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Table of Contents
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Prestige Class: Kingking
The path of kings is walked by many–the righteous, the worthy, the tyrant, the chosen, the reluctant. Not just an ordinary ruler, a kingking is one with the talent to lead and bring their kingdoms forward to new ages and strengths. Kingkings are savants at political negotiation, managing their vast lands, and wielding the authority and gifts of their station to beyond what is expected of even the most premiere of royalty.
Role: The kingking is a cosmopolitan prestige class that compliments any variety of predecessor classes while providing a focus on party and kingdom leadership all while expanding one’s skill set.
Requirements
To qualify to become a kingking, a character must fulfill all the following criteria:
- Skills: Knowledge (nobility) 10 ranks.
- Special: Rightful rule over a kingdom (subject to GM discretion, see the king’s realm class feature).
Class Skills
The kingking’s class skills are Appraise (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), and Perception (Wis).
Skill Points at each Level: 6 + Int modifier.
Hit Die: d8.
Table: Kingking
| Class Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special | Talents | Utility Talents |
| - | - | - | - | - | - | - | - |
| 1 | +0 | +1 | +1 | +1 | Cosmopolitan expertise, nobility, noble assent, courtly policy (land’s boons, lavish lifestyle), king’s realm, realm ability | 0 | 1 |
| 2 | +1 | +1 | +1 | +1 | Courtier, realm ability | 1 | 2 |
| 3 | +2 | +2 | +2 | +2 | Courtly policy (diplomacy), realm ability | 1 | 3 |
| 4 | +3 | +2 | +2 | +2 | Courtier, realm ability | 2 | 4 |
| 5 | +3 | +3 | +3 | +3 | Courtly policy (keys to the kingdom), realm ability | 2 | 5 |
| 6 | +4 | +3 | +3 | +3 | Courtier, realm ability | 3 | 6 |
| 7 | +5 | +4 | +4 | +4 | Courtly policy (quest giver), realm ability | 3 | 7 |
| 8 | +6 | +4 | +4 | +4 | Courtier, realm ability | 4 | 8 |
| 9 | +6 | +5 | +5 | +5 | Courtly policy (lord eternum), realm ability | 4 | 9 |
| 10 | +7 | +5 | +5 | +5 | Courtier, realm ability | 5 | 10 |
The following are class features of the kingking prestige class:
Cosmopolitan Expertise (Ex)
The kingking may combine skill spheres and talents to wield their lordly prowess in the field and in their own royal court. The kingking gains skill talents and utility talents at the levels indicated in Table: Kingking. A kingking is an operative and uses their nobility ability modifier as their operative ability modifier.
Special – Spheres of Might: If using Spheres of Might and the kingking is a martial practitioner (from non-kingking class levels, a martial tradition, etc.), cosmopolitan expertise is treated as blended training, the kingking may select combat talents with the talents granted by cosmopolitan expertise, and the kingking may use their nobility ability modifier as their practitioner modifier.
Special – Spheres of Power: If using Spheres of Power and the kingking is a spherecaster (from non-kingking class levels, the Advanced Magic training feat, etc.), cosmopolitan expertise is treated as blended training, the kingking may select magic talents with the talents granted by cosmopolitan expertise, and kingking class levels grant mid-casting progression (+3/4 caster level per kingking level, spell points per class level, etc.).
Nobility (Ex)
The kingking’s nobility is legitimized and given form, and with that, the knowledge and right of kings.
At 1st level, the kingking’s alignment becomes monarchist (see Alignment Axis: Monarchism vs. Populism later in this book).
In addition, Knowledge (nobility) is always a class skill for the kingking. The kingking gains a number of ranks in Knowledge (nobility) equal to their total Hit Dice (gaining an additional skill rank in Knowledge (nobility) each time they gain a new level); if the kingking already has ranks in Knowledge (nobility), they may immediately retrain them, but not if these skill ranks were acquired through a temporary effect.
Nobility Ability Modifier (“NAM”): For the purposes of the kingking class, the kingking gains a “nobility ability modifier”, which is determined using a mental ability score modifier of the kingking’s choice.
If a kingking ability would require a saving throw, the saving throw DC of that ability is equal to 10 + 1/2 your ranks in Knowledge (nobility) + your nobility ability modifier. If a realm ability would emulate a spell effect or function as a spell-like ability, the caster level of that ability is equal to 10 + the kingking’s class level.
Noble Assent
At 1st level, the kingking selects their noble assent, representing their style of leadership, right as a ruler, or other source of power and legitimacy to their position as king. This noble assent may be the way in which the kingking rose to power and earned the right to rule, or may be a symbol of such authority after already being recognized for the role and office.
Each noble assent grants specific abilities at the indicated levels as well as access to certain exclusive courtiers.
The full list of noble assents and the rules associated with noble assents are included here.
Courtly Policy
The kingking receives the following abilities at the indicated levels:
- Land’s Boons (Ex): At 1st level, each morning, the kingking may choose to extend the benefits of their [policy] realm abilities to up to a number of other creatures equal to the kingking’s nobility ability modifier + 2 per kingking level, allowing those creatures to benefit from [policy] realm abilities even while outside the kingking’s realm (shared [policy] effects last for 24 hours). A kingking without any [policy] realm abilities grants no benefits this way.
- Lavish Lifestyle (Ex): At 1st level, the kingking benefits from an extravagant cost of living (PRPG Core Rulebook, Cost of Living) at no cost to the kingking.
- Diplomacy (Ex): At 3rd level, the kingking gains a +4 nobility bonus on Diplomacy and Intimidate skill checks to change another creature’s attitude or as part of diplomatic efforts, negotiations, and other social interactions with other heads of state, government officials, and rulers.
- Keys to the Kingdom (Ex): At 5th level, the kingking can move unimpeded and at normal speed through crowds, when unable to see, or in areas of difficult terrain (excluding temporary difficult terrain or difficult terrain created within the last hour).
In addition, the kingking can open or close doors as a free action (although no more than once per round for each door). Locked objects may be similarly unlocked, without requiring a Disable Device check, provided that it is a lock belonging to a permanent fixture or structure within the kingdom (i.e. doors, gates, large pieces of furniture or chests, and so on, but not small boxes or personal safes, locked personal effects, and so on).
- Quest Giver (Su): At 7th level, the kingking may bestow a boon upon a designated group of individuals to complete a task at the kingking’s request (up to a number of creatures equal to their nobility ability modifier + their kingking level). As a reward for pursuing the task, an affected creature benefits from the kingking’s [policy] realm abilities even while outside the kingking’s realm. This boon has an indefinite duration but ends if an affected creature quits pursuing the bestowed task or turns against the kingking (but may be renewed if such an affected creature resumes the task, subject to GM discretion). Unusual circumstances, delays, or being prevented from completing the given task does not revoke this boon’s benefits, provided that the affected creatures continue to work towards the bestowed task (such as needing to complete other lesser or related tasks as part of completing the kingking’s bestowed task, being delayed by misfortune, needing to escape a hostile situation, and so on).
Even if the kingking would no longer be the ruler of their realm, this boon persists so long as the affected creatures continue on their task.
Examples of tasks a kingking may bestow may be as grand as “retrieve this holy sword”, “slay this demon lord”, or “rid these lands from the tyrant dragon”, or as simple as traveling to a neighboring kingdom for diplomatic purposes, escorting a princess, and so on.
- Lord Eternum (Su): At 9th level, the kingking’s very realm recognizes the kingking’s right to rule. So long as the kingking rules over their realm, the kingking ceases to age, becomes immune to magical aging, and no longer suffers from aging penalties. If the kingking dies, they are reformed at the seat of their kingdom (i.e. their throne room, their primary office, or a similar such location) within 3d4 days.
This ability is suppressed while the kingking’s realm is fallen (although it may resume should their realm be reformed, such as by loyalists or former followers, etc.).
King’s Realm (Ex)
The kingking is lord of their realm, with a divine right to its rule.
The kingking’s realm and its boundaries are determined by the kingdom, land, and country (including coastal and riparian rights) which the kingking lays claim to (referred to as the kingking’s “realm”). The realm may be as small as a city state and as large as the kingking can lay rightful claim to. Only land which the kingking has a rightful claim to can be designated as their realm, and once designated, remains the kingking’s realm until properly seized from them. The scope of the kingking’s realm is subject to GM’s discretion.
The kingking receives additional abilities, benefits, and other effects as provided by their realm abilities as selected by the kingking.
Special – Kingdom Building (Ultimate Campaign): If using the kingdom building rules (Ultimate Campaign and prominently featured in the Kingmaker adventure path), the kingking’s realm is presumed to be their kingdom, and as ruler, the kingking grants a constant bonus to the kingdom’s Loyalty equal to 2 + your kingking level (in addition to the normal benefits the kingking grants their kingdom as its ruler). The kingking may use their nobility ability modifier in place of their Charisma modifier to determine the benefits of being their kingdom’s ruler.
Certain realm abilities may interact with kingdom events (usually in a broad sense, such as “entertainment related events” or “food related events”) to greatly mitigate or solve them without contest. Subject to GM discretion, major events may still impact the realm, despite a realm ability which would help solve it, but may still be mitigated subject to GM discretion (i.e. a global, plot-related famine should not be immediately solved by the agricultural focus [policy] realm ability, but may be significantly mitigated by it).
Realm Ability
The kingking gains many privileges and powers while within their realm, the fruits and rewards of their diligent rule.
At 1st level, and each level thereafter, the kingking selects a realm ability that grants the kingking new abilities, enacts policies within their realm, or otherwise benefits their subjects.
The full list of realm abilities and the rules associated with realm abilities are included here.
Courtier
The courts of nobility attract many – the cunning, the powerful, the skilled, the great and terrible and wise and renowned. The royal courts are a place of meeting, ideas, and ideals, each of which shape the kingking in kind.
At 2nd level, and each even level thereafter, the kingking selects a royal courtier that shapes their royal court. Each courtier grants the kingking new abilities and may advance abilities they possessed prior to ascending the throne as a “background”.
The kingking may also access unique courtiers through their noble assent.
The full list of courtiers and the rules associated with courtiers are included here.
List of Noble Assents
The following are the noble assents available to the kingking, representing the circumstances, forces, and scenarios which may have assisted the kingking in gaining the right to rule their realm, or a symbol of office or recognition earned after gaining their realm which solidifies their right and title.
