The Fisherking

There have always been tales of rulers with domains that are true reflections of their innermost selves. Darklords with black and parched souls who rule over blasted hellscapes. Queens with pure hearts and majestic beauty whose lands are full of health and bounty. Many such monarchs exist in legend and lore. Though myths may beggar them, fisherkings are the easiest kernel of truth that can be gleaned from such stories. The knowledge of where, when, or how the first fisherkings came to be has been lost, but some answers of who and what they are remain. A fisherking is at the core of their being a ruler. Their force of personality is so great as to make people, magic, and even shards of existence kneel before them. Though not always kings in the traditional sense, there is always something majestic about those who call themselves fisherkings.

Role: Every fisherking is an individual who causes the world to change around them through their force of personality and via a power born from their connection to places and people. The fates and lives of both friends and foes are shaped and altered by a fisherking’s presence. The mere presence of a fisherking is enough to sap the strength of enemies and invigorates allies.

Alignment: While fisherkings of all alignments can exist, they tend towards non-chaotic alignments.

Hit Die: d6

Parent Classes: Vizier and witch

Starting Age: Intuitive

Starting Wealth: 3d6 × 10 gp (average 105 gp).

Class Skills: The fisherking’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate(Cha), Knowledge (arcane) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table 1: Fisherking
Level Base Attack Bonus Fort Save Ref Save Will Save Special Veils Essence
1st +0 +2 +0 +2 Arcane presence, blessed land(30ft), royal attendants 1 1
2nd +1 +3 +0 +3 Chakra bind (hands), hex 2 2
3rd +1 +3 +1 +3 Improved essence capacity +1, peerless hex 2 3
4th +2 +4 +1 +4 Chakra bind (feet), hex 2 4
5th +2 +4 +1 +4 Blessed land improvement 3 5
6th +3 +5 +2 +5 Chakra bind (head) 3 6
7th +3 +5 +2 +5 Regal presence 3 7
8th +4 +6 +2 +6 Chakra bind (wrists), hex 4 8
9th +4 +6 +3 +6 Blessed land (60 ft.), voice binding 4 9
10th +5 +7 +3 +7 Chakra bind (shoulders) 4 10
11th +5 +7 +3 +7 Improved essence capacity +2 5 11
12th +6/+1 +8 +4 +8 Chakra bind (headband), hex, major hex 5 12
13th +6/+1 +8 +4 +8 Blessed land improvement 5 13
14th +7/+2 +9 +4 +9 Chakra bind (neck) 6 14
15th +7/+2 +9 +5 +9 Twin voice 6 15
16th +8/+3 +10 +5 +10 Chakra bind (belt), hex 6 16
17th +8/+3 +10 +5 +10 Blessed land (90 ft.) 7 17
18th +9/+4 +11 +6 +11 Chakra bind (chest) 7 18
19th +9/+4 +11 +6 +11 Improved essence capacity +3 7 19
20th +10/+5 +12 +6 +12 Chakra bind (body), hex, grand hex 8 20

Class Features

The following are the class features of the fisherking.

Weapon and Armor Proficiency

Fisherkings are proficient with all simple weapons and with light armor and bucklers.

Veilweaving

A fisherking’s primary ability is shaping the magical essence known as akasha into powerful veils, which are drawn from the vizier veil list. The fisherking knows and can shape any veil from this list except veils shaped to the ring slot. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + their Charisma modifier. A fisherking can only shape a certain number of veils per day (see Table 1: Fisherking). The fisherking gains access to a unique veil slot: the voice slot. One of the fisherking’s shaped veils must be a veil that occupies the voice slot. Voice veils have unique properties that they all share, which are detailed in Veilweaving. Veils are constructs of pure magic and, as such, are suppressed while in the area of an antimagic field or similar phenomena.

At 1st level, the fisherking also gains access to a personal pool of essence, which can be invested into veils to increase their power. The amount of available essence is listed in the table below; the fisherking’s character level determines the maximum quantity of essence they can invest in any single veil or other receptacle. As a swift action, the fisherking can reallocate their essence investments into their veils every round. A fisherking must have at least 8 hours rest or meditation to achieve a clear and focused state, and must meditate for one hour to shape their veils for the day. During this time they unshape any previously formed veils and construct the new ones chosen. At the end of the hour, all effects of unshaped veils end and the effects of all newly formed veils take effect.

