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Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.

Started by Wensleydale, July 31, 2006, 04:39:10 PM

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Wensleydale

Aelwyd! Oh, my children... Ty'dyma, and hear how this place has changed.

You all know the first-time, the story of Düwes-Natur's gifts of magic to the world, and the Great Hunt, and the Firstborn Druids and the Wild Chase and all the stories of Taliesin the Great... and the first of the bards, and the War of Magic, and the rise of the Dwarves and the faerie speech and the touching of the elves... you all know those tales. But the old age, the age of magic, is over, and now we enter the age of steel.

The HalgÃ...µr, the marching defilers, attack our land with their 'formal magic' and their weapons of steel. The tribes fall before them, and retreat into the mountains. But the HalgÃ...µr will not retreat, or leave alone. They just want more territory, my children, more, and they are taking it as they please. Even  our greatest men cannot hold back their steel-armed troops.

So, I say, we must take up their own weapons, use it against them! The druids must come out of their CellÃ...·d and face up to the invaders with wild magic, the legends must be awoken once more! The fey folk must be raised, the elves recalled, the dwarves reminded of their oath! And I say to you, my children, we must fight! Fight above all costs, lest the tongue of the HalgÃ...µr silence our land forever!

- Dewi Bardwarrior

(Before you ask, Welsh Speakers, the name of this world, and the Old Tongue, IS based on Welsh. I speak it pretty fluently... but almost all of the grammar has been done away with here.)

The World

Aelwyd is a world of legends and magic, a place of druids and faeries, bards and tribes, forests and raw power. But Aelwyd is not the peaceful place it once was... invaders from across the seas, HalgÃ...µr as they are called in the Old Tongue, are attacking. Their formal magic, Venificium as they name it, and their steel weapons, disturb the earth, the trees. As the invaders march forth, slaughtering and subjugating the tribes in their path and hacking down forests, the Güerin-Aelwyd, or people of the Home, are being forced backwards into the mountains. It is here, at this moment, that the players will be forced to make decisions...

There are a wealth of different options for play in Aelwyd. You could play as a  Güerin-Aelwyd, and fight off the invaders with iron weapons and bronze armour, or even just with fists and garments. You could be an Aequii, an invader, and use bound magic and steel weaponry to subjugate the rebellious barbarians. You could be a fey, an elf or dwarf, and join with the Güerin to try and fight off the world-benders, the unnatural Aequii. Or you could play a druid, utilising the highly flexible wild magic to battle enemies and guide your people. All these and more are possible!

Read on for more!

Wensleydale

Geography of Aelwyd



 

Most of Eastern Aelwyd, and indeed a lot of Western Aelwyd, is forest. The East, however, is the most interesting. Here, the forests grow thick between and up the great mountains of Düwes-Natur, the Nature-Goddess, and trees are said to come alive. Here is where the druids live... and many of the fey, too. Dwarves mine underground, tending to the earth, whilst dryads wander the trees. Wild-Magic users run with the animals, and magical animals go about their daily lives. The trees of Lledrith-Coedig, the largest area and the most magical, are said to speak, and the animals talk into the minds of humans. Whether this is true or not, only a druid could say, as the Güerin-Aelwyd would never go there for fear of incurring a spirit's wrath.

Matt Larkin (author)

Ooo.  I want to play.  Definitely Güerin-Aelwyd.

Is this what the new magic system was for?

A pronunciation guide for unusual names and terms would be great.

It immediately kind of reminds me of the Celtic Isles in Kishar, perhaps because of the druids trying to defend against the invading Eliscians.

