The Dragonlance Nexus

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Mishakal, the Goddess and her Domain

D&D 3e (3.0/3.5) Rules

by Clive Squire


The Healing Hand, The Bearer of Light, The Blue Lady, Empress, Healer in the Home, Ka-Mel-Sha, Ke-en, Light Bringer, Meselax, Meshal, Quenesti Pah, Quen Illumini, Skymistress
Greater Power
Home Plane:
The Dome of Creation (The Healer's Hearth)
Symbol: A blue infinity symbol
Colours: Sky blue
Celestial Symbol: The Infinity constellation
Alignment: Neutral Good
Portfolio: Healing, mercy, fertility and beauty
Worshippers: Healers, artists, midwives and scholars
Clerical Alignments: Lawful Good, Neutral Good and Chaotic Good
Domains: Community, Good, Healing and Protection
Suggested Extra Domains: Celestial (book of exalted deeds), Endurance (book of exalted deeds)
Favoured Weapon: Quarterstaff ("Healing Strike")
Preferred Vestments: Sky blue robe and a silver medallion of faith.

Mishakal

Cleric 20/Druid 10/Master Sage 10/Heirophant 5
Medium Outsider (Extraplanar, Good)
Divine Rank:
19
Hit Dice: 20d8+200 (Outsider) plus 20d8+200 (Cleric) plus 10d8+100 (Druid) plus 10d6+100 (Master Sage) plus 5d8+50 (Hierophant) (1100 hp)
Initiative: +14, always first (+10 Dex, +4 Improved Initiative, Supreme Initiative)
Speed: 60ft (12 squares)
Armour Class: 86 (+10 Dex, +19 Divine, +32 Natural, +15 Deflection), touch 54, flat-footed 76
Base Attack/Grapple: +43/+70
Attack: +5 blue crystal staff +75 (1d6+13 plus 2d6 vs. evil) or spell +70 melee touch or +72 ranged touch
Full Attack: +5 blue crystal staff +75/+70/+65/+60 (1d6+13 plus 2d6 vs. evil) or spell +70 melee touch or +72 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities
Special Qualities: Divine immunities, DR 30/epic, sonic resistance 24, fire resistance 24, SR 51 (55 vs. evil spells or spells from evil outsiders), spontaneous casting of divine spells, understand and read all languages and speak directly to all beings within 19 miles, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (19 miles DC 44), turn undead (22/day, 1d20+23, 5d6+35 turning damage), aura (good), spontaneous casting (cure spells), spontaneous casting of summon nature's ally spells, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape (4/day), venom immunity, primary knack (knowledge), secondary knack (perform), skill mastery, lore (as bardic knowledge) 29, complementary scholarship, exploit weakness, tactical advantage, calm emotions 1/day, blast infidel (neutral evil), divine reach (60 ft.), gift of the divine, power of nature, divine fast healing 39
Saves: Fort +63, Ref +63, Will +70
Abilities: Strength 27, Dexterity 30, Constitution 30, Intelligence 35, Wisdom 40, Charisma 40
Skills: Appraise +27, Balance +20, Bluff +32, Climb +18, Concentration +80, Craft (Alchemy) +80, Decipher Script +24, Diplomacy +92, Disable Device +17, Gather Information +52, Handle Animal +45, Heal +116, Hide +25, Jump +18, Knowledge (Arcana) +61, Knowledge (Architecture) +36, Knowledge (Geography) +36, Knowledge (History) +56, Knowledge (Local) +46, Knowledge (Nature) +72, Knowledge (Nobility) +46, Knowledge (Religion) +84, Knowledge (The Planes) +51, Listen +40, Move Silently +15, Perform (Singing) +32, Perform (Stringed) +32, Perform (Wind) +32, Profession (Herbalism) +65, Ride +39, Search +32 (secret doors +36), Sense Motive +38 (+2), Spellcraft +86 (scrolls +86), Spot +45, Survival +49 (not getting lost +53, above ground +55, on other planes +53, tracks +53), Swim +28, Use Magic Device +35 (scrolls +45)
Feats: Brew Potion, Bonus Domain(IV), Charming, Combat Casting, Consecrate Spell(III), Craft Staff, Craft Epic Staff, Craft Wondrous Item, Craft Epic Wondrous Item(IV), Divine Vengeance(II), Discipline(I), Empower Spell, Exalted Spell Resistance(III), Exalted Turning(III), Extra Turning, Negotiator(B), Improved Initiative, Improved Turning, Leadership, Maximise Spell, Planar Turning(IV), Repeat Spell(II), Sacred Spell(II), Self-Sufficient(B), Skill Focus (Heal)(B).

