| Post/Author/DateTime | Post |
|---|---|
| fiendish_platypus06-04-07, 06:22 PM | First of all, some links: Azezel's Complex Commoner Math (http://boards1.wizards.com/showthread.php?t=733153) Edyminion's D&D Commoners Make Plenty of Money (http://boards1.wizards.com/showthread.php?t=719384) The cover-to-be (http://boards1.wizards.com/leaving.php?destination=http://www.deviantart.com/deviation/57290303/)(thanks FaithlessOfLux) Introduction For ages there has been speak of a Complete Commoner, on many different threads (notably, Heros_Backpack's Commoner Campaign (http://boards1.wizards.com/showthread.php?t=763260)). I've searched extensively around the boards for such a think, but noone's ever actually done it, untill now. I'm going to be working with terracustos (and hopefully others) on this, hopefully creating a world of possibility for those of us who want a change of pace. Suggestions, as always, are welcome and appreciated. I thought about putting an 'IC'(-ish) text here, but if you need inspiration, then check out the Commoner Campaign thread, mentioned above. Common Characters So what is a common character? Our definition of a common character is a character with an NPC class, such as the Adept, Commoner, Expert, Noble, and Warrior (and some of the more obscure ones such as the Magewrite and Gleaner [from Eberron and GitP respectively]). But this will mostly focus on the commoner, with possibly some stuff for them too. In other words, a commoner is a sub-par class with weaker abilities and overall less effective. This (put whatever the poo this is here) will expand on ways to play a commoner effectively. The Complete Commoner This (blank) will contain information for Players and DMs alike on how to roleplay common characters, as well as provide new and interesting ideas and options for those such characters. NOTE: Sadly, we might not be able to actually start untill the weekend, but we'll work on it. (Cross-fingers) |
| fiendish_platypus06-04-07, 06:24 PM | NPC Classes The Complete Commoner was made to bring new options to the incredibly unique commoner class. This thread was initially going to be souly for the commoner, however, the idea of new NPC classes came up. The many different classes and prestige classes have been looked at over and over again, new ones popping up probably daily. Meanwhile, the NPC classes are given little love, there are what? Five? With only one (as far as I know of) extra being oficially released by WotC. So, we'll start this thread by (very minorly) revising the commoner class and introducing a (few) NPC classes. The Commoner "Life just passes by, you can't expect to make a difference, but you can make a living nonetheless,"- Milo Highhill, Halfling Merchant "Surviving as a common man is as hard for most people as fighting a dragon for the gifted," -Kristen Shine, Human Educator Your everyday average person, not displaying much physical, mental, or spiritual prowess. The average man, with no special powers. Adventures: Commoners are unlikely to adventure in the classic sense. They are not well suited for killing and plundering, and all those other things that adventurers do. However, commoners often do chores and run errands for local people, a kind of adventure, in its own way. Characteristics: The commoner is sub-optimal, second even to the other NPC classes, commoners usually rely on fleeing or ranged combat when they find themselves in a kerfuffle, and they work hard not to do that. Alignment: Commoners can be of any alignment, some are mean-spirited, some are law-breaking citizens, although the majority are neutral, with a tendancy towards law and good. Religion: Most commoners treat religion as an everyday thing, going to their churches, temples, or whatever else they have, and sharing their hard-earned money for the better of the community. Background: Many commoners inherit houses, farms, money, and other goods from their family, although this usually isn't much, they usually stay in their villages, doing everyday things, almost never leaving to see the world. Races: Most commoners are humans, although most every race has commoners. The monstrous races, however, almost never have commoners, usually breeding savage warriors. Other Classes: It is highly unlikely that commoners will associate with any other classes, especially the standard classes, although they sometimes work together with those of other NPC classes. Game Rule Information Hit Die: d4 Class Skills: The commoner's class skills (and the key abilities for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Proffession (Wis), Ride (Dex), Spot (Wis), and Use Rope (Dex) Skill Points: 2 + Int modifier (x4 at 1st level) Class Features: The following are class features of the commoner NPC class. Weapons and Armor Proficiencies: The commoner is proficient with one simple weapon, he is not proficient with any other weapons or armor. Chosen Skill: At fifth level the commoner chooses one skill on the commoner class list, the commoner must have the maximum number of ranks possible in that skill to use the ability granted by that skill, the commoner gains a special bonus related to that skill, often a bonus on a certain aspect of the skill. (I'll post these later, I'm pretty busy, also, anyone know how to do one of those hide'em thingies...?) The Gleaner (http://www.giantitp.com/articles/gk7uKJeF296jRcx1NJw.html) By Keith Baker, Illustrated by Rich Burlew |
| fiendish_platypus06-04-07, 06:25 PM | Reserved2 |
| fiendish_platypus06-04-07, 06:26 PM | Reserved3 |
| fiendish_platypus06-04-07, 06:27 PM | Reserved4 |
| fiendish_platypus06-04-07, 06:28 PM | Reserved5 |
| celtredleg06-04-07, 06:33 PM | Reserved for a reason, or did you just want to pump your postcount?? |
| CryoSilver06-04-07, 06:53 PM | Well, there is a word limit for posts, so if he's expecting to write a huge book on the subject, I guess it's justified. |
| Sylvaroth06-04-07, 06:56 PM | fiendish_platypus, do you already have my compilation of the 'commoner campaign'? Could be a start. You might also find inspiration here, here, and here. |
| fiendish_platypus06-04-07, 09:27 PM | Well, there is a word limit for posts, so if he's expecting to write a huge book on the subject, I guess it's justified. Really? I was unaware of that, oh well, I'll just make posts in the middle of the thread then, it'll probably be confusing, but I'll try and make links or something, anyway, thanks for bringing this to my attention. EDIT: I just reread your post, and misinterpretted it, yes, I'm saving space for some stuff, hopefully the posts won't be too long, does anyone know, exactly, what the post limit is? fiendish_platypus, do you already have my compilation of the 'commoner campaign'? Could be a start. You might also find inspiration here, here, and here. Thanks for the links, Sylvaroth, I'll include those in the main post. Reserved for a reason, or did you just want to pump your postcount?? Well, they were there to post stuff, but, as I now know, that won't work out very well...:( |
| fiendish_platypus06-06-07, 03:46 PM | fiendish_platypus, do you already have my compilation of the 'commoner campaign'? Could be a start. You might also find inspiration here, here, and here. No, I don't think I do, but I'd be interested in taking a look at it, it could help a bit, thanks. |
| Sylvaroth06-06-07, 04:05 PM | PM me your email addy and I will send it to you. |
