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    Default Re: Base Class Challenge IX - Better Than it Sounds

    Farmer

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    A farmer finds out firsthand what an adventure can be like.



    Farmers are neither distinguished individuals, nor great fighters or wise spellcasters, but they possess an inner strength and endurance from years of toil. They are often accustomed to hunger and hardship and have very little to lose - aside from family, of course - compared to the amount of fame and fortune adventuring could reap.

    Adventures: Most farmers that adventure do so out of a desire to improve their own or their family's lives, or out of boredom or wanderlust. Those that strike out seeking excitement usually don't have families to return to at the end of whatever adventure they go on.

    Characteristics: Farmers are mostly melee characters who make use of their wits and their intuition instead of amazing strength or underhandedness.

    Alignment: Farmers are as varied in their alignment as they are the crops they grow. Good-aligned Farmers aim to help people, while Evil-aligned ones may seek to harm others or exploit their allies to their own benefit. Law and Chaos are not as clearly defined to most Farmers, who may tend to be neutral in regard to that axis.

    Religion: Most often, Farmers revere deities of good fortune, safe travel, food, and good weather. Others might pray to their racial deities in addition to these other gods. It is rare to find a Farmer who does not at least pay respects to a deity of weather for rain and sunshine when they are needed most.

    Background: Most Farmers begin out of necessity or inheritance from their parents. There is very little formal training for Farmers, as most pick up their knowledge from forebears who were also Farmers.

    Races: Practically every race ever has had Farmers in one form or another - animal herders, crop growers, hunters and gatherers, et cetera. Some civilized races find farming "below" them, however, and only fringe groups of these races might pick up the implements to harvest food.

    Other Classes: Farmers often enjoy the presence of other, more experienced martial combatants - fighters, knights, warblades, crusaders. They don't often trust rogues or their ilk, and might not understand or mistrust entirely the magic of wizards and sorcerers.

    Role: Farmers provide support to their party and frontline damage. They can also help feed their party.

    Adaptation: Very little adaptation should be necessary for this class; however, certain mythical individuals Farmers may revere might fit the bill as high level Farmers.

    GAME RULE INFORMATION
    Farmers have the following game statistics.
    Abilities: Strength and Constitution are the primary attributes for a Farmer. Many of their abilities key off of Constitution, and Strength determines how well they adapt to combat. Intelligence and Wisdom are useful for skills and a few of the Farmer's abilities; Dexterity helps the Farmer stay alive in melee combat somewhat.
    Alignment: Any.
    Hit Die: d10
    Starting Age: As fighter.
    Starting Gold: 10d4

    Class Skills
    The Farmer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    THE FARMER
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Farming Implement Damage

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Hound Companion, Create Rations, Simplicity|1d8

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Strong Back, Endurance|1d8

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Animal Empathy, Weathered|1d8

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Heal Companion|1d10

    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Sustained Living|1d10

    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Toughness, Verminbane|1d10

    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Herbalism|1d10

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +2
    |Inner Strength, Guard Dog|2d6

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +3
    |Natural Resistance|2d6

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +3
    |Heroes' Feast|2d6

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +3
    |Implement Trick|2d6

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +4
    |Improved Toughness, Verminslayer|2d8

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +4
    |Worker's Strength|2d8

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +4
    |Implement Trick|2d8

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +5
    |Stroke of Brilliance|2d8

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Brawn over Brains|2d10

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Implement Trick|2d10

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Cull Vermin|2d10

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |Natural Perfection|2d10

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Larger than Life, Implement Trick|3d8[/table]

    Class Features
    All of the following are class features of the Farmer.

    Weapon and Armor Proficiencies: Farmers are proficient with simple weapons, war scythes, war sickles and light armor only. In addition, they are considered proficient with all farming implements (farming scythes, farming sickles, hoes, rakes, pitchforks and the like).

    Hound Companion: At 1st level, a Farmer sets out for adventure with his hound companion. These hounds are typically large working breeds, such as collies, huskies and St. Bernards. These companions serve the Farmer faithfully; giving a command to a companion is a free action for the Farmer.

