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.
Marids are known to be capricious and wholly unpredictable. While it is quite probable that she INTENDS to stick around for a year and a day once you free her, there's no guarantee she won't see something shiny a week from now and head off that way. Most other genies (particularly Shaitan) find Marids to be a disgrace to the good name of genie-kind because of this.
A properly placed Planar Binding or Ally would probably be needed here. You feel she would acquiesce to serving under no charge.
Daliya was more than happy for Ace to keep the Rod. She'd heard those things could turn you red. Who wanted to be red? As for the Marid..."I suppose we could use two of those wishes to turn Ace and Gremory back to there original forms, if they wished."
Daliya may not know this, by the by, but Marids can only grant a wish once a year. You would, essentially, be trading a Wish now for a year's worth of service, and one Wish once the year is up, essentially.
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.
"It's just insurance. Assuming you contribute as one would expect for your abilities, I will see to it that you are treated and paid as an officer for your service."
"And, Daliya, we would need an Efreeti for that. Marids can grant only one wish a year. And no, I'm not going to try to bind an Efreeti."
Turning to the Marid again, Ixrul says, "I wish for you to be freed of the binding set on you."
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.
As he dries himself with prestidigation, Ixrul says, "I will as soon as we return to the ship. In the meanwhile, we have a few cyclopes to kill - I'm sure you'll enjoy that."
We return to the egg and use the incense to enter.
"Huh," Daliya replies thoughtfully. "I never did study the Marid as much as I should. My family was more concerned with the Shaitan." She prepared to follow along, on the cyclops hunt.
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 |
"So, uh, what exactly does the incense sticks do exactly, asides from making one blind?"
Oh and I forgot to mention the other effects of Irthaval Incense: Everyone gains +1d4 Wisdom. But you'll eat 1d2 Con and Cha damage when the effect ends. Jrahk and anyone else who fails might find themselves even more reliant on Arron in the future...
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 |
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.
"A spell of remove disease is to be cast on me tomorrow, whether I like it or not, by the by - I cannot afford a substance addiction, as it could kill me quite easily."
Upon blinding yourselves, little squares of light become apparent. You float into them, presumably entering the Eye of Serenity.
Inside you see...nothing. You're blind, silly. Well, that's not quite correct. A bright, almost blinding light shines out of the darkness, in what you guess is the center of the room.
5d20 ⇒ (12, 6, 16, 1, 1) = 36
As soon as you enter, you feel as though time is slowed, here. Everyone but Ace and Gremory are Slowed while you're here.
You feel two large presences moving, but they seem to be trying to be stealthy, and aren't charging to attack...yet.
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 |
Would Ace's black blade be able to "see" whats going on? or is it blinded as well?
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 |
Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
Since it does not have a nose, does that mean it gets blinded by the incense?
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 |
So ace would have a sense of who's where, then?
perception anyways:1d20 + 9 ⇒ (6) + 9 = 15
Ace clicks his heels (haste)(free action) lets his blade loose (dancing blade, swift action), "You know what to do, buddy!"
Unable to see, and not knowing a form she could take that would allow her to, Daliya started doing the next best thing - summoning something that could.
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 |
Is sandra there with us, does she have remove kebab disease prepared?
Can ace tells the others to duck and cover while he shoots flames over their heads?
The large one is to the east, one is to the north, the other to the west. Each of them are near-by, within 20 feet. Jrahk you should be able to reach them.
Gremory then 5-ft steps to the side then totally gets to make her full-attack this time, right Game? Against the northern one.
Yaaaay. It isn't even just this game, every time I've played this character it goes like this. I'm thinking Bolt Ace instead of Musket Master, cause f!*$ "character concepts."
Yaaaay. It isn't even just this game, every time I've played this character it goes like this. I'm thinking Bolt Ace instead of Musket Master, cause f!!! "character concepts."
I was going to suggest it myself. The lack of misfires in many ways makes up for only being able to Touch Attack SOMETIMES.
Yaaaay. It isn't even just this game, every time I've played this character it goes like this. I'm thinking Bolt Ace instead of Musket Master, cause f*$+ "character concepts."
I'm going to find the man responsible for this gun. I am going to kill him.
Ace take 65 damage, Daliya take 45. BOTH of you need to make a DC 21 Fort save vs Disease, and Daliya needs to make two Concentration Checks DCs 26 and 27 or lose her (presumably) Summon Nature's Ally IV.
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 |
The strike hurt, and the pain caused Daliya's spell to fizzle before it could be completed. With a grunt the heavy woman replied in kind, trying to smash the creature in return. Hopefully it had given away it's position well enough despite the annoying blindness.