Atempt at a peasant class

Post/Author/DateTimePost
#1

Leogun_91

Nov 21, 2009 16:07:26
I have always liked to play peasants in WFRP and so I thought it could be fun in Dnd as well. I know that it's more into heroic combat than simulating a world here but there is no reason the peasant can't follow those rules. A superstitious ill-disciplined peasant that sets out on an adventure to finally become a legendary hero doesn't sound to bad.  Now a class in dnd is not a proffession, so I must think of a reason for peasants to be different to another class that simply choses it as a background. Firstly they wield tools as weapons, this was fixed by giving them the weapon groups for simple weapons and a bonus ability to make them better at wielding them. Then they are followers rather than leaders so I made an ability for that and will have some such skills. Then they are also superstitious and draws courage and strenght from amulets and trinkets so I tried to make an ability based on that and will later add skills for it.

This is the first base I have done and I would appretiate any comment on how to continue and what to improve.

Peasant
"But my lord, the harvest was terrible; if I pay that much in taxes I´ll have naught to eat for the winter!"

Class Traits

Role:
Defender. The peasants have worked hard under bad conditions through most of their lives and possibly even survived a plague or two, they are able to take some damage from arcane and mundane means and still fight back cause it's still better than another day at the field.
Source: Martial. You won't give up without a fight.
Key Abilities: Constitution, Strength, Wisdom

Armor Proficiencies: Cloth Armor, Leather Armor, Hide Armor, Chainmail; Light Shield
Weapon Proficiencies: None
Implement: Pitchfork, Torch, Garlic ,trinkets and religoius symbols
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges: 9 + Constitution modifier

Trained Skills: Endurance and Nature plus 2 others. From the class skills list below, choose 2 more trained skills at 1st level.
Class Skills: Athletics (Str), Bluff (Cha), Diplomacy (Cha), Heal (Wis), Insight (Wis), Perception (Wis)

Build Options: Militia,Farmer
Class Features: Yes my lord, Angry Mob fighting, Strenght in Superstition

A peasant is a common man, they can become heroes as well but you start of as a simple farmer or drafted militia. They are superstitious which makes them good at fighting against the unatural. Peasants endures much pain as they have slaved in the fields for all their lives and are often drafted for a strong, though not very skilled, military force.

PEASANT OVERVIEW

Characteristics:
Constitution, Strenght, Wisdom

Religion: Pelor is commonly worshipped as the god of agriculture and bountiful harvest, traits much intresting to peasants.

Races: Dwarfs, Half-elfs and Humans makes good peasants. Dragonborn can fill the role as well but they are often too proud a race to fall into work as a common peasant.

Creating a Peasant



Militia
As a militia you have been called to battle once or twice and have learnt a few tricks on the field.

Suggested Feat:
Suggested Skills:
Suggested At-Will Power:
Suggested Encounter Power:
Suggested Daily Power:

Farmer
You have farmed all your life and is experienced in the art of growing crops.

Suggested Feat:
Suggested Skills:
Suggested At-Will Power:
Suggested Encounter Power:
Suggested Daily Power:

Peasant Class Features
Every Peasant shares these class features.

Implement
Peasants are a superstitious lot, but don't let yourself be fooled to think that it's a weakness. They can find strenght in the objects they belive will help them against the horrid monsters of the world.

Yes my lord
You are used to taking orders and feel coinfident when you have someone in charge of you. When an ally has used a power to help you also add one to will and fortitude for d8 rounds, you can not have multiples of this bonus in play at once.

Angry Mob fighting
When fighting with simple weapons, no matter if they are melee or ranged, you gain a +1 bonus to attack rolls. Military weapons does not gain this benefit.

Strenght in Superstition
When carrying one of the peasant implements and striking against a creature with another origin than natural you may add a +1 bonus to the Attack roll. This can be combined with the "Angry Mob fighting" ability for a total of +2.

