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Commoner

Creature -1 — human, humanoid

CrasherLANDhumanhumanoidmundanecivilian

Many commoners live hard lives of toil as they work to keep their families fed and housed in relative comfort. Society is built upon the backs of laborers.

Source: pathfinder-npc-core

Perception +3
Languages common
Skills athletics +5, Lore (any one related to their trade) +6, 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

Offense

Melee Sickle (agile, trip) +5, Damage 1d4+2 slashing
Ranged Rock (thrown-10) +3, Damage 1d4+2 bludgeoning
Melee Fist (agile, nonlethal, unarmed) +5, Damage 1d4+2 bludgeoning

Abilities

Power of the Mob — When three or more commoners are adjacent to each other, each commoner gets a +1 circumstance bonus to Athletics checks to Shove, attack rolls, and damage rolls.

WORKS WELL WITH

AnvilLANDA tougher frontline unit soaks focused fire while a cluster of these weak strikers grinds down a single target together.
SnareLANDA controller that pins a target lets several low-accuracy strikers land the trip and follow-up hits they would otherwise miss.
SniperLANDRanged pressure from behind this expendable line punishes any melee push that ignores the low-threat bodies first.

PUNISHES

✖ melee reliance
Stacking many of this same low-durability striker together mostly duplicates its group bonus without adding new tactical pressure.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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