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| Maskanodel02-04-04, 10:37 AM | It seems that a lot of people come to the FR boards looking for info on Chosen of the various deities. To put it quite simply, the majority of them don't actually exist. So on the old FR boards, a group of members got together and started making their own homemade Chosen templates. Below is the index of templates that have been created thus far. If you have any of your own, just feel free to add them, and I'll gladly put them in the main list. And if you're looking for a Chosen that isn't on the list, just make a request for it and I'm sure someone will make own for you, or start you on the road to making your own. Thanks Maskanodel Heres a link to a list of all canon Chosen as compiled by Alzrius:Chosen of the Gods (http://boards1.wizards.com/showthread.php?s=&threadid=45969&highlight=Chosen+of+the+Gods) Heres a link for the Chosen of Deneir by Sean K. Reynolds on the Wizards of the Coast site: Chosen of Deneir (http://www.wizards.com/default.asp?x=books/fr/deneir) The official Chosen of Mystra template appears in the Forgotten Realms Campaign Setting. The official Chosen of Bane template appears in Faiths and Pantheons. INDEX OF POSTS ON THIS THREAD Chosen of Aerdie Fanya: By Damien Nailo; Page 13 Chosen of Azuth: By Malachi Helviiryn (reposted by Maskanodel); Page 1 Chosen of Bahamut 1:By ambersorsha; Page 11 Chosen of Bahamut 2:By doublesquirrel; Page 12 Chosen of Beshaba:By Sicnarf (reposted by Maskanodel); Page 1 Chosen of Bhaal: By Chosen of Bhaal; Page 4 Chosen of Brandobaris: By kalvan; Page 8 Chosen of Clangeddin Silverbeard: By Durandrim; Page 1 Chosen of Corellon Larethian: By Green Elven Vampire; Page 1 Chosen of Corellon Larethian: By slainethehornedgod; Page 14 Chosen of Cyric: By Messan; Page 9 Chosen of Cyrrollalee:] By Ambersorsha; Page 11 Chosen of Eilistraee 1: By Malachi Helviiryn (reposted my Maskanodel); Page 1 Chosen of Eilistraee 2: By Rynthief; Page 2 Chosen of Eldath: By Damien Nailo; Page 13 Chosen of Erevan Ilesere: By Green Elven Vampire; Page 1 Chosen of Erevan Ilesere (UPDATE) : By Green Elven Vampire; Page 10 Chosen of Fierna: By HalfMunchkin; Page 13 Chosen of Gargauth: ByMaster Sylvius; Page 14 Chosen of Gond: By Arthan "Heavy Fist"; Page 6 Chosen of Gorm Gulthyn: By Green Elven Vampire; Page 2 Chosen of Grumbar: By skinny_rat_boy; Page 2 Chosen of Gruumsh: By El_Machinae; Page 8 Chosen of Haela Brightaxe: By Green Elven Vampire; Page 2 Chosen of Helm: By Arthan "Heavy Fist"; Page 6 Chosen of Hruggek: By Isida Kep'Tukari; Page 6 Chosen of Ilmater: By Raenestro; Page 4 Chosen of Istishia: By Skyrocket; Page 6 Chosen of Kelemvor: By Arthan "Heavy Fist"; Page 6 Chosen of Kianransalee: By Green Elven Vampire; Page 1 Chosen of Kossuth: By Maskanodel; Page 1 Chosen of Lathander: By Malachi Helviiryn (reposted by Maskanodel);Page 1 Chosen of Lathander: By JCFreedom; Page 14 Chosen of Lolth: By Malachi Helviiryn (reposted by Maskanodel); Page 1 Chosen of Loviatar: By Porcus the Wombat; Page 11 Chosen of Malar: By Arthan "Heavy Fist"; Page 4 Chosen of Mask: By Arthan "Heavy Fist"; Page 6 Chosen of Mielikki 1: By Maskanodel;Page 1 Chosen of Mielikki 2:By lordyuri24 (reposted by Maskanodel; Page 1 Chosen of Moradin: By Green Elven Vampire; Page 5 Chosen of Mystra: By The Simbul; Page 1 Chosen of Oghma: By Arthan "Heavy Fist"; Page 7 Chosen of Orcus: By ph0t0k; Page 2 Chosen of Red Knight: By Arthan "Heavy Fist"; Page 4 Chosen of Rillifane Rallathil: By Green Elven Vampire; Page 2 Chosen of the Seelie Court: By Green Elven Vampire; Page 6 Chosen of Sehanine Moonbow: Green Elven Vampire; Page 5 Chosen of the Seldarine (Guardian of Evermeet): By Tebryn14; Page 2 Chosen of Selune: By Shardkin; Page 5 Chosen of Selune#2: By Oy of Midworld; PAge 13 Chosen of Set: By Arthan "Heavy Fist"; Page 7 Chosen of Shar: By Tebryn14; Page 1 Chsoen of Shar#2: By Oy of Midworld; Page 13 Chosen of Shaundakul:By Maskanodel; Page 1 Chosen of Sheverash: By Green Elven Vampire; Page 1 Chosen of Silvanus: By tf-guyver; Page 7 Chosen of Solonor Thelandira: By Green Elven Vampire; Page 1 Chosen of Sseth: By bgt; Page 8 Chosen of Sune: By Lady Claransa Trent; Page 1 Chosen of Talos: By Tebryn 14; Page 1 Chosen of Talos: By Gonnviear ; Page 9 Chosen of Targus: By KnightODaRealms; Page 10 Chosen of Tempus: By Arthan "Heavy Fist"; Page 6 Chosen of Tiamat (Dragon Template): By Arthan "Heavy Fist"; Page 5 Chosen of Tiamat (Humanoid Template): By Arthan "Heavyfist"; Page 5 Chosen of the Triad: By the_move; Page 3 Chosen of the Triad#2: By Oy of Midworld;Page 12 Chosen of Tymora: By Maskanodel; Page 3 Chosen of Umberlee: By Maskanodel; Page 2 Chosen of Urdlen: By Borris; Page 11 Chosen of Valkor: By DavinNarthos; Page 13 Chosen of Velsharoon: By Arthan "Heavy Fist"; Page 5 Chosen of Vhaeraun: By Green Elven Vampire; Page 2 Update: Page 11 Chosen of Waukeen: By Hizar (Reposted by Maskanodel); Page 4 _______________________________ A note from BigSister - Using other people’s work and giving credit It is great when people are inspired by the ideas of other people, and go on to develop them further. It is not great when people just cut and paste work done by others. Try not to just take ideas, try to work on them and make them your own. If you use other people's work unaltered, then ask their permission. When you make the post give these people full credit. |
| Maskanodel02-04-04, 10:48 AM | Chosen of Mielikki “Chosen of Mielikki” is a template that can be added to any humanoid creature. A Chosen of Mielikki, uses the character’s statistics and special abilities except as noted here. A Chosen of Mielikki only has its power at the will of Mielikki; should the Forest Queen decide to remove the Chosen status from the character, he reverts to his normal abilities. A character of any class can be Chosen, but the majority are either druids or rangers. There can be more than one Chosen of Mielikki at a time. Special Qualities: A Chosen of Mielikki retains all special abilities of the character and gains the following. Bonus Spells: Constant- Endure Elements (Acid, Cold, Fire, Sonic), At Will- Detect, Poison, Speak With Animals, Calm Animal, Speak With Plants 3/day- Wood Shape, Water Breathing, Entangle, Tree Stride 1/day- Awaken, Commune With Nature, Shape Change. Damage Reduction: 5/- Immunities: A Chosen of Mielikki is immune to aging and does not age, but s/he still dies at the normal age for dying. S/he is also immune to all mind altering effects. Any attempts made to scry on the character only brings up an image of a forest. Eyes of Forest Queen: The Chosen is granted Low-Light Vision and Darkvision 60ft. If the base creature already has Darkvision, they gain an additional 30ft. Summon Natures Guardian: A Chosen of Mielikki can magically summon a treant or unicorn as a full round action. He may use this ability 1/tenday to summon a treant and 3/tenday to summon the unicorn. Saves: +2 to all saves when in a forest habitat Abilities: Dex+2, Con+2, Wis+5, Skills: Same as character. Feats: The character automatically gains the following feats, regardless of prerequsites. -Forester -Skill Focus (Wilderness Lore) -Track Challenge Rating: Base Creature +2 Alignment: Always Chaotic or Neutral Good Special: Once per month the Chosen is required to enact a ritual to call forth a dryad or treant and then to serve the creature by performing small tasks for them for a day. |
| Maskanodel02-04-04, 10:51 AM | Chosen of Shaundakul Spell Like Abilities:Constant-Message At Will- Expeditious Retreat, Locate Object 5/day- Gaseous Form, Dimension Door, Wind Wall 3/day- Fly, Teleport,Wind Walk 2/day- Find the Path, Teleport Without Error 1/day- Astral Projection 1/month- Gate Immunities- Shaundakuls Chosen do not suffer the effects of aging, poisons, and all mind altering effects. Summon Air Elemental- Once per tenday, the Chosen can summon a greater air elemental to aid him. Summoning the air elemental takes a full round action. Rider of the Winds- Chosen of Shaundakul's feet never touch the ground. Thus he or she can't be tracked. Saves- Same as base creature Skills/Feats-Same as base creature Abilities- Dex+6, Con+4, Wis+6 Challenge Rating- Base Creature +4 Alignment- Any Chaotic Special- To show their devotion to Shaundakul, once every month the Chosen are required to assume gaseous form at dawn so that they are carried with the wind. They are lowered safely to the ground at dusk, usually in a place they've never been before. |
| Maskanodel02-04-04, 10:55 AM | Chosen of Kossuth Spell Like Abilities:Constant-Resist Elements (Fire/Cold) At Will-Burning Hands, Produce Flames, 5/day-Wall of Fire, Shatter 3/day- Fire Shield, Fire Shield,Fire Seeds, 2/day-Fire Storm, Disintegrate, 1/day-Incendiary Cloud or Earthquake Immunities- Kossuths Chosen do not suffer the effects of aging, poisons, and all mind altering effects. They do not suffer any effects from being extremely dry or hot environments. The Lord of Flames- These abilities can be used as a free action a number of times per day equal to the Chosens Constitution modifier. Fire Grasp-A Chosen of Kossuth can deal 1d6 points of fire damage as a touch attack. This extra damage is in addition to damage from other unarmed attacks. Body of Flame- A Chosen of Kossuth can transform his body into flame for 10 minutes for every 5 HD per day. He gains fire immunity and damage reduction 30/+1 and anyone he touches must succeed at a Reflex Save (10+Chosens HD) or catch on fire. Creatures hitting a Chosen in this state with natural weapons or unarmed attacks take 2d6 points of fire damage and also catch on fire unless they succeed at a Reflex save (DC 10+Chosens HD). Saves- Same as base creature Skills/Feats-Same as base creature Abilities- Dex+2, Con+6, Cha+2 Challenge Rating- Base Creature +4 Alignment- Any Neutral |
| Maskanodel02-04-04, 11:01 AM | Originally posted by Sicnarf Chosen of Beshaba Sometime, the Maiden of Misfortune choose some people to spread bad luck amongst the Realms. At any time, it can't be more than 6 Chosens of Beshaba, cause the number 7 is considered a lucky one. In fact, this is very rare to have more than 5 chosens. When Beshaba create a Sixth Chosen, his or her mission is to track down any other chosen and kill him to take his place. This is the only bad luck Beshaba can send against one of Her Chosen. Except for this one, the duty of a Chosen of Beshaba is simple: spread the bad luck, convert people to the worship of Beshaba and harass the worshiper of Tymora, Lathander and Selune. If two Chosens ever met, they will more likely fight each other to death, to avoid that a Sixth Chosen have to track any other Chosen. Creating a Chosen of Beshaba: "Chosen of Beshaba" is a template that can be added to any humanoid creature. A Chosen of Beshaba, uses the character’s statistics and special abilities except as noted here. The Maiden of Misfortune doesn't have the power to remove Chosen status from a character, except by sending a Sixth Chosen after this character to kill him. Special Qualities: Chosen of Beshaba retain all their special qualities. Bonus spell (Sp): constant- aura of mistcast, at will- obscuring mist, unseen servant, bane 5/day- contagion, blindness/ deafness, mirror image 3/day- suggestion, spell turning, mislead 1/day- reverse gravity, whirlwind, mind blank, bestow Beshaba's curse Immunities (Ex): A Chosen of Beshaba is immune to aging, does not age, and is effectively immortal. He or she is also immune to any curse cast at him, except those cast by another chosen of Beshaba. Any attempt on scrying a chosen of Beshaba will reveal a false location. Aura of mistcast : An aura of 10' surround the chosen of Beshaba. Any spell cast within this aura have a percentage equal to 10 + chosen total level + chosen wis modifier + chosen cha modifier to be mistcast by the caster, and cause him 1d4 damage by spell level. A successfull reflex save against DC 10 + chosen cha modifier halves the damage. The chosen is immune against his own aura, but is affected by the aura of another chosen. Bestow Beshaba's curse : Bestow Beshaba's curse is like the spell Bestow Curse, except for the following: this is a range touch attack, and there is no save. The victim must succeed a spot check against DC 15 + chosen total level + chosen wis modifier + chosen cha modifier. The curse enter in action 1d6 hours after the encounter with the chosen. The decrease on ability score is not automatic, it can be a disease caught from an insect or any accident that cause a great harm to the victim. A sense motive check is allowed when the curse enter in effect against the same DC. Anyone who were with the victim during the encounter and until the curse enter in effect can do the sense motive check. If it is successfull, he recall to have seen someone strange a few moments ago. The curse can pass for a disease or an injury and need a detect magic spell to reveal the true nature. It can be remove by a "remove curse" spell cast only by a cleric of at least 15th level, or by any priest of Tymora. Saves: same as character; Abilities: Dex +2, con +2, wis +4, cha +4 Skills: same as character; Feat: same as character; CR: +4 Alignment: NE or CE |
| Green Elven Vampire02-04-04, 12:25 PM | Thanks for the plug Maskanodel! Chosen of Solonor Thelandira Also known as The Knight of the Green Bow Its a template that can be added to any Elf or Half Elf. A Chosen of Solonor uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Speak with Animals, Resist Elements, Barkskin. At will~~ Freedom of Movement, Entangle. 5/day:~~ Tree stride, Reverse Arrows. 3/day~~ Fire Storm, Sunbeam. 1/day~~ Anitpathy, Elemental Swarm. Immunities (Ex): Chosen of Solonor are Immune to arrows and missiles, as well as spells & magic with arrow and missile like effects. Solonor's Redoubt (Sp): The chosen may summon an invisible barrier, pierced only by a narrow arrow slit. When it comes into being the barrier totally encompasses the chosen. This shield provides a +4 deflection bonus to AC against all frontal attacks, and a +2 bonus to all other attacks. In addition it also adds a +1 divine bonus to her saving throws. This may be used once a day and lasts 5 rounds per character level. Everfull Quiver (Sp): The chosen may enchant a quiver that contains at least two arrows. Every round thereafter, the chosen may withdraw up to two arrows a round without depleating the total number of arrows found within the quiver. This ability may be used as many times a day equal to your Dex mod. Once enchanted the effects on the quiver last 1 round per character level. Archers Bane (Su): Any arrow fired upon the chosen has a 50% chance of being turned back upon the caster. Ever Vigilent (Su): The chosen cannot be surprised by any creature within 500 feet of his person. Animal Ally (Sp): The Chosen may summon 2 Dire Wolves to help him in combat. If killed in battle the Dire Wolf will be reincarnated in 48 hours as a dire wolf cub, with a natural born dislike of the race that slew it in its former life. He may use this ability one time a day. Sylvan blessing (Su): While in Elven forests or any Elven lands the chosen can become invisible and undetectable to all animals, Fey and magical beasts including dire animals if he wishes to be. Storm of Arrows (Sp): This ability works the same as a Ice Storm spell, except that a flurry of Flaming Green arrows rain down from the storm, and any enemy target struck is affected as if by a Disintegrate spell. Creatures caught in the area of the spell can attempt a Fortitude save (DC30). If save is successful then they still sustain 4d8+3 points of damage. The area of the spell is in a cylinder, 40ft. radius, 60ft. high. This spell may be cast once every 100 minutes. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +6, Strength +2 Charisma +4. Skills: Wilderness lore, Handle animal, Animal empathy, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Extra favored enemy, Rapid shot and Quick draw. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Solonor Thelandira. Challenge Rating: Same as the character +4. Alignment: CG Treasure: Same as the character. Advancement: Same as the character |
| Green Elven Vampire02-04-04, 01:05 PM | Chosen of Corellon Larethian Also known as The Feywarden Its a template that can be added to any Elf, or Half Elf. A Chosen of Corellon uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Detect Thoughts, Mage Armor, Identify. At will~~ Tree stride, Spiritual weapon. 5/day:~~ Stoneskin, Spell Resistance. 3/day~~ Blade Barrier, True Strike. 1/day~~ Sunburst, Prismatic Spray. Corellon's spell preperation(Su): The chosen needs only 10 minutes to prepare her spells in place of an hour or more. Corellon's magic focus(Su): The chosen casts all spells from all schools as if she had the Spell Focus feat. Spell Immunity (Su): Chosen of Corellon are Immune to one spell of each spell level 1'st through 9'th just as if the Spell Immunity spell were in constant effect on them. Immunities (Ex): Chosen of Corellon are immune to spider venom, and magic with spider venom effects. They are also immune to the paralyzing touch of Ghasts & Ghouls. Dispell Magic (Su): Line of sight range. Corellons Companion (Sp): The Chosen may summon 1 Cooshee (Elven dog) to have as a companion in War & in peace. Once summoned, the Cooshee remains loyal to the Chosen, and is treated in the same manner as a paladins Warhorse in reguards to Bonus HD, AC, strength adj., Int., and special abilities. If the cooshee dies in battle the Chosen may not summon another for a year & a day. Corellon's High Magic (sp): Being the Chosen of Corellon she is gifted by the god himself with a limited amount of lesser Elven High Magic. There are several forms of High Magic as listed below. Nymph's Aura: This spell grants the chosen the beauty of a Nymph and its attendent dangers to all observers. All who gaze upon the chosen are blinded unless they successfully make a Fort. save (DC30). If the chosen disrobes, observers must successfully make a Fort. save (DC30) or die immediately reguardless of Hit Points or level. This High Magic ability is usable once a week. Shooting Stars: This spell when cast creates a violent turbulence in the air above the area of effect, from which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 8d10 points of combined fire and electrical damage. A successful Dex. save (DC25) indicates half damage. The area of effect is a 60' radius spread, in a range of 120 yards. In addition, four large shooting stars materialize within the area of effect. The chosen can individually target these at specific creatures. Each star causes 48 points of damae on impact (no saving throw allowed). Any creature withi 10 feet of impact suffers 24 points of fire damage. A successful Dex. save (DC25) indicated half damage. This High Magic ability may be used twice a week. Dragon Rage: This spell does not outwardly change the appearance of the chosen, but temporarily grants her the powers of a dragon of randomly determined type. Once cast, the chosen gains the abilities of the specific type. These abilities are Hit Die mod., Combat mod., Fear radius, Saving throws, AC, Attacks (including breath weapon), Movement (including flight), and special attacks and defenses. Additional hit points must be the first ones lost by the chosen. Roll on the table below to determine. 1-2. Copper 3. Brass 4. Bronze 5. Silver 6. Gold ----------------- 1. Mature adult 2. Old 3. Very Old 4. Ancient 5. Wyrm 6. Great Wyrm While dragonrage is in effect, the chosen also gains many of the personality traits of the appropriate dragon. This High Magic ability is usable 1 time a week. Celestial Army: This spell is only to be cast when the elven peoples lives are threatened, or an elven community, or city is under threat of being destroyed. This spell summons a host of beings from the upper planes who will fight on the side of the chosen. Roll 1d10 and refer to the list below to determine the type and number of beings summoned. 1. 1-3 Asral Devas 2. 1 Solar 3. 3-18 Hound Archons 4. 1-6 Trumpet Archons 5. 5-20 Avoral 6. 1 Celestial Lammasu 7. 1-3 Lillends 8. 2-20 Ghaele Eladrin 9. 2 Planetars 10. 2 Copper Dragons, 2 Bronze Dragons, 2 Silver Dragons and 1 Gold Dragon (all are great wyrms) The summoned creatures will serve until the enemy is defeated or until they are slain. Slain creatures vanish and return to their home plane. This High Magic ability is usable 1 time a season. (or 4 times a year). Corellon's Starbolts: This spell-like ability comes in 3 different variants as shown below. Only one type of starbolt may be cast at a time, requiring 100 minutes before another variant of starbolt can be cast. and each type may only be cast 1 time a day. Corellon's Combusting Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Golden Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Combust spell, but takes 4d6 +1 point per character level damage on impact. Further, the creature must make a reflex save (DC25) or catch fire. This ability can be used once a day at the cost of 2,000 XP per Starbolt. Corellon's Singing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Silver Starbolts fly forth from the fingers filling the air with a lingering eerie song, and upon impact the targets are affected as if by a Song of Discord spell, (Will save DC25, negates). This spell lasts one round for each bonus Charisma modifier, and costs 500 XP for each bolt used. Corellon's Vanishing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Multi-colored Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Plane shift spell. Each different colored starbolt sends target to a seperate plane. Creatures can make a Will. save to negate (DC 25). This spell can be cast 1 time a day, and costs 2,000 XP for each bolt used. Saves: The chosen gain a + 4 bonus to all saving throws. Abilities: Increase from the character as follows: Dex, +4. Con, +3, Cha, +4. Str, +3. Feats: (You gain these feats automaticly without meeting their prerequisites) Combat Casting, Strong soul, Education and Whirlwind Attack. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Corellon Larethian Challenge Rating: Same as the character +7. Alignment: CG. Treasure: Same as the character. Advancement: Same as the character |
| Green Elven Vampire02-04-04, 01:40 PM | Chosen of Erevan Ilesere Also known as The Mischiefmaker its a template that can be added to any Elf, Half Elf, or Fey creature. A Chosen of Erevan uses the character's statistics and special abilities except as noted below. Erevans Oath: Chosen of Erevan must be Wild and unruly, mischievous, independent, and utterly unpredictable! They play tricks on others for the sheer joy it gives them. They oppose settled interests of every sort and delight in upsetting both the rule of law & powerful people, and in basically creating mayhem in any shape, form or way possible. They have little to do in formal duties, and minister to the faithful primarily through example, and promoting the skills required to be a mischievous rogue. The chosen MUST seek out a powerful lawful person or creature once a month and cause as much mayhem and chaos as she can in that time before moving on to the next person or creature. Failure to do this results in the loss of her chosen status. BONUS SPELLS (Sp): Constant~~ Protection from Law, Ventriloquism, False vision, Know protections. At will~~ Invisibility, Change self. 5/day:~~ Cats grace, Mislead. 3/day~~ Word of Chaos, Animate Object. 1/day~~ Timestop, Cloak of chaos. Erevans Resistance(sp): The chosen has a constant spell resistance 11 + character level vs. spells with the law discriptor or spells cast by lawful creatures. Smiling entry(Su): The chosen may step through any magical barrier of 7th level or lower as if it didn't exist. Mocking Laughter(Su): The chosen gains damage reduction 5/+3 against any one that she can make laugh. The target may make a wis. check vs. your Cha. check to see if you make them laugh. If you succeed in making them laugh they cannot harm you as effectively. You disregard 10 points of damage from weapons of +3 enhancement bonus or less a round. This ability may be used at will. Spell Immunity (Su): The chosen is immune to all these spells as if she were constantly protected by a spell immunity spell. *Cause fear *Tasha's Hideous Laughter *Hold person *Orders wrath *Dispel chaos *Disintegrate *Dictum *Binding *Power word: Kill Immunities (Ex): The Chosen of Erevan are immune to aging effects and do not physically age. They also are immune to pranks, tricks or mischief caused by any person or creature with less than 12 hit die that cause damage mentally or physicaly. Faerie Form (sp): This ability allows the chosen to assume the form of any type of faerie, brownie, or sprite (including atomies, brambles, dobies, faerie fiddlers, gorse, grigs, killmoulis, nixies, pixies, quicklings, sea sprites, squeakers, and other similiar fey creatures). The chosen adopts the form of the creature, gaining all of that forms abilities. The chosen also adopts all that forms weaknesses as well. The chosen can change form as many times as desired, within the duration of the spell. The chosen may turn into a sprite and fly away and then turn into a nixie and dive into a lake. The first form adopted has one-quarter of the hit points of the chosen. Subsequent forms carry the current total hit points with them until the origial form is resumed. Each alteration in form takes only 1 second. This ability can be used one time a day, and lasts as many rounds equal to your total character level + your Charisma modifier. Polymorph Aura(sp): The chosen may use this ability as many times a day equal to her charisma mod. This ability wreathes you in thin, whispy shimmering light, and polymorphs any creature who attacks you in melee. Any creature striking you with its body or handheld weapon deals normal damage, but is polymorphed randomly upon contact. If a creature has spell resistance it applies to the effect. It lasts 1 round per character level. A successful Fort. save (DC22) negates the effect. Detect Fey(Su): The chosen can detect fey creatures in a line of sight range at will. Chaotic Ally (Sp): The Chosen has two options to choose from when summoning. She may summon 1 Ghaele Eladrin one time a day. The second option is that she can summon 1 9HD Nymph twice a week. On becoming a chosen of Erevan you must decide which of the two you will keep to use. Fury of the Fey (Su): This ability works the same as a Mirror Image spell cast by a sorcerer of 20'th level, except that when an image of the chosen is struck, that image turns into a furious Pixie with all its natural abilities attacking the creature who struck the image for a duration of 3 rounds, or untill the creature or the Pixie is slain. This ability is the result of an ancient pact between Erevan Ilesere and the Pixies. Exactly where the Pixies come from, no one knows. The Pixies of Evermeet say that the summoned pixies do not come from their number, nor is there any evidence that the pixies are summoned or teleported from anywhere on Toril. Most believe that the pixies are actually the spirits of slain pixie warriors who died in service to the Seldarine in ages past. This ability can be used once a day. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +8, Charisma +4. Skills: Bluff, Disguise, Hide, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Persuasive, Alluring, Quicker than the eye, and Charlatan. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Erevan Ilesere. Challenge Rating: Same as the character +5. Alignment: CG, CN, Treasure: Same as the character. Advancement: Same as the charactern |
| Maskanodel02-04-04, 01:45 PM | Originally posted by Malachi Helviiryn CHOSEN OF EILISTRAEE "Chosen of Eilistraee" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). A Chosen of Eilistraee uses the character's statistics and special abilities except as noted here. A Chosen of Eilistraee has its power at the will of Eilistraee, should the Dancing Goddess decide to remove Chosen status from the character, it reverts back to its original abilities. Special Qualities: A Chosen of Eilistraee retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant—Protection from Evil, Freedom of Movement, Comprehend Languages. At will—Dancing Lights, Protection from Law. 5/day--Cat’s Grace, Calm Emotions, Suggestion. 3/day—Magic Missile (5 missiles), Moon Blade. 1/day—Moonfire. Immunities (Ex): The Chosen of Eilistraee are immune to aging effects and do not physically age. Aging bonuses still accrue, and the Chosen still dies of old age when her time is up. Dancing Weapon (Sp): Any sword wielded by a Chosen of Eilistraee is treated as if the weapon had the Dancing weapon enhancement. Planar Ally (Sp): A Chosen of Eilistraee may summon a servant of Eilistraee as per the planar ally spell. He may use this ability a number of times per day equal to her Charisma modifier. Abilities: Increase from the character as follows: Dexterity +8, Charisma +4 Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character |
| Maskanodel02-04-04, 01:48 PM | Originally posted by Malachi Helviiryn CHOSEN OF AZUTH "Chosen of Azuth" is a template that can be added to any spellcaster (referred to hereafter as the "character"). A Chosen of Azuth uses the character's statistics and special abilities except as noted here. A Chosen of Azuth has its power at the will of Azuth, should the Master of Mages decide to remove Chosen status from the character, it reverts back to its original abilities. Special Qualities: A Chosen of Azuth retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant—Fly. At will—ESP, True Seeing. Rapid Preparation (Sp): An Chosen of Azuth needs only 10 minutes to prepare spells instead of an hour. Immunities (Ex): The Chosen of Azuth are immune to aging, disease, disintegration and poison. They have no need of sleep (although they must rest normally in order to prepare spells). Bonus Spells (Sp): A Chosen of Azuth gains one bonus spell of each spell level 1st through 9th per day, which can be used as a spell like ability. Once these spells are selected, they can never be changed. Note unlike Chosen of Mystra if the caster has more than one spellcasting class they gain it for each class. Spell Power: This ability increases the DC for saving throws and caster level checks by +4 for any spell that a Chosen of Azuth may cast. Abilities: Increase from the character as follows: Intelligence +6, Wisdom +6 Skills: Chosen of Azuth gain a +10 bonus to Spellcraft and Concentration skill checks. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character |
| Maskanodel02-04-04, 01:51 PM | Originally posted by Malachi Helviiryn CHOSEN OF LATHANDER "Chosen of Lathander" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). A Chosen of Lathander uses the character's statistics and special abilities except as noted here. A Chosen of Lathander has its power at the will of Lathander, should the Morninglord decide to remove Chosen status from the character, it reverts back to its original abilities. Special Qualities: A Chosen of Lathander retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant—Protection from Evil, Freedom of Movement, Comprehend Languages. At will—Dancing Lights, Protection from Law. 5/day-- 3/day—Flame Strike, Daylight. 1/day—Sunray. Immunities (Ex): The Chosen of Lathander are immune to aging effects and do not physically age. Aging bonuses still accrue, and the Chosen still dies of old age when her time is up. Disruption Weapon (Sp): Any weapon wielded by a Chosen of Lathander is treated as if the weapon had the Disruption weapon enhancement, including any weapon normally not able to have this enhancement. Planar Ally (Sp): A Chosen of Lathander may summon a servant of Eilistraee as per the planar ally spell. He may use this ability a number of times per day equal to her Charisma modifier. Abilities: Increase from the character as follows: Strength +2, Constitution +4, Wisdom +4, Charisma +2 Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character |
| Maskanodel02-04-04, 01:52 PM | Originally posted by Malachi Helviiryn CHOSEN OF LOLTH "Chosen of Lolth" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). A Chosen of Lolth uses the character's statistics and special abilities except as noted here. A Chosen of Lolth has its power at the will of Lolth; should the Spider Goddess decide to remove Chosen status from the character, it reverts back to its original abilities. Special Qualities: A Chosen of Lolth retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant—spider climb, Cloak of Dark Power, free action. At will--discern lie, enthrall. 5/day:--see invisibility, shield of faith, warning shout*. 3/day--hold monster, zone of truth. 1/day-- Immunities (Ex): The Chosen of Lolth are immune to aging effects and do not physically age. Also they are immune to all posions from Vermin. Aging bonuses still accrue, and the Chosen still dies of old age when his time is up. Planar Ally (Sp): A Chosen of Lolth may summon a servant of Lolth as per the planar ally spell. He may use this ability a number of times per day equal to her Charisma modifier. Abilities: Increase from the character as follows: Wisdom +4, Dexterity +4 and Charisma +4. Skills: Intimidate and Diplomacy are class skills, regardless of the character’s class. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character |
| Maskanodel02-04-04, 01:53 PM | Originally posted by lordyuri24 Chosen of Mielikki Creating a Chosen of Mielikki “Chosen of Mielikki” is a template that can be added to any humanoid creature. A Chosen of Mielikki uses all the base character’s statistics and special abilities except as noted. A Chosen of Mielikki only has its power at the will of Mielikki; should the Lady of the Forest decide to remove Chosen status from a character, he or she reverts to their old abilities. Special Qualities: Chosen of Mielikki retain all their special qualities. Bonus Spells (Sp): At will- Calm Animals, Barkskin, Obscuring Mist. 5/day - Hold Animal, Speak With Animals Woodshape. 3/day - Call Lightning, Quench, Liveoak, Summon Nature's Ally VI (Unicorn Only). 1/day - Shambler, Command Plants, Earthquake. Immunities (Ex): A Chosen of Mielikki is immune to Fire, Poison, and Disease. He or she is also immune to aging, does not age, and is effectively immortal. Unicorn Comapnion (Ex): The Chosen Of Mielikki may have one Unicorn as an animal Companion, with Level Equal to the Chosen's combined Druid and Ranger Levels. (A 16th Level Ranger, Chosen of Mielikki, could have a 16th Level Unicorn as a Companion) Defender of the Forest (Sp): When in an area with any native plant life (so pretty much not indoors and not desert) the Chosen of Mielikki recieves the following benefits: Extra Attack at full BaB (not not cancel other effects that add extra attacks); Weapon Focus and Specialization with whatever weapon the chosen is wielding; +6 Bonus to Strength, Constitution, and Wisdom; +5 Deflection Bonus to Armour Class; Permanent Use of True Seeing and Wind Walker Spells; All attacks considered to be Bane of Undead, Evil Outsiders, and Malarites; and takes an automatic 20 on Silent Move and Hide Checks. Feats: Chosen of Mielikkie recieves the Two-Weapon Fighting, Create Portal, and Forester feats for free. Skills: Chosen of Mielikki Recieves a +4 Bonus to Survival and Hide Abilities: Chariama +4, Wisdom +4, Dexterity +6 Alignment: Always Partially Neutral |
| Lady Claransa Trent02-04-04, 02:59 PM | Chosen of Sune “Chosen of Sune” is a template that can be added to any humanoid creature (referred to hereafter as the “character”). A Chosen of Sune uses the character’s statistics and special abilities except as noted below. A Chosen of Sune only has her power at the will of Sune, if Lady Firehair chooses to remove Chosen status from the character, she reverts to her original abilities. Sune normally only has two to three Chosen at a time. Special Qualities: A chosen of Sune retains all special qualities of the character and also gains the following: • Spell-like Abilities (Sp): Constant - mind blank, negative energy protection, and sanctuary. At will – charm person, command, enthrall, hypnotism. 5/day – charm monster, hold person, and suggestion. 3/day – confusion, emotion, and dominate person. 1/day – dominate monster, demand, and insanity. • Damage Reduction (Ex): 10/+1. • Immunities: A Chosen of Sune is immune to enchantment spells and effects. She is also immune to aging effects and does not age. She does not need to sleep, however she must still pray and prepare spells as normal. • Summon Ghaele Eladrin (Sp): A Chosen of Sune can magically summon a ghaele eladrin as a full-round action as if using summon monster IX. She may use this ability a number of times per day equal to her Charisma modifier. • Tears of Evergold (Su): A Chosen of Sune can, as a full round action, cry tears of the Evergold, Sune’s fountain, that, when collected, can duplicate the effects a certain potions. While this ability costs no gold to use, it still requires the character to expend XP normally as if she had created the potion using the Brew Potion feat. The following potions can be created in this manner – love (6 XP), charisma (36 XP), glibness (60 XP), cure serious wounds (90 XP), or protection from elements (any) (90 XP). The Chosen can use this ability a number of times per day equal to her Constitution bonus. Saves: Same as the character. Abilities: Increase charisma by +10. Skills: As character, except that the Chosen of Sune receives a +4 bonus on all charisma-based skill checks. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Character: As character +4. Alignment: Always chaotic good. Treasure: Same as the character. Advancement: Same as the character. |
| Tebryn1402-04-04, 05:52 PM | Chosen of Shar Chosen of Shar are nihilists who seek to aid their patron in returning the world to perpetual darkness. They wait for the day when the deities will war again, Dendar will eat the sun, and the multiverse will end, plunging the multiverse in a state of twilight. It probably never occurred to any of the several that have existed over the centuries that their deity’s existence is paradoxical, and that she too will perish when the cosmos cease to be. Creating a Chosen of Shar “Chosen of Shar” is a template that can be added to any humanoid creature. A Chosen of Shar uses all the base character’s statistics and special abilities except as noted. A Chosen of Shar only has its power at the will of Shar; should the Dark Goddess decide to remove Chosen status from a character, he or she reverts to their old abilities. Special Qualities: Chosen of Shar retain all their special qualities. Bonus Spells (Sp): At will- darkness, bane, darkfire 5/day-cause fear, inflict moderate wounds, blindness/ deafness, vampiric touch, shadow walk 3/day- suggestion, enervation, shadow conjuration 1/day- energy drain, phantasmal killer, greater shadow evocation Immunities (Ex): A Chosen of Shar is immune to energy drain of any kind, negative energy, and magical blindness. He or she is also immune to aging, does not age, and is effectively immortal. Spell Resistance: Chosen of Shar have SR 15+character level against spells with the shadow and darkness descriptors. Even if the SR check succeeds, the Chosen only takes half damage from the spell. Eyes of Night (Su): Chosen of Shar can see through any darkness, including magical darkness. Weave Dispeller (Su): Chosen of Shar do not suffer the normal penalty someone with the Shadow Weave Magic feat suffers when trying to dispel Weave effects. Black Fire (Su): Chosen can use Black Fire (identical to silver fire, but draws on Shadow Weave. Damage is half cold, half divine power. Deals 1 point of temporary wisdom drain if used more than 5 times per day for any purpose.) Shadow Aura (Su): Weave spells cast within 15 ft. of the Chosen are at –1 caster level. Shadow Army (Su): Once during her time as Chosen of Shar, the Chosen may fill a 300 square foot space with permanent darkness. All mortal creatures in the area must succeed at a Will Save (DC 25) or be slain and animate the next round as shadows under the Chosen’s control. There is no limit to the number of HD of shadows the Chosen may control with this ability. The darkness resists the dispel attempts of all mortals, and can only be removed by a deity using Alter Reality. Bane of the Moon (Su): During the new moon, Chosen of Shar are expected to hit the Church of Selune hard. To aid them in their task, during this time they are granted the ability to use Teleport without error at will, as will as Finger of Death once per night at her own caster level. Skills: Chosen of Shar receive a +4 racial bonus to Hide and Bluff checks Abilities: Dex+4, Int+4, Wis+2, Cha+2 CR: +4 Alignment: always neutral evil. |
| Tebryn1402-04-04, 05:56 PM | Chosen of Talos Chosen of Talos embody their deity’s fury. Singled out by Talos due to their skill at destruction, these individuals take delight in using their powers to wreak havoc. Most are slightly insane. They seek to destroy all that they can, not caring about lives taken in the process. Creating a Chosen of Talos “Chosen of Talos” is a template that can be added to any humanoid creature. A Chosen of Talos, uses the character’s statistics and special abilities except as noted here. A Chosen of Talos only has its power at the will of Talos; should the Destroyer decide to remove the Chosen status from the character, he reverts to his normal abilities. Normally there is only one Chosen of Talos at a time. Special Qualities: A Chosen of Talos retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant- endure elements (acid, cold, fire, sonic), At will-Obscuring Mist, Random Action. 3/day-Call Lightning, Shout, Control Winds 1/day- Ice Storm, Whirlwind, Earthquake, Control Weather, Storm Rage 1/month-Storm of Vengeance. Damage Reduction (Ex): 10/magic Immunities (Ex): A Chosen of Talos is immune to aging and does not age. Bonuses still accrue, the Chosen still dies when his time is up. Chosen of Talos are also immune to all forms of electricity. Summon Storm Giant (Sp): A Chosen of Talos can magically summon a CE Storm Giant as a full round action as if using Summon Monster IX. He may use this ability a number of times per day equal to his constitution modifier. Saves: Same as character. Abilities: Increase from character as follows: Str +2, Con +5, Wis +2. Skills: Same as character. Feats: Same as character. Challenge Rating: Same as character +4. Alignment: Always CE. If the Chosen of Talos is a druid he may maintain his druidic powers even though neutral is not part of his alignment. |
| Green Elven Vampire02-04-04, 09:55 PM | Chosen of Sheverash Also known as The Dhaeraowathila The Law of Shevarash: The chosen of shevarash are consumed with their quest to root out & destroy the evil drow, and the sources of power of their dark gods. Its a template that can be added to any Elf or Half Elf. A Chosen of Shevarash uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Doom, Endurance, Find the path, Protection from Evil. At will~~ Holy Sword, Shield of faith. 5/day:~~ Fire Shield, Divine Power. 3/day~~ Banishment, Prismatic Eye. 1/day~~ Storm of Vengence, Sunburst. Immunities (Ex): Chosen of Shevarash are immune to spells cast by drow spellcasters from the school of Enchantment/Charm. They are also immune to spider venom, as well as ageing. Unbound Enmity (Ex): The Chosen of Shevarash have evil Drow as their species enemy, much like rangers, and as such recieves a +4 bonus to her attack rolls against drow. This enmity can be concealed only with great difficulty, so the chosen suffers a -4 on all encounter reactions with drow, even those of good alignment. The also seek out this enemy in combat above all other foes! Death Arrow (Sp): The Chosen can create one arrow of slaying for every character level she has attained keyed to kill drow. This ability can be used once a day Gift of the Nighthunter (Sp): The Chosen can create a small glowing star of energy that stays near your shoulder, providing Darkvision for a range of 120'. The chosen can add its own darkvision to this ability to stack if it has any. It has three functions and you can choose to activate one of them as a free action on your turn. Spell Turning: The Star can turn 1d4+3 spell levels as the spell turning spell. Cover: The star gives you a +10 cover bonus to AC without affecting your actions. Fire Bolt: The Star Lashes out with a beam of energy as a ranged touch attack against a creature up to 90' away, dealing fire damage equal to 1d4 points +1 point per character level. Steeldance of Shevarash (Sp): This ability works the same as a Steeldance spell, except that The blades glow with a Black & Green light giving the blades a +3 attack bonus, AC of 18, hardness of 15, and 10 hitpoints. They fly at speed 40 feet, deal 2d8 points of slashing damage against any Drow, Driders, and Yochlol. They score a threat of a critical on a natural 18 or 20. Saves: The character adds + 2 as a bonus to all saving throws, and + 4 bonus to Fort. saves against spells cast by evil drow clerics & Wizards. Abilities: Increase from the character as follows: Dexterity +4, Strength +4 Charisma +4. Skills: Hide, Intimidate, Listen, Wilderness lore (Underdark), and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Extra favored enemy, Strong Soul and Death Blow. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Shevarash. Challenge Rating: Same as the character +4. Alignment: CG Treasure: Same as the character. Advancement: Same as the character |
| Green Elven Vampire02-04-04, 10:59 PM | Just wondering what my fellow realmsians think of this template. Out of all the evil drow deities she most catches my attention and I'd like to do her chosen justice. Maybe I should add a wee bit, or cut some things perhaps? Possibly even just leave it as it stands? Chosen of Kiaransalee Also known as The Yathrinshee Its a template that can be added to any Elf or Half Elf. A Chosen of Kiaransalee uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Detect Undead, Cloak of dark power, Magic circle against good. At will~~ Holy Sword, Desecrate, Speak with dead. 5/day:~~ Suggestion, Blacklight, Death Ward. 3/day~~ Undead Lieutenant, Kiss of the Vampire, Banishment. 1/day~~ Energy drain, Create greater Undead, Gate. Immunties (Ex): Chosen of Kiaransalee are immune to all the special attack forms from undead beings. They never age but still die when the time is at hand. Negative energy absorbtion (Su): If the chosen has been successfully attacked by any undead with fewer than 12 hit dice she gains the amount of damage inflicted to her hit points. The Revenancers smile (Ex): The Chosen of kiaransalee gain a +4 bonus to the DC of any of her spells cast from the school of Necromancy or with the Retribution and Undead discriptors while in the underdark. On the surface however this bonus drops to +2. Mantle of Nightmares (SP): On command the chosen may summon a cloak of rattling bones that causes fear in all living creatures that hear it, requiring a successful Will. save DC30 with a -4 penalty to avoid its effects. She may use this ability once a day, and it lasts a total of 12 hours a day. (the hours may be broken up seperately into rounds). Loyal Undead (Su): In any given round the chosen can command the absolute loyalty from any undead creature within 200 feet that has less than 8HD and is not of a divine status. This ability functions constantly. Curse of the Revenancer (Sp): Once a day the chosen may make a touch attack against any living creature. If the attack is successful the opponent must make a Fort. save DC30 or otherwise nothing short of a Wish spell or a Remove Curse spell cast by a 14'th level caster can remove this curse. Once the curse is successfully laid on the creature, any foe killed by the victim has a 15% chance of rising from the grave as a Revenant. If the foe has a Con. score of 18 or better then the chances increase to 30%. If the foe is a follower of Kiaransalee then the chances increase to 50%. If the foe is the chosen who laid the curse, then the chances of rising as a Vampire Lord is 100%. Spell Immuity (Sp): The Chosen is immune to the spells listed here as if she were constantly under the effects of the spell, Spell Immunity. *Detect evil *Consecrate *Slow *Enervation *Mark of retribution *Greter dispelling *Holy word *Symbol *Wail of the Banshee The vengeful banshees blight (Sp): The Chosen can use this ability one time a day. This ability works just as if she had cast the spell Unholy Blight, except that the area of effect centers on her in a 60 foot radius spread. It deals 1d12 points of damage per 2 caster levels (maximum 5d12) and heals all undead in the area the same amount. It also sickens good creatures for 1d6 rounds causing a -3 penalty to all attack, weapon damage, saving throw, skill, and ability rolls. Kiaransalee's Undead ally (Sp): The chosen can summon five Wights 4x/ day, three drow vampires 3x/ day, two drow cursts, 2x/ day, or one Nightwalker twice a week. Saves: The character adds + 2 as a bonus to all saving throws, and + 4 divine bonus to saves against Necromancy spells and spells with the Undeath and Retribution discriptors. Abilities: Increase from the character as follows: Dexterity +3, Strength +2 Charisma +3, Wisdom +4. Skills: Hide, Intimidate, move silently and Intuit direction are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Improved Familiar (either a Fiendish Bat, Giant Lizard, Fiendish Viper, Homunculus, Ice Mephit or Imp) Stealthy, Survivor, Twin sword style. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Kiaransalee. Challenge Rating: Same as the character +5. Alignment: CE, NE Treasure: Same as the character. Advancement: Same as the character |
| Green Elven Vampire02-05-04, 03:06 PM | Chosen of Gorm Gulthyn Also known as The Barakor Its a template that can be added to any Dwarf. A Chosen of Gorm Gulthyn uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Protection from Evil, Protection from Elements, Protection from Arrows. At will~~ Endurance, Spiritual Weapon, Aid. 5/day:~~ Greater Magic Weapon, Divine Favor. 3/day~~ Dictum, Holy Word. 1/day~~ Elemental Swarm (earth spell only), Iron Body. Gorm's Might (Ex): Chosen of Gorm Gulthyn can use this ability 4 times a day. When calling out to his god the chosen's weapon gains a +4 enhancement bonus and confers the powers of a Robe of eyes upon its bearer. His armor also gains a +4 bonus and acts as a Ring of spell turning. Fire eyes of Gorm (Ex): The Chosen causes his eyes to emit twin rays of fire. These thin, ruby red beams are hot enough to burn holes in plate armor in 1 round, and in most stone walls in 2 rounds. The eye beams cause 2d12 points of damage per eye, per round to any creature they touch. Creatures who make a successful Dex save (DC22) takes half damage. The beams are a ranged touch attack. Earths embrace (Sp): The Chosen gains damage reduction 20 vs. any elemental (earth only) spells cast at him. Immunity (Sp): The Chosen does not age and has a +4 bonus vs. all poisons magical or mundane. He is also immune to all non magical Axes. 100 Battle Axes (Sp): The chosen can use this ability once per day. When called upon a terrible thunderclap sounds across the battlefield and 100 battle axes swarm and twirl through the air in a 60'X 20' radius spread centering on him. The axes only harm his enemies and not those he is protecting. The axes cause 10d6 points of damage to all enemies withing the area of effect. A successful Dex save (DC22) takes only half damage. Saves: The character adds + 3 as a bonus to all saving throws. Abilities: Increase from the character as follows: Str +4, Con +4, Cha +4 Skills: Intimidate, Listen, Sense Motive and Spot are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Bull Headed, Survivor, Blooded and Great Cleave. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Gorm Gulthyn. Challenge Rating: Same as the character +4. Alignment: CG Treasure: Same as the character. Advancement: Same as the character |
| Durandrim02-07-04, 12:14 AM | Chosen of Clangeddin Its a template that can be added to any Dwarf. A Chosen of Clangeddin uses the character's statistics and special abilities except as noted below. Two-weapons fighting Mastery:The chosen have a malus of -2 when fighting witha axe and another weapons(any) instead of -4. Mighty Axe:A chosen of Clangeddin may summon a axe on the same manner of the spell named sword of Mordaiken but with a bonus of +5 on the roll and damage.This power can be use 3/days. Immunities:The chosen gain the immunities to poison,age,charm,disease and sleep. Saves:+1 on all saves. Abilities:+6 str,+6 con Feats:weapon focus(any weapons), martial specialization(any weapons), two weapons fighting and two weapons fighting defense. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge rating:+4 Alignment:LG Treasure: Same as the character. Advancement: Same as the character |
| The Simbul02-07-04, 07:16 AM | Here is my latest version of the Chosen of Mystra template. Augmented to include removed 2nd edition powers, tweaks to existing powers, added versatility to the Silverfire to function as it is described in novels, as well as a few of my own ideas. Mystra-haters beware, the following text may induce nausea! (Edited: 6/29/04; Seven Sisters subsection added below.) Chosen of Mystra Creating a Chosen of Mystra Chosen of Mystra is a template that can be added to any creature (referred to hereafter as the "character") that Mystra chooses to entrust a portion of her power to. A Chosen of Mystra uses all of the character's statistics and special abilities except as noted here. This is an acquired template, and a Chosen of Mystra has its power only at the will of Mystra; should she decide to remove Chosen of Mystra status from the character, then he reverts to his original abilities. In the past Mystra has created beings, namely the Seven Sisters, for the sole purpose of becoming her Chosen. In such circumstances, the character only gains this benefits of this template if and when she proves herself to Mystra and accepts the burden of her inheritance. In addition to the normal powers and abilities of a Chosen of Mystra, the Seven Sisters do acquire minor abilities at birth, which persist regardless if she later does or does not become a Chosen (see the Seven Sisters below). Type/Subtype: same as the character. Appearance: The Chosen of Mystra appear no different than other creatures of their type. Special Qualities: A Chosen of Mystra retains all of the special qualities of the character and also gains the following: Bonus Spells (Sp): The Chosen of Mystra may choose one spell, of each level one through nine, which she may use once per day as a spell-like ability. The caster level for these spells is equal to the Chosen’s character level or Hit dice; and saving throw DC’s are Charisma based. Once chosen, these spells cannot be changed. Spell Immunity (Su): The Chosen of Mystra may choose one spell, of each level one through nine, which she is completely unaffected by as if protected by a Mystran Spellward spell (see New Spells below). Once chosen, these spells cannot be changed. Weave Focus (Su): Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks). Immunities (Ex): A Chosen of Mystra is immune to Blindness, Deafness, Disease, Disintegration, Fatigue, Exhaustion, Poison, and Sleep effects. Immortality (Ex): Chosen of Mystra are naturally immortal and cannot die from natural causes. Chosen do not age, and they do not need to eat, sleep, or breathe. The only way for a Chosen to die is through special circumstances, usually by being slain in magical or physical combat. Detect Magic (Su): line of sight. Mantle of Mysteries (Su): A Chosen is immune to all Scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them. Name and Song Attunement (Su): Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Silver Fire (Su): All Chosen of Mystra can wield the Silver Fire (ability updated; see below). Saves: +5 sacred bonus to all saving throws against spells and spell-like effects. Abilities: +10 Constitution. Skills: +10 insight bonus to Spellcraft checks. Feats: Initiate of Mystra. Spells: Same as the character, however a Chosen of Mystra with levels in any of the following spellcasting classes gains the following additional abilities: Wizard: The Chosen may learn, scribe, and research new spells with much more ease than a normal Wizard. To study newly discovered spell or scribe a new spell into a spellbook only requires one hour instead of one day, and the material costs and time required to research new spells are halved Sorcerer or Bard: once per day the Chosen may choose to remove a known spell from her known spell repertoire and replace it with a new spell of the same spell level from the appropriate class spell list. Removing a known spell in this fashion does not prevent a Chosen from relearning the same spell in the future. Cleric: The Chosen may spontaneously cast any spell in the Spell, Magic, Illusion, Knowledge, Luck, or Good Domains and all Initiate of Mystra spells of any spell level that she can cast, using any cleric spell slot of the appropriate spell level. Druid The Chosen gains access to all spells in the Spell, Magic, Illusion, Knowledge, Luck, or Good Domains and all Initiate of Mystra spells, and may prepare them in any druid spell slot of the appropriate spell level. Paladin or Ranger The Chosen may select any two of Mystra’s domains, and may prepare and cast any spell upon those domain lists using any paladin or ranger spell slot of the appropriate spell level. Unknown Powers: Many of the powers of a Chosen of Mystra may remain as of yet unrevealed, in some instances even to the Chosen themselves. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: +5. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character. The Seven Sisters The Seven Sisters, daughters of Mystra whom the goddess created for the purpose of becoming her Chosen, inherit minor qualities at birth due to their divine origins. As the offspring of a greater goddess, the Seven Sisters possess additional but minor qualities beyond that of a normal Chosen of Mystra, and still retain these abilities even if they were to choose not to serve Mystra as one of her Chosen, or if they should ever renounce the Lady of Mysteries. The following template is considered an inherited template unique to the Seven Sisters, although some of the powers below (such as immortality) are common among all offspring of unions between mortals and deities. The Seven Sisters use all of the their normal statistics and special abilities except as noted here. Upon any of the Seven Sisters later becoming a Chosen of Mystra, they still retain these special qualities in conjunction with their newly gained Chosen of Mystra powers, even if some of the powers are redundant (see the Chosen of Mystra template above). Type/Subtype: same as the character. Appearance: The Seven Sisters appear no different than other creatures of their type, except that their hair takes on a silvery-white hue. Special Qualities: The Seven Sisters retain all of the special qualities of the character and also gains the following. Immortality (Ex): The Seven Sisters are naturally immortal and cannot die from natural causes. The Seven do not age beyond adulthood, and they do not need to eat, sleep, or breathe. The only way for one of the Seven Sisters to die is through special circumstances, usually by being slain in magical or physical combat. Unique Powers (Su or Ex): By the grace of Mystra, many of the Seven Sisters possess unique powers or abilities, usually magical in nature, either possessed from birth or granted to them by the Goddess over the span of their lives. In such cases, the additional abilities are listed in their character descriptions. Abilities: As the offspring of a mortal and a deity, the Seven Sisters have several base ability scores above those normally exhibited by other members of their race. Their base ability scores are generated using the point buy system, but with 72 points as opposed to the standard point buy values, or by simply using the following ability score array: 13, 16, 17, 17, 18, 18. Skills: same as the character. Feats: the Seven Sisters gain Magical Aptitude and Spellcasting Prodigy as bonus feats at 1st level. Advancement: The Seven Sisters consider the sorcerer class as a favored class, for purposes of multiclassing and determining XP, in addition to any other favored classes her race or character background would allow. As daughters of a Goddess of Magic they exhibit the intuitive understanding of magic normally possessed by sorcerer characters. Most of the Seven Sisters have at least one or two levels in the Sorcerer class. The Silver Fire: This powerful supernatural ability is unique to the Chosen of Mystra, a portion of the raw magical energy of the weave lying dormant within their bodies until called upon. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, Silver Fire can be used for any of the following magical effects: The Silver Fire can banish all magical effects upon the chosen as if a Greater Dispelling spell had been cast upon her, except that the Dispel check bonus is not capped at caster level 20. This use of the Silver Fire can be called upon at will, once per round. The Silver Fire can be unleashed as a bright silver flame that engulfs all creatures and objects it strikes with the burning raw magical energy of the Weave. The flame may take the form of a bolt 5ft wide and 5ft tall, extending to a length of up to 10 ft per level of the Chosen which deals 1d6 points of damage for every two levels of the Chosen to all creatures and objects in its path and burns through physical barriers in the same fashion as a lightning bolt spell. Any being in the path of the bolt may attempt a reflex save (DC 10 + ½ the Chosen’s level + the Chosen’s Constitution modifier) for half damage. At the their option, the Chosen may instead unleash the Silver Fire in the form of a burning sphere, which is hurled at a single target by means of a ranged touch attack (no save) and deals 1d6 points of damage per every two levels of the Chosen. Both of the above uses of the Silver Fire breach all magical and supernatural barriers or defenses automatically. Alternatively, this flame may instead surround the Chosen as a radiant burning aura that deals 4d12 points of damage plus an addition point of damage per level of the Chosen to any creature who touches or strikes her in combat for the next 2d4 rounds. Any of the above uses of the Silver Fire can only be called upon once every six rounds. The Silver Fire can be unleashed as a cloud-like emanation with a 90 ft radius, permanently banishing all Dead Magic zones and dispelling all Antimagic effects it comes into contact with. This cloud effect is draining on the Weave, and it can only be called upon once per hour. Mystra discourages its use except for dire emergencies. The Silver Fire can be called upon to duplicate the effects of a Greater Teleport spell to transport the Chosen to any location where she had previously wielded the Silver Fire, duplicate the effects of a Regenerate spell upon the Chosen, or allow the Chosen to cast any spell with a casting time of less than one full round as if it were a supernatural ability instead of a spell (the affected spell does not require any components, does not provoke attacks of opportunity, cannot be dispelled, and ignores the target’s spell resistance, just as if it were a supernatural ability). Any of these effects of the Silver Fire can be called upon a number of times per day equal to the Constitution bonus of the Chosen. The Silver Fire may be used to contribute to an Epic Spell ritual as though it were a spell, or be included into the development of an Epic Spell as a unique spell component. The Spellcraft DC reduction of any Epic Spell that uses the Silver Fire as a special focus is –20, and the reduction for any Epic Spell that uses contributions of the Silver Fire to its ritual is –20 for each Chosen contributing Silver Fire to the spell. All of the above effects of the Silver Fire function as if cast by a spellcaster equal to the level or hit dice of the Chosen. New Spell: Mystran Spellward Abjuration Level: Initiate of Mystra 9 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The caster of this spell chooses one spell of each level one through nine, to which the warded creature gains complete invulnerability against. Such spells simply do not affect the target of this spell, and the target of a Mystran Spellward and all of her carried possessions are not included in the area of effect of such spells. If a spell is chosen that is the greater version of another spell (i.e. such as spells whose name begins with the words Greater, Mass, Improved, etc) then the Mystran Spellward protects against all lesser versions of the spell, but not greater versions of the spell or spells with a vaguely similar theme or characteristic (i.e. a being who chose to be protected from Mass Charm Monster would likewise be protected from Charm Monster and Charm Person, but would not be protected against Suggestion, Domination, or similar spells or effects). A Mystran Spellward also protects against all personal and variant versions of the spell, as well as the spell-like effects of magic items, innate spell-like abilities of creatures, and supernatural abilities that specifically duplicate the effects of the named spell. A creature can have only one Mystran Spell Ward spell in effect upon them at one time. |
| Tebryn1402-07-04, 11:20 AM | I think that one deserves applause. |
| Maskanodel02-07-04, 11:43 AM | I think so too...great job Simbul. |
| Naked Elf Girl02-07-04, 06:02 PM | Originally posted by The Simbul Here is my latest version of the Chosen of Mystra template. Augmented to include removed 2nd edition powers, tweaks to existing powers, added versatility to the Silverfire to function as it is described in novels, as well as a few of my own ideas. Mystra-haters beware, the following text may induce nausea! Chosen of Mystra Creating a Chosen of Mystra Chosen of Mystra is a template that can be added to any humanoid creature (referred to hereafter as the "character") whom Mystra chooses to entrust a portion of her power to. A Chosen of Mystra uses all of the character's statistics and special abilities except as noted here. A Chosen of Mystra has its power only at the will of Mystra; should she decide to remove Chosen of Mystra status from the character, then he reverts to his original abilities. For all intents and purposes this is an acquired template. In special circumstances the Chosen of Mystra template may be considered an inherited template if the character was created by Mystra for the sole purpose of becoming a Chosen (such as the case with the Seven Sisters). In such circumstances, the character only gains the benefits of this template if and when she proves herself to Mystra and accepts the burden of her inheritance. Type/Subtype: same as the character. Appearance: The Chosen of Mystra appear no different than other creatures of their type, however their hair (if any) takes on a silver-white hue. Special Qualities: A Chosen of Mystra retains all of the special qualities of the character and also gains the following. Chosen Spell-like Abilities (Sp): The Chosen of Mystra may choose one spell of each level 1-9 which may be used once per day as a spell-like ability. Caster level is equal to the Chosen’s character level or Hit dice; saving throw DCs are Charisma based. Once chosen, these spells cannot be changed. Chosen Spell Immunities (Ex): The Chosen of Mystra may choose one spell of each level 1-9 to which she gains immunity to as though she posessed unbeatable spell resistance against such spells. A Chosen may choose to be immune to a spell even if such a spell does not normally allow for Spell Resistance. Once chosen, these spells cannot be changed. Immunities (Ex): A Chosen of Mystra is immune to Disintegration, Disease, Poison, Blindness, Deafness, Sleep, and Mind-Affecting effects. Ageless (Ex): The Chosen of Mystra ceases to age, is immune to aging effects, and cannot die as a result of old age. Sustenance (Su): A Chosen of Mystra does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells. Detect Magic (Su): constant, as the spell. Mantle of Mysteries (Su): A Chosen is immune to all Scrying effects, and effects that discern her thoughts or alignment. In addition, a Chosen's Truename cannot be learned or discovered by any being, unless the Chosen willingly reveals it to them. Name and Song Attunement (Su): Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Silverfire (Su): This powerful supernatural ability is unique to the Chosen of Mystra. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, silver fire can be used for any of the following effects: Once per round as a free-action the Silverfire can banish all nonpermanent magical effects upon the chosen as if a Greater Dispelling spell had been cast upon her. This effect banishes both helpful and harmful spells without regard or discretion. Once every three rounds as a standard action the Silverfire can be unleashed as a beam 5ft wide and 70 ft long, dealing 4d12 damage (Reflex half) to all creatures and objects in it’s path, burning through physical barriers in the same fashion as a lightning bolt spell and breaching magical and supernatural barriers automatically. Once per hour as a standard action the Silverfire can be called upon to duplicate the effects of a Regenerate spell upon the Chosen. Once per hour as a standard action the Silverfire can be unleashed as a cloud-like emanation with a 60 ft radius, permanently banishing all Dead Magic zones and dispelling all Antimagic effects it comes into contact with. This cloud effect is draining on the Weave, and Mystra discourages its use except for emergencies. Once per day as a standard action the Silverfire can be called upon to duplicate the effects of a Greater Teleport spell to transport the Chosen to any location where she had previously wielded the Silverfire in any of it’s forms. Once per day the Silverfire may be used to contribute to an Epic Spell ritual. The Spellcraft DC reduction of any Epic Spell which uses Silverfire in its ritual casting is –20 for each Chosen contributing Silverfire to the spell. Once per month the Silverfire can be called upon to substitute the XP cost of any spell of 9th level or lower cast by the Chosen, or to substitute the XP cost of crafting or repairing a magic item that the Chosen is able to craft, whose item caster level is 20 or lower. This effect is draining upon the Weave and the Chosen, and a Chosen who calls upon the Silverfire for this purpose may not manifest the Silverfire in any of it's forms for 1d4+1 days. Saves: +5 sacred bonus to all saving throws against spells, spell-like effects, and supernatural abilities. Abilities: +10 Constitution. Skills: +10 insight bonus to Spellcraft checks. Feats: Same as the character. If the template is inherited (see above) then the Chosen gains Spellcasting Prodigy as a bonus feat at 1st level. Spells: Same as the character, however a Chosen of Mystra with levels in any spellcasting class gains greater access to new spells, depending upon which spellcasting classes she has levels in: Wizard: she may learn, scribe, and research new spells at a faster rate than a normal Wizard. To study newly discovered spell or scribe a new spell into a spellbook only requires one hour instead of one day, and the material costs and time required to research new spells are halved. Sorcerer or Bard: then once per tenday she may choose to remove a known spell from her repertoire and replace it with a new spell of the same spell level from the appropriate class spell list (removing a known spell in this fashion does not prevent a Chosen from relearning the same spell in the future). Cleric, Paladin, Druid, or Ranger: she gains access to all spells in the Spell and Magic Domains and all Initiate spells unique to Mystra of any spell level that she can cast, in addition to any other spells normally available to her. Unknown Powers: Many of the powers of a Chosen of Mystra may remain as of yet unrevealed, in some instances even to the Chosen themselves. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: +5. (yeah right!) Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character. Wow that is awesome. This is my first post and that really caught my eye.:cool: |
| Naked Elf Girl02-07-04, 06:08 PM | Originally posted by Green Elven Vampire Chosen of Erevan Ilesere Also known as The Mischiefmaker its a template that can be added to any Elf, Half Elf, or Fey creature. A Chosen of Erevan uses the character's statistics and special abilities except as noted below. Erevans Oath: Chosen of Erevan must be Wild and unruly, mischievous, independent, and utterly unpredictable! They play tricks on others for the sheer joy it gives them. They oppose settled interests of every sort and delight in upsetting both the rule of law & powerful people, and in basically creating mayhem in any shape, form or way possible. They have little to do in formal duties, and minister to the faithful primarily through example, and promoting the skills required to be a mischievous rogue. The chosen MUST seek out a powerful lawful person or creature once a month and cause as much mayhem and chaos as she can in that time before moving on to the next person or creature. Failure to do this results in the loss of her chosen status. BONUS SPELLS (Sp): Constant~~ Protection from Law, Ventriloquism, False vision, Know protections. At will~~ Invisibility, Change self. 5/day:~~ Cats grace, Mislead. 3/day~~ Word of Chaos, Mirror Image. 1/day~~ Timestop, Cloak of chaos. Erevans Resistance(sp): The chosen has a constant spell resistance 20 vs. spells with the law discriptor or spells cast by lawful creatures. Laughing entry(Su): The chosen may step through any magical barrier of 7th level or lower as if it didn't exist. Spell Immunity (Su): The chosen is immune to all these spells as if she were constantly protected by a spell immunity spell. *Cause fear *Calm emotions *Hold person *Orders wrath *Dispel chaos *Disintegrate *Dictum *Binding *Power word: Kill Immunities (Ex): The Chosen of Erevan are immune to aging effects and do not physically age. They also get a bonus equal to the Chosen's Charisma modifier to all saving throws against spells from the Law domain and any spell with the Law descriptor in it. They also add the same modifier against polymorph & shapechanging effects. Faerie Form (sp): This ability allows the chosen to assume the form of any type of faerie, brownie, or sprite (including atomies, brambles, dobies, faerie fiddlers, gorse, grigs, killmoulis, nixies, pixies, quicklings, sea sprites, squeakers, and other similiar fey creatures). The chosen adopts the form of the creature, gaining all of that forms abilities. The chosen also adopts all that forms weaknesses as well. The chosen can change form as many times as desired, within the duration of the spell. The chosen may turn into a sprite and fly away and then turn into a nixie and dive into a lake. The first form adopted has one-quarter of the hit points of the chosen. Subsequent forms carry the current total hit points with them until the origial form is resumed. Each alteration in form takes only 1 second. This ability can be used one time a day, and lasts as many rounds equal to your total character level + your Charisma modifier. Polymorph Aura(sp): The chosen may use this ability as many times a day equal to her charisma mod. This ability wreathes you in thin, whispy shimmering light, and polymorphs any creature who attacks you in melee. Any creature striking you with its body or handheld weapon deals normal damage, but is polymorphed randomly upon contact. If a creature has spell resistance it applies to the effect. It lasts 1 round per character level. A successful Fort. save (DC22) negates the effect. Chaotic Ally (Sp): The Chosen may summon 1 Ghaele Eladrin. He may use this ability one time a day. (cast as a chaos spell only) Fury of the Fey (Su): This ability works the same as a Mirror Image spell cast by a sorcerer of 20'th level, except that when an image of the chosen is struck, that image turns into a furious Pixie with all its natural abilities attacking the creature who struck the image for a duration of 3 rounds, or untill the creature or the Pixie is slain. This ability is the result of an ancient pact between Erevan Ilesere and the Pixies. Exactly where the Pixies come from, no one knows. The Pixies of Evermeet say that the summoned pixies do not come from their number, nor is there any evidence that the pixies are summoned or teleported from anywhere on Toril. Most believe that the pixies are actually the spirits of slain pixie warriors who died in service to the Seldarine in ages past. This ability can be used once a day. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +8, Charisma +4. Skills: Bluff, Disguise, Hide, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Persuasive, Alluring, Quicker than the eye, and Charlatan. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Erevan Ilesere. Challenge Rating: Same as the character +4. Alignment: CG, CN, Treasure: Same as the character. Advancement: Same as the charactern Hey, this is killer awesome. Didn't even think gamers remember erevan. Last I played in 2ED he wasn't used much as a god. good job. Can you make or do you have a chosen of Angharradh by any chance? |
| Brother Shatterstone02-07-04, 06:42 PM | Hey naked Elf Girl :) First welcome to the boards I'm sure the others feel the same way also and hopefully we can help you as needed and you find everything your looking for. Anyhow theirs really no reason to quote a whole message like that... Small ones are okay but long ones are really frowned against. It's nothing personal I figure I should tell you before some else tells you in a negative light. :) Anyhow you can edit your post with the edit bottom top right of your posts. If you don't mind do you mind cutting your quote down some as I, and others, would really appreciate it, okay? :) |
| jharn02-10-04, 03:00 PM | I think that I am one of those that likes to know about the chosen templates. However, I realized that there are 4 level of powers of the gods. I may be wrong but as far as I can guess, the CR of the template should match the power of the god as follows: [list=1] Gods : +4 Template Intermediate Gods : +3 Template Lesser Gods : +2 Template DemiGods : +1 Template [/list=1] What do you think of that |
| Tebryn1402-10-04, 06:32 PM | Nope, good in theory though. Patently proved false because Chosen of Deneir, the only published chosen template besides Mystra and Bane, is +4. Deneir is a lesser god, BTW. |
| Naked Elf Girl02-12-04, 11:13 PM | Originally posted by Green Elven Vampire Chosen of Gorm Gulthyn Also known as The Barakor Its a template that can be added to any Dwarf. A Chosen of Gorm Gulthyn uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Protection from Evil, Protection from Elements, Protection from Arrows. At will~~ Endurance, Spiritual Weapon, Aid. 5/day:~~ Greater Magic Weapon, Divine Favor. 3/day~~ Dictum, Holy Word. 1/day~~ Elemental Swarm (earth spell only), Iron Body. Gorm's Might (Ex): Chosen of Gorm Gulthyn can use this ability 4 times a day. When calling out to his god the chosen's weapon gains a +4 enhancement bonus and confers the powers of a Robe of eyes upon its bearer. His armor also gains a +4 bonus and acts as a Ring of spell turning. Fire eyes of Gorm (Ex): The Chosen causes his eyes to emit twin rays of fire. These thin, ruby red beams are hot enough to burn holes in plate armor in 1 round, and in most stone walls in 2 rounds. The eye beams cause 2d12 points of damage per eye, per round to any creature they touch. Creatures who make a successful Dex save (DC22) takes half damage. The beams are a ranged touch attack. Earths embrace (Sp): The Chosen gains damage reduction 20 vs. any elemental (earth only) spells cast at him. Immunity (Sp): The Chosen does not age and has a +4 bonus vs. all poisons magical or mundane. He is also immune to all non magical Axes. 100 Battle Axes (Sp): The chosen can use this ability once per day. When called upon a terrible thunderclap sounds across the battlefield and 100 battle axes swarm and twirl through the air in a 60'X 20' radius spread centering on him. The axes only harm his enemies and not those he is protecting. The axes cause 10d6 points of damage to all enemies withing the area of effect. A successful Dex save (DC22) takes only half damage. Saves: The character adds + 3 as a bonus to all saving throws. Abilities: Increase from the character as follows: Str +4, Con +4, Cha +4 Skills: Intimidate, Listen, Sense Motive and Spot are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Bull Headed, Survivor, Blooded and Great Cleave. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Gorm Gulthyn. Challenge Rating: Same as the character +4. Alignment: CG Treasure: Same as the character. Advancement: Same as the character Can any one tell me if this is really even a god or some thing home made? I have never even heard of such a god. pretty cool powers though. |
| Brother Shatterstone02-13-04, 12:13 AM | Originally posted by Naked Elf Girl Can any one tell me if this is really even a god or some thing home made? I have never even heard of such a god. pretty cool powers though. Yeah not bad at all. :) Anyhow Gorm Gulthyn is a real deity in the Forgotten Realms. He's in the campaign setting on page 238 and Faiths and Faiths and Pantheons page 118. I hope that helps. :) |
| The Simbul02-14-04, 11:50 AM | Edit, changed the following text: Advancement: Same as the character. If the template is inherited (see above) then the character may consider the sorcerer class to be a favored class in addition to any other favored class(es) based upon character race and other abilities.That should help with regards to the Seven Sisters, considering that 6 out of 7 of them are multiclassed sorcerers. |
| trisear02-16-04, 05:31 AM | I already posted mines into "creating a chosen of shar" and actually don't want to post them again (too hard work) so... if you wish to take a look at them... go there then post any comments here. I'll post some new ones as soon as possible... I have a lot of new ones such as the chosen of eilistraee and the chosen of kelemvor. see ya... someday... |
| Naked Elf Girl02-16-04, 11:44 AM | Originally posted by Brother Shatterstone Yeah not bad at all. :) Anyhow Gorm Gulthyn is a real deity in the Forgotten Realms. He's in the campaign setting on page 238 and Faiths and Faiths and Pantheons page 118. I hope that helps. :) It does help BS. thank you :) Is this god a major one? Worshipped by many? Not that im a big dwarf fan but i like to know of new deities. |
| Green Elven Vampire02-16-04, 06:55 PM | I made a new update on the chosen of corellon template! :) I think all the dwarven gods and goddesses need more coverage and "spotlights" Give us the "Evermeet" of Dwarven history and I'd read it for sure. |
