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 Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ixrul Morcrom wrote:
ryn jin there's a reason the sentence where I bring the skeletons up is a link
That just links to the top of the page, I ain't got time to re-read all dat s**$.
Wanna point out though that keeping skeletons in the hull reduces your overall carrying capacity for looted goods.
Also, are you fine with me just throwing them into the general melee, essentially treating them as extra crew members in the background combat? 20 skeletons takes up a lot of time (well, SPACE in this case).
M Elf(Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
ctrl f op, and count em as crew members. Also, the average human skeleton weighs 20-30 lbs. 20*25 = 500 total lbs of skeleton, and cramped ness is not a concern for them, so they probs wouldn't take up nearly as much cargo room as 20 humans.
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 |
"Well, if your skeleton fell to Jrahk's punch, how do you think they will fare to the pirates with swords?"
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 |
"You better stay watch out or you may get burned" Ace warns
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
High is good for you:1d100 ⇒ 14
No bueno
Who gets smote:3d3 ⇒ (3, 3, 2) = 8
The boats drift a bit closer as most of the crew mills around the gate.
Abruptly, Cyrdic and Jrahk's hair begins to stand on end, and a moment later a blinding flash of light rips trough the night, illuminating one of the boats for an instant. A bolt of lightning slams into and through the both of them, and takes the gate head on.
9d6 ⇒ (5, 6, 2, 5, 6, 4, 3, 1, 4) = 36
2d20 ⇒ (9, 13) = 22
Cyrdic and Jrahk manage to dive out of the way, avoiding the worst of the damage. You both take 18 damage.
The gate still stands, but it is charred in the center and looks as though one more bolt of that power will rip right through it.
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
Note, the boats are still about 2 rounds way from arriving on shore. But, 60 feet away.
Also, mark off your HP, Cyrdic.
You can't see the specific caster anymore, it looks like they ducked down into the crowd of buccaneers, but you could pick a random target of the 15 or so and hope you hit the right one with your arrows if you want.
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 |
Ixrul takes 3 negative levels. Nobody else but Ixrul can get a clear look at the caster, she's deeper in the fog from their angle. Given the distance (dark, dim light at best) and fog, I'll be nice and say 50% miss chance for everyone but Ixrul, who can see her clearly.
Note, Ixrul, you just took 15 damage, and take a -3 to all d20 rolls, AND to your caster level. Leaving you in an odd position where you can cast your higher level spells (since they're already prepared) but they will often be at a lower effectiveness (EX your Fireball or summat would only do 2d6 damage).
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Jrahk IS a cowardly magic user now.
Speaking of which, I advise against Mirror Strike. Read the fine print on it (like the part about damage being halved between teh targets) and you'll see why. You waste a Standard to be less effective at killing a guy next round.
Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0
He doesn't know that yet. And who says he's a cowardly magic user?
I thought Mirror Strike would be good for crowd control purposes. And honestly, not a lot of the level 1 bloodrager spells looked all that useful to me - especially since I'll only be able to cast one or two per day for a while.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
A good rule of thumb for 4 level casters, try to stick to buffs, long term if possible. EX: Protection From Evil is basically just a free +2 to AC and Saves at this level, for 10 minutes a level.
M Elf(Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
Does she have see invis up? Because if not, she has to have made a DC 20 perception check to know I was there - "A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack."
As the swarm has to summon, she has no way of knowing Ixrul was present.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Yes, she has See Invisibility up, along with a bunch of other buffs (including Invisibility herself, before she walloped you with a "mystery spell" you can identify with Spellcraft). She wouldn't have been able to target you at all without it, even if she knew you were there. You need line of sight for single target spells.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The caster moves out of the bat swarm and glares at Ixrul, but decides completing her original goal is more important than finishing him off.
Concentration vs Continuous Damage:1d20 ⇒ 6
Makes it easily since you rolled so low on Bleed.
Another bolt of lightning flies from her hands. It passes through the swarm of bats on the way to the gate.
10d6 ⇒ (6, 3, 6, 2, 5, 3, 5, 2, 3, 2) = 37
Even if they save, the swarm is dispersed (and then some), so I won't bother rolling Reflex for them.
The bat swarm is fried by lightning, not even a single one surviving. The main gate is busted through an instant later, leaving it open to attack from the buccaneers, whose longboats arrive soon after. They begin disembarking, only to be met with crossbow bolts from the fort's defenders, and Ixrul's skeletons.
Initiative:
Jrahk
Ace
Mystery Caster
Cyrdic
Ixrul
Ace Init:1d20 + 4 ⇒ (12) + 4 = 16
Jrahk and Ace go before that little exchange, in case they do something that affects it. You both are up.
At the same time, he experiences an even more dramatic transformation, nearly doubling in size as claws grow from his fingertips and wrap around the ranseur.
"...WUH?!"
Jrahk is momentarily startled, but then concludes that Ixrul must have cast some supercharged version that Embiggify Person spell on him.
"HAHAHA! THANKS, WIZARD!" he calls over his shoulder.
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 |
IF they are withing range Ace fires off a firey breath at the charging buckeneers.