Note and Example: The exact details a noble assent plays into the kingking’s story and right to the throne is often a semi-retroactive decision. Qualifying for the kingking prestige class requires the kingking already have a rightful claim to their realm. This class feature is intended to be a fun, narrative storytelling tool that is part of the legend and stories by which the kingking first claimed their throne, whether it was an event in the far past or something that happened recently before the kingking took their first level in this prestige class.
For example, a kingking with the ancient weapon noble assent may have found the weapon as a youth and been unaware of its importance, or may have won it through trial and tribulation close to ascending to their throne.
Ancient Weapon
The kingking is in possession of an ancient weapon that serves as their symbol of office and right over the lands they claim. Whether pulled from an ancient stone, gifted by a powerful spirit, or won from another in the field of battle, this ancient weapon recognized the kingking’s rights to the land and grants them strength.
A kingking with the ancient weapon noble assent gains the following abilities at the indicated levels:
- Ancient Weapon (Ex): At 1st level, the kingking gains a powerful weapon referred to as their “ancient weapon”. The ancient weapon has the following effects and rules:
- Form: This weapon may take the form of any normal weapon or the kingking may designate an existing weapon in their possession to become their ancient weapon upon gaining this feature; designating an existing weapon overrides that weapon’s normal enhancement bonus and weapon special abilities but not other unique properties it may possess (for example flametongue, normally a +2 flaming longsword, would retain its ability to cast scorching ray but its enhancement bonus and flaming property would be overwritten by this feature).
- Enhancement Bonus and Customization: The ancient weapon’s enhancement bonus is equal to 3 + your kingking level; any enhancement bonus beyond +6 must be exchanged for a special weapon ability (such as flaming, speed, and so on), to a maximum total of +13.
The kingking may customize their ancient weapon once per day as a 1 hour process (reallocating the enhancement bonus and special abilities or even assigning a new weapon to be their ancient weapon). Even when transferred between vessels, the ancient weapon’s royal spark is always identifiable as a symbol of the kingking’s authority (unless intentionally disguised or glamered elsewise).
Example: A 7th level kingking’s ancient weapon would have a total enhancement bonus of +10; the kingking would need to exchange at least +4 of this enhancement bonus for special weapon abilities.
* Authority: If another creature would attempt to wield the kingking’s ancient weapon, it is treated as a mundane, non-magical weapon in their hands (but is still treated as a magic, enhanced weapon for other purposes) unless the kingking consents to that creature wielding it as their champion.
* Called: If the kingking’s ancient weapon would leave their possession, they may call it to their hands as a free action (but no more than once per round). This works across any distance, even if attended by another creature, and bypasses effects that would block teleportation. At 5th level, the kingking may call their ancient weapon even across planes. At 10th level, the kingking may call their ancient weapon across dimensions or timelines.
- Become the Ancient Weapon (Su): At 10th level, the kingking may choose to undergo a special ritual and permanently bond themselves to their ancient weapon (this decision may be completed as a full-round action). The kingking gains the weapon form, possess wielder, and guiding blade class features from the spirit blade armorist (Ultimate Spheres of Power), treating their total character level as their spirit blade level when determining the effects of these features. The kingking treats their ancient weapon as their weapon form, and instead of summoning the weapon, physically merges with it when choosing to take the form of their weapon. Additionally, the kingking does not need to spend a spell point to actively possess their wielder.
If the kingking dies, they immediately assume weapon form ability and become dormant for 24 hours (being unable to take any new actions and is functionally unconscious). After these 24 hours, the kingking may behave normally but is limited to their weapon form until resurrected, reformed by the lord eternum courtly policy, or subject to a similar effect that would return the kingking to life.
Special – Ex-Kingking: If the kingking’s realm would fall and the kingking would be locked to their weapon form (unable to be resurrected due to the lord eternum ability not working while their kingdom is fallen), the kingking may seek to assist a new champion to help reclaim their empire (but suffers a number of permanent negative levels such that their total class level would be similar to their wielders, matching their strength and losing negative levels as they grow).
Ancient Blade Courtiers
The following courtier is exclusively available to kingkings with the ancient weapon noble assent:
Sentient Blade
The very weapon itself thrums with life, it speaks to you and whispers to you of greatness and purpose.
The kingking’s ancient blade functions as the bladebound magus’s black blade class feature, treating the kingking’s effective bladebound level as being 10 + their kingking level. The ancient weapon’s mission as an intelligent item is always the perpetuation of the kingking’s realm and safety of the kingking’s rule.
Background: Magus: The kingking gains the magus’s arcane pool class feature. The kingking uses their nobility ability modifier in place of their Intelligence modifier when determining their arcane pool class feature’s effects. The kingking treats their kingking level as their effective magus level when determining the effects of the arcane pool and magus arcana class features.
The kingking gains a magus arcana at 6th level and again at 10th level
Confluence
The coronation of stars chose you, the highest court of spirits, the great halls of heaven, the lords of hell, the imperial golden regent upon their throne. Whomever, they shone their light and blessings upon you, incontrovertible proof of your right and a welcome invitation to their inner circle should you prove worthy of it.
A kingking with the confluence noble assent gains the following abilities at the indicated levels:
- Harmonize (Su): At 1st level, the kingking gains the ability to harmonize with the elements. The kingking may assume one of five forms (see Table: Harmonized Forms)–each form is a supernatural ability and mildly alters the kingking’s appearances based on the form (flitting ashes and flames on fingertips, flowers growing in a crown, etc.). The kingking may only be in a single given form at a time (ending the previous form). The kingking may assume a form as a swift action, improving at 4th level to an immediate action, and improving at 8th level to once per round as a free action. The kingking may always choose to abandon a harmonized form as a free action.
Whenever the kingking enters a harmonized form, the kingking gains a +2 nobility bonus to their choice of Strength, Dexterity, or Constitution, plus an additional +2 at 4th level and every 2 levels thereafter. The kingking may assign each +2 to a different stat, and this bonus cannot be larger than +6 (i.e. a 10th level kingking, with a total +10 to assign, could assign a combination of +6/+4, +4/+4/+2, or +6/+2/+2). The kingking may reassign these bonuses each time they enter a harmonized form.
- Seat of the Planes (Su/Sp): At 10th level, the kingking’s confluence is recognized by planar courts far and wide, granting you free passage between the realms. The kingking may cast gate at-will as a spell-like ability. This gate spell-like ability may connect to any chosen plane or directly to the kingking’s realm, but may only be used to call a particular creature once per day.
In addition, the kingking becomes immune to trap the soul and similar effects. If the kingking dies, the kingking’s immortal soul is instead plane shifted to a plane of their choice where they rest and recuperate with the lords of that plane (stabilizing the kingking and preventing true death). While recuperating this way, the kingking may behave normally but cannot leave this plane for any reason except if they would be resurrected, reformed by the lord eternum courtly policy, or subject to a similar effect that would return the kingking to life. If the kingking would be reformed by the lord eternum courtly policy, instead of reforming in their realm, the kingking may choose to instead descend back upon the mortal realm, functioning as gate to any location of their choice.
Special – Ex-Kingking: If the kingking’s realm would fall and the kingking dies, the kingking may choose to permanently become a member of a single chosen plane’s divine courts and cement the kingking as a full outsider of that plane. If the kingking chooses to do this, the kingking’s creature type changes to outsider with the augmented subject (do not adjust any other statistics). Further, the kingking permanently loses the lord eternum ability and cannot be reformed this way even if their kingdom would rise again. Once this decision is made, the kingking is locked to the chosen plane and cannot leave through ordinary means, but may be called by spells or abilities by other creatures (although they may remain for no more than 24 hours at a time).
Table: Harmonized Forms
Each harmonized form offers the following effects: offense, defense, mobility, and miscellaneous.
- Offense (Harmonizing Strike): When the kingking deals damage (through a weapon attack or by an enemy failing a saving throw), the kingking may declare that damaging effect to be a “harmonizing strike”, dealing additional damage to that target or targets (this additional damage is halved when applied to an area of effect). A harmonizing strike deals an additional 3d6, +1d6 per 2 kingking levels additional damage of the listed damage type. The kingking may only declare a harmonizing strike once per round.
- Defense: The kingking gains the listed energy resistance; this energy resistance stacks with other damage reduction and energy resistance respectively.
- Mobility: The kingking gains the listed movement mode (if any). If the kingking already possesses that movement mode, they may instead increase that movement mode by +10 feet, +10 at 3rd level and every 2 levels thereafter.
| Harmonized Form | Effects |
| Air | Offense: Electricity damage. Defense: Electricity resistance 10 + kingking level. Mobility: 30-foot fly speed (perfect) and the kingking’s movement ignores difficult terrain. |
| Earth | Offense: Acid damage. Defense: Acid resistance 10 + kingking level. Mobility: 30-foot burrow speed and earth glide as an earth elemental. |
| Fire | Offense: Fire damage. Defense: Fire resistance 10 + kingking level. Mobility: 40-foot land speed and whenever the kingking takes a 5-foot step, they may move an additional 5 feet. |
| Water | Offense: Cold damage. Defense: Cold resistance 10 + kingking level. Mobility: 30-foot swim speed and the ability to breathe underwater. |
Note – Custom Harmonized Forms: GMs and players may work together to create other harmonized forms. If creating custom forms, it is recommended to take inspiration from available kineticist elements (i.e. aether, void, wood), or even esoteric elements (i.e. light, sound, or time from Kineticists of Porphyra). It is recommended that the kingking have no more than 4 harmonized forms available (or may have all of the elements, subject to GM discretion). If an energy type would be associated with physical damage, instead of energy resistance, the defense effect could offer DR 5, +1 per 2 kingking levels (stacking with other DR).
Confluence Courtiers
The following courtiers are exclusively available to kingkings with the confluence noble assent:
Ascetics
Worldly influence guides worldly choices. The steady mind and decisive hand of the ascetic advises well towards tough times.
The kingking gains the annulment and decisive strike abilities:
- Annulment (Su): When the kingking would take energy damage and this energy damage is prevented by energy resistance, the kingking gains the prevented damage as temporary hit points (to a maximum number of temporary hit points equal to 10 + 2 per kingking level). If the kingking would be immune to the damage, they gain no temporary hit points from this ability.
In addition, the kingking may spend 1 ki point as an immediate action to change their current harmonized form (this may be done in response to taking energy damage). If the kingking could already change harmonized forms as an immediate action, the kingking may spend 1 ki point to change harmonized forms as a free action (even when it is not the kingking’s turn and even if they already changed once that round).
