The shifter leaps upon the strange child like a feral beast. He slashes out with his blades, hoping to kill the creature before it can get away again.
Actions
Minor: Hunter's quarry the kid.
Standard: Twin strike him. 11 and 23 to hit. 6 and 4 damage plus three more from quarry(so probably 7 damage).
Move: If the kid goes "down" then he'll use Athletics to climb the building to go after rat2.
Immediate: If the kid hits me(or some other melee opp), then I'll use yield ground to get to the AB 15 if possible. Roll Lookup
Stats
Rurdev HP 36/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3
Rurdev spent one surge
Dane grumbles at the fact that after chasing the "boy" down that an ambush is being set up for them. He'll draw out his shield then make his way to AD13 to knockout the boy.
Ya mages takes out da rooftops, we got dis gobo.
Actions
Minor: Draw Shield
Move: Move to AD13
Standard: Brash Strike to prone "kid" to subdue not kill.
ooc: sorry for the delay guys, I finally was able to get on last night, spent an hour writing a post then the database crapped out again... I've created all the rolls and the map changes so hopefully I can get that up quicker today.
Vashik moves to hide under the eaves of the Glassworks as he launches an assault of force missiles. The orb is the only thing that hits the prone kid.
Riardon misses the wererat with his javelin as it thunks into the building above Vashik`s head.
Rurdev manages to hit the kid once with his sword as he tears into it with ferocity.
Dane moves up an shoves the kid hard with his waraxe.
The kid stands up and moves away from Dane and Rurdev towards the northern edge of the little shack. As he moves, the kid transforms into a taller olive-skinned creature. It`s face becomes more twisted with overly large eyes and the needle like teeth. Vashik watches as it fishes something large from a sack at it`s waist and hands it to someone or something hiding behind the tree.
The two wererats jump down into the midst of the party aiming to keep them away from the `kid`. The one that lands nearest Vashik has to take a moment to get down the side of the building, but the one near Dane tries to take a bite out of the dwarf but misses.
Meanwhile two additional thugs move in from either side of the battle. One manages to sneak a club in against the beleaguered Vashik.
~action paused~
Incarnation
Map:
Building to the North = Glassworks (40' high)
Building to the South = empty warehouse (30' high)
Building to the West = small shed (15' high)
Trees = difficult terrain
Rubble = difficult terrain
Incarnation HP 32/32[16], HS 10/11[8] SW; D(14|15,13,13); AP 21;
Riardon HP 13/24[12], HS 6/8[6] SW; D(17|15,14,13); AP 2;
Rurdev HP 36/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3
Vashik HP 22/24[10], HS 6/6[5] SW; D(15|11,16,15); AP 2;
Dane HP 27/31[15], HS 1/12[7] SW; D(19|16,12,12); AP 1;
Note: please update my stat line above, I think I might be missing some changes from the level up.
Pinned beyind the warlord, Incarnation steps forward where he can see a little. Drawing upon his arcane bonds, he lays down pain on the nearest werecreature. It resists the power.
OOC: Shift behind Riardon, curse AC14, and Vampiric Embrace: Miss.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
My bad from earlier. My hp is right, but my defenses need to all go up by 1 to 16/12/17/16. Also you forgot to deduct the action point I used first turn.
Vashik looks to either side, then snaps his rod down in a decisive chop, activating magic that allows him to sprint away before either of his opponents can even raise their weapons.
Asessing the battlefield as he rushes by, Vashik sees an opportunity to pin one of the thugs between himself and an ally. Firing one volley of magic missiles after another, Vashik is sure one of them will strike home.
Keep them busy, I'll support from the flanks!
Actions
Move Action to cast expeditious retreat and shift to AD 8 (8 Squares) Magic Missile 1 (1d20+8=9, 2d4+5=10) Magic Missile 2 (1d20+11=24, 2d4+5=11)
Standard Action to Cast Magic Missle Against AD 12 (Combat Advantage) 10 Damage
Action point to cast Magic Missle Against AD 12 (Combat Advantage and +3 from Riardon) 11 Damage
As an aside, I think I'm using distant advantage correctly. I gain combat advantage because of Dane correct? I am "flanking" from a distance?
Sorry you are incorrect. With Distant Advantage, you gain combat advantage (CA) when the target is flanked in melee. So if Dane and Rurdev were flanking wererat 2, then Vashik would get CA with a distant attack againt wererat 2. So it takes 3 allies to make it work.
Incarnation moves into a position where he can see through arms and legs to the nearest werecreature but is unable to affect it.
[Round 2]
Vashik shifts around behind the small building and spots another thug coming to join the rest from the south. Distracted he misses with his magic missile.
Riardon fires his scorching burst but only manages to singe the 'kid'. He then moves out of the basement to suport Rurdev.
Rurdev misses with all three strikes against the wererat in front of him.
Dane cuts down the thug next to him, slashing the wererat in the process.
The kid chases after Vashik and tries to feint but the wizard is too quick to fall for that. The blade however hits as the kid smiles with its big ugly grin.
The two wererats move in on the crew up front. They concentrate their attacks on Rurdev. One misses completely but the other manages to bite the shifter's neck injuring him significantly but much worse inflicting him with some unknown pestilence.
The first thug that Vashik saw the kid hand something to takes off running. The second moves over from where he was following the kid but unable to keep up. A third thug emerges from down the street from Vashik on the far side of the warehouse.
Map:
Building to the North = Glassworks (40' high)
Building to the South = empty warehouse (30' high)
Building to the West = small shed (15' high)
Trees = difficult terrain
Rubble = difficult terrain
ooc
Notes: Nebten is correct on Distance Advantage the target must be flanked already before you get this bonus. Also you can only use one Action Point per combat and I believe Vashik used one already.
Incarnation HP 32/32[16], HS 10/11[8] SW; D(14|15,13,13); AP 21;
Riardon HP 13/24[12], HS 6/8[6] SW; D(17|15,14,13); AP 2;
Rurdev HP 36/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3
Vashik HP 22/24[10], HS 6/6[5] SW; D(15|11,16,15); AP 2;
Dane HP 27/31[15], HS 1/12[7] SW; D(19|16,12,12); AP 1;
Note: please update my stat line above, I think I might be missing some changes from the level up.
Did both my magic missiles miss? And thatnks for the distant advantage clarification.
Vashik looks at the shapeshifter, and then at the escaping thug and shouts.
One of you fools stop him, he's getting away!
Seeing that no one else is close enough to do anything Vashik switches gears. Stepping away from the shapêshifter, he twists his hands through the motions of an unfamiliar spell. Cupping his hands to his mouth Vashik lets out a shout that begins low but quickly rises to a painful tenor, shaking the two thugs.
Not waiting to see whether or not his attack was successful Vashik moves off to the north, trying to distance himself from the thugs and cut off the one attempting to flee, but knowing that he may soon be trapped.
Actions
Thunderwave 1d20+6=23, 1d6+5=9
Move Action to shift one square west
Standard Action to cast Thunderwave (Corner squares being Z7, AB9) if it hits push the SE thug to AD11 and the N thug to Z10
Move Action to move to X5
Dane carefully shifts away from the wererats, then tucks his shield close to his body to wind up for a mighty swing as he charges towards the shapeshifter.
Rurdev flexes his neck, ignoring the blood running down it. He growls to Riardon, "Go help V-V-Vashik. Incarnation and I w-w-will take c-c-care of these r-r-rats." The shifter slashes out with his blades, nearly cutting himself with his first slash, but the second draws blood.