Then shouldn't this be reflected in the xp/year?
Mastering and perfecting sounds like elves to me...It may, but just because elves have more time to accomplish mundane goals (ie: their longer lifespans), it does not mean they are going to accomplish them any quicker. Furthermore, elves are also described as perfectionists, and perfectionism's toll on accomplishing tasks is to prolong the project as a whole.


That's the bit I'm not getting. Why is it that a human gains experience faster when watching TV than an elf?It is assumed that no creature is going to be sitting around watching magic-TV for their entire existence. The ad-hoc XP adjustment is put in place to both allot for racial predilections towards specific tasks and to make using the system easy instead of a mechanical bookkeeping nightmare.

By "racial predilections", I should clarify, I mean that specific races and cultures have certain predisposed tasks they complete. I should also note that in order to obtain experience with this system, one has to accomplish something either (a) life-changing (buying a house, being elected mayor); (b) extraordinary (taking part in the civil militia to repel an orc invasion); or (c) new. It is this last one that plays into racial and cultural ideologues. A dwarf will learn about mining, smithing, and stonecutting quickly: his culture is geared towards that. Similarly, an elf will learn about arcane magics, archery, nature, and swordplay quickly, and for a similar reason. However, it is assumed that humans have a broader range of cultural predispositions than the other races and as such have a broader range of experience as a racial whole. It is due to this that humans level quicker with this system.

Lord Iames Osari
2008-01-22, 12:47 PM
Good to see there's still some interest in this. :smallsmile:


That's the bit I'm not getting. Why is it that a human gains experience faster when watching TV than an elf?

Because we are as mayflies (http://tvtropes.org/pmwiki/pmwiki.php/Main/WeAreAsMayflies). :smallcool: :smalltongue:

Humans have a comparatively shorter time to live, and so they live life with an intensity that the majority of elves cannot match. Quite simply, humans can get more out of doing or experiencing anything than an elf can, at least in the short term. In the long term, the elves' longer lifespans allow them to draw out greater insights as they "master and perfect" whatever it is that they do. And as for why they take so long, well, imagine that their inclination toward chaotic alignments manifests as a form of what we might call ADD - elves as a race tend to be easily distractable, their minds moving rapidly from from subject to subject. Over the course of their lives, their constantly shifting thoughts return to certain subjects, and the elf makes connections and realizations that it never made before, because it didn't spend enough time (in aggregate) considering that particular subject until now.

GoC
2008-01-22, 07:48 PM
Humans have a comparatively shorter time to live, and so they live life with an intensity that the majority of elves cannot match. Quite simply, humans can get more out of doing or experiencing anything than an elf can, at least in the short term. In the long term, the elves' longer lifespans allow them to draw out greater insights as they "master and perfect" whatever it is that they do. And as for why they take so long, well, imagine that their inclination toward chaotic alignments manifests as a form of what we might call ADD - elves as a race tend to be easily distractable, their minds moving rapidly from from subject to subject. Over the course of their lives, their constantly shifting thoughts return to certain subjects, and the elf makes connections and realizations that it never made before, because it didn't spend enough time (in aggregate) considering that particular subject until now.
Is any of that supported by the fluff? Or is this a theory?


It may, but just because elves have more time to accomplish mundane goals (ie: their longer lifespans), it does not mean they are going to accomplish them any quicker.
I never said they did, did I?


Furthermore, elves are also described as perfectionists, and perfectionism's toll on accomplishing tasks is to prolong the project as a whole.
Not 8 times slower! I'm a perfectionist and it only takes me a bit longer to finish homeworks. And even though they may take more time to complete tasks they learn the same amount while doing it.


I should also note that in order to obtain experience with this system, one has to accomplish something either (a) life-changing (buying a house, being elected mayor); (b) extraordinary (taking part in the civil militia to repel an orc invasion); or (c) new. It is this last one that plays into racial and cultural ideologues.
While elves get a slower I'm pretty sure they get B just as much (and this is where most of the xp comes from).


