====== 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, 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 ===== 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 ^Military Bonus^Skill^Note| |Auxiliary 1 |Spear|Proficient with Darts|Prof(Soldier)|Military Assistant | |Auxiliary 2 |Boarding Pike|Proficient with Buckler (only) |Prof(Soldier)|Naval Support | |Militia|Long Spear|Proficient with Darts |Prof(Soldier)|Local defence group | |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 ===== 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^Note| |Hunter |Dagger|Proficient with Light Crossbow |Survival|Small game hunting | |Trapper|Club|Survival is a class skill |Survival|Small game trapping | |Shepherd|Club|Proficient with Sling |Perception|sling scares predators| |Poacher |Club|Proficient with Sling |Survival|Illicit small game hunting | |Thug |Club|Proficient with Dagger |Intimidate| - | |Street Guide| - |Know(Local) is a class skill |Know(Local) | - | |Craft Assistant| Note 1 |Craft(X) is a class skill |Craft(X) | - | |Housekeeper | - | [[https://www.d20pfsrd.com/traits/regional-traits/fixer/|Fixer]] |Craft(Cook) & Craft(Clothes)|Fixer only works on Household items | * **Weapon** represents the single weapon that any commoner can learn. * **Bonus** might be an extra weapon/armour proficiency, or a class skill. * **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. ===== 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 | |Smuggler|Bluff +1 and Sleight of Hand +1 |