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4 posters

    Family time... Angelus & Ember

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    Kenji


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    Post by Kenji Thu Mar 17, 2011 1:39 am

    As Angelus only has spotty memories of his previous life, Ember & familytree.com were needed to track down exactly who you two are looking for and, being between quarters in school now, you are finally able to complete the 2nd half of your "on the lamb" mission. You discover them in a very nice cabin off in the woods.

    I'll roll spot checks & possibly initiatives as you move off the road down the driveway to the large cabin...

    Family time... Angelus & Ember Family11
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Thu Mar 17, 2011 8:12 am

    Angelus will take the lead and check to see if we're being watched.

    What time of day is it? Bright sunny day? Rolling Eyes

    If it's day time I'll approach the front door and ring the door bell.

    If it's night, I'll quietly (stealthily) approach and try to look into a window to see what's going on inside.
    Mick
    Mick


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    Post by Mick Thu Mar 17, 2011 8:18 am

    Ember follow about 4 spaces behind. Taking cover along the way.
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    Kenji


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    Post by Kenji Thu Mar 17, 2011 8:45 am

    Dwarmaj wrote:Angelus will take the lead and check to see if we're being watched.

    What time of day is it? Bright sunny day? Rolling Eyes

    If it's day time I'll approach the front door and ring the door bell.

    If it's night, I'll quietly (stealthily) approach and try to look into a window to see what's going on inside.

    What time of day did you want it to be? It's your attack (& I know how I'm adjusting things either way).
    Dwarmaj
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    Post by Dwarmaj Thu Mar 17, 2011 8:51 am

    Day would be best since that would minimize the chance that there are vampires already in the house.

    If we get there at night we'll check out the area to make sure they are not currently being attacked. If everything is clear we'll wait until morning and just keep an eye on them from a distance (I'm assuming we came by car).
    Mick
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    Post by Mick Thu Mar 17, 2011 9:00 am

    I'd prefer day. This way there won't be any outside the backdoor us.
    If there are vamps inside they can't escape because of the sun.

    Are the windows shades closed, open or windows boarded up?
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    Kenji


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    Post by Kenji Thu Mar 17, 2011 9:32 am

    Mick wrote:I'd prefer day. This way there won't be any outside the backdoor us.
    If there are vamps inside they can't escape because of the sun.

    Are the windows shades closed, open or windows boarded up?

    You guys get to the house late morning then. Of course all the window shades are drawn. They also happen to have thick heavy curtains, but they are not boarded up.

    Angelus goes up to the doorbell w/Ember 20' behind hiding?
    Dwarmaj
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    Post by Dwarmaj Thu Mar 17, 2011 9:36 am

    bradly wrote:
    Angelus goes up to the doorbell w/Ember 20' behind hiding?

    Sure,

    I'll listen first to try and sense if there is movement, then press the doorbell if there is one, otherwise knock on the door.
    Mick
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    Post by Mick Thu Mar 17, 2011 9:47 am

    Yes hiding but not being trained in it I'm sure it's not very well.
    It's more for cover if they start shooting.

    I'll tell Angelus, if there's trouble let me know and I can blow out some of the windows.
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    Kenji


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    Post by Kenji Thu Mar 17, 2011 9:50 am

    Dwarmaj wrote:
    bradly wrote:
    Angelus goes up to the doorbell w/Ember 20' behind hiding?

    Sure,

    I'll listen first to try and sense if there is movement, then press the doorbell if there is one, otherwise knock on the door.

    Angelus goes up to the door of the large cabin and doesn't hear anything moving, then rings the doorbell. Very quickly (a couple seconds) after, a Human uniformed policeman answers the door. In a gruff tone, "It's posted no solicitors and now is a bad time. What are you doing here?"

    *technical question: How do I move an NPC token from one campaign to another? The tokens I made won't copy & paste from one to the other. I have the NPC tokens in one campaign & the maps & PCs in another. Help please...

    Note: the roof overhangs the front door by an unusual 15' or so...

    Here's a map, pretend there's a Human in the doorway adjacent to Angelus

    Family time... Angelus & Ember Family12

    Post Script: Ember's stealth roll is 14+8=22. You don't notice the officer as spotting you.
    Dwarmaj
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    Post by Dwarmaj Thu Mar 17, 2011 9:56 am

    bradly wrote:
    *technical question: How do I move an NPC token from one campaign to another? The tokens I made won't copy & paste from one to the other. I have the NPC tokens in one campaign & the maps & PCs in another. Help please...

