King. Pharaoh. Empress. Ruler. These are the natural aliases of the Rajah. Rising above their peers on both the battlefield and off, the rajah blends their Akashic might with martial prowess to control the tide of battle.
No single mortal can win a war, and the rajah knows this better than anyone. With their unique akashic gifts, they bring out the potential of their allies, turning even the most inexperienced soldier into a dervish of steel and death. These few marked by fate are destined to be remembered by history—either as benevolent kings, or conquering tyrants.
Role
A Rajah’s primary role is that of a support. Rajahs use titles to empower their allies by both complimenting their abilities and enabling their own.
A rajah can bolster an ally’s defenses or grant extra actions to allies by issuing royal mandates.
The vassalage class feature allows for protection of the rajah’s allies through counters or striking down those who would approach with hostile intent. A rajah dominates any battlefield where their vassals are present, supporting allies and striking enemies from anywhere their vassals may be.
Alignment
Rajahs can be of any alignment, but as a ruler of people, they tends towards lawful.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Martial Arts | Veilweaving | ||||
---|---|---|---|---|---|---|---|---|---|---|
Known | Readied | Stances | Veils | Essence | ||||||
1st | +0 | +2 | +0 | +2 | Crossroads, royal mandate, vassalage | 5 | 3 | 1 | 2 | 1 |
2nd | +1 | +3 | +0 | +3 | House of servants | 6 | 4 | 2 | 3 | 2 |
3rd | +1 | +3 | +1 | +3 | Chakra bind (Hands), heraldry | 7 | 4 | 2 | 3 | 3 |
4th | +2 | +4 | +1 | +4 | Empowered Titles, warrior of the court | 7 | 4 | 2 | 3 | 4 |
5th | +2 | +4 | +1 | +4 | Chakra bind (Feet), heraldry | 8 | 5 | 3 | 3 | 5 |
6th | +3 | +5 | +2 | +5 | Expanded demesne (50 ft.), indomitable | 8 | 5 | 3 | 4 | 6 |
7th | +3 | +5 | +2 | +5 | Chakra bind (Head), heraldry | 9 | 5 | 3 | 4 | 7 |
8th | +4 | +6 | +2 | +6 | Warrior of the court | 9 | 6 | 3 | 4 | 8 |
9th | +4 | +6 | +3 | +6 | Chakra bind (Wrists), heraldry | 10 | 6 | 4 | 4 | 9 |
10th | +5 | +7 | +3 | +7 | Regality | 10 | 6 | 4 | 5 | 10 |
11th | +5 | +7 | +3 | +7 | Chakra bind (Shoulders), heraldry | 11 | 7 | 5 | 5 | 11 |
12th | +6/+1 | +8 | +4 | +8 | Divine mandate (+2), warrior of the court | 11 | 7 | 5 | 5 | 12 |
13th | +6/+1 | +8 | +4 | +8 | Chakra bind (Headband), heraldry | 12 | 7 | 5 | 5 | 13 |
14th | +7/+2 | +9 | +4 | +9 | Expanded demesne (70 ft.), symbol of authority | 12 | 8 | 5 | 6 | 14 |
15th | +7/+2 | +9 | +5 | +9 | Chakra bind (Neck), heraldry | 13 | 8 | 6 | 6 | 15 |
16th | +8/+3 | +10 | +5 | +10 | Warrior of the court | 13 | 8 | 6 | 6 | 16 |
17th | +8/+3 | +10 | +5 | +10 | Chakra bind (Belt), heraldry | 14 | 9 | 6 | 6 | 17 |
18th | +9/+4 | +11 | +6 | +11 | Divine mandate (+4) | 14 | 9 | 7 | 7 | 18 |
19th | +9/+4 | +11 | +6 | +11 | Chakra bind (Chest), heraldry | 15 | 9 | 7 | 7 | 19 |
20th | +10/+5 | +12 | +6 | +12 | Chakra bind (Body), earthbound immortal | 16 | 10 | 7 | 7 | 20 |
Class Skills (6 + Int modifier per level): Profession, Deception, Persuasion, Handle Animal, Heal, Intimidate, Academics, Linguistics, Arms Lore, Arcane Lore, Perception, Perform, and Insight
Starting Wealth: Rich (4d6 × 10 gp, Average 140 gp)
Class Features
Weapon and Armor Proficiency
A Rajah is proficient with Basic weapons plus any one other weapon group of your choice. They are proficient with light armor and with shields (but not with tower shields).
