A chosen of the Dwarven god of battle should represent the true fighting spirit of the Dwarven people. They must always be ready to answer the call to arms against the enemies of the dwarves.
Stats: +8 STR, +8 CON
Automatic Feats: The Chosen gets the following feats regardless if they meet the requirements for them or not.
Blindfight, Close quarters fighting, AxeSpike (RoS), Shielded Axe (RoS), Tunnel Fighting (RoS), Great Cleave, Whirlwind Attack, Greater Weapon Focus (Armor Spikes), Greater Weapon Specialization (Armor Spikes), Greater Weapon Focus and Greater Weapon Specialization (Battle Axe, Dwarven War Axe, Dwarven Uhrgosh, Warhammer), Improved Toughness, Improved Unarmed Strike, Iron Will, Improved Bull Rush, Improved Two weapon Fighting.
Clangeddin has also blessed his chosen with some additional powers for the defense of the dwarven people.
Damage Reduction 3/- (Divine bonus that stacks with any class features or items)
Crush our Enemies: The Chosen recieves a +3 to AC, Attack Rolls, and Damage dice versus Giants, Drow, Orcs, Half orcs, Goblinkind, Dueragar and Trolls.
Tough as Iron: The chosen can keep fighting up to -10 HP and has fast healing 2/round.
Rage of Battle: The chosen can rage as a free action 2/day. This functions like the barbarian rage class feature. It stacks with any other rage abilities the character may have from other classes or items.
The Chosen is immune to Poison, Paralysis, Charm, and Hold spells. He is also immune to any compulsions that would cause him to betray or act against Dwarvenkind.
The Chosen of Clangeddin no longer ages.
The Chosen will usually seek the strongest opponent on a battlefield to engage him in battle.
This is an updated Chosen of Tymora template I am using in my campaign. It borrow heavily from the previously posted one but as the writter mentioned, it just did not have the spark of humor a chosen of tymora would have in my eyes, so I added a few things. Chosen of Tymora
A Chosen of Tymora is the living embodiment of the Lady of Luck, sharing her friendliness and grace, as well as her good nature. The Chosen are full of risks, but aren’t reckless as they the know Tymora will ensure they live a long, eventful life. Tymora chooses only her best and brightest worshipers to become her Chosen, commissioning them to spread good luck throughout the width of the Realms. One of the key goals of the Chosen of Tymora is to hunt down the followers of Beshaba, and to help halt her spreading of bad luck. As the number 7 is considered lucky by many, Tymora can have up to 7 Chosen at any particular time. As well, the Chosen are commonly women. The identities of Tymora's current Chosen are unknown.
Chosen of Tymora
Immunities: A Chosen of Tymora is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases.
Aura of Luck: A Chosen of Tymora can create a Lucky Aura a number of time per day equal to her Charisma modifier. Any ally within this aura receives a +2 to any saves, attacks, or skill checks made. The Aura of Luck lasts for a number of rounds equal to 5 plus the Chosen’s charisma modifier. The aura extends for 20ft around the Chosen and does effect the chosen as well.
Good Fortune: 5/day the Chosen may re-roll any roll they may have made and failed.
Luck of the Lady: 3/day the Chosen can automatically succeed at one saving throw, regardless of the difficulty.
Lucky Strike: 3/day the Chosen can automatically succeed at one attack. A roll can still be made to determine whether or not it is a critical.
Divine Grace: The Chosen gains a bonus equal to her charisma modifier on all of her saving throws.
Tymora’s Guidance : The Chosen of Tymora automatically gains the Initiate of Tymora Feat. Instead of 1time per day roll a d6 at the beginning of each day. What ever the result is dictates how many times per day each the following can be used. 1. Add +5 luck bonus to any attack roll, save, skill check, or ability check. This must be done before the DM declares whether or not the roll results in success or failure. 2. Cast Fleeting Fortune 3. Cast Favor of Tymora If the Chosen does not already have access to the Luck Domain they automatically gain it (and its innate benefit). Chosen of Tymora can also default to any spell in the Luck Domain much like a Cleric normally would for healing magic. If the Chosen is a Cleric they can chose to default to healing magic or a spell from the luck domain.
