Creative Characters – Mirra the Unbreakable Warden

Welcome back to Creative Characters. This time around we’ve got something special theme-wise. Double, double toil and trouble; fire burn and cauldron bubble…..that’s right, witches. In this case, all of our characters will be members of a coven, either full or multiclass witches, displaying the wide variety of possible builds.

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.

Next up bold warrior and sworn protector of her sisters, Mirra, the Unbreakable Warden

Mirra               CR 4

XP 1,200
Female changeling(annis hag) witch(circle warden) 3/ fighter(unbreakable)2
N Medium humanoid (changeling)
Init +2; Senses darkvision 60ft,; Perception +6


AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex , +2 nat)
hp 20 (5d6)
Fort +4, Ref +3, Will +3 (+4 vs mind-affecting)


Speed 30 ft (40 ft).
Melee +1 longsword +7 (1d8+3/19-20) or 2 claws +5 (1d4+2/x2) (+1 racial bonus on all melee damage.) 
Ranged masterwork light crossbow +6 (1d8/19-20)
Special Attacks hexes (channel, 2d6)
Witch Spells Prepared (CL 3rd; concentration +6)

2nd— ironskin, shield of faith*, umbral weapon
1stenlarge person, lock gaze, nauseating dart
0th (at will)detect magic, guidance, resistance, stabilize

Patron Abjuration


During Combat

Mirra’s approach to battle is to always have an eye to the battlefield, assessing the condition of her sisters and turning her attention, and her sword, wherever needed. Always quick to put her body between a member of her coven and their enemies, she takes her role as their protector as a sacred duty of their sisterhood. Often using a combination of bear’s endurance potions to boost her own stamina, and her Wreath of Community to protect her sisters from harm, she is always ready to remove the other members of the coven from harm’s way, often by putting the one endangering them to the blade.


Str 14, Dex 14, Con 10, Int 17, Wis 10, Cha 10
Base Atk +3 ; CMB +5 ; CMD 17
Feats Arcane Armor Training, Diehard, Endurance, Heavy Armor Proficiency, Light Armor Proficiency, Martial Weapon Proficiency (all), Medium Armor ProficiencyMother’s Gift (surprisingly tough), Shield ProficiencySimple Weapon ProficiencyWeapon Focus (longsword)
Skills Knowledge (arcana) +9, Spellcraft (Int) +9
Languages Common, Draconic, Elven, Orc
SQ token of fellowship (fetish)
Magical Gear +1 longsword,+1 studded leather, masterwork light crossbow, potion of cure moderate wounds, potion of bear’s endurance(4) Non-magical Gear backpack, a bedroll, a belt pouch, dagger, a flint and steel, an iron pot, a mess kit, ropesoap, torches (10), trail rations (5 days), and a waterskin. Coins 165 gp, 7 sp (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).


Gyre of the Eldritch (Su)

Mirra may use a hex on two attuned creatures as a standard action, as per the Split Hex feat. This hex lasts one less round than usual (minimum 1) and may target two creatures anywhere within her wreath of community. If she subsequently takes the Split Hex feat, she may target up to three different attuned creatures with it; this hex lasts one less round than usual.

Three times per day, Mirra may also cast any spell with a range of touch on any attuned creature within the aura of her wreath of community, as if the spell was prepared with the Reach Spell metamagic feat.

Token of Fellowship.

Mirra does not have a bond with a familiar; instead, she possesses a special link with a fellowship. Symbolizing this fellowship is an object of great personal value, a fetish made with components bearing great significance to the fellowship, or the representation of an association.

Mirra must commune with her token to prepare her spells. During the communion, she may link her fetish’s spiritual energies to any number of willing, sentient creatures that she wishes to take upon her protection, including herself. She may attune additional creatures during the day by taking one hour to meditate and draw talismans on the creatures she wishes to ward. A token of fellowship otherwise works as a familiar.

White Hexes: Mirra’s hexes are made to protect and ward. She cannot target unwilling targets with her hexes.

Hex: Mirra adds the following Hexes to the list of hexes she may choose from:

Channel (Su): A witch can channel positive energy like a cleric, using her witch level as her effective cleric level when determining the amount of damage healed and the effects of her channeling. Whether or not the creature makes a successful save, a creature cannot be the target of this hex again for 1 day.


Mirra is a naturally talented witch. She gains a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma.

Wreath of Community(Su)

Mirra emits a 25-foot aura of abjuration. Once per round whenever an ally attuned to her fellowship is standing within the wreath of community’s area, she may create a shield other effect in relation to any other attuned ally within the wreath of community’s area as a free action spell-like ability. The spell’s caster level is equal to her witch class level (though the person activating the ability is considers the caster for all other purposes).


When a kingdom fell prey to a trio of powerful hags, they reached out for aid from any source, drawing heroes from all corners of the realm. All fell prey to the powerful coven, until the day that Merrik set foot in their lair. Though a hard fight, the warrior won the day, aided by a previously unknown fact, all three hags had only recently given birth to changeling daughters, fathered by the least fortunate of the fallen heroes. Finding the three newborns, and being a man of mercy, he took the children, raising them as his own.

Daughter of an annis hag and the most physically inclined of the three, Mirra took to her “father’s’ skill with the blade, her size and toughness quickly leading to her being the protector of the three always ready to stand up to those who would persecute the weird sisters. Merrik’s teachings managed to keep the girls’ worst impulses in check, until his natural death. In their worst moment of loss, the sisters found themselves cast out of the only home they knew by the superstitious, weak-minded fools of the town they’d called home.

Products used in this Character!



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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