Character Info
Name: Graymont
Player: Greg
Class/Level: Cleric 10, Healing Hand of Mishakal 4
ECL: 14
Race: Human Male
Alignment: Neutral Good
Deity: Mishakal
XP: 91622
Languages: Common (racial), Celestial (cleric)
Ability Scores
Strength: 14 (+2) (14 base)
Dexterity: 11 (+0) (9 base, +2 enhancement)
Constitution: 14 (+2) (14 base)
Intelligence: 13 (+1) (13 base)
Wisdom: 21 (+5) (19 base, +2 enhancement)
Charisma: 18 (+4) (18 base)
     
Hit Points: 120   (8, 5, 6, 4, 8, 7, 7, 8, 6, 7, 5, 6, 8, 7, +28 CON)
     
Combat
Base Attack Bonus: +9 (+7 Cleric base, +2 HHoM base)
Movement: 20 ft. (30 ft. base, -10 ft. heavy armor)
Initiative: +0 ( )
Grapple Bonus: +11 (+9 BAB, +2 STR)
Saves
Fortitude: +15 (+7 Cleric base, +4 HHoM base, +2 resistance, +2 CON)
Reflex: +6 (+3 Cleric base, +1 HHoM base, +2 resistance)
Will: +18 (+7 Cleric base, +4 HHoM base, +2 resistance, +5 WIS)
Defense
Armor Class: 27 (+11 armor, +3 shield, +1 deflection, +1 natural, +1 insight)
Touch AC: 12 (+1 deflection, +1 insight)
Flat-footed AC: 27 (+11 armor, +3 shield, +1 deflection, +1 natural, +1 insight)
Damage Reduction: 5/magic
Spell Resistance: 21
Miss Chance: -
Attacks
Unarmed: +11/+6 (+9 BAB, +2 STR)
Rod of the Viper: +13/+8 (+9 BAB, +2 STR, +2 enhancement)
Dagger: +11/+6 (+9 BAB, +2 STR)
Light crossbow: +9 (+9 BAB)
Damage
Unarmed: 1D3+2 (1D3 base, +2 STR)
Rod of the Viper: 1D8+4 (1D8 base, +2 STR, +2 enhancement)
Dagger: 1D4+2 (1D4 base, +2 STR)
Light crossbow: 1D8 (1D8 base)
Class Features
Turn Undead: 11/day (+3 base, +4 CHA, +4 Extra Turning)
Turning Check: +6 (+4 CHA, +2 Knowledge (religion) synergy)
Turning Damage: 2D6+14 (2D6 base, +10 10th level Cleric, +4 CHA)
Domains: 2 (2 base)
Healing: Cast Healing spells at +1 CL.
Good: Cast Good spells at +1 CL.
Pacifist: Cannot strike killing blows or willingly cause the death of another. Exceptions are constructs, elementals, oozes, plants, undead,
and vermin.
Mishakal's Resolve: Conjuration (Healing) spells do not provoke attacks of opportunity.
Mishakal's Light: Add CHA modifier to all Conjuration (Healing) spells' healing.
Mishakal's Peace:   Conjuration (Healing) spells are cast as Silent Spells.
Mishakal's Mercy:   Once a day, any single bludgeoning weapon may be turned into a merciful weapon for a number of rounds equal to
the healing hand’s class level plus Wisdom bonus (if any).
Skillz
Total: 68  (+2 class, +1 racial, +1 INT) x17 14th level
Armor Check Penalty: -6 (-5 armor, -1 shield)
Knowledge (religion): +18 (+17 ranks, +1 INT)
Concentration: +19 (+17 ranks, +2 CON)
Spellcraft: +18 (+17 ranks, +1 INT)
Heal: +25 (+17 ranks, +5 WIS, +3 Skill Focus (Heal))
Spell Power
DC mod: +5 (+5 WIS)
0 Level: 6 (6 base)
1st Level: 8 (5 base, +2 bonus spells, +1 domain)
2nd Level: 7 (5 base, +1 bonus spell, +1 domain)
3rd Level: 6 (4 base, +1 bonus spell, +1 domain)
4th Level: 6 (4 base, +1 bonus spell, +1 domain)
5th Level: 5 (3 base, +1 bonus spell, +1 domain)
6th Level: 4 (3 base, +1 domain)
7th Level: 3 (2 base, +1 domain)
Feats
Total: 6 (+1 1st, +1 racial, +1 3rd, +1 6th, +1 9th, +1 12th)
Extra Turning: +4 turn undead attempts/day.
Sacred Healing: Spend a turn undead attempt as a swift action to gain +5 on heal checks and +2/level to healing spells for 1 round.
Augment Healing: Healing spells heal +2 HP per spell level.
Divine Reach: As a free action, expend 3 turn undead attempts to change a touch-range spell to a 30-ft. ray.
Divine Quicken: As a free action, expend 5 turn undead attempts to change the casting time of a spell from one standard action to a free action.
Skill Focus (Heal): +3 bonus on Heal checks.
Spells Prepared
0 level: Read Magic (2), Detect Magic (2), Light, Create Water
1st Level: Bless, Remove Fear (2), Comprehend Languages, Detect Evil, Obscuring Mist, Sanctuary, Cure Light Wounds (D)
2nd Level: Close Wounds, Lesser Restoration (2), Iron Silence, Remove Paralysis (2), Cure Moderate Wounds (D)
3rd Level: Mass Conviction, Dispel Magic (2), Remove Disease, Mass Align Weapon, Cure Serious Wounds (D)
4th Level: Mass Shield of Faith, Recitation, Panacea, Restoration (2), Cure Critical Wounds (D)
5th Level: Righteous Wrath of the Faithful, Break Enchantment, Revivify (2), Mass Cure Light Wounds (D)
6th Level: Heal (2), Banishment, Heal (D)
7th Level: Greater Restoration, Regenerate, Mass Cure Serious Wounds (D)
Inventory
Weapons/Armor Magic Items Gear
Rod of the Viper Wand of Bear's Endurance (49 charges)  Backpack
Full plate of invulnerability +3 Ring of Protection +1 Bedroll
Heavy steel shield +1 Amulet of Natural Armor +1  Blanket, winter
Light crossbow Headband of Wisdom +2 Chalk, piece (10)
Dagger Mantle of Spell Resistance (21) Cheese, hunk of
Bolts (29) Gloves of Dexterity +2 Crowbar
Vest of Resistance +2 Flask (3)
Ioun Stone (dusty rose prism) Flint/steel
Staff of Healing Grappling hook
  Holy symbol, wooden
Lantern, bullseye
Oil, pint (5)
Quill pen (2)
Rations (7 days)
Rope, hempen, 50 ft.
Waterskin (3)
17363 Steel
Magic Item Organization
Head: Headband of Wisdom +2
Eyes:
Neck: Amulet of Natural Armor +1
Shoulders: Mantle of Spell Resistance (21)
Torso: Vest of Resistance +2
Body:
Wrists:
Hands: Gloves of Dexterity +2
Finger: Ring of Protection +1
Finger:
Waist:
Feet:
Other: Ioun Stone (dusty rose prism)