Farmers are workers of the land, growing food, herbs, and other things needed by the population. While it can be a simple job, the greatest of growers are in high demand for their ability to grow regular plants out of seas as well as rare and exotic plants required for medicines, alchemists, spell makers, and poisoners. Additionally they can raise animals as food or to be used by trainers for mounts and companions.
Requirements: Nature Proficiency for plants, Handle Animal for animals
Synergizes with: Alchemist, Healer, Poison Maker, Herbalist, Animal Handler
Tasks:
Production:
Niche Market - Add 5gp when rolling for cash. Stackable, but progress cost doubles each time you gain an additional 5gp.
Specialized Production- Roll 2 extra dice when rolling for cash. Stackable, but progress cost doubles each time you gain additional dice.
Food/Herbs:
Rations, Basic - Standard 1/day rations
Rations, Fortified - Grant +1 on saves vs disease and forced marches on the day they are eaten.
Fancy Dinner - Grants the host (not necessarily you) +1 on persuasion and deceit checks during the dinner with any guests.
Herbs - Herbs must be researched by an herbalist first to determine difficulty and method of growing properly.
Animals:
Acquire a creature-Getting a creature of your choice through breeding/purchasing/etc. Limited by CR.
Train a creature-Allows you to train an animal for use by people. You can choose to train as a mount, a beast of burden, a war animal, etc. The animal must have 2 or higher intelligence to be Trained.
Adjusting a creature-Any creature you train can have one adjustment at a time and it must be reversed with the same cost before you can add a new one. These allow you to change the stats of a creature, the degree to which depends on your skill. Cannot change a creature's Intelligence