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. |