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Cad Goleór Discussion Thread

Started by Seraph, April 20, 2011, 03:04:36 PM

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Ghostman

If you want to look beyond Irish myths, I recommend this for reading. Old Welsh tales translated to modern English. You may also find the explanatory notes, personal & place name indices at the end of the book to be useful.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Seraph

I've also found the PDF for the AD&D Clets Sourcebook, which has some great stuff on magical locations among other bits that I think I will steal.
Brother Guillotine of Loving Wisdom
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Discuss Avayevnon here at the New Discussion Thread
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Gamer Printshop

For a good overview on Brehon Laws.

A great source for Faerie Lore (note not all of it is Celtic, but one can steal ideas from one culture that easily adapts to Celtic culture...)

Something on Ogham Script.

Lots of good Celtic stuff here - the gods, geneaology of gods, named weapons, etc.

Interesting discussion on Picts.

A good overview on Celtic  Weapons.

An excellent Faerie Encounters thread for D&D on EnWorld by Raven Crowking.

I've got more links, but these are the best I've found in the last year or so. Worth your perusal I think.

Regarding the Celtic Caste system - warriors, druids, vates, and bards are all members of the aristocracy, though only warriors can lead a clan. Actually Indian Caste system is directly derived from the Celts - it is believed the Celts reached India sometime during the 1st Millenia BCE - there are many Celtic words and Sanscrit words which are almost identical.

GP
Michael Tumey
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Seraph

Ooh, fun!  Gamer Printshop, those are some good links.  So far I particularly like the Faerie Encounters thread.

Ghostman, I will most likely draw some inspiration from the Mabinogion (and any other Welsh myths and legends I can find), but Irish is where I am strongest, so it's what I tend to focus on.

In other news, I think I will also include the fact that kings need be in good health and without blemish.  It just seems like such a neat bit of flavor.  The story of Nuada Airgetlamh (silverhand) is a particularly good example, wherein Nuada, who was king of the Tuatha de Danaan, was respected and revered by all; but he lost his hand in battle, and had to abdicate.  Dianchecht made him a replacement out of silver.  When they were being subjugated by Bres of the Formorians, the silver hand was good enough for them to allow him to step up to challenge him, but when Lugh came along, and was master of all crafts and arts, and unblemished to boot, everyone, including Nuada saw fit for him to give up his throne to Lugh.
Brother Guillotine of Loving Wisdom
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Seraph

I am playing with the idea of actually using a barter economy, wherein the players would, rather than pay in coinage, have to barter sheep, cows, equipment of theirs, or services as payment for whatever it is they want from NPCs.  With a party of adventurers and "services" as an option, there are bound to be tons of opportunities for side quests.
Brother Guillotine of Loving Wisdom
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Discuss Avayevnon here at the New Discussion Thread
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Gamer Printshop

Bottom line, Celtic kings are voted into office by the other noble caste members, and they are voted out of office as well. When the current king is no longer the 'alpha', he is voted out, and a new king - not necessarily the king's son, but as tannistry rules the next 'alpha' which could be a brother, sister, uncle, cousin. Celts do not pass the kingship from father to son by default.
Michael Tumey
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Gamer Printshop

Sword and board (shield), spear and shield and slings are the primary means of war in such a Celtic setting. In my version I created several new feats that focused on shield defense combat, since armor was at a minimum. Also consider that chain mail was first invented by the Celts. The 'tortoise' formation of the Romans were learned from the Celts. Almost all the armor and weapons of the Romans were borrowed from the Celts. So despite a tendency to fight with  only shield, the best armors available at the time were inventions of the Celts.

By the way, Lugh was a Fomorian. Initially the Fomorians and the Tuatha de Danaan got along, Lugh came to teach the Tuatha de Danaan the secrets of their ways. He did not join his kin when the Fomorians warred with the Tuatha de Danaan. Which says a lot, when the Tuatha de Danaan appointed a Formorian as their next king...
Michael Tumey
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Seraph

Quote from: Gamer PrintshopSword and board (shield), spear and shield and slings are the primary means of war in such a Celtic setting. In my version I created several new feats that focused on shield defense combat, since armor was at a minimum. Also consider that chain mail was first invented by the Celts. The 'tortoise' formation of the Romans were learned from the Celts. Almost all the armor and weapons of the Romans were borrowed from the Celts. So despite a tendency to fight with  only shield, the best armors available at the time were inventions of the Celts.

