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<blockquote data-quote="Dog Moon" data-source="post: 2784211" data-attributes="member: 23023"><p><strong>Civitatem</strong></p><p></p><p>Name: Civitatem</p><p></p><p><span style="color: DarkOliveGreen">Gender:</span> Male</p><p></p><p><span style="color: DarkOliveGreen">Appearance:</span> 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.</p><p></p><p><span style="color: DarkOliveGreen">Special Equipment/Weapons:</span> 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.</p><p></p><p><span style="color: DarkOliveGreen">Manifestations:</span> 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.</p><p></p><p><span style="color: DarkOliveGreen">Symbol:</span> 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.</p><p></p><p><span style="color: DarkOliveGreen">Allies:</span> 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.</p><p></p><p><span style="color: DarkOliveGreen">Enemies:</span> 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.</p><p></p><p><span style="color: DarkOliveGreen">Restrictions/Expectations: </span> 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.</p><p></p><p><span style="color: DarkOliveGreen">Holy Days/Ceremonies:</span></p><p><span style="color: DarkRed">Day of Independance:</span> 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.</p><p><span style="color: DarkRed">City-dom</span> 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.</p><p></p><p><span style="color: DarkOliveGreen">Dress Code:</span> 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.</p><p></p><p><span style="color: DarkOliveGreen">Affiliated Orders</span></p><p>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.</p><p>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.</p><p></p><p>Domains: City, Civilization, Community, Earth, Family</p><p>Weapon of Choice: Crossbow (any but hand, includes ballista)</p><p>Initiate Feat: </p><p>Initiate of Civitatem</p><p>Benefit: Add Knowledge (Architecture and Engineering) to your Class Skills and gain a +2 insight bonus to Knowledge (Architecture and Engineering).</p><p>Also add the following spells to your spell list:</p><p>1st - Hold Portal</p><p>4th - Leomund's Secure Shelter</p><p>5th - Wall of Stone</p><p>6th - Guards and Wards</p><p>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.</p><p></p><p>Blessing Feat: </p><p>Blessing of Civitatem</p><p>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).</p><p>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.</p><p></p><p>Cleric Ability Substitutions:</p><p>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.</p><p>1st - Weapon Proficiency: Clerics of Civitatem are automatically proficient with a single crossbow of their preference [excluding the hand crossbow but including the ballista].</p><p></p><p>Paladin Ability Substitutions:</p><p>1st - Detect Shapechanger, Smite Shapechanger</p><p>3rd - Divine Truth, Knowledge of the City</p><p>4th - Turn Shapechanger</p><p>5th - Earth Elemental Companion</p><p>6th - Transmutation Ban</p><p></p><p>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.</p><p></p><p>Earth Elemental Companion</p><p>Level Bonus HD NA Str Int Special</p><p>5-7 +2 +4 +1 6 City Link, Improved Evasion, Share Spells</p><p>8-10 +4 +6 +2 7 DR 5/Adamantine</p><p>11-14 +6 +8 +3 8 -</p><p>15-20 +8 +10 +4 9 SR</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Level Bonus HD NA Dex Int Special</p><p>5-7 +2 +2 +1 8 City Link, Improved Evasion, Share Spells</p><p>8-10 +4 +3 +2 9 Camouflage, Stone Tell</p><p>11-14 +6 +4 +3 10 Shared Senses</p><p>15-20 +8 +5 +4 11 SR</p><p></p><p>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.</p><p></p><p>Shared Senses: When within 5 feet of the Paladin, both receive a +4 insight bonus to Spot and Listen checks.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Spells: Paladins of Civitatem do not have access to the exact same spell list as normal Paladins.</p><p>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.</p><p>2nd - Earthbound, Earthen Grace, Earthfast, Find Traps, Make Whole, Mountain Stance, Portal, Alarm, Zone of Truth.</p><p>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.</p><p>4th - Cure Serious Wounds, Land Womb, Portal Alarm [Improved], Stone Sphere, Sudden Stalagmite.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 2784211, member: 23023"] [b]Civitatem[/b] Name: Civitatem [COLOR=DarkOliveGreen]Gender:[/COLOR] Male [COLOR=DarkOliveGreen]Appearance:[/COLOR] 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. [COLOR=DarkOliveGreen]Special Equipment/Weapons:[/COLOR] 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. [COLOR=DarkOliveGreen]Manifestations:[/COLOR] 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. [COLOR=DarkOliveGreen]Symbol:[/COLOR] 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. [COLOR=DarkOliveGreen]Allies:[/COLOR] 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. [COLOR=DarkOliveGreen]Enemies:[/COLOR] 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. [COLOR=DarkOliveGreen]Restrictions/Expectations: [/COLOR] 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. [COLOR=DarkOliveGreen]Holy Days/Ceremonies:[/COLOR] [COLOR=DarkRed]Day of Independance:[/COLOR] 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. [COLOR=DarkRed]City-dom[/COLOR] 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. [COLOR=DarkOliveGreen]Dress Code:[/Color] 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. [COLOR=DarkOliveGreen]Affiliated Orders[/Color] 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. [/QUOTE]
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