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.
Gonna chuck this in the three games I'm currently running.
I'm considering starting up a 4th game to round things out, gives me two APs and two homebrew.
The idea is superheroes, because every Mutants and Masterminds game I've ever been involved in has died a horrible slow death.
Everyone would be Gestalt, though one side would have to be Vigilante.
Unsure what kind of tone I'd shoot for, but a more light-hearted game, Golden and Silver age superheroes style is the current winner. I may toss in a few dark villains every now and then to mix things up, but think more Joker pulling "boners" on the city instead of murdering the population with laughing gas.
Probably in Golarion, may or may not be in an already existing city.
I may resurrect the Myrial setting (small city-state near Cheliax) I was using for a Thieves' Guild game, come to think of it. The characters in that WERE planning to take over the city...could make an interesting plot.
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 |
Probably not. The Jingasa now provides deflection AC instead of luck bonus. Also, the crit negation is a one-time deal. Of course, that's the only part I know of.
Yeah, I just saw that Amulet of Mighty Fists got it's price doubled. Yaaaay.
No, it didn't. It was actually reduced, from the first printing anyway. Originally it was 6k for a +1, but they FAQrata'd it to 4k a while back. The errata just officializes 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 |
I know it is a bad idea and would probably cause more trouble than its worth, but I kinda want this to be the effects of the rod of wonder Ace got
From description "Pyramid with eye killed by sword. New world order. Masonic symbol. Mystic sign." Also available, Lion'O's sword from the original Thundercats.
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
Or else you'll run into Jorck Phaserteeth, a completely different character who proves to be surprisingly persuasive in convincing the new captain to step down.
Or else you'll run into Jorck Phaserteeth, a completely different character who proves to be surprisingly persuasive in convincing the new captain to step down.
This Jorck Phaserteeth sounds like a reasonable fellow. I like him more than the last guy already.
Doesn't Jrahk have about three minutes for the plot to save him or something though? There's still hope!