| GM Rednal | 
Round 3
As Atsadi made it over, the fog on the other ship parted a bit, and you saw Captain Harrigan and two officers rushing madly for the doors to the captain’s cabin below the aft deck, slashing and hacking as they moved. You also noticed a Rahadoumi sailor sneaking up behind Harrigan... and four soldiers moved towards Atsadi, lashing out with short swords as they took over the defense from those that had been using crossbows from elsewhere on the ship.
Melee (Atsadi): 1d20 + 2 ⇒ (15) + 2 = 17 for Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Melee (Atsadi): 1d20 + 2 ⇒ (11) + 2 = 13
Melee (Atsadi): 1d20 + 2 ⇒ (12) + 2 = 14
Melee (Atsadi): 1d20 + 2 ⇒ (2) + 2 = 4
| Atsadi Tonga | 
Does the fog cause a miss chance to any of the enemies? Atsadi has tremorsense up so ignores that.
With a shrieking warcry, Atsadi falls amongst the guards while calling out to the captain. "Captain! Watch yer back!"
He curses as a shortsword sings close, barely grazing his cheek. Blood flows and he meets the eyes of the guard before him. Widening them wildly and making crazed faces he lets out a harsh laugh. "Coming for you next, chum!"
Move action add that guard to his Collective, DC 14 Will save
The massive blade in the pirate's hands swings toward the guard, fog flowing out of its way. Terrifying Blow: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 Unfortunately, the guard turns, causing the blade to slide along his blade and thunk into the ship's deck.
"Jeggare! Get your arse over here and help me with these bastards."
If the enemy fails his save, Jeggare and Atsadi get +1 morale to attack for 3 rounds and Atsadi recovers Body of Delusion. He'll use Body of Delusion next round (Atsadi rolls against an attack that hits and can ignore some damage).
If enemy makes his save, Atsadi uses Spilled Salt on the first attack against him next round (-4 penalty to attack roll, no save or anything).
| Lieutenant Ambrose Jeggare | 
Ambrose growls as Atsadi starts barking commands at him. The hulking brute hadn't even tied off his own line before diving into the fray. Whatever he got, he deserved. Cursing the other man's foolishness, he hastily ties off the other line as well, ensuring that the ships were properly linked. Only then does he turn his attention back across the decks and deign to summon aid for his partner.
Tracing the proper arcane patterns in the air with a gloved hand, the infernal spell falls from his lips as smoke pours from his eyes. In the air above the other ship, a brimstone cloud of cinders and ash appears, issuing forth a Hell-spawned eagle. Screaming, the eagle pulls out of its dive to rip at the enemy sailors with blackened talons. Move action to tie off the other line, standard action to summon; DC 16 Fort save or Ambrose suffers fatigue.
Talon: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 ⇒ 1
Talon: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 ⇒ 1
Bite: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 ⇒ 4
Fort save: 1d20 ⇒ 1 Fatigued
| Lieutenant Ambrose Jeggare | 
The Acadamae Graduate feat allows me to reduce the casting time to one standard action, at the cost of requiring a Fortitude save versus fatigue, which I failed. At CL 2, the spell will last two rounds.
| Atsadi Tonga | 
The burst of brimstone and ash brings a skeptical look. Atsadi looks over his shoulder and shakes his head. "Thanks, Asomedean!" He calls out, gripping his blade firmly and grinning wildly at the guard who was mauled by the hellfiend.
"See! My friend there is a devil, a monster from Cheliax's deepest pits. If you anger us too greatly, he may choose to pull out your souls even as you lay there squirming in your own entrails."
He lets out another chillingly friendly and boisterous laugh. "Then, of course, I'll eat them! COME AND FIGHT ME!"
| GM Rednal | 
Feats are the kinds of thing that should also be in your Special Abilities section. For quick reference. It can be easy to miss stuff otherwise. XD
Round 4
The Captain looked over when Atsadi called out, almost effortlessly bringing his blade up and slaying the attacker. Still, surprise attacks were surprise attacks... and he nodded slightly at Atsadi, clearly noting and remembering the warrior's help, before the mists closed again.