If not using weapon groups, a Rajah is proficient with simple and martial weapons.
Martial Arts
As a rajah, you gain access to one martial tradition of your choice. This gives you access to a number of martial disciplines.
Maneuvers
You begin play with knowledge of 5 martial maneuvers chosen from the martial disciplines offered by your chosen tradition. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied below).
You learn additional maneuvers at higher levels, as indicated on Table: The Rajah. You must meet a maneuver’s prerequisites, if any, to learn it.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe the restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.
Your initiator level is equal to your class level, and your initiation modifier for your rajah maneuvers is Charisma.
Maneuvers Readied
At 1st level, you can ready three of your five maneuvers known by meditating for ten minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not rest to ready maneuvers; any time you can meditate, you can change your readied maneuvers. You must always ready your maximum number of maneuvers readied.
You begin each encounter with all your readied maneuvers unexpended and available, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter, unless you recover it, as described below.
As you advance in level and learn more maneuvers, you are able to ready more but must still choose which maneuvers to ready.
Recovering Maneuvers
In order for you to recover maneuvers, you must tap into your akashic power by using your royal mandate class feature. When you do, you recover a number of expended maneuvers equal to your rajah initiation modifier (minimum 2).
Alternately, you may concentrate on the akasha that flows through you and recover a single maneuver as a standard action.
Stances
You begin your career with knowledge of one stance from any discipline offered by your martial tradition. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, you can select an additional stance to learn.
Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Veilweaving
Your presence on the battlefield is marked not only by your martial skill, but also by your ability to weave the magical essence known as akasha into powerful veils.
Your veilweaving modifier is Charisma. The Difficulty Class for a saving throw against your veils is 10 + the number of essence invested in the veil + your veilweaving modifier. Your veilweaver level is equal to your class level.
You can weave only a limited number of veils at one time, as given on Table: The Rajah. You know and can weave all veils on the rajah veil list. You must benefit from a Long Rest and spend one hour in meditation in order to weave your veils for the day.
Title Veils and the Veilweaver’s Demesne
Most of your veils have the [Title] descriptor. You receive no direct benefit from weaving title veils, but you have the ability to bestow the title upon another. When you bestow a title to an ally, that ally gains the benefits as described for that veil as long as that ally is within your Demesne—any space in an area within 30 feet of you.
Essence
In addition, at 1st level, you gain access to your personal essence pool, granting you energy to invest into your veils and other essence receptacles. The amount of essence you gain is indicated on Table: The Rajah. You can allocate essence investments every round as a swift action. Your total Hit Dice determines your essence capacity, which is the maximum essence you can invest into any one receptacle.
Royal Mandate
With a word, you spur on your allies, creating an opportunity to recover your strength. As a standard action, you can issue a command to one of your allies within your demesne that can perceive you. When you do so, you choose one of the following orders to issue, and the affected ally may obey the command as a free action (even if it isn’t their turn).
Attack
The affected ally makes a melee or ranged attack at their highest attack bonus.
Bolster
The affected ally gains a morale bonus equal to your initiation modifier to their AC or on a saving throw of your choice (Fortitude, Reflex, or Will) until the start of your next turn.
If they are suffering from an ongoing effect that allows for multiple saving throws over time to negate, or if the effect has its duration measured in rounds, they may immediately make a save against that effect’s original DC with a morale bonus to that save equal to your initiation modifier. A successful saving throw ends or reduces this ongoing effect as if they had passed the original saving throw.
Move
The affected ally moves up to their speed, provoking attacks of opportunity as normal.
In addition, when you use this ability, you may reallocate your essence and recover maneuvers as described above.
Vassalage
When you bestow a title to one of your allies, your akashic essence lingers on the entitled, marking them as your vassal for as long as they possess the bestowed title. As long as your vassal remains under your watchful eye, none may strike them without fear of retaliation.
