
GM Nayr |

initiative ship: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative Rush: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative Jack: 1d20 + 8 ⇒ (20) + 8 = 28
Initiative Sunyata: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative Tap: 1d20 + 6 ⇒ (6) + 6 = 12
As you watch, the ship starts heading towards you straightaway, looking to engage!
Wind direction: 1d8 ⇒ 6
1 is north, then works clockwise. You're currently headed due west. Edit - wind is pushing to the southwest. Everyone's up before the enemy; you're about 300 feet out.

xeyed-jack |

Rush steps it up.
Since I had initiative, I want to fire our ballista first. Its on the back of the ship, so I think we can. DM can we get a shot in?
Also, I think that it really makes sense if everyone has their crossbows ready, and gets off a shot before ram impacts. Seems like it should be possible to shoot, and then after impact, cross over.

GM Nayr |

Rush, you have the upper hand - see below. You can reposition your ship as you see fit. If you continue full ahead as your action, you can accelerate up to your max speed of 100' per round. You're currently at 300' away at the beginning of the round.
At the beginning of every round, each pilot makes an opposed sailing check to determine who has the upper hand that round. This represents the vagaries of luck, skill, and the environment, whether catching a favorable gust of wind, taking advantage of a fast current, sliding down the back of a large wave, or disrupting an opposing ship’s wind with your own ship’s “dirty air.” The pilot who succeeds at the check gains the upper hand, and can immediately reposition her ship by one square in any direction as a free action. For every 5 by which the successful pilot’s check exceeds the opposing pilot’s check, the pilot with the upper hand can reposition her ship by an additional square. On a tie, neither pilot gains the upper hand.
Alternatively, the pilot who wins the upper hand can change the heading of her ship by 90 degrees. For every 5 by which the successful pilot’s check exceeds the opposing pilot’s check, the pilot with the upper hand can change the heading of her ship by an additional 90 degrees.
A ship that is upwind of another ship (closer to the direction of the wind) is said to “hold the weather gage,” and gains a +2 bonus on the opposed check to gain the upper hand.
Jack rushes to the ballista, grabbing Wynn along the way. They start loading the ballista and setting the opposing ship in their sights. It's two rounds to load, and has a range of 120'
The other ship stays in line, moving in your direction, but it seems to be slowing, as the opposing crew loads what looks to be a catapult!
Rush, let me know if you want to change direction in any way, otherwise it's full on ahead. For the rest of you, feel free to ready/buff as you see fit.

TapTap |

Aye, forward and hard...aim for their sails! I think

GM Nayr |

Rush guides the Oncoming Storm with unerring precision, straight on. You advance at roughly the same pace as the opposing ship, and come in and together fast.
As you do so, you get a better look at the opposing ship. The first thing you notice is that this ship is very long, but thinner than the Oncoming Storm. The second thing is that it is propelled by actual "rowers" in addition to its sails - probably why it seems to be advancing just as quickly as you are. This ship has a substantial crew, and also has a ram - which pointed right at the Oncoming Storm!
Rush, we'll need another piloting check to see who has the upper hand - may be important as you can reposition your ship to avoid their ram and/or hit with your own.
profession sailor: 1d20 + 11 ⇒ (9) + 11 = 20

Rush: Weather Wise |
1 person marked this as a favorite. |

Can I do any sort of check to see if Rush can read what (if any) maneuver they might be trying?
Either way.....
Profession (Sailor): 1d20 + 8 ⇒ (14) + 8 = 22
Rush wants to skirt their ram, just enough to shove them off to the side but let their ram sink into the wood.
Rowers! Pirates with rowers often means slaves!

TapTap |
1 person marked this as a favorite. |

Taps heart goes cold. Many of such wretches will find death a welcome freedom. Tap reaches back and pulls out a cracked blackened shard of a whale's skull, yet intricately traced with magical scripts. Judging the ships distance (within 170 feet?), Tap whispers a most dark spell upon the deck of the slave ship.
Black Tentacles oh my

GM Nayr |
1 person marked this as a favorite. |

Oh boy, this'll be interesting. The opposing ship is at 110 feet away right now. This turn, Jack will be loading the Ballista again - it will be ready to fire next round. Sunyata let me know if there's anything you'd like to do to prepare.
As you approach, it's apparent that the other captain actually knows what he's doing. The longship bears down at speed, ramming conditions perfect. What isn't perfect - for them - is that the Oncoming Storm seems to shift to the side as Rush expertly tacks at a slight angle, out of the course of the approaching ship. Then, at an alternate angle, Rush barrels in with the new, glistening ram pointed directly at the forward port quadrant of the ship.
Roll ramming damage!

xeyed-jack |

How many crew can we muster to shoot bows/crossbows? I think our strategy here is Tap's spell incapacitates, while we shoot at them with arrows. If we enter the area of the spell, wed be grappled too
https://www.d20pfsrd.com/gamemastering/other-rules/ship-combat/naval-siege- engines/

TapTap |

This is not a ship we'd keep. It is a slavers ship in use and in design. It shall sink and burn after we raid its hold for gold and booty! And only one slaver aboard shall we keep alive, to release to tell the tale of Captain Taptap and his band...The slaves, well, we shall see who they may be!

