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 Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10
Cyrdic snorts lightly as he trots after Jrahk. "Let's load up, people, and head out. Lady Smythee, you were invaluable here. We'll be back as soon as we can. Ixrul...make sure you, erm...say goodbye to your wife. She DID just save your ass, after all."
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 smiles, and follows the Elan and the Orc "Lets do this!"
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The crew sets sail, for ADVENTURE!
After 4 days of uneventful travel, they finally arrive at Mancatcher Cove.
If you had anything you want to craft or retrain in that period, go for it. Also, welcome to level 6! Level up!
4d20 ⇒ (3, 17, 5, 13) = 38
1d20 ⇒ 13
Cyrdic's eagle eyes notice that a ship is hidden behind one of the small islands to the east. On closer inspection, its silhouette is similar to the one you encountered at Tidewater Rock a few days ago.
It does not appear to be moving in for hostile action, and seems content to wait (either because they're waiting for something, or perhaps because some of the crew is already inside Mancatcher Cove, Cyrdic can't tell).
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 |
"Better idea, see if anyone is on the ship, if now, we steal 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
For a minute a level, when the only abilities you can get that are useful to you is basically Flight (and Fly is the same level of spell), and it removes your spellcasting ability when you do 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
I gives you a giant turtle spirit as your companion and what do you use? A guy named Harry. Hmph. =p
The group closes with the Thresher, exchanging fire with the ship. The two are evenly matched, sustaining a fair bit of damage, but few casualties.
The crews close, and you board the Thresher. Out of the corner of your eyes you see Rosie gun down a pair of sailors and Arron wreathe his hands in fire and rip another apart.
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 |
"Lets see what we can do..."
Ace does something, then casually swings his sword in the pirate's general direction, unleashing a shock wave of force.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
I don't normally do this but I'm going to bot Cyrdic. Alex has apparently been slammed with work and I wanna get this show on the road.
Cyrdic manifests Offensive Prescience on himself.
Knuckles glances back and forth between the two caster types who just attacked him.
"Eenie, meenie, minie, bah. I'll get the one not hidin' like alittle b@$+&." he mumbles to himself, and charges at Ace.
He punches his fist forward several times, almost faster than the eye can see.
At the last second he throws his hand open, slamming his palm against Ace's chest and driving him backwards.
1d20 + 17 ⇒ (10) + 17 = 27
Ace moves back 10 feet, putting his back to the railing of the ship. I updated the map to reflect this. I assumed you guys had learned enough not to stand right next to the railing, and put everyone 10 feet from water, but he exceeded Ace's CMD by enough to do 10 feet.
Then the shockwave explodes through Ace's body a moment later, feeling as though two more blows slammed into him simultaneously.
1d20 + 13 ⇒ (1) + 13 = 14
1d20 + 13 ⇒ (5) + 13 = 18
1d20 + 13 ⇒ (7) + 13 = 20
One he manages to take without harm, somehow, but the second and third rock his body.
2d8 + 24 ⇒ (3, 3) + 24 = 30
1d20 + 17 ⇒ (17) + 17 = 34
And much to his dismay, he's shoved by again by a final non-damaging shockwave and sent SOARING over the railing of the ship, flying a clean FIFTEEN FEET through the air before falling down and slamming into the water.
1d3 ⇒ 3
Ace takes 30 damage and 3 nonlethal, and is in the water 15 feet from the boat. No sharks appear to be present.
Fort:1d20 ⇒ 14
No ill effects.
"That'll teach ya to swing yer dadgum magic sword at me." he slurs.
By the by, if Ixrul wants he could make an AoO against Knuckles when he charges in. Unfortunately Jrahk was still flatfooted, so he couldn't. Jrahk is up if he wants to change his action to "Rage and attack the guy standing next to him".
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 |
"SON OF A...." Ace screams as he is sent sailing overboard.
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 think I am still climbing, if I'm finished climbing, I guess I get some healing potion from the party fund and use it
Jrahk barely manages to avoid being knocked unconscious by the blow, though it rattles his brain slightly. He easily shrugs off the last of the poison.
Damage:3d8 + 33 ⇒ (1, 2, 7) + 33 = 43
Jrahk takes 43 damage (minus any DR he may have now, which I don't think he does). Jrahk's turn!
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 |