
Dalang Teniel |

So... the skeleton only has 6 hp. Which means the first club hit takes it out, and Teniel flies straight into the wall—which I assume still does 10 damage, unless I'm wrong.
Typically you can bull rush a mounted creature off the mount. A good saddle increases their defenses here—but Teniel doesn't have a good saddle.
Also... let me know if I should do anything yet, if the other stuff is on the other ship.

CaveToad |

Round 4 - continued
Lucina=19
Tavros=18
Enemy Ship #1=14
Makoto=13
Teniel=10
Alree An=10
Miar=10
Crew=8
Enemy Ship #2=5
Enemy Ship #3=1
Makoto begins her dirge and the group feels bolstered even more rallying behind the music.
Ok Teniel round 4 go, then I will finish off the rest of the crew and enemies. Lucina and Tavros should queue up a round 5 action, although you may wish to see what is going on with the crew and enemy ships.

Dalang Teniel |

Teniel whistles to Pamburu, who makes a full attack against the big red pirate and then retreats five feet.
Bite, Bless, Courage: 1d20 + 4 + 1 + 1 ⇒ (11) + 4 + 1 + 1 = 17
Damage: 1d6 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
Claw 1, Bless, Courage: 1d20 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12
Damage: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Claw 2, Bless, Courage: 1d20 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
Damage: 1d4 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Following this, Teniel re-mounts the tiger, and fires off another color spray (green on map, DC 18), figuring that even if it doesn't take down the tougher-looking pirates, it'll make it harder for them to actually reach him.
"मैं अपने मित्रों के आत्माओं खाया है." he calls out, a little quieter. "आत्मसमर्पण, और मैं उन्हें वापस आ जाएगी." ("I have eaten your friends' souls. Surrender, and I will return them.")
Bluff: 1d20 + 11 ⇒ (2) + 11 = 13 Aww...

Tavros |

I'm hoping the sailors around me will move. Or else that something will happen to put me in a better position to be useful. So I'll wait to see what the crew/other ships do.

CaveToad |

Round 4 - continued
Pamburu lays into the burly pirate, biting him but the pirate merely grunts in anger roaring at the injury. Pamburu's claws swipe at the man who is able to dodge them or perhaps he has some supernatural protection.
Reunited with his mount, Teniel springs up and unleashes his color spray.
Burly Pirate Will save DC 18: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13 - fail
Half Orc Pirate Will save DC 18: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 5 - fail
Human Pirate Will save DC 18: 1d20 - 1 ⇒ (16) - 1 = 15 - fail
Human Pirate Will save DC 18: 1d20 - 1 ⇒ (2) - 1 = 1 - fail
Uncon duration: 2d4 ⇒ (1, 2) = 3
The two crewmen pirates who are furiously working some of the rigging as the battle rages around them, trying to compensate for the loss of some other crew, slump to the deck unconscious as the multicolor blast flies from Teniel's hands. The big burly fighter reels in place stumbling, stunned from the blast, the knife falling from his mouth, and behind him the half-orc woman does the same, grunting with an urk as she drops her greatsword.
Within the snarl of magical webs on the ship, Tavros feels a hand clap onto his arm and hears the voice of Alree An, "Hold on, we are moving." With an uttered incantation, the two invisible allies land on the upper deck of the enemy ship, still invisible, free from the webs. Tavros can refuse the spell if he wishes.
The Captain cursing as she tries to steer the ship struggles in the webs. "I can't see!"
She tries to break some of them apart, but maintains her position at the helm.
Captain Miar break webs vs CMD 16: 1d20 + 13 ⇒ (16) + 13 = 29
She tears away at some of them and is able to move a bit more, but her sight is very much obscured.
Captain Miar break webs vs CMD 16: 1d20 + 13 ⇒ (9) + 13 = 22
ships crew break webs vs CMD 16: 1d20 + 2 ⇒ (4) + 2 = 6
ships crew break webs vs CMD 16: 1d20 + 2 ⇒ (8) + 2 = 10
ships crew break webs vs CMD 16: 1d20 + 2 ⇒ (7) + 2 = 9
ships crew break webs vs CMD 16: 1d20 + 2 ⇒ (16) + 2 = 18
ships crew break webs vs CMD 16: 1d20 + 2 ⇒ (12) + 2 = 14
ships crew break webs vs CMD 16: 1d20 + 2 ⇒ (6) + 2 = 8
ships crew break webs vs CMD 16: 1d20 + 2 ⇒ (6) + 2 = 8
ships crew break webs vs CMD 16: 1d20 + 2 ⇒ (12) + 2 = 14
One of the crewmen manages to push his way through the webs, the rest are entangled and curse as they try to either defend the ship or help with the rigging and piloting some of which is now also snarled in the sticky webs.
The ship that was behind you makes up some distance on you as your own ship slows. It skirts ahead around to the side but beyond that it is difficult to see what is happened on its decks due to the cover of the webs.
The same applies for the other ship as well, it seems to gained some ground off your far port side, beyond the other ship, but the webs mask most of what it seems to be doing
Ok Tavros and Lucina take Round 5. Tavros your position has changed significantly ;)

Tavros |

I feel like Tavros saw either the person behind the wheel of the ship or the person next to Alree cast a spell. If so, that's going to be my target. If not, I'm going for the one who isn't behind the wheel followed by the other if I drop him/her.
Unseen to everyone, a slow smile spreads across Tavros lips. Forgetting briefly that she can't see him, he nods his thanks to Alree. Then he reaches forward to slash at his opponent with his horns.
Flurry, Power Attack, Nonlethal damage, magic horns, bless, courage
Gore 1 vs FF AC: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (10) + 8 - 1 + 1 + 1 + 1 = 20
Piercing damage SA: 1d8 + 9 + 3 + 1 + 1 + 2d6 ⇒ (8) + 9 + 3 + 1 + 1 + (1, 4) = 27
Gore 2: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (15) + 8 - 1 + 1 + 1 + 1 = 25
Piercing damage: 1d8 + 9 + 3 + 1 + 1 ⇒ (6) + 9 + 3 + 1 + 1 = 20
With only the sickening squelch of ripping flesh, the sailors suddenly find a very large, very strong bull-man in their midst. Surely they should have noticed seeing such a fearsome beast on the deck of the ship they had thought to be easy prey? Where had he come from?
AC is currently 31
Shield: 4/30 rounds used, Magic horns 3/10 rounds used

Lucina Rampant |

Unless Lucina can jump now:
Lucina moves about the ship trying to help the crew cut the webs that bond and blinded them.
Webslash: 1d20 + 4 ⇒ (15) + 4 = 19

Makoto 'Maks' Kasumi |

Not that it matters, but if you forgot to, Inspire Courage also affects CMB. :)

Dalang Teniel |

Oh, Makoto, don't worry, I remember. Was originally planning on tripping the big Barbarian, since you get +6 to CMB vs stun, but that might not be the best plan since the stun will have worn off.

