Commoner 2: Elf Farmer, over a lifetime

MavrickWeirdo

First Post
Before I introduce the character, I am going to share my opinions about NPC level advancement.

I believe in what I call “Learn something new every day” advancement. The idea is that a typical human commoner gets 1 experience point a day. That gives him 360xp per year (I lowered the number from 365 to make the math simpler, so apparently he had 5 “stupid” days a year).

Starting to gain experience at age 15, (due to the “minimum starting age” in the PHB) he would reach L2 at age18, L3 age 23, L4 age 32. “Middle age” modifiers happen at 35 years. He reaches L5 at age 43, then “old age” modifiers apply at age 53. At age 57 he reaches L6, then “venerable age” modifiers apply at 70. He gets to L7 at 73 years and L8 at age 93. He would not have enough experience to reach L9 by the time he reached “maximum human age” at 110 years (according to the PHB).

While some people liked the idea, others had concerns.

Concern: “NPC’s don’t live that long.”

My reply: According to the PHB, most people die before achieving “venerable age” range. Most is not all. If a DM wanted to include a really old farmer in the story (like a PC’s grandfather) then they might need stats for a venerable commoner.

Concern: “Commoners in my world don’t go over 4th Level.”

My reply: Then do not use the stats I make over L4. Feel free to use the fourth level stats with the older background/flavor text. (If you do that, remember to apply ageing modifiers.)

Concern: “Most people are L1 commoners, with this method players aren’t as special.”

My reply: Demographically about half of a community’s population is children (under 15). They would be L1 commoners. Those between 15 and 17 would also be L1 commoners. In addition, some people do learn slower than average, those between 18 and 20 would still be L1. With all that, you can easily have 60% of a community L1 commoners.

Concern: “How are commoners supposed to gain experience?”

My reply: There are many challenges commoners faces, harsh weather, haggling a good price for their crops, raising kids, etc.

Concern: “You don’t give experience points for that stuff. You only give xp for combat.”

My reply: Consider it a “roleplaying" bonus for NPC’s. If you don’t agree, then a farmer would also: hunt small game (rabbits, game hens, etc.), defend crops from vermin, raise and slaughter livestock, get in the occasional bar fight, resist bandits, etc.

Concern: “if you give xp to NPC’s just for living then you have to give it to PC’s also.”

My reply: I do not think giving players 1xp per day (character time) would cause a problem. It would probably add no more than an extra 3% to a character’s xp total.

Concern: “At that rate there would be lots of high level elves. They would reach Epic levels if they lived to Maximum age.”

My reply: Elf commoners gain experience at a slower rate, 180xp per year.

Concern: “That’s ridiculous, elves aren’t less intelligent than humans. Just because they live longer does not mean they learn slower. Would you give an elf PC half as much xp as a human PC?”

My reply: It is not about race; it is about “lifestyle” and “culture”. Adventurers (of all races) live a high-risk lifestyle full of conflict. It is learn or die. Adventurers gain experience quickly, often 1000xp per month (game time). Human commoners generally try to live in places where they have less conflict than adventurers do. They only get 30xp a month. Elven culture (among commoners) is about fitting into nature, living in balance. They tend to have less conflict and risk than human commoners do, so they gain experience slower, 15xp per month.

Of course, people are not required to agree with my opinions, but now you know the reasons behind some of the choices I have made. I will try to post L1 Elf Farmer (commoner) tomorrow.
 

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Okay, I follow you, so where's the NPC ;)

I actually am looking for as many background NPCs of this sort as I can (I've already whupped up abunch myself) to fill a new location.
 

Is it just me, or is there some kind of commoner fad lately? Do you really need a character sheet for a commoner? I don't disagree with anything said so far, but wouldn't it be more appropriate to write up experts? It might be useful to know how many ranks the weapons smith thats making your weapon has in craft, but do you need to know what a Lvl 1 commoners attack bonus is, or how many ranks in profession(farming) they have? It just seems kind of pointless, but if it helps, more power too you.

