Pharodeys moves forward more rapidly. Her attention is fixed on the smaller ants at the center, though nothing as yet seems to be happening as a result. She stops suddenly at the edge of the bridge, actually freezing in place, as though she has truly become inanimate stone, and at the same time a translucent shape emerges from her form. It looks like a large, round fish with feathered crests instead of fins, and it floats contentedly in the air above Sound of Stone's head, upside-down.
Zardi feels a warmth pass through his body, easing pain and closing wounds.
[sblock=actions]Double move to J25.
Minor:
healing spirit on Zardi. He can spend a surge.
Free:
Murmur appears in J22, directly above Sound of Stone. (May as well grant save bonuses in case anyone else gets knocked near the edge.)[/sblock]
[sblock=Important: Spirit Effects]A reminder of the effects that the spirit (
Murmur) has on combat. The first three are important to players.
• Allies gain a
+2 bonus to saves while adjacent to Murmur.
• Murmur occupies 1 square. Allies can move through its space but enemies cannot.
• Any enemy that leaves a square adjacent to Murmur without shifting is subject to an opportunity attack (the
Spirit’s Wrath power: +6 vs Reflex, 1d6+5 damage, and the target grants CA until the end of Pharodeys’s next turn).
• Murmur has the same defense values as Pharodeys and can be targeted by melee and ranged attacks.
• If a single melee or ranged attack deals 11 or more damage to Murmur, the spirit disappears and Pharodeys takes 6 damage. Murmur is otherwise unaffected by attacks.
• When Pharodeys takes a move action, she can move Murmur up to 6 squares as well.
• If Murmur is not present at the start of Pharodeys’s turn, she can summon it once during her turn as a free action.
• Murmur is unaffected by terrain and environmental phenomena and can float in the air.
• Murmur is not a creature. It does not count as an ally and does not provoke opportunity attacks.[/sblock]
[sblock=Pharodeys]
Pharodeys Female Human Living Statue Shaman 3
Initiative: +0, Passive Perception: 20, Passive Insight: 20, Senses: Normal
AC:18, Fort:14, Reflex:15, Will:16; Resist 5 psychic
HP:
36/36, Bloodied:18, Surge Value:9, Surges left:
9/9
Action Points:
1
totemic javelin +4 vs. AC; 1d6+1 damage
totemic javelin +4 vs. AC; 1d6+1 damage
Call Spirit Companion, Spirit’s Wrath, Spirit Infusion, Word of Battle
[o] Scorching Sands
[o] Sly Fox Spirit
[o] Dimensional Scramble
[o] Cast Fortune
[o] Shard Swarm
[o] Speak with Spirits
[x] [o] Healing Spirit
[o] Second Wind
[o] Spirit of the Healing Flood
[o] Spirit of the Great Cat
[o] Skald’s Armor Daily
Conditions:
Full sheet:
Pharodeys[/sblock]