It seems that a lot of people come to the FR boards looking for info on Chosen of the various deities. To put it quite simply, the majority of them don't actually exist. So on the old FR boards, a group of members got together and started making their own homemade Chosen templates.
Below is the index of templates that have been created thus far. If you have any of your own, just feel free to add them, and I'll gladly put them in the main list. And if you're looking for a Chosen that isn't on the list, just make a request for it and I'm sure someone will make own for you, or start you on the road to making your own.
Thanks Maskanodel
Heres a link to a list of all canon Chosen as compiled by Alzrius:Chosen of the Gods
Heres a link for the Chosen of Deneir by Sean K. Reynolds on the Wizards of the Coast site:Chosen of Deneir
The official Chosen of Mystra template appears in the Forgotten Realms Campaign Setting. The official Chosen of Bane template appears in Faiths and Pantheons.
INDEX OF POSTS ON THIS THREAD
Chosen of Aerdie Fanya: By Damien Nailo; Page 13 Chosen of Azuth: By Malachi Helviiryn (reposted by Maskanodel); Page 1 Chosen of Bahamut 1:By ambersorsha; Page 11 Chosen of Bahamut 2:By doublesquirrel; Page 12 Chosen of Beshaba:By Sicnarf (reposted by Maskanodel); Page 1 Chosen of Bhaal: By Chosen of Bhaal; Page 4 Chosen of Brandobaris: By kalvan; Page 8 Chosen of Clangeddin Silverbeard: By Durandrim; Page 1 Chosen of Corellon Larethian: By Green Elven Vampire; Page 1 Chosen of Corellon Larethian: By slainethehornedgod; Page 14 Chosen of Cyric: By Messan; Page 9 Chosen of Cyrrollalee:] By Ambersorsha; Page 11 Chosen of Eilistraee 1: By Malachi Helviiryn (reposted my Maskanodel); Page 1 Chosen of Eilistraee 2: By Rynthief; Page 2 Chosen of Eldath: By Damien Nailo; Page 13 Chosen of Erevan Ilesere: By Green Elven Vampire; Page 1 Chosen of Erevan Ilesere (UPDATE) : By Green Elven Vampire; Page 10 Chosen of Fierna: By HalfMunchkin; Page 13 Chosen of Gargauth: ByMaster Sylvius; Page 14 Chosen of Gond: By Arthan "Heavy Fist"; Page 6 Chosen of Gorm Gulthyn: By Green Elven Vampire; Page 2 Chosen of Grumbar: By skinny_rat_boy; Page 2 Chosen of Gruumsh: By El_Machinae; Page 8 Chosen of Haela Brightaxe: By Green Elven Vampire; Page 2 Chosen of Helm: By Arthan "Heavy Fist"; Page 6 Chosen of Hruggek: By Isida Kep'Tukari; Page 6 Chosen of Ilmater: By Raenestro; Page 4 Chosen of Istishia: By Skyrocket; Page 6 Chosen of Kelemvor: By Arthan "Heavy Fist"; Page 6 Chosen of Kianransalee: By Green Elven Vampire; Page 1 Chosen of Kossuth: By Maskanodel; Page 1 Chosen of Lathander: By Malachi Helviiryn (reposted by Maskanodel);Page 1 Chosen of Lathander: By JCFreedom; Page 14 Chosen of Lolth: By Malachi Helviiryn (reposted by Maskanodel); Page 1 Chosen of Loviatar: By Porcus the Wombat; Page 11 Chosen of Malar: By Arthan "Heavy Fist"; Page 4 Chosen of Mask: By Arthan "Heavy Fist"; Page 6 Chosen of Mielikki 1: By Maskanodel;Page 1 Chosen of Mielikki 2:By lordyuri24 (reposted by Maskanodel; Page 1 Chosen of Moradin: By Green Elven Vampire; Page 5 Chosen of Mystra: By The Simbul; Page 1 Chosen of Oghma: By Arthan "Heavy Fist"; Page 7 Chosen of Orcus: By ph0t0k; Page 2 Chosen of Red Knight: By Arthan "Heavy Fist"; Page 4 Chosen of Rillifane Rallathil: By Green Elven Vampire; Page 2 Chosen of the Seelie Court: By Green Elven Vampire; Page 6 Chosen of Sehanine Moonbow: Green Elven Vampire; Page 5 Chosen of the Seldarine (Guardian of Evermeet): By Tebryn14; Page 2 Chosen of Selune: By Shardkin; Page 5 Chosen of Selune#2: By Oy of Midworld; PAge 13 