Basic InformationEdit

I am not here because I have it in me to help you. I am here because you do.

      Race: Human
     Class: Cleric 8/Fighter 1
     Level: 9
Experience: 56,120 as of 4/14/2015
 Alignment: Lawful Good
 Languages: Common, Inner Sea
     Deity: The Sword Saints 
            (Devotee:  Lady Kamara)
First Seen: The Dunn Wright Inn
  Location: Darkness Rising
Background: Open


STR: 18 +4 (05 pts +2 racial, +2 magic)
DEX: 10 +0 (00 pts)
CON: 14 +2 (05 pts)
INT: 10 +0 (00 pts)
WIS: 16 +3 (05 pts +1 4th lvl, +1 8th lvl)
CHA: 14 +2 (05 pts)

Combat StatisticsEdit

(Max-2)       HP:  93 = [8+7*6 + CON (+16) + FC (08) + Toughness (08)] (Cleric)
                        [  8*1 + CON (+2)  + FC (00) + Toughness (01)] (Fighter)
              AC:  22 = [10 + DEX (00) + Armor (10) + Shield (00) 
                         + Natural (+1, Amlt of Nat Arm) + Size (0) 
                         + Misc (+1 Defl, Ring of Prot)]
        AC Touch:  11 = [10 + DEX (0) + Size (0) + Misc (+1 Defl, Ring of Prot)]
   AC Flatfooted:  22 = [10 + Armor (10) + Shield (00) 
                         + Natural (+1, Amulet of Nat Arm) + Size (00) 
                         + Misc (+1 Defl, Ring of Prot)]
            INIT: +00 = [DEX (00) + Misc (00)]
             BAB:  +7 = [Cleric (+6) + Fighter (+1)]
             CMB:  11 = [BAB (+7) + STR (+4) + Misc (00)]
             CMD:  22 = [10 + BAB (+7) + STR (+4) + DEX (00) + Misc (+1 Defl,
                         Ring of Prot)]
       Fortitude: +11 = [Cleric (+6) + Fighter (+2) + CON (+2) + Cloak (+1)]
          Reflex:  +3 = [Cleric (+2) + Fighter (00) + DEX (00) + Cloak (+1)]
            Will: +10 = [Cleric (+6) + Fighter (00) + WIS (+3) + Cloak (+1)]
           Speed:  20' (+10' with boots)
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

      +2 Greatsword     Attack: +14/+9 = [BAB(7/2) + STR(4) + WF(1) + Magic(2)]
                        Damage: 2d6+8, Crit: 19-20/x2, 
                       Special: pommel is hollow, contains scripture
Pow Att w/+2 Greatsword Attack: +12/+7 = [BAB(7/2) + STR(4) + WF(1) + Magic(2) +PA(-2)]
                        Damage: 2d6+14, Crit: 19-20/x2, 
MW Cold Iron Earthbreaker: Attack: +12/+7 = [BAB(7/2) + STR(4) + Misc(0) + Magic(1,MW)]
                        Damage: 2d6+6, Crit: 20/x3, Special: Cold Iron
 MW Silver Short Sword: Attack: +12/+7 = [BAB(7/2) + STR(4) + Misc(0) + MW(1)]
                        Damage: 1d6+3, Crit: 19-20/x2,Special: Alchemical Silver
                Dagger: Attack: +11/+7 = [BAB(7/2) + STR(4) + Misc(0) + Magic(0)]
                        Damage: 1d4+4, Crit: 19-20/x2

       Dagger (thrown): Attack: +7/+2 = [BAB(7/2) + DEX(0) + Misc(0) + Magic(0)]
                        Damage: 1d4+4, Crit: 19-20/x2, 10' Range incr.
                 Pilum: Attack: +7/+2 = [BAB(7/2) + DEX(0) + Misc(0) + Magic(0)]
                        Damage: 1d8+4, Crit: 20/x2, 20' Range incr.
                       Special: successful strike fouls a shield
MW Composite Longbow,   Attack: +8/+3 = [BAB(7/2) + DEX(0) + Misc(+1, MW) + Magic(0)]
  +3 STR bow            Damage: 1d8+3, Crit: 20/x3, 110' Range incr.

