Labyrinths & Liontaurs



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.

BAB: +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: d10.

Table: Commoner 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)Damage Reduction-
4th+2 (+2.0)1 (1.00)+2 (+2.00)+3 (+3.00)+2 (+2.00)Sustenance Bonus
5th+2 (+2.5)1 (1.25)+2 (+2.50)+3 (+3.75)+2 (+2.50)Gallimaufry 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)Damage Reduction
9th+4 (+4.5)2 (2.25)+4 (+4.50)+6 (+6.75)+4 (+4.50)Sustenance Bonus
10th+5 (+5.0)2 (2.50)+5 (+5.00)+7 (+7.50)+5 (+5.00)Gallimaufry Feat
11th+5 (+5.5)2 (2.75)+5 (+5.50)+8 (+8.25)+5 (+5.50)Hero Signature: Indomitable
12th+6 (+6.0)3 (3.00)+6 (+6.00)+9 (+9.00)+6 (+6.00)Profession Bonus
13th+6 (+6.5)3 (3.25)+6 (+6.50)+9 (+9.75)+6 (+6.50)Damage Reduction
14th+7 (+7.0)3 (3.50)+7 (+7.00)+10 (+10.50)+7 (+7.00)Sustenance Bonus
15th+7 (+7.5)3 (3.75)+7 (+7.50)+11 (+11.25)+7 (+7.50)Gallimaufry Feat
16th+8 (+8.0)4 (4.00)+8 (+8.00)+12 (+12.00)+8 (+8.00)Legend Signature: Wise
17th+8 (8.5)4 (4.25)+8 (+8.50)+12 (+12.75)+8 (+8.50)Profession Bonus
18th+9 (+9.0)4 (4.50)+9 (+9.00)+13 (+13.50)+9 (+9.00)<Damage Reduction
19th+9 (+9.5)4 (4.75)+9 (+9.50)+14 (+14.25)+9 (+9.50)Sustenance Bonus
20th+10 (+10.0)5 (5.00)+10 (+10.00)+15 (+15.00)+10 (+10.00)Gallimaufry 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), Heal (Wis), Knowledge (Local) (Int), Profession (Wis), Ride (Dex), Search (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiencies

Pick one weapon group from this list: Close, Flails, 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


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

Level 2, 7, 12, and 17 Interaction Ability: Profession Bonus: You gain a +2 competence bonus on one profession or craft skill of your choice, in addition to a +1 on a different profession or craft skill. Each time you take this ability, you can apply it to different profession and craft skills, and/or stack it by applying it to skills you have chosen in the past.

Level 3, 8, 13, and 18 Combat Ability: Damage Reduction: You gain DR 1/-. This ability stacks with itself.

Level 4, 9, 14, and 19 Exploration Ability: Sustenance Bonus: You gain a +1 competence bonus on heal, search, and survival skill checks. This bonus stacks with itself.

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

Commoner Signature Abilities

Strong (Ex): Treat your size as one step larger when calculating carryig capacity. You also gain a +1 bonus to your Strength ability score, but if this would raise the score above 20, then apply the bonus to another ability score of your choice, so long as no ability score rises above 20.

Resilient (Ex): Natural, nonmagical healing, such as that from resting or sleeping or being treated with the Heal skill, recovers double the hit points for you that you would otherwise gain. You also receive a +3 bonus on saves to resist or mitigate the tired, fatigued, and exhausted conditions.

Indomitable (Ex): You gain a +4 bonus on saving throws against charm and compulsion, a +4 bonus to your hit dice when calculating the skill DC to intimidate you, and a +1 bonus on all other saves against mind-affecting attacks except fear.

Wise (Ex): You gain a +2 bonus to your Wisdom ability score, but if this would raise the score above 20, then apply the bonus to another ability score of your choice, so long as no ability score rises above 20.