RL: Readied attack for when an ogre comes into range.
11+10-1=20.
Alex's cursor moves between the two Ogres, and unleashes a whole bunch of garbage from when he was building up your house. Unfortunately, he manages to both miss completely, and disconnect himself via a grave blunder.
You ready yourself to attack the Ogre when he gets to you.
Snakesprite moves to engage the dummy ogre, and throws a sprite blast, but misses both enemies.
The Dummy Ogre slaps snakesprite into the floor, causing 14 damage.
The Fire Ogre advances on you, and you strike it for 15 damage. It roars and smashes you into the wall, dealing only 6 damage, luckily enough.
Well, she DID say she could easily climb the outside walls of her own house
>Harsh deduction on Meteorwolfimp 2, Guidance from Beyond on my damage roll with Fool.
8+6(roll)+2+5+3=24.
Fool, are you a seer too? Because if so, my mistake, since we could actually use Guidance from Beyond TWICE during this set of encounters. I'm using it this turn though. Either way, declare what you want a bonus to.
Oh, and these opportunity attacks are making me uncomfortable. My next weapon will definitely be another rapier :I
You can swap back to your unmodified rapier at any time with a minor action. Or, you know, shift away from the enemies and
then shoot them. Either way.
Also, unless CR had a smart phone before (I'm not certain he did or did not, anyone remember?), you can't communicate with him, and can't give that bonus. And if he did, it would provoke three oppurtunity attacks. So.
Anyway, the fighting.
You get ready to shoot at one of the imps when all three of them attack you at once. Only one attack gets through, but it is still 8 points of damage you didn't want to take. That stings!
You fire, dealing 15 damage and reducing the attack rolls of all three imps that attacked you for one turn.
The Wolf imp attacks you again, but misses you.
Meteor Wolf Imp 1 attacks you, and misses by a hair.
The Meteor imp just sort of hangs back, since it can tell it can't get close enough to attack you.
Meteor Wolf Imp 2 also misses.
Suddenly, your sprite comes bursting down through the roof, and fires a sprite blast, hitting all three imps attacking you and performing a brutal affront against MW Imp 1. Meteor Wolf Imp 2 is wiped out, the Wolf Imp takes 7 damage, and Meteor Wolf Imp 1 takes 12 damage as well as granting combat advantage to you.
Just so you know, you have 10 hit points right now. Your sky high armor class guarantees that only extremely high rolls will hit you, but a pair of lucky shots
could kill you.