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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Manbearcat" data-source="post: 6738810" data-attributes="member: 6696971"><p><strong><span style="font-size: 12px">Dire Wolf Pack Companion Character</span></strong> and related mechanics. </p><p></p><p>[sblock]Dire Wolf Pack (Medium Minion * 5)</p><p>HP 1 (minion cannot be lose HP on miss) </p><p>AC 35, Fortitude 34, Reflex 33, Will 32 </p><p>Initiative +20, Speed 10, Healing Surges 9, Low-light vision</p><p></p><p>Traits</p><p>Pack Tactics</p><p>The wolf has combat advantage against a target that has two or more of the wolf’s allies adjacent to it.</p><p></p><p>Standard Actions</p><p>Bite At-Will</p><p>Attack: Melee 1 (one creature); +26 vs. AC</p><p>Hit: 15 damage, or 19 against a prone target. The target falls prone if the wolf has combat advantage against it.</p><p></p><p>Minor Actions</p><p>Pack Awareness (Encounter)</p><p>CB10 (Allies)</p><p>Effect: Roll twice for any Perception checks with a +2 power bonus UTEoYNT.</p><p></p><p>Immediate Actions</p><p>Protect the Alpha (Daily)</p><p>Saerie; CB3</p><p>Trigger: Saerie is hit by a melee or ranged attack.</p><p>Effect (Immediate Interrupt): Minion shifts up to 3 squares adjacent to Saerie, is hit by the attack instead, and reduced to 0 HP.</p><p></p><p>Athletics+22, Endurance+14, Perception+23, Stealth+15</p><p></p><p>[HR][/HR]</p><p></p><p>1) When an individual wolf Minion hits 0 HP, they are only out of the present fight. </p><p></p><p>2) The 9 Healing Surges serve to restore an individual wolf Minion to 1 HP. You can do this in combat with a power that lets an ally spend a HS or out of combat normally. If your Dire Wolf Pack ever hits 0 HS and one of the Minions is at 0 HP at that point, that individual Minion is slain.</p><p></p><p>3) Their Encounter and Daily powers are for the entirety of the pack (eg each individual Minion does not get one apiece).</p><p></p><p>4) 5 "of-level" Minions effective eats up 1.25 Standards worth of Encounter Budget XP. In this case, 800 * 5 = 4000. Accordingly, I will lop off the xp return by the same amount for any combat where they are used. When they are not used, they will just recede into the background as set dressing.[/sblock]</p><p></p><p>[HR][/HR] </p><p></p><p>Back at camp in the warm embrace of the fire and the cottonwood stand along the winding river, a flash fog gives rise to an eerie feeling amongst the collective. Those who are capable toil vigorously and expeditiously in their respective tasks, be it care for the afflicted, tending the fire, or engineering the sled and harnesses. Fatigue-driven delirium has replaced hypothermia-driven delirium, but spirits are as high as one could hope for given the circumstances.</p><p></p><p>Saerie arrives with the obvious fealty and deference of a pack of dire wolves fast on her heels. Her command is clear enough to the beaten, but not broken, highlander folk that their sudden emergence illicits little more than a momentary gasp. Greetings are short-lived unfortunately, as the alien sounds of many aberrant horrors coming down from the mountain permeates the night sky. Your keen senses tell you that they can't be more than fifteen minutes behind Saerie's arrival...and closing...</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6738810, member: 6696971"] [B][SIZE=3]Dire Wolf Pack Companion Character[/SIZE][/B] and related mechanics. [sblock]Dire Wolf Pack (Medium Minion * 5) HP 1 (minion cannot be lose HP on miss) AC 35, Fortitude 34, Reflex 33, Will 32 Initiative +20, Speed 10, Healing Surges 9, Low-light vision Traits Pack Tactics The wolf has combat advantage against a target that has two or more of the wolf’s allies adjacent to it. Standard Actions Bite At-Will Attack: Melee 1 (one creature); +26 vs. AC Hit: 15 damage, or 19 against a prone target. The target falls prone if the wolf has combat advantage against it. Minor Actions Pack Awareness (Encounter) CB10 (Allies) Effect: Roll twice for any Perception checks with a +2 power bonus UTEoYNT. Immediate Actions Protect the Alpha (Daily) Saerie; CB3 Trigger: Saerie is hit by a melee or ranged attack. Effect (Immediate Interrupt): Minion shifts up to 3 squares adjacent to Saerie, is hit by the attack instead, and reduced to 0 HP. Athletics+22, Endurance+14, Perception+23, Stealth+15 [HR][/HR] 1) When an individual wolf Minion hits 0 HP, they are only out of the present fight. 2) The 9 Healing Surges serve to restore an individual wolf Minion to 1 HP. You can do this in combat with a power that lets an ally spend a HS or out of combat normally. If your Dire Wolf Pack ever hits 0 HS and one of the Minions is at 0 HP at that point, that individual Minion is slain. 3) Their Encounter and Daily powers are for the entirety of the pack (eg each individual Minion does not get one apiece). 4) 5 "of-level" Minions effective eats up 1.25 Standards worth of Encounter Budget XP. In this case, 800 * 5 = 4000. Accordingly, I will lop off the xp return by the same amount for any combat where they are used. When they are not used, they will just recede into the background as set dressing.[/sblock] [HR][/HR] Back at camp in the warm embrace of the fire and the cottonwood stand along the winding river, a flash fog gives rise to an eerie feeling amongst the collective. Those who are capable toil vigorously and expeditiously in their respective tasks, be it care for the afflicted, tending the fire, or engineering the sled and harnesses. Fatigue-driven delirium has replaced hypothermia-driven delirium, but spirits are as high as one could hope for given the circumstances. Saerie arrives with the obvious fealty and deference of a pack of dire wolves fast on her heels. Her command is clear enough to the beaten, but not broken, highlander folk that their sudden emergence illicits little more than a momentary gasp. Greetings are short-lived unfortunately, as the alien sounds of many aberrant horrors coming down from the mountain permeates the night sky. Your keen senses tell you that they can't be more than fifteen minutes behind Saerie's arrival...and closing... [/QUOTE]
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