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 |
Ace casts detect magic along the way, scanning the area around the group.
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 |
"Can we at least set this, and whatever is in this, on fire."
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 TOLD YOU WE SHOULD HAVE SET IT ON FIRE, I TOLD YOU!"
Ace, worried about accidentally hitting his captain this time, lets fly with a few magic missiles.
Startled, Daliya muttered, "What the hell?" With a grunt she shifted into her fighting stance, and brought a huge fist down on the weird hand monsters. Who the hell called attack hands?
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 |
@Ixrul: These are giant variants of the fairly standard "Crawling Hand" undead. They're simple creatures that like to grab and rend their opponents. While having no eyes, they can see quite well, and ca even sense invisible things and others hiding from sight nearby them (Blindsense 30 ft.).
Their most unique abilities are that each is able to attune to a certain Quarry and track them to the ends of the earth with an effect similar to a Locate Creature spell, and when hit with Piercing or Slashing weapons they burst open and spray Pus on their attacker.
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Ace blasts each of the hands with a bolt, and gives the first one a second whapping for good measure!
Daliya slams the first, and Gremory finishes it off with two quick shots, then blasts a third for good measure!
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 |
"Whats the matter, you don't want this to be a hands on experience?" Ace questions Ixrul
The other two rooms are a storeroom, bare of anything useful to you, and a forge: The tools still intact! And originally of very fine make, though many are broken. Repairing them would restore a set of Masterwork blacksmithing tools.
"Sell them if we want," Daliya said with a shrug, "Or if we want to start making things. It might save on our cost for supplying the iron work for the ship and crew from our own forge, and it won't hurt to give them the best tools."
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 |
"Why not send one of the zompys up to take a look, unless they are too stupid to tell us whats going on?"
These seem to be empty observation platforms, and provide an excellent view of the jungle, sea, and other surrounding areas, giving you excellent visibility should any threats approach.