The Worlds of Eris and Paireh-That-Was

A series of playtests and fleshing out sessions that take place in the world of Eris.

Eris is a developing world, has been invaded by refugees from Paireh-That-Was, which was destroyed at the end of the demonwar.

The Humans, Dwarves, Halflings and Gnomes that fled here have displaced the aboriginal peoples, the Uruk' and the 'Thiel. Wars have been fought, won and lost; against the savage Uruk' and their strange mental powers, against the adaptive 'Thiel who have become man's greatest "ally", and against the invader's own morals.

The world is one of fell, eldritch magics and burgeoning renaissance technology. Where demons fall from the sky, and the old gods are dead.

Tuesday, December 14, 2010

Backgrounds: Commoner

The salt of the earth, the huddled masses, the backbone of the nation; the commoner is that portion of society that labors unceasingly, tilling soil, hauling freight, cutting cane, mining coal. Famers, laborers and gatherers all count as commoners. Much of the war-levies of the known world are drawn from the common masses.

Health Points: 7

Class Skills: Handle Animal (Cha), Knowledge: Local and Nature (Int), Profession (Wis) and any 5 other skills (except Linguistics)

Initial Skill Ranks: 6 + Int Mod

Class Features

Weapon & Armor Proficiency: Commoners are proficient with the following weapons; clubs, crossbow, dagger, dirk, flails, hand axe, longbow, katar, kosh, maces, pole axe, polearm: bill, quarterstaff, sap, scythe, seax, shot-put, sickle, sling, throwing axe. Commoners are proficient with light armor and large shields.

Thrifty: The one advantage to being poor, you learn to make most anything do. While not hereditary craftsmen like the expert, commoners learn to make many of the odds and ends that allow one to keep life running. Much of what others must buy, a commoner is able to make. This allows the get away with paying half price for any goods related to his profession at creation.
Additionally a commoner always wants to haggle over the price of goods. After a while he gets so good at it that the best prices are obvious. A commoner pays 5% less for goods for every level of background class they have.

Starting Money and Trappings: 10 GP, However, most of a commoner’s starting money must be spent on gear. Only 10 copper may be retained as cash.

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