Realms Beyond - Hammer of Glory Campaign
Dungeons & Dragons 3.5 Edition
Contingent Character
26 Active Game Sessions, Created on 08/26/2004
Name: Jelana Alignment: Lawful Good
Female Human Medium Humanoid
Character Level: 16 XP: 132,564
Classes: Healer 16, Sorcerer 13
Bloodline: Major Silver Dragon 3
Ability Base Race Age Inherent Level Magic Temp Total Mod Conditions
STR: 12 +1 +0 +0 +0 +0   13 / ____ +1 / ____ Fatigued Nauseated
DEX: 14 +0 +0 +0 +0 +4   18 / ____ +4 / ____ Exhausted Sickened
CON: 17 +1 +0 +0 +0 +0   18 / ____ +4 / ____ Blinded Shaken
INT: 13 +0 +0 +0 +0 +0   13 / ____ +1 / ____ Deafened Staggered
WIS: 16 +0 +0 +0 +3 +0   19 / ____ +4 / ____ Dazed Stunned
CHA: 17 +1 +0 +0 +2 +6   26 / ____ +8 / ____ Entangled Panicked
LUCK: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
Uses        
Armor Class: 28
  touch 17     flat-footed 24

(+4 Dex, +2 natural, +3 amulet of natural armor, +6 bracers of armor, +3 ring of protection)

BAB: +10/+5
Grapple: +11
Space/Reach: 5 ft./5 ft.
Speed: 40 ft. (8 squares)
Craft Points: 13,600

Languages: Chondathan, Common, Illuskan, Elven

Order Rank: Initiate
Lives Remaining: 4

Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +10 +4 +0 +0 +14 / ____ Attack Rolls: Damage Rolls:
Reflex +5 +4 +0 +0 +9 / ____ Ability Checks: Skill Checks:
Will +10 +4 +0 +0 +14 / ____ Saving Throws: Negative Levels:
Hit Dice: 16d8+64 (192 hp) 144 96 48 Initiative Modifier: +8 (+4 Dex, +4 Improved Initiative)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type
+3 merciful quarterstaff +14 n/a +14/+9 2d6+4 nonlethal 20/x2 0 ft. Bludgeoning
             