CaveToad |

Round 5
Lucina=19
Tavros=18
Enemy Ship #1=14
Makoto=13
Teniel=10
Alree An=10
Miar=10
Crew=8
Enemy Ship #2=5
Enemy Ship #3=1
Lucina, just at the edge of the magical webs, tries to peer through the thick mass of sticky strands. She struggles and tugs large pieces of it from the deck railing in front of her. It sticks to everything and as she pulls and tears and slashes at it, it just globs on to her limbs as she moves. With some success she is able to free herself from her small area, but vigorously tearing at it. Your standard action was to undo the 'grapple' the webs have on you and free yourself, if you wish to move it will require another roll if it is through the webs. If you wish to jump to the other ship it is a 15' gap. This is a DC 30 jump though without a running start or ability that provides a running start.
Tavros standing invisibly selects his target, the slight spellcaster next to Alree An. Whispering "Duck", he looms over the priestess to slam his horns into the caster on the stairs. The caster, completely unaware of Tavros, crumples under the sneak attack, unable to even realize it was coming. Under the barrage of the flurry of giant horns, she crumples to the deck, as Tavros' might horns batter her down. Alree An crouching invisibly utters quietly 'My goodness, that looked painful.'
The crew of the pirate ship, half asleep or unconscious, scrambles to control the ship as several more flood from below decks.
Two crossbowmen unload their crossbows as Teniel from the deck above him. He has some partial cover however as he is pressed against the wall.
Crew crossbow attack: 1d20 + 2 - 2 - 1 ⇒ (12) + 2 - 2 - 1 = 11 - miss
Crew crossbow attack: 1d20 + 2 - 2 - 1 ⇒ (20) + 2 - 2 - 1 = 19 - natural 20, hit, possible crit
Crew crossbow attack, confirm: 1d20 + 2 - 2 - 1 ⇒ (12) + 2 - 2 - 1 = 11 - not confirmed
light crossbow damage to Teniel: 1d8 ⇒ 3
One bolt flies wide, while the other, a lucky shot wings Teniel in thigh, very close to the femorial artery. That was close.
The other two men who had been up top, the grapplers, scramble down the stairs to the main deck, one coming cautiously towards Teniel, the other running midships to deal with the ship to prevent the rigging of the two ships from entangling.
The pilot/captain snarls in surprise and shock as Tavros appears and hammers down the caster. He lifts his hands from the wheel as the ship is now uncontrolled. The captain, however seems hardly concerned as spittle and froth dribble down his beard. He shouts at Tavros, who can't understand what the man says, but imagines something along the lines of "Avast ye, scurvy landlubber!" because that's how pirates talk.
With blinding speed, the captain draws his cutlass. The movement was so fast, that he almost swears the weapon appeared in the man's hands. A person blinking while the man drew it, would have been sure of it. A dark aura surrounds the man and a sulphurous stench fills the air as hellfire envelops the weapon as he attacks Tavros.
First Attack:
Cutlass attack, prayer negative effect: 1d20 + 19 - 1 ⇒ (16) + 19 - 1 = 34 - hit, possible crit
Cutlass attack prayer negative effect, crit confirm: 1d20 + 19 - 1 ⇒ (18) + 19 - 1 = 36 - crit confirmed
Cutlass damage, improved critical, prayer negative effect: 2d6 + 18 - 2 + 2d6 ⇒ (2, 4) + 18 - 2 + (4, 2) = 28 - the second 2d6 damage is unholy damage. Tavros also suffers bleeding damage at 1 per round.
Second Attack:
Cutlass attack, prayer negative effect: 1d20 + 14 - 1 ⇒ (9) + 14 - 1 = 22 - miss
With his first attack the pirate captain slashes a vicious gash right across Tavros' lower back. Agony and pain shoots through the minotaur, as negative unholy power crackles, and blood sprays. The wound lays open, blood oozing quickly from it.
The captain follows up with a vicious second strike, but Tavros' defenses against this attack hold and he manages to dodge the strike.
Near Teniel the burly pirate who was stunned by the color spray, shakes his head trying to shrug off the stun.
Second bonus will save DC 18: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17 - fail
The man nearly seems to shake off the stun effect, but perhaps the power of prayer holds strong and he continues to stagger about.
The half orc woman also wobbles about.
Makoto/Teniel go.
Next to Tavros, he hears chanting and he feels again a reassuring hand press against him, as he wounds heal.
Cure Serious Wounds: 3d8 + 9 ⇒ (3, 8, 8) + 9 = 28
With her healing magic, Alree An wipes away Tavros' grievous wound and stops the bleeding.

Tavros |

How convenient that the damage and healing were the same. No need for me to do math.
"Don't worry, I wasn't aiming to kill her." Tavros mutters back. He staggers as red hot pain sears through his body and he turns towards the captain. He feels his skin itch and crawl as the unholy power surges through him. "Bad pirate! Bad magics!" He considered calling the man a demon, but thought his otherwise occupied comrades might take that a little too literally.
As Alree wipes away the pain the burning itching sensation, Tavros rolls his shoulders around, loosening up and preparing to take on the captain. I'll have to remember to thank Alree after this. But for now, I don't want to draw too much attention towards her, so she can remain safe.

Makoto 'Maks' Kasumi |

Makoto winces as she sees Tavros nearly die but then be healed almost immediately by the woman beside him. They were very lucky to have her around. Makoto seeing that the second ship was about to draw near, focuses on protecting herself, for now. She holds up a hand, three fingers pointing upwards, ring held down by thumb, and focuses. She's enveloped in an indigo light, but then nothing seems to happen. SLA Displacement.
Acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4
Strength: 1d20 + 2 ⇒ (5) + 2 = 7
Miyu tries to move to the other side of the ship, but gets tangled in the webs. Then he tries to power through, but fails. Remember that he also has reach and combat reflexes (3 aoos).

