Iron Age Celtic setting ideas...

Glory: a mechanic for reputation

Glory: a mechanic for reputation

Comparing a Glory mechanic to my existing Honor mechanic, there are 5 ranks 0 to 4, with five degrees above each rank. Ranks count for modifiers, degrees do not. As with the Honor mechanic, two glory ranks above no glory, and two ranks below for a yin-yang of Glory versus Infamy.

Rank 0 - Infamous Scoundrel, usually outlawed from both clan and tribe.
Rank 1 - Infamous, outlawed from clan, though still a member of tribe
Rank 3 - No Glory, a basic status clan member, one of the people
Rank 4 - Hero, given special status and additional rights in the clan
Rank 5 - Legend, the bards have recorded your career in song, highly sought after and followed by clan and tribe (now having responsibilities beyond call)

Heroic or dastardly acts that raise or lower your Glory status must be witnessed by a non party member.

1. Acts of Heroism - defeating an opponent or monster, single handedly or as the major contributor in a party action grant an increase by 1 degree.
2. Acts of Saviors - freeing a village from disaster, restoring clan honor, defeating an infamous scoundrel or rampaging monster grant an increase by 2 degrees.
3. Acts of Songs - truly momumental accomplishments of courage and consequence often affecting the entire tribe or high king grant 3 degrees of glory.

Breaking your word, being fraudulant in an oath or oral contract, subtract 5 degrees of glory. (1 rank)

Infamy is brought on by acts that affect a fellow clansman's name, brings dishonor to one's clan or other act of treachery, including the killing of an innocent, subtract 10 degrees (2 ranks)

Infamous acts that affect the tribe or high king's name subtracts 15 degrees of glory (3 ranks).

Any party member with Druid Trait or one of Noble blood can witness the Acts of Heroism of other party members. Greater acts require non-partisan, third party witnesses, or the Druids and Nobles of a High King's court.

Thus it is arduous to gain degrees of glory, but all to easy to lose ranks.

Note: to the opposition clan, seelie or unseelie fey or intelligent monster, the Glory status is inverted. Heroes and Legends are Infamous and Scoundrels depending on your point of view. This means Infamous Scoundrels can find a place in the house of your former clan's enemy.

Weapons of Glory

Believed to be weapons of ancient origin and hidden power sometimes kept as ancestral heirlooms within the clan, though often gifted to a human for a favor to a fey being, or acquired through mystical means and dream visions. These weapons are always named and become intrinsically tied with its wielder - as Arthur to Excaliber.

In the hands of someone with No Glory or lower rank, the weapon has the qualities of a masterwork item. However as one rises to Hero status enhancement abilities and lesser qualities can be accessed, with appropriate level acquisition and a triggered event. Bonuses up to +3 and lesser (Su) powers can be granted by the weapon.

Legend status grants bonuses up to +5 and special qualities/powers to be activated with proper event triggers.

Of ancient are fey origins, Weapons of Glory are rare items that can no longer be artificed as the art for their making is lost. These items are so important their loss or destruction confers a loss of two ranks of Glory. Recovery is the only means of regaining such loss, a sundered weapon is a permanent loss of Glory.

Final note: Clan Honor has its place in a member's word. In an illiterate society, oral contracts, oaths and promises is governed by Celtic Law, (and recognized by Fey as well) in breach of or being fraudulant of your word has dire reprecussions.

GP
 
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Clan Warrior class (draft 2)

Clan Warrior class (draft 2)
HD 10
BAB Full
Saves Fighter
Skills 4 + Intelligence modifier; Acrobats, Climb, Craft, Handle Animals, Intimidation, Knowledge (nature), Perception, Ride, Survival, Swim
Restrictions: Celtic simple and martial weapons, medium armor and all shields
Code of Conduct: expected to obey Celtic Law, and maintain a Glory rank 2 minimum.

1st Clan Focus
2nd Shield Training 1
3rd Ancestral Lineage Power
4th Favored Enemy (one Celtic clan)
5th Clan Focus
6th Shield Training 2
7th Ancestral Lineage Power
8th Favored Enemy
9th Clan Focus
10th Shield Training 3
11th Ancestral Lineage Power
12th Favored Enemy
13th Clan Focus
14th Shield Training 4
15th Ancestral Lineage Power
16th Favored Enemy
17th Clan Focus
18th Shield Training 5
19th Ancestral Lineage Power
20th Favored Enemy, Shield Mastery

Clan Focus:
Available clan weapons of choice, feats and skill focuses based on locale and customs. There are five types of clan focus.

Included with Clan Feats, available to each focus are the following Fighter feats: Weapon Focus, Weapon Specialization, and Penetrating Strike (at appropriate levels).

Druidic Focus:
Dwells near druidic learning centers and fey regions
Weapons: Gaesume longspear, Gae Bolg barbed spear
Skill Focus: Perception 1st; Knowledge (nature) 5th
Clan Feats: Improved Salmon Leap, Del Chliss, Improved Del Chliss, Spear Kicking, Improved Spear Kicking.

