Iron Age Celts - Clan Warrior class, first draft


Homebrew and House Rules


Developing ideas for my Iron Age Celts campaign setting to be released for early next year, the need for a distinct martial class to represent the most common type of clan hero, raider, and monster slayer called the Clan Warrior.

Due to the lack of discipline and drilling in training, Celts have no fighter class in their society. The Clan Warrior serves that position.

The following is my first draft at this proposed class. Don't think of this as a bastardization of barbarian, fighter, and ranger, the clan warrior is more a missing link between the raging barbarian and the specialized martial classes more common to other settings, thus has a mix of class features found in other martial classes.

Celtic Clan Warrior:
Hit Dice d10
Full BAB
Fighter Saves
Skill Ranks per level: 4 + Int modifier
Class Skills: Acrobatics, Climb, Craft, Handle Animals, Intimidate, Knowledge: Nature, Perception, Ride, Survival, Swim.
All simple and martial weapons, plus one exotic clan weapon of choice
Restricted to medium armor (no breastplate) and any shield, including tower shields.

1st level: Clan Warrior Feat, Skill Focus: Intimidation
2nd level: Rage Power
3rd level: Shield Training 1
4th level: Favored Enemy (Celtic Clan)
5th level: Clan Warrior Feat
6th level: Rage Power
7th level: Shield Training 2
8th level: Favored Enemy (as per Ranger List)
9th level: Clan Warrior Feat
10th level: Rage Power
11th level: Shield Training 3
12th level: Favored Enemy (as per Ranger List)
13th level: Clan Warrior Feat
14th level: Rage Power
15th level: Shield Training 4
16th level: Favored Enemy (as per Ranger List)
17th level: Clan Warrior Feat
18th level: Rage Power
19th level: Shield Training 5
20th level: Shield Master, Favored Enemy (as per Ranger List)

Clan Warrior Feats: currently building a list of 12 to 15 feats, some as prerequesite chains, so far: Deflect Arrows, Del Chliss (2H str bonus with spear), Spear Catching, Improved Salmon Leap (Salmon Leap Combat Maneuver*), Spear Kick, Flying Charge, War Sling Focus, War Sling Master.

Rage Powers: as per Barbarian class feature, at half progression, no mighty rage ability.

Shield Training: because Celtic Clan Warriors are restricted to medium armor and shields, shields become of greater importance as well as the most common type of armor available, as expensive bronze scale, ring and chain mail are reserved for clan leaders and champions. Gain +1 deflection bonus to AC, reduce armor check penalty by 1 (shield only), and increases the maximum dexterity bonus by 1 (shield only).

Favored Enemy: using this as per Ranger class feature, as raiders and heroes, Clan Warrior uses the Ranger Favored Enemies Table. The first selection of Favored Enemy must be a specific enemy Celtic Clan, as a requirement for the setting, applying especially to raids, only one clan can be chosen.

Shield Master: as a 20th level capstone power, shield masters use their shields as if they are one size category smaller, and half the check penalty unless otherwise stated. Thus tower shields, for example, are considered medium shields by its wielder.

*Salmon Leap is a new combat maneuver that can be performed by Celtic Clan Warror. Against a flat-footed opponent make a verticle jump allowing warrior to make a single attack as a standard action, bypassing opponents shield AC bonus, but incurs an Attack of Opportunity. (Improved Salmon Leap clan warrior feat negates this incurred Attack of Opportunity.)

Del Chliss feat is the same as using a 2-handed weapon gaining half your strength bonus added to damage, but applies to any Celtic Spear.

Spear Kick feat, by placing your spear on the ground, you can kick your spear at your enemy for double strength bonus to damage, but confers a -2 attack, and you are considered flat-footed due to odd body position required for kick maneuver.

Improved Spear Kick feat, lessens penalty to -1 attack, and lose half your dex bonus, but are not considered flat-footed.

War Sling Focus: add 10 foot effective range for sling missle combat and +1 hit.

War Sling Master: critical hits with sling stones are automatically confirmed, and gain a +1d6 damage.

Flying Charge:something like Pounce, still developing.

