Final Interview of Cocona

What is your greatest personal strength?
-Going at any problem head first

What is your greatest personal weakness?
-Going at any problem head first

If you could change one thing about who or what you are, what would it be?
-My size. It’s so hard to get laid being this short.

Are you generally introverted or extroverted?
-I don’t care about other people too much, but the stories they tell are often entertaining.

Are you generally organized or messy?
-Hey, if it all fits in the bag it works, I don’t need my bolts sorted from shortest to longest.

Name three things you consider yourself to be very good at.
-Archery, sneaking, fucking.

Name three things you consider yourself to be very bad at?
-lifting weights, singing, handling animals.

Do you like the current self that you are?
-If I ever wanted to change me I could, so no sense in worrying about it all the time.

What is your current reason for adventuring?
-Mostly just to see what’s out there.

Do your real reasons differ from those you give to the public?
-I’m not a Politian, so no.

What is your ultimate life goal?
-Own a harem.

What do you hope to see when you examine yourself in five years?
-A permanent afterglow.

If you had the choice to chose your own death, what would it be?
-Blaze of glory, like a badass.

If you were going to die in 24 hours, what three things would you try to cram into your final day?
-Fucking anyone within sight, getting drunk off my ass, and forgetting the third thing due to exhaustion and drunkenness.

What single thing that you have done so far would you want to be remembered for should you die?
-I lived. Whatever stories you tell to me are your own to tell.

What do you hope to accomplish with the rest of your life that will result in you being remembered for that?
-Meh, I don’t expect people to remember me much after I die.

What three words best describe your public personality?
-Lewd, crude, and drunk

What three words best describe your private personality?
-Drunk, lewd, and crude

What three words would others use to describe you?
-Crude, drunk, and lewd. Are you even trying anymore?

If you the player, could sit before your character, what advice would you give the character?
-Don’t forget to see the forest for the trees.

Chosen of Istishia

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.

Chosen of the Seelie Court

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

Cocona’s 6th interview

What is, or are, your favortie hobbies or ways to pass the time?
-Fighting, drinking, and fucking.

What is your most treasured posssession?
-My mind. Even if everything else is stolen from me, if I have my mind I’m still me.

What is your favorite color?
-Purple. I like to wear it to piss off the royal types who used to be the only ones who could wear it.

What is your favorite food?
-There was this good fried beef thing one adventurer from the east made back home. He taught me how to cook it, but I don’t often get the chance.

What do you enjoy reading?
-I can do it, but I prefer to make my own experiences then read someone elses.

What is your prefered source of entertainment?
-Women, sometimes men, often my hand.

Do you have any vices?
-You name it I probably have it.

What is your typical day off?
-Don’t know, I’m usually asleep for them.

What is it that makes you laugh?
-People being actually smart. It’s rare enough have to appreciate it.

What is it that is most likely to shock you?
-I don’t know, probably freaky shit.

What is it that is most likely to offend you?
-Someone acting all high and mighty because their great-great-great granddaddy had some money.

If you had a fit of insomnia, what would you do to fill the time?
-Masturbate. At least the time spent would feel good.

What do you do to vent stress?
-Same as the previous answer.

How important is it to you to have a plan before starting something?
-Plans often get messed up anyway, who says acting without one can’t also be valid?

What are your pet peeves?
-furs. Can’t wear them for the life of me. Makes me sweat too much and itch all over the place.

Chosen of Velsharoon

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

5th Interview of Cocona

How do you treat people you have only just met?
-Neutral, unless they make a good or bad first impression. I’m not one to deny people a chance to prove themselves.

Does this behavior chance as you get to know more about them?
-Either I grow to respect them or they start pissing me off, up to how they act.

Who is the most important person in your life?
-Myself, because if I die, my life is over and I’ll stop being able to care about anyone.

What person in your life do you respect the most?
-The old elder nurse. Bitch could punch a horse and it’d say thank you before it fell over. Then she’d punch it again for talking back to her.

