Mewness
First Post
One-Who-Waits strides swiftly into the room, chanting in Old Allarian. Hazy shapes emerge from the floor, forming themselves into the semblance of predatory beasts; they slash at the zombies as Knotty Virtue streaks across the room and halts in the air next to Yimayngurr.
[sblock=actions]Move: OWW moves to I7.
Standard: Twin Panthers on Soldier 2. If the first attack drops the target, the second is on Rotter 1 (at E8).
attack 1 vs ref; attack 2 vs ref; damage 1; damage 2 (1d20+12=16, 1d20+12=25, 1d8+5=9, 1d8+5=10). (Includes +4 for bloodied and +2 CA; if the second attack is on Rotter 1, the attack result is only 19.) Allies have CA when making melee attacks against enemies adjacent to Knotty Virtue until end of my next turn.
Minor: dismiss Knotty Virtue.
Free: call Knotty Virtue into E7 (grants melee CA against Rotter 1, and a free shift to Yimayngurr at the start of his next turn if he wants it).[/sblock]
[sblock=ministats]One-Who-Waits Male Deva Shaman 2
Initiative: +2; Passive Perception: 21; Passive Insight: 21; Senses: Normal
AC: 17; Fort: 14; Reflex: 15; Will: 16
(+1 to defenses against attacks by bloodied enemies)
Resistances: Necrotic 6, Radiant 6
HP: 31/31; Bloodied: 15; Surge Value: 7; Surges left: 9/9
Action Points: 1
Powers
Call Spirit Companion
Spirit's Fangs
Stalker’s Strike
Claws of the Eagle
Healing Spirit
Healing Spirit
Twin Panthers
Memory of a Thousand Lifetimes
Second Wind
Spirit of the Healing Flood
Conditions: None
Full sheet: One-Who-Waits[/sblock]
[sblock=Spirit Effects (IMPORTANT TO DM AND PCS)] A reminder of the effects that the spirit (Knotty Virtue) has on combat. The first three are important to players.
[sblock=actions]Move: OWW moves to I7.
Standard: Twin Panthers on Soldier 2. If the first attack drops the target, the second is on Rotter 1 (at E8).
attack 1 vs ref; attack 2 vs ref; damage 1; damage 2 (1d20+12=16, 1d20+12=25, 1d8+5=9, 1d8+5=10). (Includes +4 for bloodied and +2 CA; if the second attack is on Rotter 1, the attack result is only 19.) Allies have CA when making melee attacks against enemies adjacent to Knotty Virtue until end of my next turn.
Minor: dismiss Knotty Virtue.
Free: call Knotty Virtue into E7 (grants melee CA against Rotter 1, and a free shift to Yimayngurr at the start of his next turn if he wants it).[/sblock]
[sblock=ministats]One-Who-Waits Male Deva Shaman 2
Initiative: +2; Passive Perception: 21; Passive Insight: 21; Senses: Normal
AC: 17; Fort: 14; Reflex: 15; Will: 16
(+1 to defenses against attacks by bloodied enemies)
Resistances: Necrotic 6, Radiant 6
HP: 31/31; Bloodied: 15; Surge Value: 7; Surges left: 9/9
Action Points: 1
Powers
Call Spirit Companion
Spirit's Fangs
Stalker’s Strike
Claws of the Eagle
Healing Spirit
Healing Spirit
Memory of a Thousand Lifetimes
Second Wind
Spirit of the Healing Flood
Conditions: None
Full sheet: One-Who-Waits[/sblock]
[sblock=Spirit Effects (IMPORTANT TO DM AND PCS)] A reminder of the effects that the spirit (Knotty Virtue) has on combat. The first three are important to players.
- Any ally of One-Who-Waits who starts their turn adjacent to Knotty Virtue can shift 1 square as a free action, as the first action during their turn.
- Any ally of One-Who-Waits who is adjacent to Knotty Virtue gains a +4 bonus to their damage rolls against bloodied enemies.
- Knotty Virtue occupies 1 square. Allies can move through its space but enemies cannot.
- Any enemy that leaves a square adjacent to Knotty Virtue without shifting is subject to an opportunity attack (the Spirit's Fangs power).
- Knotty Virtue has the same defense values as One-Who-Waits and can be targeted by attacks.
- If a single attack deals 11 or more damage to Knotty Virtue, the spirit disappears and One-Who-Waits takes 6 damage. Otherwise Knotty Virtue is unaffected by attacks.
- When One-Who-Waits takes a move action, he can move Knotty Virtue up to 6 squares as well.
- Knotty Virtue is unaffected by terrain and environmental phenomena.