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Rajah Heraldries

A rajah can choose from the following heraldries. If a heraldry grants a spell-like ability, its caster level is equal to the rajah’s initiator level. As a reminder, heraldries that grant the rajah or her unseen servants spell-like abilities use the rajah’s class level as their caster level, and use the rajah’s initiation modifier to determine their saving throw DCs and the bonus the rajah and her servants use on concentration checks. Heraldries share their daily uses across all unseen servants, even if they are all dismissed and re-summoned.

Allure (Sp)

You gain a +2 circumstance bonus to all Charisma-based skill or ability checks against creatures that would be attracted to you. You gain the ability to cast enthrall at will as a spell-like ability, as well as the ability to cast lock gaze three times per day as a spell-like ability.

Ambrosia (Sp)

Your unseen servants gain the ability to cast the create water and enhance water useable at will as a spell-like ability, as well tears to wine three times per day as a spell-like ability.

A Smile to Remember (Su)

With a smile, you can cause many to lower their guard, learning something about them in the process. You may use your initiation modifier when making sense motive checks instead of your wisdom modifier. In addition, once per day, by speaking with an individual, you may implant a memory in the individual, causing them to recall speaking or interacting with you within the last twenty four hours, with the details left up to the GM (although these details never bring you harm or ill will). The individual may make a will save (DC 10 + ½ your rajah level + your initiation modifier) to resist, but if they fail, the memory is completely believable and the individual fills in any gaps of logic for the memory.

Constructed Comforts (Su)

By spending one minute commanding your unseen servants, your unseen servants may produce a weightless palanquin for four creatures of your size. Moving this palanquin requires at least two creatures of sufficient strength to move it, but has room for at least six to carry the palanquin. With a minute of setup, this palanquin can become a tent to hold the same number of people. At 7th level, this palanquin can become a secure shelter as per the spell after a minute of setup, and at 13th, can become a portal to a mage’s magnificent mansion as per the spell after a minute of setup. It takes a minute to tear down the palanquin back into its mobile form, and while functioning as a tent, secure shelter, or a mage’s magnificent mansion, the palanquin cannot be moved. The rajah’s unseen servants may only have one palanquin created this way at a time. The palanquin has a hardness of 5 and 1 hit point.

Forest Friend (Sp)

You gain the ability to cast animal messenger at will as a spell-like ability. In addition, you are under a constant speak with animals and speak with plants.

Hidden Lord (Sp)

You benefit from a constant nondetection effect. Items you wear or carry benefit from a constant magic aura effect, causing them to appear mundane. The save DC for both of these effects is equal to 15 + your rajah level. You may suppress or resume both of these effects as a free action. The rajah must be at least 5th level to select this heraldry.

House of Jesters (Sp)

Your unseen servants gain the ability to entertain yourself and guests. Your unseen servants can make Perform checks with a bonus equal to your rajah level plus your initiation modifier. They may always take 10 on these checks, and, in fact, must do so. They can also cast summon instrument at will as a spell-like ability. Any individual who spends at least 1 hour being entertained by these unseen servants gains the benefit of one of the effects of the polypurpose panacea spell. If they fall asleep while under the effect of the spell, they are instead affected by restful sleep. Three times per day, you may have one of your unseen servants play a quick tune on their instrument, allowing you to immediately re-roll a diplomacy, bluff, or intimidate check. You cannot use this to reroll skill checks made as part of a maneuver.

Impassiveness (Sp)

You benefit from a constant sanctuary effect. The DC of this effect is equal to 10 + 1/2 your class level + your initiation modifier. If you would break this effect, it is instead suppressed for 1 minute, after which it resumes as if never broken. A creature that saves against this effect is immune to this heraldry for 24 hours.

Invite Luck (Su)

You may bless a building, land, business, or other permanent structure by gracing it with your presence for at least one minute. The building, land, or other permanent structure is unusually bountiful; it produces an additional 50% of its normal yield as taverns attract more customers, farmland bears extra crops, merchants strike better deals, and so forth. Any given building, piece of land, or permanent structure can only benefit from this bonus once, no matter how many times it’s blessed. You can only maintain a number of these blessings equal to your initiation modifier at any given time.

Sidebar: What is the Limit of Invite Luck

Simply put, a ‘building, land, business, or other permanent structure’ is any congruent piece of terrain or structure. The effects of this ability are mostly local; thus a farm could be blessed to affect the entire field and the animals on it, but one couldn’t bless ‘This empire’s farms’ or even ‘This empire’, as both are made up of buildings, lands, structures, and so on that the rajah would have to bless individually. Similarly, one couldn’t bless ‘The Bank of the Sun’, as the business is made up of many smaller parts, but they could specifically bless a single branch for this effect.

