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Thread: [Variant] THE COMPLETE COMMONER
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2006-09-26, 12:51 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Fairfield, CA
- Gender
[Variant] THE COMPLETE COMMONER
Under this system, adventurers and commoners (that is, PCs and NPCs) are two breeds of the same animal. This system makes some fundamental changes to how commoners and other NPCs work, of which I hope to describe below in detail.
Experience
Commoners gain experience by defeating challenges, just like PCs - except that commoners don't fight mighty dragons, make pacts with terrifying demons, or rescue ancient artifacts on even a semi-regular basis. Their challenges are such things as getting a harvest in before the winter, bartering for a used horse, or crafting something for a pushy adventurer. Since these challenges are much less epic and - usually - less dangerous than those faced by PCs, commoners only gain very small amounts of experience for overcoming them.
Rather than tracking the experience for every small task a commoner completes, experience for commoners is assumed to occur on a constant, gradual basis. Thus, commoners normally gain an additional level every six years, starting from birth. This means that children under 6 are level 1 Commoners, children under 12 are level 2 Commoners, and teenagers are level 3 or 4 Commoners. At third level, a Commoner picks up the Apprentice class ability, which means that they've been apprenticed to a trade. This guideline is intended to simplify determining the current level for new NPCs and tracking the development of recurring NPCs.
The DM may ignore this guideline for exceptional cases where the commoner is likely to have faced harder or more frequent challenges than normal, in the case of gifted individuals (those with the Naturally Talented, Truly Gifted, and Prodigy feats), or in the case of truly one-in-a-million marvels, and may give any NPC as many Commoner and Job class levels as needed for the plot, regardless of the NPC's age.
Gaining Levels
As stated, Commoners gain levels at a rate of one every six years. Unlike adventurers, they do not gain levels in Base Classes or Prestige Classes. Instead, they gain levels in the [[Commoner]] or [[Noble]] classes or in Job Classes. Job Classes are similar to Prestige Classes in that one must meet certain requirements to get into them. However, Job Classes have lower requirements and are designed to represent a profession instead of an ideal the way Base Classes and Prestige Classes do.
For instance, a Commoner can take levels in the Commoner class up to third level and choose Apprentice (Watchman) as his class ability. For his next level, assuming he meets the skill requirements, he can begin taking levels in the Watchman Job Class.
Not all Commoners progress into Job Classes. Some of them remain in the Commoner class. These commoners represent unskilled laborers who are not part of any guild or profession.
Base Classes
Commoner Progression
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | Apprentice
4th | +0 | +1 | +1 | +1 | -
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | -
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Hit Die: d4
Starting Gold: 5d4 gp.
Class Skills (4 + Int, x2 at first level): Appraise, Bluff, Craft, Handle Animal, Heal, Knowledge (Local), Profession
Proficiencies: A commoner is proficient with the dagger and club, and no kinds of armor.
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.
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: d4
Starting Gold: 5d4x5 gp.
Class Skills (4 + Int, x2 at first level): Appraise, Bluff, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nobility and Royalty), Ride
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.Last edited by Fax Celestis; 2007-02-16 at 10:59 AM.
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d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2006-09-26, 01:19 PM (ISO 8601)
- Join Date
- May 2006
- Gender
Re: [Variant] THE COMPLETE COMMONER
I'm a little confused on the wording for Apprentice. I know you can opt out of taking an apprentice class for awhile, or indefinitely, but can you take more than one? Basically, does that ability allow you a slot with which you can associate an apprentice class, or does it give you the ability to multiclass with the apprentice classes?
I know that most commoners stick with a profession most of their lives, but is that because they have to or because it makes sense mechanically? What happens if they need to learn a new trade and start over midway through life? Could they multiclass, or perhaps "burn" the levels they had previously?Taking Over The World, One Tangent At A Time
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2006-09-26, 01:34 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Fairfield, CA
- Gender
Re: [Variant] THE COMPLETE COMMONER
Aha! Someone caught something I didn't!
Here's the solution:
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.
Naturally Talented [Commoner]
Prerequisites: Commoner level 3
Benefit: You gain levels at a rate of one every five years.
Normal: You gain levels at a rate of one every six years.
Truly Gifted [Commoner]
Prerequisites: Commoner level 3, Naturally Talented
Benefit: You gain levels at a rate of one every four years.
Normal: You gain levels at a rate of one every six years.
Prodigy [Commoner]
Prerequisites: Commoner level 3, Naturally Talented, Prodigy
Benefit: You gain levels at a rate of one every three years.
Normal: You gain levels at a rate of one every six years.
Hobby [Commoner]
You devote most of your free time to a particular vocation other than your normal profession.
Prerequisite: Job class
Benefit: Choose a 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.
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.