A dwarf will learn about mining, smithing, and stonecutting quickly: his culture is geared towards that. Similarly, an elf will learn about arcane magics, archery, nature, and swordplay quickly, and for a similar reason. However, it is assumed that humans have a broader range of cultural predispositions than the other races and as such have a broader range of experience as a racial whole. [quote]It is due to this that humans level quicker with this system.
They learn broader not quicker. A hundred year old elf should be better at archery than a 40 year old human but in this system they aren't.
In fact xp is mostly used for "arcane magics, archery, and swordplay" so a 40 year old elf should get MORE xp than a human.
You've done a very good job of supporting my cause and for that I thank you.:smalltongue:

Wow, this post looks like it belongs in a vs thread...

Fax Celestis
2008-01-22, 08:26 PM
They learn broader not quicker. A hundred year old elf should be better at archery than a 40 year old human but in this system they aren't.
In fact xp is mostly used for "arcane magics, archery, and swordplay" so a 40 year old elf should get MORE xp than a human.

Except the primary method for gaining experience in this manner is item C in my above list, learning and performing new activities. If the primary method were item B, they'd be adventurers, not commoners.

And again the whole intention of this system is to make bookkeeping easy for a DM, not to be realistic or show any sort of verisimilitude.

magic_unlocked
2008-01-24, 07:36 AM
If I may, I'd like to put my 2 cp into this. I've always thought that, elves, with their longer life spans, matured more slowly. It does say an elf's "adulthood" age is 110 years old. Or, are we beyond that? I'm not too sure, it kinda got all blurred in together.... :smalleek:

Katasi
2008-01-24, 11:55 AM
As I see it, at 100, most elves should have gained experiance yet, they are still trying to undertsand the basics. Children who are more mature and able to take classes should be a with DM's approval, not the norm.

Lord Iames Osari
2008-01-24, 01:57 PM
Is any of that supported by the fluff? Or is this a theory?

Yes. We know that elves do not gain their first level until they are in their early hundreds. This is a fact of the game, supported by the rules; we must therefore come up with an explanation.


Not 8 times slower! I'm a perfectionist and it only takes me a bit longer to finish homeworks. And even though they may take more time to complete tasks they learn the same amount while doing it.

For one thing, you don't have a lifespan measured in centuries (as in, you are guaranteed to live through more than one). What you consider exacting perfectionism, an elf may well consider to be a sloppy rush job.


[Humans] learn broader not quicker. A hundred year old elf should be better at archery than a 40 year old human but in this system they aren't.

Actually, I would say that elves learn broader. They have the luxury of time; they can afford to spend time dabbling here and there, confident that they'll be able to pick up where they left off later on in life, again, as opposed to humans, who must make an effort to master things in a comparatively short time due to their much shorter lives.


In fact xp is mostly used for "arcane magics, archery, and swordplay" so a 40 year old elf should get MORE xp than a human.

Leaving aside the question of where you get the idea that elves get the most experience in "arcane magics, archery, and swordplay," this is no different from a human training with his instructor - by the standards of the XP system, training is not a sufficient challenge to merit an XP award. This is why 1st-level characters start with 0 XP. It's why the "level-up training" option doesn't grant additional XP.

So no, a 40-year-old elf should not have more XP than a 40-year-old human.

GoC
2008-01-24, 07:53 PM
Yes. We know that elves do not gain their first level until they are in their early hundreds. This is a fact of the game, supported by the rules; we must therefore come up with an explanation.
Really? Where is this?


For one thing, you don't have a lifespan measured in centuries (as in, you are guaranteed to live through more than one). What you consider exacting perfectionism, an elf may well consider to be a sloppy rush job.
I concede it's possible but 8 times over? We can't actualy tell if having a much long life span led to faster learning and perfectionism but did people learn faster when the average life span was 40 years? Modern day humans are probably perfectionist by comparison but by doing a better job they are more productive.


Actually, I would say that elves learn broader. They have the luxury of time; they can afford to spend time dabbling here and there, confident that they'll be able to pick up where they left off later on in life, again, as opposed to humans, who must make an effort to master things in a comparatively short time due to their much shorter lives.