| CryoSilver06-06-07, 04:51 PM | Really? I was unaware of that, oh well, I'll just make posts in the middle of the thread then, it'll probably be confusing, but I'll try and make links or something, anyway, thanks for bringing this to my attention. EDIT: I just reread your post, and misinterpretted it, yes, I'm saving space for some stuff, hopefully the posts won't be too long, does anyone know, exactly, what the post limit is? I believe it's something like 50,000 characters. If that's so, it works out to about 18 pages of 12 point Times New Roman per post, max. |
| fiendish_platypus06-06-07, 05:08 PM | Thanks, CryoSilver, I don't think we'll be having a huge problem anytime soon, it depends how big this thing'll get (and I doubt it'll get that big). And thanks Sylvaroth for the stuff, the stuff at the bottom could be quite helpfull, and I enjoyed re-reading it again :D. |
| Sylvaroth06-06-07, 05:40 PM | And thanks Sylvaroth for the stuff, the stuff at the bottom could be quite helpfull, and I enjoyed re-reading it again :D. You are welcome :D |
| Heros_Backpack06-06-07, 05:51 PM | (Biting hard on the hook) One of the things that irritate me about RAW commoners is that they can't reliably tell a horse from a cow - or the sheep from the sheep dog. Knowledge (Nature), seems such an obvious skill to give them. |
| fiendish_platypus06-06-07, 06:02 PM | (Biting hard on the hook) One of the things that irritate me about RAW commoners is that they can't reliably tell a horse from a cow - or the sheep from the sheep dog. Knowledge (Nature), seems such an obvious skill to give them. Thanks, Heros_Backpack, I'll add that. |
| NobodyRemembersThis06-06-07, 06:17 PM | Also, consider giving some of the "skill feats" as bonus feats to the classes. Such as Alertness for warrior, Negotiator or Persuasive for Aristocrats, Multiple skill focus for Experts, Magical Aptitude to Adepts, and a Skill Focus for Commoners. IMC, I have reduced all of the NPC classes to 5 level classes and added a new one - Thug. I've also been toying with making the Adept Divine only and then creating a Hedge Wizard style NPC class. |
| Sylvaroth06-06-07, 06:24 PM | (Biting hard on the hook) One of the things that irritate me about RAW commoners is that they can't reliably tell a horse from a cow - or the sheep from the sheep dog. Knowledge (Nature), seems such an obvious skill to give them. A jeweler (Com X) with Knowledge (nature)? :D Untrained Knowledge Checks: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower). I think, if you grow up on a farm, telling a horse from a cow qualifies for common knowledge. I've also been toying with making the Adept Divine only and then creating a Hedge Wizard style NPC class. Voilą! LAYMAGE http://img.photobucket.com/albums/v213/Farzul/Laymage.jpg In a world full of magic, the very talented craftsfolks and professionals can use spells to enhance their work. The gifted blacksmith who seems almost preternaturally skilled, the polygraphic barrister, the perfect merchant, the sage who knows about things long forgotten, are all laymages. ..Hit Die: d4. THE LAYMAGE NPC BAB Fort Ref Will Special ---------------Spell per Day--------------- Level Save Save Save 0 1st 2nd 3rd 4th 5th 1st +0 +0 +0 +2 Spell Mastery 3 1 — — — — 2nd +1 +0 +0 +3 3 1 — — — — 3rd +1 +1 +1 +3 3 2 — — — — 4th +2 +1 +1 +4 Spell Mastery 3 2 0 — — — 5th +2 +1 +1 +4 3 2 1 — — — 6th +3 +2 +2 +5 3 2 1 — — — 7th +3 +2 +2 +5 3 3 2 — — — 8th +4 +2 +2 +6 Spell Mastery 3 3 2 0 — — 9th +4 +3 +3 +6 3 3 2 1 — — 10th +5 +3 +3 +7 3 3 2 1 — — 11th +5 +3 +3 +7 3 3 3 2 — — 12th +6/+1 +4 +4 +8 Spell Mastery 3 3 3 2 0 — 13th +6/+1 +4 +4 +8 3 3 3 2 1 — 14th +7/+2 +4 +4 +9 3 3 3 2 1 — 15th +7/+2 +5 +5 +9 3 3 3 3 2 — 16th +8/+3 +5 +5 +10 Spell Mastery 3 3 3 3 2 0 17th +8/+3 +5 +5 +10 3 3 3 3 2 1 18th +9/+4 +6 +6 +11 3 3 3 3 2 1 19th +9/+4 +6 +6 +11 3 3 3 3 3 2 20th +10/+5 +6 +6 +12 Spell Mastery 3 3 3 3 3 2 Class Skills The laymage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis). ..Skill Points at 1st Level: (2 + Int modifier) ×4. ..Skill Points at Each Additional Level: 2 + Int modifier. Class Features All of the following are class features of the laymage NPC class. ..Weapon and Armor Proficiency: Laymages are skilled with all simple weapons. Laymages are not proficient with any type of armor nor with shields. ..Spells: A laymage casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a wizard, a laymage prepares her spells in advance each day. Unlike a wizard, a laymage does not keep spellbooks (See Spell Mastery, below) and cannot learn spells she finds in spellbooks or on scrolls. To prepare or cast a spell, a laymage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a laymage’s spell is 10 + the spell level + the laymage’s Intelligence modifier. When a laymage gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level. ..Spell Mastery: A laymage prepares spells as a wizard does, but can do so without referring to a spellbook. A laymage begins play familiar with a number of 0 and 1st-level spells equal to her Intelligence modifier as if she had taken the Spell Mastery feat. At fourth level and every four levels thereafter (8th, 12th, and 16th level) she gains access to a new spell level and learns a number of new spells equal to her current Intelligence modifier, plus one 0-level spell. Upon attaining 20th level she learns a number of new spells equal to her current Intelligence modifier, plus one 0-level spell. Starting Gear 2d4 x 10 gp worth of equipment. Laymage Spell List Laymages choose their spells from the following list. ..0 Level: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mage hand, mending, prestidigitation, purify food and drink, read magic. ..1st Level: alarm, animate rope, bless, charm person, command, comprehend languages, cure light wounds, detect chaos, detect evil, endure elements, erase, obscuring mist, protection from chaos, protection from evil, sleep, unseen servant. ..2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, make whole, resist energy, see invisibility, warp wood, web. ..3rd Level: continual flame, cure serious wounds, daylight, deeper darkness, discern lies, gentle repose, glibness, neutralize poison, remove curse, remove disease, tongues. ..4th Level: cure critical wounds, minor creation, restoration, stone shape, stoneskin. ..5th Level: break enchantment, commune, heal, fabricate, major creation, polymorph, raise dead, true seeing, wall of stone. |
| fiendish_platypus06-06-07, 06:38 PM | Voilą Mind if I use that, Sylvaroth? |
| CryoSilver06-06-07, 06:44 PM | I think, if you grow up on a farm, telling a horse from a cow qualifies for common knowledge. Or Profession (farmer). Much as a sailor knows how to tie a bowline without USe Rope because has Prof (sailor), a farmer can tell what kind of farm animal he raises without Knowledge (nature), which certainly includes topics far removed from any animal a farmer is likely to ever encounter. |
| Sylvaroth06-06-07, 06:48 PM | Mind if I use that, Sylvaroth? Sure, why else should I post it here? Or Profession (farmer). Much as a sailor knows how to tie a bowline without USe Rope because has Prof (sailor), a farmer can tell what kind of farm animal he raises without Knowledge (nature), which certainly includes topics far removed from any animal a farmer is likely to ever encounter. Correct :D H_B, by now you should know: You have to improvise with NPC-classes ;) |
| CryoSilver06-06-07, 06:55 PM | Correct :D H_B, by now you should know: You have to improvise with NPC-classes ;) Consider this houserule, perhaps: You may use Profession (whatever) in place of a related Knowledge check (DM's discretion as to 'related') with a -5 penalty. |
| NobodyRemembersThis06-06-07, 06:57 PM | Thanks for the Laymage - I'll tweek it a bit and make use of it!!! |
| CryoSilver06-06-07, 06:59 PM | How about the magewright from the ECS? |
