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Neek
2008-11-08, 09:24 PM
Changelog

December 16, 2008 - Added Blacksmith, Con-Artist, and Fortuneteller.
December 13, 2008 - Updated job classes. Added new Commoner, Militia, and Noble job classes. Was forced to split the posts into two posts.
November 8, 2008 - Reposted.


* * *

A little less than two years ago, two ideas were brought up that I thought were amazing. One was the ability to create characters and handle adolescent and pre-adventuring kids in the campaign world. Second was a new way to handle commoners by giving them flavor, flexibility, and survivability in the harsh world they live in. I worked up a rewrite, but I ended up losing track of it after a while. Now, it's time to clean the cobwebs out.

The intent of these posts are to draw a distinction between children and adults; that is, 0-level characters and characters with classes, whether non-player characters of player characters.

Children Characters

D&D has no relative way of handling child characters, but other d20 books (Star Wars RPG d20 and d20 Modern, not sure if Saga edition did anything with it, however) used simple sets of modifiers to create adventuring children. The problem is that in both systems, PCs were radically different from NPCs--despite the fact that, in Star Wars ordinaries were thugs or diplomats, but lacked certain mechanics (such as vitality points and any chance of survival), and so on. The fact is, classes exist for PCs, but "ordinaries" were given mere skeletons to survive in. D&D stuck closer to meshing both systems; the only difference between PCs and NPCs were the classes: NPC classes were substantially underpowered.

Children Characters aims at tackling both: PCs and NPCs. Originally, it was a module proposed by Lord Iames Osari to handle it in a different way. Namely, children are defined in three stages: Infant, Child, and Youth (followed by Adult). Youth are special in that they are 0-level characters, and are defined with skill points, hit points, and minor abilities through a feat. These feats are given are defined with the descriptor [Youth]. As they are based on classes, they are assumed in that class if that is the characters 1st level class; otherwise, they retained as a first level feat.

As stated before, there are four stages: Infant (newborn to toddler), Child (young child to preteen), Youth (preteen to adolescent), and adult (adolescent to adult to middle age). Normal aging goes as follows. Adulthood is defined as the moment where a character is able to take a class (this is a transparent distinction, mind you. Some classes have higher starting ages than others).

Children do not gain experience from encounters. A child is not yet able to assimilate the experiences 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 offered in a Youth Class). As well, children use fractional hit dice.

To create a child character, roll 4d6 for each stat, and record each die, and add the three highest together. Assign these to taste. As an infant, choose the lowest die. At child and youth, assign which die to add to the stat. At adult, take the lowest and replace it with the last remaining die. At Youth, 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: Assign lowest d6.
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: Add d6 of your choice from the 4d6 rolled for that stat.
HD and hp: 1/3 racial HD, 2 hp + Con modifier (minimum 1)

Youth
Size: Size same as adult.
Abilities: Add d6 of your choice from the 4d6 rolled for that stat.
Feat: Choose Youth feat.
HD and hp: Dependent on Youth Feat.

Adult
Size: Size same as base creature.
Abilities: Subtract the lowest die rolled, add the remaining die.
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 add four for the 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. Job Classes provide bonuses to the occupation or station of that character.

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

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 (that is, did not die and get raised by any method or available, or simply just didn't make it), and has gained more than 600 experience (a CR 2 encounter) in that year (this is why PCs are exempt from passive experiences; PCs are gaining experience higher than this amount. It can be ruled, however, that if a PC gains less than a CR 2 worth of XP in the year, they should be eligible for the pitance that is passive experience).

A creatures lifespan affects the amount of experience gained. The following table shows a multiplier for the core races; to determine the amount of passive leveling a character receives in a year, divide 300 XP by the multiplier: 300/Racial multiplier.

{table=head]Race|Age Multipler
Human | 1
Dwarf| 5
Elf | 8
Gnome | 5.5
Half-elf | 2
Half-orc | .75
Halfling | 2[/table]

This means that a Dwarf ages five times slower than a human, so gains 1/5 of passive experience. An Elf ages eight times slower than a human, so gains 1/8 of passive experience for a single calendar year.

A commoner at level one is just a commoner. They 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. All skills gained through a Youth feat are considered class skills.
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*
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. All skills gained through a Youth feat are considered class skills.
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.