[hr]
Job Classes
Adept
Requirements: Apprentice (Adept) class ability, Knowledge (Arcana) 2 ranks, Spellcraft 2 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +0 | +0 | - | 2/2/-/-/-/-
2nd | +0 | +0 | +0 | +0 | - | 3/2/-/-/-/-
3rd | +0 | +1 | +1 | +1 | - | 3/2/1/-/-/-
4th | +0 | +1 | +1 | +1 | Journeyman (Adept) | 3/2/2/-/-/-
5th | +0 | +1 | +1 | +1 | - | 4/2/2/-/-/-
6th | +0 | +2 | +2 | +2 | - | 4/3/2/-/-/-
7th | +0 | +2 | +2 | +2 | - | 4/3/3/-/-/-
8th | +0 | +2 | +2 | +2 | Master (Adept) | 4/3/3/1/-/-
9th | +0 | +3 | +3 | +3 | - | 4/3/3/2/1/-
10th | +0 | +3 | +3 | +3 | - | 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 does not receive bonus spells per day for a high Intelligence score.
Journeyman: A journeyman adept receives a +1 bonus on Knowledge (Arcana), Profession (Mage), and Spellcraft checks.
Master: A master adept receives an additional +1 bonus on Knowledge (Arcana), Profession (Mage), and Spellcraft checks.
Animal Tender
Requirements: Apprentice (Animal Tender) class ability, Knowledge (Nature) 2 ranks, Animal Handling 2 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Animal Tender)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Animal Tender)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (2 + Int): Craft, Handle Animal, Heal, Knowledge (Nature), Profession, Ride, Use Rope
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
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Architect)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Architect)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (2 + Int): Appraise, Concentration, Craft, Decipher Script, Knowledge (Architecture and Engineering), Profession
Journeyman: A journeyman architect receives a +1 bonus on Knowledge (Architecture and Engineering), Profession (Architect), and Craft (Blueprints) checks.
Master: A master architect receives an additional +1 bonus on Knowledge (Architecture and Engineering), Profession (Architect), and Craft (Blueprints) checks.
Artist
Requirements: Apprentice (Artist) class ability, Craft (any art skill) 4 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
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
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.
Chemist
Requirements: Apprentice (Chemist) class ability, Knowledge (Arcana) 2 ranks, Craft (Chemistry) 2 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | Chemist
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Chemist)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Chemist)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +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).
Journeyman: A journeyman chemist receives a +1 bonus on Knowledge (Arcana), Profession (Chemist), and Craft (Chemistry) checks.
Master: A master chemist receives an additional +1 bonus on Knowledge (Arcana), Profession (Chemist), and Craft (Chemistry) checks.
Cook
Requirements: Apprentice (Cook) class ability, Craft (Food) 2 ranks, Profession (Cook) 2 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Cook)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Cook)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (2 + Int): Concentration, Craft, Profession, Search
Journeyman: A journeyman cook receives a +1 bonus on Craft (Food), Profession (Cook), and Concentration checks.
Master: A master cook receives an additional +1 bonus on Craft (Food), Profession (Cook), and Concentration checks.
Craftsman
Requirements: Apprentice (Craftsman) class ability, Craft (any) 4 ranks, Profession (Craftsman) 2 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Craftsman)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Craftsman)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (2 + Int): Appraise, Craft, Disable Device, Open Lock, Profession
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 | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Farmer)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Farmer)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | - [/table]
Class Skills (2 + Int): Craft, Handle Animal, Knowledge (Nature), Profession (Farmer), Ride
Journeyman: A journeyman animal tender receives a +1 bonus on Knowledge (Nature), Profession (Farmer), and Handle Animal checks.
Master: A master adept receives an additional +1 bonus on Knowledge (Nature), Profession (Farmer), and Handle Animal checks.
Healer
Requirements: Apprentice (Healer) class ability, Heal 4 ranks, Profession (Healer) 2 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Healer)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Healer)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (2 + Int): Concentration, Craft, Heal, Knowledge (Nature), Profession, Survival, Use Magic Device
Journeyman: A journeyman healer receives a +1 bonus on Heal, Profession (Healer), and Knowledge (Nature) checks.
Master: A master healer receives an additional +1 bonus on Heal, Profession (Healer), and Knowledge (Nature) 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
HD: 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 (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 (3 + Int): Craft, Diplomacy, Gather Information, Intimidate, Knowledge (Local), Profession, Speak Language
Journeyman: A journeyman innkeeper receives a +1 bonus on Craft (Food), Knowledge (Local), and Profession (Innkeeper) checks.
Master: A master adept receives an additional +1 bonus on Craft (Food), Knowledge (Local), and Profession (Innkeeper) checks.
Mason
Requirements: Apprentice (Mason) class ability, Craft (Stonework) 2 ranks, Profession (Mason) 2 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Mason)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Mason)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (2 + Int): Craft, Knowledge (Architecture and Engineering), Knowledge (Dungeoneering), Profession
Journeyman: A journeyman mason receives a +1 bonus on Craft (Stonework), Profession (Mason), and Knowledge (Architecture and Engineering) checks.
Master: A master mason receives an additional +1 bonus on Craft (Stonework), Profession (Mason), and Knowledge (Architecture and Engineering) checks.
Merchant
Requirements: Apprentice (Merchant) class ability, Appraise 2 ranks, Forgery 2 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Merchant)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Merchant)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (3 + Int): Appraise, Bluff, Diplomacy, Forgery, Knowledge (Local), Profession, Sense Motive
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.