Human Racial FeaturesEdit

Ability Adjustments: +2 (Strength)
               Size: Medium
              Speed: 30'
      Favored Class: Cleric (+1 HP taken 8 times)
         Bonus Feat: +1 Feat at first level
            Skilled: +1 Skill Point/level

Class FeaturesEdit

Cleric 8

      Armor/Weapons: Proficient with all simple weapons and light and medium
                     armor and all shields except tower shields

               Aura: Lawful Good, moderate strength.  A cleric of a chaotic,
                     evil, good, or lawful deity has a particularly powerful
                     aura corresponding to the deity’s alignment.

            Domains: War and Heroism (a subdomain of Glory)
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance,
  (Heroism 1st)      allowing you to touch a creature as a standard action
                     and give it a bonus equal to your cleric level on a 
                     single Charisma-based skill check or Charisma ability 
                     check. This ability lasts for 1 hour or until the
                     creature touched elects to apply the bonus to a roll.
                     You can use this ability to grant the bonus a number of
                     times per day equal to 3 + your Wisdom modifier (6x).

      Granted Power: +2 to the DC for Undead to Save vs. Channel.
(sub of Glory 1st)

   Battle Rage (Sp): You can touch a creature as a standard action to give
    (War 1st)        it a bonus on melee damage rolls equal to 1/2 your 
                     cleric level for 1 round. You can do so a number of 
                     times per day equal to 3 + your Wisdom modifier (6x).
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism     (Glory, 8th)         for a number of rounds per day equal to your cleric level. 
                     Using this ability is a swift action. Allies in the area are 
                     treated as if they were under the effects of heroism. These 
                     rounds do not need to be consecutive.
 Weapon Master (Su): At 8th level, as a swift action, you gain the use of one 
   (War, 8th)        combat feat for a number of rounds per day equal to your 
                     cleric level. These rounds do not need to be consecutive 
                     and you can change the feat chosen each time you use this 
                     ability. You must meet the prerequisites to use this feat.

     Channel Energy: Regardless of alignment, any cleric can release a wave of
(Positive, 5x/day)   energy by channeling the power of her faith through her
                     holy (or unholy) symbol. This energy can be used to cause
                     or heal damage, depending on the type of energy channeled
                     and the creatures targeted.
                     Channeling energy causes a burst that affects all
                     creatures of one type (either undead or living) in a
                     30-foot radius centered on the cleric. The amount of
                     damage dealt or healed is equal to 1d6 points of damage
                     plus 1d6 points of damage for every two cleric levels
                     beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures
                     that take damage from channeled energy receive a Will
                     save to halve the damage. The DC of this save is equal to
                     10 + 1/2 the cleric's level + the cleric's Charisma 
                     modifier. Creatures healed by channel energy cannot
                     exceed their maximum hit point total—all excess healing
                     is lost. A cleric may channel energy a number of times
                     per day equal to 3 + her Charisma modifier. This is a
                     standard action that does not provoke an attack of
                     opportunity. A cleric can choose whether or not to
                     include herself in this effect. A cleric must be able to
                     present her holy symbol to use this ability.

                     Channeling at current level: Channel 4d6, 
                      DC 18 =(10 + 1/2 Cleric lvl + CHA +2 for Glory) for 
                      Undead to Save.

Fighter 1

      Armor/Weapons: Proficient with all simple and martial weapons and all 
                     armor and shields 

         Bonus Feat: Bonus Combat Feat at first level


    Selective Channel: When you channel energy, you can choose a number of 
(Human Bonus Feat)     targets in the area up to your Charisma modifier.
                       These targets are not affected by your channeled energy.

      Combat Casting: You get a +4 bonus on concentration checks made to cast
(Level 1 Feat)        a spell or use a spell-like ability when casting on the
                      defensive or while grappled.