Equine Focus:
Dwells in areas of plains and breeders of excellent horses
Weapons: Gaesume Light Lance, Falcata Sword, Gesios Javelin
Skill Focus: Ride 1st; Handle Animals 5th
Clan Feats: Mounted Combat, Ride by Attack, Spirited Charge, Trample, Unseat

Highlander Focus:
Dwells in highland regions
Weapons: Pictish bastard sword, War Sling
Skill Focus: Climb 1st; Knowledge (nature) 5th
Clan Feats: Weapon Focus: Pictish bastard sword, Power Attack, Vital Strike, Improved Critical, Critical Focus

Pirate Focus:
Dwells on coastal regions and islands
Weapons: Gaesume Longspear, any Celtic weapon of choice (booty)
Bonus Skill: Profession (sailor)
Skill Focus: Swim 1st; Profession (sailor) 5th
Clan Feats: Improved Salmon Leap, Weapon Focus: any Celtic weapon, Deflect Arrows, Spear Catching, Del Chliss

Smith Focus:
Located near iron-rich ore fields
Weapons: Gladio short sword, Gallic long sword
Bonus Skill: Craft (iron)
Skill Focus: Ride 1st; Craft (iron) 5th
Clan Feats: Shield Focus, Improved Shield Bash, Two Weapon Fighting, Shield Slam, Shield Master

Shield Training:
Because the clan warrior is limited to medium armor, shields have greater importance to clan warriors and confer better skills: at each level of acquisition gain +1 deflection bonus to AC, 1 less penalty to Dexterity check (shield only), plus:

2nd level: Dodge as free bonus feat
6th level: Shield Defense: using shield as Canny Defense, Duelist feature
10th level: Shield Parry: using shield as Parry, Duelist feature
14th level: Riposte: as per Duelist feature
18th level: Elaborate Defense: as per Duelist feature

Ancestral Lineage Powers:
Powers gained through a spiritual link with a clan ancestral hero.

Fey Pathfinder:
Sense Fey (Ex): detects fey beings within 10' distance after 1 round of study
Detect Glamour (Ex): as an immediate action gain an automatic roll to disbelieve fey glamour within 10', DC is 5 + level/CR of fey caster
Resist Nature's Lure (Ex): as per druid class feature
Find Portal (Ex): locate any Fey Portals within 30' radius
Find Path (Ex): locate Fey Path to prevent being trapped in Fey entropy

Navigator:
Star Navigation (Ex): on a clear night identify direction and date
Deep Vision (Ex): as Darkvision, but only in underwater conditions
Seal Stride (Ex): double movement rate swim only
Breath of Lyrr (Su): Water Breathing (as spell) but only 10 min/level
Arms of Lyrr (Su): Free Action (as spell) but only 10 min/level

Raider:
Stealth: as a bonus class skill; and gain Mobility as a free bonus feat
Fast Stealth as per rogue talent
Treasure Spotter (Ex): immediate perception check within 10' of treasure
Spring Attack: as a free bonus feat
Hide in Plain Sight (Ex): as per ranger class feature

Worg:
Hunter's Bond (animal companion); and Wild Empathy as per druid feature
Woodland Stride: as per druid class feature
Invisibility to Animals (Su): as spell
Companion's Eye: see through Companion's vision and line of sight.
Call of the Wild: summon all beasts in shouting distance (200 feet), normal animals appear in 1d4 rounds friendly to summoner, unfriendly to opponent

Favored Enemy: as ranger class feature, but first selection must be: Humanoid (human - specific Celtic clan).

Shield Mastery
: capstone power - lowers shield size penalties by one category

GP
 
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Well, I like your draft two a hell of alot more than draft one. Its starting to be a unique class, worthwhile of taking. I'm going to critique it now, and point out the areas that need more work.

Clan Warrior class (draft 2)
HD 10
BAB Full
Saves Fighter
Skills 4 + Intelligence modifier; Acrobats, Climb, Craft, Handle Animals, Intimidation, Knowledge (nature), Perception, Ride, Survival, Swim
Restrictions: Celtic simple and martial weapons, medium armor and all shields
I'm not sure I like the distinction between celtic and nonceltic weapons in terms of weapon proficiencies. If it's a unique weapon, I'd just add it to the appropriate weapon group. If you want a more specific list of availabl weapons, list them all separately, but don't do what I saw below, where you mention pictish bastard sword. Let them use any bastard sword in that situation. If you want to use the cultural names, list them like this Katana(Masterwork Bastard Sword). Try not to make the huge distinctions between one culture's weapons and another similar weapon in another country. If i can use a Chinese glaive, I should be sufficiently trained to handle a Japanese glaive, and I should be sufficiently trained to handle a European glaive. Moreover, unless there's a big difference between them, they shouldn't have separate statblocks.
Having a list of weapons that you place in the celtic category, with the celtic names, and then having a list of the weapons they are the same as from the core book is a good Idea though.

Here's an example from 3.5.
The Cutlass and Saber are not listed in the PHB. I've seen people rule that a saber functions as a rapier, but I never liked that option much.

The best writeup for a Cutlass I've seen was basically like this:
As rapier, with the following exceptions.
Price: 20gp
Weight: 3lbs
+2 vs. Disarm attempts made to disarm the wielder of the Cutlass.
A Cutlass does either Slashing OR Piercing damage.

The best writeup for a Saber I've seen was like this:
As longsword, with the following exceptions.
Price: 20gp
Weight: 4lbs
+2 vs. Disarm attempts made to disarm the wielder of the Saber.
A Saber does either Slashing OR Piercing damage.

They may or may not have had their own statblock, I can't remember. But unless there's a big reason the weapon functions differently (Different blade purpose and different type of handguard), then you should just go the route of: Claymore(Greatsword).

If everything is written to depend on the weird style of weapon proficiencies, it may or may not be enough to deter someone from getting the book. To me it would lower the value of the book/pdf.

Book Sales Advice/Aside:
Many people look through an RPG book before deciding to buy it. Most of the gamers I know go out and get pirated pdfs of a game before they decide to buy it if they can't look through it in the local gaming store.
Having things that are highly useable, and highly adaptable to other settings, will be a big deciding factor for people on buying the pdf or hardcover.
I also know quite a few gamers who won't pay for a pdf, but are willing to fork up the money for the printed copy. If you're going for sales, having a printed copy available is important, even if its a print on demand type thing. If you don't have printed copies, make the pdfs affordable (cheap even).