Dalang Teniel |

Aww. I guess Teniel's the only one who can heal from negative energy.
Teniel swivels his head, as suddenly as he can, and sticks out his tongue at the sailor who winged him with a crossbow; then he turns back and urges Pamburu carefully forward. The tiger makes a full attack, first trying to bring the big man to the ground.
Pamburu claw trip (power attack penalty) vs flat-footed CMD: 1d20 + 3 + 1 + 1 + 2 + 4 ⇒ (16) + 3 + 1 + 1 + 2 + 4 = 27 (This takes into account the +2 to hit a stunned enemy, plus an additional, stacking +4 to attempt a combat maneuver against a stunned enemy; it's not counting for subtracting whatever his dex mod is to CMD)
Pamburu claw attack (power attack, bless, inspire) vs flat-footed (raging?) AC: 1d20 + 4 + 1 + 1 - 1 + 2 + 4 ⇒ (11) + 4 + 1 + 1 - 1 + 2 + 4 = 22 (Includes the +2 to hit a stunned enemy; -4 if he's not in fact prone)
Damage: 1d4 + 2 + 2 + 1 + 1 ⇒ (4) + 2 + 2 + 1 + 1 = 10
Pamburu bite attack (power attack, bless, inspire) vs flat-footed (raging?) AC: 1d20 + 4 + 1 + 1 - 1 + 2 + 4 ⇒ (18) + 4 + 1 + 1 - 1 + 2 + 4 = 29 (Includes the +2 to hit a stunned enemy; -4 if he's not in fact prone)
Damage: 1d6 + 2 + 2 + 1 + 1 ⇒ (5) + 2 + 2 + 1 + 1 = 11
(Aww, if that were Teniel it would be a crit threat)
And then Teniel draws the Kabodhoan. Tiny wooden monsters jangle from leather straps tying them to the handle, casting long and twisting shadows across the deck. As the wayang dramatically raises his sword over his head, his eyes go white and his mouth becomes impossibly wide, a smile with too many teeth; and then he brings down the sword onto the big man's head, slapping him as hard as he can with the side of the blade.
Nonlethal raging power attack (same modifiers as Pamburu) vs flat-footed (raging?) AC: 1d20 + 11 - 1 + 1 + 1 + 2 + 4 ⇒ (2) + 11 - 1 + 1 + 1 + 2 + 4 = 20 (Includes the +2 to hit a stunned enemy; -4 if he's not in fact prone)
Damage: 1d8 + 12 ⇒ (8) + 12 = 20 (If hit + intimidate successful, shaken for 20 rounds)
Intimidate: 1d20 + 19 ⇒ (4) + 19 = 23

CaveToad |

Round 5 - Continued
Makoto casts her spell as Miyu struggles with the webbing.
Teniel and Pamburu attack the burly pirate who is still wobbling about.
Pamburu flips out a claw and takes the large pirate to the deck with a thump. Prone and unable to dodge he becomes easy pickings for the tiger. He is technically not flat footed, just loses his dex bonus to AC. Effectively they are the same, but I guess it could be an important distinction in some cases.
Teniel Goads his tiger to attack viciously and blood flies as teeth and claws tear into the man. Teniel swings the side of his sword blade down and whaps the man aside the head with a solid thwack.
Captain Miar continues to guide the ship, cursing that due to the dusk and the mass of webs she cannot really see.
Crewman vs webs DC 16: 1d20 + 2 ⇒ (9) + 2 = 11 - fail
Crewman vs webs DC 16: 1d20 + 2 ⇒ (12) + 2 = 14 - fail
Crewman vs webs DC 16: 1d20 + 2 ⇒ (10) + 2 = 12 - fail
Crewman vs webs DC 16: 1d20 + 2 ⇒ (15) + 2 = 17 - success
Crewman vs webs DC 16: 1d20 + 2 ⇒ (3) + 2 = 5 - fail
Crewman vs webs DC 16: 1d20 + 2 ⇒ (20) + 2 = 22 - success
Crewman vs webs DC 16: 1d20 + 2 ⇒ (13) + 2 = 15 - fail
Crewman vs webs DC 16: 1d20 + 2 ⇒ (8) + 2 = 10 - fail
One crewman manages to break free of the webs by cutting through and flinging himself over the side to hang from the railing on the side of the ship. Another, close to the edge near the front of the ship, breaks through and immediately begins to help with managing the rigging and sailing.
Champawat Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Makoto, near the edges of the webs, having just cast her displacement spell, hears a soft 'whump' and looks to her side to see the crewman, shocked mouth open as a cat like humanoid appears with a large polearm. Thinking at first one of the enemies has magically ported to your deck, you pause a second. "Champawat?"
Champawat can join the fight on Round 6 on your Initiative.
The ship to the port side of your ship launches grapples at your ship.
Pilot Roll: 1d20 + 12 ⇒ (19) + 12 = 31 - success
The ship is successfully grappled and will begin to slow.
The crew on the side begins to mass for a boarding and they begin to fire bolts into the sails and rigging.
attack vs sails AC 6: 1d20 + 2 - 1 ⇒ (1) + 2 - 1 = 2 - miss
attack vs sails AC 6: 1d20 + 2 - 1 ⇒ (16) + 2 - 1 = 17 - hit
attack vs sails AC 6: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21 - hit
attack vs sails AC 6: 1d20 + 2 - 1 ⇒ (14) + 2 - 1 = 15 - hit
light crossbow damage damage to sails: 1d8 ⇒ 5
light crossbow damage damage to sails: 1d8 ⇒ 2
light crossbow damage damage to sails: 1d8 ⇒ 1
Then they quickly reload. Though on the other side of the ship to your port, and obscured somewhat by webs for some of you, you can see the third ship draw up close to the second ship and some of its people swarm onto the deck of the ship to your port, crossing over to aid their fellows in boarding your ship. All the yelling and screaming....
Round 6 - Tavros/Lucina/Champawat go before enemy ship!

Tavros |

Seeing the new upcoming pirate ship (but not the sudden appearance of another sister to help), Tavros decides they need to finish with this ship quickly. He focuses in on the captain, hoping that doing so won't wind up stranding him and his companions on the pirate ship as theirs continues onwards and fights.
Flurry, PA, Nonlethal, magic horns, bless, courage
Gore 1: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (8) + 8 - 1 + 1 + 1 + 1 = 18
P1: 1d8 + 9 + 3 + 1 + 1 ⇒ (5) + 9 + 3 + 1 + 1 = 19
Gore 2: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (12) + 8 - 1 + 1 + 1 + 1 = 22
P2: 1d8 + 9 + 3 + 1 + 1 ⇒ (2) + 9 + 3 + 1 + 1 = 16
Hero Point for extra standard action
Gore 3: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (3) + 8 - 1 + 1 + 1 + 1 = 13
P3: 1d8 + 9 + 3 + 1 + 1 ⇒ (7) + 9 + 3 + 1 + 1 = 21
AC is currently 31
Shield: 5/30 rounds used, Magic horns 4/10 rounds used
If the captain is still up and tries to attack him, Tavros will attempt to parry his 2 attacks.

Dalang Teniel |

Gore 3, re-roll (misfortune): 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (10) + 8 - 1 + 1 + 1 + 1 = 20
Damage: 1d8 + 9 + 3 + 1 + 1 ⇒ (4) + 9 + 3 + 1 + 1 = 18
Since Misfortune right now is sorta use-it-or-lose-it every round, and I don't anticipate being hit with a crit before my next turn...
"Hmm!" Teniel mutters, watching Tavros's attack, and briefly lifts a finger off his hilt to make a tugging gesture. As he does so, Tavros's shadow goes wide, missing the captain with a mighty and foolish swing that casts six feet of darkness on the deck; but the minotar's headbutt comes from a different direction, just enough to land with a bit more finesse.

Tavros |

Teniel just reminded me that I now have ki. So if that's ok, as part of my flurry of blows, I'm going to spend a ki point to take yet another extra attack.
Gore 4: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (11) + 8 - 1 + 1 + 1 + 1 = 21
P4: 1d8 + 9 + 3 + 1 + 1 ⇒ (6) + 9 + 3 + 1 + 1 = 20
Tavros is practically a blur as he strikes out far more times than someone with as little experience as he should be able to.