Chosen of Set: By Arthan "Heavy Fist"; Page 7 Chosen of Shar: By Tebryn14; Page 1 Chsoen of Shar#2: By Oy of Midworld; Page 13 Chosen of Shaundakul:By Maskanodel; Page 1 Chosen of Sheverash: By Green Elven Vampire; Page 1 Chosen of Silvanus: By tf-guyver; Page 7 Chosen of Solonor Thelandira: By Green Elven Vampire; Page 1 Chosen of Sseth: By bgt; Page 8 Chosen of Sune: By Lady Claransa Trent; Page 1 Chosen of Talos: By Tebryn 14; Page 1 Chosen of Talos: By Gonnviear ; Page 9 Chosen of Targus: By KnightODaRealms; Page 10 Chosen of Tempus: By Arthan "Heavy Fist"; Page 6 Chosen of Tiamat (Dragon Template): By Arthan "Heavy Fist"; Page 5 Chosen of Tiamat (Humanoid Template): By Arthan "Heavyfist"; Page 5 Chosen of the Triad: By the_move; Page 3 Chosen of the Triad#2: By Oy of Midworld;Page 12 Chosen of Tymora: By Maskanodel; Page 3 Chosen of Umberlee: By Maskanodel; Page 2 Chosen of Urdlen: By Borris; Page 11 Chosen of Valkor: By DavinNarthos; Page 13 Chosen of Velsharoon: By Arthan "Heavy Fist"; Page 5 Chosen of Vhaeraun: By Green Elven Vampire; Page 2Update:Page 11 Chosen of Waukeen: By Hizar (Reposted by Maskanodel); Page 4 _______________________________
A note from BigSister - Using other people’s work and giving credit It is great when people are inspired by the ideas of other people, and go on to develop them further. It is not great when people just cut and paste work done by others. Try not to just take ideas, try to work on them and make them your own. If you use other people's work unaltered, then ask their permission. When you make the post give these people full credit.
“Chosen of Mielikki” is a template that can be added to any humanoid creature. A Chosen of Mielikki, uses the character’s statistics and special abilities except as noted here. A Chosen of Mielikki only has its power at the will of Mielikki; should the Forest Queen decide to remove the Chosen status from the character, he reverts to his normal abilities. A character of any class can be Chosen, but the majority are either druids or rangers. There can be more than one Chosen of Mielikki at a time.
Special Qualities: A Chosen of Mielikki retains all special abilities of the character and gains the following.
Bonus Spells: Constant- Endure Elements (Acid, Cold, Fire, Sonic), At Will- Detect, Poison, Speak With Animals, Calm Animal, Speak With Plants 3/day- Wood Shape, Water Breathing, Entangle, Tree Stride 1/day- Awaken, Commune With Nature, Shape Change.
Damage Reduction: 5/-
Immunities: A Chosen of Mielikki is immune to aging and does not age, but s/he still dies at the normal age for dying. S/he is also immune to all mind altering effects. Any attempts made to scry on the character only brings up an image of a forest.
Eyes of Forest Queen: The Chosen is granted Low-Light Vision and Darkvision 60ft. If the base creature already has Darkvision, they gain an additional 30ft.
Summon Natures Guardian: A Chosen of Mielikki can magically summon a treant or unicorn as a full round action. He may use this ability 1/tenday to summon a treant and 3/tenday to summon the unicorn.
Saves: +2 to all saves when in a forest habitat
Abilities: Dex+2, Con+2, Wis+5,
Skills: Same as character.
Feats: The character automatically gains the following feats, regardless of prerequsites. -Forester -Skill Focus (Wilderness Lore) -Track
Challenge Rating: Base Creature +2
Alignment: Always Chaotic or Neutral Good
Special: Once per month the Chosen is required to enact a ritual to call forth a dryad or treant and then to serve the creature by performing small tasks for them for a day.
