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 |
"Are there any other magic users around this 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 |
Ace pokes Ixrul
"Yo, you are the husband, go ask your wife if there are mages, yo."
he turns back
"Very well, I guess we could use the rations and whatnot, where are they?"
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The crew sails from the newly claimed Rock, having sampled its wares and those of its mistress equally.
Your first night at sea you again hear the tolling of the Deathknell...
The next day, around noon, you spot fishing trawler riding low in the water, heeling several degrees to port. It is obviously taking on water, and the sails flap loosely from the yards. A fishing net drags in the water over the starboard side, but it seems empty.
4d20 ⇒ (6, 16, 4, 14) = 40
You also notice the shape of a dinghy slowly sinking underwater.
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
I already rolled Perception for you. You got a 12. Those rolls were for that second bit about the dinghy, you won't really be able to notice anything else without getting closer.
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 |
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 flies back and tells the others what he saw, while invisible.
"What now?"
That was probably 3 rounds there and back, right? Run action there (420 feet, because of the feat), look around, run action back? Invis was cast first, so that's one round lower than the others.
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 mulls it over a bit. "Scuttle the trawler. Then let's get out of here. If they're still around, they'll probably be on it. At the very least, we can deny them whatever's still onboard."
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ixrul does indeed do so. He finds little throughout the ship, until he reaches the hold.
Do Not Read:
4d20 ⇒ (20, 20, 2, 12) = 54
1d20 ⇒ 16
Inside, he sees 2 creatures crouching. Their long, fishlike tails curl around them as they wait patiently, occasionally flexing their webbed claws and licking their lips, pointed teeth glistening in the faint light.
As Ixrul enters the room, they begin to become a bit more excited, both of them turning directly towards Ixrul, despite his invisibility.
Ixrul's knowledge of the creatures that live in nature identifies them as Sahuagin, fishlike cannibals who boast extraordinary senses (including the ability to sense things they cannot see) coupled with the ability to enter a blinding fury and rend their opponents apart. Their only known weakness is that they are not used to the bright lights of the surface world, and are blinded by its brilliance.
Roll for Initiative, sucka. Or I'll roll for you.
Do Not Read:
4d20 ⇒ (9, 1, 10, 12) = 32
1d20 + 11 ⇒ (18) + 11 = 29
Initiative Order:
Ixrul
???
Ixrul, you're up. They seem to know exactly where you are.
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 |
So would color spray be super effective against them?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Nop. Stuff like Sunlight, things that actually make bright lights (Color Spray is an illusion, it simply creates the sensation of bright lights inside your brain, so it doesn't actually affect the eyes per se, though blind creatures are immune to it so there's SOME sort of visual component there).
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Which is none. Note, you're still only about 5 feet away from the doorway to the stairs with a single move.
The Sahuagin are confused for a moment as Ixrul moves farther away, but deduce the only place he could have gone was back up the stairs, and begin heading up themselves.
Distances:
Sahuagin 1: 30 feet up (top of stairs)
Sahuagin 2: 30 feet up (top of stairs)
Sahuagin 3: 10 feet up
Sahuagin 4: 10 feet up
1d20 + 4 ⇒ (9) + 4 = 13
As they get a bit closer to Ixrul, the Sahuagin detect you again. The one in front relays back your position to the two in back, and they unlimber heavy crossbows as they move, just as the frontmost Sahuagin is smacked by a Snowball and thrown off-balance while he's turned to speak.
The two in back begin laughing, a weird gurgly sound.
Aquan:
"Ha ha ha. Nice work Farlagn, you really helped us out. HA HA HA."
The second Sahuagin, wearing some sort of weird medallion, gives a short chop with his hand and the two immediately go silent.
They take aim at the now-visible Ixrul, and open fire.
2d20 ⇒ (4, 20) = 24
1d20 + 3 ⇒ (14) + 3 = 17
One misses, butting a bolt into the doorframe, just missing the Sahuagin who had silenced him earlier, who glares at him.
The second, however, puts a bolt right through Ixrul's shoulder, where the bolt lodges, scraping against the bone.
2d10 ⇒ (5, 3) = 8
8 damage to Ixrul. The others can see something's up now, so feel free to roll Initiative and join in for the next round.
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 tries to snipe the remaining creature with a heavy crossbow.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ace misses.
Especially factoring in that -6 to-hit it doesn't look like you factored in.
Doop, we need to talk a little bit about your attack bonuses. You consistently use the wrong ones and I want to figure out why. Your crossbow should be at +7 before anything else (3 BaB, 4 Dex). You keep gypping yourself out of a lot of hits because I don't always catch them.
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 figured it would be dex, but I wasnt sure and didnt want to bother you...
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Melee weapons = Strength, Ranged Weapons = Dex. In your case, both are Dex. Easy peasy. And don't ever worry about "not bothering me". Just send me a message whenever you're not sure of something or want to ask a question, I'll answer 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 |