Creative Characters – Wulvaron the Just

Greetings!

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

This week, I intend to do things a little differently, for the next few weeks actually. In this case, that’s because I have a specific theme in mind for the next 5 characters. These will all be members of a specific holy order, and come with a built-in reason to adventure together. Please welcome Wulvaron, Lord Inquisitor of the Order of Saint Gregor.

Wulvaron the Just (CR 7)

XP 3,200
Male dwarf Inquisitor 8 (spellbreaker)
LG Medium humanoid (dwarf)
Init +5; Sense darkvision 60 ft., Perception +15

DEFENSE

AC 26, touch 14, flat-footed 25 (+9 armor, +3 deflection, +1 Dex, +3 shield)
hp 79 (8+7d8+32)
Fort +11, Ref +4, Will +11

OFFENSE

Speed 20 ft.
Melee +1 flaming battleaxe +15/+10 (1d8+7/19-20×3 plus 1d6 fire)
Ranged mwk repeating crossbow +11/+6 (1d8+2/19-20×2)
Inquisitor Spells Known (concentration +12)

3rd (3/day)bloody arrows, keen edge, searing light (DC 17)
2nd (5/day)calm emotions (DC 16), cure moderate wounds, ghostbane dirge (DC 16), lesser restoration
1st (5/day)bless, cause fear (DC 15), divine favor, magic weapon, shield of faith,
0 (at will)acid splash, bleed (DC 14), brand (DC 14), detect magic, sift, virtue

Domain War

TACTICS

Before Combat Wulvaron starts by casting bless, shield of faith, divine favor, keen edge, and adds bloody arrows and magic weapon on his repeating crossbow if he expects ranged combat. (bloody arrows and magic weapon are not included in the stats above). Without buffs, Wulvaron’s stats are as follows:

If Wolvaron is not prepared before combat his statistics change to:

AC 23, touch 11, flat-footed 22 (+9 armor, +1 dex, +3 shield); Speed 20 ft.; Melee +1 flaming battleaxe +12/+7 (1d8+5×3 plus 1d6 fire); Ranged masterwork repeating crossbow +8/+3 (1d8/19-20×2)

During Combat Assuming Wulvaron is not surprised and has time to prepare, he prefers to engage in close combat fighting, trusting to his shield and his battleaxe to keep him safe. He is usually side-by-side with Panoril, fighting the strongest foes, but if needed, he will hold back to protect his allies while Panoril engages the strongest foes, where he will attempt to assist at range with either spells or his trusty crossbow. Wulvaron will often intentionally expose himself to enemy spells, trusting to his natural hardiness to shake off the spell’s effects, rather than let his friends be exposed.

STATISTICS

Str 18 (+4), Dex 12 (+1), Con 18 (+4), Int 10, Wis 18 (+4), Cha 6 (-2)
Base Atk +6/+1 CMB +10; CMD 21
Feats Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Martial Weapon Proficiency (battleaxe, heavy pick, hand crossbow, longbow, repeating crossbow, shortbow, warhammer), Power Attack, Shield Proficiency, Simple Weapon Proficiency (all), Vital Strike, Weapon Focus (battleaxe)
Skills Intimidate +13,  Knowledge (arcana) +11, Knowledge (religion) +11, Perception +15, Sense Motive +19, Survival +15
Languages Common, Dwarven, Necril
Gear +1 flaming battleaxe, belt of physical might (+2 Strength and Constitution) +1 full plate, +1 heavy steel shield, cloak of resistance (+1), headband of inspired wisdom (+2), necklace of fireballs (III); Non-magical Gear backpack, 20 bolts (in 4 cases), bedroll, blanket, explorer’s outfits (2x), masterwork repeating crossbow, small tent, trail rations (7 days); Coin 944 gp, 4 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).

SPECIAL ABILITIES

Bane (Su)

Wulvaron can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while Wulvaron wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for 8 rounds per day. These rounds do not need to be consecutive.

Barrow Warden

Wulvaron gains a +1 bonus on attack rolls and a +1 dodge bonus to AC against undead.

Battle Rage (Sp)

You can touch a creature as a standard action to give it a +4 bonus on melee attack rolls for one round. You can do so a number of times per day equal to 3 + your Wisdom modifier.

Cunning Initiative (Ex)

Wulvaron adds his Wisdom modifier on initiative checks, in addition to his Dexterity modifier.

Defense against Magic (Ex)

Wulvaron gets a +2 bonus on saves against evocation spells and a +1 bonus against illusion spells.

Detect Alignment (Sp)

At will, Wulvaron can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time.

Discern Lies (Sp)

Wulvaron can discern lies, as per the spell, for 8 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Foil Casting (Su)

When an opponent tries to cast an arcane spell within Wulvaron’s threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, Wulvaron knows where to hit foes to foil casting from a distance. Each time he hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.

Hardy

Wulvaron gains a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Judgements

Wulvaron can pronounce judgment upon his foes as a swift action. Starting when the judgment is made, Wulvaron receives a bonus or special ability based on the type of judgment made. He can use this ability 3 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Wulvaron must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Destruction Wulvaron is filled with divine wrath, gaining a +3 sacred bonus on all weapon damage rolls.

Resistance Wulvaron is shielded by a flickering aura, gaining 6 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Relentless Wulvaron is skilled at pushing his way through a battlefield, tossing aside lesser foes with ease. Wulvaron receives a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the he and his opponent are standing on the ground.

Stern Gaze (Ex)

Wulvaron is skilled at sensing deception and intimidating his foes. He receives a morale bonus on all Intimidate and Sense Motive checks equal to +4.

Stonecunning

Wulvaron gains a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. He receives a check to notice such features whenever he passes within 10 feet of them, whether or not he is actively looking.

Strong-Willed (Ex)

Wulvaron is able to stand strong against magical effects that seek to control, compel, or persuade him. Wulvaron rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

Track (Ex)

Wulvaron adds half his level on Survival skill checks made to follow or identify tracks. (i.e. +4)

Weapon Master (Su)

As a swift action, you gain the use of one combat feat for 8 rounds per day. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use the feat.

HISTORY

Wulvaron is the Lord Inquisitor of the Order of Saint Gregor and has personally trained the adventuring wing of the Order, ensuring the highest quality and ability among all his recruits. Eventually, however, Wulvaron decided that he had spent enough time cloistered away from the world, and the last crop of pupils that he had… Well, they were young, enthusiastic, AND capable. They became his favorite students, and he decided that he could not let them out into the world on their own.

Wulvaron has lost his own family in ages past, and holds a grudge against the undead, and has trained extensively to fight them. Now he hopes to prevent his new family (the youngsters) from falling prey to the undead menace in their quest to recover artifacts and relics in the name of the Order of Saint Gregor.

In their group, he serves as the voice of reason and experience, but he would be devastated if any harm came to the youngsters under his care, and he would gladly sacrifice his own life for any of them.



About Kim Frandsen

Kim is a freelance writer for various companies (including d20pfsrd.com 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 d20pfsrd.com Publishing. Hopes to one day rule the world!

View all posts by Kim Frandsen →

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