Commoner 2: Elf Farmer, over a lifetime

I'm totally down with the idea of Commoners and Experts and had already made my "skilled laborers" Experts. I also agree with the whole background bit... I'll post some of my creations later, for now it's time for this Commoner (or would I be an Expert?) to be off to work :)
 

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BLACKDIRGE said:
Hey MavrickWeirdo,

Glad to see you are doing these again. I've loved them from the get go, plus they have been the impetus for a few ideas of my own. ;)

Here's a request for you. I'd love to see you do a dwarven miner, I'm not sure if that would be a commoner or an expert, but I think it would be a great, very dwarven NPC.

Dirge

Lucky Guess,

I was trying to decide which I would post first the Elven Farmer (commoner), or the Dwarven Miner (commoner). I picked the farmer because I am waiting for spring to start (so I can work on my own garden).

I will try to get to the miner by mid April.
 

Elf Farmer; Commoner L3

Elf Farmer; Commoner L3; HD 3d4; hp 8; Init +1; Spd 30 ft; AC 13; SQ Immune to sleep, +2 vs. Enchantments, Low Light Vision; BAB +1; Melee Shortspear +1 (1d8/ crit x3); Ranged Shortbow +2 (1d6/ crit x3 /60 ft); AL NG; SV Fort +1, Ref +2, Will +1; Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 10.

Skills & Feats: (18 points) Handle Animal 2, Heal 1 (+3), Listen 2 (+4), Profession: Farmer 6 (+9), Search 0 (+3), Spot 2 (+4), Survival 1 (+3), Use Rope 2 (+3); Skill Focus Farmer & Self-Sufficient; Languages: Common, Elven, & Sylvan

Equiptment: Arrows (20) in a Quiver, Backpack with waterskin, Bedroll, Flint and Steel, Gardening Tools, Leather Armor, Rope (50ft), Sack, Shortbow, & Spear.

Age 127, CR 1

It takes several years before an elven grove can fully support a farmer. The young elven farmer will spend a good part of their time doing labor for some of the elder farmers in the area. In return, they learn from the experience, are fed, and receive nuts and fruits for their own grove.

A traditionalist will take these rewards and place them on the stump of the Great Tree in their grove, to let nature decide where the trees should grow. Few elves are that patient these days, so they typically choose where to plant the fruit and nuts.

Once the fruit and nut trees become saplings, the elven farmer will begin planting flowering hedges and fruit bearing shrubbery, around the grove and between some of the trees. This will attract pollinators, as well as sheltering the grove from winds.

Creeping plants, such as mint, are used in place of grasses, to discourage invasive weeds. They also protect the soil from erosion.

Once the trees are mature enough to start bearing fruits and nuts, aromatic herbs and vegetables are planted at the base to discourage pests.

Naturally, animals will be attracted to the grove. However, the variety of plants (growing a few of many different fruits), and having them ripen at different times, attracts less of a problem than a human farm where they grow row upon row of a single type of plant. Elven farmers often encourage animals to visit the grove, although they are forbidden to hunt within the grove. They feel the more animals in the grove, the better the hunting outside the grove.

Climbing vines are added to protect the trees, enrich the soil, and provide fruit and vegetables.
Finally, root vegetables are planted to loosen the soil, and provide winter crops.

(Note: The way an Elven Grove is set up, is loosely based on the book Forest Gardening: Cultivationg an Edible Landscape by Robert Hart)
 
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Eye Tyrant said:
I'm totally down with the idea of Commoners and Experts and had already made my "skilled laborers" Experts. I also agree with the whole background bit... I'll post some of my creations later, for now it's time for this Commoner (or would I be an Expert?) to be off to work :)

Thank you for your continued intrest. If I didn't already have this project to work on I would probably be working on the monsters you requested in the other thread. :D
 

Elf Farmer; Commoner L4

Elf Farmer; Commoner L4; HD 4d4; hp 10; Init +2; Spd 30 ft; AC 14; SQ Immune to sleep, +2 vs. Enchantments, Low Light Vision; BAB +2; Melee: Spear +2 (1d8/ crit x3); Ranged: Shortbow +4 (1d6/ crit x3 /60 ft); AL NG; SV Fort +1, Ref +3, Will +1; Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 10.

Skills & Feats: (21 points) Handle Animal 3, Heal 1 (+5), Listen 2 (+4), Profession: Farmer 7 (+12), Search 0 (+3), Spot 2 (+4), Survival 1 (+3), Use Rope 3 (+5); Skill Focus Farmer & Self-Sufficient; Languages: Common, Elven, & Sylvan

Equipment: Arrows (20) in a Quiver, Backpack with waterskin, Bedroll, Flint and Steel, Gardening Tools (Masterwork), Healer’s Kit, Leather Armor, Rope (50ft), Sack, Shortbow, & Spear;

Age 143, CR 1.5

As the grove matures, it takes less effort to maintain. The slower growing plants are well established so it takes little pruning to maintain a balance. The grove is fruitful at least ten months a year. It is time for an Elven Farmer to take on a challenge, to add something to the grove to make it unique.

