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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 3

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 2012 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 1plugin-autotooltip__default plugin-autotooltip_bigNormal Persion Version 1

This is the first version of this document. See the latest version.

Normal Persion Version 1

This document is copyright 2005 Eli Fenton. It may not be modified or distributed without permission from the author, though anyone is welcome to link to it. My email address can be found on my web site. http://www.zioth.com/roleplay

The Normal Person (NP) class works differently from adventuring classes. Normals do not gain experience from killing things and taking their stuff. Instead, experience…
and version 2plugin-autotooltip__default plugin-autotooltip_bigThe Normal Person, Version 2

This is the second version of this document. See the latest version.

The Normal Person, Version 2

This document is copyright 2005-2010 . It may not be modified or distributed without permission from the author, though anyone is welcome to link to it.

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 Sk…
. This version simplifies the rules, moving a little closer to standard class advancement where possible.

Normal Person (NP)

Table: The Normal Person

Level BaB Saves Special Abilities
1 +0 +0 Skill Expertise, HP
2 +0 +0
3 +1 +1 Save bonus
4 +1 +1 HP
5 +1 +1 Skill Expertise
6 +1 +2 Level-based feat
7 +2 +2 HP
8 +2 +2 Level-based ability bonus
9 +2 +3
10 +2 +3 Skill Expertise, HP, Mastery of the Craft
11 +3 +3
12 +3 +4 Level-based feat
13 +3 +4 HP
14 +3 +4
15 +4 +5 Skill Expertise
16 +4 +5 Level-based ability bonus, HP
17 +4 +5
18 +4 +6 Level-based feat
19 +5 +6 HP
20 +5 +6 Skill Expertise, Mastery of the Craft

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.

Standard Advancement Bonuses

An NP gains a feat every six levels, instead of every three. He gains an ability score bonus every eight levels instead of every four.

An NP's Base Attack Bonus rises at half the rate of a wizard.

Hit Points

An NP has a hit die of d4. Hit points are gained at first level, and every three levels thereafter. A high constitution score only gives a bonus at levels when hit points are gained.

For example, Joe Normalson is a level 5 NP with a CON score of 12. At level 1, Joe has d4+1 hit points. Joe's hit points do not increase until level 4, when they become 2d4+2.

Skills

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(4+INT) skill points at first level, and 4+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 has a -2 penalty to all cross-class skills. This penalty can never be larger than the number of ranks in the skill.

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.

Skill Expertise

At level 1 and at every fifth level, an NP improves his skills. He may select one of the following:

  • A +3 bonus to any one skill in which he has at least three ranks. This bonus stacks with Skill Focus and itself.
  • A +1 bonus to any three class skills.
  • An additional class skill.

Save Bonus

At level 3, an NP gains a +2 bonus to one save related to his field.

Mastery of the Craft

At level 10 and again at level 20, an NP gains one of the following special abilities, appropriate to the profession:

  • Due to fame and good advertizing, the character gains a 50% bonus to the salary earned through successful Profession checks.
  • Any one bonus feat.
  • Base Attack Bonus progression is raised to that of a wizard of equal level.
  • The -2 penalty to cross-class skills is removed, and one additional class skill is gained.
  • Mundane items are crafted in 75% of the time normally required.
  • One magic item crafting feat is gained. For the pupose of this feat, the craftsman's caster level is is NP level. The craftsman may select spells known as a sorcerer of equal level, and use those spells as prerequisites for item creation, despite not being able to cast them. Only items appropriate to the NP's craft skills may be crafted.

CR

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

Epic NPs

Saves rise every fourth level, starting at 24. Attack bonus rises at every fourth level, starting at 22. Skill Expertise is gained every third level, and Mastery of the Craft is gained every tenth. Bonus epic feats are every 10th level starting at 30. All epic feats must be appropriate for the NP's profession or craft.

Multiclassing

Normal Person is considered a favored class for all races.

Changing fields of study

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). The level 3 Save Bonus may not be applied to the same save twice. Hit points, ability bonuses, feats and Skill Expertise are gained as if no multiclassing occurred. For example, a level 2 NP who multiclasses does not gain additional hit points until level 4. Otherwise, normal multiclassing rules apply, including experience penalties for multiclassing.

Becoming an adventurer

  • The character loses the +1 skill bonus per five ranks in a skill, and the -2 penalty to cross-class skills.
  • Each time an adventurer level is gained, a prior NP level may be revised to have a d4 hit die, the BaB of a wizard, and the level-based feats and ability bonuses of an adventurer.

Becoming a Normal Person

An adventurer simply advances normally as a Normal Person.