Creative Characters – Rhilianis, the Implacable

Welcome once again to 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. Don’t worry, we’ll start simple, while at the same time doing something I especially enjoy, making the mundane exciting. Today, a different twist on the barbarian.

Rhilianis, the Implacable CR 5

XP 1,200

Male ghost elf (nef’liem) serene barbarian
CG Medium humanoid (elf/half-undead)
Init +6; Senses darkvision 60 ft. Perception +12


AC 21, touch 17,  flat-footed 15 (+4 mithral shirt, +1 deflection, +6 Dex ) (22 vs. traps)
hp 40 ( 35 class (5d12) +5 (favored class bonus))
Fort +6, Ref +9 (+11 vs traps), Will +7 (+2 racial bonus on saving throws against disease, enchantment spells and mind-affecting effects)
Immune sleep effects,


Speed 30 ft.
Melee mwk glassteel elven curve blade +11 1d10+1 18-20/x2
Ranged shortbow +11 1d6 x3 70 ft. 40 arrows


During Combat Rhilianis will often remain still at the onset of combat, observing and isolating particularly troublesome targets before taking action. Usually in a state of serenity during combat, he is especially deadly against those engaging in illusion or enchantment. He takes a certain amused pride in surprising necromancers and dark clerics who seek to harm him with negative energy, invoking his death field  in close quarters.


Str 12 (+1), Dex 22 (+6), Con 10 (+0), Int 15(+2) , Wis 18 (+4), Cha 8 (-1)
Base Atk +5; CMB +6; CMD 22
Feats Death Field (Conduit), Light Armor ProficiencyEnduranceMartial Weapon Proficiency (all), Simple Weapon Proficiency, Weapon Finesse, Quick Draw
Skills Intimidate+1, Knowledge (planes) +7
Languages Common, Elven
Magical Gear efficient quiver, 2 doses mage bane poison, ring of protection (+1), scabbard of vigor, Non-magical Gear backpackbedrollbelt pouchflint and steel,  iron potmess kit, soap, torches (10), trail rations (5 days), waterskin; Coins 1125 gp, 6 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).


Fast Movement (Ex)

Rhilianis’ land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying Rhilianis’ speed because of any load carried or armor worn. This bonus stacks with any other bonuses to Rhilianis’ land speed.

Fast Speed

Rhilianis has a base speed of 40 feet.


Rhilianis can call upon inner reserves of awareness and tranquility, granting him additional combat prowess. He can enter a state of serenity for a number of rounds per day equal to 12 + Constitution modifier. Rhilianis can enter serenity as a free action. The total number of rounds of serenity per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a state of serenity, Rhilianis gains a +4 morale bonus to his Dexterity and Wisdom, as well as a +2 morale bonus on all saves. While in a state of serenity, he cannot cast spells, use Intelligence-based skills, or communicate.

Rhilianis can end his serenity as a free action and is fatigued after serenity for a number of rounds equal to 2 times the number of rounds spent in serenity. He cannot enter a new state of serenity while fatigued or exhausted but can otherwise enter serenity multiple times during a single encounter or combat. If Rhilianis falls unconscious, his serenity immediately ends, placing him in peril of death.

Resurrection Vulnerability

raise dead spell cast on a ghost elf can destroy it (Will negates). Using the spell in this way does not require a material component.


Ghost elves take no penalties from energy draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws. Ghost elves are harmed by positive energy and healed by negative energy.

Uncanny Dodge (Ex)

Rhilianis possesses the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. She still loses her Dexterity bonus to armor class if an opponent successfully uses the feint action against him

Improved Uncanny Dodge(Ex)

Rhilianis cannot be flanked. This defense denies a rogue the ability to sneak attack him by flanking him unless the attacker has at least nine rogue levels or more.

Serene Powers

Superstition (Ex)

Rhilianis gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While in a state of serenity, he cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Witch Hunter (Ex)

While serene, Rhilianis gains a +2 bonus on damage rolls against creatures possessing spells or spell-like abilities.


As impressive as the rest of the Neutralizers are, it is Rhilianis’ implacable focus and ruthlessly efficient calm that terrifies enemy spellcasters the most. A displaced native of the deep ethereal plane, the ghost elf has made the city his home, and the protection of those who have accepted him as his duty.

A man of few words even under normal circumstances, his deathly silence and efficiency in battle give even his companions a chill, yet every one of them would name him among those they most trust to have their backs.



Statblock above assumes Rhilianis is in a state of serenity. Normal (non-serene) stats:

Str 12 (+1), Dex 18 (+4), Con 10 (+0), Int 15(+2) , Wis 14 (+2), Cha 8 (-1)

Init +4 Perception +10

Fort +4 Ref +7 (+9 vs traps), Will +3 (+2 racial bonus on saving throws against disease, enchantment spells and mind-affecting effects)

About markt

Mark has been playing RPG's for over 25 years, the last 10 primarily online. A veteran of countless Play by Post games, he is also a content creator for OGN and an RPG Superstar alumni.

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