Farmer CR 1/2
AC 10, touch 10, flat-footed 10
hp10 (2 HD, 1d6+1d8+2)
Fort +1, Ref +0, Will +3
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
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.
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).