Farmer (Human Commoner 1/ Expert 1)
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.
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Source: Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing
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).
Farmer CR 1/2 |
XP 200 Human commoner 1/expert 1 N Medium humanoid Init +0;Senses Perception+1 |
DEFENSE |
AC 10, touch 10, flat-footed 10 hp10 (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 |
Strength 11, Dexterity 10, Constitution 12, Intelligence 10, Wisdom 13, Charisma 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 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. |
Section 15: Copyright Notice – Game Mastery Guide
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.