| Purplefixer |
For your critique, suggestions, and perusal. I present the God-King, a King-Maker focused prestige class, in ten levels. Inspiration taken from the War-Priest (Complete Divine) and the Battle Herald (PFAPG).
The God-King is the battle leader, founder of the community, central focus of faith, and the inspiring patron of all people within his purview.
Nobility comes easily to the God-King, and his people love him for it, as long as he maintains the
loyalty of the people with his own dedication.
HD: d10
REQUIREMENTS
To qualify to become a God-King a character must fulfill all the following criteria.
Base Attack Bonus: +5
Alignment: Lawful Good or Lawful Neutral
Skills: Diplomacy (7 ranks), Perform (Oratory) (7Ranks), Profession (Soldier) (2 ranks), Profession (Administrator) (2 ranks), Knowledge: Religion (5 ranks)
Feats: Skill Focus: Diplomacy, Selective Channelling
Special: Patron Deity must be either Abadar or Erastil.
Special: Channel Energy class feature.
Special: Able to cast 1st-level spells.
Special: Must be the ruler of a territory with at least 1 settlement.
Special: At least one cohort, follower, familiar, companion, or special mount feature, whether by class feature or feat.
CLASS SKILLS
The God-King's class skills are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge: Engineering, History, Local, Nobility and Royalty, Religion (Int); Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
Skill Ranks per Level: 4 + Int modifier.
CLASS FEATURES
Weapon and Armor Proficiency: A God-King gains proficiency with all martial weapons.
Spells per Day: At every level except first, fifth, and tenth, the God-King gains caster level and spells per day as if he had also also gained a
level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a God-King, he must decide to which class he adds the new level for the purpose of determining spells per day.
Channel Energy (Su): The God-King’s class level stacks with levels in any other class that grants the channel energy ability.
Spirit of Nobility: The God-King gains the Nobility Domain as long as she is within 10 miles of the territory that she rules. If she is not a cleric, she follows all rules for a cleric with the Nobility Domain, including adding one additional spell to each spell-level she can cast, which must be cast from the Nobility Domain spell list. Levels in the God-King prestige class stack with the levels of any other class which grants a Domain for qualifying for domain
Granted Powers.
The cohort granted from Leadership attached to this domain cannot be used more than 10 miles from your borders, but while within them can serve as a seneschal, taking the role of Co-Ruler until you are married.
Each week the ruler is not in the nation, unrest increases by 1.
Inspiring Command (Ex): A God-King uses her keen tactical acumen and decisive judgement to lead others to victory, as well as her mastery of command to assist his unit in battle.
All God-Kings may use inspiring command to
inspire courage (as the bardic performance ability); bard and God-King levels stack to determine the bonuses provided by inspire courage.
At 1st level, and every three levels thereafter (1, 4, 7, 10), the God-King chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the God-King's inspiring command bonus to her and to all allies within 60 feet able to see or hear her.
Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the God-King).
Issuing an inspiring command is a move action.
At 6th level, this becomes a swift action.
Maintaining an inspiring command is a
free action that cannot be disrupted, but
its effects end immediately if the God-King is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned).
The God-King cannot have more than one command in effect at a time. She may use this ability for a number of rounds per day equal to Charisma modifier + 1, plus 2 additional rounds per God-King level. She may use rounds of bardic performance to issue inspiring commands, but not vice versa. Inspiring commands are language-dependent, mind-affecting effects. The God-King cannot maintain an inspiring command and a bardic performance at the same time (this does not preclude abilities such as persistent command or the Lingering Performance feat, which continue an inspiring command or bardic performance after the God-King stops maintaining it). If the God-King is leading an army, the army may benefit from this effect. Inspiring Courage grants the Army +2 OM.
Battle Magic*: One ally gains a bonus on caster level checks and concentration checks equal to the God-King's command bonus. Alternatively, the Spellbreaker Army Tactic (p56 Kingmaker 5).
Inspire Hardiness: Allies gain DR/— equal to the God-King’s inspiring command bonus. This grants an army the Significant Defense Special Ability (Kingmaker 5 p57).
Inspired Tactics: Allies apply the God-King's inspiring command bonus on critical hit confirmation rolls, on combat maneuver checks, and as a dodge bonus to AC against any attacks of opportunity provoked by combat maneuvers. This adds a new Strategy Value to the Strategy Track:
Inspired +2 +1 +1
Keep Your Heads: Allies apply the God-King’s inspiring command bonus on Will saves and concentration checks. +1 Morale.
