General Hessant

Spirit Level: 1st
Constellation: Noble
Binding DC: 16
Special Requirement: No
Favored Ally: Any (creatures with ranks in Profession (soldier))
Favored Enemy: Any (creatures that can cast spells)
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • You place the skull of a creature that you killed in the center of the seal. The skull is consumed during the manifestation.
  • You are male or any one of the following humanoid subtypes: goblin, half-orc, hobgoblin, or orc.
  • You present Hessant’s manifestation with a longsword, which he returns to you after the binding process ends.

Commander of an empire and leader of countless men, General Hessant grants able warriors his skills and punishments.
Legend:
Special Requirements/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 in the seal.
Manifestation: Hessant appears before you, beckons you to your feet, and recounts a story of how he took revenge upon a hated foe.
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.
Influence: You lose all sense of empathy, compassion, mercy, and similar requests for reduced pain and suffering.
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 the 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 becomes expended for 5 rounds.
Capstone Empowerment: As a standard action, you can make a touch attack against one creature entangled by Hessant’s punishment, attempting to bury it up to its head into the ground. If the touched creature fails a Fortitude save, it becomes buried and helpless until a creature spends 1 minute per binder level you possess digging it out.

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 the 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.
Courage of the General: You gain a +4 insight bonus on saving throws against fear-effects.
Dazing Strike: You can make a dazing strike as a fullround action. The attack is made with your full attack bonus and if it hits, the struck creature must make a Fortitude save or become dazed for 1 round in addition to the normal damage dealt by the attack. A creature that succeeds on its saving throw is immune to this ability for 24 hours.
Iron Gaze: You gain an insight bonus on Intimidate and Sense Motive checks equal to ½ your binder level. This bonus increases to equal your full binder level when you use these skills on someone who is your subordinate.
Vestigial Companion
You 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.

General Hessant

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