Antoinette
Antoinette, Level 2 Human Cleric/Invoker Hybrid
Age: ??, Height: ?' ?", Weight: ??? lb.
Initiative +1, Perception 22, Insight 24, Normal vision

Healer's Lore: 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.

Covenant Manifestation (Preservation): When you use a divine encounter or daily attack power on your turn, you can slide an ally within 10 squares of you 1 square.

HP 25; Bloodied 12; Surges 6; value 6
AC 17; Fortitude 12, Reflex 13; Will 19
Resist N/A
Speed 5
[M] Basic Attack (Standard; At-Will) * Melee or Ranged
Weapon
Unarmed: +1 vs. AC; 1d4 dmg
[R] Astral Seal (Standard; At-Will) * Ranged 5
Divine, Healing, Implement
+9 vs. Ref; Until the end of your next turn, the target takes a -2
penalty to all defenses. The next ally who hits it before the end of your next turn regains 3 hit points (equal to 2+your Charisma modifier(1)).
[R] Sacred Flame (Standard; At-Will) * Ranged 5
Divine, Implement, Radiant
+7 vs. Ref; 1d8+6 radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Increase damage to 2d8+6 at 21st level.
Power of the Sun: When you hit with this power, the target gains vulnerable 3 radiant until the end of your next turn, after the power's effects are resolved. (The vulnerability increases to 5 at 11th level and 8 at 21st level)
[R] Sun Strike (Standard; At-Will) * Ranged 10
Divine, Implement, Radiant
+7 vs. Ref; 1d8+6 radiant damage, and you slide the target 1 square.
Increase damage to 2d8+6 at 21st level.
Special: You can use this power as a ranged basic attack.
Power of the Sun: When you hit with this power, the target gains vulnerable 3 radiant until the end of your next turn, after the power's effects are resolved. (The vulnerability increases to 5 at 11th level and 8 at 21st level)
[C] Healing Word (Minor; Encounter) * Close Burst 5
Divine, Healing
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Covenant Manifestation: See top of character sheet
[P] Miraculous Fortune (Immediate Interrupt; Encounter) * Personal
Divine
Trigger: You are damaged by an enemy's attack
Effect: The damage is reduced by 5. One ally within 5 squares of you gains a +1 bonus to attack rolls until the start of your next turn.
Covenant Manifestation: See top of character sheet
[C] Distracting Attack (Minor; Encounter) * Close burst 5
Martial
Requirement: Your animal minion must be within 5 squares of you.
Target: One enemy in the burst
Effect: You gain combat advantage against the target until the end of your turn.
[C] Turn Undead (Standard; Encounter) * Close Burst 2
Divine, Implement, Radiant
Target: Each undead creature in burst
+7 vs. Will; 1d10+6 radiant dmg, and you push the target 4 squares (equal to 3+your Charisma modifier). The target is immobilized until the end of your next turn.
Increase damage to 2d10+6 at 5th level, 3d10+6 at 11th level, 4d10+6 at 15th level, 5d10+6 at 21st level, and 6d10+6 at 25th level.
Miss: Half damage, and the target is not pushed or immobilized.
Covenant Manifestation: See top of character sheet
[R] Exacting Utterance (Standard; Encounter) * Ranged 5
Divine, Implement
+7 v Will; Until the end of your next turn, the target gains vulnerability to all damage equal to your Wisdom modifier(5), and any ally w h o attacks the target gains temporary hit points equal to your Wisdom modifier(5).
Covenant Manifestation: See top of character sheet
[R] Angelic Protector (Standard; Daily) * Ranged 5
Divine, Implement, Summoning
Effect: You summon a Medium angelic protector in an unoccupied square within range. The angel has speed 6 and has a +2 bonus to AC. You can give the angel the following special commands:

Standard Action: Melee 1; +7 vs. Ref; 2d12+6 dmg, and the target is marked until the end of your next turn.

Opportunity Attack: Melee 1; targets one creature; +7 v Fort; the target is immobilized until the end of your next turn.

Covenant Manifestation: See top of character sheet
Alignment: Good; Languages: Common, Elven, Dwarven
(* = Trained in that skill)
0 Acrobatics, 2 Arcana, -1 Athletics, 2 Bluff, 7 Diplomacy*,
6 Dungeoneering, 0 Endurance, 6 Heal, 2 Hist, 14 Insight*, 2 Intimidate,
6 Nature, 12 Perception*, 7 Religion*, 0 Stealth, 2 Streetwise, 0 Thievery
Str 08(-) Dex 10(0) Wis 20(5)
Con 10(0) Int 13(1) Cha 13(1)
Equipment: S.A.K., Chainmale Armor, Holy Symbol


Dog Level 1 Minion Skirmisher
Small natural beast XP 25
HP 1; a missed attack never damages a minion. Initiative +4
AC 14, Fortitude 11, Reflex 14, Will 12 Perception +7
Speed 7
Traits
On the Track
While within 10 squares of the dog, the dog’s master gains a
+4 bonus to Perception checks made to find or follow tracks.
Skills Perception +7
Str 8 (–1) Dex 15 (+2) Wis 14 (+2)
Con 13 (+1) Int 2 (–4) Cha 11 (+0)
Alignment unaligned Languages —


Rituals: None.

Feats:
01) Hybrid Talent (Cleric Channel Divinity: Turn Undead)
01) Wild Talent Master (Far Hearing, Know Direction, Sensing Eye)
02) Power of the Sun (+2 feat to insight. Upgrade at-wills.)


Background Benefit: Aware (Detective)
Add Insight and Perception to class skill list and gain a +1 bonus to Insight and Perception.

Theme: Animal Master
Benefit (Level 1): Choose one of the five animals described below—cat, dog, hawk, monkey, or raven—to be your animal minion. This creature accompanies you for as long as it lives. The animal doesn't have a normal complement of actions, but it can take a move action when you take one. If it has a power, it can use it only on your turn. (With your DM’s consent, you can substitute any similar creature for these choices; for example, an otter would be much like a cat with a skill bonus for swimming instead of climbing and jumping, and a badger is pretty close to a small dog in size and abilities.) In addition, you gain the distracting attack power.
Benefit (Level 5): You can find and train a new animal minion at the end of any extended rest. If no suitable creatures are in your vicinity, you have to wait until you find a better spot. You can have only one animal minion at a time.
Benefit (Level 10): You gain a +2 bonus to Bluff checks, Diplomacy checks, Insight checks, and Intimidate checks made against natural beasts.


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