swordsmasher
First Post
Here it is!
Commoner
The Commoner is your average Bilbo. He was born, grew up, and now does what he has to do to survive in a harsh world where everyone is tougher than he is. The Commoner focuses on a trade, and his personality traits while aging and becoming more experienced. Most Commoners that go on to lead lives as adventures return home as heroes, and inspire other generations of commoners to go out and brave the world. But you’re chances are just as likely to see them pushing carts at your local Wal-Mart.
Base Attack Progression: Poor
Saving Throws: All Poor
Class Defense Bonus: Poor
Level Special
1 1st Trade, Quirk
2 Fast Learner
5 Quirk
6 2nd Trade
10 Quirk
11 3rd Trade
15 Quirk
16 4th Trade
20 Quirk
Vitality Die: d4
Class Skills
The Commoner’s class skills (and key ability for each) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill Points At First Level: (2 + Int Modifier) x 4.
Skill Points At Each Additional Level: 2 + Int Modifier.
Class Features
All of the following ar class features for the Commoner.
Weapon and Armor Proficiencies: The commoner is proficienct with one simple weapon. He is not proficient with any type of armor or shields.
Born This Way: Like the Aristocrat, Commoners are born into their place in life. Thus they can only enter play as 1st Level characters, and higher level characters cannot take levels in the Commoner class unless he started play as a 1st level Commoner.
Trade: At 1st level the Commoner has learned a Trade, by which he can make a living. Select any Craft or Profession skill. The commoner gets a +2 bonus on all weekly income checks made with that skill. Each time an additional Trade is gained, the Commoner may select a new Craft or Profession skill and apply the +2 bonus, or increase the current bonus to a Craft or Profession skill by an additional +2.
Quirk: Every Commoner is different in their own little special way, and has distinct personality quirks that define their character. The Commoner gains a bonus feat (The Commoner must still meet all prerequisites in order to gain the feat.)
Fast Learner: At any time during the Commoner’s career, he may decide to take up the life of adventuring. Once during the character’s career, he may trade in two levels of Commoner for one level of another class. The character must already have at least one level in desired class. The character’s level is changed, and he should adjust his new experience total accordingly (usually halfway to the next level). All class features gained by the Commoner may be kept after the exchange, but no further levels in Commoner may ever be taken. The character is forever barred from taking levels in this class.
Base Attack Bonus, Saving Throws, Defense Bonus, and Reputation Scores are all tallied using the new classes table. The character loses 2 Vitality Points per level of Commoner traded in, but immediately gains a number of Vitality dice (including type) equal to the level of her new class.
For Example, Mia is a Commoner 4 / Fighter 1. She decides she wants to train hard as a Fighter, and one day join the Knights of Sundar. She immediately loses four levels of Commoner to gain two levels in Fighter; Mia is now a Fighter 3. She keeps all her class features from the Commoner class (including Trades, Fast Learner, and bonus feats from the Quirk class feature), loses 8 Vitality Points, but gains +3d10 Vitality Points (She goes from 21 VP’s down to 13 VP’s, but gains +3d10 VP’s, which gives her a grand total of 32). She adjusts her experience total to be halfway to level 4. She can never again take levels in the Commoner class.
Tell Me what ya think, please.
Commoner
The Commoner is your average Bilbo. He was born, grew up, and now does what he has to do to survive in a harsh world where everyone is tougher than he is. The Commoner focuses on a trade, and his personality traits while aging and becoming more experienced. Most Commoners that go on to lead lives as adventures return home as heroes, and inspire other generations of commoners to go out and brave the world. But you’re chances are just as likely to see them pushing carts at your local Wal-Mart.
Base Attack Progression: Poor
Saving Throws: All Poor
Class Defense Bonus: Poor
Level Special
1 1st Trade, Quirk
2 Fast Learner
5 Quirk
6 2nd Trade
10 Quirk
11 3rd Trade
15 Quirk
16 4th Trade
20 Quirk
Vitality Die: d4
Class Skills
The Commoner’s class skills (and key ability for each) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill Points At First Level: (2 + Int Modifier) x 4.
Skill Points At Each Additional Level: 2 + Int Modifier.
Class Features
All of the following ar class features for the Commoner.
Weapon and Armor Proficiencies: The commoner is proficienct with one simple weapon. He is not proficient with any type of armor or shields.
Born This Way: Like the Aristocrat, Commoners are born into their place in life. Thus they can only enter play as 1st Level characters, and higher level characters cannot take levels in the Commoner class unless he started play as a 1st level Commoner.
Trade: At 1st level the Commoner has learned a Trade, by which he can make a living. Select any Craft or Profession skill. The commoner gets a +2 bonus on all weekly income checks made with that skill. Each time an additional Trade is gained, the Commoner may select a new Craft or Profession skill and apply the +2 bonus, or increase the current bonus to a Craft or Profession skill by an additional +2.
Quirk: Every Commoner is different in their own little special way, and has distinct personality quirks that define their character. The Commoner gains a bonus feat (The Commoner must still meet all prerequisites in order to gain the feat.)
Fast Learner: At any time during the Commoner’s career, he may decide to take up the life of adventuring. Once during the character’s career, he may trade in two levels of Commoner for one level of another class. The character must already have at least one level in desired class. The character’s level is changed, and he should adjust his new experience total accordingly (usually halfway to the next level). All class features gained by the Commoner may be kept after the exchange, but no further levels in Commoner may ever be taken. The character is forever barred from taking levels in this class.
Base Attack Bonus, Saving Throws, Defense Bonus, and Reputation Scores are all tallied using the new classes table. The character loses 2 Vitality Points per level of Commoner traded in, but immediately gains a number of Vitality dice (including type) equal to the level of her new class.
For Example, Mia is a Commoner 4 / Fighter 1. She decides she wants to train hard as a Fighter, and one day join the Knights of Sundar. She immediately loses four levels of Commoner to gain two levels in Fighter; Mia is now a Fighter 3. She keeps all her class features from the Commoner class (including Trades, Fast Learner, and bonus feats from the Quirk class feature), loses 8 Vitality Points, but gains +3d10 Vitality Points (She goes from 21 VP’s down to 13 VP’s, but gains +3d10 VP’s, which gives her a grand total of 32). She adjusts her experience total to be halfway to level 4. She can never again take levels in the Commoner class.
Tell Me what ya think, please.