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 True Commoner:, The Talented Ones:
Nialldubh
Posted: May 26 2011, 12:11 AM


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Group: Admin
Posts: 3,933
Member No.: 1
Joined: 17-April 11



The True Commoner


The True Commoner is a talent person, they train to perfect any skill they know.

Hit Dice: 1D6 to 10th lvl; +1hp/lvl after.

lvl.....Attack.....Parry...Dodge.....MAB........Fort.....Ref...Will......Special
1st.....+0............+0.........+0.........+0...........+0.......+0.....+0....... Occupation: +1, Illiteracy.
2nd....+1............+1.........+1.........+0...........+0.......+0.....+0....... With Age comes Experience: +1.
3rd.....+1............+1.........+1.........+0...........+1.......+1.....+1....... With these Hands.
4th.....+2............+2.........+2.........+1...........+1.......+1.....+1....... More ways to make Money.
5th.....+2............+2.........+2.........+1...........+1.......+1.....+1....... Skill Focus, With Age comes Experience: +2, Occupation: +2.
6th.....+3............+3.........+3.........+1...........+2.......+2.....+2....... With these Hands.
7th.....+3............+3.........+3.........+1...........+2.......+2.....+2....... After a lot of Use it Fits!
8th.....+4............+4.........+4.........+2...........+2.......+2.....+2....... With Age comes Experience: +1/+3, Work, work, work!!!
9th.....+4............+4.........+4.........+2...........+3.......+3.....+3....... Special Ability.
10th...+5............+5.........+5.........+2...........+3.......+3.....+3....... Skill Focus, Occupation: +3, With these Hands.
11th...+5............+5.........+5.........+2...........+3.......+3.....+3....... With Age comes Experience: +2/+4.
12th...+6/+1.......+6.........+6.........+3...........+4.......+4.....+4........ Perfection of Talent.
13th...+6/+1.......+6.........+6.........+3...........+4.......+4.....+4.......
14th...+7/+2.......+7.........+7.........+3...........+4.......+4.....+4....... With Age comes Experience: +1/+3/+5, With these Hands.
15th...+7/+2.......+7.........+7.........+3...........+5.......+5.....+5....... Skill Focus, Occupation: +4.
16th...+8/+3.......+8.........+8.........+4...........+5.......+5.....+5.......
17th...+8/+3.......+8.........+8.........+4...........+5.......+5.....+5....... With Age comes Experience: +2/+4/+6.
18th...+9/+4.......+9.........+9.........+4...........+6.......+6.....+6....... With these Hands.
19th...+9/+4.......+9.........+9.........+4...........+6.......+6.....+6.......
20th..+10/+5......+10.......+10.......+5...........+6.......+6.....+6....... Skill Focus, Occupation: +5, With Age comes Experience: +1/+3/+5/+7.


Class Skills:

Skill Points at 1st Level:(6 + Int modifier) x 4.
Skill Points at Each Additional Level:6 + Int modifier.



Weapon and Armour Proficiency: The True Commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with and type of armour or shield.


Illiteracy: True Commoners begin play without the ability to read and write, unless they choose to spend 2 skill points to gain it.


Occupation: Choose one of the listed Occupations, the skills listed automatically become their Class skills and then select 5 of these skills to assign a +1 bonus to each, this being the Characters more exclusive skills and spends more time perfecting them, the bonus rises at 5th, 10th, 15th and 20th levels.

Burglar: Appraise, Balance, Climb, Disable Device, Gather Information, Hide, Jump, Knowledge (Local) Knowledge (Rumours), Listen, Move Silently, Open Lock, Search, Spot, Tumble, Use Rope.

Entertainer: Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Handle Animal, Jump, Knowledge (Local), Knowledge (Rumours), Move Silently, Perform, Profession (Prostitute, Gambler, Waitress, etc) Sleight of Hand, Spot, Tumble.

Hunter: Climb, Craft (Herbalism), Craft (any Mundane, ie Trapmaking), Handle Animal, Hide, Jump, Knowledge (Local), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Search, Sense Motive, Spot Survival.

Labourer: Appraise, Bluff, Climb, Craft (any Mundane), Handle Animal, Intimidate, Jump, Knowledge (Local), Knowledge (Rumours), Listen, Profession (ie Farmer, Militia, Sailor,etc), Ride (Animal or Canoe), search, Spot, Survival, Swim, Tumble, Use Rope.

Scribe: (prerequisite: literacy); Appraise, Concentration, Decipher Script, Diplomacy, Gather Information, Knowledge (Local), Knowledge (Nobility), Knowledge (Religion), Knowledge (any other two), Listen, Move Silently, Profession (ie: Scribe, Accountant, Historian, Librarian, etc) Search, Sense Motive, Spot.