Champawat |

Suddenly finding herself in a different place, possibly even in a different time, Champawat decided to be patient and bide her time. She shifted her weight unto her toes and readied her weapon. She didn't know who was friend or foe, although one or two of them looked familiar. She didn't want to strike out at someone and wake the situation worse. Although with the way they were fighting each other, she wasn't sure if that was possible. Still, Goodwin taught her patience and she would use that now.
Ready action to attack anyone that engages her.

Dalang Teniel |

Champawat—you appear to be injured. That could be risky, but luckily you're off to the side. In case it's unclear, the white circle is a web spell; which actually blocks ranged attacks pretty effectively, so that's nice. Also... you might need to explain that you're not a bad guy—or have someone else do it (the only people capable of speaking the local language here are Teniel, who learned it, and Makoto, who's using Share Language to communicate with our ship's captain, though Teniel is rather distracted.

Lucina Rampant |

Seeing the third ship approach Lucina would set up near whichever boat seemed to be closer and fight off any would be attackers.
To Hit 1: 1d20 + 6 ⇒ (18) + 6 = 24
Damage 1: 1d6 + 1d4 + 5 + 1 + 1 ⇒ (3) + (2) + 5 + 1 + 1 = 12
To Hit 2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage 2: 1d6 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12

CaveToad |

Round 6
Lucina=19
Tavros=18
Champawat=16
Enemy Ship #1=14
Makoto=13
Teniel=10
Alree An=10
Miar=10
Crew=8
Enemy Ship #2=5
Enemy Ship #3=1
Lucina moves through the webs to try and reach the other side of the ship.
Escape Artist check DC 16: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 - fail
Lucina becomes entangled in the webs (grappled condition) and is unable to proceed further.
The pain of the captain's cutlass still in his mind, Tavros lashes out with his horns, and with a little nudge from Teniel, a heroic effort and some focused ki, the minotaur batters the captain many times, the whap and thump can be heard over the din of battle.
The captain reels and grunts heavily with each blow, but after being gored heavily, the bloodied and broken captain, growls angrily.
Champawat readies herself for an attack as the crews prepare to board.
On the enemy ship Teniel is attacked again by the twin crosbowmen, this time they target Pamburu.
crossbow attack vs AC 20: 1d20 + 2 - 1 - 4 ⇒ (5) + 2 - 1 - 4 = 2 - miss
crossbow attack vs AC 20: 1d20 + 2 - 1 - 4 ⇒ (20) + 2 - 1 - 4 = 17 - miss
Trying not to hit their ally who now shrugs off the stun, they fail to hit.
The burly pirate, prone and unstunned now, kicks out with his foot.
prone special bull rush attack vs Pamburu CMD 18: 1d20 + 19 - 1 - 4 ⇒ (9) + 19 - 1 - 4 = 23 - success by 5
Damage to Pamburu: 6 from the bull rush, 10 from hitting the wall = 16 total
Teniel Ride check, stay in saddle DC 5: 1d20 + 9 - 5 + 1 ⇒ (12) + 9 - 5 + 1 = 17 - success
The pirate kicks out viciously, and Pamburu is sent reeling hard into the wall. Teniel manages to stay with his mount as the tiger slams with a thump into the bulkhead.
The pirate stands from prone.
Behind him the half orc woman, also unstunned now, picks up her weapon and moves to attack the crewman on the enemy ship, climbing the deck railing.
One of the crewmen comes to attack Teniel.
Crewman shortsword attack: 1d20 + 1 - 1 ⇒ (2) + 1 - 1 = 2 - miss
The man seems shaky and uncertain, and his attack seems feeble and hardly into it against a strange little man on a tiger.
The other man approaches Tavros with trepidation but stops on the stairs...(conceivably because Alree An is there, but known only to Tavros)
The ship captain, battered and bloody from Tavros' epic assault, strikes out with his cutlass at Tavros in a wild attack at his abdomen.
cutlass attack: 1d20 + 19 - 3 - 1 ⇒ (8) + 19 - 3 - 1 = 23 - miss
The man seems surprised as Tavros easily avoids the attack. With hardly a moment's thought the man tumbles backward and over the edge of the ship.
Acrobatics to avoid AoO CMD/DC 30: 1d20 + 16 - 1 ⇒ (8) + 16 - 1 = 23 - fail
The man is agile, uncannily graceful, but not quick enough. His backflip over the edge is just slow enough that Tavros is able to swing his horns into the man again. (Technically more than a 5' step for the man since there is a railing at what not.)
Tavros AoO: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (10) + 8 - 1 + 1 + 1 + 1 = 20 - hit
damage: 1d8 + 9 + 3 + 1 + 1 ⇒ (6) + 9 + 3 + 1 + 1 = 20
The man grunts in pain as he still continues over the edge of the ship into the sea below.
The rest of the crew in the area and midships watches this go down, and generally tries to avoid Tavros and is mainly trying to keep the ship in one direction.
Makoto, Teniel go

Dalang Teniel |

Out of curiosity, was he shaken by my 23 to intimidate? It lasts pretty much the whole battle because of Enforcer. Not that I expect it to make a difference yet...
"अपने कप्तान मौत के बारे में हमारी औरोक्स करने के लिए आप को छोड़ दिया गया है!" Teniel calls out, as he waves his sword around his head once for dramatic effect. And, as he and Pamburu move forward to attack again, "लड़ संघर्ष और रहते." ("Your captain has abandoned you to our aurochs of death! Cease fighting and live.")
Pamburu Power Bite: 1d20 + 4 + 1 + 1 - 1 ⇒ (3) + 4 + 1 + 1 - 1 = 8
Damage: 1d6 + 2 + 2 + 1 + 1 ⇒ (6) + 2 + 2 + 1 + 1 = 12
Pamburu Power Claw 1: 1d20 + 4 + 1 + 1 - 1 ⇒ (20) + 4 + 1 + 1 - 1 = 25
Damage: 1d4 + 2 + 2 + 1 + 1 ⇒ (3) + 2 + 2 + 1 + 1 = 9
Confirm?: 1d20 + 4 + 1 + 1 - 1 ⇒ (4) + 4 + 1 + 1 - 1 = 9
Bonus Damage: 1d4 + 2 + 2 + 1 + 1 ⇒ (2) + 2 + 2 + 1 + 1 = 8
Pamburu Power Claw 2: 1d20 + 4 + 1 + 1 - 1 ⇒ (9) + 4 + 1 + 1 - 1 = 14
Damage: 1d4 + 2 + 2 + 1 + 1 ⇒ (3) + 2 + 2 + 1 + 1 = 9
Teniel Raging Power Nodachi: 1d20 + 10 + 2 + 1 + 1 - 1 ⇒ (13) + 10 + 2 + 1 + 1 - 1 = 26
Damage (nonlethal): 1d8 + 9 + 3 + 1 + 1 ⇒ (6) + 9 + 3 + 1 + 1 = 20
Intimidate (enforcer; if successful, shaken for 20 turns): 1d20 + 14 ⇒ (9) + 14 = 23 (Not versatile because he didn't use comedy this time)

Dalang Teniel |

And, out of the corner of his eye, Teniel comes up with another terrible idea.
Craft (woodworking) to guess whether the mast is both long and light enough for Tavros to pick up and hit the other enemy ship with.: 1d20 + 10 ⇒ (15) + 10 = 25

Tavros |

Since the captain did try to attack me, I'll spend 1 arcane point and an AoO to make a parry against it, like I said I would.
AoO DC23+1: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (6) + 8 - 1 + 1 + 1 + 1 = 16 Fail, alas
Tavros attempts to knock the captain's sword aside, but is slightly too slow. However, the movement does seem to be enough to catch the captain off guard, throwing his aim wide.

