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Iron Age Celtic setting ideas...
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<blockquote data-quote="gamerprinter" data-source="post: 5234113" data-attributes="member: 50895"><p><strong>Big Revision in Draft 3</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I've added one Law related talent, but I need more.</p><p></p><p>Oh, by the core, shields don't have armor check penalties, only armor.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Clan Warrior</strong> class (draft 3)</p><p>HD: d10</p><p>BAB: Full</p><p>Saves: Fighter</p><p>Skill Ranks per level: 4 + intelligence modifier</p><p>Class Skills: Acrobatics, Climb, Craft, Diplomacy, Handle Animals, Intimidation, Knowledge (nature), Perception, Profession (sailor), Ride, Stealth, Survival, Swim.</p><p>Restrictions: medium armor (no breastplate), and all shields.</p><p></p><p>1st Shield Training 1, Improved Unarmed Strike</p><p>2nd Clan Feat</p><p>3rd Favored Enemy (human tribe or nation, ie: Domicii Tribe, Empire of Cer)</p><p>4th Ancestral Talent</p><p>5th Shield Training 2</p><p>6th Clan Feat</p><p>7th Favored Enemy</p><p>8th Ancestral Talent</p><p>9th Shield Training 3</p><p>10th Clan Feat</p><p>11th Favored Enemy</p><p>12th Ancestral Talent</p><p>13th Shield Training 4</p><p>14th Clan Feat</p><p>15th Favored Enemy</p><p>16th Ancestral Talent</p><p>17th Shield Training 5</p><p>18th Clan Feat</p><p>19th Favored Enemy</p><p>20th Ancestral Talent, Capstone?</p><p></p><p><strong>Shield Training</strong>: because of the limitation to medium armor (no breastplate), shields have greater importance.</p><p></p><p>1l 1st level: +1 shield bonus to AC, 1 less penalty to Dexchecks, Shield Focus as bonus feat.</p><p>2. 5th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Improved Shield Bash as a bonus feat.</p><p>3. 9th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Two Weapon Fighting as a bonus feat</p><p>4. 13th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Shield Slam as a bonus feat.</p><p>5. 17th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Shield Master.</p><p></p><p><strong>Improved Unarmed Strike</strong>: 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.</p><p></p><p><strong>Clan Feats</strong>: bonus feats selected from the Clan Warrior Feat list.</p><p></p><p><strong>Favored Enemy</strong>: as per Ranger class feature, however first choice must be Humanoid (human nation or tribe).</p><p></p><p><strong>Ancestral Talent</strong>: 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.</p><p></p><p><strong>Animal Companion</strong> (Ex): as per Hunter's Bond, ranger class feature.</p><p><strong>Breach of Brehon</strong> (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.</p><p><strong>Combat Trick</strong> (Ex): as a talent you may select from the Fighter Feats</p><p><strong>Deep Vision</strong> (Ex): as Darkvision, but underwater conditions only.</p><p><strong>Detect Magic</strong> (Ex):as spell, especially for detecting Fey Glamour.</p><p><strong>Fast Stealth</strong> (Ex): as per rogue talent</p><p><strong>Intimidating Prowess</strong> (Ex): as a free bonus feat</p><p><strong>Resist Nature's Lure</strong> (Ex): as per druid class feature</p><p><strong>Sense Fey</strong> (Ex): detect magical being within 10'</p><p><strong>Skill Focus</strong> (Ex): talent as bonus feat to any class skill</p><p><strong>Star Navigation</strong> (Ex): on a clear night use stars to determine location, direction of travel, and calendar date</p><p><strong>Taunt</strong> (Ex): through insults and second hand slander force a chosen clan warrior to defend his honor in single combat against you.</p><p><strong>Wild Empathy</strong> (Ex): as per druid class feature</p><p><strong>Woodland Stride</strong> (Ex): as per druid class feature</p><p></p><p>Advanced Ancestral Talents:at 12th level and above</p><p></p><p><strong>Arms of Lyrr</strong> (Su): Free Action, as spell, but only 10 minutes per level</p><p><strong>Breath of Lyrr</strong> (Su): Water Breathing, as spell, but only 10 minutes per level</p><p><strong>Call of the Wild</strong> (Su): as Summon Nature's Ally spell</p><p><strong>Companion's Eyes</strong> (Su): know direction and view through your animal companion's eyes as a standard action, requiring concentration to maintain.</p><p><strong>Find Fey Path</strong> (Su): locate a Path though the Fey Realm, avoiding entropy</p><p><strong>Find Fey Portal (Ex): detect fey portals within 30 foot radius</strong></p><p><strong><strong>Hide in Plain Sight</strong> (Ex): as per ranger class feature</strong></p><p><strong></strong></p><p><strong>Clan Feats and prerequisite feats:</strong></p><p><strong>Deflect Arrows - dex 13, improved unarmed strike</strong></p><p><strong> Spear Catching - dex 15, 10th level Clan Warrior, deflect arrows; catch </strong></p><p><strong>one ranged weapon used to attack you.</strong></p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5234113, member: 50895"] [b]Big Revision in Draft 3[/b] 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. [B]Clan Warrior[/B] 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? [b]Shield Training[/b]: 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. [b]Improved Unarmed Strike[/b]: 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. [b]Clan Feats[/b]: bonus feats selected from the Clan Warrior Feat list. [b]Favored Enemy[/b]: as per Ranger class feature, however first choice must be Humanoid (human nation or tribe). [b]Ancestral Talent[/b]: 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. [b]Animal Companion[/b] (Ex): as per Hunter's Bond, ranger class feature. [b]Breach of Brehon[/b] (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. [b]Combat Trick[/b] (Ex): as a talent you may select from the Fighter Feats [b]Deep Vision[/b] (Ex): as Darkvision, but underwater conditions only. [b]Detect Magic[/b] (Ex):as spell, especially for detecting Fey Glamour. [b]Fast Stealth[/b] (Ex): as per rogue talent [b]Intimidating Prowess[/b] (Ex): as a free bonus feat [b]Resist Nature's Lure[/b] (Ex): as per druid class feature [b]Sense Fey[/b] (Ex): detect magical being within 10' [b]Skill Focus[/b] (Ex): talent as bonus feat to any class skill [b]Star Navigation[/b] (Ex): on a clear night use stars to determine location, direction of travel, and calendar date [b]Taunt[/b] (Ex): through insults and second hand slander force a chosen clan warrior to defend his honor in single combat against you. [b]Wild Empathy[/b] (Ex): as per druid class feature [b]Woodland Stride[/b] (Ex): as per druid class feature Advanced Ancestral Talents:at 12th level and above [b]Arms of Lyrr[/b] (Su): Free Action, as spell, but only 10 minutes per level [b]Breath of Lyrr[/b] (Su): Water Breathing, as spell, but only 10 minutes per level [b]Call of the Wild[/b] (Su): as Summon Nature's Ally spell [b]Companion's Eyes[/b] (Su): know direction and view through your animal companion's eyes as a standard action, requiring concentration to maintain. [b]Find Fey Path[/b] (Su): locate a Path though the Fey Realm, avoiding entropy [b]Find Fey Portal (Ex): detect fey portals within 30 foot radius [b]Hide in Plain Sight[/b] (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.[/b] [/QUOTE]
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