Chosen of Vhaeraun

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 automatically without meeting their prerequisites) Twin sword style, Daylight adaptation, Survivor. 

LA/CR +4

Chosen of Azuth

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.

LA/CR +4

Chosen of Sune

• 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.

Abilities: Increase charisma by +10.

Skills: +4 bonus on all charisma-based skill checks.

Character: As character +4.

Chosen of Lolth

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.

LA/CR +4

Another Chosen of Corellion Template

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

Chosen of Corellon Larethian

Sometimes dubbed 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. This excludes Drow as Corellon turned his back on Drow including those he personally sired.

+4 Dex
+3 Con
+4 Cha
+3 Str

+4 to all Saves

Spell – Constant: Detect Thoughts, Mage Armor, Identify
Spell – At Will: Tree Stride, Spiritual Weapon
Spell – 5/Day: Stoneskin, Spell Resistance
Spell – 3/day: Blade Barrier, True Strike.
Spell – 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.

Feats: (You gain these feats automaticly without meeting their prerequisites) Combat Casting, Strong soul, Education and Whirlwind Attack. 

CR/LA: +7

Another Chosen of Bahamut Template

+10 Charisma
+5 Holy AC

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.

LA/CR +4

Another Chosen of Bahamut

Each Chosen of Bahamut is immune to all fear effects (Ex, Su, Sp … etc).

Each Chosen of Bahamut is immune to sleep effects.

Each Chosen of Bahamut is immune to all paralysis effects.

Each Chosen of Bahamut is immune to disintegration.

Each Chosen of Bahamut is immune to all level drain effects.

The Chosen never needs sleep, even when fatigued. They do still need the normal amount of rest to prepare spells.

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.

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

LA/CR +4

Chosen of H’lal

+2 Wis
+2 Charisma

+6 to saves vs fear and poison

+4 to Bluff
+4 to Sense Motive
+4 to oral performances

1/day – A Chosen of H’lal may cure any form of poison
1/day – A Chosen of H’lal may make a verbal performance check to break a target free from a fear effect.

Chosen of Bahamut Template

Prerequisite: Must be good aligned Dragon, Half-Dragon, or Dragonblooded Individual. Must Worship Bahamut

+2 Int
+2 Wis
+2 Cha

+2 to all saves
Allies get +4 vs dragon fear.

Those without wings, gain wings and can fly at a good level. Those with wings have their flight quality increased by 1 tier.

Feat: Mobility

Scales turn platinum as per the Platinum Knight class.

Smite evil dragon kind as per the platinum knight class.

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 mention that you are not sure about.

CR/LA +4

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