CaveToad |

Out of curiosity, was he shaken by my 23 to intimidate? It lasts pretty much the whole battle because of Enforcer. Not that I expect it to make a difference yet...
Oops yes, he should have been shaken. It would have reduced his attack by 2, lessening the effect on Pamburu and saving him 10 points of damage. since he wouldnt have hit the wall, but the regular special effect of his knockback ability. I noted the effect now on my calcs.

Makoto 'Maks' Kasumi |

Escape Artist: 1d20 + 2 ⇒ (19) + 2 = 21
CMB (Miyu): 1d20 + 6 ⇒ (13) + 6 = 19
CMB (Makoto): 1d20 + 8 ⇒ (20) + 8 = 28
Miyu emits a low growl as she struggles, and then slips free, pressing through the webs with relative ease to reach his desired destination on the stairs, ready to lash out at any of the boarders.
Makoto meanwhile presses her hand to her own chest once more, casting Feather Step, and removing the difficulty of maneuvering through the web, beyond ducking past, at least. She slips easily into the position she had coveted before the battle had even begun.

CaveToad |

And, out of the corner of his eye, Teniel comes up with another terrible idea.
[dice=Craft (woodworking) to guess whether the mast is both long and light enough for Tavros to pick up and hit the other enemy ship with.]1d20+10
It was hard to find mast sizes for caravel style ships, but with some research and interpolation a mast about a foot around and 60' high and made of pine weighs about 1 ton. I am not sure if this height and width are completely accurate, but we can say its not likely to be taller, although it may be perhaps greater in width. Tavros is near the mizzenmast which would probably be somewhat smaller than the main mast. This is also using a density of wood for pine. Heavier woods maybe be 25% heavier. Given all of this, someone with strength in the upper 20's (perhaps even lower if augmented by Ant Haul) and large size could in theory actually lift the mast. However there are several problems. The mast is not attached to the deck, but fixed inside the ship to a beam that runs above the keel. Ripping the mast from its mooring is an unlikely task given that it is meant to withstand the force of strong winds. The mast also has rigging, sails, ropes and all sort of other things attached to it that make it heavier and unwieldy, particularly with the wind currently blowing into the sails. If somehow it was unattached from its moorings, the wind would blow it forward and it would rip up the deck and or shear the mast possibly well before Tavros could hold on to it and swing it around. There are so many problems and the DC for something like that would be unearthly high that its basically a 'no'.

Dalang Teniel |

Oh, sorry—didn't mean to make you do research! I probably could have told you the approximate height and weight of the masts if I knew the ship type (I don't know why, but I've read a lot of stuff about caravels), I just was curious if Teniel would know.

CaveToad |

I like doing that sort of research, although any handy links you have will probably serve well for the fight. The ships are all basically caravels and probably represent, in my mind, the maximum level of sophistication in shipping technology of the time, at least for regular mortals on this world. Strangely enough the ship you are on is somewhat larger than the ships Columbus used to sail to the west.
Round 6 continued
As Makoto and Miyu fight their way through the magical web, Teniel pushes Pamburu back into action. While the pirate dodges his bite, both claws rips some bloody marks into the man. Sorry no crit though. Teniel follows up with his attack and call to the enemy crew who observe him nervously as he and his tiger go toe to toe with one of their feared leaders. After another assault, the man, raging in fury looks in pretty rough shape now.
Alree An maintains her shroud of invisibility near Tavros, not betraying her position by making any noise.
Captain Miar struggles her way from the webs for a little better view but her sight to most of the ship is obscured. Furthermore the webs are preventing the crew from performing any adjustments to the sails and rigging. In addition the ship has been grappled and its being pulled to a halt. The ship to the starboard, now uncontrolled surges ahead of yours.
Several notes: The web spell on both ships does not surpass the edge of the ship as there is nothing to support it there. It will only be in effect for the shape of the deck. Also where the ships show small dinghies on the deck on the maps. Those do not actually exist. Otherwise Teniel would be fighting in a rowboat for example.
Crew web save DC 16: 1d20 + 2 ⇒ (18) + 2 = 20 - success
Crew web save DC 16: 1d20 + 2 ⇒ (13) + 2 = 15 - fail
Crew web save DC 16: 1d20 + 2 ⇒ (10) + 2 = 12 - fail
Crew web save DC 16: 1d20 + 2 ⇒ (13) + 2 = 15 - fail
Crew web save DC 16: 1d20 + 2 ⇒ (16) + 2 = 18 - success
Several more of your crew manage to break away from the webs and slowly cut their way through them to clear decking.
One of the men with a crossbow near the forecastle fires at the half orc woman as that ship whisks by.
crossbow attack: 1d20 + 2 ⇒ (3) + 2 = 5 - miss
He quickly reloads while several other crewmen start to surround Champawat. They don't recall this cat person at all in the group that joined their crew. As they move to menace her, they all point to the sky off the port side as someone flying in the air comes up alongside of the ship and casts some sort of spell.
The entire front part of the ship is bathed in frigid cold air in a giant sphere. icy blue color
Iceball damage: 5d6 + 2 ⇒ (5, 3, 2, 1, 4) + 2 = 17
Crew reflex save DC 16: 1d20 + 2 ⇒ (1) + 2 = 3 - fail
Crew reflex save DC 16: 1d20 + 2 ⇒ (13) + 2 = 15 - fail
Crew reflex save DC 16: 1d20 + 2 ⇒ (18) + 2 = 20 - success
Crew reflex save DC 16: 1d20 + 2 ⇒ (20) + 2 = 22 - success
Crew reflex save DC 16: 1d20 + 2 ⇒ (6) + 2 = 8 - fail
Crew reflex save DC 16: 1d20 + 2 ⇒ (18) + 2 = 20 - success
Crew reflex save DC 16: 1d20 + 2 ⇒ (7) + 2 = 9 - fail
Champawat reflex save DC 16: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 - fail (natural 1)
Bayangan reflex save DC 16: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 - fail
Makoto reflex save DC 16: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32 - success
Tavros reflex save DC 16: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 - success, evasion
Sora reflex save DC 16: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 - success
Champawat natural 1 on magical save, 1=weapon, 2=armor, 3=clothes, 4=pack: 1d4 ⇒ 2 - armor
If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
Most of the crew drops frozen stiff from the blast of ice, many unconscious, possibly dead or close to it.
The other ships continue to move alongside yours but no one has boarded yet. Your own ship seems to be more or less uncontrolled, but has ground to a halt or is about to as it is grappled and Captain Miar has no crew to assist with the sailing nor can she see, and much of the lower rigging is entangled in magical webs. Furthermore, Lucina, who is nearest the captain, and struggling herself to fight through the webs, sees the wheel wrench from the captain's hands, some other unseen force or problem causing it to do so. "Aaagh, what the!" curses Miar.
Round 7 go, Lucina, Tavros, Champawat. I hope I remembered everything.