I = Presented in War of the Lance. II = Presented in Deities & Demigods. III = Presented in Book of Exalted Deeds. IV = Presented in the Epic Level Handbook.

Divine Immunities: Transmutation (polymorphing, petrification), energy drain, ability drain, ability damage, mind-affecting effects (charms, compulsions, phantasms, patterns, morale), energy immunity (acid, electricity, cold), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment or banishment, turning or rebuking.

Salient Abilities: Alter Size, Alter Form, Avatar, Automatic Metamagic (Maximise), Clear Sight, Divine Blessing (Wisdom), Divine Fast Healing, Divine Inspiration (Hope), Divine Shield, Divine Skill Focus (Heal), Gift of Life, Healing Aura*, Hands of the Healer*, Increase Energy Resistance (Sonic), Life & Death, Mass Life & Death, Power of Truth (Will DC 34), Rejuvenation, True Shapechange, Supreme Initiative. * Unique salient ability described below.

Spell-like Abilities: Mishakal can cast the following spells as spell-like abilities, as a cleric of 29th level and they have a saving throw DC of 44 + the spell's level, with the exception of good or conjuration (healing) spells which are cast at 30th level. Aid, blade barrier, bless, cure light wounds, cure moderate wounds, cure serious wounds, dispel evil, heal, heroes' feast, holy aura, holy smite, holy word, magic circle against evil, mass cure light wounds, mass cure critical wounds, mass heal, prayer, miracle, protection from evil, [Rary's] telepathic bond, refuge, regenerate, shield other, status, summon monster IX (good only).

Cleric Spells: 6/9/9/9/8/8/7/7/6/6; DC 25 + spell level.

Druid Spells: 6/9/9/9/7/7/6/5/3; DC 25 + spell level.

Domain Powers: Healing (cast all healing spells at +1 level), Good (cast all good spells at +1 level), Community (calm emotions 1/day).

Skill Mastery: When Mishakal makes a skill check using any of the following, she may take 10, even if under stress and distraction. The skills are – Concentration, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (Arcana), Knowledge (Architecture), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility), Knowledge (Religion), Perform (Singing), Ride, Search, Spellcraft, Use Magic Device.

Complementary Scholarship: Mishakal can substitute any ranks in a knowledge skill for ranks in another Knowledge skill in which she has no ranks on a two-for-one basis.

Exploit Weakness: After 1 round of combat, Mishakal can designate one opponent and attempt an Intelligence check (DC 15) to be able to use her intelligence modifier instead of her Strength modifier or dexterity modifier on attack rolls against the target.

Tactical Advantage: By using her extensive knowledge, Mishakal can make a Knowledge (religion) skill check when fighting against undead (DC = 10 + the creatures HD), to gain a +2 bonus to all attack rolls.

Healing Aura (unique salient ability) : Mishakal can use her divine aura to heal instead of the normal function that it has. All creatures that are within the area of the aura can, at the will of Mishakal, heal as if they had fast healing 5.

Hands of the Healer (unique salient ability) : Mishakal's touch acts like the lay on hands ability of the paladin. She is able to heal up to her hit points in healing per day. She can also use this as a melee touch attack against creatures that use negative energy, such as undead, dealing up to her hit points in damage.

Other Divine Powers

As a greater power, Mishakal automatically receives the best possible result on any die roll she makes (including attack rolls, damage rolls, ability checks, and saving throws). She is practically immortal and can only lose her immortality if a member from the Pantheon of Darkness relinquishes their immortality to maintain the Balance.