        Power Attack: You can choose to take a –1 penalty on all melee attack
(Fighter Bonus Feat)  rolls and combat maneuver checks to gain a +2 bonus on
                      all melee damage rolls. This bonus to damage is increased
                      by half (+50%) if you are making an attack with a
                      two-handed weapon, a one handed weapon using two hands,
                      or a primary natural weapon that adds 1-1/2 times your
                      Strength modifier on damage rolls. This bonus to damage
                      is halved (–50%) if you are making an attack with an
                      off-hand weapon or secondary natural weapon.  When your
                      base attack bonus reaches +4, and every 4 points
                      thereafter, the penalty increases by –1 and the bonus 
                      to damage increases by +2. (Current: -2, +4/+6 2-h)

           Toughness: You gain +3 hit points. For every Hit Die you possess 
(Level 3 Feat)        beyond 3, you gain an additional +1 hit point. If you
                      have more than 3 Hit Dice, you gain +1 hit points
                      whenever you gain a Hit Die (such as when you gain a

        Weapon Focus: Greatsword: You gain a +1 bonus on all attack rolls 
(Level 5 Feat)        you make using the selected weapon.

             Cleave:  As a standard action, you can make a single attack
(Level 7 Feat)        at your full base attack bonus against a foe within 
                      reach. If you hit, you deal damage normally and 
                      can make an additional attack (using your full base 
                      attack bonus) against a foe that is adjacent to the 
                      first and also within reach. You can only per round 
                      with this feat. When you use this feat, you take a –2 
                      penalty to your Armor Class until your next turn.
Improved Bull Rush:   You do not provoke an attack of opportunity when              (Level 9 Feat)        performing a bull rush combat maneuver. In addition, 
                      you receive a +2 bonus on checks made to bull rush a foe. 
                      You also receive a +2 bonus to your Combat Maneuver Defense 
                      whenever an opponent tries to bull rush you.


Capable (Perform: Oratory) (Generic): +1 to Perform(Oratory), and it is a 
                                      class skill.
                Focused Mind (Magic): +2 Trait bonus on Concentration Checks


  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 24 = [Base(2) + INT(0)/Level; FC (0), Misc (1, Human)] (Cleric)
               3 = [Base(2) + INT(0)/Level; FC (0), Misc (1, Human)] (Fighter)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              -5/0   0       0       0     -5   (+5 for leaping, boots)
Appraise                00     0       C       0          +0
Bluff                   +2     0       0      +2          +0
Climb                   +3    +1      +3      +4*    -5   +0
Craft (       )         00     0       C       0          +0
Diplomacy               +8    +3      +3      +2          +0
Disable Device                 0       0       0     -5   +0
Disguise                +2     0       0      +2          +0
Escape Artist           -5     0       0       0     -5   +0
Fly                     -5     0       0       0     -5   +0
Handle Animal           +6    +1      +3      +2          +0
Heal                    +7    +1      +3      +3          +0
Intimidate              +7    +2      +3      +2          +0
Knowledge (Arcana)             0       C       0          +0
Knowledge (Dngnrng)            0       C       0          +0
Knowledge (Engnrng)            0       C       0          +0
Knowledge (Geography)          0       0       0          +0
Knowledge (History)            0       C       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)             0       0       0          +0
Knowledge (Nobility)    +5    +2      +3       0          +0
Knowledge (Planes)      +4    +1      +3       0          +0
Knowledge (Religion)    +5    +2      +3       0          +0
Linguistics                    0       C       0          +0
Perception              +3     0       0      +3          +0
Perform    (Oratory)    +8    +2      +3      +2          +1 (Trait)
Profession (       )           0       C      +2          +0
Ride                    -1    +1      +3       0     -5   +0
Sense Motive            +11   +5      +3      +3          +0
Sleight of Hand                0       0       0     -5   +0
Spellcraft              +7    +4      +3       0          +0
Stealth                 -5     0       0       0     -5   +0 (+5 when Cloak of Elvenkind worn)
Survival                +7    +1      +3      +3          +0
Swim                    +3    +1      +3      +4*    -5   +0
Use Magic Device               0       0      +2          +0
*Ability affected by Belt of Giant Strength

Concentration CheckEdit

Concentration: +13*=+8 (Level) +3 (WIS) +2 (Trait); *+4 when casting defensively (Feat)