Witch: Bluff, Concentration, Craft (Alchemy), Craft (Herbalism), Diplomacy, Gather Information, Handle Animal, Heal, Hide, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Spot, Survival.


With Age comes Experience: Pick one Class skill and add +1 Bonus to it, this again represents and higher quality of work. At 5th level the bonus rises to +2, at 8th level the True Commoner can choose another skill getting a +1 bonus added to it as the original progresses to +3, these bonus rise again at 11th level giving a +2 and +4, later the True Commoner get new bonus to another skill at 14th, so now have three skills, one with +1 bonus, another at +3 bonus and remaining one at +5 bonus, this again rises to +2, +4 and +6 at 17th level. At 20th level another skill is acquired and gets the +1 bonus, the other three rise and are now +3, +5 and +7.


With these Hands: At 3rd level the True Commoner has learn a little more in life when it comes to self-defence, he can choose another Simple Weapon Proficiency or take Weapon Focus with the Simple weapon they took at Character Creation, this occurs again at 6th, 10th, 14th and 18th levels.
Note: If True Commoner has Weapon Proficiency in a Simple weapon and get this special ability again, they can choose to make it Weapon Focus in Simple Weapon!



Skill Focus: At 5th, 10th, 15th and 20th level gain Skill Focus (any True Commoner class skill) as a bonus feat. This is an extraordinary ability.

More ways to Make Money: At 4th level True Commoner, choose a subtype Ability from list below, then choose one of the bonus feat from that category, 8th level in Work, work, work ability, the True Commoner can Choose another one of the Feats, then Select the Third and last Feat at 12th level with Perfection of Talent.


Note: any mention of a new skill, automatically becomes a Class Skill for the True Commoner that selects it.


The Talented, I create to last! Craftsman, True Professional, Skill Focus (Craft or Profession).

Forester, "the hunt is what is best in life!" Endurance, Great Fortitude, Point Blank Shot.

Houri; Joy, Pleasure and Ecstasy: Skill Focus (Perform: Physical Pleasure), Skill Focus (Profession: Prostitute) and Skill Focus (Knowledge: Pleasures of the Body).

"I in the Mood for.....!" Skill Focus (Dance), Exotic Mover and Performer.

"Join the Militia, Defend your Country!" Proficiency (Hunting Spear), Proficiency: Light Armour, Proficiency: Shield.

Petty Sorcerer, "beware the masses, they may attempt to burn you at the stake!" Skill Focus, (Knowledge: Arcana), Skill Focus (Craft: (Alchemy), Dabbler; must have 6 ranks Knowledge (Arcana).

Professional Thief: Stealthy, Nimble Fingers and Investigator.

Witch; "Boil and trouble!" Self-Sufficient, Skill Focus (Heal), and Skill Focus (Craft (Herbalism)).

With the GM's permission and aid, a Player can construct more Occupations and the three Bonus Feats under a created Occupation Title; let your imagination create varied life styles!


After a lot of use, it fits! At 7th level Light Armour now becomes a Proficiency for the True Commoner. If previously gained have Proficiency Light Armour, they instead receive Proficiency Medium Armour. If they had got Medium Armour, they receive Heavy Armour Proficiency. If somehow the True Commoner has Heavy Armour he can reduce the Armour Check Penalty to any armour donned as he has adapted himself to it by 1 point!


Special Ability: The True Commoner can select a Special Ability at 9th level from the following list. Most of these Special Abilities can be found in the Thief Class section of the Basic Conan RPG and some from Hyboria's Fallen; Page 53.

Evasion, Jack-of-all-trades, Opportunist, Skill Mastery, Sorcerous Protection, Feat, Gift Giving*, Read People*, Sweep*, Without a Trace*, Minor Trapfinding.

Minor Trapfinding: This allows those True Commoner that take this Special Ability a chance to find greater dangerous traps. They can now search for traps that have a DC 22 or lower with their keen eyes!

* From the Hyboria's Fallen Source book.




Starting Budget: 50 + 6d6 sp.


Starting Equipment Packages (Choose One)*


* Hovel, Craftsmans Tools, doublet, Shirt and braes, trousers, work boots, belt, belt pouch, dagger, club, staff; (Hyborian mostly, but with some change of clothing type can be any Normal Man in known World).

* Hovel, Hunting bow, quiver of 20 arrows, dagger, club, cloak, simple tunic, trews, loincloth, work boots, belt, Craftsman's Trap-making Tools; (Hyborian mostly, Hill and Mountain Men).

* Nomad Tent, slave Female (common), slave collar, khafieh, A'gal, khilat, girdled sash, sandals, two parchment cases, ten sheets of parchment, 2oz of Ink, four ink quills, ten candles, flint and steel; (Shemite, Turan or Iranistani).

