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Runzyl Steelsong's page
1,051 posts. Alias of Fatespinner (RPG Superstar 2013 Top 32).
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Hemmed in by the golems swinging wildly around him, Runzyl grits his teeth.
"Gurtha nae i' hakar!"
Whipped into a frenzy, the Valenar's blades flash to and fro with lethal precision.
Activate whirling frenzy, full attack action on the 2-armed golem.
1.)1d20 + 25 ⇒ (3) + 25 = 28 to hit, dealing 1d6 + 13 ⇒ (6) + 13 = 19 damage.
2.)1d20 + 20 ⇒ (18) + 20 = 38 to hit, dealing 1d6 + 13 ⇒ (3) + 13 = 16 damage.
3.)1d20 + 15 ⇒ (15) + 15 = 30 to hit, dealing 1d6 + 13 ⇒ (5) + 13 = 18 damage.
4.)1d20 + 25 ⇒ (5) + 25 = 30 to hit, dealing 1d6 + 9 ⇒ (1) + 9 = 10 damage.
5.)1d20 + 20 ⇒ (20) + 20 = 40 to hit, dealing 1d6 + 9 ⇒ (5) + 9 = 14 damage.
#2, 3, & 5 are critical threats. Confirmations:
2.)1d20 + 20 ⇒ (19) + 20 = 39 to hit, dealing 1d6 + 13 ⇒ (1) + 13 = 14 bonus damage.
3.)1d20 + 15 ⇒ (1) + 15 = 16 to hit, dealing 1d6 + 13 ⇒ (2) + 13 = 15 bonus damage.
5.)1d20 + 20 ⇒ (11) + 20 = 31 to hit, dealing 1d6 + 9 ⇒ (2) + 9 = 11 bonus damage.
Miss chance rolls, if applicable (above 20 is good): 1d100 ⇒ 50, 1d100 ⇒ 37, 1d100 ⇒ 44, 1d100 ⇒ 44, 1d100 ⇒ 26.
If any of those drop the two-armed, the remainder will go at the 1-armed one.
3 damage taken from the grenade. The golem's 25 will miss Runzyl's 27 AC. Fort: 1d20 + 16 ⇒ (19) + 16 = 35
The Valenar deftly sidesteps the golem's attack while steeling himself against the noxious fumes.
Following Gelb inside, the Valenar passes fearlessly through the choking smoke to attack the student engaged with the changeling.
Fort save for the smoke: 1d20 + 16 ⇒ (14) + 16 = 30. Move to Q13 and attack on S7: 1d20 + 21 ⇒ (7) + 21 = 28 to hit, dealing 1d6 + 11 ⇒ (3) + 11 = 14 damage.
Init: 1d20 + 4 ⇒ (6) + 4 = 10
"I will join the others in battle," he whispers to Nev. "Protect our mages."
I'll take N11.
Fort: 1d20 + 16 ⇒ (14) + 16 = 30. That's more like it.
Runzyl circles around his opponent (move to AK-10) and, with a sharp inhalation of breath, punts his quarry down the hall towards his companions with a sharp kick to the solar plexus.
Activate rage, using Knockback rage power to bull rush him down the hall. 1d20 + 20 ⇒ (14) + 20 = 34 vs. CMD. For every 5 points by which I beat his CMD, he moves an additional 5 feet down the hall. The attack deals 7 points of bludgeoning damage.
I can only fail that save on a 1. Fort: 1d20 + 17 ⇒ (1) + 17 = 18 EDIT: Naturally. Consecutive 1s. Good times. Down 2 CON then.
Runzyl winces at the expected bite of the quills.
Lurking in the shadow of the doorway, Runzyl widens his grip on Falla Caesenri and suddenly lunges forth to strangle the creature with the handle of his weapon, hoping to stymie its screams with sudden brutality.
There's no mechanic (to my knowledge) for attempting to silence someone with a grapple, but Runzyl would go for it because it seems plausible. He's essentially taking the long grip of the blade over the creature's head and yanking it up into the soft spot of the neck between the Adam's apple and the lower jaw. CMB: 1d20 + 16 ⇒ (1) + 16 = 17 to grapple.
EDIT: Awesome, natural 1. Guess it doesn't matter. Here's the inevitable initiative roll: 1d20 + 4 ⇒ (9) + 4 = 13
I think we're ready for Gelb to make some noise and we'll see what happens from there...
I believe Runzyl, Janosz, and Gelb are the only stealthers who have moved up at this point... though Rodergo seems to be wanting to join the fun?
The elf nods to Janosz and Gelb, gripping his weapon securely and preparing to strike whatever may come through the doorway next.
The Valenar nods at Gelb and moves up to the door on the side opposite the hinges. He tightens his grip on Falla Caesenri, its wan light faintly illuminating the group.
Raising an eyebrow, he lifts up his foot, points to it, then points to the door with a questioning shrug at the others.
Stealth: 1d20 + 18 ⇒ (10) + 18 = 28. Sorry, it's been a long weekend with visitors from out of town and my daughter's birthday party. Haven't been at the computer much.
