Farmer (3.5e Class)
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Farming! Yay for farming! If it weren't for us farmers you dern adventurer's wouldn't be enjoyin' that beer right now, ye' here!?
Making a Farmer
You laugh now, but who do you think makes that food for you heroes while you're eating at the inn? And who has fields for saving against dragons? Right, us farmers! In a way, you adventurers owe us for giving you jobs, dang nabbit.
Abilities: Skills are important but the farmer can use his Wisdom to gain them, cause he don't need those fancy city book learnin'. Of course, farmwork is hard, and you need the Constitution to endure, as well as Strength to move the hay and work in the fields.
Races: All races have farmers, some more than others. Humans are the pinnacle of farming NPCdom.
Alignment: Any, though usually Neutral, and even more True Neutral. Evil farmers slash and burn forests for farming and profit. Good farmers are environmentally friendly.
Starting Gold: 5d4×10 gp (125 gp).
Starting Age: Simple.
|Saving Throws||Special||Spells per Day|
|1st||+0||+2||+0||+2||Animal Companion, I Reckon, Stay Away From My Daughter 1/day, Wild Empathy||1||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Green/Brown Thumb, Farmin' Skills||2||—||—||—||—||—|
|3rd||+2||+3||+1||+3||Endurance, Farmer's Health||2||1||—||—||—||—|
|4th||+3||+4||+1||+4||Turn Pests, Farming Style 1||2||2||—||—||—||—|
|5th||+3||+4||+1||+4||Stay Away From My Daughter 2/day, Stubborn Git||3||2||1||—||—||—|
|6th||+4||+5||+2||+5||Farm Anywhere, Improved Farmin'||3||2||2||—||—||—|
|8th||+6/+1||+6||+2||+6||Farming Style 2||4||3||2||2||—||—|
|9th||+6/+1||+6||+3||+6||Landlord of the Farm||4||3||3||2||1||—|
|10th||+7/+2||+7||+3||+7||Stay Away From My Daughter 3/day, Crop Circles||4||4||3||2||2||—|
|11th||+8/+3||+7||+3||+7||Early to Rise, Speak with Animals at will||5||4||3||3||2||1|
|12th||+9/+4||+8||+4||+8||Farming Style 3||5||4||4||3||2||2|
|15th||+11/+6/+1||+9||+5||+9||Stay Away From My Daughter 4/day, Crop Circles||6||5||5||4||3||3|
|16th||+12/+7/+2||+10||+5||+10||Farming Style 4||6||6||5||4||4||3|
|20th||+15/+10/+5||+12||+6||+12||Stay Away From My Daughter 5/day, Alien Abduction||6||6||6||6||5||4|
Class Skills (8 + Wis modifier per level, ×4 at 1st level)
All of the following are class features of the Farmer.
Weapon and Armor Proficiency: Farmers are proficient with all simple weapons, plus the throwing axe, light hammer, handaxe, sap, flail, scythe, kama, and nunchaku. Farmers are proficient with light armor, but not with shields.
Spells: The Farmer can employ special infusions that are Wisdom based. These farming infusions are like spells, but are neither arcane nor divine, and have no arcane spell failure. They otherwise act as spells. As they are not spells per se, even if the spell Entangle is on the infusion list, the farmer cannot activate a wand of entangle from a druid's spell without a Use Magic Device check. Wisdom determines which spells a Farmer can use, how many they get, and the save DCs. They know all spells from the list, and prepare them as a cleric. Farmers choose their infusions from the following list:
1st—Create Water, Detect Poison, Guidance, Know Direction, Mending, Purify Food and Drink, Calm Animals, Charm Animal, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Goodberry, Hide from Animals, Longstrider, Magic Stone, Speak with Animals, Summon Nature’s Ally I
Animal Companion (Ex): A farmer gains an animal companion as a druid of his farmer level. Typically the animal companion is a horse, dog, or other beast of burden so it can be used in the fields. Even farmers with strange animals, like dinosaurs find some way to turn them into hardy farm workers.
I Reckon: The farmer hears a lot of gossip from the locals over time. For that reason they possess an ability similar to bardic knowledge, but instead it is based on their wisdom modifier. A farmer may make a special I Reckon check with a bonus equal to his farmer level + his Wisdom modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. If the farmer 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 farmer may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Stay Away From My Daughter (Su): Farmers can be a protective lot, and dem charismatic strangers always be waltzin' into their towns, takin' their women and then running off leaving babies and red bumpies in their wake. As such a farmer has an almost supernatural smite against them.
