Commoners 1: Runners

MavrickWeirdo

First Post
Those who have read some of my other threads already know, I like to take an idea that most consider stupid and try to make it work.

Commoners are (by design) the most useless class in D&D.

So while others design Giant-Demonic-Elemental-Werehydras, I'm going to be sharing workable (hopefully) npc commoners, who could help add flavor to a game without worring about game balance.

This first thread I am reposting an idea from the "Mor's End Craft & Trade Submissions" thread.
 

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(I hope people will forgive the irony that my first character in a thread on commoners, is not a commoner.)

Principle Couriers


Brother Principal, Human Courier (Runner); Monk L6; HD 6d8+6; hp 33; Init +2; Spd 50 ft; AC 14 (15 with Dodge); BAB +4; Melee Unarmed +5/+2 (1d6+1/ crit x2); Ranged Dagger +6 (1d4+1/ crit 19-20/10 ft); AL LG; SA Flurry of Blows (+3/+3/+0, 1d6+1/ crit x2), Improved Trip, Stunning Attack (6 times/day); SQ Deflect Arrows, Evasion, Improved Unarmed Strike, Purity of Body, Slow Fall (30 ft), Still Mind; SV Fort +6, Ref +7, Will +6; Str 12, Dex 14, Con 12, Int 13, Wis 12, Cha 10. Age 31

Skills & Feats: (54 points) Balance 7 (+11), Climb 6 (+7), Concentration 6 (+7), Escape Artist 7 (+8), Jump 7 (+10), Listen 7 (+8), Swim 7 (+8), Tumble 7 (+11); Dodge, Expertise, Mobility, & Run; Languages: Common

Equipment: Courier’s bag, courier’s garb (monk’s outfit), daggers (2), pouch, rations (1 day), & waterskin

Expertise, take up to BAB (+4) dodge bonus to AC, while taking a matching penalty on all attacks, duration 1 round
Mobility, +4 dodge bonus to AC vs. AoO’s caused by movement in threat range
Total Defense, (Tumble 5) +6 dodge bonus to AC, but cannot attack or perform any other activity, except moving at base speed, duration 1 round.

Brother Principal could no longer stay at the monastery. He was grateful for the discipline and focus they taught him, but he felt that maintaining order in seclusion was not his calling. He decided to bring some order to the city.

When he arrived, he looked at where order was needed. What struck him the most were the children running loose in the streets. Most spent their days avoiding responsibility, getting into mischief, or forming gangs of bullies. The more ambitious would take odd jobs, run messages and such, but even they would approach it in a random undisciplined way. He decided that the children needed training and that the city needed dedicated runners.

Brother Principal became a runner. People’s first reaction was “Wasn’t he a little old to be a runner?” his response was “It’s honest work, and I’m a dependable courier.” As people adjusted and started to trust him with their messages he started to get pressure from others who deliver messages, as well as those who are against messages being delivered. Once they learned he could defend himself they decided it would be easier to work around him.

Each morning at dawn he would rise and go outside to do his exercises, to warm up for the day. Anyone who stopped to watch, he would greet them and ask them to join him. Most would refuse, but some tried to imitate his movements, or asked for instruction. He would teach any who came. Of course, he did not teach discipline of the body alone. He also taught discipline of the mind and spirit. Some of his best pupils he took on as runners, but only those who were strong in discipline or good at heart.

He has been in the city six year now. He has 21 runners including himself (Monk6 x1; Com4 x2; Monk3 x2; Com2 x4; Monk1 x4; Com1 x8). When running they all dress alike; a simple yet well made tunic and loincloth, a sky blue silk sash to show they are Principal Runners, a well made leather bag with fasteners that can be slung over one shoulder, a belt pouch, a waterskin, and two belt daggers. They all are trained to use the daggers to defend themselves. Brother Principal also teaches them that there is no cowardice in avoiding a fight, especially if they have messages to deliver.

Brother Principal still runs messages on a regular basis. While out and about he will often talk to people about his next plan. He believes that the couriers, dockworkers, porters, etc should form a workers guild, to have a stronger voice in the city. So far he has met with a lot of resistance to the idea (especially from the hidden guilds) but he is a patient and persistent man.
 

Human Runner; Commoner L1

Human Runner; Commoner L1; HD 1d4+1(+3); hp 6; Init +2; Spd 30 ft; AC 11; BAB +0; Melee Dagger +0 (1d4/ crit 19-20); Ranged Dagger +1 (1d4/ crit 19-20/10 ft); AL NG; SV Fort +1, Ref +1, Will +0; Str 10, Dex 12, Con 12, Int 12, Wis 10, Cha 8.

