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<blockquote data-quote="Piratecat" data-source="post: 131407" data-attributes="member: 2"><p>A friend sent me this prestige class, which one of his players developed. I suck at telling whether or not a PrC is well balanced. Could you guys please give me your opinions on this one? It's unusual... primarily defensive abilities, but some suspect ones. I'll appreciate your opinions as you hunt for problems.</p><p></p><p>Thanks!</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p><strong>Philosopher King</strong></p><p></p><p>"Noble, gracious, the friend of truth, justice, courage, temperance . </p><p>. . to men like him, when perfected by years and education, and to </p><p>these only you will entrust the State." Wise, benevolent, and </p><p>learned, the Philosopher King brings studied thought and philosophical </p><p>discipline to his role as a ruler and leader. The Philosopher King </p><p>need not be a sovereign ruler in his own right, but must be the legal </p><p>ruler and lord of inhabited lands. These lands may be inherited, </p><p>granted by a greater ruler, granted through an elective process, </p><p>established in the wilderness, or wrested from an evil or chaotic </p><p>lord.</p><p></p><p>Hit Die: d6.</p><p></p><p>Requirements</p><p>To qualify to become a Philosopher King, a character must fulfill all </p><p>the following criteria:</p><p></p><p>Alignment: Lawful Good</p><p>Diplomacy: 5 ranks</p><p>Minimum 10 ranks in at least 5 different Knowledge skills</p><p>Feats: Leadership</p><p>Special: Must be the legal lord of inhabited lands</p><p></p><p>Class Skills</p><p>The Philosopher King's class skills (and the key ability for each </p><p>skill) are Alchemy (Int), Bluff (Cha), Decipher Script (Int), </p><p>Diplomacy (Cha), Innuendo (Wis), Knowledge (all skills) (Int), Perform </p><p>(Oration) (Cha), Scry (Int), Sense Motive (Wis), and Speak Language.</p><p></p><p>Skill points at Each Level: 6 + Int Modifier</p><p></p><p></p><p>Lvl Att Frt Ref Wil Special and spells/day</p><p> 1st 2nd 3rd 4th</p><p></p><p>1 +0 +2 +2 +2 Statecraft, Benevolence, Perspicacity</p><p> 0 - - -</p><p>2 +1 +3 +3 +3 Stoicism, Inspirational Oratory</p><p> 1 - - -</p><p>3 +1 +3 +3 +3 Prosperity 1d4 x 100 gp, Privy Council</p><p> 1 0 - -</p><p>4 +2 +4 +4 +4 Preserve the Body Preserve the State</p><p> 1 1 - -</p><p>5 +2 +4 +4 +4 Skepticism</p><p> 1 1 0 -</p><p>6 +3 +5 +5 +5 Prosperity 2d4 x 100 gp</p><p> 1 1 1 -</p><p>7 +3 +5 +5 +5 Solomon's Wisdom</p><p> 2 1 1 0</p><p>8 +4 +6 +6 +6 Code of Laws</p><p> 2 1 1 1</p><p>9 +4 +6 +6 +6 Prosperity 4d4 x 100 gp</p><p> 2 2 1 1</p><p>10 +5 +7 +7 +7 Platonic Ideal</p><p> 2 2 2 1</p><p></p><p>Class Features</p><p></p><p>All of the following are class features of the Philosopher King </p><p>prestige class. Weapon and Armor Proficiency: Philosopher Kings gain </p><p>no proficiency in any weapon or armor.</p><p></p><p>Spells per Day: Beginning at 1st level, a Philosopher King gains</p><p>the ability to cast a small number of spells. Upon becoming a Philosopher</p><p>King, he must decide whether he will be an arcane or divine spellcaster.</p><p>If he chooses to be an arcane spellcaster: to cast a spell, the</p><p>Philosopher King must have an Intelligence score of at least 10 + the</p><p>spell's level; bonus spells are based on Intelligence, and saving throws</p><p>against these spells have a DC of 10 + spell level + Intelligence</p><p>modifier; the Philosopher King prepares and casts spells just as a wizard</p><p>does; like any other arcane spellcaster, a Philosopher King can cast</p><p>spells while wearing armor or using a shield but suffers a chance of</p><p>arcane spell failure if the spell in question has a somatic component. If</p><p>he choses to be a divine spellcaster: to cast a spell, the Philosopher</p><p>King must have a Wisdom score of at least 10 + the spell's level; bonus</p><p>spells are based on Wisdom, and saving throws against these spells have a</p><p>DC of 10 + spell level + Wisdom modifier; the Philosopher King prepares</p><p>and casts spells just as a cleric does (though a Philosopher King cannot</p><p>spontaneously cast cure or inflict spells). The Philosopher King's spell</p><p>list appears below.