WYNN - Init +5 (see Special)
L4 Elf Cleric
Speed 7
Str11 Con8 Dex16 Int10 Wis19 Cha16
AC 19 / Fort 12 / Ref 15 / Will 18
HP 46 / SVal 11 / Esurges 2
SKILLS - 4 trained, -1 check from Hide Armor
Str 1 : Athletics
Con 0 : Endurance
Dex 4 : Acrobatics, Stealth, Thievery
Int 2 : Arcana, History, Religion* +7
Wis 6 : Dungeoneering, Heal* +11, Insight* +11, Nature +8, Perception +8
Cha 5 : Bluff, Diplomacy* +10, Intimidate, Streetwise
POWERS
Elf) Elven Accuracy
MBA) Quarterstaff +4 vs AC, 1d8 + 0
MBA) Dagger +6 vs AC, 1d4 + 0
Cleric) Healing Word (minor, 2/Enc)
Burst 5 (Self or 1 Ally)
Target can spend a Surge and regain 1d6 extra HP
Special: no more than once per turn
Total: regain Surge + 2d6 + 8
Symbol: Self and all Allies in Burst 5 gain 4 THP when Healing Word is used.
Channel) Healer's Mercy
Burst 5 (Each Bloodied Ally)
Target can spend a Surge. You are weakened until ENT.
Total: regain Surge + 1d6 + 8
AW1) Astral Seal
Ranged 5, Divine, Healing, Implement
+11 vs Reflex, target takes -2 to all defenses until ENT. Next ally to hit the target regains 5 HP (2 + 3Cha)
AW1) Sacred Flame
Ranged 5, Divine, Radiant, Implement
+9 vs Reflex, 1d6+5 radiant and one ally you see chooses either to make a saving throw or gain 5 THP (2HLv + 3Cha)
E1) Bane
Ranged 10, Divine, Implement
+9 vs Will, Target takes -4 penalty (1+3Cha) to attack rolls and all defenses until ENT
U2) Sanctuary
Ranged 10 (self or 1 creature), Divine
Effect: Target gains +5 bonus to all defenses. This lasts until the target attacks or until ENT.
E3) Resurgent Sun
Melee, Weapon, Divine, Healing, Radiant
+10 vs AC, 2d4+4 radiant damage
Effect: You or one ally within 5 squares can spend a healing surge
Total: regain Surge + 1d6 + 8
FEATS
1) Pacifist Healer: Healing Word or divine powers that allow target to spend a surge restore additional 1d6/2d6/3d6 (by tier) + Cha mod HP (ie 1d6+3Cha) If you hit or miss a bloodied enemy and deal damage to it, you are stunned until ENT.
2) Superior Implement Training (Accurate Symbol) : +1 to all implement attack rolls
4) Devout Protector Expertise : Gain a +1 feat bonus to weapon attack rolls you make with any one-handed melee weapon and +1 feat bonus to implement attack rolls you make with a holy symbol. The bonuses increase to +2 at L11 and +3 at L21.
In addition, while you use a shield, your allies gain a +1 shield bonus to AC.
ITEMS
L5 Healer's Armor +1 (Hide)
Property : When you use a healing power that lets a creature spend a healing surge to regain HP, the target regains additional HP equal to the armor's enhancement bonus.
L4 Astral Symbol of the Holy Nimbus +1
Critical: +1d6 per plus, and you or an ally within 5 squares can spend a Surge
Property: When you use healing word, you and each ally within 5 squares of you gain 4 THP (3Cha + 1Enh)
SPECIAL: Unless GM allows, Wynn starts every combat at Initiative 0.