| Sylvaroth06-06-07, 07:14 PM | Thanks for the Laymage - I'll tweek it a bit and make use of it!!! Could you inform me about the tweaks as soon as you are done tweaking, please :D |
| Heros_Backpack06-06-07, 08:05 PM | H_B, by now you should know: You have to improvise with NPC-classes ;) I do improvise around them. Frequently. I even turn up the heat of improvisation so far that I'm considering a side-effect that turns these commoners from RAW (like the ones I mentioned irritating me) to COOKED - sorted in every way. :D ;) |
| fiendish_platypus06-06-07, 09:44 PM | How about the magewright from the ECS? I already mentioned that, I think, and I'll look at it again, but IIRC, it isn't OGL, so I can't post the rules for it, so I'll probably be using the Laymage, also I'm going to try to talk to the Giant about the Gleaner, ask him if I can post that here (GitP lesser druid type-thing). EDIT: Turned out the Gleaner was written by Kieth Baker, I always thought everything on there was Burlew's (sorry Kieth). |
| NobodyRemembersThis06-06-07, 10:47 PM | Could you inform me about the tweaks as soon as you are done tweaking, please :D Will Do. It is more or less to change the spell list to be more "witch" like (charms, curses, transmutation, summons, weather), and granting them a number of spells know on each tier (spell level) equal to 1 + Int modifier. And, the following Abilities: 1. 2. Magical Aptitude 3. 4. Hedge Wisdom 5. 6. 7. 8. Scribe Scroll 9. 10. 11. 12. Hedge Wisdom 13. 14. 15. 16. Hedge Wisdom 17. 18. 19. 20. From All Sources Magical Aptitude - as the feat. Hedge Wisdom - the Hedge Wizard may add a single spell to his spell known. Spells not on the Hedge Wizard spell list are treated as 1 level higher (ie, cure light wounds would be a level 2 spell). Scribe Scroll - as the feat. Spell Mastery - as the feat. From All Sources (ex) - the Hedge Wizard using a scroll or wand with a spell that is not on his spell list may do so as if he were a 10th level spellcaster of the appropriate type. This is an extrordinary ability. Spell List Under Construcion |
| EffigyOfFaith06-07-07, 09:46 AM | When DMing for commoners I use the house rule that players may spend a feat to make two (of their choice) cross-class skills class-skills. For me this provides appropriate balance between adding power to the commoner (bad) and adding greater customization and flexibility (generally good). This way your woodsman commoner can take knowledge nature and wilderness lore and merchant can take appraise and sense motive, they just have to pay for it. Another perfectly good option is to have a set of template for variant commoners with alternative skill lists. Also this (http://www.giantitp.com/forums/showthread.php?t=10278&highlight=complete+commoner) might be of interest |
| NobodyRemembersThis06-07-07, 01:09 PM | You could always change the commoner's skill list to the following: The commoner’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str), plus any 2 non-int based skills.This would solve the problem, wouldn't it? |
| fiendish_platypus06-07-07, 01:31 PM | That could work, but I don't think I'll use it, I'm not agianst the idea, but then your powergamers would be like "I choose Use Magic Device and (insert other powerful-ish skill [spellcraft?])" wich totally defeats the purpose, kind of. |
| NobodyRemembersThis06-07-07, 02:09 PM | Could always make a specific list: Knowledge [Local, Nature], Ride, Rope Use, Survival, Balance, etc. |
| Werral06-09-07, 07:59 AM | I thought this stuff was pretty cool for Commoner orientated campaigns - http://boards1.wizards.com/showthread.php?t=771776 |
| FaithlessOfLux06-09-07, 03:08 PM | THe problem with that commoner in my opinion it seems to focus just around farmer commoners that are working alone. I think complete commoner should heavily focus into the rules of teamwork of commoners. |
| fiendish_platypus06-09-07, 04:20 PM | THe problem with that commoner in my opinion it seems to focus just around farmer commoners that are working alone. I think complete commoner should heavily focus into the rules of teamwork of commoners. I like that idea, thanks, I'll start thinking about it. |
| FaithlessOfLux06-09-07, 06:20 PM | BY the way the chosen skill thing is good but I think you should break it down into rule variants rather than actual rules. I like the idea of playing the "true" commoner class and just adding rules onto that rather than just manipulating the class itself. |
| Astron the Wizard06-10-07, 12:16 AM | I think my brother made some special rules for training NPCs to become PC classes. I'll dig around for them, they might (or might not) be useful. |
| ShinoAburame06-10-07, 04:27 AM | Hey, I cameup with a decent feats for the commoner. Lepper. Prequsite: Charisma 9 or less. Commoner only. Effect: Living creatures who come into contact with you (atleast 10ft within your radius) must make a fortitude saving throw of 23 or be infected with leppersy. A remove disease spell can cure this. Leppersy. Effect: You take -4 in all skill checks and must make a fortitude saving throw of 17 every 24 hours or die. Village Idiot. Prequisite: Intelligence 9 or less. Commoner only. Effect: You gain +4 to your AC. Town Cryer. Prequisite: Charisma 11 or more. Commoner only. Effect: You can as a move-action start screaming about random things and people are actually gullible enough to listen. They must make a will saving throw of 16 or become dazed for one round. This effects all living creatures that can hear you within 90ft. Town Drunk. Prequisite: Constitution 11 or more. Commoner only. Effect: You gain immunity to poisons. |
| Sylvaroth06-10-07, 07:43 AM | Those remind me of such flaws as 'chicken infested' (Dragon 330 p. 87):D Assuming alcoholic beverages qualify as poison, the 'town drunk'-feat does make the former town drunk into a person who pays money for a substance, that does not have any effect on him, i.e. he can, all of a sudden, not become drunken anymore. :confused: And why does heavy drinking make somebody immune to the bite of a viper, venomous vermin, or other poisonous creatures or substances? It is, however, simply hilarious to imagine an alcoholic assassin :D |
| fiendish_platypus06-10-07, 11:05 AM | BY the way the chosen skill thing is good but I think you should break it down into rule variants rather than actual rules. I like the idea of playing the "true" commoner class and just adding rules onto that rather than just manipulating the class itself. Thanks for your input, so, what do you think? Should I make it a feat or something? Also, what does everyone think about a list of feats that commoners can take (my commoner has [Insert Stupid Feat or WAY TOO POWERFUL feat here])? Your feats look pretty powerful, ShinoAburame, the only one I could actually see happening is Lepper, and that's only if the commoner is affected by it too. (Come 'ere ya stupid Kobold! I'm gunna give you lepersy before I die!) I think we could use the Town Drunk feat as long as he can only use it if he fullfills a requirement, like must get drunk X/X (ex: 1/day) or something similar. Those remind me of such flaws as 'chicken infested' (Dragon 330 p. 87):D Sylvaroth, you read my mind. |
| FaithlessOfLux06-10-07, 12:41 PM | We have to take into perspective that this will be more like an unearthed arcana of commoners then a "complete book". We're going to provide variant rules for commoners so we should in turn break it down into several different ways people can play commoners. You should provide rules for stuff like putting out fires, working on a farm etc to a more detailed extent. Making feats and all is good but that's the easy part of it comparison. I expect in the next few weeks everyone will be posting feats here anyways. We should be taking into consideration the other things, rules for running a business are covered in the dmg 2 but a standard commoner will take a while to get there. So I think one of the big focuses should be is making the money from having nothing to becoming successful. Joe Wood got pretty lucky he did get a job but he found a lot of more valuable items by chance, that isn't going to happen to all commoners, we should have a section of possible side quests and odd jobs commoners can take up to make money. |