I want to create a few more Clan Warrior Feats for more options.

Clan Warrior Weapons: free bonus exotic martial weapon applies to one from the following (growing) list available: falcata (falchion stats), gladius, lance, pilum javelin, gae bolg barbed spear, long spear, dirk, war sling.

Thoughts?

GP


The only proscribed classes in my setting are: Clerics, Druids, Fighters, Monks and Paladins. Clerics and Fighters are available in non-Celtic cultures of the setting (analog Etruscans and Mycenaeans).

As I see it, most of the other classes fit fine for my setting with subtle flavor differences:

Barbarians: Gestatae, the naked Celtic Warriors are undressed barbarians, no changes necessary.

Bards: are the same as standard PF Bard, but gain the Druid Trait, losing ability to read scrolls (replaced by spell knots) and spell books (replaced by arcane tattoo use).

Rangers may learn to use the War Sling instead of the longbow for a combat style feat, but may learn bow or two weapon style as well. No other changes necessary.

Rogues have some Rogue Talent alterations (ie: ledge walking is now branch walking, for tree climbing acrobatics), otherwise serve as stealthy warriors of the Celtic Clans.

Sorcerers: are appropriate for the setting, all bloodlines exceptable except - celestial, elemental, and undead. Gain the Druid Trait.

Wizards: are renamed Myrrdin, and as Bards described above replace "spell books" with tattoo use, and "scrolls with spell knots" everything else is flavor from there.

Allowed Advanced Players Guide new classes: Oracle and the Witch, both having the Druid Trait, as well.

Although many more will be available, at this time the only Prestige Class of note is: Charioteer.

GP


So, no crtiques or comments?

GP


I like what you have. If anything the Celtic Warrior may be a little overpowered. For example, if I compare it to a fighter, he gets less feats, but I think Favored Enemy may outrank most feats even with it's situational function since Clan Enemies would most likely be a common encounter. (I'll self-counter that with - Any good DM will provide clues to good FE choices). My homebrew is much more of an ancient world-type setting, and it can be hard to get the right flavor with D&D rules. My games tend to have more of a middle-eastern flavor, so while I'd love to playtest this class, I don't see fitting it in for a while.

I like Shield Training especially. I've tended to count shield as armor in regards to Armor Training for fighters to give this feel. I've heard that the APG will have rules for "naked" fighters or barbarians so I'm interested to see Paizo's take on this as well, especially since many of my NPCs tend to be such types.


Also have you play tested any of this with your own group? I'm just curious how this class played out.

For ancient weapons and such, I've tended to just give equivalents to common D&D weapons for simplicity; gladius = short sword for example. How did you go about keeping to just setting specific weapons. For example, how did you encourage using ancient weaponry such as spears or slings (other than the use of feats)?


Thanks, for the response.

Playtesting is coming next, I've been mulling it over for a while now, and just in the last couple days decided to knock out my ideas into a new class. So I'll be play-testing it this weekend. Of course any volunteers to test in their games is welcome. This is version 1, so there may be more versions as I tweak this martial class.

I have another thread on this board where I go into detail on the larger setting, with some new ideas towards the end. I wanted a particular critique on this class idea, so I posted it separate from that thread.

Iron Age Celtic Setting Ideas...

GP


Gray wrote:

Also have you play tested any of this with your own group? I'm just curious how this class played out.

For ancient weapons and such, I've tended to just give equivalents to common D&D weapons for simplicity; gladius = short sword for example. How did you go about keeping to just setting specific weapons. For example, how did you encourage using ancient weaponry such as spears or slings (other than the use of feats)?

I am also thinking of adding Weapons of Glory, creating a class of arcane weapons that powerup with the wielder as he levels up (every three levels) plus a corresponding triggering event that are specific Celtic Weapons considered primary weapon by the various individual clans.

