• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Iron Age Celtic setting ideas...

Spell List
As Sorcerer/Wizard is pretty boring.

I'd suggest mixing it up, and add some spells from other full casters. Look at the spell list for druid, witch, and cleric, and see what's worth appropriating. Drop wizard/sorcerer spells that don't fit. I think there are some 'golarion specific' spells that are OGC that could be worth giving to this guy as well. Add lots and lots of spells from the Advanced Players Guide (you *KNOW* this one is a good Idea *Wink*).

Give them a (Wizard Sized (ie very large)) custom list.

You may not be good at designing new spells, but cobbling a list together from existing spells shouldn't be too bad.

I'll be picking up the APG at Gencon, so I don't have it yet, but I will definitely take a look at the new spell lists. Also don't have much on Golarian, so I need to get some of the APs. Still needs improvement.

Runes
I like the runes, though how you can make them, how often you can make them, and how long it takes to make them is not well detailed above.

I'd suggest the runes be a temporary thing you can do x/day, or have material costs and time associated with them like craft feats. The alchemist's bomb ability may give you ideas on the sort of mechanism for class-created stuff.
If you want to go a more original route, maybe make it a class ability that uses various craft skill checks and has "Carving times" associated with each rune, with longer *Carving Times* depending on how long you want the rune to last. I very much like the Idea of making the runecrafting be a skill based thing you can do as often as you want. That to me is a very cool idea.

Still haven't sorted out *carving times*, as you see it's not in the Draft 3, that will part of Draft 4, after playtesting. I've got several ideas in mind, they just need testing.

EDIT: I justed added rune carving rules and times to the last build in my previous post to accomodate your ideas. I also removed the Carve Rune (item creation feat) and replaced it with Craft (rune) skill.

I still have to add material costs and DC checks, but its late, that's for tomorrow - almost done, I think.

Nice flavour to this.

Thanks, RC! The build started from your runecasting druid features, and though twisted around a bit more Vancian, you did provide the seeds for me to start this, so I thank you for that, as well.

GP
 
Last edited:

log in or register to remove this ad


Fast Rune Carving 4th level bonus feat

Just added: Fast Rune Carving - as a bonus feat at 4th level, which lowers rune carving time increments between material choices by 1 step to a minimum of 1 round, and every four levels reduce each material by 1 step.

Capstone power supercedes all time increments to just a swift action.

GP
 

Runemaster - final version before playtest

I put in some last minute changes and tweaks, plus the normal wizard info she would need in her description...

Runemaster (wizard) - Draft 4: final version before playtest

HD: d6, BAB: half, Saves as per wizard, 2 + Intelligence modifier for skill points. Skills: same as wizard, except replace Knowledge (planes) with Knowledge (fey) and both Knowledge (history) and Knowledge (local) with Knowledge (clans), plus Craft (rune), Craft (runestaff), Craft (menhir rune).

Restrictions: a runemaster is proficient with all simple weapons. They are proficient in any light armor, but no shields. Medium and heavier armor interferes with a runemaster's somantic gestures and subject to spell failure as per Arcane Spells and Armor as Pathfinder RPG Core Rulebook. A runemaster begins as an illiterate person, as her language cannot be recorded except in the form of arcane runes, each representing complex formula and calculations learned by rote, taught by her master.

1st: Arcane school, arcane mark (sp) at will, cantrips, carve rune, rune marked
2nd: Rune
4th: Rune
6th: Rune
8th: Rune
10th: Rune, greater rune
12th: Rune
14th: Rune
16th: Rune
18th: Rune, master rune
20th: Rune Mastery

Arcane Mark (Sp) - as spell can be cast at will.

Spells: a runemaster casts arcane spells from all of the sorcerer/wizard and up to 5th level druid spell lists. A runemaster has the same spell progression as a wizard and gains bonus spell based INT modifier.

Rune Marked - every runemaster focuses on certain spells, until casting them becomes second nature, a condition considered rune marked. At 1st level the runemaster chooses one known spell. She can prepare this spell without referring to her runestaff, and does not provoke an attack of opportunity when she casts it. When cast this spell is treated as if 1 level higher for all purposes. If she uses metamagic that costs 1 or more spell slots, she subtracts 1 spell slot from the casting cost. She gains an additional rune marked spell at 5th, 9th, 13th and 17th level. At 9th level and 17th level she can choose to replace one of her rune marked spells with another spell she knows.

Craft (rune) skill check, with a material cost based whether it is to the ground (free), wooden, bronze, iron or stone surface. The stronger the material the longer the rune lasts. Each material will have a different Craft DC check based on hardness.

