Drinking & Dragons

User:Wizardoest/PCs/Larinda Kessel

From Drinking and Dragons

Larinda Kessel ECL5

Marshal 2/Healer 3
NG Medium human
Morrowan
Aura Allies within 60' gain +3 Reflex and +1 to all Saves
Init +1; Senses: Listen/Spot +7


AC: 17; Touch: 11; Flat-footed: 16
(+1 dex; +3 leather; +3 greatcoat)
HP: 37 (5d8+4)
DR: 3/Bludgeoning or Slashing
Fort: +5, Ref +2, Will +6
+3 Reflex; +1 to all Saves


Speed: 30'
Melee: Short Sword +2 (1d6-1 dmg; 19×2)
Ranged: Light Crossbow +4 (1d8 dmg; 20×2; 80' [16])
Move action to reload, provokes.
Bolts ••••• ••••• ••••• •••••
Space: 5'; Reach: 5'; BAB: +3; Grapple: +2


Healer Spells CL5 DC 13+lvl
Close 35' [7] Medium 150' Long 600'

  • 2nd (4)
    • [cast] Calm Emotions: Creatures in 20' spread, Concentration; Cannot do any violent actions (Will Neg; Attacking any creature breaks it for all creatures), suppresses morale bonuses, bard song benefits, rage, confusion, and fear.
    • [cast] [cast] Cure Moderate Wounds: 2d8+12 healing (Will DC 13 half)
    • Delay Poison: 4 hours; delays the effects of poison but does not negate
    • Gentle Repose: 4 days
    • [x] Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
    • Remove Disease: Cures all diseases affecting subject.
    • Restoration, Lesser: 3 rnds to cast; removes all penalties to one ability score or cures 1d4+2 temp ability dmg to one ability; additionally removes fatigue and improves exhausted to fatigued.
  • 1st (5)
    • Bless Water: 25gp; Makes holy water.
    • [cast] Cure Light Wounds: 1d8+10 healing (Will DC 11 half)
    • [cast] Goodberry: Last 5 days; 2d4 berries each cure 1 hp (max 8 hp per person per 24 hours) and count as a meal.
    • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    • [x] Remove Fear: Close, 2 subjects; Suppresses fear (if under a fear effect) or gives +4 on saves against fear for 10 minutes
    • [x] Remove Paralysis: Close; 1) One creature has paralysis or slow effect removed, 2) Two creatures get a new save +4, or 3) Three to four creatures get a new save +2
    • [in effect] Sanctuary: Opponents can’t attack you (Will Neg), and you can’t attack.
    • Speak with Animals: 5 min; You can communicate with animals.
  • 0th (5)
    • Create Water: Creates 10 gallons of pure water.
    • Cure Minor Wounds: 5 healing (Will DC 10 half)
    • Deathwatch: 30' cone, 50 min; Instantly know if dead, fragile (0-3hp), fighting off death (4+ hp), undead, and neither alive or dead (e.g. constructs)
    • Detect Magic: 60' cone, Conc up to 5 min;
    • Detect Poison: One creature, object, or 5' cube; Reveals poison, Wis chk DC20 to determine type
    • Light: 50 min; 20' light
    • Mending: Makes minor repairs on an object.
    • Purify Food and Drink: Purifies 5 cubic feet of food or water.
    • Read Magic: Read scrolls and spellbooks.

  • Cleanse Paralysis (Su): 1/day; As if casting a remove paralysis spell.
  • Minor Aura—Watchful Eye: Swift, 60'; +3 to all allies Reflex
  • Major Aura—Resilient Troops: Swift, 60'; +1 to all allies Saves

Abilities Str 9 -1| Dex 12 +1 | Con 12 +1 | Int 12 +1 | Wis 14 +2 | Cha 16 +3
Feats Augment Healing; Spellcasting ProdigyPGtF; Practiced Caster; Skill Focus (Diplomacy)Marshal; Skill Focus (Heal)Healer; Skill Focus (Concentration)Daryl; ToughnessDaryl
Skills Concentration +12; Diplomacy +14; Heal +13; Knowledge (Tactics) +5; Sense Motive +6
Languages: Cygnaran; five more


Gear 2,250 gp

Armored Greatcoat+1 1075 gp, +3 AC -1 chk Chain Armor +1 1025 gp, +5 AC -2 chk Short Sword 10gp 2# 2,185 gp spent. Remainder on typical adventurer gear (rope, food, etc)