Minor: Rah uses Hunter's Quarry on the Q7 enemy.
Rah uses both move and attack parts of At-Will power Crane's Wings.
Movement:
move discipline grants:
>+5 to athletics roll
>always considered to have a "running start" (/5 instead of /10)
>distance not affected by speed
athletics roll:
http://invisiblecastle.com/roller/view/2570950/jump distance = (1d20 + 7 + 5) / 5
= (6 + 7 + 5) / 5
= 18 / 5
= 3 squares!
So jumping from Q11 -> Q8
Attack: targetting Q7; Dexterity vs Fortitude
attack roll:
http://invisiblecastle.com/roller/view/2570955/attack = 1d20 + 4 = 18 + 4 = 22 vs Fort
damage roll:
http://invisiblecastle.com/roller/view/2570958/quarry roll:
http://invisiblecastle.com/roller/view/2570964/damage = 1d10 + 4 + 2 = 5 + 4 + 2 = 11
If the attack hits, I push the target 1 square. So onto the difficult terrain right behind it.
Save for poison+slow:
http://invisiblecastle.com/roller/view/2570967/1d20 = 19! Yay!