World of Lecrutia

Dog Moon

Adventurer
This is my home brewed world named Lecrutia. I have taken some things from Ptolus because the setting was similar enough for me to convert easily, so you may notice some occasional similarities such as Chaos Cults and whatnot.

Please note that I am reusing an old thread I had created, but have modified enough so that some of it needs to be rewritten, though I do not desire to create an entirely new thread. Any post linked to in the first post is current as are those with green typing within them. Much of this is in various stages of completion, so I may go back and modify things of previous posts.

The two most important events in the history of Lecrutia are the two following events.

War Against the Chaos Lords
This is what led to the creation of Lecrutia.

The Fall and Rise of the Gods
This is what changed the world and brought it to where it stands now, a world injured by internal war.

THE PANTHEON
  • Primary Deities [The original three deities]
    • Webyrd [Weh - Bērd] Goddess of Life, Farming, and Servitude
      Wyrre [Wēr] God of War
      Mrutvu [Mrüt - vü] God of the Dead
    Secondary Deities [The next generation of deities]
    Tertiary Deities [The created deities]

PRESTIGE CLASSES
 
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Dog Moon

Adventurer
The Chaos Lords

She screamed in horror and hate as she felt the life disappear from another world. There was nothing remaining, not even the smallest of all the organisms which lived upon the world. Not a single blade of grass was left alive. The Chaos had twisted it, disrupted it, destroyed it. Millions of lives had been lost defending their world in a hopeless battle in which even the Gods themselves were having great difficulty in.

They numbered in the hundreds, all the Gods together. They consisted of every race imaginable of all practices, the evil Gods and the good Gods putting their heads together for the first time in the entirety of all existence. It was an impressive act and one which took a great deal of strength for all of them to not start fighting due to ancient hatreds or feuds.

Evil and Good meant nothing right now in a way all had previously thought impossible. What the current war consisted of was nothing but the purest form of Chaos is existence. This was Chaos so powerful, so pure, so chaotic, that it made even the most chaotic of Gods seem the very essence of law. It was something that even the Gods could not understood, nor did they know where this Chaos had come from. There were speculations, of course, but the most popular opinion was that it had come from nowhere. Chaos was random, chaotic, if you will, and they believed that the purest form of it even had the capability of coming to life if chance should so have it, as it had appeared to.

Another world perished and Webyrd cried out, tears forming in her eyes and streaming down her face. She felt the pain of the worlds, felt every single loss within her heart.

“We will fight,” some said, angered by the knowledge of what they knew Webyrd felt, though they could not actually feel her pain and suffering. Many nodded their agreement, their resolve strengthened through the crying of the Goddess.

Others shook their heads, taking the screams to quivering heart and not wanting themselves to feel what she felt even for a second. They wouldn’t consider themselves cowards, but they were most certainly afraid. “We already have tried!” they cried out. “How can we win now when we haven’t been able to before?”

“We gain nothing from standing still,” Wyrre snapped.

“We get to live,” someone said.

Wyrre angrily inspected the other Gods. They were sitting in a great ring with himself in the middle, the spokesGod for the Gods of War who wanted to fight. Webyrd lay crumpled on the ground in the front row. Of all the Gods, she was most in touch with the worlds. It was as if all the blood in every little being also ran through her veins just as it ran through that being’s veins.

“Who said that?” Wyrre demanded. “You know that isn’t true. You may delay the inevitable, but that’s all your doing. And a few years difference is nothing to the number of years we have all lived.”

“We’ll think of something by then,” that same God answered. Wyrre narrowed his eyes, but he couldn’t quite figure out who was speaking.

“We will not,” Wyrre answered. “If we have not by now, then we never will.” He saw Webyrd stand, strengthen herself by breathing heavily, wipe the tears from her eyes, and move to the rear of the assembly. None of the others paid any attention. Coward, he thought. He thought she should be the one most willing to fight, to prevent the pain which was constantly following her.

“We will hide,” someone else said.

Wyrre snarled. “What a cowardly action. That may buy you a few more years, but the Chaos Lords are destroying the worlds one by one. The world you hide on may as well be the next one to be destroyed. What good is your hiding going to do then?”

“Fighting is suicide.”

“So is anything else,” Wyrre snapped. “At least this way we get to die honorably and with a chance for survival as we gather our entire force of Gods, Good, Evil, and those who are more neutral in thought. We have never been so strong and we never will be again if we separate now.”

Webyrd exited the assembly hall. While she wanted to defeat the Chaos Lords, she didn’t believe the Gods were currently ready for such a feat. They hadn’t spent enough time studying the Chaos Lords and how to utilize Law to defeat them. Several years wouldn’t be enough, but perhaps more would suffice. She had an idea she wanted to put to use and some of the other Gods followed her, respecting her so much that she had but to leave the assembly and they would follow her without questioning.


Wyrre closed his eyes in frustration. Foolish Gods, he thought, those who believed that fleeing and hiding was possible for long. He wanted to strike them down, bring anger and power into their eyes. They could be so much more if they would only listen, but they refused. They could only look forward at the next few seconds in the lives; anything beyond was foreign to them.

Worse yet was the fact that Webyrd had also apparently left, taking some of the Gods with her, splitting their numbers even further. They had disappeared, taking the time when the large majority of Gods had been distracted by their discussion.
 
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Dog Moon

Adventurer
The Fall and Rise of the Gods

Despite being forced allies against the Lords of Chaos, the Gods were not friends and, in truth, no longer allies. Still, they had to get together to discuss the fate of the Lords of Chaos. Some believed that they should destroy the world the Lords of Chaos were trapped on, finishing them off once and for all. Others, however, believed that the traps were strong enough to keep them imprisoned and destroying the world would injure the Lords of Chaos, but wouldn't actually kill them.

During this gathering, the War Gods went on the attack, led by the greatest of them all, a God name Wyrre. They attacked the other Gods. They were among those that believed that destroying the world would inadvertently free the Lords of Chaos and decided to make sure that the other Gods would not choose any other option. The only way to do this was to kill the Gods who thought that way.

One might consider this as merely a battle and perhaps the Gods did, but to those living within the world of Lecrutia, it was the length of a great war, one in which everyone was caught up in as if they could feel the power of their God and feel the anger, hate, and fear that permeated the Gods' realm.

Only three Gods remained after everything had ended: Webyrd, the God of Life, Wyrre, the God of War, and Mrutvu, the God of the Dead.

NARRATION OF THE END OF THE GODSWAR

Wyrre stepped over the bodies of the fallen. Only two opponents remained on the field, himself and Webyrd. All the others had fallen, though not necessarily to him. His plan had worked well and the other Gods had fought amongst themselves. His blade was notched and bloodied from the battle. Though his blade would never be the same, the story it would tell would be more grand than the slight weakness in its condition. After all, there would be no one to stand against him after Webyrd had fallen since the only ones who could match him in power were the Lords of Chaos who were currently trapped within the net surrounding Lecrutia. He could say he had killed the last God standing before his reign with this very sword.