    What I normally do is save the token, then drag-and-drop the token into the new campaign.

    To save a token:
    Right click on the token. There should be a "Save" option.
    Dwarmaj
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    Post by Dwarmaj Thu Mar 17, 2011 10:43 am

    bradly wrote:
    Angelus goes up to the door of the large cabin and doesn't hear anything moving, then rings the doorbell. Very quickly (a couple seconds) after, a Human uniformed policeman answers the door. In a gruff tone, "It's posted no solicitors and now is a bad time. What are you doing here?"

    I'll tell the officer that I'm looking for a friend of mine, Angel, that lives here.

    I'll ask what's going on and if everything is alright. I'll also check to see if he's a vampire or has any other clan markings.
    Dwarmaj
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    Post by Dwarmaj Thu Mar 17, 2011 11:11 am

    Is there a police car around?

    In our research do we know what Angel's family does for a living? Just checking to see if his father (or other close relative) happened to be a police officer.

    Does the officer look familiar?
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    Kenji


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    Post by Kenji Thu Mar 17, 2011 11:14 am

    Refresher...

    Dwarmaj wrote:If we get there at night we'll check out the area to make sure they are not currently being attacked. If everything is clear we'll wait until morning and just keep an eye on them from a distance (I'm assuming we came by car).

    Up to you how much you spent on a car & who drove...

    Dwarmaj wrote:Is there a police car around?

    bradly wrote:
    Post Script: There is no 'marked' police car and let's say your family had nothing to do with law enforcement.

    Key fob already spotted on Thrall's belt.


    Last edited by bradly on Sun Mar 27, 2011 8:45 pm; edited 1 time in total
    Dwarmaj
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    Post by Dwarmaj Thu Mar 17, 2011 11:39 am

    Hmm, since he has vampire markings I think we're too late.

    If I get a surprise round I'll attack using Fallen Needle (FoB on hit).

    If I only get a normal round I'll:
    Minor: activate Fighting Fury (+5 damage on each melee attack)
    Standard: use Twin Strike (FoB on each hit)
    Move: (depends on whether or not I can shift into the room).
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    Kenji


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    Post by Kenji Thu Mar 17, 2011 7:39 pm

    Dwarmaj wrote:Hmm, since he has vampire markings I think we're too late.

    If I get a surprise round I'll attack using Fallen Needle (FoB on hit).

    If I only get a normal round I'll:
    Minor: activate Fighting Fury (+5 damage on each melee attack)
    Standard: use Twin Strike (FoB on each hit)
    Move: (depends on whether or not I can shift into the room).

    "If you get a surprise round"? Ember might have gotten one, but I'm afraid the cop was aware of you...

    You are first though:
    Angelus: 22.09
    Ember: 20.08
    Policeman: 17

    Angelus upon seeing the Vampire mark on the cop's neck shows no respect for the law and

    minor: activates daily power, fighting flurry
    standard action: Twin strike 13+14=27, 4+14=18, hit once for 11+8 flurry +5 FF= 24 hits. Ouch! Okay, that power is more powerful at 6th that it seemed at first...

    Ember's turn...


    Family time... Angelus & Ember Family13

    Inside the cabin looks very nice, but very sparsely decorated.
    Dwarmaj
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    Post by Dwarmaj Thu Mar 17, 2011 7:48 pm

    bradly wrote:Okay, that power is more powerful at 6th that it seemed at first...

    It'll be even more powerful in paragon... Twisted Evil ...when it's an at-will
    Dwarmaj
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    Post by Dwarmaj Thu Mar 17, 2011 7:50 pm

    It looks like I can't shift past him, so I'll shift 1N.


    +1 to AC and Ref after shift.
    Mick
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    Post by Mick Thu Mar 17, 2011 8:22 pm

    Is the brown figure to the north Angelus?
    Is the black figure in front of the doorway is the policeman?
    Where is Ember on the map?
    If the black figure in front of the doorway is the policeman, I'll place a scorching blast on top of him.

    no movement
    no minor
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    Post by Kenji Thu Mar 17, 2011 8:29 pm

    Angelus is at the doorway outside the building (1 sq farther N since he shifted after I posted the map). The mohawk token inside the building at the doorway is the policeman that Angelus just attacked.
    Mick
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    Post by Mick Thu Mar 17, 2011 10:34 pm

    Ok if Angelus is no longer adjacent to the cop I'll place a scorching blast on top of the cop.

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    Post by Kenji Thu Mar 17, 2011 10:58 pm

    Mick wrote:Ok if Angelus is no longer adjacent to the cop I'll place a scorching blast on top of the cop.


