Iron Age Celts - Clan Warrior class (draft 2)


Homebrew and House Rules


Clan Warrior class (draft 2)
HD 10
BAB Full
Saves Fighter
Skills 4 + Intelligence modifier; Acrobats, Climb, Craft, Handle Animals, Intimidation, Knowledge (nature), Perception, Ride, Survival, Swim
Restrictions: Celtic simple and martial weapons, medium armor (no breastplate) and all shields
Code of Conduct: expected to obey Celtic Law, and maintain a Glory rank 2 minimum.

1st Clan Focus
2nd Shield Training 1
3rd Ancestral Lineage Power
4th Favored Enemy (one Celtic clan)
5th Clan Focus
6th Shield Training 2
7th Ancestral Lineage Power
8th Favored Enemy
9th Clan Focus
10th Shield Training 3
11th Ancestral Lineage Power
12th Favored Enemy
13th Clan Focus
14th Shield Training 4
15th Ancestral Lineage Power
16th Favored Enemy
17th Clan Focus
18th Shield Training 5
19th Ancestral Lineage Power
20th Favored Enemy, Shield Mastery

Clan Focus:
Available clan weapons of choice, feats and skill focuses based on locale and customs. There are five types of clan focus.

Druidic Focus: dwells near druidic learning centers and fey regions
Weapons: Gaesume longspear, Gae Bolg barbed spear
Skill Focus: Perception 1st; Knowledge (nature) 5th
Clan Feats: Improved Salmon Leap, Del Chliss, Improved Del Chliss, Spear Kicking, Improved Spear Kicking.

Equine Focus: dwells in areas of plains and breeders of excellent horses
Weapons: Gaesume Light Lance, Falcata Sword, Gesios Javelin
Skill Focus: Ride 1st; Handle Animals 5th
Clan Feats: Mounted Combat, Ride by Attack, Spirited Charge, Trample, Unseat

Highlander Focus: dwells in highland regions
Weapons: Pictish bastard sword, War Sling
Clan Focus: Climb 1st; Knowledge (nature) 5th
Clan Feats: Weapon Focus: Pictish bastard sword, Power Attack, Vital Strike, Improved Critical, Critical Focus

Pirate Focus: dwells on coastal regions and islands
Weapons: Gaesume Longspear, any Celtic weapon of choice (booty)
Bonus Skill: Profession (sailor)
Clan Focus: Swim 1st; Profession (sailor) 5th
Clan Feats: Improved Salmon Leap, Weapon Focus: any Celtic weapon, Deflect Arrows, Spear Catching, Del Chliss

Smith Focus: located near iron-rich ore fields
Weapons: Gladio short sword, Gallic long sword
Bonus Skill: Craft (iron)
Clan Focus: Ride 1st; Craft (iron) 5th
Clan Feats: Shield Focus, Improved Shield Bash, Two Weapon Fighting, Shield Slam, Shield Master

Shield Training:
Because the clan warrior is limited to medium armor (breastplate), shields have greater importance to clan warriors and confer better skills: at each level of acquisition gain +1 deflection bonus to AC, 1 less penalty to Dexterity check (shield only), plus:

2nd level: Dodge as free bonus feat
6th level: Shield Defense: using shield as Canny Defense, Duelist feature
10th level: Shield Parry: using shield as Parry, Duelist feature
14th level: Riposte: as per Duelist feature
18th level: Elaborate Defense: as per Duelist feature

Ancestral Lineage Powers:
Powers gained through a spiritual link with a clan ancestral hero.

Fey Pathfinder:
Sense Fey (Ex): detects fey beings within 10' distance after 1 round of study
Detect Glamour (Ex): as an immediate action gain an automatic roll to disbelieve fey glamour within 10', DC is 5 + level/CR of fey caster
Resist Nature's Lure (Ex): as per druid class feature
Find Portal (Ex): locate any Fey Portals within 30' radius
Find Path (Ex): locate Fey Path to prevent being trapped in Fey entropy

Navigator:
Star Navigation (Ex): on a clear night identify direction and date
Deep Vision (Ex): as Darkvision, but only in underwater conditions
Seal Stride (Ex): double movement rate swim only
Breath of Lyrr (Su): Water Breathing (as spell) but only 10 min/level
Arms of Lyrr (Su): Free Action (as spell) but only 10 min/level

Raider:
Stealth: as a bonus class skill; and gain Mobility as a free bonus feat
Fast Stealth as per rogue talent
Treasure Spotter (Ex): immediate perception check within 10' of treasure
Spring Attack: as a free bonus feat
Hide in Plain Sight (Ex): as per ranger class feature

Worg:
Hunter's Bond (animal companion); and Wild Empathy as per druid feature
Woodland Stride: as per druid class feature
Invisibility to Animals (Su): as spell
Companion's Eyes: see through Companion's vision and line of sight.
Call of the Wild: summon all beasts in shouting distance (200 feet), normal animals appear in 1d4 rounds friendly to summoner, unfriendly to opponent

Favored Enemy:
As ranger class feature, but first selection must be: Humanoid (human - specific Celtic clan).

Shield Mastery:
Capstone power - lowers shield size checks and penalties by one category

GP


Fighter feats:

I am thinking of allowing up to 3 fighter feats as available to Clan Focus in addition to available Clan Feats, to open more options than a static five existing feats. I am considering: Weapon Focus (for those that don't already receive this bonus feat), Weapon Specialization, and Penetrating Strike (available at appropriate levels).

