• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

My Yeoman...concerned about balance

Aqua Vitae

First Post
In my camaign, I've utterly discarded the original classes and devised a class system of my own of an Arthurian/"Legends of Excalibur" flavor (for example, my Knight replaces the Fighter and Paladin and my Priest and Magus replace the Cleric and Sorcerer/Wizard, respectively), all of which use a Talent system w/some classes having Bonus Feats. Below is my Yeoman class. Obviously, it must be balanced against my other classes (that for various reasons I don't want to reproduce in full) but I'd appreciate any feedback concerning perceptions of balance vis-a-vis the original 3.5 classes. I've removed most flavor text due to relevance.

Yeoman
Yeomen are fighters of diverse training tied to the land either by choice or by honor to and appointment by a knight or noble liege lord. Many yeomen earn their livelihood as independent land freeholders or overseers, trained scouts and sentries, hunters, foresters, and wardens of forests and tracts of land.

Game Rule Information
Yeomen have the following game statistics.
Abilities: Strength and Constitution afford the yeoman greater combat prowess, while Dexterity improves his defensive capabilities against enemies and his stealth capabilities. The yeoman’s primary function also sometimes call for guile and diplomacy, and in that Charisma is an essential attribute.
Honor: Any.
Piety: Any.
Hit Die: D8.
Starting Gold: 5d4 x 10 (125 gp average).

Class Skills
The yeoman’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the yeoman.
Weapon and Armor Proficiency: The yeoman is proficient the all simple and martial weapons. He has proficiency in all light and medium armors and the buckler shield.
Ambience of Yeomanry (Ex): The yeoman adds his Honor bonus (if any) to all Survival checks, Diplomacy checks made with commoners, sylvan creatures, or animals (if he has wild empathy, see below), and to all level checks and Will saves to resist fear effects, magical and nonmagical.
Bonus Feat: The yeoman gains a bonus feat at 1st level, 2nd level, 4th level, and every four levels thereafter (at 8th level, 12th level, 16th level, etc.). All prerequisites of a feat must be met before it can be taken. The yeoman must choose his bonus feats from among the following list: Alertness, Animal Affinity, Athletic, Combat Reflexes, Diehard, Dodge, Endurance, Far Shot, Great Fortitude, Improved Critical, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Two-Weapon Fighting, Improved Unarmed Strike, Improved Weapon Focus, Improved Weapon Specialization, Leadership, Light Sleeper, Lightning Reflexes, Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Rapid Reload, Rapid Shot, Run, Self-Sufficient, Shot on the Run, Stealthy, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization.
Yeoman’s Talent: At 1st level and every odd level (at 3rd level, 5th level, 7th level, 9th level, and so on) the yeoman gains a unique ability, chosen from the list below.
Battle Foray (Ex): Once per day the yeoman may enter battle more invigorated. The yeoman gains a +2 morale bonus to damage rolls and Will saves. The effect lasts for 3 rounds + the yeoman’s Constitution bonus (if any). He can choose this ability multiple times, gaining additional uses per day. A yeoman choosing this talent, however, can only choose it in increments of four levels after his initial choice, i.e. if the yeoman chooses battle foray at 1st level, he can use a talent to choose it again only at 5th level, and thereafter at 9th level, 13th level and 17th level.
Favored Enemy (Ex): As detailed for the ranger. The yeoman may choose this ability multiple times, but only in level increments of four after his initial choice, i.e. a yeoman choosing this talent at 1st level could not choose it again until 5th level, and thereafter at 9th level, 13th level, and 17th level. The initial bonus is +2 against the first selected enemy. Thereafter, with each choice, the original bonus (or bonuses) increases by +2 for each choice.
Improved Uncanny Dodge (Ex): As detailed for the barbarian. Prerequisite: Yeoman 7th level.
Resist Disease (Ex): The yeoman gains a +4 bonus to Fortitude saves against diseases.
Resist Poison (Ex): The yeoman gains a +4 bonus to Fortitude saves against poisons.
Swift Tracker (Ex): The yeoman does not suffer a -5 penalty on Survival checks for tracking while moving at his normal speed. Prerequisite: Track feat.
Uncanny Dodge (Ex): As detailed for the barbarian. Prerequisite: Yeoman 3rd level.
Wild Empathy (Ex): As per the yokel ability.
Yeoman’s Smite (Ex): Once per day the yeoman can make a smite attack, adding his Charisma bonus (if any) to his attack roll and his class level to his damage roll. He can choose this ability multiple times; increasing the number of times per day he can use it. However, if a yeoman chooses this ability he may only choose it later on in increments of four, i.e. a yeoman choosing smite at 1st level cannot choose that talent again until 5th level, and thereafter at 9th level, 13th level, 17th level, and so on.
Yeoman’s Stride (Ex): The yeoman may move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. This ability does not let the yeoman move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
Yeoman’s Step (Ex): The yeoman cannot be tracked in natural surroundings.
Yeoman’s Veil (Ex): The yeoman can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Prerequisite: Yeoman 5th level.
Yeoman’s Mantle (Ex): While in any sort of natural terrain, the yeoman can use his Hide skill even while being observed. Prerequisite: Yeoman 9th level.
Yeoman’s Passage (Ex): The yeoman can produce an effect equivalent to the find the path spell once per day. He can choose this ability multiple times, allowing him to use this ability once more each day, up to a maximum of three times per day. Prerequisite: 7th level.