Code of Conduct: expected to obey Celtic Law...
Is this like a paladin's code of conduct? What do they lose if they don't follow it? what if they have a good reason to not follow it in some extreme circumstance? Are there magical ramifications like with the Paladin? If not, then you should probably list it, and just list the usual code of conduct for the different clan's warriors, and don't list it in the class entry.

maintain a Glory rank 2 minimum.
I'd say list this outside the class listing. Make the class listing as compatible with the existing classes as possible, or list it twice. Try not to have the class depend on too many mechanics that aren't either specific to the class or a core mechanic. Are you making Glory requirements for every class?

1st Clan Focus
2nd Shield Training 1
3rd Ancestral Lineage Power
4th Favored Enemy (one Celtic clan)
5th Clan Focus
6th Shield Training 2
7th Ancestral Lineage Power
8th Favored Enemy
9th Clan Focus
10th Shield Training 3
11th Ancestral Lineage Power
12th Favored Enemy
13th Clan Focus
14th Shield Training 4
15th Ancestral Lineage Power
16th Favored Enemy
17th Clan Focus
18th Shield Training 5
19th Ancestral Lineage Power
20th Favored Enemy, Shield Mastery
Okay, I'll deal with the individual abilities. Filling in the blanks looks pretty good.

Clan Focus:
Available clan weapons of choice, feats and skill focuses based on locale and customs. There are five types of clan focus.

Included with Clan Feats, available to each focus are the following Fighter feats: Weapon Focus, Weapon Specialization, and Penetrating Strike (at appropriate levels).

Druidic Focus:
Dwells near druidic learning centers and fey regions
Weapons: Gaesume longspear, Gae Bolg barbed spear
Skill Focus: Perception 1st; Knowledge (nature) 5th
Clan Feats: Improved Salmon Leap, Del Chliss, Improved Del Chliss, Spear Kicking, Improved Spear Kicking.

Equine Focus:
Dwells in areas of plains and breeders of excellent horses
Weapons: Gaesume Light Lance, Falcata Sword, Gesios Javelin
Skill Focus: Ride 1st; Handle Animals 5th
Clan Feats: Mounted Combat, Ride by Attack, Spirited Charge, Trample, Unseat

Highlander Focus:
Dwells in highland regions
Weapons: Pictish bastard sword, War Sling
Skill Focus: Climb 1st; Knowledge (nature) 5th
Clan Feats: Weapon Focus: Pictish bastard sword, Power Attack, Vital Strike, Improved Critical, Critical Focus

Pirate Focus:
Dwells on coastal regions and islands
Weapons: Gaesume Longspear, any Celtic weapon of choice (booty)
Bonus Skill: Profession (sailor)
Skill Focus: Swim 1st; Profession (sailor) 5th
Clan Feats: Improved Salmon Leap, Weapon Focus: any Celtic weapon, Deflect Arrows, Spear Catching, Del Chliss

Smith Focus:
Located near iron-rich ore fields
Weapons: Gladio short sword, Gallic long sword
Bonus Skill: Craft (iron)
Skill Focus: Ride 1st; Craft (iron) 5th
Clan Feats: Shield Focus, Improved Shield Bash, Two Weapon Fighting, Shield Slam, Shield Master
They look okay. I think you could use a few more of them. Also, they already have weapon focus as an option (and they should), why would listing it again with a specific weapon be necessary? I don't like that they get for example "Gladio-Shortsword", so if they pick up another cultures shortsword, they're incompetent with it even though it's pretty much the same weapon. Also, if you go the route I mention above, of "Claymore(Greatsword)", I wouldn't list Claymore in the class entries, I'd list greatsword - unless you're going to list it with the brackets every time.

Shield Training:
Because the clan warrior is limited to medium armor, shields have greater importance to clan warriors and confer better skills: at each level of acquisition gain +1 deflection bonus to AC, 1 less penalty to Dexterity check (shield only), plus:
I'd make it increase the shield bonus to AC, not add a deflection bonus. deflection bonuses apply against touch attacks, and they don't stack with other deflection bonuses. I'd make it directly lower the armor check penalty, instead of just armor check penalty for dexterity abilities.

2nd level: Dodge as free bonus feat
Not bad. I think Evasion would have been cooler (using the shield to cover yourself in combination with dodging to take less damage), but not for level 2.

6th level: Shield Defense: using shield as Canny Defense, Duelist feature
I think you need to get this ability early on, like level 1 or 2. I'm not sure you should be using a shield for it though, as you're already increasing the AC you get from a shield (which is better than raising max-dex), this canny-defense type ability should be outside of shield training, and should be a dodgey ability like canny defense, but allowing medium armor and shields. Instead of max 1 int bonus per level though, slow it down to compensate for the higher armor allowed. They shouldn't have a higher AC than a heavily armored fighter.

10th level: Shield Parry: using shield as Parry, Duelist feature
Rephrasing to explain it's using the shield. I like it. I think maybe the Shield AC could be applied to the attack roll. Just a thought though.

14th level: Riposte: as per Duelist feature
18th level: Elaborate Defense: as per Duelist feature
Cool.

Ancestral Lineage Powers:
Powers gained through a spiritual link with a clan ancestral hero.
If you're going to tie the code of conduct to anything, it's probably gotta be this. If they fall (Like a paladin), they would probably lose these abilities. Just thinking.

Fey Pathfinder:
Sense Fey (Ex): detects fey beings within 10' distance after 1 round of study
Detect Glamour (Ex): as an immediate action gain an automatic roll to disbelieve fey glamour within 10', DC is 5 + level/CR of fey caster
Resist Nature's Lure (Ex): as per druid class feature
Find Portal (Ex): locate any Fey Portals within 30' radius
Find Path (Ex): locate Fey Path to prevent being trapped in Fey entropy
I'm not sure how big of a deal the portal and path abilities will be. Detect glamour needs to be better defined in spell terms, and Sense Fey should probably work closer to how detect the faithful /detect good/detect evil works.

