Labyrinths & Liontaurs
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Notes

Commoner

You are the backbone of the community, the foundation and most numerous part. Commoners are farmers, laborers, and everyday workers of all kinds. At the bottom of the social pyramid, you put up with a lot of disdain, contempt, and abuse -- but you have learned to endure and thrive, and you are stronger because you have no choice but to be strong to survive.

Base Attack Bonus: +0.50 / level.

Caster Level: +0.25 / level.

Will Save: +0.50 / level.

Fort Save: +0.75 / level.

Reflex Save: +0.50 / level.

Hit Die: d8.



Table: Expert Advancement
LevelBase Attack BonusCaster LevelWill SaveFort SaveReflex SaveSpecial
1st+0 (+0.5)0 (0.25)+0 (+0.50) +0 (+0.75)+0 (+0.50)Tyro Signature: Strong
2nd+1 (+1.0)0 (0.50)+1 (+1.00)+1 (+1.50)+1 (+1.00)Profession Bonus
3rd+1 (+1.5)0 (0.75)+1 (+1.50)+2 (+2.25)+1 (+1.50)DR 1/-
4th+2 (+2.0)1 (1.00)+2 (+2.00)+3 (+3.00)+2 (+2.00)Craft Bonus
5th+2 (+2.5)1 (1.25)+2 (+2.50)+3 (+3.75)+2 (+2.50)Expert Bonus Feat
6th+3 (+3.0)1 (1.50)+3 (+3.00)+4 (+4.50)+3 (+3.00)Adventurer Signature: Resilient
7th+3 (+3.5)1 (1.75)+3 (+3.50)+5 (+5.25)+3 (+3.50)Profession Bonus
8th+4 (+4.0)2 (2.00)+4 (+4.00)+6 (+6.00)+4 (+4.00)DR 2/-
9th+4 (+4.5)6 (6.75)+4 (+4.50)+6 (+6.75)+4 (+4.50)Craft Bonus
10th+5 (+5.0)7 (7.50)+5 (+5.00)+7 (+7.50)+5 (+5.00)Expert Bonus Feat
11th+5 (+5.5)8 (8.25)+5 (+5.50)+8 (+8.25)+5 (+5.50)Hero Signature: Indomitable
12th+6 (+6.0)9 (9.00)+6 (+6.00)+9 (+9.00)+6 (+6.00)Profession Bonus
13th+6 (+6.5)9 (9.75)+6 (+6.50)+9 (+9.75)+6 (+6.50)DR 3/-
14th+7 (+7.0)10 (10.50)+7 (+7.00)+10 (+10.50)+7 (+7.00)Craft Bonus
15th+7 (+7.5)11 (11.25)+7 (+7.50)+11 (+11.25)+7 (+7.50)Expert Bonus Feat
16th+8 (+8.0)12 (12.00)+8 (+8.00)+12 (+12.00)+8 (+8.00)Legend Signature: Wise
17th+8 (8.5)12 (12.75)+8 (+8.50)+12 (+12.75)+8 (+8.50)Profession Bonus
18th+9 (+9.0)13 (13.5)+9 (+9.00)+13 (+13.50)+9 (+9.00)<DR 4/-
19th+9 (+9.5)14 (14.25)+9 (+9.50)+14 (+14.25)+9 (+9.50)Craft Bonus
20th+10 (+10.0)15 (15.00)+10 (+10.00)+15 (+15.00)+10 (+10.00)Expert Bonus Feat


Skill Proficiencies

A commoner's proficient skills (and the ability scores used to boost each skill) are Appraise (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Knowledge (Local) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiencies

Pick one weapon group from this list: Hammers, Light Blades, and Spears. You are proficient with all simple weapons in your chosen group. You are not proficient with martial or exotic weapons. You are not proficient with armor or shields.

Spells and Spell Casting

You do not gain the ability to cast spells. You have a caster level equal to one-quarter of your class level; this caster level is used if you learn a cantrip, if you need a caster level to activate a magic item, or to add to your total caster level if you multiclass with a casting class.

Class Abilities

TYRO THROUGH LEGEND TIER PROGRESSION

Levels 1, 6, 11, and 16: Signature Ability: See below.

Level 2, 7, 12, and 17 Interaction Ability: Pick an Interaction skill of your choice. Any die roll result of less than 5 is treated as a five for this skill. You also gain a +1 bonus on checks with this skill; this bonus stacks if you select the same skill more than once. Interaction skills are: Appraise, Craft, Diplomacy, Disguise, Handle Animal, Heal, Perform, Profession, Scrivening, Sense Motive, and Sleight of Hand.

Level 3, 8, 13, and 18 Combat Ability: Pick a Combat skill of your choice. Any die roll result of less than 5 is treated as a five for this skill. You also gain a +1 bonus on checks with this skill; this bonus stacks if you select the same skill more than once. Combat skills are: Bluff, Break, Disable Device, Escape Artist, Intimidate, Ride, Spellcraft, Spot, Tactics, Tumble, and Use Magic Device.

Level 4, 9, 14, and 19 Exploration Ability: Pick an Exploration skill of your choice. Any die roll result of less than 5 is treated as a five for this skill. You also gain a +1 bonus on checks with this skill; this bonus stacks if you select the same skill more than once. Exploration skills are: Climb, Fly, Gather Information, Jump, Knowledge, Language, Search, Stealth, Survival, Swim, and Use Rope.

Level 5, 10, 15, and 20 Expert Choice: Choose a gallimaufry feat for which you qualify.

Expert Signature Abilities

Expertise I (Ex): Pick two of your class skills. These are your Expertise skills. For these skills, you gain access to the expanded uses of skills that are listed below.

Expertise II (Ex): Add one more class skill to your Expertise skills. You are now so confident in the use of your Expertise skills that you can use them reliably even under adverse conditions. When making a check with Expertise skills, you may take 10 even if stress and distractions would normally prevent you from doing so.

Expertise III (Su): Add one more class skill to your Expertise skills. As a full round action, you can touch an ally and give them your ranks in your Expertise skills; when you give ranks to another, you lose those ranks. Ranks you give add to your ally's existing ranks in that skill, and cannot exceed the usual max, that is, character level in class skills, character level -2 for non-class skills. Giving just one rank also confers proficiency with the skill. Ranks you give away return to you after one hour, but you can reclaim one, some, or all ranks you have given with a swift action. You can give away your ranks as often as you like, but you must always retain 1 rank in every Expertise Skill. You can give ranks away to as many allies as you like, up to the number of ranks you have to give.

Expertise IV (Su): Add one more class skill to your Expertise skills. Once per day for each of your Expertise skills, you can roll two dice while making a skill check, and take the better result. You must choose to use this talent before making a check.