Take a Chance: Tymora looks after her Chosen, but not too much. Chosen of Tymora can sacrifice spell levels in an attempt to randomly get a spell from the goddess, usually from the Luck domain, that she would find useful. This can be done in 1 of 2 ways. 1. The Chosen selects a spell available to one of the domains available to Tymora., then sacrifices a number of spell levels equal to the level of the needed spell. The GM then rolls a 10 sided die, if the number rolled equals or exceeds the desired spell, the spell is cast as if from the Chosen. If not, fate has not smiled upon the Chosen, the levels are lost and nothing happens. The chosen can decide to double or even triple their odds by paying double or triple the cost in spell levels. In which case the GM rolls 2 or 3 10 sided dice and takes the best result. A “zero” counts as a 10 for this roll. 2. The chosen can also take a chance on whatever effect they wish and sacrifice however many spell levels they feel they need and state a desired effect (need not even be a spell description). The GM interprets Tymora’s sense of humor about the situation and may or may not follow the desired effect but something will happen. The number of spell levels sacrificed determines how dramatic the effect will be and how close to the desired effect the reaction will be (count it as 5% per spell level sacrificed if a guide is needed toward having a target spell achieved, if it is missed then a lesser equivalent spell type occurs), but with this option something (often funny) will always happen.
My campaign also focus heavily in Mulhorand. I would really like some feed back on these. I created a Chosen template for most of the Gods my players are interacting with.
Chosen of Isis
A Chosen of Isis is the ambassador to the world of the goddess's good will toward mortals. An unquestioned champion of good, their role is to look after the people of Mulhorand and watch over the family unit as it exists in that society. They can be stern, but are always of a loving heart. Keeping with the best good interpretations of Maat is highly important to the Chosen of Isis. They find harsher interpretations of Maat to be somewhat offensive. Obviously, evil can not be tolerated, a chosen of Isis will bring the full brunt of her powers against an evil opponent unless it would endanger a loved one, or there appears to be hope of redeeming that evil. To date only those female followers of celestial (and preferably noble) blood can become Chosen of Isis. As Isis’s relationship with Mystra, Chauntea, and Sune strengthens, she has become more convinced that purely mortal humans can not handle the strain of being a chosen of the gods, nor should they be expected to. During the Harvest Season, Chosen of Isis and Osiris are often seen walking hand and hand watching over the workers during the long work days. Unlike many nobility they will eat and sleep with the workers. They act as extra guardians during the harvest days as this is a prime time for the enemies of Mulhorand to attack.
Immunities: A Chosen of Isis is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases.
Spells: Like the Chosen of Mystra, Chosen of Isis can cast spells as spell-like abilities. Unlike the Chosen of Mystra, these spells can be selected at the beginning of each day, however, the spell must be have the “Good” descriptor (in the spell descriptor not from enhancement with a feat) or from the spells specific to the Faith of Isis (below). At the time of casting or when preparing spell like abilities for the day a Chosen of Isis may apply any of the flowing metamagic feats to any good (but not the faith particular spells) spell they wish to cast: Empower Spell, Quicken Spell, Enlarge Spell, Extend Spell, Maximize spell. This does cause the spell to act as a higher spell, and thus use up a higher level spell-like ability slot for the day, however the spell level cost is one less than the cost stated in the players hand book for the given feat. If applied at the time of casting the spell effected by the feat takes up both the original spell slot and the higher level spell slot that the enhance spell suddenly occupies. Good spells and the spells particular to Isis can be selected regardless of normal availability. A Druid or Bard that becomes a chosen of Isis could cast clerical good described spells and visa versa. (all good magic is of Isis, she is not picky) .
