Sylen Vaelmont - The Desert Healer
Player: Jackson | Race: Human (Kuja) | Class: Priest (Desert Domain) Level 3 Origin: Kuja Island | Affiliation: Sun Mother Faith
Quick Reference
| Stat | Value | Stat | Value |
|---|---|---|---|
| AC | 17 | Initiative | +1 |
| HP | 27/27 | Speed | 30 ft |
| Prof Bonus | +2 | Passive Perception | 15 |
Devil Fruit: Horu Horu no Mi (Hormone Hormone Fruit) Alignment: Chaotic Good | XP: 900 / 2,700
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 12 (+1) | 12 (+1) | 14 (+2) | 16 (+3) | 13 (+1) |
Saving Throws: WIS +5, CHA +3 Proficient: WIS, CHA
Skills
| Skill | Mod | Prof | Skill | Mod | Prof |
|---|---|---|---|---|---|
| History | +4 | ● | Medicine | +5 | ● |
| Insight | +5 | ● | Persuasion | +3 | ● |
| Religion | +4 | ● |
Expertise: None Languages: Common, Kuja, Celestial
Combat
Attacks & Weapons
Quarterstaff (Melee)
- Attack: +1 to hit (STR -1 + Prof +2)
- Damage: 1d6-1 bludgeoning (1d8-1 versatile)
- Properties: Versatile
Musket (Ranged)
- Attack: +3 to hit (DEX +1 + Prof +2)
- Damage: 1d12+1 piercing
- Range: 40/120 ft
- Properties: Ammunition, loading, reload 1, two-handed
- Ammo: 20 bullets
Armor & Defense
- Armor: Scale Mail (AC 14 + DEX 1) + Shield (+2) = AC 17
- Hit Dice: 3d8
- Death Saves: —
Class Features
Priest (Desert Domain) - Level 3
Holy Power (Spellcasting)
- Spellcasting Ability: Wisdom
- Spell Save DC: 13 (8 + Prof 2 + WIS 3)
- Spell Attack: +5 (Prof 2 + WIS 3)
- Prepared Spells: 6 (WIS 3 + Priest level 3)
- Spell Slots: 4×1st level, 2×2nd level
Divine Domain: Desert Domain
- Domain spells always prepared (don’t count against limit)
- Level 1: Burning Hands, Faerie Fire
- Level 3: Flaming Sphere, Scorching Ray
- Bonus Cantrip: Light (if not already known)
Blinding Sands (Desert Domain 1)
- Uses: 3/long rest (WIS modifier)
- Trigger: Reaction when attacked by creature within 30 ft you can see
- Effect: Impose disadvantage on attack roll with blinding sand
- Immune: Creatures that can’t be blinded
Channel Divinity (Level 2)
- Uses: 1/short rest
- Options: Turn Undead OR Scorching Sun
Turn Undead
- Action: Present holy symbol, speak prayer
- Range: 30 ft (undead that can see/hear)
- Save: WIS DC 13 or turned for 1 minute (or until damaged)
- Effect: Turned creatures flee, can’t approach within 30 ft
Scorching Sun (Desert Domain)
- Action: Present holy symbol
- Effect: Dispels magical darkness within 30 ft
- Damage: 2d10+3 radiant to hostile creatures within 30 ft
- Save: CON DC 13 for half damage
- Immunity: Total cover
Spellcasting
Cantrips (At Will)
- Guidance
- Resistance
- Sacred Flame
Prepared Spells
1st Level (4 slots)
- Command
- Cure Wounds
- Healing Word
- Burning Hands (domain)
- Faerie Fire (domain)
2nd Level (2 slots)
- Blindness/Deafness
- Zone of Truth
- Flaming Sphere (domain)
- Scorching Ray (domain)
Devil Fruit Powers
Horu Horu no Mi (Hormone Hormone Fruit)
Type: Paramecia (Body Enhancer) | Rarity: Rare Charges: 9/9 (recharge daily at dawn) | Save DC: 13 (CON/WIS based)
Hormone Injection (Action, At Will)
- Touch creature to:
- Heal: 2d8 + WIS (2d8+3) HP
- Adrenaline: Advantage on next attack roll
- Tension: +2 AC for 1 minute
- Cosmetic: Harmless changes (hair color, etc.)
