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the Jester

Legend
This is the most complete version of the Eldritch Liege (as I named it in the end) prestige class:

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 threats 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 prerequisites:

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 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, 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 armor 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 eldritch connection between them. If a large portion of the land is blighted or otherwise rendered unhealthy, the eldritch liege suffers 1d4 points of con damage per 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 grows for at least one year (and sometimes far longer).

However, the eldritch liege also draws power from the land, and is able to use this 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 restore 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, gaining 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 functions when the eldritch liege is standing on his land or on a building on his land, 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 slots, at least one of which must be 7th level or higher.

Sense Incursion (Su): If the eldritch liege’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 (although certain sealed planes might prevent it). This ability is otherwise 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 take him to anywhere in his domain.

See the Land (Sp): Once per day per three levels, the eldritch liege 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 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 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. An eldritch liege can use this ability once per day per four levels.

Heal Subjects (Sp): Once per day per 5 levels, the eldritch liege can channel one of his normal spells into a healing effect. This effect will heal all of his subjects and allies within 30’ of 1d6 hp per level of the spell slot sacrificed. This power has no effect on anyone that is not a subject or ally of the eldritch liege (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, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Extended Life Span, Familiar Spell, Great Charisma, Improved Spell Capacity, Polyglot, Spell Knowledge, Tenacious Magic.
 

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Asha'man

First Post
I more or less just realized: During Great Conflicts, the party interacted a lot with some rather significant planar lords, namely Grazz't, Lucifer and Asmodeus. What was your vision of these entities? Did you stat them? If so, what did the stats look like? (hint, hint)
 

the Jester

Legend
I more or less just realized: During Great Conflicts, the party interacted a lot with some rather significant planar lords, namely Grazz't, Lucifer and Asmodeus. What was your vision of these entities? Did you stat them? If so, what did the stats look like? (hint, hint)

The version of Graz'zt I used started off as Veil and got corrupted/converted into the BoVD version (iirc).

The version of Asmodeus I used was based on the BoVD, but with a few tweaks.

I never statted Lucifer up; I would guess that he would be around CR 50-75.
 

Asha'man

First Post
It seems kind of odd that Lucifer would be THAT much more powerful than Asmodeus... but I guess you have an explanation for that, too?
 

the Jester

Legend
It seems kind of odd that Lucifer would be THAT much more powerful than Asmodeus... but I guess you have an explanation for that, too?

Remember, this is the guy ASMODEUS was a lackey of.

Here's a reveal that the pcs never got in play: there used to be more than nine Hells.

I've said too much already.
 



the Jester

Legend
Interesting.

So what of BAB & Saves - do they continue as original class?

Sigurd

No, it's an epic prestige class, so it has no BAB or save progression- all epic characters use, essentially, +1/2 level on both.

A very early hint of 4e mechanics, now that I notice. ;)
 


Asha'man

First Post
Thank you, Jester, and congratulations on finishing Empires of Chaos. Now, just give me all your notes, monsters and NPC stat blocks and I'll never bother you again. :p

But seriously, *wow*. For actually making an epic campaign work for so long, both in time and levels, making it so obviously enjoyable for all the players (not to mention readable to outsiders!), maintaining continuity for... was it ten years? keeping the story coherent through untold constellations of players and characters and even keeping the setting suitable for future campaigns afterward, I have to say you're one of the best GMs I know of.

And unlike Sepulchrave and Shemeska, the other 2/3 of the Trinity of game-mastering, you're still making your material available on these forums. (Or so I hope?)
 

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