Characters

Villager (Farmer)

CR: 1/2 XP: 200


N Medium humanoid


Init: +0 Senses: Perception +1


Defense

AC: 10, touch 10, flat-footed 10


HP: 10 (2 HD, 1d6+1d8+2)


Fort: +1 Ref: +0 Will: +3


Offense

Speed: 30 ft.


Melee: club +0 (1d6) or sickle +0 (1d6)


Ranged: sling +0 (1d4) or club +0 (1d6)


Statistics

Str: 11 Dex: 10 Con: 12 Int: 10 Wis: 13 Cha: 9


Base Atk: +0 CMB: +0 CMD: 10


Feats: Animal Affinity, Skill Focus (Profession [farmer])


Skills: Craft (carpentry) +5, Handle Animal +6, Heal +5, Knowledge (local) +4, Knowledge (nature) +4, Profession (farmer) +9, Ride +7


Languages: Common


Gear: club, sickle, sling with 10 bullets, heavy horse, wagon


Description

Human commoner 1/expert 1

Boon A farmer can provide enough food and drink for the PCs for 1 week free of charge, or offer them a place to sleep for the night in his barn.

Farmers are the backbone of any economy, producing the foodstuffs and livestock for the world. A typical farmer is fair-minded, sensible, and trustworthy, but suspicious of outsiders. A farmer can be a good source of local gossip, and knows the area around his farm like the back of his hand.

Farmers in particularly dangerous areas might have a shabby suit of leather armor to don in times of trouble (AC 12), and often have an old spear or crossbow somewhere in the house, left over from militia training. A retired veteran farmer, or one who has had to defend his lands too many times from the creatures of the wilds, could have a level of warrior instead of commoner. Such a farmer has the same skills, but his hit points increase to 11, his Fortitude saves to +3, and his Base Attack Bonus to +1. He also normally has a suit of light armor and better weapons he can use to protect his house and family.

Farmers are usually found in families of two to six (CR 1 to 4). Outside, a farmer might be found working with his three stout farmer sons in the fields (CR 3). In town, a farmer could be haggling with a shopkeep (CR 2), or three farmers may be conversing with a lovely barmaid at the local tavern (CR 3). A dozen farmers outfitted with torches and pitchforks (treat as spears) creates an angry peasant mob (CR 6).

Source: GameMastery Guide, p. 309