Webyrd stood calmly looking at him, her eyes glazed over with anger. She was the closest of the Gods to represent peace. Wyrre felt it a little ironic that she would be the last to perish. The peace in this world had been ruined and she had watched it all through her own eyes. Again there would be peace, but only through her death. Wyrre enjoyed the idea of peace arriving only after the symbol of peace disappears. He toyed with the idea in his mind, letting Webyrd dwell on her fate for the last remaining minutes of her existence.

"Why?" she asked him. Wyrre chuckled as he looked into her eyes. Though he saw many emotions in her eyes, he did not see fear. Perhaps she did not truly understand the concept of fear. She was the Goddess of Rebirth/Renewal. In her deluded mind, she must believe that someone or something would rise to protect her. But no, she did not have control over the dead or the undead. That old fool lay in a pile of his own ashes. Wyrre had watched the God of Time reverse the affects of the Undeath, bringing his body back to the time when his body had been alive and then aging the body to the present without the benefits of the undeath; the old Undead God had decomposed in an instant.

"Why not?" he asked her. "I am the most powerful of Gods. I deserve to be the only one, to inherit everything. None of the other Gods could stop me, nor will you," he said as he had approached.

"The task of watching over the Lords of Chaos will be left to you and to you alone. Do you think you can be forever vigilant?"

Wyrre smiled, his lips upturned into a partial snarl as he did so. "Once you are gone, I will gather my strength and destroy the Lords of Chaos all on my own."

"You fool," she spat.

The ground began to shake beneath him. He paused for a moment, then leaped backwards as enormous oaks rose up from the ground, creating a barrier between him and his prey. He laughed at her feeble attempts to stop him. With a great swing of his sword, he chopped the trees in half. He hopped onto the severed remains and jumped down to the other side. A branch slammed into his side, causing him to tumble away from her. He turned quickly as it grabbed him and cut the branch. It fell to the ground, but it did not stop moving. It flung itself into the air at him. Wyrre cut the branch in twain and it finally quit moving after striking the ground.

Roots grabbed at his ankles, tripping him. As he landed, more roots surrounded him. As they did so, he cut at them, preventing them from swallowing him whole. He jumped to his feet. He tired of these games and ran directly at Webyrd. Once her blood stained his blade with the others, her attempts to stop him would cease. She no longer made a move to resist him. "If you think you can kill me, then do so," she told him.

Wyrre snarled at her as he brought his sword down. His powerful strength and clean swing cut her from the middle of her head to her legs. The two halves of her body split apart and Wyrre barked a laugh in triumph. He had defeated all the Gods. He was the most powerful of the Gods. He ignored the blood from his last conquest covering the front of his body. Unlike some of the other Gods, he did not lick the blood from his blade or armor. He did not consider himself evil enough to do such acts. In fact, he did not really consider himself evil at all. He was simply obsessed with war, perfectly logical since he was the God of War, after all. If he had a failing, he supposed that could be it.

Unfortunately, there were no longer any opponents for him to fight. He chuckled miserably at that irony. He jabbed his sword into the ground as he turned his gaze towards the battlefield around him. So many dead in this war, a war began by him. He had invested years to set everyone up perfectly so they would kill each other. His plan, his tactic, had worked only too well. The Gods had destroyed each other, allowing him to sweep in and kill those wounded in the battle. A true tactician knew that it wasn’t who dealt the most damage or swung the quickest, but who killed the remaining opponents. Still, he had not imagined there to be so many Gods and Goddesses. He saw races of all sorts among the dead, Goblins, Gnolls, Drow, Dwarf, and many more exotic creatures. A large spherical orb lay much less spherical in a puddle of its own ichor. He hadn't even realized that the beholders had a concept of a God.

He heard a slight rumbling beneath him. Frowning, he looked down at the ground beneath his feet. Roots shot forth from the ground, wrapping themselves around his legs. He reached for his sword, but the roots grabbed his arms, pulling them in towards his torso. Still, he was not worried. He had the strength to break free. The ground wanted vengeance for him killing its mistress is all. It had no true strength against him.

Webyrd appeared in his vision. The only mark against her beauty was a slight line down the center of her face and neck. Wyrre stared in astonishment. “How…?” he began, but his question died in his mouth.

“I’m am the Goddess of Rebirth,” she answered. Red crossed his vision. It was a dark line resembling blood. He saw several of the Gods’ bodies before him. Blood rose up from them and floated towards him. The roots closed, entrapping him. The blood splashed against the roots, soaking into the wood. “Forever there, you will stay trapped. The reborn essences of the Gods remain in their blood, and their strength will keep you from breaking free. This is your punishment for your disgrace. Only when the Lords of Chaos are freed will you also be freed in order to fight against them, but do not allow that to happen, Wyrre because while it may a great war to you, it will also be the last because all life will end, yours included.”

Wyrre attempted to speak, but found his words only came in a whisper. “It is not a disgrace. I did only what I was born to do.” Webyrd gave no hint of hearing him, if she even could.

One lone man watched this from far off. He had no blood to give to the ritual for he was already dead. Death cannot be killed nor can it be destroyed. He had nothing against either Wyrre or Webyrd. He had enjoyed the war because it had strengthened his own domain, and he looked forward to the time of rebirth for the world so it could live anew. Only when life had once again appeared could death follow. Until the rebirth, he would stay in his own domain, away from the troubles of the living world.

THE CREATION OF THE NEW PANTHEON

Wyrre stood trapped in a state of solitude, alone and unable to do anything but grant his loyal servants a small fraction of the power he should be able to wield. The strength of the Webyrd lay within the tree surrounding him and if that wasn't enough, the blood of all other deities except that of Mrutvu added to the strength of the barrier. That the other deities would be able to oppose him even in death told of Webyrd's power.

He struggled nonetheless, doubt filled his mind about his being able to defeat Webyrd, but not about being able to break free from the tree. He could do that one little thing; he had to do that one little thing - and do it without freeing the Lords of Chaos, something he didn't want more than anyone else. He was weakened beyond belief, a pathetic state for a God as powerful as him. He could feel his limbs, his muscles, but he had no room to move them.

He concentrated solely on his left arm. He would free himself one limb at a time if he had to. He put to use his powers and his own physical strength, a greatness the mortals below could not duplicate. For days he focused on moving his arm, months. When he finally felt the tree give away slightly, it was an exhilaration he hadn't come close to feeling since he had almost defeated the other Gods during the Godswar.

He found a moment of weakness in the tree and the blood and he felt his hand burst through the solid tree. He felt a light breeze upon his hand. He smiled with triumph until he felt a gentle touch upon his hand.

"Nooo!" he screamed. Would she even prevent him from having this victory? Was she that cruel? Webyrd touched the tree and Wyrre could feel the tree regaining strength. His victory was pointless after that action. It was stronger than ever before and he could do nothing against it. "Why do you do this to me?" he demanded angrily. "Do you come to taunt me?"

"No," Webyrd answered. "I merely need another God and the power of the previous Gods rests within this tree." He felt a slight power draining free from around him. It was a small amount, barely noticeable. He hated that she was creating more Gods, rebuilding the Pantheon he had nearly destroyed.

For now, however, she could not have taken enough power to create a single God, or two at the most. These Gods would never have the power to stand against him, Wyrre thought gleefully. When he escaped from this tree, and he had no doubt he would, especially if Webyrd continuously took the power holding him trapped to create more Gods, the newly created Gods would be nothing but a minor nuisance.

