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Adv: A Simple Dungeon Crawl (DM: DarwinofMind Judge:renau1g)
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<blockquote data-quote="Mewness" data-source="post: 5183651" data-attributes="member: 14889"><p>One-Who-Waits steps back from the scourge. Knotty Virtue moves next to Grigo in a blur and lashes out repeatedly at the smaller of the two abominations, curving its body every which way around the gnome without disturbing him.</p><p></p><p>[sblock=Need adjudication]I originally thought the darter was bloodied and so hit it with Twin Panthers first. If I had not concluded that 12 is half of 22, I'd have hit it with Stalker's Strike first as that's easier to hit with. If the actions go in the more sensible order (Stalkers then Panthers) the darter is dead and the scourge grants melee CA while next to Knotty Virtue. If they go in my original stupid order (as they appear in Invisible Castle) then Twin Panthers misses completely and the darter takes 4 from Stalker's Strike.</p><p></p><p>Edit: I no longer need arithmetic, because I am a college graduate.[/sblock]</p><p>[sblock=actions]Move: shift to H18. Knotty Virtue moves to G16.</p><p></p><p>Standard: <span style="color: Red">Twin panthers</span> on darter. Second attack goes to scourge if darter dies. <a href="http://invisiblecastle.com/roller/view/2519614/" target="_blank">attack vs. reflex 1; attack 2; damage 1; damage 2 (1d20+10=15, 1d20+10=18, 1d8+5=6, 1d8+5=10)</a>. (Attacks only at +6 if this happens first, as Darter isn't bloodied.)</p><p></p><p>Action Point: <span style="color: Green">Stalker's Strike</span> on darter. <a href="http://invisiblecastle.com/roller/view/2519626/" target="_blank">vs fort; damage (1d20+8=24, 1d8+5=8)</a>. (This attack is only at +6, no matter what.)</p><p></p><p>Interrupt: Bonds of the clan to protect Grigo if necessary.[/sblock]</p><p>[sblock=ministats]<strong>One-Who-Waits</strong> Male Deva Shaman 2</p><p>Initiative: +2</p><p>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: 23/31; Bloodied: 15; Surge Value: 7; Surges left: 8/9</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">Speak With Spirits</span></p><p><span style="color: Red"><s>Twin Panthers</s></span></p><p><span style="color: Red">Bonds of the Clan</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"><s>Spirit of the Healing Flood</s></span></p><p></p><p>Conditions: None</p><p></p><p>Full sheet: <a href="http://l4w.wikia.com/wiki/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: 5183651, member: 14889"] One-Who-Waits steps back from the scourge. Knotty Virtue moves next to Grigo in a blur and lashes out repeatedly at the smaller of the two abominations, curving its body every which way around the gnome without disturbing him. [sblock=Need adjudication]I originally thought the darter was bloodied and so hit it with Twin Panthers first. If I had not concluded that 12 is half of 22, I'd have hit it with Stalker's Strike first as that's easier to hit with. If the actions go in the more sensible order (Stalkers then Panthers) the darter is dead and the scourge grants melee CA while next to Knotty Virtue. If they go in my original stupid order (as they appear in Invisible Castle) then Twin Panthers misses completely and the darter takes 4 from Stalker's Strike. Edit: I no longer need arithmetic, because I am a college graduate.[/sblock] [sblock=actions]Move: shift to H18. Knotty Virtue moves to G16. Standard: [COLOR="Red"]Twin panthers[/COLOR] on darter. Second attack goes to scourge if darter dies. [url=http://invisiblecastle.com/roller/view/2519614/]attack vs. reflex 1; attack 2; damage 1; damage 2 (1d20+10=15, 1d20+10=18, 1d8+5=6, 1d8+5=10)[/url]. (Attacks only at +6 if this happens first, as Darter isn't bloodied.) Action Point: [COLOR="Green"]Stalker's Strike[/COLOR] on darter. [url=http://invisiblecastle.com/roller/view/2519626/]vs fort; damage (1d20+8=24, 1d8+5=8)[/url]. (This attack is only at +6, no matter what.) Interrupt: Bonds of the clan to protect Grigo if necessary.[/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: 23/31; Bloodied: 15; Surge Value: 7; Surges left: 8/9 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 Speak With Spirits [s]Twin Panthers[/s] Bonds of the Clan Memory of a Thousand Lifetimes Second Wind[/color] [color=Gray][s]Spirit of the Healing Flood[/s][/color] Conditions: None Full sheet: [URL="http://l4w.wikia.com/wiki/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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