Spell Lists (Known)Edit


Level 1  
 * D(Heroism): Shield of Faith 
 * D(War): Magic Weapon  

Level 2
 * D(Heroism): Bless Weapon 
 * D(War): Spiritual Weapon

Level 3
 * D(Heroism):  Heroism             
 * D(War):  Magic Vestment
Level 4
 * D(Heroism):  Holy Smite             
 * D(War):  Divine Power

Spell Lists (Prepared)Edit

0 Level (4)         Level 01 (5+1)         Level 02 (4+1)           
* Detect Magic      * Bless                * Shatter            
* Read Magic        * Protection from Evil * Resist Energy
* Light             * Detect Evil          * Grace
* Guidance          * Obscuring Mist       * *unassigned         
                    * *unassigned          * D: Spiritual Weapon
                    * D: Shield of Faith

Level 03 (4+1)            Level 04 (2+1)            
* Summon Monster III      * Summon Monster IV
* Magic Circle Against    * Divine Power
    Evil                  * D: Holy Smite
* Dispel Magic            
* Searing Light
* D: Heroism


Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
+1 Full Plate                   2650 gp   50  lb 
+1 Amulet of Natural Armor      2000 gp    -  lb
+1 Ring of Protection           2000 gp    -  lb
+2 Greatsword                   8350 gp    8  lb 
  -Silver Holy Symbol filigree    25 gp    1  lb
     on cross guard
  -Consecrated Weapon            150 gp    
  -Hollow pommel (contains         5 gp    0  lb
MW Cold Iron Earthbreaker        680 gp   14  lb
MW Alchemical Silver Short Sword 330 gp    2  lb
Dagger                             2 gp    1  lb
2 Pila                            10 gp    8  lb
MW Composite Longbow             700 gp    3  lb
    +3 Strength bonus
Quiver & Arrows (20)               1 gp    3  lb
2 Flasks Alchemists Fire          40 gp    2  lb
Silversheen                      250 gp

Silver Holy Symbol (separate)     25 gp    1  lb
Spell Component Pouch              5 gp    2  lb

Iron Vial (on chain around neck) 0.1 gp    1  lb
-Potion of Mage Armor (in vial)   50 gp
Cloak of Resistance             1000 gp    1 lb
Cloak of Elvenkind              2500 gp    1 lb (in pack, unless otherwise stated)
Belt of Giant Strength          4000 gp    1 lb
Boots of Striding and Springing 5500 gp    1 lb

Wand:  Cure Light Wounds         750 gp     

Scroll Case                        1 gp    0.5 lb
Scroll:  Holy Weapon              25 gp
Scroll:  Lesser Restoration      150 gp    
Scroll:  Remove Paralysis        150 gp
Scroll:  Delay Poison            150 gp
Bladeguard (15 uses)              40 gp 

Waterskin                          1 gp    4  lb
Flint & Steel                      1 gp    

Masterwork Backpack               50 gp    4  lb
Bedroll                          0.1 gp    5  lb
Winter Blanket                   0.5 gp    3  lb
50' Silk Rope                     10 gp    5  lb
5 days trail rations             2.5 gp    5  lb
 Cost of Living                10,000 gp    --
                           Total Weight:  126.5 lb

            Light  Medium   Heavy    
Max Weight: 0-76    77-153  154-230
w/MW Pack:  0-86    87-173  174-260


PP: 00
GP: 9114
SP: 3
CP: 00



      Size: M
    Gender: F
       Age: 32
    Height: 6'1"
    Weight: 210 lbs
Hair Color: Black
 Eye Color: Blue
Skin Color: Pale
Appearance: Larissa is an imposing woman, almost always encountered in her
armor and carrying her enormous greatsword.  Her mail has gold trim, and she
wears a white cloak, though it is cut in a different style than those of the
Venzan Watch.  She has a wide, expressive face and attractive features. Her
blue eyes are intense, but not threatening, except when she is roused to
Demeanor: Larissa is a friendly, strikingly forthright woman whose faith is 
obvious without being intrusive.  She adapts readily to any social situation, 
drinking cheap beer and telling dirty jokes as easily as discussing the court 
politics of the Landadel Baronies over fine wine.  She has a tendency to try 
to take command in a crisis, but will fall in line if it is clear another 
is as well-positioned to lead.  But, genial as she is, she has no patience 
for selfishness or cowardice.  When good people are in need, it is her duty 
to respond, and it is just as surely the duty of those around her.  She'll 
attempt to rouse them to action with inspiring words, but will view it as a 
sin should her fellows then fail to act. 


