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
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
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