Taking 1 minute + 1 minute per spell level is required to scribe a rune into dirt, 10 minutes + 10 minutes per spell level is required to carve into wood, 30 minutes + 30 minutes per spell level to carve/engrave into bronze, 1 hour + 1 hour per spell level to carve/engrave into iron, and 2 hours + 2 hours per spell level to carve into stone. Also thinking of subtracting 1/4 (rounded up) of your caster levels in material's time units (minimum 1 unit).

By spending extra time increments creating the rune more carefully, to a maximum of 1 unit + 1/4 (rounded up) of your caster levels in units, you can add an extra duration unit to the runes maximum duration indicated below.

A dirt rune may last 24 hours, though it can be erased by strong winds, or precipitation (good for protecting a campsite). A wooden rune may last 1 day + 1 day per spell level. A bronze rune may last for 2 days + 2 days per spell level. An iron rune may last for 3 days + 3 days per spell level. A stone rune may last for 1 week + 1 week per spell level.

At the completion of carving the rune, the runemaster then casts the appropriate spell, including all required components.

A runemaster can create a maximum of 3 x her casting level of runes at any time.

A runemaster can activate only 5 + half the runemaster's levels + Intelligence modifier per day with the noted restrictions 3 each of any lesser rune, 2 each of any greater rune, and 1 each of any master rune

Note: runestaff requires Craft (runestaff) and though made of wood can last indefinitely depending on how well it is stored and cared for, however runestaves carried while traveling may only last for 1 year, and must be replaced annually.

Also Craft (menhir rune) allows a runemaster to carve a rune using the stone material attributes onto an upright menhir stone that will last indefinitely.

Rune: runemasters learn a number of empowered carved symbols, called runes, that grant them powers or protections. At 2nd level a runemaster gains a rune of choice, and an additional rune every two levels after, as noted below. A runemaster cannot select an individual rune more than once. A runemaster can use Rune for 3 + 1/2 the runemaster's levels + Intelligence modifier per day. She can cast her lesser runes 3 x per day. At 10th level a runemaster gains access to greater runes. Each greater rune can only be cast 2 x per day, within the limits of her total available castings per day. At 18th level a runemaster gains access to master runes. Master runes can only be cast 1 x per day, within the limits of her total available castings per day. A rune requires 1 square inch + 1 square inch per spell level in area to create.

Lesser Rune -

Bar (Sp) - a runemaster places this rune onto a door, chest or portal to confer arcane lock, as per spell.

Brehon (Sp) - a runemaster creates a zone of truth, as per cleric spell, all who stand within 20' radius around the rune cannot tell a lie.

Fascinate (Sp) - this decorative rune causes all those who view it to become fascinated, for 1 round + 1 round per 2 runemaster levels. Will save negates.

Obfuscation (Sp) - as a runemaster gains power, when carving this rune she becomes more difficult to view and scry, eventually gaining mage's private sanctum combined with false vision at 10th level. At 4th level she can obscure object, as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 6th level she gains nondetection combined with invisibility. At 8th level she gains greater invisibility and has 50% concealment when she moves, as if she has the lightening stance feat.

Puzzle (Sp) - a runemaster can create a rune that causes all those who view it to become confused for 1 round + 1 round per for evey two levels of runemaster who places it. A Will save negates.

Reading (Sp) - a runemaster can read any book, document or scroll within 10' of the location of this placed rune, as per comprehend languages.

Sanctuary (Sp) - a runemaster can place herself under a sanctuary, as per cleric spell.

Secure (Sp) - a runemaster can place this rune onto a door or portal and confer the hold portal spell.

Trapped (Sp) - a runemaster can protect any rune she creates by combining the rune with explosive runes, as per spell.

Warding (Sp) - a runemaster can protect any rune she creates by combineing the rune with a glyph of warding as per cleric spell.

Greater Rune (Ex) - at 10th level, a runemaster can select from greater runes. She can use any master rune only 2 x per day, within the limits to her total number of runes she can cast per day.

Greater Fascinate (Sp) - works as fascinate rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Puzzle (Sp) - works as puzzle rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Warding (Sp) - a runemaster can protect any rune she creates with a greater glyph of warding, as per cleric spell.

Lock Down (Sp) - a runemaster can create a rune that applies a guards and wards, as per spell.

Sentinel (Sp) - a runemaster can place this rune on a tree duplicating the liveoak 6th level druid spell.