Peasant Powers

Strenght in numbers Peasant Attack 1
You feel coinfident that you can defeat the oponent with the help of your friends and trusted allies and delivers your blows much stronger with that knowledge.
_______________________
At-Will ✦ Martial
Standard Action Melee
Prerequisites: Peasant
Target: One creature
_______________________
Hit: 1 (W) +Strenght modifier damage.Increase to 2 (W) +Strenght modifier damage.
Militia: You add an additional 1 to your strenght if at least two allies are adjacent to you.


Throw stone Peasant Attack 1
You pick up a stone from the ground and hurls it at a vulnerable part of your enemy.
_______________________
At-Will ✦ Martial
Standard Action Ranged 6/12
Prerequisites: Peasant
Attack: Strength vs. AC 1d4+1
_______________________
Special: If you have a hand in which you hold nothing the action counts as a minor action. It is not used with a weapon.


Edit: Strenght in numbers is increased to 2(W) at level 11 or higher, not just increased for no reason.
#2

ah_maclimeszero

Nov 21, 2009 23:07:14
Oh, lord. Where to begin?

His prime stat should be Strength (not Con), since that's his attack power's primary attribute.

He should not have implements. He's a simple martial person. Make it weapon proficiencies, and drop implements altogether. I mean, his attack does [W] damage, and he can't use weapons. How does that even make sense?

He has all these things that add to damage, and nothing that helps him control enemy movement or attacks. He is not a Defender. He is a weak Striker.

His features are all KINDS of messed up. Define "When an ally has used a power to help you". Healing? Bonuses to attacks? Rolling a save? Also no duration should ever be measured in random rounds, like "d8 rounds". Until end of turn, or until end of encounter.

I am out of time right now, but I will come back later to give a more indepth analysis.

Let me finish by saying that if you want someone to have been a peasant, simply roleplay it. Making a peasant class is a bad idea.
#3

arctostaphyls

Nov 22, 2009 0:35:06
I think having a creature to play that starts off as a peasant with the potential to become a hero is a great idea.  Afterall, there are so many legends of heroes out there that have storylines that go just that way. 

One idea I have for helping you to make your character work in the DnD game is to start with an existing creature such as the Farmer (the little guy with the pig under his arm) or a Monk and modify them to turn them into a new creature.  That's what I did when I created my enfield creature in the D&D character creator program.  I started out with an existing creature (a chimera) and made changes to it to reflect what I imagined an enfield creature would look and act like and what its abilities would be. 

That way, you have something to start with that is already balanced and useable in the D&D games.  Then you add extra abilities and powers; change the descriptions and apearance of the creature and you've got your peasant.  I think combining the two: farmer and monk and then adding in a few other unique features would create a good character.
#4

Leogun_91

Nov 22, 2009 6:28:19

His prime stat should be Strength (not Con), since that's his attack power's primary attribute.

Allright, I´ll change it then.


He should not have implements. He's a simple martial person. Make it weapon proficiencies, and drop implements altogether. I mean, his attack does [W] damage, and he can't use weapons. How does that even make sense?

He can use weapons, there is nothing saying he can't, the implements will be used for his superstition powers that will be based on peasant wisdom/superstition, if you chose you would not need to take those powers or you can concentrate mainly on them rather than the combat powers.


He has all these things that add to damage, and nothing that helps him control enemy movement or attacks. He is not a Defender. He is a weak Striker.

Allright he might be a striker then, but yet he has only 2 powers and I will add one where he takes up food to lure a monster towards him (or possibly throws it to lure it away) which would help to control enemy movement.


His features are all KINDS of messed up. Define "When an ally has used a power to help you". Healing? Bonuses to attacks? Rolling a save? Also no duration should ever be measured in random rounds, like "d8 rounds". Until end of turn, or until end of encounter.

Allright, I will set a fixed value, what would you say would be the best one? All those that you mentioned are helping powers and will be counted . The thing with them being "messed up" is mainly beacouse this is the first rough outlines, it's not a class yet it's just suposed to give an idea of what it shall become.


Let me finish by saying that if you want someone to have been a peasant, simply roleplay it. Making a peasant class is a bad idea.

