
GM-JZ |

Klaw has been running guns out of this dockyard for weeks and having finally caught up with him the group fought their way through his perimeter but unfortunately not before being discovered.
As the alarm was raised you knew Klaw would use any means in his disposal to make his escape and with dozens of heavily armed men between you and he, you knew there was nothing for it but to put in a call to the SAP STF - the South African Police Special Task Force.
The rattle of automatic gunfire and the the high-pitched wail of sirens echo through the dock yard behind you. The police arrived a few minutes ago and were immediately embroiled in a pitched battle with the mercenaries. You recall the STF captain raising his loudspeaker and calling for you to; Push on, don't let Klaw escape! before a bullet hits him high on the shoulder, sending him spinning like a top. Two of his men are at his side immediately and drag him behind the armored assault vehicle.
Sometimes you are reminded of the fragility of humankind - and of the almost limitless bravery these non-powered heroes display.
But for now you have to push that aside as Razor slashes her claws across the bulkhead door of the massive container ship, sending the lock tumbling. You head down into the dimly lit hull, the heat stifling in the close quarters as the metal monster squats in the shallow water beneath the merciless South African sun.
The sounds of running feet echo along the metal corridors.
The ship is dimly illuminated with flickering, faltering strip lights set in the ceiling.
Everyone except Ictoo has darkvision - Ictoo, let me know if/how you are illuminating

Ictoo |

Ebon steps forward staring into the darkness he waves his hand at the darkness as his tattoos on his wrists light up. "Klaw is here. Give me a moment to prepare." He then takes a deep breath lowing his head and begins to let out short sharp breaths. "Let's take him down fast and we can stop all this fighting, no one else needs to get hurt because of Klaw." He then moves forward slowly.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
I assume we'll need to cast these spells
bulls strength, Shield, mage armor and light AC=25

GM-JZ |

I am not in the business of hurting people, my friend. a thick south African accent rings through the metal corridors. I am a business man providing a service. You people always think you are better than the rest of us.
Feet pound on metal leading away from you and you hear several voices and the sound of movement ahead.

Concussion |
"Yeah but your business partners kinda are," Concussion calls out, wincing a bit as light flares from Ebon's tattoos. "And that's a problem. Nothing to do with any sort of pecking order!" she adds, hefting her hammer for emphasis.
She glances around at their surroundings. Large ship, but small corridors, tight corners. Not ideal for fighting in but what choice did they have?
I'll just need to stay small for now, until I can get some proper room.
As she focuses, her slight form ripples - her arms grow longer and her skin appears to visibly toughen, taking on a weathered appearance.
"Too many spots around here to set up ambushes," she mutters to the others. "Let's be careful; the last time this happened I came out looking like a piece of swiss cheese!"
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Activating Long Arm, Expeditious Retreat, Barkskin. Reach increases to 10', movement increases from 40' to 70', +2 to AC. Current AC is now 20, I think ballistic AC should be 16 if Barkskin functions like Shield and Mage Armor.

Laura Kinney |

Razor watches as Ebon runs through his usual pre-combat routine, then winces as he summons light.
There goes the darkness as an ally...
She concentrates for a moment, the living metal in her body responding to her as she goes in to full fight mode. Her movements become unnaturally lithe and quick,and there is a feral air about her as she operates more on instinct than thought.
Mutagen: +4 DEX -2 WIS, darkvision 60' and scent
Her eyes shine red as she reflects Ebon's light. She shakes her head, her mane of hair dancing and then fading from sight along with the rest of her.
Will scout. Be back. she growls, her feet whisper quiet on the metal deck.
Stealth: 1d20 + 16 + 2 + 20 ⇒ (18) + 16 + 2 + 20 = 56
Heading deeper in to the ship to map the layout and determine any ambush points. Laura trapfinds like a rogue so also checks for tripwires, laser emitters and the like that might indicate a nasty surprise.
perception: 1d20 + 12 - 1 ⇒ (9) + 12 - 1 = 20 +2 for humans +4 for mutants
Status: Mutagen active, AC 23, BAC 21, Invisible

GM-JZ |

Razor uses her mutant abilities to bend the spectrum of light around her, rendering her all but invisible and then quietly opens the steel door that leads deeper into the ship interior.
The corridor is narrow and once again dimly lit. It runs for about 75 feet where it ends in a hastily erected barricade of boxes and crate. Two human men dressed in tactical vests and armed with Uzi 9mm submachine guns. One breathes heavily and wipes beads of sweat out of his eyes as he trains his weapon on the corridor.
To her right, she sees another door, this one open. Again, two mercenaries dwell within, one with a shotgun the other a pistol. The one with the pistol whispers urgently into a walkie-talkie.

