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pathfinder:fst:commoner_traits

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.

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 Military BonusSkillNote
Auxiliary 1 SpearProficient with JavelinProf(Soldier)Military Assistant / Missile Support
Auxiliary 2 Boarding PikeProficient with Buckler (only) Prof(Soldier)Naval Support
MilitiaLong SpearProficient with Darts Prof(Soldier)Local defence group
The WatchTruncheon (Club)Proficient with Sling PerceptionTruncheon for self-defence, sling for Missile Support
  • 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 BonusSkillNote
Hunter DaggerProficient with Light Crossbow SurvivalSmall game hunting
TrapperClubSurvival is a class skill SurvivalSmall game trapping
ShepherdClubProficient with Sling Perceptionsling scares predators
Poacher ClubProficient with Sling SurvivalIllicit small game hunting
Thug ClubProficient with Dagger Intimidate -
Street Guide - Know(Local) is a class skill Know(Local) -
Craft Assistant Note 1 Craft(X) is a class skill Craft(X) -
Housekeeper - Fixer Craft(Cook) & Craft(Clothes)Fixer only works on Household items
  • Weapon represents the single weapon that any commoner can learn.
  • Bonus might be an extra weapon/armour 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
BullyIntimidate is a class skill and Intimidate+1
Convincing LiarBluff 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 ToilYou gain a +1 trait bonus on Fortitude saves.
Poverty StrickenSurvival is a class skill and Survival +1
SuspiciousSense Motive is a class skill and Sense Motive +1
MinerAppraise is a class skill and Appraise +1
SmugglerBluff +1 and Sleight of Hand +1
pathfinder/fst/commoner_traits.txt · Last modified: 2024/05/17 11:04 by johnb