Well the feel is different, it's not the same, I tried to take what I felt differed the peasants from just a guy that fights and tried to make it into a class. That can basicly be said about any class and one can say just roleplay it but the feel is different. But if your simply against the idea althogheter there is really no point of you posting here, if you wish to help I'm happy to accept it but if you just think it's a bad idea I suggest you to ignore it, it will save us both alot of time.



His prime stat should be Strength (not Con), since that's his attack power's primary attribute.

Allright, I´ll change it then.


He should not have implements. He's a simple martial person. Make it weapon proficiencies, and drop implements altogether. I mean, his attack does [W] damage, and he can't use weapons. How does that even make sense?

He can use weapons, there is nothing saying he can't, the implements will be used for his superstition powers that will be based on peasant wisdom/superstition, if you chose you would not need to take those powers or you can concentrate mainly on them rather than the combat powers.


He has all these things that add to damage, and nothing that helps him control enemy movement or attacks. He is not a Defender. He is a weak Striker.

Allright he might be a striker then, but yet he has only 2 powers and I will add one where he takes up food to lure a monster towards him (or possibly throws it to lure it away) which would help to control enemy movement.


His features are all KINDS of messed up. Define "When an ally has used a power to help you". Healing? Bonuses to attacks? Rolling a save? Also no duration should ever be measured in random rounds, like "d8 rounds". Until end of turn, or until end of encounter.

Allright, I will set a fixed value, what would you say would be the best one? All those that you mentioned are helping powers and will be counted . The thing with them being "messed up" is mainly beacouse this is the first rough outlines, it's not a class yet it's just suposed to give an idea of what it shall become.


Let me finish by saying that if you want someone to have been a peasant, simply roleplay it. Making a peasant class is a bad idea.

Well the feel is different, it's not the same, I tried to take what I felt differed the peasants from just a guy that fights and tried to make it into a class. That can basicly be said about any class and one can say just roleplay it but the feel is different. But if your simply against the idea althogheter there is really no point of you posting here, if you wish to help I'm happy to accept it but if you just think it's a bad idea I suggest you to ignore it, it will save us both alot of time.

I think having a creature to play that starts off as a peasant with the potential to become a hero is a great idea.  Afterall, there are so many legends of heroes out there that have storylines that go just that way. 

One idea I have for helping you to make your character work in the DnD game is to start with an existing creature such as the Farmer (the little guy with the pig under his arm) or a Monk and modify them to turn them into a new creature.  That's what I did when I created my enfield creature in the D&D character creator program.  I started out with an existing creature (a chimera) and made changes to it to reflect what I imagined an enfield creature would look and act like and what its abilities would be. 

That way, you have something to start with that is already balanced and useable in the D&D games.  Then you add extra abilities and powers; change the descriptions and apearance of the creature and you've got your peasant.  I think combining the two: farmer and monk and then adding in a few other unique features would create a good character.

Thank you for the advices, I will try to follow them as much as possible without taking away from the overall feel I want.

#5

ah_maclimeszero

Nov 22, 2009 11:08:06
Every time I try to reply, my internet kills my post. This time, I'm going to TRY to be brief.

Okay, here's my retake on it. My notes on what/why will be after the entry in italics.


Class Traits

Role: Striker, with Controller as a secondary.
Source: Martial.
Key Abilities: Strength, Wisdom, Constitution

Armor Proficiencies: Cloth Armor, Leather Armor; Light Shield
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
   They need weapon proficiencies to use weapons effectively.
Implement: Holy Symbols
   For the purpose of this class, holy symbols can be all manner of "lucky charms", like horsehoes, four leaf clovers, garlic strands, and others. This allows you to use the existing implement rules to have things like a +2 Holy Horseshoe.
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
   Puts them on the same level as other strikers

Trained Skills: Endurance plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Athletics (Str), Bluff (Cha), Diplomacy (Cha), Heal (Wis), Insight (Wis), Nature (Wis), Perception (Wis)
   All I did here was move Nature from required to allowed. Gives them more choices.

