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Fair point, though I think useless is a bit overstated :) Both the ignoring concealment and the increased to hit chance for anyone that isn't already full BAB are benefits even if it requires concentration. If you aren't requiring concentration I'd probably give some direction as to how it chooses its current target(s) and if or how it changes the nature of its attack (drag vs trip vs blind vs ... ) from round to round or target to target.
Should probably state it effects 10ft piece of chain rather than an ambiguous length of chain. Needs an AC against non-touch attacks since it can be effected by physical attacks. Needs hp of chain stated as well.
Just curious why did you elect to make it animate a chain rather than evoke a magical object made of force like Chain of Perdition, the Hand spells and Spiritual Weapon?
Overall I like it. Require concentration to enable it to do the combat maneuvers, particularly when not continuing a bind or entangle i.e. it is not a fire and forgot sort of spell. Haven't got the time to look at it further at the moment so this is mostly a rapid first impression and I'll likely comment further later.
Plausible Pseudonym wrote:
There never should have been an argument for silent spell. Spellcraft specifies you have to see the spell being cast, not hear, not perceive, not sense. Unless Spellcraft includes lip reading for all species that use verbal components the components really never were the issue.
True as strict RAW. It also doesn't make any sense to me personally as there are creatures with literally no ability to 'see' or the definition of sight has to be considerable stretched or both. Plants, Contructs, Undead, do they 'see' in any sense of the word as implied by that reading of the requirement? I don't think so. They perceive their environment most definitely, but 'see' it I think is quite a stretch. But that is entirely my position.
CRB->Magic Items->Intelligent Items wrote:
The most relevant part of the quote in bold (my bolding).
I am currently unaware of anything more specific in the rules. Personally I would treat an Item in possession of a character (or other creature) as if it was a familiar if the possessing character was attacked by an AoE spell ... otherwise the spell would need to be specifically targeting the Item. I would also consider Ego if for some reason the Item wanted to be effected but the character did not (or vice versa). The tricky part is deciding how many hit points the Item in question has ... either treated as a magic item or as an actual creature. Personally I'd strongly lean towards treating the Item as a creature and would have all its stats fully decided beforehand.
Any item which grants Spell Immunity or Death Ward is likely to help. Also if:
CRB Glossary wrote:
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.
Not sure about you but a Barbarian Minotaur with 1 Int is probably still fairly dangerous if not a particularly bright tactician.
Give him a buddy with Lesser Restoration or Restoration. Or an appropriate potion.
Ring of Counterspells
The language of the descriptive text involved is often, vague, contradictory and or very old. At times barely changed (i.e. updated/edited) from the original text of the old hard cover books of the late 1970's early 80's. Overall much is left to the GM to decide based on how he envisions his multiverse functioning and interacting. One notable example is the mention of "nondimensional" space in the descriptive text of a Bag of Holding.
CRB Environment wrote:
Demiplanes: This catchall category covers all extradimensional spaces that function like planes but have measurable size and limited access. Other kinds of planes are theoretically infinite in size, but a demiplane might be only a few hundred feet across. There are countless demiplanes adrift in reality, and while most are connected to the Astral Plane and Ethereal Plane, some are cut off entirely from the transitive planes and can only be accessed by well-hidden portals or obscure magic spells.
Note it says all demiplanes are extradimensional spaces. It does not say all extradimensional spaces are demiplanes ... or Rope Trick gets to be the earliest spell allowing a player created demiplane (at least that I am aware of). No where, however, is it clearly 'wrong' for the GM to treat a Rope Trick space as essentially a very small and specific example of a demiplane. It is also quite clear that all demiplanes are not necessarily connected to the transitive planes if the multiverse designer decides otherwise. However it is also pretty clear that all planar space created by the spell group Create Demiplane are in fact connected to the transitive planes as that is a requirement spelled out in the spell(s) text. This leaves only GM imagined demiplanes with potentially no connection to the transitive planes and any explanation of how this came to be squarely on the GM's shoulders.
And then there is Mage's Magnificent Mansion another spell creating an extradimensional space.
Dr Styx wrote:
A Demiplane is connected to the Transitive Planes, or else you could not use them to enter the Demiplane. If you can't see the Demiplane how do you get there. Forbiddance stops the ability to use the Transitive Planes to travel in its area of effect.
This is one place the rules sort of fall apart. I cast Forbiddance while on the Ethereal (or Astral) ... what happens? (A somewhat rhetorical question as I know how I'd treat it).