| fiendish_platypus06-10-07, 12:52 PM | I like that idea, FaithlessOfLux, if someone wants to work on that, go ahead, right now I'm going to be working on some common monsters and some weaker versions of well-known monsters (for those who still want to go monster-hunting at low levels). I'll also be working on spells weaker than cantrips, kind of like really weak incantations for commoners, probably for higher magic worlds. |
| NobodyRemembersThis06-10-07, 01:33 PM | You could also just create a feat called "Commoner Magic" that lets tem cast prestidigitation 1/day for every 4 levels (max of 5). |
| FaithlessOfLux06-10-07, 04:48 PM | I'll do the side quest thing on working your way up, I've also finished a cover for the pdf complete commoner thing we were talking about. I'll post the link later. Also if we want to set it up like some of the other books we could add quotes to the beginning of each section and such. This said we could create some iconic commoner figures. By the way platypus I like the thing with lowering well known monsters. Keep in mind a commoner class is equal to 1/2 ecl. The best opponents for a commoner would probably be other humanoids. EDIT: http://www.deviantart.com/deviation/57290303/ |
| tharivol26606-10-07, 05:39 PM | ill put in some time after the con this coming weekend to making more modified profession skills. http://boards1.wizards.com/showthread.php?t=856661 |
| fiendish_platypus06-10-07, 07:27 PM | FaithlessOfLux, you are my hero, well, one of them, that's a sweet arse cover, geeze. I'll start working on some quotes... but let's think of some iconics, let's say three: Druruken Whitehammer: A dwarven blacksmith Milo Highhill: A halfling merchant Kristen Shine: A human educater(or?) Currently Nameless: A human farmer Any other suggestions for iconics? As for the 'Monsters' section, I'll work on some example NPCs, maybe using some rules we present here, I'll also work on some monsters, I think a commoner's EL (at level one) is 1/3 or 1/4 or something, I find it hard to see them stronger than kobolds. EDIT: By the way, if anyone wants to know where I got those ideas for iconics from, or where their quotes come from, they're my Players' Characters for my Commoner Campaign (where they will play test rules presented here). |
| Ben7el06-10-07, 07:49 PM | Druruken Whitehammer: A dwarven blacksmith Milo Highhill: A halfling merchant Kristen Shine: A human educater(or?) Currently Nameless: A human farmer Please tell me the Farmers name really is "Currently Nameless" Seriously, best, name, ever. (Explanation: My parents couldn't think up a name, so they just called my nameless, it stuck.) Also, I think this is a great idea, keep up the good work! |
| FaithlessOfLux06-10-07, 08:06 PM | I was thinking for monsters just creating bandits with the warrior npc class and things. I forget what premade adventure had the 3 deathly ill giants but that's a good way to create weakened opponents. Just take a fairly low level creature and apply diseases to him, lob off a few arms, make him blind. There's tons of interesting ways to do this. Oh and the ecl is 1/2 because remember a cr is designed for the appropriate challenge of approximately 4 pcs. |
| fiendish_platypus06-10-07, 08:21 PM | I was thinking for monsters just creating bandits with the warrior npc class and things. I forget what premade adventure had the 3 deathly ill giants but that's a good way to create weakened opponents. Just take a fairly low level creature and apply diseases to him, lob off a few arms, make him blind. There's tons of interesting ways to do this. I'll start making some low-level NPCs now, warriors and such, I'm sure this'll be really easy, may even post some tongiht... I'll be creating animals commoners often have to deal with, I know alot of these are done, (eg. dogs, cats, etc.) but are there anymore that anyone has ideas for? As for the crippled monsters, good idea, I was thinking more of juvenile versions of monsters, I've finished a juvenile Umber Hulk that could be an interesting challenge for commoners (Tiny-sized, looks like a monkey rather than gorrila or ape), confusing the cattle and such. By the way, thanks for all the support and suggestions guys! EDIT: o.0 I must be doing something right, 747 views! |
| UltimateReality06-12-07, 05:39 PM | As for the crippled monsters, good idea, I was thinking more of juvenile versions of monstersOh man. I had this Eberron adventure once where I wanted to use miniature oozes in a secret lab...I'll have to see if I can dig that up again when I get to my other computer. Anyone else can feel free to have a crack at the idea if they want -- monster-building isn't really my strong trait. |
| Critical_Failure06-28-07, 08:14 AM | :bump: |
| terracustos06-28-07, 11:04 AM | Sorry me and Fiendish_Platypus havent added anything recently, we have been busy. I have just finished the last day of my course today, though, so have loads of free time. I will hopefully be posting some more complete commoner info tomorrow. |
| terracustos07-03-07, 01:54 PM | Hey all, Below is an update to chapter 1. There may be a few ammendments but this is it so far. ........................................ ...................... Belros Gellantara The moon was still high in the sky when Belros Gellantara awoke. Leaving his wife and son gently stirring in their beds Belros gathered his satchel, bow and his trusty knife and left the quiet of his home. Taking a few steps Belros paused and looked up into the night’s sky. Belros drew in a deep breath, withheld it and then let out a long, light trickle of air as the wind whistled through his hair and across his brow. He loved the calm of the morning and the smell of the early morning dew in the air. After a quick glance back to his home Belros smiled to himself and left for the forest. The edge of the great forest was but a hundred paces from Belros’ home which lay on the edge of the village of Kestle Tarn. Kestle Tarn is a simple village nestled upon mount Brannok. Several families of farmers and goat herders call it home and maintain a subsistence lifestyle with outsiders rarely visiting the village. The outlying forest lies upon a steep incline that saps Belros’ strength as he climbs. As he reaches the top he removes a small leather water sac from his satchel. Taking a few small mouthfuls he replaced the water sac and carries on. The forest floor levels out from here and Belros continues to trek through the forest. Moon and starlight pierce the forest floor and provide Belros with a good navigation light. Having spent most of his adult life in the forest Belros knows it well and glides through the maze of oak, willow and shrub. He is following the same route he follows every night; the one that his father taught him when he was a small boy. The monotonous walk through the tangled collage of greens, browns and golden reds comes to an abrupt end when Belros pulls back a branch to reveal the clearing he has been searching for. The sun is now crawling over the horizon causing a crimson bean of light to creep upon the clearing revealing its treasures to Belros. Belros’ eyes light up as he sees the bounty of his catch. In the