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

CaBaNa

First Post
Gil shouts aloud I SUMMON FORTH THE HORDE! and as the wizard screams with his arms outstretched, a flood of scarab beetles pours from his mouth and sleeves. The creatures swarmed across the burrowing behemoths, but only the Spawn nearest Cyr took note.

Gil casually walked to Martelai, smiling all the while, Want a healing potion? Pretty exciting right, and look at all the people who we're making happy! the scholar looks at ease, as he continues watching the battle from a distance.

[sblock=Actions]

standard Winged Horde area burst 2 (enlarged) centered K26
27 vs will Spawn 1 (Hit, see below.)
16 vs will Spawn 4 (Miss)
14 vs will Burrower (Miss)

Hit: 2 psychic damage, target cannot take opportunity actions until the end of Dante Mephisto Gilgamesh's next turn (This may prevent flanking and grabbing.)


move H20

minor to hand off potion of healing

[/sblock]



[sblock=Readied Immediate Actions]

Triggered by Lerrick/dimsdale when bane missed on big worm
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 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=More horrible meta, apparently I wasn't really sorry.] @Someone let Gil heal you in between battle, so that Ootah doesn't have to spend surges. Gil can spend the surges for him, and that should even the group out a bit more. Anyone else who has an abundance of surges, should pair up with somebody low on surges, for the same procedure; if we have enough time... Unless you specifically need to save surges, another leader should heal you, as they provide much larger bonuses than Gil. Lerrick is a healing fiend.[/sblock]
 
Last edited:

log in or register to remove this ad

pathfinderq1

First Post
Joy stepped forward towards the remaining spawn, twirling her overly-large sword with unnatural ease. She continued her high keening song as she struck, lashing against the spawn's body and its mind.

[sblock= OOC]
>OOC: I think spawn 1 is dead, between Cyr and Martelai; Cyr can have the 3 temp HP for the kill, if he wants it.
>Move: to 0 24
>Standard: Energizing Strike on spawn 4, 1d20+12= 27, hit for 13 damage and spawn takes an extra 5 psychic from Invitation to defeat effect; Lerrick gets 7 temp HP; rolls Roll Lookup
>That should be enough to kill spawn 4 with Cyr's 10 damage from earlier
[/sblock]
 

dimsdale

First Post
Ouch! the cleric screams in pain as fire scotches her side. She first checks her comrades, searching for those who are in dire need of healing. Seeing no one, she looks after herself by carefully moving away from the giant burrower.

[sblock=actions]
5 fire damage (brings hp done to 8)
7 temp hp granted by Joy

movement: shift to Q26
movement: move to P23

AP: Second Wind: 11 hp and +2 to all defenses
[/sblock]

[sblock=Lerrick]

Lerrick: Half-Elf Cleric Lvl 5
Advantageous Conditions:
Adverse Conditions:
Initiative: +2 Passive Insight: 22 Passive Perception: 17
Senses: Normal
AC: 16 Fort 16 Ref 15 Will 21
HP 34/47
Bloodied 23
Surge Value 11; Surges Per-Day 6/8
Action Point: USED
Second Wind: USED
At will:
Astral Seal
Sacred Flame
Encounter:
Divine Fortune
Knack for Success
Healer's Mercy USED
Healing Word 2 ONE USED
Bane USED
Hymm of Resurgence:
Daily Standard:
Life Transference
Beacon of Hope
Halo of Consequence
[/sblock]
 
Last edited:

[MENTION=82643]CaBaNa[/MENTION], Spawn 1 is indeed dead as my description states. Time to do some serious damage to burrower Ootah/[MENTION=5656]Someone[/MENTION]. It would be wrong to finish the fight with controllers doing more damage then the ranger :devil:
 


Iron Sky

Procedurally Generated
GM: [MENTION=30079]Rapida[/MENTION], I double checked and I had your hp correct in Masterplan, just somehow missed updating it in the Combatants section. Brenwar should have been at 22hp (fixed above).
 