Thoughts?

GP


I like it, but there some problems yet to fix. While it seems to offer many options, the options are too limited and overly structured, with weapon choices tied to structures, which I shouldn't do. I rearranged some of the class features, changed feature titles, removed the option structures altogether, added some Glory talents (if optional Glory system is used.) I'm going to change the Glory system to something more simple - still in development.

Clan Warrior 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: all simple and martial weapons; 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?

Breach of Code of Conduct results in lost access to Ancestral Talents, and loss to varying clan rights and priviledges.

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 Dex checks, 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.

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.

Favored Enemy: as per Ranger class feature, however first choice must be Humanoid (human nation or tribe).

Ancestral Talent: 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.

Animal Companion (Ex): as per Hunter's Bond, ranger class feature.
Breach of Brehon (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.
Combat Trick (Ex): as a talent you may select from the Fighter Feats
Deep Vision (Ex): as Darkvision, but underwater conditions only.
Dodge: gain Dodge as a bonus feat using this talent.
Detect Magic (Ex):as spell, especially for detecting Fey Glamour.
Fast Stealth (Ex): as per rogue talent
Glorious Save (Ex): apply your Glory rank as a bonus to any one saving throw, once per day
Glorious Strike (Ex): apply your Glory rank as a bonus to a single attack, once per day
Intimidating Prowess (Ex): as a free bonus feat
Resist Nature's Lure (Ex): as per druid class feature
Sense Fey (Ex): detect magical being within 10'
Skill Focus (Ex): talent as bonus feat to any class skill
Star Navigation (Ex): on a clear night use stars to determine location, direction of travel, and calendar date
Taunt (Ex): through insults and second hand slander force a chosen clan warrior to defend his honor in single combat against you.
Wild Empathy (Ex): as per druid class feature
Woodland Stride (Ex): as per druid class feature

Advanced Ancestral Talents: at 12th level and above

Arms of Lyrr (Su): Free Action, as spell, but only 10 minutes per level
Breath of Lyrr (Su): Water Breathing, as spell, but only 10 minutes per level
Call of the Wild (Su): as Summon Nature's Ally spell
Companion's Eyes (Su): know direction and view through your animal companion's eyes as a standard action, requiring concentration to maintain.
Find Fey Path (Su): locate a Path though the Fey Realm, avoiding entropy
Find Fey Portal (Su): detect fey portals within 30 foot radius
Glorious Tenacity (Ex): add your glory rank as temporary hit points per level against any single combat encounter up to 10 rounds, once per day.
Hide in Plain Sight (Ex): as per ranger class feature

Capstone Power:
? (Ex): ?

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.
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.

Thoughts?

GP


Clan Warrior class (draft 4)
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 Lineage Talent
5th Shield Training 2
6th Clan Feat, Skill Focus
7th Favored Enemy
8th Ancestral Lineage Talent
9th Shield Training 3
10th Clan Feat, Skill Focus
11th Favored Enemy
12th Ancestral Lineage Talent
13th Shield Training 4
14th Clan Feat, Skill Focus
15th Favored Enemy
16th Ancestral Lineage Talent
17th Shield Training 5
18th Clan Feat, Skill Focus
19th Favored Enemy
20th Ancestral Lineage Talent, Capstone: Shield Mastery

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 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.

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).

Ancestral Lineage Talents: a famous ancestor or taint of inhuman blood grants you with a progression of powers and bonus skill focus feats to best reflect your ancestral blood. Below are seven ancestral architypes, though one of them is of recent non-Celtic human bloodline.

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 - ?
Talent: Combat Trick
Talent: Intimidating Prowess (as a free bonus feat)
Talent: Taunt (as described previously)
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
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

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
Talent: Fey-Marking
Talent: Resist Nature's Lure
Talent: Laughing Touch (Su) - as per Sorcerer ability
Talent: Fleeting Glance (Su) - as per Sorcerer ability
Advanced Talent: Find Fey Path
Advanced Talent: Find Fey Portal
Advanced Talent: Fey Magic (Su) - as per Sorcerer ability

Raider - one of your ancestors was a famous raider.
Skill Focus: Acrobatics
Skill Focus: Climb
Skill Focus: Perception
Skill Focus: Stealth
Talent: Combat Trick
Talent: Fast Stealth (as rogue talent)
Talent: Sneak Attack (may be selected up to 5 times, effects stack)
Talent: Treasure Spotter
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
Talent: Direction Sense
Talent: Seal Stride
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
Advanced Talent: Breath of Lyrr
Advanced Talent: Wild Shape (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
Advanced Talent: Companion's Eyes
Advanced Talent: Wild Shape (as per druid class feature)

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

Capstone Power:
Shield Mastery (Ex):at 20th level a clan warrior gains DR 5/- whenever using a shield.

GP

PS: except for one or two blanks to fill and stats/rules to define, I think this is near the final stage for my Clan Warrior class.


Champion Ancestral Lineage Talent:

Battle Cry - add a +1 morale bonus to attack rolls for the clan warrior and all allies in 30', this effect lasts for 2 rounds per level of clan warrior, and used 3+ CHA modifier times per day. Increase this bonus by +1 for every levels of clan warrior.

I think that's it.

GP

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