Commander of an empire and leader of countless men, General Hessant grants able warriors his skills and punishments. Summoning RulesThe following describes the requirements and rituals for binding General Hessant. Spirit Level: 1st
Ceremony: You call out to Hessant, telling his spirit that you are reporting for duty and seek negotiations for his fighting prowess before kneeling down the seal. Granted AbilitiesGeneral Hessant grants the following abilities. Major Granted Abilities
Hessant's Punishment: You beckon the earth up to swallow one creature within 30 feet of you. That creature must succeed on a Reflex save or be knocked prone and entangled. A successful save prevents these effects and a creature can attempt a new saving throw at the start of each of its turns as a full-round action to remove the entangled condition. After using this ability, it is expended for 5 rounds. Minor Granted Abilities
Call Longsword: You can summon a masterwork longsword as a full-round action for the duration of the pact. You are automatically proficient with this weapon. The longsword improves based on your binder level; at 4th level, it is a +1 keen longsword. At 8th level, it is a +2 flaming keen longsword. At 12th level, it is a +4 flaming keen longsword. At 16th level, it is a +5 flaming burst keen longsword. At 20th level, it is a +5 flaming burst keen wounding longsword. The longsword ceases to exist if it leaves your hand or if you summon a new one. Signs and InfluenceThe spirit affects you in the following ways:
Physical Sign: Your skin's texture becomes rough and hard like gravel. Whenever you activate one of General Hessant's granted abilities your skin yellows like a hobgoblin's. Vestigial CompanionYou gain the service of a horse animal companion for the duration of the pact. Treat your binder level as your cavalier level to determine your mount's abilities. This granted ability replaces call longsword. |