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 to show off some of the different interesting things you can find, once you go beyond the material published by Paizo. So, 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).
Amaryllis Rosencheek CR 2 (XP 400)
Before Combat Amaryllys prefers to avoid combat at all but will use her spells to charm or prevent opponents from acting.
During Combat If forced into combat, she’ll hide behind any allies present, and try to assist that person using the aid another action or use her spells on opponents.
Str 8 (-1), Dex 16 (+3), Con 13 (+1), Int 10, Wis 10, Cha 17 (+3)
Base Atk +1; CMB +0; CMD 13
Feats Eschew Materials, Simple Weapon Proficiency, Spell Focus (enchantment)
Skills Perception +7, Stealth +5
Languages Common, Sylvan
Gear backpack, bedroll, blanket, explorer’s outfits (2x), masterwork heavy mace, masterwork shortbow, small tent, trail rations (7 days); Coin 385 gp, 5 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).
Whenever Amaryllys casts a spell with the [chaos] descriptor or of the illusion school, increase the spell’s saving throw DC by +1.
The peculiar bloodline of faerie dragon sorcerers blends a mixture of the nearly fey and overtly draconic. These powers often manifest as you grow in age and ability, and you sometimes wonder whether you yourself are the trickster or instead the object of some gigantic joke. Nonetheless, your powers are potent and valuable, if not precisely as awe-inspiring as those of other sorcerers.
Prankster’s Befuddling Touch (Su)
As a melee touch attack, Amaryllys can cause a living creature to become dazed for 1 round. Once a creature has been affected by prankster’s befuddling touch, it is immune to its effects for 24 hours. Amaryllys can use this ability a number of times per day equal to 3 + her Charisma modifier.
Faun have powerful legs designed for running in the dense forests without encumbrance. Faun never suffer a penalty from non-magical difficult terrain when moving in the forest (provided that the difficult terrain was provided by an environmental effect).
Faun share a lot of traits with deer including their prey response to fear and many fauns freeze up when intensely afraid. When saving against a fear effect they roll twice and take the lower result.
Unlike the shaggy coats of the stag, hummels and female faun have coats that tend to blend into their surroundings. This grants them a +2 bonus on Stealth checks when in temperate forests or fields. During the week of midwinter, this coat molts and becomes more adapted to winter environments. This coat provides a +2 bonus to Stealth checks in snowy environments. The coat returns to its natural tawny summer/fall color during the week of midsummer.
Female and hummel fauns have hardened skulls that allow for brutal slam attacks. These faun gain a slam attack that deals 1d4 points of blunt damage. This counts as a natural weapon.
Amaryllys Rosencheek is the strange offspring of a trio of parents, two fauns and a faerie dragon, all of whom dearly loved each other and their child. Amaryllys lived a happy childhood in an eternal forest, which she suspects was located somewhere in the faerie realms. However, to this day she is not sure.
Her leaving the faerie realms was not intentional, she was just a happy kid exploring, when one day, she came across a blue fiery ring hanging in midair, and playful as she was she hopped through it. The land on the other side was not as she had expected, full of thorny bushes and angry predators. But the fiery ring was nowhere to be found.
She spent many days, months, and years in this strange landscape, always fearful of the humanoids she saw moving through the area on occasion, though she sometimes resorted to thievery to be able to survive. Of course, one day she was caught by the foresters that she had been robbing for many years. But much to her surprise, they knew of her and had known of her for years, having heard tales of her from their fathers and grandfathers, of the “faun of the forests” who sometimes warned them of impending attacks by animals or brigands, in return for trinkets left to her.
At that point, she decided that it was time to explore this world that she had feared so much. After all, if these people, who she’d stolen from, had been able to accept her, why shouldn’t the rest? And just maybe, she’d find her way back to her parents.