masterwork sling +15 n/a +15/+10 1d4 20/x2 50 ft. Bludgeoning
             
unarmed strike +11 n/a +11/+6 1d3+1 nonlethal 20/x2 0 ft. Bludgeoning
             
Spell/Effect            
Duration            
Caster            
 Feats: Alertness, Armor Proficiency (light), Dodge, Draconic Bloodline, Empower Spell, Improved Initiative, Maximize Spell, Mobility, Point Blank Shot, Power Attack, Purify Spell, Quicken Spell, Simple Weapon Proficiency (all), Skill Focus (Heal), Spell Focus (Conjuration)
 Skills: Balance +4 (+4 Dex, 0 ranks), Bluff +15 (+8 Cha, 5 ranks, +2 racial), Climb +1 (+1 Str, 0 ranks), Concentration +22 (+4 Con, 18 ranks), Diplomacy +15 (+8 Cha, 3 ranks, +2 synergy from Bluff, +2 synergy from Sense Motive), Handle Animal +14 (+8 Cha, 6 ranks), Heal +21 (+4 Wis, 12 ranks, +3 Skill Focus feat, +2 healer's kit), Hide +4 (+4 Dex, 0 ranks), Jump +6 (+1 Str, 0 ranks, +5 boots of striding & springing), Knowledge (arcana) +11 (+1 Int, 10 ranks), Knowledge (nature) +10 (+1 Int, 9 ranks), Knowledge (religion) +15 (+1 Int, 14 ranks), Listen +6 (+4 Wis, 0 ranks, +2 Alertness feat), Move Silently +4 (+4 Dex, 0 ranks), Perform (sing) +10 (+8 Cha, 0 ranks, +2 bloodline), Sense Motive +13 (+4 Wis, 7 ranks, +2 bloodline), Spellcraft +15 (+1 Int, 12 ranks, +2 synergy from Knowledge [arcana]), Spot +6 (+4 Wis, 0 ranks, +2 Alertness feat), Survival +22 (+4 Wis, 18 ranks), Swim +1 (+1 Str, 0 ranks) Resistances:
Cold: 10
Fire: 10
 Special Attacks/Qualities:
Breath Weapon (Ex): 1/day—Breathe 30-foot cone of cold; 6d8 cold damage; DC 22 Reflex half. Save DC is Constitution-based.
Call Companion (Ex): Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.
Effortless Healing (Ex): Any spell of the healing subschool cast does not provoke an attack of opportunity.
Healing Hands (Ex): Add Charisma modifier to total hit points cured through any healing spell.
Silver Dragon Bloodline: +4 silver dragon affinity.
Spell-Like Abilities: 1/day—alter self. Caster level 16th.
Supernatural Abilities: 1/day—greater restoration, neutralize poison, regenerate, remove blindness/deafness, remove disease, remove fear, remove paralysis, stone to flesh. Caster level 16th.
 Healer Spells Prepared (6/7/7/7/7/5/5/4/4; DC 14 + spell level; DC 15 + spell level for Conjuration school spells; caster level 16th): 0-level—create water, cure minor wounds, deathwatch, detect magic, detect poison, purify food and drink. 1st—cure light wounds x5, protection from evil, remove paralysis. 2nd—blindness/deafness, calm emotions, cure moderate wounds x2, delay poison, gentle repose, lesser restoration. 3rd—cure serious wounds x3, neutralize poison, remove curse, restoration, status. 4th—cure critical wounds x2, death ward, freedom of movement, mass cure light wounds x3. 5th—mass cure moderate wounds x3, revivfy, true seeing. 6th—heal, heroes' feast, mass cure serious wounds x3. 7th—mass cure critical wounds x2, repulsion, resurrection. 8th—discern location, holy aura, mass heal x2.

 Healer Spell List: 0-level—create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic. 1st—bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals. 2nd—blindness/deafness, calm emotions, cure moderate wounds, delay poison, gentle repose, lesser restoration, remove disease. 3rd—close wounds, create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status. 4th—cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea. 5th—atonement, break enchantment, mass cure moderate wounds, raise dead, revivify, stone to flesh, true seeing. 6th—greater restoration, heal, heroes' feast, mass cure serious wounds, regenerate. 7th—mass cure critical wounds, repulsion, resurrection. 8th—discern location, holy aura, mass heal.

 Sorcerer Bloodline: Draconic.
 Sorcerer Spells Known (6/8/8/8/8/7/6; DC 18 + spell level; DC 19 + spell level for Conjuration school spells; caster level 13th): 0-level—arcane mark, dirtwall, disrupt undead, ghost sound, mage hand, mending, message, open/close, touch of fatigue. 1st—charm person, comprehend languages, detect undead, Kiara's pernicious punch, ray of enfeeblement, shield. 2nd—bear's endurance, cat's grace, darkvision, hideous laughter, rope trick, web. 3rd—haste, invisibility sphere, protection from energy, stingball, water breathing. 4th—confusion, dimension door, fear, fire shield, lesser globe of invulnerability. 5th—flight of the dragon, mind fog, sending, waves of fatigue. 6th—mass owl's wisdom, warpwall.

Conjuration school spell.

Magical Items: +3 amulet of natural armor (18,000 gp), boots of striding & springing (5,500 gp), +6 bracers of armor (36,000 gp), +6 cloak of charisma (36,000 gp), +4 gloves of dexterity (16,000 gp), +3 merciful quarterstaff (32,300 gp), ring of minor fire resistance (12,000 gp), +3 ring of protection (18,000 gp), wand of cure light wounds (CL 5; 1d8+5 hit points; 50 charges) (1,875 gp)

Potions: fighter's cocktail (CL 3; bear's endurance and bull's strength; 3 min. duration) (900 gp), peach of bear's endurance (CL 3; 3 minutes; 300 ch'ao), 2 potions of cure moderate wounds (CL 3; 2d8+3 hit points) (300 gp), 3 potions of cure serious wounds (CL 5; 3d8+5 hit points) (750 gp), potion of displacement (CL 5; 5 rnd duration) (750 gp)

Nonmagical Items: Backpack, bedroll, belt pouch, 49 bullets, flint and steel, healer's kit (10 uses), hooded lantern, iron pot, masterwork sling, 3 pints of oil, silver holy symbol of Ilmater, spell component pouch, tent, trail rations (4 days), waterskin.

