Piedmon_Sama
2006-02-07, 08:06 PM
So, relatively new to the D&D Game but that doesn't stop me from trying to throw new stuff into the works anyway. This is my first, rough version of the class, which as it is is probably unbalanced as hell.... so I'd appreciate some advice from more experienced gamers on how to make this class formidable without being overpowering. Thus, without further ado: The Peasant Warrior!
***
The Peasant Warrior
The feudal society is a common background for fantasy realms throughout the ages. It
was implemented, in various forms, across Europe, Africa and Asia nearly throughout all the
Middle Ages. Up until the fairly recent advent of industrialization, the bulk of any given society
was likely to comprise of Peasants or Serfs. Aside from serving as the backbone of any
agricultural society, they would often also be implemented as the core troop class of any military.
Peasant Warriors are almost always conscripts, given little training, the rudest equipment, and
invariably used as expendable fodder. The survival chances for such a soldier were never good.
Yet occasionally there arises a singular, remarkable individual. He somehow manages to dodge and block at just the right times, and finds to his surprise that he shows a natural aptitude for battle. Eventually, as he survives more fights, he becomes a hardened veteran of the front lines, worth as much or perhaps more than better-equipped and more glamorized troop types. At his highest levels, he is a living inspiration to the downtrodden underclass, a legend amongst the commoners, and Peasant Warriors have been known to topple many a cruel and inhumane feudal society before.
Adventures: The Peasant Warrior is not typically an “adventurer” in the conventional sense.
Owned as he is, he typically only preforms tasks set to him by his Lord. Obviously this includes a quiet, hard existence on the farm, but it can also include pressed into soldierly duty. Peasant Warriors are most typically foot soldiers who find “adventure” in the form of military combat.
Occasionally, a Peasant Warrior who gains great distinction in some battle may be freed. Such individuals might become adventurers, perhaps seeing their martial skills as their only other option to the drudgery of farming. Alternatively, a veteran Peasant Warrior might find himself being tasked with some specific mission by a Lord more concerned with ability than heritage. These Peasant Warriors are given permission to venture out into the greater sphere of society and act as free men so long as their every action is put towards the completion of their mission.
Characteristics: Most adventuring classes, at first level, represent a green-eared rookie with
nothing but training behind him. The Peasant Warrior is different. At first level, he is assumed
to already have seen at least some combat action, and proven himself to be above the average
conscript in ability. They gifted, more than anything else, with the ability to survive. Their
hitpoints, saves, and many class abilities make the Peasant Warrior a difficult warrior to disable,
even if his poor weapon selection limits his offensive capability.
At higher levels, the Peasant Warrior is a living inspiration to fellow conscripted soldiers.
He fights best when surrounded by a group of commoners or fellow peasants, and he has much
clout amongst the “lower rungs” of society. It is not unknown for Peasant Warriors to become
almost like unofficial monarchs amongst the peasantry, although they gain this by deed and
altruism, not as if it were their right.
Alignment: The Peasant Warrior tends to have little experience of the world outside his small
parcel of land. This leads to him having little in the way of ethical opinions, but a larger concern
for simply obeying and preforming his duties. Thus Peasant Warriors tend strongly towards neutrality, and to a lesser extent law. The closest thing they receive to an “education” comes from local clergy and typically deals with the divine laws of the Gods. Thus Peasants also gravitate towards good.
Religion: Peasants will invariably follow whatever pantheon or patron is official for their
homeland. Their lives being endless, painful toil, they will typically be highly religious and take
their assurances of a divine reward as compensation for their misery on earth. Deities like Pelor or St. Cuthbert, who emphasize orderly societies and a greater good, will most typically be the patrons of commoners. Peasants are invariably highly religious, to the point of being superstitious.
Background: Without exception, Peasant Warriors are indentured serfs, peasant labor, or have
been in the past. In most lands this is a class you are born into, inherited from oaths taken by your ancestors generations (even centuries) ago. A peasant often lives on the same plot of land
worked by his predecessors until his own death, with multiple generations of large families occupying the same house. Because of the nature of his contract, the only forms of adventure he might find are if he joins his Lord’s military, preforms some special mission for his Lord, or is freed from his contract.