Please expand on this.
Latest Release: Echoes of Angels

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Wensleydale




 The Güerin-Aelwyd

The tall, strong, dark-haired people of Aelwyd have always battled amongst themselves, but if any common enemy abounds, they will join together and battle any who threaten their homeland. Led by the druids, the Güerin are deeply religious, and in battle they will fight to the death. They are characterised by their longshields and iron armour (although those who have tasted of the Medd-gwylltineb often wear nothing at all). Their native language is the Old Tongue, of which there are several dialects, and they are known to have a deep alliance with the wood-folk. The most common dialect is Aelwyda, but there are four other dialects; Gaela, the northern tongue, Llafar-Aelwyda, the tongue of the western parts, Derwydd, tongue of the druids, and Llafar-Môr, tongue of the Western Seafolk. Only Derwydd is unknown to normal Güerin.

 
    * +2 CON, -2 WIS. Güerin are hardy but will often enter situations dangerous for them.
    * Medium size.
    * Base land speed 30ft.
    * +4 racial bonus on climb, swim, and survival checks.
    * Automatic weapon proficiency with the iron sword and javelin.
    * Ability to use Wild Magic.
    * Automatic Languages: One of the following (depending on birthplace): Aelwyda, Gaela, Llafar-Môr, Llafar-Aelwyda.
    * Bonus Languages: Any of the above, plus Feyspeak.
    * Favoured class: Tribesman.

CYMRO

Could you sum up the class/race options for players?

All in all a good solid conflict on which to start an adventure.

Wensleydale

Sure. Races are the faerie races (dwarves, elves, fey etc), Güerin-Aelwyd, Aequii, and possibly a couple others depending on what I feel like :P

As for the classes, there's Druid (nothing like the standard one, just so you know), Formal Mage (probably using my magic system from Goromor), Tribesman (basically a sort of fighter/barbarian thing), Legionary (a very fighterish class), Bard (again nothing like the standard one) and Fanatic (VERY barbarianish, drinks lots of Medd-Gwylltineb to get himself up into a psychopathic drunken rage and then generally goes into battle wearing nothing at all).

 


Wensleydale

QuoteOoo. I want to play. Definitely Güerin-Aelwyd.
Is this what the new magic system was for?[/quote]
A pronunciation guide for unusual names and terms would be great.
[/quote]
It immediately kind of reminds me of the Celtic Isles in Kishar, perhaps because of the druids trying to defend against the invading Eliscians. [/quote]

It's based around the same sort of time, with the romans invading Britain... but with magic and more from both the legends of the celts and my own imagination. :D


Wensleydale



 The Aequii

A proud, imperialistic people from across the seas, the Aequii carry weapons of an unnatural material called 'steel'. They decimate forests for their building works and mine out the sacred ground, they kill the tribesmen and attack druids... They bind magic into their weapons and their castings, and instead of acting as a vessel for it, they control it and bend it to their will. Worst, they use weapons and machinery never seen before...
The Aequii are a highly advanced people, developed in the uses of steel and magic together. They have boats powered by magical power, weaponry that utilises magic in its uses, highly advanced building techniques, trained mages, and a large standing army that has conquered about 1/4 of the world. They are ruled over by an empress, and speak their own tongue, Aequii, although there are several more spoken by mercenaries.

    * +2 INT, -2 WIS. Aequii are cultured and generally quick-minded, but frailer than others.
    * Medium size.
    * Base land speed 30ft.
    * Automatic Proficiency with the Javelin and Steel shortsword.
    * +4 racial bonus on Diplomacy, Gather Information and Persuade checks.
    * Ability to use Formal Magic.
    * Automatic Languages: Any one of the following: Aequii, Cori, Grekos, Galli, Numidi.
    * Bonus Languages: Any of the above not learnt.
    * Favoured class: Legionary.

[note]
A note on multiclassing: It is impossible to multiclass into wild magic. It IS possible, on the other hand, to multiclass into formal magic.

Also, to languages, Aequii is obviously the equivalent of latin, Cori is a sort of semi-greek, semi other language of the countries around Aequa, Grekos is obviously the equivalent of greek, Galli is a semi-celtic language of the 'barbarian' western european peoples, and Numidi is the main language of the africa-equivalent.
[/note]

Wensleydale

Classes

 The Tribesman

The Tribesman is a capable warrior, not as well trained as a legionary, and not as destructive as a fanatic, but filling his own niche in the middle.