    Hound companions have the following stats:
    {table]Size/Type:|Medium Animal
    Hit Dice:|2d8+4 (13 hp)
    Initiative:|+2
    Speed:|40 ft. (8 squares)
    Armor Class:|16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple:|+2/+4
    Attack:|Bite +4 melee (1d6+3)
    Full Attack:|Bite +4 melee (1d6+3)
    Space/Reach:|5 ft./5 ft.
    Special Attacks:|ó
    Special Qualities:|Low-light vision, scent
    Saves:|Fort +5, Ref +5, Will +1
    Abilities:|Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Skills:|Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
    Feats:|Alertness, Track[/table]

    In addition, as a Farmer grows in level, his Hound companion does as well. His hound is immediately distinguishable from other animals of its kind, as it protects its master faithfully and fearlessly.

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    {table=head]Farmer level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special
    1st-2nd|+0|+0|+0|1|Faith in the Farmer, Fearless
    3rd-5th|+2|+2|+1|2|Evasion
    6th-8th|+4|+4|+2|3|Impeccable Tracker
    9th-11th|+6|+6|+3|4|Multiattack
    12th-14th|+8|+8|+4|5|Mettle
    15th-17th|+10|+10|+5|6|Improved Evasion
    18th-20th|+12|+12|+6|7|Determination[/table]

    Hound Companion Basics
    Use the base statistics for a creature of the companionís kind, but make the following changes.

    Class Level
    The characterís Farmer level. The Farmerís class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companionís abilities so long as the Farmer's companion remains his faithful hound.

    Bonus HD
    Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the hound companionís base attack and base save bonuses. A hound companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animalís HD). A hound companion gains additional skill points and feats for bonus HD as normal for advancing a monsterís Hit Dice.

    Unlike normal animals, a hound's base attack bonus is equal to its HD instead of 3/4.

    Natural Armor Adj.
    The number noted here is an improvement to the hound's existing natural armor bonus.

    Str/Dex Adj.
    Add this value to the houndís Strength and Dexterity scores.

    Bonus Tricks
    The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks donít require any training time or Handle Animal checks, and they donít count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they canít be changed.

    Faith in the Farmer (Ex)
    A Farmer can handle his hound as a free action, or push it as a move action, even if he doesnít have any ranks in the Handle Animal skill. The Farmer automatically succeeds on Handle Animal checks and Animal Empathy checks with his Hound.

    Fearless (Ex)
    A Farmer's hound feels no fear so long as its master has at least -9 or more hit points - it is immune to all fear effects as long as the Farmer is alive.

    Evasion (Ex)
    If the hound is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Impeccable Tracker (Ex)
    A hound's racial bonus to Survival checks when tracking by scent increases to +16 from +4. In addition, the hound always knows where the Farmer is and the best route to get to him.

    Multiattack
    A hound gains the ability to make iterative attacks with its bite as its base attack bonus allows (so when it has +6 BAB, it can make two attacks, one at full BAB and one at -5; when it has +11 BAB, it can make three, etc.)

    Mettle (Ex)
    Whenever the hound is subjected to an attack that allows a Fortitude or Will save for a partial effect or half damage, the hound suffers no ill effect or damage on a successful save. It still suffers the full effect on a failed save.

    Improved Evasion (Ex)
    When subjected to an attack that normally allows a Reflex saving throw for half damage, the hound takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

    Determination (Ex)
    As long as the Farmer is alive and within 30 feet of his companion, it cannot be easily killed. So long as the Farmer remains within 30 feet, the hound cannot be killed or incapacitated by effects or attacks that reduce it to 0 or fewer hit points. If it takes such damage, it can make a Fortitude save with a DC equal to its negative hit point total. If it fails this save, it dies or falls unconscious (as appropriate). If this save is successful, it is still alive and conscious, with 1 hit point remaining.

    In addition, the hound is automatically protected against effects that cause instant death.


    Create Rations (Ex): At 1st level, a Farmer knows how to find and combine edible portions of dead animals into long-lasting rations. Once per corpse of an animal, the Farmer may attempt a DC 15 Search check. If he is successful, he collects enough edible portions to create one trail ration. If he fails, he collects approximately half of what he needs; these portions remain usable for up to one hour. If he fails the check by 5 or more, he finds no useful pieces. If he can find another animal corpse within one hour of failing the Search check by no more than 4 on a previous corpse, he automatically succeeds in finding enough meat to complete a single ration. Searching through an animal takes 1 minute.

    Simplicity (Ex): Farmers are simple folk, even if their knowledge and skills belie their simplicity. Farmers are illiterate, but are more skilled in other areas: as long as the Farmer remains illiterate, he gains 1 bonus skill point per level (and an additional 4 at 1st level). If he spends 2 skill points to become literate, he forfeits the bonus skill points at later levels.

