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Kona the Illuminator
Kona's floating mote of light flares into being next to him as he hurls a wave of frost at the undead thing, leaving a trail of water vapor hanging in the air. Spoiler: Actions and rolls
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Start of combat: Gain one Illumination, one Animus, one maneuver (1d3)[2]. 5' step as necessary. Swift action to gain 2 Illumination. Standard to fire a Lance of Power, 30' range, cold damage - (7d6)[24], ref DC 16 for half damage, on a failed save slip on ice and fall prone. End of turn gain maneuver (1d2)[2]. Gain 1 Animus.
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Spoiler: STATS
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4 hours left on Delay Poison
Maneuver granted:
Quick stats
Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10