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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: 5951121" data-attributes="member: 5656"><p>Prime finally regains his bearings. He throws himself after the golem and smashed his hammer on it repeteadly, while at the same time defelectin its blows with the shield.</p><p></p><p>[sblock=actions]</p><p><strong>Standard action</strong>: Charge the bone golem, moving through row 6 to avoid OAs from the tomb guardian. MBA hits, provoking the golem's Berkerk response which luckily fails just by 1 (notice that the golem's total rolls include a +2 from combat advantage since Prime is still Dazed and a -2 from cover from Living Fortress)</p><p><strong>AP - Standard action</strong>: Crushing surge on golem. It hits (combined damage from this and charge attack is 27 - I rolled it together) and Prime gains 10 temporary hit points (hit point values in in ministats is accurate)</p><p><strong>End of turn</strong>: Succesfully saves VS Daze.</p><p></p><p>Edit: Note: I've noticed that you keep saving against golem immobilization, I think because of the effects of Vermitrax's Phantom Chasm spell (which by the way I now realize it should be a 3x3 square zone, not a 4x4). If so, notice that the zone just drops enemies prone, it doesn't subject them to further immobilization -that's only with the initial attack- and only if the enemies <em>enter</em> the zone, which means that those who merely start their turn inside are not affected; the powers description are usually very clear on when zones have their effect.[/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">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>HP:54/77 THP: 10 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares</p><p>Languages: Common</p><p>AP: 0, 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, <s>Unbreakable</s>, 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: 5951121, member: 5656"] Prime finally regains his bearings. He throws himself after the golem and smashed his hammer on it repeteadly, while at the same time defelectin its blows with the shield. [sblock=actions] [b]Standard action[/b]: Charge the bone golem, moving through row 6 to avoid OAs from the tomb guardian. MBA hits, provoking the golem's Berkerk response which luckily fails just by 1 (notice that the golem's total rolls include a +2 from combat advantage since Prime is still Dazed and a -2 from cover from Living Fortress) [b]AP - Standard action[/b]: Crushing surge on golem. It hits (combined damage from this and charge attack is 27 - I rolled it together) and Prime gains 10 temporary hit points (hit point values in in ministats is accurate) [b]End of turn[/b]: Succesfully saves VS Daze. Edit: Note: I've noticed that you keep saving against golem immobilization, I think because of the effects of Vermitrax's Phantom Chasm spell (which by the way I now realize it should be a 3x3 square zone, not a 4x4). If so, notice that the zone just drops enemies prone, it doesn't subject them to further immobilization -that's only with the initial attack- and only if the enemies [i]enter[/i] the zone, which means that those who merely start their turn inside are not affected; the powers description are usually very clear on when zones have their effect.[/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]27[/color]/27, Fort: [color=green]22[/color]/22, Ref: [color=green]19[/color]/19, Will: [color=green]20[/color]/20 HP:54/77 THP: 10 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares Languages: Common AP: 0, 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, [s]Unbreakable[/s], 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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