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.

Climate Control (Su)

You can alter the weather within your demense, making it more comfortable for you and your allies to survive within. As a standard action, you can project an aura of controlled climate from yourself at any distance out to the maximum range of your demense. When you activate this aura, you may select a temperature between 40F and 90F; the temperature within this aura is set to the selected temperature unless the current weather is colder than -50F or hotter than 140F, in which case this aura has no effect on the temperature.

You can also choose to have the area within the aura be unaffected by fog, rain, or snow, or from light, moderate, or strong wind. If you choose to do so, those weather effects move around the aura as if it were a solid obstacle and are deflected from its surface (it does not prevent snow or water that has accumulated on the ground from entering the aura). You can change your choices made with this heraldry or disable this aura as a standard action, and it is automatically disabled if you are slain.

Weather, wind and temperatures caused by magical or supernatural effects ignore the effects of this heraldry.

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.

Crowded House (Su)

The maximum number of unseen servants you can create using your house of servants class feature increases by 1, and all of your servants have a Strength score +1 higher. You can select this heraldry multiple times; its effects stack.

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.

Faceless Lord (Sp)

Three times per day as a standard action, you can change your appearance as disguise self, except that the changes are permanent until you change them again. The process of changing yourself using this heraldry is an instantaneous supernatural effect; it cannot be dispelled and does not detect as a magical effect. Any of your clothing, armor, weapons, or equipment affected by this heraldry reverts to its original form immediately after leaving your possession.

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.

House of Warriors (Su)

Your unseen servants are more durable than others of their kind, suitable as servants on the battlefield as much as they are off of it. To be destroyed by an attack or effect, your unseen servants must take a number of points of damage in a round equal to or greater than your veilweaving modifier plus twice your rajah class level.

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.

Knoweth thy Vassals (Su)

You share an empathic link with your vassals within you demesne, allowing you and your vassals to communicate empathically with each other. Because of the link’s limited nature, only general emotions can be shared. You may use your royal mandate to give commands to creatures through this empathic bond even if they cannot otherwise perceive you. Commanding your vassals in this way through your bond is a purely mental action that does not require audible or visual components. You gain this empathic link with any creature you have entitled with a veil so long as that veil is not suppressed, even if they are outside your demesne.

You can gain this heraldry more than once, but you must reach a minimum veilweaver level before selecting this heraldry each additional time.

5th Level: You can gain this heraldry a second time to speak telepathically to any empathically linked vassal.
9th Level: Gaining this heraldry a third time allows you to project your senses into any empathically linked vassal as a standard action. This does not require line of sight or effect to the creature and is a purely mental action. You can sense the world through your vassal’s senses in addition to your own for up to 1 minute. You can use the shared senses of your vassal to determine line of sight for your attacks and abilities (but not necessarily line of effect). You can end this effect as a free action, even outside of your turn. Should you lose the ability to take mental actions, such as by being dazed, stunned, or unconscious, this effect immediately ends. After using this effect, you cannot use it again for 10 minutes.
13th Level: Selecting this heraldry a fourth time allows you to project your senses as a move action and removes the 10-minute delay, allowing you to project your senses into your empathically linked vassals at will. Doing so has no maximum duration, but you may only project your senses into one vassal at a time.
17th Level: After gaining this heraldry a fifth time, you may project your senses into any number of your empathically linked vassals at a time. You can activate and end this affect on any number of your vassals as you choose with a single action.

Light of Day (Sp)

Your unseen servants gain the ability to cast dancing lights and light at will as spell-like abilities. 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 lights or 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.

Magical Hobby (Sp)

You can cast read magic at will as a spell-like ability. In addition, you gain Arcane Heritage as a bonus feat, even if you don’t meet the prerequisites. You also gain a +2 insight bonus to all Arcane Lore checks.

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.

