Init and Immediate Actions

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Init and Immediate Actions

Post  Malazek on Tue Nov 03, 2009 5:51 pm

If everyone could post their Initiative Mods and brief list of Immediate Reactions and Interrupts (as well as guidelines for when you might want to use them), below, it would be a huge help. Let's try to keep it up-to-date, too. Thanks. That would help alot.

Swift wrote:Are you suggesting that you are going to decide if I use my power or not?
No. Originally, I was hoping to establish some type of if/then trigger situation; but I guess that's not really feasible. I guess a general list like the ones you and 151 have posted will be fine. The list will basically tell me when I need to stop and wait for immediate/free actions.


Last edited by Malazek on Wed Nov 04, 2009 3:23 pm; edited 5 times in total
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Re: Init and Immediate Actions

Post  Swifthand on Tue Nov 03, 2009 8:52 pm

Davin: HP 96/96; AC 28 Fort 23 Ref 27 Will 26; Healing Surges=8/8, SV:24, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 360/360; AC 23 Fort 24 Ref 22 Will 21; Healing Surges=2/2 SV:90, Action Points=0

INITIATIVE: +13 (+15 with the bonus from Straegis)

Immediate Interrupts
o Weave Through the Fray (triggers when enemy moves adjacent, shift 6),

o Disruptive Strike (if I hit, their disrupted attack is at -9, I either use this if someone needs some extra damage on them, or someones gonna die, or disrupt a nasty multi-target attack)

I have more, ill edit em in later...
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Re: Init and Immediate Actions

Post  151prooftattoos on Tue Nov 03, 2009 11:43 pm

INITIATIVE: +7 (+9 when with Straegis)

Immediate Reactions:
o Healer's Sash - (Encounter)(Immediate Reaction) If charged - ally gains hps as if spent healing surge and adds 1d6+6 to it.
(WILL USE IF SOMEONE IS BLOODIED OR REALLY LOW ON HEALTH)

o Goblin Stompers - (Encounter)(Immediate Reaction) shift a square when an enemy misses
(WILL USE IF MISSED AND IN BAD SPOT)

o Divine Reprisal - (immediate Reaction) 3d8+wis damage - ally can make saving throw and spend HS
(WILL USE IF ALLY GETS NEAR DEATH)

Free Actions:
o Divine Fortune - (Encounter) +1 to next attack or saving throw
(WILL USE IF DEATH SAVING THROW NEEDED OR ONGOING DAMAGE, ETC)

o Shield - (Daily) any ally in line of sight gains hps - they get max result +6
(WILL USE IF SOMEONE NEEDS MAJOR HEALING AND ROLL IS LOW)

o Holy Symbol - (Daily) reduce target to 0 or fewer hps - ally gets regeneration 11(5+6) for the encounter
(WILL USE IF ENEMY DIES AND ALLY NEEDS BADLY)

o Raven Queen's Blessing - (Encounter) reduce target to 0 or fewer hps - you or ally can spend a healing surge
(WILL USE IF ENEMY DIES AND ALLY LOW ON HEALTH)
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Re: Init and Immediate Actions

Post  Halcyon on Wed Nov 18, 2009 8:30 pm

Verity: HP 122 AC 31 Fort 21 Ref 22 Will 25; Healing Surges 11, SV:30, Action Points=1
Initiative: +8 [+10 when w/in 10 of Straegis. Additional PP Foresight roll.]

Immediate Reaction

Strikebacks
Property: Gain a +1 item bonus to opportunity attacks.
Power (Encounter): Immediate Reaction. Use this power
when an adjacent enemy hits you. Make a melee basic
attack (Virtuous Strike) against that enemy.
USE AT FIRST OPPORTUNITY*

True Nemesis Paladin Attack 15
Daily Divine, Implement.
Effect: Until the end of the encounter, whenever the target
is within 5 squares of you and attacks you or an ally, you
can make a secondary attack against the target as an
immediate reaction.
Secondary Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier damage.
Miss: Half damage.
TRIGGERED BY INITIAL ATTACK

Immediate Interrupt

Price of Cowardice Paladin Attack 7
Divine, Implement , Radiant
Close burst 5
Trigger: An enemy marked by you makes an attack that
does not include you as a target
Target: The triggering enemy
Attack : Charisma vs. Will
Hit: 2d10 + Charisma modifier radiant damage, and the
target is blinded until the end of your next turn.
USE AT FIRST OPPORTUNITY*

Free

Black Feather of the Raven Queen
Power (Daily Cold): Free Action. Use this power when you reduce a target to 0 hit points or fewer with an attack using this holy symbol. One creature within 5 squares of the target takes cold damage equal to your
Charisma modifier and is immobilized (save ends).
USE AT FIRST OPPORTUNITY*


No Action

Aegis (Armor)
Power (Daily): No Action. Use this power when you fail
a saving throw. The result of that saving throw is 20
instead.

Virtuous Recovery
Whenever you spend a healing surge gain resistance to all damage equal to your Wisdom modifier until the end of your next turn.

Honored Foe
When a creature marked by you damages you gain temporary hit points equal to your Wisdom modifier.


*Probably
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Re: Init and Immediate Actions

Post  macksgarageusa on Fri Nov 20, 2009 12:53 pm

Initiative: +7 (+9 when within 10 sq. of myself) Laughing

All allies within 10 sq. of Straegis that can see and hear him gain +2 power bonus to Initiative.
If an ally spends an Action Point while Straegis can see them, they gain a bonus to Attack equal to half my Int. modifier (+2) and a bonus to Damage equal to my Int. modifier (+5)

EDIT, 11-27: Spiral Timing- When the party rolls Initiative, One Ally within line of sight of Straegis can reroll for Initiative (+5), ally must use new result. This is a feature of the Spiral Tactician Paragon Path.

Immediate Interrupts: (Both are Daily Powers)

Anticipate Attack-
Triggered when an adjacent enemy hits me with a melee attack. I can shift 1 sq. and make an attack against that enemies Reflex. On hit, All allies adjacent to that enemy can make an Opportunity Attack with Combat Advantage against that enemy. Add my Int. modifier (+5) to the Damage roll.

Tactical Shift-
Triggered when an ally within 10 sq. of me is hit by a melee or ranged attack. That ally can shift 1+ my Int. modifier (5) sq. out of harms way.

There is no way for me to give you a definition of when I would or would not use above mentioned powers, other than the book listed triggers. What may cause me to use it in one instance, may not be enough of a reason in the next encounter.
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Re: Init and Immediate Actions

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