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pathfinder:fst:commoner_traits

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pathfinder:fst:commoner_traits [2023/12/28 15:23] johnbpathfinder:fst:commoner_traits [2023/12/31 10:39] (current) – [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
  
-===== Standard Traits ===== +===== House Ruled Military Traits =====
- +
-^ 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 | +
- +
-===== House Ruled 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| ^Trait ^Weapon ^Bonus^Skill Bonus^Note|
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 |Auxiliary 2 |Boarding Pike|Proficient with Buckler (only)  |Prof(Soldier) +1|Naval 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 | |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 | |Hunter |Dagger|Proficient with Light Crossbow |Survival +1  |Small game hunting |
-|Town Watch|Club|Proficient with Sling |Perception +1|sling scares intruders |+|Trapper|Club|Survival is a class skill |Survival +1|Small game trapping |
 |Shepherd|Club|Proficient with Sling |Perception +1|sling scares predators| |Shepherd|Club|Proficient with Sling |Perception +1|sling scares predators|
 |Poacher |Club|Proficient with Sling |Survival +1  |Illicit small game hunting | |Poacher |Club|Proficient with Sling |Survival +1  |Illicit small game hunting |
-|Bandit (Commoner)|Club|Proficient with & Light Crossbow: |Intimidate +1|   +|Thug |Club|Proficient with Dagger |Intimidate +1  | - | 
-|Street Guide| |Knowl Local is a class skill |Know(Local)  +1  |  -  | +|Street Guide| |Know(Localis a class skill |Know(Local)  +1  | - 
-|Housekeeper | | |Craft(Cook)+1 \\ Craft(Clothes) +1|Servant or homemaker |+|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.   * Weapon is the single weapon that a commoner can learn.
   * Bonus might be a weapon/armour proficiency, or a class skill.   * 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)   * 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 |
  
  
  
pathfinder/fst/commoner_traits.1703773384.txt.gz · Last modified: 2023/12/28 15:23 by johnb