Rapida

First Post
Brenwar feeling a bit worse for wear from the constant thrashing of the huge worm relies on the virtue of Palladys to keep him going. After he is reinvigorated with holy power he moves from between the oven that has formed between the creature's midsection and tail. He lashes out with his hammer and his prayer strikes true, "The beast's resistance to the radiant power of the gods is lowered, strike now."
[sblock=Combat]
Pre-turn:
DR 3/- from Lay on Hands
+5 AC via Blades of Astral Fire (TENT)
22/65hp Start Turn

Start of Turn:
Take 2 Fire Damage (DR 3/-)
Take 2 Fire Damage (DR 3/-)
Loses DR from Lay on Hands
Current HP: 18/65 HP

Turn Actions:
Minor Action:
Virtue
--Brenwar gains 17 temporary HP
--Brenwar spends a healing surge
--Brenwar gains 3/- DR for spending a surge till SONT

Move Action:
Move to M22

Standard Action:
Virtuous Strike vs. Burrower (1d20+13=19, 1d10+5=14) +4 for Heroic Effort (CA already added in)
--Burrower gains 3 vulnerability to radiant damage until the end of Brenwar's next turn (after attack resolves)
--Brenwar gains +2 bonus to saving throws until SONT
--+1 All defenses from Hammer Shield

End Turn:
HP: 18/65 HP (17 THP)

[/sblock]
[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+1 Fort: 18+1, Reflex: 18+1, Will: 20+1, Resist: 1 3/all
HP: 18/65 (17), Bloodied: 32 , Surge Value: 17, Surges Left: 9/13

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]
 

Iron Sky

Procedurally Generated
GM: I think we just have [MENTION=88601]FourMonos[/MENTION] to take Artemis' turn and [MENTION=85506]Darksteed[/MENTION] for Kauldron.
 

FourMonos

First Post
The death of the burrower spawn further focuses Artemis. Choosing tactics over valor, he backs up away from the large beast. He levels a blast at the burrower, but the star powered bolt is unable to pierce its hide.

[sblock=actions]
Free (triggered by death of spawn): Dire Fate: Artemis gains +1 to attack rolls TENT
Standard: Eldritch Bolt vs. burrower 1d20+8+1, 1d10+9 → ([6, 8, 1], [7, 9]) Roll Lookup Bummer.
Movement: Walk to Q-24
[/sblock]

[sblock=mini-stats]Atremis Harks- Male Human Hexblade 4
Status: 3 thp
Initiative: +3, Passive perception: 11, Passive Insight: 16
AC 21/20 For: 15 Ref: 17 Will: 19
HP: 25 +3/37 Bloodied: 18 Surge value: 9 Surges/day: 7/8
Speed: 5 squares, Languages: Common, Primordial
AP: 1, Second Wind: unused

Powers: Resplendent Blade, Eldritch Bolt, Dire Fate
Wield the Warp, Wield the Warp, Heroic Effort, Spectral Fade
Confusion of the Cosmos, Inspiring Word, Ironscar Rod, Lesser Planar Ally

PC:Artemis Harks, Hexblade (FourMonos) - L4W Wiki

[/sblock]
 

Darksteed

First Post
*Kauldron grunts in pain as the burrower spawn clamps down upon his shoulder and lifts him off the ground as if to eat.*

Yee not going to enjoy eating me, yee whelp.

*He struggles to fend off the burrower spawn, only to half it drop him a moment later as Joy slays the beast. He crouches upon his landing to braces the weight of his armor then rights himself. He glances over to Joy and gives her a wink.*

Thanks for the save pretty lass.

*He turns his attention to the big guy and rushes in, raising his shield to deflect the incoming wave of dirt as it burrows around the area. Holy flames ignite his blades as he readies for the perfect moment behind his shield. Then at that moment strikes, slashing the mighty beast across it's tender belly. The flames of madness branding the beast with the symbol of pain, it sears into the beasts flesh wracking it with pain. Kauldron then moves into a better position.*

[sblock=Actions]Start of Turn: Take 5 FIRE damage from Burrower Aura

Minor: Divine Challenge
-Target: Burrower (N27)
-Effect: Target is subject to Kauldron's Divine Sanction until the end of his next turn.
-Divine Sanction: Creatures are Marked taking a -2 penalty to attack rolls if they target another character other then Kauldron. As well as take 7 RADIANT damage if they target another character other then Kauldron.

