PC: Guillaume Dauphin

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.


Traveling Missionary. I bring you the unending light of Pelor—light that illuminates the darkness, comforts the weary and wounded, and vexes the black of heart. Your calling is to bring the light of your chosen faith to the dark corners of the world. What places have you seen in your journeys, and were they receptive, indifferent, or antagonistic to your message? How do you feel when you’re back in the temples of the faithful? What circumstances will cause you to leave the road and settle down? Benefit: Learn an extra language of your choice, add Religion to your class skill list, and gain a +2 bonus to Religion checks. Good Background: Cleric.

Guillaume Dauphin, Cleric of Corellon 4


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
Score

Check
Modifier

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:

Miguel Enrico Gonzales said...

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.

Miguel Enrico Gonzales said...

Actually, at level 4 since Guy gets additional ability scores, I'll just modify this to ADD one to DEX and another to CON.