Halfling

Cronin's page

507 posts. Alias of pat512.


Full Name

Cronin

Race

Goliath

Classes/Levels

Cleric 14 / Storm Speaker / Druid

Gender

M

Size

M - 7'8", 430#

Age

48

Alignment

Good

Deity

Kord

Location

Thunderpeaks

Languages

Common, Dwarven, Giant

Strength 20
Dexterity 9
Constitution 14
Intelligence 14
Wisdom 22
Charisma 13

About Cronin

Initiative: +6
AC: 31 Fort: 28 Ref: 27 Will: 32
Resist 6 ongoing, 5 lightning, 5 thunder
Passive Insight: 28 Passive Perception: 23

HP Total: 101 Bloodied: 50 HP Current: 79 Temp: 0
Surges/Day: 10 Surge Value: 25 Remaining: 7
AP: 1

Move: 5 Run: 7

Special:
* When take lightning or thunder damage, gain 5thp and +1 to primal attacks TEOMNT
* +5 to STR checks to break objects
* Weapon Crit (19-20): 10 ongoing (se)
* Symbol Crit: +2d8
* On 16-20, crit against me becomes normal hit
* +2 to death saves
* If dazed or stunned, save at start of turn even if not se
* AP allows me to fly 8sq as free, no OA
* Ranged and area Symbol attacks do not provoke OA

Melee Basic Attack: Jagged Halberd +3, +19 vs AC, 1d10+13
Ranged Basic Attack: +9 vs AC, [W]+2

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

Powers:

At-Will:

Storm Hammer
Divine, Lightning, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +20 vs. Reflex
Hit: 1d10 + 14 lightning and thunder.
Special: Can use with charge.

Sun's Glow
Divine
Minor Action Melee 1
Target: One object or unoccupied square
Effect: The target sheds bright light to 4 squares. Last 1 hour, until re-used, or ended as a free action.

Wild Shape
Polymorph, Primal
Minor Action (1/rd) Personal
Change to beastform or back (shift 1 when changing back).

Cloak of Deep Pockets
Item
Free Action (1/rd)
Draw an item from the cloak or store an item in it.

Encounter:

Action Point
Fly 8 as free action, no OAs

Second Wind
+2 to next melee damage roll TEOMNT

Channel Divinity

Punish the Profane
Channel Divinity, Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One undead creature
Attack: +19 vs AC
Hit: 3d10+8 radiant and target immobilized TEOMNT
Miss: Half
Effect: Secondary Attack
No Action Close Burst 3
Target: Each undead other than primary target
Attack: +17 vs Will
Hit: 1 radiant damage and push 4 squares

Divine Fortune
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.

Grasping Claws
Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: +18 vs Ref
Hit: 1d8+11 and target slowed TEOMNT
Special: MBA

Granite Shield
Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +20 vs Fort
Hit: 1d10+8 and push 3 sq
Effect: Gain aura 2 TEOMNT, granting self and allies resist all 5 while in the aura

Wrathful Lightning
Divine, Lightning, Teleportation, Thunder, Weapon
Standard Action Ranged 5
Target: One creature
Attack: +18 vs AC
Hit: 2d10+12 lighting and thunder
Effect: Teleport self or ally within 5 adjacent target.

Storm Beast
Beast Form, Implement, Lightning, Primal
Standard Action Close blast 3
Target: Each enemy in blast
Attack: +18 vs Ref
Hit: 2d6+9 lightning and +2 power to attack rolls against target TEOMNT

Invocation of War
Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +19 vs AC
Hit: 2d10+13 and next attack that hits target TEOMNT deals +11 damage

Healing Word
Healing
Minor Action Close burst 10
Target: Self or one ally in burst
Effect: Target spends surge + 3d6, gains +2 to attacks TEOMNT

Stone's Endurance
Minor Action Personal
Effect: Gain resist 10 all TEOMNT

Gift of Good Fortune
Divine
Minor Action Ranged 10
Target: One ally
Effect: The target makes a saving throw. If I have used divine fortune this turn, +1 to roll.

Kord's Relentlessness
Item
No Action
Trigger: Spend a surge while prone.
Effect: Stand up as free action.

Cord of Divine Favor
Item
Healing
Free Action
Trigger: Grant an ally a healing surge
Effect: Spend a healing surge and regain hp. Gain +2 to attacks TEOMNT.

Daily:

Moment of Glory
Divine, Fear, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: +18 vs Will
Hit: Push target 3 squares and knock prone
Effect: Self and allies in blast gain resist 5 all TEOMNT (sustain minor)

Iron to Glass
Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: +18 vs Ref
Hit: TEOE, target takes -4 to melee damage. Whenever target hits with melee attack, the penalty worsens by 2 to -10.
Miss: Halve penalties

Divine Fury
Divine, Healing, Radiant, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +17 vs Fort
Hit: 2d10+11 radiant
Miss: Half
Effect: Burst creates zone TEOMNT. When an ally in zone hits an enemy, ally regains 10hp. Sustain minor.

Holy Vestments
Divine
Standard Action Personal
Effect: TEOE, gain resist 5 to acid, cold, fire, lightning, poison, or thunder. An ally who ends a move adjacent to me gains resist 5 to that damage TSOAlly'sNT.

