Chosen of Shar

Chosen of Shar
The Chosen of Shar is a template that can be applied to any character who worships Shar as his or her deity and is of Neutral Evil alignment. Shar is reticent to give away any part of herself, and so there are rarely more than one or two Chosen at any time. The Chosen has all racial and class abilities he (the gender usage for this post, to simplify) possessed before becoming Chosen as well as the following:

Bonus Spells:
The Chosen gains one bonus spell, either arcane or divine, of each spell level 1st through 9th per day, which can be used as a spell-like ability once per day. These spells must have the Shadow or Darkness descriptor, or be of the Divination or Enchantment schools. These spells may even be selected by a character who has no spell-casting class levels. Once these nine spells are selected, they can never be changed. The save DC’s for these bonus spells are Charisma-based and Caster Level equals ½ the Chosen’s HD. 

Abilities: The Chosen gains a +8 enhancement to his Intelligence score and a +2 to Charisma.

Feats: The Chosen of Shar gains the Blind-Fight and Shadow Weave Magic feats if he does not already have them. Since the Chosen is now intimately tied to Shar, the Shadow Weave Magic feat, and all metamagic feats that the Chosen knows, may apply to spell-like abilities as well as spells. The Chosen also gains the Spell Focus (Divination) and Greater Spell Focus (Divination) feats, both of which may apply to spell-like abilities as well as spells, such as in the case of the bonus spells gained when becoming a Chosen. Lastly, the Chosen may choose one bonus feat from the following: Insidious Magic, Pernicious Magic, and Tenacious Magic.

Spell Resistance (Ex): A Chosen of Shar gains a Spell Resistance of 10 + ½ HD versus all spells except those with the Good, Holy or Light descriptor.

Darkvision (Ex): The Chosen gains darkvision of 120 ft. or, if he already has darkvision, double his current darkvision distance, gaining whichever is further.

Immunities (Ex): The Chosen is immune to disease, disintegration and poison, and cannot be magically aged. 

Blindsense (Ex): The Chosen has Blindsense 30 ft. at all times.

Shadow Jump (Su): A Chosen of Shar gains the ability to travel between shadows as if by means of a dimension door spell. The transport must begin and end in an area with at least some shadow. The total number of feet per day that the Chosen can jump is equal to 10 x his Constitution score. This amount can be split among many jumps, but each one, no matter how small, counts as at least a ten-foot increment. 

Steal Spell Knowledge (Su): Shar covets all knowledge, and to her Chosen, if he is a spellcaster, is given the ability to steal spells not normally available to him. The Chosen may steal spells from two sources. First, he may learn any spell from a spellcasting class different from his own as long as the spell has the Shadow or Darkness descriptor. Second, if the Chosen is a cleric, he may steal any domain–specific spells to which he would not normally have access. In either case, the Chosen must be of high enough caster level to cast the spell before he may steal it, and he must have the opportunity to either see it cast or to copy it from a scroll or spell book before he is able to successfully cast the spell himself.

Grace of the Dark Lady (Sp): The Chosen of Shar has access to the following spell-like abilities: Detect Magic, Silence and True Seeing. The number of uses per day, per spell, is equal to the Chosen’s Charisma modifier. The save DC is Charisma-based and Caster Level equals ½ the Chosen’s HD. 

Keys to the Kingdom (Sp): The Chosen of Shar may access the Plane of Shadow with a gate spell a number of times per day equal to the Chosen’s Charisma modifier. The save DC is Charisma-based and Caster Level equals ½ the Chosen’s HD. 

Darkness’ Boon (Ex): When in darkness or underground, the Chosen of Shar gains the following benefits: 
– a +2 competence bonus to attack rolls, damage, AC, saves and caster-level checks for overcoming spell resistance;
– a +4 competence bonus to Concentration, Hide, Move Silent, Listen and Spot checks; 
– Blindsight 30 ft. (the creatures sighted must also be in darkness or underground).

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