Symbol (Sp) - as a runemaster gains power, she gains access to all of the cleric's symbol spells. At 10th level she can place a symbol of sleep, at 11th level - symbol of pain, at 12th level - symbol of persuasion, at 13th level - symbol of fear, at 14th level - symbol of weakness, at 15th level - symbol of stunning, at 16th level - symbol of insanity, and finally at 17th level - symbol of death.

Vitality (Su) - a runemaster can create a rune that emanates one channel positive energy using the runemaster's level as Cleric level.

Master Rune (Ex) - at 18th level a runemaster may choose one of the powerful master runes. She can use any master rune only 1 x per day, within the limits to her total number of runes she can cast per day.

Combined Rune (Su) - allows you to combine the effects of any two known runes, though both runes need to be placed in a circle.

Fey Lock (Sp) - works as dimensional lock. Rune can be scored onto the ground within 5' of a fey portal, or other location.

Superior Fascinate (Sp) - works as greater fascinate rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Superior Puzzle (Sp) - works as greater puzzle rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Fast Rune Carving as a bonus feat at 4th level, which lowers each time element one step to a minimum of 1 round. For example the 1 minute + 1 minute dirt rune would be lowered to 1 round + 1 round per spell level and carving to stone would go from 2 hours + 2 hours per spell level to 1 hour + 1 hour per spell level.

Every four levels all time increments are lowered to the next one down, to a minimum of 1 round. Thus at 8th level dirt rune carving goes to 1 round only.

So at 16th level bronze is reduced to a single round, with softer materials already at 1 round, iron goes to 1 found + 1 round per level, etc.

At 20th level gain capstone: Rune Mastery - runes are created instantly when spoken out loud, this is considered a swift action.

Runestaff - a runestaff is a heavy oak staff that is 6' long. The upper 12" resembles a wooden cudgel (shillelagh) and can be used as a weapon. The runestaff serves as the spellbook. She can possess as many runestaves as required to hold all known spells, as well as copies of her runestaves to prevent loss through dispelling, sundering or being stolen.

A runemaster's 'spellbook' could also be recorded onto a stone slab as part of her home or within a cave wall, as it can be carved into weapons, armor, wood or metal shields and other large metal surfaces. Though her carried runestaff serves as her most portable version. Her allies could wear the armor or bear the weapons as back-up spellbooks.
 
Last edited:

Clan Warrior - final version before 2nd playtest

Clan Warrior class
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, clan tactics
5th Shield Training 2
6th Clan Feat, Skill Focus
7th Favored Enemy
8th Ancestral Talent, clan tactics
9th Shield Training 3
10th Clan Feat, Skill Focus
11th Favored Enemy
12th Ancestral Talent, clan tactics
13th Shield Training 4
14th Clan Feat, Skill Focus
15th Favored Enemy
16th Ancestral Talent, clan tactics
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 armor check, 1 less penalty to Dex checks, Dodge as bonus feat.
2. 5th level: +1 shield bonus to AC, 1 less penalty to Dex checks, 1 less penalty to armor check, evasion as rogue ability.
3. 9th level: +1 shield bonus to AC, 1 less penalty to Dex checks,1 less penalty to armor check, 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,1 less penalty to armor check, 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).

Champion - one of your ancestors was clan champion during a time of great need.
Skill Focus: Intimidation
Skill Focus: Perception
Skill Focus: Craft (weaponsmithy)
Skill Focus: Craft (armor smithy)
Talent: Animal Companion (limited to horse, hunting dog, war dog)
Talent: Battle Cry (+1 morale bonus to attacks for clan warrior and all allies in 30', lasts for 2 rounds per level of clan warrior, up to 3+ CHA mod per day, increase this bonus +1 for every four levels of clan warrior.)
Talent: Combat Trick (Ex): as a talent you may select a feat from the Fighter Feats
Talent: Intimidating Prowess (as a free bonus feat)
Talent: 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.
Advanced Talent: Mark Opponent (opponent gains -2 attack rolls versus anyone else, but you).
Advanced Talent: Opponent's Bane (after 2 rounds of study in combat, as an immediate action bypass opponent's AC for your next attack.)
Advanced Talent: Champion's Strike (automatically confirm critical hits)

Civilized - one of your recent ancestors was a Ceran citizen and not a Celt.
Bonus Skills: Knowledge (Ceran history), Profession (sailor), Linguistics (Ceran), Use Magic Device
Skill Focus: Linguistics (Ceran)
Skill Focus: Perception
SKill Focus: Knowledge (Ceran history)
Skill Focus: Use Magic Device
Talent: Armor allowance (breastplate)
Talent: Forced March (50% more distance covered/day when fully armored)
Talent: Ceran Economics (understand the value and accounting of coinage)
Talent: Signalling - long distance communications with smoke or flags.
Talent: Right of Passage document (allows legal entry into empire of Cer)
Advanced Talent: Weapon Training 1 (as per Fighter class feature)
Advanced Talent: Weapon Training 2 (as per Fighter class feature)
Advanced Talent: Weapon Training 3 (as per Fighter class feature)

