The knife-earred individual who regards you has a strange aura about them, though they otherwise seem normal, even a kindred spirit in both appearances and in other ways.
Garden variety elf. Smarter people could make a joke about that but I can't think of anything. May as well put this description on something.
Elf Commoner
HP (ArmorHP): 10 (+0) /
AC: 10 /
Movement: 25 ft /
Init.: +1 /
PB.*: +0 /
Skills: None
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Resistance(s): None /
Reduction (s): None /
Vulnerability: None /
Immunity: None
Senses: Low-Light Vision
Condition Immunities: None
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-Features-
None
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-Actions-
Attack - [◈◈ / ◈-◈◈◈] - (1 per turn)
Improvised Weapon: / +1 / 4 varied damage
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-Tactics-: Commoners aren't meant to fight, but they will defend themselves when endangered. Otherwise, they will flee or avoid combat unless said otherwise.
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Proficiency
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Armor Class: 6
Max Hit Points (+AHP): 6 (+0)
Average HP | Formula: 4 (+0) | 1d8+1+0 (+0)
HP Breakpoint(s): 1 HP
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Base Speed / Movement: 25 ft
Initiative: +1
Creature Senses: Low-Light Vision
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Damage Resistances: None
Damage Reduction: None
Damage Vulnerabilities:None
Damage Immunities: None
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Condition Immunities: None
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Base Threat Level: 0.5
Creature Size: Medium
Creature Type(s): Anthropoid, Elf
Source(s): Core
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Armor / Type: None
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Elf Origin : ~0.5
The elf commoner has proficiency in the Perception Primary skill.
Trance : ~0.5
The Elf Commoner may enter a meditative state, remaining semiconscious but somewhat asleep for 2 hours a day, which just so happens to also be a Short Rest. While meditating, they can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, they gain the same benefit that everyone else does from 8 hours of sleep. They may only do this once per day.
/quote]
[quote]
Attack Action - [◈◈ / ◈-◈◈◈] - (1 per turn)
The Commoner won't always attack, but will defend itself if needed. They will use natural weapons or whatever they are equipped with, even if they are not proficient.
Elven Commoners, in particular, hold to tradition, especially if the setting is not self-aware. To this end, an elf commoner may deliberate for at least 2 hours before deciding to attack or not.
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Improvised Weapon / Melee Weapon Attack / +1 to hit / Hit: 4 ( 1d4+1 ) varied damage
None
The Ordinary Commoner is unspecialized, but numerous, not having much in the way of complexity. The statblock serves more as a guideline, as there are multiple kinds of Commoner outside of the normal serf, peasant, or pilgrim.
Elven commoners are not much different in comparison to their counterparts, but they may not think so. Many elves think themselves bette or above it all, if standard or expected fantasy tropes are present. Regardless, Elf Commoners are still Commoners, and still only have a very small amount of HP.
Commoners will often surrender if confronted to fight, or will get guards, someone, or something stronger to fight for them.
-What others may know...-
DC = 15 + TL, using a Recall Action / ◈.
Read or Paraphrase
"These are the people of this land, but one wouldn't know much more than that."
Elf Commoners are as mercurial as anybody else, their culture at a glance being like any other Commoner.
"These elven folk look upon you as outsiders, just as you do to them. You barely hear their whispers, but you understand why that may be."
These people may give the adventurers a hint of what they need to do or where they need to go, even at a glance. They can use their skills or otherwise to glean more information, or see where they can get what they need.
Fully Know of (DC + 10 and up) |
"The elves of this land regard you like any other, surprising you. Language barrier or no, years of experience or less, your knowledge gives you a favorable disposition, even unconsciously."
The adventurer(s) fully understand who they're talking about, and what's needed to get on the good (and bad) side of the people they'll be interacting with.
As such, they'll likely gain a benefit (such as Advantage or a Bonus Dice) on the next check made to interact with one of these folk, or even just impressing them to get on their good side.
-Scaling and Alterations- |
Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This creature is based on the
Ordinary Commoner, like many others. Adjust the creature further would involve giving more than just the Ancestry Origin Talent, and would follow the same rules as the Commoner: adding 0.5 to the TL for each Ancestry Talent added to the creature. Sometimes, this may not adjust the TL by a noticeable factor, but it can lead to some interesting variants that a GM can play around with.
Example variants of other Commoners can be found below.
Appraise DC: 10
-Normal Loot-
-Crafting-