Navigator:
Star Navigation (Ex): on a clear night identify direction and date
Deep Vision (Ex): as Darkvision, but only in underwater conditions
Seal Stride (Ex): double movement rate swim only
Breath of Lyrr (Su): Water Breathing (as spell) but only 10 min/level
Arms of Lyrr (Su): Free Action (as spell) but only 10 min/level
I don't think the title or the first ability fit very well with the others, and as humans, they probably won't have a swim speed that can be doubled...

Raider:
Stealth: as a bonus class skill; and gain Mobility as a free bonus feat
Fast Stealth as per rogue talent
Treasure Spotter (Ex): immediate perception check within 10' of treasure
Spring Attack: as a free bonus feat
Hide in Plain Sight (Ex): as per ranger class feature
I'd seperate Stealth and Mobility, and give them Stealth Automatically instead of making them pick it. I'm not sure I'd give them mobility and spring attack, and I think HIPS needs to have level restrictions, as it's a powerful ability.

Worg:
Hunter's Bond (animal companion); and Wild Empathy as per druid feature
Woodland Stride: as per druid class feature
Invisibility to Animals (Su): as spell
Companion's Eye: see through Companion's vision and line of sight.
Call of the Wild: summon all beasts in shouting distance (200 feet), normal animals appear in 1d4 rounds friendly to summoner, unfriendly to opponent
Animal Companion and Wild Empathy should be seperate choices. Thematically Animal Companion should be automatic for these guys I would think.. Maybe not. How often can they use Invisibility to Animals, any duration limits, etc... Companion's Eye: What type of action is it? (I'd make it a standard action with concentration to maintain). Call of the Wild: This is basically a supercharged 2e summon spell. Make it closer to the mechanics of Summon Nature's Ally, or give them summon Nature's ally with rates comparable to the Summoner Class. Instead of appearing, they come from the wilderness, but within the limits of the Summon Nature's Ally spell. Give them the 1d4 rounds time to show up, and then increase the duration to like, a minute or something. At the end of which they leave.

These are good Ideas. I would include more of them. I would also tie the code of conduct in with them more closely, like a paladin's code of conduct, but I'd have each type of ancestral line have different codes of conduct, all fitting within celtic culture and train of thought better.

If you included non-celtic ancestral lines, you could include similar fighters from other cultures later - Maybe Persian themed shield specialists, with a different weapon selection and different family lines. Hell, greek themed ones could work too.

Favored Enemy: as ranger class feature, but first selection must be: Humanoid (human - specific Celtic clan).
That's pretty limited. Why not make it: Favored Enemy (Enemy Organization) like the Urban Ranger got in UA. They could pick an enemy tribe, but they could also pick the Romans. Or whatever other enemy nations you include.
Shield Mastery: capstone power - lowers shield size penalties by one category
This is really weak for a capstone ability. All it does is remove what little remaining penalty you have on the tower shield. Compare it to Armor Mastery (Fighter) which is much nicer, or any capstone ability from Pathfinder Core.

It's a step in the right direction, but needs some further revision to be worth using. I'd recommend designing it in such a way that the class could be played by members of other cultures easier, so it could see use in other settings.

It's getting better. Some of the things aren't the best Choices, but still pretty good.

Of course, this doesn't say the class is the right power level. Some of those abilities are clearly superior to the other ones listed, but we may as well make it appealing, and THEN tone it back to the right power level. it's much easier than the other way around

Here's an attempt to revamp that above draft.

Clan Warrior
(Draft 2A)
HD: d10
BAB: As Fighter
Saves: As Fighter
Skills: 4 + Intelligence modifier; Acrobatics, Climb, Craft, Handle Animal, Intimidation, Knowledge (nature), Perception, Ride, Survival, Swim

1st Clan Focus, Ancestral Lineage Marking, Canny Defense
2nd Shield Training 1
3rd Ancestral Lineage Power
4th Favored Enemy (one Celtic clan)
5th Clan Focus
6th Shield Training 2
7th Ancestral Lineage Power
8th Favored Enemy
9th Clan Focus
10th Shield Training 3
11th Ancestral Lineage Power
12th Favored Enemy
13th Clan Focus
14th Shield Training 4
15th Ancestral Lineage Power
16th Favored Enemy
17th Clan Focus
18th Shield Training 5
19th Ancestral Lineage Power
20th Favored Enemy, Shield Mastery


Class Features:
Proficiencies: (Clan Warrior Celtic Weapon List), light armor, Hide Armor and all shields
Celtic Weapons(Insert List f Weapons Here)

Clan Focus:
Clan Focus determines Additional Weapon Proficiencies, Gives two Bonus Skill Focus Feats, and defines the bonus feat list which feats can be chosen each time the Clan Focus ability is gained. There are five types of clan focus.

The following feats are available to all Clan warriors, regardless of focus (The Clan Warrior still must meet any prerequisites for the feat): Weapon Focus, Weapon Specialization, and Penetrating Strike.

Druidic Focus:
Dwells near druidic learning centers and fey regions
Weapons: longspear, barbed spear
Skill Focus: Perception 1st; Knowledge (nature) 5th
Clan Feats: Improved Salmon Leap, Del Chliss, Improved Del Chliss, Spear Kicking, Improved Spear Kicking.