It was then that he noticed the swell of her stomach. She was with child! "Who?" he demanded. Webyrd smiled lightly. She understood his question, but he clarified it anyway: "Who is the father of your child?"

"Mrutvu," she answered him, surprising him. He hadn't even realized the God of the Dead even had the capability of creating life, especially in such an old-fashioned way. He ground his teeth in anger at the realization of the implications of this birth. The child of two Gods was going to be powerful on it's own, but with the addition of the blood from previous Gods, there child was not going to be a weak, pathetic God as he had thought.

"I will kill you, Webyrd!" he screamed, though he had no way currently to back up his threat.

He could almost feel the Goddess smiling. "And I will rise again from the ashes, a perpetual Phoenix, always to return."
 
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Dog Moon

Adventurer
Webyrd

Webyrd

Gender: Female

Appearance: With hair brown as the trees and eyes green as the grass, Webyrd is highly attractive. She has a slim, yet strong body deeply tanned. Only the line down her face and neck and presumably the rest of her body mars her appearance. Her clothes are typically fairly plain, a simple brown dress with no design or embroidery, reveals little of her body and curves. Her arms are bare, though her shoulders are not. Nothing covers her feet because she prefers to let her skin touch the ground beneath her.

Special Possessions: None

Manifestations: Most often as some miscellaneous servant with a single shackle on its left leg. Others are: a field of blooming flowers and a light golden glow to those who have been given life once again after losing it. This glow stays for only a matter of minutes, but it signifies she is pleased with the person who is brought back to life. Some believe that she manifests a part of herself each and every day as the rising sun, but this is not a common belief.

Symbol: A circular linked chain surrounding a field of blooming purple flowers.

Allies: Salvatica is Webyrd's most trusted ally due to their respective portfolios. While one might believe there would be jealousy on Salvatica's part, in truth, she is appreciative of the fact that someone shares similar views as her and if there's a problem, she will always have someone to rely on.

Mrutvu, oddly enough, is her other main ally, though he is not always one she can count on. While they certainly love each other, their love is almost a total confusion to both partners due to the opposites of many of their believes. They frustrate each other frequently and while they are frequently together, they are frequently separate from some sort of argument or disagreement.

Enemies: Her main enemy is Wyrre, the God of War. He desires her utter destruction because she stopped him from taking control over everything. While she doesn't actively fight against him, she is always wary of what he might be attempting not simply because destroying her is one of his goals, but also because of the destructions his wars would cause upon the world.

Day to Day Activities:
Followers: Serving is what the main portion of her followers do every day. Most are farmers, but others serve in households or shops. While it wasn't originally her intention, many servants are instead in actuality slaves. However, while many slaves are followers of Webyrd, she makes sure those who are true to her faith are never treated ill. Their lives may not be their own, but their bodies still remain their own and they should not be beaten or starved. Masters who learn that their slaves are followers of Webyrd have learned to treat their slaves kindly, though woe to any slave who does not follow Webyrd but lies to be treated better.

Clergy: Many masters who keep servants or slaves, especially those in the farmlands, are more than just followers of Webyrd, but have a greater responsibility to make sure the fields and slaves are kept save both from each other and from foreign threats. They hire necessary guards to protect them. Other clergy members train in order to do the protecting. An Order of Knights was created solely for this purpose, the Knights of the Blooming Lilly, though only the elite are able to pass the rigorous training to join in this Order, though those who are worthy of the attempt but still fail are treated with respect.

Holy Days/Ceremonies:
First Day of Spring: This is the day where Webyrd touches the ground, where her light shines across the lands and the warmth awakens the animals and alerts them of what time of the year it is. On this day is a great celebration by those who both appreciate the beauty of the spring and the blooming as well as those who have lived through the harsh winter and desire to have one great day free of worries before they are needed back at their fields. Those on the farms who gather for this celebration stick a big pole into the ground and dance around it, wrapping colorful cloths around it. The cloths must be of specific colors in a specific order and blessed by a cleric of Webyrd. Once the clothes are wrapped tightly around the pole, everyone backs away. No one knows if this is due to the cleric or due to Webyrd herself, but blossoms float through the air as the cloths fly out to the sides. The more blossoms, the better the weather and the better the harvest in the fall. Legend has it that one year, when Webyrd new ahead of time that the next winter was going to be harsh, enough blossoms flew out to cover the entire fields and the bounty of that year was greater than all others and her follows lived well throughout that winter.

Day of Thanks: While originally this day was the last day of fall and designed to celebrate the bounty granted to them by Webyrd, it has grown to encompass more than just the worshippers of Webyrd. To everyone else, it is a day of thanks for life, for family, friends, and anything else a person may feel thankful for. For worshippers of Webyrd, while they may think this, they have also stayed true to the roots of the holiday and give thanks for the bounty. Ironically, they tend to give more thanks for average harvests [not poor though] because they believe that this means the winter will not be too harsh for not much is needed. When the food is bountiful, they dread the upcoming winter for more than simply the fact that spring/summer is associated with life and winter/fall associated with death.

Dress Code: Simple, natural colors. Acolytes wear earthen brown and the middle worshippers wear greens. The leaders wear blues and golden yellows.

Affiliated Orders: Knights of the Blooming Lilly

Domains: Farmstead, Healing, Life, Plant, Renewal, Spring, Sun

Weapon of Choice: Chain [Including Spiked Chain].

Initiate Feat:
Initiate of Webyrd
Benefit: You gain Knowledge (Nature) as a class skill and gain a +2 insight bonus on all Knowledge (Nature) skill checks. Add the following spells to your spell list:
3rd - Plant Growth
6th - Live Oak
7th - Animate Plants

Blessing Feat:
Blessing of Webyrd:
Benefit: Knowledge (Nature), Profession (Farming), and Survival all become class skills. You gain a +1 insight bonus on all checks involving Knowledge (Nature), Profession (Farming), and Survival skill checks. Your footprints are also more difficult to see in natural settings, and this adds +5 to the DC to track you.

Cleric Ability Substitutions:
1st - The Clerics of Webyrd receive one less Turning/Rebuking Attempt, but they gain the ability to Turn/Rebuke Plants as well as Undead.

Paladin Ability Substitutions:
1st - Detect Plants/Reborn, Smite Plants/Undead
3rd - Divine Immunity
4th - Turn Plants/Undead
5th - Plant Companion
6th - Remove Poison

Detect Reborn: In this case, Reborn is a term used for both Undead as well as those who have once been killed but are now among the living through Raise Dead, Resurrect, Reincarnation or similar spells excluding Revivify as they are not considered to have been killed long enough for their soul to have left their bodies. Paladins of Webyrd know whether or not the person is reborn or undead without having to choose to detect one or the other. Webyrd desires to know who attempts to use raising spells so anyone brought back to life is noted and the information sent to higher-ups, though the Paladin does not herself act against this person.

Divine Immunity: Immune to plant poisons and gain a +4 bonus against all other types of poisons.