| Tebryn1402-16-04, 09:10 PM | Not a Chosen template in the strictist sense, but very close. Guardian of Evermeet The Guardian of Evermeet is one elf on Toril, who is effectively the Chosen of all of the Gods of the Seldarine simultaneously. The current (and so far only) Guardian of Evermeet is Amlaruil Moonflower, and she embodies the might of the Seldarine perfectly. The Guardian of Evermeet exists to preserve Elven welfare on Toril, especially the Haven of Evermeet. She had access to the High Magic of old, which she can cast even off of Evermeet. Creating a Guardian of Evermeet Guardian of Evermeet is a template that can be added to any elf. A Guardian uses the character’s statistics and special abilities except as noted below. A Guardian of Evermeet has her power only at the will of Corellon and the other Elven deities; should the Seldarine decide to revoke Guardian status from Amlaruil, she would revert to her original abilities. Special Qualities: A Guardian of Evermeet retains all special qualities of the character and also gains the following. Immunities: The Guardian of Evermeet is immune to all aging effects, and does not age. Teleportation (Su): This potent ability, granted by Corellon himself, allows Amlaruil to be aware of any above water ship within five miles of Evermeet. 3/day, she can automatically teleport such a ship 20d20 miles in a random direction. Commune (Su): The Guardian of Evermeet can Commune with any god of the Seldarine at will as a free action while in reverie. Elfune Communication (Su): The Guardian of Evermeet has the ability to create Elfrunes as well as to communicate telepathically with the wearer of such a ring. Free High Magic (Su): Through a special deal Corellon has with the goddess Mystra, High Mages have full access to Epic Magic, and even have some of it’s harmful effects mitigated by the Seed Affinity and Mythal Creation class features. However, these abilities cannot be used outside Evermeet, and Evereska, and perhaps the High Forest. Amlaruil suffers none of these limitations however. She has full access to her Epic Magic outside the aforementioned areas. As a matter of fact, in addition to the boons granted by her High Mage class features, she also gains the ability to ignore up to 5,000 points of experience drain and up to 20d6 point of backlash damage that casting an Epic Spell might otherwise deal to her. This ability is extremely powerful and has potentially devastating effects on the Weave if misused. Pathway to Arvandor (Su): Because of her connection with the Seldarine, the Guardian has the ability to learn the memories of any elf that has died within the past 2 hours, as long as she has access to the body. Other Abilities: The Guardian of Evermeet may very well have any of a plethora of other abilities that are currently unknown, possibly to the Guardian herself. These abilities, if they exist, would likely only appear at times of great crisis for Evermeet. Saves: Increase from the character as follows: Fortitude Save +2, Reflex Save +2, Will Save +10. Abilities: Increase from the character as follows. Dex +2, Int +4, Wis +4, Cha +2. Skills: The Guardian of Evermeet gains the following skill bonuses; +10 Sense Motive, +10 Diplomacy, +4 Handle Animal, +4 Spellcraft, +4 Concentration. Feats: Gains Brew Potion, and Craft Wondrous Items as bonus feats. Challenge Rating: Same as character +5. Amlaruil Moonflower Wizard 18/ Archmage 5/ High Mage 5 Medium-Size Humanoid (Elf, Moon) Hit Dice: 18d4+36 (wizard) plus 5d4+10 (archmage) plus 5d4+10 (High Mage) (128 hp) Initiative: +8 Speed: 30 ft. AC: 14 (+4 dex) Attacks: spell +14 melee touch, or +18 ranged touch; or quarterstaff +14/+10 melee. Damage: spell; or quarterstaff 1d6. Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Teleportation Special Qualities: Arcane Fire (600 ft., 5d6+1d6 per spell level), Mastery of Counterspelling, Mastery of Shaping, Spell Power +1, Spell Power +2, Seed Affinity (Ward, Energy), Immunities, Commune, Elfrune Communication, Free High Magic. Saves: Fort +13, Ref +15, Will +33 Abilities: Str 10, Dex 18, Con 12, Int 30, Wis 25, Cha 19. Skills: Concentration +41, Craft (Alchemy) +30, Decipher Script +25, Diplomacy +38, Knowledge (Arcana) +51, Knowledge (History) +30, Knowledge (Local, Evermeet) +30, Knowledge (Religion) +30, Perform +7, Ride +7, Sense Motive +41, Spellcraft +57. Feats: Brew Potion, Craft Wondrous Items, Epic Skill Focus (Knowledge [Arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting (3/day), Heighten Spell, Improved Counterspell, Improved Initiative, Improved Spell Capacity (10th), Maximize Spell, Quicken Spell, Reactive Counterspell, Skill Focus (Spellcraft), Spellcasting Prodigy (wizard), Spell Focus (Abjuration), Spell Focus (Divination). Wizard Spells/Day (Levels 0-10): 4/7/7/7/6/4/6/4/5/4/2; base DC=20+spell level. Epic Spells/day: 3 Epic Spells known: As the onetime Grand Mage of Evermeet, Amlaruil has developed (can be the center of a Circle for) most of the High Magic Rituals of old. However, many such spells she would be hesitant to use, because she is loathe risking anymore of the dwindling ranks of High Mages. Possessions: Amlaruil does not, in general, carry or wear anything other than her gray robes of mourning. However, if needed she could easily have access to any non-artifact item, as well as many of the most powerful Elven artifact weapons and items, including a moonblade. CR: 33 |
| Lady Claransa Trent02-17-04, 12:54 AM | Hey Tebryn - I think you did a great job on the Guardian template, and I like your take on an updated Amlaruil. Nice job! |
| Green Elven Vampire02-17-04, 01:47 AM | Yes, I too like this very much!! But I would have kept her at Wiz/20 on top of everything else. Some day I need to get around to a epic NPC chosen of Erevan that is very "canon-ish" in his/her stats. Good job on Amlaruil. |
| Prince Indirian02-17-04, 01:33 PM | No offense or so but you have made a somewhat mistake. You do know what the feat "Epic spellcasting" does, don't you. Well with the help of that it you can create and develop epic spells. Without it you cannot utilize seeds even. Well I may be wrong on that part, so don't trust me there. You took the epic bonus feats one gained at lv21 and 24 to enter the class. Since the no other feature less than 20lv can gain you a epic feat. This is the problem, Amlaruil in your case took the feat at earliest level 29. Since you need a couple of feats to enter the HM class. So this means that she loses the usage of the HM class feature/ablities until she gets the Epic spellcasting feat. So she lost the benefits of the second feafture didn't she and possibly the first to. Otherwise a good job it lookes good. I and many others belivie that they made a mistake not including the epic spellcasting feat or that they (the developers) thought that we would notice that ourselves. The first suggestion makes more sense. So here the is solution: her progression should look like this Wizard22 /Archmage 5/ High Mage 5. Some people may dislike this and call you a elf-fanboy for making her so powerful, so here is another: Wiz24/ High mage 5. She has But seriously you should care what other people say sometimes because they are only trying to bash you, not including me since I'm only helping out.:D :angel: Another thing is that anybody with an high Int would ( I mean in the game, as in common people having 10 Int and Amlaruil have 19+) try to utilize the abilities that the HM grants. I mean to even enter the class you need at least 19 Int. One could claim that it is the domain of wisdom, but that does not matter since she has alot of that anyway. Yet it feels kind of meta-gaming, if get what I mean. Observe that I'm not insulting you in anyway, I am talking about Amlaruil Int and not yours ( I don't even know you) Nice job anyway, see ya later |
| Tebryn1402-17-04, 06:28 PM | First of all, she could not have taken it at level 29, because she is only level 27. She took the feat as early as she could, and through no fault of mine. She doesn't really need the Mythal Creation class features, as by simple virtue of her age and position she likely knows most High Magic rituals. You do not need Epic Spellcasting to take adavantage of Seed Affinity though, so I feel she is effectively as powerful as I could make her, being 28th level. |
| adrian02-18-04, 11:51 AM | Originally posted by Durandrim Chosen of Clangeddin Its a template that can be added to any Dwarf. A Chosen of Clangeddin uses the character's statistics and special abilities except as noted below. Two-weapons fighting Mastery:The chosen have a malus of -2 when fighting witha axe and another weapons(any) instead of -4. Mighty Axe:A chosen of Clangeddin may summon a axe on the same manner of the spell named sword of Mordaiken but with a bonus of +5 on the roll and damage.This power can be use 3/days. Why not give him the Silverbeard spell from Magic of Faerun at will also? Immunities:The chosen gain the immunities to poison,age,charm,disease and sleep. Maybe a stubborn dwarf should get imunity to any kind of mind control? Abilities:+6 str,+6 con This sounds a bit too much. Feats:weapon focus(any weapons), martial specialization(any weapons), two weapons fighting and two weapons fighting defense. Would these be prerequisits or something he gets from the template? When I play dwarf fighters followers of Clangeddin, I have them use a battleaxe, shield and a ton of armor. Is this two weapon fighting your preference or something every worshiper of Clangeddin should be into? (I know that's how HE likes to fight, but does he frown upon worshipers that fight with a different style?) |
| Prince Indirian02-18-04, 12:41 PM | Originally posted by Tebryn14 First of all, she could not have taken it at level 29, because she is only level 27. She took the feat as early as she could, and through no fault of mine. She doesn't really need the Mythal Creation class features, as by simple virtue of her age and position she likely knows most High Magic rituals. You do not need Epic Spellcasting to take adavantage of Seed Affinity though, so I feel she is effectively as powerful as I could make her, being 28th level. First of all she is 28lvl , so we are both wrong. Second of all the Mythal creation ability is probably the most powerful ability that you can get from Hm as such she does need it. Second of all she is only what, 900 years old or slightly more ( maybe 926, don't know or care), so I really doubt that she knows most HM rituals since there are alot and most have to be researched for quite som time. She knows alot but not near all. I really doubt that here position as "Guardian Of Evermeet " grants her the ability to cast virtually every HM ritual. But I may be wrong. But hey it is your call, I was only trying to help, I won't do it again if it is insulting in anyway |
| ph0t0k02-24-04, 01:58 AM | I'm a huge fan of the Bloodstone series from the 2e FRCS, and with the revival of Orcus in the uber Book of Vile Darkness, who better to assist Orcus in regaining a foothold on Faerun than his Chosen. When I was first drafting the template I noticed alot of the abilities I wanted were similar or identical to the Lich template. I'm a lazy typist, thus the reference to the Monster Manual. THE CHOSEN OF ORCUS The Chosen of Orcus is a template that can be added to any epic humanoid or Tanar’ri hereafter referred to as “the character.” A Chosen of Orcus uses the character’s statistics and abilities except as noted here. A Chosen of Orcus has her abilities at the will of Orcus; should the Prince of the Undead decide to remove chosen status from the character, she reverts back to her original form and abilities. Normally there is only one Chosen of Orcus at a time. Special Qualities: A Chosen of Orcus retains all special qualities of the character and also gains the attributes described in the Lich template with the following exceptions/additions: Type: Undead – The character’s creature type changes to undead Turn Resistance – The Chosen adds her Wisdom and Charisma modifiers to her level for the purposes of determining what HD the turning or rebuking cleric can affect. Special Abilities – At will: Detect Undead(Sp), Detect Good(Sp), Protection from Good(Sp); 5/day – Magic Circle Against Good; 1/day - Banishment (Caster level is the character's level) Feats – Dark Speech, Extra Turning, Empower Turning (Faiths and Pantheons), Heighten Turning (Faiths and Pantheons), Undead Mastery(Epic, must meet requirements), Intensify Turning (Epic {from Epic Insights-Epic Divine Feats}, must meet requirements), Planar Turning (Epic, must meet requirements) Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character |
| Green Elven Vampire02-24-04, 03:13 AM | Everything looked fine until I got to the epic feats. But can Orcus truly have a chosen? otherwise, good structure. :) |
| ph0t0k02-24-04, 07:58 PM | I chose the epic feats because of their power to dominate undead. I probably could've used Spell Like abilities to control undead, but they don't have the same effect as channeling negative energy to beat undead into submission. I was also tossing around the idea of adding some of the vile feats from BOVD as Special Abilities. For example, Vile Martial Damage, Violate Spell, etc. But that would push the CR up to high. As for the validity of Orcus having chosen...it depends how liberal you are with the whole idea of worshiping fiends. Orcus lists in Faiths and Pantheons under the monster pantheon, and The Book of Vile Darkness also provides direction on the worship of Orcus and other fiends. He's a rising power in my Realms campaign and having an easy time of it considering all the other problems the heroes of Faerun are having (the Shades, the war in Cormyr, the Drow, etc) Thanks for your comments. |
| Green Elven Vampire02-25-04, 10:34 PM | I've updated the Chosen of Kiaransalee to fit the goddesses portfolio and domains better. Hope you all enjoy. :) BTW... I'm glad this thread got Stickied!! |
| Chiba_Monkey03-01-04, 04:47 PM | Wow! I jumped over to this topic with the express interest of asking about Chosen templates, and I find this. Let me take one moment to stop and say "Well done, ladies and gentlemen, well done, indeed" *bows deeply and gracefully* Now, I have an interest in discussing what would be good for a chosen of Vhaeraun, the drow deity of Rogues. As I have made a drow character who is amazingly NOT a drizzt clone! He's quite evil, a Mnk/Rog/Asn. Never got to play him, but I've developed his story quite well, and I use him as an NPC in my game that I run (He owns a cover business as a magic item shop on the surface). If someone would like to collaborate with me on this, email me at uscolinryan@yahoo.com I've got some ideas for a Chosen template, but not enough to really make one on my own. Or if someone wants to just make a Chosen of Vhaeraun template and post it on their own, that's be cool, too. But I'd like to see one. BTW, letting any template grant automatic feats (especially epic ones) = bad idea, baance wise. I like the templates that grant UNIQUE abilities better (use the Chosen of Bane and Mystra templates provided by WoTC for examples). Oh, and the suggestion that less powerful deities have less powerful Chosen was a great one! |
| Green Elven Vampire03-02-04, 10:46 PM | You wanted a Chosen of Vhaeraun and therefore I felt the need to create one! I hope you enjoy :) Chosen of Vhaeraun Also known as The Velvet Mask its a template that can be added to any Male Drow or Male Drow Half Elf. A Chosen of Vhaeraun uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Protection from good, Detect secret doors, Cloak of Dark power. At will~~ Locate Object, Non Detection, pass without trace. 5/day:~~ DarkFire, Pass without Trace. 3/day~~ Blur, Shadow Mask. 1/day~~ Black Blade of Disaster, Greater Planar Ally. The Shadow's favor (Ex): The chosen gets a +4 divine bonus to all saves made against spells cast by Clerics of Lolth. Immunities (Ex): The Chosen is immune to aging and does not die from old age. He is also immune to all sneak attacks unless the attack is by a rogue or assassin of no less than 7 levels higher than his current rogue level. If the chosen has no rogue levels (which is very unlikely) then the sneak attack can only be made by a rogue or assassin of 7th level or higher. Master Thief (Su): The chosen takes 10 on Open Locks, Disable Devise, Pick Pockets, Search, Hide, Move Silent and Escape Artist skill checks even while under stress. This ability can be used as many times a day as half your character level. Shadow shift: (Sp): Anytime the chosen is within 10 feet of shadows he is granted the effects of a Displacement spell upon himself. This ability lasts as long as he remains within 10 feet of shadows and can be used as many times a day equal to his total character level. Blessing of Vhaeraun (Sp): When the chosen is within 10 feet of shadows this ability enables one spell or melee attack to cause maximum damage. Furthermore, It causes one rogue skill check to be made at a bonus of +10. This ability can be used twice a day. Velvet Mask of Vhaeraun (Sp): This ability manifests as a half-mask of black velvet on the chosen's face. It lasts for 5 rounds plus one round per character level attained. Once clad in the half-mask he can unleash a Domain spell of 5'th level or less on the mask as a free action. Such spells must be from the Chaos, Evil, Travel, Trickery or Drow domains. Upon command the black half-mask dissolves into shadows that move to envelop the intended target. The half-mask acts as a carrier of the spell cast on it: No SR or saving throw is allowed against the mask, but still apply to the spell cast upon the mask itself. All SR and saving throw checks are made at a -5 penalty. Only the targeted creature is affected by the spell even if it's a area spell. This ability is usable once a day. Summon Mastiff (Sp): One time a day the chosen may summon two Shadow Mastiffs to do his bidding. If slain they simply vanish back to where they were summoned from. They can be summoned for as long as 8 hours at a time before returning to their plane. Saves: The character adds + 1 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +4, Charisma +2, Constitution +5. Skills: Intimidate, Hide, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Twin sword style, Daylight adaptation, Survivor. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Vhaeraun. Challenge Rating: Same as the character +4. Alignment: CG, CN, Treasure: Same as the character. Advancement: Same as the character |
| Buddha the DM03-02-04, 11:56 PM | Wow.. This is some great stuff!! |
| Chiba_Monkey03-03-04, 03:12 AM | Green Elven Vampire, great job! Now a few comments/suggestions.... I think Vhaeraun is the ONLY drow deity (aside from Elistraee) who MIGHT grant Daylight Adaptation to his followers. I don't think the Chosen of Lolth or Kiriansalee should have that feat, as they concern themselves with the Underdark, but Vhaeraun yearns for the surface, so I like it. I dislike offering too many immunities for Chosen, but I was going to suggest immunity to mind control of any kind (B/C the Arachne class in F&P has a special ability dominate male drow , I kinda figured that a Chosen of Vhaeraun would be specifically immune to that, but I alos kind of like your +4 to saves from Lolth clerics, less powerful, more balanced. Perhaps a save bonus against poisons as well (by the way, I draw a lot of my ideas from the second ed Demihuman Deities, which mentioned a lot of the specific habits and abilities of followers of Vhaeraun). I think Black Blade of Disaster and Greater Planar Ally are WAY too powerful as spell like abilities. Vhaeraun dislikes his priests using summoning spells for anything but an aspect of himself (now there's an idea, create an aspect of Vhaeraun creature and have it be the spell like ability to summon that 1/day Vhaeraun likes sending avantars to his followers.) BBoD is just too powerful a spell to be a spell-like ability (I know Mystra grants 1 spell of level 1-9 to her chosen, but her portfolio is magic, I think Vhaeraun's Chosen should focus more on stealth). The other spell like abilities I like, they focus on non-detection and subtlety, as well as things that aid rogue skills. Your shadow shift idea sounds great, I suggest also making it grant a +4 (profane?) bonus on Hide checks. And the Immune to sneak attacks, I think you should rather just flat out grant the Uncanny Dodge and Imroved Uncanny Dodge abilities, as there is already a game mechanic for that. Also, his entire character level should count for that (Instead of how a Rog10/ Ftr20, can be flanked by a level 14 rogue, b/c normallyn only levels of classes that grant U.D. count for that). He should HAVE to have any levels in one specific class to benefit from an ability granted directly by his deity. I agree that the abilities of the template should cater to Rogues (much like Mystra's caters to wizards) but it shoulnd't be exclusive. I think the skills added to class list should be Hide, Move Silently, and Bluff, because secrecy and decption are more the Masked Lord's style than threats. Instead of Survivor as a feat, perhaps grant that one that improves a flanking bonus from +2 to +4. I forget what it's called...something Opportunist? Oh, and Twin Sword Style is moot now, Two-Weapon Defense, it's now called. Perhaps a different feat, there? Perhaps Stealthy? I suggest (maybe instead of some of the feats that make less sense) that there be a +2d6 sneak attack ability granted, of something. It would stack with any other sneak attack, and grant a sneak attack to other classes (very useful for mages or clerics who like ray spells). I mostly dislike templates automatically granting any feats, let alone several. I think Daylight Adaptation is enough feats, actually. Oooh! Brainstorm, just now! When using the Mask ability, the Chosen's hair changes color (much like Vhaeraun's does). If you've ever read Demihuman Deities, the mask thing should work like the flitting shadow manifestation he used to do. It had a duration of 9 rounds, granted true seeing, empowered him to strike foes normally immune to all but +3 weapons, unable to fall/miss footing or leap or catch, and healed 2d4 points of damage. And there was something about a fear effect. I suggest he get the true seeing, a bonus to Balance and Jump (and/or perhaps Tumble) checks, and the ability to cause fear with a Charisma based DC (perhaps 10 + 1/2 his Hit Dice + Cha mod?). I like your duration of the mask as 5 + level. Only last question is: Why is the bonus to Con an odd number? Why not 4 or 6, why 5? I'd lower it to 4, we don't want to grant too much power, as Vhaeraun (as mush as the Masked Lord rocks) is only a lesser deity. Side Note: Demihuman Deities said that Vhaeraun is almost equal in power to Lolth (perhaps both Intermediate, but his divine rank is lower?), but that he prefers to exercise it in a more subtle manner, as opposed to the blatant exercises of power that Lolth so enjoys. I like that. Down with the Spider Queen! Down with the opression by the females!! Long live Vhaeraun!!! |
| Green Elven Vampire03-03-04, 04:10 AM | Originally posted by Chiba_Monkey Green Elven Vampire, great job! Now a few comments/suggestions.... I think Vhaeraun is the ONLY drow deity (aside from Elistraee) who MIGHT grant Daylight Adaptation to his followers. I don't think the Chosen of Lolth or Kiriansalee should have that feat, as they concern themselves with the Underdark, but Vhaeraun yearns for the surface, so I like it. I dislike offering too many immunities for Chosen, but I was going to suggest immunity to mind control of any kind (B/C the Arachne class in F&P has a special ability dominate male drow , I kinda figured that a Chosen of Vhaeraun would be specifically immune to that, but I alos kind of like your +4 to saves from Lolth clerics, less powerful, more balanced. Perhaps a save bonus against poisons as well (by the way, I draw a lot of my ideas from the second ed Demihuman Deities, which mentioned a lot of the specific habits and abilities of followers of Vhaeraun). [quote]I think Black Blade of Disaster and Greater Planar Ally are WAY too powerful as spell like abilities. Vhaeraun dislikes his priests using summoning spells for anything but an aspect of himself (now there's an idea, create an aspect of Vhaeraun creature and have it be the spell like ability to summon that 1/day Vhaeraun likes sending avantars to his followers.) BBoD is just too powerful a spell to be a spell-like ability (I know Mystra grants 1 spell of level 1-9 to her chosen, but her portfolio is magic, I think Vhaeraun's Chosen should focus more on stealth). The other spell like abilities I like, they focus on non-detection and subtlety, as well as things that aid rogue skills. Both of those spells fall under domains that are possessed and weilded by Vhaeraun himself, so I figured it was feasable. :) Instead of Survivor as a feat, perhaps grant that one that improves a flanking bonus from +2 to +4. I forget what it's called...something Opportunist? To be a drow in the night above you must be able to survive many terrible surface monsters and creatures not usually encountered in the underdark. Oh, and Twin Sword Style is moot now, Two-Weapon Defense, it's now called. Perhaps a different feat, there? Perhaps Stealthy? How does TWD work? I/we play with both 3 & 3.5ED combined, but mostly with only 3ED cause it rocks and can easily convert anything from 3.5ED Only last question is: Why is the bonus to Con an odd number? Why not 4 or 6, why 5? I'd lower it to 4, we don't want to grant too much power, as Vhaeraun (as mush as the Masked Lord rocks) is only a lesser deity. Something different. The way I see it is, if you want to use this template for a PC or NPC then by all means change it to how you feel it best serves your campaign or your interests. I just mearly create templates the way I would see them in my/our game and give them abilities and powers that most in my game group agree on. Feel free to change anything you wish to. Heck... I even change canon PrC's to bend towards what I'm looking for in a game. Example... The Purple Dragon Knight has been tweeked a tad and changed in my campaign and is now The Knight in Silver to resemble Silverymoons famed elite defenders. If you do copy or use my template as a base foundation for your own then please throw me some props or give me a plug of some sort okie-doki? :) Thanks for the comments... I liked several of your ideas. |
| skinny_rat_boy03-06-04, 09:22 AM | Now this is a template i used in my last campaign, i dont know if its very balanced, but here goes. Chosen of Grumbar Chosen of grumbar are rare, right now there are only two known who lives on faerun. A chosen of Grumbar is an impressive figure, although most share the same traits no two has eyes that look the same , they are usually bigger and broader then other members of their race and they usually have a very strong voice, futhermore they have skins that are very hard and rough but some have a marble-like appearence to their skins. Chosen of Grumbar are sometimes referred to as Earthrulers and Groundbounds. A chosen of grumbar retains all his special qualities plus the following Bonus Spells(Sp): At Will, Pass Without Trace, Soften Earth And Stone, Stone Shape, Stoneskin and meld into stone. 2/day, Passwall, Haste, Iron body, Stone Wall, Eartquake and Find The Path. 1/day, Elemental Swarm(as earth spell only). Immunities: The Chosen is immune to critical hits, flanking, diseases, aging, poison and mind influencing effects he is futhermore completely immune to slow spells and effects. Earths Connection(Su): Whenever the chosen is outdoors and has both his feet on the ground he has damage reduction 10/+1, regeneration and spell resistance 15. Earths Lore(Ex): The chosen gains a +10 competence on survival checks when underground or in areas with large quantities of rock or stone. Tremorsense(Ex): The chosen automatically knows the location of any creature within 60 feet that is in contact with the ground. Stone Strike(Su): When using a weapon in two hands the chosen adds x2 his strength modifier to damage instead of x1,5. Thrust(Ex): When the chosen throws a thrown weapon its range is doubled. Earths Form(Su): once a day the chosen may polymorph himself into an Elder Earth Elemental(as the polymorph spell) that lasts a number of rounds equal to 10+the chosens consitution modifier. Type: The chosens type changes to outsider(earth). Resistance(Ex): The chosen gains Fire and Acid Resistance 20. Skills: Survival and Balance is always class skills Saves:Will and Fort save increase by +1, Ref save decrease by -1 Abilities: Increse as follows: str+5,dex-2,con+2,int+0,wis+2,cha+1 Feats: Same as character Challenge rating+4 i dont know if this is balanced, but it worked pretty well in the campaign. Is it good or is it bad???:confused: |
| Naked Elf Girl03-10-04, 03:27 PM | Stoneskin at will seems mighty powerful. other wise i like the template of grumbar. maybe use the Stonebones spell at will instead. |
| Rynthief03-10-04, 05:55 PM | Here's my Chosen of Eilistraee Template, adapted from the one above to fit the flavor of my campaign, would love some comments and questions... Chosen of Eilistraee This Template can be applied to any elf (drow, surface, half, whatever) Timeless Body: As per the druid class ability Dancing Sword: any sword wielded by the chosen gains the dancing property. The Chosen can have one such dancing sword at a time. (I liked this, had to steal it) Dance of Blades: The Chosen can move up to their speed in any round that they make a full attack with a sword (this was inspired by the Dervish class, and I felt it fit for a goddess of dance and swordplay) Spell Like Abilities: Constant: Magic Circle Against Evil, Freedom of Movement, Tongues, Foresight 5/Day: Protection from Law, Calm Emotions, Atonement 3/Day: Moonblade (with the spell like abilities I tried to focus on Eilistraee's three main aspects; swordplay/dance, acceptance, and repentance) Feats: The Chosen of Eilistraee gain the Whirlwind Attack feat as a bonus even if they do not meet the pre-reqs Ability Bonuses: +4 Wis, +8 Cha (a Chosen must be wise enough to see the world for what it is, and charming enough to spread the Dark Maiden's word) There's the basic template, I'm also adding in Wolf Empathy as per the lycanthropic ability, as I am tying the Dark Maiden historically to the Lythari, but that ability does little to tip the LA scale |
| Captain Jack Sparrow03-11-04, 04:31 AM | Hi.most of these are really great and some could use some work. I notice not too many demi human chosen besides elf gods. it would be a good idea to place them all in order like the Deity and Avatar thread has done. good work every one. :D :) ;) |
| Maskanodel03-12-04, 02:13 PM | Chosen of Umberlee Although a fickle and malicious goddess, Umberlee sometimes sees the need to have someone protect her interests in the material plane, be it leading her followers against those who would disrespect her command of the sea, or sending her Chosen against the minions of her foes. The Chosen of Umberlee understand better then any the contrary nature of their goddess, and know they have their powers only on her whims. As such, the Chosen are utterly devoted to their ***** Queen, following only her and brooking no disobedience from anyone, followers or not. The true number of Umberlee’s Chosen is unknown, although it is suspected to be less then a handful. One of Umberlee’s most powerful servants is a kraken wizard and leader of the Kraken Society, Slarkrethel. Chosen of Umberlee Template Immunities:The Chosen of Umberlee are immune to all poisons, magical or otherwise, diseases, and mind-altering effects. As well, the Chosen doesn’t suffer penalties from aging, although they still die when their time comes. Swim Speed: The Chosen gains a swim speed of double their base speed. They also gain webbed toes and feet. If the Chosen already has a swim speed, add 30ft to their previous swim speed. Underwater Breathing: The Chosen of Umberlee gains the ability to breathe underwater for an indefinite period of time, if they couldn’t before. At this point the Chosen forms gills. Umberlee’s Armour: Due to the constant pressure of living underwater for the majority of the time, the Chosen’s skin becomes tougher and they become physically hardier. This results in a +4 natural armour bonus, as well as DR 5/-. Spell-like Abilities: 5/day-Control Weather, Control Winds, Dominate Animal (aquatic creature only), Resist Elements. Umberlee’s Eyes: The dark depths of Toril’s seas are hard to penetrate with normal vision, so Umberlee has blessed her Chosen with low-light vision and Darkvision 90ft. If the Chosen previously had Darkvision, add an additional 30ft to the total. ***** Queen’s Blessing: As long as the Chosen and his/her opponent are touching water, the Chosen gains a +2 to attack and damage, as well as a +2 to the DC of any spell cast against the opponent. Summon Water Elemental: Once per tenday, the Chosen can cast Elemental Swarm to summon only water elementals. Abilities: Con+4. The pressure of spending time primarily underwater makes the Chosen exceedingly tough. Alignment: Any Evil PS The words with the asterix starts with "B" and ryhmes with "itch" |
| Tebryn1403-12-04, 03:15 PM | Damage Reduction 15/- seems extremely overpowered to me. Maybe 5/-. But when you consider that even quasideities have DR 15/EPIC, I think that a chosen certainly doesn't need 15 points of damage subtracted from EVERY hit. |
| Maskanodel03-12-04, 04:02 PM | lol. That's a typo. It's supposed to say DR 5/-. Thanks for pointing that out. I'll fix it right now. |
| Green Elven Vampire03-14-04, 12:28 PM | Chosen of Rillifane Rallathil Also known as The Master of the Great Oak Its a template that can be added to any Elf or Half Elf. A Chosen of Rillifane uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Barkskin, Find the Path, Pass without trace. At will~~ Tree Stride, Plant Growth, Snare. 5/day:~~ Greenfire, Holy Smite. 3/day~~ Change Staff, Spell Immunity. 1/day~~ Shambler, Command Plants. Immunities (Ex): Chosen of Rillifane are Immune to ageing effects and do not age. They are also immune to all attacks and special abilities from creatures with the Plant subtype. Forest feast (Ex): The chosen does not need to eat or drink while in forested areas. Rillifane's Acorns (Sp): The Chosen can cause a barrage of acorns to launch from her hands, from the ground, or from an oak tree within 20 yards. The acorns can fly up to 50 yards, striking any enemy the chosen wishes. She can summon up to 2 acorns for every character level attained. Each acorn requires a successful ranged touch attack to hit and deal 1d4 points of damage each. This ability can be used 3 times a day. The Leaflord's Amber Prison (Su): The chosen may encase a target in a hard, translucent coating of fossil resin in a yellow, orange hue. If the target makes a successful Fort save (DC 30) the prison dissipates without effect. If saving throw fails then target is caught in the amber prison just as the effects of a Hold Monster spell. The amber prison has an AC of 25 and a hardness of 30 with 75 hitpoints. Living targets encased in the prison suffocate in 2 rounds and die. No spells may be cast from inside the prison and cannot be cast at the target inside. This ability can be used once a day. The Great Oak's gift (Sp): The chosen may take the form of a huge Treant of 13HD once a day. While in this form she has all the natural abilities of a treant and may cast spells as normal with no penalties. Quickened spells (Sp): The chosen is granted the ability to cast certain spells as if using the Quicken Spell feat. The spells are all considered spell-like abilities and may be cast once a day each as a sorcerer of her total character level. *Claws of the beast *Cloudburst *Quillfire *Detect Crossroads *Blinding Spittle *Mass Awaken *Blindsight *Tortoise Shell *Healing Sting Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +4, Strength +2 Charisma +2, Wisdom +4. Skills: Wilderness lore, Handle animal, Animal empathy, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Weapon Focus (quarter staff), Foe Hunter, Forester. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Rillifane Rallathil. Challenge Rating: Same as the character +5. Alignment: CG, CN, N Treasure: Same as the character. Advancement: Same as the character |
| Green Elven Vampire03-14-04, 05:38 PM | Chosen of Haela Brightaxe Also known as The Lord/Lady of the Fray its a template that can be added to any Dwarf. A Chosen of Haela Brightaxe uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Magic weapon, Entropic shield, Magic Vestments. At will~~ Protection from elements, Glyph of warding. 5/day:~~ Stone Tell, Break Enchantment. 3/day~~ Blade Barrier, Protection from spells. 1/day~~ Power word Kill, Summon Monster 9. Immunities (Ex): The Chosen is immune to poisons of all kinds and recieves a +2 bonus against saves from enchantment spells. Haela's Battle dance (su): The chosen begins a ancient dwarven dance as her foes advance on her. If she faces one or two opponents all their attacks are made at -10 and their damage rolls have a -5 penalty. If she faces three, four or five opponents all their attack rolls are made at -5 and they recieve a -3 to damage rolls. If she faces six, seven or eight opponents all their attacks are at -2 but damage is normal. Any successful attack on the chosen while she is in battle does half damage if she is weilding a weapon. This ability can be used as many times a day equal to her Con modifier + 5, and lasts as long as she continues her battle dance. Haela's Damage reduction (Ex): The chosen gains DR 10/+5 vs. giants, orcs, goblins, hobgoblins, ogres, bugbears, and other monstrous humanoids in the giantkin and goblinkin subtype. Detect Weapons (Sp): This ability works the same as a detect magic spell except it detects concealed, invisible, and improvised weapons that have been used to harm or carried with intent to harm. This ability works constantly and has a line of sight range. Haela's battle smile (Su): This ability gives the chosens weapon a threat range of 16-20/x3. This ability can be used as many times a day equal to her total character level. Saves: The character adds + 1 as a bonus to all saving throws. Also a +2 bonus to all saves when actively participating in melee combat. Abilities: Increase from the character as follows: Strength +8, Constitution +4. Skills: Intimidate, Bluff and Sense Motive are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Improved cleave, Bull-headed, Blooded. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Haela Brightaxe. Challenge Rating: Same as the character +4. Alignment: CG, CN, Treasure: Same as the character. Advancement: Same as the charactern |
| bradjob03-15-04, 02:53 PM | This is a great thread. Any chance of this getting stuck here permanently? |
| Maskanodel03-15-04, 03:15 PM | You're in luck, bradjob!!! It already is stickied!!!:) |
| Ryat03-15-04, 07:30 PM | Anyone got a Chosen of Tymora Template? This thread rocks btw...good job everyone! ryat, Dare much...Defy |
| Maskanodel03-16-04, 02:00 PM | Originally posted by Ryat Anyone got a Chosen of Tymora Template? This thread rocks btw...good job everyone! ryat, Dare much...Defy I'm currently working on a Chosen of Tymora. I'll post it as soon as possible. |
| Maskanodel03-16-04, 06:44 PM | Heres the Chosen of Tymora. It didn't turn out as well as I would of liked, so I may revise it in the future. Chosen of Tymora A Chosen of Tymora is the living embodiment of the Lady of Luck, sharing her friendliness and grace, as well as her good nature. The Chosen are full of risks, but aren’t reckless as they the know Tymora will ensure they live a long, eventful life. Tymora chooses only her best and brightest worshippers to become her Chosen, commissioning them to spread good luck throughout the width of the Realms. One of the key goals of the Chosen of Tymora is to hunt down the followers of Beshaba, and to help halt her spreading of bad luck. As the number 7 is considered lucky by many, Tymora can have up to 7 Chosen at any particular time. As well, the Chosen are commonly women. The identities of Tymora's current Chosen are unknown. Chosen of Tymora Immunities: A Chosen of Tymora is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases. Aura of Luck: A Chosen of Tymora can create a Lucky Aura a number of time per day equal to her Charisma modifier. Any ally within this aura receives a +2 to any saves, attacks, or skill checks made. The Aura of Luck lasts for a number of rounds equal to 5 plus the Chosen’s charisma modifier. The aura extends for 20ft around the Chosen. Good Fortune: 5/day the Chosen may re-roll any roll they may have made and failed. Luck of the Lady: 3/day the Chosen can automatically succeed at one saving throw, regardless of the difficulty. Lucky Strike: 3/day the Chosen can automatically succeed at one attack. A roll can still be made to determine whether or not it is a critical. Divine Grace: The Chosen gains a bonus equal to her charisma modifier on all of her saving throws. Abilities: Charisma +10 Alignment: CG or NG CR: +4 |
| Couchbob03-17-04, 12:50 AM | i just sorta skimmed through this article and i must say you've all done a really great job with them. i saw a mention of using some of them on PC's but i never saw a level adjustment. i can imagine theyed have to be pretty good size as many of these are very powerful. mostly i was interested in the chosen of shar but im sure others who planed on pc ing them or even npc ing them would find LA's useful. |
| Maskanodel03-17-04, 02:30 PM | To be completely honest, I really don't know too much about LA. CR is basically the extent of my knowledge on that whole thing, but if you or anyone else can tell me how to figure it out, I'd gladly place the LA in my entries. |
| Ryat03-17-04, 09:29 PM | You the man Mask! Thanks for the Tymorian chosen! ryat, in priestly garb |
| Maskanodel03-17-04, 09:57 PM | No problem. I'm glad I could help. |
| Couchbob03-18-04, 12:24 PM | most of the information on it is in the Savage Species book. on pages 10-14. its different the cr as cr is figured on how hard the thing is to beat in a onetime combat. LA is figured on how powerful the creature will be over an entire campaign. for example a mindflayer has a CR of 8 but it has a ECL of 15 LA: 7 + HD: 8 (Effective Character Level = Level adjustment + Hit Die) youd pretty much need the whole book to figure it out as it gives a ton of examples and various other estimates. if your interested i could email you the 4 pages for figureing it out. |
| the_move03-18-04, 03:28 PM | Excuse me please. I had an idea for a "Chosen of the Triad", but I am not sure if there can be a chosen of of 3 gods (TYR, Ilmater, Torm). Should I better specify on one god? |
| Maskanodel03-18-04, 08:09 PM | I say go for it. The Elder Three of the Emerald Enclave are all Chosen of Mielikki, Silvanus, and Eldath at the same time, so I can't see why the Triad, three gods with similar interests and doctrines, couldn't have a collective Chosen as well. On a sidenote, Qilue Veladorn, on of the Seven Sisters, is the Chosen of Mystra and the Chosen of Eilistraee at the same time. While there is specualtion that Chosen of Eilistraee is just a title and doesn't grant additonal powers, there's always a possibility that it does. |
| Captain Jack Sparrow03-18-04, 08:19 PM | How about a chosen of Milil, the human god of music and bards? Is that a good request? |
| the_move03-19-04, 12:03 AM | Well, I think it still needs some work, but this is what first came into my mind. Critism is okay, but do not flame too hard if you do not like it at all.:) Chosen of the Triad (Tyr, Ilmater, Torm) The Triad is not likely to grant their powers to any creature just walking on Faerun. Only those, suitable will earn the power granted by the Triad. Since this grants many benefits it has certain requirements. These are: MUST be Lawful Good. MUST have one out of these three gods as patron deity. MUST be either cleric or paladin or monk having Ilmater as patron deity. Multiclass only allowed between those 3 classes or with a fitting prestige class. (Justiciar of Tyr, Hand of Torm, Martyred Champion of Ilmater, Contemplate, Divine Champion, etc). If they are a multi class such as paladin/cleric, they MUST choose which class is important for the benefits they gain.The other will be ignored. Benefits: Divine Health: As long as he stays in service of the Triad he is granted immunity to poison (also magic), diseases (also magic), curses and even immunity to negative levels or attribute losses (i.E. Weaken). Immortality and returning youth: as long as he stays in service of the Triad he is granted immortality and does not age anymore. He does get the benefits of aging though but not the malefits. Already taken malefits are NEGATED. (This means you get the usual boni in INT, WIS and CHA, but not the mali in STR, DEX and CON. Mali that you have already taken in those physical attributes by aging are set back to their original status like you have never aged.) Additional Attribute bonus: Strength +2 (Monk/Cleric); +4 (Paladin) Dexterity +2 (Monk) Constitution +4 (all) Wisdom +2(Paladin/Monk) ; +4 (Cleric) Charisma +4 (all) Damage Reduction: 5/- [cleric/paladin], 15/+2 [monk] however a monk, who has already obtained his damage reduction of 20/+1 (at lvl 20) can choose to keep it or take the new granted. However he can not choose between the granted and the original damage reduction when he becomes a lvl 20 monk afterwards. + 3 to all saving throws (cleric/paladin) +1 to all saving throws (monk). - EVASION (all; see monk for details) - Spellresistance 14 (all) - completly immune to any form of mind control. (all) General Abilities: Alignment Sight: Every Chosen of the Triad can see any creature´s exact alignment, without even concentrating. Spells or any other ability can not hinder this ability. Summon Epic Arms: Once per day a the chosen can summon an exact “copy” of his patron deity´s weapon, which can not be disarmed. It lasts for the chosen´s complete level + charisma bonus in minutes. Malefits on these weapons are negated, bonus such as weapon focus are treated normal (i.E. if a cleric of Torm has no weapon proficiency in Great Sword, he does not get the -4 malefits he would normally get with this weapon) Torm as patron deity: +5 holy avenger greatsword Tyr as Patron deity: +5 Vorpal longsword Ilmater as Patron deity: +5 keen, lawful, vorpal unarmed strike Additional Domains (cleric only): A cleric can choose 2 additional domains of his choice. However these domains need not to be of the gods domains, but MUST NOT lie on contrary of theirs such as evil, chaotic, etc. which are not possible to choose from. Also Spider, Dead (Necromancy), etc. is not possible. Additional slots: The cleric gains an additional slot for his domain spells on all spell lvls. (2 domain spell slots each spell lvl now instead of 1.) Additional Abilities (Paladin only): The hitpoints healed by lay on hands are increased by 50% (class lvl x charisma bonus x 1.5) He further gains an additional slot on each spell level. Epic Weapon Speciality: The paladin is granted all Epic weapon focus, epic specialization and overwhelming critical with the weapon of his choice. Additional Abilities (Monk only): Smite Evil (3 times per day) Lay on hands (lvl x 2 hitpoints per day) Further he can choose 3 divine spells out of the clerics regular repertoir spells of each 0th ,1st ,2nd and 3rd lvl. He can speak each of those spells once per day. Preparation is same as cleric. |
| Newly Chosen of Mielikki03-19-04, 11:40 AM | Well, seeing as my board ID here fits in rather well and proper, an idea popped into my mind. Of course, it is completely irrelevant to my ID, lol, but that is beside the point. This forementioned idea struck me while I was rummaging around for cool and intriguing plots that have never been covered, or that I have plainly never seen before. My idea: Chosen of Araushnee....Before her fall and subsequent renaming and change into the Spider Queen we all love and despise at the same time. Either, that, or if her attempt at taking over Arvandor never occurred. There would more than likely have been elves or the like that would have become her Chosen as well. But, as I am not such the genius as you all are in making these templates, I am left to ask you all kindly. Perhaps a template for this idea could be made? I would be in debt to the one who made it, and grateful as well. Thanks for listening to this elf rant ^_^ Kevin |
| Maskanodel03-21-04, 12:01 PM | Originally posted by the_move Well, I think it still needs some work, but this is what first came into my mind. Critism is okay, but do not flame too hard if you do not like it at all.:) Nicely done. A few pointers though. I'm not entirely sold on some of the prerequisites. The Lawful Good part makes sense, and the class prereq is neat too, but the Knowledge (Religion) 23 ranks seems a little bit overboard to me. It seems a bit messy too. You might want to consider revising it to just make it look better. Some parts are a little confusing to look at. But otherwise, I like it. It's definitely a new take on the Chosen. I like the separate abilities for differing classes as well. Nice job, move. |
| the_move03-21-04, 03:59 PM | Thank you for your comment. I´ll change the minimum Knowledge (Religion) requirement to 18. This makes it possible for a lvl 15 char to become chosen. Would you please specify, what parts you mean to be messy or confusing. I already changed some parts in hope they make more sense now. Please check them once more Thank you for your help. |
| Tebryn1403-21-04, 06:59 PM | I personally don't think it is a good idea for there to be any skill requirement. The reason for this is that a character who isn't a cleric, monk, or paladine, may for some reason or another be seen it such great light by the Triad that they decide they just NEED to made a chosen. But, oops, we can't do that if they aren't godlike scholars on divine politics... But very nice otherwise. Very original. |
| Maskanodel03-21-04, 07:38 PM | Much better, move. It's a lot clearer now. Originally posted by the_move - certain spells do half their damage when save throws are successful (dragon breath), instead they are nulified now (monk already has this feature). This ability is called evasion, BTW. And I must agree with Tebryn. I don't think the Knowledge (religion) prereq really fits in with your template, so I'd considering removing it completely. But like I said before, great job. I look forward to seeing some more of your work. |
| the_move03-21-04, 10:31 PM | Knowledge requirement has been removed. EVASION! Yeah I guessed it, too! But I was not sure about it. I am German and most of my rulebooks are German. I also have some English like Faiths and Pantheons however. Good thing is I also have an English "Neverwinter Nights" along with the expansion packs. Well it´s not real D&D, but not bad for a computer game. And some English expressions I got from it, though. Anyway, I do not think there will be many, who use this, coz I guess not much favour the gods of the Triad. However I love them, especially TYR, who is a former Germanic god from earth. Hehe, after Odin took over he seemed to be stranded on Faerun. But I don´t know, is Helm a popular god? Or the Red Knight? I am not sure, what template should I work on now? |
| Maskanodel03-22-04, 12:16 PM | I'm glad to see you're willing to add more to this thread, move. As for what deity to give a Chosen to next?? Helm or the Red Knight would be fine, but there other requests on the thread you may want to consider. Someone is looking for a Chosen of Milil, as well as a Chosen of Selune, so if you wish, feel free to do some of these. In the end, it's up to you. And on another note, you're English is very good. Don't worry about that, oftentimes it's mostly me having problems comprehending things. |
| ethicalsean03-22-04, 04:25 PM | Well if you're taking requests, I would like to see a Chosen of Bhaal (would be used in the campaign Im currently playing in) or one of Waukeen. |
| Maskanodel03-22-04, 07:33 PM | Chosen of Bhaal seems to have caught my interest. I may see what I can do with it. |
| Green Elven Vampire03-22-04, 07:40 PM | I may take on a single demi-human deity in the next few days if anyone wants one. Otherwise I really don't do human deities. Just post and let me know. If it catches my eye I'll take it up. GEV!! |
| Kazaxe03-24-04, 02:16 PM | i'd like to request a chosen of Sharess template, and if somebody is up to it, or should one ever actually exist, a chosen of Lloth |
| Maskanodel03-24-04, 07:22 PM | There's a Chosen of Lolth on the first page of this thread. |
| Newly Chosen of Mielikki03-24-04, 09:39 PM | Did anyone even see my idea? I am just curious. Not to be a pain, but being blatantly ignored is not one of my best qualities. |
| Green Elven Vampire03-24-04, 09:55 PM | Originally posted by Newly Chosen of Mielikki Did anyone even see my idea? I am just curious. Not to be a pain, but being blatantly ignored is not one of my best qualities. No I don't believe it would work. Araushnee hasn't been in the elven pantheon for over 30,000 + years. The closest you'll get is a Chosen of Lolth! Lolth can never reclaim any of her status she had as Araushnee. |
| Akumaisloose03-24-04, 10:44 PM | I have been a big fan of sharess for a very long time. She has to be the best god for my personality, i have a character that has been a very devoted priest of hers and was wondering if you could help me make a chosen template. if there was anything that i could do to help with the process or, even if you could help me with how to make a chosen templates. |
| Khazra03-25-04, 11:47 AM | Could sum1 make a chosen of helm template pleeeeeeeeeeeeease? |
| Julias_Redford03-28-04, 06:20 AM | wrong section sorry... |
| Newly Chosen of Mielikki03-30-04, 02:02 PM | Green Elven Vampire. I never stated to change her back from Lolth. I am saying what would a Chosen of Araushnee look like if she never actually did fall? |
| Arthan "Heavy Fist"04-04-04, 05:29 AM | Suggestions welcomed. Chosen of the Red Knight Creating a Chosen of the Red Knight “Chosen of the Red Knight” is a +4 template that can be added to any humanoid creature. A Chosen of the Red Knight uses all the base character’s statistics and special abilities except as noted. A Chosen of the Red Knight only has its power at the will of the Red Knight; should the Handmaiden of Strategy decide to remove Chosen status from a character, he or she reverts to their old abilities. The Red Knight’s Chosen are highly integrated; some would even say that they are the living embodiment of her lance board passion. As a newly raised Demi-Goddess the Red Knight is aggressively pursuing a larger worshiper base by placing her powers within a larger group of chosen to more quickly spread her worship through word and deed. By strategically supporting followers with her chosen she intends to get the word out that the best laid plan… wins. The Chosen concentrate on four main areas: - Establishing areas within existing churches of Tempus that the devout may come for worship, war gaming, and battle planning. - Increasing the Red Fellowship through mentorship of young clergy, active leadership in the community and Church of Tempus. - Supporting worshipers in battle or preparations for battle. - Undermine and destroy followers of Cyric and Gargos. Keeping an eye on Anhur or any other potential threat to Tempus or her portfolio. The Red Knight maintains six types of Chosen with varied powers that reflect her Faerunian Lance Board. 8 Scouts, their piece is a “non-discrete” smaller piece that is often overlooked… until it’s in a strategic position. 2 Engineers are symbolized as a castle or fortification. 2 Lancers symbolized by a horse, pegasus or griffon, hippogriff rearing. 2 Advisors are often symbolized by a scholarly figurine wearing a wizardly caps or high cleric headpiece. 1 Handmaiden who is represented by a female figurine wearing a circlet or simple crown. Some boards have her in armor. 1 Warlord a figure usually male wearing a crown and holding a sword. Each of the chosen has a special lance board with each piece corresponding to another chosen. These pieces allow the chosen to contact the others by concentrating on thier piece. Each chosen was presented their board from the Red Knight herself. The chosen will go to great lengths to recover these boards. All Chosen of the Red Knight share the following abilities: Special Qualities: Chosen of the Red Knight retain all their special qualities. Bonus Spells (Sp): At will- Protection from Chaos, Calm Emotion, Remove Fear. 5/day – Dispel Magic, Status, (Additional spell varies per Chosen) 3/day – Magic Vestment, Hero’s Feast, (Additional spell varies per chosen) 1/day – Freedom of Movement, Greater Prying Eyes, Foresight. Immunities (Ex): A Chosen of the Red Knight is immune to Poison and Disease. Has 5 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal. Damage reduction: 5 / +1 Immune to Mind Affecting Abilities SA: Chosen may communicate freely with one another for a number of minutes equal to their charisma modifier per ten day while holding the corresponding piece from their board. SA: Low light vision and Dark Vision 60’. +1 Leadership bonus Skills: Spot, diplomacy, bluff as class skills. Feats: Leadership, Battle collage (education feat; only for tactical knowledge’s) Abilities: +2 Con, +2 Int, +2 Wis, +2 Chr. Statistic increases listed below that are greater then the ones listed here DO NOT stack. Alignment: Always Lawful Bonuses granted to AC, saves, to hit, etc by the various Chosen DO NOT stack, the highest bonus applies. Scouts (8): Scouts actively seek out information that the Red Fellowship can use against their opponents. They also specialize in rear area operations to disrupt the enemy. When not employed as scouts or saboteurs during a battle, the Red Knight’s scouts roam Faerun looking for signs of activity from followers of Cyric or Gargos. Two scout’s are always dedicated to gathering against these two deities. A scout is usually paired with one of the other Chosen to provide needed intelligence and reconnaissance to augment their mission. A scout may mentally share information and memories with the other chosen when both are touching and concentrating. Skills: +4 Spot, +2 Disable Device, +2 Gather Information. Gather Information as a class skill. 1 bonus skill per level. Feats: 1 Bonus feat per 5 levels Abilities: +4 Dex Gather intelligence: Identical to Bardic Knowledge, based on overall character level. +3d6 Sneak Attack, stacks with other sneak attack dice. Same rules as a Rogues sneak attack. Bonus Spells (Sp): 5/day – Detect Thoughts 3/day – Prying Eyes 1/day - Etherealness Engineers (2): Are the logisticians and the master engineers of the Red Knight. They assist the clerics of Tempus prepare for offensive and defensive siege operations. They also analysis and prepare logistic requirements in advance of a campaign or as needed. Surprisingly, several wizards have held this position. Withstand the siege: Their active presence re-enforces defenders Morale, To Hit, Damage and Saves by +2. Supplies last 25% longer. Take the fortress: Increases siege weapon range and damage by 33%. Decrease set up and construction time of siege weapons and towers by 50%. Increase sapper rate of dig by 20%. Skills: +4 Knowledge (Engineering and Architecture), +4 Knowledge Siege Warfare, +4 Knowledge (Logistics). 1 Bonus knowledge skill per level. Weapons: All siege weapons and towers. Feats: 1 Bonus feat per 4 levels Abilities: +4 Con, +4 Int Bonus Spells (Sp): 5/day – Soften stone and stone 3/day – Move earth 1/day – Elemental Swarm Lancers (2): Are the commanders of two elite mounted mercenary companies within the Red Fellowship. These raiders harass the enemy as it moves, bivouacs or during battle. Experts at disrupting supply lines and attacking enemy rear areas they help ensure victory by disrupting the enemy’s ability to maintain logistics flow, effective communications or provide re-enforcements to the front lines. They are occasionally mounted on winged mounts. Inspired strategy: With time to deliberately plan a mission, brief subordinates, simulate the battle plan with soldiers an entire force may receive the following benefits: +2 Morale, +2 To Hit, +1 Damage, +5 Movement Rate and +1 to saves. Reap the whirlwind: If the Lancer uses either call lightning or whirlwind during an offensive action (formation charge or attack), the enemy suffers a –2 to Morale, saves and a –1 to hit and damage. Ride like the wind: All riders under the control of a Lancer have their mount’s movement increased by +10. This does not stack with the movement bonus from inspired strategy, as it effects the mounts. The Lancer does not have to be present for this to function the rider simply needs to be sworn to him, the company or a member of the Red Fellowship working with him or her. Skills: +4 Ride, +4 Handle Animal, +2 Intimidate. Free ride skill per level. Feats: 1 Bonus feat per 4 levels (DM’s should assign a set list of feats to choose from) Abilities: +4 Dex Bonus Spells (Sp): 5/day – Protection from arrows 3/day – Call Lightning Storm; increase length of the storm’s duration by the chosen’s level, increase lightning bolts by caster’s level. 1/day – Whirlwind; increase all dimensions by one foot per level, increase duration by caster’s level; increase range by 50%. Damage reduction: 10 / +1 Immunity to electricity. Advisers (2): Seeing is believing is the advisor’s motto. They assist the High Priests of Tempus, the other chosen usually the Handmaiden or Warlord, friendly ruler; their battle staff or commanders plan overall battle strategy and movements. They also monitor the battle and suggest changes to current strategies as the battle unfolds. The review tomes and works of strategy before they’re added to the battle collages curriculum Move the force: By analyzing the terrain, weather and the forces at hand. An adviser can increase friendly movement rate by 20%. Monitor the battle: When concentrating, an adviser may project a real time simulation of an ongoing battle on a prepared map table or section of ground. The prepared area must represent the battle site with some realism; terrain depiction, battle positions, etc before this ability can be used. Preparation takes one hour for visual effects, two hours for sounds and refined details and five hours to be able to identify specific people within the fray and their status. Each hour of preparation increases the battle area that can be monitored by one mile. Preparation time spent for details and area DO NOT stack. Temples in large cities will often have extensively prepared representations of the city and surrounding lands. If concentration is broken it takes one minute to establish an overview, then an additional minute for specific details. Advisers usually have their staff prepare a basic terrain model/map at the beginning of each bivouac, at a minimum one hour will be spent on detail and another two hours for range. If the camp will be maintained for more then one day the map board preparation will continue to improve. Battle orders: An Adviser may communicate with all subordinate commanders a number of times equal to their wisdom bonus per day. Each communication can last one minute per point of wisdom. All members must concentrate to maintain the link; members may attempt to regain the link by concentrating. Within the link communications are open for anyone to speak, the longer one speaker talks though, the better impression of their surrounding situation the others get. Skills: +4 Diplomacy, +4 Listen, +4 Knowledge (Warfare) Diplomacy and Knowledge (warfare) free each level. Feats: 1 Bonus feat per 4 levels (DM’s should assign a set list of feats to choose from) Abilities: +4 Wis, +4 Chr Bonus Spells (Sp): 5/day – Detect thoughts, True seeing 3/day – Teleport without error 1/day - Dictum Handmaiden (1): Knowing that her divine duties would increase suffering if not tempered by compassion the Red Knight chooses her Handmaiden to temper suffering during war, heal those left in it’s wake and directly oppose the mindless bloodshed of Gargos. She oversees the creation of new shrines, hospitals and the coordination of forces. She coordinates the efforts of the other chosen and lends aid to the others as needed. Re-position the board: The Handmaiden may move herself or others to another chosen to aid them or bring them to her as a standard action. A chosen may be returned to their previous location. She may move as many people or animals as her charisma bonus. She may do this a number of times per day equal to her Wisdom bonus. Fight again another day: Her active presence in a hospital or where patients are being treated increases daily recovery of hit points and healing spells by +3. Juggernaut: When actively leading a force the Handmaiden inspires heroics within allied troops. Allied troops receive bonuses to hit, damage, saves and AC based on their range from the Handmaiden. Within 30’: Followers receive a +4 bonus. Within 60’: Followers receive a +3 bonus. Within 120’: Followers receive a +2 bonus. Within 240’: Followers receive a +1 bonus They suffer no morale penalties. Skills: Free Heal and Diplomacy each level. +2 to heal and diplomacy. Feats: 1 Bonus feat per 3 levels Abilities: +4 Dex, +4 Wis, +4 Chr Bonus Spells (Sp): At will: - Cure light wounds: Only once per person per day. Range is 10’. Deathwatch. 5/day – Divine Favor, Regeneration 3/day – Heal, Dictum 1/day – Resurrection Damage reduction: 10/+1 Leadership bonus: +3 Monk abilities as a monk of equal level. Warlord (1): The Warlord at heart is the purest form of tactical deception. Knowing that her enemies would focus their efforts on capturing or eliminating the perceived strongest of her chosen she decided to distract them while the others maneuver to strike. Occasionally and for short periods of time the Red Knight will infuse a mortal agent with great powers to aid a particularly devout follower or distract her rivals from a given operation being conducted elsewhere. This infusion usually lasts for a number of days equal to the agent’s charisma bonus. For campaign planning purposes, consider this agent to only be active for 2-4 ten days per year… usually spread out equally over the year to keep people guessing. The other Chosen are immediately aware when an agent is imbued with the Warlord’s power. Because of the temporary nature of the Warlord, he or she cannot summon or compel the other chosen other then the Lancers, as listed below. Marshal the troops: The warlord may summon one or both of the Lancers and their entire unit to his location to fight. This ability can be used equal to the warlord’s charisma score / two per ten-day. The effect is similar to riding through a portal and takes a standard time for all riders to journey through the portal. Unstoppable: Friendly troops within sight of the warlord suffer no adverse morale reactions or presences attacks and receive +3 to hit, damage, saves and AC. Frightful presence: Enemies within 20’ per level suffer the effects if they have fewer levels then the warlord. Effects and limitation similar to a dragon’s frightful presence (MM pg 69). Limited shape shift: The warlord uses this ability to keep rumors alive and keep those that watch the Red Fellowship guessing (and not acting). While infused the warlord will feel a compulsion to occasional make body shifts that are noticeable. A warlord may shift size by one category either way, usually used to increase his or her size and the number of troops that can see them and gain the benefit of being Unstoppable (as listed above). Skills: Free Intimidate and Diplomacy each level. +2 to intimidate and diplomacy. Feats: 1 Bonus feat: This feat may be changed once per ten rounds. The Warlord also is imbued with the following feats: Improved critical, Improved Evasion, Improved Initiative, Whirlwind Attack, and Great Cleave. Weapons: A Warlord’s weapons are considered lawful and wounding while he weilds them. Abilities: +6 Str, +4 Con Regeneration 5 Bonus Spells (Sp): 5/day – Dispel Magic 3/day – Heal (self only), Dictum 1/day – Summon Monster IX, Typically fallen warriors from Warriors Rest Damage reduction: 10/+2 |
| Maskanodel04-04-04, 07:13 PM | Nice...very nice. Good job, Arthan. |
| Mortavier Shadewalk04-08-04, 03:04 PM | Here's the Chosen of Denir class. It's the one from WotC, but I thought I'd post it anyway. Enjoy Chosen of Deneir By Sean K Reynolds The Chosen of Deneir are scholars and researchers, and they are in love with the study of art, writing, and literature. Hand-picked by the god of glyphs and literature, the Chosen are reclusive, preferring the world of books and lore to interacting with people. When they encounter others with the same interests as their own, they become animated, and even argumentative, but tend toward pacifism even in the face of great danger. The Chosen of Deneir appear no different than other creatures of their type. Creating a Chosen of Deneir Chosen of Deneir is a template that can be added to any humanoid creature (referred to hereafter as the "character") that has at least one level of the cleric class and has chosen Deneir as his deity. A Chosen of Deneir uses all of the character's statistics and special abilities except as noted here. A Chosen of Deneir has its power only at the will of Deneir; should he decide to remove Chosen of Deneir status from the character, he reverts to his original abilities. Normally there is only one Chosen of Deneir at a time, and when the current one grows old, he finds a student to whom he can pass the mantle of duty. Special Attacks: A Chosen of Deneir retains all of the special attacks of the character and also gains the following. Advanced Turning (Su): If the Chosen of Deneir makes a melee touch attack with his holy symbol against an undead creature, he can automatically use a turn undead attempt that round against that undead (affecting only that undead and no others nearby). This attempt counts as a use of the character's turn attempts for the day. He gains a +4 sacred bonus to his turning check and turning damage with this attack. Brand of Deneir (Su): By calling upon the holy power of Deneir and pressing his holy symbol to the forehead of an evil creature (a melee touch attack that provokes an attack of opportunity), the Chosen of Deneir can permanently brand the target with Deneir's symbol. This magical brand cannot be healed, but it can be dispelled. Any good-aligned person that sees the brand immediately knows that the bearer is evil and the viewer's attitude shifts one category toward hostile where appropriate. Spell-like Abilities: The Chosen of Deneir has access to the following spell-like abilities, which function at a caster level equal to the Chosen of Deneir's character level. These are used 1/day: antipathy, daze, detect lies, detect thoughts, dominate person, enthrall, mass suggestion, mind blank, Rary's telepathic bond, sending, shield other, suggestion. Special Qualities: A Chosen of Deneir retains all of the special qualities of the character and also gains the following. Song of Deneir (Su): The Chosen of Deneir does not need to prepare his clerical spells. Instead, he mentally reviews a unique magical song called the Song of Deneir, which then places the spell in his mind so that he can immediately cast it. This means that casting a spell in this manner is always at least a full round action. (If it's less than a full round, it becomes a full round much like a sorcerer casting metamagicked spells. If it's already a full round or longer, the casting time is unchanged.) The Chosen of Deneir may prepare clerical spells normally. He is still nominally limited to the number of spells per day that he can cast as determined by Table 3-6: The Cleric in the Player's Handbook. He can cast his normal number of spells per day, but each spell cast beyond this limit risks a powerful headache that leaves him dazed for 1 hour and unable to cast spells above 4th level for a number of weeks equal to the level of the spell that caused the headache. He can avoid the headache by making a Constitution check (DC 18 + spell level + number of spells beyond the limit he has already cast in the past 24 hours). The Tome of Universal Harmony: The Chosen of Deneir is the bearer of The Tome of Universal Harmony, which is the holiest of books of Deneir's faith and understandable only by his Chosen. The pages of the book are filled with mysterious runes, and over time the Chosen of Deneir can determine the pattern within the text -- it depicts the Song of Deneir, which is what gives the Chosen his unusual spellcasting ability. The book is handed from one Chosen of Deneir to the next when the old Chosen of Deneir realizes that his time of death is approaching. Any person other than a Chosen of Deneir who tries to read the book must make a Fortitude save (DC 25) or be knocked unconscious for one hour. Immunities (Ex): The Chosen of Deneir is immune to disease, level draining, negative levels, and poison. Shapechange (Su): The Chosen of Deneir can change into a single animal form partially. This is similar to a lycanthrope's hybrid form, and it can be only an animal that the Chosen of Deneir has developed an affinity for over time. There is no limit to the amount of time that can be spent in this form, nor to the number of uses per day. The Chosen of Deneir gains the animal's feats, extraordinary abilities, and its racial skill bonuses when in hybrid form. Languages (Su): Upon becoming a Chosen of Deneir, the character immediately gains knowledge of a number of languages equal to his Intelligence modifier. These languages are lost if the character ever loses his Chosen of Deneir status. Saves: Same as the character. Abilities: Increase from the base creature as follows: +2 Constitution, +2 Intelligence, +2 Wisdom. Skills: Same as the character. All Knowledge skills are class skills for the Chosen of Deneir. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character. |
| Chosen Of Bhaal04-13-04, 02:10 AM | First off im new to these message boards, but ive been looking here for a while now. Sorry for asking but if someone could think up a chosen of bhaal (im a big bhaal fan) i'd be really thankful. |
| Maskanodel04-13-04, 11:29 AM | First off, welcome to the boards, Chosen of Bhaal. I hope you enjoy you're time here. And secondly, I do have a Chosen of Bhaal, but it's it only in the preliminary stages right now, and unfortunately, real life keeps me from finding time to finish it. But I will post it when (or if) I ever get it done. BTW, in an old issue of Dragon, they have game statistics for the Bhaalspawn. Issue #288 I think. |
| Nypa8804-14-04, 11:25 PM | Chosen of Selune CHOSEN OF Selune "Chosen of Selune" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). A Chosen of Selune uses the character's statistics and special abilities except as noted here. A Chosen of Selune has its power at the will of Selune, should the Moon Goddess decide to remove Chosen status from the character, it reverts back to its original abilities. Immunities (Ex): The Chosen of Selune are immune to aging effects and do not physically age. Aging bonuses still accrue, and the Chosen still dies of old age when his/her time is up. Special Qualities: Chosen of Selune retain all their special qualities. Spell Immunity (Su): The chosen is immune to all these spells as if he/she were constantly protected by a spell immunity spell. *Cause fear *Calm emotions *Hold person *Orders wrath *Dispel chaos *Disintegrate *Dictum *Binding *Power word: Kill Bonus Spells (Sp): Constant—Protection from Evil, Freedom of Movement, Comprehend Languages. At will—Dancing Lights, Protection from Law. 5/day--Cat’s Grace, Calm Emotions, Suggestion. 3/day—Tongues, Moon Blade, Flame Strike 1/day—Moonfire. Shooting Stars: This spell when cast creates a violent turbulence in the air above the area of effect, from which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 8d10 points of combined fire and electrical damage. A successful Dex. save (DC25) indicates half damage. The area of effect is a 60' radius spread, in a range of 120 yards. In addition, four large shooting stars materialize within the area of effect. The chosen can individually target these at specific creatures. Each star causes 48 points of damae on impact (no saving throw allowed). Any creature withi 10 feet of impact suffers 24 points of fire damage. A successful Dex. save (DC25) indicated half damage. This High Divine Magic ability may be used twice a week. (Sorcerers or Clerics can only use this special ability.) Celestial Army: This spell is only to be cast when peoples lives are threatened, or a Chosen of Selune chooses to use this in defense. This spell summons a host of beings from the upper planes who will fight on the side of the chosen. Roll 1d10 and refer to the list below to determine the type and number of beings summoned. 1. 1-3 Astral Devas 2. 1 Solar 3. 3-18 Hound Archons 4. 1-6 Trumpet Archons 5. 5-20 Avoral 6. 1 Celestial Lammasu 7. 1-3 Lillends 8. 2-20 Ghaele Eladrin 9. 2 Planetars 10. 2 Copper Dragons, 2 Bronze Dragons, 2 Silver Dragons and 1 Gold Dragon (all are great wyrms) The summoned creatures will serve until the enemy is defeated or until they are slain. Slain creatures vanish and return to their home plane. This High Magic ability is usable 1 time a season. (or 4 times a year). (Bards, Clerics, Sorcerers, and fighters can use this special ability). Wrath of Selune (Su): During the new moon, Chosen of Selune are expected to hit the Church of Shar hard. High Clergy are expected to perform the Conjuring of the 2nd moon, to call upon the shards, to lead the assault on Shar. To aid them in their task, during this time they are granted the ability to use Teleport without error at will, as will as Finger of Death once per night at her own caster level. The Chosen also receives dark vision 60’. Saves: +3 to all saves Feats: Epic Leadership Skills: Automatic +5 misc. bonus to Diplomacy and Knowledge Religion Abilities: 1. Wisdom + 4, Charisma + 4 a. Fighter class receives an additional +4 to strength (doesn’t stack with cleric, Bard, or Sorcerer class). b. Cleric class receives an additional +2 to wisdom and charisma (doesn’t stack with fighter, Bard, or Sorcerer class). c. Bard class receives an additional +4 to charisma (Doesn’t stack with cleric, sorcerer, or fighter classes). d. Sorcerer class receives a +4 to intelligence (Doesn’t stack with cleric, fighter, or bard class). e. If your character has multi-classed take the higher ranking class to determine your class bonus. (Ex. 11th bard / 5th level cleric, since the bard class is higher you are required to take it) f. (If you have any of these following classes as one or more of your prestige classes then you also receive an additional +2 to wisdom: Silver Star, Divine Emissary, Hierophant, Divine Champion). Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character Please feel free to comment!! thank you~! =) :) :) |
| Naked Elf Girl04-15-04, 01:07 AM | Hey, thats GEV's stuff youre ripping off!!!! :sad: :mad: Why are you trying to steal his abilities from his Chosen? Not very cool. i hope you just made a mistake and fix it very soon!! you're ripping off abilities from his Chosen of Erevan and Corellon i believe. i know they are not published or even FR canon but that's just low and mean. :( |
| Green Elven Vampire04-15-04, 03:33 AM | Also seems as if there's a bit of Tebryn's chosen of shar or besheba in there too. I must say... it stinks to see my Elven High Magic of Corellon used word for darn word in someones chosen of Selune just posted! Not to mention a bit of my Erevan Ilesere abilities word for word too!!! I mean, you can't just take my hard-thought ideas and use them word for word like that. Taking the High Magic of Corellon and slapping it on your chosen of Selune is ludicrous and rude. Taking my spell resistance of Erevan ability and using the same spells in the same order??? What's up with that! If you're going to steal my hard-thought ideas that are Unique to other chosen then at least have the brains to re-word it and change it around or something. Maskanodel... I beseech you kindly to ask this fellow to remove my material from his chosen of Selune post in order to have it placed in the index list. Don't mean to be so upset. |
| Maskanodel04-15-04, 12:10 PM | You have every right to be upset, GEV. I don't if I can tell him to remove what he has posted, but if I have my way, this Chosen wont be added to the Index. Way too many ripped off ideas for my liking. |
| WizO_BigSister04-15-04, 05:31 PM | Can I please ask a favour of you all? Even if someone has taken material word for word from another's work you are still not allowed to flame him. It's ok to point it out, and it is a good thing if you do post to show somebody using another's work .... but try not to lose your tempers when you do. Thanks muchly I've just added the following to the guidelines for posting, and also to the first post in this thread. It is great when people are inspired by the ideas of other people, and go on to develop them further. It isn't great when people just cut and paste work done by others. Try not to just take ideas, try to work on them and make them your own. If you use other people's work unaltered, then ask their permission. When you make the post give these people full credit. |
| Green Elven Vampire04-15-04, 05:44 PM | I will be the first and foremost to say I'm sorry for the flame! In my 2 years on this board I have never felt so used and unappreciated. All this aside (as i'm not one to hold a grudge) I agree with Big-Sis and am sorry I let my anger get the better half of my common sense. |
| Skyrocket04-16-04, 06:08 PM | I'd really like to see a Chosen of Istishia. I really enjoy the elemental gods a lot. |
| KRONOS04-20-04, 12:22 AM | You really have to love these boards. I have not posted much in the last 2 or 3 months, real life has been getting in the way. I came back on to inquire about a chosen of Azuth character that I have been considering in my campaign. Low and behold the link I need is the very first one. Gotta love that. Just wanted to say "nice work" everyone. I look forward to reading the rest of your creations.:D |
| Raenestro04-20-04, 02:45 PM | Okay, I'm brand new on this board and this is my first attempt at this, so please be gentle with your critics. These are the abilities I gave to an NPC in the FR campaign I'm currently running. He's formerly a worshipper of Tymora and was an adventuring bard, but he left that life when his hand was maimed, making it all but impossible to effectively weild a weapon. Worse than that (from his point of view), his maimed hand also made it impossible to play his instruments. He converted to worship of Ilmater, moved to Ilmwatch, and went into business brewing potions there. He spends most of his time brewing healing potions, keeping only one in three for sale in his shop. The others he tithes to the local church of the Triad or donates to the town militia. And though he's no longer a viable combatant, whenever evil comes knocking at the gates of Ilmwatch, he is always there to inspire the city's defenders with his bardic songs and use whatever spells he has to aid in their defense. The combination of his perseverance in spite of his infirmity, his perenial good spirit, and his constant, selfless works in the name of Ilmater, he was granted Chosen status and endowed with the following abilities: Lay hands - as the paladin ability, however it is based on his total character level. Immune to disease (except for sink, see below) Cure disease by touch 1/day/charisma modifier Bolstered Resistance - anyone cured of a disease by a Chosen will be immune to that particular disease for a duration of one year, and receive a permanent +10 hardiness bonus to Fort saves against any further instances of that particular disease. Contagion Sink - Any contagious disease within 100' of the chosen will be spread only to the chosen (i.e., nobody else is in danger of catching it). If the chosen has enough cure diseases available to cure all infected carriers within range, he does so automatically. If not, the chosen takes on all symptoms at half strength (half ability loss, half restrictions, etc.), while simultaneously lessening all symptoms on all sufferers within range by half. Multiple contagions can be absorbed at one time, however none of the chosen's ability scores will ever drop below 3 from an absorbed disease. Also, if any absorbed disease effects the Chosen's Charisma score, the original, unmodified score is always used when determining the number of Cure Disease spells he can cast. The Suffering You Have Caused – Once per day, the Chosen may select one person who has hurt him and cause all injury inflicted on him by that person that day to be inflicted on him. The Chosen is instantly healed of all types of damage inflicted by that person (hit points, ability damage, disfigurement, etc.) while simultaneously the one who inflicted said injuries receives them. Thus if a torturer has spent the day breaking both legs and gouging the eyes out of the chosen's body, the chosen can invoke this power and will suddenly be whole and unharmed (except for any injuries not inflicted by that torturer) with his vision restored, while the torturer will suddenly have two broken legs and no eyes. Domain Access The Chosen gains access to the Suffering and Renewal domains if he does not already have them. If the Chosen is not a divine spellcaster, he still gains the use of the powers granted by these domains. If the Chosen is an arcane spellcaster, he may prepare and use spell from these domains in the appropriate spell slots. Ability Increases +2 Con, +2 WIS, +4 CHR CR: +2 LA: +4 |