By the way, Lugh was a Fomorian. Initially the Fomorians and the Tuatha de Danaan got along, Lugh came to teach the Tuatha de Danaan the secrets of their ways. He did not join his kin when the Fomorians warred with the Tuatha de Danaan. Which says a lot, when the Tuatha de Danaan appointed a Formorian as their next king...
Lugh's Mother was a Formorian, but his father was of the Tuatha de Danaan.  
Brother Guillotine of Loving Wisdom
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Seraph

For now, at least, I am naming the two big islands Glasconaí (Green Home), and Gwladwyn (White Country).  While neither "kingdom" is necessarily united, the various minor kingdoms within each one tend to share languages and naming conventions, though dialects and exact spellings may vary.  

Glasconneach Names
Male:Adarc, Alastar, Amorgen, Aran, Berach, Braden, Bran, Brogan, Bron, Cathair, Calbhach, Cian, Conall, Conare, Dallan, Donnell, Duncan, Eogan, Ewan, Faolán, Feargus, Fionn, Gobán, Lughaid, Mal, Manech, Niall, Oengus, Rochad, Sualtaim, Triathe, Tuathal

Female:Aifric, Áine, Aisling, Bidelia, Branwen, Brighid, Cáilin, Ciara, Clíona, Dáirine, Deichtine, Deirbhile, Deirdre, Dorean, Eimher, Fedelm, Fiachna, Fionola, Grania, Ide, Lennabhair, Moira, Muirgen, Niam, Róisín, Scathach, Siofra, Treasa

Gwyladwyc Names
Males:Amren, Arawn, Arwel, Bedwyr, Brathach, Brynn, Cadugan, Colwyn, Culhwch, Daned, Drystan, Dylan, Elphin, Ermid, Fflewdwr, Govannon, Gwalchmei, Gwenwynwyn, Gwern, Llewellyn, Llyr, Mabon, Maelwys, Owein, Penn, Peredur, Pryderi, Sugyn, Trahavarn, Twrch

Female:Aderyn, Aeronwy, Arianrhod, Branwen,  Bronwen, Ceinwyn, Cerridwen, Delyth, Deryn, Eilonwy, Eilwen, Eirlys, Elain, Eurneid, Eurolwyn, Goewyn, Gwynedd, Mathonwy, Morgan, Rhiannon, Rhonwen, Tangwen
Brother Guillotine of Loving Wisdom
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Seraph

[ooc]The following represent feats of arms that feature is Celtic legends, and are being presented as feats for Pathfinder.  They are from the AD&D Celts Sourcebook, which was, of cource, a 2e supplement.  I have attempted to update them to fit Pathfinder, but I make no guarantees they are properly balanced, as I only attempted to translate them, into the new rules.  If anyone who is good with crunch has suggestions on tweaking them, it would be welcome.[/ooc]
Del Chliss
Make a thrown spear twist on impact, to great effect.
Prerequisites: Base attack Bonus +2, Proficient in Throwing Spears
Effect: If your attack roll succeeds by 2 or more, the spear deals double damage as it twists on impact.  This feat imposes a -2 penalty on any attempt to catch the spear.  You may use Del Chliss with a spear you have caught, but you cannot have caught the spear this round, as the Del Chliss requires a special grip to perform.

Gae Bolga
Tear through enemy's flesh with a special barbed spear thrown with the foot.
Prerequisites: Dex 17, Weapon Focus: Spear, Gae bolg
Effect: You may make no other attack this round or the next, and lose your Dex bonus to AC for these rounds, as the attack leaves you off balance. If the attack succeeds, multiply damage by your level.

Salmon Leap
Leap over enemies and obstacles
Prerequisites: Must have the Jump Skill trained.  
Effect: You may make a standing high jump of 1d3+plus your character level feet.  Combining this with an attack over your opponent's shield grants you +2 to hit, unless they succeed at a dexterity check (or perhaps a block or parrying attack?  See below.) Using the Salmon Leap to dodge grants you a +2 to your AC.
 [ooc]Since there is a cultural prejudice against wearing armor, I might implement more active dodging and blocking with a shield.  Dodge could be a skill, and Block could either be a skill, or a shield 'attack' rolled in opposition to the incoming attack.  So, in other words, it would be an opposed roll, where the attack roll has to beat the block roll, rather than an attack roll against a set DC of an Armor Class.[/ooc]
Stroke of Precision
Selectively maim your enemies.
Prerequisites: Weapon Focus: Longsword (or other edged weapon at DM's discretion)
Effect: Before your attack, you may make a called shot against a particular body part.  The attack suffers a -4 penalty to hit, but if the attack succeeds and scores a critical threat, the limb is severed.  When using this feat, the critical need not be confirmed.