Plant Companion
Paladins of Webyrd gain an animal companion. When she gains this ability, she chooses one Plant type creature of CR 2 or below as her companion. As Paladins' tastes differ, they aren't limited to a single type of Plant. This companion is utterly loyal to the Paladin; thoughts of dissension are utterly foreign to it. It serves until death. It takes 1 day before Webyrd sends another of her followers to protect the Paladin.

Code:
Paladin Level  	Bonus HD  	Natural Armor Adj.  	Str Adj.  	Int  	Special
5th-7th 	+2 	+4 	+1 	6 	Empathic link, improved evasion, share spells, share saving throws
8th-10th 	+4 	+6 	+2 	7 	Spines
11th-14th 	+6 	+8 	+3 	8 	Absorb Plants
15th-20th 	+8 	+10 	+4 	9 	Spell resistance

Spines: The Plant grows sharp spines which causes harm to those who touch it, such as through a natural attack, [the Paladin, however, seems to touch exactly the correct spots when handling the Plant and is never injured by these spikes unless he or she so wishes it], dealing 1d3 + Str points of damage. As a standard action, it can shoot a spine at an opponent, dealing 1d3 + Str points of damage [each spine has a range increment of 20 feet].

Absorb Plants: As long as the Plant is on a surface with plants of any sort [including brushing against a wall filled with fungus], the Plant absorbs these aspects into itself, gaining grass upon it's body if walking upon grass or fungus using the above example. This causes it to fast heal at a rate of 1. The area must be large enough to encompass most of a 5 foot square or nothing happens. The additional Plant components slowly fall away over the course of the day, leaving behind patches of plant which always bloom fully within a short span of time.
 
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Dog Moon

Adventurer
Knight of the Blooming Lilly

Knight of the Blooming Lilly

Knights of the Blooming Lilly is an order composed of those who have devoted their lives to protect the fields against those who would steal from or destroy the farmers and their crops. The Knights were created both to protect against threats from different nations who would possibly threaten the farming lands in order to feed it's own people, but also marauding domestic creatures who would attempt to take both the farmers and the food, both frequently for different purposes, though not always.

They are known on sight due to their sky blue armor with gold trim and a brilliant image of a lilly upon their breast. The lilly is most frequently placed over the heart, but frequently can be put on the center of the chest piece if that is what the wearer so desires. Rank can be determined by the number of petals painted onto the army. The more petals, the higher the rank, starting at the bottom with four partly folded petals leading all the way to a full-bloomed lilly for the Commander of the Knights.

To become a Knight of the Blooming Lilly, one must show their devotion to Webyrd and her cause. Knights are generally chosen from those who appear to be worthy and who are skilled fighters. Not all, however, are great warriors, but if the person's heart is in the right place, the Knights will accept the person nonetheless and give her any training she might need.

Prerequisites:
BA: +5
Feats: Blessing of Webyrd, Fleet of Foot [Errata'd in my group to be 10 feet instead of 5 feet]
Skills: Knowledge (nature) 8 ranks, Profession (farming) 8 ranks
Patron Diety: Webyrd

HD: d8
Skill Points: 2 + Int modifier
Skills: Handle Animal, Knowledge (nature), Ride, Survival
Code:
											Spellcasting Levels
Level	BAB		Fort	Ref	Will	Special					1	2	3	4
1st	+0		+2	+0	+0	Lay on Hands, Greater Blessing		0	-	-	-
2nd	+1		+3	+0	+0	Growth Step, Protect the Field!		1	-	-	-
3rd	+2		+3	+1	+1						1	0	-	-
4th	+3		+4	+1	+1	Woodland Stride				1	1	-	-
5th	+3		+4	+1	+1						2	1	0	-
6th	+4		+5	+2	+2	Trackless Step				2	1	1	-
7th	+5		+5	+2	+2	Improved Woodland Stride		2	2	1	0
8th	+6		+6	+2	+2	Thorny Step				3	2	1	1
9th	+6		+6	+3	+3						3	2	2	1
10th	+7		+7	+3	+3	Self-Reincarnation			3	3	2	1
Knights of the Lilly use her Wisdom bonus when figuring out DCs and number of additional spells per day.

Lay on Hands (Su): At first level, a Knight of the Blooming Lilly gains the ability to Lay on Hands. She can heal her Knight of the Blooming Lilly level +1 x her Cha modifer of damage to plants. At 5th level, she gains the ability to use the Lay on Hands ability on herself. The Lay on Hands ability from this class and other classes which grant the ability are treated as being different.

Greater Blessing (Ex): At 1st level, the divine bonus granted by the Blessing of Webyrd feat increases by +1. It also increases by another +1 at 4th, 7th, and 10th levels.

Growth Step (Su): At 2nd level, the Knight of the Blooming Lilly, when she walks, creates a path of small flowers and healthy grass behind her. This can be turned on and off at will.

Protect the Field! (Ex): When fighting to protect a field or the people to care for the field, Knights of the Blooming Lilly gain a +1 morale bonus on attack rolls, damage rolls, and armor class. This increases to +2 at 6th level and +3 at 10th level.

Woodland Stride (Ex): Starting at 4th level, a Knight of the Blooming Lilly may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This once was to prevent her from having to cut her way through and thus harming the crops, but has extended to all sorts of undergrowth, both in a farming setting and without. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 6th level, a Knight of the Blooming Lilly leaves no trail in natural surroundings and cannot be tracked. Technically, what occurs is that she steps and leaves her mark, but the natural surroundings instantly spring back into their original position.

Improved Woodland Stride (Ex): At 7th level, even thorns, briars, and overgrown areas that have been magically manipulated to impede motion do not impede her anymore.

Thorny Step (Su): At 8th level, the Knight of the Blooming Lilly, if forced to retreat, can turn plants behind her into thorns. This can be activated at will, though they last only one round per level. Treat these as Caltrops which deal 1d6 damage instead of their normal damage amount. These are treated as magical for the purposes of overcoming damage reduction and unlike normal caltrops, they can affect people wearing armored boots as if they weren't. The thorns use the Base Attack of the Knight +4 [size modifier].

Self-Reincarnation (Su): At 10th level, the Knight of the Blooming Lilly has been granted power over life and death. Whenever she is struck for damage to kill her, she may make a Will save DC 5 + damage dealt to be reincarnated into another body, as the spell. However, Mrutvu, the God of the Dead, dislikes usage of this and there is a 5% chance each time this ability is used [non-cumulative] that he takes the Knight of the Blooming Lilly's soul and prevents her from ever being brought back to life permanently. Not even a Wish can return her back to life.

Spells:
1st-Cure Light Wounds, Detect Plants (as Detect Animals or Plants, but can only affect Plants), Entangle, Goodberry
2nd-Barkskin, Tree Shape, Wood Shape
3rd-Cure Moderate Wounds, Plant Growth, Snare, Speak with Plants, Spike Growth
4th-Cure Serious Wounds, Reincarnate
 
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Dog Moon

Adventurer
Wyrre

Gender: Male

Appearance: Grizzled old warrior with wolfish looks. Gray hair and eyes. Very scarred body. There is a strange hardness in his eyes as if he was once a gentle soul, but was irreperably hurt mentally or spiritually some time during his life and he covers up the pain and loss through that hardness.

Special Equipment/Weapons: He uses a two-head flair he carries at his belt at all times, even when he has not yet donned his armor.