Hit die: D10.

Class Skills: The Tribesman's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill points at first level:  4 + int modifier x4.
Skill Points at Each Additional Level: 4 + Int modifier.

[th]
Level[/th][th]BAB[/th][th]Fort.[/th][th]Ref.[/th][th]Will[/th][th]Special[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td][/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Bonus Feat[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+4[/td][td]+1[/td][td][/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Rage 1/day[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+5[/td][td]+2[/td][td][/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]Bonus Feat[/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+6[/td][td]+3[/td][td][/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]Bonus Feat[/td][/tr]
[tr][th]11[/th][td]+11/+6/+1[/td][td]+7[/td][td]+7[/td][td]+3[/td][td][/td][/tr]
[tr][th]12[/th][td]+12/+7/+2[/td][td]+8[/td][td]+8[/td][td]+4[/td][td]Rage 2/day[/td][/tr]
[tr][th]13[/th][td]+13/+8/+3[/td][td]+8[/td][td]+8[/td][td]+4[/td][td][/td][/tr]
[tr][th]14[/th][td]+14/+9/+4[/td][td]+9[/td][td]+9[/td][td]+4[/td][td]Rage 3/day[/td][/tr]
[tr][th]15[/th][td]+15/+10/+5[/td][td]+9[/td][td]+9[/td][td]+5[/td][td][/td][/tr]
[tr][th]16[/th][td]+16/+11/+6/+1[/td][td]+10[/td][td]+10[/td][td]+5[/td][td]Bonus Feat[/td][/tr]
[tr][th]17[/th][td]+17/+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+5[/td][td][/td][/tr]
[tr][th]18[/th][td]+18/+13/+8/+3[/td][td]+11[/td][td]+11[/td][td]+6[/td][td]Rage 4/day[/td][/tr]
[tr][th]19[/th][td]+19/+14/+9/+4[/td][td]+11[/td][td]+11[/td][td]+6[/td][td][/td][/tr]
[tr][th]20[/th][td]+20/+15/+10/+5[/td][td]+12[/td][td]+12[/td][td]+6[/td][td]Bonus Feat[/td][/tr]
[/table]

Class Features

Weapon and Armor Proficiency: A Tribesman is proficient with all simple and martial weapons of Aelwyd manufacture, light armor, medium armor, and shields.

Bonus Feats: At 1st level, a tribesman gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. The tribesman gains an additional bonus feat at 2nd level, and then onwards at 4th, 8th, 10th, 16th and 20th. These bonus feats must be drawn from the feats noted as fighter (deliberately left the same) bonus feats. A tribesman must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A tribesman is not limited to the list of fighter bonus feats when choosing these feats.

Rage (Ex): A Tribesman can fly into a rage a certain number of times per day. In a rage, a tribesman temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a â,¬'2 penalty to Armor Class. The increase in Constitution increases the tribesmanâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a tribesman cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A tribesman may prematurely end his rage. At the end of the rage, the tribesman loses the rage modifiers and restrictions and becomes fatigued (â,¬'2 penalty to Strength, â,¬'2 penalty to Dexterity, canâ,¬,,¢t charge or run) for the duration of the current encounter . A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage is a standard action, and requires at least one pint of Medd-gwylltineb.

The Bard

Hit Die: D8.
Class Skills:
The bardâ,¬,,¢s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a) and Spellcraft (Int).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.


