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Pathfinder Reference Document
Pathfinder Reference Document

Commoners

Beggar CR 1/3

XP 135

Half-elf commoner 1

CN Medium humanoid (elf, human)

Init +2; Senses low-light vision; Perception +5

DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex)

hp 4 (1d6+1)

Fort +1, Ref +2, Will –1; +2 vs. enchantments

Immune sleep

OFFENSE

Speed 30 ft.

Melee dagger –1 (1d4–1/19–20)

TACTICS

During Combat The commoner offers his pitiful handful of copper pieces to buy his life. If refused, he lashes out with his dagger while screaming for help.

STATISTICS

Str 8, Dex 14, Con 13, Int 11, Wis 9, Cha 10

Base Atk +0; CMB –1; CMD 11

Feats Endurance, Skill Focus (Bluff)

Skills Bluff +4, Disguise +2, Perception +5, Perform (wind)

Languages Common, Elven

SQ elf blood

Gear dagger, disguise kit, wooden flute, 203 gp

A beggar has had a hard life. He might be honest in his begging, or he might pretend to be something he's not—such as disfigured or a war hero—to evoke sympathy.

Pig Farmer CR 1/2

XP 200

Human commoner 2

CN Medium humanoid (human)

Init –1; Senses Perception +0

Defense

AC 9, touch 9, flat-footed 9 (–1 Dex)

hp 9 (2d6+2)

Fort +1, Ref –1, Will +0

Offense

Speed 30 ft.

Melee scythe –2 (2d4+1/×4) or

club +2 (1d6+1)

Ranged club +0 (1d6+1)

Tactics

During Combat The commoner threatens aggressors with her scythe, but switches to her club if she actually has to attack.

Statistics

Str 13, Dex 9, Con 12, Int 10, Wis 11, Cha 8

Base Atk +1; CMB +2; CMD 11

Feats Skill Focus (Handle Animal, Heal)

Skills Craft (carpentry) +6, Handle Animal +7, Heal +5, Knowledge (nature) +1, Profession (farmer) +5

Languages Common

Gear club, scythe, artisan's tools, pigs (8), bit and bridle, light horse, pack saddle, 251 gp

Despite her muddy appearance, a pig farmer has many useful skills.

Miner CR 1

XP 400

Dwarf commoner 3

CN Medium humanoid (dwarf)

Init –1; Senses darkvision 60 ft.; Perception +5

Defense

AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)

hp 16 (3d6+6)

Fort +3, Ref +0, Will +2; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Offense

Speed 20 ft.

Melee miner's pick –2 (1d6+1) or heavy mace +2 (1d8+1)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids

Tactics

During Combat The commoner uses whatever materials are available to avoid melee combat, such as a lantern he can smash to create a fire.

Statistics

Str 13, Dex 8, Con 14, Int 9, Wis 13, Cha 8

Base Atk +1; CMB +2; CMD 11 (15 vs. bull rush or trip)

Feats Skill Focus (Appraise, Profession [miner])

Skills Appraise +3 (+5 to assess nonmagical metals or gemstones), Climb +5, Knowledge (dungeoneering) +0, Perception +5 (+7 to notice unusual stonework), Profession (miner) +9

Languages Common, Dwarven

Gear leather armor, heavy mace, miner's pick, pitons (10), rope (50 ft.), 753 gp

A miner labors long hours in the dark, and spends his earnings freely during rare visits to the surface.

Accomplished Angler CR 2

XP 600

Halfling commoner 4

CN Small humanoid (halfling)

Init +3; Senses Perception +10

Defense

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)

hp 10 (4d6–4)

Fort +1, Ref +5, Will +3; +2 vs. fear

Offense

Speed 20 ft.

Melee fishing pole –3 (1d4–2)

Ranged sling +6 (1d3–2)

Tactics

During Combat The commoner uses her sling and retreats to a safe location.

Statistics

Str 6, Dex 16, Con 9, Int 10, Wis 12, Cha 13

Base Atk +2; CMB –1; CMD 12

Feats Point-Blank Shot, Skill Focus (Perception)

Skills Acrobatics +5 (+1 when jumping), Climb +0, Craft (cook) +6, Knowledge (geography, local, nature) +2, Perception +10, Profession (fisherman) +6, Survival +2, Swim +2

Languages Common, Halfling

Combat Gear potion of cure light wounds; Other Gear sling with 10 bullets, fishing net, everburning torch, masterwork artisan's tools (fishing), 1,480 gp

An accomplished angler prides herself on handling life's trials with aplomb.