    Ember also shows no respect for the uniform and 18+11+2 CA=31 v ref. miss. Yeah right. 12+12=24 fire damage. Ouch! But still not bloodied.

    Policeman Vampire thrall:

    free action: seems to be talking to himself "Master, we're being attacked with magic! ...Yes sir."

    minor action: He grabs a halberd leaning against the inside of the door

    standard action: encounter power, Powerful strike on Angelus (reach) 15+10=25 just barely hit for 14 hits.

    move action: shuts the front door

    Angelus then Ember...

    Family time... Angelus & Ember Family14
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    Post by Kenji Thu Mar 17, 2011 11:02 pm

    Whoops! Angelus shifted and that makes the last hit a miss. Sad

    Everything else the same...
    Mick
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    Post by Mick Thu Mar 17, 2011 11:32 pm

    12+12=24 fire damage
    ?
    Ember's scorching blast should be doing 1d6+18 fire
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    Kenji


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    Post by Kenji Thu Mar 17, 2011 11:41 pm

    Mick wrote:
    12+12=24 fire damage
    ?
    Ember's scorching blast should be doing 1d6+18 fire

    Ken built the token a little different but the same:

    (1d6+6) +6 int +2 enhance +4 misc.
    Dwarmaj
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    Post by Dwarmaj Fri Mar 18, 2011 7:03 am

    bradly wrote:
    Ken built the token a little different but the same:

    (1d6+6) +6 int +2 enhance +4 misc.


    Yes, I had to build the tokens differently.

    Ember's elemental damage is conditional based on the energy type of the power. So I couldn't add the bonus damage to the implement or any other static bonus. I had to add it directly to the damage dealt, 1d6+6, in this case.

    All of Ember's powers are done that way. They should still total up to the same damage displayed in the Character Builder.
    Dwarmaj
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    Post by Dwarmaj Fri Mar 18, 2011 7:07 am

    bradly wrote:move action: shuts the front door


    Angelus' turn:
    Minor: use Fallen Needle movement and shift 1S

    Standard: use Fallen Needle attack to break through the door. Damage should be 1d10+10+5FF+8FoB

    Move: (Depends on whether I break through and what I see)...
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    Post by Kenji Fri Mar 18, 2011 8:53 am

    Dwarmaj wrote:
    bradly wrote:move action: shuts the front door


    Angelus' turn:
    Minor: use Fallen Needle movement and shift 1S

    Standard: use Fallen Needle attack to break through the door. Damage should be 1d10+10+5FF+8FoB

    Move: (Depends on whether I break through and what I see)...

    Did they do away with toughness/hitpoints for items? I found DCs (16 for wooden door, 20 for locked door), but not damage necessary.

    Anyway, Angelus strikes with Fallen Needle and 9+12=21 success for 17 hits. I'm going to assume that's enough.

    He hasn't had a chance to move yet, nor do you see anyone else yet...
    Dwarmaj
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    Post by Dwarmaj Fri Mar 18, 2011 8:59 am

    DMG page 65 describes breaking objects.
    A wooden door is AC/Ref 5 with 20hp

    My 1d10+10+5+8 should cover that...

    Move: none (since he as reach he can attack me without moving anyways).

    Since I shifted Angelus gains +1 to Ac/Ref until the end of my next turn.
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    Post by Kenji Fri Mar 18, 2011 9:38 am

    Dwarmaj wrote:DMG page 65 describes breaking objects.
    A wooden door is AC/Ref 5 with 20hp

    My 1d10+10+5+8 should cover that...

    Move: none (since he as reach he can attack me without moving anyways).

    Since I shifted Angelus gains +1 to Ac/Ref until the end of my next turn.

    Wierd. That seems to contradict PHB 262 a little bit. Yeah, the 17 didn't include the +5FF or +8 flurry.

    Ember's turn...
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    Post by Mick Fri Mar 18, 2011 10:02 am

    move: move in behind Angelus
    I assume I don't see anybody to blast from there.
    minor: cast light inside passed the door to the opposite side of the door hinges.
    If I do see the cop, I would blast him with SB.
    Dwarmaj
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    Post by Dwarmaj Fri Mar 18, 2011 10:21 am

    Mick wrote:move: move in behind Angelus
    I assume I don't see anybody to blast from there.
    minor: cast light inside passed the door to the opposite side of the door hinges.
    If I do see the cop, I would blast him with SB.

