Commoner Class

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JollyOrc
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Post by JollyOrc » Mon May 15, 2006 1:16 pm

that's why I like the Game of Thrones D20 conversion: They've got the Artisan, just the class for making shoes:

The Artisan’s Class Skills (and the key Ability for each Skill) are: Appraise (Int), Bluff(Cha), Craft: Any (Varies), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery(Int), Gather Information (Cha), Knowledge: Architecture (Int), Knowledge: Foreign Culture (Int), Knowledge: History (Int), Knowledge: Legends (Int), Knowledge: Local Area (Int), Knowledge:
Nobility (Int), Knowledge: Stewardship (Int), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Swim (Str).

At 1st Level, Artisans gain (7 + Int Modifier) x 4 Skill Points; humans gain +4 bonus. At each additional Level, Artisans gain 7 + Int Modifier; humans gain +1 bonus

Artisans are proficient with all simple weapons. Artisans are proficient with light armour.

At 1st and 16th Level, the Artisan gains a +4 bonus to one Skill, chosen from the following list: Appraise, Craft (any), Forgery, Knowledge (any), and Perform. The Artisan may select the same Skill twice.

At 2nd, 7th, 12th, 17th, and 20th Level, the Artisan may choose a bonus Feat from the following list: Able Body; Fame; Favoured; Fortune’s Favour; Granted Status; Keen Mind; Gold Breeder; Literacy; Political Connections; Skill Emphasis; Silver Tongue; and Weapon Proficiency (Martial).


And other fine stuff....
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Fifty
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Post by Fifty » Mon May 15, 2006 5:10 pm

My favourite class is Courtier from Rokugan. V cool.
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Post by dougnoel » Mon May 15, 2006 5:19 pm

I'd say the Expert class would fit better with what you want D-Man.
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Tigg
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Post by Tigg » Mon May 15, 2006 6:15 pm

I could see Commoner working as is, and being interesting for some to play, and (last but not least) jibing with what Deider is envisioning, with some scripting changes. Like, if they get bonuses to crafting and certain other skills like bartending. How much of a bonus? Does the bonus increase with Commoner levels? Not sure, but I think the general concept is a sound one. Nice, too, that the change is that simple to get the class selectable.
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Midknight
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Post by Midknight » Wed Jun 07, 2006 9:07 pm

If by commoner, you mean craftsmen, businessmen, professional such as engineer, midwife, librarian, etc, then it should be more like 10 skill points a level I think.
This is the Expert NPC class, and I think this is the NPC class you might be looking for, Deider. Experts gain rogue skill progression (10 points a level base), and get to choose their class skills at creation, in PnP. The Expert class represents skilled tradesmen, crafters, and general people who work in a skilled trade.

Commoners, on the other hand, represent beggars, average farmers or fieldhands, serfs, etc. - basically underprivileged or poorer social classes - these were the majority of people during the medieval era doing the manual labour.
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Post by scribe » Wed Jun 07, 2006 9:53 pm

I don't have anything to add to the technical/DM side of this discussion. I just want to mention that I decided to not play a psion 'cause I couldn't stand that one level in something irrelevant. I was wishing for a "guy" (or gal) class, to just be a guy kind of guy for 1K XP or so. I think it's a *great* idea. Maybe not a beggar or a field hand, and not an artisan, but a talented person who hasn't decided on one of the classes. Perhaps a "jack" class ("of all trades" not "off") would suit -- a lot of non-combaty skills and nothing else special.

A high-level Jack would be interesting to play. I would suggest (if it was possible -- I have no idea) tying bonus skill points to Jack (guy, whatever) level, or giving the "skill focus" feat as a bonus every few levels.

Back to lurking.
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