Expert good caster: When casting spells (or using spell like abilities) that innately have the good descriptor Chosen of Isis have the following benefits: +2 Caster Level, +2 to save DC , all spell resistances checks made as if the feat Spell Penetration was in use (becomes an addition +2 modifier if the feat is already known). Also, any chosen can always chose a good descriptor spell regardless of class. As an example, a Sorceress who is a Chosen of Isis could select a clerical good spell as one of their known spells without penalty. Any caster regardless of casting type can cast spells from the Good Domain as if it was a domain selected by them as a cleric. They do not however gain additional benefits of having this domain (the above bonuses are superior and do not stack)
Mistress of Charms: Where as Thoth is the unquestioned Master Craftsman of magical items in Mulhorand, Isis is generally considered the crafter of smaller charms and items that are worn as jewelry, and such magical items are worn by many of the Mulhorand upper class. Earrings, Tattoos, regular non armor cloths, and Rings are examples of items commonly crafted by followers of Isis. Chosen of Isis are blessed with the ability to carry and have effective more such magical items. They can use one extra of each such magical item, such as wear 3 rings and/or have 2 magical earrings, and gain the benefit of the additional item/s. Also, spells that create such effects, like Charm of Isis or Create Magical Tattoo, are not limited to 3 as usual. The Chosen of Isis can create and magically maintain 5 effects (or 2 greater than the normal limit for the given spell).
Spells of Isis: Regardless of casting class, the Chosen of Isis have the following spells added to their available spell list. 2nd level: Charm of Isis (Protection, Good) Duration: 1 Day per level Casting time: 1 hour Enchants amulet, talisman, or fetish with a protective charm. This charm provides one of 2 effects. It either provides a +1 deflection bonus to AC or a +1 resistance bonus to all saves per 3 caster levels of the caster. A priest can only have 3 such charms active at a time.
4th level: Weapon Immunity (Protection) Duration: 2 rounds/level Casting Time: Standard action This spell protects the priest(ess) from all damage from a particular type of weapon. This includes any enhancement bonus to the weapon might have but not additional damage holy damage or elemental damage such as an acid burst damage. It would include enhancements such as wounding, bane weapon, or vampiric damage. An damage that is not of an energy type is ignored. Monster attacks such as claws and fangs can not be selected for this immunity, it most be a crafted weapon (a forged claw would count for instance).
7th level: Seed Storm Duration: Instantaneous, special Range: 60 Range Casting Time: Standard action Area: 5 ft radius plus 5ft radius per level Save: ½, no This spell crates an explosion of Seeds. Generally used during the planting season, it can be used in combat as well. Any creature, other than the priest, caught in the area of effect suffers 2d6 plus an an addition 1d6+2 per 4 caster levels (max 7d6 +10). Additional, if the caster desires, she can have the seeds immediately (initiative after the casting is complete) take root and affect those in are of effect as if an entangle spell and a plant growth spell had target the area. This effect act exactly like the Entangle spell except that the DC to escape is 30 instead of 20 due to the sudden density of plant life in the area. If this secondary effect of the spell is used the seeds are no longer useful in planting as the sudden grown expends the seeds potential.
Mistress of the Sky and Waters: Chosen of Isis are constantly under the effect of an Endure Elements spell. Additionally, Spells of the Storm Domain do not effect the the movement of a Chosen of Isis (including swimming or flying movement), they can move as if the spell was not in effect. Any damage caused by spells in this domain still causes damage. This immunity to the spells named in the storm domain is irregardless of spell source.
Bonus Feats: Chosen of Isis gain the Purify and Consecrate spell feats and may apply them to any spell or spell-like ability they cast without level penalty. Also as a crafter of magical charms and jewelry Chosen of Isis gain the following a bonus feats: Craft Wondrous Item, Forge Ring, Brew Potion, Craft Tattoo ( makes permanent magical tattoos).
Form of the Goddess: Chosen of Isis can fly at will. The effect is similar to the Fly spell with no limit to duration. When engaging this ability, blue feathers appear as wings from the Chosen’s arms. These wings are not necessary for flight however they do improve the maneuverability class generated by the spell by one. A Chosen of Isis can also move and breath in water as if it were air, never suffering any penalties for being in water (although this does not improve their swimming skill, that is still personal). Finally, at will, a Chosen of Isis can assume the form of a Giant or normal sized Eagle, in either form the Chosen receive a +6 Sacred Deflection bonus to AC. This is other wise treated as a druid shapechage without the healing benefits.