Healer Companion—Unicorn
CR 3; Large Magical Beast; HD 4d8+20 plus 4d10+20 (112 hp); Init +4 (+4 Dex); Spd 60 ft. (12 squares); AC 23 (-1 size, +4 Dex, +10 natural; touch 13, flat-footed 19); BAB +7/+2; Grapple +17; Atk +15 melee (1d8+9, crit. 20/x2, horn); Full Atk +15 melee (1d8+9, crit. 20/x2, horn) and +7 melee (1d4+3, crit. 20/x2, 2 hooves); Space/Reach 10 ft./5 ft.; SQ Darkvision 60 ft., devotion, empathic link, improved evasion, magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, share saving throws, share spells, wild empathy; AL CG; SV Fort +14, Ref +9, Will +14; Str 22, Dex 19, Con 21, Int 12, Wis 21, Cha 24.
Languages: Common, Sylvan.
Skills and Feats: Jump +23, Listen +14, Move Silently +11, Spot +14, Survival +12*; Alertness, Powerful Charge, Skill Focus (Survival).
Devotion (Ex): A companion's devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
Empathic Link (Su): The healer has an empathic link with her companion out to a distance of up to 1 mile. The healer cannot see through the companion's eyes, but they can communicate empathically. Note that unicorns see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the healer has the same connection to an item or place that her companion does, just as with a master and his familiar.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Share Saving Throws: For each of its saving throws, the companion uses its own base save bonus or the healer's whichever is higher. The companion applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the healer might have (such as from magic items or feats).
Share Spells: At the healer's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the healer before the duration expires. Additionally, the healer may cast a spell with a target of "You" on her companion (as a touch range spell) instead of on herself. A healer and her companion can share spells even if the spells normally do not affect creatures of the companion's type (magical beast).
Spell-Like Abilities: Unicorns can use detect evil at will as a free action. Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.
Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.
Biographical Information
 Height: 5 ft. 5 in.; Weight: 137 lb.; Age: 24; Hair: Silver; Eyes: Blue
 Patron Deity: Ilmater; Homeland: Silverymoon; Heritage: 75% Human, 25% Silver Dragon

 Platinum (pp): 188, Gold (gp): 32, Silver (sp): 6, Copper (cp): 0

Character Level Record
Healer Healer Healer Healer Healer Healer Healer Healer Healer Healer
Bloodline Bloodline Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer
 
Healer Healer Healer Healer Healer Healer        
Sorcerer Bloodline Sorcerer Sorcerer Sorcerer Sorcerer        

Spellcasting Record
0-level: 1 1st: 34 2nd: 20 3rd: 26 4th: 25
5th: 14 6th: 6 7th: 4 8th: 3 9th:  

Empower Spell:      
Maximize Spell:      
Purify Spell:      

Quicken Spell:      

 Picture:

 Character Background: Jelana was born to a minor noble in the city of Silverymoon. Her mother, a half-silver dragon, taught her the healing arts and ways of Ilmater at an early age. Gifted with an innate talent for magic and a tremendous sense of compassion, Jelana spent most of her days tending to the sick, injured, or needy. In her home city she became well known as a benefactor of the down-trodden. Because of her chosen profession, she met numerous injured soldiers and adventurers. Although the danger of such a lifestyle appalled her, she heard tale after tale of fallen adventurer who died in a noble cause. Eventually, Jelana decided that her calling in life was to aid and heal the champions of good willing to lay their lives on the line for good and justice. She packed up her belongings, bought a sturdy staff, and set out to find those in need of her services.
Jelana's talents make her an extremely valuable commodity in adventuring circles. Her willingness to plunge headlong into peril if accompanied by strong knights makes her a choice supporting member in the church's missions. She rarely loses anyone in her charge, and her kindness and compassion causes those she helps to valiantly defend her from harm.
 Slain Enemy Record: 1 Advanced Elite Mummy, 1 Gaki Samurai Swordsman