Chosen of Shetani
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Prerequisites: Base Attack Bonus +1, Cleave, Forbidden Lore (Shetani) 4 ranks.
XP Cost: 810

The Chosen are the warrior elite of Darkova, the result of the black bargains made to Shetani. During the final years of the Great War, many of the vassal states under the control of the Pax Icatia began to revolt, demanding their freedom from its increasingly despotic rule. The realm of Darkova was the wealthiest and most powerful of these upstart kingdoms, and sent emissaries to Icatia's rivals seeking aid. The only ones who responded were the enigmatic priests of Shetani, who came to the Boyars of Darkova promising that their god would free them from the Icatians if they would pledge themselves in his service. The Boyars agreed. Under the tutalage of the cult, Darkova's warriors became the most feared in all the Land of the Young. They drove the Icatians from their borders, then fell upon the remaining Boyars who had not pledged their loyalty to their god.

Starting Abilitiy

A chosen gains a bite attack that deals 1d4 damage, has a critical hit range of 20, and deals Superficial Trauma. A Chosen can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the chosen gains a blood charge that is saved for later use.

A chosen can save a number of Blood Charges equal to his Hit Dice multiplied by his Charisma bonus. If a Chosen drains blood from a creature with 3 or more points of Intelligence, it gains 2 Blood Charges on a successful attack instead. The Chosen can only obtain Blood Charges from living beings. Each day, the Chosen loses a number of Blood Charges equal to his Hit Dice.

Abilities

Claws
XP Cost: 45
By spending a Blood Charge as a free action, you gain two claw attacks that deal 1d6 points of slashing damage, have a critical range of 20, and deal Superficial Trauma. This ability lasts for 1 hour.

Creature of the Night
XP Cost: 135
By expending one Blood Charge as a full-round action, you can assume the shape of a bat or wolf as a standard action. While in its alternate form, you gain the natural weapons and any extraordinary special attacks of your new form. This ability lasts 24 hours. You can also use this ability to take the form of a dire wolf or dire bat at the cost of 2 Blood Charges.

Glory in Slaughter
XP Cost: 810
Whenever you kill a creature with a melee attack, you gain a +1 morale bonus on Attack and Damage rolls for every 2 Hit Dice of the creature killed. This effect lasts for 1 minute.

Powerful Build
XP Cost: 540
Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You may use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this ability stacks with itself, the effects of powers, abilities, and spells that change the subject’s size category.

Tear Asunder
XP Cost: 75
By spending a Blood Charge as an immediate action, you gain the ability to ignore any damage reduction until the end of its round.

Vampiric Aptitude
XP Cost: 135
By expending one Blood Charge as a standard action, you gain a +3 untyped bonus to the skill of your choice for 1 hour. Any bonuses given by this ability cannot exceed 2 higher than your Hit Dice.

Vampiric Might
XP Cost: 135
By expending one Blood Charge as a full-round action, you gain a +1 bonus to an ability score of your choice for one hour. Multiple uses of this power for the same ability score stack, but any bonuses granted by this ability for a single ability score cannot exceed your Hit Dice.

Wings of Darkness
XP Cost: 270
By expending two Blood Points as a full round action, you may assume the form of a swarm of bats - hundreds and hundreds of bats acting as one massive body, crawling over each other in midair. This form lasts for 1 hour or until dismissed. In this form, you gain the Swarm subtype, and the following traits:

  • You take up a 5-foot space. The swarm may squeeze through a space big enough to accommodate any single member. (A typical bat is Tiny size.)
  • You lose the ability to speak intelligibly, as well as to perform tasks which require fine manipulation, and do not retain any natural attacks of your previous form.
  • Your gear is subsumed into the swarm.
  • You gain a flight speed of 40 feet with average maneuverability, as well as a +2 size bonus to heyour Defense.
  • You are not subject to critical hits, flanking, or any spell which targets a specific number of creatures unless it is a mind-affecting effect.
  • You take only half damage from piercing and slashing weapons.
  • You deal 1d6 damage per 5 Hit Dice (round up) to any creature whose space you occupy at the end of your move, or at the end of your turn if you do not move. This damage does not require a successful attack roll and is not subject to a miss chance due to concealment or cover.
  • You lose the ability to make attacks of opportunity, though you can provoke them.
  • You cannot be grappled, tripped, or bull rushed, nor can you grapple.
  • Any living creature which begins its turn sharing a space with you must succeed on a Fortitude save (DC 10+1/2 HD+Con modifier) or be nauseated for 1 round.
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