Phosphate
2012-10-11, 09:32 AM
The Peasant
{{image scrubbed}}
HD: d8
Alignment: must have at least 1 neutral component
Starting Age: simple
Starting Gold: haha, you so funny
Class Skills: Appraise (Wis), Craft (Wis), Gather Information (Wis), Handle Animal (Wis), Hide (Dex), Knowledge (Local, Nature, Nobility and Royalty) (Wis), Profession (Wis), Spot (Wis), Survival (Wis), Use Rope (Dex)
Skill points per level: 4 + wis mod (x4 at 1st level)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Experience Learning, Self-Preservation
2nd|+2|+3|+0|+0|Use Whatever You've Got, Famine Endurer
3rd|+3|+3|+1|+1|Inefficient Chained, Wake with the Birds
4th|+4|+4|+1|+1|Round Belly, Surviver
5th|+5|+4|+1|+1|Ale Numbness, Hatred (1)
6th|+6/+1|+5|+2|+2|Hasty Work, Solid Folk
7th|+7/+2|+5|+2|+2|Handyman's Insight, Bash
8th|+8/+3|+6|+2|+2|Surviver, Plain
9th|+9/+4|+6|+3|+3|Village Sense, Accomplished Weathercaster
10th|+10/+5|+7|+3|+3|Hatred (2), Decan
11th|+11/+6/+1|+7|+3|+3|Contentment, Crowdsurfing
12th|+12/+7/+2|+8|+4|+4|Surviver, Killitwitfire
13th|+13/+8/+3|+8|+4|+4|Down With Superstition, Huge Belly
14th|+14/+9/+4|+9|+4|+4|Brotherly Aid, Robber Baron Slayer
15th|+15/+10/+5|+9|+5|+5|Hatred (3), Rebate
16th|+16/+11/+6/+1|+10|+5|+5|Surviver, Defiant of the Elements
17th|+17/+12/+7/+2|+10|+5|+5|Stubborn as a Mule
18th|+18/+13/+8/+3|+11|+6|+6|Big Hands
19th|+19/+14/+9/+4|+11|+6|+6|Markedly Mundane
20th|+20/+15/+10/+5|+12|+6|+6|Village Paragon
[/table]
Weapon and Armor Proficiency: A peasant is proficient with all simple melee weapons, light and medium armor, and no shields.
Experience Learning (Ex): Peasants are no intellectuals, they learn from repetition. Thus, they add their wis mod to their skill points per level instead of their int. Also, they use wis as relevant ability modifier for all cha and int-based class skills on their own class skill list.
Self-Preservation (Ex): Peasants know that their poor society is reliant on every working hand surviving the day to feed the ones who cannot work. Thus, as long as their hitpoints are below half their maximum, whenever they receive damage from a nonmagical source, they can make a fort save against the attack roll. For every point that the save is above the attack, they receive 1 less point of damage.
Use Whatever You've Got (Ex): Peasants don't have the luxury of well crafted weaponry, but they manage. From level 2, the penalty they incur from wielding improvised weapons is halved down to -2.
Famine Endurer (Ex): A level 2 or higher peasant has endured enough because of undereating to grow accustomed to it. He has the food and water needs of a creature two sizes smaller.
Inefficient Chained (Ex): As anyone will tell you, a peasant ain't got much mettle. But most wouldn't want one of you guys as mind slave. If a level 3 or higher peasant is being controlled by a manifester or spellcaster, he receives a -4 penalty to strength and dexterity until he regains free will.
Wake with the Birds (Ex): A level 3 or higher peasant needs only 4 hours of sleep to feel fully rested.
Round Belly (Ex): A level 4 peasant builds up plenty of visceral fat from his carbohydrate-rich, grain-based diet. His base speed is reduced by 5 feet but he gains a +2 deflection bonus to AC and DR x/piercing, where x is half his class level, rounded down.
You may choose to not take this class feature
Surviver (Ex): It's unnatural for a peasant to come this far without meeting an untimely end. You must be special, somehow. At levels 4, 8, 12, and 16, peasants gain a bonus feat they must qualify for. They are not restricted to any feat kind or category, all are available to them.
