Peasant
| Level | Experience | Wounds | Stamina | Skill Points |
|---|---|---|---|---|
| 1 | 0 | 1d6 (min 4) | 1d2 | 4 |
| 2 | 1200 | — | +1d2 | +2 |
| 3 | 2400 | +1 | +1d2 | +2 |
| 4 | 4800 | — | +1d2 | +2 |
| 5 | 9600 | — | +1d2 | +2 |
| 6 | 19200 | +1 | +1d2 | +2 |
Saving Throws
| Level | Paralyze | Poison | Breath | Device | Magic |
|---|---|---|---|---|---|
| 1 | 13 | 11 | 14 | 15 | 16 |
| 2 | 13 | 11 | 14 | 15 | 16 |
| 3 | 13 | 11 | 14 | 15 | 16 |
| 4 | 11 | 9 | 12 | 13 | 14 |
| 5 | 11 | 9 | 12 | 13 | 14 |
| 6 | 11 | 9 | 12 | 13 | 14 |
Starting traits:
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Skill Points Progression: Peasants get Skill Points, which can be used to improve their skills. Each Peasant career has a defined list of skills. Characters start with a base proficiency of 1-in-6 in these skills and can spend Skill Points to improve them.
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Connection with Nature: Peasants can understand the subtle body language and moods of normal animals, though the animals may not understand the character. This grants a +2 bonus to all reaction rolls when interacting with normal animals and allows them to take animals as henchmen.
Careers
Peasants come from the lowest rungs of society but carry knowledge the nobility lacks:
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Hedge Witch — a village wise-person with folk magic and herbalism
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Hunter — a trapper and forager at home in the wilderness