Arcane Presence

While not a traditional spellcaster, the fisherking can use the weight of their presence to manipulate the flow of mystical energies within themself and the world around them. The fisherking counts as a witch for the purposes of qualifying for feats related to the hex class feature. Their class levels count as arcane caster levels for the purposes of qualifying for feats, and for other caster level based abilities, such as determining their caster level when using a stave. A fisherking may also use their Charisma modifier in place of Intelligence when using Spellcraft to craft magical items.

Blessed Land (Su)

The fisherking’s nature is such that they can bind people and places together to form kingdoms, and that which a fisherking has bound together reflects their soul. As a swift action the fisherking can activate a 30-foot radius aura centered on themself that causes the world around them to reflect their inner nature. This effect ends if the fisherking is knocked unconscious or if they choose to end it as a swift action. When shaping their veils for the day, the fisherking can select one of the following effects for this ability. Creatures within this area, other than the fisherking, gain bonuses or take penalties depending on the effect selected, as indicated below:

My People Will Flourish

The world around the fisherking seems bright and full of hope. Allies within the fisherking’s aura gain a +1 luck bonus to Fortitude, Reflex, or Will saving throws, selected by the fisherking when shaping veils for the day. In addition, allies within the area gain a +5 feet enhancement bonus to their base land speed. Increases to land speed last until the end of a creature’s turn if it leaves the radius of this effect. At 5th and 13th levels, the bonus to saving throws increases by an additional +1, and the bonus to land speed increases by +5 feet.

My Enemies Will Suffer

The territory is a place of bleak desolation and clinging shadows. Enemy creatures within the fisherking’s aura take a –1 penalty to their Fortitude, Reflex, or Will saving throws, selected by the fisherking when shaping veils for the day. Additionally, enemies take a –2 penalty on Acrobatics and Fly checks and this penalty is doubled against attempts by enemies to move through threatened squares. At 5th and 13th levels, the penalty to saving throws and skill checks increases by an additional –1.

This ability may be invested with essence, increasing the radius by 5 feet for each point of essence invested. For every two points of essence invested in this ability any bonuses or penalties to d20 rolls caused by this ability are increased by 1.

At 9th level the fisherking’s aura increases to a 60-foot radius. In addition, when the fisherking uses a hex with a range other than touch they can treat the range as being equal to the radius of this aura.

At 17th level the fisherking’s aura increases to a 90-foot radius.

Royal Attendants (Su)

At 1st level, as a free action, the fisherking can surround themself with a number of spectral servants up to their veilweaving modifier. These servants function as if they were created by the unseen servant spell, except as follows. The range of this effect is equal to the current radius of your blessed land ability. The servants created by this ability cannot take the aid another action. They are visible though translucent, taking on the form of generic members of the fisherking’s race and are dressed in livery the color and markings of which are selected when the fisherking shapes their veils for the day. The fisherking’s royal attendants can cast prestidigitation as an at-will spell-like ability. The fisherking can direct their royal attendants to use any spell-like ability they possess as a free action. Royal attendants always use the fisherking’s class level as their caster level and determine their saving throw DCs and their bonus on concentration checks using the fisherking’s veilweaving modifier. Daily uses of spell-like abilities are shared across all royal attendants, even if they are all dismissed and re-summoned. Attendants created by this ability can be dismissed as a free action.

This ability can be invested with essence, for each point of essence invested in this ability the number of attendants increases by 1 and the Strength score of all created attendants increases by 2. Starting at 3rd level, in place of a feat or a hex the fisherking can select one of the following abilities to augment their royal attendants.

