Scarmiglione's eyes open a crack. He claws weakly at his own pocket, dragging out a healing potion, but realizes that his throat is tight and he cannot swallow.
"I'm done for," he mutters, staring at the crowd of motes circling above.
He staggers to his feet, letting the potion fall. He opens his beak and manages a ragged
"SQUAWK!" Three motes are engulfed in blue fire.
[sblock=actions]Minor: draw healing potion
Free: drop healing potion
Move: stand up
Standard:
blazing starfall on D9-F11, catching motes 2, 5, and 6. Vs Reflex:
1d20+8=17 1d20+8=20 1d20+8=26. Edit: the attack bonus is only +6 owing to lack of an implement, so the attack misses mote 2 but hits the others. Creates the usual zone which isn't going to affect anything.
Teleports: Each time Scarm is missed by an attack, he will use phase of the stars to teleport 2 squares southwest. He'll do this up to three times given the opportunity.[/sblock]
OOC:
|
[MENTION=44459]Luinnar[/MENTION]: please pick up the potion I dropped, since I can't use it. Kaz probably needs it himself. Or he could try getting Toeto back up.
|
|
[sblock=MiniKenku]
Scarmiglione Male Kenku Rogue|Sorcerer 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:19, Fort:15, Reflex:18, Will:18; Resist 5 radiant
HP:
9/39, Bloodied:19, Surge Value:9, Surges left:
0/7
Action Points:
0
Blazing Starfall
Sly Flourish
Wave of Light
Low Slash
Sneak In the Attack
Second Wind
Shocking Magnetism
Shadowdance Armor (item)
Lucky Charm (item)
Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant
First Time Bloodied: Change immediately to next phase.
Conditions: shocking magnetism, bloodied, phase of the stars, 1 failed death save
Full sheet:
Scarmiglione[/sblock]