Leaving aside the question of where you get the idea that elves get the most experience in "arcane magics, archery, and swordplay," this is no different from a human training with his instructor - by the standards of the XP system, training is not a sufficient challenge to merit an XP award. This is why 1st-level characters start with 0 XP. It's why the "level-up training" option doesn't grant additional XP.

So no, a 40-year-old elf should not have more XP than a 40-year-old human.
I was going by the presmises laid out by Fax_Celestis.

Fax_Celestis: However there's definitely going to be a few combats in that hundred year lifespan and combat xp gains are far larger than trying new things right?

Neek
2008-01-24, 10:24 PM
If I may, I'd like to put my 2 cp into this. I've always thought that, elves, with their longer life spans, matured more slowly. It does say an elf's "adulthood" age is 110 years old. Or, are we beyond that? I'm not too sure, it kinda got all blurred in together.... :smalleek:

You got it right. This implies that the baseline starting age is the general age for adulthood, generally most 1st level characters are going to be young adults.


I concede it's possible but 8 times over? We can't actualy tell if having a much long life span led to faster learning and perfectionism but did people learn faster when the average life span was 40 years? Modern day humans are probably perfectionist by comparison but by doing a better job they are more productive.

We don't know. The best examples of sentience + long living is humans, and a human who lives to 120 spends over half their life beyond their prime. The game systems imply that the longer lived creatures take time to do things, because time is a much different factor; this is also a balancing factor (why aren't 100 year old elves badasses compared to a 40 year old human?). The balancing factor breaks apart when you consider adventuring: A human, a halfling, a dwarf, and an elf who all adventure together will gain experience at roughly the same rate, and get to the same levels around the same times.

I derived the 8 times slower by the bottom-line for maximum age. Elves live to eight times longer than a human, so it would seem that they gain passive experience much slower as well: What seems like a decade for a human may seem like a year and a season for an elf.

It's just a stereotype we have of longer lived species. Whether or not it holds true is impossible to tell, and we can argue it until we're blue in the face. So we use what the game designers give us: Those who live for centuries aren't hasty, they take their time, and they develop mentally and physically over a much longer period of time.

Lord Iames Osari
2008-01-24, 10:49 PM
Really? Where is this?

Here. (http://www.d20srd.org/srd/description.htm#age) Specifically:

"You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Random Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Random Starting Ages."

According to Table: Random Starting Ages, Elves reach adulthood at 110 years.

GoC
2008-01-25, 03:19 PM
The best examples of sentience + long living is humans, and a human who lives to 120 spends over half their life beyond their prime.

To be fair this is due to aging. Something an elf won't suffer from for another 200 years.

Lord Iames Osari: D&D doesn't make sense...

Fax Celestis
2008-01-25, 03:49 PM
Lord Iames Osari: D&D doesn't make sense...

D&D isn't supposed to. The game is there to act as a representation of reality, not function as reality does.

Lord Iames Osari
2008-01-25, 04:40 PM
To be fair this is due to aging. Something an elf won't suffer from for another 200 years.

Lord Iames Osari: D&D doesn't make sense...

And this is a rebuttal how?

I stated this argument:
Yes. We know that elves do not gain their first level until they are in their early hundreds. This is a fact of the game, supported by the rules; we must therefore come up with an explanation.You countered by requesting that I cite my sources:
Really? Where is this?I responded by citing my source as you requested:
Here. (http://www.d20srd.org/srd/description.htm#age) Specifically:

"You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Random Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Random Starting Ages."

According to Table: Random Starting Ages, Elves reach adulthood at 110 years.
So, in other words, I win. :smalltongue:

GoC
2008-01-26, 11:13 PM
And this is a rebuttal how?
Umm...
It isn't.


So, in other words, I win. :smalltongue:
So it would seem. Now I shall post my own homebrew! I shall call it Tolkien Elves!:smalltongue:

Neek
2008-01-29, 02:31 AM
Btw, added Commoner feats, and Job Classes.

Neek
2008-01-30, 12:57 AM
This is something that I've wanted to do for a while.

New Mechanic for Profession

Normally, the profession check implies a way of life. You make a roll, add your Profession modifier, and you have half that in gold pieces. It sounds simple enough, but there's a flaw: You have nothing to show for it. Perhaps you don't need to make a Profession check to see how much money you make, but perhaps how much of something you produced.

