Welcome to the return of Creative Characters. . As with the original run, 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. If you have a theme or idea you’d find particularly interesting to see, feel free to comment.
While it was introduced partway in last time, this time around there will be a focus on showcasing the wealth of great Third Party (3pp) material available in EVERY entry. The first set will all be level 5 but will be created with a 3rd Party Published Race, 3rd Party Published archetype, or interesting 3rd Party Published gear or spells. This week’s entry Iaria, the Untouchable Dawn.
Iaria, the Untouchable Dawn CR 5
AC 23, touch 14, flat-footed 20 (+4 mage armor, +1 deflection, +3 Dex, +4 shield) (25 with barkskin)
hp 30 ( class (5d6) +5 (favored class bonus)+5 Constitution)
Fort +2 (+6 vs magical disease), Ref +4, Will +5
Resist fire 5; Immune non-magical diseases
2nd—acid arrow (DC 16), anti-summoning shield (DC 17), protection from arrows
1st—color spray (DC 15), mage armor, peacebond (DC 16), shield, sleep (DC 15)
0—daze (DC 14), detect magic, disrupt undead, mage hand, message, resistance.
During Combat Preferring to avoid direct combat, Iaria hangs back as the more melee-oriented of her unit engage, using her spells and wands to target particularly dangerous individuals. Specializing in crowd control and counter summoning tactics, her presence is one clearly felt on the battlefield.
When faced with direct confrontation, her supernatural beauty can make practically everything difficult, as focusing on anything but her overwhelming presence becomes extremely difficult.
Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 8 (-1) , Wis 13 (+1), Cha 19 (+4)
Base Atk +2; CMB +1; CMD 14
Feats Greater Spell Focus (Abjuration), Simple Weapon Proficiency, Spell Focus (abjuration), Two-Wand Technique
Skills Diplomacy +13, Spellcraft +7
Languages Common, Sylvan
Magical Gear headband of alluring charisma +2, ring of protection (+1), wand of web bolt, wand of magic missile Non-magical Gear backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.. Coins 205 gp, 7 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).
Tradition Arcana (Abjuration)
When Iaria cast a spell from the school of abjuration, the duration for any spell with a variable duration based on her class level lasts 50% longer.
Iaria can create a force shield granting a +4 shield bonus to her AC as a move action that lasts a number of rounds equal to her class level. The shield also automatically absorbs up to 20 points of damage from Force effect spells such as magic missile. She may use this ability 7 times per day
Natural Aptitude (Ex)
Supernatural Beauty (Su)
Once per day as a standard action, the houri may unveil her fey beauty; all creatures within 30 feet of the houri must make a Will save (DC 16) or suffer a -2 penalty on all attack rolls, saving throws, and skill checks for 1 hour as her beauty distracts and bedazzles them. This is a mind-affecting effect.
A houri does not experience any of the benefits or penalties of aging beyond adulthood, and is effectively immortal, never dying of old age.
A native of the city, Iaria’s mother is the protector of the Green District’s sacred grove. As the young houri came of age, her desire for adventure and natural curiosity, along with the desire to be seen as a person in her own right, and not just a daughter of “Themis, the Nymph of the Greenwood”, pushed her to explore more of her home city. Her naivety tended to get her into more than a few tricky circumstances, and it was during one of these that she encountered Merrik.
Taking her under his wing, the fighter treated her as an adopted little sister, giving her an opportunity to hone her developing magical talents and help people at the same time.