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[adventure]:The Search for Vlastoes (DM: Dimsdale, Judge ??)
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<blockquote data-quote="Someone" data-source="post: 6010208" data-attributes="member: 5656"><p>+++<em>It's up to you to bring that thing to ground level, mage</em>+++ </p><p></p><p>Prime's chest form those letters as he turns to Vermitrax. </p><p></p><p>+++<em>Wait until I'm in position, then do so</em>+++</p><p></p><p>Saying that the construct prepares to join the thickest of the fray. In his way he turns to one of the chanting priests and hits him with a brutal hammer backswing. The defenseless acolyte flies 10 feet, hits the fence at the edge of the graveyard and drops, kissing the dirt.</p><p></p><p>[sblock=actions]</p><p><strong>Move</strong>: To current position</p><p><strong>Standard</strong>: <span style="color: lime">Bull's Strength</span> on CP3. I really hope hitting AC 32 is enough for 16 damage, if not we're in deep trouble. Prime gains 5 THP since he's hit with a melee attack, CP3 is pushed to current position and I use the Knockback warhammer's daily power to drop it prone as a free action, in the hope that standing up disrupts the ritual for 1 round at least.[/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 9</p><p></p><p>Status: </p><p>Initiative: +5, Passive perception: 23, Passive Insight: 18</p><p>Defenses: AC: <span style="color: green">27</span>/27, Fort: <span style="color: green">22</span>/22, Ref: <span style="color: green">19</span>/19, Will: <span style="color: green">20</span>/20 </p><p>Damage resistance 1</p><p>HP:83/83 THP: 5 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares</p><p>Languages: Common</p><p>AP: 1 Power points 4/4</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, Boots of the fencing master, Second Wind</span></p><p><span style="color: gray">Living Fortress, Rain of Steel, Shattered Time, Endure Pain, Moradin's Blessing of Iron, <s>Knockback Warhammer</s></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: 6010208, member: 5656"] +++[i]It's up to you to bring that thing to ground level, mage[/i]+++ Prime's chest form those letters as he turns to Vermitrax. +++[i]Wait until I'm in position, then do so[/i]+++ Saying that the construct prepares to join the thickest of the fray. In his way he turns to one of the chanting priests and hits him with a brutal hammer backswing. The defenseless acolyte flies 10 feet, hits the fence at the edge of the graveyard and drops, kissing the dirt. [sblock=actions] [b]Move[/b]: To current position [b]Standard[/b]: [color=lime]Bull's Strength[/color] on CP3. I really hope hitting AC 32 is enough for 16 damage, if not we're in deep trouble. Prime gains 5 THP since he's hit with a melee attack, CP3 is pushed to current position and I use the Knockback warhammer's daily power to drop it prone as a free action, in the hope that standing up disrupts the ritual for 1 round at least.[/sblock] [sblock=mini-stats] [url=http://l4w.wikia.com/wiki/PC:Prime_2.0_(Someone)][b]Prime[/B][/url] Warforged Fighter|Battlemind 9 Status: Initiative: +5, Passive perception: 23, Passive Insight: 18 Defenses: AC: [color=green]27[/color]/27, Fort: [color=green]22[/color]/22, Ref: [color=green]19[/color]/19, Will: [color=green]20[/color]/20 Damage resistance 1 HP:83/83 THP: 5 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares Languages: Common AP: 1 Power points 4/4 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, Boots of the fencing master, Second Wind[/COLOR] [COLOR=gray]Living Fortress, Rain of Steel, Shattered Time, Endure Pain, Moradin's Blessing of Iron, [s]Knockback Warhammer[/s][/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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