Races: Peasant Warriors are almost always human, as they are the only common race to make
heavy use of the feudal system. The rare stable Halfling society is typically agricultural, and so
might produce a Peasant Warrior. Dwarves and Elves, however, do not practice the feudal system as humans know it and never employ conscripted levies on the battlefield. Any society that values freedom of expression and independence in livelihood is likely to find the concept of Serfdom repugnant.
Amongst the savage races, the Feudal System is typically well above their social development. Some of the more advanced Hobgoblin societies may employ dark, cruel mirrors of the feudal system, with mobs of slave soldiers paving the way for the more disciplined core. Peasant warriors might arise in such a system.
Other Classes: The overriding personality trait instilled in the typical Peasant is a massive
inferiority complex, sometimes to the point where they will hardly regard themselves as human.
It is important to remember their sheltered, often ignorant view of the world. They will have
almost fearful respect and awe for Clerics (of an appropriate faith) and Paladins. And almost
always they will treat Wizards and Sorcerers with outright fear and perhaps loathing. The
chaotic classes such as Bard and Barbarian will be looked upon with some derision, as Peasants
tend to disregard that which has no value to society. Druids and Monks they will probably not
understand at all (“err, WHAT is it you do again?”) having no point of reference for these exotic
professions. Fighters and Rogues might be treated as equals, superiors, or with scorn depending
on the standing and bent of the individual character towards society.
Lvl-BAB--For--Ref--Will
1---------------+1--------------+2------------+0-------------+0
2---------------+2--------------+3------------+0-------------+0
3---------------+3--------------+3------------+1-------------+1
4---------------+4--------------+4------------+1-------------+1
5---------------+5--------------+4------------+1-------------+1
6---------------+6/+1---------+5------------+2-------------+2
7---------------+7/+2---------+5------------+2-------------+2
8---------------+8/+3---------+6------------+2-------------+2
9---------------+9/+4---------+6------------+3-------------+3
10-------------+10/+5-------+7-------------+3-------------+3
11------------+11/+6/+1---+7-------------+3-------------+3
12------------+12/+7/+2---+8-------------+4-------------+4
13------------+13/+8/+3---+8-------------+4-------------+4
14------------+14/+9/+4---+8-------------+4-------------+4
15----------+15/+10/+5---+9-------------+5-------------+5
16-----+16/+11/+6/+1---+10-----------+5-------------+5
17-----+17/+12/+7/+2--+11------------+5-------------+5
18----+18/+13/+8/+3---+11------------+6-------------+6
19----+19/+14/+9/+4---+12------------+6-------------+6
20----+20/+15/+10/+5-+12------------+6-------------+6
Game Rule Information
Abilities: Strength and Constitution are by far the most important of the Peasant Warrior’s
abilities. Dexterity cannot be discounted, however, especially if the Peasant is being outfitted
with a bow or some ranged weapon. Because he cannot typically expect to have armor of good
quality, dexterity is also important for Armor Class. (Constitution and the hitpoints it brings are
more cardinal, however.) Wisdom will help with many of the abilities that keep the Peasant
Warrior alive and in the fight, and should not be discounted either. Charisma is also highly important, especially at later levels, when the Peasant Warrior is expected to become a leader of men. Intelligence is perhaps the least imperative, but still valuable for skill points that can help when you least expect it.
Alignment: Any
Hit Die: D12
Class Skills: The Peasant Warrior’s class skills are: Profession (Wis), Craft (Int), Handle Animal
(Cha), Jump (Str), Swim (Str), Listen (Wis), Hide (Dex), Spot (Wis), Wilderness Lore (Wis),
Heal (Wis), Climb (Str)
Skill Points at First Level: 4 x (2 + Int modifier)
Skill Points at each additional Level: 2 + Int modifier
NOTE: Certain skills are not considered socially appropriate for a Peasant Warrior to know, and
if he displays knowledge in these areas, he may face varying degrees of penalty and ostracizing.
They are: Ride, Alchemy, any Knowledge skills, Appraise, and any “educated” Professions
(merchant, banker, legal council)
b]Class Features[/b]
Weapon and Armor Proficiency: The Peasant Warrior is proficient with Light Armor, Simple
Weapons, and with Shields. Additionally, he is proficient with certain martial weapons: Pick
(light & heavy), Pitchfork/Trident, Greatclub, and the Scythe. Additionally, he may select two
of the following: Glaive, Guisarme, Halberd, Longspear, and Ranseur. He may pick either
Shortbow or Longbow.
NOTE: In many societies, landed serfs are not allowed to own or keep weapons unless so equipped as part of a Lord's retinue. A Peasant Warrior caught illegally possessing weapons--especially martial weapons---can suffer heavy penalties. The sword in particular is typically associated with the aristocracy, and in some societies commoners may be prohibited from practicing in the following weapons: longsword, rapier, scimitar, falchion, katana and wakizashi. This list may grow or vary at the DM's discretion.
Peasanthood: As the class name suggests, the Peasant is an indentured serf. This means he is
legally bound by a blood-contract to till and maintain the lands of his feudal lord. Serfs are, essentially, slaves and not allowed to leave their farms unless their lord wills it. Many peasants live their entire lives without ever traveling more than ten miles from home. The only occasion on which a peasant may be taken off the farm for an extended period is war: when he is conscripted to serve as a soldier in his Lord’s retinue, and in such cases peasant conscripts are invariably the lowest of cannon-fodder.
A peasant who is off his farm without a writ from his lord is in violation of the law in many feudal societies. If caught, the punishment will vary on the alignment of his kingdom, but in a society reflecting the earlier medieval period, he will have no rights or protections from the law, essentially living at his master’s whim.
Other PCs, especially those from a noble or highborn background, may legally be able to order the Peasant Warrior around. For the sake of player-relations and the smooth running of the campaign, the DM is recommended to let Peasant Warriors be legally freed due to some prior service or in possession of special writ from their Lord to act as a free man in the execution of some mission.
Illiteracy: The Peasant Warrior does not begin the game with literacy. He must spend two skill points to become literate. Once literacy is gained, he is assumed to be completely competent and does not need to roll to determine if he can read in languages of his fluency.
Endurance: The Peasant Warrior receives the Endurance feat for free at 1st level. It does not
count towards the total of feats he may possess. Its effects do not double if he takes the Endurance feat in one of his feat slots.
Uncanny Dodge: Beginning at 2nd level, the Peasant Warrior gains the extraordinary ability to react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.
This defense denies a rogue the abilty to use a flank attack to sneak attack the Peasant. A rogue
of at least four levels higher than the peasant can flank him (and thus sneak attack.) At 10th level,
the Peasant gains an intuitive sense that alerts him to danger from traps, giving him a +1 reflex bonus to Reflex saves made to avoid traps and a +1 ddge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th, they rise to +4.
Bonus Feat: Starting at 4th level, and every 4 levels thereafter, the Peasant Warrior gains a bonus
feat. He must select his bonus feat from the following list:
Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Martial Weapon Proficiency, Exotic Weapon Proficiency, Medium Armor proficiency, Heavy Armor Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull
Rush, Sunder, Great Cleave), Quick Draw, Weapon Focus*, Weapon Specialization, Shield Bash, Dirty Fighting, Remain Conscious
Some of the bonus feats available to a Peasant cannot be acquired until the Peasant has gained
one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A
Peasant can select feats marked with an asterisk (*) more than once, but it must be for a different
weapon each time. A Peasant must still meet all prerequisites for a feat, including ability score
and base attack bonus minimums.
Important: These feats are in addition to the feat that a character of any class gets every three levels. The Peasant is not limited to the list given here when choosing those feats.
Stubborn Survivor: At 4th level, the Peasant Warrior has proven he has the toughness to stare right into the jaws of death. His Reflex, Will and Fortitude saves all become based off either his Constitution or Dexterity statistic, whichever is higher. If at some later date the best statistic shifts to the other, his saves become based off that statistic instead.
Improved Trip: At 5th level, the Peasant Warrior gains the Improved Trip feat for free. He does
not have to meet the ability requirements to possess the feats, nor does he need to have the Expertise feat. However, he can only use the Feat when fighting with a reach weapon, such as a glaive or longspear.
Anti-Cavalry: The bane of any infantryman in warfare is the cavalry assault. The Peasant Warrior, however, has survived many such brutal attacks and knows effective methods to counter mounted adversaries. At 6th level, he gains a +2 Proficiency bonus when attempting a trip check to knock a mounted opponent prone. This bonus only applies when the peasant warrior is fighting with a reach weapon, such as a glaive or longspear. The bonus increases to +3 at 10th level, +4 at 14th, and +5 at 18th level.
Evasion: Starting at 6th Level, the peasant gains evasion. If exposed to any effect that normally
allows a character to attempt a Reflex saving throw for half damage (such as a fireball), he takes
no damage with a successful saving throw. Evasion can only be used if the peasant is wearing
light armor or no armor. It is an extraordinary ability.
Leader of Men: As he grows in ability and experience, so will a Peasant’s standing grow amongst his kindred in the common clay. Eventually his presence on the battlefield will bolster fellow conscripted soldiers, as they recognize themselves in the presence of a living legend. Beginning at 7th level, allies who are also of peasant stock gain a +2 morale bonus to attack and
damage rolls within ten feet of the Peasant Warrior. This is a supernatural ability.
Improved Evasion: Beginning at 11th Level, the Peasant gains the Improved Evasion ability. Any failed saves against attacks that would normally deal no damage on a successful reflex save deal half on a failed reflex save.
Weapon Specialization: As a fighter-variant, the Peasant Warrior has access to the Weapon Specialization feat, beginning at 12th level. The Peasant must have Weapon Focus with the particular weapon he wishes to specialize in. He then gains a +2 damage bonus with that weapon. Weapon Specialization’s bonus only applies to ranged weapons within a distance of 30 feet. Weapon Specialization may be a bonus feat or a regular one. Note that unlike fighters, Peasants can only choose Weapon Specialization once. They are not trained for versatility, but brutal effectiveness in their area of focus.
Legend of the People: As he survives battle after battle, the Peasant Warrior will inevitably gain a reputation amongst his “peers” in the underclass. His face will become known to the serfs and commoners as that of one who can stand amongst the blue-bloods and fight, and this will gain him much standing amongst them. Beginning at 10th Level, the Peasant gains a +2 circumstance bonus to Diplomacy, Bluff, Intimidate, and Gather Information rolls when dealing with other Peasants, Serfs, Commoners or members of the underclass.
The People’s Will: The Peasant Warrior is a hero to the common man, from the common man and of the common man. Not only does he inspire them, but their endurance in the face of unbearable strain and quiet heroism inspires him in turn. When fighting alongside his peasant brothers, the Peasant Warrior gains a +2 morale bonus to his attack and damage rolls. This increases to +4 at 18th level, and +6 at 20th. For the morale bonus to take effect, the Peasant must be flanked on both sides by his peasant allies as well as having at least one at his back.
Hero of the People: At 15th level, the Peasant Warrior gains the Leadership feat for free. He
may only gain Cohorts and followers who are also peasant soldiers. Usually this will be the NPC Warrior class, although occasionally a fellow Peasant Warrior or even a Fighter of peasant stock will offer their service. All associates gained through this feat regard the Peasant Warrior with awe and see him as a living legend. They will fight to protect him with absolute loyalty, unless he grossly violates their perceptions of him as hero to the common man.
King of the Clay: At 20th Level, the Peasant Warrior is the embodiment of the common man’s will and struggle. He stands for an ideal of brotherhood in which all are equal, free to become more than the lowly destiny appointed to them by Kings and Gods. Any Peasant, Serf, Slave or like underclass citizen who is within one alignment step of the Peasant Warrior automatically becomes friendly and helpful to the Peasant Warrior. They may even go so far as to break the law for him—Kings of the Clay have been known to bring down entire governments at the head
of a Peasant Revolt. This is something that will largely be up to the Peasant Warrior’s roleplaying ability and the DM’s discretion. The DM should not allow it to be utterly abused (“after taking the honor of fifteen bar-wenches I relieve myself off a second story window and declare myself the new Governor of Tobbletown”), and such infractions will revoke this and other diplomatic enhancements.
