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 Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Initiative:
Creature
Ace
Slickjaw
Cyrdic
Flies
Jrahk
My bad, forgot it was "my" turn.
The creature steps out of the way, going outside the cabin and crouching down near the edge of the gate, watching the ensuing fight with great interest.
Cyrdic, not knowing what else to do, swipes at the cloud of flies.
His weapon, unfortunately, has no effect. He seems to catch some of them but the sheer number of flies in the swarm means that he might as well be trying to slay the ocean.
Ace, clarify, do you still fire off your Burning Hands? I will warn you, you'll probably kill Jrahk if you do, but Color Spray will have 0 effect on both of these guys, and can still potentially catch Jrahk.
The swarm buzzes, picking its target at random by who smells the tastiest.
1d3 ⇒ 1
1 is Slickjaw, 2 is Cyrdic, 3 is Jrahk.
It moves in on him, surrounding him as hundreds of biting flies take a bite of him at once.
2d6 ⇒ (1, 3) = 4
4 damage to Slickjaw, who is now Bleeding, and needs to make a Fort save.
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 tells Jrahk to get out of the way, or he'll get burned again, waiting until he moves to fire off the burning hands at the flies.
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 |
why am I so forgetful lately, but that's a good damage roll, Ill take it, knowing my luck, Ill probably get 3 ones.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
6 more damage to the swarm. Slickjaw takes 5 Fire damage from Burning Hands and 1 damage from Bleed. 6 damage total. Also, you never made that Fort save I asked for, unless you did and I didn't notice because you don't label your rolls a lot of the time.
1d6 ⇒ 6
Cyrdic shrugs and stays out of things. It's obvious he can't hurt the swarm.
FLY TIME!
1d3 ⇒ 1
The flies home in on Ace, tasty morsel that he is.
2d6 ⇒ (2, 5) = 7
Ace takes 7 damage and is Bleeding. He also needs to make a Fort save.
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 says "If we ever see another rotten body part swarming with flies on this god-forsaken island, I'm burning it without question."
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 swats at the flies with his scrimitar, then does so again, leaving a faint glowing "A" in the air.
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
CRAFS
Also,
Rynjin wrote:
Runner up for worst player goes to a friend of mine whose character for every game (not just Pathfinder) is always Jack or some racial variant thereof (like Jrahk for his Orc).
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 |
what they said gather crabs, and what would happen if a team without someone with area effect attacks encounters a swarm?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You JUST leveled up, brah. I'm not doing EXP. If I was, you wouldn't get much extra for this anyway, not enough to push you over the edge I mean.
The creature looks at you hungrily a syou depart.
"Hurry back! Or I may have to resort back to Plan A!" he says.
It doesn't take long to reach the cove from the lodge. Cliffs ring the water, which looks quite deep in some places (almost 50 feet in the center by your estimate). There is no apparent way down besides climbing or jumping, though it looks as though a proper dive into the water will allow you to jump down safely.
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 throws a rock down there to see if anything will be startled/react by/to 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 |
Ace ponders about running back to the corpse-man to see if it has any rope, but upon seeing his comrades go down, he follow.
I guess a take 10 or take 20 or whatever they are called
Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED
I'll be gone for the weekend - I may be able to make brief posts, but probably not. I might be able to post again Sunday afternoon or evening. Sorry, guys.