Common N Medium Humanoid | |
This is the weak form of a typical human resident of a town or village that may get involved in a tavern brawl. Occupation may be shopkeeper, scribe, or almost anything else that does not involves lots of moving or lifting things.Stats are based on the unmodified Human Tavern Brawler. | |
Perception | +3 |
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Languages | Common |
Skills | Athletics+4. Intimidation+2, Society+1, Survival+1 |
STR +3 , DEX +1 , CON +3 , INT +0 , WIS +0 , CHA +1 | |
AC | 12 |
Saving Throws | Fort +6, Ref +4, Will +1 |
HP | 11 |
Speed | 25 feet |
Melee | [1 Action] Fist: +4 / Damage: 1d4+3 bludgeoning / Traits:Agile, Finesse, Nonlethal, Unarmed [1 Action] Dagger: +4 / Damage: 1d4+3 pierceing / Traits: Agile, Finesse, Versatile S, Thrown 10' [1 Action] Improvised Club: +2 / Damage: 1d4+3 bludgeoniung / Traits: None [1 Action] Disarm - Athletics Check (+4) vs target Reflex DC [1 Action] Grapple - Athletics Check (+4) vs target Fortitude DC. [1 Action] Shove: - Athletics Check (+4) vs target Fortitude DC. [1 Action] Trip: - Athletics Check (+4) vs target Reflex DC. |
Ranged | [1 Action] Dagger: +2 / Damage: 1d4+3 piercing / Traits: Agile, Finesse, Thrown 10' [1 Action] Improvised Projectile: +0 / Damage: 1d4+3 bludgeoning / Traits: Improvised, Thrown 10' |
Tavern Brawls are all about dirty tricks... blind-sided strikes... shoves... trips... etc. Extensive use of these tactics should be employed. Also keep in mind the Sneak Attack rules regarding striking somebody that is engaged in melee with somebody else. Improvised weapons (as clubs for melee and projectiles for ranged) include chairs, bottles, broken bits of furniture, platters, etc. While an occasional strike with one of these will spruce up the fight, remember that these - unlike fists - are, by default, Lethal. Daggers should only be a last resort - unless an opponent has already drawn a weapon first. |