~~~
So there it is! R&R, please. Thanks in advance.
***
The Peasant Warrior
The feudal society is a common background for fantasy realms throughout the ages. It
was implemented, in various forms, across Europe, Africa and Asia nearly throughout all the
Middle Ages. Up until the fairly recent advent of industrialization, the bulk of any given society
was likely to comprise of Peasants or Serfs. Aside from serving as the backbone of any
agricultural society, they would often also be implemented as the core troop class of any military.
Peasant Warriors are almost always conscripts, given little training, the rudest equipment, and
invariably used as expendable fodder. The survival chances for such a soldier were never good.
Yet occasionally there arises a singular, remarkable individual. He somehow manages to dodge and block at just the right times, and finds to his surprise that he shows a natural aptitude for battle. Eventually, as he survives more fights, he becomes a hardened veteran of the front lines, worth as much or perhaps more than better-equipped and more glamorized troop types. At his highest levels, he is a living inspiration to the downtrodden underclass, a legend amongst the commoners, and Peasant Warriors have been known to topple many a cruel and inhumane feudal society before.
Adventures: The Peasant Warrior is not typically an “adventurer” in the conventional sense.
Owned as he is, he typically only preforms tasks set to him by his Lord. Obviously this includes a quiet, hard existence on the farm, but it can also include pressed into soldierly duty. Peasant Warriors are most typically foot soldiers who find “adventure” in the form of military combat.
Occasionally, a Peasant Warrior who gains great distinction in some battle may be freed. Such individuals might become adventurers, perhaps seeing their martial skills as their only other option to the drudgery of farming. Alternatively, a veteran Peasant Warrior might find himself being tasked with some specific mission by a Lord more concerned with ability than heritage. These Peasant Warriors are given permission to venture out into the greater sphere of society and act as free men so long as their every action is put towards the completion of their mission.
Characteristics: Most adventuring classes, at first level, represent a green-eared rookie with
nothing but training behind him. The Peasant Warrior is different. At first level, he is assumed
to already have seen at least some combat action, and proven himself to be above the average
conscript in ability. They gifted, more than anything else, with the ability to survive. Their
hitpoints, saves, and many class abilities make the Peasant Warrior a difficult warrior to disable,
even if his poor weapon selection limits his offensive capability.
At higher levels, the Peasant Warrior is a living inspiration to fellow conscripted soldiers.
He fights best when surrounded by a group of commoners or fellow peasants, and he has much
clout amongst the “lower rungs” of society. It is not unknown for Peasant Warriors to become
almost like unofficial monarchs amongst the peasantry, although they gain this by deed and
altruism, not as if it were their right.
Alignment: The Peasant Warrior tends to have little experience of the world outside his small
parcel of land. This leads to him having little in the way of ethical opinions, but a larger concern
for simply obeying and preforming his duties. Thus Peasant Warriors tend strongly towards neutrality, and to a lesser extent law. The closest thing they receive to an “education” comes from local clergy and typically deals with the divine laws of the Gods. Thus Peasants also gravitate towards good.
Religion: Peasants will invariably follow whatever pantheon or patron is official for their
homeland. Their lives being endless, painful toil, they will typically be highly religious and take
their assurances of a divine reward as compensation for their misery on earth. Deities like Pelor or St. Cuthbert, who emphasize orderly societies and a greater good, will most typically be the patrons of commoners. Peasants are invariably highly religious, to the point of being superstitious.
Background: Without exception, Peasant Warriors are indentured serfs, peasant labor, or have
been in the past. In most lands this is a class you are born into, inherited from oaths taken by your ancestors generations (even centuries) ago. A peasant often lives on the same plot of land
worked by his predecessors until his own death, with multiple generations of large families occupying the same house. Because of the nature of his contract, the only forms of adventure he might find are if he joins his Lord’s military, preforms some special mission for his Lord, or is freed from his contract.