- Decisive Strike (Su): The kingking may use their ki pool ability to make an additional unarmed strike as a swift action as part of taking a full attack action or attack action (not only when performing a flurry of blows). This unarmed strike does not provoke attacks of opportunity even if the kingking does not have Improved Unarmed Strike (or a similar effect).
Background: Monk: At 1st level, the kingking gains a ki pool (as an unchained monk). The kingking uses their nobility ability modifier in place of their Wisdom modifier when determining their ki pool or ki power class feature’s effects. The kingking treats their kingking level as their effective monk level when determining the effects of the ki pool and ki power class features.
In addition, the kingking also gains 1 ki power, plus 1 additional ki power at 6th and 10th level.
Cultivators
Power is built upon foundations. The foundations of a kingdom are no different from fostering one’s own worth.
The kingking gains the hybrid harmonized form ability:
- Hybrid Harmonized Form (Su): When entering a harmonized form, the kingking may choose two harmonized forms, gaining the benefits of both simultaneously (for example, channeling both air and fire to gain the movement benefits and resistances).
In addition, while in a hybrid harmonized form, the kingking’s harmonized strike deals damage that is both damage types (i.e. an air and fire harmonized strike would deal “fire and electricity” damage). A target must possess resistance, immunity, or damage reduction as appropriate to both damage types to mitigate the hybrid harmonized strike’s damage (i.e. a fire and electricity harmonized strike would deal full damage versus a fire elemental, despite their fire immunity, due to lack of electricity resistance, but a creature with resistance 10 against both energy types would take 10 damage less).
Background: Kineticist: While benefiting from a harmonized form, the kingking gains the kineticist defense wild talent associated with that element, see below (even if their effective kineticist level would be lower than when this feature is normally available). The kingking treats this defense wild talent as having an amount of burn invested equal to 1, +1 at 4th level and every 3 levels thereafter (but cannot invest burn into these defense wild talents normally). The kingking treats their effective kingking level as their kineticist level when determining the effects of wild talents.
- Air: enveloping winds
- Earth: flesh of stone
- Fire: searing flesh
- Water: shroud of water
If the kingking would already benefit from the associated kineticist defense wild talent, the kingking instead treats the defense wild talent as having that many additional burn invested while benefiting from the associated harmonized form.
Conquest
Might makes right–whether through hard earned victory on the battlefield, success over tyrants and scourges, or a scourge themselves, the great conqueror shall see their empire stretch to the horizon and beyond.
A kingking with the conquest noble assent gains the following abilities at the indicated levels:
- Valor (Ex): The kingking thrives on the battlefield, gaining momentum to turn the tides in their favor. At 1st level, the kingking gains a pool of valor. The kingking cannot have more valor at one time than 1 + their nobility ability modifier; the kingking’s valor resets to 0 at the start of each encounter and 1 minute after an encounter ends (for there is no valor to be had outside the battlefield).
- Gaining Valor: While in combat, the kingking gains 1 valor at the start of their turn, +1 valor per round at 5th level and 9th level. The kingking may also gain 1 valor by performing triumphs, although the kingking cannot gain more than 1 valor per triumph per round:
- Combative Triumph: Succeed on a combat maneuver or succeed on 3 or more attacks against a single enemy in a turn.
- Critical Triumph: Confirm a critical hit.
- Deadly Triumph: Cause an enemy to be reduced to 0 hit points or fewer.
- Imposing Triumph: Cause an enemy to fail a saving throw or succeed on a skill check against an enemy (i.e. Bluff to feint, Intimidate to demoralize, Perception to spot stealth, and so on).
- Resilient Triumph: Succeed on a saving throw against a non-harmless hostile or take hit point damage from an enemy attack.
- Gaining Valor: While in combat, the kingking gains 1 valor at the start of their turn, +1 valor per round at 5th level and 9th level. The kingking may also gain 1 valor by performing triumphs, although the kingking cannot gain more than 1 valor per triumph per round:
- Glory (Ex): The kingking may use the valor they earn during combat to achieve glory. Glory are benefits which may be used by spending the listed valor. Unless otherwise noted, using a glory is a free action and each glory may only be used once per round. Any glories which last for the duration of the encounter are also reset and lost when the kingking’s valor would be lost.
- Champion’s Glory (2 valor): The kingking gains a +1 nobility bonus to attack and damage rolls for the duration of the encounter. Each use of this glory stacks (to a maximum total bonus of +2, +1 per 3 kingking levels after first).
- Defender’s Glory (2 valor): The kingking gains a +1 nobility bonus to AC and Reflex saving throws for the duration of the encounter. Each use of this glory stacks (to a maximum total bonus of +2, +1 per 3 kingking levels after first).
- Enduring Glory (2 valor): The kingking gains DR 1/– (which stacks with other sources of damage reduction) and a +1 nobility bonus to Fortitude saving throws for the duration of the encounter. Each use of this glory stacks (to a maximum total bonus of +2, +1 per 3 kingking levels after first).
- Quick Strike (1/3 valor): The kingking makes a single weapon attack as a swift action at a -5 penalty. If the kingking spends 3 valor on this glory, this attack is instead performed as a free action.
- Resilient Stand (1+/4+ valor): The kingking may spend 1 or more valor on this glory. Until the start of their next turn, the kingking rolls their next saving throw with a nobility bonus equal to the amount of valor spent. If the kingking spends 4 or more valor this way, the kingking also rolls this saving throw twice, taking the greater result.
- Swift Action (2 valor): The kingking may move up to half their speed; this movement provokes attacks of opportunity as normal, but attacks of opportunity made against the kingking are rolled twice, taking the worse result.
Conquest Courtiers
The following courtiers are exclusively available to kingkings with the conquest noble assent:
Raiders
Acquisition by force to line the coffers and pressure political allies. Simply turn a blind eye to what they do outside the halls of your court.
The kingking gains the raging glory and skilled glory abilities:
- Raging Glory (Ex): The kingking gains the following glory ability:
- Raging Glory (2 valor): The kingking enters a rage, gaining all the normal benefits they would ordinarily gain when raging (i.e. rage bonuses, bloodrager bloodlines, rage powers, and so on). Unlike a normal rage, this rage lasts for the duration of the encounter and cannot be willingly ended (however, it does still end if subject to effects like calm emotions).
In addition, the kingking may spend glory as though they were rounds of rage to activate rage powers.
- Skilled Glories (Ex): When using the champion’s glory, defender’s glory, or enduring glory, the kingking may spend glory in multiples of 2’s (gaining the appropriate benefits; i.e. spending 6 valor on champion’s glory to immediately gain the +3 nobility bonus to attack and damage rolls). This does not allow the kingking to gain a greater maximum bonus than they usually could.
Background: Barbarian / Bloodrager: The kingking chooses either barbarian or bloodrager, gaining the associated ability below:
- Barbarian: The kingking gains the rage class feature. The kingking treats their kingking level as their effective barbarian level when determining the effects of rage.
- Bloodrager: The kingking gains a bloodrager bloodline. The bloodrager gains the bloodline powers and bloodline spells associated with the chosen bloodline, but not bloodline feats. The kingking treats their kingking level as their effective bloodrager level when determining the effects of the bloodrager bloodline.
In addition (regardless of which choice the kingking makes), the kingking gains a rage power at 4th level and again at 7th and 10th level. The kingking treats their kingking level as their effective barbarian level when determining the effects of rage powers.
Inheritance
Your ancestors visited you in your dreams, through visions of smoke, leaves in the ponds, whispers upon the wind, and from the very smiles of the twinkling stars. You are to inherit their legacy and use their gifts to build a proper dynasty.
A kingking with the inheritance noble assent gains the following abilities at the indicated levels:
- Spiritual Quintessence (Su): At 1st level, the kingking gains the ability to shape and assign spiritual quintessence, a pool of energy which the kingking may wield to receive the aid, guidance, and wisdom of their ancestors. The kingking’s spiritual quintessence is equal to their kingking level. Spiritual quintessence is not spent as a normal resource and is instead allocated to certain boons to receive their effects.
Allocating Spiritual Quintessence: The kingking may allocate spiritual quintessence between boons available through this feature as a full-round action that does not provoke attacks of opportunity. Allocating spiritual quintessence allows the kingking to freely assign spiritual quintessence between boons available to them. When spiritual quintessence is allocated to a boon, that spiritual quintessence is reserved to that boon, and the boon becomes active while it has spiritual quintessence allocated to it. When the kingking reallocates their spiritual quintessence, a boon without spiritual quintessence assigned to it immediately ends.
At 3rd level, the kingking may allocate spiritual quintessence as a standard action instead of a full-round action, and furthermore as a move action at 5th level, a swift action at 7th level, an immediate action at 9th level, and a free action at 10th level (that may be taken even when it is not the kingking’s turn). Regardless of whether the kingking has the actions to do so, they may not allocate essence more than once per round.
Spiritual Quintessence Boons
Spiritual quintessence boons are the means by which a kingking with the inheritance noble assent channels their ancestors through them, whether as tangible forces, tapping into their experience, or otherwise.
When the listed spiritual quintessence is allocated to a boon, it becomes active as a constant supernatural effect. A boon may only be active a single time, even if it could ordinarily be cast multiple times. A boon targets the kingking, and only the kingking, unless it is an effect that would normally target multiple creatures (such as coordinated effort, shield other, and telepathy), in which case it must include the kingking as one of the targets. If a boon’s effects would be destroyed (such as a spiritual weapon be disintegrated), the spiritual quintessence is unallocated until the kingking reallocates their spiritual quintessence.
The following are boons available to a kingking with the inheritance noble assent.
- 1 Point: ancestral gift1, blade tutor’s spirit, spiritual squire, spiritual weapon, tongues
- 2 Points: bow spirit2, coordinated effort, paragon surge3, protective spirit, spiritual ally, summon ancestral guardian, telepathy
- 3 Points: ancestral memory, channel vigor, shield other
- 5 Points: invoke deity4
1: The weapon produced by ancestral gift may be any that the kingking is proficient with (not just simple, martial, or dwarven).
2: The spirit conjured by bow spirit may use a melee weapon the kingking is wielding when summoned (not just a ranged weapon); if conjured with a melee weapon, the spirit uses the kingking’s reach when attacking.
3: This effect ignores the normal target requirement of being a half-elf. Once a feat has been selected, the kingking cannot select a different feat until they rest and regain resources.
4: The kingking must choose a deity’s portfolio (if they do not already worship a single deity); once chosen, this cannot be changed subject to GM discretion.
