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 |
damn server resettting and deleting my posts
Ace consults with his turtle-spirit sword guardian on where, if anywhere, are there water on the island.
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 Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED
Slickjaw tries to remember everything he knows about crabs and the strange and mysterious ease with which their shells can be converted into +5 agile daggers. Or just crab lore.
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 Mage hand's a coconut and throws it at the craf.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Slickjaw skewers the CRAF that's still on the ground.
It dies.
Jrahk shakes a nearby tree
Reflex DC 10:1d20 + 2 ⇒ (3) + 2 = 5
The CRAF falls out and lands on its back, cracking the shell and killing it.
Falling damage:1d6 ⇒ 5
Ace I'ma roll a ranged attack for you, but for future reference Mage Hand can't ACTUALLY throw things like that. I'll let you flavor it as such though, since it's essentially you bending over, then picking up and tossing a coconut.
1d20 + 6 ⇒ (17) + 6 = 23
1d4 ⇒ 4
Ace's coconut catches the CRAF on the side and cracks its shell. It clings to the tree, but is clearly dead.
Alas poor CRAFS we hardly knew ye.
Continuing along the beach, after a short distance the group comes upon a clearing in the jungle, where someone has cleared space and planted fields of corn. However, the fields look very overgrown, as if someone was tending them but has long since stopped.
Forward through the cornfield seems to be the only viable path, as following the beach leads to a cliff on one side and the sea on the other. The path through the cornfield looks to be hard to follow, however.
Survival check to follow it without getting lost in the corn.
The corn stalks are fully grown, and the corn actually appears to be ripe and edible, if not the best looking.
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 |
hehehehe
With a strange glint in his eyes, Ace tells the group to grab as much corn as they can.
Ace then casts burning hands at the corn, giggling like children on Christmas morning.
he than explains "It would be easier to see where we are going if its clear, right?"
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 |
Slickjaw wrote:
Slickjaw absolutely totally without any doubt retrieves his knife.
When he notices Ace about to cast a spell, he lunges over and tackles Ace, while yelling "DON'T!"
Ace stops for a minute.
he than explains "It would be easier to see where we are going if its clear, right?"
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 |
"Well, technically, I am a magus, someone who specializes in both physical training and magical training. Do you have any problems about 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 can go with a fair fight when necessary..." retorts Ace while igniting(sparks) and swinging around random corncobs like torches nonchalantly.
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 mutters "I wonder if this is a sign for more of those hideous undead creatures..."
he than shakes his head and walks on, muttering "better keep our guards up...."
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 |
whatever
after a fair distance (~30 feet) urning around, Ace casts detect magic.
"Play it safe, play it safe.......", he mutters under his breath.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You detect no magic.
Edit: Correction, Ace does detect a faint magical aura very close by him. On closer inspection, he finds a corpse with a potion of water breathing in what's left of its belt pouch, and a belt buckle worth 25 gp.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Spoiler:
1d4 ⇒ 2
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (13) + 5 = 18
For Slickjaw's Eyes Only:
Slickjaw notices a quite large insectile creature pop out of the ground next to him, though the rest of the party is unaware due to the tall cornstalks.
It snaps at him as it pops out of the ground, mandibles flinging drops of saliva everywhere that smoke and hiss as they hit the ground, but Slickjaw manages to hop out of the way at the very last second.
Do with this info what you will. Kn. Arcana or Nature can identify 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 |
"Shiny shiny I like" says Ace as he scampers over by the corpse and loots 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 |
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
1d20 ⇒ 11
1d20 + 3 ⇒ (4) + 3 = 7
Initiative Order:
Slickjaw
Ankheg
Ace
Jrahk
Cyrdic
Slickjaw crits the beast in the face, putting a long scratch in its carapace but leaving it seemingly unharmed for the most part.
The creature retaliates on its tiny prey, crushing him between its powerful mandibles. Worse, it latches onto him and doesn't let go restricting Slickjaw's movement. It quivers in anticipation.
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 shouts "Im coming for you little green dude." and slashes with his Scimitar
atk:1d20 + 2 ⇒ (5) + 2 = 7
dmg:1d6 + 1 + 4 ⇒ (5) + 1 + 4 = 10
He than strikes again, branding a large "A" onto the creature.
atk:1d20 + 2 ⇒ (20) + 2 = 22 ITS SUPER EFFECTIVE atk:1d20 + 2 ⇒ (6) + 2 = 8 or not