</p><p></p><p>Statecraft (Ex): The Philosopher King's knowledge of the world and</p><p>insight into human (and non-human) behavior aids him in negotiations.</p><p>Beginning at 1st level he adds his Intelligence and Wisdom bonuses to</p><p>Diplomacy skill checks.</p><p></p><p>Benevolence (Ex): The Philosopher King establishes a reputation</p><p>for wise and benevolent leadership. Each level of Philosopher king adds</p><p>an additional point to the Philosopher King's leadership score, on top of</p><p>the points gained for character level. For example, a character who is</p><p>5th level cleric and 3rd level Philosopher King with no charisma bonus or</p><p>other leadership modifiers would have a leadership score of 11 (8 for</p><p>character level plus 3 for each level of Philosopher King), while if he</p><p>had advanced solely as a cleric would have as an 8th level cleric a</p><p>leadership score of 8.</p><p></p><p>Perspicacity (Ex): At 1st level, a Philosopher King may gain</p><p>additional insight into the character of any creature (or thing) with whom</p><p>he converses. If he is able to converse with a target for at least one</p><p>round, he may detect his choice of Good, Evil, Chaos, or Law in the</p><p>target. In each subsequent round of conversation the Philosopher King may</p><p>detect an additional alignment characteristic. Both the Philosopher King</p><p>and the target must be able to speak, hear, and understand one another,</p><p>and the target must be engaged in conversation with the Philosopher King</p><p>(i.e. the Philosopher King may not detect Good, Evil, Chaos, or Law in a</p><p>target delivering a speech or conversing with others). This ability may</p><p>be used on things other than creatures only while under the effect of an</p><p>appropriate spell such as Speak with Plants, Stone Tell, etc. Since this</p><p>ability is non-magical, it is not subject to masking through Nondetection,</p><p>etc.</p><p></p><p>Stoicism (Ex): The Philosopher King 's studies and contemplation</p><p>support his ability to rule with a clear head. Beginning at 2nd level he</p><p>applies his Intelligence and Wisdom bonuses to all saving throws versus</p><p>Mind-Affecting spells or effects.</p><p></p><p>Inspirational Oratory (Ex): Beginning at 2nd level, once per day</p><p>the Philosopher King may deliver a ten-minute-long speech to a group of</p><p>allies to inspire greater aptitude in certain endeavors. The speech</p><p>grants as many points of morale bonus as the Philosopher King has in</p><p>Charisma bonus to any of the following, with a maximum of +2 for any one</p><p>type: attack rolls; damage rolls; armor class; saving throws; skill,</p><p>ability, and special ability checks; move rate (+1 = +5' move rate). The</p><p>Philosopher King chooses how to divide up the morale bonus points, and</p><p>they apply equally to all listeners. For example, a Philosopher King with</p><p>a +3 charisma bonus may grant his allies a +2 to attack rolls and +1 to</p><p>AC, but he may not grant some of his allies a +2 to attack rolls and +1 to</p><p>AC while granting others a +2 to AC and +1 to skill/ability checks. The</p><p>Philosopher King may inspire no more allies than he has leadership score.</p><p>The morale bonuses last for 1 hour per 2 levels of Philosopher King. If</p><p>the 10-minute delivery of the Inspirational Oratory is interrupted in such</p><p>a way that prevents the Philosopher King from delivering the speech or</p><p>prevents his audience from listening, no bonuses are imparted and the</p><p>ability may not be attempted again until the next day.