Makoto 'Maks' Kasumi |

"No, no. That's a friend! Maybe?" Makoto calls, in somewhat broken Vudrani... just before the cold orb envelops them. She growls, frustrated at her inability to realistically do anything for the situation, but continues the dance and music, doing her best to keep everyone going... she was going to have to start actively healing... and she probably should have already bolstered everyone's defenses...

Dalang Teniel |

Oh my gosh, Champawat, you traded away Evasion? That's, like, the single best Rogue feature, though I'm guessing with Chawful you're planning to replace it through a dip. (Teniel will probably pick it up with Twin Mind Aegis to get a "suit made of shadows" or something)
Hearing Makoto call out, Teniel turns to see Champawat standing on the stationary boat as the one he's on continues past it. As the ice-ball hits, he whistles, and Magang Bayangan lets out a shrill chirrup in an attempt to startle Champawat out of the way.
Using Misfortune to re-roll Champawat's reflex save: 1d20 + 8 ⇒ (5) + 8 = 13
So she still takes full damage, but her armor should be fine.

CaveToad |

Teniel can you check Bayangan? He failed his save, not sure if he poofs or not. I didn't see where figments were immune to damage or anything, and in fact have less hp than normal familiars in exchange for just reappearing the next day. Not that if affects your above action by anything except the fluff part.

Dalang Teniel |

Ah, yeah. I thought he had Improved Evasion, but you're right, he's gone now.

Champawat |

Yes, I plan on regaining Evasion via another class.
Champawat shivers at the sudden onslaught of cold and hustles for cover. She tries to pick her way through the webbing and take up a position of cover near the mast.
Escape Artist, inspiration: 1d20 + 10 + 1d6 ⇒ (12) + 10 + (6) = 28
Move Action: 25 feet towards mast.
Standard Action: Total Defense
AC: 23 + cover if feasible.

Tavros |

As Tavros manages to nimbly dodge the shards of ice, he looks around once again, expecting to see a certain evil gnome. Instead noticing his cat sister, he blinks in surprise.
"Sister Champawat!" His grin soon turns grim as he notices the state their original ship was in. He takes a moment to look back and forth between the enemies still on his current ship and his allies. He gives those getting uncomfortably close to Alree a severe look before calling back to his sister. "You're on our boat! Try now to let these pirates overrun it!"
Turning back to the enemies at hand (and half hoping that Alree would be able to pull another teleport thing if need be), his eyes narrow as he starts to lay in to them.
Targeting priority order: Enemies closest to Alree
Flurry, PA, Nonlethal, magic horns, bless, courage
Gore 1: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (3) + 8 - 1 + 1 + 1 + 1 = 13
P1: 1d8 + 9 + 3 + 1 + 1 ⇒ (2) + 9 + 3 + 1 + 1 = 16
Gore 2: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (12) + 8 - 1 + 1 + 1 + 1 = 22
P2: 1d8 + 9 + 3 + 1 + 1 ⇒ (6) + 9 + 3 + 1 + 1 = 20
Ki point for 3rd attack as a swift action
Gore 3: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (3) + 8 - 1 + 1 + 1 + 1 = 13
P3: 1d8 + 9 + 3 + 1 + 1 ⇒ (4) + 9 + 3 + 1 + 1 = 18
Man, I feel like the dice have not been with me these past 2 rounds...
AC is currently 31
Shield: 6/30 rounds used, Magic horns 5/10 rounds used

CaveToad |

Round 7
Lucina=19
Tavros=18
Champawat=16
Enemy Ship #1=14
Makoto=13
Teniel=10
Alree An=10
Miar=10
Crew=8
Enemy Ship #2=5
Enemy Ship #3=1
Lucina Escape Artist check DC 16: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 - success
Lucina is able to finally wriggle through the webs and makes her way, slowly to the other side of the ship to repel boarders. She moves up next to Miyu and eyes the grapples hooked into the side of the boat.
Also removed the forward grapple that was snapped due to ice.
Tavros eyes your ship as his own uncontrolled ship starts to move swiftly past. He swings his horns, over Alree An's position, and hopefully she had the good sense to duck as he tries to knock over the man approaching her up the stairs. The man drops like a sack of potatoes as Tavros' horns batter him back down the steps.
He turns to the other sailor that is up the sterncastle with him and whips he head around the mizzenmast and crunches that man as well, bopping him on the head and he slumps down unconscious.
The other men are one level below and are not really reachable by Tavros over the railing to the deck below.
Champawat moves into the webbing, wriggling her way through the magical webs to take up some cover from the mage potentially. You will want to put at least 5' for partial cover, and 20' for full.
The pirates near Tenial continue to put up a fight. The sailor from the forecastle, who had been creeping up on Teniel slips in behind him, to distract, while the burly pirate moves out onto the deck a few feet, and the half orc woman on the rails, spins and charges Teniel taking a leap through the air to attack.
half orc pirate attack, greatsword, PA, charge, higher ground, negative prayer, flank AC 15: 1d20 + 11 - 2 + 2 + 1 - 1 ⇒ (16) + 11 - 2 + 2 + 1 - 1 = 27 - hit
Teniel, sees the heavy sword cleaving through the air, knowing that it looks bad, and with an effort of will a piece of swinging rope distracts the leaping half orc.
Misfortune reroll:
half orc pirate attack, greatsword, PA, charge, higher ground, negative prayer, flank AC 15: 1d20 + 11 - 2 + 2 + 1 - 1 ⇒ (11) + 11 - 2 + 2 + 1 - 1 = 22 - hit
Unfortunately it was not enough and the woman still lands her solid blow.
Greatsword, PA, negative prayer: 2d6 + 15 - 1 ⇒ (2, 6) + 15 - 1 = 22
The burly pirate, though shaken, assaults Teniel as well.
Pirate Attack #1, unarmed strike, power attack, shaken, negative prayer AC 15: 1d20 + 13 - 2 - 2 - 1 - 2 ⇒ (5) + 13 - 2 - 2 - 1 - 2 = 11 - miss
Pirate Attack #2, unarmed strike, power attack, shaken, negative prayer AC 15: 1d20 + 13 - 2 - 2 - 1 - 2 ⇒ (16) + 13 - 2 - 2 - 1 - 2 = 22 - hit
Pirate Attack #3, improved bullrush (knockback), power attack(penalty still applies), shaken, negative prayer CMD 18: 1d20 + 13 + 2 - 2 - 2 - 1 - 2 ⇒ (7) + 13 + 2 - 2 - 2 - 1 - 2 = 15 - fail
The pirate lashes out, brawling like a fiend clearly rattled by his foe, the first swing just misses, but he spins and lands a solid kick aside Teniel's head and then follows it up with trying to ram his shoulder into the small wayang, but is rattled just enough to fail to shove the man into the rail or overboard.
Unarmed strike to Teniel: 1d3 + 10 - 1 ⇒ (2) + 10 - 1 = 11
The sailor, seeing the success of his allies and the grievous wounds taken by Teniel, attacks as well.
sailor attack billy club, flank, negative prayer AC 15: 1d20 + 1 - 1 + 2 ⇒ (4) + 1 - 1 + 2 = 6 - miss
He misses however with a poorly aimed and overzealous swing.
The two crossbowmen above, locked and loaded, fire their crossbows again at Teniel, before cranking another bolt into their weapons.
Crossbowman #1 attack, fire into melee, negative prayer AC 15: 1d20 + 2 - 1 - 4 ⇒ (6) + 2 - 1 - 4 = 3 - miss
Crossbowman #2 attack, fire into melee AC 15: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14 - miss
Both bolts miss, although one is awefully close, sinking into the rail nearby, splintering it.
The remainder of the crew, struggles to keep the unpiloted ship at least from crashing into your ship, but with no one at the helm its dicey. Most of them look at at Tavros in fear and at Teniel and his tiger. Some of them start drawing their weapons to defend themselves.
The ship continues past the other ship, uncontrolled. On the map I moved it further down to get it out of the way, but it is actually 150' (30 squares east of its current position, which would take it off of that map)
Makoto/Teniel go and I will wrap up with all the NPCs remaining