  • Cup Bearers: Your royal attendants gain the ability to cast create water and enhance water at will as spell-like abilities, and can cast tears to wine three times per day as a spell-like ability.
  • Grooms: Your royal attendants gain the ability to cast mount three times per day as a spell-like ability and can perform the aid another action for Ride skill checks. Additionally, while you are mounted, your royal attendants increase their speed to match that of your current mount and gain any types of special movement it possesses.
  • King’s Mouthpiece: Your royal attendants gain the ability to speak, delivering messages to you and repeating any words that you have instructed them to say, though they can’t activate magical effects in this way. They gain the ability to cast message at will as a spell-like ability. You always hear any replies made as a part of this spell-like ability. Your royal attendants also gain the ability to cast mindlink three times per day as a spell-like ability, delivering any information you wish to share.
  • Lamplighters: Your royal attendants gain the ability to cast dancing lights at will as a spell-like ability, as well as campfire wallAPG three times per day as a spell-like ability.
  • Valets: Your royal attendants gain the ability to cast mending and fabricate disguise (treating you as the target) at will as a spell-like abilities. An outfit or disguise provided by your servants always counts as a courtier’s outfit for the purposes of influencing nobles or courtiers, and grants a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks against such creatures. Starting at 11th level, your royal attendants gain the ability to cast heroes’ feast once per day as a spell-like ability.

Chakra Binds

At 2nd level and every 2 levels thereafter, the fisherking unlocks chakra binds in the following order: hands, feet, head, wrist, shoulders, headband, neck, belt, chest, and body. Once a fisherking has unlocked a chakra bind, they may choose to bind a veil to that slot when shaping it to unlock its corresponding bind abilities.

Hex

Drawing on the strength of their connections with people, places, or objects within their sphere of influence, and their innate authority, the fisherking learns a number of magical tricks, called hexes, which grant them powers or weaken foes. At 2nd level, the fisherking learns one hex. They gain an additional hex at 4th level and every 4 levels thereafter, as noted on Table 1: Fisherking. A fisherking can select from any of the following hexes. A fisherking cannot select a hex more than once unless noted otherwise.

Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the fisherking’s level + the fisherking’s Charisma modifier.

Flight (Su)

At 1st level, the fisherking can use feather fall at will and gains a +4 insight bonus on Fly checks for flight granted by a veil. At 3rd level, they can cast levitate once per day, and the fly speed granted by veil effects increases by +10 feet. At 5th level, a fisherking can fly, as per the spell, for a number of minutes per day equal to the fisherking’s level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. In addition, the insight bonus granted by this hex increases to +6 and the fly speed bonus increases to +15 feet. This hex only affects the fisherking.

King’s Cup (Ex)

The fisherking receives Brew Potion as a bonus feat. The fisherking may create potions without meeting their prerequisites by increasing the crafting DC by 5 for each prerequisite they do not meet. When crafting potions in this manner, the fisherking can only create potions of spells on the witch spell list that a witch of their effective caster level could cast (for example, 2nd level potions at 3rd level). A fisherking cannot select both this hex and the witch’s cauldron hex. This hex counts as the witch’s cauldron hex.

Malefic Sanction (Ex)

When shaping their veils for the day, the fisherking may select a single one of their hexes that can affect no more than one creature. If the fisherking makes a successful melee attack with weaponlike or [Weapon] descriptor veil against a creature, they can use a swift action to deliver the effects of the selected hex to the target creature. This is in addition to dealing the attack’s normal damage. If the hex allows for a saving throw, it is made as normal. A fisherking must be at least 4th level to select this hex.

Most Trusted Servant (Ex/Su)

The fisherking receives one of the following feats as a bonus feat: Groom, Light Bearer, Page, or Weapon Bearer. The fisherking can take a point of essence burn to learn the general location and health of a cohort or followers if by the spell status with a caster level equal to the fisherking’s class level. The fisherking must be at least 4th level to select this hex.

Royal Coven (Ex)

Whenever a fisherking with this hex is within 30 feet of another fisherking with this hex, they can use the aid another action to cause the essence invested in one of the other fisherking’s veils to be treated as +1 higher for one round. Alternatively, a fisherking can use the aid another action to grant a witch with the coven hex within 30 feet a +1 bonus to the caster level of their hexes for one round..

Royal Prerogative (Ex)

Once per day, the fisherking can use a move action, which provokes attacks of opportunity, to unshape one of their existing veils and instantly reshape the released energy into a new veil.