Inheritance Courtiers
The following courtiers are exclusively available to kingkings with the inheritance noble assent:
Ancients
The ancients speak and whisper to you of your lineage, of where you came from and of how you must seize it. The bloodline you come to inherit is fearsome for what it could do when wielded in competent and capable hands.
The kingking gains the pure of spirit and bloodline imposition abilities:
- Bloodline Imposition (Su): During any round the kingking allocates their spiritual quintessence, they may use their 1st level bloodline ability once per round as a free action (or may use other bloodline abilities as a swift action, if they would normally be a standard action).
- Pure of Spirit (Su): The kingking gains a +2 nobility bonus on saving throws against curse and death effects and against negative energy effects. This also applies against possession effects (such as magic jar or possession).
The kingking may allocate spiritual quintessence to this ability (costing 2 spiritual quintessence); if they do, the kingking may roll twice and take the better result against these effects. At 6th level, when the kingking has allocated spiritual quintessence into this ability, they may roll a new saving throw against a single such effect at the start of their turn (even if it would not normally offer a new saving throw; failing this saving throw does not count as a failure if the curse, death effect, or similar would worsen on a failed saving throw).
Background: Sorcerer: The kingking selects a single sorcerer bloodline. The kingking receives the bloodline arcana, associated skill, bloodline powers, and bloodline spells associated with the chosen bloodline, but not bloodline feats. The kingking treats their kingking level as their effective sorcerer level when determining the effects of their sorcerer bloodline.
If the kingking already possesses a bloodline through class levels (not through other sources, such as the Eldritch Heritage feat), they may select a different bloodline with this courtier. However, their total effective sorcerer bloodline level will be their sorcerer level plus 1/2 kingking level (i.e. a kingking may have two bloodlines and two arcana this way; a sorcerer 10 / kingking 8 would have an effective sorcerer level of 14, not 18).
Otherworldly Ancestors
Your inheritance goes beyond the mortal realm from which you came. Your legacy is from the planes, and your dynasty shall return to it.
The kingking gains access to the following spiritual quintessence boons:
- 1 Point: bestow planar infusion I
- 3 Points: bestow planar infusion II
- 5 Points: bestow planar infusion III
The kingking chooses a single plane available through Planar Infusion (Planar Adventures). When using bestow planar infusion as a spiritual quintessence boon, the kingking may always infuse themselves with the chosen plane.
Self-Assurance
No great deed or badge of honor granted you the right to rule. You bore yourself with an air of self determinative nobility that others must be taught. Your followers, the people that surrounded you and supported you to claim your throne, could tell you were meant to lead. Charisma to the noblest degree, for you are the self-made king.
A kingking with the self-assurance noble assent gains the following abilities at the indicated levels:
- Noble Presence (Su): At 1st level, the kingking’s very presence is imposing, a tangible force of protection or malice, referred to as their “noble presence”. The kingking’s noble presence manifests in a number of ways, but primarily as a 30-foot aura that is constantly active. The kingking’s noble presence has a noble presence bonus equal to +2, +1 at 4th and every 3 levels thereafter.
Once per round as as free action, the kingking may determine how their noble presence affects those around him:
* Ease: The kingking and their allies gain a nobility bonus on all saving throws equal to their noble presence bonus.
* Impose: The kingking’s enemies suffer a penalty on all saving throws equal to the kingking’s noble presence bonus.
- Force of Personality (Ex): At 10th level, the kingking’s force of personality is undeniable. The kingking becomes immune to ability damage, ability drain, and ability score penalties to their mental ability scores and to mind-affecting effects. These immunities are selective–the kingking may choose to be affected by such effects they deem beneficial.
Self-Assurance Courtiers
The following courtiers are exclusively available to kingkings with the self-assurance noble assent:
Expansive Presence (Su)
The kingking’s very right to rule asserts itself over the space immediately around the kingking. Their steps ripple despite no water, their words clear despite no volume–their presence, personified and felt.
The kingking’s noble presence now has a radius of 40 feet, +5 feet per 2 kingking levels.
The kingking gains the grand-reaching personality ability:
- Grand-Reaching Presence (Su): The kingking’s noble presence also gains the following effects based on their current choice:
- Ease: The kingking’s allies treat the kingking as being 30 feet closer (and potentially adjacent) for the purposes of beneficial abilities and effects; this allows the kingking to affect an ally with a beneficial touch spell despite not truly being adjacent, benefit from certain teamwork feats, or allow an ally to aid the kingking in a similar way as though the ally and kingking were 30 feet closer.
- Impose: Enemies affected by the kingking’s noble presence treat all other creatures not within their reach (or threatened area) as being 30 feet further away for the purposes of their abilities and effects. This may cause a target to be outside of that enemy’s range (such as for spell effect targeting, beneficial auras, and similar), but not further away from an ally or neutral party attempting to target and affect them.
Pretenders
The greatest courts are filled with greater pretenders, those who curry favor with the lord, deceive, and manipulate to be the very right hand of the world. At the grandest scale, a divine pretender.
Background: Mesmerist: The kingking gains the bold stare ability. The kingking treats their kingking level as their effective mesmerist level when determining the effects of bold stare.
In addition, each time the kingking changes their noble presence’s effects, the kingking may choose to halve their noble presence’s radius to apply a single bold stare to their noble presence and add it to the noble presence’s effects. The kingking treats their noble presence bonus as their hypnotic stare penalty for this purpose (to a maximum of +3, even if their noble presence bonus would be higher).
- Ease: While the noble presence is benefitting the kingking and their allies, instead of applying penalties, the bold stare provides an equal, beneficial effect to the kingking and their allies (for example, the disorientation bold stare would instead provide a nobility bonus to attack rolls). Certain bold stares effects when applied beneficially to allies are subject to GM discretion or may simply not function (i.e. the restriction bold stare may allow allies to ignore difficult terrain in dim light or darker, unaided may provide the benefits of Improved Outflank, etc.).
- Impose: While the noble presence is hindering the kingking’s enemies, the bold stare also affects those enemies.
If a bold stare would affect a saving throw, it does not affect that saving throw further (already benefitting or penalized by noble presence) but still applies other effects as applicable (for example, the nightmare bold stare would still cause saving throws against fear to be rolled twice, sluggishness would reduce movement speed by 5 feet; Note: for the lethality bold stare, treat it as the nightmare bold stare, causing affected creatures to roll twice on all Fortitude saves against poison and disease).
If the kingking could apply a bold stare through another ability (such as hypnotic stare), bold stare effects do not stack.
List of Realm Abilities
The following are the realm abilities available to the kingking representing the gifts of the kingking’s divine right to rule, or the blessings brought to the kingking’s realm through their rule.
[Policy] Realm Abilities: A realm ability with the [policy] tag is the manifested results of the kingking’s influence, politics and policymaking, and occasionally their direct power.
[Policy] Abilities: A [policy] grants any creature certain benefits and effects while they are within your realm and not hostile to your rightful rule (usually conferred after 8 hours of rest within your realm). A [policy] realm ability’s effects last for 24 hours (and are presumed to renew on a consistent basis so long as that creature remains in the realm); these abilities may confer bonuses on the kingking’s noble courts, their subjects, and also visitors and travelers from outside the kingking’s realm such as adventurers, mercenaries, merchants, or even foreign dignitaries. Creatures that leave the kingking’s realm no longer benefit from the kingking’s policies (unless otherwise stated, such as the king’s realm land’s boons ability or bless agents ability).
The kingking may choose to have their [policy] realm abilities affect, or not affect, individual creatures or groups, including identifiable factions. The kingking may adjust these decisions freely. It is generally assumed that a kingking’s [policy] does not benefit wild beasts and monsters, hostile creatures, and otherwise enemies of the kingking and their realm (such as an invading army, marauding demons, and so forth) or otherwise exclude members of an identifiable faction or group.
Example: A kingking may exclude subjects located in the parts of their realm under the control of a noble that opposes their right to rule, which may be as specific .
Policy Abilities and Kingdom Building-Related Subsystems: Many [policy] realm abilities interact with the [kingdom building rules] (Ultimate Campaign) or the mass combat rules (Ultimate Campaign). If not using these rules and subsystems, these realm abilities may have no mechanical effect but may still have narrative weight subject to GM discretion (such as a kingdom being able to maintain standing armies, narratively and without drain on a treasury, due to the agricultural focus [policy] realm ability).
Cruel-Hearted Wicked King (Ex)
The king’s cruelty could be felt as a palpable, smothering curtain–onlookers knew to cower and shrink in their presence, lest they attract the king’s wrath.
Prerequisite (special): Does not possess the kind-hearted good king realm ability.
When the kingking meets one or more creatures for the first time, the kingking may immediately make an Intimidate check to change those creatures’ attitudes towards the kingking. If successful, instead of changing a creature’s attitude, the kingking may choose to cause that creature to become shaken. This Intimidate check may be done as part of rolling initiative (although changes in attitude to hostile creatures may be less effective).
Any creature that becomes shaken while in the kingking’s presence remains shaken until they leave their presence (usually requiring line of sight, exiting the same room, or otherwise a 60-foot radius).
Good Host
The king is known far and wide for providing the most extravagant meals, the most lavish lodgings, and being the most charming host.
The kingking gains the following abilities:
- Hospitality (Sp/Su): The kingking may use heroes’s feast once per day as a spell-like ability. Unlike a normal heroes’ feast, the kingking may provide a feast for 10 creatures per caster level. The kingking gains a +2 nobility bonus, +1 per 2 kingking levels, on all Charisma-based ability and skill checks made against any creature that participated in the feast and is benefitting from the feast’s effects.
- Lodgings (Sp): The kingking may use mage’s magnificent mansion once per day as a spell-like ability. Any creature that rests in the mansion is treated as though they benefited from two days of rest, rather than just 1 (for the purposes of recovering hit points and ability damage). In addition, if the creature would make a saving throw against an ongoing negative effect (such as a curse, disease, poison, etc.), the creature may attempt two saving throws against that negative effect (as though 2 days have passed; a failed saving throw made this way does not count against the creature’s recovery or worsen the negative effect if it would worsen on a failed saving throw).
Kind-Hearted Good King (Ex)
The king’s kindness radiates from their dignified bearing–from their smile, their mannerisms, their very presence–each of which assured their subjects that they would do good.
Prerequisite (special): Does not possess the cruel-hearted wicked king realm ability.