(Background open)

Larissa was the third daughter of a minor aristocrat in Rorn, and grew up watching her father preside over a small village and its environs. He was a good man, and worked tirelessly for his people. His joy at keeping them safe and prosperous was obvious, and inspired Larissa to join the Order of Kamara on her thirteenth birthday.

The order was glad enough to have the strapping girl, and trained her in martial as well as priestly arts. When her training was complete, she was dispatched to a small village in the foothills of the Seithr Mountains, where she led the militia in combating Goblin raiders. Later, she was dispatched to foreign lands, to work in a large town along the Ouhm with orders to help it solidify its defenses and extend its ability to keep the peace along the river.

This was a challenge, and Larissa was at first unable to make progress. The town's leaders did not trust her, and would not accept her advice. The burghers were prosperous enough, and saw no reason to risk lives or treasure to improve the lot of those who traveled the river.

Seeing that this was a failure in their philosophy as much as their ambition, Larissa began to preach the word of the Sword Saints. Her training had made her an engaging speaker, and she began to develop a small following. The doctrine was particularly appealing to the martial members of the community, and a significant contingent of the city watch began to make devotions to the Sword Saints. The burghers saw nothing threatening in her teachings, as they stressed loyalty to the town, and so were taken aback when the town guardsmen began to ask why they were not permitted to take the fight to the brigands on the river. Eventually, regular patrols consisting of a mixture of guardsmen and volunteers were organized, making passage along that stretch of the river significantly safer.

The Order was pleased with Larissa's work, and tasked her with a greater challenge still: Travel to Venza and win followers for the Sword Saints there. Rhat'matanis would one day challenge the Landadel Baronies again, and Rorn would need influence in the city to insure its powerful navy entered the war on the right side.

Larissa has some reservations about the assignment, as it is overtly political and does not focus on the kind of community-organizing work that is the focus of her Order. But in her short time in Venza she has seen so much crime and misery, and so many failures of compassion among the city's aristocracy, that she has come to believe that Venza would benefit from the wisdom of the Sword Saints. She has begun a carefully low-key effort to win new followers for the Faith, a fact that makes the local leadership uncomfortable, and has decided to take up adventuring to raise her profile as well as funds to expand the local temple.


In keeping with the traditions of her order, the pommel of her sword holds a compartment, in which a small roll of parchment is concealed. The parchment has the text of key sections of the Book of Kamara written on it, though Larissa knows them by heart.

Adventure LogEdit

Replacement character for the retired Garnet Sharnhearth starting at 5th level.
      XP Received: 10,000 XP
Treasure Received: 10,500 GP


A Visit with Father Kedric

      XP Received: 2,088 XP as of July 23, 2012
Treasure Received: 2,401 GP 
                   330 GP  MW Alchemical Silver Short Sword
                    25 GP  Scroll:  Holy Weapon
                  2000 GP  +1 Ring of Protection
                     1 GP  Scroll Case
                   250 GP  Silversheen
       Sold back:  -10 GP  Short Sword
                  -150 GP  Scroll:  Lesser Restoration (still has one)
                   -50 GP  Potion:  Expeditious Retreat
                     5 gp net gain
Consumed or Used:  n/a


Darkness Rising September 20th, 2012 to June 11th, 2013

      XP Received: 19,223 XP 
Treasure Received: 18,777 GP; Taken as +1 Mimetic shortsword (value 8,310), 
                              Cloak of Elvenkind (value 2,500), 
                              Boots of Striding and Springing  (value 5,500)
                              and a Greatsword +1 (value 2,350)
                              along with 117 gold coins.
Sold at Mystic Pearl: +1 Mimetic shortsword (8310 gp) and +1 Greatsword (2350 gp)
Bought at Mystic Pearl: +2 Belt of Giant Strength (4000 gp), upgrade current     Greatsword from +1 to +2 (6000 gp), scroll of Delay Poison (150 gp)
Mundane: Upgrade Cold Iron Earthbreaker to Masterwork (+300 gp)
Net gain of 360 gp + 117 gp = 477 gp gained in treasure in adventure
Note: Keeping Cloak of Elvenkind and Boots of Striding and Springing

