King of Misrule (Fisherking Archetype)

For a season even a commoner can become a king, and at such times they can turn order and reason upside down.

Kings of Misrule are fisherkings that are not the result of noble blood, but instead draw their authority from the needs of divinely ordained chaos.

Divine Presence

The king of misrule’s class levels count as divine caster levels instead of arcane caster levels. A king of misrule with the king’s cup hex crafts potions using spells drawn from the cleric spell list that could be cast by a cleric of their level.

This ability alters arcane presence.

Saturnal Realm (Su)

Unlike many rulers, the reign of a king of misrule serves a specific purpose, the enrichment of their realm. However, this enrichment requires sacrifices. As a swift action the king of misrule can activate a 30-foot radius aura centered on themself to turn the space around them into a place of plenty for their allies and a sacrificial altar on which to lay their enemies. When this ability is activated all of the king of misrule’s allies, other than themself, within this aura gain 5 temporary hit points. As long as the king of misrule has this aura active, the temporary hit points granted by it last as long as an affected ally remains within radius of this aura, or until the aura’s bleed effect activates as described below.

The first time in combat that the king of misrule is successfully attacked, or affected by a hostile effect, this aura ceases to grant temporary hit points to their allies.

Instead, enemies within this aura begin to bleed uncontrollably, taking 1 point of bleed damage each round at the start of their turns. Unlike normal bleed damage, the bleed damage taken in this way can only be stopped by magical healing or leaving this aura. However, if a creature exits and later reenters this aura they are once again subject to its bleed effect. This aura reverts to its normal effect after a number of rounds equal to the king of misrule’s veilweaving modifier, which restores any allies still within its radius to their previous number of temporary hit points that were granted by this aura.

This effect ends if the king of misrule is knocked unconscious or if they choose to end it as a swift action.

This ability can be invested with essence, increasing the radius of the aura by 5 feet for each point of essence invested. For every two points of essence invested in this ability, the number of temporary hit points granted increases by +5 and the amount of bleed inflicted increases by +1.

At 5th and 13th levels, the temporary hit points granted increases by +5 and the bleed inflicted increases by +1.

At 9th level when the king of misrule, or one of their allies, slays an enemy with an Intelligence score of at least 3 while both they and the enemy are within the area of king of misrule’s aura, all allies within this aura including the king of misrule heal a number of points equal to the king of misrule’s veilweaving modifier + 2 for each point of essence invested in this ability. Additionally, each time a creature is healed in this way it does not need to eat or drink for one day. This effect is cumulative. Alternatively, instead of the healing effect, when the king of misrule personally slays an enemy they can instead choose to enrich the land. This functions as the enrichment effect of plant growth. The range of the enrichment effect increases by a quarter-mile for each point of essence invested in this ability. This effect can only be triggered a total number of times per day equal to 1 + the king of misrule’s veilweaving modifier.

At 17th level, the radius of the king of misrule’s aura increases to a 60-foot radius.

This ability replaces blessed land and the blessed land improvement gained at 9th and 17th levels.

Misrule

At 4th level a king of misrule gains the ability to turn order into revelry and chaos. They gain the following unique hex:

Crown of Unreason (Su)

The king of misrule can cause a creature within 30 feet to instantly devolve into a state of mad revelry. The creature receives a Will save to negate the effect. If the save fails, the creature takes leave of their capacity for reason as if it had gained the confused condition, except that on a d% roll of 26-50 instead of babbling incoherently they will dance in place, sing bawdily, or otherwise revel. This state lasts for a number of rounds equal to the king of misrule’s veilweaving modifier. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Unlike most hexes, when this hex is shaped as a peerless hex it can only be shaped to the Head or Headband slots.

When shaped as a peerless hex, this hex takes on the form of a crown made of brightly colored paper decorated with images of laurel leaves.

When the king of misrule binds this hex to their Headband chakra it enhances their ability to subvert the 10 will of others. Instead of the normal benefits granted by binding a hex to their Headband chakra via peerless hex, the DC’s of charm and compulsion descriptor effects they use gain a +1 sacred bonus. This bonus increases by +1 for each point of essence invested in this hex.

This replaces the hex gained at 4th level.

Section 15: Copyright Notice

Akashic Tales: Gifts of Winter Pageantry, © 2021 Azoth Games; Author James Ray

Section 15: Copyright Notice

Akashic Tales: Gifts of Winter Pageantry, © 2021 James Ray; Author James Ray

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