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General Hessant, Patron of Lost Souls

Commander of an empire and leader of countless men, General Hessant grants able warriors his skills and punishments.

Summoning Rules

The following describes the requirements and rituals for binding General Hessant.

Spirit Level: 1st
Constellation: Noble
Binding DC: 16
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.

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.
Manifestation: Hessant appears before you, beckons you to your feet, and recounts a story of how he took revenge upon a hated foe.

Granted Abilities

General 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.
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 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.
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 full-round 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 1/2 your binder level. This bonus increases to equal your full binder level when you use these skills on someone who is your subordinate.

Signs and Influence

The 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.
Personality: You lose all sense of empathy, compassion, mercy, and similar requests for reduced pain and suffering.
Favored Ally: Any (creatures with ranks in Profession (soldier))
Favored Enemy: Any (creatures that can cast spells)

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.

Section 15: Copyright Notice

Pact Magic Unbound, Vol. 1. Copyright, 2012, Radiance House. Author(s): Alexander Augunas, Dario Nardi