And careful with the vision thing. I don't have to be able to 'see' anything at all to Teleport there. I do need the Astral plane to Teleport there. And if the Astral isn't available then there's always the Gate spell (Or Shadow Walk perhaps or Wish or ... you get the idea). I do not need to 'see' it to open a Gate there I just need to be able to "specify" the plane in question. That is an entirely nebulous requirement which will very significantly from campaign to campaign and the GMs in question. Just look to the long and frequent debates on the what is required to fulfill the various categories to be able to Teleport someplace to imagine the variance in what might be required to "specify" a plane.
... during an earthquake and into a sealed underground vault :p
A little more detail would be nice ... but unless I misunderstand your "I have 5 minutes ..." it's too late except as advice for the future and future readers.
I agree in particular with Baval's "They need to learn when they should run or they never will." Especially when combined with Brother Fen's "When I started my current campaign, I gave the party a warning that there would be times when they would run into something that could outright kill them such as an ancient dragon or something similar." You and your group need to cross this bridge (learning to run when you throw something much more powerful than they should be able to handle) early or it'll only get uglier down the road.
Are any of the Centaurs who managed to summon the Erlking around at the start of the encounter. If so unless the party is as overpowered vs the Centaurs as the Erlking is vs the party perhaps the first target of the Erlking is to obliterate a Centaur for bothering it for something they should be able to handle without its help and then have the Erlking turn on the party who now hopefully have some idea of just how powerful the creature is and run as they should. If they still haven't figured it out and you are still feeling merciful then I personally tend second Gypsy's TL'DR comment and humilate them. Keeping in mind that as long as there is a relatively intact corpse that unless your campaign is grimmer than the 'standard assumption' a 9th level party likely has access to magic to revive the dead so there are definitely fates worse than death for an APL 9 party.
I think it should be fine as long as you balance it assuming the character is wearing/using both items and not just one of them (if I understand what you are saying correctly). Basically treat the pair as if they are one item in terms of power but can access some of the paired gloves power with only a single glove.
Thought in no particular order.
1) The assumptions and suggestions above are for the Paladin himself ... the spell is creature touched. So yes you have darn good saves but how about the Fighter's Will save or the Wizard's Fort save, never mind the important npc you just rescued. You're a Paladin, protecting others ought to be high on the 'to do' list.
2) Spells with no save but allowing SR I would be looking at first, particularly if they are lethal or incapacitating if failed. Enervation for this reason is an excellent choice.
3) The spell doesn't have to be cast by a foe ... Imagine the opponents reaction when the Wall of Ice your Wizard laid down suddenly has a totally unaffected Paladin step through to keep them from making chunks of ice out of it rapidly. Admittedly more fun to do when the wall is a Prismatic one but you get the idea.
No dilemma for me. The party will just have to play smarter and learn when to tactically withdraw before they are toast. There are, as several have pointed out, lots of healing/curative options besides a cleric including simply becoming more willing to retreat before all ones hit points are nearly gone rather than stubbornly (stupidly?) staying in a fight too long. I've played in groups with no cleric and groups where every one had at least some cleric levels. Different party compositions means different tolerances for dealing with damage and how it is dealt with. Up to the players to figure it out for their group.
Well couple things come to mind. First, travel is their problem to solve not mine as GM. If they no longer have Teleport it is up to the group to figure out how to get around if something more than mundane walking or riding is desired (or necessary). The only reason I might worry about it (as a GM) is to be ready with how I might plan/respond. At 15th level things like an item(s) with Teleport might be one solution (or some other overland travel capability).
Clerics (at 15th level) do have access to Wind Walk, a 6th level spell capable of allowing travel at upwards of 60 mph over the course of 15 hrs (1 hour/level duration) which works out to around 900 miles if they can travel for the full 15 hours. Not as 'instantaneous' as Teleport but not exactly slow either since that can literally be as the crow flies in terms of moving overland.
And I'm guessing that this is an established ongoing campaign which makes other potential solutions more problematic. In the sense of a solution suddenly appearing the PCs were unaware of but seemingly ought to have been aware. Such as their faith having a network of portals available to the faithful especially those on mission for their faith or even just the 'common' existence of portals or gateways interconnecting cities, arcane guilds, etc.