Manifestations: Euphoria during battle. Scarred wolf.

Symbol: A wolf from the front, right half white, left half black and eyes reverse.

Allies: None. His wars tend to hurt all others and he believes himself strong enough that he doesn't need any allies. Even when peace arrives, he views this time not as a time of peace, but as a time to work on a war even greater than the previous one.

Enemies: While he has no allies, only several deities are considered as true enemies. The first is Webyrd, the protector of life. While he holds no negative feelings towards Civitatem, that deities has begun a defensive campaign against him because of the loss of too many civilizations.

Clergy Restrictions/Expectations: Clerics of Wyrre are expected to start wars and attempt to prolong this. Sometimes this causes his own clergy to fight against each other as some work on one side and others work on the other. Good and evil mean little to Wyrre and in truth, he doesn't care if people start wars to fight against tyrants or if the wars are caused by that same tyrant attempting to take control. Clerics tend to work behind the scenes, while only occasionally going into battle, while Paladins tend to be the champions within the battles.

Day-to-Day Activities:
Followers: The best way for most of the followers to continue living the word of Wyrre is to become soldiers. Most of the time, this is by joining the militia or city guard or being taken on as mercenaries. The higher skilled ones tend to become bodyguards, though only in cases where they believe they might have a chance to use their abilities.

Clergy: As for the main clergy, they tend to guard their temples as well as complete dangerous missions. They look for battle in any way they can. Frequently, this means working on starting one, though unfortunately, they occasionally do end up fighting each other in the attempts to perpetuate battle.

Holy Days/Ceremonies: While most others tend to celebrate the ends of disastrous wars and praise the peace which has arrived, Wyrre celebrates the beginnings of those wars. As their clergy have started virtually every war, they have precise records of when the physical war has started and are able to accurately celebrate the first day of the war.

Day of Remembrance: On this day, the clergy of Wyrre remember their fallen comrades and their fallen commanders, both those they knew personally and those spoken of as respected figures in history.

Dress Code: Besides wearing the symbol of Wyrre somewhere obvious, they have no normal dress code during calm times. However, when preparing for battle, they dress in their ceremonial armor, specified for authority within the church, the fancier the armor, the more authority, though soldiers of Wyrre will never give up functionality and practicality for appearance. During ceremonies, they wear armor according to rank; the higher the rank, the more protective the armor.

Affiliated Orders: Order of Zevstoven

Domains: Army, Competition, Endurance, Glory, Inquisition, Liberation, Pestilence, Planning, Protection, Retribution, Strength, War, Warrior

Weapon of Choice: 2-headed flail [black head head named Zevstoven - destroy - and white head named Schutzen - protect]

Initiate Feat:
Initiate of Wyrre:
Benefit: You gain a +1 insight bonus to damage rolls when wielding a flail. You also add the following spells to your spell list:
1st - True Strike
3rd - Haste
4th - Stoneskin

Blessing Feat:
Blessing of Wyrre
Benefit: Gain Knowledge (Architecture and Engineering) as a Class skill. You gain a +1 insight bonus to Knowledge (Architecture and Engineering) skill checks. You also gain a +1 divine bonus to Armor Class.

Cleric Ability Substitutions:

Paladin Ability Substitutions:
1st - Detect Greatest Foe, Smite Greatest Foe
3rd - Divine Movement
4th - Push Aside the Weak
5th - Spirits of the Fallen
6th - Remove Incapacitation

Divine Movement: +4 circumstance bonus against effects which slow or prevent movement, such as Slow, Hold Person, Paralyzation, etc.

Remove Incapacitation: Remove all such effects on a target once per week.

Spirits of the Fallen:
On their command, large numbers of fallen warriors rise up from the ground to help the Paladin. They not only are able to fight, but they have knowledge the Paladin may also be able to use. They are treated as a Mob with the appearance of spiritual knights in full battle gear and weaponry.
Code:
Levels		HD	Att	Size	Int/Str/Con	Special
5th-7th 	 8	1d10  	M	10  		Empathic link, improved evasion, share spells, share saving throws, Knowledge
8th-10th	 16	2d10 	L	12 		
11th-14th	 24	3d10 	H	14 		
15th-20th	 32	4d10 	G	16 		Spell resistance

Speed: 10 feet
Space/Reach: Varies depending on size
Mob Anatomy
Feats: Blessing of Wyrre and one the Paladin chooses which can be updated, if the Paladin chooses, at levels 8, 11, and 15th.

Knowledge: Spirits of the Fallen of a number of ranks in the following skills equal to 1/2 their HD: Architecture and Engineering, History, and Nobility and Royalty.

Spells
1st - Bless, Cure Light Wounds, Divine Favor, Divine Protection, Magic Weapon, Shield of Faith
2nd - Aid, Resist Energy, Shield Other, Spiritual Weapon, Status
3rd - Aid [Mass], Conviction [Mass], Cure Moderate Wounds, Fell the Greatest Foe, Haste, Heal Mount, Keen Edge, Know Opponent, Magic Vestment, Greater Magic Weapon, Prayer, Protection From Energy, Vigor [Mass, Lesser], Weapon of Impact
4th - Cure Serious Wounds, Freedom of Movement, Recitation, Shield of Faith [Mass]
 
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Dog Moon

Adventurer
Order of Zevstoven

The Order of Zevstoven is a group of Knights who sell themselves to the highest bidder in their ever-present goal of becoming more knowledge about and proficient in war as a leader and tactician. While some are content to stay back and watch the soldiers fight their battles, most take the words of Wyrre to heart that battle is the most important thing and stand up with the front lines and fight.

The Order has no problems taking money from both sides of a conflict and in fact, most members actually prefer it because nowhere else are they able to truly put their skills to the test against another Knight of the Order. While they may practice with small numbers or with games, it does not have the same feel when their lives and those of their allies are on the line. While most Knights have an agreement to not actually come to blows against another Knight, this is not a law, but a gentleman's agreement. However, not all Knights consider themselves as gentlemen.


Prerequisites:

BA +5
Skills: Knowledge Geography +8, Spot +8
Feats: Blessing of Wyrre, Combat Reflexes, Vexing Flanker


HD: 1d10
Skills: 2 + Int modifier.
Skills: Climb, Gather Information, Jump, Knowledge (Geography), Knowledge (Nobility/Royalty), Ride, Search, Spot, Tumble

Code:
[U]Level	BAB		Fort	Ref	Will	Special[/U]
1st	+0		+2	+2	+0	See the Battlefield
2nd	+1		+3	+3	+0	Taking Advantage
3rd	+2		+3	+3	+1	Flanking Bonus
4th	+3		+4	+4	+1	
5th	+3		+4	+4	+1	Avoiding a Charge
6th	+4		+5	+5	+2	Free Movement
7th	+5		+5	+5	+2	Battlefield Positions
8th	+6		+6	+6	+2	
9th	+6		+6	+6	+3	Avoidance
10th	+7		+7	+7	+3	Provoke

Knights are trained to survey a battlefield within an instant and determine the best positions for allies and where the enemy would best position itself and then to use everything in the battlefield to his advantage as best as possible. Knights do a great variety of tasks and have learned that virtually any location could potentially be a battlefield, whether is an actual battlefield, or if it's the inside of a tavern or upon the streets. Enemies are lurking everywhere and he must be ready to use everything to his advantage when fighting.

