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<blockquote data-quote="seasong" data-source="post: 298357" data-attributes="member: 5137"><p><strong>The Laborer</strong></p><p></p><p><span style="font-size: 12px"><strong>Laborer (not suitable for PCs)</strong></span></p><p></p><p><strong>Alignment:</strong> Any</p><p><strong>Skill Points:</strong> 4</p><p><strong>Arms & Armor:</strong> Unarmed strikes and wrestling.</p><p></p><p>[CODE][COLOR=coral]Lvl Attk AC HP Fort Ref Will Special</p><p>1 +0 +0 +0 +1 +0 +0 None</p><p>2 +0 +0 +0 +2 +0 +0 </p><p>3 +1 +0 +1 +3 +1 +1 </p><p>4 +1 +0 +1 +4 +1 +1 </p><p>5 +1 +0 +1 +5 +1 +1 </p><p>6 +2 +0 +2 +6 +2 +2 </p><p>7 +2 +0 +2 +7 +2 +2 </p><p>8 +2 +0 +2 +8 +2 +2 </p><p>9 +3 +0 +3 +9 +3 +3 </p><p>10 +3 +0 +3 +10 +3 +3 [/COLOR][/CODE]</p><p></p><p><strong>Spell Casting:</strong> A laborer can expend her precious few feats and some skill points on spell casting, adding a few low-level, unsteady spells to the local community. Although not well suited to being a <em>real</em> spell caster, this kind of hedge wizard can be very useful to rural regions.</p><p></p><p><strong>Forgotten Realms:</strong> Use the commoner class.</p><p></p><p><strong>Going Beyond The Core Class</strong></p><p></p><p>The laborer fills out most of the population. Most laborers will fill the shoes of farmers, dock workers, porters, shopkeepers, servants and so on.</p><p></p><p>A laborer who studies magic will be generally poor at it by the standards of the rarified specialist, but most regions boast a hedge mage because specialists can't be bothered to live on a rural frontier... and the hedge mage is tougher than the specialist in a fight, too.</p><p></p><p>A laborer with the right wilderness skills and feats could be a reasonably competent woodsman (and fighters underestimate their knowledge of the local lay of the land at peril). Or with a divinity-related feat of virtue or two, a proper holy man.</p><p></p><p>In short, the laborer can get by just fine without heroes, thank you very much.</p></blockquote><p></p>
[QUOTE="seasong, post: 298357, member: 5137"] [b]The Laborer[/b] [SIZE=3][b]Laborer (not suitable for PCs)[/b][/SIZE] [b]Alignment:[/b] Any [b]Skill Points:[/b] 4 [b]Arms & Armor:[/b] Unarmed strikes and wrestling. [CODE][COLOR=coral]Lvl Attk AC HP Fort Ref Will Special 1 +0 +0 +0 +1 +0 +0 None 2 +0 +0 +0 +2 +0 +0 3 +1 +0 +1 +3 +1 +1 4 +1 +0 +1 +4 +1 +1 5 +1 +0 +1 +5 +1 +1 6 +2 +0 +2 +6 +2 +2 7 +2 +0 +2 +7 +2 +2 8 +2 +0 +2 +8 +2 +2 9 +3 +0 +3 +9 +3 +3 10 +3 +0 +3 +10 +3 +3 [/COLOR][/CODE] [b]Spell Casting:[/b] A laborer can expend her precious few feats and some skill points on spell casting, adding a few low-level, unsteady spells to the local community. Although not well suited to being a [i]real[/i] spell caster, this kind of hedge wizard can be very useful to rural regions. [b]Forgotten Realms:[/b] Use the commoner class. [b]Going Beyond The Core Class[/b] The laborer fills out most of the population. Most laborers will fill the shoes of farmers, dock workers, porters, shopkeepers, servants and so on. A laborer who studies magic will be generally poor at it by the standards of the rarified specialist, but most regions boast a hedge mage because specialists can't be bothered to live on a rural frontier... and the hedge mage is tougher than the specialist in a fight, too. A laborer with the right wilderness skills and feats could be a reasonably competent woodsman (and fighters underestimate their knowledge of the local lay of the land at peril). Or with a divinity-related feat of virtue or two, a proper holy man. In short, the laborer can get by just fine without heroes, thank you very much. [/QUOTE]
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