Will: 1d20 + 1 ⇒ (7) + 1 = 8
Meanwhile, Atsadi was also having no particular trouble getting a target into his 'group', even as Ambrose managed to summon up a pest to harry the soldiers (though it really did no more than scratch one). Cursing, that soldier lashed out at it-
Melee (Eagle): 1d20 + 2 ⇒ (14) + 2 = 16 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Meanwhile, the other three continued to lash out at Atsadi.
Melee (Atsadi): 1d20 + 2 ⇒ (13) + 2 = 15
Melee (Atsadi): 1d20 + 2 ⇒ (5) + 2 = 7
Melee (Atsadi): 1d20 + 2 ⇒ (3) + 2 = 5
...Without much effect.
| Atsadi Tonga | 
Atsadi takes advantage of the hellbeast's distraction. He lifts his blade and blocks one attack, deflecting the sword aside. Another scrapes along his scale-clad side while he swiftly steps back and avoids the last.
"That won't get you anywhere, boys!" He calls out cheerfully as he turns his still unblooded weapon to the sailor facing the eagle.
"Make way and move aside! Feel the cuts of talon and blade!"
-1d20 + 5 + 2 + 1 ⇒ -(2) + 5 + 2 + 1 = 6
*+1 from just putting someone in the collective. 2/3 turns remaining. +2 from flanking with eagle.
Ugh. Seriously what is with our rolls?
As the flanked guard dodges the whirling blade, Atsadi makes eye contact with another sailor and growls at him. Will save DC 14 or opponent joins the collective, Atsadi recovers Terrible Blow and both him and Jeggare get another +1 morale to saves/attacks for 3 rounds.
His feet shift under him, no longer seeming as sure on the boat's surface. Swift: Change stance to Black Seraph's Glare.
| Lieutenant Ambrose Jeggare | 
Round 4
With something barely approaching a passable distraction in place, Ambrose begins shimmying across the rope. The strain of his expeditious summoning has taken its toll, however, and his progress is slow.
Meanwhile, the infernal eagle continues to swoop about the deck, clawing at sailors and hopefully giving them some pause. Eagle should disappear at the beginning of Ambrose's next initiative, so is still a valid target for this round.
Talon: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 ⇒ 3
Talon: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 ⇒ 2
Bite: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 ⇒ 1
Climb check: 1d20 ⇒ 13 Failure by less than 5; no progress.
| GM Rednal | 
Well, rolling a negative dice probably isn't helping...
Round 5
As the battle continued, an explosion rocked the ship you'd targeted, and it briefly lurched to the side before righting itself. Atsadi didn't seem to be having much luck with his target, but Ambrose's bird did manage to scratch the soldier it had already been raking at. Scowling rather fiercely, another blade went its way, while the others focused on their main target.
Melee (Bird): 1d20 + 2 ⇒ (8) + 2 = 10
Melee (Atsadi): 1d20 + 2 ⇒ (1) + 2 = 3
Melee (Atsadi): 1d20 + 2 ⇒ (12) + 2 = 14
Melee (Atsadi): 1d20 + 2 ⇒ (17) + 2 = 19 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3
| Atsadi Tonga | 
Don't forget another will save or join Atsadi's Borg! I think at this point two of the enemies are currently in his collective out of the 4.
A blade swishes by, the soldier not even looking at Atsadi, eyes glued to the charred eagle battling his companion. Another attack is deflected by the pirate's blade while a third slashes through and skids along his armor. Atsadi can feel the myriad of bruises and cuts slowing him down, but he grits his teeth and doesn't discard his tell-tale smile.
"Atsadi's comin' for you. You can dodge, you can block. But you's all going to end up in my pot!"
Buffs: 1/3 rounds (after this round) remaining for Jeggare + Atsadi, +1 morale to saves/attacks. This bonus may be renewed to 3/3 if the will save from last round fails. If the save from last round fails, Atsadi will recover Terrifying Blow.
"You will not escape my blade, there will be no running for you." Atsadi glowers at his opponent and swings his blade around attacking the same foe as the eagle. Guard's Oath: 1d20 + 5 + 1 + 2 ⇒ (17) + 5 + 1 + 2 = 25. The attack deals Damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12 damage and the sailor, if he survives, must make a Will save (DC14) or be cursed and can not move within Atsadi's threatened area without provoking.
