Guillaume Dauphin comes from a large family of arcane spellcasters. Although he is the only son of his parents, he has numerous cousins and they all have become adept at spellcasting. His branch of the family however became devoted worshippers of Corellon.
This in fact has made them, particularly Guillaume, very unpopular. This is where Guillaume's adventure begins. He has decided to leave Kyonin, the legendary homeland of the Fey and have joined the world of elves/humans.
He has found acceptance in a small town of where they also happen to worship Corellon. He had send word for his parents to come and visit him in Sandpoint and perhaps they too would find acceptance and remain in the town.
Hit Points 37 + 5 (Feat)
Bloodied 21
Healing Surge 10
Surges Per Day 7
Initiative +1 (Dex) +4 (Feat)
Action Points 1
Defenses
AC 12
Fortitude 11
Reflex 12
Will 18
Attacks
Melee Basic Attack: +4 (longsword) Damage: 1d8+1
RACIAL TRAITS
Height: 5'8"
Weight: 135 lb.
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven, Goblin
Alignment: Good
Skill Bonus: +2 Arcana, +2 History
Eladrin Education: You gain training in one additional skill.
Eladrin Weapon Proficiency: You gain proficiency with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.
CLASS FEATURES
Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as turn undead and divine fortune.
Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Healer's Lore: Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
Healing Word: Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose and Animal Messenger rituals.
FEATS
Astral Fire
Prerequisites: Dex 13, Cha 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the fire or radiant keyword.
Ritual Caster
Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of your level or lower. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
Improved Initiative
Benefit: You gain a +4 feat bonus to initiative checks.
Toughness
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).
Skill (Ability) | Trained | Modifier |
Acrobatics (Dex) | +2 | |
Arcana (Int) | Yes | +7 |
Athletics (Str) | +1 | |
Bluff (Cha) | +2 | |
Diplomacy (Cha) | Yes | +7 |
Dungeoneering (Wis) | +5 | |
Endurance (Con) | +1 | |
Heal (Wis) | Yes | +10 |
History (Int) | +2 | |
Insight (Wis) | Yes | +10 |
Intimidate (Cha) | +2 | |
Nature (Wis) | +5 | |
Perception (Wis) | +5 | |
Religion (Int) | Yes | +7 |
Stealth (Dex) | +2 | |
Street Wise (Cha) | +2 | |
Thievery (Dex) | +2 |
GEAR
Armor: Chainmail
Weapon: Longsword
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Holy Symbol of Corellon
Gold: 25 gp
Ability | Check | |
Strength | 10 | +0 |
Constitution | 11 | +0 |
Dexterity | 13 | +1 |
Intelligence | 8 | -1 |
Wisdom | 19 | +4 |
Charisma | 13 | +1 |
AT WILL POWERS
Lance of Faith Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparklesof light linger around the target, guiding your ally's attack.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +5 vs. Reflex
Hit: 1d8 + 5 radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Sacred Flame Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +5 vs. Reflex
Hit: 1d6 + 5 radiant damage, and one ally you can see chooses either to gain 2 temporary hit points or to make a saving throw.
ENCOUNTER POWERS
Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter ✦ Teleportation
Move Action Personal
Effect: Teleport up to 5 squares
Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter ✦ Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close burst 2
(5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst
Attack: +5 vs. Will
Hit: 1d10 + 5 radiant damage, and you push the target 4 squares. The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.
Healing Word Cleric Feature
You whisper a brief prayer as divine light washes over your target,helping to mend its wounds.
Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Divine Glow Cleric Attack 1
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in blast
Attack: +5 vs. Reflex
Hit: 1d8 + 5 radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Command Cleric Attack 3
You utter a single word to your foe, a word that demands obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground.
Encounter ✦ Charm, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next turn. In
addition, you can choose to knock the target prone or
slide the target a number of squares equal to 3 + your
Charisma modifier.
DAILY POWER
Cascade of Light Cleric Attack 1
A burst of divine radiance sears your foe.
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +5 vs. Will
Hit: 3d8 + 5 radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.
UTILITY POWER
Bless Cleric Utility 2
You beseech your deity to bless you and your allies.
Daily ✦ Divine
Standard Action Close burst 20
Targets: You and each ally in burst
Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.
MAGIC ITEMS
Eladrin Chain Armor +1
Crafted by master eladrin armorsmiths, the fine links of this chainmail sparkle in even the faintest light..
Armor: Chain
Enhancement: +1 AC
Property: Add 1 square to the maximum distance of any
teleport you make.
This armor has no speed or skill check penalties.
Symbol of Mortality +1
This symbol is a potent tool against undead and immortals.
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d10 damage per plus against undead or immortal creatures.
Power (Daily): Minor Action. Your next attack with this holy symbol deals an extra 1d4 damage. If the creature has the immortal origin or the undead keyword, the creature takes an extra 1d8 damage instead.
2 comments:
Did some auditing. Guy's Int can only go as low as 10 (minimum 8 +2 for being an eladrin).
Since he has feats which need the Dex 13 and Cha 13, I'll just subtract one each from Str and Con.
Actually, at level 4 since Guy gets additional ability scores, I'll just modify this to ADD one to DEX and another to CON.
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