Equipment and Trait advice for a Commoner Crossbowman


Advice

Shadow Lodge

I'm in the process of building some NPCs for my home campaign as commoner conscripts and I'm looking for ideas on what to buy with the money you get for a commoner at this level. Currently I've got their basic weapons, armor, a clw pot, tanglefoot bags, bolts, and some home gear to help with their firing power and at the end I'm sitting on about 59 gp. So what should I get next? I'm trying to not go over that but I'm having trouble thinking of anything that isn't doubling up on stuff I already have and feels like something a general would feel comfortable giving to commoner conscripts.

I'm also looking for a good trait to throw on them that would help them with ranged combat, sniping, or something aimed at ranged combat.

Any help would be greatly appreciated.

Liberty's Edge

Typically npcs don't get traits.

Also, what level are these commoners? 59 gold is a ton.

Shadow Lodge

1st, the total gp value of all gear for a character of 1st level in an NPC class is 260 which, after buying the aforementioned gear has put them down to about 59 gp. If it helps think of this as gear they didn't necessarily buy all by themselves or all at once but rather stuff they have acquired over time or has been given to them as part of their role as conscripts.

As for traits they don't typically but considering their commoners in the world they live in throwing 1 trait at them to help give them flavor and a little punch somewhere won't hurt anything.

Grand Lodge

Alchemist fire
Cold iron bolts
Caltrops
Anti-toxin/plague
A hunting dog
Rope
Flour
Masterwork backpack

There are a lot of little things you can pick up that would be very helpful.

Cold iron bolts and alchemist fire are no brainers and can help a commoner overcome fights otherwise unwinable to him.


1st level commoner conscripts? Ignore the chart. Give them piecemeal armor, a simple melee weapon, their crossbow and bolts, and a fighter's kit. The rest doesn't make sense for them to have. These are conscripts not adventurers.

Shadow Lodge

Fruian Thistlefoot wrote:

Alchemist fire

Cold iron bolts
Caltrops
Anti-toxin/plague
A hunting dog
Rope
Flour
Masterwork backpack

There are a lot of little things you can pick up that would be very helpful.

Cold iron bolts and alchemist fire are no brainers and can help a commoner overcome fights otherwise unwinable to him.

Man, how did I forget caltrops? The backpack should be covered in basic gear but I'll go check my math and make sure I've picked it up. Thanks much appreciated.

Have any ideas on a good combat trait for them?

Shadow Lodge

MeanMutton wrote:
1st level commoner conscripts? Ignore the chart. Give them piecemeal armor, a simple melee weapon, their crossbow and bolts, and a fighter's kit. The rest doesn't make sense for them to have. These are conscripts not adventurers.

Ehh I don't mind them with the gear. Pathfinder is a world where magic has effectively replaced science and has pushed them forward way more than even the basics of the period it's supposed to represent. Hell we don't even half heal packs as good as a cure light pot now and they can get them as a cheap item at any magic shop. It makes sense that a lord would give them a pot or 2 along with some alchemical gear to protect their investment in the conscripts, both as warriors in their army and as vassals who need to be strong enough to accrue tax money when they get home so the money doesn't bother.

On top if we wanted to get accurate to what just a commoner farmer could afford we'd end up with all of them wielding clubs and slings since a crossbow would be about a year's salary for a single character.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
doc the grey wrote:

I'm in the process of building some NPCs for my home campaign as commoner conscripts and I'm looking for ideas on what to buy with the money you get for a commoner at this level. Currently I've got their basic weapons, armor, a clw pot, tanglefoot bags, bolts, and some home gear to help with their firing power and at the end I'm sitting on about 59 gp. So what should I get next? I'm trying to not go over that but I'm having trouble thinking of anything that isn't doubling up on stuff I already have and feels like something a general would feel comfortable giving to commoner conscripts.

I'm also looking for a good trait to throw on them that would help them with ranged combat, sniping, or something aimed at ranged combat.

Any help would be greatly appreciated.

Why are you thinking of the in terms of adventurers? The whole point of the NPC classes is these are people who never swallow the red pill, If they had the spark for being adventureres they'd be an adventurer class, instead of being farmers, peasants, or rat catchers.


How "buffed" do you want them?
With that money and what it looks like you want to give them, pretty "buffed".

Oil of Bless Weapon for a squad of them.

Trait -
If Religious troops - The one that buffs Will Saves (brain dead this morning, can't remember name)

Reactionary is the always 'go to' default for players.

Believe there's a couple different traits that bump up the Aid Other skill to +3. If these are supposed to be professional troops, I'd pick one of these traits. Since troops are supposedly trained to work together.

Shadow Lodge

Matt2VK wrote:

How "buffed" do you want them?

With that money and what it looks like you want to give them, pretty "buffed".

Oil of Bless Weapon for a squad of them.

Trait -
If Religious troops - The one that buffs Will Saves (brain dead this morning, can't remember name)

Reactionary is the always 'go to' default for players.

Believe there's a couple different traits that bump up the Aid Other skill to +3. If these are supposed to be professional troops, I'd pick one of these traits. Since troops are supposedly trained to work together.

Right now I wanted to get them about as solid as I could get them and get a sort of Tucker's Kobolds vibe going where in the right numbers, terrain, and use you could be terrifying. I ended up going with reactionary since with light crossbows they are looking at an 80 ft range and being well out of the reach of most Will save abilities from anything they're likely to get slapped with. Plus, the boosted init gives them a chance at an extra shot or 2 before the enemy closes on them in the worst case scenario.

After that I dumped a lot of the cash into some incendiary and thistle bolts, holy weapon balm, and I believe shard gels. Now they've got some teeth vs. low level threats that don't think about how to engage them.

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