You can initiate martial techniques (boosts, counters, and strikes) through any of your vassals within your demesne as if you occupied the vassal’s space.
All effects of the technique are resolved as normal for a technique you initiate, except that the vassal is the origin point of the technique.
Attacks made using this ability do not gain any special abilities or other benefits that the ally possesses, and you still suffer any penalties for attacking a creature you can’t see, even if the ally can see it. Ranged attacks made through allies with this ability do not provoke attacks of opportunity.
If you initiate a technique through a vassal that has additional effects on its initiator (such as allowing movement, teleporting the initiator, or granting bonuses), you are the one who gains such effects. If a maneuver includes a charge attack, you do not charge but instead may move up to your speed as part of the maneuver. You are not treated as having charged.
When you initiate a counter through a vassal, you treat yourself as if you were that vassal for the purposes of how the counter’s effect resolves (allowing you to stop attacks against that vassal, use the counter in place of a vassal’s saving throw, and the like). If the counter normally allows the initiator to attack or move, you take that movement (as noted above), and can either make the attack yourself or make it through the vassal in question.
Crossroads
With sword in hand, you cut a path that follows ways only known to you. At 1st level, you choose one of the following benefits; once this choice is made, it cannot later be changed.
Crown of the Sky Sovereign
When making an attack with your vassalage class feature, you can use your initiation modifier instead of your Strength or Dexterity modifiers on your attack and damage rolls.
In addition, when making weapon attacks yourself (not through your vassal), you can use your initiation modifier instead of your Strength or Dexterity modifier for the attack roll. If you do so, you do not add your Strength modifier (or any ability score substituted for it) to the damage roll, though other abilities that add damage above and beyond the normal modifiers still function normally.
Crown of the Sun King
Once per round, when you hit a creature with an attack using your vassalage class feature, you can create a 30-foot line or a 15-foot cone of light and fire through the target. Opponents within the affected area must succeed on a Reflex save or take 1d6+1 points of damage per odd-numbered class level. The DC of this save is equal to 10 + 1/2 your rajah class level + your initiation modifier. This damage comes from an akashic pulse of power, and as such is not reduced by damage reduction, hardness, resistances, or immunities. The target of the initial attack does not take this damage, even if they are within the affected area.
At 8th level and again at 15th level, the area of the line increases by 10 and the area of the cone increases by 5 feet.
Crown of the Moon Queen
When you ready your maneuvers, you choose one counter you know. Once per round, you can expend a readied rajah maneuver of that counter’s level or higher to initiate that counter through your vassalage class feature. Using a counter this way does not require an action.
House of Servants
A rajah has no need to personally attend to mundane matters. At 2nd level, as a free action, you can surround yourself with a number of nearly-intangible servants equal to your rajah initiation modifier. These servants function as if they were created by the unseen servant spell, except that they have an effective Strength score equal to 4 + your initiation modifier and they cannot take the aid another action.
A servant who strays outside of your demesne winks out of existence but can be recreated as a free action; these servants otherwise last indefinitely so long as they remain within your demesne. You can also dismiss your servants as a free action.
Unlike normal unseen servants, your servants have a unique appearance—determined by you—and can talk (although being mindless, they only say what they’re told to say). They remember orders and their appearances, even if dismissed and summoned again at a later time. The details vary from rajah to rajah, but the servants are always partially transparent and obviously an esoteric effect, not creatures. You can choose to make any of your servants invisible (or return them to visibility) as a free action.
These unseen servants can cast prestidigitation at will as a spell-like ability, when you direct them to do so (a move action).
Unseen servants created through this class feature gain any additional movement modes that you may have (such as a fly speed or swim speed) at the same speed as you. Should you lose or acquire new movement modes, your unseen servants lose or gain these movement modes respectively, allowing them to keep up with you at all times.
Titles cannot be bestowed on unseen servants.
Chakra Binds
At 3rd level and every 2 levels thereafter, you unlock chakra binds in the following order: Hands, Feet, Head, Wrist, Shoulders, Headband, Neck, Belt, and Chest, also unlocking the Body chakra at 20th level. Once you have unlocked a chakra bind, you may choose to bind a veil to that chakra when weaving it to unlock its corresponding bind abilities. (You cannot bind title veils until you gain the Empowered Titles ability, as described below.)