Grace of the Goddess: Isis protects her chosen. At the time of receiving this template the Chosen of Isis receives a Sacred bonus to saves equal to their Wisdom Bonus or Charisma bonus (their choice). If they already have such a bonus to do to class ability (such as Paladin levels) this blessing instead acts as a Sacred bonus to AC (again Wisdom or Charisma based). This bonus does increase as the relevant ability increases.
Abilities: +4 Charisma, +6 Wisdom Alignment: Any good
A Chosen of Thoth is tasked with spreading the will, wisdom and skill that is the dogma of Thoth. Much more so than other chosen, they are creators of the god’s ideology in the mortal world. Spreading and collecting Knowledge, finding out new ways to create items, and actively combating the Red Wizards of Thay are all part of their every day life. Unlike most Clerics and Wizard that claim Thoth as their patron, the Chosen of Thoth are very active. Their goals are to go find new magic and new crafting skills by experiencing the world not researching though existing texts. Red Wizards of Thay are known to actively seek to kill Chosen of Thoth due to their ability counter their magic regardless of class or apparent preparedness. Most Chosen of Thoth represent a certain aspect of the gods continuing understanding. Wizards/Clerics are not uncommon, but Cleric/Monks and Wizard/Rogues are not uncommon as well as Thoth expands his options as to how knowledge is attained. Rogues that follow Thoth generally are focused on countering the mercantile expansion of the Red Wizards of Thay and act as scouts for the more militant Monk/Wizard or Monk/Clerics. If Thoth feels a particular action of the Red Wizards truly is a threat to Mulhorand, he will send a trio of Chosen to deal with it, one will be dual classed Cleric/Wizard, one chosen will have Rogue skills, another a Monk. Few Red Wizard conclaves have survived such attention.
Immunities: A Chosen of Thoth is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases.
Spells: Like the Chosen of Mystra, Chosen of Thoth can cast spells as spell-like abilities. Unlike the Chosen of Mystra, these spells can not be just any arcane spell. Instead, the Chosen of Thoth first gains access to all of Thoth's Available domains and the benefits of each: Craft: You cast creation spells at +1 level and gain Skill Focus (+3 bonus) in a Craft Skill of the Chosen’s choice. Knowledge: All Knowledge skills are added to your class skill list. Also Divine Spells are cast at +1 Level Magic: Use Scrolls, Wands and other Devices with Spell Completions or Triggers as a Wizard at one half the Chosen’s Cleric level. If already a Wizard, this ability reverses into being able to use Clerical magical items. Rune: Scribe Scroll as a bonus feat Spell: +2 on Concentration and Spell Craft checks. Wizards who are chosen gain the ability to cast any spells in these domains as Wizard Spells. Chosen of Thoth, at the time of receiving this template, select one spell of every level (1-9) from among those available in these domains that can from then on be cast as a spell like ability once per day. These selections can be changed by the cleric or wizard at the beginning of each day (If Thoth allows it) but the spell at each level must be from one of Thoth's Domains or one of the Spells (below) particular to his faith. A character that is not a cleric or wizard that gains this template can never change their spells once selected.
The Scholar: Chosen of Thoth are constantly under the effect of the following spells Read Magic, Read Southern Magic, and the Comprehend Languages spells.
Spell Foresight: A chosen of Thoth can attempt to couterspell without having to prep spells in advance. At any time before they act in a given round, they can default to counter spelling any caster. Additional, if trying to couterspell a spell cast by a Red Wizard of Thay, they can use any spell of an equivalent level, to attempt to couterspell that spell and get a +4 to any rolls involved in the attempt.
Spells of Thoth: Regardless of casting class, the Chosen of Thoth have the following spells added to their available spell list. 1st Level: Speak with Birds (Divination) Duration: 2 rounds/level Casting time: Standard Action Area of Effect: All Avians 30 ft radius This spell allows the priest to comprehend and communicate with any normal or giant avian that is not mindless. This has no effect on the attitude the avian has on the caster. If the general alignment of the avian match's the caster, the caster can request a favor of the avian
2st Level: Inscribe Speech (Alteration) Duration: 1 rounds/level Range: 3 Yards Casting time: Standard Action Area of Effect: Special This spell inscribes on piece of paper, papyrus, or something similar any words the caster speaks. These are not innately magic, however if the material components and the words of the spell are cast this will allow for someone with the Scribe Spell feat to create a Scroll without actually writing anything. At the caster’s discretion, the scroll or text can be rendered immune to the Read Magic spell and can not be used without a Decipher Script skill check (difficulty equals caster level+int bonus +10).