| Maskanodel04-20-04, 07:19 PM | Nice job, Raenestro, although it could use some work. The Damage You Have Caused ability is my particular favorite about this piece, as it's very innovative and origianl, as far as I can tell. The Contagion Sink is also very cool as well. MY main critique of this Chosen is that there quite simply isn't enough abilities. I say give a few more spell like abilities, as well as an ability score increase, and this will really be a good piece. |
| Raenestro04-21-04, 08:54 AM | Thanks for the feedback, Maskanodel. I added domain access & some ability increases. |
| Uratoh04-23-04, 11:32 AM | Great templates! I'm going to use the Chosen of Shar and Selune in my game.Teron will have the Shar chosen ability, and Tyrande will eventually acquire the Chosen of Selune. |
| Chosen Of Bhaal04-24-04, 01:13 AM | Alright this is my first attempt at making a chosen template, please critique: (also, note that this is 3E as i dont personally own the 3.5's yet) (Edited 13/5/04) Chosen Of Bhaal Special Qualities: A chosen of Bhaal retains all special qualities of the character and gain the following. Bonus Spells (Sp): Constant - Mind blank, Unholy Aura At will - Invisibility 1/day - Wail of the Banshee 2/day - Power Word, Kill 3/day - Desecrate, dimension door, gaseous form Damage Reduction (Ex): 5/+2 Immunities (Ex): The chosen of Bhaal is immune to death effects. Immortality (Ex): Chosen of Bhaal is naturally immortal and cannot die from natural causes. Chosen do not age, and they do not need to eat, sleep, or breathe. The only way for a Chosen to die is through special circumstances, usually by being slain in magical or physical combat. Sneak Attack: The chosen gains the ability to use a sneak attack +5d6. If the chosen already has sneak attack, use the better of the two. Death Attack Improve: If the chosen has the death attack ability, Bhaal grants them a special boon: They only require 1 round of studying before making the attack opposed to the normal 3. Note that this does not grant the death attack ability. Slayer Change (Su): Bhaal grants his chosen an ability availible to Bhaals offspring - the bhaalspawn - called the slayer change. As a standard action the chosen may undergo a transformation which grants them +6 natural armor, +8 strength, and a 1d10 claw attack. In this form the chosen loses one constitution point per round. If the chosen is in fact a bhaalspawn who already posesses this ability they take 1 constitution damage every 3 rounds instead. As a standard action they can change back into their original form (the dont lose con the same turn). If they dont do this before they run out of constitution they die. If brought back to life they permanently lose this ability. This constitution loss remains throughout the encounter, after which the chosen regains it at a rate of 1 per hour. It cannot be regained by any other means. Undetectable (su): The chosen of Bhaal is aware if someone is attempting to scry him, and can if he chooses be undetectable to this scrying. Mimic (ex): In order to reach somewhere where perhaps invisibility would not let the chosen go, the chosen may be able to alter their appearance to match someone whom the chosen has murdered within the last tenday. The upon taking this disguise the chosen can perfectly emulate the person that they have mimic'd, effictively meaning that the chosen also emulates mannerisms etc. However, the chosen gains no memories and is likely to be caught out in a conversation (something the chosen would obviously avoid). Whispering Death: The chosen may willingly enter a trance-like state. The chosen designates a target (only appliccible to anyone subjective to critical hits), and goes into a trance for a number of days equal to their hit dice in an attempt to kill them from a large distance. While in the trance the chosen does not require anything that he would otherwise need (ie air, food). The trance lasts all day (and more, depending on the target). After the chosen had reached the end of their trance, the target of Whispering Death is wracked in terrible pain, physically and mentally. As such the target must make both a will and fort save with a DC = chosens character level +5. If either of these saves are failed the target dies instantly. This ability has a range of 500 miles in radius, roughly the distance from Waterdeep to Baldur's Gate. If the target leaves the range of the ability the chosen must move to put them within the range, and start the trance again, from the beginning. Once the trance is completed the chosen cannot target the same person/creature for a second attemp for 1 month. This also applies to creatures killes and brought back to life. This ability can only be used once per year, and only when approved by Bhaal himself. Immune to Mind Affecting Abilities Saves: Same as the character Abilities: +2 Str, +4 Dex Skills: Same as the character Feats: Same as the character Climate/Terrain: Same as the character Organisation: Same as the character Challenge Rating: +4 Alignment: Always either lawful evil or neutral evil. Treasure: Same as the character Advancement: Same as the character |
| Maskanodel04-24-04, 11:32 AM | I like it for the most part. Just a couple of questions about the Slayer Change ability. You say they lose 1 point of Con every round they're in Slayer form. What happens when they run out of Con? How long until the Con is restored? But regardless, nice work, Chosen of Bhaal. |
| Chosen Of Bhaal04-24-04, 08:23 PM | Thanks maskanodel, i hope that fixes it i also added the whispering death ability, please tell me what you think of it |
| Maskanodel04-24-04, 09:29 PM | Originally posted by Hizar Chosen of Waukeen. Chosen Spell-like Abilities (Sp): The Chosen of Waukeen may choose any one spell at every other level starting at 2nd, of each level 1-9 which may be used once per day per Wis modifier as a natural spell-like ability ((ie at 2nd, you gain one 1st level spell at 4th you gain one 2nd level spell). Caster level is equal to the Chosen’s character level or Hit dice, and the DC is Wis based. Once chosen, these spells cannot be changed. Guardian: Upon accceptance of becoming a chosen of Waukeen you are gifted with a Special compainion. While not a true guardian, this telepathic creature is often the closses friend to the Chosen. This creature is treated as a Druids compainion, or as a Paldins mount (DM discretion based on type of chosen). Immunities: Waukeen's Chosen do not suffer the effects of aging, poisons, and all mind altering effects. Sustenance (Su): A Chosen of Waukeen does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells. Traveler: The Chosen of Waukeen often must travel far and wide to establish trade. They gain a base speed increse as a Monk. Fast Appraise: A chosen of Waukeen automatically knows the value of any object, as a free action. Sense Horde: Money is only useful if it is spent, and hording it is a sin (hording and saving are not the same thing). In order to assist her chosen in finding and redistributing these horded treasures, Waukeen grants her choosen the ability to locate any unattended treasure that has been horded within 50 ft. This ability increses by 5 ft/level. Use Portal: While the addition of portals is new to Waukeen's portfolio she has been quick to make use of it. All of her chosen gain the ability to safly use any portal, regardless of activation restrictions, and they automatically know the destination of any portal. Sense Portal: The chosen gains the continues ability to sense portals. This ability starts at 50 ft and increses by 10ft / level Special: All Chosen of Waukeen must have some sort of business, where the profits are reinvested. Often the intial set up is sponsered by the church or by direct intervention of the Goddess. They do not have to maintain or manage the business personally so long as they do trust whomever is managing it (often a another follwer of Waukeen). All of the profits of this business must be reinvested in some manner (it can be used to start another business at the charcters discretion). Special: Unlike a normal clerics of Waukeen the chosen isn't required to donate thier funds to the church, however they are required to invest all of thier money. even while saving towards a particular purchase, it is better to save that money in the form of a minor magical item (that can be easily liquedated) then to keep it in exsess coin) Abilities: +2 Int, +2 Wis, +2 Cha. Skills: Same as character, all craft and profession Skills become class skills. Saves: As Base creature. Alignment: Always True Neutral |
| Farkas Fellhammer04-29-04, 02:16 PM | I would be extremly gratefull if somebody could make a serious Chosen of Moradin the Soul Forger. |
| Green Elven Vampire04-29-04, 02:28 PM | Originally posted by Farkas Fellhammer I would be extremly gratefull if somebody could make a serious Chosen of Moradin the Soul Forger. Isn't there already one on this thread? I could've sworn that there is! |
| Farkas Fellhammer04-29-04, 03:56 PM | Nope there aint GEV, but i would very much apprieciate one, you have one or the time? |
| Doom Crow04-29-04, 05:19 PM | hi all, I was just wondering if anyone had a template in the works for a Chosen of Eldath and\or Silvanus. I don't believe I've seen any for either so far. |
| Low-key Locksmith04-29-04, 11:15 PM | hey does anyone have a good template for a chosen of malar.......or if anyone intrested in makeing one i am just to lazy as a dm to do it myself :D |
| The Simbul05-01-04, 07:19 AM | Edited my version of the Chosen of Mystra template; see page 1 for all the changes. -Changed the nature of the Spell Immunity ability. It now duplicates the effects of an entirely new Initiate of Mystra spell, which is based off spell that appeared in 2nd edition. As a result, the Spell Immunity granted by the Chosen Template does not require the spell in question to allow SR, and the immunity extends to variations upon the spell, as well as magical attacks that specifically dupliacte the spell's effect. -Added the Weave Focus ability. It functions like that of the Dweomerkeeper, except that all spells cast through the Weave have +5 to their DC and to their effective caster level. -Updated the Silver Fire, added a number of additional functions to it. -Updated the Feats section, all Chosen of Mystra gain the Initiate of Mystra feat for free, and all Chosen who "inheirited" the template (the Seven Sisters) gain Spellcasting Prodigy for free at level 1. Plus several other changes |
| Farkas Fellhammer05-06-04, 08:59 AM | Sending a request for a chosen of Moradin, also chosen of Tiamat shaped for a dragon npc. Much obliged |
| Arthan "Heavy Fist"05-07-04, 01:38 AM | For Low-key Locksmith and any fans of the 1E Huntmaster and the pack. Hopefully memory served correctly. Chosen of Malar: The Huntmaster / Mistress of the Hunt Creating a Chosen of Malar “Chosen of Malar” is a +4 template that can be added to any lycanthrope (lycan). A Chosen of Malar uses all the base character’s statistics and special abilities except as noted. A Chosen of Malar only has its power at the will of Malar; should the Beast lord decide to remove Chosen status from a character, he or she reverts to their old abilities. Actions that would cause the loss of status would probably lead to a quick hunt by the new chosen or others of the black blood that objected to their leadership style. Malar chooses only the most cunning and ruthless of his followers to cull the weak, increase the brother hood and most importantly organize the great hunts. It’s important to note that Malar’s Dogma strictly restricts his followers from killing the young, the pregnant, or deep spawn in order to ensure that prey will remain plentiful. They also work against those that would cut back the forest or in any other way encroach upon the habitats of prey. In a cruel and twisted way the Huntmaster can be viewed as a protector of nature. With Malar’s ties to Lolth and his long standing hatred of the fair folk and Seldarine any chance to hunt elves or to corrupt them and add them to the pack will probably be pursued to the fullest. (pun intended) The Chosen of Malar has the following abilities: SU: Greater alternate form: A huntmaster may change into any were or hybrid form that they’ve been exposed too as a free action. In hybrid or were form the huntmaster can cast spells. SU: Regress, suppress, or incite lycan change within 30’. Special Qualities: The Chosen Malar retains all their special qualities. Bonus spell like abilities (Sp): At will- Detect snares and pits, Speak with Animals 5/day – Pass without Trace, Longstrider, Cure Moderate Wounds 3/day – Dominate Animal, Commune with Nature, Protection from Law 1/day – Blasphemy Immunities (Ex): A Chosen of the Beastlord is immune to Poison and Disease. 10 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal. Damage reduction: 15 / +2 Silvered Weapons Immune to Mind Affecting Abilities SA: Low light vision and Dark Vision +60’. Improved Scent: 120’ Range Skills: +4 to Spot and Survival. Abilities: +4 Str, +2 Con, +2 Int, +4 Wis, +2 Chr. Alignment: Always Chaotic The Hunts master or Mistress of the Hunt carry the Horn of the Great Hunt and wears a Stag Horn Helm resembling a great pair of antlers. These badges of Malar’s favor binds to the chosen and confers the following abilities: +4 Natural Armor (stacks with other natural armor) +3 Unholy Anarchic (d10) strike that can be used instead of a standard chosen’s natural attack. It doesn’t stack or add additional attacks. Greater arrow deflection; allows the deflection of up to three missiles per round. Continuous Freedom of Movement Continuous Non-detection, helmet does not radiate evil. +30 Movement Should the chosen be slain the helm will try and compel whoever touches it to don it (Will save DC 20). The helm will grant all of the above powers to the wearer. Upon donning the helm the wearer must make a fortitude save (DC 15) or contract lycanthropy. Every hour the wearer continues to wear the helm they must make another save with a culmutive –1 per hour that they’ve worn the helm. IE: After a great fight the party slays the huntsmaster and his pack, the elven ranger sees the helm fall free and scoops it up. Inspecting it closely she notices the exquisite workmanship and decides to try it on. With no ill effects, she continues to wear it. The party camps and the next day the ranger takes point, in the afternoon after 6 hours of wear she fails a save (-6 to the roll) and feels a euphoric surge of energy. The Beastlord has bestowed an amazing gift and welcomed a new member to the pack. (type of were-creature determined by GM) Degree of alignment shift to chaotic evil can vary from instantaneous to one shift per full moon. The helm can infect up to as many people as the level of the last Huntmaster. There is no compulsion to keep the Helm. The helm will disappear when it has infected enough people or a new chosen is appointed. Horn of the Great Hunt: The Horn of the Great Hunt allows the Chosen to summon a pack of dire wolves with max hit points and a 60 speed. The pack obeys the will of the Huntmaster. The horn also can compel any evil or neutral lycans who hear it to join the hunt will save (DC 25). Any non lycans that have received aid from the pack during the winter or hard times also feel the compulsion to join the hunt to repay the pack and put food on another’s table. All who join the hunt are affected as if they posses the run, endurance and tireless feats and the scent ability. The pack does not need to eat, sleep or rest while chasing their prey. The Horn can be blown three times per hour and has a range of ¼ mile per level. The horn can summon 1d6 Dire wolves or 1d2 Dire Wolves and call to any lycan within range. A maximum of one dire wolf per level can be summoned this way. There is no maximum to the number of lycans or non lycans that can be called. The Huntmaster is cunning, to answer the call of the Horn of the Great Hunt is an honor and does not imply cannon fodder status. Once the hunt has ended (successfully with a feast or the death of the Huntmaster) the pack will disperse and magically re-appear within a safe distance of their home/lair. |
| Green Elven Vampire05-07-04, 03:16 AM | Originally posted by Farkas Fellhammer Sending a request for a chosen of Moradin, also chosen of Tiamat shaped for a dragon npc. Much obliged I'll take up that request as I mostly do only the Demi-Human Deities. I am a very busy man though so if you could give me till say Wednesday or Thursday I'll slap down one of my GEV specials on Moradin!! :cool: Have you looked at my other Dwarven chosen that are posted on this thread? I tend to do the less-known/ less-used deities first. Hence Erevan, Gorm, Solonor, etc, etc... |
| Shardkin05-07-04, 11:49 AM | The Chosen of Selune The Chosen of Selune is a template that can be applied to any humanoid of good alignment whome The Moonmaiden favors. The Chosen has all racial and class abilities she possessed before becomming Chosen as well as the following: Spell like abilities : Constant: Protection from Evil, Protection from Law, True Seeing at will: Fairy Fire, Moonbeam, Moonblade 3/day: Moonweb, Moon Bridge, Moonfire, 1/day: Control Weather, Chaos hammer, Holy Smite, Summon Monster VIII (Liliend only) Summon Monster IX (Moon Dog only) Ability increase: +4 dex, +4 Wis, +6 Cha Immunities (Ex): The Chosen of Selune is immune to Disease, Poison, and cannot be magically aged. The Chosen still grows older as time passes, with all bonuses and penaltys, and still dies when her time is up. Veiled Moon's Blessing (Su): The Chosen of Selune gains Darkvision 60ft and Low Light Vision if she did not already have them. Shadow's Bane(Su): The Chosen automatically beats the spell resistance of any creature useing the Shadow Weave. Soothe the Beast (Su): The Chosen of Selune, simply by speaking in a non threatening manner forces all lycanthropes, in what any form within listening distance, to make a will save (12 + The Chosen's Charecter Level + the Chosen's charisma modifier) or be effected by a Calm Emotions spell. The target Lycanthropes must make a save each round the Chosen is speaking. If the target lycanthrope fails her save against this ability and she is in animal of half animal form, she automatically reverts to humaniod form. Selune's Boon (Su): The Chosen adds her Charisma modifier as a Sacred bonus to AC, saves, and caster level checks to beat spell resistance. The Chosen also recieves a +5 resistance bonus when resisting spells cast using the shadow weave, all enchantment, illusion, and necromancy spells, as well as any spell with the Darkness, Shadow, Law, or Evil descriptors. Moonlight Blessing (Su): When in direct Moonlight, The Chosen of Selune gains spell resistence: 25 and Damage Reduction 10/magic. Veiled Moon's Vigilance (Su): The time of the new or veiled moon is a time of great danger to all of Selune's faith; the servants of Shar are most active at these times when the Moonmaiden is "absent". The Chosen knows that Selune is not absent, but veiled, this is the time of the hiding, much like the infant hides veiled in the womb, waiting to bring new life into the world. Durring the time of the Veiled moon, when Selune is not visible in the sky, Her Chosen gains these new special abilities in addition to all others: +10 sacred bonus to all hide, listen, spot, and move silently checks and may hide in plain sight, and cast Silence at will. Selune's Fullness (Su): Durring the time when Selune is full, the Chosen casts all healing and evocation spells as if they had been prepaired with the maximize spell, extend spell, and widen spell feats, which every may apply and all for free. |
| Maskanodel05-07-04, 12:36 PM | Heavyfist, I have to tell you I really dig the Chosen of Malar. That's some fine work. My one complaint would have to be the DR is a bit high. Maybe 5/-. But as Tebryn14 told me once, when you consider that even quasideities have DR 15/Epic, I think that a chosen certainly doesn't need 15 points of damage subtracted from every hit. Otherwise though, great job. As well, Shardkin, your Chosen of Selune was done well too. Nice job. I appreciate both you're efforts in taking soem requests. Helps move the thread along nicely. |
| Arthan "Heavy Fist"05-07-04, 09:37 PM | Mask, I agree that DRs can get out of control quickly. For that template though I considered the following: Lycans in the realms already have a DR 10/Silver. The chosen of a CE race would probably have to put other lycans in their place on a regular basis, so having a higher DR would make the others less likely to challenge. Allowing Malar's Chosen to actually get things done. When good people are hunting lycans, they'll plan ahead to use silver or magic weapons, as it's a commonly known disadvantage. If they are, then the DR is negated. In the case of someone planning to hunt the Hunt Master... well they better be packing magical weapons :) Does it make it tough on random victims... well yeah. But for serious players trying to interrupt the hunt they can fairly easily overcome the DR with some planning and dropping some gold on magic silvered weapons. DMs always have to have decent excuses to pillage from their players :) Hope that explains why the DR was high. On a side note Mask, could you take a look at the post I did under the class page. I would appreciate any suggestions on a streetfighter monk varient and a sheriff class. Thanks |
| Maskanodel05-07-04, 10:50 PM | You've given a compelling argument Arthran, thus forcing me to agree. You're logic does indeed make sense...lol. I'll look at you're monk tonight but I'll wait until tomorrow. I'm dreadfully tired right now. PS Where is the class thing, I couldn't find it...lol. Too tired |
| Arthan "Heavy Fist"05-08-04, 04:50 PM | I'll try to develop one later today. Mask, I haven't fleshed out the Warrior Monk class yet. Mostly looking another set of eyes to look over various options and make suggestions. More the Mike Tyson type versus the Bruce Lee type. A street brawler, probably with less mental and movement advantages but able to wear light and medium armor and possibly with a higher to hit value. It's located under the Classes, Races and Monsters board. |
| Arthan "Heavy Fist"05-09-04, 01:46 AM | Farkas, I researched this template in the Draconomicon and MM... it's hard to develop a +4 template to make a dragon tougher without it getting insane. You'll probably need to tweak it to fit your campaign. Enjoy. Chosen of Tiamat Creating a Chosen of Tiamat “Chosen of Tiamat” is a +4 template that can be added to any dragon or one of dragon blood. A Chosen of Tiamat uses all the base character’s statistics and special abilities except as noted. A Chosen of Tiamat only has its power at the will of Tiamat; should the Mother of all black hearted Dragons decides to remove Chosen status from a character, he or she reverts to their old abilities. Tiamat’s chosen live to conquer good and increase the power of evil dragons. Propagating evil dragons is key to both of these endeavors. The Chosen of Tiamat has the following abilities: Tiamat’s blessing: (EX) The chosen of Tiamat is filled with energy and strength beyond one of her age. In all things the chosen is considered two age categories greater then she actually is. (Individual DMs will have to stat out dragons beyond Great Wyrm) Many Scales: The Chosen of Tiamat may change into any other chromatic dragon type. During this weeklong change the chosen sinks into a catatonic state and is encased in a great egg-like cocoon. Improved breathe weapon: Increase range by 25% and damage to d12s. The great hatching: (EX) As chromatic dragons grow older and more paranoid they tend to be more reclusive and less likely to mate. Sent to counter this trend and increase the numbers of evil dragons, the chosen’s mere presence begins to awaken the mating urge in any dragon within one mile per age category. Not wanting to lose any amorous males to rudely awaken she dragons the chosen usually visits the territory of reluctant females who have not laid a clutch of eggs within the last three to four years. Clutches conceived during this time tend to be larger and more robust then average and the DC for hatching is reduced by five. If female the chosen may clutch twice as often as a normal dragon. Alternate form: (SU) Tiamat’s chosen may take the shape of any medium size or smaller animal or humanoid as a standard action three times per day. Spells: Divine spells equal to their sorcerer level, gaining bonus spells for high wisdom. Speed: +20 speed increase to flight and any other applicable modes of travel. Flight maneuverability increases by two steps. Immunities (Ex): He or she is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Senses: (EX): Increase the range of all senses by 50%. Feats: Any two dragon feats. |
| Maskanodel05-09-04, 12:13 PM | Another good job, Arthan. I especially like Tiamat's Blessing and the Many Scales ability. Nice work, man. Maskanodel PS I just finished a post on your thread in the classes section. |
| Farkas Fellhammer05-10-04, 06:56 AM | Ahh thanks Arthan, just a few comments: Spells: Divine spells equal to their sorcerer level, gaining bonus spells for high wisdom. This seems much to high for me for a +4lvl adjustment class, this adds another spellclass at lvl 19 for a great wurm( more with tiamats blessing). Also the chosen of tiamat is proably an lvl 12 Unholy ravager of Tiamat to start with anyway, and allrdy traded in all sorcer lvls for divine caster lvls, wich makes it useless, perhaps tweak it to add half age category as bonus levels on divine caster levels instead, to make it more compatible with Unholy ravager of Tiamat class. Since a chosen of Tiamat would be a great wurm from start, this means age catogry (with Tiamats blessing):14, divided by half = +7 bonus lvls, thoughts about this instead? |
| Green Elven Vampire05-10-04, 03:47 PM | Chosen of Moradin Also known as The Sonnlinor Its a template that can be added to any Dwarf. A Chosen of Moradin uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Ironguts, Know Alignment, Magic Weapon. At will~~ Belagarn's Iron Horn, Stone Shape, Glyph of Warding. 5/day:~~ Spike Stones, Fabricate. 3/day~~ Fantastic Machine, Greater Ironguard. 1/day~~ Transmute Metal to Wood, Holy Aura. Strength of Stone (Ex): This ability grants supernatural strength to the chosen by raising his/her strength score by 1d6 points. The chosen must be in contact with solid stone or earth when using this ability. This lasts 3 rounds + 1 round per character level and may be used as many times a day as your Strength bonus modifier. Moradin's Stonefire (Ex): This ability allows the chosen to ignite stone into roaring flames. The stone blackens, stretches and opens to reveal holes, burns away from the edgees of these holes in ever-widening cavities until large amounts of stone have actually been burnt away, and then smolders into quiescence again, creaking as it cools. The Stonefire gives off an acrid, billowing white smoke, and earthy, metallic stink, and flames that deal 2d6 points of fire damage and heat damage per round to creatures within 10 feet. Actual contact with stonefire deals 4d6 damage and forces a Fort save DC 25 to avoid collapsing, unconscious from the pain. It lasts 1 round per character level and as an area of effect of 5 cubic feet a level. Creatures susceptible to fire damage suffer double damage, and creatures made of stone suffer 4d4 damage. It may be used twice a day. Soul Forge (Sp): This ability grants immunity to all fear effects and gives a +2 divine bonus to AC and saves when attacked by evil creatures. It lasts 1 hour per character level and may be used once a day. Immunity (Sp): The Chosen does not age and is immune to mundane fires but not magical ones due to his time spent at the forge. He is also immune to Iron weapons. Moradin's Stone Storm (Sp): When this ability is used the whole area is enmeshed in a vortex of swirling, battering rock and stone. Creatures in the area of hurling stone suffer 2d8 points of damage +1 point per character level. Creatures that make a successful Ref. save DC30 take only half damage. The area of effect is selected by the chosen at the instant of casting from two options. First is a circle of 60 foot radius with a 20 foot radius "eye" in the center that is not affected. The second is a cloud whose total dimensions do not exceed 120 feet. (for example, a cloud might be 40 feet wide, 20 feet tall, and 60 feet long). It lasts 1 full round and has a range of 30 feet a level. It may be used twice a day. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Str +4, Con +8 Skills: Knowledge (any), Craft, Profession and Concentration are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Survivor, Blooded and Craft Arms and Armor. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Moradin. Challenge Rating: Same as the character +4. Alignment: LG Treasure: Same as the character. Advancement: Same as the character |
| Maskanodel05-10-04, 07:26 PM | Nice job, GEV. I appreciate you taking the time to do it.:) |
| Green Elven Vampire05-10-04, 07:38 PM | Originally posted by Maskanodel Nice job, GEV. I appreciate you taking the time to do it.:) Thanks, no prob. I actually just updated it quite a bit with some better changes that makes it more "Moradin-like" than when first posted earlier today. I'm sure you'll notice it. |
| DSPAYRE05-10-04, 09:19 PM | Can someone please post a chosen of Velsharoon and possibly a chosen of Tiamat for a humanoid character as opposed to a dragon one. |
| Arthan "Heavy Fist"05-11-04, 12:32 AM | Farkas Fellhammer, The simple solution is to take away the divine spellcasting aspect of the template and reduce it to a +3 template. Divine spell casting: Per the savage species source book (pg 13), spell casting a +1 modifier allows spell use equal to a standard spell caster of the creature's level. Well within a +4 template. Hope that helps. Your original request only asked for a Chosen of Tiamat. I think I speak for most of us helping others with templates; we can only develop the requested templates with the information provided. Few of us would assume that a 25CR base creature with a +4 template would automatically have an additional 12 class levels tacked on top for a total CR of 41. A truly epic beast!!!! At a 40CR, you would definately be the best person to tweak the encounter to best suit your players, their style of play and the campaign. |
| Green Elven Vampire05-11-04, 04:56 AM | Just wanted to let you all know that I have updated the Chosen of Erevan Ilesere with a few nice touches that fit the template perfect! Give it a look and tell me what you think. :) |
| Green Elven Vampire05-12-04, 01:38 PM | Besides my comments you did very well on the template! :) Shadow's Bane(Su): The Chosen automatically beats the spell resistance of any creature useing the Shadow Weave. Way, way too powerful. Basically you're saying no matter how powerful the Shadow Mage is the SR fails. It's going to make Telemont Tanthul look like a 4th level weave caster. Moonlight Blessing (Su): When in direct Moonlight, The Chosen of Selune gains spell resistence: 25 and Damage Reduction 10/magic. During a new moon I'd make her gain penalties to these making her easier to hit or at least no reduction at all. Veiled Moon's Vigilance (Su): The time of the new or veiled moon is a time of great danger to all of Selune's faith; the servants of Shar are most active at these times when the Moonmaiden is "absent". The Chosen knows that Selune is not absent, but veiled, this is the time of the hiding, much like the infant hides veiled in the womb, waiting to bring new life into the world. Durring the time of the Veiled moon, when Selune is not visible in the sky, Her Chosen gains these new special abilities in addition to all others: +10 sacred bonus to all hide, listen, spot, and move silently checks and may hide in plain sight, and cast Silence at will. [/B] Why don't the chosen have any weaknesses during the new moon? Seems odd! You're giving her bonuses even when the moon is new. I don't think that fits. |
| Green Elven Vampire05-12-04, 09:17 PM | Chosen of Sehanine Moonbow Also known as The Moonsinger Its a template that can be added to any Elf or Half Elf. A Chosen of Sehanine uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Feather Fall, Mage Armor, Detect Secret Doors. At will~~ Minor Image, Aid, Moonbeam. 5/day:~~ Displacement, Moonblade. 3/day~~ Mislead, Insanity. 1/day~~ Moonfire, Weird. Immunities (Ex): Chosen of Sehanine are Immune to ageing effects and do not age. She is also immune to all Illusion and Mind-Affecting spells of 3'rd level or lower. The Goddesses Cycle (Ex): The chosens power varies with the cycle of the moon. During the full moon she gains a +4 divine bonus to the DC of all her spells cast from the Illusion, Moon and Elf domains. During the first and last quarter moon her bonus drops to +2. During the New moon she gains no divine bonus and her spell DC's are normal. Smile of the Night Sky (Sp): Whenever in the direct source of moonlight the Chosen trails tiny motes of moonlight in her wake that shimmer as she walks resembling a silvery cloak. These motes of moonlight give her a +2 deflection bonus to AC and last as long as she stays within an area of moonlight. Lunar Lady's Mysteries (Su): Whenever in direct moonlight, whatever weapons the chosen is weilding gains the following powers; Ghost Touch, Keen (this is stackable)and Sure Striking. The powers remain effective on the weapons as long as she remains in a source of moonlight. Moonbow (Sp): The chosen may create a crystalline bow the size and strength of a long bow or short bow. A thin beam of silvery light serves as the bowstring and, when it is drawn back causes a shimmering silver arrow to magically appear in the proper position. Only the chosen may employ the moonbow. You attack at your BAB any foe within range. Each shaft trails a stream of whispy silver smoke delineating the path of flight. After any attack, wheather it hits or not, the arrow vanishes. Upon a successful ranged attack the moonshaft deals 7d4 points of damage against living creatures, and 14d4 against all undead foes. Undead creatures struck also become outlines by silvery Faerie Fire lasting 1d4+1 rounds. This ability may be used twice a day and lasts as many rounds equal to your total character level. Lycanthropy Shield (Sp): The chosen is granted the ability to ward off most lycanthropy infections. She gains a +5 divine bonus to her Fort. save when bitten or struck by a lycan. This ability is in constant effect. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Charisma +4, Wisdom +8. Skills: Concentration, Knowledge (any), Spellcraft are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Weapon Focus (longsword or quarterstaff), Education, Mind over Body and Strong Soul. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Sehanine Moonbow. Challenge Rating: Same as the character +5. Alignment: CG Treasure: Same as the character. Advancement: Same as the character |
| Arthan "Heavy Fist"05-12-04, 10:56 PM | DSPAYRE, Hopefully this is what you were looking for in a template. I couldn't see the Queen of eval dragons choosing someone not of her blood to take control of her material plane operations. If you wanted a humanoid to take over as her chosen I would suggest adding the Half Dragon template on top of this template. Chosen of Tiamat Creating a Chosen of Tiamat “Chosen of Tiamat” is a +4 template that can be added to any chaotic evil half dragon. A Chosen of Tiamat uses all the base character’s statistics and special abilities except as noted. A Chosen of Tiamat only has its power at the will of Tiamat; should the Mother of all black hearted Dragons decides to remove Chosen status from a character, he or she reverts to their old abilities. Tiamat’s chosen live to conquer good and increase the power of evil dragons. Propagating evil dragons is key to both of these endeavors. The Chosen of Tiamat has the following abilities: Tiamat’s Blood: (EX) The chosen of Tiamat can call upon her goddess and energize her dragon blood. Filled with energy and strength beyond one of her kind; she transforms into a true dragon for a number of turns equal to her charisma modifier per month. The dragon age (CR) is equal to the total levels of the character (not counting this template modifier). All feats, spells or class related skills are lost during the transformation. Equipment and items carried meld with the form and cannot be used. When hit with a slashing or piercing weapon the spray of energized blood acts as a 1d6 splash of acid in the 5 foot space adjacent to the chosen from the direction the attack originated. Reflex save (DC 15) for half damage. Improved breath weapon: Increase range by 25%, damage to d10s, the chosen gains additional daily uses of her breath weapon attacks equal to her charisma modifier. The great hatching: (EX) As chromatic dragons grow older and more paranoid they tend to be more reclusive and less likely to mate. Sent to counter this trend and increase the numbers of evil dragons, the chosen’s mere presence begins to awaken the mating urge in any dragon within one mile per age category. Not wanting to lose any amorous males to rudely awaken she dragons the chosen usually visits the territory of reluctant females who have not laid a clutch of eggs within the last three to four years. Clutches conceived during this time tend to be larger and more robust then average and the DC for hatching is reduced by five. Alternate form: (SU) Tiamat’s chosen may take the shape of any medium size or smaller animal or humanoid as a standard action three times per day. Speed: +20 speed increase to flight and any other applicable modes of travel. Flight maneuverability increases by two steps. Immunities (Ex): He or she is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Senses: (EX): Gains Scent 60’ Bite and claw attacks increase one damage size factor OR are considered Anarchic and Unholy (the second option depends on the power level of the campaign and would have to be approved by the GM) |
| Chosen Of Bhaal05-13-04, 01:45 AM | very nice work, Arthan and GEV :) i edited the chosen of Bhaal to do it slightly more justice, can someone tell me whether the mimic ability is overpowered? Also, can i request a chosen of Tempus? |
| Maskanodel05-13-04, 03:15 PM | Arthan, I concur. I'm pretty positive Tiamat wouln't want a humanoid as her Chosen. It would go against all she stands for. A half-dragon would apply though, I suppose. Technically it is a dragon. Nice work on the update, BTW. I'll adjust it appropriately in the index. |
| Maskanodel05-13-04, 03:25 PM | Originally Posted By Chosen of Bhaal Mimic (ex): In order to reach somewhere where perhaps invisibility would not let the chosen go, the chosen may be able to alter their appearance to match someone whom the chosen has murdered within the last tenday. The upon taking this disguise the chosen can perfectly emulate the person that they have mimic'd, effectively meaning that no one can recognise that the chosen is not the real person, under ANY circumstances. I don't see a problem with this ability. But if I were to nitpick, it would be the last part. Under any circumstances can cover a lot of ground. I would add physically recognize the Chosen. If the Chosen were to engage in conversation with someone who personally knew their person they currently mimc, I'm sure it would be possible for someone to recognize that soemthing is amiss. The Chosen wouldn't have access to the mimiced persons mind, or even know all their mannerisms. But again thats just nitpicking on my part. All in all, thumbs up on the Chosen. |
| Green Elven Vampire05-13-04, 04:03 PM | I just updated the chosen of Solonor Thelandira to better suit the god of archery and hunting. Can you imagine the Chosen of Malar (the hunter) vs. the chosen of Solonor (the hunter). Now I'd pay big bucks for that ticket. Here is what I added and changed... Solonor's Redoubt (Sp): The chosen may summon an invisible barrier, pierced only by a narrow arrow slit. When it comes into being the barrier totally encompasses the chosen. This shield provides a +4 deflection bonus to AC against all frontal attacks, and a +2 bonus to all other attacks. In addition it also adds a +1 divine bonus to her saving throws. This may be used once a day and lasts 5 rounds per character level. Everfull Quiver (Sp): The chosen may enchant a quiver that contains at least two arrows. Every round thereafter, the chosen may withdraw up to two arrows a round without depleating the total number of arrows found within the quiver. This ability may be used as many times a day equal to your Dex mod. Once enchanted the effects on the quiver last 1 round per character level. Archers Bane (Su): Any arrow fired upon the chosen has a 50% chance of being turned back upon the caster. Ever Vigilent (Su): The chosen cannot be surprised by any creature within 500 feet of his person. Sylvan blessing (Su): While in Elven forests or any Elven lands the chosen can become invisible and undetectable to all animals, Fey and magical beasts including dire animals if he wishes to be. |
| Maskanodel05-13-04, 07:09 PM | Nice revisions, GE. Did the CR go up with the additions of these new abilities?? |
| Green Elven Vampire05-13-04, 07:45 PM | Originally posted by Maskanodel Nice revisions, GE. Did the CR go up with the additions of these new abilities?? No I didn't change the CR. Do you think I need to? When I created the chosen of Corellon and added the High Magic conversions I recieved quite a few PM's and posted comments saying the CR was far too high. Now I'm not sure about several of my templates CR's. LOL :lol: |
| Maskanodel05-13-04, 07:52 PM | I have trouble figuring out the CRs myself. IT's not even really important in that respect. Theres no real difference in a +4 or +5 CR in my eyes. I'd just go with whatever you think is right.:D |
| Green Elven Vampire05-13-04, 09:00 PM | I guess I'm on a roll this week cause I updated the chosen of Kiaransalee as well. Here are the changes... Negative energy absorbtion (Su): If the chosen has been successfully attacked by any undead with fewer than 12HD she gains the amount of damage inflicted, to her hit points. The Revenancers smile (Ex): The Chosen of kiaransalee gain a +4 bonus to the DC of any of her spells cast from the school of Necromancy or with the Retribution and Undead discriptors while in the underdark. On the surface however this bonus drops to +2. Mantle of Nightmares (SP): On command the chosen may summon a cloak of rattling bones that causes fear in all living creatures that hear it, requiring a successful Will. save DC30 with a -4 penalty to avoid its effects. She may use this ability once a day, and it lasts a total of 12 hours a day. (the hours may be broken up seperately into rounds). Loyal Undead (Su): In any given round the chosen can command the absolute loyalty from any undead creature within 200 feet that has less than 8HD and is not of a divine status. This ability functions constantly. Curse of the Revenancer (Sp): Once a day the chosen may make a touch attack against any living creature. If the attack is successful the opponent must make a Fort. save DC30 or otherwise nothing short of a Wish spell or a Remove Curse spell cast by a 14'th level caster can remove this curse. Once the curse is successfully laid on the creature, any foe killed by the victim has a 15% chance of rising from the grave as a Revenant. If the foe has a Con. score of 18 or better then the chances increase to 30%. If the foe is a follower of Kiaransalee then the chances increase to 50%. If the foe is the chosen who laid the curse, then the chances of rising as a Vampire Lord is 100%. Feats: (You gain these feats automaticly without meeting their prerequisites) Improved Familiar (either a Fiendish Bat, Giant Lizard, Fiendish Viper, Homunculus, Ice Mephit or Imp) Stealthy, Survivor, Twin sword style. |
| Arthan "Heavy Fist"05-13-04, 10:50 PM | GEV, Mask and everyone else thanks for all the great templates. Mask, check out the Monk Varient. Tempus: I started working on a Chosen of Tempus tonight and ran into some problems with his dogma. Specifically the 1st line: Tempus does not win battles, he helps the deserving warrior win battles. That got me thinking about which way to go with the template. The soldier side of me sees the chosen of Tempus as a person who would inspire warriors to reach their full potential and greatness. Someone who wouldn't personally take the glory during a battle at the expense of the follower but someone who would bring to fruition situations where Tempus's followers could gain glory and inspire others to call out to the Foehammer. IE: Someone who would disrupt the various simmering plots of Bane that keep strife from breaking into full war. Allowing war to resolve the situation vs politics or intrigue. I didn't want to write up a uber bard though and couldn't justify simply writting up a 30 str sloped foreheaded killer who REALLY likes axes. So my basic question to everyone is, does Tempus really need a Chosen? If he does, which aspect should template lean toward: 1) A spirit that augments a warrior on a temporary basis. 2) A wanderer who seaches out warm spots and makes them HOT by inspiring local warriors to take action. 3) A great warrior. |
| Maskanodel05-14-04, 07:42 AM | Originally posted by Arthan "Heavy Fist" So my basic question to everyone is, does Tempus really need a Chosen? If he does, which aspect should template lean toward: 1) A spirit that augments a warrior on a temporary basis. 2) A wanderer who seaches out warm spots and makes them HOT by inspiring local warriors to take action. 3) A great warrior. That is a really hard question to answer correctly, as the best answer is all three. A Chosen of Tempus should be a great warrior, should be able to make others good warriors, and should be able to inspire. When thinking of great warriors, Druss the Legend always come to mind. While not Forgotten Realms based, he does appear in the Legend of the Drenai novels. Druss is an absolute machine on the field, truly the greatest warrior that ever walked the earth. But his power also lies in his words, how he inspires others to fight even in the most desperate odds, even when it's evident that losing is probably the unevitable eventuality. While he can be stern and ruthless when need be, Druss also shows the finer points of human nature, compassion and kindness for the men under his command. So to close it off, I'd have to say the Chosen of Tempus would contain elements of all the options you listed.....or you make three different Chosen of Tempus.:D |
| DSPAYRE05-14-04, 07:23 PM | First thanks to Arthen for the Chosen of Tiamat for a half dragon NPC. Although I'm still waiting for a Chosen of Velsharoon. So if someone could please create one. Also, is there a template for mummies anywhere? |
| Arthan "Heavy Fist"05-15-04, 12:53 AM | The mummified creature template is located on page 126 of the Savage Species source book. Chosen of Velsharoon Creating a Chosen of Velsharoon “Chosen of Velsharoon” is a +4 template that can be added to any humanoid or intelligent undead. A Chosen of Velsharoon uses all the base character’s statistics and special abilities except as noted. A Chosen of Velsharoon only has its power at the will of Velsharoon; should the Archmage of Necromancy decide to remove Chosen status from a character, he or she reverts to their old abilities. In one of his few un-selfish acts before he went back to his research the arch mage of necromancy appointed a lieutenant to organize and reward Faeruinian worshipers. The Chosen of Velsharoon has the following abilities: SU: Exalted research; the chosen may grant a bonus to particularly devout necromantic researchers. The chosen can only help as many researchers as her intelligence bonus. Researchers gain the following benefits: +2 Intelligence, +2 Knowledge (Arcana), +2 Heal (primarily for the anatomy knowledge) and most importantly a permanent non-detection spell cast by Velsharoon himself. SU: Enhance undead; when the chosen is involved in the creation of undead that specific undead gains the following benefits: +4 AC, +2 HD, +4 Int and the ability to evolve and gain power when they kill clerics of Cyric, Jergal and Kelemvor. (How far they can evolve is left to each GM) Special Qualities: The Chosen Velsharoon retains all their special qualities. Bonus spell like abilities (Sp): At will- Detect Living, Death Knell 5/day – Protection from Good, Anti life shell 3/day – Slay Living, Create Greater Undead 1/day – Blasphemy Immunities (Ex): A Chosen of the Velsharoon is immune to Poison, Disease and Holy Water. 10 resistances to elemental attacks from acid, cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal. If undead, the Chosen is immune to turning. Damage reduction: 5 / Holy Immune to Mind Affecting Abilities Skills: +4 Knowledge (Arcana), +4 Heal (primarily for the anatomy knowledge). Abilities: +8 Int, +4 Wis, +2 Chr. Alignment: Always Evil |
| Naked Elf Girl05-20-04, 07:19 PM | Is it possible that one of you could make a Chosen of Titianna or Oberon? Please, oh pretty please? I need it for a game were having this monday night :angel: |
| Maskanodel05-20-04, 07:27 PM | Normally I'd do anything for a naked elf girl, but I wouldn't know where to start on a Chosen of Titania or Oberon. The only thing I know about those two coems from a Midsummer Nights Dream. I'm sure soemone here could help you though. I'm sorry I can't. :bigeyes: Arthan Heavy Fist has been taking a lot of requests lately though and he does a lot of good work. Maybe he can help you. |
| Green Elven Vampire05-20-04, 11:37 PM | Originally posted by Naked Elf Girl Is it possible that one of you could make a Chosen of Titianna or Oberon? Please, oh pretty please? I need it for a game were having this monday night :angel: I'll take that up for you Naked Elf Girl! But I can't get to it no sooner than say next Wednesday. Soooo... if anyone wants to create one before then please feel free, otherwise I'll have it to you by Wednesday. |
| Arthan "Heavy Fist"05-21-04, 10:12 PM | Naked Elf Girl wrote: Is it possible that one of you could make a Chosen of Titianna or Oberon? Please, oh pretty please? I need it for a game were having this monday night I just got back from a week in Vegas, so I'm fighting the Honey-do list... but I could probably knock one of the templates out this weekend with more information. Naked Elf Girl, I'll definately need more info on Titianna and Oberon. Send me an email or AOL IM with some source webpages, documents and which aspect of their portfolios you would like highlighted for your gaming session. kilroys_here@yahoo.com or JKwasHere AOL IM Mask, GEV, I was considering starting a thread under the class page for alternate core classes. Resurrect some of the old classes from 1e and 2e that have been turned in PrCs. Any thoughts? |
| Green Elven Vampire05-22-04, 11:26 AM | Chosen of The Seelie Court Also known as The Tel'Ary'Seelie its a template that can be added to any Elf, Pixi, Brownie, Dryad, Nymph, Satyr, Korred, Slyph, Sprite, Hamadryad, Swanmay, or Fey creature. A Chosen of The Seelie uses the character's statistics and special abilities except as noted below. Any Dryad Character who takes the mantle of Chosen of the Seelie Court is allowed to leave her oak tree without dying upon gaining chosen status Fey Pledge: Chosen of The Seelie Court are the champions of the Fey folk. They wander the forests of Faerun acting as guardians to everything fey. They serve all the deities of the Seelie court but answer directly to Titianya and Oberon. They are quick to laugh at a revelry and quick to anger when the ancient woodlands of the faeries are threatened by any non-fey beings. They are pledged to watch over and protect all manner of Fey creatures, as well as participate in all celebrations and misadventures as much as possible. They are graceful and agile in combat seeming as if dancing in acrobatic swiftness. They love causing mischief to any and all creatures they happen apon and deliberately seek out followers of Erevan Ilesere to have friendly competitions over tricks, pranks and Feywine. BONUS SPELLS (Sp): Constant~~ Protection from Law, Freedom of Movement, Holy Aura. At will~~ Mislead, Alter self. 5/day:~~ Expeditious Retreat, Invisibility. 3/day~~ Entangle, Confusion. 1/day~~ Weird, Word of Chaos. Daydream(sp): The chosen can make creatures within 100 feet of her forget what they were doing and blankly stare off into the sky. Creatues can make a Will. save DC10 + Character level + Cha. bonus to negate the effects of the Daydream. The chosen may affect as many creatures as her total character level. Once under the effects of the Daydream the creatures are prone to attacks. This ability may be used 2 times a day and last 5 rounds + Charisma bonus. Sylvan Stealth(Su): The chosen can take 20 on Move Silently and Hide even under stress when in any forests on Faerun. Faerie Dust(Su): The chosen can create up to 5 ounces of Faerie Dust a day. If the faerie dust is used as any material component when casting spells from the school of Illusion she gains a +1 bonus per ounce to the DC of that spell. Spell Immunity (Su): The chosen is immune to all Illusion spells as if she were constantly protected by a spell immunity spell. Immunities (Ex): The Chosen are immune to aging effects and do not physically age. They are also immune to the spell-like abilities of all Fey creatures. Create Crossroads (sp): This ability allows the chosen to create a Crossroad once a week as if using the Create Crossroads spell except there is no XP cost. Detect Fey Mounds(su): The chosen can detect any Fey Mounds within 5oo feet. This ability is in constant effect. Sleeping Beauty(Su): Any creature gazing into the eyes of the chosen with less than 15HD must make a Will. save DC10 _ Character level + Wis. bonus or fall into a deep stasis slumber lasting 1d2 days. Faerie Fiddle (Sp): The Chosen may summon a crystal fiddle once a day. Upon playing a single note all creatures within 60 feet must make a Will. save DC10 + Character level + Wis. bonus or be affected as if by a Otto's Irresistable Dance for 1d6 rounds. Upon playing for a full round all creatures within 60 feet are affected as if by a Tasha's Hideous Laughter spell and are polymorphed into any small size creature you choose for 1d8 rounds. (can you imagine a squirrel laughing uncontrollably on the ground?) Wrath of the Seelie (Su): This powerful ability may only be used one time a day. When threatened by evil and the lives of fey creatures need protecting the chosen may use one of these two abilities; 1. As the spell Cocoon except it affects up to 50HD of creature. A successful Fort. save DC10 + Character level + Wis. bonus negates the effects. Or 2. As the spell Meteor Swarm except the damage is Sonic and the area of effect is doubled. A successful Ref. save DC10 + Character level + Dex. bonus for half damage. Both spell-like abilities are cast as if by a 20th level sorcerer. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +10, Charisma +2. Skills: Disguise, Hide, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Alluring, Quicker than the eye, and Weapon Finesse. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Titianya or Oberon. Challenge Rating: Same as the character +5. Alignment: CG, CN, Treasure: Same as the character. Advancement: Same as the character |
| Green Elven Vampire05-22-04, 11:47 AM | Originally posted by Naked Elf Girl Is it possible that one of you could make a Chosen of Titianna or Oberon? Please, oh pretty please? I need it for a game were having this monday night :angel: There you go NEG! I hope you like it :) I did my best. All comments are welcomed |
| Arthan "Heavy Fist"05-22-04, 02:01 PM | GEV nice template! Very powerful! Some of the abilities seem extremely powerful though, a +6 or higher CR might be more accurrate. Stacking the dailys into one encounter makes for a fairly unstoppable force. Which is great if their the defender of the Fey court or homeland but could be abused if they are wandering adventurers. :) Wrath of the Seelie: Daily and Very High DC (DC 35s) that few in the realms could hope to have better then a 5% chance to save against. Fzoul and Manshoon could be taken out in the same attack and both would need a 19 or 20+ to save. Faerie Fiddle: Twice daily, large area, an 8th level spell with a High DC (DC 30) and then a linked polymorph spell. Very nasty. Daydream: Thrice daily, Large radius, high DC (DC 30), rendering people helpless and susceptable to attack. Sleeping beauty: Potentially constant use Gaze attack, very high will save and it lasts for 1d6 days. All the powers are cool and make sense with the Fey, I'm just concerned that someone will base future templates off of it and say their template is a +4 also. Maybe either raising it to a +6-8 CR or throwing on some serious liabilities; ie: only works while defending fey homelands, but not beyond Fey woods or groves, etc. Or reducing the current powers from dailys to every tenday or their effectness (DCs) to the low to mid 20s. Just some thoughts. |
| Green Elven Vampire05-22-04, 03:51 PM | I can see what you're saying. Honestly I made this up in like 10 minutes and was kinda hasty. Although Fzoul & Manshoon have will. scores of +20 so any roll of 10 to 15 shouldn't be too hard for them, but I am going to tone down the DC's right now. Give me like 20 minutes and re-check the chosen. :) Question... Do you feel my chosen of Erevan Ilesere or Corellon are too powerful for their CR's? |
| Green Elven Vampire05-22-04, 04:13 PM | Originally posted by Arthan "Heavy Fist" GEV nice template! Very powerful! Some of the abilities seem extremely powerful though, a +6 or higher CR might be more accurrate. Stacking the dailys into one encounter makes for a fairly unstoppable force. Which is great if their the defender of the Fey court or homeland but could be abused if they are wandering adventurers. :) Wrath of the Seelie: Daily and Very High DC (DC 35s) that few in the realms could hope to have better then a 5% chance to save against. Fzoul and Manshoon could be taken out in the same attack and both would need a 19 or 20+ to save. Faerie Fiddle: Twice daily, large area, an 8th level spell with a High DC (DC 30) and then a linked polymorph spell. Very nasty. Daydream: Thrice daily, Large radius, high DC (DC 30), rendering people helpless and susceptable to attack. Sleeping beauty: Potentially constant use Gaze attack, very high will save and it lasts for 1d6 days. All the powers are cool and make sense with the Fey, I'm just concerned that someone will base future templates off of it and say their template is a +4 also. Maybe either raising it to a +6-8 CR or throwing on some serious liabilities; ie: only works while defending fey homelands, but not beyond Fey woods or groves, etc. Or reducing the current powers from dailys to every tenday or their effectness (DCs) to the low to mid 20s. Just some thoughts. There ya go man. I re-vamped it. Let me know what you think. ;) |
| Skyrocket05-22-04, 05:19 PM | This is my first time trying to make a Chosen so I'd really like some feedback on this. I made the Chosen of Istishia by using the better parts of the Elemental Archon and combined it with a few of my own ideas. Chosen of Istishia Creating a Chosen of Istishia “Chosen of Istishia” is a +4 template that can be added to any humanoid creature. A Chosen of Istishia uses all the base character’s statistics and special abilities except as noted here. A Chosen of Istishia only has its power at the will of Istishia; should The Water Lord decide to remove Chosen status from a character, he or she reverts to their old abilities. Special Qualities: The Chosen Istishia retains all their special qualities and also gain the following: Damage reduction: A Chosen of the Istishia has +30 damage reduction against cold and +10 reduction to elemental attacks from acid, fire/heat and electricity. Immunities: A Chosen of the Istishia is immune to poisen, sleep, paralysis, stunning and mind affecting abilities. Also, the character is immune to aging effects and does not age. Bonuses still accrue, and the Chosen still dies of old age when their time is up. Breath of Water: A Chosen of Istishia can breath water as easily as air and vice versa. Silent Voice of Water: A Chosen of Istishia gains the power to communicate with any being with the water subtype within 100 feet of them. By Water Alone: So long as the Chosen of Istishia drinks the proper amount of water for a humanoid of their type per day they do not need to eat or sleep. Healing Waters: A Chosen of Istishia heals at four times the noraml rate while immursed in water. Water Expertice: A Choosen of Istishia gains a +2 circumstance bonus on attack and damage rolls if both he and his opponant are touching water. Water Extisgishes the Flame: A Choosen of Istishia gains a +4 moral bonus on all attacks, saves and checks used when battling worshippers of Kossuth or any creature with the fire subtype. Water Affinity: A Choosen of Istishia gains a +1 one caster level bonus to all spells with the water designator. If the Chosen already has a caster level bonus from something else these bonuses stack. Water's Fury: Once per tenday a Chosen of Istishia has the ability to summon four Huge water elementals as if using the the summon monster IX Spell. Bonus spell like abilities (Sp): At will- Create Water, Water Walk, Freedom of Movement 5/day - Bless Water or Curse Water, Endure Elements 3/day - Protection from Elements, Control Weather 1/day - Gate Abilities: +2 Int, +8 Wis, +4 Chr. Skills: Swim becomes a class skill, +4 Knowledge (the planes), +4 swim Feats: Same as character Climate/Terrain: Same as the character Organisation: Same as the chracter Challenge Rating: Same as the character +4 Alignments: CN, N, NE, NG, LN Teasure: Same as the chracter Advancement: Same as the chracter A true beliver in balence, Istishia never has any more or fewer Chosen than his hated rival Kossuth. But who the Chosen are and how many of them there are are amoung the Istishian faith's most closely guarded secrets. |
| Maskanodel05-22-04, 05:59 PM | Great job as expected on the Chosen of the Seelie Court, GEV. The changes you made were fine. :thumbsup: Skyrocket, good job on your first Chosen. I've been thinking of redoing my Chosen of Kossuth, and you've given me some ideas that I may adopt. Hope to see soem more of your work here soon. |
| Chosen Of Bhaal05-22-04, 11:01 PM | Originally posted by Green Elven Vampire Question... Do you feel my chosen of Erevan Ilesere or Corellon are too powerful for their CR's? since no one else has answered, i think you may want to add +1 to erevan. I think corellons alright as it is. |
| Green Elven Vampire05-23-04, 02:34 AM | Good work Skyrocket! I like it. I fear my templates are too crazy! I try! |
| Chosen Of Bhaal05-23-04, 06:45 AM | i think everyones templates are really cool should chosen of bhaal be +5? |
| JohanL05-25-04, 08:44 PM | could someone do a kelemvor chosen template please!! |
| Arthan "Heavy Fist"05-26-04, 12:38 AM | GEV, Great mods! I like the way that the powers leave the enemy at a dis-advantage for a period of time (without direct damage) where the Chosen (or Fey in general) can take care of serious problems without risking the woodlands or pull practical jokes... to warn off less serious threats ;) Fey to me always seemed more mischievious then blood thirsty and the template captures and refines that potential perfectly! |
| Lord Mortanius05-28-04, 01:59 AM | I humbly request a Chosen of Myrkul template. |
| Isida Kep'Tukari05-28-04, 08:31 PM | Here is one I made for the Chosen of Hruggek, the bugbear god. He's cruel, sneaky, and enjoys ambush. Also bugbears tend to be lead by the biggest and meanest of their tribes. Chosen of Hruggek +4 Str, +4 Dex, +2 Con Chosen spell-like abilities: At will - invisibility, 2/day - true strike, 1/day - improved invisibility (1/2 hour duration), and displacement (7 round duration). Impromptu Sneak Attack: Can make any melee attack a sneak attack 2/day at +1d6 sneak attack damage. This sneak attack damage stacks with any other sneak attack damage the Chosen may have already or gain in the future. This is an LA of +4. |
| Arthan "Heavy Fist"05-28-04, 08:57 PM | Isida Kep'Tukari, Stats are +1 LA Spell like abilities are +1 LA Impromptu Sneak Attack is probably a +1 LA You could probably beef the template up a bit if you wanted too. |
| Arthan "Heavy Fist"05-28-04, 09:01 PM | Chosen of Kelemvor Creating a Chosen of Kelemvor “Chosen of Kelemvor” is a +4 template that can be added to any humanoid cleric or monk of Kelemvor. A Chosen of Kelemvor uses all the base character’s statistics and special abilities except as noted. A Chosen of Kelemvor n only has its power at the will of Kelemvor; should the Judge of the Damned decide to remove Chosen status from a character, he or she reverts to their old abilities. Kelemvor is a direct god at times, noting the increased activities of the clerics of Cyric and Velsharoon in disturbing the rest of those who had passed into his care he empowered a chosen to train his clergy to better combat these rogue deities and their followers. Chosen of Kelemvor are in the truest sense hunters of the undead and those that create them. It's also worth noting that the chosen of Kelemvor take seriously the oath to serve the people in performing funerals and comforting those who have recently lost loved ones to the Lord of the Dead. A chosen who dedicates themselves to a one sided pursuit of the undead will quickly lose their chosen status. EX: Exalted turning: (Cleric only) Undead turned by a chosen of Kelemvor lose their ability to use any SU ability that they receive from being undead, as they are distracted by the undeniable call of the Lord of the Dead. When confronted by undead who are too powerful to be destroyed by the Chosen, the Chosen may continue to draw upon the might of Kelemvor to destroy the undead. For every round the chosen maintains concentration she gains one temporary level toward her total levels to destroy the undead. The temporary levels gained during exalted turnings ONLY affect the ability to destroy undead, there is no additional hit points, spells or any other abilities gained during the turning. For every two rounds of exalted turning the chosen must completely rest for one hour to recover from the direct connection to Kelemvor and the plane of the dead. Until rested the Chosen suffers –4 to hit, damage, spell DCs and skills against non undead foes. While resting and performing no other actions the Chosen is protected by a sanctuary spell with a +10 DC. EX: Judgement’s Touch: (Monk only) The Chosen of Kelemvor’s hand to hand attack damage is considered to have the following special abilities; Disruption and Ghost Touch. The Chosen of Kelemvor has the following abilities: Special Qualities: The Chosen Kelemvor retains all their special qualities. Bonus spell like abilities (Sp): At will- Detect Undead (distance x level / 3), Hide from undead 5/day – True Seeing, Speak with Dead 3/day – Undeath to death, Shield of Law 1/day – Prying eyes greater 1/tenday – Great Atonement: Once per tenday a Chosen of Kelemvor may intercede on the behalf of undead or for those that were not willingly turned into undead. Either during a successful turning or after destroying the undead and speaking to the dead a Chosen of Kelemvor may intercede on their behalf to allow them to right the wrongs they committed while undead. During this two hour process the undead (or recently killed undead) is slain and returned to the living, then geas / quested to the service of the church. Individual GMs can determine if there is a level loss equivalent to a raise dead or resurrection spell. NOTE: While technically this might seem against the tenets of Kelemvor’s teachings, I would suggest that many intelligent beings who were unwillingly turned into undead and fighting the slide to evil could in fact turn themselves into the church’s custody if there was the possibility to regain their former lives eventually. It also gives common folk hope that those who were corrupted can be returned and demonstrates that the true path is Kelemvor’s and that the Lord of Death is just and fair to those that have had their lives unnaturally shortened. Campaign hooks: Consider also that many mid – high level adventures would relish the opportunity to be brought back in such a manner. It also allows the GM to showcase the chosen by asking the players to capture an undead being and bring it to the church. Immunities (Ex): A Chosen of the Kelemvor is immune to Poison, Disease, Level Drain and Un-Holy Water. He or she is also immune to aging, does not age, and is effectively immortal. If undead, the Chosen is immune to turning. Fast healing 1 or 3: The Chosen of Kelemvor is filled with positive life energy that allows her to quickly overcome wounds. She recovers at a rate of 1 hit point per round when wounded by living foes and 3 point per round from undead, evil clerics, blackguards, followers of Velsharoon, or followers of Cyric. Immune to Mind Affecting Abilities Skills: +4 Knowledge (Religion; Undead), +4 Survival, Spot and Survival as Class skills. Feats: Track, Extra Turning Abilities: +6 Wis, +6 Chr. Alignment: Always Lawful Last edited by Arthan "Heavy Fist |
| Maskanodel05-28-04, 10:01 PM | Originally posted by Isida Kep'Tukari Here is one I made for the Chosen of Hruggek, the bugbear god. He's cruel, sneaky, and enjoys ambush. Also bugbears tend to be lead by the biggest and meanest of their tribes. Chosen of Hruggek +4 Str, +4 Dex, +2 Con Chosen spell-like abilities: At will - invisibility, 2/day - true strike, 1/day - improved invisibility (1/2 hour duration), and displacement (7 round duration). Impromptu Sneak Attack: Can make any melee attack a sneak attack 2/day at +1d6 sneak attack damage. This sneak attack damage stacks with any other sneak attack damage the Chosen may have already or gain in the future. This is an LA of +4. What you have is indeed good work, but I think it needs more. Some more Special Qualities and Attacks would make this top notch. As well, Arthan, your Chosen of Kelemvor is quite impressive as well. Keep up the good work!! |
| Arthan "Heavy Fist"05-29-04, 12:50 AM | Note: This template is based on the first line of Tempus’s dogma as stated in Faiths and Pantheons: Tempus does not win battles, he helps the deserving warrior win battles. The Chosen of Tempus does not personally benefit from many of his special abilities. Chosen of Tempus Creating a Chosen of Tempus “Chosen of Tempus” is a +4 template that can be added to any humanoid creature. A Chosen of Tempus uses all the base character’s statistics and special abilities except as noted. A Chosen of Tempus only has its power at the will of Tempus; should the Foehammer decide to remove Chosen status from a character, he or she reverts to their old abilities. There is no victory without battle. While other divine powers would keep Faerun simmering with strife and rift with political intrigue; the Chosen of Tempus acts to bring these various trouble spots into open battle or war to resolve the issues and allow the people to grow strong for the next battle. The Chosen of Tempus is a wanderer, traveling to the simmering hot spots through out Faerun and turning up the heat. Devout followers will always find a help helping hand ready to aid them in reaching their potential as a warrior and leader. EX: Tempus’s blessing: The chosen may bestow Tempus’s blessing on the most natural leader (noted as “leader” in later abilities) amongst the devout. Tempus’s blessing is equivalent to Frightful presence: Enemies within 20’ per level suffer the effects if they have fewer levels then the leader. Effects and limitation similar to a dragon’s frightful presence (MM pg 69). The blessing lasts for a number of days equal to the leaders charisma score. (It might take days to get to the battle site depending on the mode of transportation... as long as the leader is giving 100% the lord of battle will not desert the leader at a critical time but will wait till the battle ebbs.) SU: Stoke the fires: The Chosen of the Foehammer can feel pending battle in their bones. A chosen of Tempus when surrounded by a leader and devout followers praying for victory can extend his senses to determine the best place to strike the enemy within the next 48 hours. Range: 1 mile per two followers praying. Area of effect: 1 mile (or 2 KM) radius in open terrain, 100 (yards or meters) in urban terrain. Followers receive the following benefits within the area; they suffer no adverse morale reactions or presences attacks and receive +3 to hit, damage, saves and AC when battling within the designated area. EX: Tip of the spear: Any person who calls to Tempus while following the leader into battle receives a bonus feat lasting five minutes per charisma modifier point. Minimum one minute for those with a zero or negative charisma modifier. Warhorse: The Chosen of Tempus gains a warhorse equal to a Paladin’s mount of equal level. Spell like abilities (Sp): At will: Remove fear, Aid 5/day – Dispel Magic 3/day – Heal (self only), Anti-magic field (allows the best warrior to win) 1/day – Summon Monster IX, Typically fallen warriors from Warriors Rest Special Qualities: Chosen of Tempus retain all their special qualities. Immunities (Ex): A Chosen of Tempus is immune to Poison and Disease. 5 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal. Damage reduction: 5 / +1 Fast Healing: 3 HPs/round Immune to Mind Affecting Abilities Abilities: +4 Str, +6 Con, +2 Wis, +2 Chr. Alignment: Chaotic Neutral Skills: Free Intimidate and Diplomacy each level. +2 to intimidate and diplomacy checks. |
| Chosen Of Bhaal05-29-04, 07:59 AM | Arthan your my hero :D |
| Arthan "Heavy Fist"05-29-04, 01:05 PM | Note: Mostly defensive abilities, may be overpowered. Just trying to work off the old requests for templates... and avoid the wife's honey do list for a lil bit ;) Chosen of Helm Creating a Chosen of Helm “Chosen of Helm” is a template that can be added to any humanoid creature. A Chosen of Helm uses all the base character’s statistics and special abilities except as noted. A Chosen of Helm only has its power at the will of Helm; should the Vigilant One decide to remove Chosen status from a character, he or she reverts to their old abilities. The Chosen of Helm is a protector of the weak, poor, injured and young. She seeks out the followers of Bane, Cyric and Shar to remove their threat to Faerun. EX: Second skin: The chosen of Helm’s armor automatically re-sizes to fit like a second skin and has few of the limitations often associated with full plate mail. In addition to any other modifiers that the armor posses it gains the following bonuses while worn by the chosen: Armor and max dexterity bonus increase by +1 / 10 levels. Armor check penalties decrease by 1 / 5 levels. +10 Speed. The chosen may rest in her armor without penalties for a number of days equal to her constitution bonus. The chosen may don the armor in a number of rounds equal to the total armor bonus of the armor. EX: Every vigilant: The chosen of Helm only requires two hours of sleep per day and may go for a number of days equal to her constitution bonus without sleep before taking penalties. EX: Exalted defender: The chosen of Helm can provide protection to her charges as a free action if within 5’ [interposing a shield, her body, deflecting blows with her bastard sword, etc]. This protection is considered cover with a bonus to AC and reflex saves of +1 / 3 levels. EX: The bastard sword of the chosen has the following properties when wielded by the chosen: Dispels magic on a successful hit, sure striking ability to counter DR. Spell like abilities (Sp): At will: True seeing 5/day – Shield of Law, Sanctuary (usable on charge) 3/day – Heal, Anti-magic field 1/day – Prismatic Sphere Special Qualities: Chosen of Helm retain all their special qualities. Immunities (Ex): A Chosen of Helm is immune to Poison and Disease. 10 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal. Damage reduction: 10/ +1 Immune to Mind Affecting Abilities Abilities: +4 Str, +8 Con, +2 Wis. Alignment: Any lawfull Skills: +10 to Spot and Listen checks. Spot, Listen, Heal, Diplomacy as class skills. |
| Arthan "Heavy Fist"05-29-04, 01:54 PM | Chosen of Mask Creating a Chosen of Mask “Chosen of Mask” is a template that can be added to any humanoid creature. A Chosen of Mask uses all the base character’s statistics and special abilities except as noted. A Chosen of Mask only has its power at the will of Mask; should the Masked Lord decide to remove Chosen status from a character, he or she reverts to their old abilities. The Chosen of Mask is on a mission. The chosen of Mask was empowered by the lord of shadows to help him regain the portfolio of intrigue. To the fullest extent possible she is to undermine the followers of Cyric while increase the intelligence networks of the Lord of Thieves. That's not saying she won't ransack a temple of Waukeen for fun if the opportunity arises. Disruptions to Cyric's machinations will undoubtably lead to profit, the chosen is to take full advatage of these opportunities. EX. Shadow’s Spawn: When operating anywhere that is partially shaded or out of direct sunlight the chosen of Mask gains all of the benefits of ¾ cover. EX: Shadow senses: The chosen of Mask has heightened senses allow her to operate within complete darkness without penalty. Equivilent to the Blindsight ability with a range of 120'. This ability also allows the Chosen to operate traps, locks, disable devices, etc without illumination penalties. EX: Perfect mission: The chosen can sanctify a local guild or thief’s plan of action against a single individual, edifice, or small group of people by bestowing favor on that individual or the group that will carry it out. Individuals so targeted by the chosen receive a +4 on any skill attempts directly related to performing the mission, are immune to fear, and have SR equal to 10 + ½ chosen’s level + Int bonus. This mission must be carried out within a number of tendays equal to the individual or guild master’s intelligence bonus. The chosen may sanctify a number of separately running operations equal to her intelligence score. Spell like abilities (Sp): At will: Disguise Self, Detect Thoughts 5/day – Distraction, True Filch, Improved Invisibility 3/day – Perfect crime, Teleport w/o error 1/day – Shadow Walk Special Qualities: Chosen of Mask retain all their special qualities. Immunities (Ex): A Chosen of Mask is immune to Poison and Disease. 5 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Abilities: +6 Dex, +4 Int, +4 Chr. Alignment: Any Skills: +10 to Spot and Bluff checks. |
| Jlindgren05-30-04, 11:23 PM | Arthan thank you for the chosen of Kelemvor template finally someones does something for the judge of the dead!! ;) i really like your approach in the chosen abilities and i don't think that the great atonement power differs from the tenets of the church because IMO giving someone the chance to finally rest in peace after being animated or forced to do something in undead form is very "kelemvorish" i don't know if this could break the template or if it is too much work but could you include something in the temoplate that relate's to kelemvor's sword fatal touch imo the only cool touch in the doomguard prestige class to me all the other doomguard stufff is useless (and by the way why don't you drop by the prestige classes and do a kelemvor one PLEEEASE ;) ) but this is a really good one arthan congratulations and keep them coming!! |
| Arthan "Heavy Fist"05-31-04, 01:54 AM | Chosen of Gond Creating a Chosen of Gond “Chosen of Gond” is a +4 template that can be added to any humanoid creature. A Chosen of Gond uses all the base character’s statistics and special abilities except as noted. A Chosen of Gond only has its power at the will of Gond; should the Wonder Bringer decide to remove Chosen status from a character, he or she reverts to their old abilities. EX: Enlightenment; the chosen may grant a bonus to particularly devout researchers. The chosen can only help as many researchers as her intelligence bonus. Researchers gain the following benefits: +2 Intelligence, +2 Knowledge (Arcana), +2 Craft (Alchemy) +4 Craft (dependent on primary research) and most importantly a DR 15 / any non research generated attacks. IE: The DR ONLY works to protect against lab accidents. EX: Soul of the Forge: The Chosen of Gond is dedicated to creating wonders and draws upon the power of Gond’s own forge to power her creations. She pays only 1/100 of the base price in EP. EX: Artifacter: For purposes of creating items the chosen is considered 10 caster levels higher then her normal level. This DOES not increase any other level dependent abilities, saves, spells, etc. Spell like abilities (Sp): At will: Resist energy 5/day – Identify (no material component needed), Dispel Magic 3/day –Anti-magic field, Lab Assistant* 1/day – Mordenkainen’s Dysjunction Special Qualities: Chosen of Gond retain all their special qualities. Immunities (Ex): A Chosen of Gond is immune to Poison and Disease. 10 resistance to mechanical or item based elemental attacks from cold, fire (heat), acid and electricity. He or she is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Abilities: +10 Int, +4 Chr. Alignment: Any Skills: +4 Knowledge (Arcana), +4 to any 3 knowledge, profession, or crafts. Weapons: The chosen is familiar with all firearms and the production of smokepowder if these items are allowed by the GM within their campaign. *Lab assistant is similar to Unseen Servant: Conjuration Level: Sor / Wiz 5 Components: V,S,M Casting time: 1 Standard action Range: Long (400 feet +40 feet per level) Effect: One translucent or invisible servant. Duration: 1 Hour per level Saving throw: None Spell resistance: No As Unseen Servant with the following changes: A 16 strength for moving items. It is imbued with rudimentary coherence and can complete set tasks in the order it was given until complete. It can receive telepathic corrections or updates up to a distance of 1 foot per point of caster intelligence. It’s lab preparation skills give the caster a +1 bonus to craft or profession rolls. |