Heraldry
Not all wars can be won on the battlefield, a lesson that many fail to learn. At 3rd level and every two levels thereafter, you gain a heraldry from the list below. Unless otherwise noted, you can only select an individual heraldry once. Heraldries that grant you or your unseen servants spell-like abilities use your rajah class level as their caster level, and use your initiation modifier to determine the saving throw DCs and concentration checks. Heraldries share their daily uses across all unseen servants, even if they are all dismissed and re-summoned.
List of Rajah Heraldries
Empowered Titles
At 4th level, your mastery over akasha enables you to bind title veils for greater effects. You gain Empowered Titles as a bonus feat, even if you don’t meet the prerequisites. This allows you to bind title veils you weave to any chakra you have unlocked, granting those you bestow with the title greater powers. Without this ability, you cannot bind title veils you weave.
Warrior of the Court
As a warrior of both steel and words, at 4th level, you select two of your class skills, gaining a +2 bonus to these skills. These chosen skills become your Courtly Skills.
At 8th level, twice per day as an immediate action, after seeing the result of a check with one of your courtly skills, you may choose to change the result of that die roll to ‘11’.
At 12th level, you may select another class skill to add to your list of courtly skills, and increase the bonus granted to your courtly skills to +3.
At 16th level, once per day as an immediate action, after seeing the result of a check with one of your courtly skills, you may choose to change the result of that die roll to ‘15’.
Expanded Demesne
At 6th level and again at 14th level, the range of your demesne expands by 20 feet. This increases the range at which some of your class abilities and the titles you bestow function.
Indomitable
At 6th level, your mind is an iron fortress. Whenever you make a Will save against a mind-affecting effect, you may roll two d20s and take the higher result (even if you aren’t aware of the effect in question).
Regality
At 10th level, you rise above the concerns of the mortal body and mind. You become immune to fear effects. You may invest essence in this ability as if it were a veil, gaining an insight bonus on saving throws equal to the amount of essence invested into this ability.
In addition, the essence capacity of all of your veils and class feature essence receptacles increases by one. (This does not affect akashic items, feats, maneuvers, or other non-listed receptacles).
Divine Mandate
At 12th level, you can invoke the latent akasha in other beings, bolstering their natural abilities. By spending one hour blessing an ally other than yourself, you can grant them a +2 bonus to one of their ability scores. You may have a maximum number of allies blessed in this way equal to your rajah initiation modifier. In addition, you treat any creature you have blessed as if you had cast the status spell on them.
You may rescind your blessing as a free action, regardless of the distance separating you from the blessed ally.
At 18th level, the bonus granted by this ability increases to +4.
A creature can only benefit from a single divine mandate at any one time; a rajah cannot place a blessing onto an ally who is already benefiting from a divine mandate.
Symbol of Authority
With a grand gesture, you extend your indomitable will to your allies. Starting at 14th level, you can grant one of your allies the effect of your indomitable class feature for a single Will save against a mind-affecting effect. You can use this ability only once per round. Activating this ability is a free action that can be taken even if it isn’t your turn.
Earthbound Immortal
At 20th level, the essence that flows through you fills you with immortal power. You no longer take penalties to your physical ability scores due to aging and do not die of old age when you normally would. If you are already taking such penalties, they are removed at this time.
When you would die or would be destroyed, your soul instead escapes its mortal limits, for a brief moment becoming a near-infinite source of akasha. During this time, your soul cannot be attacked or targeted by spells or similar effects, and any penalties that you had while you were alive do not carry over. Otherwise, you may continue to move and act normally. Additionally, during this time, each point of essence invested in your receptacles grants twice its usual benefit.
After a number of rounds equal to your initiation modifier have passed, this effect ends, and you pass on as normal for when you are killed or destroyed.
Every dawn, if you are dead, you may return to life as if provided a true resurrection spell, so long as your body has a clear, unobstructed view of the morning sun.
Finally, your veils and class features are always considered to have 1 more point of essence invested into them than they currently have, even if that would put the amount over your normal maximum.