Just so this isn't a completely useless post, heres a lvl 1 human expert

Bob, human expert 1
Medium Size humaniod
Hit Dice: 1d6 (4 hp)
Initiative: +0
Speed: 30 ft
AC: 14 (chainshirt)
Base Attack/Grapple: +0
Attack: +0 hammer, 1d8
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort +1, Ref +0, Will +3
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 12, Cha 8
Skills: Craft(weapons) +7, Craft(armor) +7, Profession(smithy) +5, Appraise +4, Knowledge(local) +2, Survival +5, Knowledge(geography) +2, Sense Motive +5
Feats: Skill focus(craft weapons), Skill focus(craft armor)
Languages: Common
Alignment: Neutral Good
 
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Elf Farmer; Commoner L1;

Elf Farmer; Commoner L1; HD 1d4; hp 3; Init +1; Spd 30 ft; AC 13; SQ Immune to sleep, +2 vs. Enchantments, Low Light Vision; BAB +0; Melee: Spear +0 (1d8/ crit x3); Ranged: Spear +1 (1d8/ crit x3 /20 ft); AL NG; SV Fort +0, Ref +1, Will +0; Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 10.

Skills & Feats: (12 points) Handle Animal 2, Heal 1 (+3), Listen 1 (+3), Profession: Farmer 3, Search 0 (+3), Spot 1 (+3), Survival 1 (+3), Use Rope 1 (+2); Self-Sufficient; Languages: Common, Elven, & Sylvan

Equiptment: Backpack with waterskin, Bedroll, Flint and Steel, Gardening Tools, Leather Armor, Sack & Spear.

Age 110, CR .25

When an elf comes of age, they are expected to travel the Great Woods and beyond, seeking their livelihood. Those with close ties to the land are called Grove-Seekers.

An Elven Grove is to a farmer, as a workshop is to a crafter. It is where they make their living, yet it is a personal space, arranged to suit their needs. It is an open place, yet it would be wrong to enter it casually, without permission, unless there was great need. In many ways, the Elven Grove is a metaphor for elven life.

Every grove is different, yet there is much they share in common. When choosing a location for their grove, an elf has much to consider. The ground itself should not have too much (or too little) rocks, clay, and sand. A gentle slope is best, preferably facing south for maximum sunlight. A brook or stream is nice, but a spring is better. Does the local flora and fauna fit in with elf’s ideals? Finally, there must be a Great Tree, a grandfather of the woods, for an elven farmer to create his grove.

Some elves find the place for their grove far from home, among people strange to them. Others travel far and wide, only to find the perfect place close to home.
 
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Tyreus said:
Is it just me, or is there some kind of commoner fad lately? Do you really need a character sheet for a commoner? I don't disagree with anything said so far, but wouldn't it be more appropriate to write up experts? It might be useful to know how many ranks the weapons smith thats making your weapon has in craft, but do you need to know what a Lvl 1 commoners attack bonus is, or how many ranks in profession(farming) they have? It just seems kind of pointless, but if it helps, more power too you.

Thank you for the questions.

I can tell you that I have been posting commoners (and experts) on this site for years now, so it is not a fad for me. Why do I do it? There are a couple of reasons.

It is a hobby if mine to take ideas others find "pointless", "stupid", or "lame" and try to make them work. (like Dwarven Bards)

Secondly, I am not just making "stat blocks" for commoners. I am trying to create "background" for commoners. I just happen to find it easier to understand the background, if I also know the stats.

Consider

A low level party (1st -5th level) is traveling throught elven territory. They ask an elven farmer for shelter, for a night. He agrees. The farmer is a nice enough fellow, he traveled some in his youth. Now he is an older batchelor (143), ready to settle down, "once he finds the right woman".

It may not impress the party that he is a L4 commoner, with a Profession Farmer Skill of 12. (So that's what "Masterwork Vegtables" taste like.)

On the other hand, when the "wandering monster(s)" attack that night, it might be good to know that he has a listen skill +4. He is hp10, Init +2, AC12 (without armor), has low-light vision, and is +4 with a shortbow.

If the party's horses start to panic, he has Handle Animal skill +3. If some of the horses still bolt, he has Survival skill +3 to help find them again. If the Cleric is mortally wounded, the farmers Heal skill +5 could be helpfull.

I hope that answeres your question.

P.S.

About the expert you posted.

Having all 10's for his abilities is your choice, but I would think that "an expert" would have slightly better than average abilities. (Afer all, it's not like he was a commoner.)

I was also suprised that an armorsmith, doesn't have any armor of his own.