Spell Like Abilities:Constant-Message At Will- Expeditious Retreat, Locate Object 5/day- Gaseous Form, Dimension Door, Wind Wall 3/day- Fly, Teleport,Wind Walk 2/day- Find the Path, Teleport Without Error 1/day- Astral Projection 1/month- Gate
Immunities- Shaundakuls Chosen do not suffer the effects of aging, poisons, and all mind altering effects.
Summon Air Elemental- Once per tenday, the Chosen can summon a greater air elemental to aid him. Summoning the air elemental takes a full round action.
Rider of the Winds- Chosen of Shaundakul's feet never touch the ground. Thus he or she can't be tracked.
Saves- Same as base creature Skills/Feats-Same as base creature Abilities- Dex+6, Con+4, Wis+6 Challenge Rating- Base Creature +4 Alignment- Any Chaotic
Special- To show their devotion to Shaundakul, once every month the Chosen are required to assume gaseous form at dawn so that they are carried with the wind. They are lowered safely to the ground at dusk, usually in a place they've never been before.
Spell Like Abilities:Constant-Resist Elements (Fire/Cold) At Will-Burning Hands, Produce Flames, 5/day-Wall of Fire, Shatter 3/day- Fire Shield, Fire Shield,Fire Seeds, 2/day-Fire Storm, Disintegrate, 1/day-Incendiary Cloud or Earthquake
Immunities- Kossuths Chosen do not suffer the effects of aging, poisons, and all mind altering effects. They do not suffer any effects from being extremely dry or hot environments.
The Lord of Flames- These abilities can be used as a free action a number of times per day equal to the Chosens Constitution modifier.
Fire Grasp-A Chosen of Kossuth can deal 1d6 points of fire damage as a touch attack. This extra damage is in addition to damage from other unarmed attacks.
Body of Flame- A Chosen of Kossuth can transform his body into flame for 10 minutes for every 5 HD per day. He gains fire immunity and damage reduction 30/+1 and anyone he touches must succeed at a Reflex Save (10+Chosens HD) or catch on fire. Creatures hitting a Chosen in this state with natural weapons or unarmed attacks take 2d6 points of fire damage and also catch on fire unless they succeed at a Reflex save (DC 10+Chosens HD).
Saves- Same as base creature Skills/Feats-Same as base creature Abilities- Dex+2, Con+6, Cha+2 Challenge Rating- Base Creature +4 Alignment- Any Neutral
Sometime, the Maiden of Misfortune choose some people to spread bad luck amongst the Realms. At any time, it can't be more than 6 Chosens of Beshaba, cause the number 7 is considered a lucky one. In fact, this is very rare to have more than 5 chosens. When Beshaba create a Sixth Chosen, his or her mission is to track down any other chosen and kill him to take his place. This is the only bad luck Beshaba can send against one of Her Chosen. Except for this one, the duty of a Chosen of Beshaba is simple: spread the bad luck, convert people to the worship of Beshaba and harass the worshiper of Tymora, Lathander and Selune. If two Chosens ever met, they will more likely fight each other to death, to avoid that a Sixth Chosen have to track any other Chosen.
Creating a Chosen of Beshaba:
"Chosen of Beshaba" is a template that can be added to any humanoid creature. A Chosen of Beshaba, uses the character’s statistics and special abilities except as noted here. The Maiden of Misfortune doesn't have the power to remove Chosen status from a character, except by sending a Sixth Chosen after this character to kill him.
Special Qualities: Chosen of Beshaba retain all their special qualities. Bonus spell (Sp): constant- aura of mistcast, at will- obscuring mist, unseen servant, bane 5/day- contagion, blindness/ deafness, mirror image 3/day- suggestion, spell turning, mislead 1/day- reverse gravity, whirlwind, mind blank, bestow Beshaba's curse
Immunities (Ex): A Chosen of Beshaba is immune to aging, does not age, and is effectively immortal. He or she is also immune to any curse cast at him, except those cast by another chosen of Beshaba. Any attempt on scrying a chosen of Beshaba will reveal a false location.
