Farmhand (3.5e NPC Class)

Farmhand
Abilities: Farmhands benefit from a strong Strength to push wheelbarrows and other manual labor, and Constitution to endure with all the hard work. Wisdom is also good for a green thumb and skills. Most choose to dump Intelligence and Charisma, you're a dirt covered farmer. You don't need those.

Races: Any. All races need agriculture, unless they are nomads.

Alignment: Any, but most are true neutral.

Starting Age: As rogue.

Class Features
All of the following are class features of the Farmhand.

Weapon and Armor Proficiency: Farmhands are proficient with all simple weapons, plus the throwing axe, light hammer, handaxe, sap, flail, scythe, kama, and nunchaku. Farmhands are not proficient in any armor or shields.

As long as they are caked in a layer of dirt, as they often are, they gain a +2 armor bonus which scales as they level, up to +7 armor bonus at 20th level.

 : Farmhands can pull off wondrous acts of farming which seem like magic, but aren't. They effectively gain a series of extraordinary spell-like abilities that do not provoke attacks of opportunity. All abilities are able to be used 1/day. At 1st level they gain purify food and drink. At 3rd levely they gain goodberry. At 5th level they gain animal messenger. At 7th level they gain speak with animals. At 9th level they gain repel vermin. At 11th level they gain commune with nature. At 13th level they gain wall of thorns. At 15th level they gain ironwood. At 17th level they gain stone tell. At 19th level they gain animate planes.

For that reason they possess an ability similar to bardic knowledge, but instead it is based on their wisdom modifier. A farmhand may make a special I Reckon check with a bonus equal to his farmhand level + his Wisdom modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. If the farmhand has 5 or more ranks in Knowledge (local), he gains a +2 bonus on this check.

A successful I Reckon check will not reveal the powers of a magic item but may give a hint as to its general function. A farmhand may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

In addition, the farmer uses Wis instead of Int for skills.

 (Ex): A farmhand can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The farmhand rolls 1d20 and adds his farmer level and his Charisma modifier 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 farmhand and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A farmhand 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.



 (Ex): Farming is the farmhand's life. Even if he's out followin' those no good adventurerin' types, he still remembers his roots. At 2nd level and beyond he adds half his farmhand level (rounded down) as a bonus to his Profession (Farming) checks.

 (Ex): A 4th level farmhand gains an animal companion as a ranger of his farmhand level. Typically the animal companion is a horse, dog, or other beast of burden so it can be used in the fields. Even farmhands with strange animals, like dinosaurs find some way to turn them into hardy farm workers.

 : At 4th level, a farmhand is always under endure elements.

 : It turns out a "hearty southern diet" of deep fried butter with buttercream is really hard on the heart. By 6th level most farmhands die of heart failure at this point, but you have survived with such fortitude you become immune to disease.

 (Ex): A farmhand knows all the tricks of the trade. At 8th level, you may attempt to grow crops just about anywhere, even in a desert. As long as there is sand or soil and at least a little water, you may grow crops with irrigation tricks, love, and care.

 (Ex): A farmhand knows how to sleep hard to be fresh for another day of hard work. At 10th level, a farmhand gains double the normal effect from sleeping for restoring hp and ability damage.

 : No matter if its due to dirty water, or due to not being able to cope with the eternal suffering of the human condition, you tend to drink. A lot. By 12th level your liver has survived to the point where you are immune to poison. You are still fortunately able to get drunk when you wish, and dwarves would be impressed with how well you hold your liquor.

You now earn your full Profession check in gold pieces per week from making Profession (farmer) checks.

 : A 16th level farmhand can't stop for work just because the heroes failed and now lava is raining down from the sky. All of their crops and animals they own, as well as themselves, benefit from a constant adapt body. Keep farming tomatoes in the middle of winter, it's ok.

 (Su): At 18th level a farmer's hard work has paid off in the form of incredible endurance. The farmer is now completely immune to the effects of fatigue and exhaustion.

You no longer are take penalties from aging, and you cease aging as long as you keep working on a farm. If you stop working for more than 1 month on a farm, you begin aging again until you've worked a full month on the farm. Decades could pass before you realize you should have died years ago.