Ale Numbness (Ex): A level 5 peasant knows that not all problems need be solved when you can just forget about them. If he drinks alcoholic beverages so that his total pure alcohol intake exceeds two ounces in under five minutes, he gains two saves against all spells and powers with "Pain" in their name (choosing the best roll), and heals nonlethal damage equal to his class level times the number of ounces.
Hatred (Ex): Peasants often get to have specific nemeses, blights that often befall villages. A level 5 peasant is wary of outsiders (strangers, not interdimensional beings), especially weird or wild looking ones, and adds 1d6 to all melee damage it deals to monstrous humanoids. A level 10 peasant has probably seen a dragon pillage, and can actually survive an encounter with a lesser one. He adds 1d6 to all melee damage it deals to dragons, and 2d6 against monstrous humanoids. A level 15 peasant is a stalwart defender of his village, and has probably defended it already against the worst of scourges - a zombie uprising. He adds 1d6 to all melee damage against undead, 2d6 against dragons, and 3d6 against monstrous humanoids. Unlike most forms of bonus damage, this damage IS multiplied on a successful critical hit.
Hasty Work (Ex): A level 6 peasant's continued existance necessitated that he knew how to do a good job, quicky. Taking 20 on a skill requires half the normal time.
Solid Folk (Ex): While not trained in combat maneouvers and, some would say, too clumsy to even bother with them, it's beyond a doubt that a level 6 peasant's sturdy and stubborn posture is a pain for the ones who employ such techniques. He may treat himself as being 1 size larger for the purpose of resisting trip, bull rush, overrun, and grapple attempts, but not of initiating them.
Handyman's Insight (Ex): Level 7 and higher peasants are getting surprisingly good at knowing what to expect from their actions, since their methods are tried and true, and usually unimaginative. They may, as a standard action, try to determine whether an action they wish to employ will work (basically like Augury). The base chance for receiving a meaningful reply is 80% + 1% per class level - 10% per number of uses today, to a maximum of 100%; this roll is made secretly. An inquiry may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. There are four possible outcomes: "have at it" (good results), "I had better plans" (bad results), "could go both ways" (both), "meh" (for neither). This only works for plans that will take effect in the next hour.
Bash (Ex): Peasants in general don't find it natural to hit someone a full 2 or more times in the short span of a couple seconds. Much more confy is the good old one swing that solves the problem. At level 7 or higher, they may choose to, when make up a full attack, give up all attacks except one. If they do, and the attack hits, the foe must make a fort save against a DC of 10 + 1/2 class level + Str mod and be stunned for 1d4 rounds if he fails.
Plain (Ex): Most peasants of level 8 or higher have taken in the simple routine of the countryside, and aren't really interested in morality and ethics, one way or the other. Whenever convenient, they may treat themselves as true neutral instead of their actual alignment. If their actual alignment is true neutral, they gain a +2 bonus to will saves.
Village Sense (Ex): A level 9 or higher peasant is a master of perceiving the small details that signal that a small human settlement is near. He always knows the exact direction towards the nearest village of between 100 and 1000 denizens that is at most 3 miles away.
Accomplished Weathercaster (Ex): You can't have stunning crops without stunning insight. Not at level 9, where competition is fierce. A peasant of this level and above instantly succeeds all survival rolls for determining weather, without rolling.
Decan (Ex): You've reached level 10 already? I am thoroughly impressed. Want a cookie? That, I cannot give you, but here's Heavy Armor proficiency and Martial Proficiency with a melee martial weapon of your choice.
Contentment (Ex): Level 11 and above peasants don't really have it in them to think negatively about stuff. They are immune to morale penalties.
Crowdsurfing (Ex): What level 11 and above peasants do have in them, though, is the drive to knuckle themselves through competition to get to the top and escape from the condition of a nameless member of the masses. They incur no movement penalties for moving through a crowd.
Killitwitfire (Ex): Ahh, the angry peasant and the torch, isn't that a nice cliche? Level 12 and higher peasants are treated as proficient with torches, and said torches deal damage when used by them equal to the blodgeoning damage of a gautlet one size larger plus 1d6 points of fire damage.
Huge Belly (Ex): Continuing with his diabetes-inducing diet, a level 13 peasant loses 5 more base speed but gains a deflection bonus to AC equal to half class level against ranged damage only, and the DR from Round Belly changes from /piercing to /--.