Officer
Requirements: Noble Heritage class ability, Medium Armor Proficiency, Ride 2 ranks
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +2 | +1 | +1 | +1 | -
4th | +3 | +1 | +1 | +1 | Lieutenant
5th | +3 | +1 | +1 | +1 | -
6th | +4 | +2 | +2 | +2 | -
7th | +5 | +2 | +2 | +2 | -
8th | +6/1 | +2 | +2 | +2 | Captain
9th | +6/+1 | +3 | +3 | +3 | -
10th | +7/+2 | +3 | +3 | +3 | -[/table]
Hit Die: d6
Class Skills (2 + Int): Diplomacy, Intimidate, Jump, Handle Animal, Knowledge (Nobility and Royalty), Martial Lore, Ride, Survival, Swim
Proficiencies: The officer is proficient with all simple weapons, one martial weapon of choice (in addition to the one granted by the noble class), light and medium armors, and shields (but not tower shields).
Lieutenant: A lieutenant receives a +1 bonus on Intimidate, Martial Lore and Ride checks. Additionally, the officer gains a bonus feat, chosen from the following list: Endurance, Heavy Armor Proficiency, Martial Weapon Proficiency, Mounted Combat, Toughness, or Tower Shield Proficiency.
Captain: A lieutenant receives a +1 bonus on Intimidate, Martial Lore and Ride checks. Additionally, the officer gains a bonus feat, chosen from the following list: Endurance, Heavy Armor Proficiency, Leadership, Martial Weapon Proficiency, Mounted Combat, Toughness, or Tower Shield Proficiency.
Priest
Requirements: Apprentice (Priest) class ability, Knowledge (Religion) 3 ranks, Spellcraft 3 ranks, alignment the same as patron deity
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +0 | +0 | - | 2/2/-/-/-/-
2nd | +0 | +0 | +0 | +0 | - | 3/2/-/-/-/-
3rd | +0 | +1 | +1 | +1 | - | 3/2/1/-/-/-
4th | +0 | +1 | +1 | +1 | Journeyman (Priest) | 3/2/2/-/-/-
5th | +0 | +1 | +1 | +1 | - | 4/2/2/-/-/-
6th | +0 | +2 | +2 | +2 | - | 4/3/2/-/-/-
7th | +0 | +2 | +2 | +2 | - | 4/3/3/-/-/-
8th | +0 | +2 | +2 | +2 | Master (Priest) | 4/3/3/1/-/-
9th | +0 | +3 | +3 | +3 | - | 4/3/3/2/1/-
10th | +0 | +3 | +3 | +3 | - | 4/3/3/2/1/1
[/table]
Class Skills (3 + 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 "spells" column on the table serves for both spells known and spells per day.
A priest does not receive bonus spells per day for a high Wisdom score.
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.
Sage
Requirements: Apprentice (Sage) class ability, Any three Knowledge skills 3 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Sage)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Sage)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (3 + Int): Craft (Writing), Decipher Script, Knowledge (All skills purchased individually), Profession
Journeyman: A journeyman sage receives a +1 bonus on Knowledge skills he possesses ranks in.
Master: A master sage receives an additional +1 bonus on Knowledge skills he possesses ranks in.
Sailor
Requirements: Apprentice (Sailor) class ability, Profession (Sailor) 2 ranks, Swim 2 ranks, Use Rope 2 ranks
HD: d6
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Sailor)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Sailor)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]
Class Skills (3 + Int): Climb, Craft, Jump, Knowledge (Nature), Profession, Swim, Use Rope
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
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Scribe)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Scribe)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (2 + Int): Concentration, Craft (Writing), Decipher Script, Forgery, Profession
Journeyman: A journeyman scribe receives a +1 bonus on Decipher Script, Forgery, and Profession (Scribe) checks.
Master: A master scribe receives an additional +1 bonus on Decipher Script, Forgery, and Profession (Scribe) checks.
Smith
Requirements: Apprentice (Smith) class ability, Profession (Smith) 2 ranks, Craft (Metalwork) 2 ranks
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Smith)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Smith)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +3 | +3 | +3 | -
[/table]
Class Skills (2 + Int): Appraise, Craft, Profession
Journeyman: A journeyman smith receives a +1 bonus on Profession (Smith), Appraise, and Craft (Metalwork) checks.
Master: A master smith receives an additional +1 bonus on Profession (Smith), Appraise, and Craft (Metalwork) checks.
Soldier
Requirements: Apprentice (Soldier) class ability, one martial weapon proficiency
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +2 | +1 | +1 | +1 | -
4th | +3 | +1 | +1 | +1 | Corporal
5th | +3 | +1 | +1 | +1 | -
6th | +4 | +2 | +2 | +2 | -
7th | +5 | +2 | +2 | +2 | -
8th | +6/1 | +2 | +2 | +2 | Sergeant
9th | +6/+1 | +3 | +3 | +3 | -
10th | +7/+2 | +3 | +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).