Equine Focus:
Dwells in areas of plains and are breeders of excellent horses
Weapons: Light Lance, Falcata, Javelin
Skill Focus: Ride 1st; Handle Animal 5th
Clan Feats: Mounted Combat, Ride by Attack, Spirited Charge, Trample, Unseat

Highlander Focus:
Dwells in highland regions
Weapons: Bastard Sword, Greatsword, War Sling
Skill Focus: Climb 1st; Knowledge (nature) 5th
Clan Feats: Power Attack, Cleave, Great Cleave, Vital Strike, Improved Critical, Critical Focus

Pirate Focus:
Bonus Skill: Profession (sailor)
Dwells on coastal regions and islands
Weapons: Longspear, Any one from the Following List (X)
Skill Focus: Swim 1st; Profession (sailor) 5th
Clan Feats: Improved Salmon Leap, Deflect Arrows, Spear Catching, Del Chliss

Smith Focus:
Located near iron-rich ore fields
Weapons: Shortsword, Longsword, Warhammer, Maul
Bonus Skill: Craft (Weaponsmithing), Craft (Armorsmithing)
Skill Focus: Craft (Weaponsmithing or Armorsmithing) 1st; Craft (Weaponsmithing or Armorsmithing) 5th
Clan Feats: Shield Focus, Improved Shield Bash, Two Weapon Fighting, Shield Slam, Shield Master

Canny Defense(Rename Me):
As the duelist ability, with the following changes:
- Can be used with Hide Armor.
- Can use a shield (except tower shields) with this ability.
- The maximum int bonus applied to AC increases by 1 for every two levels of Clan Warrior.

Shield Training:
Because the clan warrior is limited to light armor, shields have greater importance to clan warriors and training with them confers better defense: at each level of acquisition, increase the shield’s shield bonus by 1, and decrease the shield’s armor check penalty by 1. At Each level of acquisition, the appropriate ability is gained from the list below.

2nd level: Dodge
6th level: Evasion, as the rogue ability.
10th level: Shield Parry: using shield to Parry, as the Duelist class feature.
14th level: Riposte: as per Duelist feature
18th level: Elaborate Defense: as per Duelist feature

Ancestral Lineage Powers:
Powers gained through a spiritual link with a clan ancestral hero. Each time it is gained, you gain one of the abilities in the list. Each lineage has a Marking, which all with that lineage have.
Each lineage has its own code of conduct.

Fey Pathfinder:
Code of Conduct:
Fey Marking (Ex): An Invisible Fey who became invisible through an innate ability (as opposed to through arcane or divine magic) is never invisible to you.
Sense Fey (Ex): As Detect Good, at will, except the ability detects creatures with fey types and subtypes instead of detecting Good. You are not vulnerable to an overwhelming fey aura.
Detect Glamour (Ex): as an immediate action gain an automatic Will Save against an innate illusion or compulsion ability (SLA, Ex, or Su) of a creature with the fey type to disbelieve the illusion or negate the compulsion effect, even if the ability does not offer a save, or you already failed the save . The DC is equal to 10+1/2 EL of the Fey + the Fey’s CHA Modifier. This ability can be used 3+ CHA Modifier times per day.
Resist Nature's Lure (Ex): as per druid class feature
Find Portal (Ex): locate any Fey Portals within 30' radius
Find Path (Ex): locate Fey Path to prevent being trapped in Fey entropy

Navigator:
Code of Conduct:
Navigator Marking (Ex): On a clear night identify direction and date, using constellations. This ability can be used at will, but takes 3 minutes to complete, and the Clan Warrior must be able to see the stars.
?????

Water (New Name):
Code of Conduct:
Water Marked(Ex): Can hold their breath a numbr of rounds equal to 4x their Constitution Score.
Deep Vision (Ex): as Darkvision, but only in underwater conditions
Seal Stride (Ex): Gain a swim speed of 40
Breath of Lyrr (Su): Water Breathing (as spell) but only 10 min/level/day
Arms of Lyrr (Su): ????? as a Free Action (as spell) but only 10 min/level

Raider:
Code of Conduct:
Raider Marking: Gain Stealth: as a bonus class skill
Mobility as a free bonus feat
Fast Stealth as per rogue talent
Treasure Spotter (Ex): immediate perception check within 10' of treasure
Spring Attack: as a free bonus feat
Hide in Plain Sight (Ex): as per ranger class feature[/quote]I'd seperate Stealth and Mobility, and give them Stealth Automatically instead of making them pick it. I'm not sure I'd give them mobility and spring attack, and I think HIPS needs to have level restrictions, as it's a powerful ability.

Worg:
Code of Conduct:
Word Marking: Wild Empathy as per druid feature
Hunter's Bond (animal companion as per druid)
Woodland Stride: as per druid class feature
Invisibility to Animals (Su): as spell, 3+Cha Mod times per day
Companion's Eye: See through Companion's vision and line of sight. Standard action, Duration: Concentration, at Will.
Call of the Wild: As Summon Nature's Ally, 3+Cha Mod Times per Day, with the following Exceptions: Fey, Outsiders, and Giants cannot be summoned. Instead of appearing on your turn, they come from the surrounding area, and arrive 1d4 rounds after the use of the ability. The duration is 5 rounds/level, after which the animal will leave to go back to where it came from. Its alignment changes to the default alignment for creatures of its type, it no longer sees enemies as hostile unless threatened by them, but still sees the Clan Warrior as friendly unless it has a reason not to. Should the animal be killed during the duration of the spell, it does not get sent back to where it came from, it simply dies like any other animal of its kind. If there are no animals of the chosen type within 1 mile, another animal (or animals) come instead, but still within the limits of the Summon Nature’s Ally Spell. The DM can add other animals to the list where appropriate. The Summon Nature’s Ally spell number increases by 1 for every 2 levels of Clan Warrior. At Levels 19 and 20, a Clan Warrior with this ability can summon 1d3 9th level creatures of the same kind, or 1d4 lower level creatures of the same kind.

