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<blockquote data-quote="Mewness" data-source="post: 5073698" data-attributes="member: 14889"><p>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.</p><p></p><p>[sblock=actions]Move: OWW to M8, KV to H10</p><p></p><p>Minor: <span style="color: Red">healing spirit</span> on Psais (he can spend a healing surge). <a href="http://invisiblecastle.com/roller/view/2390303/" target="_blank">extra healing (1d6=1)</a> goes to Eithal. (Bah.)</p><p></p><p>Standard: <span style="color: Red">twin panthers</span> on Pulsar 1. <a href="http://invisiblecastle.com/roller/view/2390309/" target="_blank">attack 1 vs ref; attack 2 vs ref; damage 1; damage 2 (1d20+6=13, 1d20+6=26, 1d8+5=13, 1d8+5=10)</a>. The second hit is a crit, so does 13 plus extra damage (1d6 ordinarily, 1d12 if the pulsar is bloodied by the first hit). <a href="http://invisiblecastle.com/roller/view/2390310/" target="_blank">extra crit damage; if bloodied already (1d6=2, 1d12=1)</a>. Hee hee, less damage for the d12.</p><p></p><p>Assuming either of those actually hits, the drone adjacent to KV grants combat advantage until EONT.[/sblock]</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: 25/31; 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"><s>Healing Spirit</s></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>[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: 5073698, member: 14889"] 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: [COLOR="Red"]healing spirit[/COLOR] on Psais (he can spend a healing surge). [url=http://invisiblecastle.com/roller/view/2390303/]extra healing (1d6=1)[/url] goes to Eithal. (Bah.) Standard: [COLOR="Red"]twin panthers[/COLOR] on Pulsar 1. [url=http://invisiblecastle.com/roller/view/2390309/]attack 1 vs ref; attack 2 vs ref; damage 1; damage 2 (1d20+6=13, 1d20+6=26, 1d8+5=13, 1d8+5=10)[/url]. The second hit is a crit, so does 13 plus extra damage (1d6 ordinarily, 1d12 if the pulsar is bloodied by the first hit). [url=http://invisiblecastle.com/roller/view/2390310/]extra crit damage; if bloodied already (1d6=2, 1d12=1)[/url]. 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][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: 25/31; 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][s]Healing Spirit[/s] 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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