Additionally, as part of Black Seraph's Glare, Atsadi makes a free action intimidate check to shaken the opponent. Intimidate: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26
But that's not all! Atsadi also uses his move action to try and drag another sailor into his collective (current count 2/4. If last round's save fails current count is 3/4 and this would be the last sailor).
| Lieutenant Ambrose Jeggare | 
I don't really know how I failed to put points in Climb. Every other time I've built this character, he's had a point of Climb and Swim. Oy.
Feeling the effects of his hasty casting, Ambrose continues to struggle to cross. Muttering under his breath, he curses Atsadi for forging ahead so recklessly, curses himself for not waiting to cast his spell, curses the Captain for abducting him and for not properly equipping them to do his dirty work.
As embarrassing as it is that he's struggling to mightily to make a simple crossing, the truly frustrating part it that he stands to lose any opportunity to use the fog of war to improve their position aboard the Wormwood. Atsadi had already passed up a golden opportunity by warning the Captain of the impending attack.
1d20 ⇒ 14 Failure by less than 5; no progress.
| GM Rednal | 
Not gonna lie, Climb and Swim in general are pretty good choices for this campaign. XD
It is Round 6.
Will: 1d20 + 1 ⇒ (1) + 1 = 2
Will: 1d20 + 1 ⇒ (8) + 1 = 9
Atsadi was having no particular trouble adding soldiers to his 'collective', although that was far less useful than one might hope since they were hardly obligated to act the way he wanted them to. He did, however, manage to down the guard that had been attacking the eagle, even as Ambrose tried - and failed - to cross the ropes.
That left the three still focused on Atsadi... and three more came out of the fog, heading towards the boats you'd been ordered to guard. They definitely looked like they were trying to get away.
Melee (Atsadi): 1d20 + 2 ⇒ (8) + 2 = 10
Melee (Atsadi): 1d20 + 2 ⇒ (8) + 2 = 10
Melee (Atsadi): 1d20 + 2 ⇒ (17) + 2 = 19 for Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Boy, it sure would be nice if you had a third ally who could make a dynamic entry right about now... XD
| Lucas di Viespea | 
First up, the toss of the grapnel:
Grappling line: 1d20 + 6 ⇒ (8) + 6 = 14
With the line thrown and tied off, I still think I’d take a moment to take a shot from aboard the Wormwood. So…
From across the fray, Lucas sees the additional sailors advancing on Atsadi. To slow them down, Lucas draws an arrow, investing it with the power of the Oncoming Storm. Crackling with electricity, it flies toward one of the men, striking him only a glancing blow. Still, the energies imparted to the arrow make it hit harder than it otherwise would have.
While in the Stance of Piercing Rays (I still need a more storm/lightning-centric name for that one), I make an attack at one of the guys advancing on Atsadi.
Shortbow attack: 1d20 + 6 ⇒ (19) + 6 = 25
Arrow damage: 1d6 ⇒ 1
Lightning damage: 1d6 ⇒ 1
Oh well, a good attack roll wasted with an awful damage roll. Whatcha gonna do…
And yes, I still plan on changing the layout of Lucas’ known maneuvers.
| Lieutenant Ambrose Jeggare | 
Round 5 - Retcon
Derring-Do: 1d6 ⇒ 1 Brings Climb check to 15, enough to pass.
Dangling from the grappling line that binds the two ships together, Ambrose cannot help but look down. Seeing the water churning beneath him and the hulls of the ship rocking dangerously close to one another gives him a sudden burst of fear-driven inspiration. Throwing his legs up around the rope, he pulls himself hand-over-hand to the other ship and over the railing, panting.
Round 6
If they're appearing out of the fog (coming toward us) and trying to get to the boats, that would seem to indicate that the boats are near us, yes?
Seeing the three cowards attempting to escape, Ambrose sprints to the boat and begins slashing the ropes to deny them their vessel.
Attack the ropes: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Based on the rules for damaging objects and rope, it seems that the rope has an AC of 3, hardness of 0, and 2 HP.
| Lucas di Viespea | 
Hey I just realized, I don't know how far away my character is from the guy he shot, but if he's within 30 feet, apply one more point of damage for Point Blank Shot. I know it's not much, but every little bit counts.
| GM Rednal | 
Round 7
Atsadi - unfortunately - didn't manage to land a blow with his weapon, although Lucas, rejoining the fray, managed to nick one of the targets. Ambrose, meanwhile, was moving to intercept the three heading towards the boats... and two of them turned to intercept him as the third worked on getting the small boat into the water. The way they were set up, slashing at the ropes tended to help them get launched faster... quick escapes in emergencies and all that.