Druidic - one of your ancestors was Clan or Tribal Druid
New Skill: Heal
Skill Focus: Heal
Skill Focus: Knowledge (clans)
Skill Focus: Knowledge (nature)
Skill Focus: Knowledge (fey)
Talent: Clan Lore (as Legend Lore)
Talent: Lay on Hands (as Paladin of equal level)
Talent: Minor Mercies
Talent: 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.
Talent: Weather Sense
Advanced Talent: Find Locus (ley lines power source)
Advanced Talent: Major Mercies
Advanced Talent: Aura of Neutrality - gain DR 5/good and DR 5/evil

Easterling - one of your ancestors was Saxon or Dane
Skill Focus: Profession (sailor)
Skill Focus: Craft (weaponsmith)
Skill Focus: Craft (armorsmith)
Skill Focus: Knowledge (geography)
Talent: Combat Trick
Talent: Diehard - as a bonus feat
Talent: Raging Sot - after 8 flagons of ale or mead (1 wine skin equals six flagons), make a Fort check DC 10 + 1 for every additional flagon consumed, on a failed check subject becomes enraged taking temporary damage: 1d4 Dex, 1d4 Wis and gains temporary bonus: 1d4 Str, 1d4 Con for 5 + BAB in rounds, and is conferred the Exhausted condition at the end of the rage, 1 time per day. Easterlings drink heavily before going to battle
Talent: Thor's Hammer - +1 attacks using a warhammer, +1 for every 4 levels.
Advanced Talent: Blessing of Valhalla - Nordic prayer is chanted, Fort DC 15, removes the exhausted and fatigued conditions to self only.
Advanced Talent: Drink You Under - doubles duration of Raging Sot, twice per day if exhausted condition is removed, however falls unconscious for 1d8 hours at end of the second use.
Advanced Talent: Loki's Luck - as an immediate action, if an opponent succeeds on any Save while engaging in combat with you, they must reroll using the results of the second roll only, 3 + CHA modifier per day

Fey-Marked - you have fey blood in your ancestry
New Bonus Skill: Diplomacy
Skill Focus: Perception
Skill Focus: Knowledge (nature).
Skill Focus: Knowledge (fey)
Skill Focus: Diplomacy
Talent: 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.
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.
Talent: Resist Nature's Lure, as per Druid ability.
Talent: Laughing Touch (Su) - as per Sorcerer ability
Talent: Fleeting Glance (Su) - as per Sorcerer ability
Advanced Talent: Find Fey Path (Ex): locate a Path though the Fey Realm, avoiding entropy
Advanced Talent: Find Path (Ex): locate Fey Path to prevent being trapped in Fey entropy
Advanced Talent: Fey Magic (Su) - as per Sorcerer ability
Alternate Advanced Talent: Fey Bane (Su): as circle of protection from evil, as spell, but specifically protects against creatures of the fey subtype. (Find Fey Path and Find Fey Portal are specific to the setting.)
Alternate Advanced Talent: Stoic Mind (Ex): whenever you fail a Save or DC versus fey compulsion magic, you get to automatically reroll, but must keep the second results. (Find Fey Path and Find Fey Portal are specific to the setting.)

Raider - one of your ancestors was a famous raider.
Skill Focus: Acrobatics
Skill Focus: Climb
Skill Focus: Perception
Skill Focus: Stealth
Talent: Combat Trick (Ex): as a talent you may select a feat from the Fighter Feats
Talent: Fast Stealth (as rogue talent)
Talent: Sneak Attack (may be selected up to 5 times, effects stack)
Talent: Treasure Spotter (Ex): immediate perception check within 10' of treasure
Talent: Wind Stance (as a bonus feat)
Advanced Talent: Hide in Plain Sight
Advanced Talent: Improved Evasion
Advanced Talent: Lightening Stance (as a bonus feat)