Laura Kinney |

You could take them all, it's easy, a blade to the jugular, spin him and use him to block the sight of the other...no!... you're part of a team now, you aren't the animal you were raised as...
The air shimmers, and the faintest of whispers issues from the edge of the darkness the rest of the team is staring at.
Room, right. Two men, guns. End corridor, two men, guns. I slice end men, if hear noise, you go right room.
She disappears off before there is an answer, knowing the living metal that is currently providing her camouflage will fail sooner or later.
Padding to the end of the corridor, she deftly steps around the men lying in wait, drinking in their scent, their anticipation, their... fear.
Positioned in between them, she strikes...
Move to T45
Claw: 1d20 + 13 ⇒ (9) + 13 = 22
slashing/bludgeoning: 1d4 + 6 + 3d6 ⇒ (2) + 6 + (1, 1, 1) = 11
Claw: 1d20 + 13 ⇒ (6) + 13 = 19
slashing/bludgeoning: 1d4 + 6 ⇒ (4) + 6 = 10
Foot Claw: 1d20 + 13 ⇒ (19) + 13 = 32
slashing/bludgeoning: 1d4 + 6 ⇒ (3) + 6 = 9
Foot Claw: 1d20 + 13 ⇒ (7) + 13 = 20
slashing/bludgeoning: 1d4 + 6 ⇒ (1) + 6 = 7
Elbow blade: 1d20 + 13 ⇒ (5) + 13 = 18
slashing/bludgeoning: 1d6 + 6 ⇒ (5) + 6 = 11
Appearing from nowhere as a dance of death, her strikes are almost too fast to see as she stabs her hand blade in to the back of one man, puncturing a lung so he can't cry out, her other claw plunges deep and she uses the impromptu leverage to flick her feet up, spinning as both her foot blades pass across the eyes and throat of the other guard. Finally as she lands, her arm lashes out in a complete circle to finish off either of them if they somehow managed to survive her assault.
Narrative aside, that was the worst sneak attack damage roll I have ever seen >.<

GM-JZ |

Razor glides silently in between the waiting guards and before they know what hits them her claws, living metal hardened to extraordinary levels, slices into them.
She brings chaos in the small corridor and the men are falling over themselves to get away from her deadly assault but the one she targets soon crumples.
Razor, how are you getting 5 attacks? I assume it's two claw attacks from being a Skinwalker. As far as I read it the different types of Skinwalkers that give you hoof attacks do so instead of those claws. So a Wereboar-Skinwalker would be gore, hoof, hoof. What am I missing?

Wurt Kagner |

"Tsk tsk. Silly thugs mit guns." Wurt shakes his head as he lopes down the corridor beside Ebon and Concussion, occasionally bounding along as much with his three-fingered hands as his equally digited feet. "They must know this vill not end vell for them, ja?"
As Razor begins her grisly work down the hall, Wurt pokes his head around the door of the southern hall. He winks and waves at the thugs but before either can pull the trigger their world is swallowed up in darkness as he slips Excalibur free. He glances back at the other two and grins, "How good do you think they are at shooting in the dark?"
I'll move to T32, drop a darkness (CL 6) on Z34/AA35 and draw my weapon as part of the move.
HP: 52/52
Resist 5: Cold, Electricity, Fire
AC: 18 (17 T / 12 FF)
Bal AC: 17 (12 FF)
CMD: 22
F/R/W: +4/+11/+4
Darkness remaining: 0/1
Charmed Life (+2 to a save) remaining: 4/4
Panache remaining: 4/4
Ki remaining: 7/7
Ongoing Effects
To hit: +6 BAB, +5 Dex, +1 Weapon Focus, +1 Swashbuckler Training, +1 enhancement bonus
Damage: +1 Str mod, +1 Swashbuckler Training, +1 enhancement bonus, +6 precise strike

