Regal (Royalty base class concept.)

Greetings!

Here, my friend I present to you the Royal Suzerain Template that I developed for my campaign set within the World of Thandor.

Creating a Royal Suzerain

The Royal Suzerain Template

The Royal Suzerain Template is an acquired template that may be added to any intelligent creature with a charisma score of 1 or higher—(referred hereafter as the base creature). A Royal Suzerain creature uses all of the base creature’s statistics and special abilities except as noted here.

NB: The Royal Suzerain Template is focused primarily on intelligent humanoid creatures, and has been adapted and modified from the Suzerain Template, from Advanced Bestiary, by Matthew Sernett. Published by Green Ronin Publishing, pages 232-233.

Speed: Each of the creature’s speeds increase by +10’ Ft. over the corresponding speeds of the base creature.

Special Attacks
A Royal Suzerain creature retains all of the base creature’s special attacks and gains those noted in the following:

Born to Lead (Ex):
As long as another free-willed servant, cohort, or follower is within sight and capable of witnessing its actions, the suzerain character gains a +4 Morale bonus to AC, attacks, damage rolls, checks, and saving throws. Mounts, familiars, animal companions, and trained animals do not qualify as free-willed creatures for the purposes of the special Morale bonus, but cohorts and followers the Royal Suzerain has gained through the Leadership feat do qualify.

Enchanting Presence (Su):
The first time a creature other than a player-character comes within 30 feet of the suzerain character its attitude shifts one category toward the positive, if it was not originally hostile. Thus, unfriendly creatures become indifferent, indifferent creatures become friendly, and friendly creatures become helpful. This shift can be modified by the actions and behaviour of the Royal Suzerain, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice the Royal Suzerain to be affected. Enchanting Presence is a mind-affecting enchantment effect. Player-characters are unaffected by this special ability.

Special Qualities
A Royal Suzerain retains all of the base creature’s special qualities and gains those noted here:

Royal Authority (Ex):
The Royal Suzerain possesses immense royal authority that essentially—unless the dominant political institutions formally abrogate and limit the royal authority in some way—sets them above the law, and provides them with absolute power and unassailable authority. Royal Suzerains need not explain, justify, or otherwise argue their desires. Their command is made with divine anointment and sanction, and they are seen to be of great wisdom and exemplify noble vision and righteous ambition for the realm, kingdom, empire or tribe, and are generally beyond reproach. All loyal subjects of whatever rank and station, lineage or title are expected and compelled by deep social custom as well as the force and power of royal might and law to obey the Royal Suzerain in nearly anything commanded or desired. This is such an awesome, pervasive effect of enormous, profound scope that provides the Royal Suzerain, and other members of the royal family, with a very unique and special status that has an impact through all levels of society.

The Game Master adjudicates the precise effects of this constant status enjoyed by the Royal Suzerain and other members of the royal household, though to be meaningful, the Game Master is encouraged to allow such impact to be sweeping, and profound in many ways, both large and impressive, but also in a thousand smaller ways, and effects which reflect the entire society and culture’s deep-rooted faith and belief in the special status, authority, glory and power expressed in the Royal Suzerain, and other members of the royal household.

Keys to the Kingdom (Ex):
The Royal Suzerain, as an aspect of such unique status, power, and authority, has constant access to the wealth of the entire realm, in general, and of the royal treasuries and armouries in particular. Whatever fine items of great power, weapons and armor of great craftsmanship, the Royal Suzerain will have access to, and be fully equipped. Such items of craftsmanship and power need not be artifact-level to be meaningful—but such items should be always above average in every way, from magical prowess, to craftsmanship, beauty, and inherent value. Be liberal with allowing such provisions to the Royal Suzerain—keeping in mind that in many ways, the pride and dignity—not to mention religiously inspired faith and patriotism—of every craftsman, wizard, priest, alchemist, armourer, weapon-smith, and specialist of whatever stripe and rank would sincerely and devoutly desire their Royal Suzerain and members of the royal house to be properly and regally equipped with the best that can be produced.