Corporal: A corporal receives a +1 bonus on Martial Lore, Profession (Soldier), and either Profession (Siege Engineer) or Ride checks. Once the choice between Profession (Siege Engineer) or Ride has been made, it cannot be changed. Additionally, the soldier gains a bonus feat, chosen from the following list: Endurance, Heavy Armor Proficiency, Martial Weapon Proficiency, Toughness, or Tower Shield Proficiency.
Sergeant: A sergeant receives a +1 bonus on Martial Lore, Profession (Soldier), and either Profession (Siege Engineer) or Ride checks (this bonus matches the choice made when the soldier gained the Corporal class ability). Additionally, the soldier gains a bonus feat, chosen from the following list: Endurance, Heavy Armor Proficiency, Martial Weapon Proficiency, Toughness, or Tower Shield Proficiency.
Thief
Requirements: Apprentice (Thief) class ability, Disguise 2 ranks, Forgery 2 ranks, Hide 2 ranks, Move Silently 2 ranks
HD: 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 (Thief)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Thief)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]
Class Skills (3 + 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.
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
HD: d6
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Thug)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Thug)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +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.
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
HD: d4
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +0 | +0 | +0 | +0 | -
3rd | +0 | +1 | +1 | +1 | -
4th | +0 | +1 | +1 | +1 | Journeyman (Troubadour)
5th | +0 | +1 | +1 | +1 | -
6th | +0 | +2 | +2 | +2 | -
7th | +0 | +2 | +2 | +2 | -
8th | +0 | +2 | +2 | +2 | Master (Troubadour)
9th | +0 | +3 | +3 | +3 | -
10th | +0 | +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 sailor receives an additional +1 bonus on Perform and Profession (Troubadour) checks.
Watchman
Requirements: Apprentice (Watchman) class ability, Gather Information 2 ranks, Sense Motive 2 ranks
HD: d6
{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +0 | -
2nd | +1 | +0 | +0 | +0 | -
3rd | +1 | +1 | +1 | +1 | -
4th | +2 | +1 | +1 | +1 | Journeyman (Watchman)
5th | +2 | +1 | +1 | +1 | -
6th | +3 | +2 | +2 | +2 | -
7th | +3 | +2 | +2 | +2 | -
8th | +4 | +2 | +2 | +2 | Master (Watchman)
9th | +4 | +3 | +3 | +3 | -
10th | +5 | +3 | +3 | +3 | -
[/table]
Class Skills (3 + 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.Last edited by Fax Celestis; 2007-02-16 at 11:24 AM.
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2006-09-26, 02:38 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
There we go. However, that would mean monstrous commoners would be able to get into two professions sooner than a human.
lol. Actually, I think it would be kinda funny to see a domestic giant, all pimped out with farming(hops) and brewery.Taking Over The World, One Tangent At A Time
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2006-09-26, 02:47 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Originally Posted by ElrosthWiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2006-09-26, 03:07 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Is it intentional that Job Classes have no hit dice listed?
Also, do commoners under this system get ability score bonuses and additional feats like PCs do at every 4 and 3 levels, respectively? I imagine so, since you just made one for them."Stultior stulto fuisti, qui tabellis crederes!"
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2006-09-26, 03:08 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
:D
Also, is there any way to account for differences between commoners in experience, or is it solely by age? Is there any way to have "the greatest blacksmith in Oxlip", or would it just simply be the oldest blacksmith in Oxlip?
Edit: Ah. Missed the DM fiat thing.Taking Over The World, One Tangent At A Time
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2006-09-26, 03:20 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
I think this is an excellent variant. It allows you to create reasonably high level NPC class characters without making them tougher than a party of PCs.
I have a few nitpicks. For nobles, I think you should add "and one martial weapon of the DM's choice" to their proficiencies. I personally think it makes sense for nobles of most cultures & races in D&D to be tied to a particular weapon, in the way that swords were seen as noblemen's weapons in the real world. All martial weapons would likely be too much, but one fits this flavor concept quite well. Also, picking a specific weapon (ie. the longsword) would be too limiting - makes more sense in my mind for dwarves to add the battle axe, for example.
Also, perhaps the Job classes (or at least certain ones) should recieve more than 2+Int skill points per level? I suggest this primarily because most have a Profession or Craft skill they must take, which severely limits their options as to picking up other skills that fit thier job. 3+Int would work quite well, I think.
Do you plan to make modified versions of the warrior and expert classes, or would you remove them? If the later, you'd definitely need some sort of Soldier job class (which may be a good idea anyways - Commoner/Soldiers being your run-of-the-mill footsloggers and militia, while Warrior NPCs represent officers - or at least non-coms - and possibly even champions).
EDIT:
Officer
Requirements: Noble Heritage class ability, Medium Armor Proficiency, Ride 2 ranks
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+0|-
2nd|+1|+0|+0|+0|-
3rd|+2|+1|+1|+1|-
4th|+3|+1|+1|+1|Lieutenant
5th|+3|+1|+1|+1|-
6th|+4|+2|+2|+2|-
7th|+5|+2|+2|+2|-
8th|+6/1|+2|+2|+2|Captain
9th|+6/+1|+3|+3|+3|-
10th|+7/+2|+3|+3|+3|-[/table]
Hit Die: d6
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 recieves 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 recieves a +1 bonus on Intimidate, Martial Lore and Ride checks. Additionally, the officer gains a bonus feat, chosen from the following list: Endurance, Heavy Armor Proficiency, Leadership, Martial Weapon Proficiency, Mounted Combat, Toughness, or Tower Shield Proficiency.
