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REGENT PATH

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REGENT PATH

Post by The Hive Mind on Sun May 18, 2014 12:29 pm

The King is dead. Long live the King-In-Exile.

Jahzir failed to extinguish the royal line as completely as he hoped when he usurped the throne of Erenland. In the Kaladruns, there remain scions of the ancient Dorthane royal lines, hiding in the valleys and ruins of their kingdoms. The inheritors of Dornish chieftains wait in the icy wilds for their chance at revenge.

The Regent represents the best hope for the ancient banners and thrones of Eredane to reassert themselves and lead their people out from under the Shadow.

1. Diplomat +2
2. Monarch at Arms
3. Divine Right +1
4. Royal Privilege
5. Sovereign Strike 1/day
6. Vassal's Rulership 1/week
7. Sovereign Strike (Magic)
8. +1 Cha
9. Remove Disease 1/day
10. Sovereign Strike 2/day
11. Diplomat +4
12. Vavasour's Rulership 1/week
13. Divine Right +2
14. Sovereign Strike (Blessed)
15. Sovereign Strike 3/day
16. +1 Cha
17. Sovereign Strike (Stunning)
18. Remove Disease 2/day
19. Sovereign Strike 4/day
20. Suzereign's Rulership 1/week

Diplomat (Ex): The Regent gets the listed bonus to Diplomacy and Sense Motive checks.

Monarch At Arms: The character gains a +1 competence bonus to attacks with a type of weapon, as with the Weapon Focus feat (because the bonus from Weapon Focus is a generic bonus they stack, however).

Divine Right: The character gains the listed bonus to saves against divine spells cast by worshippers of Izrador.

Royal Privilege (Ex): The character adds her Cha modifier +1 as a generic bonus to her AC for one round per two character levels per day.

Sovereign Strike (Ex): The Regent can make an especially powerful and impressive melee attack, gaining +4 to hit and dealing +(character level) bonus damage. At later levels, the attack also becomes imbued with additional effects:
(Magic): The blow counts as being magical over overcoming DR.
(Blessed): Half the damage from the attack counts as Holy damage.
(Stunning): The victim of the attack must make a Will save (DC 10 + / 1/2 level + cha mod) or be stunned for 1 round.

Vassal's Rulership (Su): The character can command the obedience and fealty of creatures within 15 feet when she activates this power (a standard action). Creatures totalling 30 Hit Dice can be ruled with a DC 10 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken.

Vavasour's Rulership (Su): The character can command the obedience and fealty of creatures within 60 feet when she activates this power (a standard action). Creatures totaling 100 Hit Dice can be ruled, but creatures with Intelligence scores of 10 or higher are entitled to a DC 14 Will save to negate the effect. This ability supersedes and replaces Vassal's Rulership.

Suzereign's Rulership (Su): The character can command the obedience and fealty of creatures within 120 feet when she activates this power (a standard action). Creatures totalling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are entitled to a DC 16 Will save to negate the effect. This ability supersedes and replaces Vassal's and Vavasour's Rulership.
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