Rajah Heraldries

A rajah can select from the following list each time she gains a heraldry.

Allure (Su)

You gain a +2 circumstance bonus to all Charisma-based skill or ability checks against creatures that would be attracted to you. You gain the ability to cast enthrall at will as a spell-like ability, as well as the ability to cast lock gaze three times per day as a spell-like ability.

Ambrosia (Sp)

Your unseen servants gain the ability to cast create water and enhance water at will as spell-like abilities and tears to wine three times per day as a spell-like ability.

A Smile to Remember (Su)

With a smile, you can cause many to lower their guard, learning something about them in the process. You may use your initiation modifier when making Insight checks instead of your Wisdom modifier.

In addition, once per day, by speaking with an individual, you may implant a memory in the individual, causing them to recall speaking or interacting with you within the last twenty four hours, with the details left up to the GM (although these details never bring you harm or ill will). The individual may make a will save (DC 10 + 1/2 your rajah level + your initiation modifier) to resist, but if they fail, the memory is completely believable and the individual fills in any gaps of logic for the memory.

Constructed Comforts (Su)

As a standard action, your unseen servants may produce a weightless palanquin for up to four creatures of your size. Moving this palanquin requires at least two creatures of sufficient strength to move it, but has room for at least six to carry the palanquin. With a minute of setup, this palanquin can become a tent to hold the same number of people.

At 7th level, this palanquin can become a secure shelter as per the spell after a minute of setup, and at 13th, can become a portal to a magnificent mansion as per the spell after a minute of setup. It takes a minute to tear down the palanquin back into its mobile form, and while functioning as a tent, secure shelter, or magnificent mansion, the palanquin cannot be moved.

The rajah’s unseen servants may only have one palanquin created this way at a time. The palanquin has a hardness of 5 and 1 hit point.

Expanded Demesne (Ex)

The range of your demesne increases by 20 feet. This increases the range at which some of your class abilities and the titles you bestow function. This stacks with the class feature of the same name.

Forest Friend (Sp)

You gain the ability to cast animal messenger at will as a spell-like ability and the ability to cast calm animals three times per day as a spell-like ability. In addition, you are under a constant speak with animals and speak with plants effect.

Hidden Lord (Sp)

You benefit from a constant nondetection effect. Items you wear or carry benefit from a constant magic aura effect, causing them to appear mundane. The save DC for both of these effects is equal to 15 + your rajah level. You may suppress or resume both of these effects as a free action. You must be at least 5th level to select this heraldry.

House of Jesters (Sp)

Your unseen servants gain the ability to entertain you and your guests. Your unseen servants can make Perform checks with a bonus equal to your rajah level plus your initiation modifier. They always take 10 on these checks and may not roll. They can also cast summon instrument at will as a spell-like ability.

Any individual who spends at least 1 hour being entertained by these unseen servants gains the benefit of one of the effects of the polypurpose panacea spell. If they fall asleep while under the effect of the spell, they are instead affected by restful sleep.

Three times per day, you may have one of your unseen servants play a quick tune on their instrument, allowing you to immediately re-roll a Deception, Intimidate, or Persuasion check. You cannot use this to reroll skill checks made as part of a maneuver.

Impassiveness (Sp)

You benefit from a constant sanctuary effect. The DC of this effect is equal to 10 + 1/2 your class level + your initiation modifier. If you would break this effect, it is instead suppressed for 1 minute, after which it resumes as if never broken. A creature that saves against this effect is immune to this heraldry for 24 hours.

Invite Luck (Su)

You may bless a building, land, business, or other permanent structure by gracing it with your presence for at least one minute. The building, land, or other permanent structure is unusually bountiful; it produces an additional 50% of its normal yield as taverns attract more customers, farmland bears extra crops, merchants strike better deals, and so forth.

Any given building, piece of land, or permanent structure can only benefit from this bonus once, no matter how many times it’s blessed. You can only maintain a number of these blessings equal to your initiation modifier at any given time.

Light of Day (Sp)

Your unseen servants gain the ability to cast dancing lights at will as a spell-like ability. They also gain the discovery torch spell as a spell-like ability usable a total of three times per day between them; they may cast discovery torch on one of their dancing lights, and it always sheds light out to 40 feet. Your unseen servants also gain the ability to cast silent image at-will as a spell-like ability, using it to entertain guests or display information, but anyone who views these illusions automatically recognizes them for what they are, automatically passing a Will save to disbelieve the illusion.

Philosopher King (Sp)

You gain the ability to cast comprehend languages three times per day as a spell-like ability and arcane mark, detect magic, erase, and read magic at will as spell-like abilities. In addition, you gain a +2 circumstance bonus to all Academics checks. Whenever you successfully use the Aid Another action in aiding someone on an Academics skill check, they gain an additional +2 circumstance bonus on their check.

The Emperor’s New Clothes (Sp)

Your unseen servants can conjure and alter clothing to suit your needs. Conjuring clothes takes a standard action. These clothes fit perfectly and are always clean and mended unless you specifically designate otherwise. If your servants spend at least one minute altering a set of clothes, the wearer gains a +2 circumstance bonus to two of the following skills: Deception, Intimidate, or Persuasion.

Your unseen servants also gain mending usable at will as a spell-like ability. Your unseen servants may not produce more sets of clothing conjured or altered than your initiation modifier, but you may dismiss any clothing conjured as a free action.

As the clothing is obviously spell-like under close inspection, neither the clothing nor the materials it is made from have any market value when trying to sell it.

Finally, while wearing this clothing, any armor that is worn over it gains the Glamered armor special ability and may be commanded to look like the clothing underneath.

The Treasury (Su)

Your unseen servants can conjure your personal treasury as a full-round action. This functions as an extra-dimensional storage space that appears as a heavy, wooden chest holding up to 50 lbs per class level plus 50 lbs per point of initiation modifier (and unlimited bulk).

When dismissed (a full-round action on the part of the unseen servants), any creatures inside the extradimensional storage are ejected (as well as anything they are carrying or wearing), and the treasury, along with its contents, teleports to a secure location on the astral plane.

Should you die, the contents of this treasury safely pour out around you at a rate of 50 lbs per round.

Valued Customer (Su)

You gain the ability to attract the attention of a specific outsider who buys and sells goods of all types. Getting the outsider’s attention is done by performing a simple one minute ritual, and a response is received after 1d6 minutes. The outsider appears with a small selection of goods, always with common adventuring items (such as potions, wands and scrolls) and a 25% chance of bearing an item with a market price up to 1,000 gp per rajah level you possess.

The outsider will not appear in inherently dangerous situations, and, if attacked, vanishes immediately.

When performing this ritual, you may, instead of summoning the outsider, specify any number of items for them to bring when next summoned. Uncommon items each require 1d6 hours to find, while rare or exotic items can each take anywhere from 1d6 days to 1d6 months to find, depending on how strange the item in question is. You receive a mental notification when the requested item is in stock.