This mechanic of Profession will not work in all instances. Service-based industries, such as Profession (Barrista) isn't a measure of production in ale-servings. This is still a separate mechanic of Craft, which is a check for a specific type of production; this mechanic is much more open-ended.

When you make a check, you take the amount of gp you made, and this is much of a product you have. If the product is dependent on a reagent (a product useful to create another product) and you produce more than you have purchased, you are out the difference.

If you have a Commoner 2/Farmer 1 with a +9 to Profession (Farmer) (6 ranks, +3 Skill Focus), a roll of 13 would mean you have 6 gp 5 sp of a product. If you farm wheat, this means you have 32.5 lbs of wheat. Wheat is a trade good, which means that the selling price for it is the same as the production price. A farmer only expends his labor, but no other out of pocket costs, to account for it.

Likewise, a woodcutter who rolls 13 produces 6.5 gp worth of wood. According to Arms and Equipment, each 50 lbs of local lumber is somewhere between 1 to 10 gp, we'll go with five for average. He has produced 83 lbs of lumber.

Now here comes the fun part: A miller, baker, or carpenter can't simply make another die roll to see how much they produced. A miller, for instance, can't produce more flour than he has wheat available. Rather, he makes a check versus a set DC: 10 + 1/2 the gp value of the initial product. This means that, to convert 32.5 lbs worth of wheat to 32.5 lbs of flour, requires a Profession (Miller) check DC 13 (10 + (6.5/2) gp). If the check succeeds, the commoner converts an equal amount. If the check fails, then by each point of failure, the gp value produced is down by 5 sp.

For example, if the Carpenter takes the 83 lbs of lumber and converts it into furniture (priced at average 2 gp 5 sp/unit), he has to make a DC 13 check to convert that into 6 gp 5 sp worth of furniture. If he rolls a 17, he successfully made 6.5 gp worth of furniture, so around two full pieces of furniture. He can then turn around and sell them for much higher than he produced to negate the cost of the reagent.

More of this later

magic_unlocked
2008-01-30, 01:40 AM
That... seems a bit more realistic. I like it a lot.

Neek
2008-02-01, 01:40 AM
I appreciate it. Ultimately, I want to convert the system to produce a long-term resource management. While most campaigns never get like that, I figure this would be a good task to accomplish. Converting Profession to doing something more than filling PC pockets seems like a good step.

Hopefully, it adds some verisimilitude to the game, as well; rather than a farmer producing money with no crop, he now requires a crop to produce goods which can be converted to (or rather, bartered as an equivalent amount of) gold.

magic_unlocked
2008-02-01, 01:53 AM
Seems so. I don't think I can add any more than that. YOU put a lot of thought into this, or just have max ranks in Gaming (Homebrewing) xD

Neek
2008-02-01, 02:43 AM
To be fair, I am standing on the shoulders of better geniuses: Peregrine and Fax_Celestis (in the first post, I link to their original ideas). I have taken some liberties, especially among the Complete Commoner, and altered them for my own tastes (the application of shops, BAB for Commoner classes, and of course, the new use of Profession to help emulate production rather than earnings. Your words are better aimed at them for supplying me with a +2 bonus from their Aid Another (Gaming (Homebrewing)) checks.

In my next post, however, I intend on showing how a community works with this profession check, from building houses to building a good sized bank.

magic_unlocked
2008-02-01, 02:47 AM
True, true. And yay for Aiding Another! xD Anyhow, I'd like to see how that would work out and the mechanics for it.

Geostran
2008-02-02, 04:56 PM
Neek, I do like what I see you doing with Profession. I read with much interest your example of the woodsman, the carpenter and the farmer; and I believe it to be a needed component to any sort of resource system. However, I think the area may be larger and more complex than you might think; and I am not convinced that the work yields any sort of reasonable return.