In seeking provisions for the royal household, quite literally no effort and no expense would likely be spared, or held back in providing treasures, weaponry, armour, clothes and other gear to the royal household. Also, such royal household members would possess the finest fabrics, gorgeous jewelry, the finest mounts, hounds or war beasts as well as finely crafted unique treasures, and items of special beauty provided as lavish gifts by loyal and adoring royal subjects whom in many ways devote their entire lives and energies to impressing, pleasing, and otherwise providing and protecting the members of the royal household.

In is perhaps a bit sobering to realize that even in real-world history, in various nations and tribes of the world, their have been traditions where entire *families* were devoted to working for their lord—and often, merely being not the only family, but whole groups of families that had been devoted to whatever specialties for entire *generations*. That is the kind of enduring devotion that royal houses inspire, even in the real world. As a quick and simple rule of thumb, any member of the royal household, as well as a particular Royal Suzerain, can possess an immediate personal treasury of 2d6 x 5,000 gp + 1,000 gp/character level. At every even level, the character may draw upon a royal stipend of 1,000 gp x 2d6. In many ways these finances amount to merely a personal slush fund for the character, and represent easily and readily accessible funds. More funds could be of course gained, though by self-imposed protocols, family or tribal traditions and expectations, as well as royally-decreed bureaucracy, such additional funds would need to be gained from the royal or tribal treasurer, and must be accounted for, properly recorded and so on, and would thus take more time, and may also obviously not be discreet, but would be otherwise public knowledge—or at least household knowledge.

While theoretically such members of the royal household possess absolute power, through their own decrees, customs, and other legal or tribal traditions, some limitations are placed even for Royal Suzerains and members of the royal household. Such customs and protocols do not necessarily constitute any real or absolute prohibition or restriction on the Royal Suzerain’s authority or access to do whatever they will with royal treasuries—but they do form at least a formal series of respectful and customary restraints to encourage the Royal Suzerain and members of the royal household to be somewhat responsible with the kingdom’s—or the tribe’s—collective royal wealth, and not blithely drain the royal treasuries into bankruptcy on a mere whim or passing fancy.

Compelling Gravitas (Su):
The Royal Suzerain speaks with near-divinely anointed authority, and can persuade virtually any subject—defined as a fellow citizen, countrymen, or tribal member—anyone whom birth, political allegiance, shared ethnic heritage and social expectation would maintain and demand that such a person be loyal, obedient and faithful to their reigning monarch and royal household—to obey their commands, or otherwise cooperate and comply with the Royal Suzerain’s desires. This powerful ability manifests as a suggestion effect, with a Will DC based on 10 + half the Royal Suzerain’s Hit Dice + charisma modifier. The effect of Compelling Gravitas may be focused on an individual, or affect all within a 30’-ft radius of the Royal Suzerain. Such people affected must, besides the ethnic, religious, cultural or political allegiance factor, must succeed on the Will save, or otherwise comply with the Royal Suzerain’s desires fully to the best of their ability. Such targets must be able to see, hear, and otherwise notice the Royal Suzerain.

Characters of radically different or opposed alignment may receive a special circumstance bonus to their Will save as deemed appropriate by the Game Master. The Royal Suzerain wields immense power in this manner, and can, with but a few words or brief effort of persuasion, convince or otherwise persuade a fellow countryman, male, female, young or old, to obey and cooperate with almost any scheme, plan or desire that the Royal Suzerain expresses, even motivating such characters to overlook many aspects of ethics, their own expressed convictions, and to otherwise cause such subjects to cooperate with the Royal Suzerain even by their own self-rationalizations. The vast majority of such royal subjects begin with an immense self-imposed desire and self-induced compulsion to find ways to cooperate and please their Royal Suzerain, quite apart from any fear of punishment or desire or expectation for material reward. The Royal Suzerain can use this powerful suggestion effect a number of times per day equal to the Royal Suzerain’s charisma modifier.

Regal Dignitas (Su):
The Royal Suzerain possesses a powerful, regal dignitas. This immense dignity is a powerful defensive protection, causing any fellow citizen, fellow countryman, tribal member and so on, to succeed on a Will save in order to make any kind of attack against the Royal Suzerain. The subjects seeking to attack the Royal Suzerain must make such a Will save every round they desire to make such an attack. Once they succeed, they need not make further Will saves, but may act fully as they desire. The Will DC is equal to 10+half the Royal Suzerain’s Hit Dice + charisma modifier. Characters of radically different alignment, severely conflicting or hostile religion or political organization or philosophy, as well as diametrically opposed alignments are immune to this effect.

