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
Commoner, Downtrodden -1
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 sickle +5 [+1/-3] (agile, trip), Damage 1d4+2 slashing
Ranged rock +3 [-2/-7] (thrown 10 feet), Damage 1d4+2 bludgeoning
Power 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.
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