    The cop didn't get a chance to move and I believe he's south of Angelus (which means he can hit either one of us since he has a reach weapon...)
    Mick
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    Post by Mick Fri Mar 18, 2011 10:29 am

    Oh, I assumed he moved away after closing the door.
    I'll revise my action.
    move: move in 2 N of Angelus
    minor: cast light inside passed the door to the opposite side of the door hinges.
    standard: Bigby's Icy Grasp S of the cop.
    and have it attack the cop.

    Effect: You conjure a 5-foot-tall hand of ice in an unoccupied
    square within range, and the hand attacks. As a move action,
    you can move the hand up to 6 squares.
    Attack: Intelligence vs. Reflex
    Hit: 2d8 + Intelligence modifier (+6) cold damage, and the
    hand grabs the target. If the target attempts to escape, the
    hand uses your Fortitude or Reflex defense.

    Mindwarp staff of Ruin +2: +11 attack, 2d8+18 damage
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    Post by Kenji Fri Mar 18, 2011 11:00 am

    Mick wrote:Oh, I assumed he moved away after closing the door.
    I'll revise my action.
    move: move in 2 N of Angelus
    minor: cast light inside passed the door to the opposite side of the door hinges.
    standard: Bigby's Icy Grasp S of the cop.
    and have it attack the cop.

    Yeah, cop used his move action to close the now broken door...

    Ember move 2 SW and casts BIG and 5+11=16 v ref, missed by a little bit. (Wow, would have done 30 hits!)

    Policeman:

    free action: (seemingly to himself, too quiet for anyone but you 3 to hear) "Master, they're still coming, looks like only 2 of them but with powerful magic."

    AP: powerful strike recharged, but 3+10=miss.

    standard: reg halberd strike 20+10 crit! (why couldn't that be the other way?) for 13 hits on Angelus.

    move: shift SE

    Angelus then Ember... (you are starting to hear commotion inside the cabin, but don't see anything yet... almost as if they were sleeping during the day.)
    Family time... Angelus & Ember Family15
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    Post by Dwarmaj Fri Mar 18, 2011 11:13 am

    Angelus' turn:

    Minor: use Oath on the cop (since we really need to take him out before his friends get up)

    Move: shift 1S next to the cop

    Standard: use Fallen Needle attack (getting two rolls)

    Action Point:
    Use Fallen Needle attack (getting two rolls)

    Each attack is 1d10+10+5FF+8FoB


    Note: +1 AC/Ref since I shifted
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    Post by Dwarmaj Fri Mar 18, 2011 11:21 am

    Oh, If the cop is bloodied I deal 2 extra damage per hit.

    If I hit the cop he'll be -2 to hit me because of Fallen Needle


    Fallen Needle [Attack Technique]
    Monk Attack 1

    A single, sharp blow readies you to step away at a moment’s notice.

    At-Will Full Discipline, Implement, Psionic
    Standard Action Melee touch

    Target: One creature

    Attack: Dexterity vs. Reflex

    Hit: 1d10 + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls against you until the end of your next turn.


    Fallen Needle [Movement Technique]
    A single, sharp blow readies you to step away at a moment’s notice.

    At-Will Full Discipline, Psionic
    Minor Action Personal

    Effect: You shift 1 square or move 3 squares.

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    Post by Kenji Fri Mar 18, 2011 2:11 pm

    Dwarmaj wrote:Angelus' turn:

    Minor: use Oath on the cop (since we really need to take him out before his friends get up)

    Move: shift 1S next to the cop

    Standard: use Fallen Needle attack (getting two rolls)

    Action Point:
    Use Fallen Needle attack (getting two rolls)

    Each attack is 1d10+10+5FF+8FoB


    Note: +1 AC/Ref since I shifted

    You have Oath of Emnity too? Wow... 4 attacks, good thing I already used my AP.

    First volley of Fallen Needles, 4+12=16 v ref, miss, 8+12=20, hit against ref. damage is 19+5FF +8 Flurry=32 hits. That bloodied him.

    Second Volley: 5+12=17 miss, 20+12=crit 20 damage +5FF +8 flurry =33 hits +2 bloodied +2d6=7 extra crit damage?

    If I did everything right, the thrall is just barely still up. Ember's turn...
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    Post by Dwarmaj Fri Mar 18, 2011 2:53 pm

    The token should figure out my critical damage, it should be 2d8 on a critical.

