Aqua Vitae
First Post
Below, I've detailed my version of the country commoner devised be Jim Davies (what he called "Yeoman" but what I've devised as separate class):
http://users.powernet.co.uk/aaargh/DandD/HouseRules.htm
I'm open to suggestions about the class, though not really interested in the "What's wrong with existing NPC classes?" argument. I'm more interested in the flavor such classes bring to the world, and the neatness of any abilities they might possess. Suggestions?
Yokel
Oft referred to as serfs or peasants, and more derogatorily as bumpkins, yokels are country commoners. Usually unsophisticated and uncultured, the yokel is often a paragon of rural backwardness. Sewn to the land, they plow the soil and bring in the harvest.
Game Rule Information
Yokels have the following game statistics.
Abilities: Given their daily grind, the most relevant ability scores for a yokel are Strength and Constitution. Having a decent Charisma is also useful, as yokel’s work together to bring in the crop and often must keep one another’s morale raised during periods of heavy labor.
Hit Die: D8.
Starting Gold: Not sure on this; obviously very little.
Class Skills
The yokel’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), 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 yokel.
Weapon and Armor Proficiency: The yokel is proficient in simple weapons, plus the flail, handaxe, heavy pick, light pick, and scythe. Yokels are proficient in the use of light armor but not shields.
Animal Empathy (Ex): A yokel can improve the attitude of an animal, especially a domesticated one. This ability functions just like a Diplomacy check to improve the attitude of a person. The yokel rolls 1d20 and adds his yokel level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the yokel and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
If the animal is domesticated, he uses double his yokel level and the attempt takes about half the time.
The yokel can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Favored Class: Levels in the yokel class do not count insofar as multiclassing experience penalties are concerned.
Favored Class: The yokel's class levels are not figured in when considering XP penalties for multiclassing.
Folk Lore (Ex): In the course of their labor and dealings with travelers through the fields they plow, yokels acquire a goodly number of legends, myths, and stories that in many cases they pass off as factual information. [Haven't developed this further; the basic idea here is to give them something like the Bardic Knowledge ability, but less sophisticated and more related to mere legend; fancy over fact.]
Illiteracy: Unless they already have, or subsequently gain, levels in another class which does not have Illiteracy as a class feature, yokels begin illiterate. A yokel may circumvent their illiteracy by spending 2 skill points, learning to read and write those languages he is able to speak.
Yokel’s Sweat: Due to the yokel’s daily grind and all of its physically exacting demands, the yokel adds his yokel class level to his Strength for purposes of encumbrance.
Hardbitten (Ex): The yokel’s life is mostly replete with physical labor; this engenders in them toughness not often characteristic of city folk. Yokels gain the bonus listed on the class table below as a natural AC bonus. This bonus is +1 at 1st level, +2 at 8th level, +3 at 14th level, and +4 at 20th level.
Track: The yokel gains this feat as a bonus feat at 2nd level.
Stubborn (Ex): Yokels are notoriously hard to influence and, gods forbid, change. This is reflected, in part, in various natural resistances the yokel is renowned to possess.
At 3rd level, the yokel gains a resistance bonus of +2 against all fear effects, charms, and illusions. This ability improves to +4 at 7th level, +6 at 11th level, +8 at 15th level, and +10 at 19th level.
Additionally, the yokel adds this resistance bonus to resist any Bluff or Diplomacy attempt.
Weapon Focus: At 3rd level the yokel gains Weapon Focus, but only with a weapon listed in the yokel’s weapon proficiencies above.
Endure Elements (Ex): At 4th level the yokel can endure heat and cold as per the endure elements spell.
Weather Eye (Ex): At 4th level the yokel can accurately predict the weather a day in advance by watching the clouds and the flight of birds, by sniffing the wind, and so forth. This ability improves by a day’s notice every 3 yokel levels. The yokel can also identify any non-natural weather conditions immediately with a DC 15 Spot or Listen check as appropriate.
Endurance: The yokel gains the Endurance feat at 5th level.
Good Eats (Ex): At 6th level the yokel can whip up a truly refreshing meal or drink by making a Profession (Cook) or Profession (Brewing) check. He invests certain herbs and other special ingredients in his meal or drink. His special meal confers 1 HP back to any character with less than his normal HP total. Furthermore, it adds to the benefits of any use of the Heal skill with that character.
To whip up his special meal or drink, the yokel takes twice as long cooking or brewing and must beat a DC of 15 + the amount of HP bonus he wishes to confer. At 6th level this is +1, but it increases to +2 at 9th level, +3 at 12th level, +4 at 15th level and +5 at 18th level. He doesn’t have to add the full bonus, though most yokels elect to do so while storming away in the kitchen or brewery.
Swift Tracker: As per the yeoman ability fast tracking (see the yeoman class). This ability is acquired at 6th level.
