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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.

Blade-Bearer_Ian
2006-02-07, 08:14 PM
wow... d12 HD... Puts the standard commoner's d6 and the Fighter's d10 HD to shame...

jdrich
2006-02-07, 08:14 PM
While it's sort of neat, it is yet another example of things that are purely roleplay trying to be integrated into the mechanics of the game.

If your PC is a peasant warrior, exemplify this in his feat selection, skill allocation, and demeanor. He doesn't need a base class all to his own.

Peasant Hero, OTOH, is a really cool PrC.

Piedmon_Sama
2006-02-07, 08:18 PM
The problem with just using a Fighter and saying he's a serf-turned-soldier is that the Fighter represents a heavily customized warrior who was able to train in virtually all methods of combat. A fighter can duel with bastard swords one day, pick up a crossbow the next, and be perfectly suitable with both. This doesn't reflect the limited training a conscripted levy would have received. The Peasant Warrior is tough, yeah, but he's limited (essentially) to using light armor and the rudest of weapons (at least until higher levels.)

Blade-Bearer_Ian
2006-02-07, 08:21 PM
The problem with just using a Fighter and saying he's a serf-turned-soldier is that the Fighter represents a heavily customized warrior who was able to train in virtually all methods of combat. A fighter can duel with bastard swords one day, pick up a crossbow the next, and be perfectly suitable with both. This doesn't reflect the limited training a conscripted levy would have received. The Peasant Warrior is tough, yeah, but he's limited (essentially) to using light armor and the rudest of weapons (at least until higher levels.)
Sorry, I just can't picture the average joe who has to fight being as tough as Bubba T. Flubba of the Iron Guard...

Piedmon_Sama
2006-02-07, 08:26 PM
As I expressed in the description, the Peasant Warrior is not intended to reflect a common type of person. Go into any given town in a typical D&D-world, and you will generally find a smattering of Rogues and Fighters, with perhaps a few Clerics hanging out at the local temple. The Peasant Warrior, on the other hand, is meant to represent a singular sort of individual who arises from the common clay by sheer ability: basically there might only be one in any given province, or perhaps just one in an entire country. That's not to say there's only one Peasant Warrior out there, just that they're a lot more rare (unless perhaps the campaign setting makes heavy use of conscripted soldiers, in which case multiple singular individuals might arise.)

Much like the Barbarian, the Peasant is already a veteran of combat by the time he's 1st level. He's stood at the most dangerous ground of a battlefield, the front line, and whether it was by atypical ability, an unusual sixth sense for danger, divine guidance or sheer luck, he survived to become something more than what he was born to be.

jdrich
2006-02-07, 08:27 PM
Yeah, that's what the Warrior NPC class is for.

Piedmon_Sama
2006-02-07, 08:30 PM
The NPC Warrior represents a "singular individual of great ability?" News to me, I'll have to be more careful next time I'm up against the Municipal Guard of Bilgebottle

jdrich
2006-02-07, 08:35 PM
When the Municipal Guard of Bilgebottle is a level 15 warrior, you should be.

The idea is that PCs are the 'peasant warriors.'

It is rare that someone is 'special' enough to take PC class levels. Your Peasant Warrior might just be a fighter with a bent for a different sort of ability who has taken levels in the Peasant Hero PrC (which basically does the same thing you have outlined here, better).

Piedmon_Sama
2006-02-07, 08:40 PM
Up until now I've never heard of the Peasant Hero prestige class, what book is it in?

Also, even at high levels, NPC Warriors represent someone who has nothing but their bog-standard training to guide them. The Peasant Warrior has bog-standard training AND a bizarre, almost divinely-guided ability to stay alive.

You could just take a Fighter and say he's a particularly talented peasant conscript, but that'd hardly explain where all his proficiencies come from. I'd say this concept deserves to be a base class as much as, say, Bard or Barbarian.

jdrich
2006-02-07, 09:45 PM
A person who exists as possibly one in a single kindgom deserves as much attention as the bard who inhabits every inn and throne room and the barbarians that have nomadic kingdoms all across the north/south/west/eastern borders?

Piedmon_Sama
2006-02-07, 10:03 PM
Sure. If the concept is unique enough, there's no reason why you can't make a base class to represent the path of a singular individual.