My ancestors came from northern Europe, and most D&D games are set within a sort of civilization and society based upon that or similar paradigms, so I can easily identify with the setting to most games within which I have played. However most DMs just gloss over the difficulties in describing the foundations of just such a society, largely due to the difficulties in accurately portraying what is being done. The descriptions are largely "The man who enters the inn seems to be a farmer..." or "Farmers using oxen are plowing the fields in the middle distance ahead of you ..." or "There are farm animals in pastures to your right and tilled fields to your left as you approach the city gates.".

The economy of a feudal nation, and thus its strength and health, was historically dependent upon farming. At best a population lived in precarious security, with its resources often stretched to the limit. Now with magic to aid the crops a little lee-way can be added, but still unless everyone is a magic user, a population will be dependent upon the food produced for their very existence. It is for this reason that I think you must first determine how does each person in the area find enough food to eat.

Now, it should be obvious that food we can eat can be gathered from virtually any natural situation, forest, stream, mountain valley, etc. Deserts and tundra provide greater difficulties, but the fact that people live there prove that food can be found therein. Along with the food we can find, there is much that animals can eat that we cannot. Look at a cattle farm. The cattle eat grass which we cannot, but we can eat the cows. So, if we call what we cannot eat but animals upon which we feed can, "fodder"; and what we can eat, "food", without worrying about what is exactly entailed in each category, we can talk without getting tied up in too many examples, or being sidetracked too often. That is, I do not need to talk about which types of vegetables and their ratio to the types of meat in a person's diet. All I need is to speak about the quantity of food, not the components.

[I have always loved to do research. I worked for several years as a Journalist and taught Research and Reporting at a university for more than 25 years until retiring several years ago. (In this, I will break my rules and give the results of only a cursory search so I can speak up quickly.) When looking at a problem I often turn to history for parallels.]

Looking at feudal France and England I find that there are so many systems of weights and measurements, so many anecdotal accounts, that it is difficult to form any real basis for comparisons. But people remain people. By diminishing the verbage and converting the accounts into a common currency, I find that the bushel is an excellent measurement for what is eaten. A bushel of grain weighs about 50 pounds, and that makes a good standard to use. At first, I thought to use simple pounds (the obvious measurement of weight), but have come to believe that bushels (weight and volume combined) make a better standard.

A bushel is the amount of seed needed to plant one acre of land using the methods employed in feudal times. An acre produced about 8 bushels of food on average using the methods employed then. However, weather produced variations. There are many accounts of famine because the fields produced only 6 or 7 bushel per acre, and times of plenty when mare than 20 bushes per acre were produced. So a range from about 5 up to 25 bushels per acre (averaging about 8), seems to be what was possible to be produced.

It is not a difficult calculation to convert all types of food into bushels and simply use that measurement. For instance, an adult pig would be the equivalent of about 20 bushels of food, once it has been slaughtered and dressed. A sheep would be about 10 bushels. A cow would produce milk probably on the order of 50 bushels of milk spared from her calf, until she stopped production. The cow itself would provide about 100 bushels of food if slaughtered. Oxen, being on average larger than cattle would provide more; perhaps as much as 150 bushels. For cultures which enjoyed the taste of horsemeat, horses would provide also about 100 bushels on average. Clydesdales and Percherons perhaps a little more. Ducks, Geese, Pheasants and perhaps Chickens would only provide one tenth, maybe as much as one third of a bushel. Pidgins, Quail, Hummingbirds' tongues and such would only provide a portion of one meal. Camels would be the equivalent of oxen; and Elephants, I am not sure ... do people eat the meat of Elephants? Is there a society which dines on Elephants?

Anyway, to continue: as a guess, I believe that about 10 bushels of fodder would produce one bushel of food. That is, a cow would eat 10 bushels of fodder for each bushel of food she would provide when slaughtered. And of course you could only eat half the herd if you wished to have any of the herd left for next year. Should you wish to employ some of the creatures in some work related activity (plowing, riding, hauling, etc.) then even fewer would be available for food.

An adult needs about 3 pounds of food per day to stay healthy. So, we find that an adult requires about 2 bushels of food per month to survive and work. Of course, more would be appreciated. A warrior with a horse would require fodder for his horse and food for himself, and a knight needs an even greater quantity and quality of food for himself and fodder for his warhorse. It is difficult to determine what these values are, but on average I believe them to be about 25 bushels for a mounted fighter and his horse; and somewhere between 1400 and 1500 bushels for a Knight and his warhorse.