Favored Enemy: as ranger class feature, but first selection must be an enemy organization, enemy clan, or enemy country, following guidelines of the Urban Ranger in Unearthed Arcana.

Armor Mastery: As Fighter (come up with something original to put here).

Ex- Clan Warriors:
A clan warrior who breaks their code of conduct loses all ancestral lineage powers, and cannot advance as a Clan Warrior. Clan Warriors with animal Companions lose the animal companions. Should they atone for their wrongdoing (See the Atonement Spell), they regain their ancestral lineage powers, and can then gain levels in Clan Warrior again.

Glory Requirements: Clan Warriors Must Maintain a Glory Rank 2 (Why? What happens if they don’t?)


This has many blanks that need to be filled in, but I think it shows what I'm trying to say for how to approach things.
 
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Big Revision in Draft 3

Thank, Sylrae, I came to a wider reaching revision. Rather than railroad characters down a specific "clan type" with a limited list of weapons and feats, I've opened things up and also tried to generalize the Clan Feats, and am introducing Ancestral Talents, like rogue talents a list of available extraordinary abilities mostly from the former clan type category. So players can choose which feats, weapons and talents they want to, and not pick a Celtic path.

It addresses much of what you've discussed, but since I've been developing this having not yet read your response - it doesn't address all your issues.

You're right about keeping the Celtic for flavor, not weapon choices, my War Sling and Gae Bolg barbed spear are the only new and unique weapons apart from Pathfinder Core, so the rest will reflect standard weapons, as you suggest.

I want to combine the Code of Conduct to a List of Brehon Laws (which I've found a source and condense to 10 or so general laws) that apply to every Celtic clan. Without an Honor code, per se, one's word and oral contracts made are considered binding.

I've added one Law related talent, but I need more.

Oh, by the core, shields don't have armor check penalties, only armor.

In a land of memory recorded in songs and sagas ones reputation is of paramount importance to all characters, Glory is the mechanic that converts reputation to various modifiers to diplomacy, intimidation, and dealings with fey beings. After further research, I've discovered that Celtic clan warriors, bards and druid classes were all of the noble caste - thus all PCs are of the noble caste, NPCs comprise all other castes in clan society. Glory is important to the careers of all noble adventurers.

The problem with fey. Fey portals occur naturally in many places and as one travels through the wilderness accidently stepping through a portal is a very real if uncommon (not rare) event and the Fey Realm have different rules and dangerous ramifications for loosing your way. I'm up for changing the Glamour to a straight Detect Magic ability, however the Portal and Path powers and life-saving abilities necessary for the setting.

Clan Warrior class (draft 3)
HD: d10
BAB: Full
Saves: Fighter
Skill Ranks per level: 4 + intelligence modifier
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Handle Animals, Intimidation, Knowledge (nature), Perception, Profession (sailor), Ride, Stealth, Survival, Swim.
Restrictions: medium armor (no breastplate), and all shields.

1st Shield Training 1, Improved Unarmed Strike
2nd Clan Feat
3rd Favored Enemy (human tribe or nation, ie: Domicii Tribe, Empire of Cer)
4th Ancestral Talent
5th Shield Training 2
6th Clan Feat
7th Favored Enemy
8th Ancestral Talent
9th Shield Training 3
10th Clan Feat
11th Favored Enemy
12th Ancestral Talent
13th Shield Training 4
14th Clan Feat
15th Favored Enemy
16th Ancestral Talent
17th Shield Training 5
18th Clan Feat
19th Favored Enemy
20th Ancestral Talent, Capstone?

Shield Training: because of the limitation to medium armor (no breastplate), shields have greater importance.

1l 1st level: +1 shield bonus to AC, 1 less penalty to Dexchecks, Shield Focus as bonus feat.
2. 5th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Improved Shield Bash as a bonus feat.
3. 9th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Two Weapon Fighting as a bonus feat
4. 13th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Shield Slam as a bonus feat.
5. 17th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Shield Master.

Improved Unarmed Strike: clan warriors in disputes with fellow clansmen are forbidden to use weapons, and settle things with fists, kicks and pins, thus is granted this as a bonus feat.

Clan Feats: bonus feats selected from the Clan Warrior Feat list.

Favored Enemy: as per Ranger class feature, however first choice must be Humanoid (human nation or tribe).

Ancestral Talent: tied to personal honor, the Brehon Laws and Glory ranks, are a list of powers and awakened skills from your clan ancestors. At 12th level advanced ancestral talents become options for acquisition of additional ancestral talents.

Animal Companion (Ex): as per Hunter's Bond, ranger class feature.
Breach of Brehon (Ex): if anyone of superior rank violates one of the Brehon Laws, you can call a veto forcing druidic review and delaying or halting actions. This talent confers authority to make such a veto.
Combat Trick (Ex): as a talent you may select from the Fighter Feats
Deep Vision (Ex): as Darkvision, but underwater conditions only.
Detect Magic (Ex):as spell, especially for detecting Fey Glamour.
Fast Stealth (Ex): as per rogue talent
Intimidating Prowess (Ex): as a free bonus feat
Resist Nature's Lure (Ex): as per druid class feature
Sense Fey (Ex): detect magical being within 10'
Skill Focus (Ex): talent as bonus feat to any class skill
Star Navigation (Ex): on a clear night use stars to determine location, direction of travel, and calendar date
Taunt (Ex): through insults and second hand slander force a chosen clan warrior to defend his honor in single combat against you.
Wild Empathy (Ex): as per druid class feature
Woodland Stride (Ex): as per druid class feature

Advanced Ancestral Talents:at 12th level and above

Arms of Lyrr (Su): Free Action, as spell, but only 10 minutes per level
Breath of Lyrr (Su): Water Breathing, as spell, but only 10 minutes per level
Call of the Wild (Su): as Summon Nature's Ally spell
Companion's Eyes (Su): know direction and view through your animal companion's eyes as a standard action, requiring concentration to maintain.
Find Fey Path (Su): locate a Path though the Fey Realm, avoiding entropy
Find Fey Portal (Ex): detect fey portals within 30 foot radius
Hide in Plain Sight (Ex): as per ranger class feature

Clan Feats and prerequisite feats:
Deflect Arrows - dex 13, improved unarmed strike
Spear Catching - dex 15, 10th level Clan Warrior, deflect arrows; catch
one ranged weapon used to attack you.
 