| Farkas Fellhammer06-07-04, 05:48 PM | Looking for a few chosen templates for the Unteric pantheon Somebody up for posting a chosen of Enki, the babylonian god of Sweet Water, Knowledge and Magic? Also looking for a chosen of Ishtar the babylonian god of War and Love, there´s scant information on them but if you guys have acess to deites and demigods for D&D version 1.0, the information is there and also in old FR supplements on the Unteric pantheon. Much obliged for any help received. |
| Green Elven Vampire06-07-04, 08:06 PM | Originally posted by Farkas Fellhammer Looking for a few chosen templates for the Unteric pantheon Somebody up for posting a chosen of Enki, the babylonian god of Sweet Water, Knowledge and Magic? Also looking for a chosen of Ishtar the babylonian god of War and Love, there´s scant information on them but if you guys have acess to deites and demigods for D&D version 1.0, the information is there and also in old FR supplements on the Unteric pantheon. Much obliged for any help received. I have some free time tonight but I only do demi-human deities, plus when last you asked me to make you a Chosen of Moradin I did and didn't recieve a single good or bad comment from you. I don't mean to sound rude and I assure you I have no intentions to, but to ask for several chosen templates and then give no feedback, critique, or advice once they're posted is beat. I hope you understand I mean no offence. :) |
| freebooter06-08-04, 05:36 AM | wow... this is way too much rules to read everything but the thread is amazing. great idea. i loved the chosen of eilistraee (both of'em). i'm still working on a eilistraee drow bard (with probably 4 lvls holy liberator for the cha boni on saves and the 4 attacks before epic) and i litteraly inhale everything dealing with that drow "group" at the moment. do you have any rules with wich you work on the chosen ones? did i miss guidelines somewhere? and how about some chosen of Set (didn't see them here i think)? i was crazy about the fangs of Set! i love them characters! cheers freebooter |
| ph0t0k06-08-04, 01:21 PM | hey freebooter There are no "rules" per say; with Chosen pretty much anything goes. The format is the same as any other template found in the Monster Manual or other source material. I used the only available official Chosen, Mystra and Bane, as a guide. I then looked at deity type (Greater, Intermediate, Lesser and Demi God) then assigned the Chosen of each type a CR adjustment (+4, +3, +2 and +1 respectively. You can change the CRs as you see fit.) This not only provided me a guide for powers and abilities but also "balanced" the template. I can't believe I actually said balanced in this thread. After assigning the CR adjustments, I went to existing templates to look at comparrisons for powers and abilities. Chosen of Greater gods at +4 CR are equal in power to the lich template (I think); Lesser Chosen at +2 are equal to vampires or half-celestials. With something to go on, I started looking at portfolio and domains. It made sense to use existing material, so giving a chosen domain powers associated to the deity is simply common sense. I then tweaked and added from there. When you're done and have added the template to your character, adjust the CR and ask yourself if the Chosen went to battle against a party of 4 who's average level equals the CR of the Chosen....who would win. If the party would win depleting 1/3 to 1/2 of their assets, then I'd say you've pulled it off. I think the biggest thing to keep in mind when it comes to Chosen is how much of their deity's attention they receive. Paladins think they have it tough, try being Chosen, especially of an evil and tyrannical deity. Do you really believe F'Zoul is having a good time? Would you really want to have the attention of Bane on a daily basis? Being Chosen should be a curse as much as a benefit. If you have a player nagging to be Chosen and feel inclined to give the character the template, he or she should suddenly find some very uncomfortable strings attached. I would also require pretty high Wisdom and Charisma scores. Imagine Shar (or Set) taking a sudden interest in a character and deciding to "choose" them. Even if the deity invests only 1% of it's thought in the character it would be enough to drive the character insane if she wasn't strong enough. The Chosen of Orcus, which I posted a couple of Months ago, was designed for an Epic campain. The template is currently undergoing a revision. |
| freebooter06-08-04, 01:46 PM | quote I can't believe I actually said balanced in this thread. :D :D :D thank you for your quick reply. your "guidelines" make sense, but take a look at the chosen of deneir (a link is on the first page of this thread). deneir is a lesser deity and still the chosen (cadderly) has a +4 adjustment and is not bad at all! the question would be if the chosen ones of the gods are all equally strong and the only thing changing is the number of chosen a deity can create... dunno. your thoughts do make a lot of sense though. quote Do you really believe F'Zoul is having a good time? Would you really want to have the attention of Bane on a daily basis? weeeeell, not really but when you are an evil cleric or a blackguard there are only some ways you can go and as a fanatic believer, becoming chosen much be a dream come true! as for the trouble you'll get from that evil god after that... well no pain no gain i would think as an evil character... but your are right, it shouldn't be an easy ride. but still, it's is a ride that makes sense for a "true believer". if anyone has already created a chose of set... i'd be happy to take a look at him/her/it! |
| m_man9606-08-04, 03:33 PM | Can anyone tell me where the Chosen of Cyric might be? Or stats on the current Chosen of Cyric, Malik? Thanks. |
| Arthan "Heavy Fist"06-09-04, 01:42 AM | Most of us designing the templates are attempting to create +4 templates. IMO that's the standard that was set forth by WoTC with their templates. IMO it's a reasonable amount of power that a diety can imbue their greatest follower with to increase their base of worshipers. Anything lower then a +4 and you get diminishing returns of effectiveness. I'm not sure what constitutes an increased CR for every power. I base most of my templates off of the Savage Species increases. But many of the powers don't directly effect the chosen themselves... but more importantly are directed at the faithful. So I don't count many of those abilities against the total CR. Are they balanced, they're as balanced as the DM that uses them. It's their job to take what we create and fit it into their campaign as they see fit. I would also like to piggy back on GEV's comments. If you ask for a template, give us some feedback. Also give us something to work with if it's an obscure request. Personally I draw most of my inspiration from 3e Faiths and Pantheons for the current templates, but if your asking for deceased gods, other pantheons, etc, provide us the 1e or 2e source material (book) title or what ever you can to make the research easier. Something short like the titles, etc... if you have allot of info, then say you can email it to someone if they decide to work on the template for you. Please don't clog this thread though with trivia on the diety you want a template designed for though. Mask has done a great job and this is extremely user friendly, let's keep it that way. Mask, I updated the chosen of Gond on page 6. |
| freebooter06-09-04, 08:00 AM | thanx for the reply arthan, as i felt it going my way (at least the first part) as for the second part... if anyone would like to help me out with the set chosen, he/she could pm me and would get all the info i got... and feedback and the occasional worship (we could talk about a virtual golden statue) would be guarantied! ;) i'm a grateful man! with that said, i'll stop ruining this thread's user friendliness (which really is high) and i'll wait for the ones interested. now lets take a look at your gond guy! :) |
| Maskanodel06-09-04, 02:23 PM | Hey guys. Lotsa good work/discussion on here lately. I haven't been visiting much lately, I've been real busy with school and final exams and such as well as trying my hand at a bit of writing, but never fear. I'll never let the thread fall into disrepair. The list is updated as often as possible. I'll try and get back to regualr posting as soon as exams are finished. As of now, the thread has 48 Chosen compiled upon it, and all of them are for the most part are excellent work. Thank you for the kind words Arhtan. I do try my best to keep things running smoothly, and I'm glad to say it's appreciated. I have to thank you, Arthan, and GEV. You've all done amazing work on this thread and I appreciate it. The thread was dead for a while, but you guys gave it a much needed jump start. Anyways guys keep the good work coming!! 2 more until fifty!! |
| Farkas Fellhammer06-09-04, 05:49 PM | Gev, i tried to send a private grovel message to ya, but ya mailbox is full so il do it public instead =) I dident give any feedback because i thought it was all good, but in the future i will give feeback, even if it doesnt need it. Regards Farkas Fellhammer. |
| Longrunripper06-09-04, 06:47 PM | Could anyone whip up a chosen of oghma in no specific time limit, just my DM's Time of Troubles Campaign occurs in westgate and revolves around oghma a the moment. By the Way great work, i think every god should have ONE chosen, who is their voice on faerun. No like mystra and he crazy posse. Email to longrunripper@hotmail.com |
| Arthan "Heavy Fist"06-12-04, 03:23 AM | Freebooter, I used the write up in F&P (which is kinda thin on Set) to create the template. It did seem to stress the disruptive nature of the diety, so I tried to emphasis that aspect. To that point, I figured he would need a very nasty ability to corrupt both the living and dead and then several lesser abilities to help avoid the followers of the other Mulhorand gods. The write up seemed to also point to a very organized, powerful and secretive group of followers that would take care of their own. I would suggest that they would be a nasty bunch to have hunting anyone. Especially if they were to capture a party member... (evil grin) and brought to face the Chosen of the Father of Jackels. Chosen of Set Creating a Chosen of Set “Chosen of Set” is a +4 template that can be added to any humanoid creature. A Chosen of Set uses all the base character’s statistics and special abilities except as noted. A Chosen of Set only has its power at the will of Set; should the Lord of Carrion decide to remove Chosen status from a character, he or she reverts to their old abilities. Because of the potential impact of the Carrion Touch ability, I removed elemental resistances from this template. SU. Carrion Touch: The chosen of Set may draw upon the corruptive nature of the Defiler of the Dead to devastate both the living and the dead. The fear of this aspect of the chosen is a great motivator to any reluctant faithful and the bane of those who would interfere with the overthrow of the Mulhorandi pantheon. Once per ten day the Chosen may direct dark energies through his hands or spear. The chosen may channel this power for a number of rounds equal to the chosen’s level, and may spread the touch in seperate attacks as he sees fit. This corruptive touch acts as an Energy Drain against the living, should the victim die while being exposed to this attack, they will rise as an undead of the chosen choice, under the control of the chosen. If used against a corpse the Chosen may defile the dead and raise them as undead under his control. For purposes of how long it takes to raise the dead and the undead’s strength use the actual level the person attained in life. For every round that the chosen expends toward corrupting a corpse he corrupts one level the person attained in life. If the Chosen fully corrupts the corpse it rises as an undead creature, equal in power to that which it held in life. It also follows the command of the chosen. (Individual GMs can determine what if any memories or powers it retains from life.) EX: Scent of death: The chosen of Set has a heightened sense of smell, allowing him to locate dead bodies within 10 yards/meters per level. In all other aspects it acts as the Scent ability with a range of 60’. EX: Dark thoughts: The chosen may communicate telepathically to any snake, scorpion or Jackel within 30 feet. Spell like abilities (Sp): At will: Disguise Self, Detect Thoughts 5/day – Non-detection, Giant Vermin, Improved Invisibility 3/day – Un-hallow, Blasphemy 1/day – Create Greater Undead Special Qualities: Chosen of Set retain all their special qualities. Immunities (Ex): A Chosen of Set is immune to Poison and Disease. He or she is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Abilities: +6 Chr, +4 Int. Alignment: Lawful Evil Skills: +4 to Bluff and Intimidate checks |
| Arthan "Heavy Fist"06-12-04, 03:39 AM | Mask, The Chosen of Tempus is on page 6, this should be the 51st template. Note: Neutral templates are tough to write… especially mostly non-combat ones. Chosen of Oghma Creating a Chosen of Oghma “Chosen of Oghma” is a +4 template that can be added to any humanoid creature. A Chosen of Oghma uses all the base character’s statistics and special abilities except as noted. A Chosen of Oghma only has its power at the will of Oghma; should the Lord of Knowledge decide to remove Chosen status from a character, he or she reverts to their old abilities. The Chosen of Oghma is a protector of knowledge, defender of singers and truthseer. She seeks to inspire literacy and maintain a balance or status quo across Faerun. EX: Truth be told: The chosen of Oghma may deny the creation or spreading of falsehoods, rumors or deceitful tales within 5’ / level. Any being wishing to partake in these activities within the chosen’s sphere of influence must make a Will save (DC = 10 + Chosen’s level + Charisma bonus) to do so. EX: Preserve the word: The chosen of Oghma can provide protection to singers (bards or other oratories) or written texts as a free action if within 15’. The chosen must be actively persuading the attackers from their course of action or attempting to save the person or item in question. While actively seeking a resolution or escape the subject or object gains DR 5 / +3 and immunity to fire. EX: Muse: The chosen may bless a number of people with inspiration equal to her charisma score. This inspiration lasts for a number of ten days equal to her charisma bonus. While inspired the person gains a +4 insight bonus into their area of interest (craft, profession, knowledge), requires only 4 hours of sleep daily and may subsist on the smallest amount of food and water for the duration of inspiration. If illiterate; the person gains literacy at the end of the inspirational period and a desire to continue learning or sharing their new gift. Spell like abilities (Sp): At will: Tongues, Comprehend Languages 5/day – Legend Lore, Sanctuary (usable on singers) 3/day – True seeing, Scrying Greater 1/day – Geas / Quest Special Qualities: Chosen of Oghma retain all their special qualities. Immunities (Ex): A Chosen of Oghma is immune to Poison and Disease. Fire immunity (heat). He or she is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Abilities: +4 Int, +4 Chr, +4 Wis. Alignment: Neutral Skills: +10 to Sense motive, Perform and diplomacy checks. Perform, Sense Motive, Diplomacy as class skills. |
| freebooter06-12-04, 04:24 AM | thank you arthan! you definately get the worship for working on this! i really thank you for your trouble. *bow* I have some problems with my pc so i only quickly scanned the template and it looks good. give me a day and you'll get the feedback as well! :) thank you mate! i really appreciate it! i'll be back... if my OS wants it! :) freebooter |
| Arthan "Heavy Fist"06-12-04, 04:52 AM | Freebooter, I feel your pain, my laptop finally died and I had to drop money on a new tower. Good luck. Work in progress... |
| Maskanodel06-12-04, 11:58 AM | Great job on these templates Arthan, and thanks for the heads up on the Chosen I missed. Mask |
| Longrunripper06-14-04, 07:42 AM | Thanks Arthan thats great, but a suggestion. Being the god of knowledge, shouldnt there be a bonus to intelligence? +8 cha seems a bit much for a deity that is only aligned with the bardic knowledge factor of a bard. so maybe drop charisma down a bit and boost wisdom and add high intelligence modifiers? Just an idea (for the god of ideas, excuse the pun) |
| Arthan "Heavy Fist"06-14-04, 12:23 PM | Still looking for anyone who has Chosen of Cyric sources, ideas, etc. Does anyone know which novel(s) the current chosen (Malik) has a role in, so I can go research the template? I've read the Archmage trilogy. Longrunripper, Good call. I modded the stats. Late night templates always need a second pair of eyes to catch stuff. Thanks! |
| freebooter06-14-04, 07:07 PM | hiya!!! pc working, strangely i can't run nwn anymore! :( anyway... malik plays a part in "Crucible, the Trial of Cyric the Mad". in the novel he becomes chosen. As for the chosen of Set... i like it a lot. i'm not entirely sure if he is a bit overpowered... especially the mind shielding effect could be quite hard! but i have to say... all boni seem fitting for set! i'll compare him to the few chosen known tomorrow... thanks again. more feedback coming up... |
| Arthan "Heavy Fist"06-16-04, 01:22 AM | Mask, I'll post another template in the Cyric spot until I get enough info to stat out his chosen. Freebooter, Most of the templates have the immunity to mind effecting powers clause. I never gave it much thought before... to me it doesn't mean immunity to psionics, just spells like Read Thoughts, etc. GEV, Mask, any thoughts on the limits of one of the standard clauses concerning Immune to Mind Affecting Abilities and it's limits. It was one of the abilities that I borrowed from an earlier template so I'm not sure if there was an earlier sidebar discussion or where it originated from. |
| Maskanodel06-16-04, 03:36 PM | Not really Arthan. It just seemed right to me. A god wouldn't want their primary follower's secrets being spread around by ambitious wizards who can read minds, or even have their Chosen brainwashed. Anybody with access to a Chosens mind has not only an outlet to the Chosen, but to the deity as well. I say every Chosen should have it to be honest. IT protects their Chosen as well as the gods themselves. |
| Arthan "Heavy Fist"06-16-04, 08:49 PM | Mask, Makes absolute sense to me. Freebooter hope that helps. Unspoken chosen drawbacks that balence the templates: The other thing to remember about being a Chosen is that you have a big target painted on your chest. Any opposing religion or individuals wanting to impress those churches will be gunning for you. That itself is a large drawback to the template that we as designers have in the back of our minds but usually don't write on the template itself. Traveling to distant lands to support your diety's followers. All of these drawbacks count directly towards balencing the templates. The first paragraph says it the best in most templates: You only have the template while serving the deity and their dogma. It fails to say that you'll still keep the enemies you make IF you lose the template. More to follow... |
| Chosen Of Bhaal06-17-04, 12:15 AM | so am i right in reading that chosen templates should include immune to mind affecting abilites? without waiting for an answer, i'll change the chosen of Bhaal anyway :D |
| freebooter06-17-04, 05:30 AM | i'm not saying it's not making sense! it is... but if you look at the chose of mystra in FRCS and the chosen of deneir (a link was posted on page 1) then both of them don't have that. so yes it makes sense but then one would have to change these templates already published accordingly. that's fine with me. i was just saying they are a bit more powerful than the publshed ones. the deneir chosen gets mindblank (more or less what the set chosen gets at will), for example, only once per day. |
| Arthan "Heavy Fist"06-17-04, 09:47 AM | Freebooter, The chosen on this thread aren't canon and even the canon templates can be modified by a GM. We're just trying to capture the flavor of the deity in the Chosen in a way that will allow GMs to use it immediately in their campaign or modify as they see fit. There are also probably ways around it like finding out the Chosen's true name, etc. If it's too powerful of an ability for your setting just mod it out, no harm no foul :) |
| The Simbul06-22-04, 07:38 PM | Edited my version of the Chosen of Mystra Template on page 1. Primarily I removed the Ageless and Sustenance abilities and replaced them with the following: Immortality (Ex): Chosen of Mystra are naturally immortal and cannot die from natural causes. Chosen do not age, and they do not need to eat, sleep, or breathe. The only way for a Chosen to die is through special circumstances, usually by being slain in magical or physical combat. The afforementioned ability is a direct copy from the Divine S.R.D. section of Divine Ranks and Powers, and it is the most accurate form of "Immortality" to be fully described and detailed into an actual D20 ability. Given that Chosen of Mystra (and by all accounts, Chosen of most other deities) are supposed to be effectively immortal (i.e. cannot dei from natural causes), it seemed far more apposite of an ability and wording to use, instead of wasting space describing multiple abilities intended to perform the same function. I highly recommened that any Chosen templates using the official Immunity to "Aging", or homebrew templates which use abilities similar to the Ageless and Sustenance abilities, to instead use the Immortality ability above, since it is a far more simple a direct method of bestowing such qualities and longevity. I also removed the ability for Silver Fire to emulate Automatic Metamagic a set number of times per day (equal to CON bonus), and instead it emulates the effects of the Supernatural Spell ability of the 3.5 Complete Divine Dweomerkeeper. Effectively, the Chosen uses the Silver Fire to draw upon the Weave in order to empower a spell so that it requires no components, cant be dispelled, and bypasses SR. Amoung other things, this helps to explain how chosen like the Simbul and Storm are able to have permanent magical protections as supernatural rather than magical abilities (i.e. casting a Shapechange or Spell Reversal/Spell Healing spell using the Silver Fire to make it supernatural, and followed by a Wish or Permanency to make it permanent.) and allows multclassed Chosen to bypass Spell Resistance and some forms of Spell Immunity much easier. |
| Chosen Of Bhaal06-23-04, 12:03 AM | Just changed chosen of Bhaal :D |
| Lord Mortanius06-24-04, 04:34 AM | Originally posted by freebooter hiya!!! pc working, strangely i can't run nwn anymore! :( anyway... malik plays a part in "Crucible, the Trial of Cyric the Mad". in the novel he becomes chosen. As for the chosen of Set... i like it a lot. i'm not entirely sure if he is a bit overpowered... especially the mind shielding effect could be quite hard! but i have to say... all boni seem fitting for set! i'll compare him to the few chosen known tomorrow... thanks again. more feedback coming up... Malik is a Seraph, not a chosen. |
| Maskanodel06-24-04, 08:51 AM | Seraph and Chosen are the same thing. We had a grand discussion about this on the old thread, and for the most part, it was agreed that chances are, Seraph and Chosen are the same thing. It's Faiths & Avatars which specifically says that Malik is Cyric's Chosen. 2e: Malik is seraph of Cyric 3e: Cyric's Chosen, a former Calishite merchant named Malik (F&P, page 20) As well, Arthan, some of Maliks's powers include ignoring pain that would otherwise prevent him from accomplishing Cyric's will and on a successful Hide check, he can vanish so that he cannot be found again for one minute. Mask |
| ArcaneDisciple06-24-04, 02:47 PM | How about a Chosen of Myrkul? Does anyone have an idea? Thought it would be cool. :p |
| Vodalus06-24-04, 04:52 PM | Thanks! I just found this thread, and I think it is great. Lots of useful stuff. So ... thanks to all the authors contributing Chosen templates. My nephew was just wanting to play a Chosen of Set but we weren't really sure what powers it might have. I will use the template posted, though I may adjust it somewhat depending on exactly what sort of powers my nephew wants (I think he wants to be able to polymorph into a snake). Anyways, lots of cool stuff. Vodalus |
| realbombchu06-24-04, 08:35 PM | If someone could make a chosen of Eldath template, that would really halp me out. Thanks! |
| Maskanodel06-24-04, 09:41 PM | Originally posted by Vodalus Thanks! I just found this thread, and I think it is great. Lots of useful stuff. So ... thanks to all the authors contributing Chosen templates. My nephew was just wanting to play a Chosen of Set but we weren't really sure what powers it might have. I will use the template posted, though I may adjust it somewhat depending on exactly what sort of powers my nephew wants (I think he wants to be able to polymorph into a snake). Anyways, lots of cool stuff. Vodalus Your very welcome Vodalus. It's replies like yours that make doing these templates worth. Glad we could make your gaming experiance richer. |
| The Simbul06-29-04, 07:50 PM | Edited my version of the Chosen of Mystra template on page 1, I removed many of the powers/added abilities unique to the Seven Sisters and instead placed those abilities in their own subsection below. In addition, I granted the Seven Sisters the Immortality ability from birth, both due to the fact that they are the partial offspring of a Deity (I decided not to make them full quasi-deities) and because many of them existed for centuries before fully becoming Chosen of Mystra. Also i retract my statement about making ALL Chosen, regardless of the Deity, naturally Immortal, since by using the official Chosen of Deneir as a example, it is clearly not the case since Denieirs Chosen do die of old age and that is how the rank and mantle of being his Chosen is passed on to another. P.S. How do you change the size of text using UBB code? I want to make the beginings of each section stand out so people dont get lost reading it. |
| The Simbul06-29-04, 07:50 PM | double post |
| Maskanodel06-29-04, 07:56 PM | Like This [size= text size you want] Text [ /size] |
| Lord Zeb07-08-04, 10:07 PM | What's the word on LA for any of these excellent Chosen templates? I mean, CR +2 or +4 just means how much harder folks are to beat. Would you use the same number for LA? Thanks, Zeb |
| Jaerom Darkwind07-16-04, 03:28 PM | N/T |
| Jaerom Darkwind07-16-04, 03:29 PM | Well, I doubt anyone's posted it yet, so here's a template we worked out at Dicefreaks. It's meant to replace the various Chosen templates, as well as the ridiculous Proxy template outlined in DDG. The DF-Approved Proxy Template (http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=1125&postdays=0&postorder=asc&start=123) It's fully customizable, to allow great flexibility and distinction between proxies of different deities. For an example of how this template looks when applied to a character, here is my revised writeup of Alassra Silverhand (the Simbul), which I believe reflects her power level according to Elminster in Hell. Alassra Silverhand, the Simbul (http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=1542) |
| KristalDream80807-19-04, 08:56 PM | Prestige Class, adapted from "The Seven Sisters.' By: Brad Bemis (Bradlyb@bigfoot.com Web: www.Bradleyb.net/adnd/dndindex.htm Version: 1.1 Last Updated: October 13,2000 The Chosen of Mystra Of all the mortal creatures that exist in Faerun, none instills a greater sense of awe than those known as the Chosen of Mystra. The chosen prestige class is not one that a character can choose to pursue, the character herself is chosen. This prestige class is only granted to a handful of good hearted, strong spirited adventurers who serve Mystra in a very special and demanding manor. Hit Die D6 Requirements To qualify as a potential candidate for wielding the full power of Mystra, a character must fulfill all of the following criteria Abilities Wisdom 13+, Constitution 15+ Spell casting: Ability to cast 3rd level spells Special: The touch of Mystra Class Skills The Chosen's Class skills (and the key ability for each skill) are Appraise (int.) Balance (dex), Bluff (cha), Concentration (con), Decipher Script (int), Diplomacy (cha), Gather Information (cha), Innuendo (wis), Intimidate (cha), Intuit Direction (wis), Knowledge (all skills taken individually) (int), Read Lips (int), Ride (dex), Scry (int), Search (int), Sense Motive (wis), Speak Language, Spellcraft (int), Spot (wis), Use Magic Device (cha), See Chapter 4: Skills in the Players Handbook for skill descriptions. Skill Points at Each Level: 4+Int modifier Class Features All of the following are class features of the chosen Prestige class. Weapon and Armor Proficiency: A chosen of Mystra is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Sells Per Day: A spell caster chosen continues to train in magic as a member of the preferred spell casting class previously obtained, gaining new spells as if having advanced a level in the preferred spell casting class. Signature Spells, A spell caster chosen also has the benefit of gaining one additional spell of choice for each cast able level, This spell requires no components and is cast by silent will alone. It returns without study 24 hours after use. This spell is cast using the chosen's character level. When the chosen's casting level would allow access to 9th level spells, she gains the ability to cast the (9th level spell "Laeral's Crowning Touch" as another bonus spell per day (in addition to her 9th level signature spell. The Touch of Mystra: The Touch of Mystra provides the chosen with control over the Silver fire of Mystra's essence. The presence of the silver fire is the main source of the chosen's power. If at any time a chosen falls out of favor with Mystra, the chosen looses her power over the silver fire, and with it all of here granted Powers. Con Bonus" As the Silver Fire grows with in the Chosen, her body begins to change and grow stronger. For each level gained as a chosen, the character adds a +1 to her constitution score (to a maximum of +10), This bonus remains so long as the light of the silver fire continues to grow within. Immortal Fire: Age continues to have an effect, but the body (now supported by the silver fire) does not wear out. The chosen's rate of aging slows down, allowing her to age twice the amount indicated by race before suffering the physical effects of aging. The chosen does, however, continue to experience the aging increases to Intelligence, Wisdom, and Charisma as normally indicated by the effects of aging chart in the Players Handbook, The physical appearance of the chosen stops changing after reaching the venerable stage of life. In addition to the given rate of aging listed in the Players Handbook, the chosen continues to receive a bonus +1 ability score change to Intelligence, Wisdom, and Charisma for each period of difference in age between venerable and Maximum age, See chapter 6: Description of the Players Handbook for the effects of age. (Example" A human is considered venerable at 70 years of age. The maximum age for a human is 110 years. Forever period of difference {40 years}, the chosen gains an additional +1 ability score change for the listed abilities. The chosen would actually be venerable at 140 years for the effects of physical aging, but would still gain this bonus every 40 years). See table 1-2: Effects of aging on the chosen, below for questions. Table 1-2 Effects of aging on the chosen Age category Physical Age Mental Age (STR, Dex, Con) (Int, Wis, Cha) Middle age Base *2 Base Old Base *2 Base Venerable Base *2 Base Immortal None Venerable + max Bonus to saves vs. Disintegration Magic’s: A chosen has the supernatural ability to reduce or even shrug off the effects of disintegration based spells. This bonus extends to all items worn or carried by the chosen. See Table 1-1 below. Bonus to saves vs. Spells and Spell like effects: A chosen has a high degree of resistance to all spells or spell - like effects used against her. This supernatural ability is a result of the presence of the silver fire within the chosen. This bonus extends to all items worn or carried by the chosen. See table 1-1 below Silver warmth: The chosen can wrap herself in the warm embrace of the silver fire. This ability provides her with a normal body temperature, protecting her form conditions created by the effects of cold weather. She also has the power to gain back any damage caused by cold-based attacks at a rate of 1hp/ 10 minutes. This is in addition to her normal regenerative abilities. When cloaked in this silver warmth, she gains a +2 to saves vs. cold based attacks and reduces any cold damage sustained by 1 point / die. This power can be used at any time for any duration, but cannot be used in conjunction with silver Mind or Silver Breath. Silver Mind: The bright blaze of the silver fire within the mind of the chosen allows her to block the effects of divination magic’s used against her mind (ESP, Know Alignment, Detect lie, etc). This power can used at any time for any duration, but cannot be used in conjunction with Silver warmth or silver Breath Silver Breath: With the silver fire, comes a breath of life. The chosen can use the silver fire as an alternative to normal breathing. This power protects the chosen from gas based attacks, drowning effects, or any other time during which the ability to breath would be impacted. This power can be used at any time for any duration, but cannot be used in conjunction with Silver Warmth or Silver Mind. Detect Magic: The chosen can read the outline of magic in relation to any magical item or device as if casting a spell detect magic. The range for this power is identified in table 1/1: Powers of the Chosen. This ability is a kind of second sight operation at all times. This second sight allows them to see magical auras in much the same way a spell caster does when casting the spell Detect Magic. Spell Immunity: At each level above first, the chosen may chose one spell of the level indicated in table 1-1" Powers of the Chosen, to which she is completely immune. This power is always in effect and completely protect s the chosen form the spell named, as well as similar spell-like abilities or minor modifications to the named spell. This choice cannot be unmade, this power extends to all items worn or carried by the chosen. Accelerated Healing and Regeneration: The silver fire heals the chosen of all physical damage in a very special way. Chosen heal faster than most normal folk of their kind and begin to slowly regenerate at 4th level. This ability to regenerate is in addition to the Accelerated Healing. Internal damage and limb replacement periods are also listed in table 1-1: Powers of the Chosen) for all but the head). Utterance of the Name: The chosen gains the power to hear her personal rune chanted or name spoken (including nicknames and titles) anywhere on Toril. She also hears the next 9 words uttered, no mater how long it takes for these words to be said, This power is always in effect. Sleepless Nights: The need to sleep slowly departs the chosen as she learns to use the silver fire as an alternate source of rest. The number of days indicated in table 1-1 provides the number of nights a chosen can go with out sleep before suffering the effects of sleep deprivation (i.e., count the 4th night with out sleep as the 1st night for a 3rd level chosen). Sustenance: As with the ability to use the silver fire for rest, the chosen may also use the silver fire as an alternate source of physical nourishment. She no longer suffers penalties for lack of food or drink for up to the number of days indicated in table 1-1; Powers of the Chosen. Immunity to Disease and Afflictions: The nature of the silver fire protects the chosen against all natural diseases and mortal afflictions. Spell fire: This is the chosen's ability to call upon the silver fire as a magical weapon. Usable a number of times per day equal to the Chosen's level, this power provides the ability to unleash the silver fire as a beam of spell fire (under complete control of the wielder). This beam pierces all known materials and magic barriers. Its touch does magical damage to all beings (no save) and destroys all items that fail to save. Use of this power requires an act of concentrated will and counts as a standard action. Psionic and Magical Compulsion Banishment: Silver fire can be released within the body of the chosen to banish all external Psionic or magic mental compulsions. This power is usable once per day per level of the chosen. Use of this power requires an act of concentrated will and counts as a standard action. Mystra's Last Stand: Once per day, the chosen has the power to teleport to the last place the silver fire was called upon for any reason (not just her own silver fire, but that of any wielder). Dispel Wild Magic Area: At this level, the chosen's beam of spell fire can instead be used as a cloud (cone shaped 5 feet wide at the base, 70 feet long, and 70 feet wide at the distant end). In this way the cloud is used to permanently restore a wild magical area to normal magic. Mystra frowns on the use of this ability and requires the Chosen to sacrifice a small porting of the essence to use this power. The cost for its use is 1,000 XP's per 10 feet affected. This power is only usable once per week. Mystra's Gift: The powers of the chosen represent a base ability to harness the raw magical nature of the silver fire. In addition to the powers of the fire, Mystra grants three special and personal powers to each of her chosen. These three spell like powers duplicate the effect of any one single spell or measurable magical effect equal to or lower than 3rd, 5th, and 7th level spells, or spell like abilities (respectively). These personal powers are useable at will as a free action spell like ability. These powers are chosen by Mystra and usually directly reflect the personal individuality of the chosen receiving the gift. conversion by: BradleyB, www.bradleyb.net, Bradleyb@bigfoot.com Permission is given by the author to publish and share this resorce for personal use only. Dungeons and Dragons, D&D 3E and AD&D are all property of Wizards of the Coast. |
| tf-guyver07-26-04, 02:47 AM | Chosen of Silvanus: Also called the children of the oak father, these fighters, druids, clerics and rangers are the protectors of the forest and strive to keep a balance of the forest with the people of the realms. With the power of the oak father, the chosen’s fight against all those who kill and burn the trees and forests with unraveled vexation. Immunity to ageing: the chosen do not age at all. The chosen can still be slain by normal means, but like the great oaks, their power increases with their age and they stand tall forever until burned down by a greater force. Immunity to all poisons: the chosen are immune to all forms of illnesses, including, plunges, diseases, and poisons of all kind. Tree morph; 1/ per day the chosen can morph thy self into a great tree of the chosen likening. When in tree form, the chosen heals all physical injuries 5x faster then normal, and heals 8x faster if in the suns light. Chosen innate abilities: the chosen can choose any three spells from the list to act as a innate spell. earth fast**, one with the land*, remedy moderate wounds*, scent*, chare husk*, healing sting*, land womb***, breath of truth**, vine mine*, crumble*, stone hold**, master earth***, poison vines*, storm tower**, aura against fire*, wall of the earth*, strength of stone*, bark skin*, entangle*, jump**, blur*, remove disease*, green fire**. Spells if one * can be used 3/day, spells with ** can be used 2/day and spells with *** can be used only 1/day New magic ** wall of the earth: the caster creates a wall of stone and wood that sprouts up from the ground in a 20 feet area and +5 feet for each of the chosen level. Abilities in constant effect: communicate with trees and plants, pass with out trace, detect magic, detect poison, night vision, low light vision, resist fire /-3, rejuvenate health 3 hp every 5 min, sure foot, communicate with NG, LG, CG, TN animals, **Special ability**: when within a forested area, the chosen can call upon the forest to aid the chosen and the chosen’s allies. This ability can only be used 1/ week and Silvanus urges the chosen only use this ability when in a dire situation, because this ability uses Silvanus’s power and energy. When this ability is used, the chosen gains +5 to all stats and +75 hp. |
| TheMrBlack07-27-04, 02:19 PM | A chosen of Talona would be greatly appreciated, I'd have no idea where to start, and you guys seem to have this down pat =) |
| tf-guyver07-27-04, 04:24 PM | im starting a chosen of talona to fit in with my camp, give me a few days and cheeck back here. |
| Lord Zeb07-27-04, 08:34 PM | Didn't see this answered: What's the word on LA for any of these excellent Chosen templates? I mean, CR +2 or +4 just means how much harder folks are to beat. Would you use the same number for LA? Really curious and thankful for opinions. :) |
| The Simbul07-27-04, 09:33 PM | None of them have official Level Adjustments, if best you will find a CR adjustment. The reason the official Chosen of Mystra, Chosen of Bane, and Chosen of Deneir templates dont have level adjustments is quite simple; being a Chosen is not a standard player character option. In addition the powers of the Chosen are far more valueable for a 1st level character than say a 30th level character, and thus a flat universal level adjustment is not necessarily the best choice. The official Chosen of Mystra template in the FRCS has a listed CR adjustment of +4, in addition Elminster's original erroneous Challenge Rating in that book indicates that the Chosen of Mystra template incurs a +10 Level Adjustment, since when he was written up the line of logic was Level + Level Adjustment = CR, which later turned out not to be the case. As for the Level Adjustmens for any non-official Chosen you will find here, chances are they may prove to be much higher, since in many cases some of these homebrew templates(including my own) are substancially superior to the official ones. |
| Lord Zeb07-27-04, 10:42 PM | Cool, thanks for the detailed explanation. I guess as a GM, this is a "rule of thumb" kind of thing. In one of the campaigns I'm just a player in, one of the other PCs was offered the chance to become the Chosen of Silvanus (GM's own version). That PC is a Ranger / Druid, who decided to decline due to the +4 LA. +4 felt right to me, but always good to get second opinions. Anyways, thanks again. Zeb |
| Korgan2607-29-04, 01:20 PM | Wow, you guys are good at this. Could I trouble someone for a Chosen of Mask write up Please. Thanks Z |
| Maskanodel07-29-04, 02:23 PM | It's no trouble. Check page 6 ;) |
| Korgan2607-30-04, 11:08 AM | Wow, missed the search check!! thanks Z |
| Maskanodel07-30-04, 05:48 PM | lol...no worries, bud. |
| Shadow_Fusion07-31-04, 08:11 AM | Greetings. I would like to post a chosen from a diety exclusive to my campaign, that I may or may not reveal to the community at a later time. Telling you he is also know as the Phoenixlord should give you some idea of what he's the god of. (think flame and heat) Anyway, Chosen of Gærth: Immune to disease Immune to aging penalties. (still dies when reaches maximum age etc. etc.) Phoenix Flame- cast flamestrike at will. +4 Cha, +4 Con Once per month when killed, the Chosen of Gærth immeadiately revives the next round, as if True ressurection had been cast on him. Enhanced Constitution- The chosen of Gærth gets maximum health. I am shooting for a CR +4 for this, so please tell me what you think is overpowered, underpowered, etc. Thanks |
| Niten Swordmaster08-06-04, 03:18 PM | I would personaly like to see a Chosen of Bane template. If anyone wants to undertake that challenge, I would greatly appreciate it. |
| Shadow_Fusion08-06-04, 05:36 PM | It already exists! Check faiths and Pantheons. (i think) |
| Keztro08-10-04, 12:30 PM | Think one of you talented templaters could create a chosen of Garl Glittergold? :) It would be great to see, and has a great chance for variety and strong powers. Thanks! |
| icaro8108-13-04, 04:38 AM | I´m a faithfull follower of Talos concepts: I´ll be brave: How the Chosen of Talos Can Summon Storm Gigants if they (the gigants) are caotic and good alignment?!! 1- Thank you the template it´s really good. 2- You can substitut this hability for 'Summon Varragoins(arcanist or rager) from the Fiend Folio book. It´s better than gigants of the tempest who are good alignment. Don´t you agree? From the most faithfull devote of The Destroyer. :b: |
| icaro8108-13-04, 04:42 AM | I´m a faithfull follower of Talos concepts: I´ll be brave: How the Chosen of Talos Can Summon Storm Gigants if they (the gigants) are caotic and good alignment?!! 1- Thank you the template it´s really good. 2- You can substitut this hability for 'Summon Varragoins(arcanist or rager) from the Fiend Folio book. It´s better than gigants of the tempest who are good alignment. Varragoins exist in the Fury´s Heart plane. Don´t you agree? From the most faithfull devote of The Destroyer. :b: |
| El_Machinae08-13-04, 04:19 PM | The Chosen of Gruumsh Gruumsh makes a chosen for only one reason, to inspire fear of Gruumsh-worshiping Orcs. He creates Chosen mostly to show that he can, and he cares little for their fates after they've been let loose. All Chosen to date have been paragonal (the adjective, not the statistic) Orcs, and sought much of their lives to be pleasing to their god. All Chosen have been Eyes of Gruumsh (CW) with Cleric levels to boot. Finally, they've also lost a number of sons to battles. This template can be applied to any Orc or Half-orc. All Chosen must have levels in cleric and the Eye of Gruumsh PrC. The template is lost when the Chosen dies, and likely, he will die soon. Special abilities Only the Worth may Stand (Su) : Gruumsh is fickle and is quite willing to withdraw the Chosen status. In fact, he'd rather his people die than admit their weakness. No healing magic will work on a Chosen, hit points must be recovered through natural healing. Please note that this does not apply to spells such as cure blindness . Let All Know Me (Ex) : The Chosen is intended to stand out, and let all know about Gruumsh's horde. Upon being chosen, the Chosen gains a size level (Medium to Large) and receives all the effects listed in the Monster Manual. Every level afterward, the Chosen gains another size level until the most successful chosen become mistaken for Avatars. Open the Heavens (Su) : The Chosen's sons are waiting in the afterlife, hoping to gains some prestige from their famous father. The afterlife has changed them into something that Gruumsh desires. When the Chosen is observed killing a (minimum) 4HD creature with a critical with his Orc-Doubleaxe, his sons spill out of the afterlife, to celebrate and attack his enemies. 2d6 Frenzied Berzerkers (CW) weilding +1 flaming, ghost-touch shortspears appear within 20ft and immediately attack the Chosen's enemies (or allies if there are no enemies present) for five rounds. They completely disappear if killed or when the time is expired. Ravenous Consumption (Ex) : The enemies of the Chosen become fuel for combat. The Chosen gains a bite attack appropriate for his size as a secondary attack. If he successfully kills a humanoid with the attack, he regains a use of his Spit attack (from the Eye of Gruumsh). Note that he can only "store" so much bile, limited by his level. The bite recharges uses per day. Special Features The Chosen gains: DR: Increase his Barbarian DR by 5. The feats: Extended Rage, Leadership (with a +3/size increment bonus), and Whirlwind Attack |
| Aznar Thrul09-09-04, 09:47 PM | hmm could someone of u guys make me a chosen template for Chauntea, or indiquate me where could i find one and i would need the level adjustment too if u can thx plz excuse my english |
| Gallameed09-10-04, 12:40 PM | Hello, I would appreciate it if one of you guys could do a template to represent a Realms version of "The Phoenix Force" from the X-men comics. I hope some of you read comics and know what I'm on about! :D For those who dont know: The Pheonix force is an (near) all powerful fire/ressurection/psionic/matter/time/reality altering god-like power/entity (some special mortals are chosen by) in the marvel comics universe, I'd peg it at a neutral alignment. I have already made a version of my own but you could probaly do one better as I have only a newcomers perspective when it comes to game mechanics. tank you heaps. |
| kalvas09-12-04, 11:42 AM | Everyone has done such an awesome job! :D I was wondering if someone has time to create a chosen of Brandobaris. It would be great to see. Thanks to all who have added to this thread. Im just amazed at all the templates. They Rock! |
| bgt09-12-04, 08:13 PM | Chosen of Sseth “Chosen of Sseth” is a template that can be added to any intelligent, reptillian creature with a venomous bite. A Chosen of Sseth uses the character’s statistics and special abilities except as noted here. A Chosen of Mielikki only has its power at the will of Sseth; should he decide to remove the Chosen status from the character, he reverts to his normal abilities. There can be only one Chosen of Sseth at a time, though should Sseth awaken, he may be able to make more. Special Qualities: A Chosen of Sseth retains all special abilities of the character and gains the following. Bonus Spells: Constant- Endure Elements (Acid), Handfang (on every hand), Razorscales, Venomfire, Scent At Will- Charm Person, Detect Poison, Neutralize Poion, Calm Animal, 3/day- Serpent Arrow, Dominate Person, Venom Bolt, Ability Rip, Tree Stride 1/day- Awaken (reptile only), Ability Rip. Immunities:The charachter is immune to all sleep effects, as well as any effect that would alter his body against his will, such as Baleful Polymorph. Any attempts made to scry on the character instead brings up an image of a snake. Summon Serpents: Once a tenday, the charachter can summon 2d4 deathcoils or 2d6 Huge Vipers. Taint of the Serpent: The charachter's gains the ability to transform any humanoid scaleless one into a tainted one with a touch. Any Medium or Small humanoid scaleless one that comes in contact with the charachter must succed a Fortitude save (DC 15+Con modifier). or rapidly transform into a tainted one over the course of the next 1d4 rounds. Failing this save, the target must also suceed a Will save(DC 20+Cha mod) or give themselves wholly over to Sseth (adopt Sseth as a patron diety, refuse to be returned to normal, switch alighnment to evil, ect.). Additionally, anyone that fails both saves slowly begins to turn into a yuan-ti pureblood over ther next 1d6 years. Abilities: Dex+4, Int+8, Wis+5, Cha+2 Skills: +4 to Balance, Climb, and Swim Feats: The character automatically gains the following feats, regardless of prerequsites. -Deadly Spittle -Gape of the Serpent -Spit Venom Challenge Rating: Base Creature +4 Special: The charachter must activly search for where Sseth slumbers under Set's control, alert all who worship Sseth to the fact the are truly worshiping Set, and destroy the church of Set, or lose all benifits of this template. |
| kalvas09-16-04, 01:27 AM | Chosen of Brandobaris Special Qualities: A Chosen of Brandobaris retains all special qualities of the character and also gains the following. Bonus Spells (Sp): At will-Detect Secret Doors. 5/Day-Disguise self, Expeditious Retreat. 3/Day-Invisibility, Mirror Image, Spider Climb. 1/Day-Greater Invisibility. Immunities (Ex): A Chosen of Brandobaris is immune to aging effects and does not age. Bonuses still accrue, and the Chosen still dies of old age. Saves: Chosen receive a +2 divine bonus to all saves.. Abilities: Increase from the character as follows: Dexterity +4, Intelligence +4, Charisma +4. Skills: Chosen can always take a 10 on Disable Device, even under pressure. Feats: Chosen receive Skill Focus (+3) to all rogue skills. Also a Chosen can use Hide in plain site 2/day. Challenge Rating: Same as character +3. Brandobaris has allowed his chosen a small amount of power from himself. Only those who have tested there luck and have allowed themselves to enter into danger without any question will have a chance at becoming a Chosen of Brandobaris. Ok, let me know what you guys think. Is the rating enough or too much? |
| Wonderinidiot09-19-04, 09:43 AM | Will any one please take up the challeng of creating a chosen of Bahamut (dragon and half-dragon)? |
| preacher of nothing09-21-04, 02:30 PM | O.o......i LOVE the Chosen of Tiamat....damn.....now i just HAVE to have one of those....no really, thanks all, this is great work here....keep up the great stuff |
| Powerade09-27-04, 04:39 PM | -Greater -> CR +4 -Intermediate -> CR +3 -Lesser -> CR +2 -Demi -> CR +1 That's all. Cu. |
| Sengal10-03-04, 02:17 PM | i just want to tnx all of you that make these templates. i love most of em ;) |
| Ovim Ironstar10-07-04, 11:46 PM | I'd like to put all these templates into a netbook for everyone's conveniance....but first i'd like to get approval from the authors of this wonderful work....i have all the templates and would love to do this...and offer it for free dl on a site...watya think guys? |
| bgt10-09-04, 08:53 AM | go right ahead. |
| Ovim Ironstar10-11-04, 01:15 AM | Many thanks bgt, I started it but am hesitant to "publish" it w/o permission from all the contributors...not that there'd b any $$$ in it, but for the feeling that they should allow or disallow any creative input to it...also, i'm saving the copy/pasted files to create the PDF for the eventuality of future changes from it's contributors and addions from new contributions. i feel like a Chosen of Ogmah at the present...I'll keep the board posted for finality and for posted sites to aquire the files once completed...hopefully one will be in the halls of candlekeep....till swords part :whatsthis :invasion: |
| Magick_in_fearun10-11-04, 03:27 AM | hail, first of all thank you for all your templates. that's really help me in my games. but i need now another template. can anybody do finder's chosen template for everyone ? :) |
| Maskanodel10-12-04, 09:18 PM | I certainly wouldnt mind the netbook idea for cataloging the Chosen Templates. It might be an idea to run it past BigSister all the same, and ask her for her opinion. |
| Chossen of Shar10-18-04, 06:13 PM | I agree with Ovim Ironstar aboiut the book thing. but i was wondering if someone could show me the write up for the chossen for Cyric. there is one already but i dont know what to drop on him. if some one could find that for me or make one up that would be very nice and also Lovitator ( i think that is how you spell her name hehe :D ) Thanks also could any one find a Chosen of Sebek or create on thanks |
| aevrenn_wildrunner10-19-04, 04:40 PM | Has anyone created a Chosen of Labelas template? If not, could someone? GEV love your elven work. Arthan, love your stuff, man. Thanks a million for all the goods. And that's a million PLATINUM! Aevrenn |
| Captain Binkle10-21-04, 10:41 AM | Are we ever going to see a Chosen Template for Cyric or Malak? |
| Ovim Ironstar10-26-04, 10:25 PM | not sure how/where i can post the pdf file for it, so untill i figure it out, email me for a copy... |
| Chosen of the Dark Sun11-03-04, 06:59 PM | Does anyone have a Chosen of Ilsenine, God of the Illithids? |
| cykotek11-07-04, 11:35 PM | First off, you guys rock. Lots of excellent ideas here. Now that I've buttered you up, anyone have ideas for a chosen of Hoar (god of retribution and poetic justice)? |
| l3tts11-08-04, 09:02 AM | Isnt there TEmplates for the "old " gods in Players Handbook like, Kord, Bocoob, Nerul, etc. Where can I find Them??? |
| Gonnviear11-12-04, 05:21 PM | Chosen of Talos Chosen of Talos have the very essance of Destruction in them, they live out only to invoke Chaos and Destruction across everywhere they walk, inspiring fear at those who dare speak against the Storm Lord, and admire by those who follow it, The Aura around a Chosen always seems static, and electrical energies seems to charge around him. Creating a Chosen of Talos “Chosen of Talos” is a template that can be added to any humanoid creature. A Chosen of Talos, uses the character’s statistics and special abilities except as noted here. A Chosen of Talos only has its power at the will of Talos; should the Storm Lord decide to remove the Chosen status from the character, he reverts to his normal abilities. Their no Knowledge on how many Chosens one can exist, but most likly only those with the most destructive of effect can be potential one's. Special Qualities: A Chosen of Talos retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant- Endure Elements (acid, cold, fire, sonic), Fly, At will-Obscuring Mist, Call Lightning. 3/day-Lightning Bolt, Control Winds 1/day- Ice Storm, Whirlwind, Earthquake, Control Weather, Storm Rage 1/month-Storm of Vengeance. Immunities (Ex): A Chosen of Talos is immune to aging and does not age. Bonuses still accrue, the Chosen still dies when his time is up. Chosen of Talos are also immune to all forms of electricity. Spell Immunity: A Chosen of Talos is Immune to Destruction Spell. The Destoryer Rage: A Chosen of Talos gain special Rage, that works while in the area of a fierce Storm, A Chosen of Talos who Rage in a Storm gain powers that god-given, his body becomes quick as lightning, his hands become strong as a thunder strike, and his body become more resistent then usual, gaining +4 AC, +6 Strength, +6 Constitution,, 2d6 Electrical Damage while Unarmed, and /10 Against Bludgeoning, Slashing and Piercing Damage, after Rage wears off, A Chosen cannot Cast a spells of any sorts due to the sacrfice of letting divine to be channeled at him, and the energy that was drained while raging. Saves: Same as character. Abilities: Increase from character as follows: Str +4, Con +4, Wis +2. Skills: Intimidate and Taunt are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Toughness, Great Fortitude. Challenge Rating: Same as character +5. Alignment: Always CE. Well in general comments are welcome, am amatur DND Writer hoping to become good one in the future, i'm very big fan of GreenGiant, awesome articales, read almost everyone, recently assing here, but play a fanatic inspire chosen Stormlord myself, goes by the name Markos Deler, hehe be easy on me, am still new :D. |
| Captain Binkle11-15-04, 09:27 AM | Does anyone have a Chosen Template for Cyric or Valkur? Please Help!? |
| Captain Binkle11-17-04, 09:34 AM | Wow i have never seen such a reponse for a post. :twitch: |
| Lawless11-17-04, 01:11 PM | Can anyone do a Chosen of Fenmarel Mestaine? PLEASE?!? |
| kedi11-21-04, 04:53 AM | Chosen of Mask Alignment: Any You do believe that mask would choose a LG person to be his chosen one?? :rolleyes: Chosen of Corellon Larethian Also known as The Feywarden Its a template that can be added to any Elf, or Half Elf.If a god even makes discrimination in his own race (which, he is more god to sun elves than other elves), half-elf chosen of Corellon doesn't sound right. Chosen of Vhaeraun Alignment: CG, CNAgain, alignment problem. Ok, there can be CG chosen very minor chance but ok, but I think you should add CE too. BTW, these are wonderful work folk. I'm only pointing some stuff I don't think that seems right, I just want to make these chosen templates perfect. No hurt feelings, ok? :) |
| Messan11-24-04, 11:03 AM | Chosen of Cyric “Chosen of Cyric” is a template that can be added to any humanoid creature. A Chosen of Cyric, uses the character’s statistics and special abilities except as noted here. A Chosen of Cyric only has its power at the will of Cyric; should the Prince of Lies decide to remove the Chosen status from the character, he reverts to his normal abilities. A character of any class can be Chosen, but the majority are either thieves, assassins or clerics. There can be more than one Chosen of Cyric at a time. Special Qualities: A Chosen of Cyric retains all special abilities of the character and gains the following. Bonus Spells (sp): Constant- nondetection, misdirection At Will- disguise self 3/day-pass without trace, invisibility, dimension door 1/day- displacement, glibness, greater invisibility, locate creature, true strike. Damage Reduction: None Spell resistance: None Immunities: A Chosen of Cyric is immune to aging and does not age, but she still dies at the normal age for dying. He is also immune to all mind affecting, compulsion and death effects. Shroud of the prince (su): A Chosen of Cyric is immune to zone of truth and similar effects. Death’s chosen(ex): All of the Chosen’s character levels count as assassin’s levels for the purpose of determining effects of any assassin skills, spells and abilities. Death Strike (su): A Chosen of Cyric can use his death attack ability as a standard action without having to study his opponent for 3 rounds. This ability is usable 3/day. Cyric’s tongue (su): Chosen of Cyric adds a +10 insight bonus to sense motive, bluff and diplomacy checks. Cyric’s blade (su): Any weapon wielded by the Chosen of Cyric gains Keen, screaming and wounding effects. These effects replace the current effects on the weapon, only the magical enhancement remains. For example a +3 flaming burst longsword would become a +3 keen/screaming/wounding longsword. Abilities: Dex+6, Int+4, Cha+6, Skills: Same as character. Feats: The character automatically gains the following feats and abilities, regardless of prerequsites. - Death attack - Poison use - Track Challenge Rating: Base Creature +4 Alignment: Any evil Comments are welcomed! :cool: note: edited typos and made more readable ;) |
| dragonheart11-26-04, 06:35 PM | I've enjoyed reading many of these templates but we all seem to struggling a bit to decide what is acceptable and what isn't for a more or less +4 CR template. After looking at the 3 official templates I tried my hand at a template for templates :) I basically used the chosen of mystra template as a starting point and then revised drawing on the chosen of Bane and CHosen of Denier templates to get a sense of what else might be doable and then added a few ideas of my own ( as we all do) so here it is (long): Template for creating Chosen Templates Chosen is a +4 CR template applied to a character and empowered directly by that character’s deity. Effectively the character’s life force is linked to a small piece of the deity’s life force and that enhances the character is a variety of ways as listed below. When a deity creates a chosen it selects a series of powers to imbue them with. Those powers are drawn from the lists below. All chosen have the basic enhancements listed. All deities then draw from the general properties lists. Lesser Deities can then draw up to 2 powers from the extended powers list. Intermediate deities can draw up to 3 powers from the extended list while Greater deities can either draw 4 powers or imbue them with holy fire which has its on deity specific set of powers (decided on by the DM, but generally similar to silver fire or spellfire) Basic Enhancements 1. All chosen are immune to aging, disease, poison and disintegration effects. 2. All chosen get a total of 10 points of statistic bonuses. General Powers: 1. Spell like Abilities: up to 45 spell levels of spell like abilities drawn from the deities domain spells. Each is usable once per day. Each additional use counts as an additional set of spell levels. (special note: As goddess of magic and the weave all spells qualify as domain spells for Mystra and her chosen) 2. Defenses: up to 45 points/spell levels of energy defenses, damage reduction and/or spell immunities. However no single item may exceed 10 levels/points (ie DR +10 or Fire resistance +10 is the maximum allowed) Extended Abilities: 1. Domain Powers: The deity can grant access to any of the domain powers for the domains they have. 2. Special Abilities: If the deity has a special ability (Psionics, Breath Weapon, etc) they may grant it to their chosen or enhance (up to 15 points) it if the chosen already has the ability. 3. Enhanced Skills: The Deity may grant either class access to selected skills appropriate for the deity or may enhance skills already present by up to a total of 20 points. 4. Bonus Feats: The deity may grant it’s chosen either a single epic level feat or 2 non epic feats that the chosen can use even if it doesn’t have the normal prerequisites for them. Holy Fire: This is a small piece of the deity’s life force inhabiting the chosen. It can be used in a variety of ways by the chosen including ranged touch attacks, personal dispelling, healing and regeneration, or transportation (flight or teleportation like effects). A deity may chose to extend the general powers by forgoing one of more of the extended powers at the rate of 10 points of extension for each extended power forgone. They may also choose not to fully empower the chosen at the time of creation. If they do not fully empower them they can provide additional enhancements up to the stated maximums at latter times. And here is a version of a chosen created with template template: Chosen of Shaundukul – Portal Master Immune to aging, poison, disease and disintegration +5 to strength, +3 to Constitution, +2 to Charisma Spell like abilities (1/d): Portal Stabilization, Analyze Portal, Airwalk, Dimension Door, Portal Barricade, Portal to Portal Redirect, Chain Lightning, Portal Reformat, Prismatic Sphere. Defenses: +10 Cold, +10 Lightning, Immunity to: Otto’s Irresistable Dance, Dimensional Lock, Dimensional Anchor, False Vision. Domain Powers: Portal Sensitive, Turn/Destroy Earth Elementals; Rebuke, Command, Bolster Air Elementals 3/day + Charisma Bonus. Obviously a template like this can be limiting but it also can be very useful to provide a "skeleton" to hang things off of and see how ideas balance against the published Templates for game balance. comments are always welcome :) |
| realbombchu11-26-04, 08:47 PM | Has anyone made a chosen of Aerdrie Faenya? If not, I would be really happy if someone would. Thanks in advance! By the way, I think the idea of a template for templates is a great idea. |
| Green Elven Vampire12-07-04, 03:29 PM | Has anyone made a chosen of Aerdrie Faenya? If not, I would be really happy if someone would. Thanks in advance! By the way, I think the idea of a template for templates is a great idea. I'll take this one if nobody else has their eye on it. Give me like 4 days and I'll post what I have for you my friend. |
| Captain Binkle12-08-04, 07:03 AM | I need a Chosen of Valkur if anyone can help me out. Thanx. |
| l3tts12-08-04, 02:36 PM | Please, can Anyone make a Chosen of kord?? - for barbarians for example or Heironeous for paladins :) :) :) :) :) |
| Burningspear12-15-04, 04:38 PM | has anybody yet made an attempt to create his chosen or not i went truh the post but did not find a proposal, only a request..... thnx... :ahem: :waits: :dancin: By Assurans will, die o almighty pharao...die... |
| Burningspear12-16-04, 09:26 AM | +4 to strenght, constitution and intelligence dam red. 10/+3 immune to aging track feat + + 10 sacred bonus on the skills wilderness lore, hide and move silent Hoar's Strike: 3 x a day the chosen may make a retributive strike after being wounded as per retribution domain ab.(each strike is acompanied by a loud thunder, audible up to a mile away in all directions, no side affect) if however all 3 strikes are aimed at the same target, (1st and 2nd time there is no need to hit for the 3rd rnd ab. to actually work) the 3rd attempt automatically hits and is a critical.... continues effect of mindblank continues effect of speak with the dead 3 x a day major image 1 x a day phantasmal killer what lvl adjustement? and any feedback plz..... Daniel |
| Green Elven Vampire12-20-04, 12:19 PM | I'll have that chosen done tonight guys! |
| Burningspear12-24-04, 05:09 PM | riight no same night template and why did u ignore my version? am i not interesting or what? :confused: :banghead: anyway, i have the distinct feeling everyone on this post has fallen asleep hehehehe byebye and merry xmass and happy NY |
| ChocoTheRed12-29-04, 11:59 PM | I'd like to second the request for a Chosen of Sharess template. Thanks, I really enjoy reading all of these creations. |
| Green Elven Vampire01-04-05, 01:07 AM | Chosen of Erevan Ilesere Also known as The Mischiefmaker its a template that can be added to any Elf, Half Elf, or Fey creature. A Chosen of Erevan uses the character's statistics and special abilities except as noted below. Erevans Oath: Chosen of Erevan must be Wild and unruly, mischievous, independent, and utterly unpredictable! They play tricks on others for the sheer joy it gives them. They oppose settled interests of every sort and delight in upsetting both the rule of law & powerful people, and in basically creating mayhem in any shape, form or way possible. They have little to do in formal duties, and minister to the faithful primarily through example, and promoting the skills required to be a mischievous rogue. The chosen MUST seek out a powerful lawful person or creature once a month and cause as much mayhem and chaos as she can in that time before moving on to the next person or creature. Failure to do this results in the loss of her chosen status. BONUS SPELLS (Sp): Constant~~ Protection from Law, Ventriloquism, False vision, Know protections. At will~~ Invisibility, Change self. 5/day:~~ Cats grace, Mislead. 3/day~~ Word of Chaos, Animate Object. 1/day~~ Timestop, Cloak of chaos. Erevans Resistance(sp): The chosen has a constant spell resistance 11 + character level vs. spells with the law discriptor or spells cast by lawful creatures. Smiling entry(Su): The chosen may step through any magical barrier of 7th level or lower as if it didn't exist. Mocking Laughter(Su): The chosen gains damage reduction 5/+3 against any one that she can make laugh. The target may make a wis. check vs. your Cha. check to see if you make them laugh. If you succeed in making them laugh they cannot harm you as effectively. You disregard 10 points of damage from weapons of +3 enhancement bonus or less a round. This ability may be used at will. Spell Immunity (Su): The chosen is immune to all these spells as if she were constantly protected by a spell immunity spell. *Cause fear *Tasha's Hideous Laughter *Hold person *Orders wrath *Dispel chaos *Disintegrate *Dictum *Binding *Power word: Kill Immunities (Ex): The Chosen of Erevan are immune to aging effects and do not physically age. They also are immune to pranks, tricks or mischief caused by any person or creature with less than 12 hit die that cause damage mentally or physicaly. Faerie Form (sp): This ability allows the chosen to assume the form of any type of faerie, brownie, or sprite (including atomies, brambles, dobies, faerie fiddlers, gorse, grigs, killmoulis, nixies, pixies, quicklings, sea sprites, squeakers, and other similiar fey creatures). The chosen adopts the form of the creature, gaining all of that forms abilities. The chosen also adopts all that forms weaknesses as well. The chosen can change form as many times as desired, within the duration of the spell. The chosen may turn into a sprite and fly away and then turn into a nixie and dive into a lake. The first form adopted has one-quarter of the hit points of the chosen. Subsequent forms carry the current total hit points with them until the origial form is resumed. Each alteration in form takes only 1 second. This ability can be used one time a day, and lasts as many rounds equal to your total character level + your Charisma modifier. Polymorph Aura(sp): The chosen may use this ability as many times a day equal to her charisma mod. This ability wreathes you in thin, whispy shimmering light, and polymorphs any creature who attacks you in melee. Any creature striking you with its body or handheld weapon deals normal damage, but is polymorphed randomly upon contact. If a creature has spell resistance it applies to the effect. It lasts 1 round per character level. A successful Fort. save (DC22) negates the effect. Detect Fey(Su): The chosen can detect fey creatures in a line of sight range at will. Chaotic Ally (Sp): The Chosen has two options to choose from when summoning. She may summon 1 Ghaele Eladrin one time a day. The second option is that she can summon 1 9HD Nymph twice a week. On becoming a chosen of Erevan you must decide which of the two you will keep to use. Fury of the Fey (Su): This ability works the same as a Mirror Image spell cast by a sorcerer of 20'th level, except that when an image of the chosen is struck, that image turns into a furious Pixie with all its natural abilities attacking the creature who struck the image for a duration of 3 rounds, or untill the creature or the Pixie is slain. This ability is the result of an ancient pact between Erevan Ilesere and the Pixies. Exactly where the Pixies come from, no one knows. The Pixies of Evermeet say that the summoned pixies do not come from their number, nor is there any evidence that the pixies are summoned or teleported from anywhere on Toril. Most believe that the pixies are actually the spirits of slain pixie warriors who died in service to the Seldarine in ages past. This ability can be used once a day. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +8, Charisma +4. Skills: Bluff, Disguise, Hide, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Persuasive, Alluring, Quicker than the eye, and Charlatan. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Erevan Ilesere. Challenge Rating: Same as the character +4. Alignment: CG, CN, Treasure: Same as the character. Advancement: Same as the character |
| SolenVlos01-05-05, 09:07 AM | What about a Choosen of Horus-Re? that would be cool |
| Green Elven Vampire01-05-05, 02:00 PM | I usually only do demi-human chosen templates |
| Zireael01-13-05, 07:45 AM | Can you post a chosen of Milil, the god of music? And a chosen of Uthgar, the god of nothern barbarians? Or Aerdrie Faenya? |
| Burningspear01-17-05, 11:00 AM | still no reply or feedback on my chosen of hoar thingie...anybody? :plotting: :rant: |
| Captain Jack Sparrow01-18-05, 03:01 AM | How about a chosen of Fenmerel Mesterine? PLEASE? |
| Corellon01-22-05, 09:11 AM | yeah i need Chosen of Fenmarel Mestarine too.. |
| DevaNinja01-24-05, 01:08 AM | I've been noticing that most of these templates were done back in the days of 3.0, with some updates to 3.5. I see the Challenge Rating adjustment for them, but no Level Adjustments for PC use? Any idea how to calculate those? |
| Chosen Of Bhaal01-24-05, 06:53 PM | The original LA for the FRCS chosen of mystra was +10 ... according the one of the authors of the book (not too sure which) |
| DarvinNathos01-24-05, 08:04 PM | i've been working on a chosen of valkur can anyone make me a LA 1 template of a chosen of valkur? Thanks in advance |
| Rafilar Irithyl01-24-05, 11:04 PM | i've been working on a chosen of valkur can anyone make me a LA 1 template of a chosen of valkur? Thanks in advance Somehow, the idea of an LA +1 Chosen just doesn't seem very... "Chosen" to me. |
| DarvinNathos01-25-05, 12:51 AM | well valkur is a Demi god so hsi chosen wouldn't be as powerful as a greater deities chosen soo their was a thing earlier saying greater were +4 Intermediate +3 Lesser +2 and Demi +1 it kinda makes sense and i don't mind it only being an LA 1 sooo |
| Green Elven Vampire01-27-05, 11:50 PM | I re-vamped this template to better fit what changes I thought it needed and so decided to re-post it. Hope you all like! Chosen of Kiaransalee Also known as The Yathrinshee Its a template that can be added to any Elf or Half Elf. A Chosen of Kiaransalee uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Detect Undead, Cloak of dark power, Magic circle against good. At will~~ Holy Sword, Desecrate, Speak with dead. 5/day:~~ Suggestion, Blacklight, Death Ward. 3/day~~ Undead Lieutenant, Kiss of the Vampire, Banishment. 1/day~~ Energy drain, Create greater Undead, Gate. Immunties (Ex): Chosen of Kiaransalee are immune to all the special attack forms from undead beings. They never age but still die when the time is at hand. Negative energy absorbtion (Su): If the chosen has been successfully attacked by any undead with fewer than 12 hit dice she gains the amount of damage inflicted to her hit points. The Revenancers smile (Ex): The Chosen of kiaransalee gain a +4 bonus to the DC of any of her spells cast from the school of Necromancy or with the Retribution and Undead discriptors while in the underdark. On the surface however this bonus drops to +2. Mantle of Nightmares (SP): On command the chosen may summon a cloak of rattling bones that causes fear in all living creatures that hear it, requiring a successful Will. save DC30 with a -4 penalty to avoid its effects. She may use this ability once a day, and it lasts a total of 12 hours a day. (the hours may be broken up seperately into rounds). Loyal Undead (Su): In any given round the chosen can command the absolute loyalty from any undead creature within 200 feet that has less than 8HD and is not of a divine status. This ability functions constantly. Curse of the Revenancer (Sp): Once a day the chosen may make a touch attack against any living creature. If the attack is successful the opponent must make a Fort. save DC30 or otherwise nothing short of a Wish spell or a Remove Curse spell cast by a 14'th level caster can remove this curse. Once the curse is successfully laid on the creature, any foe killed by the victim has a 15% chance of rising from the grave as a Revenant. If the foe has a Con. score of 18 or better then the chances increase to 30%. If the foe is a follower of Kiaransalee then the chances increase to 50%. If the foe is the chosen who laid the curse, then the chances of rising as a Vampire Lord is 100%. Spell Immuity (Sp): The Chosen is immune to the spells listed here as if she were constantly under the effects of the spell, Spell Immunity. *Detect evil *Consecrate *Slow *Enervation *Mark of retribution *Greter dispelling *Holy word *Symbol *Wail of the Banshee The vengeful banshees blight (Sp): The Chosen can use this ability one time a day. This ability works just as if she had cast the spell Unholy Blight, except that the area of effect centers on her in a 60 foot radius spread. It deals 1d12 points of damage per 2 caster levels (maximum 5d12) and heals all undead in the area the same amount. It also sickens good creatures for 1d6 rounds causing a -3 penalty to all attack, weapon damage, saving throw, skill, and ability rolls. Kiaransalee's Undead ally (Sp): The chosen can summon five Wights 4x/ day, three drow vampires 3x/ day, two drow cursts, 2x/ day, or one Nightwalker twice a week. Saves: The character adds + 2 as a bonus to all saving throws, and + 4 divine bonus to saves against Necromancy spells and spells with the Undeath and Retribution discriptors. Abilities: Increase from the character as follows: Dexterity +3, Strength +2 Charisma +3, Wisdom +4. Skills: Hide, Intimidate, move silently and Intuit direction are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Improved Familiar (either a Fiendish Bat, Giant Lizard, Fiendish Viper, Homunculus, Ice Mephit or Imp) Stealthy, Survivor, Twin sword style. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Kiaransalee. Challenge Rating: Same as the character +5. Alignment: CE, NE Treasure: Same as the character. Advancement: Same as the character |
| Zevox01-29-05, 07:48 PM | I'd like to put in a request for a Chosen of Tyr (specifically Tyr, not the Triad as a whole as has already been posted) if anyone would care to make one. Zevox |
| Corellon02-02-05, 04:35 PM | i m still looking for fenmarels chosen... any advice? |
| Green Elven Vampire02-03-05, 09:40 PM | Give me a week and I'll have your chosen of Fenmarel. |
| DarvinNathos02-03-05, 11:51 PM | Chosen of Valkur? anybody? |
| ClobberinTime02-07-05, 07:02 PM | Hows about a chosen of talona???? then we can make the blighted man.... |
| Zireael02-10-05, 08:18 AM | I made new version of Slayer change so add it to the Bhaal's Chosen Slayer + 8 to Strength and Dexterity - 4 Will and Fort (-1 each round, when it goes to +5 you fall in rage, you lose control of yourself and attack everything in sight) +5 natural armor |
| KnightODaRealms02-20-05, 06:25 AM | The Chosen of Targus The Chosen of Targus is a True Master of his/her weapon amongst his fellow followers. The Chosen of Targus is in charge of making special weapons followers/worshipers. But when the time for battle is called upon this the one for the job be it leading an army or a one-on-one fight. Special Qualities: A Chosen of Targus retains all special qualities of the character and also gains the following: Bonus Spells: (sp) A Chosen of Targus gains the ability to cast any spell needed for a magical weapon. When making magical weapons is the only time s/he can cast these spells. Forge Weapon: (ex) The chosen of Targus can automatically make any masterwork weapon with having to make a craft check. Also he do not have to pay for materials or EXP required to make the weapon magical. When making a magical weapon or adding special abilities he may add his STR modifier in addition to his INT modifier to the check roll. Magical Weapon Affinity: (ex) When a Chosen of Targus studies any magical weapon for at least 5 minutes he can discern any pluses on the weapon. Studying a magical weapon for 10 minutes he can tell what special abilities the weapon might have. Studying an intelligent magical weapon he may speak with the weapon for a number of rounds equal to her character level. Greater rage: (ex) In times of war or when fighting one-on-one Targus has granted his chosen one the ability of greater rage just like the barbarian ability of the same name. Except the chosen can rage for a numbers of rounds equal to his Character level + his CON modifier. While enraged the chosen does not suffer any negative penalties to Will save and is not fatigued afterwards. Flurry of Weapon Strikes: (ex) When enraged, The Chosen of Targus may strike with a flurry of weapon strikes at the expense of accuracy. When doing so, she may make a number of extra attacks equal to her natural unmodified STR modifier in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Chosen of Targus might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A Chosen of Targus must use a full attack action to strike with a flurry of weapon strikes. This ability may only be used once ever three rounds of combat. Damage Reduction: 5 + Character level /+1 Immunities: Chosen of Targus are immune to high levels of heat do to working around the forges. Saves: same as character except he may add his CON modifier to his Will save Abilities: Increase from the character as follows: Str +6, Con +6 Skills: Receives a +10 to craft checks to make any magical weapon, Knowledge(weapons) Knowledge(weapon history), Spellcraft (in regards to spells cast from weapons) Feats: (You gain these feats automatically without meeting their prerequisites) Craft magical weapon, Whirlwind Attack, Improved Critical (this feat stacks with any abilities that enhance the critical.) Two-Weapon fighting Alignment: True Neutral |
