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This is the second version of this document. See the latest versionplugin-autotooltip__default plugin-autotooltip_bigThe Normal Person

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.
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The Normal Person, Version 2

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In the standard D&D rules, an average person has levels in NPC classes such as Commoner and Expert. These classes pose some problems, however. For example, let's say the best chef in the world has a +30 modifier in Profession(chef). Assuming a Skill Focus feat and an 18 wisdom, this still must be a level 20 character. As such, besides being a genius with a stock pot, this character is also 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.

Normal Person (NP)

Experience

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.

Skills

An NP can select five class skills related to his field. Each time five ranks are gained in a Profession skill, the NP may select an additional class skill. The NP gains 8+INT skill points per level, and may allocate up to 5+level points to a class skills, and level/2 to a cross-class skill.

Feats

An NP gains a feat once every six levels, instead of once every three.

Abilities

An NP gains an ability score bonus once every eight levels instead of once every four.

Skill Expertise

At level 1 and at every fifth level, an NP gains a +3 modifier to any one skill in which he has at least three ranks. This stacks with Skill Focus and itself.

The NP, at his option, may select an additional class skill instead of gaining a +3 modifier to a skill.

HP

An NP has a hit die of d4. Hit points and their associated CON adjustment are gained at first level, and every three levels thereafter.

Saves

Upon becoming an NP, the player must select one high save related to his field. Both other saves are low.

Level BaB Low Save High Save Class Skills CC Skills Special
1 +0 +0 +0 6 0 Skill Expertise, HP
2 +0 +0 +0 7 1
3 +1 +1 +1 8 1
4 +1 +1 +1 9 2 HP
5 +1 +1 +2 10 2 Skill Expertise
6 +1 +1 +2 11 3 Level-based feat
7 +2 +2 +3 12 3 HP
8 +2 +2 +3 13 4 Level-based ability bonus
9 +2 +2 +4 14 4
10 +2 +2 +4 15 5 Skill Expertise, HP
11 +3 +3 +5 16 5
12 +3 +3 +5 17 6 Level-based feat
13 +3 +3 +6 18 6 HP
14 +3 +3 +6 19 7
15 +4 +4 +7 20 7 Skill Expertise
16 +4 +4 +8 21 8 Level-based ability bonus, HP
17 +4 +4 +8 22 8
18 +4 +4 +9 23 9 Level-based feat
19 +5 +5 +9 24 9 HP
20 +5 +5 +10 25 10 Skill Expertise

CR

An NP has a CR equal to one quarter his level.

Epic NPs

No matter how many levels an NP gains, he is not considered an epic character, and does not have access to epic feats. Saves do not increase past level 20, and BaB peaks at +10.

Changing fields of study

An NP changing professions pays 500XP and starts again at level 1. An NP changing professions follows the same rules as an NP becoming an adventurer. However, a new “High” saving throw may be selected, along with new class skills and new Skill Expertise feats.

The number of Expertise bonuses applied to a particular skill is limited by the NP level. For example, a 10th level NP may have already applied one bonus to a skill before changing professions. A new bonus cannot be applied until the NP reaches level 5 in the new profession, since a 4th level NP can't normally have more than one Expertise bonus.

Switching between an NP and an Aventurer

For anyone with both Adventuring and Normal Person levels, the following rules apply:

  • A one-time cost of 500XP is required to gain the first level as an Adventurer or NP.
  • BaB and saves are limited to the maximum of the two levels. For example, an NP20/Fighter1 has +5 BaB. An NP20/Fighter6 has +6 BaB.
  • Hit points are only rolled once per level. So an NP4 becoming an adventurer rolls hit points at levels 2 and 3, but not at 1 or 4.
  • Constitution bonus to hit points applies to the number of hit dice the character has, not the number of combined adventurer and NP levels.
  • Ability score bonuses and bonus feats are only gained once. So, for example, an NP6/Fighter3 gains a bonus feat, but an NP6/Figher6 does not, since the 6th level feat has already been taken.

Becoming an adventurer

A character with NP levels may advance as an adventurer, starting over at level 1, as follows:

  • NP experience cannot be applied towards Adventuring levels, and Adventurers do not gain experience by advancing their fields.
  • Adventurers use their own maximum skill ranks, but do not lose ranks for becoming an adventurer.
  • Skill points are not gained at all until the levels match, though at each level, two skill points may be removed from a rarely-used skill and redistributed into skills of the player's choice.
  • The new NP does not gain Skill Expertise at level 1. It is instead gained at level 3.

Becoming a Normal Person

A character with adventuring levels may advance as an NP, starting the experience chart at level 1, as follows:

  • Adventuring experience cannot be applied towards NP levels, and NPs do not gain experience by adventuring.
  • If the NP has more skill points per level than the adventuring class, the NP gains the difference at each level. Additionally, two skill points per level may be removed from a rarely-used skill and placed into skills of the player's choice.