Warrior's Scream
Your battle cry strikes fear into your opponents.
Prerequisites: Base Attack Bonus +2
Effect: On the first round of melee combat with a particular target, you can give up your first attack of the round in order to use this feat.  Make a Con check.  If successful it functions as a prayer spell that effects only you and your designated opponent.  Enemies can make a Will Save vs. Fear to negate the penalty.  This save is rolled at the start of each melee round until successful

 [ooc]Some of the original requirements for these feats were "proficiency slots" which in some cases I replaced with BAB, and in other places, things that just made sense to me.  Proficiency slots don't feature in Pathfinder, but it was always a mechanic that appealed to me, and I am wondering if--given the limited selection of weapons available--it might be worth trading being "proficient" in a bunch of weapons the characters will never use for degrees of proficiency and mastery in the weapons they will use.[/ooc]
Brother Guillotine of Loving Wisdom
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Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

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Seraph

Druid
Druids serve many roles in society: from priests who serve the gods, to healers, to the wardens of nature's holy places.  They are lawmakers and peacemakers'"they are so holy that should they cross a field of battle, the warriors must make a truce, for none dare risk harm to them.  They are political advisors, and the scholars, and they determine and place geasa.  They observe the stars and the motions of the heavens to determine the future, so as to best lead their people on the path which will please the gods.  While often attached to a king, they are known to wander.  Druids are also the only link to the gods, as the rituals and sacrifices the gods require will not be accepted if a druid is not in attendance.

Role: Druids command respect and have the power to lead and to control the battlefield when they take to it.  While most druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat.  They are good at subduing their targets, and keeping their friends healthy.  

Hit Dice: d8
Alignment: Any Neutral
Weapons Allowed: Club, Dagger, Sickle, Staff, Spear, Sling
Armor/shield Allowed: None
Gods: Worship whole pantheon, not abstract nature, though they are in tune with the natural world
Respect: All initial attitudes towards a druid are 1 higher than normal
Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge ( nature) (Int), Knowledge ( Nobility) (Int),  Knowledge (The Planes ) (Int), Knowledge ( Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 4 + Int modifier

Druid Spell List
 [ooc]I have altered the Druid Spell list in a few ways.  Seeing that Clerics are not part of this setting, Druids have taken on some of their roll.  I have also tried to stick fairly close to the suggestions on Druid spells in the AD&D Celts Sourcebook.  I have not had a chance to examine d20 Celtic Age, which I know has an alternate druid class with further changes.  If I see it later and find it to my liking, then I may replace this Druid class with that one, or bring in aspects of that class.  Currently, I am leaving the class features and progression of the Pathfinder Druid unchanged.[/ooc]
Lvl 0 Lvl 1
Cure Minor Wounds,Guidance, Detect Magic, Detect Poison, Purify Food and Drink, Resistance, Virtue Bane, Bless, Calm animals, Charm animals, Charm person, Command, Comprehend languages, Cure Light wounds, Detect animals or plants, Detect chaos/evil/good/law, Hide from animals, Obscuring mist, Read magic, Speak with animals
Lvl 2 Lvl 3
Animal trance, Augury, Cure moderate wounds, Delay poison, Fog cloud, Gust of wind, Locate object, Remove paralysis, Restoration, lesser, Status, Tree Shape Call lightning, Cure serious wounds, Dominate animal, Neutralize poison, Poison, Quench, Remove blindness/deafness, Remove disease, Sleet storm, Speak with plants, Tongues
Lvl 4 Lvl 5
Blight, Charm Monster, Command plants, Commune with nature, Control water, Cure critical wounds, Discern lies, Dispel magic, Divination, Geas, lesser, Ice storm, Locate creature, Reincarnate, Restoration, Repel vermin, Scrying Atonement, Call lightning storm, Commune, Contact Other Plane, Control winds, Cure light wounds, Mass, Hallow, Heal
Lvl 6 Lvl 7
Charm monster, mass, Cure moderate wounds, mass, Dispel magic, greater, Find the path, Geas, Scrying, greater, Spellstaff, Stone tell, Symbol of Persuasion Animate plants, Changestaff, Control Weather, Cure serious wounds, mass, Regenerate, Restoration, greater, Symbol of Stunning, Symbol of weakness
Lvl 8 Lvl 9
Animal shapes, Control plants, Cure critical wounds, mass, Discern location, Earthquake, WhirlwindAstral Projection, Dominate Monster, Foresight, Miracle, Shambler, Shapechange, Storm of vengeance
Brother Guillotine of Loving Wisdom
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Seraph

