May King (Fisherking Archetype)

Not every ruler spends their days seated upon thrones, hearing supplications, and holding councils. Some rulers are fixtures of the forests and fields, presiding over nature’s bounty.

Alignment: Any neutral

Weapons and Armor Proficiencies

May kings are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. A May king can’t wear armor or use shields made of metal. A May king that wears metal armor or uses a metal shield gains the sickened condition while doing so and for 24 hours thereafter, even if they would normally be immune to this condition. The sickened condition gained in this way can’t be removed or suppressed in any way.

This ability alters the fisherking’s weapon and armor proficiency.

Class Skills

A May king gains Knowledge (nature) and Survival as class skills, but does not gain Bluff and Intimidate as class skills.

Natural authority

Much of the substance of a May king’s might is drawn from the natural world. It is their awareness of the natural world and their connection to it that fuels many of their gifts. A May king uses Wisdom instead of Charisma as their veilweaving modifier and for determining the difficulty class of their hexes.

This ability alters veilweaving.

Natural Presence

The May king’s class levels count as divine caster levels instead of arcane caster levels. They may also use their Wisdom modifier in place of Intelligence when using spellcraft to craft magical items. A May king with the king’s cup hex crafts potions using spells drawn from the druid spell list that could be cast by a druid of their level.

This ability alters arcane presence.

Beloved by Nature

Nature lends one of its emissaries to be the May king’s loyal servant. At 1st level the May king gains a leaf leshyB3 familiar and treats their fisherking level as their effective wizard level for the purpose of this ability. This familiar has the following special ability: “Master gains Druidic as a bonus language and for the purposes of teaching and learning the Druidic language, the master is considered to be a druid and is forbidden to teach this language to non-druids.”. If the leshy dies, the May king can call for a new one by paying the normal cost to replace a familiar. This familiar follows the rules for familiars presented in the arcane bond wizard class feature except as follows. The familiar gained from this ability does not gain the share spells or deliver touch spells abilities. Instead it can deliver the touch for an activated hex like a witch’s familiar and grants its master the Shared Veil feat while within 1 mile. If the May king later gains the ability to obtain an improved familiar, that familiar must be a creature with the plant type.

This ability replaces royal attendants.

Verdant Veil

When shaping their veils for the day, the May king must designate one of their veils or peerless hexes as being a verdant veil. The selected veil or hex is composed of conjured living plant matter suffused with akashic energies and gains the following properties:

  • As standard action the May king can share a verdant veil with a single ally they can touch. While a verdant veil is shared in this way the May king loses its benefits. The targeted ally gains the benefits of the shared verdant veil, but must remain within the radius of the May king’s blessed land ability and must have the appropriate limb or body part (for example a horse cannot benefit from a veil that occupies the Hands slot). If the ally leaves this radius of effect, they lose the benefits of the veil until such time as they return. A verdant veil retains any essence invested in it at the time it was shared, but essence cannot be invested in or removed from a verdant veil while it is shared in this way. The ally determines save DCs and variables related based on veilweaving modifier for activated veil abilities using the greater of the May king’s Wisdom modifier or their own. As a swift action the May king can cease sharing a verdant veil, regaining its benefits and reclaiming any essence invested in it.
  • A verdant veil can be targeted by effects that target plants specifically, but may make a save to negate harmful or hostile effects even if they would not normally be entitled to one. If such an effect would destroy a plant, a verdant veil is instead suppressed.
  • If sundered, verdant veils remain suppressed until the May king meditates for an hour.
  • Verdant veils are always easily noticeable and can’t be disguised, but a Knowledge (nature) check must be made to identify its properties instead of a Knowledge (arcana) check.

Once per day as a full round action the May king can cause a shaped verdant veil to produce a fertile mulch. This mulch can be given to a plant or plant creature as a standard action. When applied to the roots of a plant it functions as the spell harvest seasonHotS, or the enrichment effect of plant growth targeting only that plant, cast by a druid with a caster level equal to the May king’s class level. When sprinkled onto a plant creature that creature heals 1d6 hit points of damage for every two class levels that the May king possesses. The mulch retains its magical properties for a number of days equal to the May king’s veilweaving modifier.

This replaces the hex gained at second level.

Ex-May Kings

A May king who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a non-druid loses the ability to use all alternate class features granted by this archetype (but still retains all other fisherking class features), though she’s still considered to be a May king when taking further levels in the fisherking class. A May king regains use of all archetype alternate class features if they atone for their violations (see the atonement spell).

Section 15: Copyright Notice

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

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