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So everyone is always talking about optimising for combat and sometimes for social manipulations, but how about optimising for non-adventuring, like farming or fishing or building houses? Clearly in a world where level 2 or 3 character can out grapple a horse or burn a bunch of creatures to cinders there is going to be the optimised farmer, smith and so on… any thoughts? Anyone want to give it a try to make a few builds?

Lurk3r |

That shouldn't be too hard. Most NPC classes have less complex class abilities (if any), so 'which class ability choices to make' is a question you never need to address unless you are having them multiclass with PC classes. If not, most of the choice boils down to which feats to take, what items to have, and which skills to put focus in. Any non-adventure-focus character (or NAF for short) should have max ranks in Profession of their chosen type, as well as skill focus for it and the proper tool set.
NAFs with physical jobs like farming, ranching, and construction will want Endurance to reduce the damage they may take from long hours in the heat or forced marches, and maybe Toughness in case they get injured on the job. Physical NAFs will put their attribute bonuses/ equipment towards STR and CON, and construction workers especially will want the Muleback Cords for extra carrying capacity.
Non-physical NAFs will likely be either production or social related. Producer NAFs, such as bakers, machinists, and repairmen will still want some STR for on the job lifting, but also more INT to get the most out of their related craft skill (for which they may also need the requisite feat). They will also want Master Craftsman or the Adept class to craft magical items.
Social NAFs like entertainers or scribes will definitely not need STR or CON, and will need a high CHA and INT. Here is where the other ability boost feats will come in handy, such as Acrobatic for dancers or Persuasive for diplomats. The Circlet of Persuasion also comes in handy here.
Just a broad glance at NAF NPCs- adding in PC classes opens up a while can of worms as to what largely irrelevant class abilities to choose. The chef has weapon training: ladle? I hope this is what you were looking for.

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My first 3e character was a gnome rogue/wizard with the Skill Focus: Craft(Gemcutting) feat. Sure, from a combat point of view, it was completely a waste. However, as an accomplished jeweler, he was forever breaking the minds of GMs by applying trade solutions to adventuring problems.
He could make diamond/ruby dust on the fly, in the middle of the dungeon. We once were tasked with protecting and transporting an important chalice artifact--he just made a copy that radiated magic and confused everyone. Cursed necklace? Instant illusory copy, true to the original at close inspection. Anytime there were gems or jewelry involved, he'd turn it into a huge gnomish prank.
Being a master of noncombat skills can save you in all sorts of ways. Unless, of course, the GM hates you for applying logic and discretion to encounters.

Uchawi |

This is probably more dependent on your DM, if you want to gain any milleage out of it. Unlike combat, that almost any character will experience, there is a wide range of non-combat choices, that may have no bearing on play, except to add to the characters personality. That is not a bad thing, but I like how InVinoVeritas used it to influence play. So his last statement is important into regards to how the DM will handle it.

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Absolutely true, Uchawi.
In addition, I have to add that part of the trick behind being useful in noncombat is being creative. You know the phrase, "If all you have is a hammer, all your problems start looking like nails"? In the above character's case, all his problems started looking like unworked gemstones.

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ay, well i was thinking more along the lines like, a farmer taking a one level dip in wizard or cleric for cantrips and/or endure elements or some other similarly useful spell
It doesn't work that way, when you take levels in those classes it's because you've got the drive and the itch to leave the farm behind. Adept might be more suitable.

Rezdave |
ulgulanoth wrote:i was thinking more along the lines like, a farmer taking a one level dip in wizard or clericIt doesn't work that way, when you take levels in those classes it's because you've got the drive and the itch to leave the farm behind. Adept might be more suitable.
Agreed.
The point of PC vs. NPC classes isn't just one of drive, however, but also (perhaps more often) about opportunity and/or the lack thereof. If you live in a small farming village, there simply are no Wizards around to train you. Furthermore, your family can't afford to have you leave the fields for 5 years in order to apprentice.
Remember, armies are full of Warriors, not Fighters, so even being a career soldier doesn't mean that you have access to the specialized training required to learn the Feats that differentiate the two Classes.
Now, if you want to get away from Commoners or even Experts and look at NAF Wizards and such, then it remains an interesting question. For example, the Urban Mage Caster-for-Hire might be a Diviner or Enchanter who makes money finding lost items or casting sleep on the children of nobles who have stayed up past their bedtime and won't go down. In such cases, Feats go to Skill Focus (Profession) and Constitution (along with Strength), rather than Charisma, becomes your primary dump-stat. After all, if you're not adventuring you don't need HP as much, but having people-skills is really important when you're trying to run a successful business and keep clients happy and paying.
FWIW,
Rez