[th]
Level[/th][th]BAB[/th][th]Fort.[/th][th]Ref.[/th][th]Will[/th][th]Special[/th][th]Level 0[/th][th]Level 1[/th][th]Level 2[/th][th]Level 3[/th][th]Level 4[/th][th]Level 5[/th][th]Level 6[/th][th]Songbook Known[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]+1 Instrument[/td][td]6[/td][td]3[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td]Songbook of Salacious Improvement[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+3[/td][td]+3[/td][td]+0[/td][td][/td][td]7[/td][td]4[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]3[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+1[/td][td][/td][td]8[/td][td]5[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td]-[td][/td][td][/td][/tr]
[tr][th]4[/th][td]+3[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]+1 Instrument [/td][td]9[/td][td]6[/td][td]3[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]5[/th][td]+3[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Summon Instrument[/td][td]A/W[/td][td]6[/td][td]4[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]6[/th][td]+4/+1[/td][td]+5[/td][td]+5[/td][td]+2[/td][td][/td][td]A/W[/td][td]6[/td][td]5[/td][td]3[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]7[/th][td]+5/+2[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Sustain Instrument[/td][td]A/W[/td][td]6[/td][td]6[/td][td]4[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]8[/th][td]+6/+1/+3[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]+1 Instrument[/td][td]A/W[/td][td]6[/td][td]6[/td][td]5[/td][td]3[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]9[/th][td]+6/+1[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]4[/td][td]A/W[/td][td]6[/td][td]6[/td][td]6[/td][td]4[/td][td]-[/td][/td][td]-[/td][td]Songbook of Sagacious Confusion[/td][/tr]
[tr][th]10[/th][td]+7/+2[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]5[/td][td]A/W[/td][td]6[/td][td]6[/td][td]6[/td][td]5[/td][td]3[/td][td]-[/td][td][/td][/tr]
[tr][th]11[/th][td]+8/+3/+1[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]6[/td][td]A/W[/td][td]7[/td][td]6[/td][td]6[/td][td]6[/td][td]4[/td][td]-[/td][td][/td][/tr]
[tr][th]12[/th][td]+9/+4[/td][td]+8[/td][td]+8[/td][td]+4[/td][td]+1 Instrument[/td][td]A/W[/td][td]7[/td][td]6[/td][td]6[/td][td]6[/td][td]5[/td][td]3[/td][td][/td][/tr]
[tr][th]13[/th][td]+9/+4[/td][td]+8[/td][td]+8[/td][td]+4[/td][td][/td][td]A/W[/td][td]7[/td][td]7[/td][td]6[/td][td]6[/td][td]6[/td][td]4[/td][td][/td][/tr]
[tr][th]14[/th][td]+10/+5[/td][td]+9[/td][td]+9[/td][td]+4[/td][td][/td][td]A/W[/td][td]8[/td][td]7[/td][td]6[/td][td]6[/td][td]6[/td][td]5[/td][td]Songbook of Wrathful Damage[/td][/tr]
[tr][th]15[/th][td]+11/+6/+1[/td][td]+9[/td][td]+9[/td][td]+5[/td][td][/td][td]A/W[/td][td]8[/td][td]7[/td][td]7[/td][td]6[/td][td]6[/td][td]5[/td][td][/td][/tr]
[tr][th]16[/th][td]+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+5[/td][td]+1 Instrument[/td][td]A/W[/td][td]9[/td][td]8[/td][td]8[/td][td]7[/td][td]6[/td][td]6[/td][td][/td][/tr]
[tr][th]17[/th][td]+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+5[/td][td][/td][td]A/W[/td][td]A/W[/td][td]8[/td][td]8[/td][td]7[/td][td]7[/td][td]6[/td][td][/td][/tr]
[tr][th]18[/th][td]+13/+8/+3[/td][td]+11[/td][td]+11[/td][td]+6[/td][td][/td][td]A/W[/td][td]A/W[/td][td]9[/td][td]8[/td][td]8[/td][td]7[/td][td]6[/td][td]Songbook of the Moving Earth[/td][/tr]
[tr][th]19[/th][td]+14/+9/+4[/td][td]+11[/td][td]+11[/td][td]+6[/td][td][/td][td]A/W[/td][td]A/W[/td][td]A/W[/td][td]9[/td][td]8[/td][td]8[/td][td]7[/td][td][/td][/tr]
[tr][th]20[/th][td]+15/+10/+5[/td][td]+12[/td][td]+12[/td][td]+6[/td][td]+1 Instrument[/td][td]A/W[/td][td]A/W[/td][td]A/W[/td][td]A/W[/td][td]9[/td][td]8[/td][td]8[/td][td][/td][/tr]
[/table]