For example one weapon, is the Gaesume, a long spear with a broadhead point, too heavy for throwing, thus is more a reach-stabbing weapon, or could be used as a light lance - at PC 1st level it is a masterwork weapon. At PC 3rd level acquisition and upon single-handed combat defeat an enemy clan warrior of equal skill (same level) gain +1 bonus to hit and damage. At PC 6th level, after successfully defeating an opponent in a challenge of lances on mounts, gain +1 bonus to hit and damage, and gain Trample as a bonus feat. Thus the weapon serves as an ancestral item, and becomes the PCs weapon of choice, as the Spear can ultimately become a +5 Spear of Thundering that grants three free bonus feats. Between an Ancestral Gaesume spear and that nifty Gladio Short Sword - which would you choose?

A Weapon of Glory War Sling would power-up to +5 granting range modifiers, increased damage, bonus feats such as improved critical increasing my War Sling from 30' effective range, d6 damage, 19-20 critical threat range to 17-20 critical threat range, with a topped out ability to gain a free Bull Rush CMB attempt with successful ranged hit.

Also working on a Status/Glory mechanic that is tied such a clan weapon, as a warrior of minimum glory levels might also be tied to power-ups of these weapons. Glory would also affect status in the clan, relationships with allied or overlord clans, and an opposite status among the enemy clans.

GP


gamer-printer wrote:

Thanks, for the response.

Playtesting is coming next, I've been mulling it over for a while now, and just in the last couple days decided to knock out my ideas into a new class. So I'll be play-testing it this weekend. Of course any volunteers to test in their games is welcome. This is version 1, so there may be more versions as I tweak this martial class.

I have another thread on this board where I go into detail on the larger setting, with some new ideas towards the end. I wanted a particular critique on this class idea, so I posted it separate from that thread.

Iron Age Celtic Setting Ideas...

GP

You're welcome. I wish I could playtest this but my games are just too sporadic and each one is in the middle of different APs at the moment. I only mention that it should be play tested because at a glance it seems a tad overpowered, but may actually play out fine.

I've read through most of the other link; there's quite a bit there.


gamer-printer wrote:
I am also thinking of adding Weapons of Glory, creating a class of arcane weapons that powerup with the wielder as he levels up (every three levels) plus a corresponding triggering event that are specific Celtic Weapons considered primary weapon by the various individual clans.

I like this idea too. It reminds me of legacy weapons.

Legacy of Fire spoiler:
Or the Moldspeaker's weapon from this AP, if you are familiar with that.

It gives a PC a good incentive to keep a particular weapons and ties well with the plot / campaign if you wish.


I ran an extensive playtest of the Clan Warrior class:

I played him at 1st, 3rd, 6th and 9th levels, at the three higher levels I pitted him against another Clan Warrior, an Ogre or other monster of appropriate CR, and against a Fighter.

At first level a Fighter and Clan Warrior are equals.
At 3rd level a Fighter seems to have a slight edge over the CW.
At 6th level a Fighter still has the edge, though its very close.
At 9th level a Fighter has the edge, unless the CW takes FE: humanoid (human) against a human fighter, then they are equal.

Overall, as long as the Clan Warrior has the appropriate FE against an encounter, the CW has a slight edge over the fighter, but against non-FE targets was inferior. As long as CW has FE: Humanoid (human) vs. a human fighter they are equal. I found the fighter to have the edge overall, with the clan warrior being more effective only in corner cases.

In my 9th level Clan Warrior vs. Fighter test the Clan Warrior won, only because the Fighter rolled two misses in one round of combat, which allowed the CW to win.

At no time did the Clan Warrior have better AC, but he did have better HP, but that still made him on par with the better AC lesser HP fighter. It was a lucky round of combat in favor of the CW that gave him the win. If that round turned out different the Fighter still might have dropped below 0 hp, but loss of temporary Rage points would have knocked him down below 0 hp as well - so it still would have been a tie.

It's still worth someone else giving a playtest, but so far it seems that the fighter is better than the clan warrior, but very close, so I think its a balanced class.

GP


gamer-printer wrote:
I want to create a few more Clan Warrior Feats for more options.

There's also the possibility to write the class in such a way that it can easily fit more than one clan.

I'm thinking something along wizards and sorcerers which class is only completed with the selection of a school or bloodline to 'specialize' in. You could have a relatively blend Clan Warrior class and a short list of clans, each with their own set of abilities adding to the class.