Tavros |

So if I couldn't reach the other people, does that mean I would have known that and therefore still have that ki point?
Softly Tavros mutters to Alree, "Perhaps you better try to steer the ship? Or maybe see if you can drop anchor or something?" As he does so, he prepares to leap down into the newly vacated area to see if he can't lend Teniel some aid. Unfortunately, due to where the other crew members are, I'm not sure I can actually move to a position where I can attack the special peoples.

Dalang Teniel |

Teniel shakes his head, and keeps attacking, focusing on the burly and unarmed pirate (but if he falls, redirecting attacks to the greatsworder).
Pamburu Power Bite: 1d20 + 4 + 1 + 1 - 1 ⇒ (15) + 4 + 1 + 1 - 1 = 20
Damage: 1d6 + 2 + 2 + 1 + 1 ⇒ (6) + 2 + 2 + 1 + 1 = 12
Pamburu Power Claw 1: 1d20 + 4 + 1 + 1 - 1 ⇒ (9) + 4 + 1 + 1 - 1 = 14
Damage: 1d4 + 2 + 2 + 1 + 1 ⇒ (3) + 2 + 2 + 1 + 1 = 9
Pamburu Power Claw 2: 1d20 + 4 + 1 + 1 - 1 ⇒ (19) + 4 + 1 + 1 - 1 = 24 Aww, another Teniel-only crit
Damage: 1d4 + 2 + 2 + 1 + 1 ⇒ (4) + 2 + 2 + 1 + 1 = 10
Nodachi Power Attack: 1d20 + 11 + 1 + 1 - 1 ⇒ (10) + 11 + 1 + 1 - 1 = 22
Damage (nonlethal): 1d8 + 9 + 3 + 1 + 1 ⇒ (5) + 9 + 3 + 1 + 1 = 19
Intimidate (if vs new target; lasts many rounds): 1d20 + 14 ⇒ (7) + 14 = 21
And then, after swinging his sword, he throws it on the ground (free action to drop a weapon) and timidly raises his hands. "चोर! यह सबसे महत्वपूर्ण बात मैं खुद है।." he calls out. "फिर इसे ले लो।" ("Thieves! This is the most valuable thing I own. Take it, then.")
Bluff: 1d20 + 11 ⇒ (10) + 11 = 21
For anyone picking up Teniel's sword:
-Teniel's sword bestows one temporary negative level on anyone nongood who tries to wield it. This can't kill an enemy, but if it reduces one to negative HP or level <1 it should either knock them out or just cause enough pain to be unusable in combat.
-The sword also has the special purpose "defend all." It gains +4 Ego against anyone who violates that — which means an opponent trying to kill someone Kabodhoan must make a DC 17 will save or else it becomes useless in the wielder's hands for the next 24 hours.

Makoto 'Maks' Kasumi |

Makoto frowns as Teniel and Tavros just keep going. Even if Sora were still here, she wouldn't be able to send either of them healing, given the distance. She twitches her lips back and forth, unable to properly express her feelings on that without her more canine parts.
She doesn't move, quite yet, finding herself in the perfect position to affect as many allies as she could, instead breathing in deeply, and forcing her Manipura and Anahata chakras to align. While the process takes a moment, it ultimately saves her time. She can feel her hair stand up all across her body as everything slows down for a moment.
She then calls upon the spirits of life, gathering their energy to push life into her surroundings, and then as the spirits pass, beseeching them to return, and grant their blessings once more, activating her Ajna chakra to do so. Her eyes wind up mostly-closed in the process as everything becomes too bright and blurry for her for a moment.
Outwardly, a golden pulse radiates from Makoto, trailed by smaller pulses of lights in different colors. Once those pulses reach as far as they can, they stop like ripples in a pond, rolling back towards the center of the lake - in her case, herself.
Double Channel Healing (Hero Point): 4d6 ⇒ (5, 4, 3, 6) = 18 Hits everyone on our boat. This heals for more than the iceball damaged us.
Miyu, for his part, lunges over the edge, mouth snapping through the rope as he draws himself back over the edge with graceful ease.
Miyu Bite: 1d20 + 7 ⇒ (14) + 7 = 21
Miyu Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Push: 1d20 + 8 ⇒ (12) + 8 = 20
After all of that is done, Makoto moves through the webs, slipping under and over, and not being slowed by the process at all to reach the side of the ship that is being boarded.

