CHOSEN OF AERDRIE FAENYA

CHOSEN OF AERDRIE FAENYA

“Chosen of Aerdrie Faenya” is a template that can be added to any female humanoid creature (hereby referred to as the “character”). A Chosen of Aerdrie Faenya uses the character’s statistics and special abilities except as noted here. A Chosen of Aerdrie Faenya only has its powers at the will of Aerdrie Faenya; should the Winged Mother decide to remove Chosen status from the character, he reverts to his original abilities.

Special Qualities: A Chosen of Aerdrie Faenya retains all special qualities of the character and also gains the following.

Bonus Spells (Su): Constant – Entropic Shield. At will – Gaseous Form, Gust of Wind, Obscuring Mist, Wind Wall. 1/day – Control Weather
Extra Spells (Su): A Chosen of Aerdrie Faenya can choose between Call Lightning or Ice Storm to use as a spell-like ability five times a day; Call Lightning Storm or Chain Lightning three times per day; and Storm of Vengeance or Whirlwind once per day.
Immunities (Ex): A Chosen of Aerdrie Faenya is immune to aging, electricity, petrification, stunning and paralysis.
Chosen Air Mastery (Ex): A Chosen of Aerdrie Faenya gains a +2 bonus to attack and damage throws if it is airborne. The bonus increases to +4 if both Chosen and opponent are airborne.
Winged Princess (Su): A Chosen of Aerdrie Faenya gains the legendary Princess Wings, a set of beautiful feathered white wings that represent the Winged Mother’s blessing on her Chosen. The wings grant the Chosen a fly speed of 120 feet with perfect maneuverability, as well as several special qualities, as follows. The Chosen can only keep one of these abilities active at a time, and can change abilities each turn:
• Princess Garment: The Princess Wings can irradiate an aura of cold breeze that grants the Chosen immunity to Fire.
• Princess Aura: The Princess Wings give the Chosen an appearance that most humans would label as “divine”, for the strong impression it leaves on sight. While this ability is active, every creature who can see the Chosen must make a Will saving throw (DC = 20 + Chosen’s Charisma Modifier) or be stunned for 2d6 rounds, if the creature has 7 HD or less; or stunned for 1d4 rounds and shaken for 1d6 rounds if the creature’s HD are more than 7. A successful saving throw makes the creature immune to the Princess Aura for 1 minute.
• Princess Weapon: The Princess Wings can be used as a weapon. The Chosen can select whether the wings works as a bludgeoning, piercing or slashing weapon, or even as a melee or ranged weapon (The ranged version is called Princess Arrow), and they deal 1d8 damage plus the Chosen’s strength modifier. The Wings work as a secondary weapon, and the Chosen is proficient with the Wings. The Wings are considered light and natural weapons, as well as magic and good for the purpose of overcoming damage reduction.
• Princess Barrier: The Princess Wings can be used for protection granting the Chosen damage reduction 10/–
• Princess Slasher: This special attack of the Princess Wings can only be used once per hour. The Chosen extends the wings and spins at superhuman speed, attacking every creature on every square within the wings’ range (a circle 6 feet radius). The Princess Slasher deals 1d6 damage per Chosen’s level, half slashing damage (hence damage reduction applies) and half raw magic damage. If the Chosen uses the Princess Slasher, it must wait a minute before any other ability of the Princess Wings can be used.
• Rising Wings: Like the Princess Slasher, the Rising Wings can only be used once per hour. The Chosen pierces the ground with the Princess Wings, which extend underground to strike a far away opponent. The Chosen makes a melee touch attack. In a successful hit, the wings deal 1d8 damage for each two levels the Chosen has. The damage is half piercing and half raw magic damage. The Rising Wings has a close range (25 feet + 5 feet/2 levels). If the Chosen uses the Rising Wings, it must wait a minute before any other ability of the Princess Wings can be used. The Chosen can choose to double or triple the number of damage dice of the Rising Wings. If the Chosen decides to double the damage dice, the Rising Wings can’t be used for another 24 hours. If the Chosen chooses to triplicate the damage dice, it can’t use the Rising Wings for 3 days.
• Princess Punisher: Like the two previous abilities, the Princess Punisher can only be used once per hour. The Chosen must be disarmed to use this special ability. The Chosen wraps its hands with the Princess Wings and strikes with a rain of blows charged with blessed power. The Chosen makes 5 melee touch attacks at its highest attack bonus, each attack dealing 1d6 damage plus extra 1 damage for every two levels of the Chosen. The damage is raw magic damage, so damage reduction or energy resistance doesn’t apply. If the Chosen uses the Princess Punisher, it must wait a minute before any other ability of the Princess Wings can be used.
• Princess Miracle: This ability can only be used once every tenday. The Chosen extends her wings and releases a shower of razor-sharp magic feathers on every creature in a 50-feet-radius hemisphere centered on the Chosen. Target gets a Reflex saving throw for half damage (DC = Chosen’s Dexterity Score). The feathers deal 1d6 damage per point of Constitution of the Chosen plus 1d12 for each point of Dexterity bonus of the Chosen. For example, a Chosen with 22 Dexterity and 16 Constitution using the Princess Miracle would deal 16d6 plus 6d12 damage. If the Chosen uses the Princess Miracle, it must wait 24 hours before any other ability of the Princess Wings can be used.
Saves: Same as the character.
Abilities: Increase from the character as follows: Dexterity +10
Skills: Same as the character.
Feats: Same as the character.

Climate/Terrain: Same as the character.
Challenge Rating: Same as the character +4.
Alignment: CN, CG, NG.
Treasure: Same as the character.
Advancement: Same as the character.

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