Who Says a Commoner Can’t Be Good?

John Weyland, male human com1 CR 1/4 Medium-size humanoid (Human); HD 1d4 ; hp 7; Init +0; Spd 30 ft.; AC 10(touch 10, flat-footed 10); Atk melee +1(quarterstaff, 1d6+1 bldg) or +1(unarmed, 1d3, nonlethal); AL TN; SV Fort +0 , Ref +0, Will +0; Str 12, Dex 11, Con 11, Int 12, Wis 10, Cha 10. 
    Skills and Feats:  Craft (blacksmith) +101, Handle Animal +4, Profession (Blacksmith) +4, Swim +5; Skill Focus Craft (blacksmith); Toughness, Weapon Proficiency (quarterstaff)
    Gear: 1 set commoner’s clothing, masterwork blacksmithing tools

1: 4 ranks, +1 Int bonus, +3 from Skill Focus, +2 from masterwork tools.

The important part is bolded.  With only one ability score required to be over 11 and 55 gp, this first-level character has +10 to his chosen craft.

The difference between a commoner and an adventurer is that an adventurer could do this and be good at something else.


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