| Osk Goblinreaver02-20-05, 09:03 AM | Was wondering if I could get a chosen of Hoar and/or a Chosen of Garagos? |
| Burningspear02-20-05, 09:08 AM | i am totally in line with u, as i asked about Hoar but never got a reply to even aknoweledge my question... Garagos is also a very nice one, as would Bhaal be |
| Maskanodel02-20-05, 10:50 AM | It takes time. The traffic in this thread has slowed down a lot in the past few months. Personally, I don't spend much time with Dungeons and Dragons anymore, as I'm busy with school and the like, and I know Green Elven Vampire works most of the week, so we all have different priorities. As much as I love the Realms, university comes first. So the best advice I can give is, if no one takes your request, give it a go yourself. The worst that can happen is that'll be no good :D. |
| Burningspear02-20-05, 10:58 AM | i did just that, create a chosen of hoar, and did not even get a reply on that.... :plotting: :rant: :ahem: :waits: :uh-huh: anyway thnx Maskanodel |
| Captain Jack Sparrow02-21-05, 02:44 PM | What about a chosen template for the Fey gods and goddesses? A chosen of the seelie court?? |
| Maskanodel02-21-05, 03:52 PM | Chosen of the Seelie Court: Green Elven Vampire; Page 6 |
| Captain Jack Sparrow02-21-05, 04:08 PM | Holy crappers! Thanks man, that was just what I was looking for. Do you think any of these will ever get noticed by WoTc? |
| Maskanodel02-21-05, 05:13 PM | As cool as that would be, I highly doubt it. But a boy can dream.... |
| Green Elven Vampire02-21-05, 06:03 PM | I'm actually going to send WoTc several PrC's and Templates in the hopes of them at least stealing my ideas and printing them if not bringing me in on the inside. Yes, a man can dream indeed! Ohh and thanks for the plug Mask. |
| Ziatyn Phoenixwolf02-23-05, 11:16 PM | I have read through some of the chosen templates, and I do think that some of you are not remembering that Mystra is a greater godess, and her chosen template is nowhere near as powerful as some of these. Mystra only gives ten attribute point not twelve or more. I do understand that gods are very powerful beings, but most of these posted templates are just way overboard. I do not mean to rain on the party. This is just an observation. |
| Maskanodel02-24-05, 06:51 AM | Thanks for your critique. I definitely agree. But I also think the official Chosen of Mystra does not in any way exhibit the true power of Mystra's Chosen, as demonstrated in the novels and the like. The Simbul shows HERE (http://boards1.wizards.com/showpost.php?p=2519074&postcount=21) ,the proper way for a Chosen of Mystra to be displayed, canon game material be damned. The way I see it, if's it overpowered, so what? It's simple to just not use it. And if anyone is using these templates for PCs, then chances are their running an overpowered game anyways. I suppose what I'm trying to say is, a Chosen shouldn't be in your game for any amount of time anyways, so who cares if it's overpowered. |
| Green Elven Vampire02-24-05, 12:50 PM | Another update on a chosen. You wanted a Chosen of Vhaeraun and therefore I felt the need to create one! I hope you enjoy :) Chosen of Vhaeraun Also known as The Velvet Mask its a template that can be added to any Male Drow or Male Drow Half Elf. A Chosen of Vhaeraun uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Protection from good, Detect secret doors, Cloak of Dark power. At will~~ Locate Object, Non Detection, pass without trace. 5/day:~~ DarkFire, Pass without Trace. 3/day~~ Blur, Shadow Mask. 1/day~~ Black Blade of Disaster, Greater Planar Ally. The Shadow's favor (Ex): The chosen gets a +4 divine bonus to all saves made against spells cast by Clerics of Lolth. Immunities (Ex): The Chosen is immune to aging and does not die from old age. He is also immune to all sneak attacks unless the attack is by a rogue or assassin of no less than 7 levels higher than his current rogue level. If the chosen has no rogue levels (which is very unlikely) then the sneak attack can only be made by a rogue or assassin of 7th level or higher. Master Thief (Su): The chosen takes 10 on Open Locks, Disable Devise, Pick Pockets, Search, Hide, Move Silent and Escape Artist skill checks even while under stress. This ability can be used as many times a day as half your character level. Shadow shift: (Sp): Anytime the chosen is within 10 feet of shadows he is granted the effects of a Displacement spell upon himself. This ability lasts as long as he remains within 10 feet of shadows and can be used as many times a day equal to his total character level. Blessing of Vhaeraun (Sp): When the chosen is within 10 feet of shadows this ability enables one spell or melee attack to cause maximum damage. Furthermore, It causes one rogue skill check to be made at a bonus of +10. This ability can be used twice a day. Velvet Mask of Vhaeraun (Sp): This ability manifests as a half-mask of black velvet on the chosen's face. It lasts for 5 rounds plus one round per character level attained. Once clad in the half-mask he can unleash a Domain spell of 5'th level or less on the mask as a free action. Such spells must be from the Chaos, Evil, Travel, Trickery or Drow domains. Upon command the black half-mask dissolves into shadows that move to envelop the intended target. The half-mask acts as a carrier of the spell cast on it: No SR or saving throw is allowed against the mask, but still apply to the spell cast upon the mask itself. All SR and saving throw checks are made at a -5 penalty. Only the targeted creature is affected by the spell even if it's a area spell. This ability is usable once a day. Summon Mastiff (Sp): One time a day the chosen may summon two Shadow Mastiffs to do his bidding. If slain they simply vanish back to where they were summoned from. They can be summoned for as long as 8 hours at a time before returning to their plane. Saves: The character adds + 1 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +4, Charisma +2, Constitution +5. Skills: Intimidate, Hide, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Twin sword style, Daylight adaptation, Survivor. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Vhaeraun. Challenge Rating: Same as the character +4. Alignment: CG, CN, N, CE, NE Treasure: Same as the character. Advancement: Same as the character |
| Green Elven Vampire02-24-05, 12:56 PM | I have read through some of the chosen templates, and I do think that some of you are not remembering that Mystra is a greater godess, and her chosen template is nowhere near as powerful as some of these. Mystra only gives ten attribute point not twelve or more. I do understand that gods are very powerful beings, but most of these posted templates are just way overboard. I do not mean to rain on the party. This is just an observation. I also think some gods are greater than Mystra in many aspects. Correllon Larethian and Moradin are two examples. And Maskanodel is right in that Mystra's template should be more powerful than it is. The Simbul posted one right on the money!! |
| Corellon02-24-05, 05:10 PM | Green Elven i m still waiting for Fenmarel`s Chosen... what was happened? :D |
| Ziatyn Phoenixwolf02-26-05, 04:02 AM | I do agree on on the fact that some gods are greater than Mystra especially the two you sited. I was just working off of what is printed and what was posted. All nature gods are more powerful. I was once asked to write up a templete for Rillithane by one of my DM's, so I tried to match powers up a little bit less for Rillithane's though. |
| Rafilar Irithyl02-26-05, 04:44 AM | I disagree. Mystra is the Weave. The Realms are a place of magic, and she is the force of magic. Without her, most of the Realms' history could not have happened, and interactions with her have been some of the events that most impacted the history of the realms. Without her, the clerics of all the other gods wouldn't be able to work their magic, to say nothing of the archmages. The nature gods may be truly great, but Mystra's probably the winner in the power department. |
| Chosen Of Bhaal02-26-05, 04:55 PM | I think people are forgetting that a Chosen doesnt need to have an exact percentage of the gods power but more that its whatever amount of the gods power they wish to give to the chosen. For example a lesser god could give a host of cool abilities which were better than the chosen of mystra, and hed be giving up a much larger portion of his divine essence he can still do so. Its much the same with the 2E avatars of the gods where chaunteas avatar was around half as powerful as sune's (i think it was sune), simply because she placed a larger portion of her divine essence into the avatar. |
| realbombchu02-28-05, 10:35 AM | Can someone make a chosen of Nobanion, please? |
| rakesh03-02-05, 12:37 PM | I would like to make a request for a Chosen of Baghtru template. |
| Green Elven Vampire03-02-05, 01:52 PM | I think people are forgetting that a Chosen doesnt need to have an exact percentage of the gods power but more that its whatever amount of the gods power they wish to give to the chosen. For example a lesser god could give a host of cool abilities which were better than the chosen of mystra, and hed be giving up a much larger portion of his divine essence he can still do so. Its much the same with the 2E avatars of the gods where chaunteas avatar was around half as powerful as sune's (i think it was sune), simply because she placed a larger portion of her divine essence into the avatar. Well said, well said! ;) |
| SGAI_Yugoloth03-02-05, 04:01 PM | Bleh, I feel like such a jerk, complaining and begging for material >_> Anyways....Could somone make a Chosen of Demogorgon, or a Chosen of Gargauth, please? And, I was wondering, has there been a Garagos chosen yet? I've been reading through most of this thread and am too lazy to go back to page one >_> Thank you for your consideration. |
| ambersorsha03-06-05, 02:08 PM | First and Foremost, Although the Sseth Template itsself is a good template, How can a chosen of another diety remove the chosen status of said Person. Impossible in my opinion no matter whether or not the diety is the elder controlling deitie of the diety that's chosen status is being removed. No, It just would not be, the Diety himself could do so maybe, but a chosen, No. Most of the Templates Seem very well put together. Well At the bottom of this post you will see my Template of Bahamut, and a toned down version of the Chosen of Corellon. This is a First attempt mind you guys. Why is that I have seen only one Halfing Dieity Chosen? Do you guys just not mess with halflings? What about a Gnome Diety Chosen? ...and whoever made the Corellon's Chosen Template? I have a response! Humm.. My Thanks to all who have created a Chosen Template on the site, Its a very nice feature. Especially for me, as a DM I have a tendency to make PC's favored of the gods. Heck in my version of the realm, Midnight had to give up the weave, so The second Mystra's Granddaughter, via a son took control of the realm. Ok enough on that its a very very long story. Back to the chosen topics, sorry for the rant of a bit of a wandering. Keep up all the good work folks.. I love them.. Chosen of Bahamut Prerquisites: Must be Good Aligned Dragon, Half-Dragon or Dragonblooded individual. Must Worship Bahamut. Chosen Stat increases: +2 Cha, +2 Int, +2 Wis Other Abilities: +2 on all Saving Throws ( One of Bahamut’s Domains is Luck and Another is Protection) +4 Vs Dragon Fear to their Allies. Creatures with out wings Gain Wings and flight Capabilty at Good Level, Creatures with Wings increase their flight Capabilty by one Level (Example Average flight becomes Good Flight) (Another of Bahamut’s Domains is Air)(As Per the Improved Mobility Feat with out needing the prequisties for that feat.) Scales Turn Platinum in Color (As Per Platinum Knight) Smite Evil Dragon Kind (As Per Platinum Knight) Spell Casters Gain 1 Bonus Spell Per Day Per Level of Casting, This Bonus spell must be spent in one of the Spells with the Good, Dragon, Air, Luck, Nobility, Storm, or Protection. See appropriate Cleric Domains. All Arcane Spells that are in the Draconomicon count as Dragon Spells. Non Spell Casters Gain the Ability to cast the Following spells at caster Level equal to their Class Levels Once per day. Earthbind (Flying Creatures are bound to the Earth, and cannot fly.) Resist Energy Voice of the Dragon (+10 Diplomacy, Bluff and Intimidate. For 30 minutes Period.) Non Spell Casters all Gain Weapon Prof, and Focus with Bahumuts favored Weapon. (A Heavy Pick or a Bite Attack if they do not already have such, if they do then they gain a one time only +1 to attack with the favored weapon, this is not a base attack, this is a misc.) The Platinum Knight Prestige Class is found in the Draconomicon. As is all the Information on Bahamut himself and other Spells, Or Domains that I meantion that you are not sure about. -------------------------------------------------------- Chosen of Corellon Larethian Also known as The Feywarden Its a template that can be added to any Elf. A Chosen of Corellon uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Magic Circle against Evil; True Seeing A Chosen of Corellon chooses one spell of each spell level they are capable of casting to be used once per day as a spell-like ability. Corellon's spell preperation(Su): The chosen needs only 10 minutes to prepare her spells in place of an hour or more. Corellon's magic focus(Su): The chosen casts all spells from the schools of Enchantment, Illusion, Divination, Conjuration, and Abjuration as if she had the Spell Focus and Spell Penetration feats. Also, a Chosen does not provoke AoO by casting in Melee (As if she had the ‘Casting Mastery’ Feat). Spell Immunity (Su): Chosen of Corellon are Immune to one spell of each spell level 1'st through 9'th just as if the Spell Immunity spell were in constant effect on them. Immunities (Ex): Chosen of Corellon are immune to magical and mundane poison. They are also immune to the paralysis, and their bonus vs. Enchantments increase to +4. Chosen’s Counterspell (Su): Once every 1d4 rounds, a Chosen can utilize a targeted Dispel Magic as a counterspell. This Dispel Magic is used as a free action. Corellon’s Companion (Sp): The Chosen may summon an animal companion, as per the Druid ability, with the Chosen’s Character Level as her caster level. This companion is treated in the same manner as a paladin’s mount in reguards to Bonus HD, AC, strength adj., Int., and special abilities. If the companion dies in battle the Chosen may not summon another for a year & a day. Corellon's High Magic (sp): Being the Chosen of Corellon she is gifted by the god himself with a limited amount of lesser Elven High Magic. There are several forms of High Magic as listed below. Nymph's Aura: This spell grants the chosen the beauty of a Nymph and its attendent dangers to all observers. All who gaze upon the chosen are blinded unless they successfully make a Fort. save (DC15 + Cha Mod + ½ Character Level). If the chosen disrobes, observers must successfully make a Fort. save (DC15 + Cha Mod + ½ Character Level) or die immediately reguardless of Hit Points or level. This High Magic ability is usable once a week. Shooting Stars: This spell when cast creates a violent turbulence in the air above the area of effect, from which a number of silvery, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 1d10 points of combined magical and electrical damage per character level. A successful Reflex save (DC20) indicates half damage. The area of effect is a 60' radius spread, in a range of 120 yards. This High Magic ability may be used twice a week. Corellon’s Battlefury: The Chosen gains +5 to Strength, Constitution, and Charisma. She also gains +4 Natural Armor Bonus, and SR 15 + Character Level. This ability lasts for 1 round per Character Level, and is useable once per week. Celestial Army: This spell is only to be cast when the elven peoples lives are threatened, or an elven community, or city is under threat of being destroyed. This spell summons a host of beings from the upper planes who will fight on the side of the chosen. Roll 1d10 and refer to the list below to determine the type and number of beings summoned. 1. 1d3 Astral Devas 2. 1 Half-Celestial Phoenix 3. 3d6 Hound Archons 4. 1d6 Trumpet Archons 5. 5d4 Avoral 6. 1 Celestial Lammasu 7. 1d3 Lillends 8. 2d10 Ghaele Eladrin 9. 2 Planetars 10. 1d6 Celestial Couatl The summoned creatures will serve until the enemy is defeated or until they are slain. Slain creatures vanish and return to their home plane. This High Magic ability is usable 1 time a year. Saves: The chosen gain a + 2 bonus to all saving throws. Abilities: Increase from the character as follows: +4 Int, +6 Wis, +4 Cha Feats: (You gain these feats automaticly without meeting their prerequisites) Combat Casting, Strong soul, and Whirlwind Attack. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Corellon Larethian Challenge Rating: Same as the character +7. Alignment: CG. Treasure: Same as the character. Advancement: Same as the character This is my 1st attempt at a Chosen Template, Tell me what you think. |
| Maskanodel03-06-05, 04:17 PM | First and Foremost, Although the Sseth Template itsself is a good template, How can a chosen of another diety remove the chosen status of said Person. Impossible in my opinion no matter whether or not the diety is the elder controlling deitie of the diety that's chosen status is being removed. No, It just would not be, the Diety himself could do so maybe, but a chosen, No. I think I know what happened. When bgt wrote up the template for the Chosen of Sseth, he must have copied and pasted my opening paragraph from the Chosen of Mielikki. He must have forgotten to switch Mielikki to Sseth. It should read: "A Chosen of Sseth only has its power at the will of Sseth; should he decide to remove the Chosen status from the character, he reverts to his normal abilities. And, truth be told, I'm having a little trouble picking out your Chosen. Could you space it a little better? |
| ambersorsha03-06-05, 04:22 PM | Thanks that just seemed odd to me, and the Bahamut template is fixed and a toned down version of the correlon template was added to the previous post. |
| Porcus the Wombat03-09-05, 07:43 PM | Chosen of Loviatar Chosen of Loviatar is a template that can be applied to any humanoid creature that has Loviatar for a patron. This template is granted by Loviatar's wishes, and is subject to removal by her at any time. Size/Type: The creature’s size and type are unchanged. Special Attacks: The creature retains all its special attacks, and gains those listed below. Rain of Lashes (Ex): When wielding two whips, two scourges, or one whip and one scourge, a Chosen of Loviatar gains the benefits of the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting Feats, even if she does not meet their prerequisites. Further, she threatens all squares she can reach and does not provoke attacks of opportunity when making attacks with her whip or scourge. If she can make other special attacks through her whip or scourge, she can make one attack per weapon per round. Piercing Blow (Su): Any whip or scourge wielded by a Chosen of Loviatar counts as magic, evil, and cold iron for the purposes of overcoming damage reduction only. Spell-Like Abilities: At will—Nybor’s gentle reminder, sadism; 5/day—mystic lash, Nybor’s mild admonishment; 3/day—fleshshiver, wrack; 1/day—flensing, Nybor’s wrathful castigation. These abilities are used at a caster level equal to the Chosen of Loviatar’s HD; the save DCs are Charisma-based. Special Qualities: The creature retains all of its special qualities, and gains those listed below. Chosen traits: A Chosen of Loviatar gains resistance 10 to acid, cold, electricity, fire, and sonic; immunity to disease, poison, and pain (that is, the debilitating effects of pain, such as from a symbol of pain); darkvision 60 ft., and low-light vision. She is immortal, which means that she does not die of old age, etc. Shield of Pain (Su): A Chosen of Loviatar may choose to gain a deflection bonus to AC of up to her Cha bonus (min +1). However, for each point of AC added in this way, any normal melee attacks that hit the chosen deal an extra +1 damage. Alternately, the Chosen may choose to gain DR X/--, where X is any number up to her Cha bonus (min. 1). However, in this case she also takes a –X penalty to her AC. Activating this ability is a free action, as is changing its mode or the amount of bonus gained. Abilities: Str +4, Wis +4, Cha +4 CR: +4 Alignment: LE, LN, or NE |
| Aravilar Faenya03-14-05, 09:49 PM | Who do I beg for a chosen of Aerdrie Faenya? I would do one, but I don't know enough about creating templates, classes, or PrCs to do it myself. Thanks in advance to anyone who does one or can give me a link to one. |
| Green Elven Vampire03-15-05, 11:13 AM | I would take it up but I'm just swamped with work right now. Maybe give me a week and I'll see if I have the time. |
| ambersorsha03-17-05, 11:15 PM | I would love to see a chosen of Aradie, But I would Also have to say I would love to have other chosen Templates as well but I still dont know what people thought about my previous chosen Templates. |
| ambersorsha03-18-05, 12:40 AM | All Right I find halfings are played quite often in my relams games. So with only Brandobaris as a halfling Chosen Template, I came up with a few other halfing Dieties Chosen. I am Still Working on the CHosen of Arvoreen. But here is my Chosen of Cyrrollalee, The Hand of Fellowship, THe Hearthkeeper. Chosen of Cyrrollalee (Halfing Deity of Fellowship and the Hearthkeeper) Stat Increases: +4 Cha, +2 Wis, +2 Int Spell Like Abilities: All Spell Like Abilities are Activated as a Free action. 3/Day: Create Water, Detect Posion, Mending, Prestidigitation, Purify Food and Drink, and Know Direction 1/Day: Endure Elements, Locate Object, Cure Light Wounds and Comprehend Languages Other Abilities: Host’s Sincerity: If Completely Sincere, The Chosen Gains a +5 Circumstance Modifier to all Charisma Based Skills and Abilities. All Individuals around the Chosen are at –5 Bluff Checks. This Ability Can Be Activated 1/Week. This is treated as a supernatural Ability and thus there are no saves for this ability because it operates on the Principal of Trust. The Chosen’s Aura projects on or complete trust and trustworthyness. The Penalities because of this ability exist simply because the Chosen become so approachable and trustworthy that the other individuals do not wish to speak lies if they can help it. Ring of Friendship: A 40 Foot Radius around the Chosen. Each Ally within that radius, gains the bonus of +4 Vs Fear Checks. Once a Turn as a free action while this ring is activated, the chosen may Split the damage delt to an ally as though the Cleric Spell, Shield Other. All Allies are Protected as though under the Sanctuary Spell. This Ability Lasts a round per Character Level and can only be activated Once a Week. Skill Bonuses: +10 To Profession Cook, +10 To Diplomacy, +10 Gather Information Immunities: All Posions Magical or Mundane and All Diseases Magical or Mundane. |
| HalfMunchkin03-23-05, 12:27 AM | Can someone make a Chosen of Fierna template. I know it says that she doesn't have any worshippers, but she might have one or two out there. I have a NPC Devil Blooded Human Sorcerer that that worships her. |
| Borris03-25-05, 10:50 PM | I needed a Chosen of Urdlen (well, not really), so I just spent a while working on this one. Tell me what you think. Chosen of Urdlen, The Crawler Below This template can be applied to any humanoid or fey that has Urdlen as a patron. Size/Type: The creature’s size and type are unchanged. Special Attacks: The creature gains two claw attacks that deal 1d6 points of damage each and are treated as adamantine. Rage: A chosen of urdlen who takes damage in combat flies into a berserk rage on his next turn, clawing madly until either he or his opponent is dead. He gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. He cannot end its rage voluntarily. Spell-Like Abilities: At will - bindness/deafness, scare; 3/day - enlarge person (self only); Summon Crawler (Sp): Once per day per point of charisma bonus (minimum 1), a chosen of Urdlen can summon a fiendish dire badger as if using summon monster III. Special Qualities: Darkvision 60 ft., Low-light Vision, Tremorsense 30 ft.; Spell Resistance: 11 + HD Chosen traits: A Chosen of Urdlen gains resistance 10 to cold and sonic; immunity to poison, immunity to aging and does not age or die from old age; Abilities: Con +4 CR: +3 |
| Verash_Hynen03-30-05, 07:00 AM | I would like to see a Chosen of Auppenser. As lately previously stated in another thread I have been running a campaign where the group soley worships him. And since he has had a few worshipers, at least one should been a Chosen, the most devoted or fanatical. Can someone do up a Template for him? |
| Sakeninja04-01-05, 02:46 PM | i would like to see a Chosen for each Liira and Sharess, they are some pretty fun dieties (the most fun from a mid-twenty year old's standpoint ;)). but seriously, i have a cohort that is on the very edge of leaving me as a cohort (tear) but she may go on to be the Chosen of Sharess. My DM wants some ideas but i don't even know where to start, if some one would like the challenge of making a Sharess Chosen i would greatly appreciated it. Thanks |
| kgbspy04-03-05, 01:17 PM | im requesting the same thing as the above Sakeninja. Only the Chosen of Sharess though. I have an NPC in a campaign i am designing which combines most Wotc Settings. The NPC is a Rogue/Celebrant of Sharess and i wanted to give her the Chosen of Sharess template |
| Zireael04-05-05, 08:34 AM | What's Celebrant? Church agent or something else? |
| Sakeninja04-05-05, 11:51 AM | A Celebrant of Sharess is a exalted PrC in the back of the Player's Guide (FR). it is kinda a combination between bard and cleric, but with a hint of fighting power. a nice little class if you ask me ( great cohort class). |
| Tethlis04-15-05, 12:16 AM | Hello, i was wondering if someone could make a Chosen of Tyr. I am currently in an all knight campaign and we are all Tyr worshipers. DM has asked me to try and find a chosen of Tyr template when i remembered this thread. Anyway, if you smart people could get around to it i would be most grateful :D |
| schixo04-17-05, 06:46 PM | I was wondering if anyone has anything on a chosen of Garagos? or any ideas. This thread is freakin' sweet btw. So many ideas, so little time. |
| Akumaisloose04-17-05, 07:31 PM | well i don't know if you will succeed or not i asked for a choson of sharess about 7 months ago and my post got deleted about 1 month afterwards. i have been in one campaign for almost 3 years now and we are reaching level 18 and i have worshipped sharess teh whole time, i have created over 50 shrines in her name, created at least a dozen temples in teh north for her (since she is based in calmishan) and have congregations of over 500 at each church. i would love to add choson if my dm would allow it but he said he would have to see it first. good luck |
| kgbspy04-22-05, 11:40 AM | yeah, i still want to see one. the big project i have been working on for school is due monday, so after that i will have time to work on making the template if nobody beats me to it. |
| Magus Angelheart04-22-05, 05:52 PM | Dear Sir, On the description text of your "piece of art" template I found a mistake and I wish to check with you about it in order to correct it. On the Requirements, the text says: MUST be either cleric or paladin or monk having Ilmater as patron deity. Should it be: MUST be either cleric or paladin or monk having Ilmater, Torm or Tyr as patron deity??? Kind Regards, P.S.: Thank you very much for this Template idea, it really fits with what I was looking for to include inside my campaign! Magus Angelheart Well, I think it still needs some work, but this is what first came into my mind. Critism is okay, but do not flame too hard if you do not like it at all.:) Chosen of the Triad (Tyr, Ilmater, Torm) The Triad is not likely to grant their powers to any creature just walking on Faerun. Only those, suitable will earn the power granted by the Triad. Since this grants many benefits it has certain requirements. These are: MUST be Lawful Good. MUST have one out of these three gods as patron deity. MUST be either cleric or paladin or monk having Ilmater as patron deity. Multiclass only allowed between those 3 classes or with a fitting prestige class. (Justiciar of Tyr, Hand of Torm, Martyred Champion of Ilmater, Contemplate, Divine Champion, etc). If they are a multi class such as paladin/cleric, they MUST choose which class is important for the benefits they gain.The other will be ignored. Benefits: Divine Health: As long as he stays in service of the Triad he is granted immunity to poison (also magic), diseases (also magic), curses and even immunity to negative levels or attribute losses (i.E. Weaken). Immortality and returning youth: as long as he stays in service of the Triad he is granted immortality and does not age anymore. He does get the benefits of aging though but not the malefits. Already taken malefits are NEGATED. (This means you get the usual boni in INT, WIS and CHA, but not the mali in STR, DEX and CON. Mali that you have already taken in those physical attributes by aging are set back to their original status like you have never aged.) Additional Attribute bonus: Strength +2 (Monk/Cleric); +4 (Paladin) Dexterity +2 (Monk) Constitution +4 (all) Wisdom +2(Paladin/Monk) ; +4 (Cleric) Charisma +4 (all) Damage Reduction: 5/- [cleric/paladin], 15/+2 [monk] however a monk, who has already obtained his damage reduction of 20/+1 (at lvl 20) can choose to keep it or take the new granted. However he can not choose between the granted and the original damage reduction when he becomes a lvl 20 monk afterwards. + 3 to all saving throws (cleric/paladin) +1 to all saving throws (monk). - EVASION (all; see monk for details) - Spellresistance 14 (all) - completly immune to any form of mind control. (all) General Abilities: Alignment Sight: Every Chosen of the Triad can see any creature´s exact alignment, without even concentrating. Spells or any other ability can not hinder this ability. Summon Epic Arms: Once per day a the chosen can summon an exact “copy” of his patron deity´s weapon, which can not be disarmed. It lasts for the chosen´s complete level + charisma bonus in minutes. Malefits on these weapons are negated, bonus such as weapon focus are treated normal (i.E. if a cleric of Torm has no weapon proficiency in Great Sword, he does not get the -4 malefits he would normally get with this weapon) Torm as patron deity: +5 holy avenger greatsword Tyr as Patron deity: +5 Vorpal longsword Ilmater as Patron deity: +5 keen, lawful, vorpal unarmed strike Additional Domains (cleric only): A cleric can choose 2 additional domains of his choice. However these domains need not to be of the gods domains, but MUST NOT lie on contrary of theirs such as evil, chaotic, etc. which are not possible to choose from. Also Spider, Dead (Necromancy), etc. is not possible. Additional slots: The cleric gains an additional slot for his domain spells on all spell lvls. (2 domain spell slots each spell lvl now instead of 1.) Additional Abilities (Paladin only): The hitpoints healed by lay on hands are increased by 50% (class lvl x charisma bonus x 1.5) He further gains an additional slot on each spell level. Epic Weapon Speciality: The paladin is granted all Epic weapon focus, epic specialization and overwhelming critical with the weapon of his choice. Additional Abilities (Monk only): Smite Evil (3 times per day) Lay on hands (lvl x 2 hitpoints per day) Further he can choose 3 divine spells out of the clerics regular repertoir spells of each 0th ,1st ,2nd and 3rd lvl. He can speak each of those spells once per day. Preparation is same as cleric. |
| Monkeygod04-22-05, 05:53 PM | i really really would like a chosen of Io the ninefold dragon, also a chosen of Tyr would be hardcore....if i could id send the creators pie mmmm pie. |
| Zevox04-22-05, 07:19 PM | On the Requirements, the text says: MUST be either cleric or paladin or monk having Ilmater as patron deity. Should it be: MUST be either cleric or paladin or monk having Ilmater, Torm or Tyr as patron deity??? I think he was refering more to the fact that the monk class was only for Ilmater worshippers, since he has a large monk order dedicated to him and Tyr and Torm do not. He did, just before that, include, "MUST have one out of these three gods as patron deity.", after all. Zevox |
| Magus Angelheart04-23-05, 01:17 PM | To be completely honest, I really don't know too much about LA. CR is basically the extent of my knowledge on that whole thing, but if you or anyone else can tell me how to figure it out, I'd gladly place the LA in my entries. Wizards says that the chosens have no LA in the say point of view of the Divine Ascension which has no LA too. Kind Regards, Magic to You! Magus Angelheart |
| Magus Angelheart04-23-05, 01:33 PM | One of the major problems I'm facing with my group is that there are players who always discuss my actions as a DM. They always vote against anything I say, they join forces to push me to the limit until I release them to do everything they want, but I never let it go and they keep on saying I'm a punisher, a villain, etc... Their last request was to change feats they selected on the 1st level to continue having fun with their characters and I said NO! The rules don't allow me to do this, so now they are saying they will look for other DM to CONTINUE having fun with the game because I obey the rules so much and they think the most important thing is to have fun. WHERE THE HELL IS THE GAME BALANCE????? I play D&D 15 years and I never had problems with players like these I'm having in the past 03 months, what do you say about it? Kind Regards, Magic to You! Magus Angelheart |
| Tethlis04-24-05, 03:09 PM | Thanks for the Tyr chosen write up :) |
| Magus Angelheart04-25-05, 05:23 PM | Dear Elf brother, I'm glad about your inspiration about Corellon Larethian's chosen, but don't you think it benefits only spellcasters, what about the rangers, fighters, etc...??? So to be a chosen of Corellon Larethian the aspirant must cast spells? Magic to you! Magus Angelheart Chosen of Corellon Larethian Also known as The Feywarden Its a template that can be added to any Elf, or Half Elf. A Chosen of Corellon uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Detect Thoughts, Mage Armor, Identify. At will~~ Tree stride, Spiritual weapon. 5/day:~~ Stoneskin, Spell Resistance. 3/day~~ Blade Barrier, True Strike. 1/day~~ Sunburst, Prismatic Spray. Corellon's spell preperation(Su): The chosen needs only 10 minutes to prepare her spells in place of an hour or more. Corellon's magic focus(Su): The chosen casts all spells from all schools as if she had the Spell Focus feat. Spell Immunity (Su): Chosen of Corellon are Immune to one spell of each spell level 1'st through 9'th just as if the Spell Immunity spell were in constant effect on them. Immunities (Ex): Chosen of Corellon are immune to spider venom, and magic with spider venom effects. They are also immune to the paralyzing touch of Ghasts & Ghouls. Dispell Magic (Su): Line of sight range. Corellons Companion (Sp): The Chosen may summon 1 Cooshee (Elven dog) to have as a companion in War & in peace. Once summoned, the Cooshee remains loyal to the Chosen, and is treated in the same manner as a paladins Warhorse in reguards to Bonus HD, AC, strength adj., Int., and special abilities. If the cooshee dies in battle the Chosen may not summon another for a year & a day. Corellon's High Magic (sp): Being the Chosen of Corellon she is gifted by the god himself with a limited amount of lesser Elven High Magic. There are several forms of High Magic as listed below. Nymph's Aura: This spell grants the chosen the beauty of a Nymph and its attendent dangers to all observers. All who gaze upon the chosen are blinded unless they successfully make a Fort. save (DC30). If the chosen disrobes, observers must successfully make a Fort. save (DC30) or die immediately reguardless of Hit Points or level. This High Magic ability is usable once a week. Shooting Stars: This spell when cast creates a violent turbulence in the air above the area of effect, from which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 8d10 points of combined fire and electrical damage. A successful Dex. save (DC25) indicates half damage. The area of effect is a 60' radius spread, in a range of 120 yards. In addition, four large shooting stars materialize within the area of effect. The chosen can individually target these at specific creatures. Each star causes 48 points of damae on impact (no saving throw allowed). Any creature withi 10 feet of impact suffers 24 points of fire damage. A successful Dex. save (DC25) indicated half damage. This High Magic ability may be used twice a week. Dragon Rage: This spell does not outwardly change the appearance of the chosen, but temporarily grants her the powers of a dragon of randomly determined type. Once cast, the chosen gains the abilities of the specific type. These abilities are Hit Die mod., Combat mod., Fear radius, Saving throws, AC, Attacks (including breath weapon), Movement (including flight), and special attacks and defenses. Additional hit points must be the first ones lost by the chosen. Roll on the table below to determine. 1-2. Copper 3. Brass 4. Bronze 5. Silver 6. Gold ----------------- 1. Mature adult 2. Old 3. Very Old 4. Ancient 5. Wyrm 6. Great Wyrm While dragonrage is in effect, the chosen also gains many of the personality traits of the appropriate dragon. This High Magic ability is usable 1 time a week. Celestial Army: This spell is only to be cast when the elven peoples lives are threatened, or an elven community, or city is under threat of being destroyed. This spell summons a host of beings from the upper planes who will fight on the side of the chosen. Roll 1d10 and refer to the list below to determine the type and number of beings summoned. 1. 1-3 Asral Devas 2. 1 Solar 3. 3-18 Hound Archons 4. 1-6 Trumpet Archons 5. 5-20 Avoral 6. 1 Celestial Lammasu 7. 1-3 Lillends 8. 2-20 Ghaele Eladrin 9. 2 Planetars 10. 2 Copper Dragons, 2 Bronze Dragons, 2 Silver Dragons and 1 Gold Dragon (all are great wyrms) The summoned creatures will serve until the enemy is defeated or until they are slain. Slain creatures vanish and return to their home plane. This High Magic ability is usable 1 time a season. (or 4 times a year). Corellon's Starbolts: This spell-like ability comes in 3 different variants as shown below. Only one type of starbolt may be cast at a time, requiring 100 minutes before another variant of starbolt can be cast. and each type may only be cast 1 time a day. Corellon's Combusting Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Golden Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Combust spell, but takes 4d6 +1 point per character level damage on impact. Further, the creature must make a reflex save (DC25) or catch fire. This ability can be used once a day at the cost of 2,000 XP per Starbolt. Corellon's Singing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Silver Starbolts fly forth from the fingers filling the air with a lingering eerie song, and upon impact the targets are affected as if by a Song of Discord spell, (Will save DC25, negates). This spell lasts one round for each bonus Charisma modifier, and costs 500 XP for each bolt used. Corellon's Vanishing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Multi-colored Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Plane shift spell. Each different colored starbolt sends target to a seperate plane. Creatures can make a Will. save to negate (DC 25). This spell can be cast 1 time a day, and costs 2,000 XP for each bolt used. Saves: The chosen gain a + 4 bonus to all saving throws. Abilities: Increase from the character as follows: Dex, +4. Con, +3, Cha, +4. Str, +3. Feats: (You gain these feats automaticly without meeting their prerequisites) Combat Casting, Strong soul, Education and Whirlwind Attack. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Corellon Larethian Challenge Rating: Same as the character +7. Alignment: CG. Treasure: Same as the character. Advancement: Same as the character |
| Green Elven Vampire04-25-05, 06:46 PM | Yes indeed!! Corellon Larethian is the elven god of Magic and War, poetry and peace, etc... etc... Absolutely the chosen should be able to cast spells in order to attain the template. But... that doesn't mean that one has to. Rangers and such can certainly be a chosen, but highly unlikely, due to the ammount of serious power they'll be weilding. If you want your Ranger to be a warrior chosen then be a Divine Champion and work from there, but just like mystra's chosen, Corellon's chosen would most likely be a arcane spellcaster no doubt. I mean, Corellon is a god of Magic after all. |
| Magus Angelheart04-25-05, 08:38 PM | I'm sorry brother, I read your text so fast, you're right, it is good, I liked it! Magic to You! Magus Angelheart Chosen of Corellon Larethian Also known as The Feywarden Its a template that can be added to any Elf, or Half Elf. A Chosen of Corellon uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Detect Thoughts, Mage Armor, Identify. At will~~ Tree stride, Spiritual weapon. 5/day:~~ Stoneskin, Spell Resistance. 3/day~~ Blade Barrier, True Strike. 1/day~~ Sunburst, Prismatic Spray. Corellon's spell preperation(Su): The chosen needs only 10 minutes to prepare her spells in place of an hour or more. Corellon's magic focus(Su): The chosen casts all spells from all schools as if she had the Spell Focus feat. Spell Immunity (Su): Chosen of Corellon are Immune to one spell of each spell level 1'st through 9'th just as if the Spell Immunity spell were in constant effect on them. Immunities (Ex): Chosen of Corellon are immune to spider venom, and magic with spider venom effects. They are also immune to the paralyzing touch of Ghasts & Ghouls. Dispell Magic (Su): Line of sight range. Corellons Companion (Sp): The Chosen may summon 1 Cooshee (Elven dog) to have as a companion in War & in peace. Once summoned, the Cooshee remains loyal to the Chosen, and is treated in the same manner as a paladins Warhorse in reguards to Bonus HD, AC, strength adj., Int., and special abilities. If the cooshee dies in battle the Chosen may not summon another for a year & a day. Corellon's High Magic (sp): Being the Chosen of Corellon she is gifted by the god himself with a limited amount of lesser Elven High Magic. There are several forms of High Magic as listed below. Nymph's Aura: This spell grants the chosen the beauty of a Nymph and its attendent dangers to all observers. All who gaze upon the chosen are blinded unless they successfully make a Fort. save (DC30). If the chosen disrobes, observers must successfully make a Fort. save (DC30) or die immediately reguardless of Hit Points or level. This High Magic ability is usable once a week. Shooting Stars: This spell when cast creates a violent turbulence in the air above the area of effect, from which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 8d10 points of combined fire and electrical damage. A successful Dex. save (DC25) indicates half damage. The area of effect is a 60' radius spread, in a range of 120 yards. In addition, four large shooting stars materialize within the area of effect. The chosen can individually target these at specific creatures. Each star causes 48 points of damae on impact (no saving throw allowed). Any creature withi 10 feet of impact suffers 24 points of fire damage. A successful Dex. save (DC25) indicated half damage. This High Magic ability may be used twice a week. Dragon Rage: This spell does not outwardly change the appearance of the chosen, but temporarily grants her the powers of a dragon of randomly determined type. Once cast, the chosen gains the abilities of the specific type. These abilities are Hit Die mod., Combat mod., Fear radius, Saving throws, AC, Attacks (including breath weapon), Movement (including flight), and special attacks and defenses. Additional hit points must be the first ones lost by the chosen. Roll on the table below to determine. 1-2. Copper 3. Brass 4. Bronze 5. Silver 6. Gold ----------------- 1. Mature adult 2. Old 3. Very Old 4. Ancient 5. Wyrm 6. Great Wyrm While dragonrage is in effect, the chosen also gains many of the personality traits of the appropriate dragon. This High Magic ability is usable 1 time a week. Celestial Army: This spell is only to be cast when the elven peoples lives are threatened, or an elven community, or city is under threat of being destroyed. This spell summons a host of beings from the upper planes who will fight on the side of the chosen. Roll 1d10 and refer to the list below to determine the type and number of beings summoned. 1. 1-3 Asral Devas 2. 1 Solar 3. 3-18 Hound Archons 4. 1-6 Trumpet Archons 5. 5-20 Avoral 6. 1 Celestial Lammasu 7. 1-3 Lillends 8. 2-20 Ghaele Eladrin 9. 2 Planetars 10. 2 Copper Dragons, 2 Bronze Dragons, 2 Silver Dragons and 1 Gold Dragon (all are great wyrms) The summoned creatures will serve until the enemy is defeated or until they are slain. Slain creatures vanish and return to their home plane. This High Magic ability is usable 1 time a season. (or 4 times a year). Corellon's Starbolts: This spell-like ability comes in 3 different variants as shown below. Only one type of starbolt may be cast at a time, requiring 100 minutes before another variant of starbolt can be cast. and each type may only be cast 1 time a day. Corellon's Combusting Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Golden Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Combust spell, but takes 4d6 +1 point per character level damage on impact. Further, the creature must make a reflex save (DC25) or catch fire. This ability can be used once a day at the cost of 2,000 XP per Starbolt. Corellon's Singing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Silver Starbolts fly forth from the fingers filling the air with a lingering eerie song, and upon impact the targets are affected as if by a Song of Discord spell, (Will save DC25, negates). This spell lasts one round for each bonus Charisma modifier, and costs 500 XP for each bolt used. Corellon's Vanishing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Multi-colored Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Plane shift spell. Each different colored starbolt sends target to a seperate plane. Creatures can make a Will. save to negate (DC 25). This spell can be cast 1 time a day, and costs 2,000 XP for each bolt used. Saves: The chosen gain a + 4 bonus to all saving throws. Abilities: Increase from the character as follows: Dex, +4. Con, +3, Cha, +4. Str, +3. Feats: (You gain these feats automaticly without meeting their prerequisites) Combat Casting, Strong soul, Education and Whirlwind Attack. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Corellon Larethian Challenge Rating: Same as the character +7. Alignment: CG. Treasure: Same as the character. Advancement: Same as the character |
| kgbspy04-26-05, 09:53 AM | okay, project done :) just got AP test to worry about now. time for me to start working on the Chosen of Sharess template. wut i got right now: CHA bonus (+4) Speak with feline type creatures at wil something sort of like the bear warrior rage thing, but turn into a feline instead (probably some big legendary cat, like the south american rapa or any other cryptozoological cat) |
| Magus Angelheart04-26-05, 11:59 AM | Dear Brother, I'm so busy with my job so I'm having just a little time to see and read everything in the community, I'm sorry, he has no Druid levels I made a mistake, he has only a few levels as a cleric, but also, I think you should make a revised edition of this template in order to attend other classes because he is not a God dedicated only to magic, but music, warriors, Elven people, and other aspects... On the Spell immunities maybe it should be the same as the God and in the Spell like abilities it can receive the same as the God again, calculating the DC using the normal rules applying to the character. Anyway, I'm sorry for my words about subjects I read so fast with no time to think about. Magic to You! |
| TheDarkOne Mk204-28-05, 07:53 AM | Hey really nice templates from everyone, i haven't had time to read through all of them but from the list it seems there is no chosen of Myrkul and i would dearly love to see one, you know for before he died. |
| Nynshari04-28-05, 05:16 PM | Hi all ~ I was wondering if anyone could do another Chosen of Lolth template? Or I could do one, if someone could give me some pointers on how to do it. I mean, I don't want to make it too powerful, but I don't want to make it just ... lame ... lol. Thanks y'all ~ |
| Master Chuck04-29-05, 07:18 AM | First of all, thank you for the great work here. Can anybody create the Rotting Man ? |
| schixo04-29-05, 04:22 PM | I've noticed that many chosen templates have varying CR additions, and it seems to me that they should all be a +4 CR, since all the ones that have been published are +4 CR's. Just my thoughts on the matter. There's a time and a place for everything, and it's called college. |
| Longrunripper05-01-05, 06:25 PM | Whats with the chosen of Lathander having Protection from law (sp)? He's NG isnt he? Therefore his clergy have the capability for being LG. Aslo whats the planar ally ability all about? Summon a servant of Ellistraee? Summon Sun Wyrm would be interesting IMO. |
| doublesquirrel05-02-05, 08:47 PM | Whilst I have seen ambersorsha's Chosen, and believe it is good, I thought it relied to heavily on the Draconomicon (which, although it makes sense, just didn't work for me). So I decided to post the one I used. Currently, only three of my NPC's have it, but they are also epic beast of AWESOMENESS! ... Ahem ... Chosen of Bahamut +10 Charisma +5 Holy bonus to AC +4 to Challenge Rating Immunities [Ex]: Chosen are immune to disintegration effects and death effects Shimmering Breath [Su]: Blessed by the Platinum Dragon himself, the Chosen are able to breathe a magical, shimmering gas. It can be a 100 ft. cone or a 150 ft. line and may be used to the following effects once per a round: Heal (Chosen Hit dice x Charisma Modifier) x 1.5 /day Add +15 Deflection bonus to AC for rounds equal to Chosen's Charisma Modifier Disintegration 1 /tenday (Reflex DC 20+ Chosen Charisma Modifier, Fortitude DC 15+ Chosen Charisma Modifier) Create a Wall of Ice or Wind Act as a Ring of Warmth or Cooling Act as a Rod of Flame Extinguishing with 20 charges per a day Spell-like Abilities [Sp]: The Chosen chooses two spells of each level to be spell-like abilities usable 1 /day (except for ninth, which they only get one and it is 1 /week) Doesn't Age [Ex]: The Chosen gains no ill effects from growing old, but does receive bonuses. The Chosen never dies of old age, nor physically ages in any way. When Bahamut has deemed the service of the Chosen over, the Chosen is taken to Mercuria by Bahamut himself. Doesn't Need Sleep [Ex]: The Chosen never needs sleep, even when fatigued. They do still need the normal amount of rest to prepare spells. |
| TheDarkOne Mk205-05-05, 08:00 AM | I dunno that seems majorly powerful and it dont say if you gotta be a dragon. Which if you dont it doesn't seem all that dragonesque to me, only the breath weapon. Two spells per level?!? I dunno...you dont have a CR mod posted so that may explain its massive power. |
| Drath'ri05-05-05, 09:01 AM | despratly in need of a Chosen of Lolth template. id love you for it. and i need something with a little more fluff then the one on page one |
| Nynshari05-05-05, 02:04 PM | despratly in need of a Chosen of Lolth template. id love you for it. and i need something with a little more fluff then the one on page one Exactly what I've asked for. PLEASE will someone do another for Lolth??? |
| doublesquirrel05-09-05, 08:23 PM | Excellent points, DarkOne. I revised and redid, and here's what I came up with! Chosen of Bahamut Restrictions: The Platinum Dragon is very picky about his Chosen. They are usually metallic dragons or those descended from the dragons that make up the very few ranks. Some exceptions to this rule are made, but that is very infrequent and highly unlikely unless the individual has proven themselves to be a very devout follower. +10 Charisma +5 Holy bonus to AC +4 to Challenge Rating Immunities [Ex]: Chosen are immune to disintegration effects and death effects Divine Presence [Ex]: By the eternal glory of the Master of the Northern Wind, the Chosen are encased in an aura of true power. This ability takes effect whenever the dragon attacks, charges, or flies overhead. Creatures within 10 feet × the chosen’s hit dice (three-quarters of their hit dice if a True Dragon) are subject to the effect if they have fewer hit dice or Charisma than the chosen. A potentially affected creature that succeeds at a Will save (DC 10+ Chosen’s Hit Dice (1/2 if True Dragon)+ the Chosen’s Charisma Modifier) remains immune to the frightful presence for 3d10+ Wisdom Modifier rounds. On a failure, a creature with 4 or fewer Hit Dice are awed for 4d6 rounds, unable to make any action other than movement or retreat actions, while a creature with 5 or more Hit Dice are shaken for 4d6 rounds. If it is an evil creature with they are knocked prone and stunned for 2d4 rounds. Only other chosen may ignore the Divine Presence of other chosen. Blindsight [Ex]: A chosen, if not already obtained, gains Blindsight 120ft. If the Chosen already has this or receives it later on from another source adds 30 feet to their maximum. Keen Senses [Ex]: A chosen, if not already obtained, gains the ability to see up to four times as far as a human in low-light conditions and twice as well in normal light. If they do not already have it, they gain darkvision up to 100 feet, but those that do gain a 30 foot bonus. Shimmering Breath [Su]: Blessed by the Platinum Dragon himself, the Chosen are able to breathe a magical, shimmering gas. It can be a 100 ft. cone or a 150 ft. line and may be used to the following effects once per a round: • Heal (Chosen Hit dice x Charisma Modifier) x 1.5 hp /day • Add +15 Deflection bonus to AC for rounds equal to Chosen's Charisma Modifier • Disintegration 1 /tenday (Reflex DC 20+ Chosen Charisma Modifier, Fortitude DC 15+ Chosen Charisma Modifier) • Create a Wall of Ice or Wind • Act as a Ring of Warmth or Cooling • Act as a Rod of Flame Extinguishing with 20 charges per a day Spell-like Abilities [Sp]: The Chosen chooses one spell of each level to be spell-like abilities usable 1 /day (except for ninth, which is 1 /week) Doesn't Age [Ex]: The Chosen gains no ill effects from growing old, but does receive bonuses. The Chosen never dies of old age, nor physically ages in any way. When Bahamut has deemed the service of the Chosen over, the Chosen is taken to Mercuria by Bahamut himself. Doesn't Need Sleep [Ex]: The Chosen never needs sleep, even when fatigued. They do still need the normal amount of rest to prepare spells. |
| crystaldragon05-11-05, 07:56 PM | Any ideas for Chosen of draconic deities other than Bahamut (especially Null, Hlal, and others listed in the FR Faiths & Pantheons)? Also, would such a template change depending on whether the Chosen was a dragon, half-dragon, or other race? Thanks in advance for any help you can give. :) |
| Sakeninja05-12-05, 01:58 AM | okay, project done :) just got AP test to worry about now. time for me to start working on the Chosen of Sharess template. wut i got right now: CHA bonus (+4) Speak with feline type creatures at wil something sort of like the bear warrior rage thing, but turn into a feline instead (probably some big legendary cat, like the south american rapa or any other cryptozoological cat) sounds good, i am looking forward to it. Thanks |
| ambersorsha05-12-05, 06:32 PM | I do like the revamp you did for the chosen of Bahumut. Mind you that was my first attempt at a chosen template.. so i used the sources I had on hand. But very well done, Double. |
| doublesquirrel05-12-05, 06:45 PM | Thanks, ambersorsha. :) I didn't mean to insult your template, I just prefered mine. |
| TheDarkOne Mk205-13-05, 05:15 AM | Very Nice, i like the second version loads more. Much more dragon-like so nice job. |
| tavis kelly05-14-05, 05:15 PM | let's say you were going to allow a pc to become a "chosen" of their particular god. what do you think the average level adjustment would be? |
| crystaldragon05-15-05, 11:06 PM | let's say you were going to allow a pc to become a "chosen" of their particular god. what do you think the average level adjustment would be? "Chosen" is always a +4 level adjustment -- see Fzoul Chembryl and Elminster as examples. -Crystaldragon |
| Oy of Midworld05-16-05, 03:42 AM | Conceptually, I see the Chosen of the Triad as a power-play by the three deities of the Triad. Torm, Tyr, and Ilmater would use such persons to more strongly tie their churches to one another other and thereby solidify their power in Faerun (and among the planes). He could be slightly more powerful than other chosen because he has three deities granting him power rather than one. (Feel free to determine the CR and level adjustment on your own, since CR has become horribly subjective and broken - especially at high levels.) Chosen of the Triad The Chosen of Triad is a template that can be applied to any humanoid of Lawful Good alignment whom all three deities of the Triad favor and whose character level (not ECL) is no less than 10. If one or more of the gods of the Triad (Torm, Tyr or Ilmater) ever come to regard the Chosen as abusive or contrary to the power and responsibility given to him, the template will be removed and the now former-Chosen will either be killed or lose three character levels, depending on the severity of the transgression. The Chosen has all racial and class abilities he possessed before becoming Chosen as well as the following: Spell-like abilities: Constant: Endure Elements, Protection from Evil, Mind Blank At Will: Detect Evil, Detect Chaos, Break Enchantment 3/day: Smite Evil, Restoration, Glory of the Martyr 2/day: Atonement, True Seeing, Greater Heroism 1/day: Greater Sword and Hammer, Holy Word, Hallow 1/wk: Geas/Quest, Resurrection, Discern Location *The spell DC’s are Charisma-based. Caster Level equals ½ HD. Ability Increase: +4 Cha, +6 Wis, +6 Dex Feats: The Chosen of the Triad gains the Endurance, Leadership and Improved Unarmed Strike feats if he does not already have them. Immunities (Ex): The Chosen of the Triad gains immunities to disease, poison, disintegration, negative energy (as it pertains to reducing ability scores and/or character and class levels), and cannot be magically aged. Threefold Defense (Ex): The Chosen of the Triad gains the following: Damage Reduction of 12/-; Spell Resistance of 10 + the Chosen’s Constitution score; and a Sacred bonus to AC equal to the Chosen’s Charisma modifier. Threefold Skill Boost (Ex): The Chosen of the Triad gains a +15 Sacred bonus to the following skills: Concentration, Heal, and Sense Motive. Ilmater’s Touch (Su): The Chosen does an additional 2d8 points of damage when using an unarmed attack. The damage can be non-lethal if the Chosen wishes. Torm’s Hand (Su): The Chosen gains the Lay-on-Hands ability if he does not already have it. The number of HP the Chosen may heal per day is equal to: 10 + charisma modifier x character level. Tyr’s Decree (Su): The Chosen gains the ability to Turn Undead if he did not already have it. The Chosen may Turn Undead a number of times per day equal to 5 + his Charisma modifier, and he gains +5 Sacred bonus to all turn checks (this bonus may stack with the +2 bonus granted by having 5 or more ranks in Knowledge [Religion]). |
| Oy of Midworld05-16-05, 03:47 AM | This was created independant of the other board member's Chosen of Shar, so any similarities are coincidental and the separate products of likeminded individuals. Chosen of Shar The Chosen of Shar is a template that can be applied to any character who worships Shar as his or her deity and is of Neutral Evil alignment. Shar is reticent to give away any part of herself, and so there are rarely more than one or two Chosen at any time. The Chosen has all racial and class abilities he (the gender usage for this post, to simplify) possessed before becoming Chosen as well as the following: Bonus Spells: The Chosen gains one bonus spell, either arcane or divine, of each spell level 1st through 9th per day, which can be used as a spell-like ability once per day. These spells must have the Shadow or Darkness descriptor, or be of the Divination or Enchantment schools. These spells may even be selected by a character who has no spell-casting class levels. Once these nine spells are selected, they can never be changed. The save DC’s for these bonus spells are Charisma-based and Caster Level equals ½ the Chosen’s HD. Abilities: The Chosen gains a +8 enhancement to his Intelligence score and a +2 to Charisma. Feats: The Chosen of Shar gains the Blind-Fight and Shadow Weave Magic feats if he does not already have them. Since the Chosen is now intimately tied to Shar, the Shadow Weave Magic feat, and all metamagic feats that the Chosen knows, may apply to spell-like abilities as well as spells. The Chosen also gains the Spell Focus (Divination) and Greater Spell Focus (Divination) feats, both of which may apply to spell-like abilities as well as spells, such as in the case of the bonus spells gained when becoming a Chosen. Lastly, the Chosen may choose one bonus feat from the following: Insidious Magic, Pernicious Magic, and Tenacious Magic. Spell Resistance (Ex): A Chosen of Shar gains a Spell Resistance of 10 + ½ HD versus all spells except those with the Good, Holy or Light descriptor. Darkvision (Ex): The Chosen gains darkvision of 120 ft. or, if he already has darkvision, double his current darkvision distance, gaining whichever is further. Immunities (Ex): The Chosen is immune to disease, disintegration and poison, and cannot be magically aged. Blindsense (Ex): The Chosen has Blindsense 30 ft. at all times. Shadow Jump (Su): A Chosen of Shar gains the ability to travel between shadows as if by means of a dimension door spell. The transport must begin and end in an area with at least some shadow. The total number of feet per day that the Chosen can jump is equal to 10 x his Constitution score. This amount can be split among many jumps, but each one, no matter how small, counts as at least a ten-foot increment. Steal Spell Knowledge (Su): Shar covets all knowledge, and to her Chosen, if he is a spellcaster, is given the ability to steal spells not normally available to him. The Chosen may steal spells from two sources. First, he may learn any spell from a spellcasting class different from his own as long as the spell has the Shadow or Darkness descriptor. Second, if the Chosen is a cleric, he may steal any domain–specific spells to which he would not normally have access. In either case, the Chosen must be of high enough caster level to cast the spell before he may steal it, and he must have the opportunity to either see it cast or to copy it from a scroll or spell book before he is able to successfully cast the spell himself. Grace of the Dark Lady (Sp): The Chosen of Shar has access to the following spell-like abilities: Detect Magic, Silence and True Seeing. The number of uses per day, per spell, is equal to the Chosen’s Charisma modifier. The save DC is Charisma-based and Caster Level equals ½ the Chosen’s HD. Keys to the Kingdom (Sp): The Chosen of Shar may access the Plane of Shadow with a gate spell a number of times per day equal to the Chosen’s Charisma modifier. The save DC is Charisma-based and Caster Level equals ½ the Chosen’s HD. Darkness’ Boon (Ex): When in darkness or underground, the Chosen of Shar gains the following benefits: - a +2 competence bonus to attack rolls, damage, AC, saves and caster-level checks for overcoming spell resistance; - a +4 competence bonus to Concentration, Hide, Move Silent, Listen and Spot checks; - Blindsight 30 ft. (the creatures sighted must also be in darkness or underground). |
| Oy of Midworld05-16-05, 03:53 AM | Shardkin's Chosen of Selune inspired quite a bit of this template - one with which I am much more satisfied with (and will use in my game) than his. I have to give lots of credit to Shardkin, and perhaps consider this a variation on his Chosen template, rather than one truly separate from his. (CR and level adjustment are up in the air. You make the call.) The Chosen of Selune The Chosen of Selune is a template that can be applied to any humanoid of good alignment whom The Moonmaiden favors, and who, in turn, worship’s Selune. The Chosen has all racial and class abilities she possessed before becoming Chosen as well as the following: Spell-like abilities : Constant: Protection from Evil, Endure Elements, Comprehend languages at will: Detect Evil, Detect Law, Know Direction, Fairy Fire, Moonbeam, Moonblade 3/day: Expeditious Retreat, Freedom of Movement, Moonweb, Moon Path, Moonfire, Remove Curse, True Seeing 1/day: Control Weather, Control Winds, Holy Smite, Find the Path, Summon Monster IX (Moon Dog only) *The spell DC’s are wisdom-based. Caster Level equals ½ HD. Ability increase: +4 Wis, +6 Cha Feats: The Chosen of Selune gains the Endurance feat if she does not already have it. Immunities (Ex): The Chosen of Selune is immune to Disease, Disintegration, Poison, and cannot be magically aged. Veiled Moon's Blessing (Ex): The Chosen of Selune gains Darkvision 60ft and Low Light Vision if she did not already have them. Soothe the Beast (Su): The Chosen of Selune, simply by speaking in a non threatening manner, forces all lycanthropes, in any form, within listening distance, to make a will save (10 + ½ the Chosen's HD + the Chosen’s Charisma modifier) or be effected by a Calm Emotions spell. The target Lycanthropes must make a save each round the Chosen is speaking. If the target lycanthrope fails her save against this ability and she is in animal of half animal form, she automatically reverts to humaniod form and is effectively “calmed.” Selune's Boon (Su): The Chosen adds her Charisma modifier as a Sacred bonus to all saves and to caster level checks to beat spell resistance. The Chosen also receives a +5 resistance (or enhancement) bonus against the following: spells and spell-like effects of from the schools of enchantment, illusion, and necromancy; any spells cast with the Shadow Weave; and any spell with the Darkness, Shadow, Law, or Evil descriptors. This may be a bonus to saves or to caster level, depending on the circumstances. This +5 bonus cannot stack with itself. Moonlight Blessing (Su): When in direct Moonlight (more than 50% lit), the Chosen of Selune gains spell resistance 25 and Damage Reduction 10/magic and piercing. Veiled Moon's Vigilance (Su): The time of the new or veiled moon is a time of great danger to all of Selune's faith; the servants of Shar are most active at these times when the Moonmaiden is "absent". The Chosen knows that Selune is not truly absent, but veiled, and this is the time of the hiding. During the time of the “veiled moon,” when Selune is not visible in the sky, her Chosen gains these new special abilities in addition to all others: +10 sacred bonus to all hide, listen, spot, and move silently checks; she gains the Hide in Plain Sight ability, and may cast Silence 3/day as a spell-like ability. Selune's Fullness (Su): During the time when Selune is full, the Chosen casts all healing and evocation spells as if they had been prepared with the empower spell, extend spell, and widen spell feats, at no cost. This ability is only usable between sundown and sunrise, and the chosen can withhold any or all of these feats from a spell, if desired. |
| Maskanodel05-16-05, 08:40 AM | Nice work, Oy! Keep it up! :) |
| Nasaroth05-17-05, 11:59 PM | Hey everyone ! :) I would really be happy if someone would have a template ready for the chosen of Myrkul. It would really help me. Thank you. Oh btw, this thread is great ! :D |
| Dwarvenrune05-19-05, 03:13 AM | Chosen of Moradin Also known as The Sonnlinor Its a template that can be added to any Dwarf. A Chosen of Moradin uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Ironguts, Know Alignment, Magic Weapon. At will~~ Belagarn's Iron Horn, Stone Shape, Glyph of Warding. 5/day:~~ Spike Stones, Fabricate. 3/day~~ Fantastic Machine, Greater Ironguard. 1/day~~ Transmute Metal to Wood, Holy Aura. Strength of Stone (Ex): This ability grants supernatural strength to the chosen by raising his/her strength score by 1d6 points. The chosen must be in contact with solid stone or earth when using this ability. This lasts 3 rounds + 1 round per character level and may be used as many times a day as your Strength bonus modifier. Moradin's Stonefire (Ex): This ability allows the chosen to ignite stone into roaring flames. The stone blackens, stretches and opens to reveal holes, burns away from the edgees of these holes in ever-widening cavities until large amounts of stone have actually been burnt away, and then smolders into quiescence again, creaking as it cools. The Stonefire gives off an acrid, billowing white smoke, and earthy, metallic stink, and flames that deal 2d6 points of fire damage and heat damage per round to creatures within 10 feet. Actual contact with stonefire deals 4d6 damage and forces a Fort save DC 25 to avoid collapsing, unconscious from the pain. It lasts 1 round per character level and as an area of effect of 5 cubic feet a level. Creatures susceptible to fire damage suffer double damage, and creatures made of stone suffer 4d4 damage. It may be used twice a day. Soul Forge (Sp): This ability grants immunity to all fear effects and gives a +2 divine bonus to AC and saves when attacked by evil creatures. It lasts 1 hour per character level and may be used once a day. Immunity (Sp): The Chosen does not age and is immune to mundane fires but not magical ones due to his time spent at the forge. He is also immune to Iron weapons. Moradin's Stone Storm (Sp): When this ability is used the whole area is enmeshed in a vortex of swirling, battering rock and stone. Creatures in the area of hurling stone suffer 2d8 points of damage +1 point per character level. Creatures that make a successful Ref. save DC30 take only half damage. The area of effect is selected by the chosen at the instant of casting from two options. First is a circle of 60 foot radius with a 20 foot radius "eye" in the center that is not affected. The second is a cloud whose total dimensions do not exceed 120 feet. (for example, a cloud might be 40 feet wide, 20 feet tall, and 60 feet long). It lasts 1 full round and has a range of 30 feet a level. It may be used twice a day. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Str +4, Con +8 Skills: Knowledge (any), Craft, Profession and Concentration are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Survivor, Blooded and Craft Arms and Armor. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Moradin. Challenge Rating: Same as the character +4. Alignment: LG Treasure: Same as the character. Advancement: Same as the character Not to bad but I was hoping to see something similair to the Midgard Dwarf in Frostburn, as far as free Creation feats, and the rules to govern those free feats. Maybe some bonuses with a hammer or half-earth template. |
| rakesh05-19-05, 10:30 PM | Could I trouble anyone to create a Chosen of Baghtru template? I'd greatly appreciate it. |
| Sakeninja05-27-05, 01:36 AM | How About a Chosen Slayer Prc!?!?! |
| Chossen of Shar06-08-05, 02:53 AM | I was wondering if anyone could write up another version of the Chosen of Cyric. I would but i have no time. If Any could do this it would be GREAT!!. Thanks A MILLION :bounce: :bounce: |
| Elessar Lespin06-10-05, 04:37 PM | I'm playing in a campaign currently where the primary extended goal for my character is to become a Chosen of Torm. I'm looking for some assistance in designing a good template for this from some of the gurus on the board here. I saw the templates posted for the Triad but none of them really appealed to me. Thanks in advance... |
| DarvinNathos06-12-05, 07:50 AM | Can someone make me a chosen of Valkur template please. Preferably LA 1 or 2 since he's a Demi God. Thanks in advance. |
| Nynshari06-14-05, 10:19 AM | Ok, well I am thinking about doing a chosen template. Can someone tell me the basics on how to go about doing this? Thanks for any help ........ |
| tapy00906-15-05, 02:12 AM | i was wondering if ther was a choosen of Sheela Peryroyl? |
| DarvinNathos06-21-05, 06:00 PM | Ok heres my LA 1 chosen of Valkur +4 Dex +4 Cha +10 profession sailor checks endure elements its not overly cool but valkur is a demigod (though i just went on a long adventure that ended up strengthening him and weakening umberlee, so he may be lesser now) so i made it only LA 1. Tell me what u think |
| Damian Nailo06-27-05, 01:40 AM | Hello......hey, this is my first non-hello post! Yay! Ahem...anyway, in my version of the Forgotten Realms, one of the members of DIVINE, a group I created, is a Chosen of Istishia and Eldath. Since I haven't yet seen a Chosen of Eldath template, I guessed I could add mine. The worst that could happen is that nobody likes it :) . Anyway, here it goes. As you'll see, it's very focused on her "water" aspect, as it was the way I needed it for my story. Of course, it's open for suggestions and adjustements. TEMPLATE: CHOSEN OF ELDATH “Chosen of Eldath” is a template that can be added to any humanoid creature (hereby referred to as the “character”). A Chosen of Eldath uses the character’s statistics and special abilities except as noted here. A Chosen of Eldath only has its powers at the will of Eldath; should the Green Goddess decide to remove Chosen status from the character, he reverts to his original abilities. Special Qualities: A Chosen of Eldath retains all special qualities of the character and also gains the following. Bonus Spells (Su): Constant – Endure Elements (all), Mind Blank, Water Walk. 5/day – Fireward, Wall of Ice. 3/day – Otiluke’s Freezing Sphere. Chosen Damage Reduction (Su): A Chosen of Eldath who is close to at least 1 cubic foot of water gains damage reduction 10/magic. Immunities (Ex): A Chosen of Eldath is immune to cold, paralysis, sleep and stunning spells and effects. Aura against Flame (Su): A Chosen of Eldath is protected by a permanent Aura against Flame spell. Tremorsense (Ex): A Chosen of Eldath gains the tremorsense ability (the ability to sense the location of anything within 60 feet that is in contact with the ground). If the Chosen’s feet are in contact with water, the ability extends to 180 feet. Water Protection (Su): A Chosen of Eldath who is close to at least 1 cubic foot of water gains a deflection bonus of +4 to armor class. The Chosen can grant this power to a maximum of four other people, if they’re close to at least 1 cubic foot of water, and the bonus is limited to +2. This bonus doesn’t stack with similar bonuses from nonpermanent sources such as magic items or spells. Rolling Water Sphere (Su): A Chosen can use small amounts of water to power his melee attacks. As a standard action, by taking 16 ounces of water from any nearby source, the Chosen can make a melee touch attack against a single opponent. If he succeeds, it deals 1d6 of half bludgeoning damage and half raw magic damage per two caster levels. The Chosen can use this ability a number of times per day equal to his caster level. Saves: Same as the character. Abilities: Increase from the character as follows: Dexterity +4, Charisma +6. Skills: Same as the character. Feats: Same as the character. Climate/Terrain: Same as the character. Challenge Rating: Same as the character +4. Alignment: Any non-evil Treasure: Same as the character. Advancement: Same as the character. |
| Nynshari06-27-05, 11:43 AM | I don't know that much about Eldath, but it sounds nice. I have a question, though: what is the Aura Against Flame spell? |
| Damian Nailo06-27-05, 11:59 AM | Well, the Aura against Flame spell is explained in Magic of Faerún, as an spell created by the clergy of Eldath (or by the goddess herself, I'm not sure). Anyway, the spell grants the caster Fire Resistance 12, the ability to automatically eliminate any non-magical fires the caster touches and the ability to dispel fire spells already in place or fire spells aimed at the caster, as a Dispel Magic spell that only works on fire spells. |
| Nynshari06-27-05, 01:04 PM | Eh, don't have that book yet, so that explains that ;) Anyway, I think it's a great template - really nice job :) |
| Damian Nailo06-28-05, 12:22 AM | And here they are, two brand new original Chosen templates I use in my version of the Forgotten Realms. I think both are a bit overpowered, but I just love them, especially the whole Princess Wings idea I came up with. I think it's cool. And it looks cool in my stories. Anyway, here they are. I'm looking forward to any comments and suggestions. TEMPLATE: CHOSEN OF SHARESS “Chosen of Sharess” is a template that can be added to any female humanoid creature (hereby referred to as the “character”). A Chosen of Sharess uses the character’s statistics and special abilities except as noted here. A Chosen of Sharess only has its powers at the will of Sharess; should the Dancing Lady decide to remove Chosen status from the character, he reverts to his original abilities. Sharess usually has as many Chosen as her divine power can afford, the better to preach the message of joy and sensual fulfillment. Special Qualities: A Chosen of Sharess retains all special qualities of the character and also gains the following. Bonus Spells (Su): Constant – Expeditious Retreat, Nondetection. At will – Aura of Glory, Calm Emotion, Charm Person, Claws of the Beast, Disguise Self. 5/day – Cat’s Grace, Celebration, Suggestion. 3/day – Charm Monster, Confusion, Dimension Door. 1/day – Aura of Vitality, Dominate monster, Geas/Quest Feline Reflexes (Ex): A Chosen of Sharess has an innate ability to avoid all kinds of attacks. A number of times equal to the Chosen’s Charisma modifier (minimum 1), whenever the Chosen would have been hit by any kind of attack (physical, magical, trap, etc.), the Chosen can make a Reflex save to negate all damage. The save DC equals the damage she would have otherwise received – the Chosen’s Charisma modifier (or half the Chosen’s Charisma modifier in the case of a physical attack). Immunities (Ex): A Chosen of Sharess is immune to aging, disease and polymorphing effects. Any polymorphing powers the Chosen might have work normally on itself. Feline Skill (Ex): A Chosen of Sharess gets its Charisma modifier (if positive) as a bonus on all Balance, Bluff, Climb, Disguise, Jump, Move Silently, Perform and Spot checks. Extreme Speed (Su): A Chosen of Sharess can reach unconceivable speed, to the point that all other creatures seem not to be moving at all. This works exactly as the Time Stop spell, usable once per day as a 20-th level caster. Tantra (Su): A Chosen of Sharess can perform a special massage, by which the receiving subject relaxes its body and experiences intense pleasure, to the point that it actually alleviates the pains of its body. This works as a Heal spell, usable a number of times per day equal to half the Chosen’s Charisma modifier, as a Cleric with Caster Level equal to half the Chosen’s Character Level. The Chosen can’t use this ability on itself. Charm of the Gods (Su): A Chosen of Sharess can use her unmatched powers of seduction and beguiling to entice large masses of people. Once per day, the Chosen can use Mass Charm Monster (Caster Level equals Character Level). Saves: Same as the character. Abilities: Increase from the character as follows: Dexterity +2, Charisma +6. Skills: Same as the character. Feats: Improved Initiative, Lightning Reflexes Climate/Terrain: Same as the character. Challenge Rating: Same as the character +4. Alignment: CN, CG, NG. Treasure: Same as the character. Advancement: Same as the character. TEMPLATE: CHOSEN OF AERDRIE FAENYA “Chosen of Aerdrie Faenya” is a template that can be added to any female humanoid creature (hereby referred to as the “character”). A Chosen of Aerdrie Faenya uses the character’s statistics and special abilities except as noted here. A Chosen of Aerdrie Faenya only has its powers at the will of Aerdrie Faenya; should the Winged Mother decide to remove Chosen status from the character, he reverts to his original abilities. Special Qualities: A Chosen of Aerdrie Faenya retains all special qualities of the character and also gains the following. Bonus Spells (Su): Constant – Entropic Shield. At will – Gaseous Form, Gust of Wind, Obscuring Mist, Wind Wall. 1/day – Control Weather Extra Spells (Su): A Chosen of Aerdrie Faenya can choose between Call Lightning or Ice Storm to use as a spell-like ability five times a day; Call Lightning Storm or Chain Lightning three times per day; and Storm of Vengeance or Whirlwind once per day. Immunities (Ex): A Chosen of Aerdrie Faenya is immune to aging, electricity, petrification, stunning and paralysis. Chosen Air Mastery (Ex): A Chosen of Aerdrie Faenya gains a +2 bonus to attack and damage throws if it is airborne. The bonus increases to +4 if both Chosen and opponent are airborne. Winged Princess (Su): A Chosen of Aerdrie Faenya gains the legendary Princess Wings, a set of beautiful feathered white wings that represent the Winged Mother’s blessing on her Chosen. The wings grant the Chosen a fly speed of 120 feet with perfect maneuverability, as well as several special qualities, as follows. The Chosen can only keep one of these abilities active at a time, and can change abilities each turn: • Princess Garment: The Princess Wings can irradiate an aura of cold breeze that grants the Chosen immunity to Fire. • Princess Aura: The Princess Wings give the Chosen an appearance that most humans would label as “divine”, for the strong impression it leaves on sight. While this ability is active, every creature who can see the Chosen must make a Will saving throw (DC = 20 + Chosen’s Charisma Modifier) or be stunned for 2d6 rounds, if the creature has 7 HD or less; or stunned for 1d4 rounds and shaken for 1d6 rounds if the creature’s HD are more than 7. A successful saving throw makes the creature immune to the Princess Aura for 1 minute. • Princess Weapon: The Princess Wings can be used as a weapon. The Chosen can select whether the wings works as a bludgeoning, piercing or slashing weapon, or even as a melee or ranged weapon (The ranged version is called Princess Arrow), and they deal 1d8 damage plus the Chosen’s strength modifier. The Wings work as a secondary weapon, and the Chosen is proficient with the Wings. The Wings are considered light and natural weapons, as well as magic and good for the purpose of overcoming damage reduction. • Princess Barrier: The Princess Wings can be used for protection granting the Chosen damage reduction 10/-- • Princess Slasher: This special attack of the Princess Wings can only be used once per hour. The Chosen extends the wings and spins at superhuman speed, attacking every creature on every square within the wings’ range (a circle 6 feet radius). The Princess Slasher deals 1d6 damage per Chosen’s level, half slashing damage (hence damage reduction applies) and half raw magic damage. If the Chosen uses the Princess Slasher, it must wait a minute before any other ability of the Princess Wings can be used. • Rising Wings: Like the Princess Slasher, the Rising Wings can only be used once per hour. The Chosen pierces the ground with the Princess Wings, which extend underground to strike a far away opponent. The Chosen makes a melee touch attack. In a successful hit, the wings deal 1d8 damage for each two levels the Chosen has. The damage is half piercing and half raw magic damage. The Rising Wings has a close range (25 feet + 5 feet/2 levels). If the Chosen uses the Rising Wings, it must wait a minute before any other ability of the Princess Wings can be used. The Chosen can choose to double or triple the number of damage dice of the Rising Wings. If the Chosen decides to double the damage dice, the Rising Wings can’t be used for another 24 hours. If the Chosen chooses to triplicate the damage dice, it can’t use the Rising Wings for 3 days. • Princess Punisher: Like the two previous abilities, the Princess Punisher can only be used once per hour. The Chosen must be disarmed to use this special ability. The Chosen wraps its hands with the Princess Wings and strikes with a rain of blows charged with blessed power. The Chosen makes 5 melee touch attacks at its highest attack bonus, each attack dealing 1d6 damage plus extra 1 damage for every two levels of the Chosen. The damage is raw magic damage, so damage reduction or energy resistance doesn’t apply. If the Chosen uses the Princess Punisher, it must wait a minute before any other ability of the Princess Wings can be used. • Princess Miracle: This ability can only be used once every tenday. The Chosen extends her wings and releases a shower of razor-sharp magic feathers on every creature in a 50-feet-radius hemisphere centered on the Chosen. Target gets a Reflex saving throw for half damage (DC = Chosen’s Dexterity Score). The feathers deal 1d6 damage per point of Constitution of the Chosen plus 1d12 for each point of Dexterity bonus of the Chosen. For example, a Chosen with 22 Dexterity and 16 Constitution using the Princess Miracle would deal 16d6 plus 6d12 damage. If the Chosen uses the Princess Miracle, it must wait 24 hours before any other ability of the Princess Wings can be used. Saves: Same as the character. Abilities: Increase from the character as follows: Dexterity +10 Skills: Same as the character. Feats: Same as the character. Climate/Terrain: Same as the character. Challenge Rating: Same as the character +4. Alignment: CN, CG, NG. Treasure: Same as the character. Advancement: Same as the character. |