CaveToad |

Round 7 - continued
As Makoto channels the pure life energy into the area around her, the crew, icy, blue faced and frozen to the deck, gasp awake, their frozen lungs thawing. Blackened fingers, toes, noes and ears return with color. Many frozen mid scream, pulled from literally the brink of death, cry out as they are revitalized.
To make things some what easier, all allies are surrounded by a yellow boarder, all enemies, a red border.
Miyu bites hard and savages through the rope, freeing the ship from another grapple. It lurches somewhat as the lone grapple strains.
Pamburu roars and savages the burly pirate again, who finally succumbs to tooth and claw, and is overwhelmed by the wounds and falls to the deck.
Teniel changes his focus and strikes at the half orc woman whose greatsword Teniel has felt. He strikes her menacingly, and she reals from the hit shaken. After that Teniel drops his weapon and surrenders.
Sense Motive DC 21, negative prayer, shaken: 1d20 + 5 - 1 - 2 ⇒ (20) + 5 - 1 - 2 = 22 - success
"He's lying, kill him!" screams the woman and Teniel understands her in a form of Vudrani.
Tavros feels Alree An slip by him invisibly and sees the wheel move subtley, but he also hears her invoking divine magic, her strong voice calling for aid.
half orc pirate Will save DC 17, negative prayer, shaken: 1d20 + 1 - 2 - 1 ⇒ (6) + 1 - 2 - 1 = 4- fail
The half-orc a split second after screaming to kill Teniel, freezes in place, unable to move. Even her eyeballs cease to move, and only her chest moving in and out reveals she still lives, but she is helpless.
Alree An appears at the wheel, now visible. Also I replaced the prayer AOE on the map with a green line shape now, rather than the giant golden somewhat distracting shape. The webbed area is also now a white outlined area.
Captain Miar looks up at the sails that were hit 2 rounds ago and are now burning. "They are burning the sails!" She struggles to steer the ship blind, but something seems wrong as well. "They've disabled the rudder or ruined it somehow! EEeyyaaah!"
She tries to fight through the webs.
Captain Miar CMB vs webs DC 16: 1d20 + 12 ⇒ (16) + 12 = 28 - success
Once to the edge of the ship, she attacks the remaining grappling hook with her cutlass.
Attack vs rope: 1d20 + 14 ⇒ (9) + 14 = 23
damage: 1d6 + 2 ⇒ (5) + 2 = 7
The remaining grapple is cut free. She calls orders to some of the crew at the wheel and for other crew on the open deck to take cover.
The crew who were frozen, scramble to their feet slowly, on the ice covered deck and stumble/slide to the door leading to below decks and file though it to safety.
Crew web move: 1d20 + 1 ⇒ (11) + 1 = 12 - fail
Crew web move: 1d20 + 1 ⇒ (13) + 1 = 14 - fail
Crew web move: 1d20 + 1 ⇒ (14) + 1 = 15 - fail
Crew web move: 1d20 + 1 ⇒ (15) + 1 = 16 - success
Most of the crew in the web still struggles to make their way through it, however one member gets to the rear of the ship and with another guard the wheel and try to steer the ship ( unsuccessfully due to rudder issues ).
The wizard flies in closer to the ship and casts a spell and an icy ray spirals through the air at Makoto.
Ranged touch vs AC 17: 1d20 + 7 ⇒ (10) + 7 = 17 - hit
Displacement, 01-50 = hit, 51-100 = miss: 1d100 ⇒ 76 - miss
The ray, which was well aimed, misses however as the wizard misjudges where Makoto actually is due to her protective magic.
The enemry crews having been lined up for a while now ready to board, still find themselves unable to cross safely as the grapple lines have been cut and the webbed area at the back of the ship creates a mess for them to try and leap across.
Their captain maneuvers their ship slightly accelerating it, as your own sails burn.
sails on fire, 3 sources: 3d6 ⇒ (3, 5, 1) = 9 - full damage
More of their crew fires into your sails with their crossbows, apparently with bolts that can burst into fire seconds later.
Crew attack sails AC 6: 1d20 + 2 ⇒ (6) + 2 = 8 - hit
Crew attack sails AC 6: 1d20 + 2 ⇒ (12) + 2 = 14 - hit
Crew attack sails AC 6: 1d20 + 2 ⇒ (16) + 2 = 18 - hit
Crew attack sails AC 6: 1d20 + 2 ⇒ (12) + 2 = 14 - hit
crossbow damage: 4d8 ⇒ (4, 2, 8, 4) = 18 - halved before applying
The far ship that hda dropped some boarders onto the other ship next you yours, sails ahead of the the two stopped ships and maneuvers around to the front.
Perception Makoto: 1d20 + 8 ⇒ (19) + 8 = 27
Perception Miyu: 1d20 + 4 ⇒ (6) + 4 = 10
Perception Lucina: 1d20 + 8 ⇒ (1) + 8 = 9
Perception Miar: 1d20 + 15 ⇒ (10) + 15 = 25
Both Makoto and Captain Miar hear a large crash below decks and down below them in the side of the hull where a huge hole was punched through (perhaps on that initial volley) you hear some screams and yelling and a bestial roar.
End of round 7. Tavros, Lucina, Champawat round 8

Tavros |

Tavros quickly vaults over the railing and heads towards Teniel. "Mooooooveeeee!" he bellows at the crewmen, completely missing any humor from him saying it like that. To emphasize his point, he smacks the person standing between him and the main pirate threatening his brother.
Nonlethally attacking the guy at H12.
Gore: 1d20 + 8 - 1 + 1 + 1 + 1 ⇒ (2) + 8 - 1 + 1 + 1 + 1 = 12
P (nonlethal): 1d8 + 9 + 3 + 1 + 1 ⇒ (6) + 9 + 3 + 1 + 1 = 20
DM: Any word on if I still have that ki point from last round since I couldn't have attacked more than 2 people?
AC is currently 31
Shield: 7/30 rounds used, Magic horns 6/10 rounds used

Champawat |

Champawat slowly picks her way through the webbing to make her way over to Maks. "Thank you. That channel was exceptionally well timed. So, can you tell me what's going on, and...is that Tavros on that other ship?"
Escape Artist: 1d20 + 10 ⇒ (6) + 10 = 16
Move Action: Half speed through web
Standard Action: Total Defense
AC: 23

Makoto 'Maks' Kasumi |

"Yes, that's Tavros. The thing throwing ice balls is apparently an enemy, the guys on the other ships are enemies, everything is going to hell, remarkably fast, and there's absolutely nothing I can do about most of it." she adds, still swaying and spinning as her magical music fills the air around them, her totem spear literally cutting and channeling the wind as she poured the last vestiges of song-magic into the area.

Dalang Teniel |

Also, Makoto—your familiar can't deliver touch spells, because figment replaces that.

CaveToad |

DM: Any word on if I still have that ki point from last round since I couldn't have attacked more than 2 people?
Yes, you would have it back, because it is a swift to expend it, and it doesn't seem like to have to declare it ahead of time, although I am not clear if you can take a swift action in the middle of a full round action (for example a flurry) to extend it to another attack. In which case it sort of forces the decision ahead of time. For now, you can have it back, until I can clarify.

Makoto 'Maks' Kasumi |

A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.
:)
It's one of the things that makes Fleet Charge amongst the best base abilities, being able to start a full atack, and then switch targets down the field is just excellent.

Dalang Teniel |

Fleet charge isn't a charge, though, which is a bit sad for those of us planning to take Coordinated Charge as a capstone.
Forum consensus seems to be that, because a flurry is a full-round action, the swift action can be used at the "end" of your turn (but it couldn't necessarily be used between multiple attacks if you can get multiple full attacks as a standard action). No hard or fast rule (the BAB iteratives being made in order is only for iterative attacks), so definitely comes down to GM discretion.

Lucina Rampant |

Round 8:
Still unable to safely jump and since no one had boarded yet Lucina had near nothing to do so would settle for trying to cast her magically slumber once again.
Sleep DC 16