Base Attack Bonus: +1/level
Saves: Good Fortitude & Reflex, Poor Will

Level & Talents/Feats
1st Bonus Feat, Yeoman's Talent
2nd Bonus Feat
3rd Yeoman's Talent
4th Bonus Feat
5th Yeoman's Talent
6th
7th Yeoman's Talent
8th Bonus Feat
9th Yeoman's Talent
10th
11th Yeoman's Talent
12th Bonus Feat
13th Yeoman's Talent
14th
15th Yeoman's Talent
16th Bonus Feat
17th Yeoman's Talent
18th
19th Yeoman's Talent
20th Bonus Feat
 
Last edited:

log in or register to remove this ad

ummm... since you reference them in your abilities, it might be nice to know what honor and piety stats are. Also, could you format this, or at least double-space the special abilities.

Other than that... the Smite ability might be a bit strong in combination with the poor man's rage. You say he needs charisma, but other than smite and a mention of diplomacy rolls, I don't see any actual evidence of this. It's also a bit strong if you multi-class into it for... oh, five levels. Also, especially in that you've given him a lot of skills but not many skill points, you may need to add a section about how much intelligence he's going to need. So, he needs STR or DEX for fighting, Con for all of nature's poisons and some of his abilities, and maybe CHAR, and maybe INT. He is suffering from Multiple Ability Dependency.
 

Kisanji Arael said:
ummm... since you reference them in your abilities, it might be nice to know what honor and piety stats are. Also, could you format this, or at least double-space the special abilities.

I've essentially replaced the standard alignment system with one based on a honor (a measure of loyalty, integrity, and courage) score and a piety score (a measure of faithfulness and willingness to perform religious duties); both operate on a 1-100 scale, with an associated penalty (for low honor or piety) to certain circumstances (such as Diplomacy or when dealing with followers of the Holy Church) and bonuses under others. The 41-60 range is a null range, with no penalties or bonuses.

Other than that... the Smite ability might be a bit strong in combination with the poor man's rage. You say he needs charisma, but other than smite and a mention of diplomacy rolls, I don't see any actual evidence of this. It's also a bit strong if you multi-class into it for... oh, five levels. Also, especially in that you've given him a lot of skills but not many skill points, you may need to add a section about how much intelligence he's going to need. So, he needs STR or DEX for fighting, Con for all of nature's poisons and some of his abilities, and maybe CHAR, and maybe INT. He is suffering from Multiple Ability Dependency.

"poor man's rage"?

I suppose I could extend the range of levels over which he must wait to take the smite ability a second (or third, fourth, etc.) time. Looking back at the basic paladin, it appears that he could use it 1/day at 1st level, 2/day at 5th level, 3/day at 10th, etc. which is not far off base from what I'm allowing for my yeoman above.

One design principle I've adopted is based on a tendency of my players to keep multiclassing with base classes to a minimum and vie for a prestige class. Levels 1-5 do indeed each see a talent or feat granted to the yeoman, but if I recall this doesn't vary much from, say, the standard paladin or ranger (I'd have to go back and look).

Thanks for your input.
 

Aqua Vitae said:
Yeoman’s Talent: At 3rd level and every four levels thereafter (7th level, 11th level, 15th level, and 19th level) the yeoman gains a unique ability, chosen from the list below.

Except that your table shows the character getting a Talent at every odd level.

But I like the idea of getting a talent at odd levels and a fighter feat at even levels. New abilities are cool and fun.

I'd also restrict the talents such that they don't work if the character is wearing heavy armour.

I might well [del]steal[/del] adapt this.
 

Quartz said:
Except that your table shows the character getting a Talent at every odd level.

Thanks. I just edited it above (and also in my own files; revision is ongoing).

But I like the idea of getting a talent at odd levels and a fighter feat at even levels. New abilities are cool and fun.