| Grishnor07-16-05, 10:30 PM | Humble DM with not much time is looking for a chosen template for Myrkul? I have an over zealous Lich necromancer as a player who is trying to get the dead god of death ressurected so he can help him build an undead nation around Narfell :p Chances are slim but I need to be prepared anyways to give him his reward. Thanks in advance for anyone who takes up this task |
| HalfMunchkin07-17-05, 12:34 AM | Here is my template for a chosen of Fierna. Chosen of Fierna Creating a Chosen of Fierna Chosen of Fierna is a template that can be added to any creature with an intelligence of 3 or higher (referred to hereafter as the "character") that Fierna chooses to entrust a portion of her power to. A Chosen of Fierna uses all of the character's statistics and special abilities except as noted here. This is an acquired template, and a Chosen of Fierna has its power only at the will of Fierna; should she decide to remove Chosen status from the character, then he reverts to his original abilities. Type/Subtype: same as the character. Appearance: The Chosen of Fierna appear no different than other creatures of their type, except that the chosen's skin turns pinkish-red and grows vestigial horns and grows a tail as long as 75% of the length of its body. Special Qualities: A Chosen of Mystra retains all of the special qualities of the character and also gains the following: Bonus Spells (Sp): At will—Flame Blade, Magic Circle against Good, 3/day—Produce Flame, Fireball, 1/day—Wall of Fire. Immunities (Ex): A Chosen of Fierna is immune to Blindness, Deafness, Disease, Disintegration, Fatigue, Exhaustion, Poison, and Sleep effects. A Chosen of Fierna is immune to fire and heat based damage. Saves: Same as the character. Abilities: +6 Dexteriry, +6 Constitution, +6 Charisma Skills: Same as the character. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: +5. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character. |
| kgbspy07-30-05, 09:08 AM | about time somebody finished up chosen of sharess |
| Magus Angelheart07-30-05, 01:53 PM | Chosen of the Triad (Tyr, Ilmater, Torm) pt 03 revised and Updated (To be Continued) THIS IS JUST AN EXAMPLE OF WHAT CAN BE DONE IF WE SPEND SOME TIME REVISING THE CHOSEN'S TEMPLATES IT CAN BE MUCH BETTER THAN IT IS. ALSO I WANT TO THANK ALL PEOPLE WHO SENT THEIR VERSIONS AND SAY THAT EVERYTHING IS WONDERFUL, I JUST WANT TO SAY THAT IT CAN BE BETTER, JUST IT! The Triad is not likely to grant their powers to any creature just walking on Faerun. Only those, suitable will earn the power granted by the Triad. Since this grants many benefits it has certain requirements. These are: MUST be Lawful Good. MUST have one out of these three gods as patron deity (Tyr, Ilmater, Torm) . MUST be either cleric or paladin or monk. Multiclass only allowed between those 3 classes or with a fitting prestige class. (Justiciar of Tyr, Hand of Torm, Martyred Champion of Ilmater, Contemplate, Divine Champion, etc). If they are a multi class such as paladin/cleric, they MUST choose which class is important for the benefits they gain.The other will be ignored. Benefits: Divine Health: As long as he stays in service of the Triad he is granted immunity to poison (also magic), diseases (also magic), curses and even immunity to negative levels or attribute losses (i.E. Weaken). Immortality and returning youth: as long as he stays in service of the Triad he is granted immortality and does not age anymore. He does get the benefits of aging though but not the malefits. Already taken malefits are NEGATED. (This means you get the usual boni in INT, WIS and CHA, but not the mali in STR, DEX and CON. Mali that you have already taken in those physical attributes by aging are set back to their original status like you have never aged.) Additional Attribute bonus: Strength +4 Wisdom +4 Charisma +4 + 4 to all saving throws Threefold Defense (Ex): The Chosen of the Triad gains the following: Damage Reduction of 12/-; Spell Resistance of 10 + the Chosen’s Challenge Rating or Character Level (keep the higher score not both); and a Sacred bonus to AC equal to the Chosen’s Charisma modifier. Threefold Skill Boost (Ex): The Chosen of the Triad gains a +15 Sacred bonus to the following skills: Concentration, Heal, and Sense Motive. Additional Feats: The chosen can choose 03 Exalted Feats as a gift of his God. Immunities (Ex): The Chosen of the Triad gains immunities to disease, poison, disintegration, negative energy (as it pertains to reducing ability scores and/or character and class levels), and cannot be magically aged also he is a deathless creature. General Abilities: Alignment Sight: Every Chosen of the Triad can see any creature´s exact alignment, without even concentrating. Spells or any other ability can not hinder this ability. Summon Epic Arms: Once per day a the chosen can summon an exact “copy” of his patron deity´s weapon, which can not be disarmed. It lasts for the chosen´s complete level + charisma bonus in minutes. Malefits on these weapons are negated, bonus such as weapon focus are treated normal (i.E. if a cleric of Torm has no weapon proficiency in Great Sword, he does not get the -4 malefits he would normally get with this weapon) Torm as patron deity: +5 holy avenger greatsword Tyr as Patron deity: +5 Vorpal longsword Ilmater as Patron deity: +5 keen, lawful, vorpal unarmed strike Ilmater’s Touch (Su): The Chosen does an additional 2d8 points of damage when using an unarmed attack. The damage can be non-lethal if the Chosen wishes. Torm’s Hand (Su): The Chosen gains the Lay-on-Hands ability if he does not already have it. The number of HP the Chosen may heal per day is equal to: 10 + charisma modifier x character level. Tyr’s Decree (Su): The Chosen gains the ability to Turn Undead if he did not already have it. The Chosen may Turn Undead a number of times per day equal to 5 + his Charisma modifier, and he gains +5 Sacred bonus to all turn checks (this bonus may stack with the +2 bonus granted by having 5 or more ranks in Knowledge [Religion]). Magic to you! |
| Xaean08-02-05, 08:44 PM | I know, there's already a chosen of Moradin template by Green Elven Vampire, but I still post mine here, with some similarities and some differences: „Chosen of Moradin“ is a template that can be added to any dwarf (referred to thereafter as the „character“). Moradin can remove the chosen status from the character at any time, should the character no longer live according to the teachings of the Soulforger. There is only one Chosen of Moradin at a time. Special Qualities: A Chosen of Moradin retains all special qualities of the character and also gains the following. Spell-like abilities: at will: detect chaos, detect evil, detect metals and minerals, detect secret doors; 5/day: enlarge person (self only), shape metal, silver beard, stone shape; 3/day: meld into stone, stone tell; 1/day: iron body, righteous might, stone skin; 1/tenday: elemental swarm (earth only), maw of stone; If the character is a cleric, he also gains the ability to cast spells from the dwarf domain as regular cleric spells, not just domain spells. Iron Mind: A Chosen of Moradin is the embodiment of dwarven stubbornness. He gains immunity to fear and mind-effecting spells and effects. Dwarven allies within 20 feet of a Chosen of Moradin gain a +4 sacred bonus on saves against such spells and effects. Toughness of Stone: A Chosen of Moradin’s body is best described as rock solid: He gains damage reduction /- equal to his constitution bonus. Fires of the Soulforge: A Chosen of Moradin has mystical bond with the Soulforge, from which Moradin created the dwarven people. Any warhammer wielded by a Chosen of Moradin temporarily gains the flaming special ability and counts as magic weapon for the purpose of overcoming damage reduction (it loses these qualities when it leaves the character’s grasp), furthermore he gains fire resistiance 5 and a sacred bonus of +10 on any craft (armor smithing and weapon smithing) checks. Thunder Blessing: Any offspring of a Chosen of Moradin are born as identical or fraternal twins with the thunder twin feat. Immunities: A Chosen of Moradin gains immunity against poison and disease. He also takes no ability score penalties for aging and cannot be magically aged. He still dies of old age when his time is up. Special attacks: A chosen of Moradin retains all special attacks of the character and gains also gains the following. Smite (Su): A Chosen of Moradin may attempt to smite the enemies of the dwarven race: duergar, drow, giants and orcs. He adds his constitution bonus to the attack and deals one point of extra damage per character level. If he accidentally smites a creature that is not of the specified types, the smite has no effects, but the attempt is still used up. He may use this ability a number of times per day equal to his constitution bonus. Saves: same as the character Abilities: Increase from the character as follows. Strength +4 Constitution +6 Skills: See Fires of the Soulforge Feats: A chosen of Moradin gains Craft Magic Arms and Armor as a bonus feat Climate/Terrain: Same as the character Organization: Same as the character Alignment: Lawful Good Challenge Rating: Same as the character +4 |
| Vasyek08-03-05, 06:10 PM | Seraph of Madness (Or Illusion/Intrigue, if you prefer) “Seraph of Madness” is a template that can be added to any humanoid creature. A Seraph of Madness uses the character’s statistics and special abilities except as noted here. A Seraph of Madness only has its power at the will of Cyric; should the Prince of Lies decide to remove the Seraph's status from the character, they revert to their normal abilities. A character of any class can be elevated to this status, but the most likely candidates are either bards, clerics, or sorcerers. There can only be three Seraphs of Madness at any given time. Alignment: Chaotic Evil or Chaotic Neutral Special Qualities: A Seraph of Madness has all the special abilities of the character and gains the following. Immunities: A Seraph of Madness is immune to aging (natural or accelerated), all mind affecting, compulsion, and paralysis based effects. The Seraph cannot be locked into a form that they do not wish to maintain, but must shift their appearance at least once every six hours to avoid the onset of fatigue, which they are otherwise immune to, and have no control over how their form shifts while unconscious or dreaming. Bonus Spells (Sp): At Will- Silent Image, Ventriloquism; Constant- Misdirection; Three Times per day- Enthrall, Hypnotic Pattern, Mirror Image, Modify Memory; Once per day- Blink, Eyebite, False Image, Veil Shattered Mirror (Ex): The Seraph gains the ability to warp their features with great subtlety or piercing resonance, at their whims or by sheer reflex. For the Seraph, appearance becomes as mutable as light and contrast. As a free action, the Seraph may tailor their visage as per the spell Alter Self, or direct their visage to coil and refract as a host of dissonant aspects. This latter application of the ability forces those who witness it to make a Will save (DC: 20 + the Seraph's Charisma modifier) to avoid becoming dazzled and shaken while their eyes remain upon the Seraph's fractured mien. Naturally, this ability can only effect those who rely on their sense of sight. When not in a state of flux, the Seraph's expressions are eerily still or confoundingly oblique if they are not subdued, wreaking havoc on all attempts to gauge the Seraph's intentions by appearance or inflection. All Sense Motive checks against the Seraph suffer a -10 circumstance penalty. Blood-Wraith's Grin (Su): Through continued focus and fervent invocation, taking no actions or moving no more than five feet per round for three rounds, the Seraph may invoke the dread aspect of their patron god before the eyes of a chosen target. To this creature, the Seraph becomes a horror of shrieking wind and undulating flesh, threads of congealed blood and jagged hoarfrost bristling along their shoulders, arms, and neck. The target must make a Will saving throw (DC: 10 + the Seraph's character level + the Seraph's charisma modifier) lest the trauma of facing this grim spectre still their heart. Should they successfully resist this ability, they merely suffer as though subject to a Ghost's corrupting gaze. This is an illusory and fear-based attack, and can be resisted accordingly. Only sentient beings are viable targets for this ability. This ability occurs as a melee touch attack and may be used on anyone within range so long as it is used immediately after the three rounds. The Seraph can use this ability against the Panicked or Insane with no preparation as a full-round action. Traitor's Hymn (Su): Lies and false endearment roll effortlessly off the Seraph's tongue, such that one must wonder if even they are misled by their charades. The Seraph is henceforth immune to all spells and effects that compel the admission of truth, and may take 20 on any Bluff and Diplomacy check under the same conditions that a rogue with skill mastery could take 10. Stilled Murmurs (Ex): The Seraph carries within them all the voices of those that they have slain, and may communicate through them with or without spoken word. When adopting the form of one of their victims through the Shattered Mirror ability, the Seraph's ability to mimic their inflections perfectly increases the Disguise check bonus to +15, and these stolen voices may be further employed as a conduit for telepathic communication, within a range of 120 feet. Such communication requires only the presence of a sentient mind and the Seraph's awareness, through whatever means, of the targeted creature. Sibilant Echo (Su): The Seraph may instill the dust and air around them with their mind's imperative, manifesting their will as a crooning vortex of charnel winds and panicked sighs. The being that emerges from this process is essentially an invisible stalker with the Seraph's alignment and a number of extra hit dice equal to the Seraph's charisma modifier. Its attacks benefit from the Screaming enhancement, unless the Seraph has silenced the creature. It may condense itself and reduce its size to Small thereby, and as it is essentially just an animate construct of the Seraph's will, the Seraph may see through its eyes as easily as they can through their own, as per the shared senses trait, and manipulate its form to sculpt its aural resonance, further obscuring its presence or affecting speech thereby. The latter ability functions as the Ghost Sound or Ventriloquism spells, depending on the sounds the Seraph intends to make, and Listening checks cannot detect the creature's presence unless the Seraph has willed it to make noise. The Seraph can communicate telepathically through the sibilant echo, but only within half the previous range. Should their creature be slain, the Seraph cannot reform it for a week. Delusion's Mire (Su): The Seraph's illusions are imbued with the treachery and resilience of their own fevered imaginations, rebounding in dispersal to converge as new false imagery. In the event that a target successfully disbelieves the Seraph's illusory enchantments, they must make another Will save on the following round to subdue the illusion's resurgence at the same DC. Furthermore, the Seraph may attempt another Will save a round following the dispelling of their illusions at the same DC. In both cases there is never more than a second chance. Abilities: Dex+4, Int+6, Cha+4 Skills: Bluff, Diplomacy, Perform (Acting), and Read Lips become class skills for the Seraph, if they are not already. Feats: The character automatically gains the following feats and abilities, regardless of prerequisites. - Slippery Mind - Spell Focus: Illusion (Greater Spell Focus: Illusion if the Seraph already has this feat) - Trackless Step Seraph of Murder “Seraph of Murder” is a template that can be added to any humanoid creature. A Seraph of Murder uses the character’s statistics and special abilities except as noted here. A Seraph of Murder only has its power at the will of Cyric; should the Prince of Lies decide to remove the Seraph's status from the character, they revert to their normal abilities. A character of any class can be elevated to this status, but the most likely candidates are assassins, rogues, or strifeleaders. There can only be three Seraphs of Murder at any given time. Alignment: Neutral Evil or Chaotic Evil Special Qualities: A Seraph of Madness all special abilities of the character and gains the following. Immunities: A Seraph of Murder is immune to aging (natural or accelerated), mind affecting, compulsion, poison, and death effects. The Seraph need not eat, sleep, or breathe so long as they have murdered or incited the murder of a sentient being within the last twenty-four hours. Bonus Spells (Sp): At Will- Align Weapon, Chill Touch; Constant- Deathwatch, Spiderclimb; Three Times per day- Death Knell, Ghoul Touch, Keen Edge, Silence; Once per day- Enervation, Haste (self), Invisibility (Greater), Vampiric Touch Dearly Departed (Su): The Seraph's very presence becomes inimical to life, corrupting and diminishing it by proximity alone. Wounds inflicted by the Seraph cannot be healed naturally, impeding such abilities as Regenerate and Fast Heal, and the process of dying is grievously accelerated in their presence, making it impossible for any dying creatures within forty feet of Seraph to stabilize. Anyone wishing to cast a healing spell or otherwise invoke positive energy within twenty feet of the Seraph must succeed at a Concentration check (DC: the Seraph's level + the Seraph's charisma modifier) to preserve the effect's essence and cohesion, failure indicating the useless dispersal of the ability. In regions desecrated or unhallowed in Cyric's name, the Seraph's lethal aura makes such spells and abilities impossible to employ. The Seraph can subdue their aura as a free action, but cannot control who it does/does not affect while it is active. Those slain by the Seraph can only be brought back to life by True Resurrection or a Miracle. Wrath of the One (Su): The Seraph channels the virulence of their lord's favor into a chosen weapon, allowing it to cause wounds that bleed endlessly and resonate with the torment of infliction long after the attack has taken place. Henceforth the Seraph's chosen weapon takes on the Wounding quality, and those who suffer its caress will be plagued by agony and insomnia (as per the Nightmare spell) while their wounds remain unhealed. The malign essence that pervades the Seraph's weapon achieves its most devastating extremes against enemies of the faith, acting as a Bane enchantment against the followers of three other gods chosen by the Seraph. These effects occur in addition to the chosen weapon's existing traits, but cannot exceed the standard modified bonus maximum in doing so (consider the aforementioned effects to amount to a +5 bonus.) Laughing Dirge (Su): Upon successfully employing the Death Knell spell or ability against a dying target, the air around the Seraph grows parched and abrasive, laden with the pungent aroma of old blood. The Seraph's eyes become glazed and euphoric, contorted reflections of their victim shifting feverishly in their languid gaze. Those within melee range of the Seraph must make a Fortitude save every round that the effects of the death knell persist (DC: the Seraph's Level + the Seraph's charisma modifier) to avoid becoming Sickened and Fatigued. The feeling of revulsion subsides after the aura has diminished or the target moves out of range, but the weariness remains. Should those in range fail their saving throws on three consecutive occasions, then their fatigue deepens into exhaustion. Fellow Cyricists no more than twenty feet away from the Seraph during this time find their spirits lifted as if by a paladin's Aura of Courage. Tortured Reprise (Su): The Seraph can elect to stay a helpless or willing target's execution and instead bind the victim's essence to their own. The target is allowed a Fortitude save (DC: 10 + the Seraph's level), although even in success they risk dying as though by massive damage (see DMG) as their life-force is disrupted over the course of their struggles. Should they fail, the target immediately suffers four points of constitution drain and two points of charisma drain, which cannot be regained until the link between them and the Seraph is severed (only possible through their or the Seraph's death, or a Dispel Evil spell cast on Hallowed ground by a cleric who is at least as powerful as the Seraph.) While their souls are entwined, the Seraph suffers only half damage from any attacks against them, the remaining half being transferred the creature at the other end of the link, and good or neutrally aligned foes are haunted by the lingering sense of the soul held hostage by the Seraph, suffering a -4 morale penalty on all attack rolls against them. The bound creature is wracked with blinding agony if they should ever attempt to harm or deceive the Seraph, forcing them to make a Will save at the aforementioned DC to successfully make an attempt to attack or mislead the one who holds the better half of their soul. The Seraph has a sense of where the victim is at all times, is able to recognize them immediately in any form, and should the Seraph perish so will the target. Vulture's Eye (Ex): The Seraph gains the Opportunism ability, if they do not already possess it, and may apply their intelligence bonus to damage in place of strength. The Seraph may only use their intelligence bonus as a damage modifier against creatures that are not immune to critical hits. Parting Gifts (Ex): The Seraph may retract a weapon into their flesh, as though they were wearing a Glove of Storing, and unleash it afterward at the speed of thought. If the Seraph starts combat by recalling their weapon and immediately attacking a nonhostile target, they may attempt a contested initiative roll. If the Seraph's initiative is higher, they are afforded a free attack of opportunity against the target. This ability can only be employed once over the course of any battle. Abilities: Strength+2, Dex+6, Con +2, Int+4 Skills: Hide, Intimidate, and Move Silently become class skills for the Seraph, if they are not already. Feats: The character automatically gains the following feats and abilities, regardless of prerequisites. - Favored Enemy (Three rival faiths) - Improved Critical - Track |
| Vasyek08-03-05, 10:02 PM | Seraph of Strife “Seraph of Strife” is a template that can be added to any humanoid creature. A Seraph of Strife uses the character’s statistics and special abilities except as noted here. A Seraph of Strife only has their power at the will of Cyric; should the Prince of Lies decide to remove the Seraph's status from the character, they revert to their normal abilities. A character of any class can be elevated to this status, but the most likely candidates are blackguards, clerics, or spur lords. There can only be one Seraph of Strife at any given time. Alignment: Chaotic Evil Immunities: A Seraph of Strife is immune to all aging (natural or accelerated), mind affecting, compulsion, and sleep based effects. The Seraph of Strife cannot be affected by the hostile divine spells of fellow Cyricists, and no longer enters into a state of total rest, meditating instead upon visions of past and future upheaval, of loves lost and bonds severed, much as an elf enters reverie. Bonus Spells (Sp): At Will- Detect Thoughts; Constant- Entropic Shield, Tongues; Three Times per day- Blindness/Deafness, Hideous Laughter, Suggestion, Touch of Idiocy; Once per day- Blade Barrier, Confusion, Dirge of Discord*, Mass Suggestion (*spell found here (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20010601a)) Raving Threshold (Ex): Pity all who would brave the din of the Seraph's mind, as perfect a mirror of their lord's twisted anima as any mortal's could ever could be... Any attempts at divination directed against the Seraph fill the caster's mind with thousand-fold chorus of the Seraph's inner voice, forcing them to make a Will save (DC: the Seraph's Level + the Seraph's wisdom modifier) to avoid insanity's onslaught. Those who fail are only able to hear the disparate and obscene chants of the Seraph's psyche, effectively becoming deafened in the process, and succumb to a madness of their own. The deafness is permanent barring magical recovery, and the latter state is identical to Confusion, lasting for a number of rounds equal to half the Seraph's charisma modifier. Those who successfully resist are merely dazed and deafened for a single round, but the insights procured are treacherous, warping the divination itself. The particulars of this will vary, but any answer from a divination concerning the Seraph of Strife is only ever trustworthy enough to betray the caster in the end. Those who would be overwhelmed by the Seraph's aura, such as in the case of Detect Evil or Detect Thoughts, suffer Insanity for their troubles. Bedlam's Yoke (Su): The Seraph can feed the terror and hostility in a clouded mind, plying the mad with the dissonance of their own thoughts. The Seraph may rebuke or command the insane (those who have suffered enough temporary wisdom to be rendered unconscious, the Confused, and targets in a Rage) as a cleric of the same level commands the undead. Those under the Seraph's control enter into such a rabid state of mind that they gain the bonuses and penalties of a barbarian's Rage (if they don't have them already) and ignore pain for the duration, fighting until they are dead and shrugging off all subdual damage until they return to their senses. Should the Seraph relinquish control over them or should the rebuking attempt otherwise come to an end, those under its sway must make a Fortitude save (DC: the Seraph's level) or die instantly from the shock of their frenzy's release. Visions of the Supreme Throne (Su): The Seraph's presence alone evokes images of betrayal, murder, and conflagration, causing the minds of those within their aura's range to buckle and fray. This ability functions as a perpetual mindfog, save that it lacks any visual indications and inflicts a -4 morale penalty to Armor Class and all Will saves upon all enemies within thirty feet of the Seraph. Allies and fellow Cyricists (if they aren't enemies) within this range are bolstered as though under a continual Heroism effect. All attempts to pacify or charm creatures within this range must first overcome the Seraph's hideous aura, forcing the caster to make a concentration check (DC: 10 + the Seraph's Level) maintain the intended effect. Should they fail, then the aura distorts it, goading targets to lash out against the caster. In this case, treat the spell as though it were successfully cast, or reversed in the case of spells such as Calm Emotions, by the Seraph. Those who would be overwhelmed by the power of their auras (as in the case of Detect Evil) are affected by this ability as though they had fallen under the sway of the Song of Discord spell. This aura can be subdued as a free action. Black Sun's Derision (Ex): Three times per day, the Seraph may reflect any effect that they are immune to or that they have successfully resisted back upon the caster, regardless of the distance involved. The targeted caster suffers a circumstance penalty on their save equal to the Seraph's charisma modifier. Dance the Razor's Edge (Sp): The Seraph is viscerally attuned to moments of great upheaval and decline. Indeed, they are able to taste discord’s potential in futures that have yet to draw breath. Any conflict or betrayal that threatens the very heart of a city or nation is known to the Seraph six days beforehand. This knowledge is no more specific than a Commune spell, although the Seraph will have an intuitive sense of those who are central to the brewing upheaval. The Seraph may immediately teleport to that general location, as by the Greater Teleport spell, with an hour's concentration. In addition to sites of potential crisis, the Seraph may choose to use congregations of Cyricists as a focal point for this ability whenever a good or lawfully aligned creature or creatures of at least three fourths the Seraph's total level/hit dice is to be sacrificed for the Dark Sun's glory, or has been no more than a week past. Abilities: Dex +2, Int+4, Cha+6, Wis+2 Skills: Gather Information, Knowledge (Nobility), and Sense Motive become class skills for the Seraph, if they are not already. Feats: The character automatically gains the following feats and abilities, regardless of prerequisites. - Dark Blessing - Improved Initiative - Uncanny Dodge |
| Cryto08-06-05, 02:22 AM | Chosen of Akadi also known as Air Paragon “Chosen of Akadi” is a template that can be applied to any humanoid creature that has Akadi for a patron. This template is granted by Akadi's wishes, and is subject to removal by her at any time. Special Qualities: Chosen of Akadi retain all their special qualities. Bonus Spells (Sp):at will- Shocking grasp, Feather fall, Levitate, Gust of wind, Slow; 3/day-Lightning bolt, Fly, Improved invisibility, Haste, Teleport; 1/day Chain lightning, Superior invisibility, Time Stop. Immunities (Ex): A Chosen of Akadi is immune to poison of any kind, and has immunity to electricity. He or she is also immune to aging, does not age, and is effectively immortal. Whirlwind of Akadi (Su): Chosen Akadi is proficient with heavy flail. When wielding heavy flail once per day she can activate this ability and has +5 divine bonus to attack and deal 5 divine +2d6 electricity damage and may stun opponent (DC 25), if opponent is immune to stun this ability still works. When fighting against earth based creatures damage dealt by this ability doubles. Wings (Ex):Chosen of Akadi gains wings and has fly speed of 60 ft. If chosen already had wings his fly speed doubles. Feats: Chosen of Akadi gets these feats without meeting their prerequisites: Flyby attack, Hover, Improved flyby attack and Deflect Arrows. Skills: Chosen of Akadi gets +4 racial bonus to Balance and Spot when flying. Abilities: +6Dex, +2Int, +2Wis CR: +4 Alignment: Any partially Neutral |
| Jalazzan d'Entre Brae08-09-05, 10:45 PM | Great Job with the chosen so far. I was wondering if anyone could make a Chosen of Hoar; the deity of retribution, vengence, and poetic justice? I cant seem to get it right and I was wondering if anyone could get it right. |
| Lord Mortanius08-10-05, 04:28 AM | Humble DM with not much time is looking for a chosen template for Myrkul? I have an over zealous Lich necromancer as a player who is trying to get the dead god of death ressurected so he can help him build an undead nation around Narfell :p Chances are slim but I need to be prepared anyways to give him his reward. Thanks in advance for anyone who takes up this task http://www.greyhawkonline.com/pitsofevil/viewtopic.php?t=2420&highlight=chosen+myrkul |
| Seraph Riel08-22-05, 04:57 PM | "Chosen of Lathander" is a template that can be added to any humanoid creature. A Chosen of Lathander uses the character's statistics and special abilities except as noted here. A Chosen of Lathander has its power at the will of Lathander, should the Morninglord decide to remove the Chosen status from the character, it reverts back to its original abilities. Special Qualities: A Chosen of Lathander retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant—Protection from Evil, Endure Elements (fire, cold, electricity). At will—Detect Evil, Detect Undead. 3/day— Daylight, Searing Light, Holy Smite 1/day—Sunray, Sunburst. 1/week—Undeath’s Eternal Foe. Immunities (Ex): The Chosen of Lathander are immune to aging effects and do not physically age, however, theChosen still dies of old age when her time is up. In addition, a Chosen of Lathander is immune to ability damage and level drain from any manner of attack from an undead creature. Perpetual Light (Su/Sp): The light of Lathander shines constantly through his Chosen, as a result, a Chosen can see in the dark (darkvision 60ft.) and through any sort of darkness spell. Furthermore, a Chosen of Lathander can dispel any spell with the darkness descriptor as if she had cast greater dispel magic (use character level to determine level based effects). Bane of Undead (Su): Any weapon wielded by a Chosen of Lathander is treated as if the weapon had the bane undead weapon enhancement, including any weapon normally not able to have this enhancement. Superior Turning (Su): If the Chosen of Lathander does not posses the ability to turn undead she gains this ability and uses her character level to determine turning effects. Alternatively, if the Chosen of Lathander already posses the ability to turn undead, then the Chosen can turn undead as if 4 levels higher than she already is and uses her character level instead of class level to determine turning effects. Renewal of Dawn (Su): Once a year, if a Chosen of Lathander dies due to unnatural causes (ex. being slain by an enemy or due to magical spells or effects), then the Chosen will be returned to life in the closest church of the Morninglord as if a true resurrection spell had been cast on him. Abilities: Increase from the character as follows: Strength +2, Wisdom +4, Charisma +4 Feats: - Extra Turning (Player’s Handbook pg. 94) Quicken Turning (Complete Divine, pg 84) A Chosen of Lathander receives these feat even if they do not meet the prerequisites Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character |
| Monkeygod08-26-05, 03:24 AM | i would dearly love to see a chosen of Io and also one of Hoar and a Tyr specific one... i mean the triad is cool and all but im hoping that each one has their own chosen seperate from the Triads thanx!! |
| Bsauey09-05-05, 12:55 AM | Great work everybody. If someone knows where to get the chosen of ubtao, please tell me. Thanks |
| Burningspear09-09-05, 05:02 PM | i would dearly love to see a chosen of Io and also one of Hoar and a Tyr specific one... at the end of PAGE 9 i put my effort on a chosen of Hoar, have a peek if u wish :D |
| ravissant09-22-05, 05:46 PM | TEMPLATE: TENDER HAND OF CHAUNTEA „Tender Hand of Chauntea“ is a template that can be added to any humanoid creature (hereby refered to as the „character“) A „Tender hand of Chauntea“ uses the character`s statistics and special abilities except as noted here. They are life loving servants of goddess dedicated to nurturing and tending to all living things. Should Chauntea ever decide to remove Chosen status from the character he reverts to his original abilities. Special Qualities: A Tender Hand of Chauntea retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant - Endure Elements, Pass without Trace, Protection from Evil. At will – Speak with Animals/Plants, Detect Animal/Plants, Animal Messenger, Create Food and Water, Plant Growth. 5/day – Owl`s Wisdom, Lesser Restoration, Command Plants. 3/day – Commune with Nature, Protection from Energy, Reincarnate. 1/day – Liveoak, Stoneskin, Restoration. Immunities (Ex): A Tender Hand of Chauntea is immune to aging, disease and poison effects. Any age penalties to strength,constitution and dexterity Tender Hand had prior to gaining this template are removed but the bonuses to wisdom, intelligence and charisma remain. Chauntea`s Nurture (Sp): A Tender Hand is nurtured by Chauntea herself. He doesn`t need to eat, drink or sleep. He still needs to spend one hour praying/preparing for spells. Toril`s Insight (Sp): Once per day Tender Hand can conect to the primordial creative forces of Toril to gain insight boost to his wisdom score. This increase is equal to half character`s HD number and lasts for number of minutes equal to one half his charisma bonus ( minimal 1 minute ). Power of Earthmother (Sp): Once per tenday a Tender Hand can summon an Elder Huge Earth Elemental. This ability works as Summon Nature`s Ally spell cast by a caster of character`s level. Meal of The Grain Goddess (Sp): Wheat of Healing - Once per day a Tender Hand can provide a bowl of grain porridge which has the effect of the Heal spell upon recipient. It takes one minute to consume the porridge. Loaf of Feasting – Once per tenday a Tender Hand can provide a loaf of bread that can be divided among the number of persons equal to characters HD number. It has the effect of Heroes` Feast spell except that it gives maximum number of temporary hit points and it takes one minute to consume it. Apple of Restoration – Once per tenday a Tender Hand can provide a fruit (apple) that to the consumer bestows the effect of the Greater Restoration spell. This ability costs 250 xp. Nectar of Life – Once per month a Tender Hand can provide a container which contains few drops of nectar from flowers that grow in Chauntes`s own garden in House of Nature. When the nectar is spilled on the remains of a deceased creature it is brought back to life. This ability copies the effect of Ressurection spell and costs 2500 xp. Once per year this ability can be evoked without xp cost. Saves: Same as character Abilities: Increase from the character as follows Wisdom +8 and Charisma +4 Skills: Same as character Chalenge Rating: Same as the character +4 |
| Master_of_Sarcasm09-28-05, 02:05 AM | This thread is amazing. I'm especially fond of the Chosens of Mask and Shevarash, as those are two of my favorite Forgotten Realms deities. Now, I have not had the chance to puruse the whole thread yet, so my request may already be filled: Despite the fact that he's a dead god now, could someone possibly help me by making a Chosen of Xvim? My DM is going to be bringing Iyachtu Xvim back in a campaign that will start sometime kind of soon, and I think a Chosen template could come in handy. If it's already been done in this thread, please point me to the page. Thanks a lot, you guys all rock for what you're accomplishing! MoS |
| JCFreedom10-03-05, 02:06 PM | Here's the Chosen template for Lathander that I created for my Campaign. Since the campaign is based in Chessenta where Lathander is strong, I have patterned the template after Greek ideas. Chessenta reminds me most of Greece in climate, resources, and temperment. Hope it gives someone some ideas. For those who don't remember, Lathander the Morning Lord is the God of Spring, Dawn, Birth, Renewal, Creativity, Youth, Vitality, Self-Perfection, and Athletics. CHOSEN POWERS: Eternal Sustenance - The chosen's body renews itself every morning as the first ray of the morning sun touches his skin. This power only applies if the chosen is above ground and witnesses the morning's dawn. This ability makes the chosen young again, reversing both the positive and negative effects of aging. The chosen will age naturally from that point on but the effect can be renewed the next day. The chosen's body is also replenished in the morning sustaining him with lifegiving nurishment. This is equivelent to a full day's food and water. The chosen may still get hungry and thirsty during the day but the morning substenance is enough to survive on for the day. Perfection of Mind and Body - A chosen of Lathander must be the ideal man: an athlete, a scholar, an artist, and a soldier. To simulate this, a chosen gets +4 to all stats. Undead Nemesis - Fueled by the positive energy of the sun, the chosen is a dedicated foe of all undead. No special ability from an undead (mummy rot, strength drain, energy drain, etc) will work on the chosen although the chosen is still vulnerable to melee and spell attacks. Any weapon or armor used by the chosen is concidered a ghost touch item but only against undead creatures, other incorporeal creatures are not affected. Duplicate the Dawn - The chosen can cast the spell daylight as a supernatural ability a number of times per day equal to the chosen's wisdom bonus (minimum of 1/day). |
| Fayle10-08-05, 04:39 PM | "Chosen of Gargauth" is a template that can be added to any humaniod or Baatezu creature (referred to hereafter as the "character"). A Chosen of Gargauth uses the character's statistics and special abilities except as noted here. A Chosen of Gargauth only has its power at the will of Gargauth; should the Tenth Lord of Nine decide to remove Chosen status from the character, he reverts to his original abilities. Normally there is only one Chosen of Gargauth at a time. Special Qualities: A Chosen of Gargauth retains all special qualities of the character and also gains the following: Bonus Spells: Constant - Unholy Aura, Devil's Eye, At Will - Undetectable Alignment, Charm Person, 3/day - Suggestion, Forbidden Speech, Entice Gift, 1/day - Demand, Mindrape, Geas/Quest, 1/week - Damnation Immunities: A Chosen of Gargauth is immune to aging effects, does not age, and is effectively immortal. A Chosen of Gargauth is immune to the effects of the Dismissal and Banishment spells if the Chosen is a Baatezu. A Chosen of Gargauth is immune to the effects of disease and poison. Summon Pit Fiend: A Chosen of Gargauth may summon 1d3 pit fiends as his servants 1/week. These pit fiends will obey all orders passed on by the Chosen of Gargauth and are immune to charm effects from any other than the Chosen. If still alive after 24 hours they return to Baator. This ability is a full round action. Diabolic Persuasion: A number of times per day equal to their charisma modifier, the Chosen may re-roll any attempt to make someone act differently than they normally would. For example, they may re-roll a Bluff or Intimate check. This ability works for any skill that uses the charisma modifier. Using this ability must be declared immediately after the roll before it is declared if the roll was successful. Scrying of Nine: Once per day the Chosen of Gargauth may summon a sphere of flame 2 feet in diameter. This sphere glows brightly with the illumination of several torches. Using this ability requires 1 full hour of concentration. This ability allows the Chosen to scry deep into the pits of Baator to view the Archdukes of Hell by peering into this ball of flame. The Chosen must declare what level he/she is attempting to scry upon, and from there a check is made. There is a certain percentage for each level that the Chosen will be successful in the attempt to scry. Consult the chart: Avernus: 60% chance of success Iron City of Dis: 55% chance of success Minauros: 45% chance of success Phlegethos: 40% chance of success Stygia: 30% chance of success Malbolge: 20% chance of success Maladomini: 15% chance of success Cania: 10% chance of success Nessus: 5% chance of success Gargauth advises his Chosen to use the ability often, for the Archdukes are always scheming and never to be trusted. Both his life and his Chosen's are always in jeopardy according to Gargauth. This ability allows the Chosen to peer directly onto the location of Archduke of that level. It lasts for a number of rounds equal to the Chosen's charisma modifier (minimum 1). Abilities: Increase from the character as follows: +2 Wisdom, +2 Intelligence, +6 Charisma Feats: The character receives the following feats for free: Deceitful, Negotiator, and Persuasive CR: +4 :devil: woot! |
| Durgen Coalhewer10-09-05, 12:37 AM | Would someone be so kind as to compose/post a Chosen of Deep Duerra? Thanks in advance. |
| wonderboy0610-15-05, 07:57 PM | It would be intresting to see a Chosen of Kord template. |
| DreadWizardDM10-18-05, 06:50 PM | :bump: Sticky this thread please. |
| Mad Mage10-18-05, 09:49 PM | :bump: Sticky this thread please. Um, you did realise it's linked in the sticky here (http://boards1.wizards.com/showthread.php?t=512997), right? |
| chakresarkyndyn10-18-05, 11:01 PM | Could someone please post a template for a Chosen of Finder? A player in my campaign was looking to become one. thanks in advance |
| DreadWizardDM10-31-05, 05:34 PM | :bump: |
| Master Sylvius11-25-05, 08:21 AM | Chosen of Gargauth level adjustment: +4 At will: know alignment, protection from chaos, protection from good, devils eye* 5/D: charm person, command, weapon of the deity (Gargauth +1 returning dagger)** 3/D: death knell, lesser planar ally (devils only), Geas/Quest, morality undone* 1/D: Blasphemy, Dictum, Demand (sending + suggestion)* *: Book of vile darkness **: Magic of Faerûn Stats: Int +4, Wis +4, Cha +4 AC: add Cha bonus Immunities: Disease, poison and mind affective abilities or spells (illusions, charms, compulsions) either psionic or magical. The Chosen cannot be magically aged, but still grows older as time passes (with all bonuses but no penalties) and still dies when the time is up. Further more, the true alignment of Gargauths’ chosen is undetectable except by characters of 20th level or more. All others see the chosens’ alignment as lawful neutral. DR: 5/+1 Skills: bluff, diplomacy, sense motive, intimidate and knowledge. Feats: leadership, improved initiative, witty (+2 bluff and sense motive checks), courtesan (+2 bluff and diplomacy checks). Domains: gains access to corruption, diabolic and greed domain spell lists (if possible) and domain linked abilities. (See book of vile darkness) |
| Azerith2412-01-05, 03:28 PM | Could it be possible to be a chosen of Ao.....hear me out....Ao in FR can give deific power...so why not be a chosen of Ao..maybe comes with divine rank one...kind of a trial run for godhood...any ideas? |
| Mad Mage12-01-05, 10:03 PM | Could it be possible to be a chosen of Ao.....hear me out....Ao in FR can give deific power...so why not be a chosen of Ao..maybe comes with divine rank one...kind of a trial run for godhood...any ideas? Ao only comes in indirect conctact with mortals by officially letting them become deities. Ao does not have any chosen since no mortal is allowed to know that Ao exists. Trials for deityhood are sponsored by deities themselves. Ao really just gives the seal of approval while remaining unknown to the non-divine public. No need for chosen since he doesn't have a worshipping audience any more. |
| slainethehornedgod12-11-05, 11:44 AM | Here's my version of the Chosen of Corellion Larethian. Many thanks to green elven vampire for the inspiration provided by his/her version of the same. Chosen of Corellion Larethian The Chosen of Corellion Larethian are individuals devoted to his ideals and consider themselves to be sacred caretakers of the elven race. Any elf or half elf may be chosen by Corellion but he favors individuals that work to care for elves or seek lost elven relics and magic. Spell Like Abilities At will-detect magic; 5/day-cure light wounds, faerie fire, true strike; 3/day-prayer, remove fear; 1/day-greater dispel magic, prismatic spray; caster level is equal to hit dice and saves are charisma based. Special Abilities Corellion’s Companion (sp): The Chosen may summon 1 Cooshee (Elven dog) to have as a companion in war and in peace. This ability requires 24 hours of mediation and once summoned the Cooshee remains loyal to the Chosen and is treated in the same manner as a paladins Warhorse in reguards to Bonus HD, AC, strength adj., Int., and special abilities. If the cooshee dies in battle the Chosen may not summon another for a year and a day. Damage Reduction: 10/magic Divine Archery (su): When using a longbow, short bow, composite longbow or composite short bow the Chosen does not receive range penalties. He also gains a +1 sacred bonus to hit when using these weapons. Divine Swordsman (su): When using a long sword, rapier or short sword the Chosen gains a +4 sacred bonus to confirm critical threats. He also gains a +1 sacred bonus to hit when using these weapons. Eagle Vision (su): The Chosen gains a +8 bonus to spot checks. Protection of the Master Archer (su): The Chosen gains the use of the deflect arrows feat. The Chosen simply wills the arrow to not strike so he does not need to have a free hand to make use of the feat. Shield of Stars (su): Once per day as a standard action, the Chosen may create a Shield of Stars. This consists of a field of sparkling energy which provides the Chosen, or a single creature designated by the Chosen, with protection equivalent to an Absorption spell. As per the spell any absorbed spell levels may be used to cast a spell but they may also be used to create a blast of energy which looks like a shower of stars. This star shower requires a standard action and creates 3 missiles of force for every spell level expended. These missiles unerringly strike any targets or single target within long range as indicated by the bearer of the Shield. The missiles inflict 1d6 force damage and magic resistance applies. Spells that prevent magic missile such as shield are effective against this ability. The caster level for this ability is equal to the HD of the affected creature. This ability remains in effect for 24 hours, until its absorbed levels have been expended or until the Chosen uses this ability again on the following day. Immunities (su): The Chosen is immune to effects of aging, disease and poison. The chosen has no need to sleep but still must rest 8 hours to recover arcane spells. Attribute bonuses: +2 bonus Strength, Constitution, Intelligence, Wisdom and Charisma; +4 bonus to Dexterity Level Adjustment: +5 |
| wonderboy0612-11-05, 01:58 PM | It would be intresting to see a Chosen of Kord template. :bump: |
| Rafilar Irithyl12-11-05, 08:41 PM | It would be intresting to see a Chosen of Kord template. :bump:Probably would be, but this is an FR board, so I doubt you'll see it here. Kord has to keep out of Faerûn, or Tempus will kick his butt. |
| Darth_Azalin12-13-05, 10:05 AM | Here's my version of the Chosen of Corellion Larethian. Many thanks to green elven vampire for the inspiration provided by his/her version of the same. Chosen of Corellion Larethian Divine Archery (su): When using a longbow, short bow, composite longbow or composite short bow the Chosen does not receive range penalties. (Ok there has to be at least a max range here.. Or this person can shoot someone across the world.. also what about the Elven Double Bow or Great bow?).. He also gains a +1 sacred bonus to hit when using these weapons. Divine Swordsman (su): When using a long sword, rapier or short sword the Chosen gains a +4 sacred bonus to confirm critical threats. He also gains a +1 sacred bonus to hit when using these weapons. (Need something to say about the 2 elven blades.. the thin blade and the other one) Eagle Vision (su): The Chosen gains a +8 bonus to spot checks. (Would give him some sort of bonus to Search as well) Protection of the Master Archer (su): The Chosen gains the use of the deflect arrows feat. The Chosen simply wills the arrow to not strike so he does not need to have a free hand to make use of the feat. (Problem here is "simply wills" so this means he couldnt be casting a spell, singing a song - like a bard, using psionics or anything that takes conceration) Immunities (su): The Chosen is immune to effects of aging, disease and poison. The chosen has no need to sleep but still must rest 8 hours to recover arcane spells. (Well as an Elf you already don't sleep and complete immunity to poison... I don't even think Corellian has immunity to the drow stuff.. I would make that an exception to the complete.) Attribute bonuses: +2 bonus Strength, Constitution, Intelligence, Wisdom and Charisma; +4 bonus to Dexterity (Don't you think this is a little too much?) Level Adjustment: +5 Just my opinions... |
| Jaeysonne12-30-05, 06:31 PM | Heres the Chosen of Tymora. It didn't turn out as well as I would of liked, so I may revise it in the future. Chosen of Tymora A Chosen of Tymora is the living embodiment of the Lady of Luck, sharing her friendliness and grace, as well as her good nature. The Chosen are full of risks, but aren’t reckless as they the know Tymora will ensure they live a long, eventful life. Tymora chooses only her best and brightest worshippers to become her Chosen, commissioning them to spread good luck throughout the width of the Realms. One of the key goals of the Chosen of Tymora is to hunt down the followers of Beshaba, and to help halt her spreading of bad luck. As the number 7 is considered lucky by many, Tymora can have up to 7 Chosen at any particular time. As well, the Chosen are commonly women. The identities of Tymora's current Chosen are unknown. Chosen of Tymora Immunities: A Chosen of Tymora is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases. Aura of Luck: A Chosen of Tymora can create a Lucky Aura a number of time per day equal to her Charisma modifier. Any ally within this aura receives a +2 to any saves, attacks, or skill checks made. The Aura of Luck lasts for a number of rounds equal to 5 plus the Chosen’s charisma modifier. The aura extends for 20ft around the Chosen. Good Fortune: 5/day the Chosen may re-roll any roll they may have made and failed. Luck of the Lady: 3/day the Chosen can automatically succeed at one saving throw, regardless of the difficulty. Lucky Strike: 3/day the Chosen can automatically succeed at one attack. A roll can still be made to determine whether or not it is a critical. Divine Grace: The Chosen gains a bonus equal to her charisma modifier on all of her saving throws. Abilities: Charisma +10 Alignment: CG or NG CR: +4 I like it! Hey i was wondering...in the Realms, is there really a Chosen One for each deity? I mean, we all know Elminster is the Chosen of Mystra and Fzoul is the Chosen of Xvim...but does anyone know the names of the Chosen for the rest of the gods? in particular, Tymora...i was looking to incorportate the Chosen of Tymora into our campaign but couldnt find info on who she could be...all i found was a rare FR trading card on the Candlekeep website...her name was Chandra Luckbringer, a wizard...but no stats...does anyone know anything about who she is? where shes from? and the goods on her? |
| BrotherDog12-30-05, 08:22 PM | How about a chosen of Nobanion? Please...... |
| LucyWanabe12-31-05, 01:05 PM | I looked very carefully through here, and didn't find it, so I'd like to ask... Chosen of Savras? I read that Alaundo is the only one in existence and now I'm curious as to what sorts of abilities a Chosen of Savras would receive. |
| Rei01-01-06, 04:40 PM | All these Chosens are cool to look at, but I was wondering if there is a Chosen of Llira? |
| Celdor01-01-06, 06:50 PM | Hi! I'm spanish and i not write too correctly in english, sorry :blush: I post to thank for the chosen's templates to all the people of this tread. In my campaings as a DM, i use too much the deyties and faiths, and me and my players prefer the cleric as a character class, and the faiths-orientation campaigns. My players play to high levels during very very long campaigns, and ocasionally someone has achieved the Corellon's Chosen template (yes, is a litte too much, the first and the second template, but i think specially the first) or the Tempus' Chosen template. Obviously (¿?), this templates has been 'Presents from heaven' to me :D Thanks from spain and have a fun year! ;) |
| Naked Elf Girl01-02-06, 01:26 AM | Here's my version of the Chosen of Corellion Larethian. Many thanks to green elven vampire for the inspiration provided by his/her version of the same. Chosen of Corellion Larethian The Chosen of Corellion Larethian are individuals devoted to his ideals and consider themselves to be sacred caretakers of the elven race. Any elf or half elf may be chosen by Corellion but he favors individuals that work to care for elves or seek lost elven relics and magic. Spell Like Abilities At will-detect magic; 5/day-cure light wounds, faerie fire, true strike; 3/day-prayer, remove fear; 1/day-greater dispel magic, prismatic spray; caster level is equal to hit dice and saves are charisma based. Special Abilities Corellion’s Companion (sp): The Chosen may summon 1 Cooshee (Elven dog) to have as a companion in war and in peace. This ability requires 24 hours of mediation and once summoned the Cooshee remains loyal to the Chosen and is treated in the same manner as a paladins Warhorse in reguards to Bonus HD, AC, strength adj., Int., and special abilities. If the cooshee dies in battle the Chosen may not summon another for a year and a day. Damage Reduction: 10/magic Divine Archery (su): When using a longbow, short bow, composite longbow or composite short bow the Chosen does not receive range penalties. He also gains a +1 sacred bonus to hit when using these weapons. Divine Swordsman (su): When using a long sword, rapier or short sword the Chosen gains a +4 sacred bonus to confirm critical threats. He also gains a +1 sacred bonus to hit when using these weapons. Eagle Vision (su): The Chosen gains a +8 bonus to spot checks. Protection of the Master Archer (su): The Chosen gains the use of the deflect arrows feat. The Chosen simply wills the arrow to not strike so he does not need to have a free hand to make use of the feat. Shield of Stars (su): Once per day as a standard action, the Chosen may create a Shield of Stars. This consists of a field of sparkling energy which provides the Chosen, or a single creature designated by the Chosen, with protection equivalent to an Absorption spell. As per the spell any absorbed spell levels may be used to cast a spell but they may also be used to create a blast of energy which looks like a shower of stars. This star shower requires a standard action and creates 3 missiles of force for every spell level expended. These missiles unerringly strike any targets or single target within long range as indicated by the bearer of the Shield. The missiles inflict 1d6 force damage and magic resistance applies. Spells that prevent magic missile such as shield are effective against this ability. The caster level for this ability is equal to the HD of the affected creature. This ability remains in effect for 24 hours, until its absorbed levels have been expended or until the Chosen uses this ability again on the following day. Immunities (su): The Chosen is immune to effects of aging, disease and poison. The chosen has no need to sleep but still must rest 8 hours to recover arcane spells. Attribute bonuses: +2 bonus Strength, Constitution, Intelligence, Wisdom and Charisma; +4 bonus to Dexterity Level Adjustment: +5 Why all the bow and arrow abilities? Correllon is a swordsman and mage |
| GothicDan01-02-06, 01:31 AM | The Chosen of Solonor Thelandira, the Archer, would probably make more sense to have primarily bow-based abilities. |
| Naked Elf Girl01-02-06, 01:31 AM | Chosen of Erevan Ilesere Also known as The Mischiefmaker its a template that can be added to any Elf, Half Elf, or Fey creature. A Chosen of Erevan uses the character's statistics and special abilities except as noted below. Erevans Oath: Chosen of Erevan must be Wild and unruly, mischievous, independent, and utterly unpredictable! They play tricks on others for the sheer joy it gives them. They oppose settled interests of every sort and delight in upsetting both the rule of law & powerful people, and in basically creating mayhem in any shape, form or way possible. They have little to do in formal duties, and minister to the faithful primarily through example, and promoting the skills required to be a mischievous rogue. The chosen MUST seek out a powerful lawful person or creature once a month and cause as much mayhem and chaos as she can in that time before moving on to the next person or creature. Failure to do this results in the loss of her chosen status. BONUS SPELLS (Sp): Constant~~ Protection from Law, Ventriloquism, False vision, Know protections. At will~~ Invisibility, Change self. 5/day:~~ Cats grace, Mislead. 3/day~~ Word of Chaos, Animate Object. 1/day~~ Timestop, Cloak of chaos. Erevans Resistance(sp): The chosen has a constant spell resistance 11 + character level vs. spells with the law discriptor or spells cast by lawful creatures. Smiling entry(Su): The chosen may step through any magical barrier of 7th level or lower as if it didn't exist. Mocking Laughter(Su): The chosen gains damage reduction 5/+3 against any one that she can make laugh. The target may make a wis. check vs. your Cha. check to see if you make them laugh. If you succeed in making them laugh they cannot harm you as effectively. You disregard 10 points of damage from weapons of +3 enhancement bonus or less a round. This ability may be used at will. Spell Immunity (Su): The chosen is immune to all these spells as if she were constantly protected by a spell immunity spell. *Cause fear *Tasha's Hideous Laughter *Hold person *Orders wrath *Dispel chaos *Disintegrate *Dictum *Binding *Power word: Kill Immunities (Ex): The Chosen of Erevan are immune to aging effects and do not physically age. They also are immune to pranks, tricks or mischief caused by any person or creature with less than 12 hit die that cause damage mentally or physicaly. Faerie Form (sp): This ability allows the chosen to assume the form of any type of faerie, brownie, or sprite (including atomies, brambles, dobies, faerie fiddlers, gorse, grigs, killmoulis, nixies, pixies, quicklings, sea sprites, squeakers, and other similiar fey creatures). The chosen adopts the form of the creature, gaining all of that forms abilities. The chosen also adopts all that forms weaknesses as well. The chosen can change form as many times as desired, within the duration of the spell. The chosen may turn into a sprite and fly away and then turn into a nixie and dive into a lake. The first form adopted has one-quarter of the hit points of the chosen. Subsequent forms carry the current total hit points with them until the origial form is resumed. Each alteration in form takes only 1 second. This ability can be used one time a day, and lasts as many rounds equal to your total character level + your Charisma modifier. Polymorph Aura(sp): The chosen may use this ability as many times a day equal to her charisma mod. This ability wreathes you in thin, whispy shimmering light, and polymorphs any creature who attacks you in melee. Any creature striking you with its body or handheld weapon deals normal damage, but is polymorphed randomly upon contact. If a creature has spell resistance it applies to the effect. It lasts 1 round per character level. A successful Fort. save (DC22) negates the effect. Detect Fey(Su): The chosen can detect fey creatures in a line of sight range at will. Chaotic Ally (Sp): The Chosen has two options to choose from when summoning. She may summon 1 Ghaele Eladrin one time a day. The second option is that she can summon 1 9HD Nymph twice a week. On becoming a chosen of Erevan you must decide which of the two you will keep to use. Fury of the Fey (Su): This ability works the same as a Mirror Image spell cast by a sorcerer of 20'th level, except that when an image of the chosen is struck, that image turns into a furious Pixie with all its natural abilities attacking the creature who struck the image for a duration of 3 rounds, or untill the creature or the Pixie is slain. This ability is the result of an ancient pact between Erevan Ilesere and the Pixies. Exactly where the Pixies come from, no one knows. The Pixies of Evermeet say that the summoned pixies do not come from their number, nor is there any evidence that the pixies are summoned or teleported from anywhere on Toril. Most believe that the pixies are actually the spirits of slain pixie warriors who died in service to the Seldarine in ages past. This ability can be used once a day. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +8, Charisma +4. Skills: Bluff, Disguise, Hide, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Persuasive, Alluring, Quicker than the eye, and Charlatan. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Erevan Ilesere. Challenge Rating: Same as the character +5. Alignment: CG, CN, Treasure: Same as the character. Advancement: Same as the charactern I just adore this template. this and the chosen of tymora would be good companions. |
| Zireael01-02-06, 01:49 AM | I humbly request the Chosen of Selvetarm and Ghaunadaur. |
| Blackheart01-02-06, 04:05 AM | *averts eyes from the naked elf girl...on more than one occasion* Just read this whole thread. Some are great...some, eh. When reading JCFreedom's Chosen of Lathander, I thought of the unfortunate soul who couldn't choose how or when to use Eternal Sustenance, and thus would never age, being 'renewed' every dawn. Keeping in mind the fact that most Chosen don't choose to be and the fact that, while benevolent, Lathander's a few cards short of a full deck...then you have a hero you can feel sorry for. |
| Rowan01-08-06, 06:00 AM | Could someone possibly make a Chosen of Torm template for me?? |
| Arlee02-01-06, 03:51 AM | Here's my Chosen of Eilistraee Template, adapted from the one above to fit the flavor of my campaign, would love some comments and questions... Dancing Sword: any sword wielded by the chosen gains the dancing property. The Chosen can have one such dancing sword at a time. (I liked this, had to steal it) I was just wondering about this aspect you folks all use in your Chosen of Eilistraee Templates. If the Chosen happens to be a Sword Dancer (Eilistraee's prestige class in F&P) then this ability would effectivly be rendered usless. Any idea's for a good alternative? Otherwise both Templates are awsome BTW :) |
| Cryto02-05-06, 05:43 AM | I was wondering if anyone could write up another version of the Chosen of Cyric. I would but i have no time. If Any could do this it would be GREAT!!. Thanks A MILLION :bounce: :bounce: Shadow guys! |
| Cryto02-06-06, 09:06 AM | Chosen of Akadi also known as Air Paragon “Chosen of Akadi” is a template that can be applied to any humanoid creature that has Akadi for a patron. This template is granted by Akadi's wishes, and is subject to removal by her at any time. Special Qualities: Chosen of Akadi retain all their special qualities. Bonus Spells (Sp): constant:- Haste; at will:- Feather fall; 1/day: -Shocking grasp, Levitate, Gust of wind, Slow, Lightning bolt, Improved invisibility, Teleport, Chain lightning, Time Stop. (caster level equal to character level). Immunities (Ex): A Chosen of Akadi is immune to poison of any kind, and has immunity to electricity. He or she is also immune to aging, does not age, and is effectively immortal. Whirlwind of Akadi (Su): Chosen Akadi is proficient with heavy flail. When wielding heavy flail once per day she can activate this ability and has +5 divine bonus to attack and deal 5 divine +2d6 electricity damage and may stun opponent (DC 20), if opponent is immune to stun this ability still works. When fighting against earth based creatures damage dealt by this ability doubles. Wings (Ex):Chosen of Akadi gains wings and has fly speed of 60 ft (perfect). If chosen already had wings his fly speed doubles. Summon Elemental (su): Once per day Chosen of Akadi can summon air elemental as if casting Summon Monster IX spell. Skills: Chosen of Akadi gets +4 racial bonus to Balance and Spot when flying. Abilities: +6Dex, +2Int, +2Wis CR: +4 Alignment: Any partially Neutral |
| HalfMunchkin02-06-06, 10:09 PM | If you get wings that grant a flight speed of 60 ft with perfect maneuverability, why do you need Fly as a spell-like ability? |
| realbombchu02-07-06, 12:19 AM | I'm the first to admit that I'm not a very good writer. Still, I wanted a Chosen of Nobanion really bad, so I decided to make one myself. It's a composite of the Chosen of Bane, Androsphinx, and Chosen of Malar templates, and the stuff that I borrowed is copied almost word for word because like I said, I'm not very good at this. When I started, I took what I wanted from the Chosen of Malar, as the two have similar portfolios and only their alignment makes them enemies. Then, I scanned the Chosen of Mystra, but didn't see anything I thought I needed, then I scanned the Chosen of Bane, and saw its summon ability, so I took that. Unable to decide on bonus spells, and unwilling to give Nobanion's Chosen claw attacks, I gave it the Androsphinx's roar. That's about all, really, so here it is: Creating a Chosen of Nobanion “Chosen of Nobanion” is an acquired template that can be applied to any giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature). A Chosen of Nobanion uses the base creature’s statistics and special abilities except as noted here. A Chosen of Nobanion only retains this power at the will of Nobanion; should the King of Beasts decide to remove Chosen status from the base creature, it reverts to its original abilities. Normally, there are no more than two Chosen of Nobanion at a time. Size and Type: The creature’s size and type remain unchanged. Armor Class: Same as the base creature. Special Qualities: A chosen of Nobanion retains all special qualities of the base creature and also gains the following: Dire Lion Companion (Ex): Nobanion sends a dire lion to his Chosen as a companion. The dire lion acts in all ways like a druid’s animal companion, including gaining additional HD and abilities as if the Chosen was a druid 9 levels lower than his character level (minimum 1). Lion Champion: The Chosen of Nobanion gets a +10 bonus on all Charisma-related skill checks when dealing with lions and feline beasts, good beasts, and wemics. Immunities (Ex): The Chosen of Nobanion is immune to aging effects and does not age. Bonuses still accrue, and the Chosen still dies of old age when his or her time is up. The Chosen of Nobanion is also immune to disease, disintegration, and poison. He or she has no need to sleep (although he or she must rest normally in order to be able to prepare spells). Roar (Su): Three times per day a Chosen of Nobanion can loose a mighty roar. The first time he or she does this, all creatures within 500 feet must succeed on a Will save or be affected as though by a fear spell or 2d6 rounds. If the Chosen roars a second time during the same encounter, all creatures within 250 feet must succeed on a Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If the Chosen roars a third time during the same encounter, all those within 250 feet must succeed on a Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, all creatures smaller than the Chosen who are within 90 feet must succeed on a Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a successful Reflex save. Other Chosen of Nobanion are immune to these effects. This ability is the equivalent of a 6th-level spell. The save DCs are Charisma-based. Summon Leonal (Sp): A Chosen of Nobanion can magically summon a leonal guardinal as a full-round action as if using summon monster IX. He or she may use this ability a number of times per day equal to his or her Charisma modifier. Abilities: The Chosen of Nobanion has a +10 enhancement bonus to Constitution and a +4 enhancement bonus to Charisma. Challenge Rating: Same as the base creature +4. Alignment: Usually lawful good (lawful neutral and neutral good druids are the only exception). Level Adjustment: +8. Feel free to comment (in fact, please do, as it's the only way I'll get any better), but please be kind. |
| Just_Me02-11-06, 10:21 PM | Originally posted by Malachi Helviiryn CHOSEN OF AZUTH "Chosen of Azuth" is a template that can be added to any spellcaster (referred to hereafter as the "character"). A Chosen of Azuth uses the character's statistics and special abilities except as noted here. A Chosen of Azuth has its power at the will of Azuth, should the Master of Mages decide to remove Chosen status from the character, it reverts back to its original abilities. Special Qualities: A Chosen of Azuth retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant—Fly. At will—ESP, True Seeing. Rapid Preparation (Sp): An Chosen of Azuth needs only 10 minutes to prepare spells instead of an hour. Immunities (Ex): The Chosen of Azuth are immune to aging, disease, disintegration and poison. They have no need of sleep (although they must rest normally in order to prepare spells). Bonus Spells (Sp): A Chosen of Azuth gains one bonus spell of each spell level 1st through 9th per day, which can be used as a spell like ability. Once these spells are selected, they can never be changed. Note unlike Chosen of Mystra if the caster has more than one spellcasting class they gain it for each class. Spell Power: This ability increases the DC for saving throws and caster level checks by +4 for any spell that a Chosen of Azuth may cast. Abilities: Increase from the character as follows: Intelligence +6, Wisdom +6 Skills: Chosen of Azuth gain a +10 bonus to Spellcraft and Concentration skill checks. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character My complements to Malachi Helviiryn (and Maskanodel) on the Chosen of Azuth template, however, I would suggest the following tweaks to bring it up to speed with 3.5 rules (ESP for example is now called Detect Thoughts), and, I’ll admit, to make it fit what I envision better. CHOSEN OF AZUTH The Lord of Spells is dedicated to the mastery, research, recording, and creation of arcane spells and magic items, and as such his Chosen are powerful and skilled mages (in game terms this suggests a few levels of Archmage) to whom he grants special abilities and insight to help them to pursue their Art. Azuth allows his Chosen to pursue their own goals (all the better to promote invention) and has few requirements of them, except that they not use arcane magic for wanton destruction and prevent others from doing so. Azuth usually has at least one Chosen, though rarely more then a two or three; most commonly the Magister is also the Chosen of Azuth. If a Chosen does not hold the position of Magister they commonly wander Toril (and sometimes even the planes) in search of new arcane magic and to prevent the abuse of arcane magic, or set themselves up somewhere with ties to magically powerful groups or magic rich areas to research their magic and craft magic items. Because Azuth is the friend, advisor, and servant of Mystra his Chosen are expected to aid the Chosen of Mystra upon request. "Chosen of Azuth" is a template that can be added to any arcane spellcaster (referred to hereafter as the "character"). A Chosen of Azuth uses the character's statistics and special abilities except as noted here. A Chosen of Azuth has its power at the will of Azuth, should the Master of Mages decides to remove Chosen status from the character, they revert back to their original abilities. Special Abilities: A Chosen of Azuth retains all special qualities and physical traits (such as size, speed, and creature type) of the character and also gains the following. Spell-Like Abilities (Sp): Constant- Detect Magic, Read Magic. At will- Detect Thoughts, True Seeing. 3/Day- Spell Turning. Rapid Preparation (Ex): A Chosen of Azuth needs only 10 minutes to prepare spells instead of an hour. Master of Arcane Creation (Su): when the Chosen of Azuth uses an Item Creation Feat the materials and XP costs are halved (this is applied after any similar reduction such as that granted by Magical Artisan). Immunities (Ex): The Chosen of Azuth are immune to aging (ageing bonuses still accrue, although penalties do not) and disease. They have no need of sleep (although they must rest normally in order to prepare spells). Bonus Spells (Sp): A Chosen of Azuth gains one bonus spell of each spell level they can cast 1st through 9th per day, which can be used as a spell like ability. Once these spells are selected, they can never be changed. Note: unlike Chosen of Mystra if the caster has more than one spellcasting class they gain bonus spells for each class. Spell Power: the Chosen of Azuth’s effective caster level (for arcane spell casting classes only) increases by +2 (for level dependant variables such as range and caster level checks only). Abilities: Increase from the character as follows: Intelligence +5, Charisma +5 Skills: Chosen of Azuth gain a +10 bonus to Spellcraft, Knowledge (Arcane), and Concentration (for checks pertaining to spellcasting only) skill checks. Feats: Same as the character. In addition, the Chosen of Azuth is treated as having Spell Focus for all schools they have access to (if they already have the Spell Focus Feat in a school then they are treated as having Greater Spell Focus for that school as well). Challenge Rating: Same as the character +3. I would welcome any advice/opinions about my version of the Chosen of Azuth template. |
| Drath'ri02-12-06, 08:09 PM | Any chosen of Eilistraee or Lovitar around (templates)? |
| Cryto02-13-06, 01:02 AM | I made some changes with my Chosen of Akadi template above and i think it's more balanced now... :) |
| storm140202-13-06, 03:33 PM | Any chosen of Eilistraee or Lovitar around (templates)? As far as I know there are no chosen templets for them However I would use some of the vile feats for lovitar atleast. As per there possable abilities I would just use there portfolios as a base. |
| Vertus02-13-06, 09:09 PM | Any chosen of Eilistraee or Lovitar around (templates)? A complete updated list of all the Choosen posted on this thread can be seen on page 1. This time we'll be nice and post the pages you want... Chosen of Eilistraee 1: By Malachi Helviiryn (reposted my Maskanodel); Page 1 Chosen of Eilistraee 2: By Rynthief; Page 2 Chosen of Loviatar: By Porcus the Wombat; Page 11 Enjoy |
| Melegaunt02-14-06, 08:58 PM | Anyone wanna make a Chosen of Nerull? the character i have in question for it is already a Lich of some age...but hes a bad guy in a mission. (Alhoon actually but thats still lich) I am going to be working on it myself too, but id love to have some ideas. Anyways... thanks in advance.. i love this topic... Ive read nearly every template just because theres some really interesting ideas. Have fun ;] |
| Melegaunt02-15-06, 02:26 AM | stupid double posts... cant delete it ;[ |
| Melegaunt02-15-06, 02:27 AM | stupid double posts.... cant delete it ;[ |
| Melegaunt02-15-06, 02:27 AM | I decided to make a chosen of Nerull myself. But i still would like others imput. Chosen of Nerull The Chosen of Nerull are few and far between. Rarely does Nerull decide a mortal is worth being given the honor of being his chosen. This explains the reason why no living chosen are known. Though a few liches are suspected to be chosen, nothing has been confirmed. The main reason being that few people care to go see a lich in person, and few liches are sociable enough to have a conversation with the would-be intruders. Chosen of Nerull seek power and control above all else. They are masters of deception, trickery, torture and betrayal. They do not fear death, but they get great pleasure from the deaths of others, especially their foes. Death is the only beauty in their lives, and the love beautiful things. Each Chosen (if any) have the following chosen abilities in common: Bonus Spells (Sp): While Nerull is focused on death, he encourages magic that kills, causes pain, suffering, trickery, or betrayal. His chosen gain one bonus spell of each spell level 1st through 9th once per day, which is used as a spell-like ability. Once selected these spells can never be changed. Save DCs for these spells are Charisma Based. Spell Immunity (Su): Chosen are immune to one spell of each spell level 1st through 9th, just as the spell immunity spell but constantly in effect. Once chosen these spell can never be changed. Immunities (Ex): Immune to disintegration. They have no need for sleep (but still must sleep to recall spells they must prepare). Feats: The Chosen of Nerull gains the following feats; Weapon Profiency (Scythe), Weapon Focus (Scythe), and one of the following feats: Contagious Paralysis, Empowered Ability Damage, Endure Sunlight, or Improved Turn Resistance. Betraying Eyes (Su): The Chosen can, with a glance, cause an opponent meeting his gaze to betray his comrades and attack the nearest ally. The target of the gaze must make a successful Will save to prevent betraying his friends. There is no time frame involved and the target will continue to attack friends until the effect is removed by a Wish, Miracle, or divine intervention. While under the effect of this ability the target takes pleasure in the evil acts he commits. So much so that his alignment changes as if under the influence of the morality undone spell until he is cured. After destroying every ally in sight, the target will continue to destroy everything he loves in the world. Be it family, or simply someone who buys him a drink or acts kindly toward him. This ability can only be used once a week. The save DC is (10 + Charisma Mod) Deadly Mist (Su): The Chosen can, twice a week, create a maroon and purple nimbus of mist around himself starting at 5ft radius and expanding 10ft a round for a number of rounds equal to his Charisma modifier (maximum 100ft radius). This mist provides 25% concealment to the chosen, but curses all others within. Those within the mist, other then the chosen, take 2d6 negative damage a round and have a -5 profane penalty to all rolls and checks (no save). The foes within the fog can only move at half speed. If any enemies die within the fog as they instantly are returned to life as Quell under the Chosen’s control. This ability lasts a number of rounds equal to the Chosen’s Charisma modifier. Legion of the Reaper (Su): Once a year the Chosen can summon an army of undead to his aid. Upon activation of this ability the ground shakes, and hoard of various undead rise from the ground. The undead summoned are decided upon casting of the power and does not have to be all of the same type. This ability raises four times the Chosen’s HD worth of undead. They remain under the Chosen’s control until destroyed and do not count toward his normal limit of undead under his control. Skills: All Chosen gain a +10 profane bonus to Hide, Move Silently, Intimidation, Bluff and Sense Motive Abilities: All Chosen gain +6 Wisdom and +6 Charisma Challenge Rating: +5 |