Races: Peasant Warriors are almost always human, as they are the only common race to make
heavy use of the feudal system. The rare stable Halfling society is typically agricultural, and so
might produce a Peasant Warrior. Dwarves and Elves, however, do not practice the feudal system as humans know it and never employ conscripted levies on the battlefield. Any society that values freedom of expression and independence in livelihood is likely to find the concept of Serfdom repugnant.
Amongst the savage races, the Feudal System is typically well above their social development. Some of the more advanced Hobgoblin societies may employ dark, cruel mirrors of the feudal system, with mobs of slave soldiers paving the way for the more disciplined core. Peasant warriors might arise in such a system.
Other Classes: The overriding personality trait instilled in the typical Peasant is a massive
inferiority complex, sometimes to the point where they will hardly regard themselves as human.
It is important to remember their sheltered, often ignorant view of the world. They will have
almost fearful respect and awe for Clerics (of an appropriate faith) and Paladins. And almost
always they will treat Wizards and Sorcerers with outright fear and perhaps loathing. The
chaotic classes such as Bard and Barbarian will be looked upon with some derision, as Peasants
tend to disregard that which has no value to society. Druids and Monks they will probably not
understand at all (“err, WHAT is it you do again?”) having no point of reference for these exotic
professions. Fighters and Rogues might be treated as equals, superiors, or with scorn depending
on the standing and bent of the individual character towards society.
Lvl-BAB--For--Ref--Will
1---------------+1--------------+2------------+0-------------+0
2---------------+2--------------+3------------+0-------------+0
3---------------+3--------------+3------------+1-------------+1
4---------------+4--------------+4------------+1-------------+1
5---------------+5--------------+4------------+1-------------+1
6---------------+6/+1---------+5------------+2-------------+2
7---------------+7/+2---------+5------------+2-------------+2
8---------------+8/+3---------+6------------+2-------------+2
9---------------+9/+4---------+6------------+3-------------+3
10-------------+10/+5-------+7-------------+3-------------+3
11------------+11/+6/+1---+7-------------+3-------------+3
12------------+12/+7/+2---+8-------------+4-------------+4
13------------+13/+8/+3---+8-------------+4-------------+4
14------------+14/+9/+4---+8-------------+4-------------+4
15----------+15/+10/+5---+9-------------+5-------------+5
16-----+16/+11/+6/+1---+10-----------+5-------------+5
17-----+17/+12/+7/+2--+11------------+5-------------+5
18----+18/+13/+8/+3---+11------------+6-------------+6
19----+19/+14/+9/+4---+12------------+6-------------+6
20----+20/+15/+10/+5-+12------------+6-------------+6
Game Rule Information
Abilities: Strength and Constitution are by far the most important of the Peasant Warrior’s
abilities. Dexterity cannot be discounted, however, especially if the Peasant is being outfitted
with a bow or some ranged weapon. Because he cannot typically expect to have armor of good
quality, dexterity is also important for Armor Class. (Constitution and the hitpoints it brings are
more cardinal, however.) Wisdom will help with many of the abilities that keep the Peasant
Warrior alive and in the fight, and should not be discounted either. Charisma is also highly important, especially at later levels, when the Peasant Warrior is expected to become a leader of men. Intelligence is perhaps the least imperative, but still valuable for skill points that can help when you least expect it.
Alignment: Any
Hit Die: D12
Class Skills: The Peasant Warrior’s class skills are: Profession (Wis), Craft (Int), Handle Animal
(Cha), Jump (Str), Swim (Str), Listen (Wis), Hide (Dex), Spot (Wis), Wilderness Lore (Wis),
Heal (Wis), Climb (Str)
Skill Points at First Level: 4 x (2 + Int modifier)
Skill Points at each additional Level: 2 + Int modifier
NOTE: Certain skills are not considered socially appropriate for a Peasant Warrior to know, and
if he displays knowledge in these areas, he may face varying degrees of penalty and ostracizing.
They are: Ride, Alchemy, any Knowledge skills, Appraise, and any “educated” Professions
(merchant, banker, legal council)
b]Class Features[/b]
Weapon and Armor Proficiency: The Peasant Warrior is proficient with Light Armor, Simple
Weapons, and with Shields. Additionally, he is proficient with certain martial weapons: Pick
(light & heavy), Pitchfork/Trident, Greatclub, and the Scythe. Additionally, he may select two
of the following: Glaive, Guisarme, Halberd, Longspear, and Ranseur. He may pick either
Shortbow or Longbow.
