Chosen of Bhaal

Chosen Of Bhaal 

Special Qualities: A chosen of Bhaal retains all special qualities of the character and gain the following.

Bonus Spells (Sp): Constant – Mind blank, Unholy Aura
At will – Invisibility
1/day – Wail of the Banshee
2/day – Power Word, Kill
3/day – Desecrate, dimension door, gaseous form

Damage Reduction (Ex): 5/+2

Immunities (Ex): The chosen of Bhaal is immune to death effects.

Immortality (Ex): Chosen of Bhaal is naturally immortal and cannot die from natural causes. Chosen do not age, and they do not need to eat, sleep, or breathe. The only way for a Chosen to die is through special circumstances, usually by being slain in magical or physical combat.

Sneak Attack: The chosen gains the ability to use a sneak attack +5d6. If the chosen already has sneak attack, use the better of the two.

Death Attack Improve: If the chosen has the death attack ability, Bhaal grants them a special boon: They only require 1 round of studying before making the attack opposed to the normal 3. Note that this does not grant the death attack ability.

Slayer Change (Su): Bhaal grants his chosen an ability availible to Bhaals offspring – the bhaalspawn – called the slayer change. As a standard action the chosen may undergo a transformation which grants them +6 natural armor, +8 strength, and a 1d10 claw attack. In this form the chosen loses one constitution point per round. If the chosen is in fact a bhaalspawn who already posesses this ability they take 1 constitution damage every 3 rounds instead. As a standard action they can change back into their original form (the dont lose con the same turn). If they dont do this before they run out of constitution they die. If brought back to life they permanently lose this ability. This constitution loss remains throughout the encounter, after which the chosen regains it at a rate of 1 per hour. It cannot be regained by any other means.

Undetectable (su): The chosen of Bhaal is aware if someone is attempting to scry him, and can if he chooses be undetectable to this scrying.

Mimic (ex): In order to reach somewhere where perhaps invisibility would not let the chosen go, the chosen may be able to alter their appearance to match someone whom the chosen has murdered within the last tenday. The upon taking this disguise the chosen can perfectly emulate the person that they have mimic’d, effictively meaning that the chosen also emulates mannerisms etc. However, the chosen gains no memories and is likely to be caught out in a conversation (something the chosen would obviously avoid).

Whispering Death: The chosen may willingly enter a trance-like state. The chosen designates a target (only appliccible to anyone subjective to critical hits), and goes into a trance for a number of days equal to their hit dice in an attempt to kill them from a large distance. While in the trance the chosen does not require anything that he would otherwise need (ie air, food). The trance lasts all day (and more, depending on the target).
After the chosen had reached the end of their trance, the target of Whispering Death is wracked in terrible pain, physically and mentally. As such the target must make both a will and fort save with a DC = chosens character level +5. If either of these saves are failed the target dies instantly. This ability has a range of 500 miles in radius, roughly the distance from Waterdeep to Baldur’s Gate. If the target leaves the range of the ability the chosen must move to put them within the range, and start the trance again, from the beginning.
Once the trance is completed the chosen cannot target the same person/creature for a second attemp for 1 month. This also applies to creatures killes and brought back to life. 
This ability can only be used once per year, and only when approved by Bhaal himself.

Immune to Mind Affecting Abilities
Saves: Same as the character
Abilities: +2 Str, +4 Dex
Skills: Same as the character
Feats: Same as the character

Climate/Terrain: Same as the character
Organisation: Same as the character
Challenge Rating: +4
Alignment: Always either lawful evil or neutral evil.
Treasure: Same as the character
Advancement: Same as the character

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