| DM_Dracophile03-09-06, 02:07 PM | I'd be very interested to see everyone's take on the Chosen of Thoth. He combines elements (IMO) of Oghma and Azuth, to some degree. IMC we're having the Mulhorandi pantheon spread beyond their usual borders, and choosing a Chosen to represent his dogma abroad seems a good plan. Any takers? |
| od_vjesala03-10-06, 06:01 AM | Q:''It seems that a lot of people come to the FR boards looking for info on Chosen of the various deities. To put it quite simply, the majority of them don't actually exist. So on the old FR boards, a group of members got together and started making their own homemade Chosen templates. Below is the index of templates that have been created thus far. If you have any of your own, just feel free to add them, and I'll gladly put them in the main list. And if you're looking for a Chosen that isn't on the list, just make a request for it and I'm sure someone will make own for you, or start you on the road to making your own. Thanks Maskanodel Heres a link to a list of all canon Chosen as compiled by Alzrius:Chosen of the Gods '' Since I'm new at this forum, I tend to take things from the beginning. As a result, I felt an urge to tip that link given as -Chosen of the Gods- and found it failing. If anyboby has a new link to the same destination, I kindly ask him/her to post it. If not, well I'll have to go through these 15 pages immediately. |
| Kamekazou03-10-06, 06:31 PM | Chosen of Hoar Hoar is the god of revenge, poetic justice, and retribution. The Doombringer only has one chosen at a time, and expects him/her to select their successor before they die. If a Chosen turns evil or commits unnecessary foul deeds, he/she must repent or be hunted down by The Lord of Three Thunders himself. "Chosen of Hoar" is a template that can be added to any Lawful Neutral or Lawful Good character. A Chosen of Hoar has its power at the will of Hoar, should Hoar decide to remove Chosen status from the character, they revert back to their original abilities. Special Abilities: A Chosen of Hoar retains all special qualities and physical traits of the character and also gains the following. Spell-Like Abilities (Sp): At will- Detect Thoughts, True Seeing. Once per month- Storm of Vengeance with a 20th Caster level. Strike of Vengence (Ex): When a Chosen of Hoar exacts revenge upon someone in the form of attacking them, they gain a +4 bonus to hit. Warrant of Revenge (Su): Upon becoming a Chosen of Hoar, the character receives a magical notepad of seemingly ordinary parchment. When Hoar, or an agent of Hoar requests the Chosen to avenge them, that person's name will appear on the parchment, along with their foul deed and the form of vengeance that will be taken upon them. Once revenge has been served, the paper will turn back to normal. The pad never runs out of parchment. Shot of Retribution (Su): Any ranged weapon used by the Chosen of Hoar automatically gains the seeking property. Just Desserts (Ex): When insulted, belittled, or made fun of by someone, the Chosen of Hoar gets a +5 to Intimidate to make an extroardinary comeback. Immunities (Ex): The Chosen of Hoar are immune to random acts of misfortune (stubbing their toe, running into something by accident, spilling their ale, etc.), as their god is strongly allied with Beshaba. Abilities: +2 Wisdom Skills: Chosen of Hoar gains a +4 bonus to Survival, a +4 to Spot and Listen, and a +4 to Intimidate Feats: Same as character, plus Track. Challenge Rating: Same as the character +2. |
| angelus_obscura03-10-06, 07:50 PM | Just wondering what my fellow realmsians think of this template. Out of all the evil drow deities she most catches my attention and I'd like to do her chosen justice. Maybe I should add a wee bit, or cut some things perhaps? Possibly even just leave it as it stands? Chosen of Kiaransalee Also known as The Yathrinshee Its a template that can be added to any Elf or Half Elf. A Chosen of Kiaransalee uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Detect Undead, Cloak of dark power, Magic circle against good. At will~~ Holy Sword, Desecrate, Speak with dead. 5/day:~~ Suggestion, Blacklight, Death Ward. 3/day~~ Undead Lieutenant, Kiss of the Vampire, Banishment. 1/day~~ Energy drain, Create greater Undead, Gate. Immunties (Ex): Chosen of Kiaransalee are immune to all the special attack forms from undead beings. They never age but still die when the time is at hand. Negative energy absorbtion (Su): If the chosen has been successfully attacked by any undead with fewer than 12 hit dice she gains the amount of damage inflicted to her hit points. The Revenancers smile (Ex): The Chosen of kiaransalee gain a +4 bonus to the DC of any of her spells cast from the school of Necromancy or with the Retribution and Undead discriptors while in the underdark. On the surface however this bonus drops to +2. Mantle of Nightmares (SP): On command the chosen may summon a cloak of rattling bones that causes fear in all living creatures that hear it, requiring a successful Will. save DC30 with a -4 penalty to avoid its effects. She may use this ability once a day, and it lasts a total of 12 hours a day. (the hours may be broken up seperately into rounds). Loyal Undead (Su): In any given round the chosen can command the absolute loyalty from any undead creature within 200 feet that has less than 8HD and is not of a divine status. This ability functions constantly. Curse of the Revenancer (Sp): Once a day the chosen may make a touch attack against any living creature. If the attack is successful the opponent must make a Fort. save DC30 or otherwise nothing short of a Wish spell or a Remove Curse spell cast by a 14'th level caster can remove this curse. Once the curse is successfully laid on the creature, any foe killed by the victim has a 15% chance of rising from the grave as a Revenant. If the foe has a Con. score of 18 or better then the chances increase to 30%. If the foe is a follower of Kiaransalee then the chances increase to 50%. If the foe is the chosen who laid the curse, then the chances of rising as a Vampire Lord is 100%. Spell Immuity (Sp): The Chosen is immune to the spells listed here as if she were constantly under the effects of the spell, Spell Immunity. *Detect evil *Consecrate *Slow *Enervation *Mark of retribution *Greter dispelling *Holy word *Symbol *Wail of the Banshee The vengeful banshees blight (Sp): The Chosen can use this ability one time a day. This ability works just as if she had cast the spell Unholy Blight, except that the area of effect centers on her in a 60 foot radius spread. It deals 1d12 points of damage per 2 caster levels (maximum 5d12) and heals all undead in the area the same amount. It also sickens good creatures for 1d6 rounds causing a -3 penalty to all attack, weapon damage, saving throw, skill, and ability rolls. Kiaransalee's Undead ally (Sp): The chosen can summon five Wights 4x/ day, three drow vampires 3x/ day, two drow cursts, 2x/ day, or one Nightwalker twice a week. Saves: The character adds + 2 as a bonus to all saving throws, and + 4 divine bonus to saves against Necromancy spells and spells with the Undeath and Retribution discriptors. Abilities: Increase from the character as follows: Dexterity +3, Strength +2 Charisma +3, Wisdom +4. Skills: Hide, Intimidate, move silently and Intuit direction are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Improved Familiar (either a Fiendish Bat, Giant Lizard, Fiendish Viper, Homunculus, Ice Mephit or Imp) Stealthy, Survivor, Twin sword style. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Kiaransalee. Challenge Rating: Same as the character +5. Alignment: CE, NE Treasure: Same as the character. Advancement: Same as the character IMO, it is a fair attempt. But i think this is more simple and closely resembles a chosen of Kiaransalee. FWI, Yathrinshee is already a PrC in PGtF, a variation on True Necromancer. Here is my version, enjoy. |
| angelus_obscura03-10-06, 08:09 PM | Chosen of Kiaransalee “Chosen of Kiaransalee” is a template that can be added to any humanoid creature with elven blood withint them (preferrably drow). A Chosen of Kiaransalee uses the character’s statistics and special abilities except as noted here. A Chosen of Kiaransalee only has her power at the will of Kiaransalee; should the White Banshee decide to remove Chosen status from the character, she reverts to her original abilities. Special Qualities: A Chosen of Kiaransalee retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant –death ward. At will –death knell, detect undead. 1/day –animate dead, circle of death, create undead, create greater undead, flensing, revenance, storm of vengeance, wail of the banshee. Vendetta's Call (Sp): When a vow is made to seek revenge and enact retribution, the Chosen of Kiaransalee hears the vow, location of the one who made it, and may seek to help the vindicator bring about its vengeance. General of Undeath (Su): The number of HD of undead the Chosen of Kiaransalee can control is increased tremendously. Add 10 times the Chosen’s caster level to her HD limit for controlling undead. Hand of Kiaransalee (Su): Once per day, the Chosen of Kiaransalee may deliver a touch attack upon a target. If she succeeds, the target must make a Fortitude save (DC 10+1/2 character level + Charisma modifier) or to be destroyed permanently. If the target succeeds its saving throw, it instead takes 3d12 + Charisma modifier of damage. This damage bypasses any resistances as it is from a divine source. This ability affects any creature that are immune to death effects, including undead. Immunities (Ex): A Chosen of Kiaransalee are immune to aging (bonuses still accrue and, the Chosen still dies of old age when her time is up), disease, and poison. She has no need to sleep (although she must rest normally in order to be able to prepare spells). Summon Banshee (Sp): A Chosen of Kiaransalee can magically summon a banshee as a full-round action as if using summon monster IX. She may use this ability a number of times per day equal to her Charisma modifier. Saves: Same as the character. Abilities: Increase from the character as follows: +10 Charisma, +2 Wisdom Skills: Same as the character. Feats: Same as the character. CR: Same as the character +4. |
| afalk03-12-06, 03:30 PM | Looking for a Chosen of Talona template. The other work and materials here have been fantastic. Anybody feel like creating one? My thanks! Tony |
| od_vjesala03-13-06, 03:14 PM | Thx |
| Green Elven Vampire03-16-06, 03:39 AM | And if I wanted to add his Chosen template then no doubt your theory falls short of it's point. Though I don't normally use templates in the game, if I were to, here it is... Chosen of Erevan Ilesere Also known as The Mischiefmaker its a template that can be added to any Elf, Half Elf, or Fey creature. A Chosen of Erevan uses the character's statistics and special abilities except as noted below. Erevans Oath: Chosen of Erevan must be Wild and unruly, mischievous, independent, and utterly unpredictable! They play tricks on others for the sheer joy it gives them. They oppose settled interests of every sort and delight in upsetting both the rule of law & powerful people, and in basically creating mayhem in any shape, form or way possible. They have little to do in formal duties, and minister to the faithful primarily through example, and promoting the skills required to be a mischievous rogue. The chosen MUST seek out a powerful lawful person or creature once a month and cause as much mayhem and chaos as she can in that time before moving on to the next person or creature. Failure to do this results in the loss of her chosen status. BONUS SPELLS (Sp): Constant~~ Protection from Law, Ventriloquism, False vision, Know protections. At will~~ Invisibility, Change self. 5/day:~~ Cats grace, Mislead. 3/day~~ Word of Chaos, Animate Object. 1/day~~ Timestop, Cloak of chaos. Erevans Resistance(sp): The chosen has a constant spell resistance 11 + character level vs. spells with the law discriptor or spells cast by lawful creatures. Smiling entry(Su): The chosen may step through any magical barrier of 7th level or lower as if it didn't exist. Mocking Laughter(Su): The chosen gains damage reduction 5/+3 against any one that she can make laugh. The target may make a wis. check vs. your Cha. check to see if you make them laugh. If you succeed in making them laugh they cannot harm you as effectively. You disregard 10 points of damage from weapons of +3 enhancement bonus or less a round. This ability may be used at will. Spell Immunity (Su): The chosen is immune to all these spells as if she were constantly protected by a spell immunity spell. *Divination *Tasha's Hideous Laughter *Hold person *Orders wrath *Dispel chaos *Disintegrate *Dictum *Binding *Power word: Kill Immunities (Ex): The Chosen of Erevan are immune to aging effects and do not physically age. They also are immune to pranks, tricks or mischief caused by any person or creature with less than 12 hit die that cause damage mentally or physicaly. Faerie Form (sp): This ability allows the chosen to assume the form of any type of faerie, brownie, or sprite (including atomies, brambles, dobies, faerie fiddlers, gorse, grigs, killmoulis, nixies, pixies, quicklings, sea sprites, squeakers, and other similiar fey creatures). The chosen adopts the form of the creature, gaining all of that forms abilities. The chosen also adopts all that forms weaknesses as well. The chosen can change form as many times as desired, within the duration of the spell. The chosen may turn into a sprite and fly away and then turn into a nixie and dive into a lake. The first form adopted has one-quarter of the hit points of the chosen. Subsequent forms carry the current total hit points with them until the origial form is resumed. Each alteration in form takes only 1 second. This ability can be used one time a day, and lasts as many rounds equal to your total character level + your Charisma modifier. Polymorph Aura(sp): The chosen may use this ability as many times a day equal to her charisma mod. This ability wreathes you in thin, whispy shimmering light, and polymorphs any creature who attacks you in melee. Any creature striking you with its body or handheld weapon deals normal damage, but is polymorphed randomly upon contact. If a creature has spell resistance it applies to the effect. It lasts 1 round per character level. A successful Fort. save (DC22) negates the effect. Erevan's concealing cloak of jokes(Su): Once a day the chosen of Erevan can summon a black, blue and green cloak that negates all divination magic that is cast on him alone, by anyone that is not at least 7 levels higher than his total character level. In addition, the cloak of jokes also acts just like a Wand of Wonder with 50 charges. The cloak lasts only 13 hours, then at which time it fades away, until it can be summoned again the very next day. If any divination spell is cast on the chosen while wearing the cloak, and the caster of the spell is 7 levels higher than her total character levels, then the cloak gives the chosen a SR 13 plus the total character level versus the spell. Detect Fey(Su): The chosen can detect fey creatures in a line of sight range at will. Chaotic Ally (Sp): The Chosen has two options to choose from when summoning. She may summon 1 Ghaele Eladrin one time a day. The second option is that she can summon 1 9HD Nymph twice a week. On becoming a chosen of Erevan you must decide which of the two you will keep to use. Fury of the Fey (Su): This ability works the same as a Mirror Image spell cast by a sorcerer of 20'th level, except that when an image of the chosen is struck, that image turns into a furious Pixie with all its natural abilities attacking the creature who struck the image for a duration of 3 rounds, or untill the creature or the Pixie is slain. This ability is the result of an ancient pact between Erevan Ilesere and the Pixies. Exactly where the Pixies come from, no one knows. The Pixies of Evermeet say that the summoned pixies do not come from their number, nor is there any evidence that the pixies are summoned or teleported from anywhere on Toril. Most believe that the pixies are actually the spirits of slain pixie warriors who died in service to the Seldarine in ages past. This ability can be used once a day. Saves: The character adds + 2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Dexterity +8, Charisma +4. Skills: Bluff, Disguise, Hide, and Move silently are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Persuasive, Alluring, Quicker than the eye, and Charlatan. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Erevan Ilesere. Challenge Rating: Same as the character +5. Alignment: CG, CN, Treasure: Same as the character. Advancement: Same as the charactern |
| wonlee7603-26-06, 03:29 PM | Looking over the index didn't see any Chosen of Sharess templates out there. Anyone have anything up their sleeves for that particular goddess? |
| Leandrias05-22-06, 10:04 AM | hey all and what a greate site this is ;) Mmm i bin looking for something my monk (lv 36 lawfull nuetral ) could be chosen of , and have found that tempus is the only one who suit him perfect .. but i cant seem to find something i could use . so i hoped that maby some in here could help me out a bit :) ill be most greatefull for any help i could get "bows for the suprime work that have bin done here" // Leandrias |
| alasterchan06-14-06, 06:06 PM | This is another template for the Chosen of Sharess. What do you think? Chosen of Sharess “Chosen of Sharess” is a template that can be added to any female humanoid creature (referred to hereafter as the “character”). A Chosen of Sharess uses the character’s statistics and special abilities except as noted below. A Chosen of Sharess only has her power at the will of Sharess, if the Lady of the Cats chooses to remove Chosen status from the character; she reverts to her original abilities. Sharess only has one or two Chosen at a time. Special Qualities: A chosen of Sharess retains all special qualities of the character and also gains the following: • Spell-like Abilities (Sp): Constant - mind blank, and negative energy protection. At will – feather fall, charm person, command, enthrall, hypnotism. 5/day – freedom of movement, charm monster, and suggestion. 3/day – confusion, emotion, and dominate person. 1/day – kiss of sharess*, dominate monster and demand. (DC based on charisma) • Immunities: A Chosen of Sharess is immune to enchantment spells and effects. She is also immune to aging effects and does not age. She does not need to sleep, however she must still pray and prepare spells as normal. • Summon Celestial Legendary Tiger (Sp): A Chosen of Sharess can magically summon a Celestial Legendary Tiger as a full-round action as if using summon monster IX. She may use this ability a number of times per day equal to her Charisma modifier. • Lycantrophe: If the chosen of Sharess become wherecat she gains the feats Control Shape and Lycanthropic Spell. Abilities: Increase Dexterity +4 charisma by +8. Skills: As character, except that the Chosen of Sharess receives a +4 bonus on all charisma-based (and Comeliness skill checks if you use this stat). Character: As character +4. Alignment: Always chaotic good. Kiss of Sharess Enchantment Level: - Components: S Casting Time: 1 action Range: 0 Target: One creature. Duration: Special Saving throw: Will neg. Spell resistance: Yes This spell enables a Sharessin to grant any being’s fondest and most pleasurable wish, similar to the effects of a wish spell. Neither the spellcaster nor the recipient has any control over this spell’s effects as they come form the depths of the recipient’s unconscious. (The DM must adjudicate the effects). If the spell recipient does not want to be affected by this spell, she or he must make a successful saving throw vs. spell. Unfortunately, this spell’s effects only last until the following dawn, never seem so wonderful in retrospect, and seem to have little lasting impact on recipient’s life. For example, a serving maid might masquerade as an exotic princess for one night at the annual ball, but in the morning the prince turns out to be a lout, all her fabulous garments have been misplaced, she still has to go back to her old job, and her debut is quickly forgotten among the city’s social circles and her common friends. |
| kgbspy06-15-06, 12:21 AM | any chance of a chosen of isis? |
| Burpcycle07-01-06, 03:57 AM | I made this one; Chosen of Azuth. If people like it, I'll make a Chosen of Lathandar too. I know Chosen of Azuth was already done, but I wanted to make one anyway. Chosen of Azuth The Chosen of Azuth are arcane spellcasters, wizards, sorcerers, and occasionally bards, who love the study of magic and knowledge (of spellcasting). Hand-picked by the god of spellcasters, they approach magic from a standpoint of logic and reason. They protect the Weave from those who would harm it, generally the churches of Azuth and Mystra, and try to assemble the largest collection of arcane spells ever known so that no knowledge shall ever be lost. The Chosen of Azuth appear no different than other creatures of their type. Creating a Chosen of AzuthChosen of Azuth is a template that can be added to any humanoid creature (referred to hereafter as the "character") that has at least one level of the wizard, sorcerer, or bard class and has chosen Azuth as his deity. A Chosen of Azuth uses all of the character's statistics and special abilities except as noted here. A Chosen of Azuth has its power only at the will of Azuth; should he decide to remove Chosen of Azuth status from the character, he reverts to his original abilities. There can be any number of Chosen of Azuths at once. Special Attacks: A Chosen of Azuth retains all of the special attacks of the character and also gains the following. High One’s Magic (Su): Once per day as a standard action, if the Chosen of Azuth makes a melee touch attack against a creature with spell resistance or magic immunity, he can impose an effect called High One’s Magic. If the touched creature fails a will save (DC 45), the Chosen of Azuth’s arcane magic affects the creature as though it had no spell resistance or magic immunity at all for 1d4+1 years. None of the Chosen’s allies gain this benefit, only the Chosen. Once a creature is affected by this ability and it wears off, it becomes immune to it for the rest of its life. If the Chosen of Azuth can use divine magic, this does not override the creature’s spell resistance for purposes of it, only arcane magic is affected. If the creature makes its will save, the Chosen of Azuth gains the benefit of High One’s Magic for 1d4+1 rounds anyway, but the creature does not gain immunity to it afterwards. The Chosen of Azuth can choose to allow the creature to make its will save so that it only works for 1d4+1 rounds and not gain the immunity afterwards. Lord of Spells (Sp): When counterspelling an enemy spellcaster, instead of sacrificing an equal-level spell to counterspell the enemy’s spell, the Chosen of Azuth can instead choose to sacrifice an equal amount of spells to that spell level. For example, a Chosen could sacrifice a Magic Missile (level 1) and a Melf’s Acid Arrow (level 2) to counterspell a Fireball (level 3) instead of sacrificing his memorized Haste spell (level 3). Spell-like Abilities: The Chosen of Azuth has access to the following spell-like abilities, which are as cast by a 20th level wizard. At Will - Detect Magic, Read Magic, Tongues 5/day - Dispel Magic, Haste 3/day - Greater Dispelling, True Seeing 1/day Time Stop Special Qualities: A Chosen of Azuth retains all of the special qualities of the character and also gains the following. Bonus Spells (Sp): A Chosen gains one bonus spell of each spell level of one arcane class of his choice 1st through 9th (1st through 6th for bards) per day, which can be used as a spell-like ability. Once these nine (six) spell are selected, they can never be changed. The Chosen can only choose spells that he knows, and a sorcerer or bard becomes incapable of forgetting spells he has chosen. The spells require no material components, they are created out of nothing for the spell and disappear if the spell fails. School Immunity (Su): The Chosen of Azuth, through the power of his god, becomes immune to any arcane spell school of his choice. For example, if a Chosen of Azuth chooses Necromancy as his selected school, Finger of Death will no longer affect him, although Disintegration still will. The Chosen cannot choose spells to still affect him, once a school is chosen, all spells of that school, harmful or beneficial, no longer affect him except those that he casts himself. For example, the Chosen could choose to allow his Mage Armor to work on himself if he chose Abjuration, but if someone else tried to cast Mage Armor on him it would do nothing. A wizard cannot choose the school to be immune to that he is specialized in, so an Evoker could not choose Evocation as his immunity. Once the school is chosen, it cannot be changed. Chosens cannot choose “Universal” as their immunity. If a spell has more than two schools and the Chosen is immune to one of them, he immune to the spell entirely. Divine spells of the chosen school still affect the Chosen normally, only arcane spells are blocked by it. Therefore, a Chosen who has picked Necromancy as his immune school is still affected normally by a Cause Light Wounds spell. Psionics that cause similar effects to mage spells or are of schools that are similar to arcane schools are not affected by this ability, this is a (slight) exception to the rules in the Psionics handbook that say to treat magic and psionics the same for purposes like this. If the Chosen chooses Divination, anyone attempting to Scry him (or use similar spells) finds nothing. If they attempt to read his thoughts, they find nothing. It should be noted that this ability does not cause spells of the school to fail, it causes them to do nothing when they try to affect him. A magic missile is cast normally, but when it reaches the Chosen who is immune to evocation, it disappears. Cleric Domains (Sp): The Chosen of Azuth can cast one cleric spell per spell level from the Illusion, Magic, Knowledge, Law, or Spell domain (Azuth’s domains) once per day by sacrificing a wizard/sorcerer/bard spell of the appropriate level. For example, a wizard Chosen of Azuth can sacrifice a memorized Protection from Evil (lv. 1 wizard spell) to cast any level 1 spell from the listed domains. The spell is cast as though the arcane class he sacrificed the spell from is a cleric, so a 17 Wizard/3 Fighter can cast the spell as a 17th level cleric. The spell is cast as an arcane spell, so if the Chosen has a feat that applies to arcane spells of the school the cleric spell is of (Spell Focus: Necromancy, for example), it applies. However, each spell level can only be used once per day, so the wizard could only cast one level 1 cleric spell per day (but he could still cast a spell from every other level). Immunities (Ex): The Chosen of Azuth is immune to aging (both natural and magical), disease, level draining, negative levels, and poison. In essence, he is immortal unless killed (or stripped of his abilities by Azuth). Saves: Same as the character, except that the Chosen of Azuth gains a divine +5 bonus to all saves against spells cast by wizards, sorcerers, or bards. This does not affect spell-like abilities or non-spell abilities (such as trip attempts). Abilities: Same as character, except that the Chosen of the Azuth gains a permanent +4 enhancement bonus to Intelligence. Skills: Same as the character. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Azuth usually picks wizards and sorcerers of lawful alignments, though bards he picks tend to show lawful tendencies despite being neutral or chaotic. Treasure: Same as the character. Advancement: Same as the character. |
| Burpcycle07-02-06, 03:16 AM | I know people have already done the Chosen of Talos, but I was really interested in trying one, so I put together this. Chosen of TalosThe Chosen of Talos are worshippers of Talos who display ferocity and mercilessness in battle and spread destruction and fear wherever they tread. They love spreading carnage and “natural” disasters and live for the moment. Hand-picked by the god of storms and destruction, the Chosen of Talos are some of the most powerful mortals in existence. The main purpose of the Chosen of Talos are to intimidate the unfaithful into worshipping their god. Creating a Chosen of Talos Chosen of Talos is a template that can be added to any worshipper of Talos (referred to hereafter as the "character") that has at least one level of cleric, ranger, or druid and has chosen Talos as his deity. A Chosen of Talos uses all of the character's statistics and special abilities except as noted here. A Chosen of Talos has its power only at the will of Talos; and Talos is more than willing to remove the powers he gives his worshippers just to keep them on their toes. All Chosen of Talos are chaotic evil, neutral evil, or very rarely chaotic neutral. Special Attacks: A Chosen of Talos retains all of the special attacks of the character and also gains the following. Blessing of the Storm Lord (Su): Because of Talos’ blessing, any lightning damage the Chosen of Talos deals is automatically enlarged as if it were subject to a enlarge spell (as the feat). If the spell was already enlarged, there is no extra effect. The Spell-like Abilities the Chosen of Talos gains are not affected by this, only spells are. Touch of Destruction (Sp): Once per day every five levels of the Chosen of Talos (maximum 4/day), the Chosen of Talos can attempt a touch attack called Touch of Destruction against one target. If the Touch succeeds, any lightning damage the Chosen of Talos deals against the target is maximized as by the feat maximize spell. If the spell was already maximized, there is no extra effect. Only the Chosen of Talos’ lightning damage is affected by this. This effect lasts one round per character level of the Chosen of Talos. Tempest of Chaos (Su): Any spell (arcane or divine) the Chosen of Talos casts can be subject to a wild effect as if it was in a wild magic zone at his will, but he adds 20 to the die roll (so as to get a better effect). He must declare this at the beginning of the round when he casts the spell. He can do this once per day per character level. This may affect spell-like abilities. Spell-like Abilities: The Chosen of Talos has access to the following spell-like abilities, which function as if cast by a 20th-level wizard, cleric, or druid (as appropriate). At will - detect law, detect good 3/day: lightning bolt, call lightning 2/day chain lightning, control weather 1/day: earthquake, call lightning storm, storm of vengeance Special Qualities: A Chosen of Talos retains all of the special qualities of the character and also gains the following. Assured Destruction (Su): The Chosen of Talos does not need to prepare spells from the Destruction domain ahead of time. He may spontaneously cast any spell from the destruction domain by sacrificing a spell he has memorized of the appropriate level. Even if he is not a cleric, or is a cleric without the destruction domain, he may sacrifice an appropriately leveled wizard, sorcerer, bard, druid, ranger, or cleric spell to cast from the cleric Destruction domain. For example, a wizard Chosen of Talos could sacrifice a memorized Wail of the Banshee so that he could cast Implosion. Storm Shield (Sp): Once per day per two character levels, the Chosen of Talos may create a shield of lightning that makes him immune to fire, ice, sonic, positive, and negative damage for ten rounds. The shield also gives the Chosen of Talos a +5 deflection bonus to his armor for the duration, and a +5 divine bonus to all saving throws. Immunities (Ex): The Chosen of Talos is immune to disease, level draining, negative levels, poison, aging (both magical and natural), though he still dies when his time is up. The Chosen of Talos is completely immune to lightning and electricity damage. The Chosen of Talos is no longer subject to the massive damage rule and cannot be instantly killed by damage over 50. Saves: Same as the character, and the Chosen of Talos gains a +4 enhancement bonus to all reflex saves. Abilities: Increase from the base creature as follows: +6 Wisdom Skills: Same as the character. All Knowledge skills are class skills for the Chosen of Deneir. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character, but all Chosen of Talos are chaotic evil, neutral evil, or rarely chaotic neutral Treasure: Same as the character. Advancement: Same as the character. |
| Almos07-27-06, 04:25 PM | How about adding a Chosen of Tyr? I'd really love to see one of those! It seems the greater gods have recieved less attention than I'd have expected... Still, really great work by everyone here! |
| Riodrian08-05-06, 02:04 AM | GEV, you do great Seldarine chosen. Any chance you might be able to crank out a good one for Hanali Celanil? She doesn't get near enough attention from anyone what with Sune and that harlot Sharess running around! ;) |
| Calessian08-11-06, 04:22 PM | I was wondering how the actual Everfull Quiver works. If I am reading it correctly a level 20 char could get 2 extra arrows / round for 20 rounds. That would be 40 arrows that do not count against the actual amount of arrows in the quiver. Is that correct? |
| void7shade08-11-06, 10:12 PM | I really love all the juicy info, but none of them have level adjustments. How is a player to add it his character if, say, his DM is running a really high-powered game and allows the players to just go buck wild with character creation to a max of 25 levels? :confused: |
| ionois08-30-06, 08:10 AM | Hi All, I'd like to introduce you to something that I made for one of my players in my "almost" epic campaign. When I checked WCB for some chosen templates I found ambersorsha's post (http://boards1.wizards.com/showpost.php?p=5602247&postcount=313) and doublesquirrel's post (http://boards1.wizards.com/showpost.php?p=6086451&postcount=348) with their idea of Chosen of Bahamut and found out that those are great templates but not for my players. I decided to write up my own chosen template. Please be so kind and find results below: Chosen of Bahamut Requirements: Must Worship Bahamut. LA: +4 Immunities: Fear [Ex]: Each Chosen of Bahamut is immune to all fear effects (Ex, Su, Sp … etc). Sleep [Ex]: Each Chosen of Bahamut is immune to sleep effects. Paralysis [Ex]: Each Chosen of Bahamut is immune to all paralysis effects. Disintegration [Ex]: Each Chosen of Bahamut is immune to disintegration. Level Drain [Ex]: Each Chosen of Bahamut is immune to all level drain effects. Doesn't Need Sleep [Ex]: The Chosen never needs sleep, even when fatigued. They do still need the normal amount of rest to prepare spells. Doesn't Age [Ex]: The Chosen gains no ill effects from growing old, but does receive bonuses. The Chosen never dies of old age, nor physically ages in any way. When Bahamut has deemed the service of the Chosen over, the Chosen is taken to Mercuria by Bahamut himself. Special Qualities: Aura of Platinum Dragon [Su]: When in combat Chosen of Bahamut can activate one of the fallowing aura effects as a move action, once per round: Aura of Dragon Courage - targets are immune to fear, sleep, paralysis (range 100 ft + 30 ft per CHA mod; duration 10 rounds + 1 round per CHA mod). Aura of Dragon Valor - +2 holy bonus to all damage and attacks, +4 if fighting against evil dragons or worshipers of Tiamat (range 100 ft + 30 ft per CHA mod; duration 10 rounds + 1 round per CHA mod). Warriors Hart Aura – Targets cannot retreat from combat until it’s over, Chosen of Bahamut deactivates this Aura effect or its duration ends (range 100 ft + 30 ft per CHA mod; duration 10 rounds + 1 round per CHA mod). Each target within range can resist Aura Effects with successful Will Save with DC equal 10 + ½ HD + CHA mod. Heart of Platinum Dragon [Ex]: Chosen of Bahamut receives +2 holy bonus to all damage and attacks, +4 if fighting against evil dragons or worshipers of Tiamat. Platinum Wings [Ex]: Each chosen of Bahamut can fly on dragon wings and has fly speed of 80 ft (with perfect maneuverability) if he or she already has dragon wings its fly speed is doubled and maneuverability increases to perfect and cannot drop below. Blindsight [Ex]: A chosen, if not already obtained, gains Blindsight 120ft. If the Chosen already has this or receives it later on from another source adds 30 feet to their maximum. Keen Senses [Ex]: A chosen, if not already obtained, gains the ability to see up to four times as far as a human in low-light conditions and twice as well in normal light. If they do not already have it, they gain darkvision up to 100 feet, but those that do gain a 30 foot bonus. Furthermore Chosen of Bahamut receives +4 bonus to Spot, Listen and Search skills. Spell Resistance (SR): Character: 10 + HD + CHA mod (min: 15) if character has SR please add + 5 + CHA mod Dragon: Please add 10 + CHA mod to existing SR AC Bonus [Su / Ex]: Chosen of Bahamut receives +5 holy bonus to AC when fighting with evil dragons or worshipers of Tiamat. Furthermore all chosen’s of Bahamut receive Natural Armor bonus depending on size of character and age of the dragon (if chosen of Bahamut is a Dragon): Natural Armor bonus for characters (not true Dragons): Size / If the character has Natural Armor / if Not Tiny / +2 / +4 Small / +4 / +6 Medium / +8 / +10 Large / +12 / +14 Huge / +16 / +18 Gargantuan / +20 / +22 Colossal / +24 / +26 Additional Natural Armor Bonus for Dragons: Category Age (Years) Natural Armor bonus 1 Wyrmling (0-5) / +2 2 Very young (6-15) / +4 3 Young (16-25) / +6 4 Juvenile (26-50) / +8 5 Young adult (51-100) / +10 6 Adult (101-200) / +12 7 Mature adult (201-400) / +14 8 Old (401-600) / +16 9 Very old (601-800) / +18 10 Ancient (801-1,000) / +20 11 Wyrm (1,001-1,200) / +22 12 Great wyrm (1,201 or more) / +30 Special Attacks: Breath of platinum Dragon: Chosen of Bahamut can use breath weapons more frequently than normally. Instead of using breath weapon every 1d4 rounds, chosen of Bahamut can use breath weapon once 1d3 rounds. If the chosen of Bahamut was not able to use Breath weapon as dragon he or she receives such possibility with frequency of one breath per 1d4 rounds with cone of Fire (30 ft) or line Fire (60 ft) and 8d6 fire damage (reflex save 10 + ½ HD +CON mod). Furthermore Chosen of Bahamut can add ½ normal damage to damage dealt as a positive energy. Saves: +2 Fortitiude, + 4 vs. draconic effects, +8 vs. breath weapons. +2 Reflex, + 4 vs. draconic effects, +8 vs. breath weapons. +2 Will, + 4 vs. draconic effects. Abilities: +6 STR (holy Bonus), +4 CON (holy bonus), +4 WIS (holy bonus) (+8 WIS if Cleric or Paladin of Bahamut), +10 CHA (holy bonus) |
| Nahal09-15-06, 02:39 PM | Hello, there is some problems with Shaundakul Chosen's : - few powers which concerns Portal domain - How much time he can use the spell Gate ? 1x/month ? Maybe Green Elven Vampire can do a new temple for Shaundakul ? your works are so great :D Thanks for all :cool: - Nahal Entropy Archmage - |
| Sortfiere09-18-06, 05:15 AM | Hello everyone, this is my first post as well as my first crack at posting a template. I see I'm very late in the game here, but this is my current spin on a Chosen of Eilistraee; my favorite deity :) Since there was never an official write up on her Chosen, I tried to draw from several sources (including F&P, CoV, FRCS, and my own fractured memories of 2nd ed material on Eilistraee) as well as my own ideas to produce something versatile, balanced and fun. Enjoy... Creating a Chosen of Eilistraee Chosen of Eilistraee is a template that can be added to any creature (referred to hereafter as the "character") that the Dark Maiden chooses to entrust a portion of her power to, most notably those among her followers who revere beauty, music, song and hunting and work incessantly to promote harmony between drow and surface-dwelling races. A Chosen of Eilistraee uses all of the character's statistics and special abilities except as noted below. Type/Subtype: same as the character. Appearance: The Chosen of Eilistraee appear no different than other creatures of their type Special Qualities: A Chosen of Eilistraee retains all of the special qualities of the character and also gains the following: Bonus Spells (Sp): Constant–freedom of movement, protection from evil, tongues. At will–eilistraee’s moonfire (see Champions of Valor pg 55, also described below), summon instrument. Once every 7 rounds–aid, calm emotions, true strike. 1/day–atonement, commune with nature. Innitiate of Eilistraee (Sp): Thrice per day, a Chosen of Eilistraee can spend a daily use of one of her racial spell-like abilities (such as faerie fire or darkness) to produce a magic missile effect (caster level equals character level). Spell Immunity (Su): feeblemind, geas, otto’s irresistable dance. Immunities (Ex): A Chosen of Eilistraee is immune to aging effects and does not age. Bonuses still accrue, and the Chosen still dies of old age when her time is up. Dancing Feint (Ex): A Chosen of Eilistraee can use her Perform (dance) skill to feint in combat as if it were the Bluff skill. Low-Light Vision (Ex): A Chosen of Eilistraee has low-light vision if she did not possess it already. Sword Song (Su): A Chosen of Eilistraee can attune herself to a particular sword (magical or not), a process that takes one tenday. During this time she must be wearing or holding the sword for at least 8 hours each day, and if interrupted she must start again. She may only be attuned in this fashion to one sword at a time. Beginning the process of attuning another sword negates the ability of the currently attuned sword. Once attuned to this sword, whenever she wields it the sword sings heroic songs, granting her a +2 morale bonus on attack and damage rolls with the sword and a +3 morale bonus to saving throws against mind-affecting spells and effects. This ability is a sonic mind-affecting effect, and can be used for a maximum number of rounds per day equal to her character level plus her Charisma modifier. If this ability is applied to a dancing sword, the dancing sword gains the attack and damage bonus, but the saving throw bonus still applies to the Chosen. At will, a Chosen may call her attuned sword to her hand as if it were enchanted with Drawmij’s instant summons. A sword attuned in this manner is immune to breakage, disintigration and rust (such as an attack from a rust monster) for a period of 3 months. Sword Dance (Su): A Chosen of Eilistraee can attune herself to a sword (which may or may not be the same sword as her singing sword) in the process described above. Once attuned to the sword, she may use it as if it had the dancing property. She may use this ability a number of times per day equal to her character level. She may only be attuned in this fashion to one sword at a time. Maiden’s Sword (Su): A Chosen of Eilistraee gains the ability to craft magic swords as if she had the Craft Magic Arms and Armor feat. This ability only works on an attuned sword, but the magic abilities given to the sword persist even if she loses or changes her attunement to the sword. She may add any properties (including enhancement bonuses) to a sword as long as she meets the property’s other prerequisites. Spellsong (Su): A Chosen chooses two domains from the following: Chaos, Charm, Drow, Elf, Good, Moon, Portal. Once selected, these domains cannot be changed. She then has the ability to spontaneously cast any arcane or divine spell of 6th level or lower that she knows or has prepared as one of her domain spells, just as a good cleric spontaneously casts prepared cleric spells as cure wounds spells. Any spells she casts in this manner always have a verbal component (singing) in addition to their normal components. Saves: +3 sacred bonus to all saving throws against enchantment or mind-affecting spells, spell-like abilities and effects, even against those that normally do not allow a saving throw. Abilities: Increase as follows: Wisdom +2, Dexterity +3, Charisma +4 Skills: Same as the character, except as follows: +10 insight bonus to Perform (dance and sing) checks, +5 insight bonus to Diplomacy and Knowledge (religion) checks. Feats: Same as the character, in addition to these: Daylight Adaption, Lightning Reflexes Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: +4. Alignment: Same as the character, though never Lawful nor Evil. Treasure: Same as the character. Advancement: Same as the character. Eilistraee’s Moonfire Evocation [Light] Level: Initiate of Eilistraee 1 Components: V,S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level or until discharged; see text Saving Throw: None Spell Resistance: Yes You surround your hand or some other part of your body with light resembling moonlight. You can change the intensity from a faint glow equivalent to a candle to a clear, bright light equivalent to a torch. It varies in color as you desire, whether blue-white, soft green, white or silver. You can use this moonfire as a melee touch attack that deals 2d6 points of cold damage +1 point per caster level (maximum of +5). Whether or not the attack hits, the spell effect is discharged. You can cause the moonlight to leave your body and move about as a single light similar to dancing lights. Once it leaves your body, the effect duration is 1 minute per level, and the effect can no longer be used to attack. |
| Captain Jack Sparrow09-18-06, 05:21 AM | I was wondering how the actual Everfull Quiver works. If I am reading it correctly a level 20 char could get 2 extra arrows / round for 20 rounds. That would be 40 arrows that do not count against the actual amount of arrows in the quiver. Is that correct? Sounds about right man |
| Captain Jack Sparrow09-18-06, 05:29 AM | GEV, you do great Seldarine chosen. Any chance you might be able to crank out a good one for Hanali Celanil? She doesn't get near enough attention from anyone what with Sune and that harlot Sharess running around! ;) Yeah, I wanna see a chosen of Hanali as well. :cool: :P |
| ShaRd200009-22-06, 09:04 PM | Damn, no chosen of Grazzt ideas ? :( |
| GothicDan09-23-06, 04:23 PM | Grazzt isn't considered a deity in the Realms. |
| Green Elven Vampire11-30-06, 02:16 AM | Here is my latest version of the Chosen of Mystra template. Augmented to include removed 2nd edition powers, tweaks to existing powers, added versatility to the Silverfire to function as it is described in novels, as well as a few of my own ideas. Mystra-haters beware, the following text may induce nausea! (Edited: 6/29/04; Seven Sisters subsection added below.) Chosen of Mystra Creating a Chosen of Mystra Chosen of Mystra is a template that can be added to any creature (referred to hereafter as the "character") that Mystra chooses to entrust a portion of her power to. A Chosen of Mystra uses all of the character's statistics and special abilities except as noted here. This is an acquired template, and a Chosen of Mystra has its power only at the will of Mystra; should she decide to remove Chosen of Mystra status from the character, then he reverts to his original abilities. In the past Mystra has created beings, namely the Seven Sisters, for the sole purpose of becoming her Chosen. In such circumstances, the character only gains this benefits of this template if and when she proves herself to Mystra and accepts the burden of her inheritance. In addition to the normal powers and abilities of a Chosen of Mystra, the Seven Sisters do acquire minor abilities at birth, which persist regardless if she later does or does not become a Chosen (see the Seven Sisters below). Type/Subtype: same as the character. Appearance: The Chosen of Mystra appear no different than other creatures of their type. Special Qualities: A Chosen of Mystra retains all of the special qualities of the character and also gains the following: Bonus Spells (Sp): The Chosen of Mystra may choose one spell, of each level one through nine, which she may use once per day as a spell-like ability. The caster level for these spells is equal to the Chosen’s character level or Hit dice; and saving throw DC’s are Charisma based. Once chosen, these spells cannot be changed. Spell Immunity (Su): The Chosen of Mystra may choose one spell, of each level one through nine, which she is completely unaffected by as if protected by a Mystran Spellward spell (see New Spells below). Once chosen, these spells cannot be changed. Weave Focus (Su): Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks). Immunities (Ex): A Chosen of Mystra is immune to Blindness, Deafness, Disease, Disintegration, Fatigue, Exhaustion, Poison, and Sleep effects. Immortality (Ex): Chosen of Mystra are naturally immortal and cannot die from natural causes. Chosen do not age, and they do not need to eat, sleep, or breathe. The only way for a Chosen to die is through special circumstances, usually by being slain in magical or physical combat. Detect Magic (Su): line of sight. Mantle of Mysteries (Su): A Chosen is immune to all Scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them. Name and Song Attunement (Su): Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Silver Fire (Su): All Chosen of Mystra can wield the Silver Fire (ability updated; see below). Saves: +5 sacred bonus to all saving throws against spells and spell-like effects. Abilities: +10 Constitution. Skills: +10 insight bonus to Spellcraft checks. Feats: Initiate of Mystra. Spells: Same as the character, however a Chosen of Mystra with levels in any of the following spellcasting classes gains the following additional abilities: Wizard: The Chosen may learn, scribe, and research new spells with much more ease than a normal Wizard. To study newly discovered spell or scribe a new spell into a spellbook only requires one hour instead of one day, and the material costs and time required to research new spells are halved Sorcerer or Bard: once per day the Chosen may choose to remove a known spell from her known spell repertoire and replace it with a new spell of the same spell level from the appropriate class spell list. Removing a known spell in this fashion does not prevent a Chosen from relearning the same spell in the future. Cleric: The Chosen may spontaneously cast any spell in the Spell, Magic, Illusion, Knowledge, Luck, or Good Domains and all Initiate of Mystra spells of any spell level that she can cast, using any cleric spell slot of the appropriate spell level. Druid The Chosen gains access to all spells in the Spell, Magic, Illusion, Knowledge, Luck, or Good Domains and all Initiate of Mystra spells, and may prepare them in any druid spell slot of the appropriate spell level. Paladin or Ranger The Chosen may select any two of Mystra’s domains, and may prepare and cast any spell upon those domain lists using any paladin or ranger spell slot of the appropriate spell level. Unknown Powers: Many of the powers of a Chosen of Mystra may remain as of yet unrevealed, in some instances even to the Chosen themselves. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: +5. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character. The Seven Sisters The Seven Sisters, daughters of Mystra whom the goddess created for the purpose of becoming her Chosen, inherit minor qualities at birth due to their divine origins. As the offspring of a greater goddess, the Seven Sisters possess additional but minor qualities beyond that of a normal Chosen of Mystra, and still retain these abilities even if they were to choose not to serve Mystra as one of her Chosen, or if they should ever renounce the Lady of Mysteries. The following template is considered an inherited template unique to the Seven Sisters, although some of the powers below (such as immortality) are common among all offspring of unions between mortals and deities. The Seven Sisters use all of the their normal statistics and special abilities except as noted here. Upon any of the Seven Sisters later becoming a Chosen of Mystra, they still retain these special qualities in conjunction with their newly gained Chosen of Mystra powers, even if some of the powers are redundant (see the Chosen of Mystra template above). Type/Subtype: same as the character. Appearance: The Seven Sisters appear no different than other creatures of their type, except that their hair takes on a silvery-white hue. Special Qualities: The Seven Sisters retain all of the special qualities of the character and also gains the following. Immortality (Ex): The Seven Sisters are naturally immortal and cannot die from natural causes. The Seven do not age beyond adulthood, and they do not need to eat, sleep, or breathe. The only way for one of the Seven Sisters to die is through special circumstances, usually by being slain in magical or physical combat. Unique Powers (Su or Ex): By the grace of Mystra, many of the Seven Sisters possess unique powers or abilities, usually magical in nature, either possessed from birth or granted to them by the Goddess over the span of their lives. In such cases, the additional abilities are listed in their character descriptions. Abilities: As the offspring of a mortal and a deity, the Seven Sisters have several base ability scores above those normally exhibited by other members of their race. Their base ability scores are generated using the point buy system, but with 72 points as opposed to the standard point buy values, or by simply using the following ability score array: 13, 16, 17, 17, 18, 18. Skills: same as the character. Feats: the Seven Sisters gain Magical Aptitude and Spellcasting Prodigy as bonus feats at 1st level. Advancement: The Seven Sisters consider the sorcerer class as a favored class, for purposes of multiclassing and determining XP, in addition to any other favored classes her race or character background would allow. As daughters of a Goddess of Magic they exhibit the intuitive understanding of magic normally possessed by sorcerer characters. Most of the Seven Sisters have at least one or two levels in the Sorcerer class. The Silver Fire: This powerful supernatural ability is unique to the Chosen of Mystra, a portion of the raw magical energy of the weave lying dormant within their bodies until called upon. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, Silver Fire can be used for any of the following magical effects: The Silver Fire can banish all magical effects upon the chosen as if a Greater Dispelling spell had been cast upon her, except that the Dispel check bonus is not capped at caster level 20. This use of the Silver Fire can be called upon at will, once per round. The Silver Fire can be unleashed as a bright silver flame that engulfs all creatures and objects it strikes with the burning raw magical energy of the Weave. The flame may take the form of a bolt 5ft wide and 5ft tall, extending to a length of up to 10 ft per level of the Chosen which deals 1d6 points of damage for every two levels of the Chosen to all creatures and objects in its path and burns through physical barriers in the same fashion as a lightning bolt spell. Any being in the path of the bolt may attempt a reflex save (DC 10 + ½ the Chosen’s level + the Chosen’s Constitution modifier) for half damage. At the their option, the Chosen may instead unleash the Silver Fire in the form of a burning sphere, which is hurled at a single target by means of a ranged touch attack (no save) and deals 1d6 points of damage per every two levels of the Chosen. Both of the above uses of the Silver Fire breach all magical and supernatural barriers or defenses automatically. Alternatively, this flame may instead surround the Chosen as a radiant burning aura that deals 4d12 points of damage plus an addition point of damage per level of the Chosen to any creature who touches or strikes her in combat for the next 2d4 rounds. Any of the above uses of the Silver Fire can only be called upon once every six rounds. The Silver Fire can be unleashed as a cloud-like emanation with a 90 ft radius, permanently banishing all Dead Magic zones and dispelling all Antimagic effects it comes into contact with. This cloud effect is draining on the Weave, and it can only be called upon once per hour. Mystra discourages its use except for dire emergencies. The Silver Fire can be called upon to duplicate the effects of a Greater Teleport spell to transport the Chosen to any location where she had previously wielded the Silver Fire, duplicate the effects of a Regenerate spell upon the Chosen, or allow the Chosen to cast any spell with a casting time of less than one full round as if it were a supernatural ability instead of a spell (the affected spell does not require any components, does not provoke attacks of opportunity, cannot be dispelled, and ignores the target’s spell resistance, just as if it were a supernatural ability). Any of these effects of the Silver Fire can be called upon a number of times per day equal to the Constitution bonus of the Chosen. The Silver Fire may be used to contribute to an Epic Spell ritual as though it were a spell, or be included into the development of an Epic Spell as a unique spell component. The Spellcraft DC reduction of any Epic Spell that uses the Silver Fire as a special focus is –20, and the reduction for any Epic Spell that uses contributions of the Silver Fire to its ritual is –20 for each Chosen contributing Silver Fire to the spell. All of the above effects of the Silver Fire function as if cast by a spellcaster equal to the level or hit dice of the Chosen. New Spell: Mystran Spellward Abjuration Level: Initiate of Mystra 9 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The caster of this spell chooses one spell of each level one through nine, to which the warded creature gains complete invulnerability against. Such spells simply do not affect the target of this spell, and the target of a Mystran Spellward and all of her carried possessions are not included in the area of effect of such spells. If a spell is chosen that is the greater version of another spell (i.e. such as spells whose name begins with the words Greater, Mass, Improved, etc) then the Mystran Spellward protects against all lesser versions of the spell, but not greater versions of the spell or spells with a vaguely similar theme or characteristic (i.e. a being who chose to be protected from Mass Charm Monster would likewise be protected from Charm Monster and Charm Person, but would not be protected against Suggestion, Domination, or similar spells or effects). A Mystran Spellward also protects against all personal and variant versions of the spell, as well as the spell-like effects of magic items, innate spell-like abilities of creatures, and supernatural abilities that specifically duplicate the effects of the named spell. A creature can have only one Mystran Spell Ward spell in effect upon them at one time. I forgot how cool this chosen template is!!! Again, great job. |
| Orthanell11-30-06, 10:36 AM | Folks , your work is esspelly i like the chosen ofe Sehanine and the Seldarin. Can perhabs someone, made me with a choosen of Darahl Firecloak, Portfolio: Earth and flame phenomena, earth and fire magican one of Anghardh ? |
| Burningspear12-02-06, 12:16 AM | Here another try on Bhaal: “Make all folk fear Bhaal. Let your killings be especially elegant, or grisly, or seem easy so that those observing them are awed or terrified. Tell folk that gold proffered to the church can make the Lord of Murder overlook them for today.” The Chosen of Bhaal has to keep this firmly in his mind as he continues on in life, but has some leeway in how and when (as he does not need to be the same person who is the highpriest of the faith.). When a person becomes a Chosen of the Lord Bhaal, his/ her skin becomes parched and white-ish (as if chalk was smeared all over) and he somewhat smells of herbs, just like a mummified corpse, albeit his skin is not brittle. Special Qualities: Bonus Spells (Sp): Constant: Levitate and Airwalk, Mindblank, Deathwatch, Deathknell 3/ day, Slay living 1/ day, P.w. Kill 1/ month Immunities (Ex): Immune to Death effects, Cold Resistance 20, Special Abilities: (Ex)+4 Natural Armor (Ex)Dam reduction: 10/ Good Immortality (Ex): Chosen of Bhaal is naturally immortal and cannot die from natural causes. Chosen do not age, and they do not need to eat or sleep(although they can if they wish, and they still need to rest for replenishing spells etc.) . The only way for a Chosen to die is through special circumstances, usually by being murdered in magical or physical combat. Undetectable (su): The chosen of Bhaal is aware if someone is attempting to scry him (as per detect scrying spell, automatic with no check needed), and can if he chooses be undetectable to this scrying by winning the opposed caster check (incl. getting the effect of seeing what is the face of the "person" scrying him or her, but not be seen by the scryer itself.) . Death's Chosen (Ex): All character levels count as if they were full levels taken in assasin for all assasin class abilities as: Poison use, Death attack, Spells per day etc. All dc's for death attack and spells etc. are done using Intelligence. (this use of Int. as a base supersedes any other stat used by any other Death Attack etc.) Death's Hand (Ex): All times the preparation time for the death attack is reduced to 1 round, and 3 times per day he can even ignore that, and use a standard action to gain his death attack on a sneak he makes. Mimic (Su): In order to reach somewhere where perhaps disguises would not let the chosen go, the chosen may be able to alter their appearance to match someone whom the chosen has murdered within the last tenday. Then upon taking this disguise the chosen can perfectly emulate the person that they have mimic'd, effictively meaning that the chosen also emulates mannerisms etc. incl. voice. However, the chosen gains no memories and is likely to be caught out in a conversation (something the chosen would obviously avoid). ( in all respects treat the effect as if a Alter self was cast of unlimited duration and of a very specific person's looks, not an average of a race.) Call Servant (Su): Once a month the Chosen can summon a Fiendish Invisible Stalker of 12 hitdice to do a task at hand, the duration of the "summoning" lasts for as long as it takes the Invisible Stalker to finish the task given or untill it is impossible to comply this. Even if u are in a following month, u can only have 1 Invisible Stalker active at one time. Skills (Ex): +10 profane bonus to Move Silent and Hide in shadows and a +4 profane bonus on Intimidate. Abilities: Increas from the base creature as follows: +2 str, +2 dex, +6 con, +4 wis. Challenge Rating: +5 Fiendish Advanced 12-HD Invisible Stalker: CR 10; Large elemental; HD 12d8+24; hp 78; Init +9; Spd 30 ft., fly 30 ft. (perfect); AC 18, touch 14, flat-footed 13; Base Atk +9; Grp +21; Atk +13 melee (2d6+4, slam); Full Atk +13 melee (2d6+4, 2 slams); Space/Reach 10 ft./10 ft.; SA smite good +12; SQ damage reduction 10/magic, darkvision 60 ft., elemental traits, improved tracking, natural invisibility, resistance to cold 10 and fire 10, spell resistance 17; AL LE; SV Fort +6, Ref +13, Will +6; Str 18, Dex 20, Con 14, Int 14, Wis 15, Cha 11. Skills and Feats: Listen +17, Move Silently +20, Search +17, Spot +17, Survival +2 (+4 following tracks); Combat Reflexes, Improved Grapple, Improved Initiative, Stunning Fist, Weapon Focus (slam). References of information/ sources used: Thomas M. Costa's "PrestigeintheRealms", "ChosenofBhaal's" attempt at the same in a previous post on this forum. Comments The impression given as in the pockets of the Times of troubles and the older 2nd ed. books, Bhaal was never much using magic to gain an advantage, going from his own physical superiority, and i do not think he prefers to do so except against powerfull oponents (other gods and the like), thats why i did not go heavy on free spells per day, specially not wizards spells (i did give him the assasins bonus spells etc. but this is not a free use, and he must learn and memmorize then as normal). Undetectable and Mimic i thought were very good thoughts of "ChosenofBhaal" and as such i put him as a reference and thank him for the input.:tie: I did not think the Slayer change was a good abilitie for a chosen, specially when Bhaal is supposed to be alive when a character has this status, i see this ability as a "death-throw", meaning "Raw and uncontrolled hatred and power of Bhaal" flowing through a mortal, not like a coherent chosens ab.. And Wispering death was simply not a power i associate? (*spelling?) with a god like Bhaal, u kill the target up close and personal to savor it, not afar and impersonal. :plotting: |
| Burningspear12-02-06, 12:47 AM | Chosen of Hoar Hoar is the god of revenge, poetic justice, and retribution. The Doombringer only has one chosen at a time, and expects him/her to select their successor before they die. If a Chosen turns evil or commits unnecessary foul deeds, he/she must repent or be hunted down by The Lord of Three Thunders himself.. Interesting that he himself tethers on evil, but would not allow his chosen to do the same. "Chosen of Hoar" is a template that can be added to any Lawful Neutral or Lawful Good character. A Chosen of Hoar has its power at the will of Hoar, should Hoar decide to remove Chosen status from the character, they revert back to their original abilities. Special Abilities: A Chosen of Hoar retains all special qualities and physical traits of the character and also gains the following. Spell-Like Abilities (Sp): At will- Detect Thoughts, True Seeing. Once per month- Storm of Vengeance with a 20th Caster level. I dont see why a chosen of Hoar would have a mind reading ability, i might see such an ab. with per example a Chosen of Savras. Strike of Vengence (Ex): When a Chosen of Hoar exacts revenge upon someone in the form of attacking them, they gain a +4 bonus to hit. Warrant of Revenge (Su): Upon becoming a Chosen of Hoar, the character receives a magical notepad of seemingly ordinary parchment. When Hoar, or an agent of Hoar requests the Chosen to avenge them, that person's name will appear on the parchment, along with their foul deed and the form of vengeance that will be taken upon them. Once revenge has been served, the paper will turn back to normal. The pad never runs out of parchment. Interesting ability, but i think he has enough on his mind to be peskerd by smaller time followers to do their every whim of revenge. Shot of Retribution (Su): Any ranged weapon used by the Chosen of Hoar automatically gains the seeking property. Nowhere do i see any type of specialty with bows, only basic needed familiarity with all weapons in order to be able to give the target a fitting death, prefferably by a type of weapon he himself used to make the transgression in the first place, and he is not a god of war, so no specialty in any way. Just Desserts (Ex): When insulted, belittled, or made fun of by someone, the Chosen of Hoar gets a +5 to Intimidate to make an extroardinary comeback. Interesting, fitting as well. Immunities (Ex): The Chosen of Hoar are immune to random acts of misfortune (stubbing their toe, running into something by accident, spilling their ale, etc.), as their god is strongly allied with Beshaba. He is also allied with Bhaal and vise versa, so not only specifically with beshaba, although the stories do specifically state his fretting for better luck. So i would better put him in the LN corner, not LG. Abilities: +2 Wisdom Skills: Chosen of Hoar gains a +4 bonus to Survival, a +4 to Spot and Listen, and a +4 to Intimidate Feats: Same as character, plus Track. Challenge Rating: Same as the character +2. Very weak statistics, this could be way better done, perhaps: +4 to str, +4 con and +4 int, a +8 profane (yes, he is not a sweethart)bonus to Survival, Move Silent and Hide in Shadows, (Track is fine though) missed something like this: Immortality (Ex): Chosen of Hoar/ Assuran is naturally immortal and cannot die from natural causes. Chosen do not age, and they do not need to eat or sleep(although they can if they wish, and they still need to rest for replenishing spells etc.) . The only way for a Chosen to die is through special circumstances, usually by being "murdered" in magical or physical combat. Mindblank (constant), And i miss his signature power, Tree Thunders of Hoar when he "kicks ass", something like: Hoar's Strike: 3 x a day the chosen may make a retributive strike after being wounded as per retribution domain ab.(each strike is acompanied by a loud thunder, audible up to a mile away in all directions, no side affect) if however all 3 strikes are aimed at the same target, (1st and 2nd time there is no need to hit for the 3rd rnd ab. to actually work) the 3rd attempt automatically hits and is a critical. constant effect of speak with the dead, 3 x a day major image(to create the environment in wich the fitting retribution will take place etc.) 1 x a day phantasmal killer(giving the target a worst nightmare back) And maybe even the Special Ability: can at will for the xp cost in DMG create a Javelin of Lightning (does take him a full action to create) Level adjustment would probably be: +4 Might reply later on some more:plotting: |
| Burningspear12-03-06, 01:54 PM | made a mistake, corrected Airwalk for the wrong Windwalk for the Chosen of Bhaal |
| cedar8612-03-06, 02:05 PM | This thread is somewhat immense right now, which is great cause the Chosen status seems ideal for great heroes and villians (as the PC's usually are). I don't have a lot of experience with FR deities, but I am currently in a campaign with the Greek pantheon as the dominant pantheon. Has anyone considered a Chosen of Athena? I'd love to see such a chosen template, or if there is a very comparable deity within the FR pantheon that someone has already posted then that might work too. Anyways, thanks to anyone who posts any ideas about this. |
| Burningspear12-03-06, 02:58 PM | This thread is somewhat immense right now, which is great cause the Chosen status seems ideal for great heroes and villians (as the PC's usually are). I don't have a lot of experience with FR deities, but I am currently in a campaign with the Greek pantheon as the dominant pantheon. Has anyone considered a Chosen of Athena? I'd love to see such a chosen template, or if there is a very comparable deity within the FR pantheon that someone has already posted then that might work too. Anyways, thanks to anyone who posts any ideas about this. This is the Forgotten Realms post, so it is unlikely any chosen of any gods not related to any pert of Faeruhn will show up on this list, but u can always try :tie: |
| Mythrender01-06-07, 04:41 PM | A few Things to ponder: 1) Two templates are published in D&D Books (Bane & Mystra). Using these as a base to build a template for other powers. I come up with that the +10 Con should be a constant for all Chosen templates.. A power is going to want its chosen to be able to survive. The Hp, Sv mod gained by the con gain provides this. I believe this and to support it is say why else would a chosen of mystra have +10 con when they could have a int bonus instead. The only answer is survivability. 2) The two templates for Eilistraee. They both give the Dancing sword ability. Why would a power grant a ability twice. The Dancing sword is a 3rd lvl ability of Eilistraee Sword Dancer Prestige class. I feel that a chosen of Eilistraee should either already be a sword dancer or working to become one. How could they be a chosen and scorn her own prestige class ??? 3)I like the Dance of Blades in the Eilistraee template.. However i think it should require a perform check vs anyone attacking them attack roll. And think it should be usable in Full Defense... Feats like dodge and mobility should apply to this also. |
| Diffan01-08-07, 02:42 PM | I'm not exactly sure if anyones posted a Chosen of Torm template because there is just so many pages, but here's my version... Template- Chosen of Torm Special Qualities: A Chosen of Torm retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant- Protection from Evil, Endure Elements (acid, cold, electricity, fire, sonic), Know Greatest Enemy, Zone of Truth. 3/day- Holy Storm, Wall of Good, Dispel Magic. 1/day- Holy Word, Revenance Damage Reduction (Ex): 5/Adamantine Immunities (Ex): A Chosen of Torm is immune to compulsion effects, death effects, poison, and aging. Bonuses still accure and the Chosen still die of old age when his time is up. Spell Immunities (Su): A Chosen of Torm is unaffected by attacks that duplicate these effects: Hold Person, Blindness/Deafness, and Harm. Summon Angel (Sp): A Chosen of Torm can magically summon an Angel or Archon as a full-round action as if using Planar Ally, greater spell. He may use this ability a number of times per day equal to 3+ his Charisma score. Saves: Same a the character Abilities: Increase from the character as follows: Constitution +10, and Charisma +2 Skills: Increase from the character as follows: Sense Motive +5, and Diplomacy +5 Feats: A Chosen of Torm gains these as bonus feats: Leadership Level Adjustment: Same as the character +4 Alignment: Always Lawful Good |
| Arthan "Heavy Fist"01-12-07, 03:20 PM | [QUOTE=Mythrender;11103478]A few Things to ponder: 1) Two templates are published in D&D Books (Bane & Mystra). Using these as a base to build a template for other powers. I come up with that the +10 Con should be a constant for all Chosen templates.. A power is going to want its chosen to be able to survive. The Hp, Sv mod gained by the con gain provides this. I believe this and to support it is say why else would a chosen of mystra have +10 con when they could have a int bonus instead. The only answer is survivability.[QUOTE] Mythrender, Very few of the Template writers on this forum ran with the +10 Con for several reasons: Remember that the +10 Con isn't automatically retro active for hit points. It's easy for a person writing an NPC into a book to accidently make the chosen bonus con retro active to 1st level for hit points. It's also probably the reason that template designer added 5 hit points per level to the beloved mage NPCs. In active campaigns though, the character selected to be the chosen will probably already be 15-20th level before you add on the +4 ecl chosen template. At 19-23 ecl, new levels (and hit points) probably will be fewer and farther between, so the +10 con isn't as helpful. If you're looking for survivability damage resistance and immunities would protect the chosen from underling attacks better then a few dozen hit points, and allow them to ignore most of the underlings and concentrate on the main threat, then clean up. Most of the chosen writers here went with +10 stat bonuses that were aligned with the diety's dogma and portfolios. I personally always looked at what would make the chosen smarter, wiser or a better leader. I see a chosen selected more for their leadership aspects and motivating the followers and increasing the flock... then a combat machine or an adventurer. On that vein, it's not really addressed, most of the templates are a bit overpowered for a +4 ECL. I always saw it as an un-spoken/un-written rule that the chosen gets tagged with allot of **** details helping advance faith and always being hounded for help, advise or tasks that need to be done. This helps balance out the power given in the template and gives the GM allot of plot hooks to get the player into various adventurers. |
| justinsluder01-14-07, 11:35 PM | We have a chosen of Bhaal template, but what about a chosen of Myrkul template? |
| Burningspear01-15-07, 12:10 AM | Remember that the +10 Con isn't automatically retro active for hit points. . Uhm, Yes it is, where did u get that silly notion from? :hides: :tie: :banghead: Actually it is Intelligence modifiers wich do not get retroactively added, not constitution. |
| Arthan "Heavy Fist"01-15-07, 02:43 PM | Uhm, Yes it is, where did u get that silly notion from? :hides: :tie: :banghead: Actually it is Intelligence modifiers wich do not get retroactively added, not constitution. BS, To not detract from what this thread was started for, I'll start a new post in another catagory. http://boards1.wizards.com/showthread.php?p=11190092#post11190092 |
| Arthan "Heavy Fist"01-15-07, 03:26 PM | Another version of the Chosen of Eilistraee created a few months ago. I've lost the email, but kudos to the requestor for helping design this version. Chosen of Eilistraee Creating a Chosen of Eilistraee “Chosen of Eilistraee” is a template that can be added to a drow female. A Chosen of Eilistraee uses all the base character’s statistics and special abilities except as noted. A Chosen of Eilistraee only has its power at the will of Eilistraee; should Eilistraee decide to remove Chosen status from a character, she reverts to their old abilities. The Chosen of Eilistraee is on a mission. The chosen of Eilistraee was empowered by the lady of the dance to help bring more drow into the light and spread peace between the races. To the fullest extent possible she will increase the effectiveness of the hidden network of the Dark Maiden and undermine the followers of the other drow gods trying to disrupt it. Disruptions to Lolth’s machinations will lead to doubt, the chosen is to take full advantage of these opportunities to increase the flock. EX. Mistress of the Blade: A chosen’s attacks against evil drow clerics are disruptive, those who fail a fortitude save versus DC 16 are slain, those who save are shaken for a number of rounds equal to the Chosen's Wisdom bonus. EX: True heart: The chosen’s grace and inner peace automatically shift NPC attitudes one degree in favor of the chosen when trying to convert a drow or establish peaceful relations with other races. EX: High dance: The chosen can lead a local church in an sensuous dance bestowing favor on that group for a number of ten days equal to the Chosen’s charisma bonus. Individuals so blessed by the chosen receive a +4 on any skill attempts directly related to converting drow or brokering peaceful relations between various races. During this time period the dancers are immune to fear, can’t be shaken and have SR equal to 10 + ½ chosen’s level + wis bonus. The chosen may lead a number of high dances equal to her wisdom bonus every two months. Spell like abilities (Sp): At will: Calm emotions, Protection from evil 5/day – Holy smite, Mage armor, Improved Invisibility 3/day – Heal, Teleport w/o error 1/day – Holy Word Special Qualities: Chosen of Eilistraee retain all their special qualities. Immunities (Ex): A Chosen of Eilistraee is immune to Poison and Disease. 5 resistances to elemental attacks from cold, fire (heat) and electricity. She is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Abilities: +4 Dex, +4 wis, +2 Chr. Alignment: Any Good Skills: +10 to Diplomacy, Perform, and Survival checks. |
| Azar_of_Faerun01-15-07, 08:46 PM | How about a Chosen of Hanali Celanil? :) |
| The Simbul01-15-07, 09:54 PM | The reason why the official Chosen of Mystra template grants a +10 bonus to Constitution is really because of a (somewhat inattentive) direct conversion from the AD&D system. In AD&D 2nd Edition, becoming a Chosen of Mystra caused your CON score to automatically be raised to 25, which under that rules system was the maximum possible. The purpose of this was not so you could have 300 some hitpoints (indeed, you couldn't under that rules system, as mages didn't gain any advantage vis-a-vis bonus hp for a CON higher than 16. In fact, Elminster, the Simbul, and the like all had around 70-90 or so hit points). The purpose was to ensure the health and longevity of Mystra's Chosen, by giving them the associated benefits of a CON of 25, namely 100% system shock survival, 100% resurrection survival, and regeneration 1hp/turn. That, along with their immunity to poison, disease, or any other affliction curable by an elixir of health, and their inability to die of natural causes, served to make sure her Chosen had a semi deity-like longevity. It also allowed them to make extensive use of permanency spells without the associated detriment of lowering their CON score (primary examples being the permanent spells/magic item effects that Alustriel, the Simbul, and Laeral enjoyed, as described in The Seven Sisters...most of which have been covered in 3E as supernatural abilities gained with wish spells instead). Because there is no maximum possible ability score in 3E, the CON of 25 changed to +10 CON in the rules transition, since most of the Chosen already had base CON scores around 15 or greater. However, Constitution does not serve the same purposes in 2E that it did in 3E. Namely having +10 Constituition means that Mystra's Chosen have +5 to fortitude saves, +5 to Concentration checks, +5 hitpoints per HD....which, while very nice, was never the original intend when the Chosen of Mystra was conceived. Like many FR elements and character traints converted to the new system, this aspect of the Chosen of Mystra was converted almost directly with virtually no concern or re-examining of it in light of the new rules. |
| QueenOfShadows01-15-07, 10:32 PM | How about a Chosen of Hanali Celanil? :) I will give it a go and see if I can pull it off, though my favorite is Sehanine, I will dig out 2nd edition stuff and see what I can do as a take on Hanali, so I will get on that. |
| Tyshanis01-21-07, 01:23 PM | I created this due to not wanting to take 9 prestige classes hope you like it. CHOSEN OF SOLONOR THELANDIRA “Chosen of Solonor” is a a template that can be added to any Elf ( except Drow or Half elves) character whose patron deity is Solonor Thelandira. A Chosen of Solonor uses the characters statistics and special abilities except as noted here. Special Qualities: A chosen of Solonor retains all special qualities of the characters and also gains the following. Bonus Spells (Sp): Constant- protection from arrows, living prints At will- camouflage, woodwisp arrow* 5/day- spellslayer arrow*, arrow split* 3/day- darkflame arrow*, serpent arrow*, doublestrike arrow*, hunter’s mercy 1/day- bloodfreeze arrow*, shadow arrow*, true strike Immunities (Ex): A Chosen of Solonor is immune to aging effects and does not age. Bonuses still accrue, and the Chosen still dies of old age when his time is up. Trackless Step: As druid Ability (PHB pg 36) Woodland Stride: As druid Ability (PHB pg 36) Hide in plain site: As ranger ability (PHB pg 48) Vital Shot: Once per day as a free action the Chosen gets a +10 competence bonus to hit with a long bow. Steady Hand: The Chosen Gains the ability to fire a long bow in melee combat and not provoke an attack of opportunity. He can only use this if wearing light or no armor. Keen Arrow: All arrows fired by the Chosen are considered keen weapons. This does not stack with any other Keen effects. Projectile Improved Critical: All arrows fired by the chosen increase their critical damage multiplier by +1 Saves: As Character Abilities: +3Dex Skills: As Character Feats: Weapon focus (Longbow), Greater Weapon Focus( long bow), Weapon Spec (Long Bow), Greater Weapon Spec (Long Bow) * See Champions of Ruin |