Leadership (Ex)

You gain Leadership as a bonus feat. When calculating your leadership score, you do not suffer any penalties to your leadership score, except for those arising as a result of you causing the death of a cohort. You must be at least 7th level to select this heraldry.

Light of Day (Sp)

Your unseen servants gain the ability to cast dancing lights at will as a spell-like ability. They also gain the discovery torch spell as a spell-like ability usable a total of three times per day between them; they may cast discovery torch on one of their dancing lights, and it always sheds light out to 40 feet. Your unseen servants also gain the ability to cast silent image at-will as a spell-like ability, using it to entertain guests or display information, but anyone who views these illusions automatically recognizes them for what they are, automatically passing a Will save to disbelieve the illusion.

Philosopher King (Sp)

You gain the ability to cast the comprehend languages spell three times per day as a spell-like ability, and detect magic, read magic, erase, and arcane mark at will as spell-like abilities. In addition, you gain a +2 circumstance bonus to all knowledge skills. Whenever you successfully use the Aid Another action in aiding someone on a knowledge skill check, they gain an additional +2 bonus to that check. These values increase to +4 at 10th level.

Signature Skill (Ex)

You gain the Signature Skill (see Pathfinder Roleplaying Game: Pathfinder Unchained) feat as a bonus feat. You must be at least 5th level before selecting this heraldry.

The Emperor’s New Clothes (Sp)

Your unseen servants can conjure and alter clothing to suit your needs. Conjuring clothes takes a standard action, and these clothes fit perfectly, and are always clean and mended unless you specifically designates otherwise. If your servants spend at least one minute altering a set of clothes, the wearer gains a +2 circumstance bonus to two of the following skills: Bluff, Disguise, Diplomacy, or Intimidate. Your unseen servants also gain mending useable at will as a spell-like ability. Your unseen servants may not have more sets of clothing conjured or altered than your initiation modifier, and you may dismiss clothing conjured as a free action. As the clothing is obviously spell-like under close inspection, neither the clothing nor the materials it are made of are worth anything when trying to sell them. Finally, while wearing this clothing, any armor that is worn over it gains the Glamered special armor ability for as long as it is worn over this clothing, and may be commanded to look like the clothing underneath.

The Treasury (Su)

Your unseen servants can conjure your personal treasury as a full-round action. This functions as an extra-dimensional storage space that appears as a heavy, wooden chest holding up to 50 lbs per class level plus 50 lbs per point of initiation modifier. When dismissed (a full-round action on the part of the unseen servants), any creatures inside the extradimensional storage are ejected (as well as anything they are carrying or wearing), and the treasury, along with its contents, teleports to a secure location on the astral plane. Should you die, the contents of this treasury safely pour out around you at 50 lbs per round.

Valued Customer (Su)

You gain the ability to attract the attention of a specific outsider (such as a mercane, a witchwyrd, or a devil) who buys and sells goods of all types. Getting the outsider’s attention is done by performing a simple one minute ritual, and a response is received after 1d6 minutes. The outsider appears with a small selection of goods, always with common adventuring items (such as potions, wands and scrolls) and a 25% chance of bearing an item with a market price up to 1,000 gp per rajah level you possess. The outsider will not appear in inherently dangerous situations, and, if attacked, vanishes immediately. When performing this ritual, you may, instead of summoning the outsider, specify any number of items for them to bring when next summoned. Uncommon items each require 1d6 hours to find, while rare or exotic items can each take anywhere from 1d6 days to 1d6 months to find, depending on how strange the item in question is. You receive a mental notification when the requested item is in stock.

Sidebar: The Outsider & Item Rarity

The Valued Customer heraldry allows the rajah to get in contact with an outsider who supplies her and her party with the ability to buy and sell items. Although every outsider has their own agenda, assume that as long as the rajah and her party treat the outsider with respect, that these agendas will probably not conflict with rajah’s own — After all, this ability has been ‘bought’ as a class feature; and the safety of these deals is suggested by the heraldry. If the outsider is repeatedly attacked by the party or otherwise attempted harm, however, all bets are off. Of course, the outsider is always free to suggest courses of action; but ultimately that decision should be left to the party — After all, they would not want to damage their relations with their increasingly wealthy customers. The heraldry also talks about item rarity. This is largely left up to GM’s discretion — A party that buys a lot of healing items may see more healing items in stock, while a rajah who has a wizard in the party may find arcane scrolls of spells that they do not have. Uncommon items are items that aren’t typically used by the party (such as a ring of the ram), while rare or exotic items are items that aren’t typically used by anyone (such as a ring that summons rams). As always, this is up to GM discretion, and some items may simply not exist; or not, at least, where the Outsider can find them.

