Commoner (Hardcore Only): Difference between revisions

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As the name suggests, the Commoner is not a hero or adventurer but your every day John Sigil.  Plucked from amongst the masses he or she has set off to meet their destiny and almost certain death at the hands of the plane's many horrors.
As the name suggests, the Commoner is not a hero or adventurer but just your every day John Sigil.  Plucked from amongst the masses he or she has set off to meet their destiny and almost certain death at the hands of one of the planes' many horrors or just an unfortunate fall.
 
The Commoner is only available to [[Hardcore Characters]] and Hardcore event characters. There are four prestige classes available to the Commoner also detailed in this article.
 
 
Hit Dice: d4
 
Attack Bonus: 1/3 BAB
 
Saves:  None
 
Skills: 2 + Int; Concentration, Craft (all), Decipher Script, Forgery, Heal, Knowledge (all), Lore, Parry, Persuade, Profession (all), Spellcraft
 
 
The Commoner gains no special abilities.
 
 
== Commoner Prestige Classes==
 
All Commoner Prestige Classes require 1 commoner level and have no other prerequisites.
 
 
== The Warrior ==
 
 
Hit Dice: d6
 
Attack Bonus: 4/5 BAB
 
Saves: High/None/None
 
Skills: 2 + Int; Concentration, Craft (all), Discipline, Heal, Knowledge (all), Lore, Parry, Profession (all)
 
Feature: A bonus feat every third level.
 
 
== The Thief ==
 
Hit Dice: d4
 
Attack Bonus: 1/2 BAB
 
Saves: None/High/None
 
Skills: 8 + Int; Appraise, Bluff, Craft (all), Decipher Script, Disable Trap, Disguise, Escape Artist, Forgery, Heal, Hide, Intimidate, Knowledge (all), Listen, Lore, Move Silently, Open Lock, Parry, Perform, Persuade, Profession (all), Search, Sense Motive, Set Trap, Spot, Tumble, Use Magic Device
 
Feature: +1d6 Sneak attacks every third level.
 
 
== The Priest ==
 
Hit Dice: d4
 
Attack Bonus: 1/2 BAB
 
Saves: High/None/High
 
Skills: 2 + Int; Concentration, Craft (all), Decipher Script, Forgery, Heal, Knowledge (all), Lore, Parry, Persuade, Profession (all), Spellcraft
 
Special Feature:  Turn Undead
 
 
== The Mage ==
 
Hit Dice: d2
 
Attack Bonus: 1/3 BAB
 
Saves: None/None/High
 
Skills: 2 + Int; Concentration, Craft (all), Decipher Script, Forgery, Heal, Knowledge (all), Lore, Profession (all), Spellcraft
 
Special Feature:  Mage Bolt
 
 
== The Hermit ==
 
Hit Dice: d4
 
Attack Bonus: 1/2 BAB
 
Saves: High/None/High
 
Skills: 4 + Int; Animal Empathy, Concentration, Craft (all but Building), Heal, Knowledge (Arcana, Geography, Religion, Planes, Psionic), Lore, Parry, Persuade, Profession (all but Merchant, Lumberjack, Miner, Stablehand), Spellcraft, Wilderness Lore
 
Special Feature:  Wild Shape and Animal Companion

Latest revision as of 01:49, 2 April 2025

As the name suggests, the Commoner is not a hero or adventurer but just your every day John Sigil. Plucked from amongst the masses he or she has set off to meet their destiny and almost certain death at the hands of one of the planes' many horrors or just an unfortunate fall.

The Commoner is only available to Hardcore Characters and Hardcore event characters. There are four prestige classes available to the Commoner also detailed in this article.


Hit Dice: d4

Attack Bonus: 1/3 BAB

Saves: None

Skills: 2 + Int; Concentration, Craft (all), Decipher Script, Forgery, Heal, Knowledge (all), Lore, Parry, Persuade, Profession (all), Spellcraft


The Commoner gains no special abilities.


Commoner Prestige Classes

All Commoner Prestige Classes require 1 commoner level and have no other prerequisites.


The Warrior

Hit Dice: d6

Attack Bonus: 4/5 BAB

Saves: High/None/None

Skills: 2 + Int; Concentration, Craft (all), Discipline, Heal, Knowledge (all), Lore, Parry, Profession (all)

Feature: A bonus feat every third level.


The Thief

Hit Dice: d4

Attack Bonus: 1/2 BAB

Saves: None/High/None

Skills: 8 + Int; Appraise, Bluff, Craft (all), Decipher Script, Disable Trap, Disguise, Escape Artist, Forgery, Heal, Hide, Intimidate, Knowledge (all), Listen, Lore, Move Silently, Open Lock, Parry, Perform, Persuade, Profession (all), Search, Sense Motive, Set Trap, Spot, Tumble, Use Magic Device

Feature: +1d6 Sneak attacks every third level.


The Priest

Hit Dice: d4

Attack Bonus: 1/2 BAB

Saves: High/None/High

Skills: 2 + Int; Concentration, Craft (all), Decipher Script, Forgery, Heal, Knowledge (all), Lore, Parry, Persuade, Profession (all), Spellcraft

Special Feature: Turn Undead


The Mage

Hit Dice: d2

Attack Bonus: 1/3 BAB

Saves: None/None/High

Skills: 2 + Int; Concentration, Craft (all), Decipher Script, Forgery, Heal, Knowledge (all), Lore, Profession (all), Spellcraft

Special Feature: Mage Bolt


The Hermit

Hit Dice: d4

Attack Bonus: 1/2 BAB

Saves: High/None/High

Skills: 4 + Int; Animal Empathy, Concentration, Craft (all but Building), Heal, Knowledge (Arcana, Geography, Religion, Planes, Psionic), Lore, Parry, Persuade, Profession (all but Merchant, Lumberjack, Miner, Stablehand), Spellcraft, Wilderness Lore

Special Feature: Wild Shape and Animal Companion