Depends on, like with many traps, what else is going on. Do nearby foes know about the trap and respond to it being triggered taking on anyone caught in the area who has now been weakened by the trap/Disjunction. It also depends in this case what the party has stored within their various extradimensional spaces that have now been sealed up. That could range from inconsequential to life threatening. So no directly a Disjoining trap is not in itself damaging but the consequences of getting your buffs stripped/suppressed, then ambushed and then finding needed magic item(s) sealed up could be very bad.
Note that Disjunction will only destroy a magical item if it rolls a 1 on its Will save, otherwise it is merely suppressed for the duration (1 min/lvl) when used as an AoE. If you want messy the contents do not have to be expelled onto the current plane but might be expelled somewhat at random between the both the plane the owner is currently on and one (or more) of the coexistent planes (the Astral, Ethereal and Shadow typically).
That said I personally agree with CBDunkerson Disjunction would simply remove access when used as an AoE unless the item rolled a 1 ... then it would get 'messy' as described above with most of the stuff getting essentially lost forever. But given the potential power level of the characters involved when such spells are typically getting used I'd hesitate to automatically lose all the items if the characters had taken any precautions and could come up with some way to track down the location of an item (i.e Discern Location, Wish etc.)
Not sure about the range increment on a vial of poison but given most of the other special substances have a range increment of 10ft I'd be using that unless found otherwise.
Max Range (bolding mine):
Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.
Does the character possess the ability Poison Use and/or Craft(alchemy) in order to make and/or safely use poison? Otherwise how is he getting a hold of this stuff.
As for how far away does the encounter start ... well that really depends but you said it was in a flying form and it is a gargantuan creature. To me that says 100's of feet and certainly not 10's. The Ravager isn't a subtle creature and has little reason to hide or use stealth. It has a perception of +45 so it's going to note most 1st level characters a long long long way off who aren't under total cover and even then it might hear them move around inside their pathetic little hovels. Note it also has Tremorsense 60ft and Scent even as a flyer. In short the PC gets first shot pretty much only if it ignores him and essentially yields the initiative without a pretty darn impressive plan on the PCs part.
Claxon has hit the nail on the head most players and by extension their characters, will go to lengths to take the short cut and bypass a maze. And an outdoor maze (i.e. one without a ceiling) not only has things like Dimension Door and Teleport to worry over but Fly and Overland Flight are also both available to PCs in that level range. Even Levitate can take some of the 'fun' out of a maze. Just Levitate high enough to peek over the top and map it out to your hearts content.
You'll be wanting a way to slow down or prevent such means of bypass that fit the theme and logic of the adventure. Fortunately the proximity of a gate/portal and alternate realm involving Fey could be used. The magical energies and fluctuating boundaries of the planes might make Teleportation magic unreliable, impossible or dangerous (or even a varying combination of those factors). Anything above the height of the hedges might be dangerous to traverse or even be exposed to. Make the pathways of the hedge maze the only area generally safe in that respect. Likewise Fey love illusion and enchantment magic right? Perhaps certain of the Fey only get nasty/aggressive if the characters try to "cheat" by leaving the maze and ignoring their puzzles and riddles but reward those who 'play' the game. You get the idea.
Manly-man teapot wrote:
I wasn't talking about the moral or ethical decision to use it on a 'monster' particularly on a personal level, people poison vermin, insects, etc. by the drove in our world. But if you and I go seeking some highly lethal substance you can bet your last dollar that the powers that be will not generally just fork it over without all sorts of 'red tape' and that avoiding such is going to carry its own repercussions. All I was really aiming at was actions should have consequences and acquiring and manufacturing something of that nature generally provokes a strong response from, as you put it, the folks with swords.
First I'd closely examine the rules for increasing the DC on the poison. Something/rules allowing a 1st level PC to boost the DC by enough to even remotely effect a CR 30 creature whose Fort save is +34 is way out of whack and badly needs a GMs oversight/editing (i.e. overruling).
Second, how far away was the Ravager when struck ... something tells me no range increments were involved. Acid flasks, Alchemist Fire and Holy Water all have a range increment of 10 making the maximum distance to the target 50 feet since it is a thrown weapon. At 50ft that is a -10 to hit. This of course assumes the character had the poison neatly packaged by someone with the ability to use poison in a container designed to break on impact and release the contact poison. Of course handling and using such poison without the appropriate skills/class abilities ought to be quite dangerous or the character runs the risk of having the CON poison effect themselves. Never mind campaign issues (which may or may not exist) concerning the moral and ethical considerations of manufacturing and using such deadly substances. I highly suggest such do exist and consequences for ignoring them as well.
