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ArchCommoner

 

The ArchCommoner is an industrious and reliable person that frowns upon foolish treasure hunts and other so-called adventures, recognizing them a pure excuses for avoiding honest work and not accepting responsibility. Therefore, he uses his powerful, but subtle abilities to convert adventurers to commoners or at least lessen their influence on local people and events.

NPC ArchCommoners are respected members of their community, never their leaders, as they prefer good, hard work to power and politics. Good ArchCommoners have been known to stop world domination plots and even entire wars by convincing the agents and leaders of the involved parties to stop their “childish games”, pick up a career, found a family and take up some responsibility.

Hit die: d6

 

Requirements

Feats: Skill Focus (Craft or Profession)

Attributes: no attribute higher than 14, non-chaotic alignment.

Special: 10 Levels in the Commoner class, must have an own home, an own family (single spouse, but two children minimum) and a legal, steady source of income not entirely resulting from owning wealth or receiving alms

 

Class Features

 

Class skills: Craft, Diplomacy, Profession, Ride, Sense Motive

Skill Points per Level: d6

Note: The ArchCommoner posseses several special abilities labelled “ultraordinary”. These are equivalent to extraordinary abilities, but are not special in any way.

 

Class Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

0

2

2

2

Both feet on the Ground

2nd

1

3

3

3

Efficient Reaper

3rd

1

3

3

3

Common Sense

4th

2

4

4

4

Make 'em work really, really hard

5th

2

4

4

4

 

6th

3

5

5

5

Make ‘em come to their senses

7th

3

5

5

5

 

8th

4

6

6

6

Break up the brawl

9th

4

6

6

6

 

10th

5

7

7

7

Make ‘em give up the nonsense

 

Both feet on the ground: Immunity to Trip attempts, SR 11 + Character Level vs. Reverse Gravity, Levitate, Fly and similar spells. This SR that cannot be lowered voluntarily.

Efficient Reaper: The ArchCommoner is not necessarily involved in agriculture, but the Scythe is his weapon of choice anyway. When using a Scythe, he can use the Great Cleave and Improved Sunder feats, even if he does not fulfil the requirements of these feats. Also, he is able to use Great Cleave after successfully sundering an object, but only to attack another object.

Common Sense: The ArchCommoner is not interested in the childish adventure stories and sees through the feeble tricks of “youngsters”. This gives him immunity to mind-affecting spells and makes him disbelieve any spell from the Illusion school automatically, but only if the caster is younger than him. He also receives a bonus to Sense Motive checks equal to his class level to counter Bluff checks made by anyone younger than him. This is an is an ultraordinary effect.

Make ‘em work really, really hard: The ArchCommoner can inspire others to great efficiency. Every creature within 60 feet of the ArchCommoner, a lower level than him and no level in any PC Class gains a +4 morale bonus to Craft or Profession checks. This bonus cannot be used to create masterwork items of any kind, as the ArchCommoners prefers reasonably priced equipment “without any funny stuff” to overpriced “fancy luxury toys”.

Make ‘em come to their senses: The ArchCommoner can use Break Enchantment, Remove Curse and Dispel Magic (only against spells of the Illusion school) once each day, with a caster level equal to his character level.

Break up the brawl: The ArchCommoner is a peace-loving guy that frowns upon bar brawls or adventurers beating up the neighbours (regardless of the neighbour being a human or a Green Dragon). If he can move between the combatants, he can make them stop their fighting by appealing to their common sense. This is equivalent to a Mass Suggestion spell with a caster level equal to the ArchCommoner’s character level and a DC of 18 + class level + Charisma modifier, but is an ultraordinary ability.

Make ‘em give up the nonsense: The ArchCommoner has the unique power to make others follow his way and give up foolish dreams of high adventure and quick-earned gold. This attack is an ultraordinary ability with a language-dependent, compelling effect on a single creature within close range. It can be used 10 times a day. The save DC is equal to 10 + class level + Charisma bonus. Each creature that fails its save loses a level in its highest class, but immediately gains a level in the Commoner class. After losing a level, another save is necessary, until all class levels have been exchanged with Commoner levels or a save is made successfully.