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Vorrea Talminari

Sister Mara's page

326 posts. Alias of Max Hellspont.

Full Name

Sister Mara of the Order of the Vigilant Flame


Human (Varisian)


Paladin 1












Common, Varisian

Strength 10
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 16
Charisma 14

About Sister Mara

Maralinda Frallino (Mara for short) died seven years ago. At least that’s what her father Jaster Frallino, leader of the Magnimarian Sczarni thugs known as the Gallowed, believes.

Mara’s mother Alinza worked as an 'entertainer' at one of the lower quality night clubs under the Gallowed’s 'protection' in Magnimar’s Dockway district. Desna only knew what her mother saw in Jaster - probably a means to escape her sad existence in what was little more than a brothel. Regardless, the Sczarni leader took a liking to Alinza, and the young woman quickly found her status elevated to that of consort to the leader of debatably the most powerful Sczarni gang in Magnimar.

It wasn’t until Mara was born that Alinza began to admit to herself just how despicable Jaster was. The crimelord lost little time in pushing Alinza aside for a newer, younger woman, keeping Mara’s mother around to serve as little more than a nursemaid for his daughter. Jaster had little to do with the girl but made sure that she was well provided for; however, he was quick to violently express his displeasure with Alinza when he disagreed with how she was raising their daughter. When Mara turned twelve Alinza realized that Jaster planned to groom the girl to be his heir to run the criminal organization upon his eventual demise. Unable to bear the thought of Jaster corrupting the one bright spark in her life, Alinza fled Magnimar with Mara. It was the wisest decision the woman ever made, even though it led to her death.

In the hinterlands not far from the town of Sandpoint, the Varisian caravan providing sanctuary to Alinza and Mara was attacked by a large pack of ghouls. The voracious undead quickly overwhelmed the caravan, paralyzing or killing every living being. A paralyzed Mara watched in helpless horror as two ghouls devoured her immobilized yet still living mother with sadistic glee. Just as the ghouls were about to turn their attention to their last living victim – Mara – a party of priests and warriors drawn by the sounds of the slaughter arrived to abolish the undead. Known as the Order of the Vigilant Flame, these worshippers of Sarenrae roamed the caravan routes through Varisia, the Hold of Belkzen, Lastwall, and even Ustalav, protecting travelers from the monstrous creatures that sought to prey upon them.

Orphaned and alone, Mara sought refuge among the Order, and soon after joined their ranks as an aspiring paladin of the Dawnflower. Over the next seven years, Mara trained and traveled with the Order, helping to protect caravans traveling from Magnimar to as far away as Karcau in Ustalav. During this time she met and befriended Professor Petros Lorrimor, who frequently traveled from his home in the Ustalavian town of Ravengro to lecture at the universities in Korvosa and Magnimar. Fascinated by her early ordeal with the ghouls, Professor Lorrimor repeatedly asked her questions about every detail of the encounter, and aided her in honing her abilities to combat the undead.

Mara recently arrived in the town of Tamrivena in the Ustalavian county of Canterwall to find a missive waiting for her from Professor Lorrimor’s daughter Kendra. The message stated that the Professor had died, and requested the young priestess’ presence at his funeral. Saddened by the loss of her friend and teacher, Mara requested a leave of absence from the Order and quickly departed for Ravengro.

Age: 19
Height: 5'-6"
Weight: 115 lb.
Mara is an attractive young Varisian woman with warm dusky skin and raven black hair. Her large, expressive eyes are pools of warm amber. The only outward signs of her encounter with the ghouls are the jagged scars from the creatures' claws that criss-cross her back.

(Note: Ability Scores generated using 15-point buy;
original scores before racial adj.: 10, 14, 10, 10, 14, 14; racial +2 Wis)
XP: 0
Initiative: +2 [+2 Dex]
Senses: Perception +3
Speed: 30 ft.

AC: 14 (10 + 2 Dex + 2 armor)
Touch: 12 (10 + 2 Dex)
Flat-footed: 12 (10 + 2 armor)
Hit Points: 9 [1x(d8+Con) + 1x(favored class Lvl 1)]
Current hp = 9
Fort: +2 Ref: +2 Will: +5

Base Atk: +0; CMB: +0; CMD: 12
Hanbo: +2 to Hit; Dmg 1d6 (B); crit 20/x2
Scimitar: +0 to Hit; Dmg 1d6 (S); crit 18-20/x2
Dagger: +2 to Hit: Dmg 1d4 (P or S); crit 19-20/x2
Light Crossbow: +2 to Hit; Dmg 1d8 (P); crit 19-20/x2; range 80 ft
Dagger: +2 to Hit: Dmg 1d4 (P or S); crit 19-20/x2; range 10 ft

Combat Modifiers:
Subject of Study (Undead): +1 bonus on damage rolls against creatures of this type.
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons. Per Paizo Pathfinder FAQ, if you attempt a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).