Are you reading the same text I am?
Far as I can read it also inflicts the exhausted condition (not fatigued):
Except as noted above, this spell otherwise functions as ray of exhaustion.
The only differences I see are the color of the spell effect, the d4 non-lethal damage inflicted, School (subschool), and notation about -4 penalty to the save if wearing heavy clothing or armor of any sort.
Hmmm think I see the source of the confusion. Environmentally caused heatstroke produces the fatigued condition (and also carries the descriptive text about non lethal damage and the -4 penalty). Looks like some one messed up the editing/writing at some point so I'd adjust it to do whatever I thought was appropriate for my campaign. And I lean towards making it d4 lethal+exhausted or d4 non-lethal+fatigued depending on the 'partial' save making it just slightly more potent than the standard Ray of Exhaustion (keeps it simple and I think half a d4 hp damage is a silly/nuisance result in 99.9% of cases).
Either that or treat it exactly as if the target is effected by environmental heatstroke with Fort save negates (and ignore the duration). I.e the spell becomes Duration instantaneous.
Or choice 'C' treat it mechanically exactly like a Ray of Exhaustion albeit one which has been re-flavored for story purposes. This is probably the original intent of the spell.
Yup I'd agree mostly. Big difference is wands, while cheap and readily available, are also an expendable resource (and the cheap and readily available status can change). An item is permanent and therefore much harder to remove. But definitely a YMMV sort of thing.
Further with Fast Heal 1 while one can 'handle' it as a GM with increased time pressure etc., to create challenges for the character(s) it becomes very rapidly more difficult as the amount of Fast Healing increases (from 1 to 2 to 3+). My leariness (is that a word :P) stems in part from GM'ing an epic level Fighter with Fast Healing 3. Fast Healing can strongly encourage the 'Rocket Tag' aspect of high level combat.
What does my wizard 'fear'?
An intelligent, active foe ... don't really care if they are armored and sword bearing, hurling Fireballs, using Weird spells or breathing hot flaming death with big nasty teeth they can all disable or kill me and I'll treat them as such when they threaten me or mine.
why the heck is fast healing so over priced? Before anyone points out how much healing an hour fast healing one is, just remember that you cant heal what isnt hurt, so you never get to benefit from 600 hit points an hour or whatever. Its less effective than DR against physical damage(like, a lot less) and serves little purpose in combat. The only thing this could potentially do is make a class with no resources other than hit points actually have 'all day' capacities.
In my experience I would treat giving a character unlimited Fast Healing 1 with great caution. My reasons are probably reflected in why the cost is as high as it is in order to limit its use to higher level characters. Everything you state is absolutely true, i.e. useless for in combat healing etc.. But it will also pretty much take a huge step towards taking that character out of the "I need resources dedicated to keep me combat ready HP-wise" category and into the "free" category (something DR won't do nearly as readily). No spells/slots used for healing, no CLW or other magic items spent, nothing but a relatively short span of time required for that character to be ready, HP-wise for adventuring again. Make that magic item 'cheap' and the GM had better be prepared for the potential for the entire party, not just one character, to have Fast Healing 1 and what happens if and when the party asks about or tries to create a more potent Fast Healing item.
Simply placing the phylactery within a lead lined container/room would go an awful long way towards rendering it essentially non-detectable by any divination magic. Place it in a room which has Mages Private Sanctum cast on it to prevent usage of Divination (Scrying) spells and thick walls (or lead lining or both) to block short range divination detection. Private Sanctum is on the CRB Permanency list.
Sequester as you noted makes the object invisible in addition to making the aura undetectable. It also has absolutely no saving throw for detection unlike Magic Aura which if Identify is used on the phylactery allows a Will save to allow proper identification.
LOL, mine waited to "announce its presence" until well out over the lake and then said more or less "ante up or learn to swim".
Indeed well heeled characters almost instantly (well it might be a few other things going on as well: dead magic zone, greater dispel to start an ambush etc.) but --> your Continual Light source just winked out, the Telepathic Bond(s) goes quiet, your carrying capacity just nose dived, your walking/movement speed just dropped, your humans Darkvision just went bye bye, the Overland Flight just ceased, the Rogue just got noisier (although maybe you miss that as your perception just went south), and the guy in the group or rather the character with a fondness for alter self/shapechange/wildshape just went boringly normal :D just to name a few sudden changes that might occur.