</p><p></p><p>Prosperity (Ex): The Philosopher King's wise rule grants great</p><p>prosperity to his subjects, which in turn (through a humane program of</p><p>tariffs and taxation) provides prosperity to the State. Each month after</p><p>all normal expenses of the state are covered and a generous amount is</p><p>provided to charitable causes, a surplus of money is available to the</p><p>Philosopher King for discretionary spending. At 3rd level the Philosopher</p><p>King gains 1d4 x 100 gp each month as income from his lands. At 6th level</p><p>the monthly discretionary fund increases to 2d4 X 100 gp, and at 9th level</p><p>the income increases to 4d4 x 100 gp. (These amounts should be adjusted</p><p>by the DM as appropriate to the campaign and the economic situation of the</p><p>Philosopher King's lands. The intent is that the Philosopher King should</p><p>be comfortably well off compared to kingdoms in similar economic</p><p>conditions. In campaign settings where nations are exorbitantly wealthy</p><p>(such as Louis XIV's France), these amounts might be increased by a factor</p><p>of ten or more, while the ruler of a remote border kingdom might be</p><p>wealthy with one-tenth of this income).</p><p></p><p>Privy Council (Su): While discussing confidential matters of</p><p>state, the Philosopher King must be able to converse with his allies and</p><p>councillors without fear of eavesdropping. Beginning at 3rd level, once</p><p>per day the Philosopher King may generate a 15-foot radius sphere centered</p><p>on himself preventing all magical eavesdropping (such as scry,</p><p>clairaudience/clairvoiance, use of a crystal ball, etc.). The Privy</p><p>Council lasts for ten minutes per level of Philosopher King, or until he</p><p>chooses to dismiss it. Note that the Privy Council does not protect</p><p>against non-magical eavesdropping or spying.</p><p></p><p>Preserve the Body Preserve the State (Ex): The prosperity and</p><p>well-being of the kingdom are dependent upon the continued health of the</p><p>Philosopher King; through meditation and study the wise ruler learns</p><p>control over his body to avoid untimely death. Beginning at 4th level,</p><p>the Philosopher King adds his Intelligence and Wisdom bonuses to all saves</p><p>versus poison as well as death effects such as an assassin's death attack</p><p>or the Slay Living or Implosion spells.</p><p></p><p>Skepticism (Su): "They will never intentionally receive into their</p><p>minds falsehood, which is their detestation, and they will love the</p><p>truth." Beginning at 5th level, the Philosopher King is immune to all</p><p>Mind-Affecting spells and effects. Note that while this means that</p><p>Philosopher King cannot be charmed, enchanted, or controlled by his</p><p>enemies, he also cannot be inspired or aided by his allies; he gains no</p><p>benefit from an allied Bard's Inspire Courage ability, nor can he be aided</p><p>by spells such as Bless or Aid.</p><p></p><p>Solomon's Wisdom (Ex): A wise leader can judge the words of</p><p>others. Beginning at 7th level, a Philosopher King may discern lies</p><p>spoken by any creature (or thing) with whom he converses. If he is able</p><p>to converse with a target for at least one round, he may discern lies</p><p>spoken by the target. Both the Philosopher King and the target must be</p><p>able to speak, hear, and understand one another, and the target must be</p><p>engaged in conversation with the Philosopher King (i.e. the Philosopher</p><p>King may not discern lies in a target delivering a speech or conversing</p><p>with others). This ability may be used on things other than creatures</p><p>only while under the effect of an appropriate spell such as Speak with</p><p>Plants, Stone Tell, etc. Since this ability is non-magical, it is not</p><p>subject to masking through Nondetection, etc.</p><p></p><p>Code of Laws (Sp): A ruler is the ultimate arbiter of justice</p><p>within his realm. Beginning at 8th level, the Philosopher King may invoke</p><p>Mark of Justice as per the spell upon his own legal subjects.</p><p></p><p>Platonic Ideal (Ex): At 10th level, the Philosopher King has</p><p>achieved the Platonic Ideal of wise rulership. His subjects are so</p><p>inspired by the eminence and renown of his rule that they gain the</p><p>Philosopher King's charisma bonus as a morale bonus on all trained skill</p><p>checks, so long as they are not acting against the good of the state.