This could allow for more 'unique' clans without having to write a full-fledged class for it. However, it has the disadvantage to deny multiclassing between two clan warrior classes.

'findel


Laurefindel wrote:
gamer-printer wrote:
I want to create a few more Clan Warrior Feats for more options.

There's also the possibility to write the class in such a way that it can easily fit more than one clan.

I'm thinking something along wizards and sorcerers which class is only completed with the selection of a school or bloodline to 'specialize' in. You could have a relatively blend Clan Warrior class and a short list of clans, each with their own set of abilities adding to the class.

This could allow for more 'unique' clans without having to write a full-fledged class for it. However, it has the disadvantage to deny multiclassing between two clan warrior classes.

'findel

I like this idea a lot. If you give us an idea of what sort of clans you're looking to have, I think it'd be a lot of fun to start working on variants like that.


Well not that the idea could not expand as Laurfindel suggests, but I was thinking that each clan has a different weapon of choice, though so far, I only have about a dozen different Celtic weapons or less. I also thought it might be worthy to have at least two Clan Warrior Feats unique with each clan - so when I write up a given clan, I include two new CW feats. Each clan features only one of three arcane casting classes: Myrddin, Sorcerer or Witch. Each clan is lead by a single male king, two male kings, a single female queen, or two female queens. Each clan might have its primary alignment, since clans don't have to be good, neutral or otherwise.

Now how to differentiate different clan warriors beyond the above, I am not sure, but ideas are welcome.

Each clan consists has nobles at the top, druidic trait classes at the second tier, clan warriors at the third tier (includes barbarian, clan warrior, ranger and rogue), clan artisans at the fourth tier, then commoner clansmen at the fifth tier, with slave/thrall at sixth tier - for Celtic clan caste divisions.

More powerful clans practice hostage taking done as an official practice - to keep an unruly lesser clan under control a member of noble caste of one clan lives and serves with the more powerful clan. A regional powerful clan might have one noble from each of the five (?) lesser clans under him all serving as part of the greater clan, but members of the other five.

Looking at some historical/mythological comparisons in the Ulster Cycle, Ui'neal clan based in Ulster (Ireland) was a more typical Celtic clan, whereas the Connacht clan with a queen at the helm had a more sorceress nature and a closer relationship with certain fey - so different clans might have different associations with varying other cultures or fey.

What other ideas can you think of to differentiate the clans and thereby offer different "tools" for different clan warriors?

GP


Maybe each clan grants a Favored Skill that gets a bonus or two bonus Class Skills or something like that. In the first model, maybe a clan known for living on rivers and near lakes gets Skill Focus (Swim) for free, whereas a clan famed for the best trackers in the land would get Skill Focus (Survival) and so on. In the second, a Sorceress-focused clan might have Clan Warriors with training in Knowledge (Arcana) and Spellcraft, and a clan with a more... dubious reputation gets Sleight of Hand and Stealth as class skills. Yeah, getting Sleight of Hand and Stealth is probably better than Knowledge (Arcana) and Spellcraft, but it'd allow for atypical builds. Or you could just pick better balances than I did just now.


@ Tim4488, I like that idea, even the Knowledge (Arcana) and Spellcraft. Another one would be knowledge (fey) for those that deal with fey more frequently due to proximity. Also skill: ride for those with more or better horses so a reliance on cavalry or mounted infantry tactics than more common infantry style of clan warrior. Skill: climb for those near cliffsides and steep valleys, etc.

And with the AGP coming out with a bunch of new Rage Powers, differing clans by limiting pools of Rage Powers, that each have access, many to the exclusion of others, but more than 5 available powers so the individual clan warrior still has some choice to differentiate himself from other clan warriors in his own clan.

Different local threats or geography should affect each clan individually. Some areas frequent fey, giants, and linnorn, even some border the fringe areas of the civilized nations and have a technological or dialectical difference with Mycenaean words used. Some are highlanders, some are lake men, some dwell in the forests, hills, plains, or coastal regions. Some rely on carts, while others on ships. Celts have seaworthy, ocean-crossable single sailed ships that allowed an international trade capability, as well as cruder corracles and barges. Some areas grow rye and barley, others wheat, some raise draft horses, others ponies, so pastoral-agricultural differences - and different foods further differentiate clans.