Roan - you have Sealwere blood in your ancestry
Bonus Skills: Diplomacy, Profession (sailor)
Skill Focus: Diplomacy
Skill Focus: Knowledge (nature)
Skill Focus: Profession (sailor)
Skill Focus: Swim
Talent: Deep Vision (Ex): as Darkvision, but only in underwater conditions
Talent: Direction Sense (Ex): can identify true north, as well as up and down, but only in underwater conditions.
Talent: Seal Stride (Ex): gain swim speed 40'.
Talent: Resist Cold (swim in icy cold water with no detrimental effects)
Talent: Water-Marked - hold your breath for Con modifier x4 in rounds
Advanced Talent: Arms of Lyrr (Su)- Freedom of Movement, as spell, but only 10 minutes per level
Advanced Talent: Breath of Lyrr (Su): Water Breathing, as spell, but only 10 minutes per level
Advanced Talent: Wild Shape (Su): (any small or medium marine mammal)

Worg - you have lycanthropic blood in your ancestry
Bonus Skill: Diplomacy
Skill Focus: Animal Handling
Skill Focus: Diplomacy
Skill Focus: Knowledge (nature)
Skill Focus: Survival
Talent: Animal Companion (as Hunter's Bond - ranger class feature)
Talent: Animal Trick (teach one unusual action with animal companion)
Talent: Ride Exotic Mount (see exotic mount list)
Talent: Wild Empathy (as druid class feature)
Talent: Woodland Stride (as druid class feature)
Advanced Talent:
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.
Advanced Talent: Companion's Eyes (Su): see through companion's eyes, 3+CHA modifier per day as a standard action, duration, Concentration, at Will.
Advanced Talent: Wild Shape (as per druid class feature) once per day.

Exotic Mount List: aurochs, bison, elothere, irish elk, mastodon, and wooly rhino. (stats yet to be generated for new dire animals of setting)

Clan Tactics is tied to the Ancestral Lineage Talent groups. Clan Tactics grant a +1 intuition bonus to one of the following, chosen when they become eligible for an ancestral talent: attack with primary weapon, damage with primary weapon, CMB, CMD, Armor bonus, save or HP. When the clan warrior is eligible for an additional ancestral lineage talent, she can choose the same or different clan tactic, effects stack. When she is eligible for Advanced Talents, she can add weapon penetration bypassing by 1/- and damage reduction (DR 1/-) to the list.

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 Greater Geas are required to join the clan once again.

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.
 

I'll respond to both individually. I dunno if I'd consider it ready to playtest, but I'd say it's getting closer. I'd recommend you power up the classes before playtest. as I remember either James Jacobs or Jason Bulmahn saying, it's easier to fix a class that's too good by removing stuff than to add to a class that isn't good enough.

Carving runes in other surfaces: Leather, Chitin, Ice, Bone

Random tangent. Before publication: You in many places write somantic, but what you mean, is somatic.

Spellcheck.

I've reviewed everything in here except for specific Runes.

Runemaster (wizard) - Draft 4: final version before playtest

HD: d6, BAB: half, Saves as per wizard, 2 + Intelligence modifier for skill points. Skills: same as wizard, except replace Knowledge (planes) with Knowledge (fey) and both Knowledge (history) and Knowledge (local) with Knowledge (clans), plus Craft (rune), Craft (runestaff), Craft (menhir rune).
I'm not sure I'd make those craft skills into new class skills. They're far too specific. It's almost like expanding out acrobatics to it's 3.5 version of balance, jump, and tumble, but saying it only applies to your new version of monk.
As a class that gets so few skill points to begin with, I don't think it would be unreasonable to roll up Craft (rune), Craft (runestaff), Craft (menhir rune) into Craft (carving). If menhir rune proves to be too powerful (I'll see when I get to that section), than I'd recommend not making it a skill. More on that later.

Restrictions: a runemaster is proficient with all simple weapons. They are proficient in any light armor, but no shields. Medium and heavier armor interferes with a runemaster's somantic gestures and subject to spell failure as per Arcane Spells and Armor as Pathfinder RPG Core Rulebook. A runemaster begins as an illiterate person, as her language cannot be recorded except in the form of arcane runes, each representing complex formula and calculations learned by rote, taught by her master.
Mostly okay. I'd list the chapter and table number of anything you refer to from PFCore.

1st: Arcane school, arcane mark (sp) at will, cantrips, carve rune, rune marked
2nd: Rune
4th: Rune
6th: Rune
8th: Rune
10th: Rune, greater rune
12th: Rune
14th: Rune
16th: Rune
18th: Rune, master rune
20th: Rune Mastery

Arcane Mark (Sp) - as spell can be cast at will.
While it doesn't have in-combat applications, a creative player will be able to use arcane mark for everything from marking possessions and coins, to branding people, to scrying and the focus of teleportation, to leaving trails. In addition, the marks can be made as to be invisible to conventional sight, requiring detect magic to see them. That may not be a problem, but you should be aware that you're giving that to the class.