You may refuse to take this feature. If you refused to take Round Belly, you may take it now. Or not.
Down With Superstition (Ex): Aside from impressive feats with mundane tasks, level 13 and above peasants are just your run-of-the-mill-killed-by-cat peasants, right? Overall yes, but they seam to have grown above petty superstition. They become immune to curses.
Brotherly Aid (Ex): Ignore the communistic overtones, pls. A level 14 or higher peasant gives and receives 2 more bonus with the Aid Another action to and from characters with at least 1 level in commoner and/or peasant.
Robber Baron Slayer (Ex): Ignore the socialistic overtones, pls. A level 14 or higher peasant threatens a critical in a 1 step wider range (20 to 19-20, 18-20 to 17-20, 16-20 to 15-20, etc) against any character whose actual wealth is over double his WBL.
Rebate (Ex): Even the king is afraid of you now. Within a week of reaching level 15, or within a week of returning to the material plane after reaching level 15, you will receive a rebate of 50'000 gold for all the money you've even been taxed for, lest your wrath not be unleashed on the ruling class.
Defiant of the Elements (Ex): Here's resistance 15 to all energy types and immunity to the effects of extremely high and low temperature, cause you're level 16.
Stubborn as a Mule (Ex): Paradox of the peasant - the wiser he is, the more single minded. All bluff and diplomacy attempts against a level 17 or higher peasant instantly fail.
Big Hands (Ex): A lifetime of plowing through fields of both weeds and orcs leaves quite an effect. A level 18 or higher peasant can wield one two-handed weapon in one hand and one light weapon in the other without penalty, considering the two-handed weapon a one handed weapon for the purpose of feats and abilities, but a two-handed weapon for the purpose of calculating attack and damage rolls.
Markedly Mundane (Ex): A true peasant rejects magic with inquisitive ardour. At level 19, they gain SR equal to 15 + class level.
Village Paragon (Ex): Peasants just aren't made up from the stuff of legends, which would build them into epic heroes. But with enough practice, they can reach paragonhood. A level 20 peasant gains the Leadership feat, for which he uses Wis instead of Cha, and adds his Wis mod to AC.
{{image scrubbed}}
HD: d8
Alignment: must have at least 1 neutral component
Starting Age: simple
Starting Gold: haha, you so funny
Class Skills: Appraise (Wis), Craft (Wis), Gather Information (Wis), Handle Animal (Wis), Hide (Dex), Knowledge (Local, Nature, Nobility and Royalty) (Wis), Profession (Wis), Spot (Wis), Survival (Wis), Use Rope (Dex)
Skill points per level: 4 + wis mod (x4 at 1st level)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Experience Learning, Self-Preservation
2nd|+2|+3|+0|+0|Use Whatever You've Got, Famine Endurer
3rd|+3|+3|+1|+1|Inefficient Chained, Wake with the Birds
4th|+4|+4|+1|+1|Round Belly, Surviver
5th|+5|+4|+1|+1|Ale Numbness, Hatred (1)
6th|+6/+1|+5|+2|+2|Hasty Work, Solid Folk
7th|+7/+2|+5|+2|+2|Handyman's Insight, Bash
8th|+8/+3|+6|+2|+2|Surviver, Plain
9th|+9/+4|+6|+3|+3|Village Sense, Accomplished Weathercaster
10th|+10/+5|+7|+3|+3|Hatred (2), Decan
11th|+11/+6/+1|+7|+3|+3|Contentment, Crowdsurfing
12th|+12/+7/+2|+8|+4|+4|Surviver, Killitwitfire
13th|+13/+8/+3|+8|+4|+4|Down With Superstition, Huge Belly
14th|+14/+9/+4|+9|+4|+4|Brotherly Aid, Robber Baron Slayer
15th|+15/+10/+5|+9|+5|+5|Hatred (3), Rebate
16th|+16/+11/+6/+1|+10|+5|+5|Surviver, Defiant of the Elements
17th|+17/+12/+7/+2|+10|+5|+5|Stubborn as a Mule
18th|+18/+13/+8/+3|+11|+6|+6|Big Hands
19th|+19/+14/+9/+4|+11|+6|+6|Markedly Mundane
20th|+20/+15/+10/+5|+12|+6|+6|Village Paragon
[/table]
Weapon and Armor Proficiency: A peasant is proficient with all simple melee weapons, light and medium armor, and no shields.
