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Adv: A Simple Dungeon Crawl (DM: DarwinofMind Judge:renau1g)
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<blockquote data-quote="Mewness" data-source="post: 5057562" data-attributes="member: 14889"><p>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.</p><p></p><p>[sblock=actions]Move: OWW moves to I7.</p><p></p><p>Standard: Twin Panthers on Soldier 2. If the first attack drops the target, the second is on Rotter 1 (at E8).</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2373342/" target="_blank">attack 1 vs ref; attack 2 vs ref; damage 1; damage 2 (1d20+12=16, 1d20+12=25, 1d8+5=9, 1d8+5=10)</a>. (Includes +4 for bloodied and +2 CA; if the second attack is on Rotter 1, the attack result is only 19.) <u>Allies have CA when making melee attacks against enemies adjacent to Knotty Virtue until end of my next turn</u>.</p><p></p><p>Minor: dismiss Knotty Virtue.</p><p></p><p>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]</p><p></p><p>[sblock=ministats]<strong>One-Who-Waits</strong> Male Deva Shaman 2</p><p>Initiative: +2; Passive Perception: 21; Passive Insight: 21; Senses: Normal</p><p>AC: 17; Fort: 14; Reflex: 15; Will: 16</p><p>(+1 to defenses against attacks by bloodied enemies)</p><p>Resistances: Necrotic 6, Radiant 6</p><p>HP: 31/31; Bloodied: 15; Surge Value: 7; Surges left: 9/9</p><p>Action Points: 1</p><p><strong>Powers</strong></p><p><span style="color: Green">Call Spirit Companion</span></p><p><span style="color: Green">Spirit's Fangs</span></p><p><span style="color: Green">Stalker’s Strike</span></p><p><span style="color: Green">Claws of the Eagle</span></p><p><span style="color: Red">Healing Spirit</span></p><p><span style="color: Red">Healing Spirit</span></p><p><span style="color: Red"><s>Twin Panthers</s></span></p><p><span style="color: Red">Memory of a Thousand Lifetimes</span></p><p><span style="color: Red">Second Wind</span></p><p><span style="color: Gray">Spirit of the Healing Flood</span></p><p></p><p>Conditions: None</p><p></p><p>Full sheet: <a href="http://www.enworld.org/wiki/index.php/L4W:PC:One_Who_Waits_(Mewness)" target="_blank"><span style="color: DarkSlateGray">One-Who-Waits</span></a>[/sblock]</p><p></p><p>[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.</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Any ally of One-Who-Waits who is adjacent to Knotty Virtue gains a +4 bonus to their damage rolls against bloodied enemies.</li> <li data-xf-list-type="ul">Knotty Virtue occupies 1 square. Allies can move through its space but enemies cannot.</li> <li data-xf-list-type="ul">Any enemy that leaves a square adjacent to Knotty Virtue without shifting is subject to an opportunity attack (the Spirit's Fangs power).</li> <li data-xf-list-type="ul">Knotty Virtue has the same defense values as One-Who-Waits and can be targeted by attacks.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">When One-Who-Waits takes a move action, he can move Knotty Virtue up to 6 squares as well.</li> <li data-xf-list-type="ul">Knotty Virtue is unaffected by terrain and environmental phenomena.</li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mewness, post: 5057562, member: 14889"] 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). [url=http://invisiblecastle.com/roller/view/2373342/]attack 1 vs ref; attack 2 vs ref; damage 1; damage 2 (1d20+12=16, 1d20+12=25, 1d8+5=9, 1d8+5=10)[/url]. (Includes +4 for bloodied and +2 CA; if the second attack is on Rotter 1, the attack result is only 19.) [U]Allies have CA when making melee attacks against enemies adjacent to Knotty Virtue until end of my next turn[/U]. 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][B]One-Who-Waits[/B] 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 [B]Powers[/B] [color=Green]Call Spirit Companion Spirit's Fangs Stalker’s Strike Claws of the Eagle[/color] [color=Red]Healing Spirit Healing Spirit [s]Twin Panthers[/s] Memory of a Thousand Lifetimes Second Wind[/color] [color=Gray]Spirit of the Healing Flood[/color] Conditions: None Full sheet: [URL="http://www.enworld.org/wiki/index.php/L4W:PC:One_Who_Waits_(Mewness)"][COLOR="DarkSlateGray"]One-Who-Waits[/COLOR][/URL][/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. [LIST] [*]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. [/LIST] [/sblock] [/QUOTE]
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Adv: A Simple Dungeon Crawl (DM: DarwinofMind Judge:renau1g)
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