Kaedyn's Quest September 7th, 2012 to December 11th, 2014

Played as Umthirn on substitution - XP and treasure awarded to Larissa Kondred

      XP Received: 8,286 XP 
Treasure Received: 7,826.5 GP

Blancher's Revenge January 28th, 2015 to April 14, 2015

      XP Received: 16,523 XP 
Treasure Received: 11,214 GP

Upgraded Lifestyle from 100 to 10,000; assuming position as Prelate to the Sword Saints in Venza.

Level UpsEdit

     Level: 6 on 26 Jan 2013 (mid-adventure, finances unchanged)
     Class: Cleric (to 5th)
       BAB: +3 to +3  
      Fort: +4 to +4
       Ref: +1 to +1
      Will: +4 to +4
        HP: d8 (Max-2) +2 CON +1 FC +1 Toughness = 10
    Spells: +1 (+1) 3rd level spell
 Skill Pts: +3 (+2(Cleric) +0(INT) +1(Human)) + 15(old total) = 18 (New total)
     Ranks: +1 Ride, +1 Handle Animal, +1 Sense Motive
   Special: Add +1 to Concentration roll
     Level: 7 on 19 Apr 2013 (mid-adventure, finances unchanged)
     Class: Cleric (to 6th)
       BAB: +3 to +4  
      Fort: +4 to +5
       Ref: +1 to +2
      Will: +4 to +5
        HP: d8 (Max-2) +2 CON +1 FC +1 Toughness = 10
    Spells: +2 (+1) 3rd level spell, (+1) 2nd level spell
 Skill Pts: +3 (+2(Cleric) +0(INT) +1(Human)) + 15(old total) = 18 (New total)
     Ranks: +1 Diplomacy, +1 Sense Motive, +1 K: Religion
      Feat: Cleave
   Special: Add +1 to Concentration roll
     Level: 8 on 11 Dec 2014
     Class: Cleric (to 7th)
       BAB: +4 to +5
       WIS:  15 to 16
      Will: +5 to +6 (WIS bonus)
        HP: d8 (Max-2) +2 CON +1 FC +1 Toughness = 10
    Spells: +1 1st lvl, +1 3rd lvl (WIS bonus), +1 4th lvl
 Skill Pts: +3 (+2(Cleric) +0(INT) +1(Human)) + 18(old total) = 21 (New total)
     Ranks: +1 Diplomacy, +1 Sense Motive, +1 Intimidate
   Special: Add +2 to Concentration roll (level and WIS bonus)
            Add 1d6 to Channel
     Level: 9 on 14 Apr 2015
     Class: Cleric (to 8th)
       BAB: +5 to +6
      Will: +1
      Fort: +1 
        HP: d8 (Max-2) +2 CON +1 FC +1 Toughness = 10
    Spells: +1 3rd lvl, +1 4th lvl 
 Skill Pts: +3 (+2(Cleric) +0(INT) +1(Human)) + 18(old total) = 24 (New total)
     Ranks: +1 Perform (Oratory), +1 Sense Motive, +1 K: Nobility
      Feat: Improved Bull Rush
   Special: Add +1 to Concentration roll, add Aura of Heroism (Glory Domain Power), 
            add Weapon Master (War Domain Power) 


  • Approval (May 26th, 2012) (Satin Knights) level 5
  • Approval (June 5, 2012) (jkason) level 5
  • Approval (Jan 29th, 2013) (Satin Knights) level 6
  • Approval (May 1st, 2013) (Satin Knights) level 7
  • Approval (Dec 20th, 2014) (Aura) level 8
  • Approval (Apr 25th, 2015) (Aura) level 9

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