Let's see some favortes:
Invisible Rust Monsters
Drahliana Moonrunner wrote:
I'm thinking my list and yours must differ a bit as the list that comes most immediate to my mind is based mostly on my experience with a high level (as into Epic) 3.5 wizard and the ones he tended to memorize/cast daily. In any case while it's helpful (to be able to Extend spells) I think overall the availability of the more campaign altering stuff is more critical to any eventual success. I also think that while a wizard of this level has a reasonable chance at accomplishing the feat I do think both the logistics of dealing with things on a planetary scale and with potentially extensive insurgency issues would make maintaining the conquest a momentous task when compared to 'simply' conquering the planet.
Having been rolling this around in my head I think another area of table variation would be what happens when you point a camera (still or video) at an Illusion ... does it show on film?, does it effect a viewer? How does that answer change if it is of the shadow subschool vs figment or glamer, etc., etc.. I also have no idea how or if Paizo/PF has answered this in any of its publications. The only remotely similar circumstance a wizard would face (on Golarion or similar 'magical' world) is when the use divination (scrying) spells and end up viewing/interacting with an Illusion spell. My instincts tell me that yes a viewer should still perceive the illusion and be subject to it regardless of whether that view is via a divination sensor or camera. The text of Prying Eyes supports this viewpoint (i.e the Eyes will "see" illusions). Likewise the existence of False Vision supports this. Would various sorts of security cameras and imaging devices have varying levels of perception bonuses built for example. While not so much table variation as home rules invented to fill a hole in the existing RAW I suspect a lot of variance might occur between GMs and campaigns.
Interesting thought exercise.
And a whole lot of table variation starting with just how much threat modern armaments are to the wizard. Or put another way what is the GMs answer to what happens when a .50 caliber round strikes, for example, respectively a Wind Wall, a Wall of Force, or a Prismatic Wall.
My personal thought is around 12th or so as that is about the point at which the hour/level spells can be extended as or if needed to last a full day. It's also about the point at which spells such as Teleport, Sending, Scrying, Dominate Person, Permanency, and similar campaign altering spells start coming online ... the ones folks try to inhibit by running campaigns at E6 or E8.
I also think, especially at first, remaining hidden and gaining knowledge of this world is crucial to success regardless of the GM's response/answer to things like what happens when the M1 Abrams opens fire on the wizards tower while he's standing on the balcony.
5. The sun was in your eye ... okay I couldn't resist.
Consider perhaps another Perception vs Stealth check (or compare the previous roll against the Stealth but with new drms applied) ... he would have bumped into your otherwise silent unmoving self but you elected to move within the space with him nearly about to crash into you ... you move in very close proximity which in turn forces the renewed/additional Perception check with appropriate drms to the check. We also hope there is no Gelatinous Cube involved :p The same might work in or out of combat with different mods applied since in combat you might have to move suddenly to avoid a body(ies) or weapon(s).
How many do you want? Short answer has been the same since D&D has existed ... Infinite. Quoted from the wiki article linked above by Papa-DRB and Gulthor (bolding mine):
The Great Beyond wrote:
The multiverse is hardly a neatly-organized system, and innumerable planes and demiplanes exist outside the schema of the Inner and Outer spheres.
Better to ask, "What is a plane"?
For example, if the Abyss is a plane what are it's 'layers'? Layers, as far as I know, is not even a vaguely defined much less well defined game-mechanic term only plane and demiplane are even vaguely (or briefly) defined. This is the real work deciding how (or if) the PCs, NPCs, creatures and others can move between and interact with other planes of existence. Otherwise you're really asking about how much descriptive fluff to put into your campaign.
The bigger issue is the total concealment with the 50% chance to miss... ;)
And hence the advantage of things like the feat Blindfighting or spells and abilities which might allow one to bypass the need to "see" i.e. Tremorsense. Never mind, as was pointed out above, the inherent lesson of being prepared for various conditions which can seriously hamper ones effectiveness. It's part of the game as much as dealing with death or dying is.
Overall I agree that death does nothing, as a general principle, to the duration of a spell. If the spell is in effect when you die I would expect the effect to continue to the end of the listed duration.