farthest corner of the clearing lies a young doe that has been caught in last night’s snare. The doe lies curled in a ball, eyes glazed, and seems subdued by the shock of capture. She is unaware that she is being watched and that her captor is now making his way around the periphery of the cleaning, carefully undulating between the trees. The doe remains unaware of her predicament as the hunter stops 20ft from his target. Taking cover behind an elderberry bush, Belros silently and slowly removes an arrow from the quiver latched to his satchel. All is silent as Belros readies his bow. Warily he rises from his crouched position. He is downwind from the doe, who seems too dazed that she would not even notice a predator approaching upwind and howling from the rafters, so maintains her dull and diminished poise. The arrow flies from its master yet is brought to a sudden holt as it penetrates the neck of its victim. The doe twitches on the floor for a few moments then lies still, now devoid of all life. Belros puts away his bow and walks over to the now lifeless doe. Loosening the snare he pulls the leg free and drags the doe to the middle of the clearing. He then returns to the snare and re-positions it and covers it with some fallen braches and leaves. Hoisting the young doe onto his shoulders and back, Belros continues off into the forest. By midday he is ready to return home. Seven more snares and traps have been checked and reset, providing Belros with two small rabbits and a pheasant. Three of the traps were empty and the catch of the last trap had already been scavenged before Belros had reached it. With the doe on his back and the other game latched to his satchel he made his way back through the forest. To avoid the steep slopes and the thick undergrowth that he contended with upon entering the forest he took a shorter and more open route that led him to a small dirt track about two miles outside of town. About a mile outside of town the hunter stopped atop a small hill that looked over Kestle Tarn. With the great forest on his left and his home to his right Belros gazed at the village further up the valley. The farmers were out ploughing their fields, herders were bringing their goats off the hills, women were in the gardens tending the chickens and hanging the washing. Children, having worked the morning with their parents were playing in the streets, a local game where one would be declared ‘it’ and would pursue the others in a game of tag, and also pretended to be mighty heroes that they would only ever see in their dreams and fight with swords made from willow branches. Belros’ wife; a fare woman with auburn hair, emerald eyes and soft mellifluous lips, was a kind and cheery woman and had a glowing smile that would brighten anyone’s day and seemed to walk with a very particular and humble stride. She was out in the yard hanging out clothes to dry in the autumn sun while humming a delightful tune to herself, often sung at the harvest festival. His son was soon to be seven and was playing in the yard with Belros’ old hunting dog Shadow who was now too old to hunt. Belros is humbled by what he sees and with a smile of his face and his head held high, he strolls on into town eager to show his wife and son the nights catch. Such is the simple life of the common man… Commoner Adventures Being modest, fulfilled, simple folk commoners reside themselves to a life in their trade and rarely dare venture from their simple communities. Maintaining a simple life, the most adventure commoners usually ever see is that of the hunter, tracker or the travelling merchant. The very few who do join up with an adventuring party are simply hired to do a job; tracking or a local guide perhaps. Characteristics Commoners usually possess an average build showing traits of their skills from the life they lead. Their form ranges from the meek beggar, the burly blacksmith, the plump barkeep and the resilient farmer. Alignment Commoners are typically good or neutrally aligned not wanting to upset anyone or make enemies of the nobles and barons within their community yet maintain a common set of morale values and principles. Every community however, has its thieves, thugs and bullies that tend toward an evil and unlawful alignment. Religion Most common men adulate the deity Pelor for his defence of those in need and aid towards the common man. He is also revered as the bringer of the sun on which most common men’s livelihoods depend. Tabernacles and temples are common place among human communities with common men regularly in attendance to pay them respects for Pelor’s blessing. Background Most commoners are born into their life profession, inheriting the skills and knowledge from their fathers and mothers. They are often trained from as soon as they are able to help out their parents and to one day carry on that business. Commoners rarely venture far from their homelands and either carry on their parents business or start their own in a nearby town or village and always maintain ties with their families and friends. Commoners fulfil a variety of roles within human society including farming, blacksmiths, tanners, merchants, construction and general labour. Races Commoners are a social class, a niche, that is symbolic of a civilized, structured, humanoid society that rely on social segregation of functions and roles in order to maintain cohesion and purpose of the population. Most other races are either solitary, self sufficient creatures or possess a barbaric culture with no structure and have a ‘survival of the fittest’ mentality. Other Classes Commoners are usually hesitant and weary of adventures that often bring chaos and disruption to their simple and untroubled lives. Commoners will however, offer momentarily acceptance towards outsiders that aid them from an already existent threat. Retired adventures may also find a home among commoners, integrating into their society and using their profession to aid the community. Roles Commoners fulfil periodic supporting roles for adventures such as shoeing horses, repairing carts, shields and armour, providing food and new tools, equipment and weapons. Commoners may also be sought out as a guide of the local area, for their tracking abilities and other abilities or skills that may aid an adventuring party. In the rare occasion that a commoner would be found as part of the actual adventuring they would be able to do little more that provide a supporting role such as healing other party members or provide basic supporting fire. Level BAB Fort Save Ref Save Will Save Special 1st +0 +0 +0 +0 Bonus Commoner Feat 2nd +1 +0 +0 +0 3rd +1 +1 +1 +1 Bonus Commoner Feat 4th +2 +1 +1 +1 5th +2 +1 +1 +1 Bonus Commoner Feat 6th +3 +2 +2 +2 7th +3 +2 +2 +2 Bonus Commoner Feat 8th +4 +2 +2 +2 9th +4 +3 +3 +3 Bonus Commoner Feat 10th +5 +3 +3 +3 11th +5 +3 +3 +3 Bonus Commoner Feat 12th +6/+1 +4 +4 +4 13th +6/+1 +4 +4 +4 Bonus Commoner Feat 14th +7/+2 +4 +4 +4 15th +7/+2 +5 +5 +5 Bonus Commoner Feat 16th +8/+3 +5 +5 +5 17th +8/+3 +5 +5 +5 Bonus Commoner Feat 18th +9/+4 +6 +6 +6 19th +9/+4 +6 +6 +6 Bonus Commoner Feat 20th +10/+5 +6 +6 +6 Hit Die: d4 Class Skills: The commoner's class skills (and the key abilities for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Proffession (Wis), Ride (Dex), Spot (Wis), and Use Rope (Dex) Skill Points: 2 + Int modifier (x4 at 1st level) Class Features: The following are class features of the commoner NPC class. Weapons and Armor Proficiencies: The commoner is proficient with one simple weapon, he is not proficient with any other weapons or armor. Starting Gear 5d4gp worth of starting equipment ........................................ ...... Notes: The edited class rules at the moment simple have a bonus commoner feat every 2 levels. What i was thinking is that either it remains as it is for a basis and then the players use the bonus commoner feats to develop the commoner towards a certain trend or style (such as feats to give the feel of a hunter). Or the commoner can gain a bonus commoner feat every 3 levels and i give them more set skills and abilities at each level (abilities al comomers would have). What do you think? I only had an hour yesturday in the library so could not add everything i wanted to add. Either today or tomorrow i have a few extra things to add such as more starting packages and stuff. The next chapter will probably be about either tools and equipment or advancing commoners up to normal base classes. Input on anything so far is welcome. :D |