Really, I'm quite confident I want this class to exist. My question was about constructive criticism, not validating it alltogether which I've had to do for the last page. I'm sure that as it is right now, it's unbalanced and ugly to look at, but this is just the first draft. Hopefully with some input from people who are better number-crunchers than I, I can make it a viable if uncommon class.

Umbral_Arcanist
2006-02-07, 11:13 PM
Interesting idea, could use a little work IMO

Just a note try using bold or soemthing to set class abiltiies apart more when you list them, also i noticed you listed ambidexterity as a bonus feat which does not exist anymore in 3.5, so you may want to do something about that.

otherwise good effort, keep it up.

PhoeKun
2006-02-07, 11:45 PM
Hmm... Its an interesting class. But you're initial hypothesis is correct, its overpowered. Don't worry, it happens, especially when you're just starting out in the creation process. Heck, I just finished developing 40 new spells for a campaign I'm running, and I had to spend more than half the time convincing my friend/assistant that effects rivaling Meteor Swarm don't belong at 5th level. So really, its a good first draft. My apologies for the length of this, but I'm going to critique the whole thing.

OK, problems. First, as has been pointed out, the d12 is a bit much. Fighters get a d10, Commoners get a d4. When you combine the two classes, it shouldn't result in a higher hit die. Actually, you might want to scale it down to a d8 to make up for some of the powerful class skills.

Then, there's some of the flavor. Its a cool restriction to the class that the Peasant Warrior is a serf, but if you encourage the DM to do away with it out of fear of player clashes, you might as well not have it at all. Its no worse than the Paladin's Oath in that respect, so I'd keep it and make it a class feature.

BAB/saves: Good choice copying the Fighter, since that's essentially what you are. There is a potential problem with the Ref save, but I'll get to that later.

Uncanny Dodge doesn't work here. Barbarians have it since they are practically feral, and Rogues because they spend so much time focused on flanking. Why would the Peasant Soldier have it? Consider replacing it with Toughness or maybe Lightning Reflexes as a bonus feat.

Trapsense? That just doesn't make sense.

The bonus feat list and progression works pretty well. Not as robust as a Fighter, and slower, but still worthwhile. Keep it.

Stubborn Survivor is interesting (I really like your names, by the way), but strikes me as inconsistant with the rules set. I just can't figure out how Dexterity could possibly help you make Will saves. While its more powerful, the Paladin's Divine Grace ability makes more sense here. Change the flavor behind it and you've got yourself a class feature.

Improved Trip: Be careful once you've introduced bonus feats. This may be pushing the bonuses back to Fighter levels, which is unbalanced with all those abilities.

Anti-Cavalry: This would make more sense as a damage bonus when you set a reach weapon against a mounted charge. That's how I remember peasant troops devestating cavalry anyway (when it happened, at least).

Evasion is right out. The problem is your base Reflex save. Check the existing classes with Evasion. ALL of them have the good Ref bonus. Evasion is your preternatural ability to dodge things with your amazing reaction time, so it just doesn't work unless your good at getting out of the way in the first place. If you want to keep it, switch the Fort and Ref bonuses. That works better with the Light armor anyway.

Leader of Men is cool. I like it as is.

The access to Weapon Specialization is fine, too.

So is Legend of the People. A Fighter-type class that encourages non-combat abilities? Awesome.

The People's Will strikes me as both too powerful and useless. I know, !? At this point, the character shouldn't be getting oodles more damage bonuses, even though this situation will probably never happen (Surrounded on 3 sides?) Tone down the bonus, and let it be dependant on having a peasant-type within 10 feet of you (much more likely).

Hero of the People: Leadership is too powerful to just hand somebody, under any circumstances. Especially with all the other abilities as they stand. A free standing army that turns you into a combat god? That is so broken it isn't funny.

King of the Clay: Any ability that attaches a warning to the DM is too powerful. This would work better if the peasants maintained their usual sense of self-preservation. No matter how great a home-grown hero you may be, you shouldn't be able to inspire more fanaticism than the Bard or the Paladin. If all peasant NPCs switch their attitudes to auto-Helpful, a character could use it to obtain free items, lodging and information (and pretty much anything else a peasant is capable of handing over), and certainly a legion of conscripts would lay down their arms and refuse to attack you, but the guy whose spent his life as a slave up to this point isn't going to be allowed to live long enough to gain Instant Revolt. Or even long enough to organize a revolt the regular way.

