New Commoner Skills and Feats

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Vespidae
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Joined: Sat Sep 21, 2019 5:47 pm

New Commoner Skills and Feats

Post by Vespidae » Fri Oct 30, 2020 10:51 pm

These are some ideas for things that might make the commoner class a bit more flavourful, as well as giving them some additional utility outside of item crafting.

Skills - Let commoners take ranks in Animal Empathy, but not as a class skill (so 2pt per rank). This wouldn't grant them much combat utility and would enable them to do move horses and livestock around, which I found was very useful when playing a 'commoner' (with a ranger base, before the playable commoner class existed) who was a farmer.

Open Lock and Sleight of Hand - Not all thieves are acrobatic rogues. Simple beggars have a few tricks up their tattered sleeves too.

FEATS:

Commoners get to pick ONE of the following feats at level one ONLY. The skills improve as they level. (I have no idea how balanced regarding levels these are)

Farmer - gains gift of greenfingers free (lvl 1)
Can repair any damaged crop remains without using craft points (lvl 8)
Can grow additional plant fixtures in good soil (lvl 16)

Sailor - Always survives falling overboard (lvl 1)
Bonus to navigation / sextant / ship speed? (I haven't fully understood the new ship rules yet) (lvl 8)
Bonus to ship based weaponry (lvl 16)

Merchant - +5 Appraise (lvl 1)
Better prices when selling/buying basic goods from settlements (lvl 8)
Better prices when selling/buying bulk goods from settlements (lvl 16)

Artisan - 10+% chance to gain additional materials (plus maybe occasional special drops) when mining stone, gems, or chopping wood. Chance to find additional materials when gathering clay/sand. (lvl 1)
Can repair broken fixtures without spending CP provided they have at least 10 ranks in the associated craft (lvl 8)
Can perform minor repairs to ships (lvl 16)

I'm sure someone could think of more, or improve those.

Additional feats: These can be taken like normal feats, provided they requirements are met as per.

Faithful Pet - requires Commoner class
The commoner can summon a domestic animal. They can choose dogs or cats, maybe oxen or pack animals (good for merchants?) or underdark equivalents like squigs or small spiders. They have some combat capability, enough for a commoner to be able to flee an encounter. Maybe 66% of commoner's levels or something.

Bodyguard - requires Merchant feat
The Merchant is able to hire (summon, at cost of 1000gp a go) one (or two?) henchpersons. Armed with a sword and med. shield, they don't offer outstanding combat potential but would allow a merchant to do most trade routes with a reasonable chance of survival. Levels with the commoner.

Hedge Mage - requires commoner, 17 Wisdom
The Commoner has a little home magic. They can see auras and use the Deck of Stars and wildcards as if they had the appropriate skills. At lvl 21 they can scry.

Fisher - requires commoner class
The commoner is good at fishing. They find better things when fishing, are less likely to snap their line, and can sell fish to settlements for 10% more gold.

Civil Servant - requires commoner, 13 Intelligence
The commoner has trained to work in the offices of state. They can view information through a console command that they'd normally only be able to see through talking to settlement NPCs. They can only view information they have permissions for, and only for settlements where they have citizenship.

New crafting items:

Horseshoes (forging, dc 10, 12cp, 2 iron ingots, 4 coal)
Only usable by commoner. When used on a horse, improves its speed.

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