The highlord can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A highlord is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below).
Lifeblood Scourge (Su): A sovereign’s lifeblood resonance empowers his own attacks against those under his rule. The first time in each round the sovereign hits a creature in his collective with a weapon attack from within 30 feet of his target, that creature takes his lifeblood resonance damage in addition to the attack. At 8th level, the sovereign can apply this extra damage to up to two attacks each round. At 15th level, the sovereign can apply this damage to up to three attacks each round.
Conscripting Strike (Su): By engaging his enemies in direct combat, the sovereign can overwhelm the minds of his foes with the force of his personality and force them into his collective. When the sovereign makes a weapon attack from within 30 feet of his target, he can choose to add his Charisma modifier (minimum 1) to his attack roll. If he does so, he strikes the target’s mind, dealing damage equal to his lifeblood resonance damage with no additional bonuses (instead of his weapon’s damage), and attempts to force them into his collective.
A rajah has no need to personally attend to mundane matters. At 2nd level, as a free action, the rajah can surround herself with a number of nearly-intangible servants equal to her rajah initiation modifier. These servants function as if they were created by the unseen servant spell, except that they have an effective Strength score equal to 4 + the rajah’s initiation modifier and they cannot take the aid another action. A servant who strays farther than close range (25 feet + 5 feet per two rajah levels) winks out, but can be recreated as a free action; these servants otherwise last indefinitely so long as they remain within that range and within the rajah’s line of effect. The rajah can also dismiss her servants as a free action.
Unlike normal unseen servants, a rajah’s servants have a unique appearance determined by the rajah, and can talk (although being mindless, they only say what they’re told to say). They remember orders and their appearances, even if dismissed and resummoned at a later time. The details vary from rajah to rajah, but the servants are always partially transparent and obviously not creatures. These unseen servants can cast prestidigitation an unlimited number of times per day as a spell-like ability, when directed to do so by the rajah. A rajah can also make her servants invisible (or return them to visibility) as a free action. Veils cannot be shaped onto unseen servants. Finally, unseen servants created through this class feature gain any additional movement modes that the rajah may have (such as a fly speed or swim speed) at the same speed as the rajah.
Should the rajah lose or acquire new movement modes, her unseen servants lose or gain these movement modes respectively.
Sun’s Gleam (Su): A Radiant Dawn disciple can choose to fire a ray of light as a ranged touch attack at a target within close range (25 feet + 5 feet per 2 initiator levels) in place of making a ranged weapon attack as part of initiating a strike from a maneuver the initiator could invest essence into. This does not require a free hand. The initiator can choose to use their Strength modifier in place of their Dexterity modifier when firing a ray in this fashion. The ray of light deals force damage equal to 1d6 plus the initiator’s initiation modifier on a hit, plus any effects of the strike (such as additional damage or conditions). The disciple may choose to deal nonlethal damage with this attack at no penalty. As Sun’s Gleam can only be used as substitutes for attacks granted by maneuvers, an initiator cannot channel uses of it through weapons with the conductive weapon special property, or similar abilities.
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: