House Rules: Classes - Civilian

There are those who have no desire or stomach for the adventurer's life of dangers, or have lofty ambitions of power. These folks, the civilians, just want a peaceful life where the worst that they have to worry is repaying their debts on time. The civilians make up most of the regular people in the world: the peasants, the craftsman, the merchants, the nobility. Although they can specialize in certain areas, they are not overall trained to face the hardships of a daily life on the road, fighting monsters and spelunking trap-filled dungeons. Instead, they focus on the non-violent aspects of life: growing food, constructions, trading, and so on. However, even a civilian who has lived through enough experiences can be a hardy person, learning enough skills and tricks to survive through dangerous times long enough to get out alive, just like an adventurer.

Role: Civilians do not go on adventures, flee from danger, and strive to go back to their peaceful life as soon as possible if they somehow end up getting roped into one. Instead, they focus on all the activities that help keep the world running while fools go out to risk life and limb over fame and glory. Civilians are the ones that supply adventurers food and supplies. They are the ones that operate the inns adventurers stay inn. The are the ones that handle counting the taxes, forming laws, and making deals that keep the town running smoothly for when adventurers return from their most recent dungeon delving.

Alignment: Any.

Hit Die: d6.

Starting Wealth: 120 gp.

Class Skills

The civilian can choose any 10 skills to be class skills.

Skill Ranks Per Level: 2 + Int modifier.

Table: civilian

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +0 Bonus general feat, expertise
2nd +1 +0 +0 +0 Bonus general feat
3rd +1 +1 +1 +1 Bonus general feat
4th +2 +1 +1 +1 Bonus general feat
5th +2 +1 +1 +1 Bonus general feat, bonus skill proficiency increase
6th +3 +2 +2 +2 Bonus general feat
7th +3 +2 +2 +2 Bonus general feat, expertise bonus
8th +4 +2 +2 +2 Bonus general feat
9th +4 +3 +3 +3 Bonus general feat
10th +5 +3 +3 +3 Bonus general feat
11th +5 +3 +3 +3 Bonus general feat, bonus skill proficiency increase
12th +6 +4 +4 +4 Bonus general feat
13th +6 +4 +4 +4 Bonus general feat, expertise bonus
14th +7 +4 +4 +4 Bonus general feat
15th +7 +5 +5 +5 Bonus general feat
16th +8 +5 +5 +5 Bonus general feat
17th +8 +5 +5 +5 Bonus general feat, bonus skill proficiency increase
18th +9 +6 +6 +6 Bonus general feat
19th +9 +6 +6 +6 Bonus general feat, expertise bonus
20th +10 +6 +6 +6 Bonus general feat, true expertise

Class Features


The following are the class features of the civilian class.

Weapon and Armor Proficiency

The civilian is not proficient with any weapons, nor is he proficient with any type of armor or shield.

Expertise

A civilian chooses one of the following benefits at 1st level.

Combat Expertise: At 1st level, the civilian gains a +1 bonus to his attack rolls. At 3rd level, and every 2 levels after, this bonus increases by 1. He also becomes proficient with all simple weapons and light armors. At 7th level, and very 6 levels after, the civilian gains a bonus combat feat he can qualify for.

Magic Expertise: The civilian must have at least a score of 11 in either Intelligence, Wisdom, or Charisma in order to select this expertise. At 1st level, and every level after, the civilian can select and spontaneously cast a 0-level spell from any spell list. If the civilian has at least 13 in one mental ability score, he may instead select a 1st-level spell. The civilian uses his level as his caster level. His spells' DC equals 10 + the spell's level + his highest mental ability modifier. These spells are considered to be occult in nature. At 7th level, and very 6 levels after, the civilian gains a bonus metamagic or magic item creation feat he qualifies for. The civilian can apply one or more metamagic feats to one of his spells at the time of casting, but they do not increase the spell's level. When doing so, the spell's cooldown time is multiplied by the total amount of level increases from all applied metamagic feats.

Psionic Expertise: The civilian must have at least a score of 11 in either Intelligence, Wisdom, or Charisma in order to select this expertise. At 1st level, and every level after, the civilian can select a psionic talent from any psionic power list. He gets a power pool equal to his level plus his highest mental ability score modifier. If the civilian has at least 13 in one mental ability score, he may instead select a 1st-level power. The civilian uses his level as his manifester level, and uses his highest mental ability score to determine the power's DC. At 7th level, and very 6 levels after, the civilian gains a bonus metamagic or magic item creation feat he can qualify for.

Skill Expertise: The civilian can choose an additional 5 skills to be class skills, and gains 4 additional skill ranks per level. At 7th level, and very 6 levels after, the civilian gains a bonus skill proficiency increase. This increase can be applied to any skill, but cannot raise the proficiency beyond the civilian' level limit.

Spheres of Power Expertise: The civilian gains Basic Magic Training as a bonus feat. At 7th level, the civilian gains Advanced Magic Training as a bonus feat. At 13th level, and ever 6 levels after, he gains Extra Magic Talent as a bonus feat.

Bonus General Feat

At 1st level, and every level after, the civilian gains a bonus general feat that he can qualify for.

Bonus Skill Proficiency Increase

At 5th level, and every 6 levels after, the civilian gains a bonus skill proficiency increase. This increase can be applied to any skill, but cannot raise the proficiency beyond the civilian' level limit.

True Expertise (Ex)

At 20th level, a civilian is almost supernaturally precise with his abilities. Three times per day, the civilian may change one of his attack rolls, combat maneuver check rolls, skill check rolls, or saving throw rolls to a natural 20. This qualifies as critical success or threat where applicable.

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