Guardian of the Realm (Ex):
The Royal Suzerain and members of the royal household are believed to be divinely anointed, and sanctioned to represent the tribe, people, or kingdom, and are often not merely mortal representatives of the people and society, but also divinely anointed representatives of the gods, but also the people’s representatives to the gods and the spiritual realm. The Royal Suzerain and members of the royal household are viewed as a blend of earthly fertility and sensuality, sexual prowess and vigor of the people and realm, martial protectors and leaders, as well as intercessors and defenders against hostile spiritual forces, as well as mundane, earthly monsters and creatures. Such vast social and cultural power and expectations alike allow the Royal Suzerain to use the Leadership feat to an especially powerful effect and scope.

The Royal Suzerain may recruit *double* the stated number of followers gained through the Leadership feat. In addition, such followers are usually of fanatical morale and loyalty, and have typically been specially selected or otherwise recruited from throughout the realm and land, and are typically members of the most elite and powerful families themselves. These cohorts and followers are devoted servants and companions of particular skill, great talents, and awesome prowess and attributes, as well as typically possessing great physical beauty and attractiveness. The cohorts and followers of the Royal Suzerain gain a special +4 bonus to any three abilities, and possess 75% or greater hit points for their character level. Such characters also come already fully-equipped with above-average armour, weapons, and other gear, as appropriate for their character class and background. The Royal Suzerain may also attract more than one cohort without suffering any leadership penalties for having more than one cohort.

Special Note:
The Game Master may allow such followers to be generated as player character classes, and permit them to advance as npc’s and gain experience, so that they grow in capability and usefulness with their Royal Suzerain, and so that they may be better able to serve their noble leader. The Game Master need not fiddle with counting every experience point for such characters, but rather, simply award them with experience levels as deemed appropriate based on how much and how often the Royal Suzerain character uses them, how well such characters are rewarded and trained, and so on. Keep such followers useful to the player character, and reasonably capable companions able to travel with their leader and accompany them on journeys and into whatever dangers their leader may face. Such followers are, after all, a form of reward to the player character—and also to NPC Royal Suzerains!—(The Game Master is encouraged to not forget them, either!).

Leadership Rating Bonus:
The Royal Suzerain gains a +10 bonus to their Leadership Rating.

Dauntless Courage (Ex):
The suzerain character is immune to fear. In addition, all allies within 30 feet that view the suzerain character as their leader are also immune to fear.

NB: While the Royal Suzerain creature is immune to magical fear and such effects, such immunity does not preclude the character from embracing some psychological, emotional, social, or political fear of an earthly, normal sort. Such fears may have no basis in reality, and merely exist within the mind of the character. However, such fears that arise from actions of the character, or from relationships, consequences, and normal sources may of course have all the force and impact of a most terrifying reality. From this, such a Royal Suzerain may be protected from all such magically imposed fear effects, and demonstrate inspiring, dauntless courage. However, when a circumstance originating within the character’s own mind, or from a normal, mundane source, such a character may behave in whatever manner is expected, whether doing so in a authoritarian way, acting paranoid or draconian, embracing various superstitions or religious taboos, or simply suffering a episode of cowardice and indecision—including fleeing from battle or some other intense situation—such psychological and emotional responses are not only common, but in many ways reasonable fears and expected behaviour. For whatever personal reason or motivation, the character may *choose* to flee or otherwise act in a cowardly manner, though it is a personal choice, as opposed to a magical compulsion. Likewise, however, the character is capable of relentless, epic heroism even in the face of grim, impossible odds.

Inspiring Example (Ex):
All allies within 60 feet of the Royal Suzerain character and that can see or hear it gain a +2 Morale bonus to all attack and damage rolls, checks, and saving throws so long as the suzerain character is alive (or not destroyed if it is an undead creature or a construct).

Stirring Speech (Su):
As a standard action, a suzerain character can inspire greatness in its allies, granting them extra fighting capability. The suzerain can target one allied creature plus one for every 3 character levels it possesses. To inspire greatness, the suzerain character must say a few inspiring words, (or sounds, if it is incapable of speech), and the targeted allies must hear them. The effect lasts for 5 rounds.

