Human Commoner

Human Commoner
Level 1 (+1)
{{{Quote}}}
{{{Description}}}
Awareness
12
Senses
Vision, Hearing
Initiative
11/1d10
Hitpoints: 11
Healing Value: 2
Resilience: +2
Morale
1
AC
11/11
Touch
11
Fort
13
Reflex
12
Will
12
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
13 / 18
DEX
10 / 15
CON
11 / 16
INT
10 / 11
WIS
11 / 12
CHA
10 / 11
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+4 vs AC (ArN 2)
Makeshift Weapon
1d8 + 1 (avg 6) damage (type varies) damage
Melee Reach 5ft • One creature
The Human Commoner uses whatever implement it has on hand to attack its enemy.
1d8 + 1 (avg 6) Bludgeoning damage
Grapple +2
Special Attacks (3 AP)
+4 vs AC (ArN 2)
Hard Swing  • Basic
1d8 + 3 (avg 8) Bludgeoning damage
Melee Reach 5ft • One creature
The Human Commoner swings its weapon with all of its strength.
Immediate Actions
Rally [1/Rest]  • Basic
Immediate Action
The Human Commoner prepares itself for a dangerous fight, despite being frightened. It gains a +1 Bonus to Attacks and Defenses for the next 10 segments.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
50 ft
Overland Movement
30 mi/day
Qualities
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Balance R1 (+2), Climb R1 (+3), Jump R1 (+3), Swim R1 (+3), Listen R1 (+2), Spot R1 (+2), Animal Care R1 (+2), Cooking R1 (+2), Farming R2 (+4), Fishing R1 (+2), Hunting R1 (+2), Mercantile R1 (+2), Survival R1 (+2), Investigate R1 (+2), Charm R1 (+2), Deception R1 (+2), Manipulation R1 (+2), Aloofness R1 (+2), Intuition R1 (+2), Tolerance R1 (+2)
Feats: Physical Fortification
Philosophies: Rank 1 Mental, Rank 2 Physical
Combat Training: None
Wits: +2, Brawn: +5
Equipment: Improvised Weapon
Charm
+2
Coercion
+1
Deception
+2
Manipulation
+2
Persuasion
0
Aloofness
+2
Bravery
0
Intuition
+2
Tolerance
+2
Suspicion
0
Social
Composure: 11
Languages: Common
Motives: Support community, work
Prejudices:


    Human Commoner (Mob)
    Level 1 (+1)
    {{{Quote}}}
    {{{Description}}}
    Awareness
    12
    Senses
    Vision, Hearing
    Initiative
    11/1d10
    Hitpoints: 11
    Healing Value: 2
    Resilience: +2
    Morale
    1
    AC
    11/11
    Touch
    11
    Fort
    13
    Reflex
    12
    Will
    12
    Defenses
    Resistances: None
    Vulnerabilities: None
    Attributes / Saving Throws (1 AP)
    STR
    13 / 18
    DEX
    10 / 15
    CON
    11 / 16
    INT
    10 / 11
    WIS
    11 / 12
    CHA
    10 / 11
    REC 8
    Actions (+3 AP)
    Standard Attacks (2 AP)
    +4 vs AC (ArN 2)
    Mob Attack  [Lunge, Charge]
    1d8 + 1 (avg 6) damage (type varies) damage
    Melee Reach 5ft • One creature
    The Human Commoner uses whatever implement it has on hand to attack its enemy. Make a single attack roll for all Human Commoners attacking the same target. For each additional Human Commoner on a target (beyond the first), gain a +1 bonus to Attack and a +3 bonus to damage.
    1d8 + 1 (avg 6) Bludgeoning damage
    Grapple +2
    Move (1 AP), Double Move (3 AP)
    Shift
    5 ft
    Skirmish
    30 ft
    Sprint
    50 ft
    Overland Movement
    30 mi/day
    Qualities
    • Mob Monster: Mob Monsters do not suffer hitpoint damage in the traditional way. If damage on a Mob Monster meets or exceeds its total hitpoint value, it is killed. Otherwise, when a Mob Monster first suffers damage, regardless of the amount, it is considered Damaged. Any subsequent damage to the Damaged Mob Monster will kill it. Thus, most Mob Monsters die after the second successful attack. Additionally, many Status Effects impose more severe debilitations to Mob Monsters (as are determined by the Status Effect).
    • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
    Skills: Balance R1 (+2), Climb R1 (+3), Jump R1 (+3), Swim R1 (+3), Listen R1 (+2), Spot R1 (+2), Animal Care R1 (+2), Cooking R1 (+2), Farming R2 (+4), Fishing R1 (+2), Hunting R1 (+2), Mercantile R1 (+2), Survival R1 (+2), Investigate R1 (+2), Charm R1 (+2), Deception R1 (+2), Manipulation R1 (+2), Aloofness R1 (+2), Intuition R1 (+2), Tolerance R1 (+2)
    Feats: Physical Fortification
    Philosophies: Rank 1 Mental, Rank 2 Physical
    Combat Training: None
    Wits: +2, Brawn: +5
    Equipment: Improvised Weapon
    Charm
    +2
    Coercion
    +1
    Deception
    +2
    Manipulation
    +2
    Persuasion
    0
    Aloofness
    +2
    Bravery
    0
    Intuition
    +2
    Tolerance
    +2
    Suspicion
    0
    Social
    Composure: 11
    Languages: Common
    Motives: Support community, work
    Prejudices: