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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.