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[adventure]:The Search for Vlastoes (DM: Dimsdale, Judge ??)
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<blockquote data-quote="Someone" data-source="post: 6029964" data-attributes="member: 5656"><p>Prime saved Drew from being blasted, but he had to recoil as the orb's magic was too strong even for him. Even then, the orb must be now spending the last shreds of the unholy energy that animates it, and many of the group members are locked in combat with the lesser guards. He attempts to move them out of the way with a mighty swing of his hammer: one of them is brutally pushed backwards, dazed by the blow, but the other one easily evades the attack. </p><p></p><p>Nonetheless he pins that one against the wall with his shield.</p><p></p><p>+++<em>Move! finish the floating head!</em>+++</p><p></p><p>[ooc]If Kamotz of Dox want to attack the orb, don't worry too much about opportunity attacks from CF1, I've got your back</p><p></p><p>The orb must be almost dead, it had 92 hit points last round and took 70 from Sharpe and Prime, and now 12 more.[/ooc]</p><p></p><p>[sblock=actions]</p><p><strong>Before turn</strong>: Interrupt and opportunity attack on orb, as described earlier. Gains 10 hit points from Gravesite since boneshard and orb died, Takes 15-1 damage from warrior that cancel his 10 THP and deal 4 real damage.</p><p><strong>Standard action</strong>: <span style="color: lime">Bull's Strength</span>, spending 2 power points to turn it into a Close Blast 3. This targets both warriors and therefore takes no penalty from Marked condition. Roll mistakenly incuded a bonus from Warforged Tactic feat, which only applies to melee attacks. It nonetheless hits only CF2 for 14 damage, pushing it 3 squares into current position (he's not Dazed, that was just flavor). Prime gains 5 THP from hybrid batterager vigor feature.</p><p><strong>Movement</strong>: Shift into current position, getting defense bonuses from boots, noted in ministats.</p><p><strong>End of turn</strong>: Made save Vs necrotic vulnerability.</p><p></p><p>Any enemy adjacent to Prime at the start of his turn takes 9 damage from Rain of Steel</p><p></p><p><strong>Immediate Interrupt</strong>: If Dox or Kamotz want to move up to the orb to finish it and draw an opportunity attack from CF1, and CF1 hits, I'll use Guardian's counter to redirect the attack to Prime, exchange positions and make a MBA on CF1.[/sblock]</p><p></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">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>Damage resistance 1</p><p>HP: 48/83 THP: 5 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares</p><p>Languages: Common</p><p>AP: 0 Power points 0/4</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"><s>Shield Edge Block</s>, Warforged Resolve, <s>Unbreakable</s>, Guardian’s Counter, Boots of the fencing master, Second Wind</span></p><p><span style="color: gray">Living Fortress, <s>Rain of Steel</s>, 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: 6029964, member: 5656"] Prime saved Drew from being blasted, but he had to recoil as the orb's magic was too strong even for him. Even then, the orb must be now spending the last shreds of the unholy energy that animates it, and many of the group members are locked in combat with the lesser guards. He attempts to move them out of the way with a mighty swing of his hammer: one of them is brutally pushed backwards, dazed by the blow, but the other one easily evades the attack. Nonetheless he pins that one against the wall with his shield. +++[i]Move! finish the floating head![/i]+++ [ooc]If Kamotz of Dox want to attack the orb, don't worry too much about opportunity attacks from CF1, I've got your back The orb must be almost dead, it had 92 hit points last round and took 70 from Sharpe and Prime, and now 12 more.[/ooc] [sblock=actions] [b]Before turn[/b]: Interrupt and opportunity attack on orb, as described earlier. Gains 10 hit points from Gravesite since boneshard and orb died, Takes 15-1 damage from warrior that cancel his 10 THP and deal 4 real damage. [b]Standard action[/b]: [color=lime]Bull's Strength[/color], spending 2 power points to turn it into a Close Blast 3. This targets both warriors and therefore takes no penalty from Marked condition. Roll mistakenly incuded a bonus from Warforged Tactic feat, which only applies to melee attacks. It nonetheless hits only CF2 for 14 damage, pushing it 3 squares into current position (he's not Dazed, that was just flavor). Prime gains 5 THP from hybrid batterager vigor feature. [b]Movement[/b]: Shift into current position, getting defense bonuses from boots, noted in ministats. [b]End of turn[/b]: Made save Vs necrotic vulnerability. Any enemy adjacent to Prime at the start of his turn takes 9 damage from Rain of Steel [b]Immediate Interrupt[/b]: If Dox or Kamotz want to move up to the orb to finish it and draw an opportunity attack from CF1, and CF1 hits, I'll use Guardian's counter to redirect the attack to Prime, exchange positions and make a MBA on CF1.[/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]28[/color]/27, Fort: [color=green]22[/color]/22, Ref: [color=green]20[/color]/19, Will: [color=green]20[/color]/20 Damage resistance 1 HP: 48/83 THP: 5 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares Languages: Common AP: 0 Power points 0/4 Powers: [COLOR=lime]Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge[/COLOR] [COLOR=red][s]Shield Edge Block[/s], Warforged Resolve, [s]Unbreakable[/s], Guardian’s Counter, Boots of the fencing master, Second Wind[/COLOR] [COLOR=gray]Living Fortress, [s]Rain of Steel[/s], 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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