Melee (Atsadi): 1d20 + 2 ⇒ (12) + 2 = 14
Melee (Atsadi): 1d20 + 2 ⇒ (9) + 2 = 11
Melee (Atsadi): 1d20 + 2 ⇒ (19) + 2 = 21 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Melee (Ambrose): 1d20 + 2 ⇒ (20) + 2 = 22 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Melee (Ambrose): 1d20 + 2 ⇒ (10) + 2 = 12
Crit Confirm: 1d20 + 2 ⇒ (2) + 2 = 4
Profession (Sailor), DC 10, 2 of 3: 1d20 + 4 ⇒ (16) + 4 = 20
| Lieutenant Ambrose Jeggare | 
Round 7
Combat Status
HP: 16/22
AC: 16 (+2 Dex, +4 mage armor)
Panache 4/5
1st level spells 0/3
Spells active: mage armor
Ambrose snarls as he realizes that all he's done is made the enemy's escape easier. The momentary distraction costs him and he howls out in pain as one of the other pirates wounds him. Smoke rises from the open wound and Ambrose bares his teeth at the man, exposing his devilish fangs. "You shall pay for that," he growls, striking out with his own sword.
Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Thinking fast, he positions himself to try to hold the sailors at bay should they successfully launch the boat. Just trying to be in a position to threaten AoOs in the event that they try to escape instead of fighting.
| Lucas di Viespea | 
Not wanting to waste any time helping out his comrades, Lucas vaults over the railing.
Lucas uses the Leaping Dragon boost to jump the gap between ships*, getting a +10 to the check and counting as a running start. He's doing it over the spot of one of the lines, so if the worst happens he can try to grab a rope.
Acrobatics: 1d20 + 17 ⇒ (4) + 17 = 21
I believe that translates to a 21-foot clearance. Assuming that's good, he'll nock an arrow and shoot again, this time at the guy who's readying the boat to depart. I'll assume I'm in range for PB Shot; adjust me downwards if I'm not.
Shortbow: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Arrow: 1d6 + 1 ⇒ (2) + 1 = 3
Thunderbolt Stance (electricity): 1d6 ⇒ 6
"Let's let 'em have it, boys!"
*Yeah yeah, he doesn't care.
| GM Rednal | 
Round 8
On the rest of the ship, you could hear the sounds of battle starting to die down - and the fog briefly parted to show the Captain exiting the interior, clutching what looked like a bloody, still-beating heart in one hand.
Ambrose, meanwhile, managed to drive a blade into one of the pirates, as Lucas moved over and shot the one trying to lower the boat so he could escape - and inspiring him to work even faster as Atsadi whipped his weapon around and downed one of the three still left in the lower area.
Melee (Atsadi): 1d20 + 2 ⇒ (4) + 2 = 6
Melee (Atsadi): 1d20 + 2 ⇒ (19) + 2 = 21 for Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Melee (Ambrose): 1d20 + 2 ⇒ (16) + 2 = 18 for Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Melee (Ambrose): 1d20 + 2 ⇒ (14) + 2 = 16 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Profession (Sailor), DC 10, 3 of 3: 1d20 + 4 ⇒ (1) + 4 = 5
Unfortunately for him, he wasn't yet able to get the boat to drop, although the other two sailors with him were preventing bodily approach and still acting to guard him as he worked.
| Lucas di Viespea | 
Seeing the sailor working the ropes protected by his comrades, Lucas took a moment, found the path the wind would take to his target, and sent an arrow at the seaman, sizzling with the power of the Oncoming Storm.
...the other two sailors with him were preventing bodily approach and still acting to guard him as he worked.
If I should interpret that to mean the guy lowering the boat has cover from my shot, I will fire at him again, this time using Slipstream Strike to offset the cover. I'm going to mark it as Expended on my page; let me know if it's not and I'll readjust. If they don't provide cover, it'll just be a standard attack with my bow.
"That's enough of that. Your only chance is surrender!"
