HP Total: 101 Bloodied: 50 HP Current: 79 Temp: 0
Move: 5 Run: 7
Melee Basic Attack: Jagged Halberd +3, +19 vs AC, 1d10+13
Feats: Initiate of the Old Faith, Ritual Caster, Mighty Crusader Expertise, Goliath Greatweapon Prowess, Superior Will, Superior Fortitude, Toughness, Lightning Reflexes, Exploration Mastery (substitute Nature for Endurance, cast 1 exploration ritual/day free), Hafted Defense
Cloak of Deep Pockets
Punish the Profane
Invocation of War
Gift of Good Fortune
Cord of Divine Favor
Moment of Glory
Iron to Glass
Mass Cure Light Wounds
Shield of Gales
Kord's Mighty Strength
Symbol of Victory
Iron Ring of the Dwarf Lords
Boots of Blood
You create a potion of your level or lower. The ritual’s component cost is equal to the price of the potion you create.
You conjure a stiff breeze and direct it. You can increase a sailing vessel’s speed by 2 miles per hour while you keep the winds in the vessel’s sails. You can dismiss the winds as a free action.
Feat of Strength
The Feat of Strength ritual confers to a single willing subject a significant boost of strength, enabling the target to make a single Strength check with a bonus to the check determined by your Nature check result. The increase to Strength does not affect any other aspect of the character aside from making Strength checks.
Nature Check Result Bonus to Check
The Cure Disease ritual wipes away a single disease afflicting the subject, whether the disease is active or still incubating. The subject is completely cured and loses any negative side effects and symptoms of the disease.
Result Effect on Target
Commune With Nature
By communing with primal spirits of nature, you can learn a number of facts about your immediate environs (within 1 mile of you).
Nature Check Result Number of Questions
The primal spirits you communicate with are honest but sometimes can be elusive. Most questions are answered with a yes or a no. Rarely do the spirits elaborate further, and when they do, their response is cryptic.
When you perform this ritual, you can designate up to eight participants (including yourself if you wish) who breathe water as easily as they breathe air. Furthermore, they can speak normally underwater.
Arcana Check Result Duration
Remove Affliction wipes away a single enduring effect afflicting the subject. The ritual can remove curses, effects such as charm or domination, and fear, confusion, insanity, polymorph, and petrification effects. All effects of the curse or other effect end.
Heal Check Result Effect on Target
You can use this ritual on an unwilling subject (usually, a former ally who is under some enemy’s influence), but you will have to restrain someone unwilling to undergo the ritual. If you know that your subject is suffering from multiple enduring effects, you must choose which one this ritual will remove. Otherwise, it affects whichever one affliction you knew about. You learn the affliction level when you begin the ritual, and you can choose not to continue, without expending any components (for example, if you determine the affliction is too powerful for you to remove).
To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. You apply mystic salves, then pray to the gods to restore the dead creature’s life. The subject returns to life as if he or she had taken an extended rest. The subject is freed of any temporary conditions suffered at death, but permanent conditions remain.
You determine what the weather will be like for the next 24 hours within a 50-mile radius of you. You and any allies present for the ritual gain a +5 bonus to Endurance checks to endure extreme weather you have foreseen.
Equipment: Phylactery of Divinity (heroic), Deep-Pocket Cloak +2, Iron Armbands of Power (heroic), Jagged Halberd +3, Cord of Divine Favor (paragon), Fortification Wyvernscale +3, Symbol of Victory +2, Kord's Mighty Strength (lvl 3), Kord's Relentlessness (lvl 5), Ritual Book, Potion of Regeneration (heroic), Gravespawn Potion (heroic), Potion of Healing (heroic), Potion of Clarity (lvl 10), Iron Ring of the Dwarf Lords (paragon), Journeybreads, Climber's Kit, Waterskin, 100' Hempen Rope, Belt Pouch, Flint and Steel, Backpack
18100 residuum (last updated for Endure Elements x4)
Armor: Wyrmscale of Dwarven Vigor +4, Blessed Wyrmscale of Kord +4
Weapons: Battlemaster's Halberd +4
Symbols: Symbol of the Warpriest +3, Symbol of Perseverance +4, Fist of Kord +4
Arms: Iron Armbands of Power (paragon), Bands of Equilibrium
Head: Goggles of Night (paragon), Leader's Helm (paragon)
Neck: Cloak of Distortion +3
Ring: War Ring (paragon)
Wondrous: Solitaire (Aquamarine), Fragment of the Eleventh Rack
Divine Boon: Kord's Relentlessness (lvl 15)