    Regardless of whether or not the Farmer remains illiterate, he deals increased damage with farming implements that would normally be considered improvised weapons. When using a one-handed implement, he adds his Strength score to the damage dealt; when using a two-handed implement, he adds twice his Strength score to the damage dealt. In addition, all implements he wields have 19-20/x3 crit range.

    Strong Back (Ex): Farmers can carry loads that would make weaker classes groan. Beginning at 2nd level, a Farmer adds his Constitution score, up to a maximum of his Farmer level, to his Strength score to determine his carrying capacity. In addition, the Farmer suffers no ill effects from carrying a Medium load.

    Endurance (Ex): Farmers are weathered and strong, and use this strength to endure. Beginning at 2nd level, a Farmer adds his Constitution score to his Will and Reflex saves, and gains a +3 bonus to Fortitude saves.

    Animal Empathy (Ex): Beginning at 3rd level, Farmers can relate to and try to improve the disposition of animals. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Farmer rolls 1d20 and adds his Farmer level and his Wisdom modifier to determine the animal empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use animal empathy, the Farmer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A Farmer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

    Weathered (Ex): Beginning at 3rd level, a Farmer is considered to always be under the effects of an Endure Elements spell.

    Heal Companion (Ex): Beginning at 4th level, a Farmer knows how to tend to his hound and how to treat its wounds. As a standard action, the Farmer may make a Heal check if his hound is adjacent to him. The result of the Heal check determines what effect occurs to the hound:

    {table=head]Result|Effect
    1-10|Cure Minor Wounds spell
    11-15|Cure Moderate Wounds spell, poisons neutralized
    16-20|Cure Serious Wounds spell, poisons and diseases cured
    21-25|Cure Critical Wounds spell, poisons/diseases/curses removed
    26-30|Heal spell
    31+|Heal spell and Regenerate spell[/table]

    Once used, the Farmer must wait another 5 rounds before using Heal Companion again.

    Sustained Living (Ex): Beginning at 5th level, a Farmer no longer needs to eat or drink. He can still benefit from magical effects that result from eating (such as Heroes' Feast) or drinking (such as potions).

    Toughness (Ex): Beginning at 6th level, a Farmer gains an additional hit point for each Farmer level he has. In addition, he gains Natural Armor equal to his Constitution modifier.

    Verminbane (Ex): Beginning at 6th level, whenever the Farmer wields a farming implement in combat that involves Vermin, he gains a +2 Morale bonus to attacks and damage with his implement. If he strikes a vermin with his implement, he deals an additional 2d6 damage.

    Herbalism (Ex): Though Farmers are known for their excellence in growing crops, they also have a hidden knack for herbs and the like. Beginning at 7th level, the Farmer may search plant creatures' corpses for signs of useful herbs. Once per corpse of a plant creature, the Farmer may make a DC 25 Search check. If he is successful, he finds 1d3 random herbs from the list below. The DM is encouraged to roll 1d6 to determine which herbs the Farmer finds.

    {table=head]Roll|Herb Found
    1|Quickfoot root
    2|Greymilk moss
    3|Gristly spindle
    4|Neospore cap
    5|Satium root
    6|Cemptium root[/table]

    These herbs remain usable for up to 1 week; each weighs 1/10th of a pound and are worth approximately 1 copper piece each.

    Sidebar: Herb effects
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    Unlike most herbs, the herbs listed above are considered home remedies and don't have much alchemical use. They can be used without preparation, and a Farmer of 7th level or higher can identify an herb of these kinds on sight, no check needed.

    Quickfoot root, satium root and cemptium root are ingested; greymilk moss is squeezed to produce an odor which is inhaled; gristly spindle and neospore caps are rubbed onto the skin. Each individual herb produces enough effects for one creature of Large size or smaller.

    Quickfoot root temporarily increases energy and reaction time; it grants a +2 herbal bonus to Dexterity for 1 hour.

    Greymilk moss temporarily increases the body's immune system and dulls the signals sent through nerves to react to pain; it grants a +2 herbal bonus to Constitution for 1 hour.

    Gristly spindle temporarily boosts energy and causes muscles to perform more efficiently; it grants a +2 herbal bonus to Strength for 1 hour.