A rajah can choose from the following heraldries. If a heraldry grants a spell-like ability, its caster level is equal to the rajah’s initiator level. As a reminder, heraldries that grant the rajah or her unseen servants spell-like abilities use the rajah’s class level as their caster level, and use the rajah’s initiation modifier to determine their saving throw DCs and the bonus the rajah and her servants use on concentration checks. Heraldries share their daily uses across all unseen servants, even if they are all dismissed and re-summoned.

Allure (Sp)

You gain a +2 circumstance bonus to all Charisma-based skill or ability checks against creatures that would be attracted to you. You gain the ability to cast enthrall at will as a spell-like ability, as well as the ability to cast lock gaze three times per day as a spell-like ability.

Ambrosia (Sp)

Your unseen servants gain the ability to cast the create water and enhance water useable at will as a spell-like ability, as well tears to wine three times per day as a spell-like ability.

A Smile to Remember (Su)

With a smile, you can cause many to lower their guard, learning something about them in the process. You may use your initiation modifier when making sense motive checks instead of your wisdom modifier. In addition, once per day, by speaking with an individual, you may implant a memory in the individual, causing them to recall speaking or interacting with you within the last twenty four hours, with the details left up to the GM (although these details never bring you harm or ill will). The individual may make a will save (DC 10 + ½ your rajah level + your initiation modifier) to resist, but if they fail, the memory is completely believable and the individual fills in any gaps of logic for the memory.

Constructed Comforts (Su)

By spending one minute commanding your unseen servants, your unseen servants may produce a weightless palanquin for four creatures of your size. Moving this palanquin requires at least two creatures of sufficient strength to move it, but has room for at least six to carry the palanquin. With a minute of setup, this palanquin can become a tent to hold the same number of people. At 7th level, this palanquin can become a secure shelter as per the spell after a minute of setup, and at 13th, can become a portal to a mage’s magnificent mansion as per the spell after a minute of setup. It takes a minute to tear down the palanquin back into its mobile form, and while functioning as a tent, secure shelter, or a mage’s magnificent mansion, the palanquin cannot be moved. The rajah’s unseen servants may only have one palanquin created this way at a time. The palanquin has a hardness of 5 and 1 hit point.

Forest Friend (Sp)

You gain the ability to cast animal messenger at will as a spell-like ability. In addition, you are under a constant speak with animals and speak with plants.

Hidden Lord (Sp)

You benefit from a constant nondetection effect. Items you wear or carry benefit from a constant magic aura effect, causing them to appear mundane. The save DC for both of these effects is equal to 15 + your rajah level. You may suppress or resume both of these effects as a free action. The rajah must be at least 5th level to select this heraldry.

House of Jesters (Sp)

Your unseen servants gain the ability to entertain yourself and guests. Your unseen servants can make Perform checks with a bonus equal to your rajah level plus your initiation modifier. They may always take 10 on these checks, and, in fact, must do so. They can also cast summon instrument at will as a spell-like ability. Any individual who spends at least 1 hour being entertained by these unseen servants gains the benefit of one of the effects of the polypurpose panacea spell. If they fall asleep while under the effect of the spell, they are instead affected by restful sleep. Three times per day, you may have one of your unseen servants play a quick tune on their instrument, allowing you to immediately re-roll a diplomacy, bluff, or intimidate check. You cannot use this to reroll skill checks made as part of a maneuver.

Impassiveness (Sp)

You benefit from a constant sanctuary effect. The DC of this effect is equal to 10 + 1/2 your class level + your initiation modifier. If you would break this effect, it is instead suppressed for 1 minute, after which it resumes as if never broken. A creature that saves against this effect is immune to this heraldry for 24 hours.

Invite Luck (Su)

You may bless a building, land, business, or other permanent structure by gracing it with your presence for at least one minute. The building, land, or other permanent structure is unusually bountiful; it produces an additional 50% of its normal yield as taverns attract more customers, farmland bears extra crops, merchants strike better deals, and so forth. Any given building, piece of land, or permanent structure can only benefit from this bonus once, no matter how many times it’s blessed. You can only maintain a number of these blessings equal to your initiation modifier at any given time.

Sidebar: What is the Limit of Invite Luck

Simply put, a ‘building, land, business, or other permanent structure’ is any congruent piece of terrain or structure. The effects of this ability are mostly local; thus a farm could be blessed to affect the entire field and the animals on it, but one couldn’t bless ‘This empire’s farms’ or even ‘This empire’, as both are made up of buildings, lands, structures, and so on that the rajah would have to bless individually. Similarly, one couldn’t bless ‘The Bank of the Sun’, as the business is made up of many smaller parts, but they could specifically bless a single branch for this effect.

