the Jester
Legend
This is a first draft of an epic prestige class. Good powers, 9/10 spellcasting, but with a cost (giving up slots)- what do you think? A few quick notes- I'm a fan of serious custom stuff at epic levels; this was designed with a sorcerer/argent savant in mind.
Sorcerer-King
Sorcerer-Kings are arcanists who have come to rule an area. They tie themselves so closely to the land that they reflect each others’ health and vitality. A sorcerer-king learns to feel his land, the state of its affairs and any threats. He gains tremendous powers with which he can defend it.
All sorcerer-kings 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 a sorcerer-king, a creature must fulfill all of the following prerequisites:
Spellcasting: Able to spontaneously 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 population of at least 5,000.
Class Skills: Bluff (cha), Concentration (con), Diplomacy (cha), Gather Information (cha), Intimidate (cha), Knowledge (arcana, geography, local and nobility and 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, +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: A sorcerer-king gains no new proficiencies in armor or weapons.
Spellcasting: At every class level except those ending in 4, the sorcerer-king increases in spellcasting power.
Tied to the Land (Su): The sorcerer-king and his land are tied tightly together. They reflect each others’ health. If the land is blighted or otherwise rendered unhealthy, the sorcerer-king suffers 1d4 points of con damage per day. If the sorcerer-king is sick, the land gradually loses its vitality as crops wither, birds and insects begin to die off, etc. If the sorcerer-king is slain, the land goes into a deep hibernation within a week, and nothing new grows. This tie permanently costs the sorcerer-king ten levels of spell slots, at least one of which must be 7th level or higher.
Sense Incursion (Su): If the sorcerer-king’s lands are invaded or attacked by a serious 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 across planes (lthough certain sealed planes might prevent it). This ability is otherwise similar to proleptic visions.
See the Land (Sp): Once per day per three levels, the sorcerer-king may use clairaudience, 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 one 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 sorcerer-king 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 sorcerer-king can choose to shorten one dimension (i.e. a 400’ diameter dome only 100’ high). The dome lasts for 10 minutes 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.
Heal Subjects (Sp): Once per day per 5 levels, the sorcerer-king can channel one of his normal spells into a healing effect. This effect will heal all of his subjects within 30’ of 1d6 hp per level of the spell slot sacrificed. This power has no effect on anyone that is not a subject of the sorcerer-king.
Bonus Feats: Sorcerer-kings gain bonus feats every four levels. They may choose from the following list: Augmented Alchemy, Epic Leadership, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Extended Life Span, Familiar Spell, Great Charisma, Improved Spell Capacity, Polyglot, Spell Knowledge, Tenacious Magic.
Sorcerer-King
Sorcerer-Kings are arcanists who have come to rule an area. They tie themselves so closely to the land that they reflect each others’ health and vitality. A sorcerer-king learns to feel his land, the state of its affairs and any threats. He gains tremendous powers with which he can defend it.
All sorcerer-kings 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 a sorcerer-king, a creature must fulfill all of the following prerequisites:
Spellcasting: Able to spontaneously 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 population of at least 5,000.
Class Skills: Bluff (cha), Concentration (con), Diplomacy (cha), Gather Information (cha), Intimidate (cha), Knowledge (arcana, geography, local and nobility and 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, +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: A sorcerer-king gains no new proficiencies in armor or weapons.
Spellcasting: At every class level except those ending in 4, the sorcerer-king increases in spellcasting power.
Tied to the Land (Su): The sorcerer-king and his land are tied tightly together. They reflect each others’ health. If the land is blighted or otherwise rendered unhealthy, the sorcerer-king suffers 1d4 points of con damage per day. If the sorcerer-king is sick, the land gradually loses its vitality as crops wither, birds and insects begin to die off, etc. If the sorcerer-king is slain, the land goes into a deep hibernation within a week, and nothing new grows. This tie permanently costs the sorcerer-king ten levels of spell slots, at least one of which must be 7th level or higher.
Sense Incursion (Su): If the sorcerer-king’s lands are invaded or attacked by a serious 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 across planes (lthough certain sealed planes might prevent it). This ability is otherwise similar to proleptic visions.
See the Land (Sp): Once per day per three levels, the sorcerer-king may use clairaudience, 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 one 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 sorcerer-king 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 sorcerer-king can choose to shorten one dimension (i.e. a 400’ diameter dome only 100’ high). The dome lasts for 10 minutes 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.
Heal Subjects (Sp): Once per day per 5 levels, the sorcerer-king can channel one of his normal spells into a healing effect. This effect will heal all of his subjects within 30’ of 1d6 hp per level of the spell slot sacrificed. This power has no effect on anyone that is not a subject of the sorcerer-king.
Bonus Feats: Sorcerer-kings gain bonus feats every four levels. They may choose from the following list: Augmented Alchemy, Epic Leadership, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Extended Life Span, Familiar Spell, Great Charisma, Improved Spell Capacity, Polyglot, Spell Knowledge, Tenacious Magic.