Table of Contents
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, 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
Military traits mean commoners can take a very minor military role. See this page for 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 |
---|---|---|---|---|
Reservist | Truncheon (Club) | Proficient with Javelins | Prof(Soldier) | Auxiliary Reservist |
Militia | Long Spear | Proficient with Sling | Prof(Soldier) | Local defence group |
Posse | Truncheon (Club) | Proficient with Sling | Perception | More of a local search group than chase the bandit for miles |
- Weapon represents the single weapon that any commoner can learn.
- Military Bonus is an extra weapon/armour proficiency.
- Skill is a Skill that the commoner must take as they progress to L2 - and represents their training in the field.
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 | Note |
---|---|---|---|---|
Hunter | Dagger | Proficient with Light Crossbow | Survival | Game Warden etc |
Trapper | Club | Survival is a class skill | Survival | Small game trapping |
Shepherd | Quarter Staff | Proficient with Sling | Perception | sling scares predators |
Poacher | Sling | Proficient with Dagger | Survival | Illicit small game hunting |
Thug | Club | Proficient with Dagger | Intimidate | - |
Street Guide | Quarter Staff | Know(Local) is a class skill | Know(Local) | - |
Craft Assistant | Note 1 | Craft(X) is a class skill | Craft(X) | - |
Housekeeper | None | +1 trait Bonus: Craft(Cook) & Craft(Clothes) | Craft(Cook) & Craft(Clothes) | - |
- Weapon represents the single weapon that any commoner can learn.
- 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.
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 |
Smuggler | Bluff +1 and Sleight of Hand +1 |