Concussion |
Round 1
Concussion grins back as she zips after Wurt and into the now-darkened room. Although there had been days where she'd longed to be a normal human like her school friends, she had to admit that being a mutant had its perks - such as never needing a flashlight. Her eyes have no trouble picking out the two thugs as they flail about in the dark and she beelines toward the closest one - as she does, she allows the ferocity that flows within her to burst forth.
"Time to sleep!" she cries as she brings her hammer around in a vicious swing.
Attack (HAMMER SMASH; Bloodraging, Power Attack): 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d12 + 16 ⇒ (10) + 16 = 26
Moving to within 10' of the first thug, activating Bloodrage as a free action, standard to attack.
HP: 111/111 (Bloodrage Active)
AC: 19 + 2 = 21 (Shield of Blades; grants the penalty from Power Attack as a shield bonus to AC)
Rounds of Bloodrage Remaining: 16/17
Buffs Active: Barkskin, Expeditious Retreat, Long Arm

Laura Kinney |

JZ: Ragebred get 2 hooves and a gore, ranger combat style (natural attacks) feat 'aspect of the beast' gets her two claw attacks. Could have picked 'feral mutagen' as a discovery to get a bite too, but thought that might be overkill ;p
Razor closes the distance to the other man whilst the element of surprise is still with her, ducking low as her feet flash up, blades scything. As she lands both her hand blades lash out one after the other.
Claw: 1d20 + 13 ⇒ (15) + 13 = 28
slashing/bludgeoning: 1d4 + 6 ⇒ (1) + 6 = 7
Claw: 1d20 + 13 ⇒ (6) + 13 = 19
slashing/bludgeoning: 1d4 + 6 ⇒ (3) + 6 = 9
Foot Claw: 1d20 + 13 ⇒ (2) + 13 = 15
slashing/bludgeoning: 1d4 + 6 ⇒ (2) + 6 = 8
Foot Claw: 1d20 + 13 ⇒ (11) + 13 = 24
slashing/bludgeoning: 1d4 + 6 ⇒ (3) + 6 = 9
Elbow blade: 1d20 + 13 ⇒ (5) + 13 = 18
slashing/bludgeoning: 1d6 + 6 ⇒ (4) + 6 = 10

Wurt Kagner |

Not trying to rain on Razor's parade at all, but isn't there a rule somewhere about primary natural attacks becoming secondary attacks if there's already a primary attack? I'm real fuzzy on it, so it might be a rule for eidolons or something that's rattling in my head, but I'm pretty sure I've come across something to that effect at some point.

Laura Kinney |

JZ: She'll never get more than those 5 (without somehow getting a bite, hair and/or tentacles anyway!), the trick is making them do enough damage to be competitive. Sneak attacks are of course ideal for this... As I say, I think I created a monster!
Just remembered, as the guard hasn't acted yet in the surprise round, he's flat-footed, so denied dex to AC, so Laura gets SA damage on her strikes against him...
Wurt: Your memory is good and prompted me to re-check the rules. I had assumed all her nat attacks were primary but apparently hoofs are secondary so they would get -5! will correct her sheet :)

GM-JZ |

Wurt, technically you have to touch an object to cast darkness on it. So you couldn't do that at distance unless you cast it on an object this round and tossed that a standard action next round. Let me know what you want to do.
Razor - having moved forward you now see there are two brutish guards in the main container area (clearly extraterrestrial) and a number of men on the catwalks that run west to east
Razor cuts the other man down in a storm of frenzied claws before he is able to react.
She sees deeper into the shp and that the narrow corridor leads into a massive central cargo area. Containers are stacked here and there almost floor to ceiling and two catwalks sit at the north and south of the area.
Two massive guards, hulking brutes that carry enormous wrenches watch her enter and begin stomping forward to join the fray.
Meanwhile, Concussion bursts forward and swings her massive hammer. Glowing with kinetic energy it slam down but the guard manages to step aside at the last moment.
The tool room she has entered has a further exit leading east.

