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 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 |
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 |
Doors lead from this room in four directions. The ceiling's rafters rise fifteen feet overhead and a narrow set of stairs by the north wall leads underground.
A lot of broken furniture, mostly tables, chairs, and a single cot in the corner are in this room.
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 |
Ace gets an revelation:
"Guys, what if that ghostly voice we heard is from the spiders?"
"Depends on if they can use necromancy," Daliya considered. "Necromancers aren't always the most stable people - giving us orders, then trying to kill us and make us servants, wouldn't be impossible."
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 |
Everybody stands firm, though the mental assault leaves them shaken.
Ace...does not. The poor Magus takes the full force of the attack, and flees at top speed out of the room, dropping his Black Blade as he goes!
Everyone but Ace is Shaken for 1 round. Ace is Panicked for 12 rounds. The only action you can take is to run away from the target of your fear for the duration. If you have anything that makes you move more quickly, such as Dimension Door, Expeditious Retreat, or Haste, you MUST use it in your frantic attempt to flee.
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 |
Oh god, Ace has his boots of haste equipped, good thing the blade can teleport to ace at will.
Sweet flames of Hell, he can run, can't he? Gremory says as she loads a Tracer round into her pistol. She casts True Strike to finish the turn for now.
Seconding the familiar question. Would make this much easier.
Daliya grunted as she looked around. Unable to destroy the monster herself, she decided that, instead, she would make others more powerful. Reaching out, she cast Bull's Strength of Jrahk. It would only boost his strength another couple of points, but it would help.
That actually wouldn't have been possible anyway, you need to be holding the Blade for the Telepathy to work.
The Invisible Whatsit decides to f@!~ with Eenie Meenie:1d4 ⇒ 3 Ixrul next. You notice an indistinct shape emerge from the ceiling and extend a vague appendage toward the wizard.
Ixrul can feel his mind being invaded by a horrifying presence!
Make me a Will save DC 20. If that fails, make me a Fort save, same DC.
Moving into her combat stance, Daliya muttered, "Unless someone can reveal this creature, I think we should back off and try again with some spells to find it." Still, if it revealed itself she intend to smack the hell out of it.
See my edit. Also, rolled 1d2 on the first save by mistake.
Roll Spellcraft. If you succeed, I'll allow it. It's pretty metagame-y to use a spell you've NEVER USED BEFORE to block an undetermined effect just because you know it will kill you OOC despite having no indicator IC.
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.
Ixrul has AC 18, tops. He throws up the sphere if anything comes for him thats bigger than a CR 1/2 animal, because most monsters could kill him with a full attack when he hasn't got all his extra defense up. Regardless:
You've been attacked by things before, and haven't used it then. Including near/instant death effects (which in those cases you successfully saved against).
Ixrul spheres himself in time to save himself from the spell.
Note that this means your Summon is basically wasted, unless whatever you pick can fit in the small area.
Daliya misses with her first strike, but picks up steam and slams the creature twice in a row afterward. Unfortunately, most of both blows is absorbed by its amorphous, incorporeal form.
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 thought we said it was okay for harry to have speech, mainly for comedic uses?
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 |