| terracustos07-04-07, 10:54 AM | THe problem with that commoner in my opinion it seems to focus just around farmer commoners that are working alone. I think complete commoner should heavily focus into the rules of teamwork of commoners. Nice ideas. I havent heard anything from Fiendish_Platypus lately but for now i will work on that teamwork idea. I think then i should replace the bonus commoner feats every 2 levels and make them every 3 or 4 and then i will try and incorperate extra bonus's each level such as ones that tend towards teamwork or just general commomer abilities. Hows that section on the side quests coming? :D |
| Mistress_of_Mockery07-04-07, 12:34 PM | Nice ideas. I havent heard anything from Fiendish_Platypus lately but for now i will work on that teamwork idea. I think then i should replace the bonus commoner feats every 2 levels and make them every 3 or 4 and then i will try and incorperate extra bonus's each level such as ones that tend towards teamwork or just general commomer abilities. Hows that section on the side quests coming? :D First of all, hello. fiendish_platypus is my boyfriend's younger brother. Their grandmother died a couple days (maybe a week?) ago, and I haven't heard much from them. Just a heads up. I don't know when he's going to be coming back. Just a heads up, I didn't know if anyone knew that. |
| terracustos07-05-07, 09:36 AM | First of all, hello. fiendish_platypus is my boyfriend's younger brother. Their grandmother died a couple days (maybe a week?) ago, and I haven't heard much from them. Just a heads up. I don't know when he's going to be coming back. Just a heads up, I didn't know if anyone knew that. Hi, Thanks for letting me know, I didnt know that. I am sorry to hear about their grandmother. I am sorry if i am the only one who didnt know and have brought it back up. I offer their family my sincerest regards. |
| stuporhero9307-07-07, 09:36 PM | I too offer my regards... I am from the commoner campaign thread that started this all. i was one of the originals to design Complete Commoner. I was thinking of doing stats for equipment ( Sythes, Hoes, Rakes, Brooms even) because most most commoners use them often to deter would be egg thieves, calf eaters, etc. My famil grew up on a farm in Ireland so I have some expirirence in this area. this is if its ok with you two.... |
| terracustos07-08-07, 10:39 AM | I too offer my regards... I am from the commoner campaign thread that started this all. i was one of the originals to design Complete Commoner. I was thinking of doing stats for equipment ( Sythes, Hoes, Rakes, Brooms even) because most most commoners use them often to deter would be egg thieves, calf eaters, etc. My famil grew up on a farm in Ireland so I have some expirirence in this area. this is if its ok with you two.... Yeah, that would be cool. I will be online all day tomorrow so i am going to make ammendments to the first chapter and set up an outline for chapter 2. I shall leave the commoner advancement section till chapter 3. Tomorrow i will probably start by adding some current basic equipment that commons would be found using and then adding some of my own and then it is open for everyone to put in their own ideas and i will sort them all together once they're done. Everything on this thread, even if not finished, is open to be PEACHed as this is going to be an on-going project and each bit can be edited and re-done over time. If anyone else has any ideas of what should go into this thread just let me know. :D I have to go now as library is closing but i will be gradually adding things over the course of tomorrow. :D Edit: Oops, Just quickly before i go let me give you a quick run down of some of the proposed sections. Chapter 1 - Introduction and commoner class rules Chapter 2 - Tools and Equipment Chapter 3 - Commoner advancement Chapter 4 - Feats and Skills Chapter 5 - Commoner spells (Cantrips and homebrew spells of the same level) Chapter 6 - Commoner Jobs/Side quests etc Chapter 7 - Commoner life/festivals/organisations etc Think there might have been 1 or 2 more but i dont have my list with me. The order, make up and content of these chapters are not fixed. Let me know if you have any other ideas for chapters or thoughts on any attitional chapters |
| stuporhero9307-08-07, 01:44 PM | No idea how to make a table yet but here I go: Weapons: Cost Damage Critical Range Type Sythe 1sp 1d4 x3 - slashing Hoe 5cp 1d2 - - piercing Rake 5cp 1d3 x2 - slashing Broom 3cp 1d2* - - bludgeoning Brander 5cp 1d4 x3 - piercing *-deals subdual damage Other: Chicken wire-fence Hardness 15 HP 2 Standard wooden fence Hardness 10 HP 10 Will continue to edit...... |
| terracustos07-09-07, 09:39 AM | The Commoner is the backbone of civilised society and fulfils a diverse range of functions. Commoners may be found as the towns blacksmith, baker, taner, weaver or merchant and each of these roles requires its own set of unique tools and equipment. The following chapter looks at these tools and equipment that would be found in all aspects of commoner life. (See PHB Chapter 7 p111 for more weapons, tools and equipment). Tools and Equipment Item Cost Weight Plough 10gp 150 lb Sowing Machine 10gp 15 lb Sowing Machine (Masterwork) 50gp 15 lb Hand Sowing Kit 2gp 5 lb Blank Leatherbound Book 5sp 2 lb 1sq yard of Cloth 5cp - 1sq yard of Fine Cloth 5sp - 1sq yard of Exquiste Cloth 1gp - 1sq yard of Linen 4gp - PHB p112 1sq yard of Silk 10gp - PHB p112 Anvil Blacksmiths Hammer 8sp 4 lb 1 pound of Iron 1sp PHB p112 File 2sp 1 lb Chisel 2sp 1 lb Pincer 4sp 5 lb Draw Plates 4sp 4 lb Furnace Oven 1 pound of flour 2cp PHB p112 1 pound of wheat 1cp PHB p112 Transport Item Cost Weight Caravan (small) 35gp 400 lb Caravan (Large) 50gp 700 lb Caravan (Exquisite) 200gp 750 lb Hand Cart 5gp 50 lb Weapons Weapon Cost Dmg Crit Range Type Sythe 1sp 1d4 x3 - Slashing (Added by stuporhero93) Hoe 5cp 1d2 - - Piercing (Added by stuporhero93) Rake 5cp 1d3 x2 - Slashing (Added by stuporhero93) Broom 3cp 1d2* - - Bludegeoning (Added by stuporhero93) Brander 5cp 1d4 x3 - Piercing (Added by stuporhero93) Other Chicken wire-fence - Hardness 15 - HP 2 (Added by stuporhero93) Standard wooden fence - Hardness 10 - HP 10 (Added by stuporhero93) Notes: This is just a basic list to start us off. I am going to add some more item descriptions and rules as soon as i can. I am also going to add more weapons and items to the list once i think of them.Once more weapons and items have been suggested i will add them to the list. There are one or two blanks as i am unsure about what the cost and weight for some of them should be. Dont think of a commoner as just being a farmer. Also think of tools and equipment that would be used by merchants, blacksmiths, weavers etc. Dont forget. This is an on-going project so remember to check back on previous sections and PEACH as they will probably be not finished. Even as chapter 2 is emerging i still need to ammend many things to chapter 1. :D P.S I am going to write up the extra rules and item descriptions for the current items. A few things to add though. For the things like the sowing machines and blacksmiths tools i was thinking that they would simple have the same effect as artisan tools, but i am not sure. I may customise the rules for them a little so they more fit their purpose. As for the plough, i am going to leave the rules for that for now because i am thinking about making some rules for farming, working the smithy, making clothes etc. Therefore, some of the rules for tools and equipment may change to accommodate. |
