Commoner Starting Gold


Homebrew and House Rules


So, a long time ago and every so often I think about running an all commoner campaign, having people work into being heroes, rather than starting out as such. That thought and reading that some folk have tried this (i.e. Joe Wood, etc.), has made that idea fresh in my mind again.. I may even run it here on the boards. I have an idea as far as everything else, just not sure how much money for the PCs to start with. RAW says NPCs start with 260gp worth of items total at first level. That's more than twice what PCs start with on average. So, question is, what should be a good starting wealth for PC commoners?


Depends -- are you counting the family cow, house and whatnot against them? Or are we just talking about 'adventuring gear' sort of stuff?

If it helps you any at all This thread is where I worked out what an NPC farmer could expect to earn in a year.

I would also highly recommend the Ultimate Campaign Guide by Paizo... it is supposed to have some rules and insights into this sort of thing that could be useful to you too.


I have that, maybe I'll have to look a bit closer at it. I'm reading your thread at the moment, nice work so far.

Liberty's Edge

Given the numbers in the linked thread I would put a commoner's starting adventuring gear at about 2-5gp. This might not seem like much but let me break down my logic.

Personally, I have an annual net income of about $10k. This is me living an average lifestyle, not counting the wife who has about the same net money each year. For adventuring gear, (computer, hiking gear, etc.) I have probably $1200 and I'm guessing that's about average since some people will have different gear based on hobbies and professions but it will probably be about the same. So my basis here is 10-15% of an annual net income will be invested in adventuring gear.

To move those numbers over to a farmer making 20-25gp a year he would have about 2-5gp (or 1d4+1, average 3) starting gold. Starting adventuring gear for a farmer would probably include very simple gear such as a sack, club, bedroll, sling, torches, etc. Farmers that are very well off could have a survival kit (5gp, Ultimate Equipment) plus a club and sling.

If this farmer went on an adventure with a handful of friends, provided they all survived, and spent time bashing goblins in the face with his old mattock handle he would come home with about 1,000gp (according to WBL). To the farmer this would seem like a fortune, the modern equivalent of getting about $10k all at once. He could get some armor and a real weapon for the next time adventure comes along as well as provide for his family quite well for a while.


I mocked up a little mini adventure like this once. I had just moved and didn't know anyone in the area so I figured it'd be a good way to get to know play styles.

The idea was a one-shot to give the characters a bonding moment and a reason to adventure, so they all started as NPC Warriors, Experts or Adepts (I had an arcane version of the Adept called an Apprentice).

For starting gold I gave them each 20 GP and then also one single item (not masterwork) that was worth up to 50 GP. This gave them some very basic weapons, armor and in the case of the Apprentice, a potion of Mage Armor.

I then put them through a 5-room dungeon involving some goblins who stupidly opened tomb releasing a great evil into the land. The party was selected to investigate and find out what was going on.

I ended up not doing this adventure but if I had I'd have just simply upgraded the PCs to full-blown level 1 PC classes after completing the adventure and left them whatever gear they started with plus whatever they could rustle up from the items and loot of their first "adventure". Hope that helps.


My full thoughts on 'starting equipment' on something like this:

Important questions:
1. Do they have their place of residences and such stuff as is there?
2. Is it commoners only or are they allowed experts and such?
3. Are you interested in helping them advance into their adventuring career or is it something they will need to do themselves?

If the answer to number 1 is yes then I would give them an allowance for their 'household goods' -- yes some of this should be adventure ready... but it should be stuff like rope, blankets, hard tack and rations, brandy and maybe oil and a lantern. I would run it at about 75 gp worth of stuff. I would also allow 1 'big shot' item at about 25~50 gp worth such has a healer's kit (makes sense to have one) a 'proper' weapon (such as a crossbow or mace) or maybe even a potion. After all even 'commoners' have to survive in the world and would have something to survive. If they can figure out how to use something in their house good for them.

If the answer to number 2 is yes then I would suggest ignoring the commoner class and make them all experts, warriors, aristocrats, and adepts (or the arcane equivalent). These classes are such boosts that allowing them for one character and not the others is going to be a headache. I would go all or nothing.

If the answer to number 3 is yes then I would highly suggest making the answer to number 2 yes, and plan some of their household stuff accordingly. If they are going to be a cavalier start them as an aristocrat and let him have a horse. If he's going ranger then it makes sense to be an expert or warrior and have a hunting dog or hawk around. So on and so forth.

