Initiative: 1d20+13 = 16: 3
JIC: 1d20 = 14: 14
, 1d100 = 60: 60
PER: 1d100 = 26: 26
vs. 66% (+15% hearing)
Prowl: 1d100 = 68: 68
vs. 101%+20% cloak bonus (+ anything from shadow meld/silent flight?)
Ronith freezes in the shadows as soon as he recognizes the Sunaj. At last.
The cyber-knight's initial instinct, as always, is to take advantage of his stealth and attack his foes. But Ronith restrains himself- he realizes that he's never ruled out the Sunaj having psychic abilities of their own, and in fact it would explain some of their apparent ability to stay one step ahead of the team, and match Ronith. If they do possess such capabilities, a rash attack now would not take them by surprise, and do little but isolate Ronith from the rest of the team while the others do a mad scramble to enter the fray.
Instead, he performs another telepathic sending to as much of the team as he can reach quickly (starting with Beltin and Grant, in case they need to relay Ronith's message to the others). The Sunaj are here- three of them, and a woman I do not recognize. Let us end this. Wait for my signal- it shall be obvious.
Ronith knows he needs to prepare carefully- he will observe the Sunaj as they creep along towards the group. His first objective will be to determine their route of attack, and relay it to the others as soon as possible (i.e., through the building or around it). He will also attempt to identify the leader- either by recognizing the head Sunaj he fought before, a general assessment of their weaponry and skill, or by seeing who defers to whom. That will be Ronith's primary target.
After observing them for several seconds, and once he judges that the others will have clear lines of fire, Ronith will make his move. The first order of business will be to telekinetically (-3 ISP)
pull the hammer out of the woman's belt, and hurl it at the leader. The goal is less to do damage (though he wants to do some), and more to cause a distraction and disarm the woman- Ronith will attempt to angle the throw such that, after the hammer bounces off of the leader, it is deflected away from the group.
If all goes according to plan, the leader will either glance back or (if he has some means of anticipating an attack), avoid it before it hits. Either way, in that crucial moment of distraction, Ronith will act. Kicking Grant's flight spell up to maximum speed, Ronith's swords will flash out and he will make for the leader with swords leading. He will attempt to strike the leader with his swords, not only doing damage but using his momentum to carry both himself and the leader out of the rest of the team's line of fire. At the same time, he will use telekinesis to clip one of the blinder grenades from his belt and drop it in the midst of the others as he passes through them.
From there, Ronith will focus all of his considerable attention and sword-fighting acumen on the leader. Leaving aside the damage these Sunaj have inflicted to him personally, and to Heroes for Hire's headquarters, Ronith is sick and tired of them being underfoot when there are clearly weightier concerns. He has every intention of ensuring that none of the Sunaj leave the warehouse alive. If the leader falls, Ronith will visit his wrath on the next closest target, although if he becomes aware of the second group moving on them the cyber-knight will interpose himself there.
Free action (during the very end of the prep-melee?)- TK toss of hammer. 1d20+4 = 5: 1
to strike, damage = ???.
Action 1: Flying strike at leader. Frostfang: 1d20+19 = 21: 2
to strike, 1d6*11 = 66: 6
(+2 from flight) MD; Skyrender: 1d20+19 = 29: 10
to strike, 6d6+2 = 24: 4, 5, 5, 1, 6, 1
Action 2: Drop blinder grenade. Strike roll (if necessary?): 1d20+4 = 20: 16
(see New West P. 209 for details)
Action 3: Paired sword strikes at leader. Frostfang: 1d20+19 = 38: 19 to strike, 1d6*11 = 66: 6 (+2 from flight)x2=136 MD
; Skyrender: 1d20+19 = 21: 2
to strike, 6d6+2 = 26: 2, 3, 3, 4, 6, 6
Action 4: Paired sword strikes at leader. Frostfang: 1d20+19 = 29: 10
to strike, 1d6*11 = 44: 4
(+2 from flight) MD; Skyrender: 1d20+19 = 20: 1
to strike, 6d6+2 = 17: 2, 4, 1, 1, 5, 2
Action 5: Paired sword strikes at leader. Frostfang: 1d20+19 = 38: 19 to strike, 1d6*11 = 66: 6 (+2 from flight)x2=136 MD
; Skyrender: 1d20+19 = 26: 7
to strike, 6d6+2 = 18: 1, 3, 4, 4, 2, 2
Action 6: Paired sword strikes at leader. Frostfang: 1d20+19 = 36: 17
to strike, 1d6*11 = 11: 1
(+2 from flight) MD; Skyrender: 1d20+19 = 36: 17
to strike, 6d6+2 = 23: 1, 1, 4, 5, 6, 4
Action 7: Paired sword strikes at leader. Frostfang: 1d20+19 = 39: 20
to strike, 1d6*11 = 33: 3
(+2 from flight) MD; Skyrender: 1d20+19 = 26: 7
to strike, 6d6+2 = 22: 2, 3, 5, 4, 4, 2
Action 8: Paired sword strikes at leader. Frostfang: 1d20+19 = 23: 4
to strike, 1d6*11 = 66: 6
(+2 from flight) MD; Skyrender: 1d20+19 = 23: 4
to strike, 6d6+2 = 18: 3, 1, 6, 1, 1, 4
Action 9: Paired sword strikes at leader. Frostfang: 1d20+19 = 37: 18 to strike, 1d6*11 = 33: 3 (+2 from flight)x2=70 MD
; Skyrender: 1d20+19 = 36: 17
to strike, 6d6+2 = 22: 1, 6, 1, 4, 3, 5
Auto-dodges (+12): 9d20: 19, 2, 11, 14, 14, 1, 16, 7, 15