All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


PFS LimitedCommoner

Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect.

Recall Knowledge - Humanoid (Society): DC 13
Unspecific Lore: DC 11
Specific Lore: DC 8

Elite | Normal | Weak
Proficiency without Level

CommonerCreature -1

Legacy Content

N Medium Human Humanoid 
Source Gamemastery Guide pg. 214
Perception +3
Languages Common
Skills Athletics +5, Lore +6 (any one related to their trade), Society +2
Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +0
Items sickle
AC 13; Fort +6, Ref +3, Will +3
HP 10
Speed 25 feet
Melee [one-action] sickle +5 [+1/-3] (agile, trip), Damage 1d4+2 slashingRanged [one-action] rock +3 [-2/-7] (thrown 10 feet), Damage 1d4+2 bludgeoningPower of the Mob When three or more commoners are adjacent to each other, each commoner gets a +1 circumstance bonus to Athletic checks to Shove, attack rolls, and damage rolls.

All Monsters in "Downtrodden"

NameLevel
Beggar-1
Commoner-1
Prisoner1
Urchin-1

Downtrodden

Source Gamemastery Guide pg. 214
Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes—due to economic downturn, famine, or war—the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain.

Sidebar - Advice and Rules Braving The Mob

A mob is a violent crowd that works as greater difficult terrain and hazardous terrain, dealing 1d4 damage for each square entered. A creature can spend a single action to attempt a DC 16 Intimidation check, clearing the mob from all squares adjacent to them on a success (or all squares within 10 feet on a critical success). This action has the concentrate, emotion, manipulate, and mental traits.

Sidebar - Advice and Rules Word On The Street

Privy to all sorts of conversations from passersby, the downtrodden can provide eyes and ears on the street. Finding a reliable contact can give a character a circumstance bonus to checks to Gather Information if they return to that source. This bonus is usually +1, but could be +2 or +3 if the contact lingers in a market where influential politicians shop, sweeps a noble estate, or the like.

Befriending NPCs in advance can also help the heroes in action scenes. A friendly urchin might show a character a shortcut to catch an escaping enemy, a crowd of fans who frequent a bard's performances might throw rocks to distract someone trying to fight the bard, and so on.