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
Like I said, you can roll Init again if you like. Sadly, that is a fail Fort save.
Jrahk feels his joints begin to stiffen, but feels no ill effects as of yet.
1d2 ⇒ 1
Jrahk takes 1 point of Dex damage. By the by, you should have healed 1 Con damage (of your total 2) overnight, so no longer take HP/Fort penalties. 1 point of ability damage has no penalties. You'll need to save again next round though.
Fixed the problems. Although Gru does have two slams to I left that. I replaced Improved natural armo and energy attack with tail, tail slap, and improved damage (tail slap).
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 takes in a breath, and fires off a burning cone of fire.
(fire breath)
Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED
Finding Ace's strategy rather appealing, Slickjaw downs an extract of fire breath as well and attempts to catch as many wasps as possible in the blast.
Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0
Darn. Alright, next time you want to enlarge me (or cast anything on me really) it'll have to be when I'm not raging, probably at the start of the fight.
And I was mistaken, the save is whichever one the spell needs; fort in this case. But it result would have been the same so whatever.
Jrahk flinches slightly as the spell fizzles without any effect, then walks up to the closest wasp and slashes.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Wouldn't have mattered anyway, Enlarge Person has a 1 round casting time, so it hasn't even gone off yet.
Jrahk slices one of the wasps in half. Only one remains, and it looks like it's on its last legs.
Nevertheless, it flies at Ace, stabbing him in the shoulder and pumping its crippling poison into him.
1d20 + 6 ⇒ (18) + 6 = 24 1d8 + 6 ⇒ (2) + 6 = 8
Fort save against Poison. It has 1 HP left...I'm going to assume one of the 4 people who goes next is going to hit it and finish it off. Ace's Fire Breath will automatically take it to -1.
The group crushes the tiny wasp group.
Before they have time to celebrate, however, a large number more of them appear at a distance, flying at them rapidly. You count maybe 30 of the creatures, each twice as fast as a man.
If you run now, you can make it to the Commons before they can catch you, or take your chances against the horde of wasps.
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 |
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
"Origins? They've always been there." seems to be the general consensus.
Not long after you make it to safety, a high pitched screaming can be heard from outside.
A quick look out a window reveals a woman, one of the workers, being attacked by more of the wasps, stragglers from the main horde which has largely cleared off in a short amount of time with no new targets to attack.
"Help! Please!" she cries desperately, as they try to grab onto her and carry her off.
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 sees is there are small openings in the house to snipe the wasps with.
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 |