Aura of mistcast : An aura of 10' surround the chosen of Beshaba. Any spell cast within this aura have a percentage equal to 10 + chosen total level + chosen wis modifier + chosen cha modifier to be mistcast by the caster, and cause him 1d4 damage by spell level. A successfull reflex save against DC 10 + chosen cha modifier halves the damage. The chosen is immune against his own aura, but is affected by the aura of another chosen.
Bestow Beshaba's curse : Bestow Beshaba's curse is like the spell Bestow Curse, except for the following: this is a range touch attack, and there is no save. The victim must succeed a spot check against DC 15 + chosen total level + chosen wis modifier + chosen cha modifier. The curse enter in action 1d6 hours after the encounter with the chosen. The decrease on ability score is not automatic, it can be a disease caught from an insect or any accident that cause a great harm to the victim. A sense motive check is allowed when the curse enter in effect against the same DC. Anyone who were with the victim during the encounter and until the curse enter in effect can do the sense motive check. If it is successfull, he recall to have seen someone strange a few moments ago. The curse can pass for a disease or an injury and need a detect magic spell to reveal the true nature. It can be remove by a "remove curse" spell cast only by a cleric of at least 15th level, or by any priest of Tymora.
Its a template that can be added to any Elf or Half Elf. A Chosen of Solonor uses the character's statistics and special abilities except as noted below.
BONUS SPELLS (Sp): Constant~~ Speak with Animals, Resist Elements, Barkskin. At will~~ Freedom of Movement, Entangle. 5/day:~~ Tree stride, Reverse Arrows. 3/day~~ Fire Storm, Sunbeam. 1/day~~ Anitpathy, Elemental Swarm.
Immunities (Ex): Chosen of Solonor are Immune to arrows and missiles, as well as spells & magic with arrow and missile like effects.
Solonor's Redoubt (Sp): The chosen may summon an invisible barrier, pierced only by a narrow arrow slit. When it comes into being the barrier totally encompasses the chosen. This shield provides a +4 deflection bonus to AC against all frontal attacks, and a +2 bonus to all other attacks. In addition it also adds a +1 divine bonus to her saving throws. This may be used once a day and lasts 5 rounds per character level.
Everfull Quiver (Sp): The chosen may enchant a quiver that contains at least two arrows. Every round thereafter, the chosen may withdraw up to two arrows a round without depleating the total number of arrows found within the quiver. This ability may be used as many times a day equal to your Dex mod. Once enchanted the effects on the quiver last 1 round per character level.
Archers Bane (Su): Any arrow fired upon the chosen has a 50% chance of being turned back upon the caster.
Ever Vigilent (Su): The chosen cannot be surprised by any creature within 500 feet of his person.
Animal Ally (Sp): The Chosen may summon 2 Dire Wolves to help him in combat. If killed in battle the Dire Wolf will be reincarnated in 48 hours as a dire wolf cub, with a natural born dislike of the race that slew it in its former life. He may use this ability one time a day.
Sylvan blessing (Su): While in Elven forests or any Elven lands the chosen can become invisible and undetectable to all animals, Fey and magical beasts including dire animals if he wishes to be.
Storm of Arrows (Sp): This ability works the same as a Ice Storm spell, except that a flurry of Flaming Green arrows rain down from the storm, and any enemy target struck is affected as if by a Disintegrate spell. Creatures caught in the area of the spell can attempt a Fortitude save (DC30). If save is successful then they still sustain 4d8+3 points of damage. The area of the spell is in a cylinder, 40ft. radius, 60ft. high. This spell may be cast once every 100 minutes.
Saves: The character adds + 2 as a bonus to all saving throws.
Abilities: Increase from the character as follows: Dexterity +6, Strength +2 Charisma +4.
Skills: Wilderness lore, Handle animal, Animal empathy, and Move silently are class skills, regardless of the character's class.
Feats: (You gain these feats automaticly without meeting their prerequisites) Extra favored enemy, Rapid shot and Quick draw.
Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Solonor Thelandira. Challenge Rating: Same as the character +4. Alignment: CG Treasure: Same as the character. Advancement: Same as the character
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.
Corellon's spell preperation(Su): The chosen needs only 10 minutes to prepare her spells in place of an hour or more.
Corellon's magic focus(Su): The chosen casts all spells from all schools as if she had the Spell Focus feat.
