Index: Commoner, Ordinary
Anthropoid
The Commoner |
A literal common Commoner. May or may not have a job.
Stat Block |
Commoner
HP (ArmorHP): 1 (+0) / AC: 10 / Movement: 25 ft / Init.: +0 / PB.*: +0 / Skills: NoneResistance(s): None
+0 +0 +0 +0 +0 +0 +0 +0 +0
Reduction (s): None
Vulnerability: None
Immunity: None
Senses: None
Condition Immunities: None
-
-Features-
None
-
-Actions-
Attack(s) - [◈◈ / ◈-◈◈◈] - (1 per turn)
Improvised Weapon: / +0 / 1d4 / 3 varied damage -
-Tactics-: Commoners aren't meant to fight, but they will defend themselves when endangered. Otherwise, they will flee or avoid combat unless said otherwise.
Full Statistics |
--Base-- |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
-Combat- |
10 |
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8 |
(+0) |
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5 |
1d8+0+0 | |||||
1 HP |
(base) 25 ft |
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1d20+0 |
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None |
None |
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None |
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None |
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None |
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None |
-Skills-- |
| Proficiency | +0 |
|---|
- (For all untrained, roll relevant Attribute Scores instead).
- None
- Acrobatics (Dex): 1d20+0
- Adventuring (Int/Wis): 1d20+0
- Athletics (Str): 1d20+0
- Concentration (Con): 1d20+0
- Deception (Dex/Cha): 1d20+0
- Diplomacy (Wis/Cha): 1d20+0
- Insight (Wis): 1d20+0
- Intimidation (Str/Cha): 1d20+0
- Knowledge: Esoterica (Int): 1d20+0
- Knowledge: History (Int): 1d20+0
- Knowledge: Martial (Str/Int): 1d20+0
- Knowledge: Medicine (Int/Wis): 1d20+0
- Knowledge: Nature (Int/Wis): 1d20+0
- Knowledge: Religion (Int/Wis): 1d20+0
- Knowledge: Society (Int/Cha)): 1d20+0
- Perception (Int/Wis): 1d20+0
- Quickness (Dex/Con): 1d20+0
- Spellcraft (Int/Cha)): 1d20+0
- Stealth (Dex): 1d20+0
- Appraise (Int/Wis): 1d20+0
- Disable Device (Dex/Int): 1d20+0
- Gaming Set (Dex/Int): 1d20+0
- Linguistics (Int/Cha): 1d20+0
- Lore (Int): 1d20+0
- Navigate (Dex/Int)): 1d20+0
- Perform: 1d20+0
- Profession): 1d20+0
- Sleight-of-Hand (Dex): 1d20+0
- Tinker (Dex/Int): 1d20+0
- Language: Common, others dependant on Ancestry
-Other Stats-- |
0 |
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Small or Medium(dependant on Ancestry) |
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Creature Type(s)/right] |
Anthropoid, others |
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None |
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Core |
-Features- |
Versatile Origins : ~0.0
Ordinary Commoners aren't that different from anyone else from a similar area, even if they come from different ancestries or backgrounds. Those that do are different from normal and, as such, would have this feature replaced with one or many from their ancestry or other sources, making them a unique creature.
A list of examples will be placed below.
-Actions- |
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.
The Commoner will also not hold their turn for the attack, and even if they could, it would not add realistic physics-based momentum to anything ballistic, since this is a game mechanic. Ya'll know who you are.
-
- Improvised Weapon / Melee Weapon Attack / +0 to hit / Hit: 3 ( 1d4+0 ) varied damage
-Encounter Additions- |
None
-Tactics- |
-Lore- |
-What others may know ...-
DC = 15 + TL, using a Recall Action / ◈ or similar.Read or Paraphrase
Heard of (-5 to DC) |
Commoners are as mercurial as anybody else, their identity blending in with the place(s) they call home.
Learned of (Meets DC) |
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 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.
Adventure Specific...
Lost Mines of Phandelver
-Show-Read or Paraphrase
General Information |
Depending on where the adventurer(s) are in the adventure, the people of Phandalan will have information on where to go and/or who to see, involving specific information about what the adventurers could do. All named NPC interactions, including rumors, Named NPC interactions, and what the people of Phandalan will do, can be found in the original text in "Part 2".
Heard of (-5 to DC) |
Learned of (Meets DC) |
Fully Know of (DC + 10 and up) |
-Scaling and Alterations- |
Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers.
For the Commoner, the Versatile Origin feature would be exchanged for various Ancestry Talents, the specific ancestry can gain, as well as the languages a creature may know. For each Ancestry Talent used, the TL should go up by 0.5. Sometimes this may not change the TL by a noticeable amount, but it can lead to interesting variants that a GM can play around with.
Similarly, you still can't make a peasant railgun and keep the TL relatively low.
-Variants- |
Suggested Loot |
Appraise DC: 10
-Normal Loot-
- Success
- None
- Critical Success
- None
-Crafting-
- Success
- None
- Critical Success
- None