GM Nayr |

Ramming damage: 8d8 ⇒ (5, 5, 4, 1, 5, 7, 1, 4) = 32
The Oncoming Storm repositions and charges in to slam into the longship, splitting wood as it hits the side of the ship. As you draw close, the ballista clicks into place - loaded and ready.
Jack, feel free to fire - and let me know where you're aiming.
If you want to grapple the other ship, let me know. If you want to fire upon it, you can have active crossbowmen equal to below.
Crossbowmen: 1d6 + 8 ⇒ (2) + 8 = 10
Tap, unfortunately, I don't think you can cast that, since the spell isn't on the bard spell list. Let me know if you see it differently.

TapTap |

Damn it. It looks like garbled spider webs, it does. We need to hire a mage.
UseMgicalDevice: 1d20 + 8 ⇒ (2) + 8 = 10

GM Nayr |

Jack looses a shot from the Ballista, but it flies out and wide, singing through the air past the whipping sails of the opposing ship. It eventually splashes down into the open water in the distance.
Sunyata stays her hand, watching the madness of this battle, and Tap tries unsuccessfully to work the odd carved scroll.
The opposing ship, now battered and rocking, tries to mount some sort of offense, and attempts to grapple the oncoming storm. It hurls lies across, grappling the ship and pulling tight.
CMB vs Oncoming Storm CMD: 1d20 + 19 ⇒ (18) + 19 = 37
The ship grabs on and pulls the Oncoming Storm tight, and appear to be preparing a very considerable boarding crew!
Jack's up, then Rush and the ship (crossbowmen), then Sun and Tap. You guys are grappled, meaning you can either cross over to the other ship or wait for them to come over.

TapTap |

Prepare to meet our fate! Tap shouts ambiguously. Tap stomps his feet and begins to sing.
Great and mighty are we.
Fists of Iron, Giants of Heart
Strike down these bastards and make them fart!
Inspire Courage +2/+2 to hit and damage for all my crew that can hear, and +2 to saves against charm and fear!

xeyed-jack |
1 person marked this as a favorite. |

There is a futility to the life of a pirate. In another life, a person might be able to plan out his day from the sunrise to sunset, or from the beginning of a season to ends, or even from a harvest to the next, or longer even. But for a pirate, what is the use? Just today, Jack had planned to go down to the kitchen and make a sweet apple pie, just like his mama used to make. He'd seen that the cook had stowed a sack of them away before they left harbor. But now? Even if Jack survived this fight, he doubted he'd be eating apple pie at the end of this day. Sigh
Well, Captain, our plans didn't exactly turn out, did they. But if we kill their captain, maybe we can end it soonest. Send some of his guards to a nice nap, if you can, Captain.
With that Jack leapt over the plank, and dived into to meet his doom. At least a pirate's life is interesting. No chewing on a blade of grass for him.
Jack attacks the first pirate he sees, a skinny red-skinned fellow, who, lets be honest, didn't look to enthusiastic to meet him. Letting out a ferocious growl, Jack greeted him with a lunge of his blade.
intimidate-as-swift: 1d20 + 10 ⇒ (6) + 10 = 16
attack: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
damage_and_shock: 1d6 + 10 + 2 + 1d6 ⇒ (1) + 10 + 2 + (5) = 18
If attacked, as I'm sure he will be, he will expend one point of panache to parry and riposte
parry: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
riposte: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
damage_and_shock: 1d6 + 10 + 2 + 1d6 ⇒ (2) + 10 + 2 + (3) = 17
crit_confirm: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
crit_damage: 1d6 + 10 + 1d6 ⇒ (4) + 10 + (3) = 17

TapTap |

There he goes, Jack the Balls Ripper. Best get out of his way. Tap remarks with a lopsided grin. I doubt the fellows are sleepy though, Jack.

Rush: Weather Wise |
2 people marked this as a favorite. |

Rush, from over by the wheel, sees Jack bravely leap into the fray in a counter-boarding action, a one man army, a man on a (suicide) mission, and decides he could use a little help. Taking a small step closer, Rush summons the spirit of a great hunter from the beyond, and a celestial wolf appears: Wolf
The wolf has but one command, kill the clones.... It attacks....
Bite Attack: 1d20 + 4 ⇒ (14) + 4 = 18
With a trip attempt on a hit: Trip: 1d20 + 4 ⇒ (4) + 4 = 8
And Bite Damage: 1d6 + 3 ⇒ (6) + 3 = 9
... all on the pirate next to the wolf but not in front of Jack.

