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<blockquote data-quote="gamerprinter" data-source="post: 5265244" data-attributes="member: 50895"><p><strong>Clan Warrior - final version before 2nd playtest</strong></p><p></p><p><strong>Clan Warrior</strong> class </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, clan tactics</p><p>5th Shield Training 2</p><p>6th Clan Feat, Skill Focus</p><p>7th Favored Enemy</p><p>8th Ancestral Talent, clan tactics</p><p>9th Shield Training 3</p><p>10th Clan Feat, Skill Focus</p><p>11th Favored Enemy</p><p>12th Ancestral Talent, clan tactics</p><p>13th Shield Training 4</p><p>14th Clan Feat, Skill Focus</p><p>15th Favored Enemy</p><p>16th Ancestral Talent, clan tactics</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>New Skills: Knowledge (clans) - replaces Knowledge (history) and Knowledge (local); Knowledge (fey) replaces Knowledge (planes)</p><p></p><p>Shield Training: 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 armor check, 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, 1 less penalty to armor check, evasion as rogue ability.</p><p>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.</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,1 less penalty to armor check, Elaborate Defense, as Duelist class feature.</p><p></p><p>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.</p><p></p><p>Clan Feats: bonus feats selected from the Clan Warrior Feat list.</p><p></p><p>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.</p><p></p><p>Favored Enemy: as per Ranger class feature, however first choice must be Humanoid (human: nation or tribe).</p><p></p><p>Champion - one of your ancestors was clan champion during a time of great need.</p><p>Skill Focus: Intimidation</p><p>Skill Focus: Perception</p><p>Skill Focus: Craft (weaponsmithy)</p><p>Skill Focus: Craft (armor smithy)</p><p>Talent: Animal Companion (limited to horse, hunting dog, war dog)</p><p>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.)</p><p>Talent: Combat Trick (Ex): as a talent you may select a feat from the Fighter Feats</p><p>Talent: Intimidating Prowess (as a free bonus feat)</p><p>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.</p><p>Advanced Talent: Mark Opponent (opponent gains -2 attack rolls versus anyone else, but you).</p><p>Advanced Talent: Opponent's Bane (after 2 rounds of study in combat, as an immediate action bypass opponent's AC for your next attack.)</p><p>Advanced Talent: Champion's Strike (automatically confirm critical hits)</p><p></p><p>Civilized - one of your recent ancestors was a Ceran citizen and not a Celt.</p><p>Bonus Skills: Knowledge (Ceran history), Profession (sailor), Linguistics (Ceran), Use Magic Device</p><p>Skill Focus: Linguistics (Ceran)</p><p>Skill Focus: Perception</p><p>SKill Focus: Knowledge (Ceran history)</p><p>Skill Focus: Use Magic Device</p><p>Talent: Armor allowance (breastplate)</p><p>Talent: Forced March (50% more distance covered/day when fully armored)</p><p>Talent: Ceran Economics (understand the value and accounting of coinage)</p><p>Talent: Signalling - long distance communications with smoke or flags.</p><p>Talent: Right of Passage document (allows legal entry into empire of Cer)</p><p>Advanced Talent: Weapon Training 1 (as per Fighter class feature)</p><p>Advanced Talent: Weapon Training 2 (as per Fighter class feature)</p><p>Advanced Talent: Weapon Training 3 (as per Fighter class feature)</p><p></p><p>Druidic - one of your ancestors was Clan or Tribal Druid</p><p>New Skill: Heal</p><p>Skill Focus: Heal</p><p>Skill Focus: Knowledge (clans)</p><p>Skill Focus: Knowledge (nature)</p><p>Skill Focus: Knowledge (fey)</p><p>Talent: Clan Lore (as Legend Lore)</p><p>Talent: Lay on Hands (as Paladin of equal level)</p><p>Talent: Minor Mercies</p><p>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.</p><p>Talent: Weather Sense</p><p>Advanced Talent: Find Locus (ley lines power source)</p><p>Advanced Talent: Major Mercies</p><p>Advanced Talent: Aura of Neutrality - gain DR 5/good and DR 5/evil</p><p></p><p>Easterling - one of your ancestors was Saxon or Dane</p><p>Skill Focus: Profession (sailor)</p><p>Skill Focus: Craft (weaponsmith)</p><p>Skill Focus: Craft (armorsmith)</p><p>Skill Focus: Knowledge (geography)</p><p>Talent: Combat Trick</p><p>Talent: Diehard - as a bonus feat</p><p>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</p><p>Talent: Thor's Hammer - +1 attacks using a warhammer, +1 for every 4 levels.</p><p>Advanced Talent: Blessing of Valhalla - Nordic prayer is chanted, Fort DC 15, removes the exhausted and fatigued conditions to self only.</p><p>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.</p><p>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</p><p></p><p>Fey-Marked - you have fey blood in your ancestry</p><p>New Bonus Skill: Diplomacy</p><p>Skill Focus: Perception</p><p>Skill Focus: Knowledge (nature).