When the kingking meets one or more creatures for the first time, the kingking may immediately make a Diplomacy check to improve those creatures’ attitudes towards the kingking. This Diplomacy check may be done as part of rolling initiative (although changes in attitude to hostile creatures may be less effective).
The kingking’s dignified bearing inspires and empowers those who rally to him. Creatures whose attitude is friendly or helpful to the kingking gain a +1 nobility bonus on attack rolls and skill checks made while in the kingking’s presence (usually requiring line of sight, being in the same room, or otherwise a 60-foot radius). The kingking’s allies, controlled creatures, and subordinates are treated as being friendly or helpful to the kingking for the purposes of this ability (the kingking does not benefit from this bonus themselves).
Sidebar – Attitudes and Player Characters
The king-hearted good king realm ability may benefit other player characters (and their controlled creatures, subordinates, cohorts and so on). However, Diplomacy and Intimidate cannot be used to alter a player character’s attitude – attitudes are a feature of non-player characters (“NPCs”). At GM discretion, an NPC kingking may still use these abilities on player characters, assuming their checks would have been successful, even if they could not alter a player character’s attitude (such as to inflict shaken on them, or confer the bonuses of kind-hearted good king to players).
King’s Stride (Su)
The kingking’s stride is no longer stained by the dirt and mud of the land, reaching ever slowly to the heavens. When their feet do touch the ground, their presence is palpable.
The kingking may choose to no longer leave tracks and may hover up to 6 inches from the ground or above other surfaces (such as liquid) as though levitating; this allows the kingking to ignore any ground-based difficult terrain and hazard, or avoid triggering ground-based traps (i.e. pressure plates, and so on).
While choosing to stand on the ground (and not hover with this realm ability), the kingking’s enemies treat the kingking’s adjacent squares as difficult terrain and the kingking’s allies may move through the kingking’s adjacent squares without provoking attacks of opportunity for their movement.
The kingking may freely choose to hover or stand on the ground (but remains this way until the start of their next turn).
King’s Truths (Ex/Su)
A noble is brought up to scrutinize and evaluate each individual they come across, determining if they are friend, foe, or distraction. As king, this sense has been honed.
The kingking emanates a constant zone of truth as a supernatural effect, which may be suppressed or resumed as a free action. The kingking is immune to this zone of truth’s effects; a creature that succeeds on their saving throw against this zone of truth is immune to its effects for 24 hours but the kingking is aware that the creature is unaffected.
Whenever the kingking succeeds on a Sense Motive check to get a hunch against a creature (including one affected by their zone of truth, such as a creature attempting to intentionally avoid telling the truth by making hollow statements, and so on), the kingking gains a nobility bonus on all opposed skill checks made against that creature equal to 2 + 1/2 their kingking level. This bonus lasts for 24 hours.
King’s Vision (Su/Sp)
The kingking’s vigilant gaze reveals all within their kingdom.
The kingking benefits from aura sight and see invisibility as a constant supernatural abilities, which they may suppress or resume as a free action.
In addition, the kingking may use scrying at-will as a spell-like ability to either scry upon a creature within the realm, or to view any location the kingking is aware of within their realm. A creature that succeeds on their saving throw against the scrying effect cannot be scried upon again using this ability for 24 hours. Tthe kingking cannot scry upon a part of their realm that they are unaware of (such as hidden places, secret villages, and so on).
Master Communicator (Ex)
It is the kingking’s privilege alone to hold a audience with their subjects, and the kingking’s privilege alone.
The kingking gains the Communication sphere (Spheres of Guile) as a bonus sphere and one Communication sphere [utility] talent as a bonus talent.
The kingking may use build rapport to form a special rapport with any willing creature that is subject of their realm, referred to as a “kingly rapport”. Forming a kingly rapport differs from a normal rapport in the following ways:
- A kingly rapport may be formed between any number of the kingking’s subjects, and using this ability again may add new subjects to the kingly rapport indefinitely. (using build rapport this way does not end the kingking’s usual rapport or end the kingly rapport).
- The kingly rapport cannot be shared with other rapports (only the kingking’s (rapport) effects may be shared with the kingly rapport).
Special: This realm ability may be selected multiple times; each time the kingking gains an additional bonus talent in the Communication sphere.
Master of Ceremonies (Sp)
You are the arbiter, the decider, the one who unites others in joy, judges the wicked, spares the innocent–the celebration and ceremony of your people are done in your name.
The kingking may use ceremony (Quests and Campaigns) at-will as a spell-like ability, and may use this spell-like ability as a standard action (instead of the normal 8 hour casting time). The kingking may augment their ceremony’s boons by spending their realm’s resources, as normal, or may augment a ceremony once per day without spending any resources. When using ceremony for a holiday fete, the kingking may declare new holidays into existence–the kingking is thereby not limited to commemorating standard holidays and may decide (or demand) when festivities occur.
The kingking’s ceremony spell-like ability may (1) provide benefits to any loyal subject of the kingking’s realm, regardless of their or the kingking’s alignment; (2) provide the benefits of any domain ceremony; and (3) the bonuses provided by any ceremony the kingking creates provides a nobility bonus (instead of a sacred or profane bonus).
A creature may only benefit from one ceremony created by the kingking at a time.
Noble Faction (Ex)
The kingking gains the Faction sphere (Spheres of Guile) as a bonus sphere and one Faction sphere [utility] talent as a bonus talent.
Instead of belonging to an organization or group, the kingking’s realm is their faction. They select their realm’s faction type from any deemed suitable when gaining this realm ability. Even though the kingking is the head of their faction, the faction still operates normally under the Faction sphere’s rules as the kingking relies on lesser nobility and stationed advisors to run the everyday aspects of their kingdom.
While within their realm, the kingking is always treated as being in a settlement where their faction has presence (such as for the requisition ability). The kingking’s faction may gain presence outside of their realm such as through establishing embassies or through other official posts of their kingdom (similar to a regular faction gaining footholds in new places).
Special: This realm ability may be selected multiple times; each time the kingking gains an additional bonus talent in the Faction sphere. Additionally, they select an additional faction type - their realm also provides services as though it were a faction of that type.
Note – Your Realm as a Faction: Factions usually have certain specialties or resources more or less available to them. Just like when joining another faction, the GM (and kingking’s player) should work together to determine what the faction’s resources are, what retainers may be available, and so on (and just like a normal faction, this is subject to GM discretion).
[Policy] Realm Abilities
Agricultural Focus [policy]
Your realm is abundant and provides for its people, who are well fed and healthy.
The kingking (and their realm) gain the following abilities:
- Healthy and Hale (Ex): Creatures gain a +1 nobility bonus on Fortitude saving throws, increasing by +1 at 5th and every 5 kingking levels. In addition, after consuming a meal prepared using food from your realm, that creature gains temporary hit points equal to your kingking level + your nobility ability modifier; these temporary hit points last for 8 hours or until lost.
- Wealth of the Land (Su): The lands of your realm benefit from a constant plant growth effect (with the enrichment option selected). In addition, any starvation or food-scarcity-related kingdom events are mitigated (if not immediately solved) by the abundance and success of your realm’s crops. If a kingdom check would be required for such an event, that kingdom check is rolled twice, taking the better result. At 6th level, this kingdom check is always successful.
- Well-Fed Troops (Ex): The total Consumption costs of armies you maintain inside your realm are reduced by twice your kingking level + your nobility ability modifier; this can reduce the total Consumption cost to 0. Determine the total Consumption costs of your armies inside your realm, then reduce by this effect–do not reduce multiple armies’ Consumption costs separately.
Arts and Entertainment [policy]
Your realm benefits from the arts and funding of entertainment.
The kingking (and their realm) gain the following abilities:
- Land of Muses (Ex): The creature may use a single non-exceptional Performance sphere act, dance, lyric, or instrumental once per day, chosen when this ability is used. This Performance sphere ability uses the kingking’s nobility ability modifier as the creature’s operative modifier, and has an effective associated skill rank of 1 (unless the creature possesses ranks in an appropriate Perform skill to use the ability normally). A creature may use this ability 1 additional time per day per 3 kingking levels after 1st (but must use the same Performance sphere option each time for that day).
- Well Entertained (Ex): Negative boredom or entertainment-related kingdom events are mitigated (if not immediately solved) by the promotion of the arts and entertainment amongst your realm. If a kingdom check would be required for such an event, that kingdom check is rolled twice, taking the better result. At 6th level, this kingdom check is always successful.
Defense Contracting [policy]
There is no greater safety than fine infrastructure.
- Hunker Down (Ex): Creatures increase the benefits of cover by +1 and, while benefiting from cover or the total defense action, gain a +2 nobility bonus to their CMD and on saving throws against effects that would move them against their will, increasing by +1 per 5 levels.
- Reinforcements (Ex): The BP cost of fort and watchtower terrain improvements are halved. The BP cost of all city buildings that grant defense is reduced by their defense value (min 1 BP).
- Restoration Efforts (Ex): Repairing buildings and improvements in your realm costs a quarter of their original price (rather than half).
Icy North [policy]
“I watch over the cold and icy filled crevasses, the tall trees gently dressed with snow, and the icy seas which my boats sail upon. The north endures.” –Lord Winterhelm
Prerequisite: Your realm contains hexes in a cold environment or terrain (such as the arctic, tundras, etc., subject to GM discretion; “cold” is not a kingdom hex type, this would be determined by the world’s normal geography and weather).
- Arctic Adaptation (Su): As a constant supernatural effect, creatures gain the effects of endure elements against cold and cold resistance equal to 5 + your kingking level (this cold resistance stacks with other cold resistance); at 6th level, this improves to 10 + your kingking level.
- Chill Out (Ex): Whenever a Stability check is successful during the kingdom upkeep phase, reduce Unrest by 2 (instead of 1).
Imposing Mountains [policy]
Your people are well adapted to the high mountains, and as such, are able to develop and live in the highest parts of the mountains with ease.
Prerequisite: The kingking’s realm contains mountain hexes (or otherwise areas located in high or extreme altitudes, subject to GM discretion).
- Mountain Climbers (Ex): Each creature gains a racial climb speed equal to half their base land speed. In addition, creatures ignore up to 5 feet of difficult terrain each round, which may allow them to take 5-foot steps into difficult terrain (this is additive with similar effects, such as the Nimble Moves feat–which would allow a creature to ignore the first 10 feet of difficult terrain each round); this improves an additional 5 feet per round per 5 kingking levels.