Spells: a runemaster casts arcane spells from all of the sorcerer/wizard and up to 5th level druid spell lists. A runemaster has the same spell progression as a wizard and gains bonus spell based INT modifier.
Not sure I agree with this one. If you allow this spell list (as opposed to actually creating a runemaster spell-list) you're kindof making him a wizard+, in terms of the most definitive feature of the wizard, the spells. I don't think that is a good Idea. I think the class should have a unique spell list. Go through the PF Core book and pick out the spells to give him.

I do however recognize that other publishers are not going to list which spells in their books should be added to your class. I would recommend an approach that is a bit more bookkeeping for you, but here it is: As new sources of spells are published, expand the spell list for your class.
Publish the new spell-list online. update the pdf for download, with errata or updates that happen periodically, perhaps 2-4x per year. Obviously the paper copies if any will be dated, but they can go to your website to get the up-to-date spell list which tells them what spells they can use from the other sources.
If classes had this in 3.x, the classes outside the player's handbook would have been more appealing, and I imagine more 3rd party casters would have seen more playtime.

Rune Marked - every runemaster focuses on certain spells, until casting them becomes second nature, a condition considered rune marked. At 1st level the runemaster chooses one known spell. She can prepare this spell without referring to her runestaff, and does not provoke an attack of opportunity when she casts it. When cast this spell is treated as if 1 level higher for all purposes. If she uses metamagic that costs 1 or more spell slots, she subtracts 1 spell slot from the casting cost. She gains an additional rune marked spell at 5th, 9th, 13th and 17th level. At 9th level and 17th level she can choose to replace one of her rune marked spells with another spell she knows.
Basically replaces schools. Schools give you an extra slot from your school at each spell level, at the cost of two opposed schools, and you get some funky powers. This gives you 5 spells that you can prep without your spellbook, but they count as a level higher. Sure you don't provoke when you cast them, but you still have to prepare them the night before. You can't swap them out. This ability needs to be a bit better. The flavor is great, but the ability is considerably weaker than what it is replacing.

Consider making the spells spontaneous. Allow the runemaster to cast those spells much like a sorcerer (no spell components), and override any slot of equal or higher level. I'd probably consider granting more of them. say 6 to 9 of them. (possibly one of each spell level), with the ability to swap more than 2 of the spells out as you level.

Craft (rune) skill check, with a material cost based whether it is to the ground (free), wooden, bronze, iron or stone surface. The stronger the material the longer the rune lasts. Each material will have a different Craft DC check based on hardness.
I'm not sure all of them should have material costs. If you're going to give them material costs, they should be limited by number of charges (or permanent), not by time. If limited by time, you should have a limited number of runes you can make per day, or have a limited number of active runes at a time, and the oldest one gets erased when you make a new one instead of a time thing. Maybe have all three options, but dont mingle those mechanics.

Taking 1 minute + 1 minute per spell level is required to scribe a rune into dirt, 10 minutes + 10 minutes per spell level is required to carve into wood, 30 minutes + 30 minutes per spell level to carve/engrave into bronze, 1 hour + 1 hour per spell level to carve/engrave into iron, and 2 hours + 2 hours per spell level to carve into stone. Also thinking of subtracting 1/4 (rounded up) of your caster levels in material's time units (minimum 1 unit).
I'd think of drastically reducing these times. When you were describilg the runes I was picturing how awesome it would be to be runnign down the hallway, being chased, and then the mage pulls out a pocketknife and slashes a wooden doorframe a couple times and the door is held in place a-la hold portal.

By spending extra time increments creating the rune more carefully, to a maximum of 1 unit + 1/4 (rounded up) of your caster levels in units, you can add an extra duration unit to the runes maximum duration indicated below.

A dirt rune may last 24 hours, though it can be erased by strong winds, or precipitation (good for protecting a campsite). A wooden rune may last 1 day + 1 day per spell level. A bronze rune may last for 2 days + 2 days per spell level. An iron rune may last for 3 days + 3 days per spell level. A stone rune may last for 1 week + 1 week per spell level.
I like the idea behind this mechanic, but again, I'd change these to match my suggestion above.

At the completion of carving the rune, the runemaster then casts the appropriate spell, including all required components.

A runemaster can create a maximum of 3 x her casting level of runes at any time.

A runemaster can activate only 5 + half the runemaster's levels + Intelligence modifier per day with the noted restrictions 3 each of any lesser rune, 2 each of any greater rune, and 1 each of any master rune
ouch. material costs, limited times per day, AND max number active at once? that's a pretty steep limitation. I'd say one at a time, and if it's costing me gold it should be like magic item creation, not like a class ability (permanent).

