[sblock=ooc]The walkways above do have metal railing though theres bars supporting them, leaving a large gap between the railing and the walkway.
You still can't make you're shift with just a move action but I'd let you attempt a fairly simple Acrobatic Stunt. Say DC 15.
It would also be fairly easy to drop down to the ground.
I found the map note from the first fight and added to the bottom of the post.
Oh and the motes are small sized.[/sblock]
After Dane shoves away the stone sword, he upswings with his axe and tries to take a large chuck out of the statues arm.
He then yells to the guard,
Ye shift ova' and take down dat red lit!"
[sblock=Actions]
Basic Attack (1d20+11, 1d12+9=[16, 11], [5, 9]) Keep marking Coppernail. **Hit!**[/sblock]
Hadrak hops above a row of seats and then snipes the cursed mote harassing Incarnation. His aim is perfect and a bolt of light tears through it, causing the mote to explode. Radiant light floods over Incarnation and his remaining aggressor but neither seem effected. The divine power spills over and helps Incarnation clears his mind.
[sblock=Actions]
Move: R12
Minor: Sustain Astral condemnation (-7 damage to Coppernail)
Standard: Ranged 6 on P6 (3rd floor), Sacred Flame vs Ref
Lance of Faith (1d20+8=28, 1d6+7=8)
Crit!
crit (1d10=5)
13 damage, Killed it!
Incarnation gets a free save or 4 temp hp (but since killing a cursed enemy gives him THP and he is dazed, it's an easy decision!)
**The mote explodes! Attack vs Incarnation.
10 vs Ref, Miss
Obviously, now you can shift Incarnation without difficulty. I'll let you roll the save for yourself since you go before the enemies.**
[/sblock]
The hobgoblin guard shifts as directed but is in too much of a daze to make an attack.
------------------------------------------------------
Initiative!
Round 4
17 - Rurdev - @Q11, 1st Floor - 31/46 - dazed (save ends) -
15 - Qynn - X5, 1st Floor - 13/35 -
Bloodied -
13 - Incarnation - @O6, 3rd Floor - 13/47 +7 thp - dazed (save ends),
Bloodied -
9 - Enemies - Acted
Statue of Mauros - @L8/M9, 1st/2nd Floor - -25 hp -
Cursed
Statue of Coppernail - @R8/S9, 1st/2nd Floor - -62 hp - -7 to damage rolls TEHNT,
Marked
Cherub 1 - @L9, 10 feet up -
Cherub 2 - @Q9, 10 feet up -
Red Energy Mote 1 - @M6, 3rd floor Floor - 37/37 -
Marked
Red Energy Mote 3 - @M11, 1st Floor - 37/37
Red Energy Mote 4 - @R10, 1st Floor - 6/37 hp -
Quarry,
Bloodied
6 - Hadrak - @R12, 1st Floor -
5 - Dane - @T8, 1st Floor -
2 - Hobgoblin Guard - @Q9, 1st Floor - dazed
1 - Patrons, Guards, and everyone else
Statue of Coppernail: AC 21
Statue of Mauros: R 18
Red Mote: R 15
MAPS!
Note: That statues are large and tall. When on the stage, they can be adjacent to creatures on the 2nd floor. They are not adjacent to the 3rd floor.
The blue highlight represent fleeing masses. They are difficult terrain.
The stage is about 2 1/2 feet above the rest of the ground floor. The pit in front of the stage is 2 1/2 feet lower than the ground floor. The long hallway that Sheng and Hadrak are emerging from is at a very slight incline. The two statues on stage take up a 10 by 10 space each. The curtains are tall enough to exist on the first and second floors. The second floor is about ten feet above the ground floor.
There is no guard fail on the stairs or between H7 and I7.
Squares with with lights in them do not block line of effect but do provide cover. The walkways have metal railings.
[sblock=1st Floor]
[/sblock]
[sblock=2nd Floor]
[/sblock]
[sblock=3rd Floor]
[/sblock]