- High Life (Ex): Creatures are immune to the harmful effects of high altitudes and altitude sickness, as though perfectly acclimated to environments of any altitude (PRPG Core Rulebook, Mountain Travel).
- Mountain Development (Ex): Mountain hexes in your realm can be developed as though they were hills (the time and costs associated with the mountain hex is treated as though it were a hill, such as creating farms, and improvements can be placed on mountain hexes as though they were both a hill and mountain).
Magical Fostering [policy]
Your realm fosters and develops the latent magical talent of its people, teaching them simple magics to make their lives easier and safer.
The kingking (and their realm) gain the following abilities:
- Learned Magics (Su): Each creature chooses and may use any 3 cantrips (orisons, knacks, or similar abilities) at-will as spell-like abilities. In addition, each creature chooses and may use a single 1st level spell (from the wizard, cleric, or druid spell list) once per day as a spell-like ability; the chosen spell must be one that does not have costly material components.
Once the benefits of this ability are chosen, they cannot be changed even if the creature would lose and regain this ability (regaining the same original choices).
* Special – Spheres of Power: At GM discretion, this may grant Cantrips (Ultimate Spheres of Power) and Basic Magic Training as bonus feats instead of granting spell-like abilities.
- Magical Marketplace (Ex): Settlements in your realm are treated as being 1 size larger when determining the availability of magic items and spellcasting services.
Martial Fostering [policy]
Your realm fosters and develops the martial talent of its people, teaching them to use arms in their own aid and defense.
The kingking (and their realm) gain the following abilities:
- Military Academies (Ex): Each creature gains proficiency with two martial weapons and one exotic weapon. In addition, Each creature gains Toughness as a bonus feat (or 1 additional hit point per Hit Dice, if they already possess Toughness).
Once the benefits of this ability are chosen, they cannot be changed even if the creature would lose and regain this ability (regaining the same original choices).
* Special – Spheres of Might: At GM discretion, instead of granting weapon proficiencies, this realm ability grants a martial tradition. A character that already possesses a martial tradition may instead select a Equipment sphere talent. Creatures still receive Toughness as a bonus feat (or the additional hit points).
The GM and kingking are encouraged to make a list of martial traditions to preselect from, representing the martial traditions of the realm.
- People’s Resistance (Ex): Actions taken by hostile forces in your realm are half as fast (i.e. bandit attacks take half as much, hostile armies move half as fast and battles take twice as long while within your realm, and so on).
Mastery Fostering [policy]
Your realm fosters and develops the skills and professional talent of its people, teaching them to be greater artisans and trained minds.
The kingking (and their realm) gain the following abilities:
- Skillful Hands (Ex): Each creature selects 2 skills to gain as class skills, and gains 1 bonus skill rank per Hit Dice in one of the chosen skills. If the creature would already gain bonus skill ranks in the chosen skill, they instead gain a nobility bonus on checks with that skill equal to 1/2 their character level (similar to the competence bonus for having multiple spheres with the same associated skill).
Once the benefits of this ability are chosen, they cannot be changed even if the creature would lose and regain this ability (regaining the same original choices).
* Special – Spheres of Guile: At GM discretion instead of choosing 2 skills, the creature gains a single Vocation sphere [trade] talent, and selects one of the skills granted by that [trade] tradition for the bonus skill ranks.
- Land of Artisans (Ex): Creatures in your realm gain a +1 nobility bonus on skill checks when taking 10 or 20, increasing by +1 per 2 kingking levels after 1st. In addition, your realm offers non-magical goods and services 10% cheaper than normal.
Quiet Underground [policy]
The caves and tunnels beneath your lands harbor great wealth. Under your direction, your subjects can travel into the underground as their eyes adjust well to the shadowed depths.
Prerequisite: The kingking’s realm contains cavern hexes.
- Underground Sight (Su): Each creature gains darkvision 30 feet (or improves their existing darkvision by +30 feet). If a creature has light sensitivity or light blindness, it loses those traits while benefiting from this policy.
- Riches from Below (Ex): The BP cost of mines in a cavern hex is reduced to 1/3 (to 2 BP, down from 6 BP). During the Income phase, you may withdraw BP generated by these mines without increasing Unrest (up to an amount of BP withdrawn equal to your kingking level).
At GM discretion, cavern hexes in your realm may provide access to gemstones, minerals, and metals, which may provide spell component-quality gemstones (i.e. diamonds for resurrection), access to special materials for equipment such as adamantine or mithril, and other similar benefits.
Shimmering Waters [policy]
Your realm favors its oceans and rivers, and is in turn blessed by them. Your subjects, belonging to land and sea, thrive under your rule.
Prerequisite: The kingking’s realm contains coastline or water hexes, or otherwise a major “aquatic feature” (i.e. naturally-occurring lakes, rivers, oceans, underwater territories, etc., subject to GM discretion).
- People of the Sea (Su): Each creature gains the amphibious subtype (allowing them to breathe both on land and in water) and are immune to water pressure damage (PRPG Core Rulebook, Water Dangers). Land-dwelling denizens of the realm gain a racial swim speed equal to half their base land speed and water-dwelling denizens of the realm gain a racial land speed equal to half their swim speed.
- Aquatic Harmony (Su): Coastline and water hexes in your realm, or hexes with major aquatic features (subject to GM discretion) are never at risk of being lost due to Unrest (unless there are no remaining hexes to lose; this does not prevent losing these hexes if your realm falls into anarchy due to an Unrest of 20 or greater).
Sweeping Reform [policy]
Your word is celebration, law, and loyalty. Your rule over the land uncontested as it stretches to the very horizons.
- Astute Policymaking (Ex): When issuing edicts (see Edicts and the Edict phase), the benefits of your edicts are increased by +1, and the detriments of your edicts are reduced by 1 (for example, a taxation edict would alter Income by +3 and Loyalty by -2, instead of +2 and -1 respectively). This increase (but not reduction), increases by +1 per 5 kingking levels.
- Pax Regium (Ex): For every 10 hexes in your realm, your realm gains 1 Stability. Territories under your influence, but not direct control, do not contribute Stability.
Transit and Travel (Ex/Sp) [policy]
Each stone in the road laid with the will of the ruler, a path for prosperity, safety, and peace.
- No Place Like Home (Sp): The kingking may use find the path as a spell-like ability at-will, but only to navigate to destinations within their realm.
- Fast Travels (Ex): Overland travel is more efficient within your realm, granting creatures (including vehicles, etc.) a 10% increase to overland travel speed per kingking level while using the realm’s established roads, paths, and trails.
- Safe Roads (Ex): Creatures are not at risk of hostile random encounters while traveling on the realm’s established roads, paths, and trails, including safety from acts of banditry, monsters, and wild creatures (although planned ambushes and conflicts may still occur normally).
The BP cost of constructing roads and highways within your realm is halved (minimum 1). Whenever you construct a road or highway, you may construct 1 additional road or highway (this only counts as 1 terrain improvement against the total terrain improvements during the Edict phase).
Vast Deserts [policy]
Your rule over the vast deserts has gifted your subjects with tolerance against the harsh sun. Lost techniques have been uncovered to maintain vibrant and thriving oases, and the creation of wells across the realm.
Prerequisite: The kingking’s realm contains desert hexes or hexes in a hot environment or terrain (such as rainforests, prairies, tropical islands, etc., subject go GM discretion; “hot” is not a kingdom hex type, this would be determined by the world’s geography and weather).
- Desert Adaptation (Su): As a constant supernatural effect, creatures gain the effects of endure elements against heat and fire resistance equal to 5 + your kingking level (this fire resistance stacks with other fire resistance); at 6th level, this improves to 10 + your kingking level.
- Wealth of Oases (Ex): Knowledge of maintaining wells and developing oases has made water a plentiful commodity. The BP cost of constructing aqueducts is halved (minimum 1).
In addition, drought-related kingdom events are mitigated (if not immediately solved) by the well-developed oases and wells in your settlements. If a kingdom check would be required for such an event, that kingdom check is rolled twice, taking the better result. At 6th level, this kingdom check is always successful.
Vibrant Lands [policy]
The humid jungles and murky marshes of your realm flourish with life–rare plants and animals, among other resources. As a result, your people are resilient to what would commonly ail them thanks to your mastery of your realm’s gifts.
Prerequisite: The kingking’s realm contains jungle or marsh hexes.
- Resilience (Ex): Creatures gain a +2 nobility bonus on saving throws against disease, poison, and the sickened and nauseated conditions, +1 per 4 kingking levels. At 10th level, this improves to also grant immunity to those effects and conditions.
- Medicinal Herbs (Ex): Negative health or sickness-related kingdom events are mitigated (if not immediately solved) by access to diverse flora and fauna for medicinal needs within your realm. If a kingdom check would be required for such an event, that kingdom check is rolled twice, taking the better result. At 6th level, this kingdom check is always successful.
List of Courtiers
The following are the courtiers available to the kingking, representing the groups and special interests which have taken interest in and attend the kingking’s royal court. While not an actual royal court, NPCs of notable talent may join the kingking’s royal court to provide information, influence decisions, and provide color to the day-to-day management of the realm (subject to GM discretion).
Each selected royal courtier provides benefits to the kingking in the form of new abilities, bonuses, and continued progression to the kingking’s skills from before they assumed the mantle of kingking (see details for background abilities below).
Backgrounds: Courtiers may provide abilities and other benefits that amplify the kingking’s skills from before they assumed the throne (or provide new ones the kingking did not make room for before becoming a kingking). These benefits are marked as “backgrounds” and use a class name to identify it (i.e. “Background: Bard”).
Kingking Class Levels as Effective Class Levels, Stacking Class Levels: The kingking treats their kingking level as their effective class level for class features granted by a background, unless otherwise stated.
If the kingking already possesses (or later gains from another non-kingking source) these class features, kingking levels stack with the other class to determine that feature’s effects (to a maximum effective level of the kingking’s total character level) instead of gaining a new instance of that class feature. The kingking gains new abilities and effects as appropriate for that class feature, unless otherwise stated. Kingking levels will similarly stack with an archetype’s version of a class feature (i.e. the wardens courtier would stack with any source of armor training, not just a fighter’s armor training).
Subject to GM discretion, this may also grant features which are “improvements” to an existing class feature. For example, the raiders courtier, exclusive to the conquest noble assent, may grant the barbarian’s rage class feature. A GM may allow the kingking’s class levels to stack with their existing barbarian class levels to qualify for features such as greater rage, tireless rage, and mighty rage.