</p><p></p><p>Spell List</p><p>Philosopher Kings choose their spells from the following list: 1st </p><p>Level: Command, Calm Emotions, Comprehend Languages, Charm Person, </p><p>Remove Fear 2nd Level: Detect Thoughts, Emotion, Suggestion, Tongues, </p><p>Remove Paralysis</p><p>3rd Level: Charm Monster, Detect Scrying, Remove Curse, Status</p><p>4th Level: Break Enchantment, Mark of Justice, True Seeing</p><p></p><p>Ex-Philosopher Kings</p><p>A Philosopher King who ceases to be lawful good or who willfully </p><p>violates the confidence entrusted to him by his populace loses all </p><p>special abilities and spells gained as a Philosopher King, and may </p><p>never again progress in levels as a Philosopher King. A Philosopher </p><p>King who loses his lands nevertheless retains the love of his </p><p>followers and subjects. He retains all Philosopher King abilities </p><p>with the exception of Prosperity, and his loyal former subjects seek </p><p>to restore him to power, or to establish a new territory for his rule. </p><p>He may not advance in levels as a Philosopher King until a legal </p><p>lordship is established.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 131407, member: 2"] A friend sent me this prestige class, which one of his players developed. I suck at telling whether or not a PrC is well balanced. Could you guys please give me your opinions on this one? It's unusual... primarily defensive abilities, but some suspect ones. I'll appreciate your opinions as you hunt for problems. Thanks! ------------------------------------------------------------------------------- [b]Philosopher King[/b] "Noble, gracious, the friend of truth, justice, courage, temperance . . . to men like him, when perfected by years and education, and to these only you will entrust the State." Wise, benevolent, and learned, the Philosopher King brings studied thought and philosophical discipline to his role as a ruler and leader. The Philosopher King need not be a sovereign ruler in his own right, but must be the legal ruler and lord of inhabited lands. These lands may be inherited, granted by a greater ruler, granted through an elective process, established in the wilderness, or wrested from an evil or chaotic lord. Hit Die: d6. Requirements To qualify to become a Philosopher King, a character must fulfill all the following criteria: Alignment: Lawful Good Diplomacy: 5 ranks Minimum 10 ranks in at least 5 different Knowledge skills Feats: Leadership Special: Must be the legal lord of inhabited lands Class Skills The Philosopher King's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Innuendo (Wis), Knowledge (all skills) (Int), Perform (Oration) (Cha), Scry (Int), Sense Motive (Wis), and Speak Language. Skill points at Each Level: 6 + Int Modifier Lvl Att Frt Ref Wil Special and spells/day 1st 2nd 3rd 4th 1 +0 +2 +2 +2 Statecraft, Benevolence, Perspicacity 0 - - - 2 +1 +3 +3 +3 Stoicism, Inspirational Oratory 1 - - - 3 +1 +3 +3 +3 Prosperity 1d4 x 100 gp, Privy Council 1 0 - - 4 +2 +4 +4 +4 Preserve the Body Preserve the State 1 1 - - 5 +2 +4 +4 +4 Skepticism 1 1 0 - 6 +3 +5 +5 +5 Prosperity 2d4 x 100 gp 1 1 1 - 7 +3 +5 +5 +5 Solomon's Wisdom 2 1 1 0 8 +4 +6 +6 +6 Code of Laws 2 1 1 1 9 +4 +6 +6 +6 Prosperity 4d4 x 100 gp 2 2 1 1 10 +5 +7 +7 +7 Platonic Ideal 2 2 2 1 Class Features All of the following are class features of the Philosopher King prestige class. Weapon and Armor Proficiency: Philosopher Kings gain no proficiency in any weapon or armor. Spells per Day: Beginning at 1st level, a Philosopher King gains the ability to cast a small number of spells. Upon becoming a Philosopher King, he must decide whether he will be an arcane or divine spellcaster. If he chooses to be an arcane spellcaster: to cast a spell, the Philosopher King must have an Intelligence score of at least 10 + the spell's level; bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + Intelligence modifier; the Philosopher King prepares and casts spells just as a wizard does; like any other arcane spellcaster, a Philosopher King can cast spells while wearing armor or using a shield but suffers a chance of arcane spell failure if the spell in question has a somatic component. If he choses to be a divine spellcaster: to cast a spell, the Philosopher King must have a Wisdom score of at least 10 + the spell's level; bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier; the Philosopher King prepares and casts spells just as a cleric does (though a Philosopher King cannot spontaneously cast cure or inflict