Pincer Maneuver: Allies apply the God-King’s inspiring command bonus to attack and damage rolls when flanking and as a dodge bonus to AC against attacks of opportunity provoked by movement (including standing from prone). This grants an army the Expert Flankers Army Tactic and a +1 to Damage Mod.
Rally: Allies affected by a fear effect may attempt a new saving throw against each fear effect on them; this new save has a bonus equal to the God-King’s inspiring command bonus.
Reveille: Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the God-King’s inspiring command bonus. Allies who are sleeping normally automatically awaken when this
ability is used.
Scatter*: A number of allies equal to the God-King’s inspiring command bonus gain the benefits of the Wind Stance feat. +1 DV.
Shake It Off*: One ally subject to an ongoing condition may attempt a new saving throw to negate the effects with a bonus equal to the God-King’s inspiring command bonus. This ability does not help against instantaneous effects, effects that require recurring saving throws to
avoid additional penalties (such as diseases and poisons), or effects that do not allow a saving throw. This grants an army the Spell Resistance Special Ability (Kingmaker 5 p57).
Sound the Charge: Allies apply the God-King’s inspiring command bonus to attack and damage rolls. Charging allies increase their speed by 5 feet times the God-King’s inspiring command bonus. This grants an army an overall DV +2 for the combat, and a +2 OM for the first round of combat, due to the powerful charge into advantageous terrain.
Sound the Retreat: Allies gain the benefit of the Lightning Stance feat. The God-King must have the scatter ability to select this ability. This grants an army the False Retreat Army Tactic.
Stand Firm: Allies apply the God-King’s inspiring command bonus to CMD and on Fortitude saves. This grants an army the Defensive Wall Army Tactic.
Teamwork: Allies add the God-King’s inspiring command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the God-King’s inspiring command bonus. This grants an army the Cautious Combat Army Tactic.
Tuck and Roll: Allies apply the God-King’s inspiring command bonus on Reflex saves and Acrobatics checks. +1 DV.
Seigebreaker: Grants the Seigebreaker Army Tactic, or grant allies a +10 damage bonus against inanimate objects.
Cry Havoc: Grants the Relentless Brutality Army Tactic, or a +4 to attack and -4 to AC to all allies.
Unorthodox Assault: Grants the Dirty Fighters Army Tactic, or a +6 to CMB for a -3 AC cost.
Sniper Support: Grant the Sniper Support Army Tactic, or grant all allies a bonus to hit equal to your Inspiring Command, and a bonus to damage equal to your Inspired Tactics +1. Allies making attacks from concealment may automatically make Stealth checks to remain hidden even after the attack, without moving, if they beat the Passive Perception (Perception value +10) of their targets.
Taunt: Grants the Taunt Army Tactic, or demoralizes the entire enemy combat group, giving all enemies who fail a Will Save (DC = 10 + ½ Character Level + Charisma Modifier + Inspiring Command bonus) a -2 to all d20 rolls.
Voice of Authority (Ex): A God-King is skilled at shouting commands over the din of the battlefield and signalling allies when speech is impossible. She gains a +2 bonus on Diplomacy and Intimidate checks with creatures with which she shares a language. In addition, her allies gain a bonus equal to the God-King’s class level on Perception or Sense Motive checks to hear her commands or interpret her secret messages conveyed with Bluff.
The God-King’s levels stack with cavalier levels for the purpose of the cavalier’s tactician ability.
Easy March (Ex): At 2nd level, allies within 60 feet of the God-King can hustle or force march during overland travel without ill effects for a number of hours per day equal to 1 hour times her inspiring command bonus. This feature only functions while within the bounds of the God-King's domain, but may also apply to any single army the God-King serves as leader of.
Allied Channelling (Su): Going beyond the effects of merely channelling energy, the God-King can apply his healing to the entire army that he leads, healing even grievous wounds. An army can be healed by a single use of Channel Energy, up to a maximum number of dice equal to the Army's Challenge Rating. In smaller scale, the God-King's channel energy affects only allies, or only undead enemies, chosen each time the ability is used. The feature is no longer limited by the cap dictated by Selective Channelling.