#26
The Defense Roll
In Cad Goleór there is very little armor used, as it is seen as cowardly.  Going into battle armored involves taking a penalty to enech.  Since armor is so important to character survival in games like Pathfinder or D&D, this is problematic.  People are freely allowed to use shields, however, and are under no obligation to allow themselves to be hit when it can be avoided.  Therefore it seems to me most fitting, and somewhat more cinematic to boot, to change the combat roll from a static roll against an opponent's "Armor Class" to a dynamic roll against their opposed "Defense Roll."  This way, enemies are seen to be actively defending themselves, and survival becomes plausible.  There are two separate defense actions that can be taken in response to each attack: Blocking, or Dodging.  Characters are free to choose either at any time, but a character is likely to be better at one that the other, and thus will favor that action.

Characters make their attack rolls as normal, but resolving these attacks involves comparing the results to the defense rolls of the target, rolled simultaneously.


Blocking
Blocking is the attempt to interpose a shield or weapon between your self and an oncoming attack.  Since your enemy is assumed to try to get around your shield, and you are assumed to be trying to thwart this attempt, blocking functions as an opposed attack roll.  A character must be proficient with a shield, to block with it.  A block made with a weapon is called a parry.

1d20+BAB+STR+Shield Bonus+Misc

Dodging
Simply put, dodging is the attempt to remove yourself from harm's way.  The one dodging attempts to escape the path of the weapon being used against them.  Dodge has been added to the skill list and is a class skill for Barbarians, Fighters, Rangers, and Rogues.  The dodge roll, like the block roll, is made in opposition to an oncoming attack.  The attacker must meet or exceed your dodge roll to hit you and deal damage.

1d20+skill ranks+DEX+Dodge bonus+Misc

Two Fighters, Eoghan and Lugaid, are engaged in single combat at a ford.  They are about evenly matched, and each is level 5.  Eoghan makes a spear thrust, which Lugaid tries to block with his spear.  Eoghan's attack is at +5 for his skill, and his strength gives him an extra +2, for a total of+7.  Lugaid's block is likewise at +5 for his ability, but Lugaid is physically stronger, and has +3 from his strength.  Lugaid's shield grants him an additional +2, giving him a total bonus of +10 to his block. Eoghan attacks, rolling 15 for a total of 22.  Lugaid rolls a 6, and for a total score of 16'"not enough to stop Eoghan's attack.  Eoghan rolls 7 for damage, +2 for strength, dealing 9 damage to Lugaid.  Lugaid responds by slashing with his longsword.  He rolls a 10, for a total of 18.  Eoghan, who is the more agile warrior, tries to dodge.  He also rolls a 10,  but with 5 ranks in dodge, +3 to his dexterity, and the Dodge feat keyed to Lugaid, his total is 19.  Eoghan feels the blade tickle his hair as he ducks beneath Lugaid's arcing longsword, avoiding damage, and prepares to make his next attack.

Brother Guillotine of Loving Wisdom
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Seraph

I finally got my hands on d20 Celtic Age.  It looks to have some good stuff in it, but I don't like the way they statted out a lot of things.  I don't care for their Celtic Druid of Fili classes, and I think I will stick to the variant Druid I have posted above, and I think that Pathfinder's Bard actually does a better job emulating the mythological fili.  Celtic Age seems to think that they were only good for satires. I'll admit the ability to kill someone by mocking them is cool, but Pathfinder bards get Deadly Performance at level 20, so it all works out.  And if you want satires, just use the Court Bard variant.  
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

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The Clockmaker

I think I like the Defense roll. It gives an interesting feel to things, and I think it fixes your AC problem.
My setting, Springtheory.

Seraph

Don't have much time now, but soon I'll have a post on Standing Stones, The Otherworld, and Headhunting.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

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