Skill Ranks Per Cleric Level: 2 + 0 (Int) + 1 human
• Acrobatics +2 (0 ranks + 2 Dex)
• Appraise +0 (0 ranks + 0 Int)
• Bluff +2 (0 ranks + 2 Cha)
• Climb +0 (0 ranks + 0 Str)
• Craft +0 (0 ranks + 0 Int)
• Diplomacy +6 (1 rank + 3 class + 2 Cha)
• Escape Artist +2 (0 ranks + 2 Dex)
• Heal +3 (0 ranks + 3 Wis)
• Intimidate +2 (0 ranks + 2 Cha)
• Knowledge (religion) +4 (1 rank + 3 class + 0 Int)
• Linguistics T (0 ranks + 0 Int)
• Perception +3 (0 ranks + 3 Wis)
• Ride +2 (0 ranks + 2 Dex)
• Sense Motive +7 (1 rank + 3 class + 3 Wis)
• Stealth +2 (0 ranks + 2 Dex)
• Survival +3 (0 ranks + 3 Wis)
• Swim +0 (0 ranks + 0 Str)
T: Skill can only be used if Trained.
Languages: Common, Varisian

Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons. (human 1st level bonus feat)
Extra Channel: Channel energy two additional times per day. (1st level feat)

Subject of Study: Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (Undead). You gain a +1 bonus on damage rolls against creatures of this type. [Campaign Trait]
Cleansing Light: Your faith is pure and strong, and your positive energy purges undead. Benefit: When dealing damage to undead with your channel energy ability, you can reroll any damage die roll that results in a natural 1. [Religion (Sarenrae) Trait]

+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Mara’s bonus is to Wisdom.
Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level. Mara's bonus feat is Weapon Finesse.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.
Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. Mara's favored class is cleric. Whenever she takes a level in her favored class, she receives either +1 hit point or +1 skill point. (Mara has chosen the bonus hit point at level 1).


Aura (Ex): Mara has a Good aura.

Spontaneous Casting: Mara can channel stored spell energy into healing spells not prepared ahead of time.

Orisons: Mara can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Channel Energy (Su) – 7 times per day; 1d6 (healing); 1d6+1 vs. undead; Will DC 14 (undead do not add channel resistance to saves):
Mara can release a wave of energy by channeling the power of her faith through her holy symbol. Mara channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

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 (for Mara, the DC is 14 with Heroism subdomain). Creatures healed by channeled 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 (+2 with Extra Channel feat). 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.

Number of Channels Used Today: 0/7

Glory Domain (Heroism Subdomain):
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, 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 a number of times per day equal to 3 + your Wisdom modifier (6 times per day).
Number of Times Used Today: 0/6

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism 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.

Glory Domain (Heroism Subdomain) Spells: 1st-Shield of Faith; 2nd-Bless Weapon; 3rd-Heroism; 4th-Holy Smite; 5th-Righteous Might; 6th-Heroism (Greater); 7th-Holy Sword

Sun Domain:
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Sun Domain Spells: 1st-Endure Elements; 2nd-Heat Metal; 3rd-Searing Light; 4th-Fire Shield; 5th-Flame Strike; 6th-Fire Seeds; 7th-Sunbeam

Cleric Spells:
Spells per Day:
0-Level: 3 (unlimited casting)
1st Level: 3 [1 + 1 domain + 1 bonus]

Concentration Check Modifier: +4 (+1 cleric level +3 Wis)

Spells Typically Prepared:
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 on one attack roll, saving throw, or skill check.
Stabilize: Cause a dying creature to stabilize.

1st Level
Bless: Allies gain +1 on attack rolls and saves against fear.
Protection from Evil: +2 to AC and saves, plus other benefits against evil foes.
Shield of Faith (d): Aura grants +2 or higher deflection bonus; duration 1 min./level.

Starting Wealth = 150 gp-equivalent (DM-specified)
Traveler's Outfit (free) [5 lb]
Wooden Holy Symbol (1 gp) [- lb] (pendant around neck)
Lamellar cuirass (15 gp) [8 lb]
Scimitar (15 gp) [4 lb]
Hanbo (1 gp) [2 lb]
Spring-loaded Wrist Sheath (5 gp) [1 lb]
-- Dagger (2 gp) [1 lb]
Light Crossbow (35 gp) [4 lb]
--Bolts, 10 (1 gp) [1 lb] (-0)
Backpack (2 gp) [2 lb]
-- Bolts, 10 (1 gp) [1 lb]
-- Sunrods, 2 (4 gp) [2 lb] [][]
68 gp

Total: 31 lb carried (Light)
Carrying Capacities: 33 lbs / 34-66 lbs / 67-100 lbs

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