Non-mechanical (superficial) differences between clans including differing dialects, garments (some have kilts, some wear breeches, some are barefoot, some wear sandals, etc.) I've mentioned hairstyles, number of braids in hair, lime stiffened straight mustaches, some with handlebar mustaches - these kinds of subtle differences play well to make each clan unique.

Of course each clan has its own Tartan colors and pattern, patron/matron deity (and differing domains), and specific clan tattoos and knots for arcane use and identification.

I want a vast Celtic World stretching across half a continent, perhaps in four or five High Kingdoms of loose association between localized clans and tribes, though these are a far cry from nations and more geographic and cultural differences rather than a five unified fronts. Though they are all Celts, variated differences between clans give a truer definition of hundreds of petty kingdoms linked through culture, caste and language, but little more. The outsider human civilizations stand apart as not be Celt, however.

GP


Knowledge of Fey is usually covered by Knowledge (Nature), unless you're changing that for your setting.


With the heavier fey influence in this setting, I was going to create a specific Knowledge (fey) as a new skill. While other skills like Knowledge: (nature) and Knowledge: (arcana) can help in involvements with the Fey kind, Knowledge (fey) defines this role in dealing with fey.

GP


If you get this to a final version, would you be interested in posting this over at the Pathfinder Database?


I will do just that when it is ready!

GP


Looking at Five different Celtic analogs for ancient Europe for ideas:

Celtiberic Tribes - cavalry with excellent horses, falcata sword and long spear used as lance. Skill Focus: Ride. Epona goddess of horses is a major deity.

Gallic Tribes - mounted infantry and good horses, Gallic Long Sword, Gladio Short Sword, Scuta large shields and more chain mail avaiable. Best iron deposits in Celtic World. Cerennus the antlered hunter is a major deity.

Brythonic Tribes - infantry skilled in spears and javelins, trafficking with fairies and sailor skills. Charioteers among them. Cerennus and Brigid are major deities.

Gaelic Tribes - infantry and pirates skilled in spear, but all Celtic weapons available through trade and raid, otherwise similar to Brythonic, but no chariots, different dialect, kilts instead of breeches. Dagda and the Tuatha de Danaan are their pantheon.

Pictish Tribes - half-Celts (Gaelic) mixed with pre-Celtic bronze age, matriarchal culture of swordsmen and female spell casters, Pictish bastard sword and medium shield, also trafficks with dark fey (unseelie). Tuatha de Danaan/Formorian pantheon mix.

Galatii and Scythians could represent eastern Celtic tribes, the former similar to Brythonic with middle eastern/slavic influences, while the latter are more like a matriarchal tribe of horse peoples.

Celtiberic and Gallic tribes have the most frequent encounters with the civilized Etruscan, Mycenaean and Carthagenian analog cultures.

The analog names will no doubt be replaced by fictional ones, perhaps not, but these are just loose guidelines for possible clan variation, can anyone think of more, or are five types enough?

GP


My knowledge of this era of history isn't perfect, but it looks like you've covered all the major ones in the real world. I imagine you want to really focus on the Celts and not expand into Germanic tribes, so the only thing I'd say would be to create an extra tribe or tribes if you want more than 5 (or 7, with those in the east).

Although it looks like Celtiberian is more common than Celtiberic, but I mean, that's such a ridiculous nitpick it's almost not worth mentioning.


Celtiberian refers to the people, Celtiberic refers to the culture. Also Germans have not arrived yet, they will come with the migrations at the arrival of the Huns, Visogoths and Ostogoths. The Celtic founding regions surround the Rhine River, so include Germany, Switzerland and Austria as the Celtic original homeland.

Again, my setting is ficitional and is only loosely ,based to Earth history analogs, but the real history I keep in mind as I develop.

Michael


Hows this for a breakdown of varying clan types based tribal cultures by region (based on European historical analogs):

Celtiberic
Horsemen and Stone Forts, (breeches wearing)
Weapons of choice: Falcata sword, Gaesume Light Lance
Shield: medium targe shield (round)
Skill Focus: Ride 1st, Skill Focus: Animal Handling 5th
Clan Feats: Mounted Combat, Ride by Attack, Spirited Charge, Trample, and Unseat.