An inspired ally gains 2 bonus Hit Dice (d10s) and the commensurate increase in hit points, as well as a +2 Competence bonus on attack rolls, and a +1 Competence bonus on Fortitude saves. Inspiring greatness is a mind-affecting ability. The suzerain character can use this special ability a number of times equal to its Charisma bonus.

Royal Suzerain Skills:
The Royal Suzerain gains a +6 bonus to all Diplomacy and Intimidate checks. In addition, the Royal Suzerain gains a +6 bonus to Perform (Oratory), and all Knowledge (Nobility and Royalty), Knowledge (History), Knowledge (Local), and Knowledge (Religion) checks.

The Royal Suzerain gains Knowledge (Nobility and Royalty), Knowledge (History), Knowledge (Local) Knowledge (Philosophy)*, Knowledge (Law)*, Knowledge (Religion), Knowledge (Government and Bureaucracy)*, Diplomacy, Intimidate, Bluff, Sense Motive, Profession (Noble)* and Perform as class skills.

Royal Suzerains from any background or culture—whether barbarian or civilized, forest, mountains, desert, urban or coastal will have such capabilities in common. All Royal Suzerains of whatever race or culture have at least a modicum of charismatic presence, and ability to impress and inspire an audience—even if personally such individuals may often choose not to be, and instead behave in as mean, petty, nasty and cruel manner as they may desire, and give full vent to tempestuous rages and maniacal outbursts.

Furthermore, the enhanced skill bonuses reflect constant training not merely from the best educational and political resources and advisors available, but also such skills’ pervasive, daily need in the Royal Suzerain’s everyday life. The bonus class skills represent typical areas of focus and specialization. Certainly, while individual Royal Suzerains may invest skill points and such effort into all of the specialized class skills, individual, particular Royal Suzerains may not necessarily invest much in a particular, specific skill, depending on their personal temperaments and inclinations. Having said that,--despite such factors—the opportunity, expertise, and environmental factors and resources certainly exist to make such skills always easily accessible to any Royal Suzerain character, regardless of whatever professional or vocational skill set or specialty they may otherwise pursue.

In addition to the aforementioned class skill adjustments—which are always class skills for the Royal Suzerain, regardless of whatever class or classes they pursue as characters—Royal Suzerains may also gain one or more of the following skills as additional class skills, as appropriate for their particular culture and background: Knowledge (Warfare); Knowledge (Architecture and Engineering); Knowledge (Arcana); Knowledge (Nature); Knowledge (Sea Lore); and Knowledge (Geography).

As an aid, the following sub-table provides a guideline based on the Royal Suzerain’s culture and background:

Royal Suzerain Cultural Background Sub-Table

Civilized, Inland (Martial):
Knowledge (Warfare), Knowledge (Architecture and Engineering), and Knowledge (Geography).

Civilized, Coastal (Martial):
Knowledge (Warfare), Knowledge (Geography), and Knowledge (Sea Lore).

Civilized, Inland (Academic):
Knowledge (Architecture and Engineering), Knowledge (Geography), and Knowledge (Arcana).

Civilized, Coastal (Academic):
Knowledge (Arcana), Knowledge (Geography), and Knowledge (Sea Lore).

Barbarian, Inland;
Knowledge (Warfare), Knowledge (Nature), Knowledge (Geography)

Barbarian, Coastal;
Knowledge (Warfare), Knowledge (Nature), Knowledge (Sea Lore)

*Note on New Skills:

*Knowledge (Philosophy):
This skill represents an educated academic knowledge of, skill and comprehension of various local and foreign philosophies, encompassing theoretical political, psychological, sociological and religious frameworks. While Knowledge (Philosophy) is typically a skill set developed as a result of vigorous academic education in a civilized, urban environment, such background is not specifically required. Knowledge (Philosophy) as a skill-set and knowledge base can, at times, is highly developed in wilderness, barbarian tribal cultures that may otherwise be technologically primitive. Characters possessing 5 or more skill ranks in Knowledge (Philosophy) gain a +2 synergy bonus to any and all related knowledge checks, as appropriate, such as Knowledge (Government and Bureaucracy), Knowledge (History), Knowledge (Nobility and Royalty), Knowledge (Arcana), Knowledge (Religion), Knowledge (Business), Knowledge (Law), and potentially others, as deemed appropriate by the Game Master.