spells). The Philosopher King's spell list appears below. Statecraft (Ex): The Philosopher King's knowledge of the world and insight into human (and non-human) behavior aids him in negotiations. Beginning at 1st level he adds his Intelligence and Wisdom bonuses to Diplomacy skill checks. Benevolence (Ex): The Philosopher King establishes a reputation for wise and benevolent leadership. Each level of Philosopher king adds an additional point to the Philosopher King's leadership score, on top of the points gained for character level. For example, a character who is 5th level cleric and 3rd level Philosopher King with no charisma bonus or other leadership modifiers would have a leadership score of 11 (8 for character level plus 3 for each level of Philosopher King), while if he had advanced solely as a cleric would have as an 8th level cleric a leadership score of 8. Perspicacity (Ex): At 1st level, a Philosopher King may gain additional insight into the character of any creature (or thing) with whom he converses. If he is able to converse with a target for at least one round, he may detect his choice of Good, Evil, Chaos, or Law in the target. In each subsequent round of conversation the Philosopher King may detect an additional alignment characteristic. Both the Philosopher King and the target must be able to speak, hear, and understand one another, and the target must be engaged in conversation with the Philosopher King (i.e. the Philosopher King may not detect Good, Evil, Chaos, or Law in a target delivering a speech or conversing with others). This ability may be used on things other than creatures only while under the effect of an appropriate spell such as Speak with Plants, Stone Tell, etc. Since this ability is non-magical, it is not subject to masking through Nondetection, etc. Stoicism (Ex): The Philosopher King 's studies and contemplation support his ability to rule with a clear head. Beginning at 2nd level he applies his Intelligence and Wisdom bonuses to all saving throws versus Mind-Affecting spells or effects. Inspirational Oratory (Ex): Beginning at 2nd level, once per day the Philosopher King may deliver a ten-minute-long speech to a group of allies to inspire greater aptitude in certain endeavors. The speech grants as many points of morale bonus as the Philosopher King has in Charisma bonus to any of the following, with a maximum of +2 for any one type: attack rolls; damage rolls; armor class; saving throws; skill, ability, and special ability checks; move rate (+1 = +5' move rate). The Philosopher King chooses how to divide up the morale bonus points, and they apply equally to all listeners. For example, a Philosopher King with a +3 charisma bonus may grant his allies a +2 to attack rolls and +1 to AC, but he may not grant some of his allies a +2 to attack rolls and +1 to AC while granting others a +2 to AC and +1 to skill/ability checks. The Philosopher King may inspire no more allies than he has leadership score. The morale bonuses last for 1 hour per 2 levels of Philosopher King. If the 10-minute delivery of the Inspirational Oratory is interrupted in such a way that prevents the Philosopher King from delivering the speech or prevents his audience from listening, no bonuses are imparted and the ability may not be attempted again until the next day. Prosperity (Ex): The Philosopher King's wise rule grants great prosperity to his subjects, which in turn (through a humane program of tariffs and taxation) provides prosperity to the State. Each month after all normal expenses of the state are covered and a generous amount is provided to charitable causes, a surplus of money is available to the Philosopher King for discretionary spending. At 3rd level the Philosopher King gains 1d4 x 100 gp each month as income from his lands. At 6th level the monthly discretionary fund increases to 2d4 X 100 gp, and at 9th level the income increases to 4d4 x 100 gp. (These amounts should be adjusted by the DM as appropriate to the campaign and the economic situation of the Philosopher King's lands. The intent is that the Philosopher King should be comfortably well off compared to kingdoms in similar economic conditions. In campaign settings