NOTE: In many societies, landed serfs are not allowed to own or keep weapons unless so equipped as part of a Lord's retinue. A Peasant Warrior caught illegally possessing weapons--especially martial weapons---can suffer heavy penalties. The sword in particular is typically associated with the aristocracy, and in some societies commoners may be prohibited from practicing in the following weapons: longsword, rapier, scimitar, falchion, katana and wakizashi. This list may grow or vary at the DM's discretion.
Peasanthood: As the class name suggests, the Peasant is an indentured serf. This means he is
legally bound by a blood-contract to till and maintain the lands of his feudal lord. Serfs are, essentially, slaves and not allowed to leave their farms unless their lord wills it. Many peasants live their entire lives without ever traveling more than ten miles from home. The only occasion on which a peasant may be taken off the farm for an extended period is war: when he is conscripted to serve as a soldier in his Lord’s retinue, and in such cases peasant conscripts are invariably the lowest of cannon-fodder.
A peasant who is off his farm without a writ from his lord is in violation of the law in many feudal societies. If caught, the punishment will vary on the alignment of his kingdom, but in a society reflecting the earlier medieval period, he will have no rights or protections from the law, essentially living at his master’s whim.
Other PCs, especially those from a noble or highborn background, may legally be able to order the Peasant Warrior around. For the sake of player-relations and the smooth running of the campaign, the DM is recommended to let Peasant Warriors be legally freed due to some prior service or in possession of special writ from their Lord to act as a free man in the execution of some mission.
Illiteracy: The Peasant Warrior does not begin the game with literacy. He must spend two skill points to become literate. Once literacy is gained, he is assumed to be completely competent and does not need to roll to determine if he can read in languages of his fluency.
Endurance: The Peasant Warrior receives the Endurance feat for free at 1st level. It does not
count towards the total of feats he may possess. Its effects do not double if he takes the Endurance feat in one of his feat slots.
Uncanny Dodge: Beginning at 2nd level, the Peasant Warrior gains the extraordinary ability to react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.
This defense denies a rogue the abilty to use a flank attack to sneak attack the Peasant. A rogue
of at least four levels higher than the peasant can flank him (and thus sneak attack.) At 10th level,
the Peasant gains an intuitive sense that alerts him to danger from traps, giving him a +1 reflex bonus to Reflex saves made to avoid traps and a +1 ddge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th, they rise to +4.
Bonus Feat: Starting at 4th level, and every 4 levels thereafter, the Peasant Warrior gains a bonus
feat. He must select his bonus feat from the following list:
Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Martial Weapon Proficiency, Exotic Weapon Proficiency, Medium Armor proficiency, Heavy Armor Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull
Rush, Sunder, Great Cleave), Quick Draw, Weapon Focus*, Weapon Specialization, Shield Bash, Dirty Fighting, Remain Conscious
Some of the bonus feats available to a Peasant cannot be acquired until the Peasant has gained
one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A
Peasant can select feats marked with an asterisk (*) more than once, but it must be for a different
weapon each time. A Peasant must still meet all prerequisites for a feat, including ability score
and base attack bonus minimums.
Important: These feats are in addition to the feat that a character of any class gets every three levels. The Peasant is not limited to the list given here when choosing those feats.
Stubborn Survivor: At 4th level, the Peasant Warrior has proven he has the toughness to stare right into the jaws of death. His Reflex, Will and Fortitude saves all become based off either his Constitution or Dexterity statistic, whichever is higher. If at some later date the best statistic shifts to the other, his saves become based off that statistic instead.
Improved Trip: At 5th level, the Peasant Warrior gains the Improved Trip feat for free. He does
not have to meet the ability requirements to possess the feats, nor does he need to have the Expertise feat. However, he can only use the Feat when fighting with a reach weapon, such as a glaive or longspear.