Standard: Enfeebling Strike
-Target: Burrower (N27)
-Attack: +12 vs. AC (Hit; 24)
-Damage: 1d8+8 damage. (13 damage)
-On a Hit: If Kauldron marked the target, it takes a –2 penalty to attack rolls until the end of his next turn.

Move: Shift to P24[/sblock]

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

AC: 28, Fort: 19, Ref: 20, Will: 20
While not bloodied: +1 item bonus to AC.

Initiative: +5
Speed: 5

HP: 33/59, Temp HP:
Bloodied: 29, Surge Value: 14, Surges left: 11/12

Powers-
Divine Challenge
Enfeebling Strike
Goblin Tactics
Virtuous Strike

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

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

[sblock=OOC]We need to get some flanking going on for us meleeists. Try to set up for some easy flanks if you can.[/sblock]
 
Last edited:

Iron Sky

Procedurally Generated
Match One: The Sandy Arena, Round 4

The spawn all dead, the Burrower is left alone. That doesn't make it much less dangerous. Despite being burned by Kauldron's holy sanction, it burrows up near Lerrick and Brenwar, biting ineffectually at Lerrick but lashing with its stinging tail and injecting Brenwar with burning poison.

[sblock=Enemy Actions]Burrower: Burrow Up: Burrow down(Close burst 1, -2 mark, -2 Enfeeble): <Take 7 radiant + 3 vulnerable = 10 Radiant from Kauldron's Divine Challenge 11 vs Brenwar's 18 Fort, miss, Stealth 26, Burrow Up(Close burst 1, -2 mark, -2 Enfeeble, +2 CA): Nat1 vs Brenwar, 17 vs Lerrick's 18 Fort, miss. Tail Lash(Reach 2, -2 mark, -2 Enfeeble): : 19 vs Brenwar's 19 Ref, hit, 7 damage and 5 ongoing poison damage(save ends). Bite(Reach 2, -2 Enfeeble, -2 mark): Nat1 vs Lerrick.[/sblock]

[sblock=Combatants]-Party-
Ootah: I20, 32/46hp
Joy: O24, 35/46hp, Inevitable Defeat
Cyr: I27, 3+22/42hp
Gil: G20, 36/36hp
Kauldron: P24, 33/59hp
Artemis: Q24, 3+25/37hp, +1 to hit
Martelai: O21, 5+15/54hp, concealment
Lerrick: P23, 2+22/47hp, +2 defenses, 5 fire damage if start turn adjacent to Burrower
Brenwar
: M22, 10+18/65hp, DR3, +1 damage, 2x5 fire damage if start turn adjacent to Burrower

-Enemy-
Burrower Spawn killed: 4

Burrower: Head(N20-P22)-Mid(M27-N28)-Tail(L21), 159/285hp, Vulnerable 3 Radiant, -2 attacks, Divine Challenge(Kauldron), Curse(Martelai)
Burrower: 285hp, AC 23, Fort 25, Ref 20, Will 19. MBA: +13 vs AC, 3d6+5 fire and poison damage and 5 ongoing fire and poison damage(save ends), Miss: 1/2 damage and no ongoing. Burning Sands(Aura 1): The zone is difficult terrain and any creature that enters or starts its turn in the aura takes 5 fire damage. The damage from the auras stacks. Burrower Surprise: The burrower does +1d8 damage when it has CA. Half-burrowed: The burrower is immune to forced movement.

Effect Key: location, hp/max hp, damage related, TenT or TsnT, conditional, save ends, encounter[/sblock]

[sblock=Terrain]Walls: The walls out of the arena are 30 feet tall sheer stone Athletics (Climb) DC 25 if you want to try to escape into the stands for some reason.
Pillars: The pillars in the center are the same DC and can provide cover.