Experience Learning (Ex): Peasants are no intellectuals, they learn from repetition. Thus, they add their wis mod to their skill points per level instead of their int. Also, they use wis as relevant ability modifier for all cha and int-based class skills on their own class skill list.
Self-Preservation (Ex): Peasants know that their poor society is reliant on every working hand surviving the day to feed the ones who cannot work. Thus, as long as their hitpoints are below half their maximum, whenever they receive damage from a nonmagical source, they can make a fort save against the attack roll. For every point that the save is above the attack, they receive 1 less point of damage.
Use Whatever You've Got (Ex): Peasants don't have the luxury of well crafted weaponry, but they manage. From level 2, the penalty they incur from wielding improvised weapons is halved down to -2.
Famine Endurer (Ex): A level 2 or higher peasant has endured enough because of undereating to grow accustomed to it. He has the food and water needs of a creature two sizes smaller.
Inefficient Chained (Ex): As anyone will tell you, a peasant ain't got much mettle. But most wouldn't want one of you guys as mind slave. If a level 3 or higher peasant is being controlled by a manifester or spellcaster, he receives a -4 penalty to strength and dexterity until he regains free will.
Wake with the Birds (Ex): A level 3 or higher peasant needs only 4 hours of sleep to feel fully rested.
Round Belly (Ex): A level 4 peasant builds up plenty of visceral fat from his carbohydrate-rich, grain-based diet. His base speed is reduced by 5 feet but he gains a +2 deflection bonus to AC and DR x/piercing, where x is half his class level, rounded down.
You may choose to not take this class feature
Surviver (Ex): It's unnatural for a peasant to come this far without meeting an untimely end. You must be special, somehow. At levels 4, 8, 12, and 16, peasants gain a bonus feat they must qualify for. They are not restricted to any feat kind or category, all are available to them.
Ale Numbness (Ex): A level 5 peasant knows that not all problems need be solved when you can just forget about them. If he drinks alcoholic beverages so that his total pure alcohol intake exceeds two ounces in under five minutes, he gains two saves against all spells and powers with "Pain" in their name (choosing the best roll), and heals nonlethal damage equal to his class level times the number of ounces.
Hatred (Ex): Peasants often get to have specific nemeses, blights that often befall villages. A level 5 peasant is wary of outsiders (strangers, not interdimensional beings), especially weird or wild looking ones, and adds 1d6 to all melee damage it deals to monstrous humanoids. A level 10 peasant has probably seen a dragon pillage, and can actually survive an encounter with a lesser one. He adds 1d6 to all melee damage it deals to dragons, and 2d6 against monstrous humanoids. A level 15 peasant is a stalwart defender of his village, and has probably defended it already against the worst of scourges - a zombie uprising. He adds 1d6 to all melee damage against undead, 2d6 against dragons, and 3d6 against monstrous humanoids. Unlike most forms of bonus damage, this damage IS multiplied on a successful critical hit.
Hasty Work (Ex): A level 6 peasant's continued existance necessitated that he knew how to do a good job, quicky. Taking 20 on a skill requires half the normal time.
Solid Folk (Ex): While not trained in combat maneouvers and, some would say, too clumsy to even bother with them, it's beyond a doubt that a level 6 peasant's sturdy and stubborn posture is a pain for the ones who employ such techniques. He may treat himself as being 1 size larger for the purpose of resisting trip, bull rush, overrun, and grapple attempts, but not of initiating them.
Handyman's Insight (Ex): Level 7 and higher peasants are getting surprisingly good at knowing what to expect from their actions, since their methods are tried and true, and usually unimaginative. They may, as a standard action, try to determine whether an action they wish to employ will work (basically like Augury). The base chance for receiving a meaningful reply is 80% + 1% per class level - 10% per number of uses today, to a maximum of 100%; this roll is made secretly. An inquiry may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. There are four possible outcomes: "have at it" (good results), "I had better plans" (bad results), "could go both ways" (both), "meh" (for neither). This only works for plans that will take effect in the next hour.