Big Revision in Draft 3

Clan Warrior class (draft 3)
HD: d10
BAB: Full
Saves: Fighter
Skill Ranks per level: 4 + intelligence modifier
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Handle Animals, Intimidation, Knowledge (clans), Knowledge (fey), Knowledge (nature), Perception, Profession (sailor), Ride, Stealth, Survival, Swim.
Restrictions: medium armor (no breastplate), and all shields.
Celtic Weapons: dagger, spear, longspear, cudgel, heavy mace, short sword, long sword, battleaxe, bastard sword, falchion; (new weapons) war sling and barbed spear.

1st Shield Training 1, Improved Unarmed Strike
2nd Clan Feat, Skill Focus
3rd Favored Enemy (human tribe or nation, ie: Domicii Tribe, Empire of Cer)
4th Ancestral Talent
5th Shield Training 2
6th Clan Feat, Skill Focus
7th Favored Enemy
8th Ancestral Talent
9th Shield Training 3
10th Clan Feat, Skill Focus
11th Favored Enemy
12th Ancestral Talent
13th Shield Training 4
14th Clan Feat, Skill Focus
15th Favored Enemy
16th Ancestral Talent
17th Shield Training 5
18th Clan Feat, Skill Focus
19th Favored Enemy
20th Ancestral Talent, Capstone?

New Skills: Knowledge (clans) - replaces Knowledge (history) and Knowledge (local); Knowledge (fey) replaces Knowledge (planes)

Shield Training: because of the limitation to medium armor (no breastplate), shields have greater importance.

1. 1st level: +1 shield bonus to AC, 1 less penalty to Dex checks, Dodge as bonus feat.
2. 5th level: +1 shield bonus to AC, 1 less penalty to Dex checks, evasion as rogue ability.
3. 9th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Shield Parry: use shield to Parry, as per Duelist class feature.
4. 13th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Riposte as Duelist class feature.
5. 17th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Elaborate Defense, as Duelist class feature.

Improved Unarmed Strike: clan warriors in disputes with fellow clansmen are forbidden to use weapons, and settle things with fists, kicks and pins, thus is granted this as a bonus feat.

Clan Feats: bonus feats selected from the Clan Warrior Feat list.

Skill Focus: as a bonus feat selected from the Clan Warrior class skill list, can only apply skill focus on any one skill only and must select a different skill each time, affects do not stack for the same skill.

Favored Enemy: as per Ranger class feature, however first choice must be Humanoid (human: nation or tribe).

Ancestral Talent: tied to personal honor, the Brehon Laws, Glory ranks, and code of conduct, are a list of powers and awakened skills from your clan ancestors. At 12th level advanced ancestral talents become options for acquisition of additional ancestral talents.

Animal Companion (Ex): as per Hunter's Bond, ranger class feature.
Breach of Brehon (Ex): if anyone of superior rank violates one of the Brehon Laws, you can call a veto forcing druidic review and delaying or halting actions. This talent confers authority to make such a veto.
Combat Trick (Ex): as a talent you may select a feat from the Fighter Feats
Deep Vision (Ex): as Darkvision, but underwater conditions only.
Detect Glamour (Ex): as an immediate action gain an automatic Will save against an innate illusion or compulsion ability (SLA, Ex, Su) of a creature of the fey type to disbelief the illusion or negate the compulsion effect, even if the ability does not offer a save, or you already failed the save. The DC is equal to 10+1/2 EL of the fey + the fey's Charisma modifier. This ability can be 3+ Charisma modifier times per day.
Fast Stealth (Ex): as per rogue talent
Fey Marking (Ex): an invisible fey who became invisible through an innate ability (as opposed to divine or arcane magic) is never invisible to you.
Glorious Save (Ex): apply your Glory rank as a bonus to any one saving throw, once per day
Glorious Strike (Ex): apply your Glory rank as a bonus to a single attack, once per day
Intimidating Prowess (Ex): as a free bonus feat
Resist Nature's Lure (Ex): as per druid class feature
Seal Stride (Ex): gain swim speed 40'.
Sense Fey (Ex): as Detect Good at will, except the ability detects creatures with fey type and subtypes instead of detecting good. You are not vulnerable to an overwhelming fey aura.
Star Navigation (Ex): use constellations to determine location, direction of travel, and calendar date. This ability can be used at will, but requires 3 rounds to complete and clan warrior must be able to see the stars.
Taunt (Ex): through insults and second hand slander force a chosen clan warrior to defend his honor in single combat against you. Target clan warrior gets a DC 10+1/2 your BAB+Wis modifier to overcome taunts.
Water Marked (EX): can hold your breath for a number of rounds equal to 4x your Con score
Wild Empathy (Ex): as per druid class feature
Woodland Stride (Ex): as per druid class feature