Class Features
Every Peasant shares these class features.

Born Follower
Whenever an ally's power grants you a bonus to an attack roll, damage roll, defense, or skill check, you may add an additional +1 to the bonus. Whenever an ally's power grants you temporary hit points, you may double them. Whenever an ally's power grants you a movement or shift, you may add 1 to the distance moved or shifted. Whenever an ally's power heals you, you may add 5 to the damage healed.
    I think this is a bit more clear, and it removes the "duration" issue.

Mob Fighting
You gain a +2 bonus to all damage rolls for each ally adjacent to the target. This bonus increases to +4 at 11th level, and +6 at 21st level.
    This is where they get their striker damage boost, similar to the Rogue's sneak attack or the Monk's flurry of blows.

Superstitious Fervor
When you make an attack that targets a creature with an origin other than Natural, you may add +2 to the attack roll.
   I actually liked this one. Just streamlining it a bit.

Peasant Powers

Desperate Lunge
At-Will * Martial, Weapon
Standard Action     Melee Weapon
Target: One creature
Attack: Strength vs. AC
Special: You may shift one square before or after the attack
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Warding Curse
At-Will * Martial, Implement
Standard Action      Ranged 5
Target: One creature
Attack: Wisdom vs. AC
Hit: Wisdom modifier damage, and you knock the target prone.

   These are just a few samples. I highly recommend just stealing existing powers from other classes and reflavoring them. Desperate Lunge, for example, is just the Ranger's Nimble Strike. I changed the name and switched Dex to Str. Bang, done. It's fair and balanced. I highly recommend you steal from Strikers, with the occasional Controller thrown in. Due to their nature as close-range fighters, I would give most of their implement powers a range of touch or at most, 5.

   I would make the two builds like this:
Militia Man: The militia man focuses on tons of weapon damage, and uses melee weapons almost exclusively for all his powers. His prime stat is Strength.
Student of Lore: The student of lore knows all of the little superstitions, and is prepared to deal with anything. He uses Wisdom most often, and is master of his implements.

Okay, that's my attempt at stream-lining this a bit. I hope you don't mind! I'll admit, I was skeptical. The whole idea of "peasant" is opposite of "hero". But I think it could be made to work.
#6

Leogun_91

Nov 22, 2009 14:15:54
 Great I have nothing bad to say against anything of that (I had actually allready done the student of lore split though I called it peasant wisdom and it hadn't been updated here.
The strenght in numbers where a stolen 1st level from paladin, I just changed adjacent enemies to adjacent allies and added a militia bonus. Your comments have this time been most helpfull, thank you.
#7

ah_maclimeszero

Nov 22, 2009 22:22:46
 Great I have nothing bad to say against anything of that (I had actually allready done the student of lore split though I called it peasant wisdom and it hadn't been updated here.
The strenght in numbers where a stolen 1st level from paladin, I just changed adjacent enemies to adjacent allies and added a militia bonus. Your comments have this time been most helpfull, thank you.



No problem. Sorry if I came across rather abrasive last time. I was a bit distracted by real life. Anyway, my real issue is the concept behind a peasant class. It seems like it should be a stepping stone into a REAL hero class. I mean, there's no way you'll hit level 5 (much less level 30!) and STILL be a peasant. Perhaps some sort of Paragon Path that lets you take advantage of a different class's abilities/powers/whatevers. Both Fighter (for the Militia) and Cleric (for the Lore Student) strike me as obvious choices here, both thematically and mechanically.
#8

Leogun_91

Nov 23, 2009 10:30:51
So this is the newest version of the peasant.

Peasant
"But my lord, the harvest was terrible; if I pay that much in taxes I´ll have naught to eat for the winter!"