Taking Advantage (Ex): Knights are always ready to take advantage of when foes leave themselves open. When they take an Attack of Opportunity against an opponent, they add their Knight level on damage rolls if they successfully hit their target.

See the Battlefield (Ex): Knights excel at positioning themselves and their enemies. They also enjoying using every advantage they have available to them, such as maneuvers like Tripping and Bull Rushing. When attempting these maneuvers, they use what the enemy may [hopefully] not even be aware such as a branch sticking out of the ground, a crack in the street, etc. This grants them a +1 circumstance bonus on Tripping and Bull Rush attempts. This improves to +2 at 5th level and +3 at 8th level.

Flanking Bonus (Ex): Flanking is a useful tactical maneuver, and the Knights have learned to use this to their advantage. They gain an additional +2 bonus on attack rolls when flanking. At 8th level, the Knight also gains +2 damage against a flanked opponent.

Avoiding a Charge (Ex): Enemies charging forward is a dangerous thing and the Knights are trained that the best defense against such attacks is to straight up avoid them. As an Immediate Action, they may take a 5' step [which does not provoke Attacks of Opportunity] out of the way to avoid an enemy when they are using the Charge Action, Bull Rush Action or Trample Action. In cases where they are unable to completely escape such an attack [for example, if the enemy has a long reach], their sudden motion grants them a +4 bonus on their Armor Class or Reflex Save to avoid the hit or trample, respectively.

Free Movement (Ex): The ground can be tricky or slippery. This can slow movement down and while the Knights prefer the enemies to suffer from such penalties, the Knights themselves do not. They can move freely upon the ground without being forced to make Balance checks to stand or taking movement penalties for difficult ground. This does not allow them to walk on objects they are normally unable to walk on, however, such as water, nor does it grant them any bonus in Balance checks if they are attempting to balance on a narrow ledge or wire.

Battlefield Positions (Su): Sometimes, allies are just not in a good position, such as one who has inadvertently let himself be surrounded. Or, the Knight needs an ally in a better position, such as when attempting to flank, but there is no one there. Enemies also frequently tend to put themselves into annoying positions, such as archers in trees or leave themselves open for a good shove but no one else is around, such as when they stand a little too close to an open pit. As a Move Action, he may move an ally or enemy up to that creature's movement. This is a Command that the Knight makes to which is immediately followed out. The creature uses it's fastest/easiest mode of movement to move to where it is Commanded, though they cannot go through a creature or object unless the creature is somehow able to. If a creature cannot move to a specific spot, it moves to that stop to the best ability using the movement is has. Despite moving, the creature does not provoke attacks of opportunity.

This is usable a number of times per day equal to 1 + the Knight's Intelligence modifier. Those targeted may make Will saves [DC 10 + Knight's level + Int modifier] to avoid being pulled into the new square. Soldiers under the direct command of the Knight suffer a -2 penalty on this save, though few soldiers should willingly go against their officer's will.

Avoidance (Su): This ability works as the Evasion ability except that the Knight can use this ability no matter what type of armor they are wearing. When attempting to Avoid a spell, the Knight may move up to 5' per two Knight levels in any direction only if there is something to hide behind [This does not provoke attacks of opportunity despite moving through threatening squares, though the Knight still cannot pass through the physical square an enemy is occupying. For a Medium creature, the object to hide behind must be Medium or Larger or a creature Large or Larger. If there is nothing of the sort, the Knight is unable to avoid the attack.

Provoke (Ex): As a Full-round action, the Knight may strike an opponent just right to open an opponent for attack. This can be to knock him off-balance slightly, lower his shield, anything. The effect of this attack is that it causes the opponent to provoke attacks of opportunity for all allies within 5 feet of the enemy.
 
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Dog Moon

Adventurer
Mrutvu, God of the Dead

Gender: Male

Appearance:

Special Equipment/Weapons:

Manifestations: Important person of target who has already passed away to deliver a message. When something is wrong with the world, the entire moon has on occasion been seen to turn into a saddened skull.

Symbol:

Allies: Oddly enough, Webyrd is the main ally Mrutvu has; odd because she is the Goddess of life. However, she understands that without death, no one would appreciate life and Mrutvu understands that without original life, there can never be death. Their mutual enemy of Samstorfen certainly helps to bring them together at times of need.

Enemies: Samstorfen. Mrutvu dislikes Undead more than anything else because he views it as an abomination and an encroachment of his own office.

Restrictions/Expectations: Clerics are expected to destroy any and all Undead they come across. If this means they have to hire higher-level adventurers to do so, that is fine, as long as it gets done. While this is viewed as an important activity, it isn't the only one they perform. Funeral rites is another action they do.

Day-to-Day Activities:

Holy Days/Ceremonies:
Day of Remembrance: On this day, the clergy stop everything to remember the dead, to speak of them to others, to bring back their lives through their words for at least a short while.

Day of Warding: This started as a great spell caused to protect the land from the Undead menace, but was adopted by the clergy of Mrutvu. However, over time, the origins of this rite have been lost and the ritual no longer actually protects the people, but has become purely symbolic.

Funeral Rites: These rites are performed to make sure the soul of the dead go to their place in the Land of the Dead and are watched over by Mrutvu. During this ritual, they take the time to protect the physical body as well to prevent animation of it.

Dress Code:
Affiliated Orders
Cult of Shadows: It's not really an order the Mrutvu much appreciates, but it is one he tolerates. It's also more of a right-wing cult which believes that the end of the world will occur through the extinction of all light. Their main goal is the complete and utter annihilation of the sun but barring that, blocking it will suffice.

Domains: Death, Deathless, Exorcism, Protection, Purification, Repose

Weapon of Choice:

Initiate Feat:
Initiate of Mrutvu
Benefit: Initiates of Mrutvu gain the ability to use Deathwatch as an Extraordinary ability at will as a Swift action. They also gain the following spells added to their spell list:
3rd - Halt Undead
4th - Undead Bane Weapon
9th - Undeath's Eternal Foe

Blessing Feat:
Blessing of Mrutvu
The Blessing of Mrutvu grants the person a better understanding of the Undead he must face during his lifetime.
Benefit: Knowledge (Religion) becomes a class skill. Also, they gain a +1 insight bonus on attack and damage rolls against Undead.

Cleric Ability Substitutions:

Paladin Ability Substitutions:

1st - Detect Undead, Smite Undead
3rd - Aura of Courage, Divine Protection
6th - Remove Negative Level

Divine Protection: Paladins of Mrutvu are no longer affected by negative levels.
 
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Dog Moon

Adventurer
Guardians of the Dead

Guardians of the Dead
In their perfect world, Undead would not exist and never would anyone need to worry about them returning. Because this isn't their perfect world, they have created an elite force designed to destroy the Undead, the Guardians of the Dead, although they have been occasionally called the Guardians of the Living as well, though generally only in the north or other places inhabited by large numbers of the Undead. If the option existed to either save a living person or destroy an undead creature, however, their choice would always be the latter option.