Advanced Ancestral Talents:at 12th level and above
Arms of Lyrr - Freedom of Movement, as spell, but only 10 minutes per level
Breath of Lyrr (Su): Water Breathing, as spell, but only 10 minutes per level
Call of the Wild (Su): as Summon Nature's Ally spell, 3xCHA modifier per day, with the following Exceptions: Fey, Outsiders, and Giants cannot be summoned. Instead of appearing on your turn, they come in 1d4 rounds from the surrounding area after using this ability. The duration is 5 rounds per level, after which the animal will leave to where it had come. Its alignment changes to the default alignment of creatures of its type, it no longer see enemies as hostile unless threatened by them, but still sees the clan warrior as friendly unless it has reasons not to. Should the animal be killed during duration of spell, it does not get sent back where it came from, it simply dies as any other animal of its kind. If there are no animals of the chosen type within 1 mile, another animal or animals arrive instead, but within the limits of the Summon Nature's Ally spell. The DM can add other animals to the list where appropriate. The Summon Nature's Ally spell number increases 1 for every 2 levels of clan warror - at 19th-20th level, a clan warrior can summon 1d3 9th level creatures of the same kind or 1d4 lower level creatures of the same kind.
Companion's Eyes (Su): see through companion's eyes, 3+CHA modifier per day as a standard action, duration, Concentration, at Will.
Find Fey Path (Su): locate a Path though the Fey Realm, avoiding entropy
Find Fey Portal (Su): detect fey portals within 30 foot radius
Glorious Tenacity (Ex): add your glory rank as temporary hit points per level against any single combat encounter up to 10 rounds, once per day, these points are removed once the combat ends. 3xCHA modifier per day.
Hide in Plain Sight (Ex): as per ranger class feature

Capstone Power:
Shield Mastery (Ex):at 20th level a clan warrior gains DR 5/- whenever using a shield.

Ex-Clan Warriors: a clan warrior who breaks the code of conduct loses all ancestral talents and cannot advance as a clan warrior. Clan warriors with animal companions, lose their animal companion. Should they atone for their wrongdoing (see the Atonement spell) they regain their ancestral talents and can gain levels as clan warriors again. Pledges and a Geas* are required to join the clan once again.

Glory requirements: Clan Warriors of the Lands of Keld setting must maintain a minimum Glory rank ? "As Expected", as any ranks below ? of status Infamous or lower can result in expulsion for the clan and consider an outlaw. If clan warrior uses a weapon of glory, it loses it's arcane properties and functions as a masterwork item only. (Currently redeveloping the Glory system for the setting, I will update this requirement when it is ready.)

*Geas: is currently under development.

Clan Feats and prerequisite feats:
Deflect Arrows - dex 13, improved unarmed strike; avoid one ranged attack
- Spear Catching - dex 15, 10th level Clan Warrior, deflect arrows; catch one ranged weapon used to attack you.
Del Chliss - 1st level clan warrior, proficiency with spear, apply double strength bonus to damage on a single attack as a standard action using a spear (can be used with Salmon Leap combat maneuver).
Improved Salmon Leap - 10th level clan warrior; negate Attack of Opportunity, when performing the Salmon Leap combat maneuver.
Spear Kicking - 6th level clan warrior, weapon focus spear; cause double strenth bonus to damage when kicking a spear, with a -2 hit, but causes you to become flat-footed.
-Improved Spear Kicking - lessens penalty to -1 hit, and only lose half your dexterity bonus following a spear kick
War Sling Adept - BAB +6, weapon focus: war sling; an adept can increase the effective range from 30' to 60'.
War Sling Master - BAB +10, war sling adept; automatically confirm critical hits at x3 damage

Fighter Feats allowed by Clan Warrior class: same prerequisites

Critical Focus
- Tiring Critical
- - Exhausting Critical
Improved Critical
Mounted Attack
- Mounted Javelin Throwing (as mounted archery, but using javelins)
- Ride by Attack
- - Spirited Charge
- Trample
- Unseat
Vital Strike
- Improved Vital Strike
- - Greater Vital Strike
Weapon Focus
- Weapon Specialization
- Greater Weapon Specialization
- Penetrating Strike

Ride Skill, and feats: Mounted Attack, Mounted Javelin Throwing, Ride by Attack, Trample can all be applied to riding a chariot.

GP

PS: probably need a few more Ancestral Talents and/or Advanced Talents.
 
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I think that Knowledge skills related to clan customs, fey traditions and clan history are in order here.

Based on some recorded history, violation of customs often led to grave offenses and bloody vendettas.
Fey traditions, etiquette are practically a necessity. One wrong word and you become a thrall of hundreds-years-old malignant entity.
Clan history - knowing who owes whom, grudges and vendettas, famous historical figures, folk tales, legends.

Proposed names:
Knowledge (Clans) (replaces Knowledge (History) and Knowledge (Local))
Knowledge (Fey) (replaces Knowledge (Planes))

Regards,
Ruemere
 

Thanks, added them!

I think that Knowledge skills related to clan customs, fey traditions and clan history are in order here... and good stuff.

Thanks for the review, I had Knowledge (fey), then pulled it, but I too think it belongs as well as the Knowledge (clans) - so I editted the last class build and added them in.

GP
 

I think it's mostly a step in the right direction. Many of the things I pointed out as problems/addressed didn't get covered in revision 3, or the second copy of revision 3.

Shields have armor check penalties in pathfinder core. they have penalties of 1, 2, or 10 (tower shield)
 

Still being updated

I think it's mostly a step in the right direction. Many of the things I pointed out as problems/addressed didn't get covered in revision 3, or the second copy of revision 3.

Shields have armor check penalties in pathfinder core. they have penalties of 1, 2, or 10 (tower shield)

Yes, as I mentioned at the top of the third draft, I created it offline before I read your last response, so while I addressed some issues, not all - still updating.

I made your armor check penalties adjustments in the shield skills.

Will get to this tonight.

EDIT: I added in the rest of the changes, filled in the blanks...

GP
 
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