*Knowledge (Law):
This skill represents thorough, highly detailed education, knowledge and comprehension of an established code of laws, sophisticated systems of jurisprudence, legal precedents, and formal legal and court customs and protocols. Characters with 5 or more skill ranks in Knowledge (Law) gain a +2 synergy bonus to any related skills such as Knowledge (History), Knowledge (Religion), Knowledge (Government and Bureaucracy), and Knowledge (Philosophy).

*Knowledge (Government and Bureaucracy):
This skill represents a sophisticated level of education, and academic training in the theoretical and practical skills and concepts in organizing, developing, and administration of governments, bureaucratic systems, and theoretical concepts essential for applying such specialized knowledge in an effective manner to government and bureaucratic tasks and challenges. Characters with 5 or more skill ranks in Knowledge (Government and Bureaucracy) gain a +2 synergy bonus to relevant skill checks involving Knowledge (Law), Knowledge (Nobility and Royalty), Knowledge (History), Knowledge (Philosophy), Knowledge (Religion), as deemed appropriate by the Game Master.

*Profession (Noble):
This skill is common to all nobles, whether civilized or barbarian, from the most humble rural gentry, border lord, to great warlords, barons, counts, dukes, and princes of the realm or tribe. Partially representing a body of knowledge encompassing particular customs, history, laws, culture, lore, and concepts of honour, duty, and obligation, both to the character’s superiors and peers, but also to the character’s social inferiors, vassals, commoners, and the particular culture as a whole. Characters that are nobles may use this skill in specialized circumstances relating to their particular noble rank, and station in life within the context of their native culture.

For nobles from an urban, ancient culture, such knowledge would also include funeral customs, family adoption protocols, client/patron relationships, and gladiatorial customs and arena protocols. For nobles from a more medieval culture, this knowledge would include specialized knowledge of chivalry, courtly romance, noblesse oblige, and chivalric tournaments. For barbarian nobles, it embraces tribal war and military customs, war-band leadership, distribution of booty, and social customs and expectations that the tribe expects of their nobles. It embraces a wide range of skills, customs, knowledge, and activities set within social and courtly environments specific to the members of nobility within a particular culture.

This Profession (Noble) skill is more limited and specific in scope, as compared to Knowledge (Nobility and Royalty), which focuses on heraldry, personalities, family genealogy, and political knowledge of local and foreign nobility and their families and retinues. Profession (Noble) is a cultural and vocational refinement of the Profession (Bureaucrat)—and essentially overlap, in a vertical manner, in the sense that a noble never needs to develop skill ranks in Profession (Bureaucrat), as the Profession (Noble) encompasses all such related skills to the character’s station and rank; however, a character that is otherwise a Profession (Bureaucrat), while familiar with basic skills and concepts, if such a character became a member of the nobility, such a character would need to develop their skill in Profession (Noble), as such would embrace particular, specialized knowledge that a standard bureaucrat would not otherwise possess, despite having familiarity with many common attitudes, expectations, knowledge and protocols.

Royal Suzerain Feats:
Royal Suzerain characters gain Leadership as a free bonus feat.

Royal Suzerain Abilities
The creature gains the following additions to their ability profile:
Intelligence +4
Wisdom +4
Charisma +6

Level Adjustment: +4

The Royal Suzerain Template is an unusual and powerful template--though it is important to remember that only a half dozen to a dozen or so people in any given realm, kingdom, or large tribe will have such a blessing. The Royal Suzerain Template also serves to reflect the powerful, divinely-inspired and quasi-supernatural prowess and capabilities typically reflected mythologocally throughout virtually all civilizations and cultures in our own real-world history. The Royal Suzerain Template serves as an excellent model for the unique powers and capabilities traditionally attributed to emperors, great kings, mighty princes, renowned tribal kings and chieftains, tribal heroes and champions, and their direct descendants, immediate family members, and close siblings. Many of whom such family members, siblings and children are also typically blessed by the gods, anointed by the culture's dominant religious authorities in regal, spiritual ceremonies and grand rituals, and bestowed with the greatest political, social, and military power and authority in the entire realm.

Semper Fidelis,

SHARK
 

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