Gallic
Celtic Iron/Smith Town and Mines, (breeches wearing)
Weapons of choice: Gladio short sword, Gallic long sword
Shield: Scuta Large Shield; Chain Mail shirt (uncommon).
Skill Focus: Ride 1st, Skill Focus: Craft (iron) 5th
Clan Feats: Improved Salmon Leap, Improved Shield Bash, Two Weapon Fighting, Shield Slam, Shield Master.

Brythonic
Druids College, (breeches wearing)
Weapons of Choice: Gaesume Long Spear, Gae Bolg barbed spear
Shield: Scuta Large Shield
Bonus Skill: Knowledge (Fey)
Skill Focus: Perception 1st, Skill Focus: Knowledge (Fey) 5th
Clan Feats: Improved Salmon Leap, Del Chliss, Improved Del Chliss, Spear Kicking, Improved Spear Kicking

Gaelic
Islander Pirates (kilt wearing)
Weapons of Choice: Gaesume Long Spear, any Celtic Weapon as booty
Shield: Scuta large shield, and Targe medium shield
Bonus Skills: Knowledge (Fey), Profession (sailor)
Skill Focus: Swim 1st, Skill Focus: Profession (sailor)
Clan Feats: Improved Salmon Leap, Deflect Arrows, Spear Catching, Del Chliss, Weapon Focus: any single Celtic weapon

Pictish
Half-Celts (Bronze Age matriarchal pre-celtic culture), (kilt wearing)
Weapon of Choice: Pictish Bastard Sword (Free Exotic Weapon feat)
Shield: medium Targe shield with shoulder strap to wield sword 2-handed.
Bonus Skill: Knowledge (Fey)
Skill Focus: Climb (1st), Skill Focus: Knowledge (Fey) 5th
Clan Feats: Weapon Focus: Pictish Bastard sword, Power Attack, Vital Strike, Improved Critical, Critical Focus.

Danuvius
Celtic Danube Homeland (Germanic territories), (breeches wearing)
Weapon of Choice: Gaesume Spear, War Sling
Shield: Scuta large shield
Bonus Skills: Knowledge (arcana), Spellcraft
Skill Focus: Knowledge (arcana) 1st, Skill Focus: Spellcraft 5th
Clan Feats: Shield Focus, Greater Shield Focus, Del Chliss, Deflect Arrows, Spear Catching.

Galatii
Eastern Highlanders, (breeches wearing)
Weapon of Choice: Scimitar and kukri, 2 weapon style.
Shield: none
Bonus Skill: Stealth
Skill Focus: Perception 1st, Skill Focus: Stealth 5th
Clan Feats: Two Weapon Fighting, Double Slice, Two Weapon Rend, Improved Two Weapon Fighting, Two Weapon Defense

Scythians
Horsemaidens of the Near Steppe, (breeches wearing)
Weapons of Choice: Short Bow and Scythian Curved Sword
Skill Focus: Ride 1st, Skill Focus: Survival 5th
Clan Feats: Point Blank Shot, Mounted Archery, Dodge, Mobility, Shot on the Run.

Any Clan Warrior may take War Sling Focus, Improved War Sling Focus and Sling Master as optional clan feats.

Celtic Noble caste members of any clan gains Skills: Bluff and Diplomacy, Skill Focus: Bluff 9th, Skill Focus: Diplomacy 13th

GP

PS: perhaps I ought to drop the historic names for more flavor names so they can be for any given clan throughout the Celtic lands, not sure.


Looking at the first five listed as best fitting a Western Europe themed setting, instead of relying on regional distinctions, yet still using the varied weapons, shield, skills and feats, it might be better to apply generic names for those five types:

1. Celtiberic - Horse Clan: found in regions of extensive open plains.

2. Gallic - Smith Clan: found near rich iron ore deposits, foothills area.

3. Brythonic - Druid Clan: located near important learning centers, also in regions with more frequent encounters with fey beings.

