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pathfinder:npc_classes:commoners

Commoners

Overview

Commoners are the normal people who have nothing really going for them. They don't have much of an education, and they get through life doing the basic work that a society without mechanization needs. They are the labourers, cleaners, shop workers, bar staff and assistants of the world.

Part of the Copper Economy commoners don't earn much money, but they are resourceful. They have a half-decent life, they aren't always cold and hungry, and they don't run around dressed in rags, while they live in close quarters with each other, a family of six or seven people might live in two rooms, but they generally have somewhere to sleep and a couple of blankets to keep them warm. There is enough food, just about, although it mainly consists of bread and cheap vegetables like cabbage, potatoes, beans, onions and peas. In towns, they probably get eggs, cheese, chicken or fish - two or three times a week (although not a big portion). In the countryside, the food is a bit more varied and there might be more protein in the diet. They generally drink herbal teas (it boils the water) or low alcohol small beer (fermentation makes the water safe) - and drink the cheapest ales when they go to a bar.

Build

They have an education, of sorts. They can read, write and do basic arithmetic - so long as the words are simple, and the sums are easy. Think of an average western 10-11 year old. They can read signs and notices, they can leave a simple written message, and they know how much change they should get when they buy something - and the commoner can do all of this without a calculator. They know stuff about their area, they know the culture of their people, and they have a broad understanding of their local religions and local nobles, although this is the limit of their 'book' learning. Commoners can use some Knowledge skills (Local, Religion, Noble) untrained, so long as it relates to things that are common knowledge locally.

Commoners do not start with any traits and cannot take specialization feats, such as Skill Focus, at first level.

Commoners may have one weapon proficiency, if it is appropriate to their role. For example, shepherds will, most likely, use a sling to scare away predators, bandits, watchmen and guards will probably be trained to use a club (Truncheon), farmworkers might be skilled with a sickle, woodsmen could be skilled with an axe. If there is more than one possible tool/weapon it will be the least effective or cheapest weapon that fits the bill, and military weapons will be a rarity. Most commoners with carry the tools of their trade - the smith's hammer isn't a war hammer, the woodman's axe isn't a war axe - and while the PC might count as proficient with the weapon, it is still just a tool. I often apply a modifier (-1 to hit, -1 to damage, breaks on a natural 1) to weapons of this type. Obviously, if they have a proper weapon of the right type, I don't apply the modifier)

Unless there is a good reason otherwise, weapon skills will generally be one of the free weapons (Club, Quarterstaff, Sling), although it could be a cheap, simple weapon. Any commoner can be skilled at punching and kicking, regardless of other weapon skills - which means that Brass Knuckles and Gauntlets are within the reach of anyone, although they will certainly draw suspicion, if they are worn too publicly.

Progression

Level 1 - most commoners are L1, and they start out without any traits or any of the following skill groups: Knowledge; craft; profession; perform. Training in those areas costs money - and the commoner families don't have money to spare. However, once a commoner gets a job they start to learn some of the skills that go with the role. Many commoners, from their late teens onwards, who have had regular employment will have a single Occupational Trait, to represent on-the-job training.

A few commoners take their opportunity and progress to L2, and now they can learn any type of skill, so long as it is associated with the work they did. Some L2 commoners will have a supervisor role, others might branch out on their own.

A very few make L3, when they can take the specialization feats. These guys generally finish up running businesses in the working class part of town. An Inn Landlord who grew up in the favela might be more popular in the favela, than an outsider.

Character Creation

Commoners are created with a 5 point build. For the majority of my NPC commoners that translates as (Str:11, Dex:11, Con:11, Int:11, Wis:11, Cha:11) including all racial benefits etc. I know it doesn't quite add up, but it keeps it all very very straightforward :) Commoners do not get Traits at level one.

pathfinder/npc_classes/commoners.txt · Last modified: 2023/12/28 19:46 by johnb