3th level: Detect Curse (Divination) Duration: 1 rounds/level Range: 10 Yards Casting Time: Standard action Allows the caster to detect curses on individuals and items within 10 yards of the caster. At 12th level a caster of this spell can discern what caused the curse with a Spellcraft check. This does not detect Lycanthropy, or items designed to do harm instead of being actually cursed. Also this spell sees through concealment magic of 3rd level or less in power.
4th Level: Flock of Birds Duration: 2 rounds/level Range: 120 yards Casting Time: Standard action Area: 30ft diameter sphere Save: None Not a favorite of Druids, this spell summons a dense flock of ordinary birds (there must be birds in the environment for the spell to function). The birds obscure vision (as obscurement spell). If the caster is 11th level or higher he can cause the birds to attack any one being in the area of effect dealing damage equal to 1d2 plus 1 per 4 caster levels of the caster. Invisibility and Protection from Normal Missiles does not protect the target from the birds. These birds are not immune to damage at all however. A single Fireball or similar area effect spell can destroy an entire flock if it does at least 3 points of damage (after saves).
5th Level: Shatter Circle Duration: Instantaneous Range: 10 yards +10/level Casting Time: Standard action Area: Special Save: Special This spell shatters the Circle spell often used by the Red Wizards of Thay. When cast the Circle’s focus must make a Will save or the Circle is shattered and all spells focused in the Circle are lost. This spell likewise disrupts other attempts at cooperative magic (always use the highest level caster for the save). The DC save for this spell is modified by +1 for every 4 caster levels the spell caster possesses.
6th level: Resist Magic Duration: 1min/level Range: 0 Casting Time: Standard action Area: Caster Save: None Grants 12+1 per level spell resistance to all spells. If the spell is cast by a Red Wizard of Thay, this spell grants 12 +2 per level spell resistance.
8th level: Turn Back the Page (formally Time Warp) Duration: Instantaneous Range: 0 Casting Time: Standard action Area: 1 creature Save: None Sends one creature back in time with a maximum range of 2 minutes, turning back one page in the great book of Thoth. The target keeps full knowledge of how events had just occurred and is instantly transported to exactly where they were 2 minutes (or less) ago. This grants the target, and those who might have been attacking the target, new saves, new attacks, new damage rolls etc. Only the target and those interacting with the target are effected by the spell, though only the target and the caster (if not the target) are aware that events are re-occurring.
Master Craftsmen: All experience point costs for crafting magical items are halved for the Chosen of Thoth.
Bonus Feats: Chosen of Thoth gain a great number of feats needed for crafting magical items. If they already have one of these feats, the bonus doubles (or +4 to related skill check for crafting that type of item) . The following are Bonus Feats for the Chosen of Thoth: Brew Potion, Scribe Scroll, Craft Rod, Craft Staff, Craft Wand, Craft Magical Arms and Armor, Craft Wondrous Item, Forge Ring, Craft Scepter, Inscribe Rune, Craft Tattoo.
Form of the God: Chosen of Thoth can fly at will. The effect is similar to the Fly spell with no limit to duration. When engaging this ability, perfect Owl feathers grow as wings from the Chosen’s arms. These wings are not necessary for flight, however they do improve the maneuverability class generated by the Fly spell by one. Also at will, a Chosen of Thoth can assume the form of a Giant or normal sized Eagle, in either form the Chosen receive a +6 Sacred Deflection bonus to AC. This is other wise treated as a druid shapechage without the healing benefits.
