Commoner (TotL)

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Commoners are the world-builders and maintainers. Through their mundane labors, they create the world—each horseshoe, hay bale, beer barrel, shirt and coat and cap. These folk are innkeepers, servants, blacksmiths, farmers, and fishermen. They are everyday people. But in times of trouble, everyday people beat their plowshares into swords and march out to become heroes.
A commoner's motivation for leaving the comfort and safety of the hearth to risk life and limb on an adventure may vary. Perhaps a weaponsmith wishes to “field-test” her latest long sword. Or perhaps a baker may follow the trail of those who kidnapped his son.
==Game Information for Commoners==
Commoners are defined in terms of their occupation: butcher, baker, and candlestick-maker. Thus, the first task in creating a commoner character is to choose an occupation from the list below. Once this is done, roll up the six abilities normally but subtract 2 from each roll. Now check the proficiencies after the occupation you chose. Each proficiency has a relevant ability listed in parentheses. For each relevant ability, raise the base score by 4. (Thus, after subtracting 2 from the number you originally rolled, you add 4 for a net gain of 2.) Relevant abilities listed more than once receive only one 4-point bonus.
Now, record the proficiencies your character starts with.
: Armorer: Fire-building (Wis), Armorer (Int)*
: Blacksmith: Blacksmithing (Str)*, Fire-building (Wis)
: Bowyer/Fletcher: Bowyer/Fletcher (Dex)*, Carpentry (Str)
: Farmer: Agriculture (Int)*, Animal Handling (Wis), Weather Sense (Wis), Herbalism (Int)
: Fisher: Fishing (Wis)*, Swimming (Str)
: Forester: Direction Sense (Wis), Herbalism (Int), Animal Lore (Wis)
: Gambler: Appraising (Int), Gaming (Cha)*
: Groom: Animal Handling (Wis)*, Animal Lore (Int), Animal Training (Wis), Land-Based Riding (Wis)
: Hunter: Direction Sense (Wis), Set Snares (Dex), Tracking (Wis), Hunting (Wis)*
: Innkeeper/Serving Person: Brewing (Int), Cooking (Int)*
: Jeweler: Appraising (Int), Gem Cutting (Dex)*
: Leather Worker: Leatherworking (Int)*, Seamstress/Tailor (Dex)
: Mason: Stonemasonry (Str)*
: Miner: Mining (Wis)*, Stonemasonry (Str)
: Navigator: Direction Sense (Wis), Astrology (Int), Navigation (Int)*
: Scribe: Reading/Writing (Int)*, Ancient Languages (Int), Local History (Cha)
: Shipwright: Carpentry (Str)*, Seamanship (Dex)
: Tailor/Weaver: Seamstress/Tailor (Dex)*
: Teamster/Freighter: Animal Handling (Wis)*, Land-Based Riding (Wis), Charioteering (Dex)
: Trader/Merchant: Appraising (Int)*, Reading/Writing (Int)
: Trapper/Furrier: Hunting (Wis)*, Set Snares (Dex), Tracking (Wis)
: Weaponsmith: Blacksmithing (Str), Weaponsmithing (Int)*
: Woodworker/Carpenter: Carpentry (Str)*
: * Asterisked proficiencies are the main ones for the occupation. The relevant ability must therefore be 10 or more for the character to hold the occupation. Also, any negative check modifiers indicated in the Player's Handbook become zero for asterisked proficiencies. Finally, a relevant ability of 16 or more grants a 10% bonus to earned experience when the proficiency is used.
In addition to the listed proficiencies, the commoner begins with one weapon proficiency. Thereafter, the commoner gains one new nonweapon proficiency slot for every two levels of advancement, and one new weapon proficiency slot for every eight levels of advancement. When purchasing new proficiencies from any but the General group, the cost is one extra proficiency slot per purchase.
Commoners begin with a THAC0 of 20, which improves one point for every level of advancement.
Starting steel pieces for a normal character is 2d4x10.
==Normal Tables==
 Game Information for Normals
Level	Experience Points	Hit Dice (d6)
1 	0 	1
2 	1,250 	2
3 	2,500 	3
4 	5,000 	4
5 	10,000 	5
6 	20,000 	6
7 	40,000 	7
8 	60,000 	8
9 	100,000 	9
10 	140,000 	10
11 	270,000 	10+1
12 	450,000 	10+2
13 	600,000 	10+3
14 	800,000 	10+4
15 	1,000,000 	10+5
16 	1,500,000 	10+6
17 	2,000,000 	10+7
18 	3,000,000 	10+8
19 	4,500,000 	10+9
20 	6,000,000 	10+10
21 	7,500,000 	10+11
22 	9,500,000 	10+12
23 	12,000,000 	10+13
24 	15,000,000 	10+14
25 	17,000,000 	10+15
 Normal Saving Throws
 	Attack to be Saved Against 	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against
Experience Level	Paralyzation,Poison, orDeath Magic	Rod, Staff,or Wand 	Petrificationor Polymorph*	BreathWeapon** 	Spell
1-3 	15 	17 	16 	18 	18
4-6 	13 	15 	14 	16 	16
7-9 	11 	13 	12 	14 	14
10-12 	9 	11 	10 	12 	12
13-16 	7 	9 	8 	10 	11
17+ 	5 	7 	6 	8 	9