Creative Characters – Mugdok


Welcome to Creative Characters. This is where I indulge myself a bit and create an unusual character, based on a concept, idea, theme, feat or whatever else catches my fancy. These characters are NOT supposed to be optimized, but they ARE supposed to be INTERESTING. For the sake of reference, and consistency, all characters here are created with the Elite stat array (15, 14, 13, 12, 10, 8) and all hit points are rolled as averages (and rounded down). They are also written so that they can be used as either NPCs or PCs as the reader chooses, and are written with all special abilities typed out, so as to ensure a minimum amount of book-flipping throughout your game.

This is a recurring series, and you should be seeing installments of it each week. Should you wish to see a particular build or idea featured here, then please don’t hesitate to comment

Today, we’re continuing what we started last week, aiming to show off some of the different interesting things you can find, once you go beyond the material published by Paizo. So this time around, please welcome the “Third Party Characters”. These will all be level 2 but will be created with a 3rd Party Published Race, and a 3rd Party Published archetype for the character (though still sticking with the official published spells and classes, otherwise it might be too much information at once).

Mugdok CR (XP 400)

Male half-ogre fighter 2 (warmachine)
CN Medium humanoid (half-construct, half-ogre)
Init +1; Sense darkvision 60 ft.; Perception +9


AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +2 natural, +2 shield)
hp 23 (10 (class) +1d10+2 (favored class bonus)+6 Constitution)
Fort +3, Ref +1, Will -3


Speed 20 ft.
Melee mwk bastard sword +8 (1d10+4/19-20×2)


Mugdok is methodical, trusting to his armor and his natural resilience to see him through. He knows that his weakness is his mind, not his body, so he tries to take out any spellcasters as quickly as he possibly can.


Str 19 (+4), Dex 12 (+1), Con 16 (+3), Int 11, Wis 4 (-3), Cha 10
Base Atk +2; CMB +6; CMD 17
Feats Light Armor Proficiency, Medium Armor Proficiency, Endurance, Exotic Weapon Proficiency (bastard sword), Martial Weapon Proficiency (all), Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (bastard sword)
Skills Intimidate +8, Knowledge (arcana) +8
Languages Common, Giant
Gear backpack, bedroll, explorer’s outfits (2x), heavy steel shield, masterwork bastard sword, masterwork chainmail, small tent, trail rations (7 days), Coins 308 gp, 5 sp.


Indomitable (Ex)

Mugdok gains a +1 bonus on Will saves against mind-affecting effects. (together with transformation, this is a total of +3 vs. mind-affecting effects)

Imposing Figure

Mugdok is intimidating even without trying. He gets a +2 racial bonus to Intimidate checks.

Ogre Blood

Mugdok counts as both human and ogre for any effects related to race.

Transformation (Ex)

Mugdok is a living creature that has been transformed into a blend of mortal and construct. Undergoing the process of becoming a warmachine is a harrowing experience that left him mentally scarred. He gained the half-construct subtype in addition to his base creature type. This qualifies him for any class or feat that requires the half-construct type as a prerequisite. He gains a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. He cannot be raised or resurrected. He does not need to breathe, eat, or sleep unless he wants to gain some beneficial effect from one of these activities. One of the warmachine’s mental ability scores gains a permanent -2 penalty, representing brain damage, madness, or a loss of appearance. (For Mugdok, this was Wisdom).

Warmachine Armor (Ex)

Mugdok gains a +2 enhancement bonus to natural armor.


Mugdok does not remember his early life. He only remembers waking up one day, on a cold stone slab, with half his body that of a half-ogre, and half his body that construct, seemingly replaced at random (one arm, one leg, and the top third of his head). The only memory he has is that of a young man (which he believes is a human), being dragged away screaming by men in menacing armor.

The laboratory where Mugdok woke up in was empty. The halls equally empty, with only empty suits of long destroyed armor littering the place, almost as if they had been killed decades ago, while he was left. Only on the top floor of the dungeon did he find a journal that explained something. The journal was that of a young paladin, explaining how they had gone in pursuit of an evil wizard, who’d kidnapped several youngsters from a faraway village, and turned them into horrible monsters, before letting them loose in the countryside. The journal’s final entry was a statement saying that this day they’d confront the wizard, and destroy him and his guards, and it was signed “Arvid Gurnson”. Now Mugdok travels the land, hoping to find Arvid, and discover what happened there. Why was he left, only to wake up suddenly, several decades later? And what happened to his village? More importantly, who IS he?

About Kim Frandsen

Kim is a freelance writer for various companies (including Publishing, Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Purple Duck Games, Rusted Iron Games and Zenith Games) as well as an editor of the Pathfinder and D&D 5th Edition product lines for Publishing. Hopes to one day rule the world!

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