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

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.

Chosen of Waukeen

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

Chosen of Ilmater

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

Chosen of Deneir

Chosen of Deneir

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 the Red Knight

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

Chosen of the Triad (Tyr, Ilmater, Torm) 

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.


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.

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