I'd also restrict the talents such that they don't work if the character is wearing heavy armour.

Yes, part of my design philosophy was to make every base class in my campaign more customizable than the standard D&D classes while keeping them culturally specific (i.e. to my Arthurian/medieval setting). Hence, I use Knights, Knaves and Priests in lieu of Fighters/Paladins, Clerics, and Rogues. Many of the talents are "social" in nature, at least for Nobles and Priests; however, I've tried to leave open enough room for players who want more abilities that relate less to social circumstances and more to combat.

I was impressed by the Yeoman in Legends of Excalibur, but I didn't like the idea of having every Yeoman a master archer. Some fictional sources, such as La Morte de Arthur, explicitely reference the Yeoman but more so as a social ranking. Hence, we have a warrior stating that "King Arthur made me a Yeoman". I don't presume that in so doing he became an archer; with optional Talents/Feats, such a character could go in any direction.

All of my other classes incoporate the Talent (or Talent/Feat) system. In a few cases, what I perceived to be crucial class abilities (a Noble's "Noble Quest" ability, borrowed directly from Legends of Excalibur, for example) were presumed, alongside bonus Talents. The Knight gets the most option, combat-wise, with respect to such Talents/Feats; almost all (save for Courtly Love) of his Talents relate to combat, as do his bonus Feats.

I'm glad you like my Yeoman, Quartz!

Your idea of restricting (at least some of the) talents to use with light or medium (or even no) armor is a good one; I'll definitely toy around with it and see what I come up with.
 

It's clear that you've spent a fair amount of effort trying to balance this class, and I think that you have succeeded - at least enough to use it in your campaign.
The main issue that I have with it is that you have taken all of the keystone warrior abilities and made them available to this one class... Rage, Smite, Favoured Enemy. Keeping in mind that your bonus feats include many of the most popular fighter feats, AND then the capacity to get the main abilities of a Ranger or Paladin (Just slightly faster than they do)... even with the decent spacing of the abilities, I'd suggest limiting either the feats or abilites just a smidge more than you have.

My suggestion; lose the first two bonus feats, and insert a cool - but not powerful - ability in for Lv.2. Perhaps one of the bonus feats, like Track or Alertness (not Weapon Focus, or 2 Weapon Fighting).
Hrmmm... it loses some of the 'oomph' that way, but I dunno what to tell ya - it starts off like a fighter who can also do rage, smiting, or favour an enemy.
 

Some of these abilities don't seem balanced with each other - compare Resist Disease with Uncanny Dodge. I can't see a lot of players ever choosing the former, especially as your Yeoman has a high base fort save anyway.

Also, most players would choose another new ability rather than just gain one more use of an existing ability - you may want to make additional picks give more than one extra daily use.

The class is definitely more useful as an adventurer than a fighter or a ranger. In a campaign which also used the base classes I'd fix the first couple of bonus feats to less attractive ones, and increase the number of yeoman levels needed to qualify for the weapon spec feats. I assume you're currently saying that they can qualify for weapon specialisation with 4 levels of Yeoman, I might make that 6 levels. Also rather than give them all martial weapon proficiencies I might give them one martial weapon of their choice. Weren't yeomen part-time soldiers?
 

PS This class also has plenty of flavour without forcing players down one path or being overly specific to one campaign world (Ambience of Yeomanry aside). I'll steal it for my next D&D game.
 

Too front-loaded, and a bit too strong compared to core Fighters. Maybe, possibly fine compared to core Barbarians and Rangers, but I dunno, it doesn't have their limitations nor their straight-jacketing of abilities/role.

At the very least, move or remove the Yeoman's 1st-level bonus feat. Either move it to 6th-level or 10th-level, or just ditch it. They already get 2 strong saves, a feat-equivalent-or-better Talent, very decent proficiencies, and some kind of broad skill bonus at 1st-level. That's more than enough, without adding a bonus feat on top of it. It's like kicking sand in the face of 3.0 rangers and paladins in their front-loadedness, especially since 3.5 lessened that.
 

I think it seems fairly balanced. While it gives a character a lot of abilities, it's countered by overwhelming MAD. In addition to the Str, Con, Dex, and Cha scores you noted in the description, it has some use for Int (a massive skill list and only 4 skill points?) and Wis (if they're pursuing the tracking route.)

A few other small notes:
- Improved Uncanny Dodge doesn't require Uncanny Dodge; was that on purpose?
- Really, only 4 skill points per level? I'd suggest either bumping up to 6 or paring down the skill list.
- Why is Leadership on the feat list? It seems an odd choice compared to the rest of the list.
 

Into the Woods

Remove ads

Top