[sblock=Max]I am still missing your stats.
By your mini block I can deduce many choices but as best as I can tell you still haven't invested the missing 3 CP (unless it was in dex or wis, which would be plain bizarre).
I see you have picked toughness and remember Action surge but I can't remember the last feat. I don't know your skills either.
I am pretty sure you had one inspiring word left at the end of last encounter so you have both inspiring words availavle here. That being said, using that inspiring word drops you to 4/7 surges, you were already at 5/7
[/sblock]
[sblock=Raiko]I am pretty sure that 'half your speed' is rounded down (as per p.11 of PHB) so you shift 2 square. Since difficult ground takes 2 square, I shifted you to E10[/sblock]
One of the guard circles the dumbells and other training parapharnelia, lines himself with the wall and charges Sheng. He hits the sorcerer brutally and then with trained coordination steps on the side just ine time for his dwarven sniper support to get a clear shot. In short order, Sheng is coughing blood.
Smiling with glee, the east flank of the cultists set up to do the same to Raiko. The warforge draws his attenting and swings for the dragonborn's head but he dodges. This was just a diversion for the other elite trooper, though, who rushes on Raiko's blindiside, launches a powerful blow... blocked deftly at the last moment. The sniper takes his chance and shoot betwen his allies... only to see the bolt hit indirectly and be deflected away harmlessly.
Patrin smiles as he see that Raiko held up flawlessly and turns his attention to the guard cornering Sheng.
-''Hey, you! Stop stabbing my employee!''
He rushes the man and slam him with his shield, pushing him away and slashing with his sword at the same time. Now the guard too is bleeding.
[sblock=Actions]
Guard: Move to A7, then charges Sheng
Charge vs Sheng AC 15 (16?) (1d20+10+1=26, 1d10+3=13) hit
Dwarf Bolter North:
BBCode
Aimed Shot vs Sheng AC 15(16?) (1d20+8+2=24, 1d8+3+1d6=8)
Warforged:
Moves to current location
vs Raiko AC 21 (1d20+9=19, 1d8+4=5), miss
Guard vs Raiko:
Moves to H11, then charges to a flanking position
Charge vs Raiko AC 21 (1d20+10+2+1=16, 1d10+3=12) miss
Dwarf Bolter West:
vs Raiko AC 21 (1d20+10+2=20, 1d8+3+1d6=5) miss
+10 is the correct basic bonus to attack for the bolter, not +8 as I mistakenly used against Sheng.
Patrin:
Moves to current location
Tide of Iron vs Guard AC 18 (1d20+11=28, 1d10+6=16) hit, pushes 1 square and mark
[/sblock]
[sblock=Stats and Status]
Warforged: 43/56
Elite Trooper West: 23/47
Haruka: 45 /46 [8/10]
Max: 32/32 [4/7]
Raiko: 40/41 [7/12]
Patrin: 52/52 [7/11]
Sheng 19/42 [6/8]
Ashir: 18 /26 [5/7]
I asumed Sheng used a healing surge, since his HS are worth the same as a healing potion (and since he boldly advanced in the room!)
I didn't make the same assumption for Ashir for the same reasons.
Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
OA: Warhammer (standard, at-will) Weapon
+8 vs AC; 1d10+2 damage. (If drawn, right now they are wielding crossbows)
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.
Elite Troopers
Perception 16
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 14
OA Longsword (standard, at-will) Weapon
+10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn.
Warforged Cultist
Perception 13
HP 56; Bloodied 28
AC 20; Fortitude 17, Reflex 15, Will 14
Saving Throws +2 against ongoing damage
Speed 5
OA Longsword (standard, at-will)
+9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.
Battlefield Tactics:
The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target.
Blood Hawk
Small
Perception 16
HP 27; Bloodied 13
AC 15; Fortitude 12, Reflex 14, Will 12
Speed 2 (clumsy), fly 6
OA Claw Rake (standard, at-will)
+6 vs AC; 1d6+5 damage, and the target takes ongoing 2 damage, or ongoing 5 damage if the blood hawk is bloodied (save ends).
Evil Wizard (Not Sheng; the Skull and Book token]
Perception 10;
HP 88; Bloodied 44
AC 18; Fortitude 14, Reflex 14, Will 14
OA Dagger (standard, at-will) Weapon
+8 vs AC; 1d4+1 damage.
Sniper
Perception 12;
HP 31; Bloodied 15
AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics
OA: none, unless short sword drawn.
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6 + 2 damage.
Guard Drake
Perception 17
HP 48; Bloodied 24
AC 15; Fortitude 15, Reflex 13, Will 12
Immune fear (while within 2 squares of an ally)
OA: Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.
Guards (G)
Perception 11
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 16, Reflex 14, Will 13
Morningstar (standard, at-will) Weapon
OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone.
Combat Advantage
The tough’s attack deals 1 extra damage to any target granting combat advantage to it.
Archers (A)
Perception 16
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule
Crossbow (standard, at-will) Weapon
Ranged 15/30; +9 vs AC; 3 damage.
OA none unless they dropped the crossbow and drew a spear
Then; +7 vs AC; 2 damage.
Mob Rule:
The archer gains a +2 power bonus to all defenses while at least two other human archers or guards are within 5 squares of it.
Dretch
Perception 11; darkvision
Sickening Miasma aura 1; each enemy within the aura takes 1 damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to 5 damage.
HP 44; Bloodied 22
AC 14; Fortitude 14, Reflex 13, Will 11
+5 vs AC; 2d6+2 damage.
[/sblock]