Spirit of Generosity: While governing, the people ruled by the laws of the territory of the God-King are inspired with generous spirit and confidence in their ruler. The initial unrest generated by withdrawing funds from the kingdom coffers is negated, though a failed loyalty check will still cost the city the standard unrest penalty. Further, the government of the city is an enlightened Autocratic Theocracy. This increases the Stability and Loyalty of the kingdom by +2 each, at the cost of -1 Economy. The magical focus of the God-King creates a surplus in farms and livestock blessed by the God-King. Once a month, if the God-King has access to the Plant or Animal Domain she may designate a single Farm Hex as 'Blessed', increasing it's production to 3 permanently. Each time a blessing is bestowed, make a stability check for each previously blessed Farm Hex, with failure ruining the farm.
Each week the God-King spends outside the boundary of the kingdom creates one additional consumption in the next month.
Privilege of State (Su): It is said that rank hath its privileges, and this feature exemplifies that privilege. The God-King may add his Charisma Modifier to all saving throws as long as he is within the boundary of his nation.
Improved Leadership (Ex): A God-King with the Leadership feat adds her inspiring command bonus to her leadership score. In addition, the great confidence of the people in their ruler's ability to control the nation and retrieve it from the brink of utter disaster allows the unrest level to reach 13 before hexes must be shed, and rise to a total of 26 before the nation collapses.
Spirit of Exploration (Ex): The regent is not the only source of intelligence in the country. Information gathered from adventurers, merchants, and royal explorers leads to greatly accellerated exploration for the God-King. This inspiration informs the God-King of all resource and land-mark hexes within one space of his kingdom automatically, allows a God-King to treat all spaces as roads, doubling their movement speed on the exploration map, and possibly allowing exploration of more than one hex a day. Make a diplomacy (gather info) check at the beginning of any month in which the God-King participates in exploration, with a DC of 5. Each 5 by which the DC is exceeded allows one hex of exploration at this increased speed.
Additionally, a God-King with the Travel Domain ignores difficult terrain and receives the benefit of Woodland Stride while within ten miles of their kingdom.
Each week the God-King spends outside her territory of the kingdom costs 1 BP.
Ruling Spirit: The God-King gains the Community Domain as long as she is within 10 miles of the territory that she rules.
The Unity ability can be used to apply the saving throw bonus to an entire Army that the God-King leads.
Each week the God-King spends outside her territory increases the unrest level by +1. This stacks with the unrest gained from Spirit of Nobility, which can lead to significant levels of unrest.
Purified Channelling (Su): No longer limited to the specifics of channelling energy, the God-King can now damage undead -while- healing her allies while defending her territory. While in the boundaries of her own nation she may spend two uses of Channel Energy and deals damage to all undead in the area and heals all allies for a like amount of damage. If used in an army, the damage and healing are halved, but apply to all armies in the hex.
Persistent Commands (Ex): At 10th level, a God-King may allow her inspiring commands to persist even if she is incapacitated and unable to maintain them. If the player chooses, the effects of the God-King's inspiring commands persist for a number of rounds equal to her Charisma bonus (these count toward her number of rounds per day limit). This ability does not apply if the God-King intentionally stops maintaining an inspiring command — only if she is dazed, held, stunned,
killed, and so on, and is unable to maintain them. If the God-King recovers from incapacity while an inspiring command is ongoing, she may resume maintaining it as a free action.
Level BAB Fort Ref Will Special Spells per Day
1st +1 +1 +0 +1 1st Command, Channel Energy, Spirit -
of Nobility, Inspiring Command (+1), Voice of Authority
2nd +2 +1 +1 +1 Easy March +1 level of spellcasting class
3rd +3 +2 +1 +2 Allied Channelling +1 level of spell-class
4th +4 +2 +1 +2 2nd Command, Spirit of Generosity +1 level of
5th +5 +3 +2 +3 Inspiring Command (+2), Privilege of State -
6th +6 +3 +2 +3 Improved Leadership +1 level of spell-class
7th +7 +4 +2 +4 3rd Command, Spirit of Exploration +1 S/cLevel
8th +8 +4 +3 +4 Ruling Spirit +1 level of spellcasting class
9th +9 +5 +3 +5 Purified Channelling +1 level of spellcasting
10th +10 +5 +3 +5 4th Command, Inspiring Command (+3), -
Persistent Commands