Charge the Nearest Imp!
Even with a charge, you wouldn't be able to reach him in one turn. Also, need init.
RL: Lucky Strike on Imp 3!
17+8=25.
RL deals 13 damage to Imp 3.
Imp 1 attacks snakesprite, dealing 4 damage.
Imp 3 continues to attack RL, dealing nothing because it missed.
Imp 2 attacks snakesprite, hitting for nine damage. Yeouch.
snakesprite keeps up his assault on 2 and 3, hitting both for 3 points., and penalizing their attacks next round.
>Mikheal: Keep fucking Imp's shit up.
15 + 2 = 17
You wreck the imp's shit again, dealing 10 points of pain.
The imp attempts to fight back, but is still a cruddy fighter, despite the knight's armor it wears.
AL: Rawr.These pre-strife suggestions are getting decidely off topic.
AL switches targets to 4 and 6, since they present the greatest number of targets. He uses Wweakening Broadside again, hitting both for 5 damage, and making them more susceptible to his attacks next turn.
Imp 4 attacks Alex, hitting him to the tune of 4 points of damage, which is a lousy tune.
Imp 1 just realized he was flanking Alex with Imp 6, and acts accordingly, striking AL for 10 damage! He's in trouble.
Imp 6 attacks Kamina-sprite, hitting for 6 points, and managing to banish Kamina-sprite for the remainder of the encounter!
Imp 5 moves two spaces down, and attacks AL. Luckily for him, he misses.
AL: Second Wind, then abscond! As you predicted, things have gotten too hot to handle, and you are outta here! Each of the imps gets to try their hand at an oppurrtunity attack, but only number 1 connects, dealing another 11 damage as you abscond right the fuck up the stairs.