The Valenar raises an eyebrow at Rodergo's dogged efforts to heal everyone.
"I appreciate the concern, cleric, but you need not invoke the Silver Flame every time I break a nail or stub my toe," he smirks, nodding again in appreciation nonetheless.
Runzyl only took 13. 'Tis merely a flesh wound.
"Can you tell how many?" the elf asks plainly. "And what they're saying? They must've heard the sounds of our combat."
Looking around and taking stock of the party and their collective injuries, he nods affirmatively.
"Perhaps Janosz and I should take a look ahead?" Runzyl looks to the Shadow Marcher with an expectant glance.
The elf sprints to Janosz's side, leaping into the skeleton with a ferocious jump kick as he approaches.
Move to L15. Knockback rage power to deal bludgeoning damage with my boot. 1d20 + 19 ⇒ (10) + 19 = 29 to hit, dealing 7 points of bludgeoning damage and, y'know, slamming him against the wall and whatnot since he can't actually be bull rushed out of that alcove.
Thanks everyone for taking my last couple of turns... Runzyl is pretty math intensive. I was around on Wednesday (and updated RotRL) but I didn't catch that my turn came here around yesterday. -.- Sorry about that. I'll update his sheet with the damage taken and rage rounds expended.
Also, the two critical confirmation rolls that Gil took for me did not factor in the +4 bonus from Critical Focus. So those results are actually 29 and 45, if it makes any difference.
Runzyl frowns at Janosz's mention of blunt weaponry and casts a glance towards Falla Caesenri as he lifts it.
Init: 1d20 + 4 ⇒ (16) + 4 = 20. Runzyl is probably just behind the scouty types somewhere.
Runzyl grips Falla Caesenri tightly, his eyes darting back and forth in search of other dangers as the party focuses their attention on the inscription. Once he is satisfied that no hidden dangers lurk nearby, he concentrates for a moment, gripping the amulet around his neck in meditation.
The elf again dashes inside the tree's defenses and delivers a telling blow to it's lower limbs.
Spring Attack to O21, 1d20 + 21 ⇒ (5) + 21 = 26 to hit, dealing 1d6 + 11 ⇒ (2) + 11 = 13 damage. Then move to K21 after the attack.
The Valenar takes a moment to appreciate the immense size of the guardians before carefully dashing inside the behemoth's defenses and delivering a powerful slash at it's roots.
Spring Attacking T2. Move to M25 to strike: 1d20 + 21 ⇒ (3) + 21 = 24 to hit, dealing 1d6 + 11 ⇒ (6) + 11 = 17 damage. Then move to M28 after the attack.
I'll take Q29, I suppose.
Init: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 8 ⇒ (2) + 8 = 10. Sadcakes.
"I think his Flamic garb is more likely to get us 'bumrushed,' as you say," Runzyl grumbles. "If Gath and the Silver Flame have the kind of rivalry as suggested by Sotharr's statements, I would suspect Rodergo and anyone in his vicinity are probably on the 'kill on sight' list."
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
The elf's brow furrows, turning his head in the direction Gil indicates, but hears nothing. Thus alerted, he raises his weapon in preparation.
Aubrey the Demented/Malformed wrote: Rolund goes last in the initiative. Runzyl needs to roll a Sense motive to work out he's going to attack. As this is a surprise round he doesn't get to more than make a single attack. Runzyl wasn't really aiming to preempt the attack, his challenge was in response to Rolund's attack. Here's a Sense Motive anyway just in case it matters for something: 1d20 ⇒ 19
Init: 1d20 + 4 ⇒ (2) + 4 = 6. Now that's just sad.
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Runzyl seems to snap out of his casual disdain for the discussion at hand the instant Rolund lashes out against the other party members. Falla Caesenri pulses with crimson energy as the Valenar raises it to a combat position.
"If by force it must be, then so be it," the elf snarls. "It is time we learned which force is more powerful: your curse or your will to survive."
I um... I'm fully intending on going all-out blender on Rolund until he stops moving and letting Rodergo pick up the pieces when I'm done. We might want to do an initiative roll or something.
Runzyl spends most of his time pacing, occassionally offering a disgusted look at the hideous creature his companions negotiate with. He says nothing, however, and makes no motion to lash out against the creature. It is clear that he is uncomfortable with the arrangements being discussed, but he understands the concept of 'necessary evil.'
Stealth: 1d20 + 18 ⇒ (8) + 18 = 26
The Valenar warrior follows in the ranger's shadow, returning Falla Caesenri to its sheath to suppress its light and drawing his bow.
Aubrey the Demented/Malformed wrote: If you recall, I reinstated the 3e rule where attacking into a grapple gives a 50% chance of hitting either participant. Please roll (heh heh). I did not recall that. Consider it as an "aid another" for Janosz's grapple check, then, which missed anyway due to the miss chance.
Now illuminated, Runzyl zeroes in on the newfound threat in Janosz's clutches and charges in to assist with Falla Caesenri.