Bash (Ex): Peasants in general don't find it natural to hit someone a full 2 or more times in the short span of a couple seconds. Much more confy is the good old one swing that solves the problem. At level 7 or higher, they may choose to, when make up a full attack, give up all attacks except one. If they do, and the attack hits, the foe must make a fort save against a DC of 10 + 1/2 class level + Str mod and be stunned for 1d4 rounds if he fails.
Plain (Ex): Most peasants of level 8 or higher have taken in the simple routine of the countryside, and aren't really interested in morality and ethics, one way or the other. Whenever convenient, they may treat themselves as true neutral instead of their actual alignment. If their actual alignment is true neutral, they gain a +2 bonus to will saves.
Village Sense (Ex): A level 9 or higher peasant is a master of perceiving the small details that signal that a small human settlement is near. He always knows the exact direction towards the nearest village of between 100 and 1000 denizens that is at most 3 miles away.
Accomplished Weathercaster (Ex): You can't have stunning crops without stunning insight. Not at level 9, where competition is fierce. A peasant of this level and above instantly succeeds all survival rolls for determining weather, without rolling.
Decan (Ex): You've reached level 10 already? I am thoroughly impressed. Want a cookie? That, I cannot give you, but here's Heavy Armor proficiency and Martial Proficiency with a melee martial weapon of your choice.
Contentment (Ex): Level 11 and above peasants don't really have it in them to think negatively about stuff. They are immune to morale penalties.
Crowdsurfing (Ex): What level 11 and above peasants do have in them, though, is the drive to knuckle themselves through competition to get to the top and escape from the condition of a nameless member of the masses. They incur no movement penalties for moving through a crowd.
Killitwitfire (Ex): Ahh, the angry peasant and the torch, isn't that a nice cliche? Level 12 and higher peasants are treated as proficient with torches, and said torches deal damage when used by them equal to the blodgeoning damage of a gautlet one size larger plus 1d6 points of fire damage.
Huge Belly (Ex): Continuing with his diabetes-inducing diet, a level 13 peasant loses 5 more base speed but gains a deflection bonus to AC equal to half class level against ranged damage only, and the DR from Round Belly changes from /piercing to /--.
You may refuse to take this feature. If you refused to take Round Belly, you may take it now. Or not.
Down With Superstition (Ex): Aside from impressive feats with mundane tasks, level 13 and above peasants are just your run-of-the-mill-killed-by-cat peasants, right? Overall yes, but they seam to have grown above petty superstition. They become immune to curses.
Brotherly Aid (Ex): Ignore the communistic overtones, pls. A level 14 or higher peasant gives and receives 2 more bonus with the Aid Another action to and from characters with at least 1 level in commoner and/or peasant.
Robber Baron Slayer (Ex): Ignore the socialistic overtones, pls. A level 14 or higher peasant threatens a critical in a 1 step wider range (20 to 19-20, 18-20 to 17-20, 16-20 to 15-20, etc) against any character whose actual wealth is over double his WBL.
Rebate (Ex): Even the king is afraid of you now. Within a week of reaching level 15, or within a week of returning to the material plane after reaching level 15, you will receive a rebate of 50'000 gold for all the money you've even been taxed for, lest your wrath not be unleashed on the ruling class.
Defiant of the Elements (Ex): Here's resistance 15 to all energy types and immunity to the effects of extremely high and low temperature, cause you're level 16.
Stubborn as a Mule (Ex): Paradox of the peasant - the wiser he is, the more single minded. All bluff and diplomacy attempts against a level 17 or higher peasant instantly fail.
Big Hands (Ex): A lifetime of plowing through fields of both weeds and orcs leaves quite an effect. A level 18 or higher peasant can wield one two-handed weapon in one hand and one light weapon in the other without penalty, considering the two-handed weapon a one handed weapon for the purpose of feats and abilities, but a two-handed weapon for the purpose of calculating attack and damage rolls.
Markedly Mundane (Ex): A true peasant rejects magic with inquisitive ardour. At level 19, they gain SR equal to 15 + class level.
Village Paragon (Ex): Peasants just aren't made up from the stuff of legends, which would build them into epic heroes. But with enough practice, they can reach paragonhood. A level 20 peasant gains the Leadership feat, for which he uses Wis instead of Cha, and adds his Wis mod to AC.