Note: runestaff requires Craft (runestaff) and though made of wood can last indefinitely depending on how well it is stored and cared for, however runestaves carried while traveling may only last for 1 year, and must be replaced annually.
Watered down skills, and spellbooks with expiry dates? I know it's a fluff thing, but maybe just having the limited number of spells it can hold is enough. I know if I was running a game with these guys I'd waive the 1 year limit, and just assume the caster oils the staff and puts waterproofer on it and such. On the other hand, if I wanted to play on of these guys and a DM didnt waive that rule, it may result in in-game conflict. I can see a player getting pissed when a GM says his spellbook expired and he lost his spells. it's the sort of rule people ignore by default, and then get really annoyed when someone tries to enforce (like spell components for sorcerers).

Also Craft (menhir rune) allows a runemaster to carve a rune using the stone material attributes onto an upright menhir stone that will last indefinitely.
Nifty. I'd consider making this a feat that uses the craft (carving) skill I mentioned above.




Rune: runemasters learn a number of empowered carved symbols, called runes, that grant them powers or protections. At 2nd level a runemaster gains a rune of choice, and an additional rune every two levels after, as noted below. A runemaster cannot select an individual rune more than once. A runemaster can use Rune for 3 + 1/2 the runemaster's levels + Intelligence modifier per day. She can cast her lesser runes 3 x per day. At 10th level a runemaster gains access to greater runes. Each greater rune can only be cast 2 x per day, within the limits of her total available castings per day. At 18th level a runemaster gains access to master runes. Master runes can only be cast 1 x per day, within the limits of her total available castings per day. A rune requires 1 square inch + 1 square inch per spell level in area to create.

Lesser Rune -

Bar (Sp) - a runemaster places this rune onto a door, chest or portal to confer arcane lock, as per spell.

Brehon (Sp) - a runemaster creates a zone of truth, as per cleric spell, all who stand within 20' radius around the rune cannot tell a lie.

Fascinate (Sp) - this decorative rune causes all those who view it to become fascinated, for 1 round + 1 round per 2 runemaster levels. Will save negates.

Obfuscation (Sp) - as a runemaster gains power, when carving this rune she becomes more difficult to view and scry, eventually gaining mage's private sanctum combined with false vision at 10th level. At 4th level she can obscure object, as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 6th level she gains nondetection combined with invisibility. At 8th level she gains greater invisibility and has 50% concealment when she moves, as if she has the lightening stance feat.

Puzzle (Sp) - a runemaster can create a rune that causes all those who view it to become confused for 1 round + 1 round per for evey two levels of runemaster who places it. A Will save negates.

Reading (Sp) - a runemaster can read any book, document or scroll within 10' of the location of this placed rune, as per comprehend languages.

Sanctuary (Sp) - a runemaster can place herself under a sanctuary, as per cleric spell.

Secure (Sp) - a runemaster can place this rune onto a door or portal and confer the hold portal spell.

Trapped (Sp) - a runemaster can protect any rune she creates by combining the rune with explosive runes, as per spell.

Warding (Sp) - a runemaster can protect any rune she creates by combineing the rune with a glyph of warding as per cleric spell.

Greater Rune (Ex) - at 10th level, a runemaster can select from greater runes. She can use any master rune only 2 x per day, within the limits to her total number of runes she can cast per day.

Greater Fascinate (Sp) - works as fascinate rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Puzzle (Sp) - works as puzzle rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Warding (Sp) - a runemaster can protect any rune she creates with a greater glyph of warding, as per cleric spell.

Lock Down (Sp) - a runemaster can create a rune that applies a guards and wards, as per spell.

Sentinel (Sp) - a runemaster can place this rune on a tree duplicating the liveoak 6th level druid spell.

Symbol (Sp) - as a runemaster gains power, she gains access to all of the cleric's symbol spells. At 10th level she can place a symbol of sleep, at 11th level - symbol of pain, at 12th level - symbol of persuasion, at 13th level - symbol of fear, at 14th level - symbol of weakness, at 15th level - symbol of stunning, at 16th level - symbol of insanity, and finally at 17th level - symbol of death.

Vitality (Su) - a runemaster can create a rune that emanates one channel positive energy using the runemaster's level as Cleric level.

Master Rune (Ex) - at 18th level a runemaster may choose one of the powerful master runes. She can use any master rune only 1 x per day, within the limits to her total number of runes she can cast per day.