Class Traits

Role:
Striker. The peasant works mainly as a striker but his peasant superstition allows him to take the role of a controller as well.
Source: Martial. You won't give up without a fight.
Key Abilities: Constitution, Strength, Wisdom

Armor Proficiencies: Cloth Armor, Leather Armor; Light Shield
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee
Implement: Holy Symbols
For the purpose of this class, holy symbols can be all manner of "lucky charms", like horsehoes, four leaf clovers, garlic strands, and others. This allows you to use the existing implement rules to have things like a +2 Holy Horseshoe.

Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Trained Skills: Endurance plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Athletics (Str), Bluff (Cha), Diplomacy (Cha), Heal (Wis), Insight (Wis), Nature (Wis), Perception (Wis)

Build Options: Militia,Student of the lore
Class Features: Born Follower, Mob fighting, Superstitious Fevor

A peasant is a common man, they can become heroes as well but you start of as a simple farmer or drafted militia. They are superstitious which makes them good at fighting against the unatural. Peasants endures much pain as they have slaved in the fields for all their lives and are often drafted for a strong, though not very skilled, military force.

PEASANT OVERVIEW

Characteristics:
Strenght, Wisdom, Constitution

Religion: Pelor is commonly worshipped as the god of agriculture and bountiful harvest, traits much intresting to peasants.

Races: Dwarfs, Half-elfs and Humans makes good peasants. Dragonborn can fill the role as well but they are often too proud a race to fall into work as a common peasant.

Creating a Peasant



Militia
The militia man focuses on tons of weapon damage, and uses melee weapons almost exclusively for all his powers. His prime stat is Strength.

Suggested Feat:
Suggested Skills:
Suggested At-Will Power:
Suggested Encounter Power:
Suggested Daily Power:

Student of the lore
The student of lore knows all of the little superstitions, and is prepared to deal with anything. He uses Wisdom most often, and is master of his implements.

Suggested Feat:
Suggested Skills:
Suggested At-Will Power:
Suggested Encounter Power:
Suggested Daily Power:

Peasant Class Features
Every Peasant shares these class features.

Implement
Peasants are a superstitious lot, but don't let yourself be fooled to think that it's a weakness. They can find strenght in the objects they belive will help them against the horrid monsters of the world.

Born Follower
You are used to taking orders and feel coinfident when you have someone in charge of you. Whenever an ally's power grants you a bonus to an attack roll, damage roll, defense, or skill check, you may add an additional +1 to the bonus. Whenever an ally's power grants you temporary hit points, you may double them. Whenever an ally's power grants you a movement or shift, you may add 1 to the distance moved or shifted. Whenever an ally's power heals you, you may add 5 to the damage healed.

Mob fighting
You gain a +2 bonus to all damage rolls for each ally adjacent to the target. This bonus increases to +4 at 11th level, and +6 at 21st level.

Superstitious Fevor
When you make an attack that targets a creature with an origin other than Natural, you may add +2 to the attack roll.

Peasant Powers

Amulet wards Peasant Attack 1
With the amulets you carry you can protect yourself from the little troubles of life, or at least make those that causes them suffer.
_______________________
Encounter ✦ Martial
Standard Action Melee Weapon
Requirements: Implements
Target: One Creature
_______________________
Hit: 1(W) +Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 radiant damage.
Student of the Lore: The radiant damage equals 5+ your wisdom modifier.


Desperate Lunge Peasant Attack 1
Sometimes, just plunging foward while hacking with your weapon and hoping for the best, is a valid tactic.
_______________________
At-Will ✦ Martial
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
_______________________
Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.
Special: You may shift one square before or after the attack


Prepare to run em down Peasant Attack 1
Though you are not the most disciplined person you know how to pursue a fleeing foe, a knowledge much valuable at the field of battle.
_______________________
At-Will ✦ Martial
Standard Action Melee Weapon
Target: One Creature
_______________________
Hit: 1(W) +Strenght modifier damage. If the target doesn't end its next turn adjacent to you, you can shift a number of squares equal to 1+ your Dexterity modifier as a free action, and you must end that shift closer to the target.
Level 21: 2(W) +Strenght modifier damage.


