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.
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.
Erm, there's a slight issue. We're at 60 and 120 gold. That's 180 total. Shouldn't there be 200 total? I'm on mobile rn, but I'll roll the forts (or enact a ruse) when I get on my PC.
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.
Okay then, I'll just be blunt. I want this to end - I'd rather lose the challenge then play through all of it. This could be fun IRL where it's a bit faster-paced, but your first instinct was right - it doesn't translate well to pbp. As it stands, Ixrul mathematically wins. Were he to drop his bluff mod to +3 or so, it'd be a long, back and forth slog, entirely luck-based but favoring Tsadok in the long run.
Which I really, really don't want to play through. I'm not mad or irritated, I'm just not having fun - which is the entire point of Pathfinder and games in general. Plus, the others aren't really getting to do anything, which sucks.
"You know, I would have a snarky comeback, but I forgot it hours ago. This test was a mistake." He takes out a little notepad and scribbles something on it.
"So, you whelps still want to try your hand at the last test? It's a bit more straightforward."
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Alcohol is a bit odd. It is a drug, so its effects are not negated by Neutralize Poison. Likewise, this one didn't apply Ability Damage, so Lesser Restoration won't do much. She can remove the Sickened effect, but not the skill penalty.
Though I did find a 3rd party Cantrip that Sandra will be preparing from now on.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
"The third test is simple. It tests your combat ability. All you need to do is be able to repel boarders from your ship. Alone. None of your crew can help, so it's just the four of you."
"If you live, you pass this test!"
"When you're in position on your ship, we can get started."
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 prepares himself by casting mirror image, mage shield, and cats grace.
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 tries to space out so if something happens, they wont all get knocked out.
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.
So Lucy is fairly close to the edge - we'll move a box for her to hide behind. Jrahk will be farther back, Ace will be similar to Lucy but across the way, and Ixrul is above.
"I will, but it only lasts 96 seconds. So I'm going to give it a bit more time."
It'll be my first action. When they start reach the ship, Tiger comes down. First round, haste and tiger pounce.
He locks onto Lucy, who seems like one of the more dangerous opponents.
Lucy Will:1d20 + 4 ⇒ (13) + 4 = 17
Lucy's mind becomes clouded.
1d100 ⇒ 5
But it doesn't appear to affect her just yet.
Ace, Jrahk, Lucy. Fishpork is on the docks, about 20 feet away (though vertical distance is a bit further because your ship is 30 feet tall, so it's an effective 30 feet away on foot).
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 |