GM-JZ |

I also just remembered that those blue boxes in the corridor were a make-shift barricade and it shouldn't have been so easy for Razor to get through. Grrrr.
Yellow, pistol, Concussion, DA: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9 Miss
Green, shotgun, Concussion, DA: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19 Hit
Damage: 1d12 + 2 ⇒ (11) + 2 = 13
Blue, Ogre guard, Razor: 1d20 + 9 ⇒ (20) + 9 = 29 Hit
Confirm: 1d20 + 9 ⇒ (3) + 9 = 12 Did not confirm
Damage: 2d8 + 10 ⇒ (3, 6) + 10 = 19
Red, Ogre guard, Razor: 1d20 + 9 ⇒ (8) + 9 = 17 Miss
Black, uzi, RS, Razor: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8 Miss
Orange, uzi, RS, Razor: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9 Miss
Pink, uzi, RS, DA, Razor: 1d20 + 6 - 4 - 2 ⇒ (19) + 6 - 4 - 2 = 19 Hit
Damage: 1d10 + 2 ⇒ (1) + 2 = 3
Cyan, uzi, RS, DA, Razor: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 Miss
22 damage to Razor, 13to Concussion
The entire ship suddenly erupts in a cacophony of deafening gunfire. Bullets rattle off steel as a hail of lead falls on Razor. She hauls the guard she just clawed in front of her and he is riddled with bullets as she does so but one sneaks through and smashes into her arm. If it weren't for the super hard metal that coats her bones her radius would have shattered.
With no time to reflect on that she readies herself for the two massive brutes that stomp toward her. One swings it's wrench in a mighty heave and she is able to step aside easily but the other is more accurate and the massive tool slams painfully into the side of her head.
Back in the tool room, one of the guards fires at Concussion in panic and his aim, even at point blank range, is poor. The roar of the shotgun is incredibly loud though and the cone of shot fills the room, perforating the young hero.
Round 2 - Heroes
The guys on the catwalk are 30 feet up. Where there is a gap on the map that's stairs, I just didn't add them.

Laura Kinney |

Barricade, shmaricade! Razor was invisible so would have been trivial to bypass with her stealth...
Razor's face remains impassive as she is clipped by both bullet and wrench, her wounds beginning to close immediately.
Fast healing 5 kicks in from spontaneous healing
Non-optimal placement, prioritise improvement of tactical position
She glides backwards, sliding back across the metal of the ship's deck like it was an ice rink and hopping up on to a nearby crate, away from the massive guards.
Using swift action for Blessing: Agile feet to ignore difficult terrain. 5 ft step to S44
She glances across at Ebon
Glad for help, big men metal sticks, high men quick guns...
As her wounds continue to close before Ebon's eyes, the blood on her suddenly pulses and rushes across her body in an impossibly thin coating as her unique physiology adapts to the situation and protects her.
Shield now up: AC 23, BAC 19

Concussion |
Round 2
"Still standing? That's not how it works!" Concussion pouts, appearing more annoyed about missing her target than about the pellets buried in her skin. Pellets that slowly begin to pop back out and clatter to the floor as her wounds begin to heal and regenerate.
Not wanting to give the thug the chance to ready another shot, she deftly steps forward and swings her hammer around...
Attack (HAMMER SMASH; Bloodraging, Power Attack): 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d12 + 16 ⇒ (5) + 16 = 21
And then raises it high over her head before bringing it down as if trying to pound the man into the ground like a tent spike.
Attack (HAMMER SMASH; Bloodraging, Power Attack): 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d12 + 16 ⇒ (6) + 16 = 22
"S'okay Ebon, I promise I won't kill them all!" she calls out.
Razor's the one he needs to worry about anyway. Yeesh!
Taking a 5 foot step to Z33, then executing a full-attack action. Blood of Life kicks in and Concussion gains Fast Healing 1 as long as she's raging.
HP: 99/111 (Bloodrage Active)
AC: 19 + 2 = 21 (Shield of Blades; grants the penalty from Power Attack as a shield bonus to AC)
Rounds of Bloodrage Remaining: 15/17
Buffs Active: Barkskin, Expeditious Retreat, Long Arm
Blood of Life - Fast Healing 1 while raging.

