In the standard D&D 3.x rules, an average person has levels in NPC classes such as Commoner and Expert. These work reasonably well in most campaigns, but they also pose some problems. For example, let's say the best chef in the world has a +30 modifier in Profession(chef). Even with Skill Focus and an 18 wisdom, this must be a level 20 character. As such, besides being a genius with a stock pot, this character is an even match for a trained platoon of soldiers in combat.
The Normal Person (NP) class addresses this problem. It is designed for all those people who never go off adventuring, and can't hold a sword to save their lives. Normal People improve in their crafts more than an adventurer ever could, without becoming significantly better in combat.
This document is copyright 2014 The DM. It may not be modified or distributed without permission from the author, though anyone is welcome to link to it.
This is the third version of this document. If you don't like these rules, feel free to look at version 1, version 2 or version 3. This version simplifies the rules, and makes standard advancement optional.
Level | Special Abilities |
---|---|
1 | Feat, (Optional Feat for Humans), Skill Expertise, Highly Skilled |
2 | |
3 | Optional Feat |
4 | Optional Ability Bonus |
5 | Skill Expertise |
6 | Feat |
7 | |
8 | Optional Ability Bonus |
9 | Optional Feat |
10 | Skill Expertise, Mastery of the Craft |
11 | |
12 | Feat, Optional Ability Bonus |
13 | |
14 | |
15 | Optional Feat, Skill Expertise |
16 | Optional Ability Bonus |
17 | |
18 | Feat |
19 | |
20 | Optional Ability Bonus, Skill Expertise, Mastery of the Craft |
NPs advance with the same experience progression as adventurers. However, experience is gained through practice, and the advancement of their fields, rather than through killing monsters and solving puzzles.
An NP gains a feat through advancement at level 1, and at every six levels. The remaining advancement feats, including the bonus Human feat at level one, may be bought by giving up three skill ranks that level.
In order to advance ability scores, an NP may buy a bonus by giving up three skill ranks at every fourth level.
The BaB and saves of NPs do not advance normally. At each level where an Expert would gain a bonus, an NP may trade on skill rank. If an Expert would gain multiple bonuses, the NP may trade multiple skill ranks for those bonuses.
In order to gain hit points through advancement, an NP must spend one skill rank at each level. This grants the NP 1d4 HP. The NP can buy a higher hit die by spending one more skill rank for each step in this list: 1d4, 1d6, 1d8, 1d10, 1d12. A high constitution score only grants a bonus for levels where the NP gained a hit die.
An NP selects five class skills related to his field. Each time five ranks are gained in a Profession skill, the NP may select an additional related class skill. An NP gains 4x(6+INT) skill points at first level, and 6+INT skill points at each additional level.
For every five ranks an NP has in a class skill, he gains a +1 bonus to checks using that skill. On the other hand, an NP's first two ranks in a cross-class skill provide no benefit at all.
For example, Joe Normalson is a level 5 acrobat. He has eight ranks in Tumble, which is a class skill. Because he has five or more ranks, he has a +1 bonus to that skill, for a total of +9. Joe also has one rank in Survival and four ranks in Swim, both of which are cross-class skills. His bonus in Survival is +0, and his bonus in Swim is +2.
At level 1 and at every fifth level, an NP improves his skills. He may select one of the following:
At level 10 and again at level 20, an NP gains one of the following special abilities, appropriate to the profession:
An NP has a CR equal to one quarter his level.
Normal Person is considered a favored class for all races.
An NP may multiclass into the same class. For example, a character may be a 4th level NP specializing in Profession(chef) and an 8th level NP specializing in Profession(cobbler).
An adventurer simply advances normally as a Normal Person.