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Hireling:Miranda Kelven

From DDO Compendium

While Miranda is an experienced combat healer, she is not known for her bravery. (Casts: Heal, Cure Moderate Wounds Mass, Divine Vitality III, Raise Dead)
 
Cleric Divine Vitality III
Activate this ability to restore 17 to 38 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 7d4+10 sp to an ally.

 
HealChannels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 10 hp per caster level (max 150).
Raise DeadResurrects the target, restores 10% of the target's hit points, and preserves current spell points.
Cure Moderate Wounds, MassCasts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 30. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 30).

 
Wand of Cure Light WoundsThis hireling possesses wands of Cure Light Wounds
AttackYour basic attack. When activated, you will continue attacking until your target is defeated.
SneakUses your Move Silently and Hide in Shadows skills to stealth through dungeons.
Heroic DurabilityIncreases your maximum hit points by 20.
Draconic VitalityIncreases your maximum hit points by 10.
Magical TrainingIncreases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
Extra TurningAllows you to turn undead four more times per rest period.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
SunderUsing this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
Turn UndeadActivate this cleric ability to drive away undead. To turn undead you must make a turning check (roll 1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + your cleric level + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Simple Weapon ProficiencyYou do not suffer an attack penalty for simple weapons.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Proficiency: DartYou do not suffer a -4 penalty on attack rolls when using a dart.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Spell PenetrationAdds +2 to your caster level check for defeating spell resistance.
Greater Spell PenetrationAdds +2 to your caster level check for defeating spell resistance (in addition to the +2 from the Spell Penetration feat).
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Human Adaptability Charisma I
Grants a +1 increase to your Charisma score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Human Improved Recovery I
You heal for 10% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cleric Wisdom I
Grants a +1 increase to your Wisdom score.
Cleric Energy of the Zealot I
Grants a 20 point increase to spell points.
Cleric Energy of the Zealot II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Cleric Energy of the Zealot III
Grants an additional 30 spell points, bringing your total increase to 80 points.
Cleric Charisma I
Grants a +1 increase to your Charisma score.
Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cleric Extra Turning II
You gain 1 additional turn undead attempt per rest, bringing your total increase to 2.
Cleric Improved Turning I
You add +1 to your cleric level when attempting to turn undead.
Cleric Divine Healing I
Activate this ability to give another character 1 to 3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 1d3 hp per 2 seconds for 30 seconds.
Cleric Divine Healing II
Activate this ability to give another character 2 to 6 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 2d3 hp per 2 seconds for 30 seconds.
Cleric Divine Vitality I
Activate this ability to restore 13 to 22 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 3d4+10 sp to an ally.
Cleric Divine Vitality II
Activate this ability to restore 15 to 30 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 5d4+10 sp to an ally.
Cleric Divine Vitality III
Activate this ability to restore 17 to 38 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 7d4+10 sp to an ally.

 
HealChannels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 10 hp per caster level (max 150).
Cure Moderate Wounds, MassCasts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 30. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 30).
Raise DeadResurrects the target, restores 10% of the target's hit points, and preserves current spell points.
Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.
Remove DiseaseCures all diseases on an ally. Does not prevent re-infection after a new exposure.
Remove BlindnessCures blindness in an ally.
RestorationCures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
Remove ParalysisFrees ally from paralysis and effects of a slow spell.
Neutralize PoisonDetoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
Break EnchantmentAffected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.



ADDITIONAL INFO:

Divine Vitality: 12 DVs III = ~330 mana

Rating: 4/5 - Very good cleric

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