Abilities: +6 Intelligence, +4 Wisdom (unlike the normal rules, Chosen of Thoth gain retroactive skill points per level for the increase in intelligence, +3 skill points per level that provides skill points, when gaining this template)
Last one here is for Horus....not Horus-Re. They have been sperarated again in the game I am running. Chosen of Horus
A Chosen of Horus is a horror to behold to all the undead of the Forgotten Realms. Dedicated to defeating the enemies of Mulhorand as well as hunting down the followers of the dark god Set, these beings are blessed with abilities designed to devastate their foes in combat. Often they are sent on particular quests by their god to avenge particular wrongs noticed by the god of vengeance and war. When not on these quests, they serve as generals of the Mulhorandian army, or at least very high ranked military officers. Their unique understanding of their particular enemies has lead to devastating defeats of the Orcish armies as well as complex plots of the Red Wizard of Thay. When not involved in one of these to activities (which is rare) they appear with the rulers of particular lands as a reassuring presence to the people of Mulhorand showing that they are protected and that wrongs will be ferociously avenged. Like all Paladins of Horus, they can be Chaotic Good, however they must always adhere to the guiding light of Maat, any violation of Maat not only loses the character their Paladin abilities, but very likely their status as a Chosen of Horus.
Immunities: A Chosen of Horus is immune to aging and does not suffer the effects of aging. The Chosen is also immune to all poisons or diseases.
Spell Like abilities: Chosen of Horus can use each the following spells a number of times per day as indicated. Caster level = character level Charisma Based. Constant: Detect Evil, Detect Undead, Protection from Evil At will: Dancing Lights, Daylight Cha modifier/day: Eyes of Fire, Bird of Prey 3/Day: Searing Light, Holy Smite 1/Day: Sun Beam or Sun Burst
Avenger of the Gods: As if the chosen were a ranger, the chosen of Horus gain the following benefits to Undead, any Cleric, minion, or servant of Set, and 1 creature (from the ranger list) of their choice. This selected creature must have, in the life of the Chosen, in some way caused harm that would cause the Chosen to swear vengeance on that group of creatures. Due to Mulhorand history, Red Wizards of Thay and Orcs are common choices. For these three groups the chosen gains the following bonus. +6 to Bluff, Listen, Sense Motive, Spot, and Survival skill checks and +6 Damage. The select group can be changed at the god’s will if sufficient justice has been wrought to the first selected group and a new atrocity witnessed by the Chosen demands vengeance.
Spells of Horus: Regardless of casting class, the Chosen of Horus have the following spells added to their available spell list. 3rd level: Eyes of Fire (Evocation, Good) Duration: Instantaneous Casting time: Standard action Range: 30 yards+10 per level Area of Effect: 1 creature Save: Reflex ½ Speaking the word of vengeance, the caster points to a target and a beam of fire emits from the caster’s left eye. A creature struck suffers 1d4 damage per level up to 10d4. Undead and Minions of Set suffer 10d6. This fire can ignite items that are flammable. This is considered a ranged touch attack.
3th level: Bird of Prey (Evocation) Duration: 2rounds/level Casting time: Standard action Range: 60 yards+10 per level Area of Effect: 1 being Save: None Summons a Hawk Shaped region of force that hovers above the target. It uses the casters attack base +2 to hit and moves 3 initiatives higher than the caster each round. If it hits it does 2d4+2 damage. This hawk of force can not be damaged by any attack but can be dispelled. It will track the target for the duration of the spell unless a Dimension Door, Teleport, or similar magic is used. Invisibility or obscurement of any kind offers no protection.
Child of the Sun: Chosen of Horus are immune to the effects of intense heat and sun and have innate fire resistance of 10 that stacks with the effect of any energy resistance spell. Also Spells in the Sun domain cause no damage to the Chosen of Horus. Finally when casting spells that have the Light descriptor or are in the Sun domain the Chosen of Horus casts the spell at +2 level and the area of effect for such spells are doubled.
Soul of the Sun: Chosen of Horus are immune to Ability and Level damage resulting from negative plane effects (like a vampires touch) delivered by Undead or minions of Set. Other effects that drain abilities or drain levels are still effective. Also damage or effects caused by negative energy based spells or abilities, regardless of source, are reduced by 10 automatically (if damage based) or reduce by 50% if not damaged based (this includes spell effects such as Vampiric Touch).