Barmaid CR 3

XP 800

Human commoner 5

CN Medium humanoid (human)

Init +1; Senses Perception +6

Defense

AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)

hp 17 (5d6)

Fort +1, Ref +2, Will +1

Offense

Speed 35 ft.

Melee dagger +1 (1d4–1/19–20)

Ranged dagger +3 (1d4–1/19–20)

Tactics

During Combat The commoner tries to talk her way out of a fight, and uses her dagger if that fails.

Statistics

Str 8, Dex 13, Con 11, Int 9, Wis 10, Cha 13

Base Atk +2; CMB +1; CMD 13

Feats Alertness, Dodge, Fleet, Nimble Moves

Skills Diplomacy +6, Knowledge (local) +4, Perception +6, Sense Motive +6

Languages Common

Gear dagger, antitoxin, 2,298 gp

A barmaid isn't above passing messages or slipping a dose of sleeping poison into a drink if the price is right.

Shopkeeper CR 4

XP 1,200

Elf commoner 6

CN Medium humanoid (elf)

Init +0; Senses low-light vision; Perception +11

Defense

AC 13, touch 10, flat-footed 13 (+3 armor)

hp 15 (6d6–6)

Fort +1, Ref +2, Will +5; +2 vs. enchantments

Immune sleep

Offense

Speed 30 ft.

Melee mwk rapier +3 (1d6–1/18–20)

Tactics

During Combat The commoner calls for help, and uses alchemical items to delay attackers.

Statistics

Str 9, Dex 10, Con 8, Int 14, Wis 12, Cha 13

Base Atk +3; CMB +2; CMD 12

Feats Alertness, Iron Will, Skill Focus (Appraise)

Skills Appraise +11, Bluff +5, Intimidate +5, Knowledge (history, local) +4, Perception +11, Sense Motive +9, Spellcraft +5 (+7 to identify magic item properties)

Languages Common, Elven, Gnome, Halfling

SQ elven magic, weapon familiarity

Combat Gear potion of cure light wounds, acid (2), alchemist's fire (2), tanglefoot bag, thunderstone; Other Gear masterwork studded leather, masterwork rapier, magnifying glass, merchant's scale, silver holy symbol, 638 gp

A shopkeeper stocks a mix of useful supplies and gear for townsfolk and adventurers alike. The stat block above can be used for any typical merchant in a cosmopolitan settlement.

Ruffian CR 5

XP 1,600

Human commoner 7

N Medium humanoid (human)

Init +3; Senses Perception +4

Defense

AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)

hp 45 (7d6+21)

Fort +3, Ref +1, Will +1

Offense

Speed 30 ft.

Melee mwk dagger +7 (1d4+3/19–20) or club +6 (1d6+4)

Ranged dagger +2 (1d4+3/19–20)

Tactics

During Combat The commoner fights with a dagger in his main hand, and holds another dagger in his off hand in case he wants to throw it.

Statistics

Str 16, Dex 8, Con 12, Int 11, Wis 9, Cha 10

Base Atk +3; CMB +6; CMD 15

Feats Improved Initiative, Skill Focus (Intimidate, Stealth), Step Up, Toughness

Skills Bluff +5, Intimidate +8, Perception +4, Sense Motive +1, Stealth +9

Languages Common

Combat Gear feather token (whip), potions of cure light wounds (2), potion of shield of faith; Other Gear leather armor, club, daggers (4), masterwork dagger, manacles, rope (50 ft.), sunrods (4), 3,656 gp

A ruffian makes a living by petty theft and robbery when he isn't working with a larger gang. Lacking the motivation to learn a profitable trade, a ruffian has spent a lifetime at hard unskilled labor, and isn't afraid to throw his weight around to get what he wants.

Ruffians are employed anywhere brute strength is more important than skill or finesse and getting it done cheaply is better than getting it done well. Miners use ruffians to push carts; farmers hire them to load wagons; merchants, thieves' guilds, and cults use them as enforcers and guards; and street gangs enlist them to bolster their numbers.

Village Elder CR 6

XP 2,400

Half-orc commoner 8

CN Medium humanoid (human, orc)

Init +1; Senses darkvision 60 ft.; Perception +4

Defense

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)

hp 28 (8d6)

Fort +1, Ref +3, Will +6

Defensive Abilities orc ferocity

Offense

Speed 30 ft.

Melee mwk spear +4 (1d8–1/×3)

Tactics

During Combat The commoner calls for help, then fights defensively or uses total defense until allies arrive.