Subject to GM discretion, a courtier’s background also stacks with a sufficiently similar feature. For example, the crusaders royal courtier has “Background: Paladin”, which interacts with smite evil (or smite good), and would improve and progress other, similar “smite”-like features such as the hellknight’s smite chaos (but no more than a single such class feature).
Architects [super]
They make well laid plans, charts, and diagrams to create the foundations of the kingdom for generations to come.
The kingking gains 1 additional skill point per class level.
Background: Any: The kingking selects one class feature they possess from a non-prestige class. Just like other background abilities, the kingking’s class level stacks with levels of the selected feature’s class when determining that selected feature’s effects.
Subject to GM discretion, related class features may be obtained as part of a selected feature’s progression despite being technically distinct features (i.e. if selecting barbarian’s rage, the kingking’s effective class levels could allow the character to gain greater rage, tireless rage, and mighty rage as they level).
Special: This courtier may be selected multiple times; each time it is selected, the kingking gains 1 additional skill point per level and may select another class feature they possess from a non-prestige class to allow their kingking levels to stack for the purposes of that feature.
Author’s Note: The architects courtier is meant to be a placeholder and filler for “none of these options really fit what I wanted”. I caution against allowing this courtier without restriction–the kingking should be forced to diversify their options, not turn this prestige class into a fully-aligned class.
Body Doubles
The best person to surround yourself with is you–not merely a “yes man”, but a “you man”.
Prerequisite: Kingking 3rd level.
The kingking gains Leadership as a bonus feat.
When recruiting their cohort, the kingking may retrain their cohort to be their body double. A body double cohort is able to, and must prestige into the kingking at the same character level the kingking did (see example cohort level progression below). Your body double cohort does not select their own kingking class features (i.e. not selecting a noble assent, realm abilities, or courtiers) and instead gains the same ones as the kingking (including any related choices) except for this royal courtier ability.
The body double cohort is otherwise not the ruler of the kingking’s realm and provides no additional bonuses or benefits to your realm (such as through realm abilities), but may wield all of the kingking’s powers as their own so long as they are the loyal cohort of the kingking (as a kingking of the appropriate level).
Example: A 14th level kingking (wizard 10 / kingking 4\) takes the body doubles royal courtier. When recruiting a cohort as a body double, the body double’s class levels would be (any classes) 10 / kingking 2 (effectively being “forced” to prestige into kingking the same level you did, such as fighter 10 or cavalier 4 / inquisitor 6, and so on). Other than the required prestige into kingking (and mirrored benefits from the kingking’s own choices), the body double cohort may spend their skill ranks and feats as they please.
Computers [super]
“Beep boop boop bop.” –whispers of the machine spirits to the Lord of Machines
The kingking gains Technologist as a bonus feat.
The kingking gains the ai-assisted skillset ability:
- AI-Assisted Skillset: Once per day, the kingking may query the machine spirits as a 1-round action. In doing so, the kingking must navigate to an online large language model chat bot, such as ChatGPT, and input the prompt provided below, replacing “insert_here” with a class name, spell descriptor, class feature, or creature type or subtype, or similar descriptive word (see note and example). For every 2 kingking levels possessed, the level listed in the query may be 1 higher (i.e. a level 6 kingking may query for 13th level class features).
The kingking retains this ability for 24 hours.
Query: For Pathfinder 1st edition, please generate a single class feature with no more than 4 sentences of text. This class feature should be equivalent to class features gained at 10th level or higher. The theme of this class feature should be insert_here.
Special: This courtier may be selected multiple times; each time this courtier is selected, the kingking may use ai-assisted skillset 1 additional time per day.
Example: Examples for the query could be classes (i.e. barbarian, harbinger, incanter, paladin, psion, wizard, etc.), descriptors (i.e. curse, draconic, fire, mind-affecting, etc.), a class feature (i.e. armor training, bonus feats, divine grace, rage, sneak attack, etc.), or creature type and subtype (i.e. animal, elemental, kaiju, qlippoth, etc.). Query complexity may be expanded subject to GM permission, such as multiple keywords listed as “curse” and “barbarian”.
Crusaders
The zealous war council raises a blade and flag in your name, the name of a righteous king.
The kingking gains the atonement and indomitable will abilities:
- Atonement (Sp): At 3rd level, the kingking may cast atonement once per day as a spell-like ability.
- Indomitable Will (Ex): The kingking may roll twice and take the better result on saving throws against charm, compulsion, and fear effects.
If the kingking is already be immune to one of these descriptors, as an immediate action, the kingking may grant this ability to an ally for 1 round (but only against descriptors the kingking is immune to; for example, if the kingking is immune to charm and compulsion, but not fear, they could grant an ally this ability but only against charm and compulsion). The ally must be able to see or hear the kingking to be granted this effect.
Background: Paladin: The kingking gains their choice of smite good or smite evil. The kingking may use their nobility ability modifier in place of their Charisma modifier when determining their smite class feature’s effects. The kingking treats their kingking level as their effective paladin level when determining the effects of smite good (or antipaladin level for smite evil, as appropriate).
Diplomats
A diplomat is patient and discreet, welcomed in the halls of rulers, sultans, and warlords alike. These trusted diplomats speak words carefully planned and worth their cadence in gold to the benefit of your realm, spun from well laid plans or fortunate spontaneity.
The kingking gains one [plan] talent of their choice and may prepare 1 additional plan per 3 kingking levels.
In addition, the kingking gains the executive action ability:
- Executive Action (Ex): Whenever the kingking reveals a plan, the kingking gains an additional move action during that turn (or their next turn, if the plan is revealed during another creature’s turn).
Background: Mastermind: The kingking gains the schemer class feature. The kingking treats their kingking level as their effective mastermind level when determining the effects of the schemer and mastermind trick class features.
At 2nd level, the kingking gains the delegate schemes mastermind trick, and may select another mastermind trick at 6th level and again at 10th level. The kingking must meet mastermind trick prerequisites as normal.
Enchanters
The thunder of hammers and the whisper of etchings echo through your court.
The kingking gains a bonus item creation feat. The kingking must meet the prerequisites for this feat normally, but may qualify for it with the master enchanter ability (see below).
The kingking gains the master enchanter ability:
- Master Enchanter (Su): The kingking may substitute their ranks in Knowledge (nobility) for their caster level for the purposes of qualifying for item creation feats and can substitute their ranks in Knowledge (nobility) for their caster level when using item creation feats. In addition, the kingking may use Knowledge (nobility) in place of Craft or Spellcraft when making any relevant checks to craft items, including magic items.
This ability is otherwise treated as possessing the Master Craftsman feat for the purposes of qualifying for other feats and prerequisites.
Background: Armorist: The kingking gains the boost equipment feature (even if their effective armorist level would be lower than when this feature is normally available). The kingking treats their kingking level as their effective armorist level when determining the effects of the boost equipment and armorist trick class features (as well as determining the bonus and duration of summoned equipment for the boost equipment feature; this does not grant summoned equipment).
The kingking gains a number of spell points equal to their nobility ability modifier, which may only be spent to use boost equipment. The kingking may use boost equipment as a swift action by spending 2 spell points (instead of 1), but only to enhance a piece of equipment they are wearing or wielding.
At 4th level, and again at 7th level and 10th level, the kingking selects an armorist trick which grants properties to summoned equipment.
Friends
The comfort of loyalty is paid for in kind. Any deficit of expertise, strength, or wit is more than compensated by the peace of mind brought by those which bring you comfort.
The kingking gains the call forth noble companion ability:
- Call Forth Noble Companion (Su): The kingking gains the ability to call their noble companion once per day as a standard action (regardless of the normal means of selecting or manifesting the type of companion chosen). When the noble companion is called this way, the noble companion arrives in a square adjacent to the kingking in a completely restored state (i.e. if the noble companion was slain, it is resurrected, if it suffered from any afflictions, curses, conditions, negative levels, etc., they are cured). This is a supernatural teleportation effect–it may be used to restore a companion even if they are already in the kingking’s presence (recalling it to their side).
Background: Druid, Spiritualist, Summoner (see text): The kingking gains the loyalty and aid of a powerful creature, referred to as their “noble companion”. The kingking selects either the animal companion, eidolon, familiar, or phantom class feature to be their noble companion. The kingking treats their kingking level as their effective class level when determining the effects of the chosen noble companion (i.e. druid, spiritualist, summoner, wizard, or other companion-granting class).
At GM discretion, a noble companion may include other companion-like features, such as a technician (Spheres of Might)’s independent invention, a class with an avatar companion (Diamond Classes: Avatar Companion and Void Archetypes) and so on.
Knights
The colorful tabards and flags display the regiments loyal to your rule.
The kingking gains the inspiring bannerman and orderly conduct abilities:
- Inspiring Bannerman (Ex): At 3rd level, when the kingking gains the greater banner class feature, the kingking may use the greater banner class feature to wave their banner as a swift action (instead of only as a standard action). In addition, the kingking’s allies may benefit from greater banner 1 additional time per day, +1 per 2 kingking levels after 3rd.
- Orderly Conduct (Ex): The kingking always benefits from their order challenge benefit against an enemy they could challenge (but the target is otherwise not treated as being subject to the kingking’s challenge).
Special – Order of the Flame: The kingking must still issue a glorious challenge as normal. If the kingking does not possess the challenge class feature, issuing a glorious challenge grants the morale bonus to damage and AC penalty for each glorious challenge issued, but would not grant the “usual” benefits of a cavalier’s challenge.
Background: Cavalier: The kingking gains the order and banner class features. At 3rd level, the kingking also gains the greater banner class feature (even if their effective cavalier level would be lower than when this feature is normally available). The kingking treats their kingking level as their effective cavalier level when determining the effects of the order, banner, and greater banner class features.
Magi
The careful and methodical chanting of wizened magi, weaving spells through arcane runes and foci, can be heard through the stone halls. A powerful and loyal court mage is never to be underestimated.
The kingking gains the arcane circle ability:
- Arcane Circle (Su): Once per encounter (or once every hour if outside of combat), the kingking may create an arcane circle as a full-round action, acting as a font of magic; the arcane circle has a radius of 5-feet, +5 feet per 3 kingking levels and lasts until the kingking exits the arcane circle, or 1 minute passes. While within the arcane circle, the kingking gains a +1 nobility bonus to their caster level and may use their arcane school powers at-will as a swift action (without counting against their daily uses), this bonus increases by +1 every 5 kingking levels. If casting an effect that belongs to their arcane school, the arcane circle’s caster level bonus is increased by an additional +1.