Guardians of the Dead go to where the Undead are. Their main base is in the north in Kalautyr because of the vast numbers of Undead there. Anywhere else and its unlikely to find many Guardians of the Dead, if any at all. There are a few who exist solely to track down rumors of Undead and determine their validity. When the Undead is encountered, if the Guardian can defeat the Undead menace, they do so. If not, they call for reinforcements. Fairly simple.

Prerequisites:
Fort Save:
+4
Feat: Blessing of Mrutvu, Extra Turning
Skills: Heal 8 ranks, Knowledge (Religion) 8 ranks
Special: Ability to cast Speak with Dead as a divine spell.
Patron Diety: Mrutvu

HD: d8
Skills: Concentration, Heal, Knowledge (arcana), Knowledge (religion), Spellcraft

Code:
[U]Level	BAB		Fort	Ref	Will	Special					Spellcasting[/U]
1st	+0		+2	+0	+2	Mrutvu's Blessing, Rite of Passing	+1 level of divine spellcasting
2nd	+1		+3	+0	+3	Converse with dead			+1 level of divine spellcasting
3rd	+2		+3	+1	+3						+1 level of divine spellcasting
4th	+3		+4	+1	+4	Save Bonus				+1 level of divine spellcasting
5th	+3		+4	+1	+4						+1 level of divine spellcasting
6th	+4		+5	+2	+5	Undead Bane				+1 level of divine spellcasting
7th	+5		+5	+2	+5						+1 level of divine spellcasting
8th	+6		+6	+2	+6	Save Bonus				+1 level of divine spellcasting
9th	+6		+6	+3	+6	Disruption				+1 level of divine spellcasting
10th	+7		+7	+3	+7	Mrutvu's Grace, Death's Vision		+1 level of divine spellcasting

Mrutvu's Blessing: Add cleric levels for purposes of turning or destroying dead.

Rite of Passing (Su): A Guardian of the Dead may touch a corpse to prevent it from being animated. The corpse so touched is permanently marked with a small symbol of Mrutvu. This mark can be placed anywhere the Guardian chooses, though it is rarely placed anywhere besides the head or the back of the neck. Mrutvu himself watches over these dead and though a caster of 4 levels higher than can still animate the dead, it is thought to be suicide to do so because Mrutvu is instantly warned of the animation [or creation if create undead is used] and immediately sets to hunting the intruder down. It is exceptionally dangerous to do so because Mrutvu can see through the eyes of the corpse to what is shown moments before the corpse is messed with and it is said that nothing can hide from his gaze, nothing magical or mundane. This ritual takes one hour per HD of the creature and creatures with four or more levels than the Guardian cannot be performed on with this rite.

Converse with Dead (Ex): At second level, the Guardian of the Dead has learned enough that when wishing to speak with dead, as the spell, he can ask a single question each level instead of one per two levels. Also, the questions will be less vague and the body more willing to tell the truth.

Save Bonus (Su): At 4th level, Guardians of the Dead have dealt with the dead and Undead enough that they gain a +4 bonus on saving throws against death effects and saving throws to overcome a negative level. At 8th level, the Guardian has learned to shrug negative levels off completely and is no longer affected by them.

Undead Bane (Su): At 6th level, a Guardian may spend a turning attempt to grant his weapon the Bane ability against Undead. This is considered as a Swift action and lasts for 1 full round. At 9th level, this ability is considered Undead Bane and Disrupting, even if the weapon the Guardian wields is not Bludgeoning.

Mrutvu's Grace (Su): At 10th level, the Guardian of the Dead gains immunity to energy drain and death effects. Furthermore, the Guardian and all allies within 10 feet gain a +2 sacred bonus on all saving throws against necromantic spells and effects, including energy drain [The allies gain the bonus against the energy drain while the Guardian is immune to it].

Death's Vision (Su): At 10th level, the Guardian of the Dead is considered a very powerful and important figure in the Mrutvian church and to Mrutvu himself. When he dies, Mrutvu is instantly aware of the Guardian's death. It is highly likely that another Guardian or Mrutvu Cleric will hire assassin's of some sort [Cost is of no consequence] to assassinate the one who killed the Guardian. If the Guardian is slain by Undead, the entire church is instantly alerted and a raiding party formed to annihilate the Undead menace which killed one of their own. At this point, the Guardian is never brought back to life. He is considered as having served his God well and is honored to be at his God's side. No magics of any sort can bring the Guardian back to life and it is thought that the only being who can is Mrutvu [Not even Webyrd is strong enough to break the connection between the God of the Dead and his most faithful].
 
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Dog Moon

Adventurer
Civitatem

Name: Civitatem

Gender: Male

Appearance: Civitatem has the appearance of a young man with short gray hair and an expression of innocence always frozen upon his face as if he was the sort of person who could do no wrong or who you would take under your wing as the brother or son you never had [even if you have several already!] Civitatem is tall and lanky, but can move through city streets like a cat chasing after a frightened rat. However, he is rarely seen to do so as his manner is much more casual despite the expensive clothing [of course in various shades of gray] he is seen wearing.

Special Equipment/Weapons: Rubix cube made of stone blocks. Instead of colors, however, the Rubix Cube has runes carved into each square and while no one truly knows what the Cube is capable of, theories exist that when the Cube is locked into a certain position, it is capable of creating a spell effect, though no one alive has seen him use it.

Manifestations: Whenever Civitatem desires to show his presence to followers, his most common form is that of a Stone Golem carved flawlessly and sized and shaped to fit among the humans, although if a place under his protection is threatened, he frequently manifests as a Huge or larger sized Stone Golem. This Golem always has runes and is capable of casting at least a few spells, though the true power of this Golem is unknown except to Civitatem himself.

Symbol: An ornate tower with the design of a crossbow etched into the side of the tower. This symbolizes the idea of structures in existence and that interesting architecture is appreciated. The crossbow means that he is certainly unafraid to protect what has been erected in his name.

Allies: Salvatica is an important ally to Civitatem, though occasionally, they are known to bicker, as if they were lovers, as rumor has it. They work together in an attempt to further each other's goals and sometimes, these goals conflict with the other. But even so, they know that they must work together to ensure that neither are utterly destroyed because of Civilization and the Wilds went to war, it would benefit only Wyrre, a being both despise.

Enemies: Wyrre, the God of War. If there is anyone which annoys and frustrates Civitatem the most, it is this God. It is his armies which have torn down so many great cities and caused so much to be lost in the destruction.

Restrictions/Expectations: The main expectations of Clerics is to build up cities. Ideally, a small number of Clerics should be able to go to a village and within several years create a good-sized city. They understand that this process takes times and there are many obstacles, but this is their main goal. Their other, just as important goal, is to maintain the size and strength of a city. They do not wish to see a city destroyed and all the history and knowledge within lost, so many of the Clergy are trained warriors designed to fight against enemies. While in the beginning these enemies come in the form of raiders or bandits, the larger a city becomes, the more enemies that appear within the walls themselves. They have trained themselves to fight these enemies as well.