Spell Immunity (Su): Chosen of Corellon are Immune to one spell of each spell level 1'st through 9'th just as if the Spell Immunity spell were in constant effect on them.
Immunities (Ex): Chosen of Corellon are immune to spider venom, and magic with spider venom effects. They are also immune to the paralyzing touch of Ghasts & Ghouls.
Dispell Magic (Su): Line of sight range.
Corellons Companion (Sp): The Chosen may summon 1 Cooshee (Elven dog) to have as a companion in War & in peace. Once summoned, the Cooshee remains loyal to the Chosen, and is treated in the same manner as a paladins Warhorse in reguards to Bonus HD, AC, strength adj., Int., and special abilities. If the cooshee dies in battle the Chosen may not summon another for a year & a day.
Corellon's High Magic (sp): Being the Chosen of Corellon she is gifted by the god himself with a limited amount of lesser Elven High Magic. There are several forms of High Magic as listed below.
Nymph's Aura: This spell grants the chosen the beauty of a Nymph and its attendent dangers to all observers. All who gaze upon the chosen are blinded unless they successfully make a Fort. save (DC30). If the chosen disrobes, observers must successfully make a Fort. save (DC30) or die immediately reguardless of Hit Points or level. This High Magic ability is usable once a week.
Shooting Stars: This spell when cast creates a violent turbulence in the air above the area of effect, from which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 8d10 points of combined fire and electrical damage. A successful Dex. save (DC25) indicates half damage. The area of effect is a 60' radius spread, in a range of 120 yards. In addition, four large shooting stars materialize within the area of effect. The chosen can individually target these at specific creatures. Each star causes 48 points of damae on impact (no saving throw allowed). Any creature withi 10 feet of impact suffers 24 points of fire damage. A successful Dex. save (DC25) indicated half damage. This High Magic ability may be used twice a week.
Dragon Rage: This spell does not outwardly change the appearance of the chosen, but temporarily grants her the powers of a dragon of randomly determined type. Once cast, the chosen gains the abilities of the specific type. These abilities are Hit Die mod., Combat mod., Fear radius, Saving throws, AC, Attacks (including breath weapon), Movement (including flight), and special attacks and defenses. Additional hit points must be the first ones lost by the chosen. Roll on the table below to determine.
1-2. Copper 3. Brass 4. Bronze 5. Silver 6. Gold ----------------- 1. Mature adult 2. Old 3. Very Old 4. Ancient 5. Wyrm 6. Great Wyrm
While dragonrage is in effect, the chosen also gains many of the personality traits of the appropriate dragon. This High Magic ability is usable 1 time a week.
Celestial Army: This spell is only to be cast when the elven peoples lives are threatened, or an elven community, or city is under threat of being destroyed. This spell summons a host of beings from the upper planes who will fight on the side of the chosen. Roll 1d10 and refer to the list below to determine the type and number of beings summoned.
1. 1-3 Asral Devas 2. 1 Solar 3. 3-18 Hound Archons 4. 1-6 Trumpet Archons 5. 5-20 Avoral 6. 1 Celestial Lammasu 7. 1-3 Lillends 8. 2-20 Ghaele Eladrin 9. 2 Planetars 10. 2 Copper Dragons, 2 Bronze Dragons, 2 Silver Dragons and 1 Gold Dragon (all are great wyrms)
The summoned creatures will serve until the enemy is defeated or until they are slain. Slain creatures vanish and return to their home plane. This High Magic ability is usable 1 time a season. (or 4 times a year).
Corellon's Starbolts: This spell-like ability comes in 3 different variants as shown below. Only one type of starbolt may be cast at a time, requiring 100 minutes before another variant of starbolt can be cast. and each type may only be cast 1 time a day.
Corellon's Combusting Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Golden Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Combust spell, but takes 4d6 +1 point per character level damage on impact. Further, the creature must make a reflex save (DC25) or catch fire. This ability can be used once a day at the cost of 2,000 XP per Starbolt.
Corellon's Singing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Silver Starbolts fly forth from the fingers filling the air with a lingering eerie song, and upon impact the targets are affected as if by a Song of Discord spell, (Will save DC25, negates). This spell lasts one round for each bonus Charisma modifier, and costs 500 XP for each bolt used.