Soldier
Requirements: Apprentice (Soldier) class ability, one martial weapon proficiency
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+0|-
2nd|+1|+0|+0|+0|-
3rd|+2|+1|+1|+1|-
4th|+3|+1|+1|+1|Corporal
5th|+3|+1|+1|+1|-
6th|+4|+2|+2|+2|-
7th|+5|+2|+2|+2|-
8th|+6/1|+2|+2|+2|Sergeant
9th|+6/+1|+3|+3|+3|-
10th|+7/+2|+3|+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).
Corporal: A corporal recieves 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 recieves 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.Last edited by Gorbash Kazdar; 2008-01-26 at 08:59 AM.
Get your facts first, and then you can distort them as much as you please. - Mark Twain
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2006-09-26, 03:25 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Originally Posted by Gorbash Kazdar
I have a few nitpicks. For nobles, I think you should add "and one martial weapon of the DM's choice" to their proficiencies. I personally think it makes sense for nobles of most cultures & races in D&D to be tied to a particular weapon, in the way that swords were seen as noblemen's weapons in the real world. All martial weapons would likely be too much, but one fits this flavor concept quite well. Also, picking a specific weapon (ie. the longsword) would be too limiting - makes more sense in my mind for dwarves to add the battle axe, for example.
Also, perhaps the Job classes (or at least certain ones) should recieve more than 2+Int skill points per level? I suggest this primarily because most have a Profession or Craft skill they must take, which severely limits their options as to picking up other skills that fit thier job. 3+Int would work quite well, I think.
Do you plan to make modified versions of the warrior and expert classes, or would you remove them? If the later, you'd definitely need some sort of Soldier job class (which may be a good idea anyways - Commoner/Soldiers being your run-of-the-mill footsloggers and militia, while Warrior NPCs represent officers - or at least non-coms - and possibly even champions).
Is it intentional that Job Classes have no hit dice listed?
Also, do commoners under this system get ability score bonuses and additional feats like PCs do at every 4 and 3 levels, respectively? I imagine so, since you just made one for them.Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2006-09-26, 03:53 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Originally Posted by Fax Celestis
Originally Posted by Fax Celestis
The Priest will want Knowledge (Religion), and very probably Perform (Oratory/Sermon), and might want Sense Motive (the latter two should be added to the class' skill list, IMHO) before she even looks at other skills, but Int is likely to be lower, since Wis is her main stat. The Innkeeper and Merchant are both going to need a couple of the social skills and either Appraise or a Craft, which can be a bit tough. The Sage should have a high Int (relatively speaking), but it might make sense to expand his skill points anyways (also, shouldn't Decipher Script and Craft (Writing) be on his list?). The Sailor, Thief, and Watchman all fall under the umbrella of "needing at least 3 skills to be competent at their job," and I think non-casting classes should at least get enough base skill points to cover required skills before Int bonus. Also, shouldn't Search be on the Thief's class skill list?
The Adept, Chemist, and Scribe might bear looking at, but I think they're fine as is. The Adept doesn't need a third skill, and the Chemist and Scribe will likely have higher Int scores to cover the other skills that are nice for them to have - but not required, so they aren't in the same boat as the Sailor et al.
Originally Posted by Fax Celestis
Originally Posted by Fax Celestis
EDIT: An additional feat idea just came to me.
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.
Get your facts first, and then you can distort them as much as you please. - Mark Twain
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2006-09-26, 04:08 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Originally Posted by Gorbash Kazdar
Figured as much. I did a Soldier class above.
Perhaps the Soldier and Officer should have d6? I figure those two Job classes should be tougher, given that they're the ones PCs are most likely to fight with (also, the most likely to be in fights anyways). Might consider the same for the Thug and the Watchman as well, for the same reasons.Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2006-09-26, 04:10 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
This is an excellent idea and I may well use this when I DM.
I think you have however rather limited the scope of this by saying that NPCs gain level every 5 years. Many young people can outstrip their elders at an early age. For example a young artist may produce work which can change the world at a very young age while an elderly artist may simply sell so-so paintings at a stall until the day they die.
I would therefore recommend creating three templates which can be added to these NPC classes you have created. Fundamentally these templates allow the DM to represent individuals with an element of natural talent in their profession by reducing the yearly increments required to level up.
Naturally talented: levels up every 4 years.
Truly Gifted: levels up every 3 years.
Prodigy: levels up every 2 years.
I would also state that an individual only gains levels after the age of 5.
Tiger Woods, for example, is a very good golfer but at the age of 5 he was still only a level 1 golfer, he could however be considered naturally talented (or even a prodigy) and thus would achieve a high NPC level at relatively young age.
