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<blockquote data-quote="gamerprinter" data-source="post: 5234117" data-attributes="member: 50895"><p><strong>Big Revision in Draft 3</strong></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 (clans), Knowledge (fey), Knowledge (nature), Perception, Profession (sailor), Ride, Stealth, Survival, Swim.</p><p>Restrictions: medium armor (no breastplate), and all shields.</p><p>Celtic Weapons: dagger, spear, longspear, cudgel, heavy mace, short sword, long sword, battleaxe, bastard sword, falchion; (new weapons) war sling and barbed spear.</p><p></p><p>1st Shield Training 1, Improved Unarmed Strike</p><p>2nd Clan Feat, Skill Focus</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, Skill Focus</p><p>7th Favored Enemy</p><p>8th Ancestral Talent</p><p>9th Shield Training 3</p><p>10th Clan Feat, Skill Focus</p><p>11th Favored Enemy</p><p>12th Ancestral Talent</p><p>13th Shield Training 4</p><p>14th Clan Feat, Skill Focus</p><p>15th Favored Enemy</p><p>16th Ancestral Talent</p><p>17th Shield Training 5</p><p>18th Clan Feat, Skill Focus</p><p>19th Favored Enemy</p><p>20th Ancestral Talent, Capstone?</p><p></p><p><strong>New Skills</strong>: <strong>Knowledge (clans)</strong> - replaces Knowledge (history) and Knowledge (local); <strong>Knowledge (fey)</strong> replaces Knowledge (planes)</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>1. 1st level: +1 shield bonus to AC, 1 less penalty to Dex checks, Dodge as bonus feat.</p><p>2. 5th level: +1 shield bonus to AC, 1 less penalty to Dex checks, evasion as rogue ability.</p><p>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.</p><p>4. 13th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Riposte as Duelist class feature.</p><p>5. 17th level: +1 shield bonus to AC, 1 less penalty to Dex checks, Elaborate Defense, as Duelist class feature.</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>Skill Focus</strong>: 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.</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, 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.</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 a feat from the Fighter Feats</p><p><strong>Deep Vision</strong> (Ex): as Darkvision, but underwater conditions only.</p><p><strong>Detect Glamour</strong> (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.</p><p><strong>Fast Stealth</strong> (Ex): as per rogue talent</p><p><strong>Fey Marking</strong> (Ex): an invisible fey who became invisible through an innate ability (as opposed to divine or arcane magic) is never invisible to you.</p><p><strong>Glorious Save</strong> (Ex): apply your Glory rank as a bonus to any one saving throw, once per day</p><p><strong>Glorious Strike</strong> (Ex): apply your Glory rank as a bonus to a single attack, once per day</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>Seal Stride</strong> (Ex): gain swim speed 40'.</p><p><strong>Sense Fey</strong> (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.</p><p><strong>Star Navigation</strong> (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.</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. Target clan warrior gets a DC 10+1/2 your BAB+Wis modifier to overcome taunts.</p><p><strong>Water Marked</strong> (EX): can hold your breath for a number of rounds equal to 4x your Con score</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><strong>Advanced Ancestral Talents</strong>:at 12th level and above</p><p><strong>Arms of Lyrr</strong> - Freedom of Movement, 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, 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.</p><p><strong>Companion's Eyes</strong> (Su): see through companion's eyes, 3+CHA modifier per day as a standard action, duration, Concentration, at Will.</p><p><strong>Find Fey Path</strong> (Su): locate a Path though the Fey Realm, avoiding entropy</p><p><strong>Find Fey Portal</strong> (Su): detect fey portals within 30 foot radius</p><p><strong>Glorious Tenacity</strong> (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.</p><p><strong>Hide in Plain Sight</strong> (Ex): as per ranger class feature</p><p></p><p><strong>Capstone Power</strong>:</p><p><strong>Shield Mastery</strong> (Ex):at 20th level a clan warrior gains DR 5/- whenever using a shield.</p><p></p><p><strong>Ex-Clan Warriors</strong>: 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.</p><p></p><p><strong>Glory requirements</strong>: 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.)</p><p> </p><p>*<strong>Geas</strong>: is currently under development.</p><p></p><p><strong>Clan Feats and prerequisite feats</strong>:</p><p><strong>Deflect Arrows</strong> - dex 13, improved unarmed strike; avoid one ranged attack</p><p>- <strong>Spear Catching</strong> - dex 15, 10th level Clan Warrior, deflect arrows; catch one ranged weapon used to attack you.</p><p><strong>Del Chliss</strong> - 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).</p><p><strong>Improved Salmon Leap</strong> - 10th level clan warrior; negate Attack of Opportunity, when performing the Salmon Leap combat maneuver.