Mass Cure Light Wounds
Divine, Healing
Standard Action Close burst 5
Targets: Self and each ally in burst
Effect: Each target regains hp equal to surge+1.

Shield of Gales
Primal
Minor Action Personal
Effect: TEOE, gain +2 power to all defenses. When enemy ends turn adjacent, slide enemy 1 sq as free action.

Kord's Mighty Strength
Item
Minor Action
Effect: TEOE, +1 item bonus to melee damage rolls.

Symbol of Victory
Item
Free: When self or ally within 5 scores critical, gains an AP.

Kord's Relentlessness
Item
Healing
No Action
Trigger: Succeed on a saving throw
Effect: Regain 5hp

Iron Ring of the Dwarf Lords
Item
Immediate Interrupt
You can use this power when you are hit by a power that has a pull, a push, or a slide effect. You negate the forced movement. If you've reached at least one milestone today, you also gain immunity to pull, push, and slide effects (unless you are willing to be moved) until the end of your next turn.

Boots of Blood
Item
Immediate Reaction
Trigger: An enemy bloodies you
Effect: You can shift your speed

Skills:

Acrobatics: +6
Arcana: +9
Athletics: +16 (roll twice to jump or climb)
Bluff: +8
Diplomacy: +13*
Dungeoneering: +13
Endurance: +9 (roll at +20)
Heal: +20*
History: +9
Insight: +18*
Intimidate: +8
Nature: +20*
Perception: +13
Religion: +16*
Stealth: +6
Streetwise: +8
Thievery: +6

Rituals:

Endure Elements

Brew Potion
Time: 1 hour
Duration: Permanent until consumed
Component Cost: Special

You create a potion of your level or lower. The ritual’s component cost is equal to the price of the potion you create.

Summon Winds
Time: 10 minutes
Duration: 8 hours
Component Cost: 50gp

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
Time: 10 minutes
Duration: 1 minute
Component Cost: 30gp
Key Skill: Nature

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
19 or lower +1
20-29 +2
30-39 +5
40 or higher +10

Cure Disease
Time: 10 minutes
Duration: Instantaneous
Component Cost: 150gp
Key Skill: Heal

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.
This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the disease as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.

Heal Check

Result Effect on Target
0 or lower Death
1–9 Damage equal to the target’s maximum hit points
10–19 Damage equal to one-half of the target’s maximum hit points
20–29 Damage equal to one-quarter of the target’s maximum hit points
30 or higher No damage

Commune With Nature
Time: 30 minutes
Duration: 10 minutes
Component Cost: 140gp
Key Skill: Nature

By communing with primal spirits of nature, you can learn a number of facts about your immediate environs (within 1 mile of you).
You can ask a number of questions, based on the result of your Nature check, about the terrain features, plants, minerals, bodies of water, creatures, and other aspects of your surroundings.

Nature Check Result Number of Questions
9 or lower One
10–19 Two
20–29 Three
30–39 Four
40 or higher Five

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.

Water Breathing
Time: 10 minutes
Duration: Special
Component Cost: 135gp
Key Skill: Arcana or Nature

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.
Water Breathing doesn’t change your ability to breathe air. It doesn’t confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you and the participants carry, such as books and scrolls, from water damage.
Your check result determines the duration of the effect.

Arcana Check Result Duration
14 or lower 1 hour
15–19 2 hours
20–24 4 hours
25–29 8 hours
30 or higher 24 hours

Remove Affliction
Time: 1 hour
Duration: Instantaneous
Component Cost: 250gp
Key Skill: Heal

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.
This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the effect you are trying to remove (or the level of the creature that caused the effect) as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.

Heal Check Result Effect on Target
0 or lower Death
1–9 Damage equal to the target’s maximum hit points
10–19 Damage equal to one-half of the target’s maximum hit points
20–29 Damage equal to one-quarter of the target’s maximum hit points
30 or higher No damage

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).

Raise Dead
Time: 8 hours
Duration: Instantaneous
Component Cost: 5000gp*

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.
The subject returns with a death penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after the subject reaches three milestones.
You can’t restore life to a creature that has been petrified or to a creature that died of old age.
The subject’s soul must be free and willing to return to life. Some magical effects trap the soul and thus prevent Raise Dead from working, and the gods can intervene to prevent a soul from journeying back to the realm of the living. In all cases, death is less inclined to return paragon and epic heroes; the component cost is 5,000 gp for paragon tier characters and 50,000 gp for epic tier characters.

Portend Weather
Time: 5 minutes
Duration: Instantaneous
Component Cost: 10gp

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.

Eagle's Flight

Trailblaze

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)

GP: 100

Wishlist:

Spoiler:

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
Feet:
Hands:
Head: Goggles of Night (paragon), Leader's Helm (paragon)
Neck: Cloak of Distortion +3
Ring: War Ring (paragon)
Waist:
Wondrous: Solitaire (Aquamarine), Fragment of the Eleventh Rack
Divine Boon: Kord's Relentlessness (lvl 15)