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 |
Ace hides behind whatever else there is to hide behind
Jrahk shoves, but the door holds firm. It does come open a crack though, and you can see what appears to be every intact article of furniture from the entire complex shoved against the door.
The Isitoq turns toward a man sitting in the corner, clearly terrified, with a crossbow trained at the door.
"Stay away!" he screeches, and fires!
I don't know this guy's stats off the top of my head, so I'll resolve this after I get home from work in a few hours. Post your Isitoq's AC and HP for me please?
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.
Should it? I don't really think we have any reason to attack him. He's insane, but can apparently be reasoned with. If he knows about the more deadly denizens of this island, that would be invaluable.
"We're explorers (Bluff:1d20 + 26 ⇒ (19) + 26 = 45). If you do not seek to harm us, we have no interest in harming you."
I am but a handservant to the noble house Ainsworth. Oh we've had such a troubling time at sea! I'm afraid we washed up here yesterday and don't know where we are. Could we speak face-to-face?
"He's insane," Daliya murmured to her comrades. "You can try and get information from him, but everything he says is suspect. He can't tell reality from what's in his head even if he want to."
I wonder how his insanity will affect getting information from his corpse. So, what do we do with him? Gremory readies her pistol for more hot baby seal-on-bullet action, though not firing until given the okay.