The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)

CaBaNa

First Post
OOC: Shall we risk the attack, and try to seize the advantage by taking the blue? Would we be better off taking a set of spheres and focus firing each enemy? The sphere option seems better at first glance, but that advantage may be very useful...


OOC: EDIT: After some thought, I like bunching up in the blue area.
 
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CaBaNa

First Post
Coming! shouts Gil as he skips into the arena on the heels of Martelai. It was nice to meet you! says Gil to the eladrin, feeling addressed in much the same way as back in the Imperium, by being ignored.

The scholar knew that a victory here would be more satisfying than usual... Martelai, we just have to beat these guys. the phrasing reminded Gil of something his grandfather told him.

Gil pictures his grandfather Cliff, an old human with one leg, always wagging his finger, "An I says to meself, I says, If'n ya wanna beat these guys Cliff, yaur gonna need to move before they say go." Cliff stomped his wooden leg on the floor, earning another glare from Gil's mother, "HAR! Sure 'nough I's runnin for the speaker got out Let's" Gil leaned forward wondering if this would be the tale that finally explained his grandfathers leg. "Silly buggers ain't got no chance."

The wizard smiled, listening to the announcer draw out his long "and", anticipating the word "Let" to touch the announcer's lips.

[sblock=Init and Actions]

Standard and move
Double move to J10

Init 25 (Gil beat the opposing team!)

[/sblock]



[sblock=Readied Immediate Actions]

Phantasmal Henchman (Immediate Interrupt)
Trigger: An ally within 10 misses an enemy with an attack.
Effect: Gil conjures a Phantasmal Henchman in a square adjacent to the target of the triggering allies attack. The Phantasmal Henchman stays TE of Gil's NT. Gil's allies can flank with the Phantasmal Henchman. As a move action, Gil can move the conjuration up to 6 squares. Once, before the end of Gil's NT, Gil can use the Phantasmal Henchman Attack power.

OR

Moonstride (Immediate Reaction)
Trigger: When an enemy moves adjacent to Gil.
Effect: Gil becomes insubstantial TENT, and shifts 2 squares away from the triggering enemy

[/sblock]


[sblock=Ministat]

Gil Human Hybrid Wizard|Artificer multiclass Assassin theme Scholar
AC 17 Fort 16 Reflex 19 Will 17 (+1 from ranged attack 5 squares away Cloak of Distortion)
HP 36 bloodied 18, Surges 5/7 Surge value 9
Passive Insight 19, Passive Perception 19, Normal vision
Second Wind: Not Used,
Saving Throws: +5 vs Fear Effects (Battle Hardened)
AP total 1, Speed 6, Initiative +6, Languages Common, Draconic, Elven
At-will powers; Thundering Armor, Winged Horde, Freezing Burst, Ghost Sound, Light, Prestidigitation, Mage Hand
Encounter powers; Twilight Falls, Phantasmal Henchman, Phantasmal Henchman Attack Power, Use Vulnerability, Shadow Step, Moonstride, Healing Infusion: Curative or Resistive, Orb Shift
Daily powers; Caustic Rampart
Action point; Demonskin Tattoo

[/sblock]

[sblock=Meta tactics]

If we all surround Lerrick and she is in I10, she will have cover vs. ranged and melee reach. May be important to protect her this round.

[/sblock]
 
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Darksteed

First Post
*Kauldron idly smokes his cigar as he looks around the new arena.*

Hmm...Well I'll be. Ain't this the most fanciest thing I've ever seen.

*As the announcer start them off Kauldron makes a bee line for the blue area. Then takes up a defensive stance.*

[sblock=Actions]Move: Move to I9

Standard: Full Defense
-Effect: Kauldron gains +2 to all Defenses[/sblock]


[sblock=Kauldron]Kauldron- Male Goblin Paladin 6
Passive Perception: 13, Passive Insight: 13

AC: 30, Fort: 21, Ref: 22, Will: 22
While not bloodied: +1 item bonus to AC
(Full Defense already added into defenses)

Initiative: +5
Speed: 5

HP: 59/59, Temp HP:
Bloodied: 29, Surge Value: 14, Surges left: 9/12

Powers-
Divine Challenge
Enfeebling Strike
Goblin Tactics
Virtuous Strike

Action Point [ ]
Call to Challenge [ ]
Channel Divinity [ ]
Javelin [ ] [ ]
Pure Devotion [ ]
Second Wind [ ]
Strength from Valor [ ]
Student of the Sword [ ]
Valorous Smite [ ]

Hallowed Circle [ ]
Lay on Hands [ ]
Majestic Halo [ ]
Potion of Healing [ ] [ ] [ ] [ ] [ ]
Symbol of Brawn [ ]
[/sblock]
 

Looks like there is a tactic forming: if Ootah misses (as we KNOW he will) Gil can put phantasmal henchman and block normal movement of eladrin forcing them to waste move or teleport around sooner then they anticipated.
 

Iron Sky

Procedurally Generated
GM: I think that's 5 of the 9 of you that have posted move actions for the pre-round. If you haven't posted your actions by tomorrow some time I'll assume you want to stay where you are at.
 

Rapida

First Post
"Impressive," Brenwar takes up a position in the center.
OOC:
Move to J11
Full defense for the +2 all defenses
Initiative is 9

[sblock=Mini Stats]
Brenwar – Male Human Paladin 6
http://l4w.wikia.com/wiki/PC:Brenwar_Holyshield_(Rapida)

Initiative: +2, Speed: 5 Passive Perception: 16, Passive Insight: 21
AC: 25 Fort: 18, Reflex: 18, Will: 20, Resist: 1/all
HP: 65/65, Bloodied: 32 , Surge Value: 17, Surges Left: 7/13

Action Points: 0

Feats of Note:
Whenever Brenwar spends a healing surge, he gains 3 resistance to all damage until the start of his next turn.

Whenever Brenwar uses a power that allows an ally to spend a healing surge or regain hit points as if she had spent a healing surge, that ally can use his healing surge value (17 HP) to determine the number of hit points gained.

OA Basic Melee Attack: +11 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage

Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Lay on Hands (2/3 Remaining)
Encounter Powers: Valorous Smite, Righteous Smite, Virtue, Channel Divinity, Deliverance of Faith, Heroic Effort, Censure the Unholy, Divine Reverence, Second Wind
Daily Powers: Majestic Halo, Hallowed Circle, Magic Item Daily
[/sblock]
 

CaBaNa

First Post
OOC:
Already moved:
(Neurotic) Martelai J9
(Metavoid) Cyr H10
(CaBaNa) Gil J10
(Darksteed) Kauldron I9
(Rapida) Brenwar J11
(Someone) Ootah U2

Need to move:
@FourMonos Artemis
@dimsdale Lerrick
@pathfinderq1 Joy



[Sblock=tactics]
Phantasmal Henchman is not very good at blocking movement, it is better for gaining combat advantage.

[/Sblock]
 
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CaBaNa

First Post
OOC: I did move, to U-2

OOC: Sorry, I missed that. Does the walkway stay once the round starts? I'm concerned that, if the walkway is removed, it will effectively remove Ootah from combat; Ootah probably won't count as "on the platform" from the U row. Alternately, if the eladrin fill the rest of the blue squares we will not have the "round benefit" as they will have 9 in and we will have 8.

Risky, but your call Someone.

EDIT: I really like Ootah's background, good read, and great concept. I like how he fits in the setting, his interaction with Apoli is also fitting.
 
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