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

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

Bonus Spells (Su): Constant – Endure Elements (all), Mind Blank, Water Walk. 5/day – Fireward, Wall of Ice. 3/day – Otiluke’s Freezing Sphere.
Chosen Damage Reduction (Su): A Chosen of Eldath who is close to at least 1 cubic foot of water gains damage reduction 10/magic.
Immunities (Ex): A Chosen of Eldath is immune to cold, paralysis, sleep and stunning spells and effects.
Aura against Flame (Su): A Chosen of Eldath is protected by a permanent Aura against Flame spell.
Tremorsense (Ex): A Chosen of Eldath gains the tremorsense ability (the ability to sense the location of anything within 60 feet that is in contact with the ground). If the Chosen’s feet are in contact with water, the ability extends to 180 feet.
Water Protection (Su): A Chosen of Eldath who is close to at least 1 cubic foot of water gains a deflection bonus of +4 to armor class. The Chosen can grant this power to a maximum of four other people, if they’re close to at least 1 cubic foot of water, and the bonus is limited to +2. This bonus doesn’t stack with similar bonuses from nonpermanent sources such as magic items or spells.
Rolling Water Sphere (Su): A Chosen can use small amounts of water to power his melee attacks. As a standard action, by taking 16 ounces of water from any nearby source, the Chosen can make a melee touch attack against a single opponent. If he succeeds, it deals 1d6 of half bludgeoning damage and half raw magic damage per two caster levels. The Chosen can use this ability a number of times per day equal to his caster level.
Saves: Same as the character.
Abilities: Increase from the character as follows: Dexterity +4, Charisma +6.
Skills: Same as the character.
Feats: Same as the character.

Climate/Terrain: Same as the character.
Challenge Rating: Same as the character +4.
Alignment: Any non-evil
Treasure: Same as the character.
Advancement: Same as the character.

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