Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.
Impositions:
Disgraceful Impositions:
Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.
Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.
Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.
Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.
Despicable Impositions:
5: Lashings!: Your ship's speed doubles for 1 day.
5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.
10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.
10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.
Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |
"YOU MOTHERF@!!ING PIECE OF SHIT" Ace bellows at the turtle, and
casts lighting bolt.
Your ship has now gone from "basically dead" to "critical condition". The crew works to get the ship back up to speed, but it can only move at 30 feet this round, needing to accelerate.
The giant Dragon Turtle roars in pain as he is roasted by Ace's lightning bolt, and prepares to charge.
Ref:1d20 ⇒ 9
Odan tries a last-ditch effect to drive Hirgenzosk away.
Hirgy Will vs DC 19:1d20 + 9 ⇒ (6) + 9 = 15
The dice gods smile favorably on you.
Hirgenzosk's eyes widen in fear, and he flees at tops speed from combat.
Which is good, a singe attack would have capsized you again.
On the bright side, you may continue the race, and your sails and rudder still work. On the downside, your ship is Broken because it has less than half its HP, and you take a -2 penalty to Sailor checks, which stacks with the other penalties.
Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes
Ive been here every day; just every single skill we've needed is something I don't have, and none of my powers help right now. Except whatever you just did for me. :)
Edit: Ah. I see it. You used Unearthly Terror. I forgot I had that. It used to be a cantrip, but got moved to a 1st level power last errata, so I kept skipping over it.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ah, okay. Good to hear it. Everyone's recovered?
Would you mind checking in even when you can't do much? Helps me know you're still around and when/if I should bot you, since I don't like doing that if I can help it.
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
"Good work, Odan!"
Jrahk begins accelerating in order to get far, far away from Hirgenzosk before he comes to his senses.
Does anyone else have Make Whole? If not:
Using his mysterious pirate captain powers, Jrahk causes the ship to repair itself more, presumably by causing the splintered wood to fear its captain's wrath.
Captain's Orders: Make Whole, used twice for 10 disrepute.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The Devil's Pallor trembles, and obediently knits some of its wood back together.
Note you still take the -2. The ship has 1200 max HP.
After a few minutes you get back to speed.
Unfortunately, the next obstacle is the Eye of Abendego itself. Only the fringe, but the weather picks up unexpectedly, slamming the ship from what had previously been a mere drizzle to hurricane force winds.
3d100 ⇒ (23, 88, 88) = 199
Make me a Profession: Sailor check, DC 25. You have a -4 from the Curse, -2 from broken ship, +2 from having Kn. Geography ranks in your crew, and +2 for anyone who can Aid.
Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Good, because you were double f%#&ed if you failed. The rolls I made meant that both of your masts snap off and fall over, punching a hole in your deck if you don't move them. Now you're only single f!!@ed.
Jrahk manages to make the boat skirt the edge of the eye, and all it does is make the deck a bit slick (necessitating Acrobatics to move about the deck).
Unfortunately, even his expert piloting is not enough to escape the full wrath of the Eye of Abendego, the most notorious storm in the Shackles.
A bolt of lightning streaks down from the blackened sky, striking your sails like the fist of a god.
Damage:10d8 ⇒ (3, 4, 2, 7, 5, 4, 7, 3, 1, 1) = 37
This lightning would have ripped through normal sails like a sword through paper, but Gortus Svard had the sails Magically Treated when he was captain, greatly increasing their durability. The mast and sails have seen better days, but hold...barely.
Unless you can Make Whole again, you take a further -2 to Sailor checks from having broken sails.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You need a concentration check (15+Spell level) to cast due to rough weather. And are you flying up there? You'd need to make the same check to cast Fly. Otherwise, roll Climb.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You had an opportunity to improve your race position by making DC 30 Sailor checks here, but considering you make than on a 20 or so, and failing by 5 screws your sails up, I wouldn't recommend it.
The next obstacle is...Sharkskin Reef! WIth Pinnacle Atoll as an added bonus.
You need to sail through the two concentric rings of Sharkskin Reef, then around Pinnacle Atoll.
You could go the long way, only needing to sail through two rings, but that would let the B#!%@ and Wormwood get a bit further ahead, or go around it entirely, which would probably kill your chances completely.
Speaking of DC 30 Sailor checks...you need 4 of them. Every failure means you scrape a reef, dealing 8d8 damage to the ship.
Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes
This is a massive amount of skills checks; the authors must hate us. Then again, this is Skulls & Shackles, so it's almost garunteed the authors hate us.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Yeah, this race basically assumes the captain of the vessel has AT LEAST a +15 Profession: Sailor. Even without the Curse and all, Jrahk doesn't have that.
Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |
"Im sure there will be other ways to get in the consul"Ace tries to be cheerful
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You sail around the reefs...right into a lightning storm. An unnatural corona of green lightning cracks and flashes among the clouds. Afte ra moment, it starts to rest on your mainmast.
To most, this would be an odd, but largely harmless occurrence.
Ixrul recognizes the true danger. Soon, a new lightning elemental will be born. Right on your mast. And a BIG one given the size of this storm.
Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |
I assume Ace's lightning based attacks will be not very effective?
Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |
Ace casts mirror image, and shield, before engaging.
"pretty sure lighting will heal it or summthing, so I guess physical force is the way for me..."
Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes
3 rounds before battle.
Round -3: Hold.
Round -2: Standard action Manifest Battlesense, 7 PP. 8 rounds remaining. Everyone gains +1 circumstance bonus to AC and +5 circumstance bonus to movement. Everyone can aid another as an immediate action.
Round -1: Standard action Manifest Stength as One, 8 PP. 8 rounds remains. No one in our party may be flanked or flat-footed unless all of us are. We may be considered flanking from our squares plus two squares ashen cent to each of us. Flanking bonus increases by an additional +2.
Swift action Collective Defenses Strategy. Everyone in my collective gains an insight bonus +5 to AC. 3 rounds remaining.
Battle Sense has 7 rounds remaining.
Battle begins.
Total bonuses for everyone in our party: +6 AC, +5 Movement, flanking +4, 2 additional flanking squares, can't be flat footed or flanked, use aid another as immediate action.
Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |