Mewness
First Post
Scarmiglione's form blurs and shifts as the first two motes miss him, and he ends up in a different place. Unfortunately, he falls unconscious again as he continues to be shot.
[sblock=teleports and death save]Scarm gets 2 teleports owing to being missed twice. I'll have him go unconscious again in D11 (I was actually intending to pour a healing potion into Toeto if I stayed up last round).
His dropped dagger and staff stay in G8.
death save 1d20=17 success.[/sblock]
[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:-1/39, Bloodied:19, Surge Value:9, Surges left:1/7
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, unconscious, dying, prone, phase of the stars
Full sheet: Scarmiglione[/sblock]
[sblock=teleports and death save]Scarm gets 2 teleports owing to being missed twice. I'll have him go unconscious again in D11 (I was actually intending to pour a healing potion into Toeto if I stayed up last round).
His dropped dagger and staff stay in G8.
death save 1d20=17 success.[/sblock]
[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:-1/39, Bloodied:19, Surge Value:9, Surges left:1/7
Action Points: 0
Blazing Starfall
Sly Flourish
Second Wind
Shadowdance Armor (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
Conditions: shocking magnetism, bloodied, unconscious, dying, prone, phase of the stars
Full sheet: Scarmiglione[/sblock]