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The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)
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<blockquote data-quote="CaBaNa" data-source="post: 5728751" data-attributes="member: 82643"><p>Feeling the healing warmth mend his wounds, Gil says nothing, but sets to work attempting to finish the round quickly and avoid more loss for his team. He conjures a wall of acid, and crawls to a yellow gem, pushing another eladrin off the ledge. <span style="color: Magenta">Thanks Lerrick!</span></p><p></p><p>[sblock=Actions]</p><p>Before turn heal 9 (surge) +25 from Lerrick HP at 34/38 (Wow!)</p><p></p><p>standard Caustic Rampart Area Wall 5 within 10 in squares I9-J9-J8 </p><p>Gil conjures a wall of acidic fumes. The wall can be up to 2 squares high and must rest on a solid surface, and it lasts until the end of Gil's next turn. The wall is difficult terrain and it's squares are lightly obscured. Any creature that starts it's turn within the wall or adjacent to it takes acid damage equal to 1d6+6 acid damage. </p><p></p><p><span style="color: Red">Mercenary 2 at I 10, 13 acid</span></p><p> <span style="color: Red">Shadewalker 1 at K9, 12 acid</span></p><p> <span style="color: Red">Spellweaver 2 at K8, 13</span> acid</p><p></p><p>(Sustain Minor: The wall persists.)</p><p></p><p>move crawl to J15</p><p></p><p>minor yellow gem attack on Mercenary 1 </p><p>CRIT vs fort </p><p><span style="color: Red">18 damage </span>acid</p><p>slide to C10 (save failed)</p><p></p><p>Black liquid attacks Merc 1</p><p>24 vs fort hits</p><p><span style="color: Red">11 damage</span> acid</p><p><span style="color: Yellow">restrained</span> save ends</p><p></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock=Readied Immediate Actions]</p><p></p><p>Phantasmal Henchman (Immediate Interrupt)</p><p>Trigger: An ally within 10 misses an enemy with an attack.</p><p>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.</p><p></p><p>OR</p><p></p><p><s>Moonstride (Immediate Reaction)</s></p><p><s>Trigger: When an enemy moves adjacent to Gil.</s></p><p><s>Effect: Gil becomes insubstantial TENT, and shifts 2 squares away from the triggering enemy</s></p><p><s></s></p><p>[/sblock]</p><p></p><p></p><p>[sblock=Ministat]</p><p></p><p></p><p>Prone</p><p></p><p>Gil Human Hybrid Wizard|Artificer multiclass Assassin theme Scholar</p><p>AC 17 Fort 16 Reflex 19 Will 17 (+1 from ranged attack 5 squares away Cloak of Distortion)</p><p>HP <span style="color: Lime">34</span>/36 bloodied 18, Surges 3/7 Surge value 9</p><p>Passive Insight 19, Passive Perception 19, Normal vision</p><p>Second Wind: Not Used,</p><p>Saving Throws: +5 vs Fear Effects (Battle Hardened)</p><p>AP total 0, Speed 6, Initiative +6, Languages Common, Draconic, Elven</p><p>At-will powers; Thundering Armor, Winged Horde, Freezing Burst, Ghost Sound, Light, Prestidigitation, Mage Hand</p><p>Encounter powers;<s> Twilight Falls,</s> Phantasmal Henchman, Phantasmal Henchman Attack Power, Use Vulnerability, Shadow Step,<s> Moonstride, Healing Infusion: Curative or Resistive</s>, Orb Shift</p><p>Daily powers;<s> Caustic Rampart</s></p><p>Action point; <s>Demonskin Tattoo</s> Gil Resists 5 cold TE of encounter</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="CaBaNa, post: 5728751, member: 82643"] Feeling the healing warmth mend his wounds, Gil says nothing, but sets to work attempting to finish the round quickly and avoid more loss for his team. He conjures a wall of acid, and crawls to a yellow gem, pushing another eladrin off the ledge. [COLOR=Magenta]Thanks Lerrick![/COLOR] [sblock=Actions] Before turn heal 9 (surge) +25 from Lerrick HP at 34/38 (Wow!) standard Caustic Rampart Area Wall 5 within 10 in squares I9-J9-J8 Gil conjures a wall of acidic fumes. The wall can be up to 2 squares high and must rest on a solid surface, and it lasts until the end of Gil's next turn. The wall is difficult terrain and it's squares are lightly obscured. Any creature that starts it's turn within the wall or adjacent to it takes acid damage equal to 1d6+6 acid damage. [COLOR=Red]Mercenary 2 at I 10, 13 acid Shadewalker 1 at K9, 12 acid Spellweaver 2 at K8, 13[/COLOR] acid (Sustain Minor: The wall persists.) move crawl to J15 minor yellow gem attack on Mercenary 1 CRIT vs fort [COLOR=Red]18 damage [/COLOR]acid slide to C10 (save failed) Black liquid attacks Merc 1 24 vs fort hits [COLOR=Red]11 damage[/COLOR] acid [COLOR=Yellow]restrained[/COLOR] save ends [/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 [s]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 [/s] [/sblock] [sblock=Ministat] Prone 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 [COLOR=Lime]34[/COLOR]/36 bloodied 18, Surges 3/7 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 0, 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;[s] Twilight Falls,[/s] Phantasmal Henchman, Phantasmal Henchman Attack Power, Use Vulnerability, Shadow Step,[s] Moonstride, Healing Infusion: Curative or Resistive[/s], Orb Shift Daily powers;[s] Caustic Rampart[/s] Action point; [s]Demonskin Tattoo[/s] Gil Resists 5 cold TE of encounter [/sblock] [/QUOTE]
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