Up to now all the plants in the grove are common local varieties, they are the same plants found in most of the other groves in the area. For their grove’s unique plant, a farmer can either: breed a new variety of a common plant, or they can introduce a plant from another region to their grove. The farmer must have a druid approve their unique plant every year, to confirm that their experiment does not threaten the balance of nature outside their grove.

If an Elven Farmer decides to breed a new variety of a common plant, they are in some way unsatisfied with how a plant has evolved. They may be looking to change the fragrance, the color, or the flavor (such as lavender-mint). Often they will try to develop a plant that blooms or forms fruit out of season, either early or late (such as spring apples, or winter roses).

If an Elven Farmer decides to introduce a plant from another region, they are looking for something they have seen or known before, that is not in their lives now. An elf, whose grove is far from where they grew up, might choose a familiar plant from their childhood. An elf, whose grove is close to where they grew up, will often choose a plant that they discovered while wandering as a Grove-Seeker. Fulfilling the needs of a foreign plant, in a garden that is already balanced, is far from simple. If they do not create favorable condition, then the plant will wither and die (as many first attempts do). If they create conditions that are too favorable, then a foreign plant can overtake a grove.

This is also the time when an Elven Farmer begins to consider finding a Lifemate.
 

Elf Farmer; Commoner L5

Elf Farmer; Commoner L5; HD 5d4; hp 13; Init +2; Spd 30 ft; AC 14; SQ Immune to sleep, +2 vs. Enchantments, Low Light Vision; BAB +2; Melee Spear +2 (1d8/ crit x3); Ranged Shortbow +5 (1d6/ crit x3 /60 ft); AL NG; SV Fort +1, Ref +3, Will +1; Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 10.

Skills & Feats: (24 points) Handle Animal 3, Heal 1.5 (+5.5), Listen 2 (+4), Profession: Farmer 8 (+13), Search 0 (+3), Spot 2 (+4), Survival 1.5 (3.5), Use Rope 3 (+5); Skill Focus Farmer & Self-Sufficient; Languages: Common, Elven, & Sylvan

Equipment: Arrows (20, Masterwork) in a Quiver, Backpack with waterskin, Bedroll, Flint and Steel, Gardening Tools (Masterwork), Healer’s Kit, Leather Armor, Rope (50ft), Sack, Shortbow, & Spear;

Age 166, CR 2

Elves do not always mate for life. Elves are a freedom loving people. Most elves can choose to be partners for a decade, or a season, or a day, and move on after without remorse.

Farmers are the most rooted of the elves. Elven Farmers typically choose a single lifemate. Although, almost never do you see an Elven Farmers become lifemated to another farmer. (Two groves may never overlap.)

Frequently they choose (and are chosen in return) by a crafter. One who can use the raw products of the grove to produce fine goods: Basket-weaver, Dye-maker, Fletcher, Herbalist, Paper-maker, Vintner, etc.

When an elf partners a farmer, the ceremony is held in the farmer’s grove. It is a private ceremony, sometimes a druid or other witnesses are there, and sometimes it is just the two of them. The crafter presents the farmer with an appropriate plant, to symbolize their place in the Elven Farmer’s life. The farmer promises to care for the plant, and to share any “fruits” it might produce.
 
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Elf Farmer; Commoner L5

Elf Farmer; Commoner L5; HD 5d4-5; hp 8; Init +1; Spd 30 ft; AC 13; SQ Immune to sleep, +2 vs. Enchantments, Low Light Vision; BAB +2; Melee: Spear +1 (1d8-1/ crit x3); Ranged: Shortbow +4 (1d6-1/ crit x3 /60 ft); AL NG; SV Fort +0, Ref +2, Will +2; Str 9, Dex 13, Con 9, Int 13, Wis 12, Cha 11.

Skills & Feats: (24 points) Handle Animal 3, Heal 1.5 (+6.5), Listen 2 (+5), Profession: Farmer 8 (+14), Search 0 (+3), Spot 2 (+5), Survival 1.5 (+4.5), Use Rope 3 (+4); Skill Focus Farmer & Self-Sufficient; Languages: Common, Elven, & Sylvan

Equipment: Arrows (20, Masterwork) in a Quiver, Backpack with waterskin, Bedroll, Flint and Steel, Gardening Tools (Masterwork), Healer’s Kit, Leather Armor, Rope (50ft), Sack, Shortbow, & Spear;

Age 175 (Middle Age), CR 1.5

When an Elven Farmer reaches middle age they begin to notice things they hadn’t in the past. They become aware of how invested they are in the grove. If something terrible happened to the grove fifty years before, they would have simply begun again. A natural disaster in the early years of a grove can actually be beneficial in the long run.

