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<blockquote data-quote="Elric" data-source="post: 4444335" data-attributes="member: 1139"><p><strong>Dragonfist, 2 HP</strong></p><p></p><p><span style="color: RoyalBlue">"Careful, Supreme Girl. Use other attacks besides your fists against him"</span></p><p></p><p><em>That looks like it hurt her. But <strong>nothing </strong>hurts her</em> ...</p><p></p><p><em>Something's not right about these guys. Stay calm, you should be able to beat these guys no problem</em></p><p></p><p>He sees Johnny Reb reappear. <span style="color: RoyalBlue">"Gods of Shambala Vale!"</span></p><p></p><p>Seeing that White Knight still has his flame aura up, Dragon Fist launches himself from his painful-looking position into a sweeping flying kick, aimed at taking out all of his immediate opponents.</p><p></p><p>[sblock=OOC]If White Knight <em>doesn't</em> have his Aura up, switch the Array to the Dragon's Fist, stand up as free action, Charge White Knight (Acrobatics take 10 to get through the guys near Dragonfist), use Power Attack for 5 (+10 attack due to Master Plan and charge, +15 damage, 18-20 crit), and then drop prone as a free action).</p><p></p><p>Assuming White Knight does have his Aura up, stand up as free action w/ Acrobatics/Skill Mastery. Attack, Defensive Attack for 5 and Power Attack for 5 the guys around me, taking 10 on attack rolls. Defense 29, Attack total 18 (from Master Plan), 10 damage on a hit. After either dropping all of these guys or failing to drop one, move over to White Knight, using Acrobatics/Skill Mastery to move through these guys if necessary.</p><p></p><p>(Same standing orders as before)</p><p>Standing order on HP use/related info: If I get hit for 12+ damage (or an attack including an Aura for 15+ damage between two attacks), use Ultimate Defense to force a reroll. If I get staggered or worse from an attack, use Improved Roll.</p><p></p><p>If I get attacked by 8+ minions who clearly have attack bonuses good enough to hit me on a 17 (or a lower roll than that), use HP for Dodge to double my dodge bonus to Defense) or Recovery to buy off a stun. If I'm stunned and a supervillain goes to attack me, buy off the stun in response before resolving the attack (but after the villain decides whether to Power Attack <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />).</p><p></p><p>If I suffer Knockback (or someone tries to trip me), use Acrobatics to reduce it (/avoid the trip), taking 10 for a 29 total. [/sblock]</p></blockquote><p></p>
[QUOTE="Elric, post: 4444335, member: 1139"] [b]Dragonfist, 2 HP[/b] [COLOR="RoyalBlue"]"Careful, Supreme Girl. Use other attacks besides your fists against him"[/COLOR] [i]That looks like it hurt her. But [B]nothing [/B]hurts her[/i] ... [i]Something's not right about these guys. Stay calm, you should be able to beat these guys no problem[/i] He sees Johnny Reb reappear. [COLOR="RoyalBlue"]"Gods of Shambala Vale!"[/COLOR] Seeing that White Knight still has his flame aura up, Dragon Fist launches himself from his painful-looking position into a sweeping flying kick, aimed at taking out all of his immediate opponents. [sblock=OOC]If White Knight [I]doesn't[/I] have his Aura up, switch the Array to the Dragon's Fist, stand up as free action, Charge White Knight (Acrobatics take 10 to get through the guys near Dragonfist), use Power Attack for 5 (+10 attack due to Master Plan and charge, +15 damage, 18-20 crit), and then drop prone as a free action). Assuming White Knight does have his Aura up, stand up as free action w/ Acrobatics/Skill Mastery. Attack, Defensive Attack for 5 and Power Attack for 5 the guys around me, taking 10 on attack rolls. Defense 29, Attack total 18 (from Master Plan), 10 damage on a hit. After either dropping all of these guys or failing to drop one, move over to White Knight, using Acrobatics/Skill Mastery to move through these guys if necessary. (Same standing orders as before) Standing order on HP use/related info: If I get hit for 12+ damage (or an attack including an Aura for 15+ damage between two attacks), use Ultimate Defense to force a reroll. If I get staggered or worse from an attack, use Improved Roll. If I get attacked by 8+ minions who clearly have attack bonuses good enough to hit me on a 17 (or a lower roll than that), use HP for Dodge to double my dodge bonus to Defense) or Recovery to buy off a stun. If I'm stunned and a supervillain goes to attack me, buy off the stun in response before resolving the attack (but after the villain decides whether to Power Attack :)). If I suffer Knockback (or someone tries to trip me), use Acrobatics to reduce it (/avoid the trip), taking 10 for a 29 total. [/sblock] [/QUOTE]
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