Anti-Cavalry: The bane of any infantryman in warfare is the cavalry assault. The Peasant Warrior, however, has survived many such brutal attacks and knows effective methods to counter mounted adversaries. At 6th level, he gains a +2 Proficiency bonus when attempting a trip check to knock a mounted opponent prone. This bonus only applies when the peasant warrior is fighting with a reach weapon, such as a glaive or longspear. The bonus increases to +3 at 10th level, +4 at 14th, and +5 at 18th level.
Evasion: Starting at 6th Level, the peasant gains evasion. If exposed to any effect that normally
allows a character to attempt a Reflex saving throw for half damage (such as a fireball), he takes
no damage with a successful saving throw. Evasion can only be used if the peasant is wearing
light armor or no armor. It is an extraordinary ability.
Leader of Men: As he grows in ability and experience, so will a Peasant’s standing grow amongst his kindred in the common clay. Eventually his presence on the battlefield will bolster fellow conscripted soldiers, as they recognize themselves in the presence of a living legend. Beginning at 7th level, allies who are also of peasant stock gain a +2 morale bonus to attack and
damage rolls within ten feet of the Peasant Warrior. This is a supernatural ability.
Improved Evasion: Beginning at 11th Level, the Peasant gains the Improved Evasion ability. Any failed saves against attacks that would normally deal no damage on a successful reflex save deal half on a failed reflex save.
Weapon Specialization: As a fighter-variant, the Peasant Warrior has access to the Weapon Specialization feat, beginning at 12th level. The Peasant must have Weapon Focus with the particular weapon he wishes to specialize in. He then gains a +2 damage bonus with that weapon. Weapon Specialization’s bonus only applies to ranged weapons within a distance of 30 feet. Weapon Specialization may be a bonus feat or a regular one. Note that unlike fighters, Peasants can only choose Weapon Specialization once. They are not trained for versatility, but brutal effectiveness in their area of focus.
Legend of the People: As he survives battle after battle, the Peasant Warrior will inevitably gain a reputation amongst his “peers” in the underclass. His face will become known to the serfs and commoners as that of one who can stand amongst the blue-bloods and fight, and this will gain him much standing amongst them. Beginning at 10th Level, the Peasant gains a +2 circumstance bonus to Diplomacy, Bluff, Intimidate, and Gather Information rolls when dealing with other Peasants, Serfs, Commoners or members of the underclass.
The People’s Will: The Peasant Warrior is a hero to the common man, from the common man and of the common man. Not only does he inspire them, but their endurance in the face of unbearable strain and quiet heroism inspires him in turn. When fighting alongside his peasant brothers, the Peasant Warrior gains a +2 morale bonus to his attack and damage rolls. This increases to +4 at 18th level, and +6 at 20th. For the morale bonus to take effect, the Peasant must be flanked on both sides by his peasant allies as well as having at least one at his back.
Hero of the People: At 15th level, the Peasant Warrior gains the Leadership feat for free. He
may only gain Cohorts and followers who are also peasant soldiers. Usually this will be the NPC Warrior class, although occasionally a fellow Peasant Warrior or even a Fighter of peasant stock will offer their service. All associates gained through this feat regard the Peasant Warrior with awe and see him as a living legend. They will fight to protect him with absolute loyalty, unless he grossly violates their perceptions of him as hero to the common man.
King of the Clay: At 20th Level, the Peasant Warrior is the embodiment of the common man’s will and struggle. He stands for an ideal of brotherhood in which all are equal, free to become more than the lowly destiny appointed to them by Kings and Gods. Any Peasant, Serf, Slave or like underclass citizen who is within one alignment step of the Peasant Warrior automatically becomes friendly and helpful to the Peasant Warrior. They may even go so far as to break the law for him—Kings of the Clay have been known to bring down entire governments at the head
of a Peasant Revolt. This is something that will largely be up to the Peasant Warrior’s roleplaying ability and the DM’s discretion. The DM should not allow it to be utterly abused (“after taking the honor of fifteen bar-wenches I relieve myself off a second story window and declare myself the new Governor of Tobbletown”), and such infractions will revoke this and other diplomatic enhancements.
~~~
So there it is! R&R, please. Thanks in advance.