Statistics

Str 9, Dex 12, Con 8, Int 12, Wis 14, Cha 12

Base Atk +4; CMB +3; CMD 14

Feats Alertness, Iron Will, Persuasive, Toughness

Skills Bluff +5, Diplomacy +7, Intimidate +9, Knowledge (local) +9, Perception +4, Perform (oratory) +5, Sense Motive +12

Languages Common, Giant, Orc

SQ orc blood, weapon familiarity

Combat Gear potion of cure moderate wounds, potion of invisibility; Other Gear masterwork chain shirt, masterwork spear, courtier's outfit, bit and bridle, light horse, riding saddle, 4,731 gp

As a respected person in her community, an elder takes it upon herself to stand up to any troublemakers in her village despite her advancing years. She maintains a fine political balance between the clergy, merchants, and commoners in her town, using diplomacy and information to defuse arguments.

If anyone attacks the elder, she calls for guards (warriors 3) and recruits (warriors 1) to protect her, and most other townsfolk call for additional help if they can not or dare not assist her directly.

Constable CR 7

XP 3,200

Human commoner 9

NE Medium humanoid (human)

Init +0; Senses Perception +14

Defense

AC 14, touch 10, flat-footed 14 (+4 armor)

hp 49 (9d6+18)

Fort +5, Ref +4, Will +6

Offense

Speed 30 ft.

Melee +1 spear +8 (1d8+4/×3) or

mwk sap +7 (1d6+2 nonlethal)

Ranged mwk light crossbow +5 (1d8/19–20)

Tactics

During Combat The commoner calls for backup, and pursues an enemy who flees or fights defensively against one who stays to fight it out.

Statistics

Str 14, Dex 11, Con 13, Int 10, Wis 10, Cha 9

Base Atk +4; CMB +6; CMD 16

Feats Alertness, Iron Will, Light Armor Proficiency, Martial Weapon Proficiency (sap), Toughness, Weapon Focus (spear)

Skills Climb +6, Handle Animal +4, Intimidate +3, Knowledge (local) +6, Perception +14, Ride +5, Sense Motive +11, Swim +5

Languages Common

Combat Gear potion of bull's strength, potions of cure light wounds (2), tanglefoot bags (4); Other Gear masterwork chain shirt, +1 spear, masterwork light crossbow with 10 bolts, masterwork sap, cloak of resistance +1, everburning torch, sunrods (5), bit and bridle, heavy horse (combat trained), military saddle, 2,568 gp

A gruff, no-nonsense sort, a constable prefers a stern warning to violence, but doesn't hesitate to crack a belligerent nuisance over the head.

Depending on the size of the town she protects, the constable's minions may include guards (warriors 3), a larger number of recruits (warriors 1), and perhaps a tavern champion (warrior 5). In a smaller community, she may only be able to gather a group of pig farmers (commoners 2) and perhaps some miners (commoners 4) to serve as a militia. Unless dealing with monsters, the constable's job is to arrest and detain, not kill.

Traitor CR 8

XP 4,800

Human commoner 10

CE Medium humanoid (human)

Init –1; Senses Perception +14

Defense

AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)

hp 55 (10d6+20)

Fort +6, Ref +4, Will +6

Immune detect thoughts, discern lies, alignment detection

Offense

Speed 30 ft.

Melee light mace +4 (1d6–1)

Ranged splash weapon +4 (varies)

Tactics

During Combat The traitor hides behind any available allies and throws alchemical items, fighting in melee only as a last resort.

Statistics

Str 9, Dex 8, Con 12, Int 12, Wis 12, Cha 14

Base Atk +5; CMB +4; CMD 13

Feats Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Bluff, Sense Motive), Toughness

Skills Bluff +18, Diplomacy +8, Knowledge (geography) +3, Knowledge (history) +5, Knowledge (local) +6, Linguistics +3, Perception +14, Ride +5, Sense Motive +12

Languages Common, Dwarven, Elven, Halfling

Combat Gear potion of cure moderate wounds, potion of gaseous form, potion of mage armor, acid (2), alchemist's fire (2); Other Gear leather armor, light mace, ring of mind shielding, 875 gp

A trusted and respected pillar of his community, a traitor keeps a kind face and speaks honeyed words, all the while betraying his people for his own selfish gain. In the long run, he doesn't care who gets hurt or killed by his devious plans, as long as he is able to profit from it in terms of status or wealth.

The traitor may have the village elder (commoner 8) under his thumb, or may keep several ruffians (commoners 7) at his beck and call. If allied with an evil cult, he may be able to get help from enforcers (adepts 5) or initiates (adepts 3) to enact his plans and keep a cultist (adept 10) on a short leash or at a safe distance.