Shortbow: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Arrow: 1d6 + 1 ⇒ (6) + 1 = 7 piercing
Thunderbolt Stance: 1d6 ⇒ 5 electricity
| Atsadi Tonga | 
Status:
HP: 5/24
Channel Energy: 5/6
Sphere Points: 3/5
Power Points: 5/5
Bound Nexus: 4/4
Psionic Focus: Unexpended
Expended Maneuvers: Guard's Oath
Buffs Recently added someone to collective - +1 attack/saves
After dropping a foe from his collective last round, Atsadi would have recovered Terrifying Blow.
Blows continue to rain down on the outnumbered tribesman. He growls through gritted teeth as he realizes his best chance of survival is to quickly destroy his opponents. He forgoes healing himself and calls forth the black power bubbling inside.
Strength of Hell boost, +2 profane b onus to hit and +1d6 profane damage.
I will add your souls to my collective. Your very essence will rot in chains within a blackened cell until I choose to use it to battle yet more enemies!"
Basic Attack: 1d20 + 5 + 1 + 2 ⇒ (5) + 5 + 1 + 2 = 13
...Sigh. I mean, I know low level combat is swingy. But really dice? REALLY?
| Lieutenant Ambrose Jeggare | 
Round 8
Combat Status
HP: 8/22
AC: 18 (+2 Dex, +4 mage armor, +2 Fighting Defensively)
Panache 4/5
1st level spells 0/3
Spells active: mage armor
Ambrose struggles under the weight of his own exhaustion as his enemies make a desperate bid for freedom. The sight of the Captain emerging, clutching a still-beating heart of all things, does not help matters. Outnumbered by his attackers, he adopts a defensive stance.
Fighting Defensively: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
| GM Rednal | 
Yeah, he did have cover from ranged attacks. XD And... yeah, low levels are pretty swingy. It doesn't help that you're on a time limit, either...
Round 9
Lucas' shot managed to fell the man who was working feverishly to lower the boat, while Atsadi and Ambrose were... well... rather less accurate. One of those sparring with Ambrose turned to try and do it himself, stepping over his comrade as he did so, while the other continued the duel with the hellish wizard and the two further down continued their engagement with Atsadi.
Melee (Ambrose): 1d20 + 2 ⇒ (20) + 2 = 22 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Melee (Atsadi): 1d20 + 2 ⇒ (16) + 2 = 18 for Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Melee (Atsadi): 1d20 + 2 ⇒ (5) + 2 = 7
Crit Confirm (Ambrose): 1d20 + 2 ⇒ (11) + 2 = 13
Profession (Sailor) DC 10, Check 3 of 3: 1d20 + 4 ⇒ (10) + 4 = 14
With a loud splash, the boat dropped down into the water, still held by two ropes that could be detached by anyone who made it into the emergency vessel.
...Anyone have healing for Atsadi? You might wanna use it...
| Lucas di Viespea | 
Crap, I've got nothing to help Atsadi. Grrr...!
Alarmed at seeing his brawny friend's predicament, Lucas doesn't let it keep him from a steady hand as he nocks another arrow and fires. This time, he takes aim at the fellow fighting Ambrose.
Swift action to declare a Pinhole Gambit. This gives me my Cha mod as a luck bonus on the attack (and Precise Shot prevents the -4 penalty). Assuming the attack is successful, the target takes my Cha mod as an AC penalty until my next turn, and me and all allies within 30 feet (which is just me now, I guess?) regain a maneuver (I'll take back Slipstream Strike).
Shortbow: 1d20 + 6 + 3 + 1 ⇒ (19) + 6 + 3 + 1 = 29
Arrow: 1d6 + 1 ⇒ (4) + 1 = 5 piercing
Thunderbotl Stance: 1d6 ⇒ 5 lightning
| Lieutenant Ambrose Jeggare | 
I've got nothing; this portion of the AP doesn't really hand out consumable. This doesn't look like it's going to end well for us. The bit about the guy stepping over his comrade, would that movement trigger an AoO?
Round 9
Combat Status
HP: 2/22
AC: 16 (+2 Dex, +4 mage armor)
Panache 4/5
1st level spells 0/3
Spells active: mage armor
"About time we got some covering fire!" Ambrose's defenses, mundane and magical, prove ineffective as he continues to take a beating. Nearly spent, he finds himself getting desperate as Atsadi falters, even as Lucas riddles the men with arrows.