GM Nayr |

Jack leaps over the gap, nearly dancing along the gangplank. He immediately skewers a pirate, and the man's insides are jellied by the ensuing shock. After that, a group closes on the First mate, their eyes intent on skewering him in kind.
Then...a wolf appears. Seemed a bit odd - at least to the pirate in front of the lupine form - his eyes widen in shock and he moves to put up his cutlass in defense. Then, the wolf bites off a large section of his lower leg. Gyaaaahhhh! The man shakes off the wolf before he can be pulled down, and desperately holds a hand to the wound to try and stave off the flow of blood.
The Oncoming Storm crossbowmen attack!
10d20 ⇒ (18, 11, 16, 17, 1, 4, 9, 8, 20, 16) = 120
5 hits: 5d8 ⇒ (6, 2, 4, 5, 2) = 19
The crossbow bolts fly out and find homes, and the opposing pirates grunt and curse in pain. Though none go down, its obvious they're in a bad way.
Sunyata and Tap are up before the ship!

TapTap |

Tap steps forward an unleashes a volley of fiery arrows into the wounded men, mercilessly picking off the worst first.
Attack 1: 1d20 + 8 + 2 + 2 - 2 + 1 ⇒ (13) + 8 + 2 + 2 - 2 + 1 = 24
Damage 1: 1d4 + 2 + 1 + 2 + 1 ⇒ (4) + 2 + 1 + 2 + 1 = 10
Fire: 1d6 ⇒ 4
Attack 1: 1d20 + 8 + 2 + 2 - 2 + 1 ⇒ (16) + 8 + 2 + 2 - 2 + 1 = 27
Damage 1: 1d4 + 2 + 1 + 2 + 1 ⇒ (3) + 2 + 1 + 2 + 1 = 9
Fire: 1d6 ⇒ 1

Sunyata |

Śūnyatā jumps in to fight but something goes wrong like she seems slow or unable to completely hit well, yet she manages to do some blunt force damage.
attack: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d8 + 6 ⇒ (6) + 6 = 12
attack: 1d20 + 4 ⇒ (2) + 4 = 6
attack: 1d8 + 6 ⇒ (1) + 6 = 7
Apply unyielding anger and expend psionic focus activating racial ability - Strength is increased to +6 for first round of outburst.. Flurry of blows + 4 to strength both attacks to start pounding the baddies

TapTap |

Go get 'em Sunyata!
Sunyata, pretty sure your rolls are not including all your bonuses. If you are some kind of monk, then your BAB should be +3. Then there is +2 for having a strength of 14. With the +3 bonus from increases strength this round per her racial ability you posted, and the +2 from Tap's inspire courage, your to-hit bonus should be at least +10. Fury of blows too? Then +12 to hit

Sunyata |

Go get 'em Sunyata!
Sunyata, pretty sure your rolls are not including all your bonuses. If you are some kind of monk, then your BAB should be +3. Then there is +2 for having a strength of 14. With the +3 bonus from increases strength this round per her racial ability you posted, and the +2 from Tap's inspire courage, your to-hit bonus should be at least +10. Fury of blows too? Then +12 to hit
Śūnyatā laughs wildly and pounds away.
I definitely need help keeping track of all the bonuses then I'm a monk basically, with some special features from the Disciple of the Raging Sea, I honestly feel out of the loop on combat with which bonuses go where... It's been like 15 yrs since I last gamed for real...

Sunyata |

attack: 1d20 + 14 ⇒ (9) + 14 = 23
damage: 1d8 + 6 ⇒ (5) + 6 = 11
attack: 1d20 + 14 ⇒ (11) + 14 = 25
damage: 1d8 + 6 ⇒ (3) + 6 = 9
Trying again with right bonuses
Monk BAB +3
Strength of 14= +2
Racial ability unyielding anger +3 bonus (increases strength to +6 from 14 to 20 for this round)
+2 from Tap's inspire courage
+Flurry of blows + 4/+4
So then it's +14 to hit.. Did I get everything??

GM Nayr |

That flurry of blows number seems like it's just what you had in before for your attacks. Here's how it goes: Flurry of blows is a full-attack action, so you can't do that with a move action in addition. You can do a 5-foot step and do it, though. If you do Flurry, it would be: BAB +3, Strength +5, Inspire +2, then flurry -2 = +8 per attack. If you move, you can make a standard attack at:
BAB +3, Strength +5, Inspire +2 = +10. Hope that makes sense! Since your first attack at a + 8 would still be a hit, we'll keep that one
Tap looses two shots, and two men fall, their bodies wreathed in fire. Sunyatta swiftly advances over the gangplank and leaps into the fray, solidly punching one man and cracking his skull. The man falls back with a dull look, his brains significantly mashed.