4. Gaelic - Islander Clan: located on small coastal isles, skilled seamen and known for practicing piracy.

5. Pictish - Highlander Clan: located in highland regions with more frequent threats from monsters.

While the more generic names better fit for any campaign regions inhabited by Celtic clans, the region specific fits better for a mapped Celtic expanse, which is intended for the setting.

I'm not sure which is best - probably generic, then using region specific to describe general tendencies of clans found in those regions using the generic terms (ie: in Celtiberic regions horse clans dominate, though a few small highlander clans exist in the mountains and one islander clan just off the coast.)

Thoughts?

GP


Been thinking about dropping the Rage Powers and replace them with Duelist Prestige class like defense abilities: free Dodge feat, Shield Defense (EX) as per Canny Defense but applies to wielding a shield only, Parry (Ex), Reposte (Ex) (but I need a better more clan warrior-ish name), Elaborate Defenses (Ex).

Rage is tied too closely to Barbarian and the bonus in HP may be too good for the Clan Warrior, granting the Duelist like abilities will improve his AC with shield.

Thoughts?

GP

Scarab Sages

Have you seen the Slaine RPG, by Mongoose?

It's a D&D 3rd Edition variant; can't remember if it follows 3.0 or 3.5, though if you're converting to PF anyway, that shouldn't matter.

I don't know how 'fantasy' you want to go, but it's based on the UK comic series by veteran writer/editor Pat Mills (Judge Dredd, Nemesis the Warlock, ABC Warriors, Third World War, Charlies' War, etc), who has been a Celtic/Druidic advocate for decades.

The ways it differs from standard D&D are; an Honour system (Enech), leyline effects on magic, a human sub-race for 'warped warriors', who can grow larger, stronger, and twist round in their skins (not to be confused with the barbarian class, which also exists as the tribal warrior), modifed druid and rogue and sorcerer classes, blood-powered metamagic, and modified spells.

The spells are interesting, in that they require skill, feat and spell prerequisites, and are more akin to rituals than the six-second artillery of standard D&D. (E.G. Alter Self is something a D&D mage casts without a thought; in this setting, it requires a Craft (leatherworking) check to create a skin mask, that moulds to the desired features.)
This helps encourage themed spell choices, and makes casters pick a wider variety of skills, to be actual 'wise men/women', instead of just spamming Spellcraft every level, to know about every spell in the book.


I am familiar with both the comic and the RPG. In many ways my setting and Slaine fit the same genre or historical period, but Slaine's mythos and other aspects are very much different. Certainly one could take inspiration from Slaine, but actually trying to build the Pathfinder version of Slaine is not what I want to do, nor the direction to pursue.

In many ways being a history buff, I am introducing historical aspects that are missing from other Celtic settings, or recent archaeological or anthropological discoveries about the Celts and integrating that into setting idea. A little education and accuracy to otherwise flavor a fantasy world. There are points like the tattoos that were more common to Brythonic or Pictish tribes and not all Celts in general, however allowing all Celts like abilities make for a better game with easier play.

I don't mean to recreate history in a historical setting, just to borrow ideas to add to verisimilitude, to give it more depth, but otherwise remain a playable setting working with PF rules. Slaine is too much a different game for me to overly apply its mechanics to my setting.

Thanks for the feedback, however.

GP

Scarab Sages

No problem.


As another way to further differentiate each Clan Warrior to give it many options, flavor and thus more reasons to play such a class, rather than removing Rage Powers and replacing with Duelist-like Defensive Training, instead I offer several progressions of abilities like Rage and Defensive Training that each clan warrior can optionally select, all with only five tiers.

1. Five Rage Powers as in the original write up of the Clan Warrior.
2. Defensive Training: Dodge, Shield Defense, Parry, Riposte, Elaborate Defense.
3. Five spell-like abilities (equivalent to 0 - 4th level spells) from a list of arcane or divine spells - only 1 spell per level as a spell-like (Su) power.
4. Five roguish abilities or five levels of Sneak Attack progression.

Laurfindel's options ideas, have seemed to spark more ideas, thank you very much.

GP

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