Aura of the Sun: By expending one of the Chosen's turning attempts the Chosen can invoke an Aura of Sunlight (as the Sunlight Spell) that can not be extinguished (though a higher level spell will limit the area of effect to 1ft). This aura has the additional effect of granting the chosen a Sacred Bonus to AC equal to their Charisma modifier vs Undead and Minions (followers, creatures, etc.) of Set. This Aura lasts a number of rounds equal to the Chosen’s charisma modifier.
Truth of Horus: Chosen of Horus gain Dark vision, and Low light vision. They also ignore e any chance to miss due to darkness. If viewing an object or individual that is openly exposed to the sun’s rays the Chosen can, at will, view that target as if they had a True Seeing (as the spell) active. Sunlight generated due to a spell like ability or spell does not count for the later effect.
Bonus Feats: Chosen of Horus gain the following feats Greater Turning, Quickened Turning, and Extra Turning feat.
Form of the God: Chosen of Horus can fly at will. The effect is similar to the Fly spell with no limit to duration. When engaging this ability, white and yellow feathers appear as wings from the Chosen’s arms. These wings are not necessary for flight, however they do improve the maneuverability class generated by the spell by one. Also at will, a Chosen of Horus can assume the form of a Giant or normal sized Hawk, in either form the Chosen receive a +6 Sacred Deflection bonus to AC. This is other wise treated as a druid shapechage without the healing benefits.
Abilities: Str+2, Con +2, Wisdom +4, Charisma +4 Alignment: Any good
I've been working on a Chosen of Garagos, here's what I have so far. Any suggestions?
Chosen of Garagos
“Chosen of Garagos” is a template that can be added to any humanoid creature (referred to hereafter as the “character”. A Chosen of Garagos uses the character’s statistics and special abilities except as noted here. A Chosen of Garagos has its power at the will of The Master of All Arms; should Garagos decide to remove Chosen status from the character, he reverts to his original abilities. Usually The Reaver has only one chosen. The Chosen of Garagos attempt to sow strife into the church of Tempus whenever possible, and continually try to thwart the Red Knight at every turn. The Lord of War’s Chosen spend most of their time on the battlefield, destroying whatever enemies they find. Like The Reaver himself his Chosen appear to be mindless, and have little regard for their personal well-being. Garagos’s Chosen are almost always found on the battlefield, often covered in their enemies’ blood. Special Qualities: A Chosen of Garagos retains all special qualities of the character and also gains the following. Bonus Spells (Sp): Constant – protection from law, resist energy (acid, cold, electricity, fire, sonic). At Will – divine favor. 3/day – insanity, righteous might. 1/day – destruction, word of chaos. Damage Reduction (Ex): 5/- This ability works exactly like the barbarian’s damage reduction ability and stacks with similar abilities. Immunities (Ex): A Chosen of Garagos is immune to all enchantment/charm spells and effects. He is also immune to the effects of aging and does not age. The Chosen does not die of old age. Smite (Su): A Chosen gains the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to his level (if you hit). A Chosen must declare the smite before making the attack. This ability is usable once per day. Berserker Frenzy (Ex): A Chosen of Garagos may enter a frenzy during combat. A Chosen’s frenzy works exactly like a Barbarian’s Rage ability, except that the Chosen gains a +10 bonus to Strength, a +4 bonus to Constitution, immunity to paralysis, stunning, and death effects, and a -4 penalty to Armor Class. A frenzy lasts for a number of rounds equal to the Chosen’s level + the Chosen’s newly enhanced Constitution modifier, and is usable twice per day. At the end of his frenzy the Chosen is not fatigued and does not suffer any ill effects. The effects of this frenzy stack with those from any rage or frenzy ability the character may have. Summon Slaad Horde (Sp): A Chosen of Garagos can magically summon 1d4+4 Blue Slaads as a full-round action as if using summon monster IX, except that the Chosen has no control over the Slaads. Each Slaad appears 1d10 x 10’ from the Chosen in a random direction. He may use this ability once per week. Saves: Same as the character. Abilities: Increase from the character as follows: Strength +10, Constitution +2 Skills: Same as the character. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: Same as the character +4. Alignment: Always chaotic neutral. Treasure: Same as the character. Advancement: Same as the character.