In addition, NPC's typically do not get Max hp at first level, so 4hp would be standard.

Finally, he should have 28 skill points at first level.
 

I have changed his attributes and skills. I didn't write up the things he owned, because then I would have to write everything he is working on, his house, the furnishings, ect. I didn't mean to sound like I think what your doing is useless or stupid, I just wanted to know why it's being done. I didn't really think of the situation you descibed, but now I see why it's important.
 
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Tyreus said:
I just wanted to know why it's being done. I didn't really think of the situation you descibed, but now I see why it's important.

Thank you, very much. I appreciate your saying that. I'm sorry if my reaction came out too harsh. To be honest I sometime find "designing commoners" confining, they do have so many more limitations than other classes. I try to take it as a challenge. Then when I come up with a concept that I think will work, I can get a bit defensive. So thanks for showing enough intrest to post.

P.S. I really like the second part of your sig.
 


Elf Farmer; Commoner L2

Elf Farmer; Commoner L2; HD 2d4; hp 5; Init +1; Spd 30 ft; AC 13; SQ Immune to sleep, +2 vs. Enchantments, Low Light Vision; BAB +1; Melee: Spear +1 (1d8/ crit x3); Ranged: Shortbow +2 (1d6/ crit x3 /60 ft); AL NG; SV Fort +0, Ref +1, Will +0; Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 10.

Skills & Feats: (15 points) Handle Animal 2, Heal 1 (+3), Listen 1 (+3), Profession: Farmer 5, Search 0 (+3), Spot 1 (+3), Survival 1 (+3), Use Rope 2 (+3); Self-Sufficient; Languages: Common, Elven, & Sylvan

Equiptment: Arrows (20) in a Quiver, Backpack with waterskin, Bedroll, Flint and Steel, Gardening Tools, Leather Armor, Sack, Shortbow, & Spear

Age 116, CR .5

The first step in making an Elven Grove is the toughest. Once a Grove-Seeker has found the perfect location for their grove, with all the elements they will need, and a mighty Great Tree, then to start the grove, the elf must fell the Great Tree.

Few outside the elves understand this practice. Even among the elves, those with a looser tie to the land, do not fully understand. There is no “one reason” why. There are as many reasons as there are elves. Cutting down a Great Tree is not to be done easily or thoughtlessly. An elf may only fell one Great Tree in their life, and wherever it lands, that is where their grove will be.

To be considered a Great Tree, a tree must be tall and broad. It must be taller than typical for it’s type, and be part of the canopy. It should be past it’s prime, but still healthy. Once a Grove-Seeker has chosen a Great Tree to fell, they must receive the approval of a druid. The druid will consider the request, examine the tree, and ask questions of the Grove-Seeker. “Why this Tree?” “Which way will you fell it?” Sometimes a druid will say yes, sometimes no. Often they will wait a season, or a year, to decide. Typically, a Grove-Seeker will be approved to fell the first Great Tree they chose, eventually. The only strong restrictions are that two groves may never overlap, and a druid will not approve felling a dryad’s tree (ever again).

The moment of felling a Great Tree is filled with anticipation and anxiety. Once it is done, it cannot be undone. Will it fall “just right” or a “little off”? It sometimes falls completely wrong and lands on the Grove-Seeker. When a Great Tree is felled, the woods are filled with it’s thunder. It breaks and uproots trees in it’s path, some break or uproot other trees in turn.

Once the young farmer recovers from the moment, they will gather the broken wood, and uprooted trees, except for the Great Tree, which is not to be moved from where it fell. Any tree still standing within the grove is left standing. The first thing to do with wood they gather is build a shelter (outside the grove). Next, they will use the wood to make hollows and nests to attract pollinating birds and insects. Any wood they have left they use in trade. It is often the only “crop” of the grove the first year. The trees at the edge of the grove are trimmed back, but not cut down. The traditional shape of an Elven Grove is a teardrop.
 
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Hey MavrickWeirdo,

Glad to see you are doing these again. I've loved them from the get go, plus they have been the impetus for a few ideas of my own. ;)

Here's a request for you. I'd love to see you do a dwarven miner, I'm not sure if that would be a commoner or an expert, but I think it would be a great, very dwarven NPC.

Dirge
 

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