[spoiler Bard Song Layout]

Spell Name
Songbook:
Level:
Instrument(s):
Target(s):
Effect:
Tune DC:

This is the new layout for Bard spells, or Songs as they are now called. Bards now gain spells in a different way; through songbooks and instruments. A Bard gains access to a new songbook at level 1, level 9, level 14 and level 18. Each songbook contains songs of various levels, with at least one for every instrument. Bards learn a new instrument every four levels, and can only use songs that can be played on their instrument.

For instance, Llewellyn the Bard is level 1. He can use level 0 songs, and has the Songbook of Salacious Improvement. He chose the harp as his first instrument. Therefore he can play level 0 songs from the Songbook of Salacious Improvement that can be played on the harp.

Finally there is the Tune DC. This is what makes the Perform skill important to bards. Higher levels mean higher DCs, and if you mess up the singing and playing... anything could go wrong!

 
[/spoiler]

Instruments: For a bard, the instruments he can play affect the songs he can play. The instruments are: Harp, Pipes, Fiddle, Flute, Lute, Voice. However, a Bard knows voice automatically. He gains proficiency in one new instrument every four levels.

Summon Instrument (Su): As a free action, a Bard can pull an instrument that he is proficient with out of thin air. The instrument disappears if the bard releases it from his hold, and is suppressed within antimagic fields (although he gets a chance to stop it being suppressed once he reaches level 7). The bard can change the type of instrument as a free action.

Maintain Instrument: At level 7, a bard gains the ability to sustain his summoned instrument even within antimagic fields and other magic repressants. If he succeeds on a DC20 will save, the bard maintains his instrument for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the instrument vanishes. As a move action on his turn, the bard can attempt a new Will save to rematerialize his instrument while he remains within the magic-repressing effect.
 

Wensleydale

Legionary

The Legionary is a defence-based class, with several defensive abilities, skills, and strengths. Although a legionary may be hard pressed to defeat an opponent by skill of arms, on the battlefield he can outlast almost any other opponent.

Hit Die: D10.
Class skills: The legionaryâ,¬,,¢s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Listen (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skill points at first level: 4 + int modifier x4.
Skill points at each additional level: 4 + int modifier.