Tell me about those you call friend.
-Not any of them are around. Sometimes I make a new one but I travel too much to see them often.

Do you have a significant other?
-I had a few good friends back at the warren, had a few eggs before I left, but we didn’t exactly do marriage.

Have you ever experienced love first hand?
-When I lost my virginity I thought I was in love, but it was just lust… Though I wouldn’t be opposed to feeling love again.

What do you look for in a potential lover?
-Someone who can match me blow for blow, who won’t back down from her views even if it hurts her.

How close are you to your family now?
-Send letters back to the warren every now and then, sometimes send them some money to buy nice things to decorate the place.

Have you begun, or planned to begin, a family of your own?
-I had a few eggs, though I’m not even sure who they hatched into. I wouldn’t mind trying something more personal if I met the right person though.

Who or what would you turn to for help in a moment of desperation?
-Me, myself, and I. There ain’t nothing one can’t do with enough hard work and guts.

Are there any that you trust to protect you?
-Any who would raise a sword to protect me are out of their mind… it’s not like I give many people any reason to.

If you were to die or go missing, who would miss you?
-My warren would if they ever found out, but I’m not sure if they ever would.

Who or what is it you despise the most?
-Those who ignore what’s in front of their eyes because they believe in something. If you’re gonna pray, make it to a god who will actually hear you, not one who will just let those around you suffer for no reason.

Do you find yourself to be confrontational or do you go out of your way to avoid conflict?
-I once bit off a guy’s hand because he tried to pet me. What do you think?

Do you find yourself attracted to leadership roles in social situations?
-I doubt anyone would ever want me to lead them.

Do you enjoy interacting with large groups?
-Meh, you get used to larger groups when you live in a warren.

Do you care about the opinions others have of you?
-Why should I? I am who I am, not who others think I am.

Cocona’s 4th interview

Do you tend to view the world with an optimistic, or pessimistic outlook?
-Whatever has happened has happened, no changing that. The only thing we can do is try to change what happens next.

What is your greatest fear?
-Silence… I got myself mauled by wolves when I was young. The wolves themselves I got over, but every time there is just pure silence I just remember everything fading away as if I’m dying.

What are your views on religion?
-No god ever did anything to me, why should I give a shit about them? All religion does is give people a reason to kill each other. They could just admit they hate each other and not go to excuses.

What are your views on politics?
-A bunch of pricks deciding who gets to have the shiniest cod-piece. If one of them ever did care about anything meaningful it’d be a miracle.

What are your views on sex?
-Love it. Wish I could get more of it, but there aren’t many choices for someone of my size around. Usually I just tide myself over with toys.

Under what conditions do you find killing to be acceptable or unacceptable?
-Hey, I’m not one to fault someone for killing a guy because they looked at them funny. If the other person couldn’t defend themselves then that’s their problem.

What do you believe is the most evil thing a person could do?
-Hate someone for what they are. I hate more than my share of people, but always because of who they are, not because of what race or what sexuality or whatever they are

Do you believe in the existence of soulmates?
-If they exist, I haven’t found mine yet… but I guess it’d be nice.

What do you believe defines success in life?
-I don’t know. I’m older than allot of people, but I don’t feel successful.

Do honest do you find yourself to be about your thoughts and feelings?
-I’m not against lying if it accomplishes something, but I’m not gonna withhold my opinion even if it pisses you off.

Do you have any sort of bias or prejudices?
-Try not to, but I can’t say I trust humans too fast. Nothing keeping them from earning it like anyone else though.

Are there any things you absolutely refuse to do under any conditions? Why do you refuse?
-Take it up the but. I like giving but I’m too small to be receiving.

Are there any things you would die for?
-If I had to? My warren.

Chosen of Sehanine Moonbow

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

Chosen of Moradin

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

Chosen of Malar

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.

Powered by WordPress

We use cookies to ensure that we give you the best experience on our website.

Skip to toolbar