Skills & Feats: (16 points) Climb 2, Jump 2, Listen 3, Spot 3, Swim 3, Use Rope 3 (+4); Run & Toughness; Languages: Common & one other

Equipment: Courier’s bag, courier’s garb (monk’s outfit), daggers (2), pouch, rations (1 day), & waterskin. total weight 12 lbs.

Carry: Light 33 lbs, Med 66 lbs, Heavy 100 lbs, Max Lift 200 lbs, Drag 500 lbs.

Move:
Per Round: Walk 30ft, Hustle 60ft, Run* 150ft
Per Minute: Walk 300ft, Hustle 600ft, Run* 1500ft
Per Hour: Walk 3 miles, Hustle 6 miles
Per Day: Walk 24 miles

*Can run for 12 rounds. After that the runner must succeed at a Con Check to keep running. DC starts at 10, and increases by 1 each round. If the runner fails Con Check, they can not move faster than a walk for 1 minute (10 rounds).

Fighting Defensively, -4 penalty on all attacks, +2 dodge bonus to AC, duration 1 round
Total Defense, +4 dodge bonus to AC, but cannot attack or perform any other activity, except moving at base speed, duration 1 round.

These are tradesmen's kids ages 13-16, second or third born. Their parents can not get them to sit still to learn the family trade, and working as a runner for Brother Principal keeps them out of worse mischief. They are quite proud to have earned their sash, and eager to do a good job.

(I used a "16 point buy" for this character, after all they are "only a commoner")
 
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MavrickWeirdo said:
Those who have read some of my other threads already know, I like to take an idea that most consider stupid and try to make it work.

Commoners are (by design) the most useless class in D&D.

So while others design Giant-Demonic-Elemental-Werehydras, I'm going to be sharing workable (hopefully) npc commoners, who could help add flavor to a game without worring about game balance.

As someone who likes putting together "Giant-Demonic-Elemental-Werehydras," I love the idea of this thread. It's far from stupid to see what's possible and flavourful at the simple end of the power spectrum, and very useful for people who are running social/intrigue games.

Keep up the good work!

Corran
 


Human Runner; Monk L1

Human Runner; Monk L1; HD 1d8+1; hp 5; Init +2; Spd 30 ft; AC 13 (14 with Dodge); BAB +0; Melee Unarmed +1 (1d6+1/ crit x2); Ranged Dagger +2 (1d4+1/ crit 19-20/10 ft); AL LN; SA Flurry of Blows (-1/-1, 1d6+1/ crit x2), Stunning Attack (once/day); SQ Evasion, Improved Unarmed Strike; SV Fort +3, Ref +4, Will +3; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 10.

Skills & Feats: (24 points) Balance 3 (+5), Climb 3 (+4), Concentration 3 (+4), Escape Artist 3 (+5), Jump 3 (+4), Listen 3 (+4), Swim 3 (+4), Tumble 3 (+5); Dodge & Run; Languages: Common

Equipment: Courier’s bag, courier’s garb (monk’s outfit), daggers (2), pouch, rations (1 day), & waterskin. total weight 12 lbs.

Carry: Light 43 lbs, Med 86 lbs, Heavy 130 lbs, Max Lift 260 lbs, Drag 650 lbs.

Move:
Per Round: Walk 30ft, Hustle 60ft, Run* 150ft
Per Minute: Walk 300ft, Hustle 600ft, Run* 1500ft
Per Hour: Walk 3 miles, Hustle 6 miles
Per Day: Walk 24 miles

*Can run for 12 rounds. After that the runner must succeed at a Con Check to keep running. DC starts at 10, and increases by 1 each round. If the runner fails Con Check, they can not move faster than a walk for 1 minute (10 rounds).

Fighting Defensively, -4 penalty on all attacks, +2 dodge bonus to AC, duration 1 round
Total Defense, +4 dodge bonus to AC, but cannot attack or perform any other activity, except moving at base speed, duration 1 round.

A few his puplis are more disciplined than the rest. He is teaching them all the traditions of his order. The youngest are from 16 to 18 years old, but they show promise.

(I decided to include the younger monks in this thread for two reasons. First they are part of the origional concept. Second it is interesting to compare the stats of the monks to the commoners. Because monks are a "PC" class I gave them 24 point-buy.)
 
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Thank you for your comments Matafuego, Iron Sheep, and Emperor Valerian.