Those are some initial suggestions that come to mind. I'll be curious to see the next draft.

Rei_Jin
2006-02-08, 12:37 AM
The Peasant Hero

Alignment: Any, but leaning towards Lawful and Good
Hit Die: d8
Skil points 2 + int mod



Level BAB Fort Refl Will Class Abilities

1 1 2 0 0 Endurance, Bonus Feat
2 2 3 0 0 Uncanny Dodge
3 3 3 1 1 Stubborn Survivor
4 4 4 1 1 Improved Toughness
5 5 4 1 1 Anti Cavalry
6 6 5 2 2 Leader of Men +1
7 7 5 2 2 Bonus Feat, Mettle
8 8 6 2 2 Improved Uncanny Dodge
9 9 6 3 3 Improved Trip
10 10 7 3 3 Weapon Specialisation
11 11 7 3 3 Stubborn Survivor
12 12 8 4 4 Leader of Men +2
13 13 8 4 4 Bonus Feat
14 14 9 4 4 Improved Toughness
15 15 9 5 5 Die Hard
16 16 10 5 5 Negotiator
17 17 10 5 5 Slippery Mind
18 18 11 6 6 Leader of Men +3
19 19 11 6 6 Bonus Feat
20 20 12 6 6 King of the Clay


Rebuilt, this is what I came up with. Let me know what you think.

I like the flavor you've giving it, but for balance issues I'd be forced to do several things.

1. Nerf the Leadership at level 15. If he's a serf, he won't be allowed to have followers, his ruler would put that down as an uprising against him and kill the Peasant hero. Doesn't matter if he's been freed, he's still in debt to the Lord.

2. Nerf Evasion. Instead, give him Mettle at level 7. He can't dodge spells so good, but his will is strong and so is his body. Give him Slippery Mind at level 17.

3. Instead of running all his saves off of one stat with stubborn survivor, why not give him that ability twice (once at level 3 and once at level 11) and give him the benefit of either Iron Will, Lightning Reflexes, or Great Fortitude.

4. Get rid of the peoples will, and rework leader of men, so that it gives him a morale bonus to attack, damage,saves, and skill checks but it starts at level 6at +1, then 12at +2, and 18 at +3. It also grants the same to peons and serfs within 30 ft. Make it extraordinary, peons have little to no defense against magic. Basically, its similar to a bardic music ability, but it always functions, and only functions for peons.

5. Instead of d12 hitdice, give him improved toughness at level 4 with a d8 hit dice. Improved toughness adds +1HP per HD. Give him the same again at level 14. Thus, he starts out as a peon, but gets stronger and stronger as he levels.

6. Uncanny dodge and Improved uncanny dodge, yes. Trap sense no. He's a peon, he's never even seen a trap before. He's good at dodging in combat, he defends his people, not goes exploring dungeons.

7. Change the bonus feats to every 6 levels, with a bonus feat at level 1, then 7,13,19. He's not a fighter, and he gets some cool abilities that balance it.

8. For king of the clay, you have to give it another drawback. If the peons break the law for him, he is responsible if they are punished. Thus, he loses all special abilities of this class until he atones. They are peons, they aren't going to up and start killing people just because their peon hero says to. If he gets people to do stuff, and they are punished, the peons aren't going to see him as a hero, more someone trying to get them in trouble. He'd retain his feats, BAB, Skills and Saves, but lose EVERYTHING ELSE.

9. Once he takes a level in any class or PrC other than this one, he cannot go back to it. No exceptions. If he's a hero of the peons, they won't appreciate him betraying them for more power. They will still accept him, but he can never become any stronger in their eyes.

10. To make up for these mods, and to balance it a little better, he's now got some bonus listed feats. He gets die hard (from his endurance and improved toughness) power critical, and negotiator (to talk to people a little better, he isn't going to be a diplomat by any stretch)

Like this, it gets put back where it belongs. He is a peasant, and yes, he can rise above his station, but he has to always look after his fellow peons. He retains some aspects of his former life (Illiteracy, lower Hit Dice) but they are offset by some of his abilities.

Piedmon_Sama
2006-02-08, 12:45 AM
Excuse my n00bishness, what do Mettle and Slippery Mind do?

PhoeKun
2006-02-08, 12:48 AM
Mettle: Pretty much Evasion, but for Fort and Will saves. See the Complete Warrior's Hexblade.

