Merri is again buffeted by the winds, eyes tearing wildly unable to see. Frustration rolls off the young girl. Frustrated she can't help her friends while battling these ferocious monsters.
Braver than expected, Merri turns and walks directly into the wind. One arm up trying to block her vision, Merri tries to grasp some of the aura of the tiny whirlwind, but the winds push too much and she is unable to extinguish the wind's source.
[sblock=actions]
Start of Turn: Enduring Soul: Regeneration 4
Start of Turn: Endurance: 1d20+6 → [16,6] = (22)
Roll Lookup Passed.
Movement: Shift to L11.
Standard:
Taste for Life vs dust devil: 1d20+3-5, 1d8+7 → ([12, 3, -5], [7, 7])
Roll Lookup. 10 vs fort: miss.
[/sblock]
[sblock=Merri's Stats]
Merri - Human Hybrid: Ardent / Vampire 1
Passive Perception 16, Passive Insight 11
AC 15, Fort 13, Reflex 14, Will 16
HP 8/24 Bloodied 12, Surge Value 6, Surges 3/2
Vulnerability: 5 radiant
Conditions: blinded, +2 defenses TSNT
Speed 6, Initiative +3
Action Points: 1
Power Points: 2
At-Will Powers:
Energizing Strike, Ire Strike, Taste of Life
Encounter Powers:
Second Wind, Surefooted Stride, Ardent Surge
Daily Powers:
Lingering Fury
Notes:
*Allies within 5 squares get +1 to OA damage rolls and +2 to Diplomacy and Intimidate checks.
*Target of Ardent Surge gains +1 to attack rolls TENT
*Merri has regeneration 4 while bloodied.
[/sblock]