I'll admit "stupid" is an overstatement. I am often interested in the "little people", and what they can do with "just the basics". Partially because once you explore those basics, then it can give you ideas for the "bigger creatures" (as BLACKDIRGE can tell you.)

and if you want to "borrow" a NPC of mine to use "in game", then I would be honored.
 

Human Runner; Commoner L2

Human Runner; Commoner L2; HD 2d4+2 (+3); hp 10; Init +2; Speed 30 ft; AC 11; BAB +1; Melee Dagger +1 (1d4/ crit 19-20); Ranged Dagger +2 (1d4/ crit 19-20/10 ft); AL NG; SV Fort +1, Ref +1, Will +0; Str 10, Dex 12, Con 12, Int 12, Wis 10, Cha 8.

Skills & Feats: (20 points) Climb 3 (+5), Escape Artist 0 (+3), Jump 3, Listen 3, Spot 3, Swim 3, Use Rope 5 (+6); Run & Toughness; Languages: Common
& one other

Equipment: Courier’s bag, courier’s garb (monk’s outfit), daggers (2), pouch, rations (1 day), & waterskin. total weight 12 lbs.

Carry: Light 33 lbs, Med 66 lbs, Heavy 100 lbs, Max Lift 200 lbs, Drag 500 lbs.

Move:
Per Round: Walk 30ft, Hustle 60ft, Run* 150ft
Per Minute: Walk 300ft, Hustle 600ft, Run* 1500ft
Per Hour: Walk 3 miles, Hustle 6 miles
Per Day: Walk 24 miles

*Can run for 12 rounds. After that the runner must succeed at a Con Check to keep running. DC starts at 10, and increases by 1 each round. If the runner fails Con Check, they can not move faster than a walk for 1 minute (10 rounds).

Fighting Defensively, -4 penalty on all attacks, +2 dodge bonus to AC, duration 1 round
Total Defense, +4 dodge bonus to AC, but cannot attack or perform any other activity, except moving at base speed, duration 1 round.

While some of the runners loose intrest as they get older, a few stay. While they are not as "excited" about the job as the younger runners, they realize that having the support of a group is good asset.

(These runners range from 17 to 19 years old. If you compare the level 1 monk, with the level 2 commoner, the you will see that they are quite similer. The Monk is slightly ahead of the commoner, but not by much.

Tactics: Brother Principal has all the runners equipt the same when working, so it is not easy for others to tell if they are dealing with a commoner, or monk. He also has them exercise and train together. This encourages loyalty to each other, at least against outsiders. It also helps them to work together in risky situations. For important messages, or bad neighborhoods, it is not unusual to have 2 or 3 runners go together.)
 
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Human Runner; Monk L3

Human Runner; Monk L3; HD 3d8+3; hp 16; Init +2; Spd 40 ft; AC 13 (14 with Dodge); BAB +2; Melee Unarmed +3 (1d6+1/ crit x2); Ranged Dagger +4 (1d4+1/ crit 19-20/10 ft); AL LG; SA Flurry of Blows (+1/+1, 1d6+1/ crit x2), Stunning Attack (3 times/day); SQ Deflect Arrows, Evasion, Improved Unarmed Strike, Still Mind; SV Fort +4, Ref +5, Will +4; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 10.

Skills & Feats: (36 points) Balance 5 (+9), Climb 4 (+5), Concentration 4 (+5), Escape Artist 5 (+7), Jump 5 (+8), Listen 4 (+5), Swim 4 (+5), Tumble 5 (+9); Dodge, Mobility, & Run; Languages: Common & one other

Equipment: Courier’s bag, courier’s garb (monk’s outfit), daggers (2), pouch, rations (1 day), & waterskin. total weight 12 lbs.

Carry: Light 43 lbs, Med 86 lbs, Heavy 130 lbs, Max Lift 260 lbs, Drag 650 lbs.

Move:
Per Round: Walk 40ft, Hustle 80ft, Run* 200ft
Per Minute: Walk 400ft, Hustle 800ft, Run* 2000ft
Per Hour: Walk 4 miles, Hustle 8 miles
Per Day: Walk 32 miles

*Can run for 12 rounds. After that the runner must succeed at a Con Check to keep running. DC starts at 10, and increases by 1 each round. If the runner fails Con Check, they can not move faster than a walk for 1 minute (10 rounds).

A couple of his dedicated students he is considering sponsoring at the monistary. He has been teaching them the practices of the order, but he does not have the academic resorces. Ages 20-21
 
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