Presence of the Lord (Su)

The presence of your lordly power is always shadowing the servants who act on your behalf. You gain the ability to give your unseen servants orders as a purely mental action, as if speaking to them telepathically. You also mentally know the status of any orders being performed by your servants: you know if they complete an order, are forced to stop an order, if an order is ongoing, and how near completion an order is (to the best interpretation of the servant).

Additionally, you can impose your presence on one of your servants as a standard action. While imposing your presence, you sense the world through your servant (using your own senses), but you lose the ability to use any of the senses of your own body except for touch and pain. You cannot take any non-mental actions using your own body while imposing your presence on a servant.

While imposing your presence, you manually direct all of your servant’s actions, speak through the servant in your own voice, and perform skill checks using your own skills. You use the servant’s Strength score but use your own Dexterity, Intelligence, Wisdom, and Charisma scores. You can only take actions the servant can normally take. If you craft an item through the servant, you must impose yourself on the servant for the entire time spent crafting.

If your servant takes damage while you are imposing your presence on it, you suffer psychic damage equal to the amount of damage inflicted on the servant.

The effects of this heraldry only apply to your unseen servants; they do not apply to other creatures you grant the abilities of your servants to, such as a psicrystal if you have the Crystalline Vassal feat.

You may select this heraldry multiple times. You may impose your presence on a number of servants up to the number of times you have selected this heraldry. You must use a separate action to impose your presence on each servant.

Servants of the Entitled (Su)

You can choose to allow your unseen servants to be given commands by one or more of your entitled allies. You may change which of those entitled allies can give orders to any of your servants once per round as a free action, and different servants can be commanded by different allies as you choose.

Additionally, whenever you create an unseen servant using your house of servants class feature, you can choose to grant that servant to one of your entitled allies as a personal attendant. The servant is summoned within a space adjacent to the entitled ally within your demesne and requires both line of sight and line of effect to that space, though this ability can be channeled through your vassalage class feature; in which case you determine line of effect from the chosen vassal it is channeled through instead.

The servant follows the entitled ally and obeys the ally’s orders until it is dismissed or destroyed. It gains all the movement speeds of the ally instead of yours. The servant can leave your demesne without winking out of existence so long as it remains within 30 feet of the entitled ally.

Servile Vassals (Su)

Unseen servants created by your house of servants class feature are considered to be your vassals while within range of your demense, allow you to use your vassalage class feature through them.

Signature Skill (Ex)

You gain one of the following feats as a bonus feat: Academic, Acrobatic, Alertness, Animal Affinity, Arcanist, Athletic, Deceitful, Engineer, Healer, Insightful, Intimidating, Linguist, Man-at-Arms, Naturalist, Performer, Persuasive, Professional, Psychic, Stealthy, Theologian, or Urbanite.

Tea Time (Su)

Your unseen servants gain the ability to conjure up to 1 lb. of foods suitable for a light snack as a standard action. This food, although tasty, is not nutritional or filling. If this ability is used again while any food remains, that uneaten food harmlessly dissipates away into nothingness. If you have the Ambrosia heraldry, your servants may also create a variety of teas, coffees, juices or fizzy sweet drinks using their create water spell-like ability, although any beverages created in this way have no benefits other than that of normal water.

Once per day when taking a short rest, your unseen servants can perform a restful tea ceremony for you and a number of allies equal to your Charisma bonus. Each ally who takes part in this ceremony gains 1 “rest point” plus 1 additional point for every 5 rajah levels you possess. These points last until the next time you rest or for 24 hours, whichever comes first. A rest point can be spent as a free action outside of combat to improve a skill check in one of the following ways: roll the skill check twice and take the preferred result, add 1d6 to the result of the skill check after rolling it, or take 10 on a skill check before rolling it when you normally can’t.

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 purchase items from you, but only for 40% of their normal market price (rather than 50%) and has a maximum amount of gp each day to spend on your items equal to 1,000 gp per rajah level (plus any gp it acquired from you purchasing its items).

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, and such items always cost 10% more than their normal price.