Leadership (Ex)

You gain Leadership as a bonus feat. When calculating your leadership score, you do not suffer any penalties to your leadership score, except for those arising as a result of you causing the death of a cohort. You must be at least 7th level to select this heraldry.

Light of Day (Sp)

Your unseen servants gain the ability to cast dancing lights at will as a spell-like ability. They also gain the discovery torch spell as a spell-like ability usable a total of three times per day between them; they may cast discovery torch on one of their dancing lights, and it always sheds light out to 40 feet. Your unseen servants also gain the ability to cast silent image at-will as a spell-like ability, using it to entertain guests or display information, but anyone who views these illusions automatically recognizes them for what they are, automatically passing a Will save to disbelieve the illusion.

Philosopher King (Sp)

You gain the ability to cast the comprehend languages spell three times per day as a spell-like ability, and detect magic, read magic, erase, and arcane mark at will as spell-like abilities. In addition, you gain a +2 circumstance bonus to all knowledge skills. Whenever you successfully use the Aid Another action in aiding someone on a knowledge skill check, they gain an additional +2 bonus to that check. These values increase to +4 at 10th level.

Signature Skill (Ex)

You gain the Signature Skill (see Pathfinder Roleplaying Game: Pathfinder Unchained) feat as a bonus feat. You must be at least 5th level before selecting this heraldry.

The Emperor’s New Clothes (Sp)

Your unseen servants can conjure and alter clothing to suit your needs. Conjuring clothes takes a standard action, and these clothes fit perfectly, and are always clean and mended unless you specifically designates otherwise. If your servants spend at least one minute altering a set of clothes, the wearer gains a +2 circumstance bonus to two of the following skills: Bluff, Disguise, Diplomacy, or Intimidate. Your unseen servants also gain mending useable at will as a spell-like ability. Your unseen servants may not have more sets of clothing conjured or altered than your initiation modifier, and you may dismiss clothing conjured as a free action. As the clothing is obviously spell-like under close inspection, neither the clothing nor the materials it are made of are worth anything when trying to sell them. Finally, while wearing this clothing, any armor that is worn over it gains the Glamered special armor ability for as long as it is worn over this clothing, and may be commanded to look like the clothing underneath.

The Treasury (Su)

Your unseen servants can conjure your personal treasury as a full-round action. This functions as an extra-dimensional storage space that appears as a heavy, wooden chest holding up to 50 lbs per class level plus 50 lbs per point of initiation modifier. When dismissed (a full-round action on the part of the unseen servants), any creatures inside the extradimensional storage are ejected (as well as anything they are carrying or wearing), and the treasury, along with its contents, teleports to a secure location on the astral plane. Should you die, the contents of this treasury safely pour out around you at 50 lbs per round.

Valued Customer (Su)

You gain the ability to attract the attention of a specific outsider (such as a mercane, a witchwyrd, or a devil) who buys and sells goods of all types. Getting the outsider’s attention is done by performing a simple one minute ritual, and a response is received after 1d6 minutes. The outsider appears with a small selection of goods, always with common adventuring items (such as potions, wands and scrolls) and a 25% chance of bearing an item with a market price up to 1,000 gp per rajah level you possess. The outsider will not appear in inherently dangerous situations, and, if attacked, vanishes immediately. When performing this ritual, you may, instead of summoning the outsider, specify any number of items for them to bring when next summoned. Uncommon items each require 1d6 hours to find, while rare or exotic items can each take anywhere from 1d6 days to 1d6 months to find, depending on how strange the item in question is. You receive a mental notification when the requested item is in stock.

Sidebar: The Outsider & Item Rarity

The Valued Customer heraldry allows the rajah to get in contact with an outsider who supplies her and her party with the ability to buy and sell items. Although every outsider has their own agenda, assume that as long as the rajah and her party treat the outsider with respect, that these agendas will probably not conflict with rajah’s own — After all, this ability has been ‘bought’ as a class feature; and the safety of these deals is suggested by the heraldry. If the outsider is repeatedly attacked by the party or otherwise attempted harm, however, all bets are off. Of course, the outsider is always free to suggest courses of action; but ultimately that decision should be left to the party — After all, they would not want to damage their relations with their increasingly wealthy customers. The heraldry also talks about item rarity. This is largely left up to GM’s discretion — A party that buys a lot of healing items may see more healing items in stock, while a rajah who has a wizard in the party may find arcane scrolls of spells that they do not have. Uncommon items are items that aren’t typically used by the party (such as a ring of the ram), while rare or exotic items are items that aren’t typically used by anyone (such as a ring that summons rams). As always, this is up to GM discretion, and some items may simply not exist; or not, at least, where the Outsider can find them.

Section 15: Copyright Notice

Divergent Paths: Rajah, © 2018, Dreamscarred Press. Authors: Anthony Cappel