Class - Commoner

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Commoner
Requirements
Minimum Stats Required: None
Base Info
Armortypes: Cloth / Leather
Weapontypes: Daggers
Ressource: None
Additional Skills: None

The Commoner is the class of everyday people who do not engage in the adventurous lifestyle of other classes.

General Info

Ressource

A commoner does not have any special resources to draw his power, as most of his abilities are based on labor and time.

Levelcap

A Commoner class can only reach level 10.

Leveling

Commoner Levels are mostly useless, as the commoner class barely has any special abilities, to begin with but can still offer some traits like subclass features, which are basically his profession.

Level Features
1 First Subclass
2
3 Additional Subclass Feature
4
5 Additional Subclass Feature
6
7
8 Additional Subclass Feature

Subclasses

Merchant

The Merchant specializes in the sales of wares of any kind.

Feature # Trait Description
1 Sale Strategist You spent 10% less money on purchases. The seller will still receive the full price asked for. Abusing this ability to generate infinite money will quickly be punished by Monetar by making any currency owned by all parties involved disappear.
2 Master Appraiser Automatically knows the value of any item you observe.
3 Golden Tongue Negotiating checks can be rolled twice, and the best result can be chosen.
4 Master Merchant Negotiating checks can be rolled with two d20s.

Artisan

The Artisan specializes in the craftsmanship of turning raw materials into useful or pretty things.

Feature # Trait Description
1 Craftsmanship You become skilled in two tools of your choice (i.e., Smithing Hammer, Wood carving Tools, Tinkerer Tools, Kitchen Utensils)
2 Efficient Crafts Your crafting requires 20% less raw materials
3 Time Management Your crafting requires 20% less time.
4 Master of the Craft The quality of your craft has increased to the point that your products are worth twice as much (This will also be applied to the value determined by the "Master Appraiser"-Trait of the Merchant)

Handyman

The Handyman specializes in gathering raw materials. This is usually quite a labour-intensive profession.

Feature # Trait Description
1 Handyman Tools You become skilled in one Harvesting Tool of your choice (i.e., Pickaxe, Axe, Scissors, Meat Cleaver, Bows)
2 Harvester When gathering materials from a source node (like an ore node or a tree), you can pass an Attribute 14 check to gain double the materials. The required Attribute depends on the type of material being gathered:
  • Strength: Stone, Ores, Trees
  • Agility: Hunting, Vegetarian Farming
  • Intelligence: Meat Farming, Foraging
3 Expert Harvester You become specialized in the process of gathering Material. You can roll the Attribute check from the "Harvester" Trait twice and choose the best result.
4 Master Harvester The DC of the "Harvester"-Trait is reduced to a 10.

Banker

The Banker is focused on generating money out of money without much work. Where does the money come from? Ask Monetar.

Feature # Trait Description
1 Trust Funds At the end of every month, you gain 1% of your current amount of money as additional income.
2 Interest Rates Increases the bonus of "Trust Funds" to 2%.
3 Compounding Interests Increases the bonus of "Trust Funds" to 3%.
4 Monetar's Blessing Increases the bonus of "Trust Funds" to 5%.

Politician

It can only be chosen as a subclass if the character has unlocked the third subclass feature of any other class, including the commoner class. The Politician is focused on getting into ruling positions within a city.

Feature # Trait Description
1 Representive You can now join the polls to become mayor of a city or town. Keep in mind you still have to win over enough people to win the election.
2 Public Person You become skilled in any Sub-Attribute that requires Wisdom (Intimidation, Acting, Negotiating, Storytelling, Persuasion, Charm)
3 Twisting Words You are now specialized in all Charisma Sub-Attributes (Intimidation, Acting, Negotiating, Storytelling, Persuasion, Charm)
4 Election Strategy You can choose one of the Charisma Sub-Attributes and forever be able to roll two d20s for its checks. This decision is permanent.