Slippery Mind: As the Rogue ability. One additional Will save if you fail against a mind-affecting ability.

Me, I'm concerned about having a special ability at every level, but I think Rei Jin's build works pretty well regardless.

Rei_Jin
2006-02-08, 12:50 AM
Sorry, I've been playing with it, check it again pls. It should be a little better now.

Piedmon_Sama
2006-02-08, 12:59 AM
Excellent suggestions, PhoeKun and Rei Jin. And thanks for the encouragement, too. I really like Rei Jin's build, I'm definitely taking the ideas to heart.

-The D8 Hitdie and Improved Toughness are excellent suggestions. I want the Peasant to be scrappy and hard to kill, but in a way he's also very vulnerable---if he doesn't dodge that fireball, it could REALLY kill him.

-Mettle & Slippery Mind sound like exactly what I was thinking of. Those are definitely in.

More n00bish questions.... what do "Die Hard" and "Negotiator" do? (Well, I can guess just off the names, but rule-wise...)

-You're right about Trapsense, there's no reason for it to be there. (I guess I was just copying off the Barbarian abilities and got overexcited.)

PhoeKun
2006-02-08, 01:00 AM
That looks workable to me. The specific bonus feats and limitations to multiclassing balance out things much better.

Just one question: is your version of Leader of Men dependant on having serfs nearby, or does the character get it regardless?

EDIT:

Die Hard: You automatically stabilize when dropped between -1 and -9 hp, and you can take a standard or move action (but not both) each round until you get back above 0.

Negotiator: +2 to Diplomacy and Sense Motive checks.

Piedmon_Sama
2006-02-08, 01:08 AM
I see. I was strongly considering giving him the Remain Conscious feat (you'll notice it's on his list of bonus feats), so Die Hard works pretty well.

On the other hand, he should probably only get the Negotiator bonus with fellow peasants and underclass citizens. No matter how far he goes, he's still just a serf to even the lowest of freemen.

EDIT: And I meant to say earlier, I really like the idea that the Peasant Warrior has to stick to his class to grow as a hero in the eyes of his Peasant Brothers. I'm definitely putting in the cross-classing limitation.

Rei_Jin
2006-02-08, 01:29 AM
I should have put that in, my bad.

He can use leader of men only when he has at least 1 peon or serf with him. They needn't fight, but they must be within 30ft of him. Makes him their defender, or leader, type of thing.

And the negotiator feat should work with everyone. A hero of peasants does get a decent amount of respect from most people, and diplomacy isn't a class skill for him anyway. The sense motive bonus will help too, he might actually pick up when he's being lied to.

paigeoliver
2006-02-08, 01:51 AM
The thing about creating a peasant warrior class is that once he gains a few levels he just ISN'T a Peasant Warrior anymore.

The NPC Warrior class and the fighter class already cover this area perfectly. Sure they might have abilities that don't fit with the concept, but so does your base class (IMPROVED EVASION???, D12 hit dice???).

Fighters have proficiency with all martial weapons, all shields, and light-heavy armor. That does not actually mean that said fighter has actually trained with all those different weapons. It just means he is good enough, and practiced enough that he can pick up those other unfamiliar weapons and figure them out quickly.

Also, you can make a character illiterate without making it a class feature. I have one like that.

Instead of the Peasant Warrior base class I would instead suggest you make a Peasant Hero prestige class, aimed at what you were doing with the higher levels of the class.

PhoeKun
2006-02-08, 02:00 AM
I should have put that in, my bad.

He can use leader of men only when he has at least 1 peon or serf with him. They needn't fight, but they must be within 30ft of him. Makes him their defender, or leader, type of thing.

And the negotiator feat should work with everyone. A hero of peasants does get a decent amount of respect from most people, and diplomacy isn't a class skill for him anyway. The sense motive bonus will help too, he might actually pick up when he's being lied to.

Ah. That works well. I agree about the Negotiator thing. Quite an interesting class. It went from broken to playable in one night. Let us see the final product, Piedmon; I'm interested to see where you go with the advice you've got.

Dragonmuncher
2006-02-08, 02:25 AM
Leader of Men should be extraordinary.

Rei_Jin
2006-02-08, 02:49 AM
I already did that, it is extraordinary.

Tomada
2006-02-08, 02:59 AM
Nice work you got here.

Just assemble everything and you got yourself a nice little base class.