In feudal times, small villages were about 3 to five miles apart, and the lands surrounding each supported that population center by providing the food. So, we could say each village was surrounded by somewhere between 16 to 24 square miles, not all of which would be suitable for farming. If we assume half is available to be used in food (and fodder) production to sustain the community, that means 8 to 12 square miles; so, let's assume 10. There are 640 acres in a square mile, so there would be about 6400 acres, limiting the population of the village to about 250 or 300 individuals. Larger populations centers would require more square miles under tillage.

Until now, I have not mentioned the pasturage required by the herds. Pasture land was set aside in each community to graze the herds. This was usually communal land, often called the "village green" or such. This pasture acreage was about 400% of the cultivated acreage. This land could be gently cultivated and the straw removed for winter and produced about 40 bushels per acre of fodder.

So far so good. But let us look at Profession (Farmer). Profession looks at a person doing a task on a per day or per week basis. This is clearly too short a time period to use when talking about crops which take half or a third of a year to ripen. What does a farmer do that would make his return greater than any of his neighbors? How would he produce any more bushels per acre? Yes, I can see that he might be better at determining which land to leave fallow this year, or which crops will nitrogenate the soil better, but weather remained the predominate agent. Farmers' crops would succeed or fail on what the weather did when. An early hail storm has ruined many a crop. A summer's drought has severely reduced the yield. Over these, feudal man has no power. But maybe magic evens the field. (Pun intended.) Maybe weather fore-knowledge and magic can reduce the penalties. But even so, what can Joe Farmer do that improves his farm's output? What does Profession (Farmer) represent? How is Joe Farmer [with Profession (Farmer) 9], going to do better than Hal Brookside [Profession (Farmer) 3]?

Are we trying to reflect the importance of agriculture in our games? Are we trying to permit players to determine the exact holdings and worth of characters who are engaged in farming? Are you trying to determine the income of characters who own farms? (Obviously, in this case, the character would need a steward to oversee the farm while the owner-character was away adventuring; and the steward would need food and payment.)

We have just barely begun to scratch the surface of this topic and already this is too long. I wonder at the worth of continuing.

Neek
2008-02-02, 06:34 PM
Firstly, the design behind the Profession check is an abstraction of the D&D system, and converting it into a resource management system. The idea is to extrapolate the rules, test them, and see if you can build a community. So your Commoners are farmers and herders, and this means nothing to most PCs. A crafty DM could turn this around and have the PCs attempt to manage a community, if they wanted to go that route (and PCs will take any route).

However, you're right about a few things. If my math is correct, a Commoner has Profession (Farmer) +9 will produce 950 lbs of wheat in a WEEK using my proposed variant, which translates roughly into 15 bushels, which is what one acre produces in a good year. Now the rules for this variant state you can't one amount into something, and derive a greater amount (like you can't mill 20 lbs of wheat and get 40 lbs of it), so a farmer would only yield 15 bushels back if he planted one bushel in, regardless of how many times he made this check. This also means something else: The product takes a time greater than a week to complete, therefore the period of a Profession (Farmer) check should be a year, set a specific time.

So what must be known is thus: How many acres did a medieval farmer have, on average? This'll give us some knowledge as to how many bushels a farmer requires to plant in the spring so he can see what his yield is (in gp amounts).

Lord Iames Osari
2008-02-02, 11:51 PM
As intereseting as all this is, don't you think it's a bit off-topic? Economic discussions should go in their own thread, IMO.

Neek
2008-02-03, 07:35 AM
It ought to. It was a good aside to bring up for the Profession check.

GoC
2008-02-04, 09:06 AM
Neek: Good work on defining profession!


For instance, an adult pig would be the equivalent of about 20 bushels of food, once it has been slaughtered and dressed. The cow itself would provide about 100 bushels of food if slaughtered.
Umm...
An adult pig is actualy heavier than a cow. I'm pretty certain that they'de produce roughly the same amount of food.
I think it should also be taken into account that a pig can eat pretty much anything compared to the solely vegetarian cow.