where nations are exorbitantly wealthy (such as Louis XIV's France), these amounts might be increased by a factor of ten or more, while the ruler of a remote border kingdom might be wealthy with one-tenth of this income). Privy Council (Su): While discussing confidential matters of state, the Philosopher King must be able to converse with his allies and councillors without fear of eavesdropping. Beginning at 3rd level, once per day the Philosopher King may generate a 15-foot radius sphere centered on himself preventing all magical eavesdropping (such as scry, clairaudience/clairvoiance, use of a crystal ball, etc.). The Privy Council lasts for ten minutes per level of Philosopher King, or until he chooses to dismiss it. Note that the Privy Council does not protect against non-magical eavesdropping or spying. Preserve the Body Preserve the State (Ex): The prosperity and well-being of the kingdom are dependent upon the continued health of the Philosopher King; through meditation and study the wise ruler learns control over his body to avoid untimely death. Beginning at 4th level, the Philosopher King adds his Intelligence and Wisdom bonuses to all saves versus poison as well as death effects such as an assassin's death attack or the Slay Living or Implosion spells. Skepticism (Su): "They will never intentionally receive into their minds falsehood, which is their detestation, and they will love the truth." Beginning at 5th level, the Philosopher King is immune to all Mind-Affecting spells and effects. Note that while this means that Philosopher King cannot be charmed, enchanted, or controlled by his enemies, he also cannot be inspired or aided by his allies; he gains no benefit from an allied Bard's Inspire Courage ability, nor can he be aided by spells such as Bless or Aid. Solomon's Wisdom (Ex): A wise leader can judge the words of others. Beginning at 7th level, a Philosopher King may discern lies spoken by any creature (or thing) with whom he converses. If he is able to converse with a target for at least one round, he may discern lies spoken by the target. Both the Philosopher King and the target must be able to speak, hear, and understand one another, and the target must be engaged in conversation with the Philosopher King (i.e. the Philosopher King may not discern lies in a target delivering a speech or conversing with others). This ability may be used on things other than creatures only while under the effect of an appropriate spell such as Speak with Plants, Stone Tell, etc. Since this ability is non-magical, it is not subject to masking through Nondetection, etc. Code of Laws (Sp): A ruler is the ultimate arbiter of justice within his realm. Beginning at 8th level, the Philosopher King may invoke Mark of Justice as per the spell upon his own legal subjects. Platonic Ideal (Ex): At 10th level, the Philosopher King has achieved the Platonic Ideal of wise rulership. His subjects are so inspired by the eminence and renown of his rule that they gain the Philosopher King's charisma bonus as a morale bonus on all trained skill checks, so long as they are not acting against the good of the state. Spell List Philosopher Kings choose their spells from the following list: 1st Level: Command, Calm Emotions, Comprehend Languages, Charm Person, Remove Fear 2nd Level: Detect Thoughts, Emotion, Suggestion, Tongues, Remove Paralysis 3rd Level: Charm Monster, Detect Scrying, Remove Curse, Status 4th Level: Break Enchantment, Mark of Justice, True Seeing Ex-Philosopher Kings A Philosopher King who ceases to be lawful good or who willfully violates the confidence entrusted to him by his populace loses all special abilities and spells gained as a Philosopher King, and may never again progress in levels as a Philosopher King. A Philosopher King who loses his lands nevertheless retains the love of his followers and subjects. He retains all Philosopher King abilities with the exception of Prosperity, and his loyal former subjects seek to restore him to power, or to establish a new territory for his rule. He may not advance in levels as a Philosopher King until a legal lordship is established. [/QUOTE]
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