| Holy_Beholder07-09-07, 02:33 PM | Why does a broom do less damage than an unarmed strike? |
| terracustos07-10-07, 08:24 AM | No idea how to make a table yet but here I go: Weapons: Cost Damage Critical Range Type Sythe 1sp 1d4 x3 - slashing Hoe 5cp 1d2 - - piercing Rake 5cp 1d3 x2 - slashing Broom 3cp 1d2* - - bludgeoning Brander 5cp 1d4 x3 - piercing *-deals subdual damage Other: Chicken wire-fence Hardness 15 HP 2 Standard wooden fence Hardness 10 HP 10 Will continue to edit...... I have added your items to the list. I just have one or two points though. Unarmed strike deals 1d3 subduel and a quarterstaff deals 1d6. Do u not think that a broom would more accurately deal 1d4 with a x2 crit? Similar for Hoe? I have also been think about the shape of a hoe. It isnt really pointed in a way to deal piercing Dmg. Perhaps Slashing? Just as i am unsure what it is, what is a brander? I am not going to edit anyones work without permission. Just thought you might want to consider those points. Have you been working on anything else? :D |
| demonsaintdante08-03-07, 09:14 AM | you dont have to take this but i modified it some... Dont they already have a sythe in the PHB... it does 1d6 damage at a X3 crit... gives bonus's to trip attempts. Hoe 5cp 1d4 - - piercing (10 ft reach) +2 to bull rush Rake 5cp 1d3 x2 - slashing (10 ft reach) +2 to trip Broom 3cp 1d3* - - bludgeoning (10ft reach +2 to trip, as an attack you can swat at an opponent face with a -2 penalty causing them to be dazzled for 1 round.) Brander 5cp 1d4 x2 - bludgeoning () As a standard action when near a fire you can add a +2 fire damage to your weapon for 1d4 rounds. Spells: Spells are skill based on how good a commoner is good at his proffession a commoner may never realize that what he is doing is magic but he still has the ability to do it. A commoner gains spells for his profession based on this graph. 4 ranks= first 0 level spell known 6 ranks= second 0 level spell known 8 ranks= third 0 level spell known 10 ranks= first 1st level spell known 12 ranks = second 1stlevel spell known 14 ranks = third 1st level spell known 15 ranks = first 2nd level spell known 16 ranks = second 2nd level spell known 18 ranks = third 2nd level spell known 20 ranks = first 3rd level spell known Spells / day 3= one 0 level spell 6= two 0 level spells 9= three 0 level spells 12= one 1st level spell 15=two 1st level spells, one second level spell 18=two 2nd level spells 21=one 3rd level spell 0(farmer, hunter)- Farmers touch: Any food that is at least two steps in the green or rotten characteristics become ripe instead and grow to 1.5 times its normal size. If the food is still attached to the vine (such as vegetables or fruit) it instead grows to 2 times its normal size. This does not work on monstrous plants. |
| terracustos08-03-07, 10:38 AM | you dont have to take this but i modified it some... Dont they already have a sythe in the PHB... it does 1d6 damage at a X3 crit... gives bonus's to trip attempts. Hoe 5cp 1d4 - - piercing (10 ft reach) +2 to bull rush Rake 5cp 1d3 x2 - slashing (10 ft reach) +2 to trip Broom 3cp 1d3* - - bludgeoning (10ft reach +2 to trip, as an attack you can swat at an opponent face with a -2 penalty causing them to be dazzled for 1 round.) Brander 5cp 1d4 x2 - bludgeoning () As a standard action when near a fire you can add a +2 fire damage to your weapon for 1d4 rounds. Spells: Spells are skill based on how good a commoner is good at his proffession a commoner may never realize that what he is doing is magic but he still has the ability to do it. A commoner gains spells for his profession based on this graph. 4 ranks= first 0 level spell known 6 ranks= second 0 level spell known 8 ranks= third 0 level spell known 10 ranks= first 1st level spell known 12 ranks = second 1stlevel spell known 14 ranks = third 1st level spell known 15 ranks = first 2nd level spell known 16 ranks = second 2nd level spell known 18 ranks = third 2nd level spell known 20 ranks = first 3rd level spell known Spells / day 3= one 0 level spell 6= two 0 level spells 9= three 0 level spells 12= one 1st level spell 15=two 1st level spells, one second level spell 18=two 2nd level spells 21=one 3rd level spell 0(farmer, hunter)- Farmers touch: Any food that is at least two steps in the green or rotten characteristics become ripe instead and grow to 1.5 times its normal size. If the food is still attached to the vine (such as vegetables or fruit) it instead grows to 2 times its normal size. This does not work on monstrous plants. Thanks, I shall make sure they are included although i have unfortunately not got enough time to do that today. Also, i have been working on one of the DM competitions on the forum and also been away for a few weeks so this thread kinda died out abit but now that i am back i hope to get it up and running again and will be updating it shortly so thanks and stay tuned......... :D |
| demonsaintdante08-04-07, 09:21 AM | It was just a suggestion on how the spells might work (i noticed a spell section in the book) this was the only way i could really think to have commoners use spells. And the weapons i just gave some bonus depending on itself. (The brander is those things they heat up and mark animals with) and so forth... |
| Sylvaroth08-05-07, 07:34 AM | I suggest to create a concept similar to Arcana Evolved's ceremonies for the commoner. Simply giving them the ability to cast spells, because they have high skill ranks will give them an advantage over non-spellcasting PCs who cannot do the same and AFAIAC doesn't fit their flavor. Instead you could decide to give them benefits, if they donated (http://www.seankreynolds.com/rpgfiles/misc/donations.html) to the local temple or church. Or you could grant them benefits from rituals (http://www.montecook.com/cgi-bin/page.cgi?designdiary_mmearls_1) which would cost them some time and money to perform. Similar in power to spells of level 0 to 1, rituals are rather passive magical effects that can give Commoners a certain benefit, but not as much as to make low-level spellcasters obsolete. A Commoner starts the game with the knowledge of a number of rituals equal to 1 + his Int modifier. As he rises in levels a Commoner gains knowledge of new rituals equal to 1 per rank in Knowledge (ritual) above 4. Commoners could also go to the local wise woman or witch (or any other person who knows a ritual) to purchase her services to perform rituals and maledictions (http://www.montecook.com/cgi-bin/page.cgi?arch_stuff83) (kind of an evil variant of rituals) for them or to be taught a ritual. This will take the Commoner a minimum of a week of dedicated study and a successful Knowledge (ritual) or Intelligence check against a DC of 20. If the commoner takes his time to carefully practice and memorize the components of the performance of a ritual, however, he will automatically learn a new ritual once every six months without the need of a Knowledge