Low Light Vision (Ex): At 7th level the yokel develops low light vision due to his daily grind that more often than not laps gently into night. He can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. If the yokel already has low light vision, he can see three times as far as normal.
Resist Nature’s Lure (Ex): At 7th level the yokel gains an insight bonus of +4 against all of the spell-like abilities of fey creatures.
Resist Poison (Ex): At 10th level the yokel gains a +4 bonus on Fortitude saves against poison.
Yokel’s Stride (Ex): At 10th level the yokel can move through any natural area of heavy vegetative overgrowth, such as thorns or briars, at his normal movement rate.
Terrain Mastery (Ex): At 11th level the yokel gains mastery over a type of terrain in identical fashion as the yeoman courser prestige class.
Resist Disease (Ex): At 15th level the yokel gains a +4 bonus on Fortitude saves against disease.
Yokel’s Camouflage (Ex): At 12th level the yokel can Hide in any sort of natural surrounding, even those that do not grant cover or concealment, as per the yeoman ability, yeoman’s veil.
Energy Resistance (Ex): At 13th level, the yokel has acclimated himself to the elements to such a degree that he gains resistance of 5 against Cold, Electricity, and Fire. At 18th level, this resistance increases to 10.
Yokel’s Ears (Ex): At 16th level the yokel can hear twice as well as any member of his race. All penalties to Listen checks due to distance are, for the yokel, reduced by one half.
Soil and Spirit (Ex): [Not developed yet; something yokel-ish that distinguishes him at 20th level the way the monk's 20th level ability distinguishes him...suggestions?]
Base Attack Bonus: Cleric/rogue BAB.
Saves: Good Fortitude saves.
Level & Abilities
1st Animal Empathy, Favored Class, Folk Lore, Illiteracy, Yokel’s Sweat
2nd Hardbitten +1, Track
3rd Stubborn +2, Weapon Focus
4th Endure Elements, Weather Eye
5th Endurance
6th Good Eats +1, Swift Tracker
7th Low Light Vision, Resist Nature’s Lure, Stubborn +4
8th Hardbitten +2
9th Good Eats +2
10th Resist Poison, Yokel’s Stride
11th Stubborn +6, Terrain Mastery
12th Good Eats +3, Yokel’s Camouflage
13th Energy Resistance 5
14th Hardbitten +3
15th Good Eats +4, Resist Disease, Stubborn +8
16th Yokel’s Ears
17th Terrain Mastery
18th Energy Resistance 10, Good Eats +5
19th Stubborn +10
20th Hardbitten +4, Soil and Spirit
http://users.powernet.co.uk/aaargh/DandD/HouseRules.htm
I'm open to suggestions about the class, though not really interested in the "What's wrong with existing NPC classes?" argument. I'm more interested in the flavor such classes bring to the world, and the neatness of any abilities they might possess. Suggestions?
Yokel
Oft referred to as serfs or peasants, and more derogatorily as bumpkins, yokels are country commoners. Usually unsophisticated and uncultured, the yokel is often a paragon of rural backwardness. Sewn to the land, they plow the soil and bring in the harvest.
Game Rule Information
Yokels have the following game statistics.
Abilities: Given their daily grind, the most relevant ability scores for a yokel are Strength and Constitution. Having a decent Charisma is also useful, as yokel’s work together to bring in the crop and often must keep one another’s morale raised during periods of heavy labor.
Hit Die: D8.
Starting Gold: Not sure on this; obviously very little.
Class Skills
The yokel’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), 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 yokel.
Weapon and Armor Proficiency: The yokel is proficient in simple weapons, plus the flail, handaxe, heavy pick, light pick, and scythe. Yokels are proficient in the use of light armor but not shields.
Animal Empathy (Ex): A yokel can improve the attitude of an animal, especially a domesticated one. This ability functions just like a Diplomacy check to improve the attitude of a person. The yokel rolls 1d20 and adds his yokel level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the yokel and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
If the animal is domesticated, he uses double his yokel level and the attempt takes about half the time.
The yokel can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Favored Class: Levels in the yokel class do not count insofar as multiclassing experience penalties are concerned.
Favored Class: The yokel's class levels are not figured in when considering XP penalties for multiclassing.
Folk Lore (Ex): In the course of their labor and dealings with travelers through the fields they plow, yokels acquire a goodly number of legends, myths, and stories that in many cases they pass off as factual information. [Haven't developed this further; the basic idea here is to give them something like the Bardic Knowledge ability, but less sophisticated and more related to mere legend; fancy over fact.]
Illiteracy: Unless they already have, or subsequently gain, levels in another class which does not have Illiteracy as a class feature, yokels begin illiterate. A yokel may circumvent their illiteracy by spending 2 skill points, learning to read and write those languages he is able to speak.
Yokel’s Sweat: Due to the yokel’s daily grind and all of its physically exacting demands, the yokel adds his yokel class level to his Strength for purposes of encumbrance.
