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(Epic Prestige Class) Sorcerer-King
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<blockquote data-quote="the Jester" data-source="post: 3139169" data-attributes="member: 1210"><p>Okay, here's a second draft, renamed. Mostly what I changed was Tied to the Land (and the name). I also tweaked Heal Subjects so that it works on allies as well as just subjects.</p><p></p><p>As to the issue of needing more feats for their bonus feat list- I agree. My plan is ultimately to create a bunch of custom, character-appropriate feats for the class. I am happy to take suggestions! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><strong>Eldritch Liege</strong></p><p> </p><p>Eldritch lieges 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 eldritch liege learns to feel his land, the state of its affairs and any threats. He gains tremendous powers with which he can defend it.</p><p> </p><p>All eldritch lieges must be arcane casters. The vast majority of them are sorcerers, but a few have risen from the ranks of the greatest bards.</p><p><strong></strong></p><p><strong>Hit Die:</strong> d4</p><p><strong></strong></p><p><strong>PREREQUISITES</strong></p><p>To become an eldritch liege, a creature must fulfill all of the following prerequisites:</p><p><strong>Spellcasting:</strong> Able to cast 9th-level arcane spells. </p><p><strong>Skills:</strong> Diplomacy (12 ranks).</p><p><strong>Feats:</strong> Great Charisma.</p><p><strong>Special:</strong> Must rule an area of land of at least 400 square miles or with a population of at least 5,000.</p><p></p><p><strong>Class Skills: </strong>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.</p><p></p><p><strong>Level---- Special Abilities</strong></p><p>1---- Tied to the Land, +1 caster level</p><p>2---- Sense Incursion, +1 caster level</p><p>3---- See the Land 1/day, +1 caster level</p><p>4---- Defend the Land 1/day, bonus feat</p><p>5---- Heal Subjects 1/day, +1 caster level</p><p>6---- See the Land 2/day, +1 caster level</p><p>7---- +1 caster level</p><p>8---- Defend the Land 2/day, bonus feat, +1 caster level</p><p>9---- See the Land 3/day, +1 caster level</p><p>10--- Heal Subjects 2/day, +1 caster level</p><p></p><p><strong>CLASS FEATURES</strong></p><p><strong> </strong></p><p><strong>Weapon and Armor Proficiency:</strong> An eldritch liege gains no new proficiencies in armor or weapons.</p><p> </p><p><strong>Spellcasting:</strong> At every class level except those ending in 4, the eldritch liege increases in spellcasting power.</p><p> </p><p><strong>Tied to the Land (Su):</strong> The eldritch liege is tied tightly to his land. If 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. However, the eldritch liege also draws power from the land, and is able to restore spells that he has employed (either regaining expended prepared spells or regaining expended spell slots) by doing so. Once per day, as a swift action, the eldritch liege can restore up to ten levels of expended spells or spell slots.</p><p> </p><p>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. </p><p></p><p><strong>Sense Incursion (Su):</strong> 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.</p><p> </p><p><strong>See the Land (Sp):</strong> 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.</p><p></p><p><strong>Defend the Land (Sp):</strong> 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. </p><p> </p><p><strong>Heal Subjects (Sp):</strong> 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).</p><p></p><p><strong>Bonus Feats:</strong> 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.</p></blockquote><p></p>
[QUOTE="the Jester, post: 3139169, member: 1210"] Okay, here's a second draft, renamed. Mostly what I changed was Tied to the Land (and the name). I also tweaked Heal Subjects so that it works on allies as well as just subjects. As to the issue of needing more feats for their bonus feat list- I agree. My plan is ultimately to create a bunch of custom, character-appropriate feats for the class. I am happy to take suggestions! :) [B]Eldritch Liege[/B] Eldritch lieges 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 eldritch liege learns to feel his land, the state of its affairs and any threats. He gains tremendous powers with which he can defend it. All eldritch lieges must be arcane casters. The vast majority of them are sorcerers, but a few have risen from the ranks of the greatest bards. [B] Hit Die:[/B] d4 [B] PREREQUISITES[/B] To become an eldritch liege, a creature must fulfill all of the following prerequisites: [B]Spellcasting:[/B] Able to cast 9th-level arcane spells. [B]Skills:[/B] Diplomacy (12 ranks). [B]Feats:[/B] Great Charisma. [B]Special:[/B] Must rule an area of land of at least 400 square miles or with a population of at least 5,000. [B]Class Skills: [/B]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. [B]Level---- Special Abilities[/B] 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 [B]CLASS FEATURES Weapon and Armor Proficiency:[/B] An eldritch liege gains no new proficiencies in armor or weapons. [B]Spellcasting:[/B] At every class level except those ending in 4, the eldritch liege increases in spellcasting power. [B]Tied to the Land (Su):[/B] The eldritch liege is tied tightly to his land. If 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. However, the eldritch liege also draws power from the land, and is able to restore spells that he has employed (either regaining expended prepared spells or regaining expended spell slots) by doing so. Once per day, as a swift action, the eldritch liege can restore up to ten levels of expended spells or spell slots. 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. [B]Sense Incursion (Su):[/B] 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. [B]See the Land (Sp):[/B] 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. [B]Defend the Land (Sp):[/B] 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. [B]Heal Subjects (Sp):[/B] 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). [B]Bonus Feats:[/B] 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. [/QUOTE]
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