Prime stands at first motionless, a bit baffled of why did his companions stand within reach of the bone monstrosity while it still was trapped by the mage's spell. Nonetheless, he manages to rush to their rescue, deflecting at least the blow that was directed at the young monk.
OOC:
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This is only the interrupt action. I'm saving the regular turn for when I can have flanking and/or one ally adjacent to the golem for more bonuses
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[sblock=actions]
Immediate interrupt: Fully augmented Lightning Rush in response to the golem's attack on Drew. Prime moves 5 squares to current position, provoking OAs from the skeleton minions that don't connect (to avoid messing with causality, I'm assuming the skeletons did their turns before or at the same time as the golem). Prime becomes the target of the golem's attack on Drew, which doesn't hit since it rolled a 26 and Prime's AC is 27. Lightning rush attack hits for 23 damage and Prime gains 5 THP
[MENTION=87106]MetaVoid[/MENTION] , Drew is nor hit and therefore not dazed.[/sblock]
[sblock=mini-stats]
Prime Warforged Fighter|Battlemind 8
Status:
Initiative: +5, Passive perception: 23, Passive Insight: 18
Defenses: AC:
27/27, Fort:
22/22, Ref:
19/19, Will:
20/20
HP:77/77 THP: 5 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares
Languages: Common
AP: 1, Power points 2/4
Powers:
Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge
Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
Living Fortress, Rain of Steel, Endure Pain, Knockback Warhammer[/sblock]
[sblock=A guide to Prime's out of turn actions]
With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning,
do not hesitate to use one of these actions at the first chance it could be reasonably useful, in the following order of priority. Notice that many though not all are immediate actions and are mutually exclusive (you can take only one immediate action per round):
- Blurred Step (Battlemind feature, at will). Prime can, once per turn as a free action, shift 1 when an adjacent marked enemy shifts. Use this along with Combat Challenge for maximum benefit.
- Combat Challenge (fighter feature, at will, immediate interrupt), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
- Guardian’s counter (Encounter power, immediate interrupt), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe. Prime exchanges positions with an ally within 2 squares, becomes the target of the attack and can retaliate with a MBA.
- Fully augmented Lightning Rush (using 2 power points, immediate interrupt): Same case as guardian's counter, when guardian's Counter can't be used. Prime can move 5 squares, becomes the target of the attack, and deals a +13 VS AC, 2d10+8 damage attack.
- Shield Edge Block (Encounter power, immediate interrupt), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
- Unbreakable (Encounter power, immediate interrupt), if hit by an attack that can't be negated by Shield Edge Block that deals 11 or more damage (he’d negate 10 with the power -which isn’t described as damage reduction-, then 1 from armor property)
If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.
[/sblock]