BUT, maybe you should give gim a d6 maybe? I still think he has too much abilities.

good skill points. nice abilities, and good hit points? too much!
he already gets improved tougness more than once!

Rei_Jin
2006-02-08, 03:02 AM
Maybe, but he does get some strong restrictions. The other thing that I would do as DM when allowing this class would be to give him slightly less stats than the average character, to show that he is indeed a peon.

And the reason for the improved toughness is the lack of heavy armor. He's either got to get more HP or a better AC. We went with the extra HP as he is a peon, he can't afford heavy armor.

Piedmon_Sama
2006-02-08, 03:24 AM
OK, here's Peasant Warrior v. 2.0 I took in a lot of Rei Jin's ideas (especially where he had concensus with PhoeKun), but I did alter some of the progressions because I feel some abilities are more important to the concept than others (and more useful in general.... namely, the Anti-Cavalry ability should be secondary to the Improved Trip, since the latter will probably have more use in an average campaign.)

~~~~

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.

The Peasant Warrior

Base Attack Bonus: 4/4 (as Fighter)
Fortitude: Primary
Reflex: Primary
Will: Secondary

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: D8

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,etc.)

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. While the DM should be weary of abuse and ultimately work for a smooth campaign, this is simply part of the Peasant's lot and, if the player wishes to be a Peasant Warrior, should be tolerated to an extent.

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.

Bonus Feat: Starting at 1st level, and at several levels after, 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, 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.

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. At 8th level, the Peasant can no longer be flanked. This 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.)

Stubborn Survivor: At 4th level, the Peasant Warrior has proven he has the toughness to stare right into the jaws of death. He gains one of the following feats for free: Lightning Reflexes, Iron Will, or Great Fortitude. He gains the ability again at level 11, this time selecting from one of the feats he didn't pick the first time. Once the Peasant Warrior selects one of these feats for his Stubborn Survivor ability, he cannot take them independantly.

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.

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 +1 morale bonus to attack and damage rolls within thirty feet of the Peasant Warrior. This ability improves to +2 at 12th level and +3 at 18th level. This is an extraordinary ability.

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 9th 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 +4 at 18th level.

Weapon Specialization: As a fighter-variant, the Peasant Warrior has access to the Weapon Specialization feat, beginning at 10th 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 feat. 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.

Die Hard: For free, the Peasant Warrior gains the Die Hard feat at 15th level. He automatically stabilizes to 0 hit points upon being knocked down in the -1 to -9 HP range. Upon recovery, he may take a standard or move action (but not both) every round until he is down to 0 again.

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 16th Level, the Peasant gains a +2 circumstance bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Gather Information rolls when dealing with other Peasants, Serfs, Commoners or members of the underclass. His reputation helps a little in encounters with those of other classes, giving him +2 to Diplomacy and Sense Motive checks in general (he does not get +4 when dealing with peasants, the bonuses are independent.)

Slippery Mind: The Peasant Warrior gains the Slippery Mind feat for free at 17th level. He may reroll a failed will save against magical effects that would control or compel him, one round after the failed roll. This is the only extra chance he recieves to resist the spell.

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 shifts one step upwards on the NPC reaction table when dealing with the Peasant Warrior. (i.e, Indifferent becomes Friendly, Friendly becomes Helpful.) Note that while they will willingly aid the PC in most cases, most NPCs would not be willing to break the law or risk themselves for him (at least, not without some major persuasion employed first.) While they admire and respect the Peasant Warrior, the NPCs retain their common sense and self-preservation instinct. Additionally, if he attempts to abuse this ability, the Peasant Warrior can end up bumping the NPCs into unfriendly or even hostile attitudes. The trust of the people is a serious responsibility

Ex-Peasant Warriors: If a Peasant Warrior takes a level in any other base or prestige class, he may no longer take levels in Peasant Warrior. He has, in the eyes of his brother serfs, turned his back on his roots and become one of the outsiders. He can grow no further as a hero in their eyes. The Peasant Warrior retains all class abilities he had previously.

Rei_Jin
2006-02-08, 04:06 AM
Ok then, but at what levels does he get his bonus feats? It only says at every several levels, not a specific number...

Piedmon_Sama
2006-02-08, 04:30 AM
Woops, forgot to mention that. After first level he gets bonus feats at levels six, thirteen and nineteen.