This ability counts as the vizier’s veilshifting ability for the purpose of filling prerequisites. This hex can be selected more than once, each time it is selected the number of uses and the number of veils that can be reshaped by a single use increases by 1.

Will Incarnate (Ex)

As part of activating a hex that normally has a range of touch, the fisherking may select one creature that is created or controlled by one of their shaped veils. This creature can then deliver the touch for the activated hex like a witch’s familiar. A fisherking must be at least 4th level to select this hex.

Witch Hex (Su)

The fisherking selects any one hex normally available through the witch’s hex class feature. The fisherking counts as a witch and treats their fisherking level as their witch level when determining the powers and abilities of the hex. They use their veilweaving modifier in place of their Intelligence modifier for the hex. In addition, any creature currently created or controlled by one of their shaped veils counts as witch’s familiar for any hexes that require a familiar to use, but does not gain the ability to deliver touch spells or hexes. The fisherking cannot select a witch hex that has the same name as a fisherking hex. They can select major hexes or grand hexes using this ability if they could normally do so. This hex may be selected more than once.

Improved Essence Capacity

The fisherking is particularly talented at investing essence. At 3rd, 11th, and 19th level the essence capacity of all the fisherking’s essence receptacles increases by one.

Peerless Hex

At 3rd level a fisherking learns to use their hexes as a symbol of their authority and majesty, shaping them into glittering crowns, ornate scepters, magnificent robes, and so forth. This splendor frequently belies a peerless hex’s sometimes baleful might. When shaping their veils for the day, a fisherking may shape one hex, major hex, or grand hex they know that targets a single creature in a slot as if it was a veil. Hexes shaped to veil slots count as veils for all purposes, including determining their essence capacity, and interactions with effects and abilities. Any benefits of a peerless hex are lost so long as it is suppressed. The DC to resist a peerless hex increases by 1 for every 2 points of essence invested in it. At 7th level, when shaping veils for the day, the fisherking can bind a peerless hex to a slot as long as they could normally bind veils to that slot. The fisherking gains an additional benefit as follows:

  • Low Binds (feet, hand, head): When a hex is bound to a low chakra, if that hex can normally affect or target a creature a limited number of times per day, the fisherking can take a point of essence burn to affect a creature an additional time. Essence burn taken in this way lasts for 1 hour. This ability can be used a number of times per day equal to the fisherking’s veilweaving modifier.
  • Middle Binds (headband, shoulder, voice, wrist): When determining the effects of a hex bound to a middle chakra, treat the fisherking’s class level as 1 higher +1 for every two points of essence invested in it for all purposes except determining its saving throw DC. High Binds (belt, body, chest): Hexes bound to a high chakra are especially difficult to resist. Creatures targeted by a hex bound to a high chakra must roll their saving throw against it twice and take the worst result.

Regal Presence (Su)

At 7th a fisherking’s very presence radiates with their right to rule. When shaping their veils for the day, the fisherking can decide to enhance their Bluff, Diplomacy, or Intimidate skill modifier. They gain a bonus equal to half their class level on checks made with the selected skill.

This ability can be invested with essence, increasing the bonus by +1 for each point invested. Three times per day, the fisherking may take a point of essence burn to use telempathic projection as a spell-like ability with a caster level equal to their class level. If the target is a creature that has been affected by one of the fisherking’s hexes within the past 24 hours, increase the insight bonus granted by this effect and its DC by 1.

Major Hex

Starting at 12th level, and every four levels thereafter, a fisherking can choose one of the following major hexes whenever they could select a new hex.

Castle (Su)

The fisherking is rarely without the comforts of home. Once per day, a fisherking can conjure an extra-dimensional dwelling to serve their needs. This functions as magnificent mansion with a caster level equal to the fisherking’s level, except as follows. The entry point takes the form of an ornate door that is always visible. Creatures not designated as allowed to enter may still attempt to do so by succeeding on a DC 20 Disable Device or Strength check, or by casting knock, but the fisherking is always aware of such an intrusion.

