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Beginner's Luck: The mendicant loses his luck domain re-roll ability. Instead, he receives luck points. Each morning, the mendicant receives one luck point per level. Up to five luck points may be spent to boost an attack roll, saving throw, skill check, or spell roll that targets a single person making one save (each point spent gives a +1 on the roll). If the roll succeeds, the mendicant gains back the points he spent, plus one. If the roll fails, the luck points are lost. The mendicant can have a maximum of 2 luck points per level at any one time. Every time the mendicant gains a hero point, the hero point is used to permanently raise this maximum by one. Using luck points is a free action. Note: using luck points when the outcome does not matter, or when there is no risk, is an insult to Wardd and results in losing the points spent regardless of the roll. Every morning, a mendicant's luck points are reset back to one point per level.
The passageway here too is narrow, no more than five feet wide. Forty feet up the passageway the walls seem to disappear as though opening out into a larger room. At the very furthest edge of his vision, Trace thinks he spies some dark motes hanging in mid air. (M04)
This passageway is as narrow as both of the others. Forty feet away is a closed door. In the middle of the door is the carving of a demon head. At least it appears to be a carving. Wide angry eyes and flaring nostrils look out over a curved and open beak. At each side are what appear to be curving ram horns. (J14)
The following characters may take AoO's against the following swarms.
Savin: W3
Quinn: W3 or W4
Durgan: W3 or W4 or W2
Vinder: W4
Kazak: W3 or W4 or W2
Randall: W3 or W4
Fluffykins: W3 or W4 or W2
Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.
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