    Yes, Angelus took the feat Disciple of Divine Wrath which gives him Oath of Emnity (but I only get to use it once per encounter and it lasts until the end of his next turn). It's really good if you want to take something down quickly. Smile
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    Post by Mick Fri Mar 18, 2011 3:00 pm

    minor: sustain BIG
    move: move in 1 S
    If the cop shifted SE the BIG should be stall adjacent to him.
    standard: attack him with BIG.

    Hit: 2d8 + Intelligence modifier (+6) cold damage, and the
    hand grabs the target. If the target attempts to escape, the
    hand uses your Fortitude or Reflex defense.

    Mindwarp staff of Ruin +2: +11 attack, 2d8+18 damage
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    Post by Mick Fri Mar 18, 2011 5:53 pm

    Also +2 damage since he is blooded.
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    Post by Kenji Mon Mar 21, 2011 10:44 am

    Mick wrote:minor: sustain BIG
    move: move in 1 S
    If the cop shifted SE the BIG should be stall adjacent to him.
    standard: attack him with BIG.

    Hit: 2d8 + Intelligence modifier (+6) cold damage, and the
    hand grabs the target. If the target attempts to escape, the
    hand uses your Fortitude or Reflex defense.

    Mindwarp staff of Ruin +2: +11 attack, 2d8+18 damage

    Ember shifts S1 and has the hand attack the officer and 29vref and 28 hits, the cop falls hard.

    From the SE, down the hall, as soon as he falls you hear, "The cop just fell. Everybody gather here. You two, check it out." He doesn't seem to be yelling this, talking in a normal voice, but for some reason you think everyone in the cabin heard him somehow...

    Angelus' turn...

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    Post by Mick Mon Mar 21, 2011 10:54 am

    Ember thinks to herself "man we need to invest in some radio frequency jamming equipment."
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    Post by Dwarmaj Mon Mar 21, 2011 11:12 am

    bradly wrote:... You two, check it out."

    Does Angelus hear any footsteps approaching?

    If so, what direction are they coming from?

    Angelus will delay.

    Free action:
    Ember, see if you can block off the hall to the southeast with your hand.
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    Post by Mick Mon Mar 21, 2011 11:18 am

    minor: sustain BIG
    move: move BIG 4 space to the corner where the hallway turns east. Not in the intersection
    standard: ready action: attack with BIG if something come to the hallway intersection.
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    Post by Dwarmaj Mon Mar 21, 2011 11:26 am

    Angelus will go

    Move: move NW of the "hand"
    Stanard: ready MBA against a target (non-"dead" vampire) in melee range.
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    Post by Kenji Mon Mar 21, 2011 11:31 am

    Dwarmaj wrote:
    Does Angelus hear any footsteps approaching?

    If so, what direction are they coming from?

    You did, approaching from the SE hallway (first L going in from PC's pov), but then they stop short of the corner and you hear, "Holy crap! Master, it's some huge ice giant!" You then see two halberds stab at the hand from around the corner (reach again).

    Can BIG be (successfully) attacked? If not, 2 unsuccessful stabs... whoever was coming did not turn the corner.
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    Post by Dwarmaj Mon Mar 21, 2011 11:36 am

    No, Bigby's hands can't be attacked.

    Conjurations
    Powers that have the conjuration keyword create objects or creatures of magical energy.
    Unless a power description says otherwise, a conjuration can’t be attacked or physically affected, and allies of the conjuration’s creator can move through the space a conjuration occupies, but enemies can’t.

    A conjuration uses your ability scores and defenses to determine the outcome of attacks it makes and attacks against it (if such attacks are possible).

    Environmental phenomena and other forces have no effect on a conjuration unless a power description says otherwise. For example, a conjuration that produces an icy hand functions in a fiery, volcanic cavern without penalty.
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    Post by Mick Mon Mar 21, 2011 11:37 am

    I don't think the BIG can be attacked.
    It's not a huge ice giant, just the hand of one. Twisted Evil
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    Post by Dwarmaj Mon Mar 21, 2011 11:42 am

    bradly wrote:Can BIG be (successfully) attacked? If not, 2 unsuccessful stabs... whoever was coming did not turn the corner.

    Any more enemies or back to Ember's turn?
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    Post by Kenji Mon Mar 21, 2011 12:19 pm

    Mick wrote:I don't think the BIG can be attacked.
    It's not a huge ice giant, just the hand of one. Twisted Evil

    I didn't think it could be attacked but wasn't sure. I did know it wasn't really an ice Giant, but remember most in the Buffyverse are not that familiar with magic, and coming to the corner of the hall, they don't know there's not an arm and body attached to the hand reaching after them.

    Yes, back to Ember's turn...

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