    Neospore cap causes wounds to close and a soothing feeling to help reduce pain; it cures 2d8 hit points per use.

    Satium root rapidly expands once it comes into contact with stomach fluids, causing a creature to feel full; it fully satiates a single Large or smaller creature for 1 day. Creatures that can use Swallow as an attack form that ingest Satium root cannot bear to swallow anything else for 1 day.

    Cemptium root rapidly decomposes when it comes into contact with stomach fluids, causing a powerful retching effect; it causes a single Large or smaller creature to empty its stomach contents immediately. Creatures that can use Swallow as an attack form that ingest Cemptium root with a creature in its gullet immediately spits the creature up.

    Herbal bonuses: Mentioned above in 3 of the 6 herbs, Herbal bonuses are special bonuses granted only by these items. Herbal bonuses do not stack with other Herbal bonuses of the same type (Greymilk Moss can only ever grant you +2 Constitution) but stack with Herbal bonuses of different types (using Greymilk Moss and Gristly Spindle together grants both bonuses). They stack with all other forms of bonuses.


    Inner Strength (Ex): Beginning at 8th level, the Farmer adds 1 1/2 his Strength modifier to the damage with all one-handed farming implements, or 2 1/2 his Strength modifier to the damage with all two-handed farming implements. In addition, he gains the Powerful Build ability; whenever it would be beneficial for the Farmer, he is considered one size larger than he currently is.

    Guard Dog (Ex): Beginning at 8th level, the Farmer's hound becomes very protective of its master while he is unconscious (whether from HP damage, sleeping, or some other effect). If instructed to do so before the Farmer falls unconscious, the hound stays close to the Farmer's body and gains a competence bonus to Listen and Spot checks equal to the Farmer's class levels.

    In addition, at all times the hound is immune to surprise and is always able to act during a surprise round.

    Natural Resistance (Ex): Beginning at 9th level, the Farmer becomes highly resistant to poisons and diseases; the Farmer is immune to all natural poisons and diseases, and gains a +2 circumstance bonus to Fortitude saves to resist the effects of magical poisons and diseases. In addition, the Farmer only suffers half ability damage or drain from all sources.

    Heroes' Feast (Ex): Beginning at 10th level, the Farmer can prepare rations that inspire and greatly aid his allies. Any ration created by the Farmer from animal corpses after he becomes 10th level automatically bestows the effects of the Heroes' Feast spell after consumption.

    Implement Trick (Ex): Beginning at 11th level, the Farmer learns a trick he can perform when wielding a farming implement as a weapon. He learns a single trick at 11th level, and an additional trick at 14th, 17th, and 20th levels. He can choose a single trick from the list below, or may opt instead to gain a bonus feat or bonus skill trick for which he meets the requirements.

    Reaping Scythe Style
    When wielding a farming scythe or hoe, the Farmer gains the benefits of the Great Cleave feat and may make one 5-foot step per extra cleave attack he gets. In addition, the critical threat range of his farming scythe or hoe increases to 17-20 and the multiplier increases to x4 (this increase does not stack with any other increases to threat range or multiplier).

    Flashing Sickle Fury
    When wielding a farming sickle or rake, the Farmer gains a bonus to damage equal to his Farmer level when making attacks with the sickle or rake. This bonus is not multiplied on critical hits or in other circumstances in which damage is multiplied. If he chooses to fight defensively or take total defense with his sickle or rake, he gains a Deflection bonus to AC for one round equal to twice the dodge bonus granted by his defensive maneuver (+4 for Fighting Defensively, +8 while taking Total Defense).

    Torch and Pitchfork
    When wielding a pitchfork, the Farmer may make a single Intimidation check against an opponent as a free action at the beginning of combat. This check is made by rolling 1d20 and adding the Farmer's class level and Charisma modifier. Wielding a lit torch in addition to the pitchfork grants a +2 Circumstance bonus to this check. The Intimidation check is opposed by the targetís modified level check (1d20 + character level or Hit Dice + targetís modifiers on saves against fear). If the Farmer beats the targetís check result, the target is considered Panicked for 1 round, and then Shaken for the rest of the encounter with the Farmer. This is a mind-affecting effect and is considered a Fear effect.

    Quick on the Draw
    The Farmer may draw and sheath any farming implement or ranged weapon he carries as a free action.