Empathy Hormones (Bonus Action, 1 charge)
- Range: 15 ft aura
- Effect: Chosen creatures gain advantage OR disadvantage on next attack roll before your next turn
- Save: WIS DC 13 to resist disadvantage
Vitality Surge (Reaction, 2 charges)
- Trigger: Ally within 30 ft takes damage
- Effect: Grant 1d10 + WIS (1d10+3) temporary HP
Hormone Resistance (Passive)
- Advantage vs. poison saves
- Resistance to poison damage
Devil Fruit Techniques (spend charges)
- Healing Surge (Cure Wounds) - 1+ charges, can upcast
- Excitement Hormone (Enhance Ability) - 2 charges
- Face Growth (Alter Self) - 2 charges
- Death Wink - 3 charges: 8d6 force damage, 30 ft, CON save DC 13 for half
- Mass Hormone Therapy (Mass Cure Wounds) - 5 charges
Awakening (Level 15+, 1/24 hours)
- Emporio Hormone Zone: 60ft radius for 1 minute
- Allies gain: Resistance to all damage, advantage on saves, heal WIS+Prof HP each turn
Sea Weakness: Deep water/seastone suppresses powers and saps strength
Resources & Tracking
Current Resources
- Channel Divinity: 1/1
- Blinding Sands: 3/3
- Horu Horu Charges: 9/9
- Spell Slots: 4×1st, 2×2nd
- Hit Dice: 3d8
Equipment
Carried:
- Quarterstaff, Musket, 20 bullets
- Scale Mail, Shield
- Holy Symbol (spellcasting focus)
- Priest’s Pack
- Doctor’s Bag (salves, bandages, surgical tools)
Currency: — Berries
Personality & Background
Background: Acolyte
Feature - Shelter of the Faithful Temples devoted to the Sun Mother will feed, house, and tend Sylen and his allies, provided they respect the faith.
Personality
- Traits: Offers water and a blessing to every stranger; hums sun-hymns while setting bones
- Ideals: Mercy - Strength exists to shelter the weary, not to dominate them
- Bonds: Indebted to the caravan matron who saved him from a sandstorm and raised him as her own
- Flaws: Takes on every burden himself, even when delegation would save lives
- Dream: To build a floating cathedral-ship that brings relief to drought-stricken islands
Physical Description
- Age: 18
- Gender: Male
- Height: 5’9”
- Weight: 145 lbs
- Appearance: Blonde hair, grey eyes, white skin; wears green robes as a young priest
Kuja Racial Traits
Human (Kuja) Abilities:
- Ability Increase: +2 to CON, WIS, or CHA (applied to WIS: 14→16)
- Beginner Haki: Can choose ‘Color of Armament Training’ feat if prerequisite met
- Access to Haki system (see Haki Rules)
Connections
Allies
- Caravan Matron - Adoptive mother, rescued from sandstorm
- Sun Mother Faith - Member and priest
- Emerald Dunes Temple - Temple affiliation
Locations
- Kuja Island - Homeland
- Emerald Dunes Temple - Religious base
Campaign Moments
Session 2: Arrival on Hangover Island
The Debt Decision
- Purchased Horu Horu no Mi (Hormone-Hormone Fruit) for 3,000,000 berries
- Paid 30,000 berries down payment, owes 2,970,000 berries within three islands
- Despite Seth encouraging “just take the fruit and run,” insisted on paying
- Shows moral character and sense of obligation
- Quote: “I believe my friend would be interested in that, but I don’t think I would be” (declining brawl invitation)
Dr. Silent is Born
- Heard distress call about shipwreck victims, immediately ran to help (while Seth ran to loot)
- Stabilized 3 of 4 critically injured merchants using conventional medicine
- Used bandages, pressure, stitching - hid Devil Fruit powers
- Earned nickname “Dr. Silent” from grateful crowds
- Quote: “I simply say silent, and then go back to helping”
- Established reputation as compassionate healer on island
First Devil Fruit Use
- After eating Horu Horu no Mi, gained needle-like finger claws
- First action: injected Seth with Calcitonin (bone-strengthening hormone) during combat
- Demonstrated support-focused mindset immediately
- Seth expressed extreme discomfort with needles (“Those needles. Sterile, bro. Oh, God. I’m sterile, bro.“)
Combat Revelation
- Used Burning Hands spell for first time (3d6 fire damage, 15ft cone)
- Hit both enemies AND Seth, showing offensive capabilities despite being primarily healer
- Balanced conventional medicine (hiding powers) with combat magic when necessary
- Took 13 damage in combat, used Healing Word on self (recovered 6 HP)
Seth Friendship Dynamic
- Childhood best friend from “the Belmont” (orphanage/prostitution house)
- Serves as responsible/moral compass to Seth’s impulsive violence
- Manages all party finances (Seth has no money, Sylen holds everything)
- Repeatedly heals Seth’s self-inflicted injuries (looking at sun, going blind - “30th time”)
- Quote: “That’s really immoral” (regarding Seth’s suggestion to keep enemies on “cusp of life and death”)
Moral Contrast with Seth
- Sylen immediately helps wounded strangers; Seth immediately loots
- Sylen pays debts and follows rules; Seth encourages breaking promises
- Sylen uses conventional medicine to hide powers; Seth uses maximum violence then claims innocence
- Working combat synergy despite personality differences
Memorable Quotes
Healing Moments
“I simply say silent, and then go back to helping.” - Introducing himself while healing shipwreck victims (Session 2)
“I hope this doesn’t hurt.” - Before injecting Seth with hormone needles for first time (Session 2)
Moral Compass
“That’s really immoral.” - Responding to Seth’s suggestion to experiment on dying enemies (Session 2)
“I believe my friend would be interested in that, but I don’t think I would be.” - Declining circus brawl invitation (Session 2)
Character Development
The mysterious merchant’s words when selling the Devil Fruit: “I only have one item. I think it belongs to one of you. Depending on your journey.”