Stairs: The stairs are all difficult terrain. The northern podium area is one square above the rest of the arena. [/sblock]

[sblock=Appease the Crowd]*As a minor action, a PC may make a skill check to wow the crowd. If they succeed at the check, they gain +2 to their next d20 roll if they beat the DC, plus +2 per 5 by which they beat the DC. If the check is failed, the PC takes a -2 penalty to their next d20 roll, -2 more per 5 by which they miss the DC.

I.E, if the DC is 15, 1-5 would be -6, 6-10 would be -4, 11-14 would be -2, 15-19 would be +2, etc.

*All skill DCs will start at 15 and each individual skill's DC goes up by 2 per time the skill is used as the crowd gets more jaded. The DCs go up at the end of the round in which they are used. The DCs do not drop between arena rounds.

*Any skill can be used, as long as the player can provide relevant character action to back up the roll.

Current Skill DCs:
Acrobatics: 19
Religion: 19
All: 17[/sblock]
 

Attachments

  • SandArenaRound4.jpg
    SandArenaRound4.jpg
    310.4 KB · Views: 67

Rapida

First Post
At this point Brenwar's armor is giving off a slight pink glow (ooc: so many turns in so many fiery auras), and as the poisonous stinger connects he chokes back a bit of bile. However, all his time fighting the beast has taught him its rhythms. He yells to the crowd, "Watch and learn, now it goes for the lunge" he begins to move before the beast has started its forward momentum.
The creature seems confused as the paladin is no longer where he should be, the confusion is ended when a shield is smashed into the side of its head and the crowd erupts in cheers. As the holy symbol on the shield connects with the beast it flashes in a divine light, leaving the creature dazed and trying to shake off the ethereal silver owl that flits about its head. Finally, getting a moment to rest Brenwar backs away from the inferno coming off the creature. He shakes off the poison but no longer seems to be as fortified with divine power.
[sblock=Combat]
Pre-turn:
DR 3/- from Virtue
18/65hp (10 TMP) Start Turn

Start of Turn:
Take 2 Fire Damage (DR 3/-)
Take 2 Fire Damage (DR 3/-)
Take 2 Poison Damage (DR 3/-)
Loses DR from Virtue
Current HP: 18/65 HP (4 TMP)

Turn Actions:
Minor Action:
Appease the Crowd (Insight) (1d20+13=24)
+2 for beating DC 17
+2 for beating DC by 7

Standard Action:
Divine Reverence vs. Burrower (1d20+14=28, 1d8+6+3+3=19)
+3 Damage for Vulnerability (already added)
+3 Damage for Pelor's Sun Blessing (already added)
Burrower is dazed until the end of Brenwar's next turn

Move Action:
Move to L19

End Turn:
Save vs. Poison (1d20=16)
HP: 18/65 HP (4 THP)
Burrower no longer has weakness to radiant damage, but is now dazed

[/sblock]
[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: 18/65 (4), Bloodied: 32 , Surge Value: 17, Surges Left: 9/13

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]
 
Last edited:

CaBaNa

First Post
Standing near Martelai still, Gil continuously peaked around the pillar at Lerrick, when the Burrower erupted near her in the sand Gil reacted quickly HEY! GET AWAY FROM THERE! the words carried with magic fueled power and wrapped themselves around Lerrick, then blasting thunderously toward the worm. The booming sound still echoed around Lerrick, acting as a shield against oncoming attack, and the blast washed over the worm with little effect. Gil continued to hold out the vial of liquid in offer to Martelai.

[sblock=Actions]

Standard Thundering Armor Close burst 10 targeting Lerrick
Effect: Lerrick gains a +1 power bonus to AC TE of Gil's NT @dimsdale
secondary attack on adjacent creature targeting Burrower
20 vs Fort Burrower (MISS)
9 thunder damage and is pushed 1 (immune to forced movement)

Move

Minor


[/sblock]

[sblock=Readied Immediate Actions]

Triggered by Lerrick/dimsdale when bane missed on big worm
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 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]
 
Last edited:

Someone

Adventurer
Ottah puts some distance between him and the worm, and lets loose two arrows. They just bounce on the beast's hide.

[sblock=actions]
Move: To H-14
Minor: Quarry on burrower
Standard action: Two Fanged Strike on Burrower, includes penalties for las round's failing to impress crowd and CA for Dazed. Bots attacks fail. Ootah gets a +1 bonus to hit on his next attack to the worm (Learning bow bonus)[/sblock]

[sblock=mini-stats] Ootah Half-Orc Ranger 5
Status: Hated by the crowd (-2 to next D20 roll)
Initiative: +7, Passive perception: 22, Passive Insight: 15
Defenses: AC: 21, For: 16, Ref: 19, Will: 16
HP: 32/46, Bloodied: 23, Surge value: 11, Surges/day:4/8 Speed: 6 squares
Languages: Common, Giant
AP: 0
Powers:
Twin Strike, Clever Shot
Two Fanged Strike, Disruptive Strike, Invigorating Stride, Furious Assault, Surprise Strike
Skirmish Stance, Flying Steel[/sblock]
 
Last edited:

Neurotic

I plan on living forever. Or die trying.
Martelai declines the offer "Thanks Gil, I think this one's over. We pulled through thanks to that little girl. Frightening isn't it. And we still have two more like this to go."

[sblock=Actions]
Free: gain Fate of the Void on Burrower spawn death
Free: gain Fate of the Void on Burrower bloodying (Bloodied Boon) - Burrower is no longer cursed

Minor: Curse Burrower
Standard: Dire Radiance vs Burrower Ref HIT for 13 radiant and if the burrower moves willingly on it's next turn closer to Martelai takes additional 14 damage, Martelai gains +1 shield bonus to AC and Ref
- forgot to add 1 to damage from CA (talon amulet) in the rolls, correct in the above text

Move: E24, gain concealment
[/sblock]

[sblock=Martelai stats]
CURSED: Spawn 3, Burrower, Spawn 1, Spawn 2, Spawn 4
STATUS: concealement, +1 AC and Ref (Rod Expertise)
NOTE: +2 all defenses vs cursed enemies
AC: 20 Fort: 17 Reflex: 19 Will: 19
HP: 15/54 Surges: 8/9 Surge Value: 13+1

AP: 0/1

FEATS
Level 1: Sacrifice to Caiphon
Level 2: Improved Fate of the Void
Level 4: Superior Implement(Accurate Rod)
Level 5: Rod Experise
Level 6: Bloodied Boon


POWERS
Eldritch Blast
Dire Radiance


Knack for Success
Cursebite
Ethereal Stride
Delban's Deadly Attention
Mirror Darkly
Cast Fortune

Blackleaf Gloves Teleport

Decree of Khirad
Flames of the Smoking Crown

Elixir of Will
Armor of Dark Majesty (daily, minor): place your curse on any enemy you can see instead of only closest one
Talon Amulet (daily, minor): until the end of the encounter any creature that hits Martelai in melee takes 1d6 damage
Rod of Avernus: (daily, minor): until the end of the encounter any enemy that ends it's turn adjacent to Martelai takes 5 psychic damage

[/sblock]
 
Last edited:

CaBaNa

First Post
I know! Isn't she awesome? Gil pauses sheepishly upon blurting, I mean, what I meant was, we should have more fun the next couple rounds! I haven't even been scratched yet.
 

Cyr stands still in his place. Using temporary vulnerability of the beast he blasts it with rays of radiance, one ray going for each part of the body. With so many places to move, the beast has no chance to avoid deadly ray.

[sblock=Actions]
Standard: Hand of Radiance hit for 12 radiant damage (note, attacking each part is just fluff)
[/sblock]

[sblock=Cyr Stats]
Deva Invoker Scholar 6
STATUS: none
IMMEDIATES:
* Interrupt: Miraculous Fortune (damage reduced by 5, one ally get +1 power bonus to attack) - trigger: surprise attack by non-necrotic attack or critical hit
* Reaction: Preserver's rebuke - when hits bloodied ally Cyr get +3 to hit for one attack TENT against that opponent
* Interrupt: Demand Justice - trigger: enemy within 10 makes a saving throw. Re-roll. Use worse.


