Welcome to the return of Creative Characters. 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.
We continue with the third of our group of level 5 characters, created with a 3rd Party Published material, and a theme of being designed to handle magical threats.
Kargill, the Iron Saint CR 4
AC 15, touch 14, flat-footed 13 (+1 armor, +2 deflection (shield of faith), +2 Dex)
hp 25 (20 class (5d6) +5 (favored class bonus))
Fort +6, Ref +5, Will +9
DR 5/acid; Immune construct traits (see text)
Speed 30 ft.
Melee +1 heavy mace +4 (1d8+2 ×2)
Cleric Spells Prepared (concentration +8)
3rd—bestow curse (DC 17), blindness/deafness (DC 17), dispel magic
2nd—detect thoughts (DC 16), hold person (DC 16), make whole, silence (DC 15)
1st—cause fear (DC 15), command (DC 15), forbid action (DC 15), sanctuary (DC 14), shield of faith
0—detect magic, detect poison, mending, stabilize
Domains cold iron, Knowledge, Protection
Before Combat With time to prepare, Kargill scans for magic and attempts to detect the thoughts of any opponent, identifying the most dangerous individuals. Before engaging, he will cast shield of faith on himself. One of his favorite tactics is to cast silence on Merrik’s shield before he charges into battle.
During Combat Not exceptionally adept at physical combat, Kargill prefers to hang back negating opponents with spells. When necessary, he depends on his innate damage reduction and immunities to protect him, often wading into areas of gas or other effects that may be harmful to his teammates.
Str 15 (+2), Dex 14 (+2), Con -, Int 12 (+1), Wis 16 (+3), Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Rust Proof Armor, Simple Weapon Proficiency (see text), Spell Focus (necromancy), Spell Focus (enchantment), Versatile Channeler
Skills Knowledge (religion) +7, Spellcraft +7
Magical Gear bracers of armor +1, oil of bless weapon (2), oil of protection from evil (2), oil of ant haul, Scrolls (create food and water, cure serious wounds, locate object, prayer, restoration, lesser, weapon of awe), wand of cure light wounds, wand of mending. Non-magical Gear backpack, belt pouch, candles (10), a cheap holy text, a flint and steel, ioun torch, magnifying glass, masterwork gear maintenance kit, rope, a spell component pouch, Coins 825 gp, 4 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).
Iron Aura (Su)
Kargill can imbue one touched weapon with the ability to strike as a cold iron weapon, regardless of the weapon’s true construction. The weapon retains all the properties, if any, of the material it is actually made of and gains a +1 nonmagical enhancement bonus as if it were a masterwork weapon (masterwork weapons so imbued gain no additional bonus). Ranged weapons with an iron aura bestow the property of cold iron on ammunition fired from them. The iron aura lasts for one minute per cleric level. He can use this ability a number of times per day equal to 3 + his Wisdom modifier.
Lore Keeper (Sp)
Kargill can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, he gains information as if he made the appropriate Knowledge skill check with a result equal to 15 + his cleric level + his Wisdom modifier.
Resistant Touch (Sp)
As a standard action, Kargill can touch an ally to grant him his resistance bonus for 1 minute. When he uses this ability, he loses his resistance bonus granted by the Protection domain for 1 minute. He can use this ability a number of times per day equal to 3 + his Wisdom modifier.
Versatile Channeling (Ex)
Kargill’s study allows him to utilize divine energy more effectively. He can channel either positive energy (3d6) or negative energy (2d6)
As one who devoted his life to protecting others, both as a cleric and a guardsman, it came as no surprise that Kargill would give his life protecting the innocent during a cultist attack on the temple. What no-one foresaw, was the unique chance to continue protecting those in need, that would come from a joint venture of the temple and tower of magic. Reborn in a body of iron, brass, and steel, housing a living soul held within a maze of silver and mithral, powered by intricate magic, the noble divine scholar and protector carries on his mission to keep his city a safe place.