I also think its important to examine the existence of a level 0 which exists beneath the mechanics of all classes PC and NPC. A level 1 artist is still an artist which a level 0 is someone so may simply enjoy doodling or drawing (and may even show some skill) yet is currently unable to make any profit (emotionally, physically of fiscally) from their workings. I’ve probably not explained this last point very well but hopefully you get the idea.
Anyway I really like this idea, it’s so simple and effective that I’m surprised its not already published somewhere.
OMFGWTF!!
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2006-09-26, 04:23 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Originally Posted by kanachi
I would also state that an individual only gains levels after the age of 5.
Tiger Woods, for example, is a very good golfer but at the age of 5 he was still only a level 1 golfer, he could however be considered naturally talented (or even a prodigy) and thus would achieve a high NPC level at relatively young age.
I also think its important to examine the existence of a level 0 which exists beneath the mechanics of all classes PC and NPC. A level 1 artist is still an artist which a level 0 is someone so may simply enjoy doodling or drawing (and may even show some skill) yet is currently unable to make any profit (emotionally, physically of fiscally) from their workings. I’ve probably not explained this last point very well but hopefully you get the idea.Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2006-09-26, 04:24 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Don't forget that Fax described the 5 year rule is a general rubric and that a DM should feel free to accelerate or decelerate this as he or she sees fit (to account for prodigies, for example).
Also, for a "0-level" character, most Craft skills (as well as many others) can be made untrained - which would, to my mind, be equivalent to your doodling example. And don't forget that a Commoner could take ranks in any Craft he or she wanted to, so not all Artists are actually in that Job class (though most would be).
For Fax: Should Commoners actually have Knowledge (Nobility and Royalty), or is that in error? IMHO, while a Commoner might know who his lord is, who the other local lords are, and who the king or queen is, the actual Knowledge skill is for much more in-depth Knowledge.
Also, how about a Farmer job class, seeing as how Commoner has been broken down so much anyways? Less for your average self-supporting subsistence farmer as much as for someone who owns a large ranch, plantation, commercial farm, or the like and most likely has a number of Commoners and other Job classes working for them, or perhaps someone who is really, really good at growing crops.
Farmer
Requirements: Apprentice (Farmer) class ability, Knowledge (Nature) 2 ranks
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+0|-
2nd|+0|+0|+0|+0|-
3rd|+0|+1|+1|+1|-
4th|+0|+1|+1|+1|Journeyman (Farmer)
5th|+0|+1|+1|+1|-
6th|+0|+2|+2|+2|-
7th|+0|+2|+2|+2|-
8th|+0|+2|+2|+2|Master (Farmer)
9th|+0|+3|+3|+3|-
10th|+0|+3|+3|+3|-[/table]
Class Skills (2 + Int): Craft, Handle Animal, Knowledge (Nature), Profession (Farmer), Ride
Journeyman: A journeyman animal tender receives a +1 bonus on Knowledge (Nature), Profession (Farmer), and Handle Animal checks.
Master: A master adept receives an additional +1 bonus on Knowledge (Nature), Profession (Farmer), and Handle Animal checks.
EDIT:
Originally Posted by Fax CelestisLast edited by Gorbash Kazdar; 2008-01-26 at 09:03 AM.
Get your facts first, and then you can distort them as much as you please. - Mark Twain
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2006-09-26, 04:26 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Originally Posted by Fax Celestis
However, since these people are trained individuals, I would second Gorbash's proposal to give them more skill points. It makes good sense, both mechanically and thematically, especially since it gives these characters the ability to dump a skill point here and there in stuff like Knowledge (Local), or a hobby skill, to give the characters a little depth where desired."Stultior stulto fuisti, qui tabellis crederes!"
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2006-09-26, 04:47 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Wow, I like good job.
so a truly gifted smith would work like this right? (just want to make sure I understand this right, see below)
At age 15 he gains truly gifted and Smith. after 20 years he's a level 10 smith/3 commoner (35 years old). After 14 more years (age 49) he's a level 10 smith/10 commoner. Where does he go after this? or has he hit his max potential?
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2006-09-26, 05:04 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Originally Posted by Fax Celestis
Not all professions require a long life experience to get into, a thief for example can be a child of 10 years old who was born into thievery out of necessity and may therefore be quite skilled. A gymnast (I know you've not got a class for one here but its still a profession of interest none the less) is also better young than old so levelling by years of experience my not be applicable in the same way to all classes.
Another issue you might want to look at is that after taking 65 years to reach level 10 of your profession (15 to become a lvl 3 commoner and 50 for a level 10 "whatever") I doubt you will be improving your fortitude or reflex saves.
A child can be born into farming and many shepard’s were very young indeed yet likely quite skilled at what they did.
I know you have said that the 5 year rule is optional I just think that offering the feats you made at level 1 (upon creation) may help you better represent the mechanics your putting forward within the context of reality.
Just an idea anyway.
OMFGWTF!!
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2006-09-26, 05:05 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Possible feat idea:
HOBBY [Commoner]
You devote most of your free time to a particular vocation other than your normal profession.
Prerequisite: Job class
Benefit: Choose a 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.
My thought was that, until an NPC has a Job Class, he or she doesn't have a true Profession, so you also wouldn't have a need (rule wise) to designate a hobby for that NPC. Alternatively, perhaps the Apprentice class ability should be the pre-req?