Initiative +10; Senses Passive Insight 23, Passive Perception 24
HP 22/42, Bloodied 21, Surge Value 10+1, Surges 6/7
AC 22; Fortitude 16, Reflex 20, Will 22
Feats:
* Battle Intuition - +2 to initiative, use Wisdom modifier instead of Dexterity
* Superior Implement
* Coordinated Explosion - +1 to hit with blast and burst attacks if ally is in the area
* Superior Will - roll save vs daze and stun at the start of the round even if the condition is not save ends.

(+1 TO ALL DEFENSES vs. BLOODIED ENEMIES)
1 AP
Saving Throws:
Resist 8 radiant; Resist 8 necrotic
Speed 5

Vanguard's Lightning
Hand of Radiance
Rebuke Undead
Preserver's Rebuke


Blades of Astral Fires
Second Wind
Memory of Thousand Lifetimes
Miraculous Fortune
Falling Leaves
Demand Justice
Use Vulnerability


Silent Malediction
Searing Orb


Staff of the warmage (daily free enlarge spell)
Clearsense powder x 2 (consumable minor)
Iron Skin Belt (daily minor): gain DR 5 TENT

[/sblock]
 
Last edited:

Luinnar

First Post
I love bloodsports, don't you Amanda dear? you hear a older human man in the stands saying to the elven women next to him. I judge this to be quite satisfactory. Too bad the kids are not here, they would love it. Tarquin Wellington says, turning to a female dwarf next to him.
[sblock=Judge]I'll judge this if you still need a judge :)[/sblock]
 

pathfinderq1

First Post
Joy continued to sing, though the eerie keening tone seemed to have faded. Her voice rang out, insulting the worm in the most demeaning terms- appealing to the lowest common denominator of the arena's crowd. Despite her words, the burrower still kept its attention on the plate armored goblin knight.

[sblock= OOC]
>Minor: appease the crowd- Streetwise to appeal to the bloodsport crowd; 1d20+12= 25 (success by 8, adds +2 to next d20 roll); rolls Roll Lookup
>Standard: Misdirected Mark against burrower; 1d20+9 vs. REF= 17 (with +2 bonus from Appease the Crowd and +2 for CA from dazed, this just hits), deals 13 psychic damage and burrower is marked by Kauldron until end of Joy's next turn- it already was marked by him, and I didn't want to move the mark elsewhere); rolls included above
[/sblock]
 

FourMonos

First Post
Artemis can't help but smile at Gil's comments. He moves away from the burrower worm, his star powered eldritch blasts mildly injuring the beast.

[sblock=actions]
Standard: Eldritch Bolt vs. burrower: 1d20+8+2+1, 1d10+9 → ([17, 8, 2, 1], [3, 9]) Roll Lookup Hit reflex 28 for 12 damage.
Movement: Walk to L-24
[/sblock]

[sblock=mini-stats]Atremis Harks- Male Human Hexblade 4
Status: 3 thp
Initiative: +3, Passive perception: 11, Passive Insight: 16
AC 21/20 For: 15 Ref: 17 Will: 19
HP: 25 +3/37 Bloodied: 18 Surge value: 9 Surges/day: 7/8
Speed: 5 squares, Languages: Common, Primordial
AP: 1, Second Wind: unused

Powers: Resplendent Blade, Eldritch Bolt, Dire Fate
Wield the Warp, Wield the Warp, Heroic Effort, Spectral Fade
Confusion of the Cosmos, Inspiring Word, Ironscar Rod, Lesser Planar Ally

PC:Artemis Harks, Hexblade (FourMonos) - L4W Wiki

[/sblock]
 

Level Up: Advanced 5th Edition Starter Box

An Advertisement

Advertisement4

Top