</p><p><strong>Spear Kicking</strong> - 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.</p><p>-<strong>Improved Spear Kicking</strong> - lessens penalty to -1 hit, and only lose half your dexterity bonus following a spear kick</p><p><strong>War Sling Adept</strong> - BAB +6, weapon focus: war sling; an adept can increase the effective range from 30' to 60'.</p><p><strong>War Sling Master</strong> - BAB +10, war sling adept; automatically confirm critical hits at x3 damage</p><p></p><p><strong>Fighter Feats allowed by Clan Warrior class</strong>: same prerequisites</p><p></p><p>Critical Focus </p><p>- Tiring Critical </p><p>- - Exhausting Critical</p><p>Improved Critical</p><p>Mounted Attack</p><p>- Mounted Javelin Throwing (as mounted archery, but using javelins)</p><p>- Ride by Attack</p><p>- - Spirited Charge</p><p>- Trample</p><p>- Unseat</p><p>Vital Strike</p><p>- Improved Vital Strike</p><p>- - Greater Vital Strike</p><p>Weapon Focus</p><p>- Weapon Specialization</p><p>- Greater Weapon Specialization</p><p>- Penetrating Strike</p><p></p><p>Ride Skill, and feats: Mounted Attack, Mounted Javelin Throwing, Ride by Attack, Trample can all be applied to riding a chariot.</p><p></p><p>GP</p><p></p><p>PS: probably need a few more Ancestral Talents and/or Advanced Talents.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5234117, member: 50895"] [b]Big Revision in Draft 3[/b] [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 (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? [B]New Skills[/B]: [B]Knowledge (clans)[/B] - replaces Knowledge (history) and Knowledge (local); [B]Knowledge (fey)[/B] replaces Knowledge (planes) [B]Shield Training[/B]: 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. [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]Skill Focus[/B]: 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. [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, 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. [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 a feat from the Fighter Feats [B]Deep Vision[/B] (Ex): as Darkvision, but underwater conditions only. [B]Detect Glamour[/B] (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. [B]Fast Stealth[/B] (Ex): as per rogue talent [B]Fey Marking[/B] (Ex): an invisible fey who became invisible through an innate ability (as opposed to divine or arcane magic) is never invisible to you. [B]Glorious Save[/B] (Ex): apply your Glory rank as a bonus to any one saving throw, once per day [B]Glorious Strike[/B] (Ex): apply your Glory rank as a bonus to a single attack, once per day [B]Intimidating Prowess[/B] (Ex): as a free bonus feat [B]Resist Nature's Lure[/B] (Ex): as per druid class feature [B]Seal Stride[/B] (Ex): gain swim speed 40'. [B]Sense Fey[/B] (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. [B]Star Navigation[/B] (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. [B]Taunt[/B] (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. [B]Water Marked[/B] (EX): can hold your breath for a number of rounds equal to 4x your Con score [B]Wild Empathy[/B] (Ex): as per druid class feature [B]Woodland Stride[/B] (Ex): as per druid class feature [B]Advanced Ancestral Talents[/B]:at 12th level and above [B]Arms of Lyrr[/B] - Freedom of Movement, 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, 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. [B]Companion's Eyes[/B] (Su): see through companion's eyes, 3+CHA modifier per day as a standard action, duration, Concentration, at Will. [B]Find Fey Path[/B] (Su): locate a Path though the Fey Realm, avoiding entropy [B]Find Fey Portal[/B] (Su): detect fey portals within 30 foot radius [B]Glorious Tenacity[/B] (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. [B]Hide in Plain Sight[/B] (Ex): as per ranger class feature [B]Capstone Power[/B]: [B]Shield Mastery[/B] (Ex):at 20th level a clan warrior gains DR 5/- whenever using a shield. [B]Ex-Clan Warriors[/B]: 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. [B]Glory requirements[/B]: 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.) *[B]Geas[/B]: is currently under development. [B]Clan Feats and prerequisite feats[/B]: [B]Deflect Arrows[/B] - dex 13, improved unarmed strike; avoid one ranged attack - [B]Spear Catching[/B] - dex 15, 10th level Clan Warrior, deflect arrows; catch one ranged weapon used to attack you. [B]Del Chliss[/B] - 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). [B]Improved Salmon Leap[/B] - 10th level clan warrior; negate Attack of Opportunity, when performing the Salmon Leap combat maneuver. [B]Spear Kicking[/B] - 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. -[B]Improved Spear Kicking[/B] - lessens penalty to -1 hit, and only lose half your dexterity bonus following a spear kick [B]War Sling Adept[/B] - BAB +6, weapon focus: war sling; an adept can increase the effective range from 30' to 60'. [B]War Sling Master[/B] - BAB +10, war sling adept; automatically confirm critical hits at x3 damage [B]Fighter Feats allowed by Clan Warrior class[/B]: 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. [/QUOTE]
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