[hr]
Don't forget that having 15 class levels (meaning 18 ranks in a skill) is very good. Assuming a reasonable +2 ability mod by that point, plus the Apprentice benefits and Job class benefits, and likely Skill Focus along the way, you're talking about a +32 to the skill! Even taking 10, you can hit DC 42, which the PHB describes as "nearly impossible" in difficulty. It should take a great deal of effort and time to get that good at something.
As for one-in-a-million prodigies, I think it's more than reasonable to assume that you just have to throw the rules out the window for them, and make them whatever level makes sense for their skill. Plus, they probably have better than average stats, and more opportunities to gain experience (IMHO, conducting a grand orchestra in front of the king & queen should grant you some specific extra XP).
In fact, perhaps the explanation for commoner XP gains should be as follows:
Commoners gain experience by defeating challenges, just like PCs - except that commoners don't fight mighty dragons, make pacts with terrifying demons, or rescue ancient artifacts on even a semi-regular basis. Their challenges are such things as getting a harvest in before the winter, bartering for a used horse, or crafting something for a pushy adventurer. Since these challenges are much less epic and - usually - less dangerous than those faced by PCs, commoners only gain very small amounts of experience for overcoming them.
Rather than tracking the experience for every small task a commoner completes, experience for commoners is assumed to occur on a constant, gradual basis. Thus, commoners normally gain an additional level every five years, starting from birth. This means that children under 5 are level 1 Commoners, children under 10 are level 2 Commoners, and teenagers are level 3 or 4 Commoners. At third level, a Commoner picks up the Apprentice class ability, which means that they've been apprenticed to a trade. This guideline is intended to simplify determining the current level for new NPCs and tracking the development of recurring NPCs.
The DM may ignore this guideline for exceptional cases where the commoner is likely to have faced harder or more frequent challenges than normal, in the case of gifted individuals (those with the Naturally Talented, Truly Gifted, and Prodigy feats), or in the case of truly one-in-a-million marvels, and may give any NPC as many Commoner and Job class levels as needed for the plot, regardless of the NPC's age.
Get your facts first, and then you can distort them as much as you please. - Mark Twain
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2006-09-26, 06:50 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
I like that. I'll add that in. Farmer looks good too.
And good call on the Nobility and Royalty thing; that was the original intent, but that is simply passing information.
Now, as for the example of the old blacksmith, at 10 smith/10 commoner, he's nigh-epic. So, perhaps he's that legendary smith that can smith starmetal, or something.
Also, I'm trying to figure a way where PC-class levels would overwrite Commoner/Job Class levels, but can't seem to work it through my brain. Ideas?Wiki - Q&A - FB - LIn - Tw
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2006-09-26, 08:25 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Commoners gain experience by defeating challenges, just like PCs - except that commoners don't fight mighty dragons, make pacts with terrifying demons, or rescue ancient artifacts on even a semi-regular basis. Their challenges are such things as getting a harvest in before the winter, bartering for a used horse, or crafting something for a pushy adventurer. Since these challenges are much less epic and - usually - less dangerous than those faced by PCs, commoners only gain very small amounts of experience for overcoming them.
Rather than tracking the experience for every small task a commoner completes, experience for commoners is assumed to occur on a constant, gradual basis. Thus, commoners normally gain an additional level every five years, starting from birth. This means that children under 5 are level 1 Commoners, children under 10 are level 2 Commoners, and teenagers are level 3 or 4 Commoners. At third level, a Commoner picks up the Apprentice class ability, which means that they've been apprenticed to a trade. This guideline is intended to simplify determining the current level for new NPCs and tracking the development of recurring NPCs.
The DM may ignore this guideline for exceptional cases where the commoner is likely to have faced harder or more frequent challenges than normal, in the case of gifted individuals (those with the Naturally Talented, Truly Gifted, and Prodigy feats), or in the case of truly one-in-a-million marvels, and may give any NPC as many Commoner and Job class levels as needed for the plot, regardless of the NPC's age.
some other common classes you may want to make are...
Hunter
Performer (Actor, gymnast and the like)
Money handler (anything from accountants to bank managers and tax collectors)
Lawyer
Judge
Miner
Diplomat (who could probably double as a politician)OMFGWTF!!
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2006-09-26, 08:46 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
For the overwriting commoner levels, how about this.
When (and if) a commoner can take a PC level, he can choose to burn up a level of his previous commoner class to do so. The more ingrained in their simple lifestyle they are, the harder it is to teach them the new skills required for the class. And, when they devote themselves so feverently to overcoming this difficulty learning, they tend to forget some of their previous teachings in the process.
When taking up a level in a PC class, the commoner must gain enough experience to go up a level, as normal. At this point, they may choose to burn a level of their commoner class in a way that makes it easier for them to continue learning their new path, but also makes them forget their commoner experience.