    "Exotic" Fighting Style
    By using his implements in ways they are not actually meant to be used, the Farmer can confound others in combat. The first time the Farmer strikes a foe with an attack in a round, he may make a single Disarm, Trip, Feint, or Sunder attack as a free action in addition to his normal attack. The Farmer never provokes attacks of opportunity from these extra attack options, and an opponent cannot make a Trip attempt in response to a failed Trip attempt made by the Farmer with this ability.

    Herbal Poisons
    The Farmer can mix up in an instant a poison from four of the six herbs listed above (Quickfoot root, Greymilk moss, Gristly spindle, and Neospore cap) that works as an injury poison. The DC for the poison is equal to 15 + the Farmer's level and inflicts the opposite effect; see the table below for details. Creating one of these poisons is a move action and applying one is a swift action. The Farmer is never at risk of poisoning himself.

    {table=head]Herb Name|Initial Damage|Secondary Damage
    Quickfoot root|2 Dexterity damage|2 Dexterity damage
    Greymilk moss|2 Constitution damage|2 Constitution damage
    Gristly spindle|2 Strength damage|2 Strength damage
    Neospore cap|2d8 damage|Wracked with pain for 1 minute*[/table]

    *The victim can only take Standard or Move actions.

    Blood Harvest
    A Farmer with this ability may make up to two additional attacks per round with a farming implement. If he chooses to do so, he takes a -1 penalty to all attacks made in that round for each additional attack he makes.

    Improved Toughness (Ex): Beginning at 12th level, the Farmer gains an additional 1 hit point per Farmer level. In addition, he also gains Damage Reduction/- equal to his Constitution modifier.

    Verminslayer (Ex): Beginning at 12th level, the Farmer's hatred of vermin empowers him even greater in combat. The morale bonuses granted by Verminbane increase to +4, and the bonus damage dealt increases to 4d6+4. He is also able to strike swarms that are naturally immune to weapon damage with a farming implement for normal weapon damage, as if they were not immune.

    Worker's Strength (Ex): Beginning at 13th level, the Farmer's capacity for strength and toughness greatly increases. Whenever he is subject to a temporary increase to his Strength or Constitution (such as from herbs or spells), the spell or effect adds an additional +2 Strength or Constitution for its duration.

    Stroke of Brilliance (Su): Beginning at 15th level, the Farmer occasionally experiences a flash of insight that aids him in his endeavors. Once per day per point of Wisdom the Farmer has, he may grant himself an Insight bonus equal to his Farmer level on any single attack roll, skill or ability check, saving throw, or AC against a single attack. A Stroke of Brilliance can occur at any time, even on another's turn. Additionally, while the Farmer has at least one use of this ability left, he is never considered surprised or flat-footed.

    Brawn over Brains (Ex): Beginning at 16th level, the Farmer has learned how to apply strength and endurance in ways others would think impossible. The Farmer adds his Constitution modifier to all Intelligence-, Wisdom- and Charisma-based skill checks and ability checks.

    Cull Vermin (Ex): Beginning at 18th level, the first time each round when the Farmer strikes a Vermin creature, the Vermin must succeed on a DC (10 + the Farmer's class level + his Constitution modifier) Fortitude save or die instantly. In addition, creatures that consort with vermin (such as a wizard with a summoned centipede ally or a drow druid with a spider companion) take bonus damage as if they were vermin from his Verminslayer ability.

    Natural Perfection (Su): Beginning at 19th level, the Farmer becomes an almost perfect example of a creature in perfect harmony with the simplicity of nature. He gains Spell Resistance against spells cast by his opponents equal to 11 + his class levels, cannot be affected by Mind-affecting spells or abilities, and may, once per day, use the Miracle spell as a spell-like ability. When using Miracle, the Farmer cannot expend XP to make a powerful request. The Miracle granted to the Farmer once per day is a gift of nature, not intercession of a deity; if the Farmer attempts to use his granted Miracle to attempt to harm nature (animals who are passive or landscapes that pose no interference to the farmer), the use is wasted.

    Larger than Life (Ex): At 20th level, the Farmer becomes a miraculous, mythical being. He is considered immortal for the purposes of aging, no longer suffers penalties associated with aging (but continues to accrue the bonuses), and is considered an Outsider for the purposes of spells and abilities when it would be beneficial for the Farmer. He also gains a second use of his Miracle spell-like ability, and may, once per month, come back from the dead as if a True Resurrection spell had been cast on him.