====== Commoner Occupation Traits ====== After gaining some experience in a specific role, a commoner might gain a trait to represent that life experience and basic training. Not every commoner gains an occupational Trait, a few might gain a second trait, however, they can never gain more than two traits in this way. 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. ===== 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. ^Trait ^Weapon ^Bonus^Skill Bonus^Note| |Auxiliary 1 |Long Spear|Proficient with Javelin|Prof(Soldier) +1|Military Assistant / Missile Support | |Auxiliary 2 |Boarding Pike|Proficient with Buckler (only) |Prof(Soldier) +1|Naval Support | |Militia|Long Spear|Proficient with Darts |Prof(Soldier) +1|Local Posse | |The Watch|Club|Proficient with Sling |Perception +1|Truncheon, sling scares intruders | * Weapon is the single weapon that a commoner can learn. * Bonus might be a weapon/armour proficiency, or a class skill. * Skill Bonus is a Trait Bonus to the skill modifier (Note: This counts as training, for Trained Only skills) ===== House Ruled Non-Military Traits ===== These Occupational Traits normally come from experience - two or three years doing the same job regularly, can give a commoner a basic skill in just about any field. These are just a few of the most obvious one. ^Trait ^Weapon ^Bonus^Skill Bonus^Note| |Hunter |Dagger|Proficient with Light Crossbow |Survival +1 |Small game hunting | |Trapper|Club|Survival is a class skill |Survival +1|Small game trapping | |Shepherd|Club|Proficient with Sling |Perception +1|sling scares predators| |Poacher |Club|Proficient with Sling |Survival +1 |Illicit small game hunting | |Thug |Club|Proficient with Dagger |Intimidate +1 | - | |Street Guide| - |Know(Local) is a class skill |Know(Local) +1 | - | |Craft Assistant| Note 1 |Craft(X) is a class skill |Craft(X) +1 | - | |Housekeeper | - | - |Craft(Cook)+1 \\ Craft(Clothes)+1|Servant or home-maker | * Weapon is the single weapon that a commoner can learn. * Bonus might be a weapon/armour proficiency, or a class skill. * Skill Bonus is a Trait Bonus to the skill modifier (Note: This counts as training, for Trained Only skills) Note 1: Weapon skill appropriate to their craft. ===== Paizo Traits ===== These are conventional traits available to anyone, that can (in the right circumstances) be seen as appropriate 'occupational' traits for commoners. There are probably others, but I haven't spotted them yet. ^ Trait ^ Advantage | |River Rat|+1 Dagger Damage and Swim+1 | |Bully|Intimidate is a class skill and Intimidate+1 | |Convincing Liar|Bluff is a class skill and Bluff+1 | |Criminal 1 |Disable Device is a class skill and Disable Device +1 | |Criminal 2 |Sleight of Hand is a class skill and +1 on Sleight of Hand | |Life of Toil|You gain a +1 trait bonus on Fortitude saves. | |Poverty Stricken|Survival is a class skill and Survival +1 | |Suspicious|Sense Motive is a class skill and Sense Motive +1 | |Miner|Appraise is a class skill and Appraise +1 | |River Folk|Profession (sailor) +2 and +2 on any skill checks involving ropes | |Smuggler|Bluff +1 and Sleight of Hand +1 |