Fisherking

There have always been tales of rulers with domains that are true reflections of their innermost selves: dark lords with black and parched souls who rule over blasted hellscapes, queens with pure hearts and majestic beauty whose lands are full of health and bounty. Many such monarchs exist in legend and lore.

Though myths may beggar them, fisherkings are the easiest kernel of truth that can be gleaned from such stories. The knowledge of where, when, or how the first fisherkings came to be has been lost, but some answers of who and what they are remain.

A fisherking is at the core of their being a ruler. Their force of personality is so great as to make people, magic, and even shards of existence kneel before them. Though not always kings in the traditional sense, there is always something majestic about those who call themselves fisherkings.

Role

Every fisherking is an individual who causes the world to change around them through their force of personality and via a power born from their connection to places and people. The fates and lives of both friends and foes are shaped and altered by a fisherking’s presence. The mere presence of a fisherking is enough to sap the strength of enemies and invigorates allies.

Table: The Fisherking

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialVeilweaving
VeilsEssence
1st+0+2+0+2Eldritch insight, blessed land (30ft), royal attendants, voice chakra0+11
2nd+1+3+0+3Chakra bind (Hands), hex1+12
3rd+1+3+1+3Improved essence capacity +1, veilbound hex1+13
4th+2+4+1+4Chakra bind (Feet)1+14
5th+2+4+1+4Blessed land improvement, hex2+15
6th+3+5+2+5Chakra bind (Head)2+16
7th+3+5+2+5Regal presence, voice binding2+17
8th+4+6+2+6Chakra bind (Wrists), hex3+18
9th+4+6+3+6Blessed land (60 ft.), improved essence capacity +23+19
10th+5+7+3+7Chakra bind (Shoulders)3+110
11th+5+7+3+7Hex, major hex4+111
12th+6/+1+8+4+8Chakra bind (Headband)4+112
13th+6/+1+8+4+8Blessed land improvement, twin voice4+113
14th+7/+2+9+4+9Chakra bind (Neck), hex5+114
15th+7/+2+9+5+9Improved essence capacity +35+115
16th+8/+3+10+5+10Chakra bind (Belt)5+116
17th+8/+3+10+5+10Blessed land (90 ft.), hex6+117
18th+9/+4+11+6+11Chakra bind (Chest)6+118
19th+9/+4+11+6+11Blessed land improvement6+119
20th+10/+5+12+6+12Chakra bind (Body), grand hex, hex7+120
Hit Die: d6
Class Skills (2 + Int modifier per level): Academics, Arcane Lore, Deception, Heal, Insight, Intimidate, Linguistics, Perception, Persuasion, and Profession.

Class Features

A Fisherking does not gain the Ring Chakra, Mystic Attunement, Veilshifting, Ring Binding, Twinveil Rings, and Akashic Rebirth class features.

Class Skills

As a fisherking, you add Heal and Intimidate to your list of class skills.

Veilweaving

A fisherking’s veilweaving functions as a standard vizier, except that your veilweaving modifier is Charisma and the maximum number of veils you can weave is reduced. As a fisherking, you weave veils from the vizier veil list; however, you also have access to a few additional veils on the fisherking veil list.

Voice Chakra

A fisherking gains access to a unique veil slot: the Voice slot. You can weave veils to your voice chakra in the same way you can weave other veils to their respective chakras. When you weave veils as a fisherking, one of the veils you weave must occupy the voice chakra.

Eldritch Insight

This functions as the standard vizier class feature. In addition, a fisherking counts as a witch for the purposes of qualifying for feats related to the hex class feature.

Blessed Land

A fisherking’s nature is such that they can bind people and places together to form kingdoms, and that which a fisherking has bound together reflects their soul. As a swift action you can activate a 30-foot radius aura centered on yourself that causes the world around you to reflect your inner nature. This effect ends if you are knocked unconscious or if you choose to end it as a swift action.

When weaving your veils for the day, you can select one of the following effects for this ability. Creatures within the area of this aura gain bonuses or take penalties depending on the effect selected, as indicated below. You are never affected by this aura.

My People Will Flourish

The world around you seems bright and full of hope. Allies within your aura gain a +1 luck bonus to either Fortitude, Reflex, or Will saving throws, selected by you when weaving veils for the day. In addition, allies within the area gain a +5 foot enhancement bonus to their base land speed. Increases to land speed last until the end of a creature’s turn if it leaves the radius of this effect. At 5th, 13th, and 19th levels, the bonus to saving throws increases by an additional +1, and the bonus to land speed increases by and additional 5 feet.

My Enemies Will Suffer

Your territory is a place of bleak desolation and clinging shadows. Enemy creatures within your aura take a –1 penalty to their Fortitude, Reflex, or Will saving throws, selected by you when weaving veils for the day. Additionally, enemies take a –2 penalty on Acrobatics checks. This penalty is doubled against attempts by enemies to move through threatened squares. At 5th, 13th, and 19th levels, the penalty to saving throws and skill checks increases by an additional –1.

You may invest essence in this aura, increasing the radius by 5 feet for each point of essence invested. For every two points of essence invested in this ability, any bonuses or penalties to d20 rolls caused by this ability are increased by 1.

