Mewness
First Post
One-Who-Waits speaks a word in Old Allarian and Psais feels himself flooded with a soothing warmth that vanishes as though carried on a breeze; Eithal feels a twinge of it as well. One-Who-Waits then calls out a little louder, still in Old Allarian, and dim shapes rise from the pit, surrounding the creature that floats above it.
[sblock=actions]Move: OWW to M8, KV to H10
Minor: healing spirit on Psais (he can spend a healing surge). extra healing (1d6=1) goes to Eithal. (Bah.)
Standard: twin panthers on Pulsar 1. attack 1 vs ref; attack 2 vs ref; damage 1; damage 2 (1d20+6=13, 1d20+6=26, 1d8+5=13, 1d8+5=10). The second hit is a crit, so does 13 plus extra damage (1d6 ordinarily, 1d12 if the pulsar is bloodied by the first hit). extra crit damage; if bloodied already (1d6=2, 1d12=1). Hee hee, less damage for the d12.
Assuming either of those actually hits, the drone adjacent to KV grants combat advantage until EONT.[/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: 25/31; 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 to M8, KV to H10
Minor: healing spirit on Psais (he can spend a healing surge). extra healing (1d6=1) goes to Eithal. (Bah.)
Standard: twin panthers on Pulsar 1. attack 1 vs ref; attack 2 vs ref; damage 1; damage 2 (1d20+6=13, 1d20+6=26, 1d8+5=13, 1d8+5=10). The second hit is a crit, so does 13 plus extra damage (1d6 ordinarily, 1d12 if the pulsar is bloodied by the first hit). extra crit damage; if bloodied already (1d6=2, 1d12=1). Hee hee, less damage for the d12.
Assuming either of those actually hits, the drone adjacent to KV grants combat advantage until EONT.[/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: 25/31; 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
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.