Maneuvers: A Eternal Royal learns maneuver from the Border of Life school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Eternal Royal must fulfill it as well. Her Iniator level is equal to her Eternal Royal level, and she can only learn maneuvers of a level no bigger than half (IL+1).
Eternal Royals fight at their whims, so they recover their maneuvers randomly. At the start of each round roll a 1d6. On a 1-3 you don't recover any maneuvers, on a 4-5 you recover one expended maneuver, and on a 6 you recover two expended maneuvers.
At 4th level, and every even-numbered level afterwards, the Eternal Royal can swap one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).
Royal Touch: Even if apparently unarmed, an Eternal Royal is far from defenceless. A simple slap from her hands can hurt even the most heavily armored warrior. In some cases this is from mysterious channelled energies, other times it's simply the implied offence of someone so beautiful wishing us harm. Either way, it's a melee touch attack that deals 1d6+Cha mod damage. Do not apply power attack or Str mod. If the Eternal Royal has enough BAB, she can perform iterative attacks with it.
This also allows the Eternal Royal to use domestic tools and jewellery (from collars to frying pans) as weapons.
In the hands of the Eternal Royal, the domestic tool acts as a light hammer with an enhancement bonus equal to 1/4 Eternal Royal level. The Eternal Royal is proficient in this weapon, and feats and abilities that affect light hammers (such as Weapon Focus) apply to this weapon.
Activating this ability is a free action. A royal weapon only retains its abilities in the hands of the Eternal Royal. At 8th level, the Eternal Royal can choose to reduce its enhancement bonus by 1 (minimum +1 enhancement bonus) to treat it as a reach weapon or to give it any of the following weapon properties: defending, frost, icy burst, keen, ki focus, shock, shocking burst, speed. Adding any of these properties consumes an amount of enhancement bonus equal to the property’s cost, and the royal weapon must be left with at least 1 enanchment bonus remaining.
In addition, a Eternal Royal can wield any bracelet, piece of cloth, flower or similar as if it were a light wooden shield. In the hands of the Eternal Royal, the royal grants a +1 shield bonus with an enhancement bonus equal to 1/4 the Eternal Royal level. The Eternal Royal is considered proficient in this shield. A Eternal Royal can use a royal weapon in one hand and a royal shield in the other hand.
Activating this ability is a free action. A royal shield only retains its abilities in the hands of the royal master. At 8th level, the Eternal Royal can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give it any of the following shield properties: ghost touch, light fortification, moderate fortification. Adding any of these properties consumes an amount of bonus equal to the property’s cost.
Forever Young: An Eternal Royal doesn't age, and always looks at the prime of her youth or even as a child. She doesn't take penalties neither benefits for aging. You never take any kind of permanent scarring, with even the most grievous wounds naturally healing in 1 week tops.
Royal Elegance: The eternal royal is a natural when influencing the hearts of others, even if she herself doesn't notice it. At 1st level pick one of the following skills, you gain the associated benefit.
Bluff: You don't take penalties for feinting nonhumanoids. You can also Deliver Secret Messages indirectly by written letters or leaving subtle cues in your environment.
Diplomacy: You no longer take a penalty for rushed checks.
Gather Information: You can use it as a fullround action as long as you're in a place with at least ten people. A few words from you and they'll gladly spill out plenty of good information to try to get your attention!
Handle Animal: You can teach tricks as a fullround action. Animals just love you!
Intimidate: You never take a penalty for being smaller than your target in Intimidate attempts (whether making or resisting them), plus you can use your Cha mod instead of your Wis mod for resisting Intimidate attempts from your opponents.
At 5th, 10th, 15th and 20th level you may pick another.
AC Bonus: at 2nd level the Eternal Royal adds her Cha modifier to her AC while wearing light or no armor. Any effect that woud make her lose her Dex bonus to AC makes her lose this bonus as well.
Eternal Skill: Since you don't actually have to train to develop your abilities, you have plenty of time for some hobbies! At 3rd level pick one profession, knowledge and craft skill-you always count as having max ranks in the chosen skills, plus you can use your Cha instead of other ability scores on checks with them.
At levels 7, 10, 13, 16 and 19 you can pick another trio of skills for this.
Royal Grace: At 4th level, you add your Cha mod to all your saves.
A Lady, Not a Warrior: At 6th level, you can use your Cha mod instead of Str or Dex for attack and damage rolls with melee and ranged weapons.
Fleeting Dream: You always look and act good, but sometimes you're even better than that. At 8th level 1/day as a move action you can increase your Cha score by 4 for 1 minute, but at the end of the duration you become fatigued. Flowers, butterlfies, fans and other such things seem to flourish around you while it lasts, altough they're never really there when you look closer. You can use this ability one more time per day at 11th, 14th, 17th and 20th level.
An eternal Royal atempts to fascinate her oponents.
Lady's Blessing: You blow a kiss, or give the right look, or simply wave a hand, and the target of your attention is inspired. At 9th level as an immediate action you can grant a bonus equal to your Cha mod to any ally within view in any 1d20 roll.
Eternally Favored: The gods of fate seem to personally watch over you since you emerge unscathed from the most terrible incidents. At 10th level while wearing light or no armor, you never suffer anything from effects against which you successfully saved.
Charisma Break: You can render even the most cold hearted monsters into weeping with a few choice words and gestures. At 12th level as a standard action choose one creature that can see you. They must make a Will save with DC 10+1/2 HD+Cha mod or become Exhausted, Panicked, Nauseated, Stunned, Blinded+deafened, or Flat Footed (your choice) for 1d4 rounds. Even if they save, they still become shaken, sickened, dazzled or fatigued (your choice).
Obfuscating Innocence: Just because you look young and try to play nice, doesn't mean you're a fool. At 14th level you can add your Cha mod to Iniative checks and re-roll one cha-based skill check per round whose result you don't like, including those skills gained trough Eternal Skill.
God's Favor: Lady Luck herself clearly likes you. At 16th level you no longer automatically fail saves or attacks in a normal 1, neither do enemies automatically hit your AC or save against your attacks with natural 20s.
Elegant Dream: At 18th level, you can expend two uses of Fleeting Dream to increase your Cha score by 8 for 1 minute, but you now become fatigued at the end.
Royal Aura: At 20th level, you're the kind of person that moves nations if not whole worlds with a simple word and a glance. Anyone looking at you must suceed on a DC 10+1/2 HD+Cha mod or be Fascinated. You can supress this ability or restart it at will as a free action, including against specific targets. Anyone suceeding on their saves becomes immune to your Royal Aura for 1 hour. Creatures with half your HD or less automatically fail their saves against this.
The Eternal Royal may also treat herself as ethereal whenever it would be convenient for her.