Ultimate Peasant

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Picture by James Ryman
Picture by James Ryman

[edit] Game Rule Information

Peasants have the following game statistics.

Abilities: While Strength is probably most useful ability for the peasant, since they work physically, most peasants have mediocre ability scores anyway and there isn’t much of a variation among them. Those that have any sort of good ability scores (13+), usually take another class, even adventuring one, as soon as the opportunity arises.

  • Alignment: Any.
  • Hit Points per Level: 1d4 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 4 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The peasant’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

[edit] Class Table

       Base            Fort  Ref   Will
Level  Attack Bonus    Save  Save  Save  Special                   .
1st    +0              +0    +0    +0    Harmless -1/2, Illiteracy
2nd    +1              +0    +0    +0    Harmless -1, Crowd mentality, Common talent
3rd    +1              +1    +1    +1    Toil +1
4th    +2              +1    +1    +1    Harmless -2, Common talent
5th    +2              +1    +1    +1    Superstition 1/day
6th    +3              +2    +2    +2    Toil +2, Common talent
7th    +3              +2    +2    +2    Harmless -3
8th    +4              +2    +2    +2    Common talent
9th    +4              +3    +3    +3    Toil +3
10th   +5              +3    +3    +3    Harmless -4, Superstition 2/day, Common talent


[edit] Class Features

All of the following are class features of the peasant.

Weapon and Armor Proficiency: Peasants are proficient with one simple weapon, and no armors or shields.

Illiteracy (Ex): Like a barbarian, a peasant must spend 2 skill points to learn to read and write.

Harmless (Ex): A peasant is treated as his Challenge Rating was lower by 1 for the purposes of him gaining experience and for others gaining experience for defeating the peasant. His “virtual CR” is further reduced by 1 at 4th, 7th, and 10th level.

Crowd Mentality (Ex): Peasants feel safer and more confident in larger groups. Beginning at 2nd level, a peasant gains +2 morale bonus on Will saves against fear spells and effects as long as at least 4 allies are within 10 feet and he knows so.

Toil (Ex): Peasants spend their life doing menial works for most of the day. A peasant gains +1 bonus on saves against fatigue and exhaustion. This bonus increases to +2 at 6th level and to +3 at 9th level.

Superstition (Ex): Peasants are distrustful to magic. Once per day, a peasant can use this ability to gain +2 morale bonus on a save against a spell, spell-like, or supernatural ability. At 10th level this ability can be used twice per day.

Common talent (Ex): Peasants take pride in the special talents they gain from experience, many of which heroes, scholars and aristocrats will never master. At each even-numbered level, a peasant chooses one of the following abilities:

Back-Breaking Drudgery: Many peasants cannot afford horses and carts and must carry their belongings themselves. A peasant who has chosen this talent treats his Strength score as 2 points higher for the purpose of determining his carrying capacity.

Improvised Weapon Proficiency: Peasants often have to slaughter farm animals or fend off wild animals; in the process, some learn to use all sorts of tools as weapons. A peasant who has chosen this talent is considered proficient with all improvised simple and martial weapons.

Folk Medicine: Peasants learn unconventional medical techniques, but are also vulnerable to myths about what does and doesn't work and are generally ignorant of the scientific method. A peasant who chooses this talent gains +5 on all Heal checks, but fails them on a natural 1 and, when this happens, deals 1d6 points of damage to the target he is attempting to heal (DC 15 Fortitude partial to reduce this to 1 point).

Devout: Peasants can be among the most religious laypeople in the world, and often read their religious scriptures thoroughly and take an active role in their local temple; as a result, they know a lot about religious customs and theology of both their own churches and rival "heathen" churches. A peasant who has chosen this talent gains +3 on all Knowledge (religion) checks and adds Knowledge (religion) to his class skill list.

Old Farmers' Lore: One can learn a lot about the land from living off it, and some peasants learn unusual amounts about the natural world in order to better understand their farm work. A peasant who has chosen this talent gains +3 on all Knowledge (nature) checks and adds Knowledge (nature) to his class skill list.

Active in Community: Some peasants turn to local politics as a means to earn distinction, especially in thorps and hamlets where their smaller numbers make each participant feel more important. In the process, they learn about laws, customs and important local people. Others do so by participating in the social activities organized by their temple or their neighbours. A peasant who has chosen this talent gains +3 on all Knowledge (local) checks and adds Knowledge (local) to his class skill list.

Construction Expert: Urban peasants are exposed to a wide range of construction materials and methods, and since many of them are in or have parents in the construction trades, they tend to learn a lot about them. A peasant who has chosen this talent gains +3 on all Knowledge (architecture and engineering) checks and adds Knowledge (architecture and engineering) to his class skill list.

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