The one thing not being brought into this discussion is, oddly enough, time itself. What effect, if any, does one expect after the passage of a 100 minutes, 100 days, 100 years or 100's of centuries. This is answered by the individual GM and campaign when if comes to how permanent is truly permanent. (And likely would end up varying by the spell in question)
Arrange to fight within a Mage's Private Sanctum, nothing within the area can be heard outside the area ("No sounds, no matter how loud, can escape the area,") and as a potential bonus nothing can be seen from outside looking in either. The huge issue (among others) to overcome is the 10 minute casting time. Note also that while it makes sense the spell is intended to be cast on a structure or room nothing in the actual spell requires this.
Step One) Make sure your GM wishes for you to actually travel off the planet Golarion to some distant realm called Aucturn.
Step Two)Locate and obtain McGuffin allowing travel to Aucturn.
Step Three) Engage said Mcguffin
Step Four) Profit (or die trying)
For example, find someone on Golarion who has been to Aucturn and get them to describe in glorious detail a location on Aucturn. You may now use Greater Teleport to arrive there. Of course this assumes the PC's aren't the first visitors to Aucturn from Golarion. As for this and other obstacles such as the description isn't sufficient for Greater Teleport see Step One.
Or Uncover an ancient but still functioning Teleportation Circle (or Portal or whatever your GM tends to call such objects) which leads guess where ...
Or Find a Ring of Wishes.
Or Find your way to Sigil. Bound to be a door aka portal there that will open unto Aucturn. (Assuming you've followed Step One)
Or Discover that Inn everyone always seems to meet up in on their first adventure is the World Walk Inn (or whatever that place is called that I am vaguely recalling right now)
Or any of a bazillion other ways to arrive at a destination your GM has plans for the campaign to take you.
You could always use Unhallow perhaps linking Death Ward depending on how much you use negative energy and or undead yourself. At the very least it will make it easier for you to control/take control of any Undead that you do have to deal with.
For me it's a non question ...
Short answer no.
Longer answer, no you wouldn't be able to effectively attack it's beyond the ability of the spell. Pick it up and move them yes, maybe convince some foe you might be able to attack (i.e. Bluff) but not actually strike with the speed and strength required to attack. You are limited to a non-magical object of less than 5 lbs (put another way that's the medium encumbrance load for a Str of 1). That's even less than what an "Unseen Servant" can manage load/Strength-wise. And note the limitations placed on what an Unseen Servant can do.
Telekinesis, a 5th level spell, comes closer and has quite a few limitations when compared to a human actually wielding a weapon to attack over the course of a battle.
Short of the oft mentioned Celestial Armor my next and much more frequent choice for my highly dexterous characters were Bracers of Armor. They are seemingly never mentioned which makes me curious why so in PF vs 3.5 and earlier editions.
Q: How does one finish off Aquatic Trolls in a underwater environment (no air pockets etc.)?
I wouldn't consider it particularly game changing (any more than magic in general is) nor have I experienced any issues (from either side of the screen) with parties using it as an overnight camping sight. Things like it sealing access to all other extradimensional spaces, the lack of any alternate way out and hence becoming trapped tend to put a damper on things.
Curious what do folks believe the DC is to spot the window/portal?
Depending on the GM/campaign the descriptor "sonic" may also make Silence (and perhaps Deafness) an effective counter to some aspects of the spell. The argument for this being why mention the banishment aspect takes place regardless if the creature can hear the blasphemy or not (implying the other effects only occur if heard).
Holy Word - no limit on the number of targets. How large is the ship?
Disintegrate - don't know what the ship is made of but very little isn't pierced by a Disintegrate and a 10'x10' square hole in ones ship is problematic. At minimum it'll give you an idea of what sort of magic the foes have and start them expending it to keep their 'fleet' intact.
Warp Wood - a druid at your level could cast this a gazillion times, just how often can they patch their ship up? ... unless, of course, it isn't made of wood (or is simply too big to make this effective).
If the tieflings turn out to be better than the average tiefling at swimming Control Weather might make it sufficiently difficult ... or even swamp or cause the ship to founder.
Control Weather, Control Water and/or Control Winds - you have a Druid this ought to be right up his alley.
Illusion magic to make them drop anchor further from shore or even in the wrong place (Screen, Hallucinatory Terrain, Mirage Arcana)
Sit probably as long as you aren't moving ... I'd probably allow this.
I'd pretty much let you treat the air as if it were solid ground.
But it is not flying, and I probably not let you move any more effectively through the air in the lotus position than I would if you were sitting on the actual ground and trying to scoot along on your behind.
RAW I've no idea big grey/GM's decision area.