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
Gimme a few hours and post again if I forget. Wasn't expecting you guys to head straight for the Rock after you were whining about being broke and wanting to be real pirates and such.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The group sails on, going for much...slower prey. They begin sailing a long the coast, looking for an easy target. It takes them almost a week, but they finally come across what they were looking for: A small, nameless fishing village along the coast.
It certainly won't give them as much booty as a fat merchant vessel will, but it's a good place to start.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
I'm gonna say the majority are human, with the occasional others mixed in (much like your named crew, several humans, a halfling, a gnome, etc.) so basically "Not enough of them to make a difference in battle". You won't get any special advantages crew-wide for attacking at night besides the Surprise element, but you guys PERSONALLY will be at an advantage. Basically how this (and ship combat) works is your crew holds off the majority of the village while you lay the smackdown on their leader and most powerful fighters.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The Fat Dragon's crew sweeps in in the dead of night, and raids the village.
1d4 ⇒ 1
The villager's defenders are half asleep and don't notice the crew until they're almost upon them.
Riza and Colin fight side by side, she lashing out at enemies form afar with her pike, and he defending her in close with his cutlass.
Conchobar gives a rousing song that spurs everyone to greater heights, and Rosie slashes with abandon, cutting her way through the village defenders as if they're not there.
They all give a wide berth to Arron, who has resumed exuding the stench you got a whiff of back on Bonewrack Isle, hindering their movements as he rips into them with savage glee, pausing to take a taste of one every now and then.
In the center of the village the last remaining defenders form up in the town center, hoping to stave you off, but obviously unprepared for any assault. They hold their weapons with some semblance of readiness, but are caught off guard at how quickly you arrive.
Eight warriors, men and women, and 4 dogs are arrayed in a tight cluster.
Initiative, and you have a Surprise round. We'll assume you start right next to them for simplicity's sake. Get to hacking.
Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED
As they exit the ship, Slickjaw passes Jrahk and extract of Enlarge Person. "Drink this when we see anything that could be an actual threat - and make sure you do it before you go berserk."
Slickjaw then downs a dexterity mutagen before going into combat.
-------------
Initiative:1d20 + 7 ⇒ (6) + 7 = 13
"Jrahk, shake 'em up. I'll deal with the dogs!"
Note: AC is currently 23.
Slickjaw whirls into combat, attacking the first dog.
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
Slick rolls in and attacks one of his hated foes, a dog. He strikes the unaware creatures vital points with brutal efficiency, slicing one of the poor creature's legs off and causing it to bleed to death.
Yeah Jrahk, we'll say you had it drunk already. It lasts 4 minutes.
6d20 ⇒ (16, 5, 9, 2, 14, 6) = 52
Ace flash fries a number of them. They remain upright, but hideous burns cover most of their bodies, and they don't appear to be in much condition to fight.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
With half their number dead or dying before they even have a chance to act, the rest throw down their weapons and get on their knees, surrendering.
The ones Ace burned try, but to their horror their weapon handles have melted to their flesh and bending their knees produces excruciating flashes of pain and a sickening crackle and squishing sound.
Looting the village uncovers a decent amount of plunder.
+1 Plunder from looting the village...+1 more if you take the remaining villagers to sell as slaves. Note: I consider this an evil act, but you being evil won't have any significant impact on the campaign as a whole. Just be warned that alignment shifts may occur if the slave trade is something you plan to get into.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Spellcasters, not really. Only 1st level spells are available, the town consists of only like 65 people (all human), so there's probably only a Cleric as the town doctor. Plus, they're Superstitious, so Arcane magic is unlikely.
Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10
Cyrdic joins the battle just in time to see the townspeople surrender. Grumbling a bit, he looks at his soulblade-this had been the first time since he died that he had actually summoned it. It looked...different than normal-it didn't seem as sharp as normal, but he supposed it might be easier to stick it in a nasty place on any enemies. Shrugging, he dispels it and turns to Slick.
"Look, personally I'm not all that fond of selling these guys. Is there maybe any way we can get them to work for us? Kind of a tribute-type thing? You know, where we come around every once in a while and they give us whatever profit they've made that harvest? Seems to me that if we get a bit of a long-term investment set up, instead of just one lump sum, it might pay off in the future."
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 |
just loot the area, tell them who we are, and let us sail on our merry way.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Slickjaw wrote:
Didn't that free captain say he was rustled by slavers?
No, he said one of the ports (Senghor, the one you were just in) wasn't a fan of slaves, and won't allow slave trading within their walls. They turn back any ships that arrive with slaves, but there's nobody that's said they'll hunt down slavers or anything (which they won't, it's too widespread a practice around here).
So, from a safety/monetary perspective, no reason not to.