Hardbitten (Ex): The yokel’s life is mostly replete with physical labor; this engenders in them toughness not often characteristic of city folk. Yokels gain the bonus listed on the class table below as a natural AC bonus. This bonus is +1 at 1st level, +2 at 8th level, +3 at 14th level, and +4 at 20th level.
Track: The yokel gains this feat as a bonus feat at 2nd level.
Stubborn (Ex): Yokels are notoriously hard to influence and, gods forbid, change. This is reflected, in part, in various natural resistances the yokel is renowned to possess.
At 3rd level, the yokel gains a resistance bonus of +2 against all fear effects, charms, and illusions. This ability improves to +4 at 7th level, +6 at 11th level, +8 at 15th level, and +10 at 19th level.
Additionally, the yokel adds this resistance bonus to resist any Bluff or Diplomacy attempt.
Weapon Focus: At 3rd level the yokel gains Weapon Focus, but only with a weapon listed in the yokel’s weapon proficiencies above.
Endure Elements (Ex): At 4th level the yokel can endure heat and cold as per the endure elements spell.
Weather Eye (Ex): At 4th level the yokel can accurately predict the weather a day in advance by watching the clouds and the flight of birds, by sniffing the wind, and so forth. This ability improves by a day’s notice every 3 yokel levels. The yokel can also identify any non-natural weather conditions immediately with a DC 15 Spot or Listen check as appropriate.
Endurance: The yokel gains the Endurance feat at 5th level.
Good Eats (Ex): At 6th level the yokel can whip up a truly refreshing meal or drink by making a Profession (Cook) or Profession (Brewing) check. He invests certain herbs and other special ingredients in his meal or drink. His special meal confers 1 HP back to any character with less than his normal HP total. Furthermore, it adds to the benefits of any use of the Heal skill with that character.
To whip up his special meal or drink, the yokel takes twice as long cooking or brewing and must beat a DC of 15 + the amount of HP bonus he wishes to confer. At 6th level this is +1, but it increases to +2 at 9th level, +3 at 12th level, +4 at 15th level and +5 at 18th level. He doesn’t have to add the full bonus, though most yokels elect to do so while storming away in the kitchen or brewery.
Swift Tracker: As per the yeoman ability fast tracking (see the yeoman class). This ability is acquired at 6th level.
Low Light Vision (Ex): At 7th level the yokel develops low light vision due to his daily grind that more often than not laps gently into night. He can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. If the yokel already has low light vision, he can see three times as far as normal.
Resist Nature’s Lure (Ex): At 7th level the yokel gains an insight bonus of +4 against all of the spell-like abilities of fey creatures.
Resist Poison (Ex): At 10th level the yokel gains a +4 bonus on Fortitude saves against poison.
Yokel’s Stride (Ex): At 10th level the yokel can move through any natural area of heavy vegetative overgrowth, such as thorns or briars, at his normal movement rate.
Terrain Mastery (Ex): At 11th level the yokel gains mastery over a type of terrain in identical fashion as the yeoman courser prestige class.
Resist Disease (Ex): At 15th level the yokel gains a +4 bonus on Fortitude saves against disease.
Yokel’s Camouflage (Ex): At 12th level the yokel can Hide in any sort of natural surrounding, even those that do not grant cover or concealment, as per the yeoman ability, yeoman’s veil.
Energy Resistance (Ex): At 13th level, the yokel has acclimated himself to the elements to such a degree that he gains resistance of 5 against Cold, Electricity, and Fire. At 18th level, this resistance increases to 10.
Yokel’s Ears (Ex): At 16th level the yokel can hear twice as well as any member of his race. All penalties to Listen checks due to distance are, for the yokel, reduced by one half.
Soil and Spirit (Ex): [Not developed yet; something yokel-ish that distinguishes him at 20th level the way the monk's 20th level ability distinguishes him...suggestions?]
Base Attack Bonus: Cleric/rogue BAB.
Saves: Good Fortitude saves.
Level & Abilities
1st Animal Empathy, Favored Class, Folk Lore, Illiteracy, Yokel’s Sweat
2nd Hardbitten +1, Track
3rd Stubborn +2, Weapon Focus
4th Endure Elements, Weather Eye
5th Endurance
6th Good Eats +1, Swift Tracker
7th Low Light Vision, Resist Nature’s Lure, Stubborn +4
8th Hardbitten +2
9th Good Eats +2
10th Resist Poison, Yokel’s Stride
11th Stubborn +6, Terrain Mastery
12th Good Eats +3, Yokel’s Camouflage
13th Energy Resistance 5
14th Hardbitten +3
15th Good Eats +4, Resist Disease, Stubborn +8
16th Yokel’s Ears
17th Terrain Mastery
18th Energy Resistance 10, Good Eats +5
19th Stubborn +10
20th Hardbitten +4, Soil and Spirit
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