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 |
"Hell if I know, I can't see a damned thing"
Ace returns his sword to his hand and asks it to describe the surroundings.
A flare of light sweeps through this oval chamber, blazing from a large, singular crystal resting atop a six-foot-high silver pedestal in the center of a raised dais. Two large statues face the pedestal, holding up large, curved swords that nearly touch the chamber's ceiling.
Man, I was ready to bust out laughing if one of you actually destroyed the only reason you're here and several people have died over. So who takes it? It's kind of hard for most of you to see. Ace? The main thing is you all move at half speed, so it'll probably fire off another Enervation beam before you can nab 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 |
+2 arcana checks, if that applies, but no spellcraft
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 |
[b]"So uh, how long does the blindness last, again?
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 grabs Daliya and tries to get out of the strange room first, (and get to the healbot) than think about what to do
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 |
Maybe one of your summons can be the unlucky sap to transport 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 assume Aaron and Sandra is waiting for us outside?
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 |
"Did anyone ever hear Dailya say anything about raising her from the dead?"
"More importantly, how does the dreamstone work again?"
"Oh right, and Sandra, if you are there, mind if you patch me up a bit?"
Ace will use his sword as a seeing eye sword for the next hour.
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 first mate, I am acting captain until I ascertain Jrahk's fate or he returns. Let us return to the ship - once there, I shall rest and prepare several spells that will help me determine all that I need to know about the stone itself."
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 asks Sandra to heal the negative levels he gained, if thats possible.
"So I guess we go back to the weird guy or the disembodied voice to ask what to do now, huh?"
Dunno if your looking for an official answer, but I would. Just in case at the very least. I just saw a thread on this cool break-dancing fighting style using Intrepid Rescuer, and Monkey style.
It sort of depends on if you WANT to. There's a few less than rules legal ways out of this, I'm willing to fudge some aid from ghost wizard guy. Or, if you feel this is a solid jumping off point for Jrahk, roll a new dude.
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
Yeah, I think I do. Don't get me wrong, I like Jrahk as a character - he's fun to roleplay, and I actually had some interesting ideas for how he could develop in response to this pirate council thing.
But in terms of combat, I feel like he doesn't measure up. Lately it seems like, even with his full set of buffs active, he usually just gets out one good full-attack before taking a lot of damage and failing a lot of saves.
On top of that, I greatly overestimated how useful Awesome Blow was going to be. Even ignoring that it only works on Medium things (we houseruled a way around that), it'll rarely be more useful than his full attack, which kills almost anything in two rounds or less.
I think this is as good a time as any to start over with something new. I've been wanting to try out a summoner for some time - a mounted one seems like it would be a lot of fun to play.
I guess Ixrul can be the real captain from now on. I've had my fun bossing you guys around.