Steady strike Peasant Attack 1
Taking that extra time to make sure you hold your weapon right and doesn't tremble too much can make much difference.
_______________________
At-Will ✦ Martial
Action Melee Weapon
_______________________
Hit: 1 (W) damage. Increase damage to 2 (W) at 21st level.


Surround and strike Peasant Attack 1
Bearing your numbers against the foe can be much rewarding.
_______________________
Encounter ✦ Martial
Action Melee Weapon
Target: One creature
_______________________
Hit: 2(W) +Strenght modifier. If you are flanking the target, the attack deals extra damage equal to your Wisdom modifier.


Take it down Peasant Attack 1
You concentrate all your energy on one mighty blow, probobly dropping your guard in the process.
_______________________
Encounter ✦ Martial
Standard Action Melee Weapon
Target: One creature
_______________________
Hit: 3(W) +Strenght modifier damage
Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.
Militia: The attack deals extra damage equal to your Constitution modifier.


Warding Curse Peasant Attack 1
The right cursewords said at the right time can save both your life and your cattle as most peasants are bound to know.
_______________________
At-Will ✦ Martial
Standard Action Ranged 5
Requirements: Implement
Target: One creature
Attack: Wisdom vs. AC
_______________________
Hit: Wisdom modifier damage and you knock the target prone.
#9

ah_maclimeszero

Nov 23, 2009 10:38:59
All of the powers are missing either Attack or Target lines.

Edit: Although from what I can see, it looks MUCH better. The powers seem fair, and all that jazz. Probably gonna need some teaking, and I would put those in a more readable order (At-Wills first, then Encounters, then Dailies). But it seems like a solid start.

I would make a mechanical distinction between the two builds.

Perhaps the Militia gets some sort of bonus to their weapon-based attack rolls if an ally has already hit the target this turn.

I guess Student of Lore could get a bonus to implement-based attack rolls if the target is undamaged. (Reflecting that until he sees what REALLY hurts the enemy, the power of belief in his superstition makes his attacks more powerful).
#10

Leogun_91

Nov 23, 2009 11:54:38
Edit: Although from what I can see, it looks MUCH better. The powers seem fair, and all that jazz. Probably gonna need some teaking, and I would put those in a more readable order (At-Wills first, then Encounters, then Dailies). But it seems like a solid start.


The order isn't my choice, the program I´m working at places the powers as it sees fit and that's it.

It's easy to miss the target or attack line as well when you have to jump between different menues and such but that should get fixed.


#11

ah_maclimeszero

Nov 23, 2009 12:31:01
Edit: Although from what I can see, it looks MUCH better. The powers seem fair, and all that jazz. Probably gonna need some teaking, and I would put those in a more readable order (At-Wills first, then Encounters, then Dailies). But it seems like a solid start.


The order isn't my choice, the program I´m working at places the powers as it sees fit and that's it.

It's easy to miss the target or attack line as well when you have to jump between different menues and such but that should get fixed.





I figured it was something like that. What program are you using?
#12

bronski113

Nov 24, 2009 1:04:43
Just to toss my thoughts in:  I would probably remove military melee as a profeniciency to the base class.  Just doesn't seem like a peasant to be using those type of weapons.  Simple Melee and Ranged would fit peasants quite nicely.

In regard to weapon prof I might add in a choosable class feature that would add in a few depending on which one you chose.

For instance going off of your builds you could have a Militia member who gained profs to longswords/shortswords and maybe light shields.

Another could be a Woodsman who gained access to the Longspear, battleaxe and shortbow.

These could also have other perks that lend themselves to the concepts of being militia/woodsman or whatever.


#13

Leogun_91

Nov 24, 2009 4:02:19
I figured it was something like that. What program are you using?

DMs Toolkit

#14

lord_raziere

Nov 28, 2009 1:27:40
peasant class?

..............awesome. in a normal way. as in awesome in that hes a peasant, but he still kicks ass.

it could also be a good class for a parody or humor based game, which could expand to include Blacksmith, Merchant and Noble classes.