The kingking may create their arcane circle as a standard action at 3rd level, as a move action at 5th level, and as a swift action at 9th level.
At 6th level, while the kingking is within their arcane circle, attempts to counterspell the kingking’s spells are rolled twice, taking the worse result.
Background: Wizard: The kingking gains a wizard arcane school. The kingking may use their nobility ability modifier in place of their Intelligence modifier when determining the benefits of an arcane school and its powers. The kingking treats their kingking level as their effective wizard level when determining the effects of their chosen arcane school.
If the kingking already possesses an arcane school, the kingking selects an additional arcane school with this courtier (levels of kingking stack normally when determining the benefit of arcane schools the kingking possesses, including the arcane school from this courtier).
Special – Spheres of Power: The caster level bonus granted by the arcane circle ability is treated as an implement bonus (not a permanent caster level bonus). The kingking may choose to, instead of selecting a wizard arcane school, select an incanter’s sphere specialization (the bonus talent granted by a magic sphere specialization does not cause a kingking to become a spherecaster, they would only gain the abilities).
Marshals
The laws of your land are upheld by gleaming badges, the shining symbol of your authority and voice of the order your rule maintains.
Background: Gunslinger / Swashbuckler: The kingking chooses either gunslinger or swashbuckler, gaining grit or panache and deeds from the chosen class. The kingking may use their nobility ability modifier in place of their wisdom (for gunslinger deeds) or charisma (for swashbuckler deeds) respectively. The kingking treats their kingking level as their effective gunslinger or swashbuckler level when determining the effects of the grit and deeds class features (or panache and deeds class features, as appropriate).
Background: Ranger: At 3rd level, the kingking gains the favored terrain class feature. The kingking treats their kingking level as their effective ranger level when determining the effects of the favored terrain.
The kingking treats their realm as being their highest favored terrain (regardless of its actual terrain).
Priests
The land’s clergy blesses your rule and wishes for its continued success.
The kingking gains the variant domain channel ability:
- Variant Domain Channel (Su): The kingking may channel energy to use the variant channeling (Ultimate Magic) associated with the domain they selected with this courtier. The kingking may variant channel to either heal or harm a number of times per day equal to 3 + their nobility ability modifier, and their effective cleric level is equal to 10 + their kingking level when determining their channel bonus.
When the kingking uses their variant channel, they may choose to sustain their variant channel as an aura (expending 1 round of channel energy at the start of each turn); this projects the kingking’s variant channel as a 30-foot aura. Allies within the aura benefit from their variant channel if they enter or start their turn in this aura, and enemies must make a saving throw against the variant channel if they enter or start their turn in this aura. A creature cannot be affected by the variant channel aura more than once per round.
Background: Cleric: The kingking gains a single cleric domain. The kingking may use their nobility ability modifier in place of their Wisdom modifier when determining the benefits of a domain and its powers. The kingking treats their kingking level as their effective cleric level when determining the effects of their chosen domain.
If the kingking already possesses a domain, the kingking selects an additional domain (levels of kingking stack normally when determining the benefit of domains the kingking possesses, including the domain from this courtier).
Oracles
The gifts of soothsaying and prophecy are well regarded even amongst those with no belief in the supernatural. Having an eye forward to the future is a boon, even if it is loosely discerned from tea leaves, scattered bones, or the mad ravings of a confined
The kingking gains the augur and gift of prophecy abilities:
- Augur (Sp): The kingking may cast commune once per day as a spell-like ability.
- Gift of Prophecy (Su): As a swift action, the kingking may roll a single d20, noting down its result. This d20 result is retained for 2 rounds, +1 round per kingking level after 2nd. During this time, if the kingking would roll a d20, they may instead use the stored d20 (expending it). The kingking can use this ability again while a d20 is stored to expend it without effect (but otherwise cannot roll a new d20 while a d20 is stored).
Note: The kingking should not be able to use a stored d20 on an “inconsequential” roll (such as, after rolling a low d20, immediately attempting a Knowledge check to simply rid themselves of the dice). The gift of prophecy should generally be reserved for checks where failure holds consequences (subject to GM discretion).
Background: Oracle: The kingking selects a single oracle mystery, gaining its mystery class skills and a +2 nobility bonus to those class skills. The kingking treats their kingking level as their effective oracle level when determining the effects of revelations.
The kingking gains a revelation from their chosen mystery, plus an additional revelation at 8th level.
Scholars
The shuffling of papers, scrolls, and documents can be heard in the quiet corners of your halls. Keeping brilliant minds nearby cultivates your own, and with quiet wisdom comes power that is wielded quietly.
The kingking gains the eidetic memory and requisite knowledge abilities:
- Eidetic Memory (Ex): The kingking gains an eidetic memory, allowing the kingking to always succeed on Intelligence checks made to remember information. This also grants the kingking immunity to effects that would modify or alter their memory, such as memory lapse, mindwipe, modify memory, and other similar effects (subject to GM discretion).
- Requisite Knowledge (Ex): Whenever the kingking rolls a Knowledge check, the minimum result of their knowledge check is equal to 10 + their kingking level + their nobility ability modifier + the bonus granted by the bardic knowledge class feature (see below).
Background: Bard: The kingking gains the bardic knowledge class feature. The kingking treats their kingking level as their effective bard level when determining the effects of bardic knowledge.
Spymasters
A good spymaster brings the thrill of cloak and dagger, secret code and message, and the dirty affairs of far lands. A great spymaster seems like they never work a day.
The kingking gains a nobility bonus on Disguise checks equal to their kingking level.
In addition, the kingking gains the cloaked mind ability:
- Cloaked Mind (Su): The kingking benefits from nondetection as a constant supernatural effect. At 5th level, this nondetection effect also blocks effects which would read the kingking’s thoughts (requiring such effects to roll a caster level check against the nondetection). At 10th level, the kingking also benefits from mind blank as a constant supernatural effect.
Background: Vigilante: The kingking gains the dual identity class feature and the renown vigilante social talent. The kingking treats their kingking level as their effective vigilante level when determining the effects of dual identity and vigilante social talents.
The kingking gains an additional vigilante social talent at 4th level and every 3 kingking levels thereafter.
Tacticians
Sprawling maps of troop movements, convoys of supplies, and planned routes and hopeful routs. A stable of skilled tacticians helps to manage the wartime efforts.
The kingking gains a bonus teamwork feat (the kingking must meet the prerequisites for this feat). Whenever the kingking rests for 8 hours, they may retrain this teamwork feat at no cost for another teamwork feat they qualify for.
The kingking gains the cooperation aura ability:
- Cooperation Aura (Ex): The kingking may project a 30-foot aura of cooperation, granting a single teamwork feat the kingking possesses to all allies within this aura. Allies do not need to meet the prerequisites of the shared teamwork feat. The kingking may suppress or resume this aura as a free action (although no more than once per round); whenever the kingking reactivates this aura, they may select a different teamwork feat they possess to share with their allies.
Wardens
“Courage and bravery arm and arm with steel. What good would be a kingdom if not the strength to protect its subjects? What good is conviction without the strength to hold it?” –a guardian’s oath and pledge to their lord
The kingking gains the rampart ability:
- Rampart (Ex): The kingking reduces all lethal hit point damage taken by their nobility ability modifier (to a maximum reduced equal to their kingking level). This ability cannot reduce damage taken to less than 1 and is always applied last after applying other sources of damage mitigation (i.e. after reducing damage taken with damage reduction, energy resistance, or other means).
Background: Fighter: At 2nd level, the kingking gains the bravery class feature, and at 3rd level the kingking gains the armor training class feature. The kingking treats their kingking level as their effective fighter level when determining the effects of the bravery and armor training class features.
Example: The kingking’s rampart bonus is 8 as an 8th level kingking with a +8 nobility ability modifier. The kingking takes 10 damage, reduced by 3 by their DR 3/– granted by their adamantine armor (7), and then further reduced by rampart, taking 1 lethal damage.
If the kingking would take no damage (i.e. energy immunity, damage reduction completely negating the attack, and so on), rampart does not take effect.
Ex-Kingkings
An ex-kingking cannot gain new levels as a kingking. An ex-kingking retains all of their class features except for their king’s realm ability and any effect which modifies the kingdom building ruleset (and implicitly requires the kingking to have control over their realm). All other abilities continue to function normally (such as courtiers, their noble assent, and even realm abilities and [policy] realm abilities, although the kingking is now the only beneficiary unless shared).
A kingking may become an ex-kingking through the following means:
- The kingking becomes a non-monarchist. A kingking’s alignment may return to monarchist and, provided they still have the right to rule their realm, may resume being a kingking.
- The kingking’s realm falls or otherwise breaks apart and they lose their kingdom, or otherwise lose the recognition and right to rule their realm. A kingking may endeavor to reunite their kingdom and reclaim their throne to resume being a kingking.
- The kingking willingly abdicates the throne (see below).
Willing Ex-Kingkings
A kingking may willingly become an ex-kingking by abdicating the throne. A kingking’s realm does not immediately fall apart should the kingking step down this way, but may go through a period of turmoil if its Unrest was high enough and experience other such major changes.
In the kingking’s absence, the kingking’s realm is often governed by and managed by the nobility and stewards of the realm while there is not a rightful ruler–this may include the designation of viziers and advisors while a prospective new ruler is to be found, is too young to lead, and other similar circumstances.
The kingking often chooses a successor as part of abdication, but other means of selecting a new ruler may be part of the traditions of the kingking’s realm (such as the distribution of swords by women in lakes, tournaments, or meritocracy). A creature chosen this way immediately qualifies for the kingking prestige class and may retrain their class levels.
A kingking that becomes an ex-kingking upon becoming non-monarchist may have had the support or agreement of their country, and create a circumstance where a revolutionary instead becomes the new ruler (or one of), and other such similar large political changes.
Archetypes
The following are archetypes available to the kingking class.
These archetypes are examples, and may be further modified to fit a modified kingking’s rightful rule over a unified country, people, ideology, or similar such group. For example, a demagogue may be a variant paragon or revolutionary where their people is a unified religion, using Knowledge (religion) in place of Knowledge (nobility) or (local) where appropriate.
Martial Emperor
A Path of War compliant Kingking archetype.
Paragon
A paragon is a lord over their peers.
Revolutionary
The revolutionary fights for populists, rather than the monarchy.
Traditionalist
A kingking archetype for non-spheres kingkings.
Other Class Archetypes
The following