Now they have a unique specimen they have cultivated for years. They would be devastated if something were to happen to their unique plant, or the plant of their lifemate. The farmer can easily imagine having more cherished plants in their grove someday.

They begin to consider how to better protect their grove from the extremes of nature. They will encourage the animals that frequent the grove to take shelter in, and defend the grove. The will consider that archery can be about more than just hunting. Earthworks are done to shelter the grove from the weather. Irrigation dug that ensures the grove does not have too much (or too little) water. They realize that, if the worst happens, they will stay with their grove through it.
 
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A Legend

A impetuous elven wizard was running through the woods, fleeing an unspeakable monster. The wizard stopped short when he came to a river, almost falling in. He could hear the destruction getting closer behind him. The river was wide, and running fast with the spring thaw.

The wizard cast a spell at base of the tallest tree he could find. The tree crashed down, bridging the river. The young elf scrambled onto the tree and across to the other side. When he reached the far side a druid was standing there, within the branches of the fallen tree.

When the monster reached the river, the druid was able to scare it off. The wizard turned to the druid, to thank him, but stopped when he saw the serious expression on the druid's face.

"You have felled a Great Tree. You must never fell a Great Tree again. Where the tree fell is your grove now." pronounced the Druid.

"But I am a wizard, not a farmer." answered the young elf.

"You Felled a Great Tree, the place where it fell is your responsibility now. This is now Your Grove."

In time the wizard became renouned for the magic items he created: Wands of unique spells, Staffs of elegance both physical and magical, and Rods of Ledgend. Other wizards often asked him his crafting secret. Before he died it is said he shared his secret with one appretice. He told the young elf, "I have something most wizards don't. I have a grove."

For the DM: In the place where the Great Tree once fell, is now a small waterfall 3 feet tall, with a "causway" of stepping stones another foot over the water. Across the river is a half circle of trees. Each tree is a different type. They are totally natural, but of a slightly uncommon variety (Not fully unique, just uncommon). The wood from these trees is ideal raw material for making Staffs, or Wands. Gathering (even cutting) some wood to use is acceptable, but it would be unwise for players to be greedy or destructive.
 
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Elf Farmer; Commoner L6

Elf Farmer; Commoner L6; HD 6d4-6; hp 9; Init +1; Spd 30 ft; AC 14; SQ Immune to sleep, +2 vs. Enchantments, Low Light Vision; BAB +3; Melee: Spear +3 (1d8-1/ crit x3); Ranged: Shortbow +7 (1d6-1/ crit x3 /60 ft); AL NG; SV Fort +1, Ref +3, Will +3; Str 9, Dex 13, Con 9, Int 13, Wis 12, Cha 11.

Skills & Feats: (27 points) Handle Animal 3, Heal 1.5 (+6.5), Listen 3 (+6), Profession: Farmer 9 (+15), Search 0 (+3), Spot 3 (+6), Survival 1.5 (+4.5), Use Rope 3 (+4); Point Blank Shot, Skill Focus Farmer & Self-Sufficient; Languages: Common, Elven, & Sylvan

Equipment: Arrows (20, Masterwork) in a Quiver, Backpack with waterskin, Bedroll, Flint and Steel, Gardening Tools (Masterwork), Healer’s Kit,Rope (50ft), Sack, Shortbow (Masterwork), Spear, & Studded Leather Armor (Masterwork),

3HD Guardian Animals; Age 193 (Middle Age), CR 2

The farmer has spent a great deal of time and energy in the past few decades to make their grove, and their life, more secure. Now they have even more to defend, a first child.

All children are precious to elves, but the first child of Lifemated partners is a singular gift to the elven farmer. The first child of Lifemated elves typically has close ties to the land. Most become farmers, some become adepts, a few are called to be druids.

When an elven infant has survived their first year, they are brought to the grove. The infant may have been within the grove before, they might even have been born in the grove, but until their first birthday they have not touched the ground within the grove. After they are placed on the ground, they are introduced to their Child-Plant.

Choosing a Child-Plant is a significant choice for an Elven Farmer; about as significant as choosing a name is for humans. In fact, the Child-Plant often contributes to the child’s name.

For the DM: One of the defenses of the grove now, is several wild animals consider it their home/den/nest. The farmer has trained the animals for the purpose of guarding the grove. While they recognize the farmer (and the farmer’s family) as not enemies, they are guarding the treeitory of the grove not the elves. Guardian animals are typical specimens Tiny or Small size. The total HD of all the Guardian Animals is equal to the farmer’s handle animal skill.
 

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