or Intelligence check provided his Int score is at least 6. The maximum number of rituals a Commoner may know equals his Intelligence score. Most rituals require the performer to have a certain skill, feat, race, etc. and to use up certain materials while performing the ritual (e.g. sacrificial animals, incense, etc.). Benefit Cost One-time +1 bonus* 50 gp One-time +2 bonus* 100 gp bonus with longer duration* 150 to 200 gp Learn common information (Knowledge DC 10 or lower)** 50 gp Learn rare information (Knowledge DC 15)** 100 gp Learn obscure information (Knowledge DC 20 to 30)** 200+ gp * Competence or insight bonuses to skill checks or saving throws lasting for 6 hours or until discharged (1 use, 1 combat, duration of a skill check, aso.). ** Gives never concrete final answers, only hints or an advice. Most rituals have a 'casting time' of between one day and one week. Rituals lasting longer may have a proportionally more significant impact on the Commoner. A ritual of matrimony may take one day and will bond the engaged couple for life (having a story but no in-game effect). A harvest ritual may take one week of feasting, praying, aso. to finally culminate in a town wide celebration with chants and dances, etc. to enhance the future harvest (giving a +1 to +2 bonus on skill checks related to agriculture over the course of the next year). A year long ritual required to enter a PC class (like Cleric or Wizard) simply representing the preparation and study to learn the level 1 class features of that class. |
| demonsaintdante08-05-07, 07:48 AM | well i guess my idea was more spell like abilities, a commoners spell list would rarly be powerful enough to compete with a spellcasters list. (Look at the first spell "FARMER'S TOUCH" and compare that to "CREATE FOOD AND WATER" most commoner spells could not be used in battle or wouldnt be to good "RESISTANCE"...) A commoner bases his spells on Wisdom and all the standard rules apply (10+spell level in order to cast and so forth) |
| Sylvaroth08-05-07, 03:10 PM | I did also notice that most prices presented in this thread are in gp. The most prevalent coin among commoners is the silver piece (sp). A gold piece is worth 10 silver pieces. A silver piece buys a laborer's work for a day, a common lamp, or a poor meal of bread, baked turnips, onions, and water. I think a Commoner flavored book should present prices in sp. Also, by using the guidelines presented in the above linked article 'Population Demographics' I came up with the following tables: Table 1-1: CR of a Year CR plains, hills forest desert mountains aquatic swamp Thorp 1 2 3 4 5 6 Hamlet 1 2 3 4 5 6 Village 1 1 2 3 4 5 Small Town 1 1 1 1 2 3 Large Town 1 1 1 1 2 3 Small City 1 1 1 1 1 2 Large City 1 1 1 1 1 1 Metropolis 1 1 1 1 1 1 Table 1-2: Age (Human) Coming Soon Table 1-3: Average Wealth (in gp) Coming Soon Those will give us some guidelines as to what gear and other possessions a Commoner will have. Below you will see the average of the above wealth numbers: |
| demonsaintdante08-06-07, 08:15 AM | I like the location graph (Metropolis, swamps , blah blah) but i cant really say i understand the other stuff to well... |
| Sylvaroth08-06-07, 08:26 AM | Table1-1: CR of a Year Based on the assumptions that one year is the equivalent of a CR 1 encounter for a Commoner, harsher environments will increase this CR, larger settlements will set off some of the environmental hardships. Table1-2: Age (Human) Gives the minimum and maximum ages of the average human Commoner of a certain level, based on the XP earned based on the above CRs. Table1-3: Average Wealth (in gp) Gives the average wealth of a Commoner of a certain level, living in a certain environment, based on the above ages and the Wealth per Encounter chart in the DMG. The last table gives the average wealth of a Commoner (in all environments) of a certain level, based on the above wealth numbers and the equivalent in wealth other than coins. |
| demonsaintdante08-07-07, 07:35 AM | ah that was what i was not understanding... so the locations continue down through all the graphs... thats well done. |
| terracustos08-07-07, 12:05 PM | Hey, Slyvaroth, Those tables are good yet i dont quite understand the average wealth chart? Is it meant to be read top - bottom or left - right? How did you come up with those numbers as i dont quite understand them? :D |
| Sylvaroth08-08-07, 09:01 AM | I took those tables out of my post since I discovered an error in my calculations. As soon as I have fixed it I will re-insert them and add a few explanations as to how those numbers were calculated. |
| Aryxbez10-07-07, 06:45 PM | Well I have to say I like the cover and I assume was done via photoshop? Also I doubt I can be of help, however I have to say that statting farming tools is not truly needed. As couldn't one just compare them to other weapons? Also I am guessing that they are not improvised when used as weapons for a commoner game. In my opinion I think a Hoe would deal 1d6 damage, that of a handaxe, as a hit from a hoe I'm sure is deadly, like a handaxe, however one could probably rule it is a one-handed weapon. I would definetly take a look at this if it ever became a book. |
| Thevail10-23-07, 12:17 AM | Here we go...I need my DM to read this so...:bump: |
| ArgulFraster01-15-08, 12:55 AM | :bump: Fer Da Save. FDS. |
| Thanael05-29-08, 07:20 AM | Guys her are some links that might interest you about my pet peeve: NPC classes. IMO 1st level (N)PCs are children or adolescents. This is supported by the starting ages for PC classes. NPCs gain XP too! I think that the NPC classes were invented for exactly that. In 2E you had all those 0-lvl humans running around who would die if you so much as looked at them. 3e takes nice care of that. A commoner will advance to level 2 or 3 at least, perhaps level 6 when he dies of old age. Age modifiers will do their part to keep some of his abilities like hps and fighting ability stagnating (or even deteriorating) between levels 3 to 6 while his life experience increases his skills and abilities (feats). Check out the examples in the threads below. Level 1 commmoners have to be either very young or very inexperienced IMO. Read SKR's Theory about peasants (http://www.seankreynolds.com/rpgfiles/misc/theoryaboutpeasants.html) and the great Level advancement over a lifetime (http://www.enworld.org/showthread.php?p=271547), and the Common Commoner (http://www.enworld.org/showthread.php?t=97601&page=1&pp=40) discussions on ENWorld. Also MavrickWeirdo's: Commoner over a lifetime (http://www.enworld.org/showthread.php?t=20566) NPC guard over lifetime (http://www.enworld.org/showthread.php?t=19173) Elf Commoner over a lifetime (http://www.enworld.org/forums/showthread.php?t=82012) NPC Expert over a lifetime (http://www.enworld.org/showthread.php?t=24897) Expert vs. Commoner over a lifetime (http://www.enworld.org/showthread.php?t=83038) Runners (http://www.enworld.org/showthread.php?t=80107) and Blackdirge's: Orc warrior NPC throughout his life (http://www.enworld.org/showthread.php?t=29357) Gnoll NPC adept throughout his life and beyond (http://www.enworld.org/showthread.php?t=29686) Half-Ogre Wizard NPC throughout a lifetime (http://www.enworld.org/printthread.php?t=31800) Turanil's D100 NPC thread (http://www.enworld.org/showthread.php?t=99643) has lots of very interesting Everyday NPCs, among them: Very high level basic NPCs (http://www.enworld.org/showpost.php?p=1794635&postcount=35) Toothless Joe, high level commoner (http://www.enworld.org/showpost.php?p=1886831&postcount=49) ... and many many others. Send him a mail or post in the thread to get the compiled document with all 100 NPCs. |