Wurt Kagner |

Well, if I couldn't pop a darkness when we had the drop on them, I don't think casting it on these two lumps now will do us much good. I'll hold off if that's ok?
Wurt bounds into the room to assist Concussion, Excalibur flashing as he approaches. "I don't suppose the pair of you will just surrender your weapons by any chance? Nein? Ah. Pech! I didn't think so." He slips around one of the thugs and brings his sword around in a gleaming arc.
Excalibur: 1d20 + 14 ⇒ (20) + 14 = 34for: 1d8 + 9 ⇒ (4) + 9 = 13
crit?: 1d20 + 14 ⇒ (5) + 14 = 19for an additional: 1d8 + 9 ⇒ (8) + 9 = 17
If he's able to flank with Concussion, then an addtional +2 to hit and...Sneak Attack: 3d6 ⇒ (6, 6, 4) = 16
HP: 52/52
Resist 5: Cold, Electricity, Fire
AC: 18 (17 T / 12 FF)
Bal AC: 17 (12 FF)
CMD: 22
F/R/W: +4/+11/+4
Darkness remaining: 1/1
Charmed Life (+2 to a save) remaining: 4/4
Panache remaining: 4/4
Ki remaining: 7/7
Ongoing Effects
To hit: +6 BAB, +5 Dex, +1 Weapon Focus, +1 Swashbuckler Training, +1 enhancement bonus
Damage: +1 Str mod, +1 Swashbuckler Training, +1 enhancement bonus, +6 precise strike

GM-JZ |

Seeing that the cargo area is well guarded by Klaw's minions, Ebon and Razor decide that discretion is the better part of valor and back off into the narrow corridor while the hail of bullets still rattle around them.
Concussion smashes her hammer into one of the thugs in the tool room and as he reels Wurt dashes in on his three-toed feet, silently crossing the distance in barely a few steps before cutting into the man with his delicate blade and sending him spinning to the ground.
Round 2 - Enemy
Green, shotgun, Wurt: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6 Miss
In a panic, the remaining thug in the tool room pumps his shotgun and levels it at Wurt.
..Duiwel...!
Devil!
But his tail snakes out and wraps around the barrel pushing it upwards where the blast does nothing except cause a portion of suspended ceiling to explode in a shower of debris.
Blue, Ogre guard, Razor: 1d20 + 9 ⇒ (8) + 9 = 17 Miss
Red, Ogre guard, Razor: 1d20 + 9 ⇒ (4) + 9 = 13 Miss
This time Razor is fully aware of the brute's threat and as they swing their massive wrenches she deflects the blows with ease.
Black, Razor, RS: 1d20 + 6 - 4 - 1 ⇒ (10) + 6 - 4 - 1 = 11
Black, Razor, RS: 1d20 + 6 - 4 - 1 ⇒ (19) + 6 - 4 - 1 = 20 Hit
Damage: 1d10 + 2 ⇒ (10) + 2 = 12
Orange, Ebon, RS: 1d20 + 6 - 4 - 1 ⇒ (4) + 6 - 4 - 1 = 5
Orange, Ebon, RS: 1d20 + 6 - 4 - 1 ⇒ (3) + 6 - 4 - 1 = 4
Pink, Razor, RS: 1d20 + 6 - 4 - 1 ⇒ (7) + 6 - 4 - 1 = 8
Pink, Razor, RS: 1d20 + 6 - 4 - 1 ⇒ (11) + 6 - 4 - 1 = 12
Cyan, Razor, RS: 1d20 + 6 - 4 - 1 ⇒ (10) + 6 - 4 - 1 = 11
Cyan, Razor, RS: 1d20 + 6 - 4 - 1 ⇒ (16) + 6 - 4 - 1 = 17
As they consolidate in the corridor, the thugs on the catwalks leans over and continue to spray lead toward them with their submachine guns. The angle is awkward and with the brutes in their way, sparks fly all around Razor and Ebon as multiple bullets strike the hull around them. With lightning fast reflexes Ebon bats one of the bullets out of the air but another strikes Razor just above the knee. Her kevlar lined costume absorbs some of the blow but pain flares there nonetheless.
Round 3 - Heroes
[url=http://i.imgur.com/EosclAC.png]Latest Map[url]

Wurt Kagner |

Wurt shakes one finger chidingly in the thug's face then vanishes in a puff of acrid smoke. He reappears a breath later hanging from a pipe above the man's head, then drops down behind him as he brings Excalibur to bear.
Excalibur: 1d20 + 16 ⇒ (4) + 16 = 20for: 1d8 + 9 ⇒ (7) + 9 = 16 and Sneak Attack: 3d6 ⇒ (4, 2, 3) = 9 25 damage total
HP: 52/52
Resist 5: Cold, Electricity, Fire
AC: 18 (17 T / 12 FF)
Bal AC: 17 (12 FF)
CMD: 22
F/R/W: +4/+11/+4
Darkness remaining: 1/1
Charmed Life (+2 to a save) remaining: 4/4
Panache remaining: 4/4
Ki remaining: 6/7
Ongoing Effects
To hit: +6 BAB, +5 Dex, +1 Weapon Focus, +1 Swashbuckler Training, +1 enhancement bonus, +2 invisible
Damage: +1 Str mod, +1 Swashbuckler Training, +1 enhancement bonus, +6 precise strike