* Camel (pack), saddle (pack), 50ft of hemp rope, stake, bedroll, khafieh, A'gal, khilat, girdled sash, sandals, jambiya, three waterskins (full), four clay jugs and 8 iron pots to sell for a profit; (Shemite or Turan).

* Four Male slaves (hard-working and submissive), four slave collars, four manacles, khafieh, A'gal, khilat, girdled sash, sandals, jambiya, 50ft of hemp rope; (Shemite or Turan).

* Hovel, Leine, trews, mantle, inar, belt, fur boots, Craftsman Tools, warspear, club, knife, Winter fur cloak; (Cimmerian only).

* Hunting spear or warspear, dagger, quilted jerkin, steel cap, simple tunic, belt, breeks, work boots.

* Zingaran leather jerkin, shirt and braes, silk breeks, belt, belt pouch, riding boots, dagger, knife, Cutlass; (Zingarans only).

* Heavy Mace, war spear, dagger, hunting bow, two Quiver of 20 arrows each, Zingaran leather jerkin, steel cap, shirt and braes, simple tunic, belt, breeks, work boots, heavy winter cloak, kitbag, belt pouch; (Aquilonians, Corinthians, Kothians, Nemedians, Ophireans and Zingarans only).



New Feat:

Exotic Mover: +2 Perform (Dance) and Tumble.

Synergies:

5 ranks in Knowledge (Pleasure of the Body) gives a +2 synergy to Perform (Physical Pleasure).
5 ranks in Profession (Prostitute) gives +2 synergy to Perform (Physical Pleasure).
5 ranks Craft (Calligraphy) gives +2 synergy to Forgery.


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Nialldubh
Posted: Apr 30 2012, 08:35 PM


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Group: Admin
Posts: 3,933
Member No.: 1
Joined: 17-April 11



Commoner Variants:

Different types of Commoner: from burly Labourers to serene Scribes!

Starting Budget: 20 + 4d4 sp.

Each get the lowest Magic Attack Bonus of +5 total at 20th level.

Dodge and Parry are as normal Commoner, but rises to 20th level.


Types:



Average Commoner:

Hit Dice: 1d6.
Class Features: Simple Weapon Proficiency and Armour Proficiency (Light).
Base Attack Bonus: +10 Max at 20th lvl.
Saves: Low Fortitude, Reflex and Will.
Skills: (4 +Int Modifier): Craft (Any), Handle Animal, Knowledge (Local), Knowledge (Rumours), Perform (Any), Profession (Any, except Merchant), Use Rope.
Special: Skill Focus Feat at 5th, 10th 15th and 20th.




Clergy:

Other Variants: Monk and there like.
Hit Dice: 1d4.
Class Features: One Simple Weapon Proficiency and no Armour Proficiency.
Base Attack Bonus: +10 Max at 20th lvl.
Saves: High Will, Low Fortitude and Reflex.
Skills: (6 +Int Modifier): Decipher Script, Diplomacy, Heal, Knowledge (Local), Knowledge (History), Knowledge (Religion), Perform (Chant), Perform (Ritual), Profession (as above).
Special: Iron Will free at 1st level. Skill Focus Feat at 5th, 10th 15th and 20th.




Crafter:

Other Variants: Professionals and there like:
Hit Dice: 1d6.
Class Features: One Simple Weapon Proficiency and no Armour Proficiency.
Base Attack Bonus: +10 Max at 20th lvl.
Saves: Low Fortitude, Reflex and Will.
Skills: (4 +Int Modifier): Appraise, Concentration, Craft (Any), Knowledge (Local), Profession (as above).
Special: Skill Focus at 1st level, but must be either a Craft (Any) Skill or Profession (Any, but not Merchant) Skill. Skill Focus Feat at 5th, 10th 15th and 20th.




Entertainer:

Other Variants: Acrobat, Actors and there like.
Hit Dice: 1d6.
Class Features: One Simple Weapon Proficiency and no Armour Proficiency.
Base Attack Bonus: +10 Max at 20th lvl.
Saves: High Reflex and Will, Low Fortitude.
Skills: (6 +Int Modifier): Appraise, Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Knowledge (Local), Perform (Any), Profession (as above), Sense Motive, Sleight of Hand, Tumble.
Special: Get Performer at 1st level. Skill Focus Feat at 5th, 10th 15th and 20th.




Healers:

Other Variants: Alchemist and there like.
Hit Dice: 1d4.
Class Features: Staff and one Simple Weapon Proficiency and no Armour Proficiency.
Base Attack Bonus: +10 Max at 20th lvl.
Saves: High Will, Low Fortitude and Reflex.
Skills: (6 +Int Modifier): Craft (Alchemy), Craft (Herbalism), Diplomacy, Gather Information, Heal, Knowledge (Local), Profession (as above) Sense Motive, Search, Survival.
Special: Skill Focus Feat at 1st, But Healers get Skill Focus (Heal or Craft: Herbalism) and Alchemists get Skill Focus (Craft: Alchemy), 5th, 10th 15th and 20th.




