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.
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.
"Not telepathically. They can follow simple instructions - go in there, kill anything that acts hostile. I can send an Isitoq in with them to observe."
"We can even send our own undead crew-member down with them, with instructions to retreat if a threat beyond mere madness reveals itself."
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 animates the giant lurking ray as a frostfallen creature, using blood money so as to not have to freeze a bunch of ice.
He instructs it to enter the ruins, take manufactured items that are not part of the building, kill any creature that is not a mundane animal, and return within 20 minutes.
Shrugging nonchalantly, Daliya prepared to dive. It couldn't be too much worse than the gigasharks, and hopefully Ixrul's crime against nature had done some harm before succumbing.
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 think I will use waterbreathing this time around for more damage output of needed..."
You go under, and all the same problems you had before apply.
Remember you chickened out and had Gurram, then the Frost Trapper go in because of all the spiked coral. Your options are the same as before: Learn to swim good, very slowly destroy it all, or get cut up.
It takes you 15 minutes to cut a safe path through the coral. When the water reaches slightly shallower levels, you meet a giant jellyfish. Gurram has never seen the creature, so you deduce it may have moved from where it originally was.
5d20 ⇒ (20, 5, 7, 3, 11) = 46
Ace kills it.
It had 5 HP left.
Gurram points at the door that messed with it earlier. You see nothing out of the ordinary.
Well, I see carving a path through coral to be no more harmful that chopping down a tree. Unless we intend to smash all the coral in the area, Daliya will go for the pragmatic approach.
Daliya kept back, making sure that she didn't get too close to the lethal door and it's sanity destroying ways.
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 |
Answering that "Do I detect any magic" question is harder than you might think, apparently. Gonna go with yes just to keep things moving. Aura of Enchantment.
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 elbows Ixrul lightly "Well, Captain, what do you think, any plans?"
As you can't really see this, you need a Greater Dispel. Do you have one prepped? If not, your options are: A.) Try to tank the save, B.) Try to break through thick solid rock or C.) COme back tomorrow.
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.
This is not a good save to fail.
Ixrul transports the people.
We have me, Krom and his eidolon, Ace, Daliya, Gremory - total of 6 individuals. So I consume 30 feet per 5 feet traveled, but can drag the party through. I have 300 feet total to spend. How far will I have to shift to be safely past? Only 5 feet?
At a minimum, 10. The square before the door is where you start, you want to bypass the square WITH the door, and land in the square beyond it. So, 10 feet traveled.