Senses: Mishakal can see (using normal vision and low-light vision), hear, touch and smell at a distance of 19 miles. As a standard action, she can perceive anything within 19 miles of her worshippers, holy sites, objects and any location where one of her names was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing ability of deities of her rank or lower at up to two remote locations at once for 19 hours.

Automatic Actions: Mishakal can use the Heal skill as a free action if the DC for the task has a DC 30 or lower. She can perform 20 such tasks each round.

Create Magic Items: Mishakal can create any magic item, including artefacts.

Avatar of Mishakal

The Lady of Blue often appears on Krynn as a female of any race that appears as-and-when she is needed to minister the healing arts, whether through a simple spell or use of herbs or even just to comfort those that are injured or ill. Her avatar is usually quite plain looking, wearing a blue robe and very simple adornments and always carrying a blue crystal staff. Whichever the form of Mishakal's avatar, she always has deep blue eyes and she has flawless skin, untouched by any illness or injury, which often radiates a golden light (although she can diminish this if she wishes). Regardless, all objects that have a natural blue which are brought with 30 feet of her deepen.

Avatar of Mishakal as above except as follows: divine rank 9; AC 66, touch 44, flat-footed 56; attack +5 blue crystal staff +65 (1d6+13 plus 2d6 vs. evil) or spell +60 melee touch or +62 ranged touch; full attack +5 blue crystal staff +65/+60/+55/+50 (1d6+13 plus 2d6 vs. evil) or spell +60 melee touch or +62 ranged touch; SQ DR 20/Epic, fire resistance 14, SR 41 (45 vs. evil spells or spells from evil outsiders), understand and read all languages and speak directly to all beings within 9 miles, divine aura (9 miles DC 34), divine fast healing 29.

Salient Abilities: Automatic Metamagic (Maximise), Divine Fast Healing, Divine Inspiration (Hope), Divine Shield, Divine Skill Focus (Heal), Gift of Life, Healing Aura*, Hands of the Healer*, Life & Death.

Spell-like Abilities: Mishakal can cast the spells as spell-like abilities, as a cleric of 19th level and they have a saving throw of DC 34 + the spell's level, with the exception of good or conjuration (healing) spells which are cast at 20th level.

The Healer's Hearth (Godly Realm)

The godly realm of the Healing Hand is a gently rolling valley. In this idyllic setting the petitioners of Mishakal dwell and the chosen of the goddess work towards her designs. The Healer's Hearth has the following traits, both from being on the plane of the Dome of Creation and because of Mishakal's influence.

Healer's Hearth Traits

  • Normal Gravity
  • Normal Time
  • Finite Size – the Healer's Hearth is approximately 100 miles in radius.
  • Divinely Morphic
  • No Elemental Trait
  • Minor Positive Energy Trait – all creatures gain fast healing 2 as an extraordinary ability while they are here.
  • Strongly Good-aligned – all creatures that are not good-aligned suffer a –2 penalty while here.
  • Enhanced Magic – all conjuration (healing) gain the benefits of the Maximise Spell feat.
  • Impeded Magic – to cast any necromantic spell here, the caster must make a Spellcraft skill check (DC 15 + the level of the spell). If the check fails, the spell does not function and the caster loses the prepared spell or spell slot. If the check succeeds, the spell functions normally.

Healer's Hearth Inhabitants

The Healer's Hearth is home to a number of celestial creatures, many angels, archons, eladrins and guardinals call the Healer's Hearth home as well as many celestial animals. Below is a quick reference guide to the creatures that can be encountered or summoned from the Healer's Hearth.

  • Angels (Any)
  • Animals (Any, always has the Celestial Creature template)
  • Archon (Any)
  • Celestial Creature (Any, always Neutral Good)
  • Dire Animal (Any, always has the Celestial Creature template)
  • Metallic Dragon (Any)
  • Eladrin (Any)
  • Guardinal (Any)
  • Half-Celestial (Any, always Neutral Good)
  • Planetouched (Aasimar)
  • Vermin (Any, always has the Celestial Creature template)

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