[table The Legionary]
[tr][th]Level[/th][th]BAB[/th][th]Fort.[/th][th]Ref.[/th][th]Will[/th][th]AC bonus[/th][th]Special[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]Combat Expertise[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+0[/td][td][/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+1[/td][td]+1[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+1[/td][td]+1[/td][td]+0[/td][td]Toughness[/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+2[/td][td]+2[/td][td]+1[/td][td]Bonus Feat[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+2[/td][td]+2[/td][td]+1[/td][td][/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+2[/td][td]+2[/td][td]+1[/td][td][/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Defensive Stance 1/day[/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Uncanny Dodge[/td][/tr]
[tr][th]11[/th][td]+11/+6/+1[/td][td]+7[/td][td]+3[/td][td]+3[/td][td]+2[/td][td]Defensive Stance 2/day[/td][/tr]
[tr][th]12[/th][td]+12/+7/+2[/td][td]+8[/td][td]+4[/td][td]+4[/td][td]+2[/td][td][/td][/tr]
[tr][th]13[/th][td]+13/+8/+3[/td][td]+8[/td][td]+4[/td][td]+4[/td][td]+2[/td][td]Defensive Stance 3/day[/td][/tr]
[tr][th]14[/th][td]+14/+9/+4[/td][td]+9[/td][td]+4[/td][td]+4[/td][td]+2[/td][td][/td][/tr]
[tr][th]15[/th][td]+15/+10/+5[/td][td]+9[/td][td]+5[/td][td]+5[/td][td]+3[/td][td]Defensive Stance 4/day[/td][/tr]
[tr][th]16[/th][td]+16/+11/+6/+1[/td][td]+10[/td][td]+5[/td][td]+5[/td][td]+3[/td][td]Improved Uncanny Dodge[/td][/tr]
[tr][th]17[/th][td]+17/+12/+7/+2[/td][td]+10[/td][td]+5[/td][td]+5[/td][td]+3[/td][td]Defensive Stance 5/day[/td][/tr]
[tr][th]18[/th][td]+18/+13/+8/+3[/td][td]+11[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]Mobile Defence[/td][/tr]
[tr][th]19[/th][td]+19/+14/+9/+4[/td][td]+11[/td][td]+6[/td][td]+6[/td][td]+4[/td][td][/td][/tr]
[tr][th]20[/th][td]+20/+15/+10/+5[/td][td]+12[/td][td]+6[/td][td]+6[/td][td]+4[/td][td]Defensive Stance 6/day[/td][/tr]


[/table]

Armour and Weapon Proficiency: The Legionary gains proficiency with all simple and martial weapons of Aequii make, light and medium armour of Aequii make, and all shields of Aequii make.

Dodge: The Legionary gains Dodge as a bonus feat at level 1.

Toughness: The Legionary gains Toughness as a bonus feat at level 5.

AC Bonus: Beginning at 6th level, the Legionary gains a +1 dodge bonus to AC. This improves as the Legionary gains levels, until reaching +4 at 19th.

Defensive Stance: Starting at 9th level, the Legionary can adopt a defensive stance. When he adopts a defensive stance, a Legionary gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defenderâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a legionary cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A legionary may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the legionary is winded and takes a â,¬'2 penalty to Strength for the duration of that encounter. A legionary can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Legionary). Using the defensive stance takes no time itself, but a legionary can only do so during his action.

Uncanny Dodge (Ex): Starting at 10th level, a legionary retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Improved Uncanny Dodge (Ex): At 16th level, a legionary can no longer be flanked. If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge.

Mobile Defense (Ex): At 18th level, a legionary can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Wrexham3

Excellant, Golem, another Welsh-inspired thread on CBG.  Bendigedig!  Between me, you and Cymro we can take it over and divide the spoils!  Bwahhahahaha.

Erm, anyways, seriously Aelwyd looks pretty good.  You've gone for the classic Celtic twilight, while I've gone for  more of a 'Return of the Elves' in my campaign. How many campaign settings do you plan on making, Golem, by the way.  I struggle with one!

Wensleydale

Muahahahahah! Let us go forth and steal the spoils of the Saesneg! :D

Well, this is my main one. I've kinda abandoned Kalara for the moment... due to lack of inspiration. However, there'll always be plenty of stuff here!

Wrexham3

Plenty of inspiration in legends and history. I like the new classes - I might even incorporate tribesman (uchelwr and bonheddig is old cymraeg for a freeman of a kindred group (cenedl)) into my own campaign.  I do wonder about the +2 INT/-2 CON for the Aequii.  It depends on how much you want to base them off the real Romans who were an extremely tough people, especially the legionaries were able to perform feats which modern soldiers find hard to emulate.  I might go for +2 INT/-2 WIS or CHA.  The Aequii excel at innovation and rational thought but at the cost of their souls.  Just a thought.  

Matt Larkin (author)

Thanks for the update on pronunciation.  Since some of the very few other Celtic terms I know how to pronounce are not phonetic, I didn't realize Welsh would be.

Keep up the good work.
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