Once per day, a farmer may attempt to smite someone with one normal melee attack. This is similar to the paladin ability but he adds his opponent's Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per farmer level. Them darn charismatic bastards had it comin' to them.
At 5th level, and at every five levels thereafter, the farmer may use Stay Away From My Daughter one additional time per day, as indicated on Table: The Farmer, to a maximum of five times per day at 20th level.
Wild Empathy (Ex): A farmer can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The farmer 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 farmer 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 farmer 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.
Farmin' Skills (Ex): Farming is the farmer'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 farmer level (rounded down) as a bonus to his Profession (Farming) checks.
Green/Brown Thumb (Su): Beginning at 2nd level, a farmer with a Charisma score of 12 or higher can heal plants by touch. Each day he can heal a total number of hit points of damage equal to his farmer level × his Charisma bonus. A farmer may choose to divide his healing among multiple plants, and he doesn’t have to use it all at once. Using Green Thumb is a standard action.
Alternatively, a farmer can use any or all of this power to harm plant creatures. Using Brown Thumb, the polar opposite of Green Thumb, in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The farmer decides how many of his daily allotment of points to use as damage after successfully touching an plant creature.
Endurance: Farm work is hard and takes a lot of effort. At 3rd level a farmer gains Endurance as a bonus feat.
Farmer's Health (Ex): Working on the farm builds strong, hearty bodies. At 3rd level a farmer gains immunity to all diseases, including supernatural and magical diseases.
Turn Pests (Su): When a farmer reaches 4th level, he knows just the right pesticides to turn plants, vermin, and animals. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns plants, vermin, and animals as a cleric of three levels lower would turn undead.
Farming Style (Ex): At 4th level a farmer decides what his focus in farming will be. At 8th, 12th, and 16th level he gains additional benefits to whatever farming style he originally took.
Gardener : At 4th level, your turning of plants is equal to your farmer level. In addition, the caster level of all plant based spells (such as entangle) have their caster level increased by 1. It increases again at 8th, 12th, and 16th level to a maximum of +4 CL. You also gain half your class level to Knowledge Nature or Survival checks to identify plants.
Harvester : You gain Weapon Focus in all farmer class weapons at 4th level. At 8th level you gain Weapon Specialization, Greater Weapon Focus at 12th level, and then Greater Weapon Specialization at 16th level. It applies to all farmer weapons.
Rancher : At 4th level your effective druid level for your animal companion rises by 1. At 8th, 12th, and 16th level it rises by 1 again to a total of +4 effective levels at 16th level.
Agribusiness : You gain a 25% bonus to Profession checks to earn money at 4th level. At 8th level this bonus becomes 50%, at 12th level it becomes 75%, and at 16th level it becomes 100% effectively doubling your profits.
Stubborn Git (Su): A farmer tends to be set in his ways. You city folk wouldn't understand. At 5th level, a farmer may add his Charisma bonus to all his saving throws. This ability does not stack with the paladin ability Divine Grace.
Farm Anywhere (Ex): A farmer 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.
Improved Farmin': At 8th level, farmers are able to make a good profit by growing higher quality crops. You now earn your full Profession check in gold pieces per week from making Profession (farmer) checks.
Landlord of the Farm (Ex): At 9th level a farmer finally is able to afford workers to farm in his stead and generate profit for him. He gains workers for his farms afar. To determine how many workers are under his employ, see the leadership chart, and treat him as having the leadership feat for determining the number of followers only.
Every week he may make a Profession Farmer check, and add the levels of all his workers to his check. He gains this as a weekly allowance, even if the farmer himself is not actively farming. If he is actively farming he may make his own check, sans the bonus from the workers, effectively being able to gain money from his farming twice a week.
If the farmer has the Leadership feat, he may add +2 to his Landlord of the Farm's effective leadership score for determining the number of workers he possesses.
If the farmer has the Landlord feat (from the Stronghold Builder's Guidebook) and builds a farm, he may add another +2 to his effective leadership score for determining the number of workers.
Crop Circles (Ex): Farmers always seem to attract the attention of alien beings who travel billions of light years, just to abduct their cows and leave strange markings. At 10th level, every night the farmer sleeps there is a 5% chance aliens appear to make crop circles in the closest greenery available. By some wild intuition, a farmer can guess the meaning of these circles, effectively giving him the power to use a Commune spell each time it happens.