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
| Atsadi Tonga | 
There's a slim chance Atsadi could avoid the damage..he still has Body of Delusion since the one round it was going to be used, no one actually hit him.
May as well go all out here. Atsadi will spend 2 power points to get +2 to the roll and another 3 to ignore all damage from the hit, spending all of his 5 power points.
Autohypnosis: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Awesome! Finally dice! Finally!
The threats and bravado cease as a blade slips past Atsadi's increasingly fatigued guard. The short weapon punches through flesh and drops the big warrior. Red splashes to the ground, mixing with the single sailor he managed to drop.
Round 9
Combat Status
HP: 5/24
Channel Energy: 5/6
Sphere Points: 3/5
Power Points: 0/5
Bound Nexus: 3/4
Psionic Focus: Unexpended
Expended Maneuvers: Guard's Oath, Strength of Hell, Body of Delusion, Spilled Salt
Buffs Recently added someone to collective - +1 attack/saves
A blade slips through his guard and slips around scale armor. Atsadi grits his teeth and refuses to believe the weapon struck him. The mist covering the deck seems to coalesce around the blade and when the sailor pulls his arm back, there is no blood on its steel.
"No," says Atsadi. He drops the bravado, attention focused on the battle before him and grumbles under his breath.
The hazy form of a large, terrier-sized rat appears from the mist and launches itself at the guard who struck Atsadi. The mist moves through the man and he feels some of his strength drain away.
Using the bound nexus ability: Siphon Health. Target takes 1d6 ⇒ 5 damage and Atsadi gains half as temporary hit points. They get a Fort save (DC 14) to instead take half damage.
He will also use Spill the Salt on the next attack against him next turn. This is an immediate action that gives a -4 penalty to the attack roll, no saving throw. The decision is made before the die is rolled so just apply it to the first attack.
| GM Rednal | 
*Checks* Oh good, he does have Precise Shot. ^^
Round 10
Working together, Ambrose and Lucas managed to take down another of the guardsmen at the upper area. That left just the one, out of range thanks to his positioning... and he jumped right off the side of the ship, clearly aiming to land in the water and try to get into the boat. (Where he would, incidentally, be entirely uncovered against ranged attacks from anyone on the railing.)
Meanwhile, down by Atsadi...
Fort Save: 1d20 + 3 ⇒ (12) + 3 = 15
...the soldier managed to shake off the worst of the effects of his Siphon Health power, and the two men continued their frantic efforts to bring him down.
Melee (Atsadi): 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13 Heh. Good decision there. XD
Melee (Atsadi): 1d20 + 2 ⇒ (6) + 2 = 8
Emphasis on "efforts".
Incidentally, counter-type powers you want to use probably should just be declared as against the first attack a foe makes, period. XD Helps avoid getting too much utility by seeing rolls, and first attacks tend to be the most accurate anyway, so they're the best to try and resist. Long-term, it's probably the most useful way to go.
| Lieutenant Ambrose Jeggare | 
Round 10
Combat Status
HP: 2/22
AC: 16 (+2 Dex, +4 mage armor)
Panache 4/5
1st level spells 0/3
Spells active: mage armor
At this point, I may as well declare Opportune Parry and Riposte whenever possible, until my panache is depleted.
A fatigued and bleeding Ambrose requires a moment to gather himself before re-engaging the enemy. "Asmodeus, lend me strength!" They were dangerous words to utter, and any devil worshiper knew well that he best be prepared to pay the cost should infernal aid appear in a burst of brimstone smoke. But Ambrose did not relish the thought of dying on the Captain's behalf, especially before exacting revenge for the press-ganging. It was either him or the sailors, and though he was no pirate, he would not go down without a fight.
His sword still bloody from the other man, Ambrose steps up to trap a man between Atsadi and himself, lashing out with his sword. Flanking if possible.
Attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
1d6 + 1 ⇒ (6) + 1 = 7
| Lucas di Viespea | 
Lucas decides to help concentrate efforts on the man flanked by his comrades.
Swift action to declare another Pinhole Gambit. I'll let you determine whether the sailor has cover from Ambrose and Atsadi relative to my position.
