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[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)
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<blockquote data-quote="Someone" data-source="post: 5942734" data-attributes="member: 5656"><p><em>Plinka, plink pleenk plonk</em>... the newcoming four armed skeleton's flawless attacks bounce innefectively on Prime's armored frame. It's impossible, but you almost can see a calcified tear rolling down it's bony cheek. Prime ignores it and shoves the skeleton aside as he continues going after his main objective, the larger bone construct. He hits it so hard that it flies ten feet directly again into the illusion Vlastodes made. It's still effective, and the deluded golem makes hilarious motions as he clings to the illusory edges of the fake pit.</p><p></p><p>[sblock=actions]</p><p><strong>Immediate interrupt</strong>: Endure pain daily utility as Prime is hit by the first attack. This gives him damage resistance 10 until the end on his next turn (not cummulative with armor property) so he takes 4 damage total from all the critting. Since he had 5 THP Prime still has 1 THP when the round starts, so [MENTION=44459]Luinnar[/MENTION], healing won't be neccesary (feel free to alter your post)</p><p><strong>Move action</strong>: Move to D11, provoking OAs from tomb guardian (two of them, according to the statblock) and skeleton warrior 14. I didn't bother to roll OA from the warrior as he can't damage Prime (Endure Pain still in effect) and the tomb guardian doesn't hit.</p><p><strong>Standard</strong>:Bull's Strength on Bone Golem. Roll includes bonuses from Dazed (if we're following Malenkirk's convention you benefit from one round long conditions once no matter how convoluted the order of posting becomes; in practice, it isn't important for this roll as Prime would have hit anyway). It deals 11 damage and pushes the golem two squares to current position. Since the golem has entered Vermitrax's zone again, it falls prone. Prime gains 5 THP, but they're not cummulative with those granted by Sharpe's power.</p><p><strong>Minor</strong>: Boots of the fencing master encounter power, Prime shifts to current position and gains bonuses to AC and Reflex.</p><p></p><p>When rolling attacks against Prime, remember he has cover until the end of the encounter</p><p></p><p>[MENTION=87106]MetaVoid[/MENTION] : I'd prefer if you don't use Drunken Monkey this turn to trigger combat challenge, as I'd like to have my immediate interrupt free for defense. Also, if you're going to end your turn next to the golem, try to do so at least at row 9 (at least meaning row 10 is ok but 8 not) if you don't mind[/sblock]</p><p></p><p>[sblock=mini-stats] <a href="http://l4w.wikia.com/wiki/PC:Prime_2.0_(Someone)" target="_blank"><strong>Prime</strong></a> Warforged Fighter|Battlemind 8</p><p></p><p>Status: </p><p>Initiative: +5, Passive perception: 23, Passive Insight: 18</p><p>Defenses: AC: <span style="color: green">28</span>/27, Fort: <span style="color: green">22</span>/22, Ref: <span style="color: green">20</span>/19, Will: <span style="color: green">20</span>/20 </p><p>HP:77/77 THP: 14 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares</p><p>Languages: Common</p><p>AP: 1, Power points 2/4</p><p> Powers: </p><p><span style="color: lime">Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge</span></p><p><span style="color: red">Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, <s>Boots of the fencing master</s>, Second Wind</span></p><p><span style="color: gray"><s>Living Fortress</s>, Rain of Steel, <s>Endure Pain</s>, Knockback Warhammer</span>[/sblock]</p><p></p><p>[sblock=A guide to Prime's out of turn actions]</p><p>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, <strong>do not hesitate</strong> 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):</p><p></p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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)</li> </ul><p>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.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Someone, post: 5942734, member: 5656"] [i]Plinka, plink pleenk plonk[/i]... the newcoming four armed skeleton's flawless attacks bounce innefectively on Prime's armored frame. It's impossible, but you almost can see a calcified tear rolling down it's bony cheek. Prime ignores it and shoves the skeleton aside as he continues going after his main objective, the larger bone construct. He hits it so hard that it flies ten feet directly again into the illusion Vlastodes made. It's still effective, and the deluded golem makes hilarious motions as he clings to the illusory edges of the fake pit. [sblock=actions] [b]Immediate interrupt[/b]: Endure pain daily utility as Prime is hit by the first attack. This gives him damage resistance 10 until the end on his next turn (not cummulative with armor property) so he takes 4 damage total from all the critting. Since he had 5 THP Prime still has 1 THP when the round starts, so [MENTION=44459]Luinnar[/MENTION], healing won't be neccesary (feel free to alter your post) [b]Move action[/b]: Move to D11, provoking OAs from tomb guardian (two of them, according to the statblock) and skeleton warrior 14. I didn't bother to roll OA from the warrior as he can't damage Prime (Endure Pain still in effect) and the tomb guardian doesn't hit. [b]Standard[/b]:Bull's Strength on Bone Golem. Roll includes bonuses from Dazed (if we're following Malenkirk's convention you benefit from one round long conditions once no matter how convoluted the order of posting becomes; in practice, it isn't important for this roll as Prime would have hit anyway). It deals 11 damage and pushes the golem two squares to current position. Since the golem has entered Vermitrax's zone again, it falls prone. Prime gains 5 THP, but they're not cummulative with those granted by Sharpe's power. [b]Minor[/b]: Boots of the fencing master encounter power, Prime shifts to current position and gains bonuses to AC and Reflex. When rolling attacks against Prime, remember he has cover until the end of the encounter [MENTION=87106]MetaVoid[/MENTION] : I'd prefer if you don't use Drunken Monkey this turn to trigger combat challenge, as I'd like to have my immediate interrupt free for defense. Also, if you're going to end your turn next to the golem, try to do so at least at row 9 (at least meaning row 10 is ok but 8 not) if you don't mind[/sblock] [sblock=mini-stats] [url=http://l4w.wikia.com/wiki/PC:Prime_2.0_(Someone)][b]Prime[/B][/url] Warforged Fighter|Battlemind 8 Status: Initiative: +5, Passive perception: 23, Passive Insight: 18 Defenses: AC: [color=green]28[/color]/27, Fort: [color=green]22[/color]/22, Ref: [color=green]20[/color]/19, Will: [color=green]20[/color]/20 HP:77/77 THP: 14 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares Languages: Common AP: 1, Power points 2/4 Powers: [COLOR=lime]Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge[/COLOR] [COLOR=red]Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, [s]Boots of the fencing master[/s], Second Wind[/COLOR] [COLOR=gray][s]Living Fortress[/s], Rain of Steel, [s]Endure Pain[/s], Knockback Warhammer[/COLOR][/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, [b]do not hesitate[/b] 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): [list] [*]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) [/list] 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] [/QUOTE]
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[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)
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