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pathfinder:fst:commoner_traits

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pathfinder:fst:commoner_traits [2024/05/21 23:21] johnbpathfinder:fst:commoner_traits [2025/06/20 11:18] (current) johnb
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 After gaining some experience in a specific role, a commoner might gain a trait to represent that life experience and basic training, as the NPC advances to Commoner-2.  Not every commoner gains an occupational Trait, a few might gain a second trait at level three, however, they can never gain more than two traits in this way.  These house ruled traits are specific to Commoners, and are designed to help make Commoner NPCs a bit more rounded.  They are not available to characters of other classes.  After gaining some experience in a specific role, a commoner might gain a trait to represent that life experience and basic training, as the NPC advances to Commoner-2.  Not every commoner gains an occupational Trait, a few might gain a second trait at level three, however, they can never gain more than two traits in this way.  These house ruled traits are specific to Commoners, and are designed to help make Commoner NPCs a bit more rounded.  They are not available to characters of other classes. 
 +
 +You will notice that there are a lot of free, or very cheap, simple weapons listed as proficiencies in these tables. They aren't meant to replicate the skills of properly trained warriors, but give the NPC a bit of assistance as they do their job.
  
 ===== House Ruled Military Traits ===== ===== House Ruled Military Traits =====
  
-Military traits mean commoners can take a very minor military role.  Auxiliaries work in military bases or vessels -  they are trained to support the defence of their site/vessel.  Militia are trained to help defend their town or village and take an active role in chasing away  small predatory animals and scavengers.  The Watch might serve the town or a private employer, and their job is to raise the alarm  (perhaps with an alarm whistle) rather than to deal with an intruder personally.  +Military traits mean commoners can take a very minor military role.  See this page for **[[pathfinder:off-the-shelf:military:civilian-troops#security_guards|full-time military roles for commoners]]**. \\ 
 +**Auxiliaries** work in military bases or vessels -  they are trained to support the defence of their site/vessel.  \\ 
 +**The Watch** might serve the town or a private employer, and their job is to raise the alarm  (perhaps with an alarm whistle) rather than to deal with an intruder personally.    
 + 
 +^Trait ^ Advantage  ^ Note | 
 +|Auxiliary 1 |Proficient with Light Crossbow & Dagger: Prof(Soldier) +1 |Military Assistant / Missile Support | 
 +|Auxiliary 2 |Proficient with Buckler (only) & Boarding Pike: Prof(Soldier) +1 |Naval Support | 
 +|House Guard |Proficient with Light Crossbow & Long Spear: Prof(Soldier) +1 | House Guard | 
 +|Hunter | Proficient with Light Crossbow & Dagger: Survival +1  | Game Warden etc | 
 + 
 +However, part-time military training is available
  
 ^Trait ^Weapon ^Military Bonus^Skill^Note| ^Trait ^Weapon ^Military Bonus^Skill^Note|
-|Auxiliary 1 |Spear|Proficient with Darts|Prof(Soldier)|Military Assistant | +|Reservist |Truncheon (Club)|Proficient with Javelins|Prof(Soldier)|Auxiliary Reservist 
-|Auxiliary 2 |Boarding Pike|Proficient with Buckler (only)  |Prof(Soldier)|Naval Support +|Militia|Long Spear|Proficient with Sling  |Prof(Soldier)|Local defence group | 
-|Militia|Long Spear|Proficient with Darts |Prof(Soldier)|Local defence group | +|Posse|Truncheon (Club)|Proficient with Sling |Perception|More of a local search group than chase the bandit for miles|
-|The Watch|Truncheon (Club)|Proficient with Sling |Perception|Truncheon for self-defence, sling for Missile Support|+
  
   * **Weapon** represents the single weapon that any commoner can learn.   * **Weapon** represents the single weapon that any commoner can learn.
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 ^Trait ^Weapon ^Bonus^Skill^Note| ^Trait ^Weapon ^Bonus^Skill^Note|
-|Hunter |Dagger|Proficient with Light Crossbow |Survival|Small game hunting |+|Hunter | Dagger | Proficient with Light Crossbow | Survival | Game Warden etc |
 |Trapper|Club|Survival is a class skill |Survival|Small game trapping | |Trapper|Club|Survival is a class skill |Survival|Small game trapping |
-|Shepherd|Club|Proficient with Sling |Perception|sling scares predators| +|Shepherd|Quarter Staff|Proficient with Sling |Perception|sling scares predators| 
-|Poacher |Club|Proficient with Sling |Survival|Illicit small game hunting |+|Poacher |Sling|Proficient with Dagger  |Survival|Illicit small game hunting |
 |Thug |Club|Proficient with Dagger |Intimidate| - | |Thug |Club|Proficient with Dagger |Intimidate| - |
-|Street Guide| |Know(Local) is a class skill |Know(Local)  | - |+|Street Guide| Quarter Staff |Know(Local) is a class skill |Know(Local)  | - |
 |Craft Assistant| Note 1 |Craft(X) is a class skill |Craft(X)  | - | |Craft Assistant| Note 1 |Craft(X) is a class skill |Craft(X)  | - |
-|Housekeeper | [[https://www.d20pfsrd.com/traits/regional-traits/fixer/|Fixer]] |Craft(Cook) & Craft(Clothes)|Fixer only works on Household items |+|Housekeeper | None +1 trait BonusCraft(Cook) & Craft(Clothes) |Craft(Cook) & Craft(Clothes) ||
  
   * **Weapon** represents the single weapon that any commoner can learn.   * **Weapon** represents the single weapon that any commoner can learn.
-  * **Bonus** might be an extra weapon/armour proficiency, or a class skill.+  * **Bonus** might be an extra weapon proficiency, or a class skill.
   * **Skill** is a Skill that the commoner must take as they progress to L2 - and represents their training in the field.   * **Skill** is a Skill that the commoner must take as they progress to L2 - and represents their training in the field.
  
pathfinder/fst/commoner_traits.1716326490.txt.gz · Last modified: by johnb