Hunter:

Other Variants: Scout, Tracker.
Hit Dice: 1d6.
Class Features: Hunting Bow and three Simple Weapon Proficiency and Armour Proficiency (Light).
Base Attack Bonus: +15 Max at 20th lvl.
Saves: High Fortitude and Reflex, Low Will.
Skills: (6 +Int Modifier): Climb, Hide, Jump, Knowledge (Geography), Knowledge (Nature), Listen, Move Silenty, Profession (as above), Spot, Survival.
Special: Skill Focus Feat at 5th, 10th 15th and 20th.




Labourers:

Other Variants: Thugs, Muggers, Bouncers, Boxers, Wrestlers, and many more.
Hit Dice: 1d8.
Class Features: Simple Weapon Proficiency and Armour Proficiency (Light).
Base Attack Bonus: +15 Max at 20th lvl.
Saves: High Fortitude, Low Reflex and Will.
Skills: (2 +Int Modifier): Escape Artist, Handle Animal, Intimidate, Knowledge (Rumours), Profession (Any, mostly of the above, but not Merchant), Sense Motive, Tumble, Use Rope.
Special: Skill Focus Feat at 5th, 10th 15th and 20th.



The Lady:

Other Variants: Noble's Mistress, Courtesan, Handmaiden to Princesses, etc.
Hit Dice: 1d4.
Class Features: Hunting Bow and one Light Simple Weapon Proficiency (mostly the stiletto) and no Armour Proficiency.
Base Attack Bonus: +10 Max at 20th lvl.
Saves: High Will, Low Fortitude and Reflex.
Skills: (4 +Int Modifier): Craft (Embroidery or something similar), Diplomacy, Gather Information, Knowledge (Nobility), Knowledge (Religion), Listen, Perform (Chastity), Perform (Courtly Dance), Perform (Oratory), Ride, Sense Motive.
Special: Title, Rank has it's Privileges (Female orientated), Wealth (but only half the amount tallied) at 1st level. A Social Ability at 4th, 9th, 14th and 19th levels. "Do you know who I am!" at 11th, Absolute Power at 20th level.




Merchants:

Hit Dice: 1d6.
Class Features: Three Simple Weapon Proficiency and Armour Proficiency (Light).
Base Attack Bonus: +10 Max at 20th lvl.
Saves: High Will, Low Fortitude and Reflex.
Skills: (4 +Int Modifier): Appraise, Bluff, Diplomacy, Disguise, Knowledge (Geography), Knowledge (Local), Knowledge (Rumours), Profession (Merchant), Sense Motive, Spot.
Special: Get Skill Focus (Profession: Merchant) at 1st level. Skill Focus Feat at 5th, 10th 15th and 20th.




Petty Shamans:

Other Variants: Hermits and there like.
Hit Dice: 1d6.
Class Features: Staff and one Simple Weapon Proficiency and no Armour Proficiency.
Base Attack Bonus: +10 Max at 20th lvl.
Saves: High Will and Fortitude, Low Reflex.
Skills: (4 +Int Modifier): Craft (Any), Craft (Herbalism), Diplomacy, Heal, Hide, Intimidate, Knowledge (Arcana), Knowledge (Religion), Listen, Move Silently, Perform (Any), Sense Motive, Spot, Survival.
Special: Gets Self-Sufficient at 1st level. Skill Focus Feat at 5th, 10th 15th and 20th.




Sailor:

Hit Dice: 1d6.
Class Features: Martial Weapon (Cutlass) and three Simple Weapon Proficiency and Armour Proficiency (Light).
Base Attack Bonus: +15 Max at 20th lvl.
Saves: High Fortitude and Reflex, Low Will.
Skills: (4 +Int Modifier): Balance, Climb, Knowledge (Geography), Knowledge (Rumours), Profession (Sailor), Spot, Survival, Swim, Use Rope.
Special: Get Skill Focus (Balance) at 1st level for free. Skill Focus Feat at 5th, 10th 15th and 20th.




Scribes:

Other Variants: Librarians, Soothsayers and there like.
Hit Dice: 1d4.
Class Features: One Simple Weapon Proficiency and no Armour Proficiency.
Base Attack Bonus: +10 Max at 20th lvl.
Saves: High Will, Low Fortitude and Reflex.
Skills: (6 +Int Modifier): Appraise, Decipher Script, Forgery, Gather Information, Any three Knowledge Skills, Profession (as above).
Special: Get Knowledgeable at 1st level for free. Skill Focus Feat at 5th, 10th 15th and 20th.



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