Concussion |
Round 3
"Heh! You're such a show-off Wurt!" Concussion laughs before moving to assist her comrade as well as block the door to prevent the remaining thug from running.
As Wurt vanishes and then reappears above the thug she swings her trusty, now blood-stained, hammer.
Attack (HAMMER SMASH; Bloodraging, Power Attack, Flanking?): 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Damage: 1d12 + 16 ⇒ (9) + 16 = 25
HP: 100/111 (Bloodrage Active)
AC: 19 + 2 = 21 (Shield of Blades; grants the penalty from Power Attack as a shield bonus to AC)
Rounds of Bloodrage Remaining: 14/17
Buffs Active: Barkskin, Expeditious Retreat, Long Arm
Blood of Life - Fast Healing 1 while raging.
Moving to AA35.

Laura Kinney |

The trio of new bullets hammer her leg, it immediately floods with endorphins and healing agents.
She growls at Ebon
Poor position. Easy targets. Move back, less enemy
She hops backwards over the barricade and slides back along the corridor.
Withdraw to S40
hp 46/70, Healing Touch: 20/30, Blessings 5/6

GM-JZ |

Concussion and Wurt team up to dispatch the final guard in the tool room, pausing only to give eachother a quick nod but the sound of more gunfire intrudes.
Round 3 - Enemy
Orange, Ebon: 1d20 + 6 - 4 - 1 ⇒ (10) + 6 - 4 - 1 = 11 Miss
One of the guards on the catwalk makes for the stairs leading down to the cargo hold. With a view of the corridor, though obstructed by the two bigger ogres, he squeezes off a speculative round that Ebon simply deflects with the back of his hand.
The first of the ogres steps up and with a grunt, swings his huge metal wrench, bringing it crashing down on Ebon's collarbone.
Blue, Ebon: 1d20 + 9 ⇒ (17) + 9 = 26 Hit
Damage: 2d8 + 10 ⇒ (5, 1) + 10 = 16
Without a clear shot, the others remain ready.
We're holding them back boss, you can get out through the stern doors. The submersible is chained up there! one of them shouts over the ringing of bullets.
Round 4 - Heroes

Wurt Kagner |

"Tch! You wound me, frauline! There is quite a difference between simply showing off and adding some showmanship to an otherwise unpleasant affair. Wouldn't you agree?" Wurt cocks his head, grins, then vanishes in another puff of brimstone-tinted smoke.
swift action to vanish, double move to either S37 or T37
HP: 52/52
Resist 5: Cold, Electricity, Fire
AC: 18 (17 T / 12 FF)
Bal AC: 17 (12 FF)
CMD: 22
F/R/W: +4/+11/+4
Darkness remaining: 1/1
Charmed Life (+2 to a save) remaining: 4/4
Panache remaining: 4/4
Ki remaining: 5/7
Ongoing Effects
To hit: +6 BAB, +5 Dex, +1 Weapon Focus, +1 Swashbuckler Training, +1 enhancement bonus, +2 invisible
Damage: +1 Str mod, +1 Swashbuckler Training, +1 enhancement bonus, +6 precise strike
Invisible (1/6 rounds)

Concussion |
Round 4
"Showmanship? Okay, now you're speaking my-" she stops as Wurt vanishes. "Neeeeever mind..." she sighs to herself as she turns and races back to join with the others, skidding to a stop just a pace behind Ebon.
"Cavalry's here!" she calls cheerfully as she eyes the large ogres blocking the way. "Nice choice of weapon there, but can't let you use it!" The last word is punctuated by a mighty thud as she slams her hammer into the ground, sending a shockwave of force racing towards the first ogre.
Thunderstomp (Trip): 1d20 + 13 ⇒ (13) + 13 = 26
HP: 101/111 (Bloodrage Active)
AC: 19
Rounds of Bloodrage Remaining: 13/17
Buffs Active: Barkskin, Expeditious Retreat, Long Arm
Blood of Life - Fast Healing 1 while raging.
Moving to S40 (next to Razor) and then 'casting' Thunderstomp to try and trip the ogre.

