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pathfinder:fst:commoner_traits

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pathfinder:fst:commoner_traits [2023/12/28 15:35] – [House Ruled Traits] johnbpathfinder:fst:commoner_traits [2023/12/31 10:38] – [House Ruled Non-Military Traits] johnb
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 ====== Commoner Occupation 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.  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.+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  |Picked up the basic skills while working as a labourer in a Craft Workshop)| 
 +|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 ===== ===== 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.+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 | ^ Trait ^ Advantage |
Line 19: Line 53:
 |River Folk|Profession (sailor) +2 and +2 on any skill checks involving ropes | |River Folk|Profession (sailor) +2 and +2 on any skill checks involving ropes |
 |Smuggler|Bluff +1 and Sleight of Hand +1 | |Smuggler|Bluff +1 and Sleight of Hand +1 |
- 
-===== House Ruled 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| 
-|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 | 
-|Hunter |Dagger|Proficient with Light Crossbow |Survival +1  |Small game hunting | 
-|Town Watch|Club|Proficient with Sling |Perception +1|sling scares intruders | 
-|Shepherd|Club|Proficient with Sling |Perception +1|sling scares predators| 
-|Poacher |Club|Proficient with Sling |Survival +1  |Illicit small game hunting | 
-|Bandit (Commoner)|Club|Proficient with & Light Crossbow: |Intimidate +1|  -  | 
-|Street Guide| |Knowl Local is a class skill |Know(Local)  +1  |  -  | 
-|Housekeeper | | |Craft(Cook)+1 \\ Craft(Clothes) +1|Servant or homemaker | 
- 
-  * 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) 
  
  
  
pathfinder/fst/commoner_traits.txt · Last modified: 2023/12/31 10:39 by johnb