Life on the farm is hard work. The farmer’s child grows up “country strong,” with calloused hands and stout backs straining at the plow. The bravest among them, driven by curiosity, boredom and wonder, or maybe just greed, will seek their fortune beyond the farm, and take up the sword. Perhaps the shovel would do just as well.
The farmer is an archetype of the brawler class.
The farmer adds the weapons associated with his signature implements class ability.
This ability alters weapon proficiencies.
At 1st level, the farmer discovers the martial qualities of farm tools, and learns to use them as weapons. The farm implements and their associated weapons are listed below. Each implement is considered an improvised weapon that does an amount of damage one dice shift less than their associated weapon (eg. if the weapon normally does 1d6, then the associated implement does 1d4). Aside from the difference in damage, the tools have the same stats as the weapons with which they are associated. He may select one or more of these tools as his signature implement by selecting the weapon focus feat for the weapon associated with the implement. The damage he inflicts with his signature implement is the same as the brawler’s unarmed strike. The farmer can decide to use the weapon’s base damage instead of the signature implement’s damage—this must be declared before the attack roll is made.
Farm implements and their associated weapons (others may be added at the GM’s discretion):
- Digging stick = quarterstaff
- Hatchet = hand axe
- Hoe = bill
- Mining pick = light pick
- Pitchfork = trident
- Scythe = scythe
- Shovel = monk’s spade
- Sickle = kama
- Whip = whip
- Woodman’s axe = boarding axe
This ability replaces unarmed strikes
Brawler’s Flurry (Ex)
At 5th level, once per day, the farmer can stave off fatigue by tapping into his reserves of energy. As a standard action, the farmer frees himself from the fatigued condition. Additionally, the farmer can use second wind to improve his condition from exhausted to fatigued. The farmer gains an additional use per day of second wind at 9th level.
This ability replaces brawler’s strike.
At 5th level, the farmer’s hardy heritage girds him against harsh conditions and endless hours of toil. He gains Endurance as a bonus feat.
This ability replaces close weapon mastery.