Shortbow: 1d20 + 6 + 3 + 1 ⇒ (16) + 6 + 3 + 1 = 26
Arrow: 1d6 + 1 ⇒ (4) + 1 = 5 piercing
Thunderbolt Stance: 1d6 ⇒ 2 lightning
If that hits, he has a -3 to AC for a round, and Atsadi and I can each recover another maneuver.
"You were warned…!" Without sparing a glance to the man who went overboard, he calls out, "And don't think you've gotten away, either!"
| Atsadi Tonga | 
Combat Status
HP: 5/24 +1 temp hp
Channel Energy: 5/6
Sphere Points: 3/5
Power Points: 0/5
Bound Nexus: 3/4
Psionic Focus: Unexpended
Expended Maneuvers: Guard's Oath, Strength of Hell,  Spilled Salt
Stance: Black Seraph's Glare
Oh! Oh! So..the wording for Black Seraph's Glare states "Make an intimidate check to demoralize a foe if you have damaged it this combat, and gain a +4 profane bonus to this intimidate check." I thought that was weapon attacks only--but it's not! So the damage (even the 2 points) from the ghost let's that trigger. Can I roll for that? It doesn't matter for the attacks last round as they both missed--but it may last for multiple rounds. DC is 10 + Target's HD + their wisdom. Duration is 1 round + 1 per 5 Atsadi beats the DC by.
Last turn's Intimidate: 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21 That's good! It could possibly be enough to give him an extra turn!
"I could use some help over here!" Atsadi calls out to his companions as he tries to keep the foes from flanking him.
Using Terrifying Blow
Terrifying Blow: 1d20 + 5 ⇒ (13) + 5 = 18 for 2d6 + 4 ⇒ (4, 4) + 4 = 12 weapon damage. Target also makes a save (Will DC 14) or becomes frightened for one round. 
Free Intimidate: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19
huh..so if he somehow survives the 12 damage, he's possibly frightened and very likely shakened for at least 1 or 2 rounds.
| GM Rednal | 
As a general rule, you don't get actions back if you forgot you had an effect. It's harder to keep up with that sort of thing in PbP - and it incentivizes you to really learn and know your talents so you can get the most out of them. XD And Black Seraph's Glare only lets you do it if you've damaged them that turn, not that combat.
Round 11
With a firm thrust, Ambrose stabbed drove his blade into the injured man - even as Lucas launched an arrow towards the escaping man and, judging from the fall, had knocked him out good. Alas, Ambrose's target hadn't been felled yet... not until Atsadi smacked him, anyway. That left just the one... who bolted, following his friend down towards the water and swimming under the boat there to take cover from ranged attacks.
The fog rippled a few moments later, and what looked like a Rahadoumi officer emerged from it, followed by two more of the sailors. Glancing around, the officer raised a heavy crossbow and pulled the trigger, aiming for Lucas.
Ranged Attack (Lucas): 1d20 + 5 ⇒ (4) + 5 = 9
"Boat's in the water, sir!" one of the soldiers called as the bolt whizzed by.
| Lieutenant Ambrose Jeggare | 
Round 11
Combat Status
HP: 2/22
AC: 16 (+2 Dex, +4 mage armor)
Panache 4/5
1st level spells 0/3
Spells active: mage armor
As the cowardly sailor charges past them, Ambrose bares his teeth, but he's too slow to stop him. There was no time to go after him though, as an officer and their entourage appeared out of the fog. "We cannot keep this up in our condition," he says to Atsadi. Remembering their time in the bilges, he asks, "Have you any of that healing magic left?"
Assuming we're far enough away for Atsadi to use Channel Energy to heal us without affecting the enemy, Ambrose will hold his action to stay near Atsadi and attack afterward.
Eyes set on his enemy, the rush of battle keeps his fatigue at bay as Ambrose presses the attack.
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Critical confirmation: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
| Atsadi Tonga | 
Does the one who bolts from Atsadi provoke an opportunity attack?
| The Dread Pirate Hurley | 
Lucas Bot
Declaring a Pinhole Gambit as a swift action, using Disarming Shot as a standard action.
Lucas returns fire on the officer, aiming to take the crossbow right out of her hands.
Shortbow: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18 +4 bonus from Pinhole Gambit.