</p><p>Skill Focus: Knowledge (fey)</p><p>Skill Focus: Diplomacy</p><p>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.</p><p>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.</p><p>Talent: Resist Nature's Lure, as per Druid ability.</p><p>Talent: Laughing Touch (Su) - as per Sorcerer ability</p><p>Talent: Fleeting Glance (Su) - as per Sorcerer ability</p><p>Advanced Talent: Find Fey Path (Ex): locate a Path though the Fey Realm, avoiding entropy</p><p>Advanced Talent: Find Path (Ex): locate Fey Path to prevent being trapped in Fey entropy</p><p>Advanced Talent: Fey Magic (Su) - as per Sorcerer ability</p><p>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.)</p><p>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.)</p><p></p><p>Raider - one of your ancestors was a famous raider.</p><p>Skill Focus: Acrobatics</p><p>Skill Focus: Climb</p><p>Skill Focus: Perception</p><p>Skill Focus: Stealth</p><p>Talent: Combat Trick (Ex): as a talent you may select a feat from the Fighter Feats</p><p>Talent: Fast Stealth (as rogue talent)</p><p>Talent: Sneak Attack (may be selected up to 5 times, effects stack)</p><p>Talent: Treasure Spotter (Ex): immediate perception check within 10' of treasure</p><p>Talent: Wind Stance (as a bonus feat)</p><p>Advanced Talent: Hide in Plain Sight</p><p>Advanced Talent: Improved Evasion</p><p>Advanced Talent: Lightening Stance (as a bonus feat)</p><p></p><p>Roan - you have Sealwere blood in your ancestry</p><p>Bonus Skills: Diplomacy, Profession (sailor)</p><p>Skill Focus: Diplomacy</p><p>Skill Focus: Knowledge (nature)</p><p>Skill Focus: Profession (sailor)</p><p>Skill Focus: Swim</p><p>Talent: Deep Vision (Ex): as Darkvision, but only in underwater conditions</p><p>Talent: Direction Sense (Ex): can identify true north, as well as up and down, but only in underwater conditions.</p><p>Talent: Seal Stride (Ex): gain swim speed 40'.</p><p>Talent: Resist Cold (swim in icy cold water with no detrimental effects)</p><p>Talent: Water-Marked - hold your breath for Con modifier x4 in rounds</p><p>Advanced Talent: Arms of Lyrr (Su)- Freedom of Movement, as spell, but only 10 minutes per level</p><p>Advanced Talent: Breath of Lyrr (Su): Water Breathing, as spell, but only 10 minutes per level</p><p>Advanced Talent: Wild Shape (Su): (any small or medium marine mammal)</p><p></p><p>Worg - you have lycanthropic blood in your ancestry</p><p>Bonus Skill: Diplomacy</p><p>Skill Focus: Animal Handling</p><p>Skill Focus: Diplomacy</p><p>Skill Focus: Knowledge (nature)</p><p>Skill Focus: Survival</p><p>Talent: Animal Companion (as Hunter's Bond - ranger class feature)</p><p>Talent: Animal Trick (teach one unusual action with animal companion)</p><p>Talent: Ride Exotic Mount (see exotic mount list)</p><p>Talent: Wild Empathy (as druid class feature)</p><p>Talent: Woodland Stride (as druid class feature)</p><p>Advanced Talent:</p><p>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.</p><p>Advanced Talent: Companion's Eyes (Su): see through companion's eyes, 3+CHA modifier per day as a standard action, duration, Concentration, at Will.</p><p>Advanced Talent: Wild Shape (as per druid class feature) once per day.</p><p></p><p>Exotic Mount List: aurochs, bison, elothere, irish elk, mastodon, and wooly rhino. (stats yet to be generated for new dire animals of setting)</p><p></p><p>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.</p><p></p><p>Capstone Power:</p><p>Shield Mastery (Ex):at 20th level a clan warrior gains DR 5/- whenever using a shield.</p><p></p><p>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.</p><p></p><p>Clan Feats and prerequisite feats:</p><p>Deflect Arrows - dex 13, improved unarmed strike; avoid one ranged attack</p><p>- Spear Catching - dex 15, 10th level Clan Warrior, deflect arrows; catch one ranged weapon used to attack you.</p><p>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).</p><p>Improved Salmon Leap - 10th level clan warrior; negate Attack of Opportunity, when performing the Salmon Leap combat maneuver.</p><p>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.</p><p>-Improved Spear Kicking - lessens penalty to -1 hit, and only lose half your dexterity bonus following a spear kick</p><p>War Sling Adept - BAB +6, weapon focus: war sling; an adept can increase the effective range from 30' to 60'.</p><p>War Sling Master - BAB +10, war sling adept; automatically confirm critical hits at x3 damage</p><p></p><p>Fighter Feats allowed by Clan Warrior class: 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></blockquote><p></p>
[QUOTE="gamerprinter, post: 5265244, member: 50895"] [b]Clan Warrior - final version before 2nd playtest[/b] [B]Clan Warrior[/B] 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. [/QUOTE]
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