Be careful not to overly burden the characters -- after all they are commoners, but that doesn't have to mean serfs or slaves. As my above thread shows they can be moderately average and still have room for what you want. As such you don't have to be overly arbitrary on what you limit them to in equipment and such.


Hmmm... all very good ideas. My premise is something along these lines:


  • Young Template- all PCs are starting as children of their chosen race, just coming into adulthood and learning their trade. (Note: Waffling on this idea, considering other races take significantly longer to age than humans and I don't want to force everyone to play the same race)

  • 1st Level Commoner- have to start somewhere.

  • Additional levels- May choose to level in any NPC class based on training, experience, etc.

  • 1st PC level- once the PCs reach full CR 1 status, they can change classes into a full fledged PC class.

I like the 1d4+1 idea, specifically for adventuring stuff... As far as a home, it wouldn't technically be theirs, so I wouldn't account for it. I just want to avoid giving them too much in the beginning to a) have them think how to use mundane items in dangerous situations and b)to avoid the big bad wolf being defeated by a single blow from a handy battleaxe in the party. However, as Abraham said, I also don't want to overly burden them either.

I'm basically looking to chronicle the training up into adventurers, having their story and the reason why they choose or are chosen to be wizards, paladins, monks, etc. being written by the campaign.


Another thought (I know I'm veering off topic a little) is to make them all simple NPC Commoners with say about 100 GP of accumulated gear and then give them 1 Hero point. Said hero point is good for any ONE thing at all. The first fracas they enter the wizardly one wants to whip off a 1st level spell? Sure; she spends her Hero Point, looks at he other PCs and says "Little somethin' my DAD taught me!" and issues forth an Ear-Piercing Scream or whatever.

Then the sneaky one wants to GUARANTEE he makes it past some kobold guards? Fine; Hero Point FTW. Suddenly they've developed niches.

Once they have their roles organically carved out you raise them to 1st level PCs in whatever class they want to take that also matches the niche they played. You might get all wizards; roll with it. At another end of the spectrum you might get 4 weirdly non-standard characters like a monk, a rogue, a magus and a heavens oracle.

Whatever you end up with, there you are. All I'd urge is not to leave them too long as NPCs. Its a novel idea but having played like this in another campaign I can say that waiting 3 sessions to make it to 1st level Sorcerer in a 3x game was excruciating. I don't know if anyone else's had a similar experience but I found it not fun after the first game.


Hey, just another thought here Bloodmoon: what if you just played out specific events? In other words you have them playing 1st level commoners but you pick some key events that foreshadow your campaign and play a few. Example:

You know you're going to have the first mini-arc be about exploring a big forest that magically grew and swallowed part of a city. The PCs will be expected to have some missions into the forest, exploring different areas in the overgrown ruins and under them, eventually to specifically find a McGuffin. In this arc the anticipated BBEG is a mite witch who is using the McGuffin to augment her powers and is literally frightening people into transforming into mites themselves.

Well, perhaps one guy wants to be a fighter with strong intimidation skills. You play a scene where he's a level 1 NPC Commoner and has to intimidate some bullies in the midst of a fist fight. Later, in the game, you'll reveal that the kid he pushed around was captured and tortured into becoming a mite.

Another player is looking to play a white-haired witch. The PC's familiar puts her through a tough trial exposing the girl to incredible fear and turning her hair chalk white. However part of the trial involves exposing herself to dream spider venom and the same spiders are employed by the mites in their tortures.

TLDR: bottom line instead of running a whole adventure maybe just play out key moments in the PCs' development to explain their 1st level in a PC class.


In 3.5, Commoners started with 5d4 gold of gear, averaging out at 12 gp, 5 sp.

Have fun, whatever you decide.


I have actually thought about that Mark, just running certain key plots with them. It isn't a bad idea and I've done so before. I was wondering how others felt about the 'excitement' of even one goblin (or insert other common xp generator here) being dangerous to the PCs. Your experience reminds me that not everyone likes that sort of thing.

As far as the main topic,

HerosBackpack wrote:
In 3.5, Commoners started with 5d4 gold of gear, averaging out at 12 gp, 5 sp.

. I suppose should have looked at prior sources, but I haven't cracked a 3x book in some time. I can't imagine why...

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