Ictoo |

Ebon absorbs the blow, feeling the hit but ignoring the pain he takes a step forward. "Now we push forward as one." He then unleashes a flurry of punches and kicks attempting to trip the creature, focusing all his strength.
Need to double check all my maths Herolabs says I should be +2 to all of those.
First Attack: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d8 + 19 ⇒ (1) + 19 = 20
Free trip if hit: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
First Attack: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d8 + 16 ⇒ (4) + 16 = 20
First Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 16 ⇒ (2) + 16 = 18

Laura Kinney |

Smothering the lone wolf instinct inside her, Razor manages a smile
Glad you here. Pack hunt good.
She leaps upon the downed ogre, claws flashing.
Move to S42
Claw: 1d20 + 13 ⇒ (11) + 13 = 24
slashing/bludgeoning: 1d4 + 6 ⇒ (2) + 6 = 8
Claw: 1d20 + 13 ⇒ (7) + 13 = 20
slashing/bludgeoning: 1d4 + 6 ⇒ (1) + 6 = 7
Foot Claw: 1d20 + 8 ⇒ (13) + 8 = 21
slashing/bludgeoning: 1d4 + 6 ⇒ (3) + 6 = 9
Foot Claw: 1d20 + 8 ⇒ (4) + 8 = 12
slashing/bludgeoning: 1d4 + 6 ⇒ (2) + 6 = 8
Elbow Claw: 1d20 + 13 ⇒ (10) + 13 = 23
slashing/bludgeoning: 1d6 + 6 ⇒ (2) + 6 = 8
hp 51/70, Healing Touch: 15/30, Blessings 5/6

GM-JZ |

Concussion steps up and with a mighty blow brings her hammer down on the steel plate of the ship's hull. The reverberation sends a shockwave racing along the steel and sends the ogre crashing to the ground.
Ebon and Razor seize the opportunity immediately, the former drawing back his fists and driving them home with the power of a jackhammer whilst the latter slashes at it like a rabid wolverine(!)
Round 5 - Enemy
The ogre left facing the group might look a brutish thug, but it is no fool and backs off deeper into the hold, affording his fellow guards a clear shot and also shouting over his shoulder:
Boss! We'll hold them here, someone get the vibranium loaded on to the submersible!
Vibranium is the strongest metal known to mankind. It is incredibly rare - and valuable
You know your bones were laced with vibranium as part of the procedure
Black, Ebon, uzi: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10 Miss
Orange, Concussion, uzi, RS: 1d20 + 6 - 2 - 1 ⇒ (17) + 6 - 2 - 1 = 20 Hit
Damage: 1d10 + 2 ⇒ (4) + 2 = 6
Orange, Concussion, uzi, RS: 1d20 + 6 - 2 - 1 ⇒ (5) + 6 - 2 - 1 = 8 Miss
Bullets rattle along the hull, a couple pumping into the corpse of the fallen ogre before Ebon once again deflects one and another buries itself high in Concussion's chest.

Wurt Kagner |

Wurt dashes forward then bounds, unseen, up to the catwalk above.
Acrobatics (jump): 1d20 + 40 ⇒ (3) + 40 = 43
Stealth: 1d20 + 19 - 5 + 20 ⇒ (2) + 19 - 5 + 20 = 36
Another double move for me! Hoping to land somewhere in the Q45 area of the catwalk
HP: 52/52
Resist 5: Cold, Electricity, Fire
AC: 18 (17 T / 12 FF)
Bal AC: 17 (12 FF)
CMD: 22
F/R/W: +4/+11/+4
Darkness remaining: 1/1
Charmed Life (+2 to a save) remaining: 4/4
Panache remaining: 4/4
Ki remaining: 4/7
Ongoing Effects
To hit: +6 BAB, +5 Dex, +1 Weapon Focus, +1 Swashbuckler Training, +1 enhancement bonus, +2 invisible
Damage: +1 Str mod, +1 Swashbuckler Training, +1 enhancement bonus, +6 precise strike
Invisible (2/6 rounds)
Acrobatic Master: +20 acrobatics