GM Nayr |

To be clear, there are plenty of other people on the opposing ship - mostly the slaves rowing it, but they are not participating in the fight. They're mostly cowering and trying to get out of the way.
The opposing pirates move to attack! Two charge in at Sunyata, swiping at the monk.
2d20 ⇒ (20, 4) = 24
One moves in, hustling across the rows, then gets in line to attack Jack. Double move
Two attack the wolf!
2d20 ⇒ (19, 11) = 30
And the last two move into position behind the front line, ready to move in and fight when there's an opening.
Confirm crit Sunyata: 1d20 ⇒ 19
Confirm crit wolf: 1d20 ⇒ 10
Damage Sunyata: 2d6 + 4 ⇒ (1, 4) + 4 = 9
Damage Wolf: 3d6 + 6 ⇒ (2, 3, 5) + 6 = 16

xeyed-jack |

Its getting awfully crowded here. And I think their captain is up to something
acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23 to move through threatened squares[/dice]
derring-do: 1d6 ⇒ 2 [ooc]1pt panache, add this to my acrobatics roll
Jack leaps out and over the gap between the ships, pulls Tap's beard, and then leaps back over to the other ship to attack the captain, but the captain he sees now is too far out of reach. So instead, he thrusts his sword at the pirate between him and Sunyata.
sunyata we have no time to dance with these pirates. Its the captain we want!
attack: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26 adding a flanking +2 to this attack
damage: 1d6 + 10 + 2 ⇒ (4) + 10 + 2 = 16
shock-damage: 1d6 ⇒ 3
Jack prepares to spend a point of panache to parry and riposte
Let me know and I'll post the rolls

TapTap |
1 person marked this as a favorite. |

[bNo you don't[/b] Tap growls. This better work one of these days
He returns to his refrain:
Great and mighty are we.
Fists of Iron, Giants of Heart
Strike down these bastards and make them FART!!!!
And the last word rings out with a disturbing reverberation.
Continuing the +2/+2 inspire courage
Casting Cacophonous Call on the Captain. DC15

Rush: Weather Wise |
1 person marked this as a favorite. |

I'm confused on the attack against the wolf. Is the basic damage 1d6+2? The wolf has an AC of 14, so only the one hit and a non-confirmed crit if I'm interpreting those rolls correctly?
WOLF
The wolf moves next to Sunyata, recognizing her as an enemy of its enemies and wanting something to watch its back. It bites out at the sailor in front of it (due south).
Bite Attack: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Bite Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 . & Trip Attempt: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
_____
Rush moves up to the railing and looks for the strongest, least afraid slave that's chained up.
Perception?: 1d20 + 2 ⇒ (7) + 2 = 9 . or . Sense Motive?: 1d20 + 7 ⇒ (17) + 7 = 24
Once he sights whichever one he thinks is best, he casts a spell on them.
It is not in our nature to be bound as such! And casts Liberating Command. That slave gets to make an Escape Artist check as an immediate action with a +10 bonus (on top of his regular score).
EDIT: I went back and added in Taps bonuses. Cause I remembered this one time.

GM Nayr |

Jack gets into position and stabs through yet another one of these pirates, skewering the man, who leans back and lets out a howl of agony as flashes of the sword's crackling energy show in his eyes. He then leans over to tumble over the railing and into the ocean blue.
Rush, that's because I didn't put in the modifiers for each attack; all of them, including the crit confirm hit AC 14 with their modifiers. Is the wolf still alive with 16 damage?
Oncoming Storm Xbows: 10d20 ⇒ (18, 19, 8, 10, 9, 16, 10, 18, 7, 2) = 117
3 hits: 3d8 ⇒ (5, 5, 2) = 12
Three bolts from the ship's crew streak across and plunge into their targets! One more of the opposing pirates falls.

GM Nayr |

The wolf grabs one of the pirates, ripping at his leg with powerful teeth. He pulls the now bleeding man completely off of his feet!
The man that Rush gestures towards looks quite confused, and looks around at his companions. He then begins to work at the manacle around his ankle. Unfortunately, he can't seem to quite get himself loose. A few around him, hearing Rush's words, stand and begin waving for help.
escape: 1d20 + 12 ⇒ (10) + 12 = 22
Sunyata, that ability is just plain awesome.
Sunyata locks her eyes on the captain and, with uncanny grace and power, leaps over Jack to land beside the now wide eyed and frightened man.
That probably incurs AOO's, but I really don't care...it's super cool. Sunyata, I'll say that's a move action, since I can't find anything under monk or acrobatics to say differently. So...you can still punch this fella'