At 15th level, the chance rises to 10%. If there is no vegetation in either case, there can be no crop circles.
Early To Rise (Ex): A farmer knows how to sleep hard to be fresh for another day of hard work. At 11th level, a farmer gains double the normal effect from sleeping for restoring hp and ability damage.
Camouflage (Ex): A farmer of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Being caked in dirt and wearing plain brown clothes has its advantage after all.
Tireless Worker (Su): At 14th 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.
Domesticate (Sp): Dem' animals beast be behaving. I don't care if it's an owlbear, a tarraskimerwhatever or a devilthinger. They better behave! At 17th level a farmer may employ a Dominate Monster effect 1/day. At 19th level, they may perform this 2/day.
Healthy Eatin' (Ex): A farmer knows how to prepare food right. A farmer may attempt a Craft Cooking check, or employ a Heroes' Feast spell, to create some manner of food. Those who eat such food created by the farmer, and their 11 secret herbs and spices, regain hp equal to the farmer's class level. A person can only benefit from this ability once every 24 hours, no matter how much they eat.
Alien Abduction: Ah told you! Ah told you for the last 10 levels, dem dern aliens been followin' me, and now they done gone and had me. At 20th level, the aliens finally come pay a visit, stealing the farmer away in the night, and returning him before anyone notices. He is a changed man, not simply being a bit for paranoid about aliens, but also becoming an outsider rather than as a humanoid (or whatever the farmer’s creature type was) for the purpose of spells and magical effects. Additionally, the farmer gains damage reduction 10/magic. Unlike other outsiders, the farmer can still be brought back from the dead as if he were a member of her previous creature type.
|25th||Stay Away From My Daughter 6/day|
|30th||Stay Away From My Daughter 7/day, Bonus Feat|
8 + Wis modifier skill points per level.
Stay Away From My Daughter (Su): The epic farmer gains an additional smite at 25th and every 5 levels beyond.
Bonus Feats : The epic farmer gains a bonus feat (selected from the list of epic farmer bonus feats) every 3 levels after 20th.
Epic Farmer Bonus Feat List: PENDING.
Human Farmer Starting Package
Skill Selection: Pick a number of skills equal to 8 + Wis modifier.
|Use Magic Device||4||Cha||—|
Bonus Feats: Improved Initiative
Gear: Chain Shirt.
Gold: 7 gp.
Playing a Farmer
Religion: Farmers respect a good god of nature and harvest. Good or evil, farmers do need to survive on the land, weather than means recklessly pillaging new land or caring gently for the planet.
Other Classes: Farmers seem to have a resentment for normal PC classes, usually being pushed into NPC status. However, the charismatic, and especially bards, seem to irk them the most. Always stealing their daughters and causing trouble.
Combat: A farmer is a strange sort of skillmonkey. He can hold his own in combat, but works best as a buffer, and for assisting the party out of combat.
Advancement: Farmers, multiclass? And lose all those farming benefits? I suppose they could work with druidically flavored classes, but they often lack the actual spellcasting required.
Farmers in the World
|“||I got me a farm in the land of Eyieyioh, you should come down and see it. Just stay away from mah daughter...||”|
|—Oliver McDonald, Human Farmer|
Farmers are everywhere, a requirement for any agricultural nation.
Daily Life: Wake up in the mornin', feed the chickens, run in terror from the dragon, grumble at the PCs, and go to bed. Well dangit, this time I think I'll follow those PCs and show 'em whats for.
Notables: O. McDonald had a farm. I heard is had a lot of very vocal animals here and there.
Organizations: Farmers are found in rural parts, and most don't have any official groupings. Still some organizations for better farmer treatment exist.
NPC Reactions: NPCs love farmers, they be one of their own. Ironically, this makes them great social fops, especially in more rural areas.
Characters with ranks in Knowledge Local can research Farmers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||Shockingly enough, farmers are known for their ability to farm. Not all are NPCs though.|
|15||A farmer has great know-how on how to grow plants, to the point of replicating many druidic spells.|
|20||A farmer is hounded by aliens from afar. No one is really sure why, but it gives them insight beyond the normal.|
|30||Those who reach this level of success can gain information on a specific farmer, the location of their farms, or important information about them.|
Farmers in the Game
Farmers can gain quite a lot of income, providing steady money for the PCs.
Sample Encounter: O. McDonald had a farm. He had one anyway, until that dragon came along. Rather angry, he insists on following the PCs to defeat it, trying to show that he is no mere nameless NPC.
EL whatever: 10