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.
Despite the distance between Gremory and the remaining shark, she decides to keep it that way, and fire from her current point after having seen the speed the massive fish was still capable of.
Well then. I suppose we won't need both after all. With that she opens fire.
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 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 |
Between Gremory and Gurram (plus Krom), the last shark succumbs. rest easy knowing you have extinguished what are quite possibly unique or at least highly endangered creatures.
You descend to a sunken ship, which lies atop the entrance to a shrine. The area is lined with sharp coral, swimming through could be dangerous.
Your options are: Make DC 20 Swim checks every round or take 1d6 damage, or spend a round every 5 feet to smash coral
Note you all need to make a Fort save every minute to avoid taking damage from pressure as well (coming up in a couple of rounds).
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 |
Would ace need to roll for pressure saves? since he is literally a fish at this point.
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 |
It says one can still use hands while in beast form, for some reason. that or ace removes the cloak upon entering comat
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 |
Yes. I abstracted it down to a square a minute due to the hardness and Hp of the coral, but if you were to cast a lightning bolt or something it would probably bust everything in its path (though definitely would not his its full 60 foot length before hitting a wall).
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 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 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 |
While waiting for the others to respond if that is possible, Ace goes back to the ship and grabs his cloak.
Nor am I. Nor did the even larger sharks for that matter, though for them it was probably more akin to just ignoring the coral. Gremory responds calmly.
You weren't here the last time Ixrul's elemental scouts didn't return. That was when Jrahk vanished. A small amount of caution would be warranted unless you want to go meet him.
Not really sure what else to do until we get inside.
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 Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision
"Actually, I thought I'd just send her on her own. Unless someone is dying to go with her?"
Gurram makes a concerned whine.
"What? No, it's not a 'suicide mission'. I'm entrusting you to make sure the way is safe for the rest of the crew. It's a very important mission. Besides, you can't even die!"
If a cat/red panda hybrid could roll its eyes...but she makes no further complaints. Krom casts Unfetter and Extended Greater Evolution Surge (Gills and Swim 120 ft), and Gurram plunges into the depths.
"So, Captain, now that she's gone, can I speak with you privately about something?"
Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision
"As you know, making friends was not one of Jrahk's talents. He made no effort to form any sort of partnership with his fellow Free Captains, except when bribed with the vague promise of sexual favors. I feel that, if we are to be taken seriously on the Pirate Council, we should make an effort to forge an alliance with at least one other Free Captain. The combined strength of Tessa Fairwind and one other influential member could be quite a significant asset."
"In my personal opinion, our best choice would be Pierce Jerrel, that gentleman who placed a charm on Jrahk and attempted to court him...in more ways than one. It won't take much convincing to get him on our side, as he was already proposing an alliance when Jrahk was in command. Not only that, but his talent with enchantment spells complements a significant gap in your otherwise exhaustive repertoire."
"Obviously, this isn't an issue so urgent that we need to address it at this very moment. But I urge you to think it over in the coming weeks."
Ixrul gets the feeling that Krom has some ulterior motive for befriending Pierce.
Gremory gets up from her room to find one of the men from the firing squad. When she does so she asks to see his musket. Gremory then takes the musket from him.
I like this weapon I'm keeping it. Here have a pistol.
And thus, the Musket Master archetype was acquired.