| Post/Author/DateTime | Post |
|---|---|
| Talisman07-03-07, 11:49 PM | Thus forum is usually for prestige classes...well, here's a class with no prestige at all :P This PrC is completely unbalanced for your convenience. Enjoy. Farmer The profession of farmer is simple yet complex. At his most basic, the farmer is a man who grows plants. However, the craft of the true farmer encompasses much more: understanding the weather, handling animals, enduring natural and unnatural disasters, helping the neighbors. Being a farmer is a life-long profession...but there are rewards. They probably aren't worth the price, but they're all the farmer's going to get. Level BAB Fort Ref Will Special Save Save Save Abilities 1 +0 +2 +0 +0 Dang whippersnappers!, hard of hearing 2 +1 +3 +0 +0 Weedslayer +2 3 +1 +3 +1 +1 Local contacts 4 +2 +4 +1 +1 Toughness 5 +2 +4 +1 +1 Farm dog 6 +3 +5 +2 +2 Weedslayer +4 7 +3 +5 +2 +2 Hard-headed 8 +4 +6 +2 +2 Toughness 9 +4 +6 +3 +3 Weedbane 10 +5 +7 +3 +3 Old farmers never die, weedslayer +6 Requirements: Craft (blacksmithing) 5 ranks Knowledge (local) 5 ranks Profession (farmer) 8 ranks Feat Skill Focus (Profession [farmer]), Toughness Special: Must be middle-aged or older Special: Must own a farm. Special: Must have survived at least three farm-related dangers, such as a hailstorm, drought, flood, bandit attack, prarie fire, or locust swarm. Skill Points: 4 + Int modifier Class Skills: Craft (all) (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Profession (farmer) (Wis), Spot (Wis) Hit Die: d8 Weapon and Armor Proficiency: The farmer gains proficiency with the pitchfork (trident), hoe (halberd), rake (shortspear), flail, hand axe, sickle, scythe and club. A farmer gains no armor or shield proficiencies. Dang Whippersnappers! (Ex): A farmer becomes adept at frightening away young people who view his farm as a public sports arena, playground, and trysting spot. He is also adept at seeing through their clever excuses. Against any creature younger than he is, the farmer gains a competence bonus on Intimidate and Sense Motive checks equal to his class level. If the young people in question are on the farmer's land without his permission, the bonus is doubled. If the farmer catches a boy and girl together, he loses the Sense Motive bonus (since he automatically assumes the worst of them), but the Intimidate bonus rises to triple his class level. Hard of Hearing (Ex): As a farmer gains levels, his sense of hearing slowly degrades. A farmer takes his farmer level as a penalty on all Listen checks. On the other hand, he applies his farmer level as a bonus on all saves vs. sonic or otherwise sound-related attacks. Weedslayer (Ex): Farmers become highly skilled at removing invasive and noxious weeds from their precious crops. Starting at 2nd level, a farmer gains a +2 bonus Bluff, Listen, Sense Motive, Spot and Survival checks, and weapon damage rolls, made against plants (animate or immobile). This ability is identical to, and stacks with, the ranger's favored enemy bonus. The farmer's weedslayer bonus increases to +4 at 6th level and +6 at 10th. Local Contacts (Ex): At 3rd level the farmer's network of social contacts becomes such that he usually knows everything that is happening in his community. Whenever he makes a Knowledge (local) or Gather Information check, he may roll 2d20 and choose the better result. This ability functions only in the farmer's hometown. If the farmer moves, he may not use local contacts until he has established himself as an "old hand" in the new area, a process that typically takes 1d10+10 years. Toughness: Farmers are tougher than old roots. At 4th, and again at 8th levels, the farmer gains Toughness as a bonus feat. It's not a great feat, but hey, it's something. Farm Dog (Ex): Most farmers keep a few farm dogs around to help with the herding, bark at intruders, and keep down the rat population. When a farmer attains 5th level, one of the dogs will distinguish himself in some way, becoming a genuine "farm dog." This dog is thereafter treated as the farmer's animal companion, with the farmer's effective druid level being one-half his farmer level. If the farm dog is slain, another will take its place within a week. However, any humanoid of less than adult age category who witnesses the farm dog being slain is immediately rendered helpless with weeping for 1d4 minutes. Hard-headed (Su): Farmers are notorious for their stubbornness. Starting at 7th level, if the farmer fails a Will save against a non-instantaneous mind-affecting effect, he may immediately make a new save. Weedbane (Ex): At 9th level the farmer is a peerless enemy of weeds. The farmer gains the ability to affect plants and plant creatures with critical hits, including (if he possesss this ability) sneak attacks. In addition, the farmer's weapon attack automatically bypass any and all damage reduction or hardness possessed by plants or plant creatures. Old Farmers Never Die (Ex): At 10th level the farmer becomes effectively immortal. he will not die of old age (although he continues to accrue aging bonuses and penalties), but can still be killed by violence, accident , or disease. In addition, the farmer's tough body grants him damage reduction 5/-- and acid, cold, electricity, fire and sonic resistance 5. |
| Waldo_di07-03-07, 11:58 PM | Nice, I'd make something like Hard of Hearing and Back in My Day abilities |
| Talisman07-04-07, 12:00 AM | Nice, I'd make something like Hard of Hearing and Back in My Day abilities Hard of Hearing: Done! |
| Waldo_di07-04-07, 12:27 AM | might want to remove listen from skill list. |
| Pentar07-04-07, 12:41 AM | This is pretty hilarious ;) I like it! |
| Karish07-04-07, 07:51 PM | I am SO making an NPC commoner 10 with 10 levels of this. |
| Elyk07-04-07, 10:56 PM | No joke...that is the coolest thing I have ever seen and I am playing it in the next campaign I play.:tiphat: |
| Adrez Nesnsid07-05-07, 06:56 PM | This is pretty cool. I just have one issue eith it: Old Farmers Never Die (Ex): At 10th level the farmer becomes effectively immortal. he will not die of old age (although he continues to accrue aging bonuses), but can still be killed by violence, accident , or disease. In addition, the farmer's tough body grants him damage reduction 5/-- and acid, cold, electricity, fire and sonic resistance 5. They should continue to accrue penalties as well as bonuses.. |
| Talisman07-05-07, 11:23 PM | might want to remove listen from skill list. Edited. They should continue to accrue penalties as well as bonuses.. Good point...so edited. |
| MnemonicSV07-06-07, 04:14 AM | Behold, mediocrity, in all it's glory! Funny stuff! :) I might add: Up At Dawn (Ex): The farmer never runs the risk of oversleeping or falling asleep on the job, and is immune to magical sleep effects. Farm Wife (Ex): The farmer gains a true companion and aide. The farm wife is treated as a cohort for determining level/HD (as though the farmer had the Leadership feat). If lost or killed however, the farm wife is not replaced. Reap What You Sow (Ex): A farmer's skill at farming is so reliable, that he may always take 10 on any Profession (farming) checks, regardless of conditions which would normally prevent him from doing so, such as: hailstorms, droughts, floods, bandit attacks, prairie fires, or locust swarms. |
| claypigeons07-06-07, 06:23 AM | I don't think the world is ready for a commoner with a "good" save. PrC or not. :P |
| malak9207-07-07, 11:38 PM | This seems to be a must ad: Green Ear feat out of Song and silence. Your bardic music and virtuoso performance affect plants and plant creatures. Prerequisite: Bardic music ability, 10+ ranks in Perform. Benefit: You can alter any of your mind-affecting bardic music or virtuoso performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect. Normal: Plants are normally immune to all mindinfl uencing effects. Have it be an ability pertaining to a farmer playing his banjo on the porch. Some along the lines of as long as the farmer plays a banjo plants are effected by mind affecting abilites in the area. Them farmer hicks make music scary enough to effect plants.... |
| Templario07-09-07, 01:37 PM | Very good work, man! :D |
| Leress08-15-07, 06:15 PM | Instead of gaining toughness at 8th Level they should get improved toughness, since toughness is already needed to enter the class. |
| Ultima007108-15-07, 06:56 PM | This Has Never Tasted So Good!: At 9th level the farmer learns the true value of his crops. Anything he grows posesses magical properties that give them the same effect as the spell Cure Light Wounds. Just in case ;) Crops at the Speed of Light!: At 20th level farmer is able to infuse his crops with greater magical properties. Anything he plants is effected by the spell time stop. These crops take 1/10th of the time to grow! Thus he gains moer cash every week from his crops. |
| schpeelah08-16-07, 09:15 AM | since toughness is already needed to enter the class.Toughness can be taken multiple times. IMO, Hard of Hearing penalty should be equal to double to your aging penalties. In addition, 2000+ year old farmers seem to be a rather silly concept. Maybe they die at 1,5xmax max age for their race (e.g. 165 for humans)? |
| natzero08-16-07, 09:39 AM | ok, my new arch enemy for next campaign. Hmm an evil farmer. this guy is a druid's worse nightmare, what an awesome adventure hook, a druid needs help with a pesky little farmer (which of course is lvl 20) gets the PC's help only to find out that this guy kicks some royal tush. now what level can a human qualify for this class? commoners get crap for skills right? if only i owned a DMG |
| Rinian208-16-07, 10:13 AM | I like the Special entry requirement of having survived at least three dangers to his farm. They should have an ability that would allow them to recognise when their farm is about to face some kind of danger. Don't all old farmers have a Weather Bump? And should they just know when someone is on their land anyway? This class is awesome. You seem to have created something that no-one else has; a Mundane Class. Of course, since the abbreviation of Mundane Class would be MuC, I feel it is appropriate that the first MuC is a farmer whose life is spent coaxing life from the muck the rest of us simply trudge through. Could the Farmer go Epic? A true legend among mortal farmers; his name is whispered through the fields to ward off blight and inclement weather. |
| imakuni6708-17-07, 12:35 PM | PRC and common don't belond in the same sentence...PRCs should only really be for PCs (and bosses). But, it made me laugh at least! hehe |
| deshrimp08-19-07, 02:02 PM | This is AWSOME!!!! My next character is defenitally going to be this. Woot Woot! Keep up the good work. Now all you need is the Fisherman PrC. |
| Realms of Chaos08-20-07, 03:25 PM | Some of the ideas suggested so far are brilliant. May I please turn it into a base class on the base class forums? |
| Samurai_Zero08-22-07, 01:21 PM | weapon proficiency should be Scythe, Sickle, and Wood Axe. i must say that i laughed, this class is pretty cool and is quite unlike any other class. |
| deshrimp08-22-07, 04:41 PM | Weapon Proficiency is fine, But I would add the Crossbow (shotgun in modern). Farmers are always quick to grab thier gun in the middle of the night. And why is the rake a shortspear? and why the flail. |
| Hellsbells08-22-07, 05:09 PM | This is the coolest thing I've seen in a long time. My god the farmer. Give it some crossbow skills. Talisman you are the greatest. |
| EpicEvokerElf08-22-07, 07:07 PM | Fisherman. Now. This RULES! |
| Ozymandias V.08-22-07, 07:19 PM | And why is the rake a shortspear? and why the flail. Because there is a farming implement called a flail. |
| deshrimp08-22-07, 11:36 PM | I see.....ok then. Well, again this class rules! |