Combined Rune (Su) - allows you to combine the effects of any two known runes, though both runes need to be placed in a circle.

Fey Lock (Sp) - works as dimensional lock. Rune can be scored onto the ground within 5' of a fey portal, or other location.

Superior Fascinate (Sp) - works as greater fascinate rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Superior Puzzle (Sp) - works as greater puzzle rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.
I'll look through the specific runes in the morning



Fast Rune Carving as a bonus feat at 4th level, which lowers each time element one step to a minimum of 1 round. For example the 1 minute + 1 minute dirt rune would be lowered to 1 round + 1 round per spell level and carving to stone would go from 2 hours + 2 hours per spell level to 1 hour + 1 hour per spell level.

Every four levels all time increments are lowered to the next one down, to a minimum of 1 round. Thus at 8th level dirt rune carving goes to 1 round only.

So at 16th level bronze is reduced to a single round, with softer materials already at 1 round, iron goes to 1 found + 1 round per level, etc.
I like the Idea of fast runecarving, but I'd lower everything one step, and then have this lower everything again, to a minimum of a swift action + a move action per spell level.

At 20th level gain capstone: Rune Mastery - runes are created instantly when spoken out loud, this is considered a swift action.
This is still a decent rune-based capstone after speeding up the carving times as I mention above.

Runestaff - a runestaff is a heavy oak staff that is 6' long. The upper 12" resembles a wooden cudgel (shillelagh) and can be used as a weapon. The runestaff serves as the spellbook. She can possess as many runestaves as required to hold all known spells, as well as copies of her runestaves to prevent loss through dispelling, sundering or being stolen.

A runemaster's 'spellbook' could also be recorded onto a stone slab as part of her home or within a cave wall, as it can be carved into weapons, armor, wood or metal shields and other large metal surfaces. Though her carried runestaff serves as her most portable version. Her allies could wear the armor or bear the weapons as back-up spellbooks.
This is fantastic. Is there any reason it needs to be a staff though, as written, I can't see any reason not to allow them to use a rod instead (a 1 foot to 2 foot staff) or even to engrave it into a bow, sword, or other weapon - an Idea I think would be awesome, even if the staff is the typical build.

You need to come up with some sort of mechanism that says how much space a spell holds. I'd make it 1+(1 sq inch/spell lv) in carvings.
 

Sylrae, I'll get to you tonight.

Sorry, I've not responded yet. I was feeling ill on Monday, so slept most of the day after work, so I didn't do anything. Yesterday, EnWorld was down as you probably know. So I will respond after work this evening (I'm not on MSN, so I'll just Email you.)

Anyway, my personal playtest says I still need to tweak this...

GP
 


Wider Spear feat chain and for non-combat use?

Getting ideas while reading Water Bob's Cimmerian Blood thread in the Plots and Places board, how about a wider feat chain involving spears? I know that swords will most likely always be a preferred weapon for most Clan Warriors, especially using Pathfinder rules regarding swords over spears, but I like some of the ideas Water Bob is suggesting for the spear. Not sure if he's using Conan RPG specific feats for the spear, and without reading Mongoose's rules on such, I think it might worth developing some extra feats for spear, just to add versatility and give a reason for warriors to take it as a secondary weapon.

Use a spear as a pole vault to grant DC bonus to Acrobatics 'jump' checks across gorges and over obstacles. Also perhaps vaulting over an opponent, though incurring an AoO, though an Improved Pole Vaulting might prevent an AoO. Using a spear as a verticle climbing aid, similar to a short, single pole ladder, perhaps DC 5 as per climbing a rope though shorter distance. Sticking the spear into a tree and using as a step. Gaining a bonus to Acrobatics 'balance' checks using pole as a stabilizing bar, or as a walking stick across unstable ground, using as a hand-held spike to brace doors and gates shut (some of this won't be feats so much as additional unskilled uses - those without DC checks.)

I probably need to think of a few more combat related spear talents as well.

Also, haven't picked up the APG yet, but I understand there are some additional shield capabilities added in the form of new feats, I may want to convert my Clan Warrior to use - comparing to my existing Shield Training feature.

So just a couple ideas to throw out there.

GP
 

Commissioned some art for the setting

While its way early to be commissioning art for this project, while I have the money to spare, I thought I'd get some pieces created. The first one below is a possible cover design - though I think its a bit dark for a cover. The second piece is a fey woman in front of fey portal, this one looks very nice. Both were done by Alex Tooth, an illustrator from the UK.

Enjoy!

GP

cover-design-thumb.jpg


fey-portal-thumb.jpg
 

Into the Woods

Remove ads

Top