Exiled Ruler (3.5e Prestige Class)

Summary:: Your kingdom has been without a rightful ruler long enough Minimum Level:7

Exiled Ruler
"Very soon I will reclaim my rightful seat on my ancestors' throne!""

You recently discovered that you are actually the heir to a kingdom wrongfully seized from your family. Or, you may have known this secret your entire life. Either way, it's time to stop hiding and start preparing to take back your kingdom someday.

Becoming an Exiled Ruler
An exiled ruler might have chosen to pursue any sort of life before he discovered his true identity (or while hiding it). Therefore, any class might find the Exiled Ruler prestige class appealing, both for role-playing purposes and for the benefit of the class features.

Class Features
All of the following are class features of the Exiled Ruler.

Weapon and Armor Proficiency: An exiled ruler gains no new proficiency with weapons or armor.

You gain a bonus equal to your exiled ruler level to Diplomacy, Intimidate, Knowledge (History), Knowledge (Nobility & Royalty), Listen, Ride, and Sense Motive checks.

Choose one class feature from any class in which you took levels prior to entering the exiled ruler prestige class. This feature progresses normally while you are taking levels in exiled ruler. For example, a cleric might choose to advance his turn undead or his divine spellcasting normally. A ranger might choose to advance his favored enemy, animal companion, or combat style class abilities normally. A wizard might choose to advance his spellcasting normally. Any class feature of one previous class can be used in connection with Continued Training, pending DM approval.

Even now, their presence carries some benefits. At each level you may add one person to your court, either a major or a minor member, as permitted by the above table. For role-playing purposes, members of your court reside in a nearby town or other appropriate setting incognito. In order to not endanger their lives by exposing their relationship with you, you communicate with your court members through a series of magic stones, one stone for each court member. These stones allow you to communicate with your court members, and they also court members to see what you see for the purpose of offering advice or support. Using a stone is a free action that may be performed at will.

MINOR:

--Captain of the Guard: Constant training with this individual grants you a +1 bonus to all attack rolls.

--Court Jester: A ruler's life is not all levity, and humor has its place. You gain a +1 morale bonus to all saves.

--Cup-Bearer: A ruler, even an exiled one, has plenty of enemies. Due to the presence of your cup-bearer, you automatically detect the presence of poison in any food or drinks. Furthermore, due to careful training with your cup-bearer, you gain a +4 bonus on saves against poison in any circumstance.

--Eunuch: The celibacy (whether voluntary or not) of your trusted eunuch is a model of self-discipline for you. You are immune to any compulsion attempts.

--Master of the Hunt: With the aid of your master of the hunt, you always know the location of any nearby source of food or water while in natural settings. You know the location of any food or water within one mile of your party per exiled ruler level.

--Page: You begin to learn the art of courtly communications, including those that don't need to be overheard. You may cast Message as the spell, at will.

--Spymaster: Do to your developing network of spies, you are always vaguely aware of what lies ahead. You always act during a surprise round.

--Steward: As the caretaker of your estate, your steward gives you a magical, weightless bag, capable of holding up to fifty pounds. Any item in the steward's bag cannot be lost, and does not count against your weight limit. Retrieving an item from the steward's bag is a standard action.

MAJOR:

--Archbishop: You begin to learn how to combat the enemies of your faith. Any evil opponent (for a good exiled ruler; good opponent for evil exiled ruler; neutral exiled ruler may choose) takes 1d6 damage on any turn which they end in a square that you threaten.

--Court Mage: You begin to study the intricacies of magic with your trusted mage. You gain either a +1 bonus to your caster level, or you gain Spell Resistance equal to HD + exiled ruler level.

--Field Marshal: With the aid of your field marshal, every battle becomes a chess match, as you seek to get all the pieces in perfect position for victory. As a free action at the beginning of your turn, you may command one ally to re-position himself by taking a five foot step in any direction. The ally must be able and willing to make such a move. The ally's movement does not provoke an attack of opportunity.

--Royal Adviser: Once a day you may call upon the wisdom of your adviser to aid you. This functions the same as a divination spell, but with no chance of failure.

--Royal Archivist: You have the knowledge of a prestigious scholar readily available. You may take 10 on any knowledge check, and you may make any knowledge check untrained.

--Royal Treasurer: Others also wish to see you retake your throne, and they begin funneling funds to you secretly. You may reduce the cost of any item you wish to buy by 10%, the difference coming out of this secret royal fund.

 : Your mere presence on the battlefield inspires courage in your allies. If an ally fails a save that results in him being shaken, he may re-roll his save attempt as an immediate action. He may only re-roll once. At level 3, kingly presence grants one re-roll attempt against a shaken or frightened condition. At level 4, kingly presence grants one re-roll against a shaken, frightened, or panicked condition.

 : Once per day, you may choose to reveal your true royal identity during combat, to the shock and dismay of your enemies. As an immediate action, you may make an Intimidate check against each enemy within 30 feet who can see you in an attempt to demoralize them. Any enemy you demoralize is shaken for 1d4 rounds, instead of just one. For more information on how to make an Intimidate check and on the demoralized condition, see the Intimidate skill in the SRD.

 : Once per day, you may move yourself to the top of the Initiative order before an encounter begins (if you are not already at the top). As a standard action on your first turn, you may make an inspirational battle speech to your allies. Anyone who hears your speech gains a +2 bonus to attack rolls, damage rolls, AC, and saves; you gain this bonus, as well. This becomes a +3 bonus at level 5. This bonus goes down by 1 each successive round, until it disappears completely. For example a fourth level exiled ruler would grant a +2 bonus for the first round of the encounter, a +1 bonus for the second round, then be gone for the third round and beyond. A fifth level exiled ruler would grant a +3 bonus for the first round, a +2 bonus for the second round, etc, etc.

 : A good ruler puts the good of his kingdom and his subjects above his own; even a neutral ruler sees the wisdom in appearing self-sacrificing to his people. As a good or neutral exiled ruler, if a party member suffers an attack that would kill them, you may take an immediate action to suffer the attack, instead, provided you are within 10ft. You immediately switch places with the affected party member, then suffer the full affects of the attack, instead. You do not have time to defend yourself, only to save the other person, so you do not get to make any save or AC check against the attack; it automatically succeeds. If using noble self-sacrifice results in your death, you resurrect in 1 hour with no penalties.

Of course, an evil ruler preserves himself and his power at any cost. As an evil exiled ruler, if you suffer an attack that would kill you, you may take an immediate action to force any creature (including other party members!) within 10ft to suffer the attack, instead. The unfortunate target may resist this action by making a Will save of DC 10 + Exiled Ruler Level + your STR or DEX (whichever is higher). If the target fails or chooses not to resist, they immediately switch places with you, then suffer the full affects of the attack, instead. They do not have time to defend themselves, so they do not get to make any save or AC check against the attack; it automatically succeeds. If this result in their death, they may resurrect as normal with normal penalties.