Charge to L-16, attacking the grappled goblin.
2H attack: 1d20 + 25 ⇒ (13) + 25 = 38 to hit, dealing 1d6 + 13 ⇒ (5) + 13 = 18 points of slashing damage.
Miss chance (50-100) is a hit: 1d100 ⇒ 35
Aubrey the Demented/Malformed wrote: Pity no one can see him give his clear signal. Wait... so it's not magical darkness, but people aren't able to see the glow of Runzyl's sword? It's like a glowstick in a dark room. I don't really understand what's happening here.
Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
::facepalm::
Runzyl whirls the glowing twin blades of Falla Caesenri over his head, signaling to the others that the darkness is not magical in origin. ...and implying that maybe someone should just cast light. Consider Runzyl on delay until the lights come back on.
Is Runzyl also inside the magical darkness? i.e. can he at least see the glow of his own sword? This is also the 2nd round of fatigue after ending rage.
The elf turns his sharp hearing outward, listening for the approach of whatever new foe may be lurking while still catching his breath.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Sir Rolund ir'Kraal wrote: Except for Gil and Rod who already rolled, everybody else still needs to make Will saves (DC 20) for 1/2 damage from negative energy. This includes Runzyl as well since he moved into the area with his Spring Attack. Will: 1d20 + 4 ⇒ (20) + 4 = 24
Runzyl lets his blood cool a moment to catch his breath, but still manages to dart in for an attack against the mob.
Ending rage as a free action, 2 turns of fatigue. Move to H13 to Spring Attack the mob. 1d20 + 20 + 3 ⇒ (12) + 20 + 3 = 35 to hit (with Hunter's Bond), 1d6 + 9 + 3 ⇒ (3) + 9 + 3 = 15 damage. These rolls include the penalty for fatigue. Moving to E11 after the attack thanks to the extra movement from haste.
Janosz Frogshanks wrote: I'm thinking I'll just stay in the scrum, take the -2 penalty and hammer my way out. However, for Runzyl and Nevharath, how do you interpret the 'two-handed action'? Does it make use of two-handed weapons impossible when grappled, or is it possible, as the attack action does not require two hands as such? We can't use our two-handed weapons in the grapple. If Runzyl can't break out, he'll have to resort to using his dagger... which is quite sub-optimal.
Apply my AoO to Dolgrim Mob 2 on the map, please.
Besieged by the grasping limbs of the dolgrims, the Valenar releases a primal scream and attempts to throw off his aggressors.
Free action to begin raging, CMB to break free inluding +1 for righteous vigor and +1 more for haste. CMB: 1d20 + 20 + 1 + 1 ⇒ (13) + 20 + 1 + 1 = 35 vs. CMD. Let's add an action point too, just to be sure: 2d6 ⇒ (5, 4) = 9 for a total of 40. If successful, I will use my move action to go to J18, using Acrobatics to avoid AoOs if possible. Acrobatics: 1d20 + 18 ⇒ (14) + 18 = 32.
Janosz, I think you only get one AoO per round since you lack the Combat Reflexes feat... unless I'm missing something? Here's Runzyl's AoO: 1d20 + 21 ⇒ (9) + 21 = 30 to hit for 1d6 + 14 ⇒ (1) + 14 = 15 damage. Unfortunately, as I am not raging, the weapon is only +2 currently and does not bypass the byeshk DR. Since I also do not have Combat Reflexes, I will attempt the Reflex save to halve trample damage: 1d20 + 12 ⇒ (18) + 12 = 30 vs. DC 27. Runzyl is currently benefiting from Gil's displacement spell, so that should give a 50% miss chance on the grapple against me, yes? Otherwise it hits my CMD.
I think Runzyl is the only party member with low-light vision, but I've effectively got 40' of normal light to work with. Basically the whole battlefield is lit for the purposes of elf-vision, except for the very edges. The dolgrims are currently in Runzyl's dim light area, though. The positioning Vattnisse listed looks just fine by me.
Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
The Valenar raises his weapon in response to Janosz's warning.
Runzyl nods to the collective battle plan. "My knowledge of these creatures is very limited. Janosz, I will engage whichever target you decide is the greatest threat. Lead on," the elf raises his weapon slightly.
"With Falla Caesenri almost fully awakened, I do not believe I will have difficulty with the Dragon Below. I do not require the dagger," the elf states coolly, moving into position to follow Janosz's lead.
Kn (History): 1d20 + 4 ⇒ (12) + 4 = 16
Runzyl takes a step to follow the Marcher, but then nods in silence and remains where he stands knowing that the Gatekeeper's darkvision would allow him to go without light.
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Runzyl nods and follows the Shadow Marcher's lead, adopting a guarded and careful stance while remaining vigilant for hidden dangers. He takes Falla Caesenri into his hands, the weapon's enchantment pulsing softly, but he keeps it low and to the side. While he certainly wanted to be prepared, the elf knew it was unwise to bear open hostility in such matters.
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