At 9th level your aura increases to a 60-foot radius. In addition, when you use a hex with a range other than “touch” you can treat the range as being equal to the radius of this aura.

At 17th level your aura increases to a 90-foot radius.

Royal Attendants

At 1st level, as a free action, you can surround yourself with a number of spectral servants up to your veilweaving modifier. These servants function as if they were created by the unseen servant spell, except as follows.

The range of this effect is equal to the current radius of your blessed land ability. The servants created by this ability cannot take the aid another action. They are visible though translucent, taking on the form of generic members of your race and are dressed in livery the color and markings of which are selected when you weave your veils for the day.

Your royal attendants can cast prestidigitation as an at-will spell-like ability. You can direct your royal attendants to use any spell-like ability they possess as a free action. Royal attendants always use your fisherking class level as their caster level and determine their saving throw DCs and their bonus on concentration checks using your veilweaving modifier. Daily uses of spell-like abilities are shared across all royal attendants, even if they are all dismissed and re-summoned. Attendants created by this ability can be dismissed as a free action.

You can invest essence in this ability. For each point of essence invested, the number of attendants increases by 1 and the Strength score of all created attendants increases by 2.

Starting at 3rd level,whenever you would select a new hex or feat (including feats gained from Hit Dice), you may select one of the following abilities to augment your royal attendants in place of that hex or feat.

Cup Bearers

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

Grooms

Your royal attendants gain the ability to cast mount three times per day as a spell-like ability and can perform the aid another action for Handle Animal skill checks made while riding. Additionally, while you are mounted, your royal attendants increase their speed to match that of your current mount and gain any types of special movement it possesses.

King’s Mouthpiece

Your royal attendants gain the ability to speak, delivering messages to you and repeating any words that you have instructed them to say, though they can’t activate magical effects in this way. They gain the ability to cast message at will as a spell-like ability. You always hear any replies made as a part of this spell-like ability. Your royal attendants also gain the ability to cast impart knowledge three times per day as a spell-like ability, delivering any information you wish to share.

Lamplighters

Your royal attendants gain the ability to cast dancing lights at will as a spell-like ability, as well as campfire wall three times per day as a spell-like ability.

Valets

Your royal attendants gain the ability to cast mending and fabricate disguise (treating you as the target) at will as a spell-like abilities. An outfit or disguise provided by your servants always counts as a courtier’s outfit for the purposes of influencing nobles or courtiers, and grants a +2 circumstance bonus on Deception, Intimidate, and Persuasion checks against such creatures. Starting at 11th level, your royal attendants gain the ability to cast heroes’ feast once per day as a spell-like ability.

Hex

Drawing on the strength of your connections with people, places, or objects within your sphere of influence and your innate authority, you learn a number of magical tricks, called hexes, which grant you powers or weaken foes. At 2nd level, you learn one hex from the fisherking hex list.

You gain an additional hexes every three levels thereafter, as noted on Table: The Fisherking. You cannot select a hex more than once unless noted otherwise.

Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 your fisherking level + your Charisma modifier.

Veilbound Hex

At 3rd level, you learn to use your hexes as a symbol of your authority and majesty, weaving them into glittering crowns, ornate scepters, magnificent robes, and so forth. This splendor frequently belies a veilbound hex’s sometimes baleful might.

When weaving your veils for the day, you may weave one hex, major hex, or grand hex you know that targets a single creature in a slot as if it were a veil. Hexes woven to a veil slot count as veils for all purposes, including determining their essence capacity and interactions with effects and abilities. Any benefits of a veilbound hex are lost while it is suppressed. The DC to resist a veilbound hex increases by 1 for every 2 points of essence invested in it.

At 7th level, when weaving veils for the day, you can bind a veilbound hex to a slot as long as you could normally bind veils to that slot. You gain an additional benefit as follows:

  • Low Binds (Feet, Hand, Head): When a hex is bound to a low chakra, if that hex can normally affect or target a creature a limited number of times per day, you can take a point of essence burn to affect a creature an additional time. This ability can be used a number of times per day equal to your veilweaving modifier.
  • Middle Binds (Headband, Shoulder, Voice, Wrist): Your fisherking class level is treated as 1 higher +1 for every two points of essence invested in a hex bound to a middle chakra when determining its effects for all purposes except determining its saving throw DC.
  • High Binds (Belt, Body, Chest): Hexes bound to a high chakra are especially difficult to resist. Creatures targeted by a hex bound to a high chakra must roll their saving throw against it twice and take the worse result.

Regal Presence

At 7th your very presence radiates with your right to rule. When weaving your veils for the day, you can decide to enhance your Deception, Intimidate, or Persuasion skill modifier. You gain a bonus equal to half your class level on checks made with the selected skill. This ability can be invested with essence, increasing the bonus by +1 for each point invested.

Three times per day, you may take a point of essence burn to use charm person as a spell-like ability with a caster level equal to your class level. If the target is a creature that has been affected by one of your hexes within the past 24 hours, increase the save DC by 1.

Voice Binding

At 7th level you gain the ability to bind veils woven in the Voice slot.

Major Hex

Starting at 11th level, you can choose a major hex whenever you select a new hex.

Twin Voice

At 13th level you can weave and bind up to two veils which occupy the Voice slot.

Grand Hex

At 20th level, you can choose a grand hex whenever you select a new hex.