* * *

Here is the original post plus the original post:

[Rehash] Complete Commoner + Children Characters].
[url=http://www.giantitp.com/forums/showthread.php?t=31869][House] Child characters (http://www.giantitp.com/forums/showthread.php?t=69313) 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
2008-11-08, 09:25 PM
Youth feats are different from normal feats in that they are chosen at the Youth stage of life, and cannot be chosen at any other time. As well, they provide skill points, a HD, and the hp given is always the average of the base class that the Youth feat leads into. If the class selected as a lower hit die and hp, your first level hp remains the as a Youth, but future hp 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 always 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 as a Sorcerer. 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 or 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. 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: You receive a +1 modifier to all your saving throws.
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: d4, average (2 hp) + Con modifier.
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 or fighter, 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 Charisma 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 (1d4 for small characters) damage with your unarmed strikes for nonlethal damage, or 1d3 (1d2 for small characters) 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 town's 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
2008-11-08, 09:27 PM
Job Classes

There are three types of Job Classes: Commoner and Noble. Commoner Job classes require low entrance requirements, generally only a few ranks,so that any character at third level could enter (after receiving their Apprentice or Noble Heritage class feature). Few Commoner Job classes requires a feat to enter. At fourth and eighth level, the character gains a class feature called Journeyman and Master (or a similar title) that provide a small bonus to their core abilities. Noble Job classes (whose entrace requires the Noble Heritage class ability) oftentimes provide other benefits to their abilities.

Each Commoner Job class requires a shop, a loose term to identify what areas and items are necessary to use their Profession, Craft, or Knowledge skills 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, the character receives a -4 to those checks. Likewise, if the class has a special ability (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.

Commoner Job classes

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) checks.

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.

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

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

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

Brewer: A blacksith requires a smithy to smelt and forge goods from ore to a finished product. A smithy includes a forge, or a suitable heat source, anvil, molds, hammers, and other tools related to the profession.

Journeyman: A journeyman blacksmith receives a +1 bonus on Craft (Blacksmith) and Profession (Blacksmith) checks. A journeyman blacksmith adds his Strength score to Craft (Blacksmith) checks.

Master: A master blacksmith receives an additional +1 bonus on Craft (Blacksmith) and Profession (Blacksmith) checks. A master blacksmith that makes a mastercraft item adds one-half his character level to the mastercraft check.

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).

Con-Artist
Requirements: Apprentice (Con-Artist) class ability, 4 ranks in two of the following: Bluff, Disguise, Forgery, Intimidate, or Sleight of Hand.
Hit die: d4

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

Class Skills (4 + Int): Appraise, Bluff, Disguise, Gather Information, Forgery, Intimidate, Knowledge (Local), Sense Motive, Sleight of Hand, Speak Language

Catch: A con-artist doesn't need a fancy workshop to operate out of, but he does need a catch. A catch is used to lure an unspecting person, a mark, into confidence and trust. A catch uses one of the following skills: Bluff, Disguise, Forgery, Intimidate, or Sleight of Hand, depending on the nature of the con. A gaffle requires a skill check, based on the nature of the con, using his Intelligence score, versus DC 15. If the character succeeds, he has formulated a catch. A catch is useful until the con-artist is exposed of the scam (that is, fails a Gaffle check). For every 10 that he exceeds this check, he gains an additional +2 on his Gaffle check. This replaces the Shop class feature.

Gaffle (Ex): A gaffle is a confidence trick, allowing the con-artist to gain the confidence of a mark (a person, or group of people) to part with their money or treasure. The con-artist makes a Gaffle check (d20 + the catch), the DC of which is 10 + the mark's Sense Motive modifier (with a group of people, use the highest Sense Motive). If the con-artist succeeds on this check, he receives a number of gold pieces equal to twice the difference of the check result and the DC.

If the con-artist fails his check or is exposed, he cannot attempt another Gaffle on that person. You can't fool someone twice. A Gaffle is usable only against a creature that has an intelligence of at least 3 and speaks the same language as the con-artist. Creatures immune to mind-affecting spells or spell-like effects are immune to Gaffles. A con-artist's Gaffle bonus increases to +2 4th level and +3 at 8th level.

Shill: A shill receives a +1 bonus on Gather Information or Knowledge (Local) and one of the following: Bluff, Disguise, Forgery, Intimidate, or Sleight of Hand.

Poyaiser: A poyaiser (a female poyaiser is a poyaisesse) receives an additional +1 bonus on Gather Information or Knowledge (Local) and one of the following: Bluff, Disguise, Forgery, Intimidate, or Sleight of Hand.

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.

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.

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 farmer receives a +1 bonus on Handle Animal, Knowledge (Nature), Profession (Farmer) checks.

