Ultimate Peasant

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Game Rule Information

Peasants have the following game statistics.

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

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

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

Class Table

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


Class Features

All of the following are class features of the peasant.

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

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

Crowd Mentality (Ex): Peasants feel safer and more confident in larger groups. A peasant gains +2 morale bonus on Will saves against fear spells and effects as long as he is in a group of at least 4 allies.

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

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

Back-Breaking Drudgery (Ex): Most peasants cannot afford horses and carts and must carry their belongings themselves. A peasant treats his Strength score as 2 points higher for the purpose of determining his carrying capacity.