Builder of Roads (Su)

Few things can slow the passage of a fisherking and those that travel with them, for the most perfect of roads are built at their command. This functions as shadow walk except that the appearance of the road is chosen by the fisherking when this hex is gained, this ability can be used regardless of lighting conditions, and the range is 60 feet instead of touch. This hex can only be used once per day.

Call to Court (Su)

The fisherking can always summon to their side those who are most loyal to them. As a standard action, the fisherking can teleport one ally on the same plane to their location. The fisherking determines which ally they want to teleport when activating this hex. The selected ally has 1 round to decide to allow or refuse this effect and is teleported immediately upon accepting, appearing in a space adjacent to the fisherking. If the fisherking is in combat the ally rolls initiative upon arrival but is not considered fat-footed, even though they have not taken any actions. The fisherking can use this ability a number of times per day equal to their veilweaving modifier. The fisherking can bind essence into this hex. For each point of bound essence the fisherking can can return an ally summoned via this hex to its previous location, so long as they do so within 1 minute per class level of summoning the ally. This is a conjuration [teleportation] effect.

Voice Binding

At 9th level, the fisherking gains the ability to bind veils shaped in the voice slot.

Twin Voice

In keeping with their expanding authority, at 15th level a fisherking gains the ability to shape and bind up to two veils, which occupy the voice slot.

Grand Hex

At 20th level, the fisherking can choose one of the following grand hexes whenever they can select a new hex.

Legacy (Su)

If the fisherking dies by any means, they can choose to leave behind a final gift, an army to stand in defense of their kingdom and allies. This manifests 10 minutes after the fisherking’s death and functions as wooden phalanx except that the duration is permanent and the golems gain the runeplated construct template instead of the advanced template. The golems all have the same runeplated construct trait, selected when they are created. The fisherking must select a simple mission for the golems along the lines of “serve my line,” “defend my kingdom,” or “protect my family.” If for some reason the golems accomplish their mission or their mission becomes impossible, they crumble into dust. If the fisherking is returned to life by any means this effect ends.

Enmity Unending (Su)

If the fisherking dies by any means, they can decide to leave a pox upon the land. This manifests 10 minutes after the fisherking’s death and functions as cursed earthUM except that in addition to selecting a single effect for the full radius the fisherking can select a second effect that is applied to the current radius of their blessed land ability. If the fisherking is returned to life by any means this effect ends.

Divine Mien (Su)

The fisherking can cause enemy creatures within a 90-foot radius of themself, or within the radius of the fisherking’s blessed land ability if it is greater, to attempt a Will save or be awed by their presence. This functions as if the creatures were affected by the spell overwhelming presence. Any hostile action taken by the fisherking, or the fisherking’s allies, immediately ends this effect on all creatures. Creatures suffering from the effects of this ability do not take Wisdom drain if it is ended early due to hostile action. A fisherking can only use this ability once per day.

Spiritual Dominion (Su)

By taking a point of essence burn, as an immediate action, a fisherking can target any creature entering or exiting a space affected by their blessed land ability with one of their hexes that can target other creatures. They can take a second point of essence burn when using this ability to target such a creature with a second hex as part of the same immediate action.

Favored Class Options

  • All: Gain 1/4th point of essence.
  • All: Gain 1/6th of an akashic feat.
  • Dwarves: Increase the hardness of your veils by 1.
  • Elves: Increase the essence capacity of your blessed land ability by +1/6.
  • Gnomes: Gain 1/2 additional servants when using the royal attendants ability.
  • Half-Elves: Increase the radius of blessed land by 1 foot. This only has an effect every fifth time it is selected.
  • Half-Orcs: Creatures summoned or controlled by your veils gain +1/2 hit point.
  • Halflings: Gain +1/2 on Bluff checks to suggest a course of action and +1/2 on Diplomacy checks to influence a creature’s attitude.
  • Humans: Gains 1/6 of a new fisherking hex.
  • Orcs: Gain +1/3 damage on all damage rolls for weapon-like or [weapon] descriptor veils.
Section 15: Copyright Notice

The Fisherking © 2020, d20pfsrd.com Publishing; Author: James Ray.

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