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pathfinder:fst:commoner_traits [2023/12/31 10:37] – [House Ruled Non-Military Traits] johnbpathfinder:fst:commoner_traits [2024/05/21 23:43] (current) 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.  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. +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.  
 + 
 +You will notice that (apart from The Hunter) there are a lot of free, or very cheap, simple weapons listed as proficiencies in these tables. They aren't meant to replicate the skills of properly trained warriors, but give the NPC a bit of assistance as they do their job.
  
 ===== House Ruled Military Traits ===== ===== House Ruled Military Traits =====
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 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.   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 ^Military Bonus^Skill^Note| 
-|Auxiliary 1 |Long Spear|Proficient with Javelin|Prof(Soldier) +1|Military Assistant / Missile Support +|Auxiliary 1 |Spear|Proficient with Darts|Prof(Soldier)|Military Assistant | 
-|Auxiliary 2 |Boarding Pike|Proficient with Buckler (only)  |Prof(Soldier) +1|Naval Support | +|Auxiliary 2 |Boarding Pike|Proficient with Buckler (only)  |Prof(Soldier)|Naval Support | 
-|Militia|Long Spear|Proficient with Darts |Prof(Soldier) +1|Local Posse +|Militia|Long Spear|Proficient with Darts |Prof(Soldier)|Local defence group 
-|The Watch|Club|Proficient with Sling |Perception +1|Truncheon, sling scares intruders |+|The Watch|Truncheon (Club)|Proficient with Sling |Perception|Truncheon 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 ===== ===== House Ruled Non-Military Traits =====
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 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. 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| +^Trait ^Weapon ^Bonus^Skill^Note| 
-|Hunter |Dagger|Proficient with Light Crossbow |Survival +1  |Small game hunting | +|Hunter |Dagger|Proficient with Light Crossbow |Survival|Small game hunting | 
-|Trapper|Club|Survival is a class skill |Survival +1|Small game trapping | +|Trapper|Club|Survival is a class skill |Survival|Small game trapping | 
-|Shepherd|Club|Proficient with Sling |Perception +1|sling scares predators| +|Shepherd|Club|Proficient with Sling |Perception|sling scares predators| 
-|Poacher |Club|Proficient with Sling |Survival +1  |Illicit small game hunting | +|Poacher |Club|Proficient with Sling |Survival|Illicit small game hunting | 
-|Thug |Club|Proficient with Dagger |Intimidate +1  | - | +|Thug |Club|Proficient with Dagger |Intimidate| - | 
-|Street Guide| - |Know(Local) is a class skill |Know(Local)  +1  |- | +|Street Guide| - |Know(Local) is a class skill |Know(Local)  | - | 
-|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)+|Craft Assistant| Note 1 |Craft(X) is a class skill |Craft(X) 
-|Housekeeper | - | - |Craft(Cook)+1 \\ Craft(Clothes) +1|Servant or homemaker (based on River Folk above) |+|Housekeeper | - | [[https://www.d20pfsrd.com/traits/regional-traits/fixer/|Fixer]] |Craft(Cook) Craft(Clothes)|Fixer only works on Household items |
  
-  * Weapon is the single weapon that commoner can learn. +  * **Weapon** represents the single weapon that any commoner can learn. 
-  * Bonus might be weapon/armour proficiency, or a class skill. +  * **Bonus** might be an extra 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** 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. Note 1: Weapon skill appropriate to their craft.
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 |Suspicious|Sense Motive is a class skill and Sense Motive  +1 | |Suspicious|Sense Motive is a class skill and Sense Motive  +1 |
 |Miner|Appraise is a class skill and Appraise  +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 | |Smuggler|Bluff +1 and Sleight of Hand +1 |
  
  
  
pathfinder/fst/commoner_traits.1704015463.txt.gz · Last modified: 2023/12/31 10:37 by johnb