Cityfather

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The Quintessential druid II
Author Gareth Hanrahan
Series The Quintessential Series
Publisher Mongoose Publishing
Publish date 2004
Pages 128
ISBN 1-904577-96-2
OGL Section 15 qdruii
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When the Gnomes first built huts, there were those among the druid who declared that this assuredly meant the end of nature, that all the trees would be broken and bent into wooden shelters in defiance of the old ways. Now, most druid have a home in the wilderness to store their tools and scrolls.

When the elves first built boats, there were those among the druid who muttered that these boats presaged the ruination of the wild oceans, that every stream and sea would be choked by an endless flotilla of ships. Now, most druid have shaped wood into a canoe or boat and have at least a passing familiarity with sea-craft.

Now, man builds cities of stone and steel, and the druid frown and mutter. A few urban druid, however, have adapted to this new and strange land. The city is an ecosystem, and in its own way there is as much life here as there is in the forest. The urban druid have learned to look into the dark crevasses, to speak

Requirements

To qualify to become a cityfather, a character must fulfil all the following criteria:

Feats: Knowledge (local) 15 ranks, Knowledge (nature) 10 ranks.

Spellcasting: Able to cast third level druid spells.

Special: To become a cityfather, a character must complete one of the following tasks:

* Take a community of Village size or smaller, and make it into a Large City or Metropolis.

* Live in a city for at least ten years and save it at least three times from a threat that would ruin it.

* Live in a city for at least ten years and use Disguise, A Thousand Faces or other spells or identity-hiding abilities to masquerade as at least 1,000 different inhabitants of the city.

Class Skills

The city father’s class skills (and the key ability for each skill) are Bluff (Charisma), Concentration (Constitution), Climb (Strength), Craft (Intelligence), Diplomacy (Charisma), Hide (Dexterity), Knowledge (architecture & engineering) (Intelligence), Knowledge (local) (Intelligence), Knowledge (local) (Intelligence), Listen (Wisdom) and Spot (Wisdom).

Skill Points at Each Level: 4 + Intelligence modifier.

The Cityfather
Class Level Base Attack Fort Save Ref Save Will Save Special Spellcasting
1st +0 +2 +0 +2 Urban wisdom +1 +1 level of existing class
2nd +1 +3 +0 +3 Enclave, urban wisdom +2 +1 level of existing class
3rd +2 +3 +1 +3 Defence of the city, urban wisdom +3 +1 level of existing class
4th +3 +4 +1 +4 Spirit in the streets, urban wisdom +4 +1 level of existing class
5th +3 +4 +1 +4 One with the city, urban wisdom +5 +1 level of existing class

Class Features

Armour and Weapon Proficiency: Cityfathers gain no additional armour or weapon proficiencies.

Spells per day: When a new cityfather level is gained, the character gains a level of druidic spellcasting that stacks with existing levels from a class that gives druid spells.

Urban Wisdom (Ex): The cityfather may add his Urban Wisdom bonus as an insight bonus to all Gather Information, Hide, Knowledge (local), Move Silently and Sense Motive checks made within his city.

Enclave (Su): At 2nd level, the cityfather may choose a single building or small street within the city and make it his enclave. The selected site has the mage’s private sanctum spell cast upon it, and any attempt to find the entrance to the Enclave requires a Knowledge (local) or Search check at a DC of 20 + the cityfather’s level + his Wisdom modifier. The character always knows where his enclave is.

Defence of the City (Su): If the city is walled, then the cityfather may, once per day, have any Abjuration spell he casts be expanded so that its area of effect is ‘all space enclosed by the city walls’. For example, he could cast protection from energy and ward every person and building within the city walls.

Spirit in the Streets (Su): At this level, the cityfather’s connection to the city is such that he can bend it to his will. Anyone living in the city must make a Will save (DC 10 + the cityfather’s Wisdom modifier) each day. If they fail, they perform one task that day that aids the cityfather. Normally, this task will be something minor – a bakery might give bread to the poor, or a guard might ignore a beggar and let him continue to ask for alms. However, the cityfather can use this power to compel the cityfolk to build a siege engine, or a temple, or donate vast sums to the druidic cause, or attack an enemy. Anyone setting foot outside of the city is instantly freed of this compulsion. Spirit in the Streets is a mind-affecting compulsion effect.

Note that most large cities have numerous high-level characters, who can be affected by this ability. A character that makes his save against Spirit in the Streets may make a Spellcraft check (DC 25) to determine that Spirit in the Streets was used on him. To use this ability, the cityfather must stay in his city.

One With The City (Su): At this level, the cityfather’s connection with his city is so total that the two become one. The cityfather’s body turns to stone and is transformed into a statue decorating some part of the city. However, the cityfather’s consciousness may now possess people in the city, as per a Magic Jar spell. The statue counts as the jar for the purposes of this ability. This ability has a range of ‘anywhere within the city’. The druid cannot die while the city and statue endure.

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