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Eldritch Liege

Eldritch lieges are arcanists who have come to rule an area. They tie themselves
so closely to the land that they and it reflect each others health and vitality.
An eldritch liege learns to feel his land, the state of its affairs and any thr
eats to it. He gains tremendous powers with which he can defend it.
All eldritch lieges must be spontaneous arcane casters, and the vast majority of
them are sorcerers, but a few have risen from the ranks of the greatest bards.
Hit Die: d4
PREREQUISITES
To become an eldritch liege, a creature must fulfill all of the following prereq
uisites:
Spellcasting: Able to cast 9th-level arcane spells.
Skills: Diplomacy (12 ranks).
Feats: Great Charisma.
Special: Must rule an area of land of at least 400 square miles or with a popula
tion of at least 5,000.
Class Skills: Bluff (cha), Concentration (con), Diplomacy (cha), Gather Informat
ion (cha), Intimidate (cha), Knowledge (arcana, geography, local and nobility an
d royalty) (int), Sense Motive (wis), Speak Language and Spellcraft (int). Skill
points per level: 2 + int bonus.
Level--- Special Abilities
1--- Tied to the Land, +1 caster level
2--- Sense Incursion, Ubiquitous Presence, +1 caster level
3--- See the Land 1/day, +1 caster level
4--- Defend the Land 1/day, bonus feat
5--- Heal Subjects 1/day, +1 caster level
6--- See the Land 2/day, +1 caster level
7--- +1 caster level
8--- Defend the Land 2/day, bonus feat, +1 caster level
9--- See the Land 3/day, +1 caster level
10-- Heal Subjects 2/day, +1 caster level
CLASS FEATURES
Weapon and Armor Proficiency: An eldritch liege gains no new proficiencies in ar
mor or weapons.
Spellcasting: At every class level except those ending in 4, the eldritch liege
increases in spellcasting power.
Tied to the Land (Su): The eldritch liege is tied tightly to his land by the eld
ritch connection between them. If a large portion of the land is blighted or oth
erwise rendered unhealthy, the eldritch liege suffers 1d4 points of con damage p
er day. If the eldritch liege is sick, the land gradually loses its vitality as
crops wither, birds and insects begin to die off, etc. If the eldritch liege is
slain, the land goes into a deep hibernation within a week, and nothing new grow
s for at least one year (and sometimes far longer). While on his land the eldrit
ch liege does not age and has no maximum age.
However, the eldritch liege also draws power from the land, and is able to use t
his power in any of several ways once per day as a swift action:
-He can restore spells that he has employed (either regaining expended prepared
spells or regaining expended spell slots) by doing so. The eldritch liege can re
store up to ten levels of expended spells or spell slots. This ability functions
only when he is standing on his land or on a building on his land.
-The eldritch liege can also use the power of his land to give him vitality, gai
ning a number of temporary hit points equal to ten times his class level. These
temporary hit points will last for a maximum of one hour; this ability only func
tions when the eldritch liege is standing on his land or on a building on his la
nd, and if he leaves the area of his land, he immediately loses these temporary
hit points (if any remain).
-He can increase the save DC and his spell penetration roll by +10 for one spell
.
His tie to the land permanently costs the eldritch liege ten levels of spell slo
ts, at least one of which must be 7th level or higher.
Sense Incursion (Su): If the eldritch lieges lands are invaded or attacked by a s
erious threat, he becomes instantly aware of the existence of the threat as well
as the location of the attack. This ability works at any distance and even acro
ss planes (although certain sealed planes might prevent it). This ability is oth
erwise similar to proleptic visions.
Ubiquitous Presence (Su): As a full round action, the eldritch liege can employ
a greater teleport (on himself and up to 50 lbs. of nonliving matter only) to ta
ke him to anywhere in his domain.
See the Land (Sp): Once per day per three levels, the eldritch liege may use cla
iraudience, clairvoyance or scrying as a standard action to look in on his land
or subjects or to check up on someone within his lands. This ability lasts for o
ne hour, and the effect chosen may not be changed. Otherwise, it functions just
like the spell in question.
Defend the Land (Sp): As a standard action, the eldritch liege may cover an area
of his land up to 100 in diameter per class level in a protective dome of force.
This effect is partially shapeable; the eldritch liege can choose to shorten on
e dimension (i.e. a 400 diameter dome only 100 high). The dome lasts for 10 minute
s per class level or until dismissed. It is otherwise similar to a wall of force
, except that a disintegrate spell or effect will only punch a hole in the dome,
rather than completely destroying it. An eldritch liege can use this ability on
ce per day per four levels.
Heal Subjects (Sp): Once per day per 5 levels, the eldritch liege can channel on
e of his normal spells into a healing effect. This effect will heal all of his s
ubjects and allies within 30 of 1d6 hp per level of the spell slot sacrificed. Th
is power has no effect on anyone that is not a subject or ally of the eldritch l
iege (including undead).
Bonus Feats: Eldritch lieges gain bonus feats every four levels. They may choose
from the following list: Augmented Alchemy, Epic Leadership, Epic Reputation, E
pic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Extended Life Span,
Familiar Spell, Great Charisma, Improved Spell Capacity, Polyglot, Spell Knowled
ge, Tenacious Magic.

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