Creative Characters – Delenn Inva, Daughter of Night

Closing out our current Creative Character group, we present the last The Shadow-walkers, a mercenary unit specializing in operating under cover of darkness.

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. They are also written so that they can be used as either NPCs or PCs .

Delenn Inva CR 2

XP 600
Female fetchling cleric 3 (shadow priest)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light visionPerception +????


AC 16, touch 13 , flat-footed 13 (+3 armor, +3 Dex)
hp 21 (3d8+3)
Fort +3, Ref +4, Will +4
Resist cold, electricity 5


Speed 30 ft.
Melee  mwk rapier +6 (1d6-1)
Ranged mwk light crossbow +6 (1d8/19-20)
Special Attacks channel darkness 2/day (DC 11, 2d4/ undead staggered 1 round)
Domain Spell-Like Abilities (CL 3, concentration +4)

6/daytouch of darkness

Racial Spell Like Abilities (CL 3, concentration +4)

1/day – disguise self

Cleric Spells prepared (CL 3, concentration +4)

2nd (1+1/day)- blindness/deafness*, dust of twilight
1st (3+1/day)- inflict light wounds, obscuring mist*, shadow trap, shadow weapon
0 (4/day)- ray of decay, resistance, shape shadowssnuff

Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness)


During Combat Delenn makes great use of the shadows, plunging the surrounding area in utter darkness before her team strikes. Disabling her targets, rendering them blind before striking, she works in flawless unison with the rest of the Walkers, operating in silence, often unseen until too late.


Str 8, Dex 16, Con 10, Int 13, Wis 13, Cha 14
Base Atk +5; CMB +8; CMD 19
Feats Light Armor Proficiency, Medium Armor Proficiency, Selective ChannelingShield ProficiencySimple Weapon Proficiency, Weapon Finesse,
Skills  Knowledge (religion) +7, Spellcraft +5
Languages Common, Aklo
Gear backpack, bedroll, belt pouch, flint and steel, iron pot, studded leather, a mess kit, masterwork rapier, rope, soap, torches (10), trail rations (5 days), waterskin; Coins 1,125 gp, 6 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).


Channel Darkness (Su)

Delenn, rather than channeling positive or negative energy, instead channels the power of eternal darkness. This ability is similar to channeling negative energy, but instead of healing undead and dealing damage to living creatures, this blast of shadowy power can only harm creatures and create darkness.

Channeling darkness causes a burst that affects all creatures in a 30-foot radius centered on her position. Living creatures take 1d4 points of damage, increasing by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Undead creatures are not healed by this energy but are instead staggered for 1 round by the overwhelming power. Creatures in the burst receive a Will saving throw to negate the effects.

Instead of harming creatures with this energy, she can instead use channel darkness to snuff out light sources within the burst. Non-magical light sources such as torches, lanterns, or sunrods are automatically extinguished (as a dust of twilight APG spell). Any 0th level spell with the light descriptor in the area is dispelled (as dispel magic). The level of light spells that can be dispelled with channel darkness increases by 1 for every two levels beyond first, up to being able to dispel 9th level or lower light spells at 19th level. Whether the magical effects are dispelled or not, the illumination level in the area drops by 1 step, as the spell darkness, for 1 minute. At 10th level, the light level drops by 2 steps. At 15th level, it drops by 3 steps, and areas of dim light or darkness become supernaturally dark (even creatures with darkvision cannot see within it). The shadows created by channel darkness is treated as a darkness spell equal to the level of light spell it can dispel (0th at 1st level, increasing by 1 level for every two shadow priest levels after 1st).

Delenn may channel darkness six times a day. Doing so is a standard action that does not provoke attacks of opportunity. She must present her symbol to use this ability.

For the purposes of feats that affect channel energy, this ability counts as channeling negative energy. If the feat changes the way the shadow priest channels or deals damage with her channeling, use the amount of damage this ability harms living creatures to determine the damage-dealing potential of the affected ability. For instance, if at 5th-level Delenn takes the Channel Smite feat, her channeling deals an additional 3d4 points of damage to living creatures on a successful hit (though they may save to negate the damage).

Shadow Magic

Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast


Before there was light, before the first tiny spark, there was the infinite darkness, one of the most primeval forces in the universe. There are those few who understand the divine power of the darkness, what came before, and will be there after everything else is gone. Delenn is one such individual.

From her youth, she could hear the whisper in the shadows, the call of the Dark Lady. Gifted with the power of darkness itself, she set out to find others like herself, touched by darkness, denizens of the shadows who would bring glory to their dark mistress.

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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