| diegosephroth01-21-07, 08:22 PM | I was really looking for some versions of "chosen" from the nordic pantheon Like chosen of Odin, chosen of freya and such I really believe that the valkyries should have templates like those, since they're not really immortal, but rather, demi-gods |
| Green Elven Vampire01-21-07, 11:51 PM | I created this due to not wanting to take 9 prestige classes hope you like it. CHOSEN OF SOLONOR THELANDIRA “Chosen of Solonor” is a a template that can be added to any Elf ( except Drow or Half elves) character whose patron deity is Solonor Thelandira. A Chosen of Solonor uses the characters statistics and special abilities except as noted here. Special Qualities: A chosen of Solonor retains all special qualities of the characters and also gains the following. Bonus Spells (Sp): Constant- protection from arrows, living prints At will- camouflage, woodwisp arrow* 5/day- spellslayer arrow*, arrow split* 3/day- darkflame arrow*, serpent arrow*, doublestrike arrow*, hunter’s mercy 1/day- bloodfreeze arrow*, shadow arrow*, true strike Immunities (Ex): A Chosen of Solonor is immune to aging effects and does not age. Bonuses still accrue, and the Chosen still dies of old age when his time is up. Trackless Step: As druid Ability (PHB pg 36) Woodland Stride: As druid Ability (PHB pg 36) Hide in plain site: As ranger ability (PHB pg 48) Vital Shot: Once per day as a free action the Chosen gets a +10 competence bonus to hit with a long bow. Steady Hand: The Chosen Gains the ability to fire a long bow in melee combat and not provoke an attack of opportunity. He can only use this if wearing light or no armor. Keen Arrow: All arrows fired by the Chosen are considered keen weapons. This does not stack with any other Keen effects. Projectile Improved Critical: All arrows fired by the chosen increase their critical damage multiplier by +1 Saves: As Character Abilities: +3Dex Skills: As Character Feats: Weapon focus (Longbow), Greater Weapon Focus( long bow), Weapon Spec (Long Bow), Greater Weapon Spec (Long Bow) * See Champions of Ruin Not that bad at all man. I still think the one I made for Solonor on page 1 is more fitting of a chosen, but I do like yours. ;) |
| Green Elven Vampire01-22-07, 01:13 AM | Chosen of Hanali Celanil Also known as The Goldheart Its a template that can be added to any Elf or Half Elf. A Chosen of Hanali uses the character's statistics and special abilities except as noted below. BONUS SPELLS (Sp): Constant~~ Charm person, Charm Monster, Read Magic, Mage armor. At will~~ Hypnotism, Message, Resist elements. 5/day:~~ Detect thoughts, Rope trick, Tongues. 3/day~~ Halt undead, Greater magic weapon, Banishment. 1/day~~ Tensers transformation, Prismatic spray, Protection from spells. Immunties (Ex): Chosen of Hanali are immune to all Enchantment spells. They never age but still die when the time is at hand. Romantic interest (Su): This ability enables the chosen to divine the existance and subjects of the unspoken love, crush, or romantic interest of the first creature touched by the chosen. A successful saving throw by an unwilling target (Will DC 25) prevents the chosen from learning the identity of the romantic interest, but conveys to the chosen whether or not the target harbors any such secret affections at the time. This ability can be used twice a day. Divine beauty: The chosen is so beautiful that opponents rarely want to harm her. The chosen cannot be attacked by anyone who finds her/him gorgeous. If the chosen successfully makes a save check (Chosen's Cha. vs opponents Will) then opponent will not attack the chosen for that turn. This ability can be used as many times a day equal to chosen's charisma mod. Lady Goldhearts love: This ability can be used three times per day. The Chosen touches the creature and they instantly fall in love with the first person they see unless they make a successful saving throw vs Will (DC 25) Hanali's restful kiss: This ability can be used three times a day. If the chosen kisses a person they must make a Fort save (DC 30) or instantly fall into a coma-like slumber for as many days as the chosen's total character level. Flawless Rose: The chosen cannot be scarred, maimed or lose its flawless beauty by any means of attack. If a limb is severed it regenerates like a Troll's regeneration ability. Also, if the chosen is killed by damage they are automaticly under the effect of a Heal spell. The heal ability can be used once a day. Spell Immuity (Sp): The Chosen is immune to the spells listed here as if she were constantly under the effects of the spell, Spell Immunity. *Detect good *Blur *Slow *Enervation *Grimwald's Greymantle *Greter dispelling *Holy word *Symbol *Time stop Saves: The character adds + 2 as a bonus to all saving throws, and + 4 divine bonus to saves against illusion spells and spells with the evil and Retribution discriptors. Abilities: Increase from the character as follows: Charisma +6, Wisdom +4. Skills: Intimidate and sense motive are class skills, regardless of the character's class. Feats: (You gain these feats automaticly without meeting their prerequisites) Alluring, otherworldly, Smooth talk and Strong soul. Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Hanali Celanil. Challenge Rating: Same as the character +4. Alignment: CG/LG Treasure: Same as the character. Advancement: Same as the character |
| Tyshanis01-22-07, 06:28 PM | Not that bad at all man. I still think the one I made for Solonor on page 1 is more fitting of a chosen, but I do like yours. ;) I stuck to more bow professional than summonig stuff and thanks means alot |
| Tyshanis01-22-07, 10:31 PM | I created this due to not wanting to take 9 prestige classes hope you like it. CHOSEN OF SOLONOR THELANDIRA “Chosen of Solonor” is a a template that can be added to any Elf ( except Drow or Half elves) character whose patron deity is Solonor Thelandira. A Chosen of Solonor uses the characters statistics and special abilities except as noted here. Special Qualities: A chosen of Solonor retains all special qualities of the characters and also gains the following. Bonus Spells (Sp): Constant- protection from arrows, living prints At will- camouflage, woodwisp arrow* 5/day- spellslayer arrow*, arrow split* 3/day- darkflame arrow*, serpent arrow*, doublestrike arrow*, hunter’s mercy 1/day- bloodfreeze arrow*, shadow arrow*, true strike Immunities (Ex): A Chosen of Solonor is immune to aging effects and does not age. Bonuses still accrue, and the Chosen still dies of old age when his time is up. Trackless Step: As druid Ability (PHB pg 36) Woodland Stride: As druid Ability (PHB pg 36) Hide in plain site: As ranger ability (PHB pg 48) Vital Shot: Once per day as a free action the Chosen gets a +10 competence bonus to hit with a long bow. Steady Hand: The Chosen Gains the ability to fire a long bow in melee combat and not provoke an attack of opportunity. He can only use this if wearing light or no armor. Keen Arrow: All arrows fired by the Chosen are considered keen weapons. This does not stack with any other Keen effects. Projectile Improved Critical: All arrows fired by the chosen increase their critical damage multiplier by +1 Saves: As Character Abilities: +3Dex Skills: As Character Feats: Weapon focus (Longbow), Greater Weapon Focus( long bow), Weapon Spec (Long Bow), Greater Weapon Spec (Long Bow) * See Champions of Ruin Sorry please add constant: Hawkeye And Level adjustment +3 |
| diegosephroth01-24-07, 07:26 PM | anyone? chosen of odin? chosen of Hel? |
| Mad Mage01-24-07, 09:25 PM | anyone? chosen of odin? chosen of Hel? As far as I can tell, those aren't deities of the Forgotten Realms, so I don't think you'll see anything of the sort here. |
| diegosephroth01-25-07, 07:20 AM | As far as I can tell, those aren't deities of the Forgotten Realms, so I don't think you'll see anything of the sort here. yeah... they're from asgardian pantheon but I really tend to make this kind of things overpower, so I was in need of help... |
| Lord_Lucien_Karsus_Necron02-17-07, 02:04 AM | Chosen of Jergal?!? I have always found this particular God to be extremely interesting. A chosen template created from the current incarnation of Jergal wouldn’t be very interesting, but a Chosen modeled after Jergal when he was a Greater God would be extremely interesting. I personally have never created a template as a DM and wouldn’t know where to start. So I was wondering anyone is willing to create this Chosen? If no one is willing to design it for me any hints or secrets would help. I would rather not have to design the template myself as I’m sure I will muck it up, but if it comes to that I will try. I assume the logical place to begin would be to add some of the aspects of the Chosen of Bane as Jergal once held Bane’s portfolios as well as others. This is indeed a daunting task for me. I mean after all his portfolios included Death, the dead, order in death, funerals and tombs, undeath, the undead, wasting, old age, exhaustion, tyranny, dusk! This is a tough one, but I’m sure the end result would be worth it. I desperately need this for a recurring villain behind the sense mastermind in my Netheril Campaign. Please help! Thanks All, Lord Necron |
| Lord_Lucien_Karsus_Necron02-23-07, 03:26 AM | No help with the Jergal chosen? Anyone? Please? |
| Lord_Lucien_Karsus_Necron02-23-07, 08:56 PM | No help with the Jergal chosen? Anyone? Please? Come on. Someone has to be a Jergal fan out there? |
| Lord_Lucien_Karsus_Necron03-02-07, 08:14 PM | Pretty Please????!!!!!!!!!!?????? |
| Lord_Lucien_Karsus_Necron03-12-07, 03:37 AM | Chosen of Mask Creating a Chosen of Mask “Chosen of Mask” is a template that can be added to any humanoid creature. A Chosen of Mask uses all the base character’s statistics and special abilities except as noted. A Chosen of Mask only has its power at the will of Mask; should the Masked Lord decide to remove Chosen status from a character, he or she reverts to their old abilities. The Chosen of Mask is on a mission. The chosen of Mask was empowered by the lord of shadows to help him regain the portfolio of intrigue. To the fullest extent possible she is to undermine the followers of Cyric while increase the intelligence networks of the Lord of Thieves. That's not saying she won't ransack a temple of Waukeen for fun if the opportunity arises. Disruptions to Cyric's machinations will undoubtably lead to profit, the chosen is to take full advatage of these opportunities. EX. Shadow’s Spawn: When operating anywhere that is partially shaded or out of direct sunlight the chosen of Mask gains all of the benefits of ¾ cover. EX: Shadow senses: The chosen of Mask has heightened senses allow her to operate within complete darkness without penalty. Equivilent to the Blindsight ability with a range of 120'. This ability also allows the Chosen to operate traps, locks, disable devices, etc without illumination penalties. EX: Perfect mission: The chosen can sanctify a local guild or thief’s plan of action against a single individual, edifice, or small group of people by bestowing favor on that individual or the group that will carry it out. Individuals so targeted by the chosen receive a +4 on any skill attempts directly related to performing the mission, are immune to fear, and have SR equal to 10 + ½ chosen’s level + Int bonus. This mission must be carried out within a number of tendays equal to the individual or guild master’s intelligence bonus. The chosen may sanctify a number of separately running operations equal to her intelligence score. Spell like abilities (Sp): At will: Disguise Self, Detect Thoughts 5/day – Distraction, True Filch, Improved Invisibility 3/day – Perfect crime, Teleport w/o error 1/day – Shadow Walk Special Qualities: Chosen of Mask retain all their special qualities. Immunities (Ex): A Chosen of Mask is immune to Poison and Disease. 5 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Abilities: +6 Dex, +4 Int, +4 Chr. Alignment: Any Skills: +10 to Spot and Bluff checks. I wonder what Mr.’ Kemp would think of adding this template to Cale from Shadowbred? Would need some slight adjustment. |
| Lord_Lucien_Karsus_Necron03-12-07, 03:46 PM | Chosen of Mask Creating a Chosen of Mask “Chosen of Mask” is a template that can be added to any humanoid creature. A Chosen of Mask uses all the base character’s statistics and special abilities except as noted. A Chosen of Mask only has its power at the will of Mask; should the Masked Lord decide to remove Chosen status from a character, he or she reverts to their old abilities. The Chosen of Mask is on a mission. The chosen of Mask was empowered by the lord of shadows to help him regain the portfolio of intrigue. To the fullest extent possible she is to undermine the followers of Cyric while increase the intelligence networks of the Lord of Thieves. That's not saying she won't ransack a temple of Waukeen for fun if the opportunity arises. Disruptions to Cyric's machinations will undoubtably lead to profit, the chosen is to take full advatage of these opportunities. EX. Shadow’s Spawn: When operating anywhere that is partially shaded or out of direct sunlight the chosen of Mask gains all of the benefits of ¾ cover. EX: Shadow senses: The chosen of Mask has heightened senses allow her to operate within complete darkness without penalty. Equivilent to the Blindsight ability with a range of 120'. This ability also allows the Chosen to operate traps, locks, disable devices, etc without illumination penalties. EX: Perfect mission: The chosen can sanctify a local guild or thief’s plan of action against a single individual, edifice, or small group of people by bestowing favor on that individual or the group that will carry it out. Individuals so targeted by the chosen receive a +4 on any skill attempts directly related to performing the mission, are immune to fear, and have SR equal to 10 + ½ chosen’s level + Int bonus. This mission must be carried out within a number of tendays equal to the individual or guild master’s intelligence bonus. The chosen may sanctify a number of separately running operations equal to her intelligence score. Spell like abilities (Sp): At will: Disguise Self, Detect Thoughts 5/day – Distraction, True Filch, Improved Invisibility 3/day – Perfect crime, Teleport w/o error 1/day – Shadow Walk Special Qualities: Chosen of Mask retain all their special qualities. Immunities (Ex): A Chosen of Mask is immune to Poison and Disease. 5 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Abilities: +6 Dex, +4 Int, +4 Chr. Alignment: Any Skills: +10 to Spot and Bluff checks. I wonder what Mr.’ Kemp would think of adding this template to Cale from Shadowbred? Would need some slight adjustment. |
| bloodtalon03-12-07, 08:07 PM | hello i would like to see these two tmeplates the first is for Garagos and the secone is for Lurue both are demigods and in the need of followers thanks in advance |
| LittleCarp0403-13-07, 04:48 PM | anyone know where to find the stats on cadderly (chosen of deneir) the archive link doesnt work anymore. |
| Khaira03-28-07, 11:41 PM | I was wondering, if it hasn't been done yet, about a Chosen template for the elven deity Angharradh? I didn't see it in the index, but maybe I'm just blind.... |
| Salernodc03-29-07, 01:49 PM | This is a truly saucy thread!! Well done folks! |
| BelainDefenderofJerusalem03-29-07, 10:28 PM | would anyone mind making a chosen of akadi? |
| Zandilar04-01-07, 04:45 AM | Heya, I noticed that there was no Chosen of Sharess in the index, so I thought I'd knock something up quickly. If anyone has suggestions, comments, or criticisms about it, please PM me - I will edit this as needed. This is my first Chosen template (and spell!), so be gentle with me! ;) Chosen of Sharess Creating a Chosen of Sharess “Chosen of Sharess” is a template that can be added to any humanoid creature. A Chosen of Sharess uses all the base character’s statistics and special abilities except as noted. A Chosen of Sharess only has its power at the will of Sharess; should the Feline of Felicity decide to remove Chosen status from a character, she reverts to their old abilities. Special Qualities: Chosen of Sharess retain all their special qualities. In addition they gain the following: Feline Form (SQ): A Chosen of Sharess can assume the form of a medium sized house cat (treat as a leopard). For all intents and purposes, treat this ability as a druid's Wildshape ability, with the following differences: The Chosen may only assume the form of a feline of medium size, and their druid level is equal to their character level. Bonus Spells (Sp): At will- Charm Person, Command. 5/day - Charm Monster, Magic Fang, Suggestion. 3/day - Eagle's Splendor, Cat's Grace, Sharess's Kiss. 1/day - Mass Charm Monster, Greater Command, Summon Monster VI (Celestial Dire Lioness only). Immunities (Ex): A Chosen of Sharess is immune to Enchantment Spells or effects, and Disease. She is also immune to aging, does not age, and is effectively immortal. Seductive Aura (Su): A Chosen of Sharess is very compelling, and when she wishes to, no one can resist her wiles. When a Chosen of Sharess turns her attention to a humanoid with the intention of seducing them, they must make a Will save DC 20, or go where ever the Chosen wishes to consumate the seduction. Additionally, the target can chose not to make a saving throw. However, this will not change the innate sexuality of the target humanoid, and thus, unless the target has forgone a save, the seduction will automatically fail if the gender of the Chosen is "incompatiable" with the sexuality of the target, though there will be no hard feelings towards the Chosen for the attempt. Friend of Felines (Ex): A Chosen of Sharess may communicate with any feline creature. All good and neutrally aligned felines are helpful, and treat the Chosen as an ally. Evil aligned felines are at least indifferent towards the Chosen. Feats: Chosen of Sharess recieve Exotic Weapon Proficency: Claw Bracer, and Weapon Finess. Skills: Chosen of Sharess recieve a +4 Bonus to Profession (Courtesan), and Perform (Sexual Techniques), and a +2 Bonus to to Move Silently, and Hide. Abilities: Chariama +6, Wisdom +2, Dexterity +4 Alignment: Chosen of Sharess are usually CG, though they must be within one step of Sharess. Sharess's Kiss (Charm) [Mind-Affecting] Level: Clr 3, Brd 4 Components: S, DF Casting Time: 1 standard action Range: Touch Target: One humanoid creature Duration: see text Saving Throw: Will negates Spell Resistance: Yes You smile at the young man seductively, and lean in to place a gentle kiss on his cheek. At the touch of your lips, he shudders as pleasure overwhelms him. The kiss of Sharess is said to give overwhelming pleasure. This spell emulates a fraction of the Dancing Lady's bliss, causing the target to become overwhelmed with sensation. The target becomes fatigued, and is dazed for 1 round. |
| Quijenoth04-04-07, 09:50 AM | Would be nice to see the original author update the list on the first post. |
| Braekor Dragonfang05-02-07, 02:23 PM | If this has already been posted, sorry, i can remove it, but i didn't have time to sort through all the threads Chosen of Garagos “The Chosen of Garagos” is a template that can be added to any creature with the ability to rage or has at least 4 levels of Fighter. A Chosen of Garagos uses all the base character’s statistics and special abilities except as noted. A Chosen of Garagos only has its power at the will of Garagos; should The Reaver decide to remove Chosen status from a character, he or she reverts to their old abilities. Spell-like Abilities: Constant- Endure Elements (Fire, Cold, Acid), Haste. At Will- Confusion, Emotion (Rage). 5/day- Fear, Magic Weapon, Bull's Strength. 3/day- Bear's Endurance, Battletide. 1/day- Insanity, Righteous Might Immunities: The Chosen of Garagos is Immune to aging and is effectively immortal, Poison, Disease, Fatigue, and all enchantment spells that are lower than 4th level Rage of the Reaver: 1/day per point of charisma the Chosen of Garagos may rage as a 20th level barbarian Lord of Destruction: The Chosen of Garagos gain a +10 divine bonus on all strength checks made to break objects, and all damage rolls. When sundering a weapon or armor, you ignore all of that weapon's hardness Abilities: Str +10, Con +2 CR: +3 LA: +4 |
| Hard_As_A_Rock05-30-07, 07:35 PM | Hail buddys of the Dungeons & Dragons! How are you? Could you create a Chosen Of Lendys, Io and Chronepsis? Thanks and Sorry by the bad english. |
| DreadWizardDM06-12-07, 07:36 PM | Question.. what is "true filtch" and "distraction" and "perfect crime"? There is no clear definition of those abilities that I can find. Chosen of Mask Creating a Chosen of Mask “Chosen of Mask” is a template that can be added to any humanoid creature. A Chosen of Mask uses all the base character’s statistics and special abilities except as noted. A Chosen of Mask only has its power at the will of Mask; should the Masked Lord decide to remove Chosen status from a character, he or she reverts to their old abilities. The Chosen of Mask is on a mission. The chosen of Mask was empowered by the lord of shadows to help him regain the portfolio of intrigue. To the fullest extent possible she is to undermine the followers of Cyric while increase the intelligence networks of the Lord of Thieves. That's not saying she won't ransack a temple of Waukeen for fun if the opportunity arises. Disruptions to Cyric's machinations will undoubtably lead to profit, the chosen is to take full advatage of these opportunities. EX. Shadow’s Spawn: When operating anywhere that is partially shaded or out of direct sunlight the chosen of Mask gains all of the benefits of ¾ cover. EX: Shadow senses: The chosen of Mask has heightened senses allow her to operate within complete darkness without penalty. Equivilent to the Blindsight ability with a range of 120'. This ability also allows the Chosen to operate traps, locks, disable devices, etc without illumination penalties. EX: Perfect mission: The chosen can sanctify a local guild or thief’s plan of action against a single individual, edifice, or small group of people by bestowing favor on that individual or the group that will carry it out. Individuals so targeted by the chosen receive a +4 on any skill attempts directly related to performing the mission, are immune to fear, and have SR equal to 10 + ½ chosen’s level + Int bonus. This mission must be carried out within a number of tendays equal to the individual or guild master’s intelligence bonus. The chosen may sanctify a number of separately running operations equal to her intelligence score. Spell like abilities (Sp): At will: Disguise Self, Detect Thoughts 5/day – Distraction, True Filch, Improved Invisibility 3/day – Perfect crime, Teleport w/o error 1/day – Shadow Walk Special Qualities: Chosen of Mask retain all their special qualities. Immunities (Ex): A Chosen of Mask is immune to Poison and Disease. 5 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal. Immune to Mind Affecting Abilities Abilities: +6 Dex, +4 Int, +4 Chr. Alignment: Any Skills: +10 to Spot and Bluff checks. |
| ShaRd200006-23-07, 03:45 AM | I made a shot at a Chosen of Auppenser, and I need your guys' help with it. I have a hole in there, and a few things I'm not too sure of that I'll explain after the post, here it is: -------------------------------------------------------------------------- Chosen of Auppenser: The Chosen of Auppenser are paragons of mental and physical acuity, seeking unfettered control of their abilities through experience, meditation and self study. When they're not improving themselves, they are teaching others that show an aptitude for the "invisible art" how to encourage and grow their own latent abilities. They are vehemently opposed to slavery of any kind, and will never turn down the opportunity to start a revolt, and free as many slaves from the "yoke of tyrrany" as they possibly can. This has brought, and can bring them into conflict with many cities, and the followers of Bane. Being that Auppenser has been in slumber for many years, there hasn't been a known Chosen active for just as long. The original Chosen are probably all deceased by now, killed in the massive tidal wave that destroyed Jhaamdath, but it is largely unknown either way. They could still be alive, spreading the teachings of Auppenser in his stead, and researching a way to awaken their sleeping patron. Creating a Chosen of Auppenser "Chosen of Auppenser" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). A Chosen of Auppenser uses the character's statistics and special abilities except as noted here. A Chosen of Auppenser only has it's power at the will of Auppenser; should The Serene One decide to remove Chosen status from the character, he reverts to his original abilities. Normally, Auppenser granted Chosen status to one Psion follower for each of the six disciplines of Psionics, and one Psychic Warrior. Auppenser did not, and does not grant the Chosen status upon wilders. Special Qualities: The Chosen of Auppenser retains all special qualities of the character, and gains the following, with some qualities according to it's Discipline. Free Manifestations (Ps): A Chosen selects one power of each power level 1st through 9th that they currently know, which can then be manifested freely (without using power points) as a psi-like ability, once per day. The selected powers must share the same discipline that the character has chosen, but is not restricted to that specific discipline's list of powers. For instance, a 9th level Egoist (the psychometabolism discipline) may choose Leech Field for their free manifestation of 5th level, because it is a psychometabolism power, but it's not on the egoist discipline list itself. If the character is not high enough in manifester levels to have a new power to choose for a free manifestation, then they can select their next one when they gain the required manifester levels to have a new power of higher level. Once these nine powers are selected, they can never be changed*. Perfection of Body: The Chosen is granted immunities to their bodies that are in concert with their manifestation abilities. This is one of the precepts of Auppenser's teachings, and is shown in his chosen. Immunities (Ex): All Chosen of Auppenser are immune to disease, and aging effects. They are also granted an extra immunity based on their psionic discipline: Psychometabolism: Immune to any unwilling transmutation spells or psychometabolism powers. Psychoportation: Constant and undispellable Freedom of Movement in effect. Successful dispel magics only suppress the effect for 1d4 rounds. Psychokinesis: Immune to either Cold, Electricity, Fire, or Sonic damage. Can only choose one. Clairsentience: Immune to any blindness or vision altering effects. The character's vision can still be misled by illusions, just not negated or clouded. Metacreativity: Telepathy: Immune to Spells and Powers with the (Charm) and or (Compulsion) descriptor. Perfection of Mind (Su): The Chosen's mastery of the mind allows them to automatically apply the Extend Power, Maximize Power, and Empower Power feats upon a power they manifest, without raising the power point cost, and without actually having the feats themselves. This can only be used up to three times per day, and the character must expend their psionic focus in the process. If any of the metapsionic feats of this ability do not apply to the power you are enhancing, then only the others apply. If none apply, then the use is wasted, and the power is manifested normally. The power in combination with this ability cannot be quickened or twinned. Perfect Balance of Body and Mind (Su): Through rigorous and constant self-discipline, meditation, and training according to the dogma of their patron, a Chosen of Auppenser that has 10 HD or more is granted the knowledge of attaining a nigh impenetrable state of existence. As a swift action, for as many rounds as half the character's HD (rounded down), the Chosen gains a +10 bonus to all it's saving throws. These rounds don't have to be used all at once; they may be split up and used as the character sees fit, but never more rounds than half it's HD (rounded down) may be used in a tenday. Saves: Same as character. Abilities: Increase from the character as follows: Strength +2 Dexterity +2 Constitution +2 Intelligence +2 Wisdom +2 Charisma +2. These bonuses reflect the creed of Auppenser; to strive for balance in body and mind. Skills: Same as character. Feats: Same as character. Climate/Terrain: Same as character. Organization: Same as character. Challenge Rating: Same as character + 4. Alignment: Always any neutral. Treasure: Same as character. Advancement: Same as character. *If the character uses Psychic Reformation and replaces a power that they chose for free manifestation, the free manifestation simply disappears. It is unusable until the character manifests (or has manifest upon them) Psychic Reformation again, to choose the original power selected for free manifestation. ----------------------------------------------------------------------- I used the WOTC Chosen of Mystra and Chosen of Bane as a guideline for alot of this. I just COULD NOT think of any immunity a shaper would want, as I have never played a shaper myself, so I need your guys' help on that. I was thinking maybe some kind of dispel boost, like on dispel checks, they get twice their manifester level on the DC made to dispel their powers. But I just wasn't too sure on that. In the "Creating a Chosen of Auppenser" paragraph, I just threw in my own custom lore on the end there, so I'm also not concrete on that. Could change in the future when the actual WOTC ruling comes out. I wanted to make a different "Perfection of Mind" ability for each of the disciplines too, but I'm drained just after making this for today. Might do it later, or it might just be too much detail, depends on what I come up with. I also was not sure if the bonus power points would be categorized as (Ps). Small, I know, but I'm picky. :P That and would the CR be right? Or more +5 ? I wrote the same template up for psychic warriors as well, with a different "Perfection of Mind" ability that I might post later. EDIT: Lowered the Perfection of mind uses per day, still not sure what to have it at though. And removed bonus power points, just seemed redundant with free manifestations. |
| Samej06-23-07, 06:35 PM | Could someone do a Chosen of Garagos, the god of plunder, please? I have a high level Fighter PC who is a notorious Pirate King and im thinking of making him a chosen of Garagos, his god, god of war, plunder and booty. |
| Braekor Dragonfang06-23-07, 06:49 PM | Could someone do a Chosen of Garagos, the god of plunder, please? I have a high level Fighter PC who is a notorious Pirate King and im thinking of making him a chosen of Garagos, his god, god of war, plunder and booty. I was focusing on the destruction aspect, but I posted one a few posts back |
| ambersorsha07-16-07, 03:53 PM | A different Version of the Chosen of Sharess: Everyone has some great ideas for chosen, I love this thread. Excuse the typos: My spell check is broken. Chosen of Sharess The chosen of Sharess are sharess’s beloved children, who spread the freedom of Hedonism, Sensual Fulfillment, Festhalls, and the love of Cats around the face of Faerun. Stat Adjustments: Wis: +2 Dex: +4 Cha: +4 Skills: +5 Climb, +5 Balance, +5 Tumble, +5 Sense Motive, +5 Bluff, +10 Diplomacy +15 Knowledge Nature Checks involving any type of Feline. Speed: A chosen of sharess is gifted with being slightly quicker on her feet than your average everyday citizen. +10 to speed, +2 Initiative. Bonus Saves: Reflex: +4 [A Chosen of Sharess is known for always landing on her feet] Fortitude: + 4 vs Disease [A chosen of Sharess is known to have a strong consitution and hardley ever seems to get sick.] Will: +4 Vs Enchantments [A chosen of Sharess is not weak minded and is strong willed individuals] Exta Abilities: +15 Handle Animal checks involving any type of Cat, big or small, wild or domesticated. The Permanent ability of being able to speak with felines. Cat Companion: A slightly different version of the Animal Companion or Summon Familiar ability. A Chosen of Sharess is imediately befriended by a feline of some kind. The feline follows the Chosen everywhere. This feline can replace a mage’s familiar without damaging the mage or the previous familiar. A chosen can always sense the health status of his or her Cat Companion. This Feline does not take away from the number of HD a ranger or druid’s animal companion. Feats: A chosen Automantically gains the following feats. Weapon Focus, Weapon Finesse and Exotic Weapon Proficinancy with Claw Bracers. Immunities: The chosen of Sharess is gifted by Sharess with longevity of life, A chosen of sharess does not age. CR: +4. Advancement Normally. Sharess The Dancing Lady, Mother of Cats Symbol: Feminine lips Homeplane: Brightwater Aliggnment: Chaotic Good Portofolio: Hedonism, Sensual Fulfillment, Festhalls, Cats Worshipers: Bards, Hedonistis, Senualists, Felinari Cleric Alignments: CG, CN, NG Domains: Chaos, Charm, Good, Travel, Trickery Favored Weapon: A great cat’s paw (Claw Bracer) Once Known as Bast a Mulhorandi diety who served as the Patroness of cats, She taveld and left numerous cults in her wake. She is now tied in friendship to Anhur, Hanali celanil, Lliira, Milil, Nobanion, Selune, and Sune. She is opposed to Set, Shar, and Loviatar. Etc… Dogma: Life is to be lived to its fullest, in decadent suensual fulfillment of yourselves and others. That which is good is pleasurable, that which is pleasurable is good. Etc… Sharess: Divine Rank 8 Bard 20, Rouge 5, Druid 10, Ranger 5 Chaotic Good Felinari Stats: Str: 22 Dex: 30 Con: 24 Int: 25 Wis: 30 Cha: 45 HP: 550 Init: +14 Fort: +65 Ref: +73 Will: + 71 Base Attack: +30 From Class Levels Immune: Transmutation, Entergy Drain, Ability Drain, Ability Damage, Mind affecting, Electric, Cold, Acid, Disease, Posion, Stunning, Sleep, Death Effects, Distintefration, Imprisionment or Banishment, Massive Damage. DR: 43/+4 SR: 40 Fire Resistance 28 Immortal, 8 mile Senses, Remote Seeing, Grant Spells, Divine Aura DC 35, Communication, Remote communication, Teleport without Error. Skills: Just think high on just about every skill Spells per Day: Bard 0th 4, 1st 9, 2nd 8, 3rd 8, 4th 8, 5th 8, 6th 7, 7th 7, 8th 7, 9th 7 Druid: 0th 6, 1st 7, 2nd 7, 3rd 5, 4th 5, 5th 4 Ranger: 1st 3 Feats: Improved Initiative, Weapon focus, Weapon finesse, Quick draw, Combat Casting, Combat Reflexes, Combat Expertise, Skill Focus Cooking, Dodge, Mobility, Spring attack, Whirlwind attack, Leadership Effective 18th Lvl cleric for Domain Spells, Spell like abilites of all domain spells, DC 35+ spell Level. Other Divine Abilities: Avatar, Battlesense, Call Creatures, Divine Bard, Divine Druid, Gift of Life, True Shapeshifter, Grow Creature. Bard Abilities: Bardic music, Bardic Knowledge 27, Inspire Courage +4, countersong, Fascinate, Insipr Competence, Suggestion, Inspire greatness, Song of freedom, Inspire heroics, Mass suggestion. Druid Abilities: Animal companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Natures Lure, Wildshape 4/day, Wild Shape Large, Veneom Immunity. Rogue Abilites: Sneak attack +3d6, Uncanny Dodge, Evasion, Trap sense +1, trapfinding. Ranger Abilities: Track, Endurance, Animal companion, two weapon combat style, Wild empathy, 1st favored Enemy Abberations, 2nd favored Enemy Vermin. |
| Diffan07-17-07, 04:09 PM | anyone know where to find the stats on cadderly (chosen of deneir) the archive link doesnt work anymore. http://ww2.wizards.com/Books/Wizards/?doc=fr_deneir there ya go |
| Green Elven Vampire07-21-07, 01:17 AM | I personally only do Chosen of Demi-Humans and none of the human deities. Elves, Dwarves, Halflings, Gnomes, Fey, etc... etc... |
| Green Elven Vampire07-23-07, 03:54 AM | Thinking of doing a Chosen of Brandobaris or Baravar Cloakshadow. Anyone interested? |
| dragonheart07-23-07, 11:18 AM | Hail buddys of the Dungeons & Dragons! How are you? Could you create a Chosen Of Lendys, Io and Chronepsis? Thanks and Sorry by the bad english. well here is one for Io. Also, since it is buried back in the early pages of the list I thought I would include the template for chosen I created a couple fo years ago - might be helpful for folks wanting to create something fairly quickly and not too overpowered (did I really say that about chosen? :D ) Chosen Template Template for creating Chosen Templates Chosen is a +4 CR template applied to a character and empowered directly by that character’s deity. Effectively the character’s life force is linked to a small piece of the deity’s life force and that enhances the character in a variety of ways as listed below. When a deity creates a chosen it selects a series of powers to imbue them with. Those powers are drawn from the lists below. All chosen have the basic enhancements listed. All deities then draw from the general properties lists. Lesser Deities can then draw up to 2 powers from the extended powers list. Intermediate deities can draw up to 3 powers from the extended list while Greater deities can either draw 4 powers or imbue them with holy fire which has its own deity specific set of powers (decided on by the DM, but generally similar to silverfire (Mystra), Blackfire (Bane) or Spellfire) Basic Enhancements 1. All chosen are immune to disease, poison and disintegration effects. 2. All chosen get the immortal benefit and are not affected by mind effecting abilities from faiths and pantheons (ie. They can be killed by physical/magical means but otherwise do not age or age so extremely slowly that they are effectively immortal; they can not be affected by mind effecting spells or effects from beings without a Divine Rank). 2. All chosen get a total of 10 points of statistic bonuses. General Powers: 1. Spell like Abilities: Up to 45 spell levels of spell like abilities drawn from the deities domain spells. Each is usable once per day. Each additional use counts as an additional set of spell levels. (special note: As goddess of magic and the weave all spells qualify as domain spells for Mystra and her chosen) 2. Defenses: Up to 45 points/spell levels of energy defenses, damage reduction and/or spell immunities. However no single item may exceed 10 levels/points (ie DR +10 or Fire resistance +10 is the maximum allowed) 3. Domain Powers: The deity can grant access to any of the domain powers and spells for the domains they have. Extended Abilities: 1. Special Abilities: If the deity has a special ability (Psionics, Breath Weapon, etc) they may grant it to their chosen or enhance (up to 15 points) it if the chosen already has the ability. 2. Enhanced Skills: The Deity may grant either class access to selected skills appropriate for the deity or may enhance skills already present by up to a total of 20 points. 3. Bonus Feats: The deity may grant it’s chosen either a single epic level feat or 2 non epic feats that the chosen can use even if it doesn’t have the normal prerequisites for them. 4. Holy Fire: This is a small piece of the deity’s life force inhabiting the chosen. It can be used in a variety of ways by the chosen including ranged touch attacks, personal dispelling, healing and regeneration, or transportation (flight or teleportation like effects). A deity may chose to extend the general powers by forgoing one of more of the extended powers at the rate of 10 points of extension for each extended power forgone. They may also choose not to fully empower the chosen at the time of creation. If they do not fully empower them they can provide additional enhancements up to the stated maximums at latter times. Example: Chosen of Io Stats: +4 Str, +3 Con, +3 Int, +2 Ch Chosen Immunities: Disease, Disentegrate, Mind Affecting Spells, +4 to saves vs Sleep, Paralysis and poison Spell Immunities: EarthBind (L2), Blindness/Deafness (L3C), Wingbind (L4), Feeblemind (L5), Slay Living (L5C), Implosion (L9C), DR 5/-, Acid Resistance 6, Lightning Resistance 6 Spell Like Abilities: L1: Comprehend Languages, L2: Spider Climb, L3:Dragonskin, L4: SteelSting, L5: Feeblemind, L6: Legend Lore, L7: Summon Aspect of Io, L8: Icy Claw, L9: Greater Shout Maximum Hit Points Immortal Domain Power (& Spells) – Dragon Domain: Bluff & Intimidate as class skills; Spells: Magic Fang (L1), Resist Energy (L2), Magic Fang – Greater (L3), Voice of the Dragon (L4), True Seeing (L5), Stoneskin (L6), Dragon Ally (L7), Mass Suggestion (L8), Dominate Monster (L9) (Chosen may use any of these spells 1/d of a level they may cast in their normal casting class). Special Abilities: 1. Draconic Template: AC +1 (natural), Claw Damage (unarmed damage) 1D3, Darkvision 60’, Low Light Vision, +2 to Intimidate & Spot checks; +1 LA/CR. Charisma Bonus included in Statistic bonuses – other template bonuses overlapped by Chosen Template bonuses. 2. Breath Weapon(s): 1/8rds – either a 40’ cone of flame or a 40’cone of cold doing ½ level D4 Damage 3. Dragonwings – Flight at 60’ Maneuverability – Good Books used to develop: Draconomicon, Races of the Dragon, Dragons of Faerun, Player’s Handbook. |
| Cryto07-24-07, 01:30 PM | I did Chosen of Akadi but it's not listed. If you need it, you can find it in some previous posts. |
| trippies08-01-07, 06:37 AM | This isn't a submission as much of a request, I'd love to see a chosen of Ilsensine, obviously it would require to be an illithid. Any takers? I really can't find much info as I'm lacking books. |
| Phelf_Der_Zemit10-25-07, 06:32 PM | wow, resurecting this thread, id like to see a chosen of mask ability. ty ill try to come up with one myself. |
| Magadon12-22-07, 06:03 AM | Resurrection! heh, id like to see a Garagos template though.. |
| DreadWizardDM01-18-08, 03:39 PM | Chosen on Clangeddin Silverbeard A chosen of the Dwarven god of battle should represent the true fighting spirit of the Dwarven people. They must always be ready to answer the call to arms against the enemies of the dwarves. Stats: +8 STR, +8 CON Automatic Feats: The Chosen gets the following feats regardless if they meet the requirements for them or not. Blindfight, Close quarters fighting, AxeSpike (RoS), Shielded Axe (RoS), Tunnel Fighting (RoS), Great Cleave, Whirlwind Attack, Greater Weapon Focus (Armor Spikes), Greater Weapon Specialization (Armor Spikes), Greater Weapon Focus and Greater Weapon Specialization (Battle Axe, Dwarven War Axe, Dwarven Uhrgosh, Warhammer), Improved Toughness, Improved Unarmed Strike, Iron Will, Improved Bull Rush, Improved Two weapon Fighting. Clangeddin has also blessed his chosen with some additional powers for the defense of the dwarven people. Damage Reduction 3/- (Divine bonus that stacks with any class features or items) Crush our Enemies: The Chosen recieves a +3 to AC, Attack Rolls, and Damage dice versus Giants, Drow, Orcs, Half orcs, Goblinkind, Dueragar and Trolls. Tough as Iron: The chosen can keep fighting up to -10 HP and has fast healing 2/round. Rage of Battle: The chosen can rage as a free action 2/day. This functions like the barbarian rage class feature. It stacks with any other rage abilities the character may have from other classes or items. The Chosen is immune to Poison, Paralysis, Charm, and Hold spells. He is also immune to any compulsions that would cause him to betray or act against Dwarvenkind. The Chosen of Clangeddin no longer ages. The Chosen will usually seek the strongest opponent on a battlefield to engage him in battle. LA: +4 PS: Let me know what ya all think! :D |
| neferphras01-20-08, 12:10 PM | Does anyone know what happens to the Chosen of Mystra with this truely weak "Mystra is dead.......again....." Plot line. I can only imagine the Symbol goes completely bonkers. |
| neferphras01-21-08, 11:23 AM | This is an updated Chosen of Tymora template I am using in my campaign. It borrow heavily from the previously posted one but as the writter mentioned, it just did not have the spark of humor a chosen of tymora would have in my eyes, so I added a few things. Chosen of Tymora A Chosen of Tymora is the living embodiment of the Lady of Luck, sharing her friendliness and grace, as well as her good nature. The Chosen are full of risks, but aren’t reckless as they the know Tymora will ensure they live a long, eventful life. Tymora chooses only her best and brightest worshipers to become her Chosen, commissioning them to spread good luck throughout the width of the Realms. One of the key goals of the Chosen of Tymora is to hunt down the followers of Beshaba, and to help halt her spreading of bad luck. As the number 7 is considered lucky by many, Tymora can have up to 7 Chosen at any particular time. As well, the Chosen are commonly women. The identities of Tymora's current Chosen are unknown. Chosen of Tymora Immunities: A Chosen of Tymora is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases. Aura of Luck: A Chosen of Tymora can create a Lucky Aura a number of time per day equal to her Charisma modifier. Any ally within this aura receives a +2 to any saves, attacks, or skill checks made. The Aura of Luck lasts for a number of rounds equal to 5 plus the Chosen’s charisma modifier. The aura extends for 20ft around the Chosen and does effect the chosen as well. Good Fortune: 5/day the Chosen may re-roll any roll they may have made and failed. Luck of the Lady: 3/day the Chosen can automatically succeed at one saving throw, regardless of the difficulty. Lucky Strike: 3/day the Chosen can automatically succeed at one attack. A roll can still be made to determine whether or not it is a critical. Divine Grace: The Chosen gains a bonus equal to her charisma modifier on all of her saving throws. Tymora’s Guidance : The Chosen of Tymora automatically gains the Initiate of Tymora Feat. Instead of 1time per day roll a d6 at the beginning of each day. What ever the result is dictates how many times per day each the following can be used. 1. Add +5 luck bonus to any attack roll, save, skill check, or ability check. This must be done before the DM declares whether or not the roll results in success or failure. 2. Cast Fleeting Fortune 3. Cast Favor of Tymora If the Chosen does not already have access to the Luck Domain they automatically gain it (and its innate benefit). Chosen of Tymora can also default to any spell in the Luck Domain much like a Cleric normally would for healing magic. If the Chosen is a Cleric they can chose to default to healing magic or a spell from the luck domain. Take a Chance: Tymora looks after her Chosen, but not too much. Chosen of Tymora can sacrifice spell levels in an attempt to randomly get a spell from the goddess, usually from the Luck domain, that she would find useful. This can be done in 1 of 2 ways. 1. The Chosen selects a spell available to one of the domains available to Tymora., then sacrifices a number of spell levels equal to the level of the needed spell. The GM then rolls a 10 sided die, if the number rolled equals or exceeds the desired spell, the spell is cast as if from the Chosen. If not, fate has not smiled upon the Chosen, the levels are lost and nothing happens. The chosen can decide to double or even triple their odds by paying double or triple the cost in spell levels. In which case the GM rolls 2 or 3 10 sided dice and takes the best result. A “zero” counts as a 10 for this roll. 2. The chosen can also take a chance on whatever effect they wish and sacrifice however many spell levels they feel they need and state a desired effect (need not even be a spell description). The GM interprets Tymora’s sense of humor about the situation and may or may not follow the desired effect but something will happen. The number of spell levels sacrificed determines how dramatic the effect will be and how close to the desired effect the reaction will be (count it as 5% per spell level sacrificed if a guide is needed toward having a target spell achieved, if it is missed then a lesser equivalent spell type occurs), but with this option something (often funny) will always happen. Abilities: Charisma +10 Alignment: CG or NG CR: +4 |
| neferphras01-21-08, 11:28 AM | My campaign also focus heavily in Mulhorand. I would really like some feed back on these. I created a Chosen template for most of the Gods my players are interacting with. Chosen of Isis A Chosen of Isis is the ambassador to the world of the goddess's good will toward mortals. An unquestioned champion of good, their role is to look after the people of Mulhorand and watch over the family unit as it exists in that society. They can be stern, but are always of a loving heart. Keeping with the best good interpretations of Maat is highly important to the Chosen of Isis. They find harsher interpretations of Maat to be somewhat offensive. Obviously, evil can not be tolerated, a chosen of Isis will bring the full brunt of her powers against an evil opponent unless it would endanger a loved one, or there appears to be hope of redeeming that evil. To date only those female followers of celestial (and preferably noble) blood can become Chosen of Isis. As Isis’s relationship with Mystra, Chauntea, and Sune strengthens, she has become more convinced that purely mortal humans can not handle the strain of being a chosen of the gods, nor should they be expected to. During the Harvest Season, Chosen of Isis and Osiris are often seen walking hand and hand watching over the workers during the long work days. Unlike many nobility they will eat and sleep with the workers. They act as extra guardians during the harvest days as this is a prime time for the enemies of Mulhorand to attack. Immunities: A Chosen of Isis is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases. Spells: Like the Chosen of Mystra, Chosen of Isis can cast spells as spell-like abilities. Unlike the Chosen of Mystra, these spells can be selected at the beginning of each day, however, the spell must be have the “Good” descriptor (in the spell descriptor not from enhancement with a feat) or from the spells specific to the Faith of Isis (below). At the time of casting or when preparing spell like abilities for the day a Chosen of Isis may apply any of the flowing metamagic feats to any good (but not the faith particular spells) spell they wish to cast: Empower Spell, Quicken Spell, Enlarge Spell, Extend Spell, Maximize spell. This does cause the spell to act as a higher spell, and thus use up a higher level spell-like ability slot for the day, however the spell level cost is one less than the cost stated in the players hand book for the given feat. If applied at the time of casting the spell effected by the feat takes up both the original spell slot and the higher level spell slot that the enhance spell suddenly occupies. Good spells and the spells particular to Isis can be selected regardless of normal availability. A Druid or Bard that becomes a chosen of Isis could cast clerical good described spells and visa versa. (all good magic is of Isis, she is not picky) . Expert good caster: When casting spells (or using spell like abilities) that innately have the good descriptor Chosen of Isis have the following benefits: +2 Caster Level, +2 to save DC , all spell resistances checks made as if the feat Spell Penetration was in use (becomes an addition +2 modifier if the feat is already known). Also, any chosen can always chose a good descriptor spell regardless of class. As an example, a Sorceress who is a Chosen of Isis could select a clerical good spell as one of their known spells without penalty. Any caster regardless of casting type can cast spells from the Good Domain as if it was a domain selected by them as a cleric. They do not however gain additional benefits of having this domain (the above bonuses are superior and do not stack) Mistress of Charms: Where as Thoth is the unquestioned Master Craftsman of magical items in Mulhorand, Isis is generally considered the crafter of smaller charms and items that are worn as jewelry, and such magical items are worn by many of the Mulhorand upper class. Earrings, Tattoos, regular non armor cloths, and Rings are examples of items commonly crafted by followers of Isis. Chosen of Isis are blessed with the ability to carry and have effective more such magical items. They can use one extra of each such magical item, such as wear 3 rings and/or have 2 magical earrings, and gain the benefit of the additional item/s. Also, spells that create such effects, like Charm of Isis or Create Magical Tattoo, are not limited to 3 as usual. The Chosen of Isis can create and magically maintain 5 effects (or 2 greater than the normal limit for the given spell). Spells of Isis: Regardless of casting class, the Chosen of Isis have the following spells added to their available spell list. 2nd level: Charm of Isis (Protection, Good) Duration: 1 Day per level Casting time: 1 hour Enchants amulet, talisman, or fetish with a protective charm. This charm provides one of 2 effects. It either provides a +1 deflection bonus to AC or a +1 resistance bonus to all saves per 3 caster levels of the caster. A priest can only have 3 such charms active at a time. 4th level: Weapon Immunity (Protection) Duration: 2 rounds/level Casting Time: Standard action This spell protects the priest(ess) from all damage from a particular type of weapon. This includes any enhancement bonus to the weapon might have but not additional damage holy damage or elemental damage such as an acid burst damage. It would include enhancements such as wounding, bane weapon, or vampiric damage. An damage that is not of an energy type is ignored. Monster attacks such as claws and fangs can not be selected for this immunity, it most be a crafted weapon (a forged claw would count for instance). 7th level: Seed Storm Duration: Instantaneous, special Range: 60 Range Casting Time: Standard action Area: 5 ft radius plus 5ft radius per level Save: ½, no This spell crates an explosion of Seeds. Generally used during the planting season, it can be used in combat as well. Any creature, other than the priest, caught in the area of effect suffers 2d6 plus an an addition 1d6+2 per 4 caster levels (max 7d6 +10). Additional, if the caster desires, she can have the seeds immediately (initiative after the casting is complete) take root and affect those in are of effect as if an entangle spell and a plant growth spell had target the area. This effect act exactly like the Entangle spell except that the DC to escape is 30 instead of 20 due to the sudden density of plant life in the area. If this secondary effect of the spell is used the seeds are no longer useful in planting as the sudden grown expends the seeds potential. Mistress of the Sky and Waters: Chosen of Isis are constantly under the effect of an Endure Elements spell. Additionally, Spells of the Storm Domain do not effect the the movement of a Chosen of Isis (including swimming or flying movement), they can move as if the spell was not in effect. Any damage caused by spells in this domain still causes damage. This immunity to the spells named in the storm domain is irregardless of spell source. Bonus Feats: Chosen of Isis gain the Purify and Consecrate spell feats and may apply them to any spell or spell-like ability they cast without level penalty. Also as a crafter of magical charms and jewelry Chosen of Isis gain the following a bonus feats: Craft Wondrous Item, Forge Ring, Brew Potion, Craft Tattoo ( makes permanent magical tattoos). Form of the Goddess: Chosen of Isis can fly at will. The effect is similar to the Fly spell with no limit to duration. When engaging this ability, blue feathers appear as wings from the Chosen’s arms. These wings are not necessary for flight however they do improve the maneuverability class generated by the spell by one. A Chosen of Isis can also move and breath in water as if it were air, never suffering any penalties for being in water (although this does not improve their swimming skill, that is still personal). Finally, at will, a Chosen of Isis can assume the form of a Giant or normal sized Eagle, in either form the Chosen receive a +6 Sacred Deflection bonus to AC. This is other wise treated as a druid shapechage without the healing benefits. Grace of the Goddess: Isis protects her chosen. At the time of receiving this template the Chosen of Isis receives a Sacred bonus to saves equal to their Wisdom Bonus or Charisma bonus (their choice). If they already have such a bonus to do to class ability (such as Paladin levels) this blessing instead acts as a Sacred bonus to AC (again Wisdom or Charisma based). This bonus does increase as the relevant ability increases. Abilities: +4 Charisma, +6 Wisdom Alignment: Any good CR+4 |
| neferphras01-21-08, 11:33 AM | Here is another one of Thoth Chosen of Thoth A Chosen of Thoth is tasked with spreading the will, wisdom and skill that is the dogma of Thoth. Much more so than other chosen, they are creators of the god’s ideology in the mortal world. Spreading and collecting Knowledge, finding out new ways to create items, and actively combating the Red Wizards of Thay are all part of their every day life. Unlike most Clerics and Wizard that claim Thoth as their patron, the Chosen of Thoth are very active. Their goals are to go find new magic and new crafting skills by experiencing the world not researching though existing texts. Red Wizards of Thay are known to actively seek to kill Chosen of Thoth due to their ability counter their magic regardless of class or apparent preparedness. Most Chosen of Thoth represent a certain aspect of the gods continuing understanding. Wizards/Clerics are not uncommon, but Cleric/Monks and Wizard/Rogues are not uncommon as well as Thoth expands his options as to how knowledge is attained. Rogues that follow Thoth generally are focused on countering the mercantile expansion of the Red Wizards of Thay and act as scouts for the more militant Monk/Wizard or Monk/Clerics. If Thoth feels a particular action of the Red Wizards truly is a threat to Mulhorand, he will send a trio of Chosen to deal with it, one will be dual classed Cleric/Wizard, one chosen will have Rogue skills, another a Monk. Few Red Wizard conclaves have survived such attention. Immunities: A Chosen of Thoth is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases. Spells: Like the Chosen of Mystra, Chosen of Thoth can cast spells as spell-like abilities. Unlike the Chosen of Mystra, these spells can not be just any arcane spell. Instead, the Chosen of Thoth first gains access to all of Thoth's Available domains and the benefits of each: Craft: You cast creation spells at +1 level and gain Skill Focus (+3 bonus) in a Craft Skill of the Chosen’s choice. Knowledge: All Knowledge skills are added to your class skill list. Also Divine Spells are cast at +1 Level Magic: Use Scrolls, Wands and other Devices with Spell Completions or Triggers as a Wizard at one half the Chosen’s Cleric level. If already a Wizard, this ability reverses into being able to use Clerical magical items. Rune: Scribe Scroll as a bonus feat Spell: +2 on Concentration and Spell Craft checks. Wizards who are chosen gain the ability to cast any spells in these domains as Wizard Spells. Chosen of Thoth, at the time of receiving this template, select one spell of every level (1-9) from among those available in these domains that can from then on be cast as a spell like ability once per day. These selections can be changed by the cleric or wizard at the beginning of each day (If Thoth allows it) but the spell at each level must be from one of Thoth's Domains or one of the Spells (below) particular to his faith. A character that is not a cleric or wizard that gains this template can never change their spells once selected. The Scholar: Chosen of Thoth are constantly under the effect of the following spells Read Magic, Read Southern Magic, and the Comprehend Languages spells. Spell Foresight: A chosen of Thoth can attempt to couterspell without having to prep spells in advance. At any time before they act in a given round, they can default to counter spelling any caster. Additional, if trying to couterspell a spell cast by a Red Wizard of Thay, they can use any spell of an equivalent level, to attempt to couterspell that spell and get a +4 to any rolls involved in the attempt. Spells of Thoth: Regardless of casting class, the Chosen of Thoth have the following spells added to their available spell list. 1st Level: Speak with Birds (Divination) Duration: 2 rounds/level Casting time: Standard Action Area of Effect: All Avians 30 ft radius This spell allows the priest to comprehend and communicate with any normal or giant avian that is not mindless. This has no effect on the attitude the avian has on the caster. If the general alignment of the avian match's the caster, the caster can request a favor of the avian 2st Level: Inscribe Speech (Alteration) Duration: 1 rounds/level Range: 3 Yards Casting time: Standard Action Area of Effect: Special This spell inscribes on piece of paper, papyrus, or something similar any words the caster speaks. These are not innately magic, however if the material components and the words of the spell are cast this will allow for someone with the Scribe Spell feat to create a Scroll without actually writing anything. At the caster’s discretion, the scroll or text can be rendered immune to the Read Magic spell and can not be used without a Decipher Script skill check (difficulty equals caster level+int bonus +10). 3th level: Detect Curse (Divination) Duration: 1 rounds/level Range: 10 Yards Casting Time: Standard action Allows the caster to detect curses on individuals and items within 10 yards of the caster. At 12th level a caster of this spell can discern what caused the curse with a Spellcraft check. This does not detect Lycanthropy, or items designed to do harm instead of being actually cursed. Also this spell sees through concealment magic of 3rd level or less in power. 4th Level: Flock of Birds Duration: 2 rounds/level Range: 120 yards Casting Time: Standard action Area: 30ft diameter sphere Save: None Not a favorite of Druids, this spell summons a dense flock of ordinary birds (there must be birds in the environment for the spell to function). The birds obscure vision (as obscurement spell). If the caster is 11th level or higher he can cause the birds to attack any one being in the area of effect dealing damage equal to 1d2 plus 1 per 4 caster levels of the caster. Invisibility and Protection from Normal Missiles does not protect the target from the birds. These birds are not immune to damage at all however. A single Fireball or similar area effect spell can destroy an entire flock if it does at least 3 points of damage (after saves). 5th Level: Shatter Circle Duration: Instantaneous Range: 10 yards +10/level Casting Time: Standard action Area: Special Save: Special This spell shatters the Circle spell often used by the Red Wizards of Thay. When cast the Circle’s focus must make a Will save or the Circle is shattered and all spells focused in the Circle are lost. This spell likewise disrupts other attempts at cooperative magic (always use the highest level caster for the save). The DC save for this spell is modified by +1 for every 4 caster levels the spell caster possesses. 6th level: Resist Magic Duration: 1min/level Range: 0 Casting Time: Standard action Area: Caster Save: None Grants 12+1 per level spell resistance to all spells. If the spell is cast by a Red Wizard of Thay, this spell grants 12 +2 per level spell resistance. 8th level: Turn Back the Page (formally Time Warp) Duration: Instantaneous Range: 0 Casting Time: Standard action Area: 1 creature Save: None Sends one creature back in time with a maximum range of 2 minutes, turning back one page in the great book of Thoth. The target keeps full knowledge of how events had just occurred and is instantly transported to exactly where they were 2 minutes (or less) ago. This grants the target, and those who might have been attacking the target, new saves, new attacks, new damage rolls etc. Only the target and those interacting with the target are effected by the spell, though only the target and the caster (if not the target) are aware that events are re-occurring. Master Craftsmen: All experience point costs for crafting magical items are halved for the Chosen of Thoth. Bonus Feats: Chosen of Thoth gain a great number of feats needed for crafting magical items. If they already have one of these feats, the bonus doubles (or +4 to related skill check for crafting that type of item) . The following are Bonus Feats for the Chosen of Thoth: Brew Potion, Scribe Scroll, Craft Rod, Craft Staff, Craft Wand, Craft Magical Arms and Armor, Craft Wondrous Item, Forge Ring, Craft Scepter, Inscribe Rune, Craft Tattoo. Form of the God: Chosen of Thoth can fly at will. The effect is similar to the Fly spell with no limit to duration. When engaging this ability, perfect Owl feathers grow as wings from the Chosen’s arms. These wings are not necessary for flight, however they do improve the maneuverability class generated by the Fly spell by one. Also at will, a Chosen of Thoth can assume the form of a Giant or normal sized Eagle, in either form the Chosen receive a +6 Sacred Deflection bonus to AC. This is other wise treated as a druid shapechage without the healing benefits. Abilities: +6 Intelligence, +4 Wisdom (unlike the normal rules, Chosen of Thoth gain retroactive skill points per level for the increase in intelligence, +3 skill points per level that provides skill points, when gaining this template) Alignment: Any Neutral CR+4 |
| neferphras01-21-08, 11:38 AM | Last one here is for Horus....not Horus-Re. They have been sperarated again in the game I am running. Chosen of Horus A Chosen of Horus is a horror to behold to all the undead of the Forgotten Realms. Dedicated to defeating the enemies of Mulhorand as well as hunting down the followers of the dark god Set, these beings are blessed with abilities designed to devastate their foes in combat. Often they are sent on particular quests by their god to avenge particular wrongs noticed by the god of vengeance and war. When not on these quests, they serve as generals of the Mulhorandian army, or at least very high ranked military officers. Their unique understanding of their particular enemies has lead to devastating defeats of the Orcish armies as well as complex plots of the Red Wizard of Thay. When not involved in one of these to activities (which is rare) they appear with the rulers of particular lands as a reassuring presence to the people of Mulhorand showing that they are protected and that wrongs will be ferociously avenged. Like all Paladins of Horus, they can be Chaotic Good, however they must always adhere to the guiding light of Maat, any violation of Maat not only loses the character their Paladin abilities, but very likely their status as a Chosen of Horus. Immunities: A Chosen of Horus is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases. Spell Like abilities: Chosen of Horus can use each the following spells a number of times per day as indicated. Caster level = character level Charisma Based. Constant: Detect Evil, Detect Undead, Protection from Evil At will: Dancing Lights, Daylight Cha modifier/day: Eyes of Fire, Bird of Prey 3/Day: Searing Light, Holy Smite 1/Day: Sun Beam or Sun Burst Avenger of the Gods: As if the chosen were a ranger, the chosen of Horus gain the following benefits to Undead, any Cleric, minion, or servant of Set, and 1 creature (from the ranger list) of their choice. This selected creature must have, in the life of the Chosen, in some way caused harm that would cause the Chosen to swear vengeance on that group of creatures. Due to Mulhorand history, Red Wizards of Thay and Orcs are common choices. For these three groups the chosen gains the following bonus. +6 to Bluff, Listen, Sense Motive, Spot, and Survival skill checks and +6 Damage. The select group can be changed at the god’s will if sufficient justice has been wrought to the first selected group and a new atrocity witnessed by the Chosen demands vengeance. Spells of Horus: Regardless of casting class, the Chosen of Horus have the following spells added to their available spell list. 3rd level: Eyes of Fire (Evocation, Good) Duration: Instantaneous Casting time: Standard action Range: 30 yards+10 per level Area of Effect: 1 creature Save: Reflex ½ Speaking the word of vengeance, the caster points to a target and a beam of fire emits from the caster’s left eye. A creature struck suffers 1d4 damage per level up to 10d4. Undead and Minions of Set suffer 10d6. This fire can ignite items that are flammable. This is considered a ranged touch attack. 3th level: Bird of Prey (Evocation) Duration: 2rounds/level Casting time: Standard action Range: 60 yards+10 per level Area of Effect: 1 being Save: None Summons a Hawk Shaped region of force that hovers above the target. It uses the casters attack base +2 to hit and moves 3 initiatives higher than the caster each round. If it hits it does 2d4+2 damage. This hawk of force can not be damaged by any attack but can be dispelled. It will track the target for the duration of the spell unless a Dimension Door, Teleport, or similar magic is used. Invisibility or obscurement of any kind offers no protection. Child of the Sun: Chosen of Horus are immune to the effects of intense heat and sun and have innate fire resistance of 10 that stacks with the effect of any energy resistance spell. Also Spells in the Sun domain cause no damage to the Chosen of Horus. Finally when casting spells that have the Light descriptor or are in the Sun domain the Chosen of Horus casts the spell at +2 level and the area of effect for such spells are doubled. Soul of the Sun: Chosen of Horus are immune to Ability and Level damage resulting from negative plane effects (like a vampires touch) delivered by Undead or minions of Set. Other effects that drain abilities or drain levels are still effective. Also damage or effects caused by negative energy based spells or abilities, regardless of source, are reduced by 10 automatically (if damage based) or reduce by 50% if not damaged based (this includes spell effects such as Vampiric Touch). Aura of the Sun: By expending one of the Chosen's turning attempts the Chosen can invoke an Aura of Sunlight (as the Sunlight Spell) that can not be extinguished (though a higher level spell will limit the area of effect to 1ft). This aura has the additional effect of granting the chosen a Sacred Bonus to AC equal to their Charisma modifier vs Undead and Minions (followers, creatures, etc.) of Set. This Aura lasts a number of rounds equal to the Chosen’s charisma modifier. Truth of Horus: Chosen of Horus gain Dark vision, and Low light vision. They also ignore e any chance to miss due to darkness. If viewing an object or individual that is openly exposed to the sun’s rays the Chosen can, at will, view that target as if they had a True Seeing (as the spell) active. Sunlight generated due to a spell like ability or spell does not count for the later effect. Bonus Feats: Chosen of Horus gain the following feats Greater Turning, Quickened Turning, and Extra Turning feat. Form of the God: Chosen of Horus can fly at will. The effect is similar to the Fly spell with no limit to duration. When engaging this ability, white and yellow feathers appear as wings from the Chosen’s arms. These wings are not necessary for flight, however they do improve the maneuverability class generated by the spell by one. Also at will, a Chosen of Horus can assume the form of a Giant or normal sized Hawk, in either form the Chosen receive a +6 Sacred Deflection bonus to AC. This is other wise treated as a druid shapechage without the healing benefits. Abilities: Str+2, Con +2, Wisdom +4, Charisma +4 Alignment: Any good CR+4 |
| schixo101203-28-08, 11:40 AM | I've been working on a Chosen of Garagos, here's what I have so far. Any suggestions? Chosen of Garagos “Chosen of Garagos” is a template that can be added to any humanoid creature (referred to hereafter as the “character”). A Chosen of Garagos uses the character’s statistics and special abilities except as noted here. A Chosen of Garagos has its power at the will of The Master of All Arms; should Garagos decide to remove Chosen status from the character, he reverts to his original abilities. Usually The Reaver has only one chosen. The Chosen of Garagos attempt to sow strife into the church of Tempus whenever possible, and continually try to thwart the Red Knight at every turn. The Lord of War’s Chosen spend most of their time on the battlefield, destroying whatever enemies they find. Like The Reaver himself his Chosen appear to be mindless, and have little regard for their personal well-being. Garagos’s Chosen are almost always found on the battlefield, often covered in their enemies’ blood. Special Qualities: A Chosen of Garagos retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant – protection from law, resist energy (acid, cold, electricity, fire, sonic). At Will – divine favor. 3/day – insanity, righteous might. 1/day – destruction, word of chaos. Damage Reduction (Ex): 5/- This ability works exactly like the barbarian’s damage reduction ability and stacks with similar abilities. Immunities (Ex): A Chosen of Garagos is immune to all enchantment/charm spells and effects. He is also immune to the effects of aging and does not age. The Chosen does not die of old age. Smite (Su): A Chosen gains the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to his level (if you hit). A Chosen must declare the smite before making the attack. This ability is usable once per day. Berserker Frenzy (Ex): A Chosen of Garagos may enter a frenzy during combat. A Chosen’s frenzy works exactly like a Barbarian’s Rage ability, except that the Chosen gains a +10 bonus to Strength, a +4 bonus to Constitution, immunity to paralysis, stunning, and death effects, and a -4 penalty to Armor Class. A frenzy lasts for a number of rounds equal to the Chosen’s level + the Chosen’s newly enhanced Constitution modifier, and is usable twice per day. At the end of his frenzy the Chosen is not fatigued and does not suffer any ill effects. The effects of this frenzy stack with those from any rage or frenzy ability the character may have. Summon Slaad Horde (Sp): A Chosen of Garagos can magically summon 1d4+4 Blue Slaads as a full-round action as if using summon monster IX, except that the Chosen has no control over the Slaads. Each Slaad appears 1d10 x 10’ from the Chosen in a random direction. He may use this ability once per week. Saves: Same as the character. Abilities: Increase from the character as follows: Strength +10, Constitution +2 Skills: Same as the character. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Always chaotic neutral. Treasure: Same as the character. Advancement: Same as the character. |
| Lord Karsus07-07-08, 08:41 PM | -Anyone happen to have a Chosen of Auril template already? If no one does, I'll have to make one myself (and post it), but I'd rather be lazy and use someone else'. :D |
| DoomedPaladinDohReMe07-09-08, 07:58 PM | A Chosen of Finder Wyvernspur would be nice. It would be a challenge with so strange a god as him I know. I'd do it myself except that I don't know where to begin. He's a Patron of the Arts, and of the Saurials (2nd Ed. dinosaur people), and promotes Rebirth from Decay. Where would I start? |
| john_whitmyre07-28-08, 05:04 PM | i know they are not in FR but is there anyway that someone could make me one for Vecna, Nerull, and Erythnul? if you would, could u message it to me? |
| Rattrap247408-03-08, 06:24 PM | This thread still going? How about some love for the Gnomeish Pantheon, Callduren in praticular. |
| Rattrap247408-03-08, 06:25 PM | Is there a compiled list of all of the templates? |
| 18DELTA08-06-08, 03:36 PM | -I put this Thread in my Handy Links Thread. It is in the 3.5 Legacy Section. 18DELTA |
| Lord Karsus08-06-08, 03:41 PM | -I'd wait on that, DELTA. I think I might create a new thread, with all of this info, just so that I'll be able to edit it. I'm not planning on going anywhere anytime soon, so I'll be able to constantly update it, when people add their own templates. |
| 18DELTA08-06-08, 07:01 PM | -Ok. Do that. Then I will change the link or add the new one. :P I am wondering if there will be a 4E Chosen thread. ;) 18DELTA :D |
| Lord Karsus08-06-08, 11:18 PM | -I'll get around to it soon enough. :) |
| ORC_Yeti08-10-08, 11:40 AM | Thread moved at VCL request. |
| Lord Karsus08-14-08, 10:33 PM | -Just to let is be known, I am gathering the information in this thread, and will be creating a new one, that will be maintained, as opposed to this one. |
| Aziabel08-18-08, 09:46 PM | TEMPLATE: CHOSEN OF TYR The Chosen of Tyr is the right hand of Tyr on the Material Plane. He is the unerring face of Justice as well as good and lawful Vengeance to those committing atrocities across the realms of Faerûn. Individually and decisively chosen by the Maimed God, the Chosen of Tyr is both very charismatic and resolute in his deliverance of just retribution. He seeks to uphold and spread the word of law to the corners of Faerûn, serving The Even-Handed to his utmost capability – where tyranny and fear take hold, the Chosen of Tyr is soon to appear, quelling those evils. The Chosen of Tyr appears no different from other creatures of their type. The current Chosen of Tyr is Dervin Pendragon, the Right Hand of Tyr. (My own personal character... I can post details if wanted) Creating a Chosen of Tyr “Chose of Tyr” is a template that can be added to any humanoid creature (referred to hereafter as the “character”). A Chosen of Tyr uses the character's statistics and special abilities except as noted here. A Chosen of Tyr only has its power at the will of Tyr; should the Maimed God decide to remove Chosen status from the character, he reverts to his original abilities. Normally, there is only one Chosen of Tyr at a time. Special Qualities: A Chosen of Tyr retains all the special qualities of the character and also gains the following: Bonus Spells (SP): Constant – Protection from Evil, Mind Blank, Death Ward. At will – Sanctuary, Magic Circle Against Evil, Magic Circle Against Chaos. 3/day – Righteous Might, Hold Person, Holy Smite. 1/day – Last Judgment. Aura of Menace (Su): A righteous aura surrounds the Chosen of Tyr when it fights or gets angry. Any hostile creature within a 20-foot radius of the Chosen must make a Will save (DC 10 + ½ of the Chosen's level + its Cha modifier) to resist its effects. Those who fail take a -2 morale penalty on attacks, AC, and saves for 24 hours. If an affected creature makes a successful hit on the Chosen, that creature can attempt a new saving throw. A creature that makes a successful saving throw against the effect cannot be affected again by the Chosen's aura for 24 hours. Smite Chaos/Evil (Su): Three times per day, the Chosen may attempt to smite a that is either chaotic, evil, or both with one normal melee attack. He adds his Charisma modifier to his attack roll. If the attack hits a chaotic or evil target the Chosen deals an additional d10 of damage; if the target is both chaotic and evil, the additional damage increases to 2d10. If the Chosen accidentally smites a creature that is neither chaotic nor evil, the smite has no effect but it is still used up for that day. Smite Chaos/Evil may not be used in conjunction with any other smite ability or spell granted to the character. Aura of Courage (Su): The Chosen is immune to fear (magical or otherwise). Allies within 10 feet of him gain a +2 morale bonus on saving throws against fear effects. This ability functions while the Chosen is conscious, but not if he is unconscious or dead. Damage Reduction (Ex): 10/+1. Spell Resistance (Ex): 15 Immunities (Ex): A Chosen of Tyr is immune to poison and disease; he's also immune to aging effects and does not age, a Chosen of Tyr is effectively immortal. Saves: Same as the character. Abilities: Increase from the character as follows: Strength +4, Wisdom +4, Charisma +4. Skills: Same as the character. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. The Chosen of Tyr approaches the power of some demigods and are not to trifled with by most mortals. Alignment: Always Lawful Good. Treasure: Same as the character. Advancement: Same as the character. The template was partially based off of Raziel, The Crusader in BoED, and the opposite of the Chosen of Bane template. I think it's pretty balanced, logical and not OP. Constructive criticism, please. :) Oh, and please post the location of the new thread. Thanks. :) |
| schixo10-01-08, 11:46 PM | Here is the current version of what I have for a chosen of Garagos Chosen of Garagos “Chosen of Garagos” is a template that can be added to any humanoid creature (referred to hereafter as the “character”). A Chosen of Garagos uses the character’s statistics and special abilities except as noted here. A Chosen of Garagos has its power at the will of The Master of All Arms; should Garagos decide to remove Chosen status from the character, he reverts to his original abilities. Usually The Reaver has only one chosen. The Chosen of Garagos attempt to sow strife into the church of Tempus whenever possible, and continually try to thwart the Red Knight at every turn. The Lord of War’s Chosen spend most of their time on the battlefield, destroying whatever enemies they find. Like The Reaver himself his Chosen appear to be mindless, and have little regard for their personal well-being. Garagos’s Chosen are almost always found on the battlefield, often covered in their enemies’ blood. Special Qualities: A Chosen of Garagos retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant – protection from law, resist energy (acid, cold, electricity, fire, sonic). At Will – divine favor. 3/day – insanity, righteous might. 1/day – destruction, word of chaos. Damage Reduction (Ex): 5/- This ability works exactly like the barbarian’s damage reduction ability and stacks with similar abilities. Immunities (Ex): A Chosen of Garagos is immune to all enchantment/charm spells and effects. He is also immune to the effects of aging and does not age. The Chosen does not die of old age. Smite (Su): A Chosen gains the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to his level (if you hit). A Chosen must declare the smite before making the attack. This ability is usable once per day. Berserker Frenzy (Ex): A Chosen of Garagos may enter a frenzy during combat. A Chosen’s frenzy works exactly like a Barbarian’s Rage ability, except that the Chosen gains a +10 bonus to Strength, a +4 bonus to Constitution, immunity to paralysis, stunning, and death effects, and a -4 penalty to Armor Class. A frenzy lasts for a number of rounds equal to the Chosen’s level + the Chosen’s newly enhanced Constitution modifier, and is usable once per day. The effects of this frenzy stack with those from any rage or frenzy ability the character may have. Summon Slaad Horde (Sp): A Chosen of Garagos can magically summon 1d4+4 Blue Slaads as a full-round action as if using summon monster IX, except that the Chosen has no control over the Slaads. Each Slaad appears 1d10 x 10’ from the Chosen in a random direction. He may use this ability once per week. Saves: Same as the character. Abilities: Increase from the character as follows: Strength +10, Constitution +2 Skills: Same as the character. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Always chaotic neutral. Treasure: Same as the character. Advancement: Same as the character. |