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

Fortuneteller
Requirements: Apprentice (Fortuneteller) class ability, Knowledge (Arcana) 2 ranks, Perform (Fortunetelling) 2 ranks
Hit die: d4

{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +0 | +2 | Method | 2/1/-/-/-
2nd | +1 | +0 | +0 | +3 | - | 3/2/-/-/-
3rd | +1 | +1 | +1 | +3 | - | 3/2/0/-/-
4th | +2 | +1 | +1 | +4 | Journeyman (Adept) | 3/2/1/-/-
5th | +2 | +1 | +1 | +4 | - | 3/3/1/-/-
6th | +3 | +2 | +2 | +5 | - | 3/3/1/0/-
7th | +3 | +2 | +2 | +5 | - | 4/3/2/1/-
8th | +4 | +2 | +2 | +6 | Master (Adept) | 4/4/2/1/-
9th | +4 | +3 | +3 | +6 | - | 4/4/2/1/1
10th | +5 | +3 | +3 | +7 | - | 4/4/3/2/1
[/table]
Class Skills (2 + Int): Bluff, Gather Information, Knowledge (Arcana), Knowledge (The Planes), Perform (Fortunetelling), Spellcraft, Sense Motive

Method: Fortunetellers rely on a certain set of something in order to portend. This can be the observation of birds, astronomy, a deck of cards, a board, dice, bones, etc. It is rather ephemeral, but a scryer generally learns the art from a master. Her fortuneteller skill is therefore dependent on the availability of the Method, however, when she has access to her Method, she is considered to have the feat, Eschew Materials.

Spells: A fortuneteller casts arcane spells from the Fortuneteller spell list. She casts with preparation, like a wizard, but is limited to a number of spells per day. The DC on her spells are Charisma + the spell level.

A fortuneteller receives bonus spells per day for a high Charisma score.

Journeyman: A journeyman fortuneteller receives a +1 bonus on Knowledge (Arcana) or Knowledge (The Planes) and Perform (Fortuetelling) checks.

Master: A master fortuneteller receives an additional +1 bonus on on Knowledge (Arcana) or Knowledge (The Planes) and Perform (Fortuetelling) checks.

Fortuneteller Spell List:
0th - Arcane Mark, Detect Poison, Detect Magic, Message, Prestidigitation, Resistance, Read Magic
1st - Alarm, Comprehend Languages, Darkvision, Detect Undead, Identify, Low-Light Vision, Magic Aura, Protection from Chaos/Evil/Good/Law, Remove Fear
2nd - Augury, Detect Thoughts, Discern Shapechanger, Locate Object, See Invisibility, Obscure Magic, Status, Undetectable Alignment, Whispering Wind
3rd - Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Glyph of Warding, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Remove Blindness/Deafness, Speak with Dead
4th - Arcane Eye, Detect Scrying, Discern Lies, Divination, Locate Creature, Remove Curse, Sending, Scrying

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), Triage
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 for 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.

Triage: While under the care of a healer, an injured person heals additional hit points equal to the one half the healer's character level

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 an additional +1 bonus to Knowledge (Nature), Profession (Hunter), and Survival checks.

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.

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 lumberjack receives an additional +1 bonus on Knowledge (Nature), Profession (Lumberjack), and Survival checks.

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, such as a wagon or cart.

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.

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 (Porter)
5th | +2 | +4 | +1 | +1 | -
6th | +3 | +5 | +2 | +2 | -
7th | +3 | +5 | +2 | +2 | -
8th | +4 | +6 | +2 | +2 | Master (Porter)
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.

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.

Shepherd
Requirements: Apprentice (Shepherd) class ability, Animal Handling 4 ranks.
Hit die: d4

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

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

Proficiencies: A shepherd is not proficient with any weapons or armor.

Herd: A shepherd requires an a herd, that is a stable population of animals (such as cows, goats, or sheep) for Profession (Shepherd) checks.

Journeyman: The shepherd receives a +1 bonus to Handle Animal, Knowledge (Nature), Profession (Shepherd) checks.

Master: The shepherd receives an additional +1 bonus to Handle Animal, Knowledge (Nature), and Profession (Shepherd) 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.

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.

Fax Celestis
2008-11-08, 09:34 PM
Glad to see it's back. I liked this one.

FMArthur
2008-11-08, 09:47 PM
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.


Let the IV breeding begin.

aaron_the_cow
2008-11-08, 10:02 PM
Cool! I always liked the idea of playing a kid.


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 as a Sorcerer. 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.

Wouldn't it make sense that taking your first level in sorcerer or wizard you get to chouse a feat normaly because training as wizard is like taming your sorcerer powers and casting spells regularly?

Neek
2008-11-08, 10:06 PM
Glad to see it's back. I liked this one.

I changed the Youth generation a little, though, to make it easier. So you don't go picking Youth feats before you know what you're destined to do.

I want to create a new subset of Job classes, Militia Job classes (which Officer, Soldier, Siege Operator, Watchman; possibly members of local law enforcement, &c.) that require an Apprentice or Noble Heritage class ability. This'll expand the useful of these classes. Right now, a Soldier and Officer are career soldiers.

I also need some more Commoner Job classes ideas... definitely a herder..

FMArthur: Breeding in D&D! Jeeze... some people... ;P


Cool! I always liked the idea of playing a kid.

I wanted a fun mechanic, which is why I like Lord Iames Osari's post was so interesting, as opposed to just "tack on some modifiers, and pick a class."


Wouldn't it make sense that taking your first level in sorcerer or wizard you get to chouse a feat normaly because training as wizard is like taming your sorcerer powers and casting spells regularly?

Right you are.

Neek
2008-12-13, 09:13 PM
Militia Job classes

Guard
Requirements: Apprentice (Guard) class ability, one martial weapon proficiency, Knowledge (Local) 2 ranks
Hit die: d6

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

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

Proficiencies: The guard is proficient with all simple weapons, short sword, plus two martial weapons of the guard's choice, light and mediums armors, but no shields.

Precinct: Any guard has his precinct, an area that he considers his beat. Whether the beat is the village proper, or a few neighborhood block, he is responsible for maintaining the peace in this area. The guard requires his Precinct for Gather Information and Profession (Guard) checks.

Corporal: A constable receives a +1 bonus on Intimidate, Gather Information, and Profession (Guard) checks. Additionally, the guard gains a +1 morale bonus on attack rolls and AC when fighting in his precinct.

Sergeant: A sheriff receives an additional +1 bonus on Intimidate, Gather Information, and Profession (Guard). The guard gains an additional +1 morale bonus on attack rolls and AC when fighting in his precinct.

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.

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

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

Class Skills (2 + Int): Climb, Craft, Jump, Martial Lore, Profession (Marine), Professional (Sailor), Survival, Swim

Proficiencies: The marine is proficient with all simple weapons, four martial weapon proficiencies, light armor, and shields (but not tower shields).

Boat: A marine generally requires a boat or duty station to operate out of, as he is a soldier stationed aboard a boat. This is required for Profession (Marine) checks.

Chose Man: A chosen man receives a +1 bonus on Profession (Marine), Profession (Soldier), and Swim checks. Additionally, the soldier gains a bonus feat, chosen from the following list: Athletic, Endurance, Medium Armor Proficiency, Martial Weapon Proficiency, Toughness.

Serjeant: A serjeant receives an additional +1 bonus on Profession (Marine), Profession (Soldier), and Swim checks. Additionally, the soldier gains a bonus feat, chosen from the following list: Athletic, Endurance, Medium Armor Proficiency, Martial Weapon Proficiency, Toughness.

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 an additional +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.

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

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

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 | +1 | +0 | +0 | +0 | -
2nd | +2 | +0 | +0 | +0 | -
3rd | +3 | +1 | +1 | +1 | -
4th | +4 | +1 | +1 | +1 | Journeyman (Watchman)
5th | +5 | +1 | +1 | +1 | -
6th | +6/+1 | +2 | +2 | +2 | -
7th | +7/+2 | +2 | +2 | +2 | -
8th | +8/+3 | +2 | +2 | +2 | Master (Watchman)
9th | +9/+4 | +3 | +3 | +3 | -
10th | +10/+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.

Noble Job classes

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 an additional +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).

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).

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 | +2 | +1 | +1 | +1 | -
4th | +3 | +1 | +1 | +1 | Baron
5th | +3 | +1 | +1 | +1 | -
6th | +4 | +2 | +2 | +2 | -
7th | +5 | +2 | +2 | +2 | -
8th | +6/+1 | +2 | +2 | +2 | Viscount
9th | +6/+1 | +3 | +3 | +3 | -
10th | +7/+2 | +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 an additional +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.

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 | Clerk
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Judge
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

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

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

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, the 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 succeeds, he 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.

Professor
Requirements: Noble Heritage 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 | +2 | Chair
2nd | +1 | +0 | +0 | +3 | -
3rd | +1 | +1 | +1 | +3 | -
4th | +2 | +1 | +1 | +4 | Tenured
5th | +2 | +1 | +1 | +4 | -
6th | +3 | +2 | +2 | +5 | -
7th | +3 | +2 | +2 | +5 | -
8th | +4 | +2 | +2 | +6 | Magister
9th | +4 | +3 | +3 | +6 | -
10th | +5 | +3 | +3 | +7 | -
[/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 tenured 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 magister receives an additional +1 bonus on two Knowledge skills and Profession (Professor) checks. Optionally, one Knowledge skill may be substituted with Speak Language.

Glooble Glistencrist
2008-12-13, 10:33 PM
I was wondering when this was gonna come back. Do you still want new Youth feats for non-core classes?

Neek
2008-12-13, 10:34 PM
Hells yeah. We have a couple of them in there right now.

Glooble Glistencrist
2008-12-13, 10:36 PM
I know. I made one:smallsmile:

Neek
2008-12-13, 10:38 PM
You are correct, sir!

I really need to get around to crediting everyone who helped out on this project...

Neek
2008-12-16, 11:51 PM
Added three new Job Classes: Blacksmith, Con-Artist, Fortuneteller. Fixed some typos. Gave Watchman full BAB. Gave Landlord 3/4 BAB.