Corellon's Vanishing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Multi-colored Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Plane shift spell. Each different colored starbolt sends target to a seperate plane. Creatures can make a Will. save to negate (DC 25). This spell can be cast 1 time a day, and costs 2,000 XP for each bolt used.
Saves: The chosen gain a + 4 bonus to all saving throws.
Abilities: Increase from the character as follows: Dex, +4. Con, +3, Cha, +4. Str, +3.
Feats: (You gain these feats automaticly without meeting their prerequisites) Combat Casting, Strong soul, Education and Whirlwind Attack.
Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Corellon Larethian Challenge Rating: Same as the character +7. Alignment: CG. Treasure: Same as the character. Advancement: Same as the character
its a template that can be added to any Elf, Half Elf, or Fey creature. A Chosen of Erevan uses the character's statistics and special abilities except as noted below.
Erevans Oath: Chosen of Erevan must be Wild and unruly, mischievous, independent, and utterly unpredictable! They play tricks on others for the sheer joy it gives them. They oppose settled interests of every sort and delight in upsetting both the rule of law & powerful people, and in basically creating mayhem in any shape, form or way possible. They have little to do in formal duties, and minister to the faithful primarily through example, and promoting the skills required to be a mischievous rogue. The chosen MUST seek out a powerful lawful person or creature once a month and cause as much mayhem and chaos as she can in that time before moving on to the next person or creature. Failure to do this results in the loss of her chosen status.
BONUS SPELLS (Sp): Constant~~ Protection from Law, Ventriloquism, False vision, Know protections. At will~~ Invisibility, Change self. 5/day:~~ Cats grace, Mislead. 3/day~~ Word of Chaos, Animate Object. 1/day~~ Timestop, Cloak of chaos.
Erevans Resistance(sp): The chosen has a constant spell resistance 11 + character level vs. spells with the law discriptor or spells cast by lawful creatures.
Smiling entry(Su): The chosen may step through any magical barrier of 7th level or lower as if it didn't exist.
Mocking Laughter(Su): The chosen gains damage reduction 5/+3 against any one that she can make laugh. The target may make a wis. check vs. your Cha. check to see if you make them laugh. If you succeed in making them laugh they cannot harm you as effectively. You disregard 10 points of damage from weapons of +3 enhancement bonus or less a round. This ability may be used at will.
Spell Immunity (Su): The chosen is immune to all these spells as if she were constantly protected by a spell immunity spell. *Cause fear *Tasha's Hideous Laughter *Hold person *Orders wrath *Dispel chaos *Disintegrate *Dictum *Binding *Power word: Kill
Immunities (Ex): The Chosen of Erevan are immune to aging effects and do not physically age. They also are immune to pranks, tricks or mischief caused by any person or creature with less than 12 hit die that cause damage mentally or physicaly.
Faerie Form (sp): This ability allows the chosen to assume the form of any type of faerie, brownie, or sprite (including atomies, brambles, dobies, faerie fiddlers, gorse, grigs, killmoulis, nixies, pixies, quicklings, sea sprites, squeakers, and other similiar fey creatures). The chosen adopts the form of the creature, gaining all of that forms abilities. The chosen also adopts all that forms weaknesses as well. The chosen can change form as many times as desired, within the duration of the spell. The chosen may turn into a sprite and fly away and then turn into a nixie and dive into a lake. The first form adopted has one-quarter of the hit points of the chosen. Subsequent forms carry the current total hit points with them until the origial form is resumed. Each alteration in form takes only 1 second. This ability can be used one time a day, and lasts as many rounds equal to your total character level + your Charisma modifier.
Polymorph Aura(sp): The chosen may use this ability as many times a day equal to her charisma mod. This ability wreathes you in thin, whispy shimmering light, and polymorphs any creature who attacks you in melee. Any creature striking you with its body or handheld weapon deals normal damage, but is polymorphed randomly upon contact. If a creature has spell resistance it applies to the effect. It lasts 1 round per character level. A successful Fort. save (DC22) negates the effect.
Detect Fey(Su): The chosen can detect fey creatures in a line of sight range at will.
Chaotic Ally (Sp): The Chosen has two options to choose from when summoning. She may summon 1 Ghaele Eladrin one time a day. The second option is that she can summon 1 9HD Nymph twice a week. On becoming a chosen of Erevan you must decide which of the two you will keep to use.