Holy Days/Ceremonies:
Day of Independance: This day, of course, varies depending on the nation, but every nation celebrates this nation one time every year. This is the day that their nation become a nation, that their capitol city was built and that no one rules over them: true independence. The clergy of Civitatem are the ones to hold the celebrations and prepare for them.
City-dom This is another celebration put on by the clerics of Civitatem, though this is at a much smaller scale. While the celebration of the nation is important, Civitatem teaches that every single city within that nation is important as well because without those cities, there would be no nation. On this day, in each city, they remember when said city has gone from being a minor settlement to an out-right city. The exact prerequisites for this are never the same from city to city, but no matter what factors go into deciding which day it is, once decided, that date never changes.

Dress Code: What each member wears is determined by his rank. The bottom rank, the basic clergyman, wears basic work clothes because he is part of the main force building the city. He is the one who is out among the people helping them. In the beginning of a small village, all members are of this rank, though they are each numbered in importance. As the settlement grows, more ranks are formed as the bottom ranks are filled in. The higher the rank, the more fancy the clothing - aka, the more civilized the dress - as they work on fitting in with the nobles and leadership of the city in order to keep watch on those who further the goals of the settlement and to make sure that none attempt to betray their city.

Affiliated Orders
Mason's Guild: Some worshippers are not so much into the defensive part of Civitatem and his clergy. These tend to be the workers. They let the others defend the city from threats while these members work on building structures - some of which, of course, are defensive in nature. What makes this a more separate guild than being solely under the watch of the clergy is the fact that they allow, and encourage, not worshippers to join. Not all masons worship Civitatem specifically and those in the Mason's Guild understand this the best. As long as you are willing to work, that is fine enough with them.
Secret Police: This is a more nasty side of Civitatem and occasionally is incorrectly thought to be under the leadership of Wyrre. While enemies can be looked out for by the leaders of the church, they don't necessarily have the capacity to deal with traitors. This is where the Secret Police come in.

Domains: City, Civilization, Community, Earth, Family
Weapon of Choice: Crossbow (any but hand, includes ballista)
Initiate Feat:
Initiate of Civitatem
Benefit: Add Knowledge (Architecture and Engineering) to your Class Skills and gain a +2 insight bonus to Knowledge (Architecture and Engineering).
Also add the following spells to your spell list:
1st - Hold Portal
4th - Leomund's Secure Shelter
5th - Wall of Stone
6th - Guards and Wards
Synergy Bonus: If you have the Initiate of Civitatem feat and the Blessing of Civitatem feat, your insight bonus stacks with the other feat, and you gain an additional +1 insight bonus for a total of +5 insight bonus to Knowledge (Architecture and Engineering) checks.

Blessing Feat:
Blessing of Civitatem
Benefit: When in a city and on higher ground, gain a +1 insight bonus on attack and damage rolls. You also gain a +2 insight bonus on Knowledge (Architecture and Engineering).
Synergy Bonus: If you have the Initiate of Civitatem feat and the Blessing of Civitatem feat, your insight bonus stacks with the other feat, and you gain an additional +1 insight bonus for a total of +5 insight bonus to Knowledge (Architecture and Engineering) checks.

Cleric Ability Substitutions:
1st - Turn Undead: Clerics do not retain the ability to Turn Undead. Instead, the have the ability to Turn Shapechangers. This has all the normal effects of Turning with one exception: when affected, the Shapechanger reverts to it's most natural form.
1st - Weapon Proficiency: Clerics of Civitatem are automatically proficient with a single crossbow of their preference [excluding the hand crossbow but including the ballista].

Paladin Ability Substitutions:
1st - Detect Shapechanger, Smite Shapechanger
3rd - Divine Truth, Knowledge of the City
4th - Turn Shapechanger
5th - Earth Elemental Companion
6th - Transmutation Ban

Divine Truth: Paladins of Civitatem are able to pick out falsities in words as well as from physical forms. They gain a bonus on Sense Motive checks as well as Spot checks to see through Disguises equal to +1 per three levels.

Earth Elemental Companion
Level Bonus HD NA Str Int Special
5-7 +2 +4 +1 6 City Link, Improved Evasion, Share Spells
8-10 +4 +6 +2 7 DR 5/Adamantine
11-14 +6 +8 +3 8 -
15-20 +8 +10 +4 9 SR

City Link: The Earth Elemental Companion loses abilities if it travels farther than 10ft from a city per Paladin level. Rarely do Paladins bring them outside the city walls, but frequently, they exit to fight the enemies at their gates and this allows the elemental to fight alongside the Paladin. The abilities it loses are as follows: Improved Evasion, Share Spells, Damage Reduction and Spell Resistance.

Paladins of the Secret Police have slightly different needs than other Paladins and their companions show this. Other Paladins cannot have such a companion unless they have joined the Secret Police.

Level Bonus HD NA Dex Int Special
5-7 +2 +2 +1 8 City Link, Improved Evasion, Share Spells
8-10 +4 +3 +2 9 Camouflage, Stone Tell
11-14 +6 +4 +3 10 Shared Senses
15-20 +8 +5 +4 11 SR

Camouflage: The elemental is able to blend itself within the city. It's skin changes from an earthy appearance to that of stone. It gains a +1 racial bonus on Hide checks equal to 1/2 the Paladin's level.

Shared Senses: When within 5 feet of the Paladin, both receive a +4 insight bonus to Spot and Listen checks.

Stone Tell: The Earth Elementals are able to communicate with the Stone of the city and are able to use the Stone Tell spell 1/day.

Knowledge of the City: Paladins are innately familiar with the workings of cities and how to track down people and information within them. They gain a +2 insight bonus on all Gather Information, Survival, and Knowledge checks dealing with a specific city [such as Nobility and Royalty to know about the noble houses who reside within that specific city]. When they gain this ability, they must choose a single city. Within that city, this bonus increases to +4.

Transmutation Ban: With a single, a Paladin can cause the target to lose access to all transmuting abilities and spells. The target must make a Will save DC 10 + 1/2 the Paladin's level + Cha modifier or be unable to change form as with shapechanging special abilities and be unable to cast spells from the Transmutation school. This ability lasts for one round per Paladin level. Alternatively, the Paladin can gird himself against Transmutation abilities, granting him a bonus to his saves against such effects equal to 1/2 his Paladin level for 1 round per level. At 6th level, this ability can be used once per week. He gains the ability to use this one additional time per week for every 3 levels he has after sixth level.


Spells: Paladins of Civitatem do not have access to the exact same spell list as normal Paladins.
1st - Bless, Climb Walls, Cure Light Wounds, Detect Secret Doors, Divine Favor, Foundation of Stone, Hail of Stone, Hold Portal, Magic Stone, Magic Weapon, Rapid Burrowing, Sanctuary.
2nd - Earthbound, Earthen Grace, Earthfast, Find Traps, Make Whole, Mountain Stance, Portal, Alarm, Zone of Truth.
3rd - Cure Moderate Wounds, Discern Lies, Giant's Wrath, Glyph of Warding, Heal Mount, Leomund's Tiny Hut, Greater Magic Weapon, Meld into Stone, Prayer, Sign of Sealing, Stone Shape, Stony Grasp.
4th - Cure Serious Wounds, Land Womb, Portal Alarm [Improved], Stone Sphere, Sudden Stalagmite.
 
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