Arrow: 1d6 + 1 ⇒ (2) + 1 = 3 piercing
Thunderbolt Stance: 1d6 ⇒ 1 lightning
Disarm using Sleight of Hand: 1d20 + 7 ⇒ (12) + 7 = 19
If the attack is successful, Atsadi regains one maneuver and the officer takes a -3 to AC until Lucas's next turn.
| Atsadi Tonga | 
Combat Status 
HP: 10/24 +1 temp hp 
Channel Energy: 4/6 
Sphere Points: 3/5 
Power Points: 0/5 
Bound Nexus: 3/4 
Psionic Focus: Unexpended 
Expended Maneuvers: Guard's Oath, Strength of Hell, Spilled Salt , Terrifying Blow
Stance: Black Seraph's Glare
[/ooc]
With a dour nod to Jeggare, Atsadi closes his eyes and lets the cold feel of souls wash over them.
Channel Energy: 1d6 ⇒ 5
"Can you take out the officer and his men? I'll get the one escaping."
| Atsadi Tonga | 
Also recovering Strength of Hell from the pinpoint shot
| GM Rednal | 
Round 12
Darting forward, Ambrose managed to nick one of the officer's guards - alas, it wasn't accurate enough to have been a critical blow. Lucas did manage to shoot the crossbow out of the officer's hands-
Although not damage him, unless there's something I missed? Disarming Shot replaces the normal damage with the ranged disarm attempt.
-and Atsadi managed to heal the group somewhat. Even as they did so, the officer and the guard Ambrose hadn't shot jumped over the side of the boat, followed by the last one withdrawing to join his fellows in the water down below. All of them vanished under the waves, clearly using the water to shield them from ranged attacks as they tried to maneuver the lifeboat somewhere safer.
| Lucas di Viespea | 
Although not damage him, unless there's something I missed? Disarming Shot replaces the normal damage with the ranged disarm attempt.
Nope, Disarming Shot does damage. All my known maneuvers have their relevant stats in the spoilered blocks on Lucas' page.
| Atsadi Tonga | 
Round 13
Combat Status 
HP: 10/24 +1 temp hp 
Channel Energy: 4/6 
Sphere Points: 2/5 
Power Points: 0/5 
Bound Nexus: 3/4 
Psionic Focus: Expended 
Expended Maneuvers: Guard's Oath, Spilled Salt 
Stance: Black Seraph's Glare
"Heh, you think they're any good at fighting underwater? Give me some artillery protection will ya?"
Atsadi is relentless. He said he would let none escape--and he would not.
He lets out a roar and jumps off the boat. As he does, his form mutates in mid air turning into that of a horrifying shark covered in scars with wicked, intelligent eyes. The shark lets out a creepy, distorted laugh as it falls into the water.
Standard action: Spend 1 spell point and take on Aquan Transformation. Gain Bite attack (1d6), blindsense 30ft, +2 natural AC, 20ft swim speed, low light vision, and breathing underwater.
Move - get into the water
The splash and the man turning into a shark also reach out with his mind, snapping at the weakest of the guards. Swift action, expend psionic focus and use Unwilling Participant to add one of them into his collective. DC 14, not targeting the captain.
| Lucas di Viespea | 
"Hah! Sure thing Atsadi, give 'em hell! Ah, I love this part of the job...!"
Lucas stands at the railing with his bow nocked, looking for a target.
I guess I'm, what, readying an action? First non-Atsadi person to show a hair on their soggy a** will get a Slipstream Strike.
| Atsadi Tonga | 
Just shoot for the people and not the shark! Also, I can't wait to use a maneuver with a shark bite...too hilarious.
| Lucas di Viespea | 
Those short descriptions came out of HeroLab. If you're saying they're not worth the space they take up (and given that I already have the full descriptions on the page, I wonder if they are), I can yank them right the hell off that page, boom, done. Just say the word.
| Lieutenant Ambrose Jeggare | 
Round 12
Ambrose looks on in horror as Atsadi transforms into a manic-looking shark. The fate awaiting those sailors was sure to be unpleasant.
With those enemies out of his hands, Ambrose surveys the rest of the ship to see if there is anything else that would be more productive than watching Atsadi do his dirty work. Spotting the officer's crossbow, he retrieves it for himself.