Fury of the Fey (Su): This ability works the same as a Mirror Image spell cast by a sorcerer of 20'th level, except that when an image of the chosen is struck, that image turns into a furious Pixie with all its natural abilities attacking the creature who struck the image for a duration of 3 rounds, or untill the creature or the Pixie is slain. This ability is the result of an ancient pact between Erevan Ilesere and the Pixies. Exactly where the Pixies come from, no one knows. The Pixies of Evermeet say that the summoned pixies do not come from their number, nor is there any evidence that the pixies are summoned or teleported from anywhere on Toril. Most believe that the pixies are actually the spirits of slain pixie warriors who died in service to the Seldarine in ages past. This ability can be used once a day.
Saves: The character adds + 2 as a bonus to all saving throws.
Abilities: Increase from the character as follows: Dexterity +8, Charisma +4.
Skills: Bluff, Disguise, Hide, and Move silently are class skills, regardless of the character's class.
Feats: (You gain these feats automaticly without meeting their prerequisites) Persuasive, Alluring, Quicker than the eye, and Charlatan.
Climate/Terrain: Same as the character. Organization: Same as the character, But must be a devoted follower of Erevan Ilesere. Challenge Rating: Same as the character +5. Alignment: CG, CN, Treasure: Same as the character. Advancement: Same as the charactern
CHOSEN OF EILISTRAEE "Chosen of Eilistraee" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). A Chosen of Eilistraee uses the character's statistics and special abilities except as noted here. A Chosen of Eilistraee has its power at the will of Eilistraee, should the Dancing Goddess decide to remove Chosen status from the character, it reverts back to its original abilities.
Special Qualities: A Chosen of Eilistraee retains all special qualities of the character and also gains the following.
Bonus Spells (Sp): Constant—Protection from Evil, Freedom of Movement, Comprehend Languages. At will—Dancing Lights, Protection from Law. 5/day--Cat’s Grace, Calm Emotions, Suggestion. 3/day—Magic Missile (5 missiles), Moon Blade. 1/day—Moonfire.
Immunities (Ex): The Chosen of Eilistraee are immune to aging effects and do not physically age. Aging bonuses still accrue, and the Chosen still dies of old age when her time is up.
Dancing Weapon (Sp): Any sword wielded by a Chosen of Eilistraee is treated as if the weapon had the Dancing weapon enhancement.
Planar Ally (Sp): A Chosen of Eilistraee may summon a servant of Eilistraee as per the planar ally spell. He may use this ability a number of times per day equal to her Charisma modifier.
Abilities: Increase from the character as follows: Dexterity +8, Charisma +4
Feats: Same as the character.
Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character
CHOSEN OF AZUTH "Chosen of Azuth" is a template that can be added to any spellcaster (referred to hereafter as the "character"). A Chosen of Azuth uses the character's statistics and special abilities except as noted here. A Chosen of Azuth has its power at the will of Azuth, should the Master of Mages decide to remove Chosen status from the character, it reverts back to its original abilities.
Special Qualities: A Chosen of Azuth retains all special qualities of the character and also gains the following.
Bonus Spells (Sp): Constant—Fly. At will—ESP, True Seeing.
Rapid Preparation (Sp): An Chosen of Azuth needs only 10 minutes to prepare spells instead of an hour.
Immunities (Ex): The Chosen of Azuth are immune to aging, disease, disintegration and poison. They have no need of sleep (although they must rest normally in order to prepare spells).
Bonus Spells (Sp): A Chosen of Azuth gains one bonus spell of each spell level 1st through 9th per day, which can be used as a spell like ability. Once these spells are selected, they can never be changed. Note unlike Chosen of Mystra if the caster has more than one spellcasting class they gain it for each class.
Spell Power: This ability increases the DC for saving throws and caster level checks by +4 for any spell that a Chosen of Azuth may cast.
Abilities: Increase from the character as follows: Intelligence +6, Wisdom +6
Skills: Chosen of Azuth gain a +10 bonus to Spellcraft and Concentration skill checks.
Feats: Same as the character.
Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Same as the character. Treasure: Same as the character. Advancement: Same as the character