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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. 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 - the Club (A truncheon) is a symbol of authority and is for personal defence - 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 |
House Ruled Non-Military Traits
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.
Trait | Weapon | Bonus | Skill Bonus | Note |
---|---|---|---|---|
Hunter | Dagger | Proficient with Light Crossbow | Survival +1 | Small game hunting |
Shepherd | Club | Proficient with Sling | Perception +1 | sling scares predators |
Poacher | Club | Proficient with Sling | Survival +1 | Illicit small game hunting |
Thug (Commoner) | 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 and Craft(X) +1 | ||
Housekeeper | - | - | Craft(Cook)+1 Craft(Clothes) +1 | Servant or homemaker (based on River Folk above) |
- 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 |