How this works: First, the level is taken off completely. All hit points, skill points, feats ability score bonuses, etc gained through this level are now gone. Furthermore, the character is treated as one level lower. In fact, they are at the same level they were before taking the PC class, but now they can have shiny PC abilities. Next, they level up as the PC class as normal, gaining feats, skill points, ability score bonuses, hit points etc, as normal for their current level (eg: not the level it would be if they hadn't gotten rid of the commoner class). Then, they gain the amount of experience necessary to put them 1/10th of the way to the next level as an additional bonus from burning their level.
What this amounts to is a character with the same stats as they would've had if they'd picked up the PC class one level earier, only they have a little more experience than they would've otherwise.Taking Over The World, One Tangent At A Time
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2006-10-14, 01:40 AM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Maybe you should make the amount of time required to gain each level increase as a function of level. Ignore the time taken to reach 1st level, and say that you have a 1st level commoner at 5. Them make them a Commoner 2 at 8 and a Commoner 3 at 12 (which was a not an unusual age to be apprenticed in the Middle Ages).
The pattern is that each new level takes X+1 years to reach, where X is the level you're shooting for. The result is that if you live out your Biblical three score and ten at this progression rate, you'll be just short of 11th level.
Then reduce that time for prodigies (maybe just let them take 4 or 3 years to earn each level up to some cap, after which progression is normal).
This makes sense given the D&D XP system. The amount of XP required to level up increases linearly as a function of level. Therefore, the amount of time that an NPC should have to train away to reach a level should increase more or less linearly as a function of level.
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2007-02-16, 11:25 AM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Casts true threadurrection. Updates, and inclusion of Gorby's classes. The most major change is the fundamental alteration of rate of acceleration from 5 years to 6.
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2007-02-16, 12:55 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
This is a nice bolt-on, but a few things. It's mainly human centric, and not all races age the same. An elven commoner that's 100 years old is not going to be a greater level than a human at 20--which is about the starting age of PCs anyhow. Either a little chart to show how a race'd progress, or perhaps a different way of calculating level (rather than age alone) would be nice.
Perhaps something like a Commoner CL table that has a series of challenges that a commoner would have to go through and thusly provide a history of your character and provides XP to level them up. I can't think of much right now, sitting in between classes...
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2007-02-16, 12:59 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
That's a good point. I'll see what I can do about expanding the age-thing to other races.
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2007-02-16, 02:24 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Although my commoner system works a touch differently (someday I'll get around to posting it), particularly in that it tends to progress at a rate of a level per year if they are in circumstances allowing for growth (a prodigy will only be a farmer if he never leaves the farm and if the farm remains small), I have a couple of bits from it that could apply here.
Given that commoners do not generally advance through monster-killing xp, they instead advance based on their achievements. In effect, they gain solely through roleplaying XP. I have attempted to categorise these XP awards as follows:
Social: Social achievements relate to one's friends, status within the community and contributions to the community. Making good relations with the people in your area will earn minor experience, although achieving positions of status or leadership will reap larger rewards. Contributing to the community in some way (helping out with a public work for less or no pay, providing stories for children, helping build a new aqueduct for the town) earn more experience yet. This may also be representative of social climbing and position.
Personal: Personal achievements vary from character to character. Generally, the highest rewards come from achieving one's personal goals. If a character sets himself a goal to, say, become the best arm-wrestler in the village, he will earn experience for reaching that goal. If he is determined to be the best blacksmith in the land, he will earn a lot of experience for reaching it because of its difficulty (though he will earn occupational experience along the way). A character determined to reach spiritual peace would similarly gain benefits. Achieving states of happiness or contentment grant benefits, as well as significant personal events such as first love, marriage and childbirth. Generally, the more difficult or important an achievement, the better the reward.
Occupational: Occupational achievements come as a result of experience on the job. Rewards are few and far between, though are usually significant as a result. Typically they come at defining moments; obtaining an apprenticeship, completing an apprenticeship, constructing your first masterpiece, obtaining membership (and master status) within a guild and so on.
Epic: Epic is something of a misnomer. Epic achievements are achievements above and beyond what might be expected of the average commoner, even if they are not world-shattering. Rescuing people from a house fire, talking down the local bandits from raiding the town (killing or capturing them would earn adventuring xp), building a new temple to your patron god. All these things would be considered epic for a commoner and as such earn experience, often at a much higher rate than for other achievements.Various Homebrew: Why not check it out? You're unlikely to be disappointed.
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2007-02-16, 02:45 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Last edited by Fax Celestis; 2007-02-16 at 02:45 PM.
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2007-02-16, 03:10 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Which is why I suggested having a random table that you can just roll up. Or give them a stack of CLxs to make them the level you need them to be. That would solve the problem of too much bookkeeping (for middle age, roll d100 for Table 1: CL1, roll one d100 for Table 2: CL2, &c.) Just that you'd have to set up the tables first. Which might be more detail than you're interested in.
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2007-02-16, 03:13 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
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2007-02-16, 06:06 PM (ISO 8601)
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Re: [Variant] THE COMPLETE COMMONER
Oh, no. I meant those as bonus events in addition to your level/6 year progression. If you wanted, you could just roll a random chance per year that one of those events happens and give them bonus XP (maybe reduce a year 'til their next level).
Various Homebrew: Why not check it out? You're unlikely to be disappointed.