Relationships
Party Members
- Seth (Temporary Character): Childhood best friend from the Belmont; codependent relationship where Sylen repeatedly saves/heals Seth from reckless behavior; manages all finances for both; protective despite frustration
NPCs
- Purple-Robed Merchant: Mysterious figure who sold Horu Horu no Mi; cryptic warning about payment deadline; ominous statement “it’s best that you have what is due”
- Shipwreck Victims: Saved 3 of 4 lives, established “Dr. Silent” reputation among island locals
- Hangover Island Citizens: Known as compassionate healer who uses conventional medicine
The Debt
Owes 2,970,000 berries to mysterious purple-robed merchant, due by end of third island. Merchant warned: “Well, like I said, stranger, just make sure you pay me the additional 970,000. Otherwise no one’s seeing me.”
Character Development
Compassionate Healer Identity Sylen’s immediate response to crisis is always to heal first. When shipwreck victims needed help, he ran to save lives while his best friend ran to loot the wreck. This defining moment established his “Dr. Silent” reputation and shows his core values.
Responsible Party Treasurer Despite being only 18 years old, Sylen manages all finances for himself and Seth. He insisted on paying the 30,000 berry down payment for the Devil Fruit rather than stealing it, showing integrity even when tempted.
Religious Devotion Worships the sun deity Sol. His fire magic (Burning Hands) and healing are flavored as sun-channeling abilities. Looked directly at the sun when eating the Devil Fruit. The “Genesis 39” Log Pose discovered in Session 3 may have religious significance to him.
Internal Conflicts
- Hiding Powers vs. Helping Openly: Uses conventional medicine to hide Devil Fruit healing, warned that people would “abduct him” if they knew about magical healing
- Debt Burden: Owes nearly 3 million berries with only 2 islands to pay it off
- Seth Codependency: Takes on his friend’s burdens repeatedly, enabling reckless behavior while being the only stabilizing force
Combat Evolution
- Session 2: First use of Horu Horu no Mi (Calcitonin injection on Seth)
- Session 2: First combat spell (Burning Hands) - 3d6 fire damage, hit allies and enemies
- Learning to balance support role with offensive capabilities
- Healing Word (bonus action) allows healing while casting other spells
The Belmont Connection Both Sylen and Seth grew up at “the Belmont,” an orphanage/prostitution establishment. Neither knew their fathers. Vaelmont name may be derived from Belmont. This shared trauma bonds them despite vastly different personalities.
Progression Notes
Pending Plot Hooks
- Genesis 39 Log Pose: Discovered in Session 3 by Llewyn; may have religious significance to Sylen’s Sol worship
- 3 Million Berry Debt: Due by end of third island (deadline approaching)
- Dr. Silent Reputation: Established on Hangover Island, may spread
- Seth’s Fate: What happens to childhood best friend before main party arrives?
Future Features
Level 6:
- Crippling Sands: Can use Blinding Sands when enemy attacks ally within 30 ft
- Channel Divinity: 2 uses per short rest
Level 8:
- Rising Heat: Add WIS modifier to priest cantrip damage
Level 17:
- Desert Aura: Shed 60 ft bright light (30 ft dim) for 1 minute; foes in bright light have disadvantage on saves vs. fire/radiant spells
ASI/Feat at Level 4
- Consider: +2 WIS, Observant, War Caster, or Resilient (CON)
Notes
Personality Hooks: Desert-born cleric who sketches ruins at sunrise and mixes alchemical tonics before battle
Role in Party:
- Primary healer (Cure Wounds, Healing Word, Hormone Injection)
- Support/buffer (Empathy Hormones, Bardic-style buffs)
- Ranged damage (Burning Hands, Scorching Ray, Sacred Flame)
- Face/diplomat (Persuasion, Shelter of Faithful)
Last Updated: 2025-11-03