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Normal Manby Roger LV Girtman II
Starting Gold: N/A
Prime Requisite: None.
Experience Bonus: N/A
Hit Dice: 1d4 per level.
Maximum Level: 9th.
Armor: Any, up to Chainmail; shields allowed.
Special Abilities: Career specialization
The Normal Man is strictly an NPC class. Every peasant, villager, merchant, or craftsman who does not have the training or experience of an adventurer is a Normal Man. Due to their unique nature, Normal Men do not earn experience points. Their level is determined by the needs of the setting, as determined by the DM.
Prime Requisite: A Normal Man has no prime requisite ability score.
Hit Dice: Roll a 4-sided die (1d4) to determine a normal man's hit points (plus constitution bonus, if any) and gains 1d4 more hit points (plus bonus) with each level of experience.
Armor: a normal man can learn to wear any kind of armor no heavier than chainmail and may use a shield.
Weapons: A normal man can learn to use any kind of weapon.
Normal Man Experience Table
Level | THAC0 | Gen Skills | Wpn Mast
Child | 22 | 0+INT | 1
1 | 20 | 4+INT | 2
2 | 20 | 4 | 2
3 | 20 | 4 | 3
4 | 19 | 4 | 3
5 | 19 | 5 | 3
6 | 19 | 5 | 4
7 | 18 | 5 | 4
8 | 18 | 5 | 4
9 | 18 | 6 | 5
Normal men all have some career which they pursue during their lives. Typically, this career will follow a predictable pattern of apprentice (levels 1-2), journeymen (3-5), craftsmen (5-7), and master (8-9) of their trade. Even if their career isn't neccessarily a craft, the learning proccess remains the same. Every Normal Man will specialize is their chosen career, and recieve the appropriate benefits of that career.
The common folk farm the fields, staff the shops, build the homes, and produce the goods in the world around the adventurers. Commoners are skilled in their own vocations and make up the majority of the population.
At least one, if not all, of a commoner's General Skills will always be applied to skills which are appropriate to their chosen profession. Commoners are normally illiterate, and must buy literacy with the Speak Language General Skill.
Experts operate as craftsmen and professionals in the world. The skilled blacksmith, the astute barrrister, the canny merchant, the educated sage, and the master shipwright are all experts.
Experts are normally illiterate and must buy literacy through the selection of the Speak Language General skill, however, due to their skilled nature they recieve one General Skill at 1st level in addition to those provided by the Normal Man class. This additional skill must be used in the selection of a skill appropriate to the Expert's trade.
Aristocrats are usually educated, wealthy individuals who were born into high position. Aristocrats are the wealthy or politically influential people of the world. They are given the freedom to train in the fields of their choice, for the most part, and often travel widely.
Aristocrats, being literate, do not require use of the Speak Language General Skill just to learn to read or write. At least one of their General Skills must be used on a skill apropriate to their social standing (such as Knowledge: Jaw and Justice, Knowledge: History, Military Tactics, or Leadership). This skill is not a bonus and must be purchased with their normal allotment of skills.
Normal Man Saving Throw Table
Saving Throw | Child | 1-4 | 5-8 | 9
Death Ray/Poison | 16 | 14 | 12 | 10
Wand Attacks | 17 | 15 | 13 | 11
Polymorph/Paralysis | 18 | 16 | 14 | 12
Breath Attack | 18 | 17 | 15 | 13
Rod/Staff/Spell | 18 | 17 | 16 | 14
Due to the nature of Normal Men, as NPCs, they will never attain higher levels of experience. However, from time to time a unique situation may arise where the listed abilities for Normal Men may need to be modified. The DM should take care that this adjustment is fair, balanced, and appropriate to the situation. One example might include that a child only has 1d2 HP.