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
A 20 is what you needed.
Ixrul deduces that based on the placement of the steering wheel, and the immense size of the ship, there must be a pulley activated tiller in the cabin below.
While the tiller would of course be hard to damage in itself (being below the water and quite large), severing the ropes of the pulley would effectively cripple the ship for hours, long enough for your crew to escape.
He also notes that the Dominator is basically impossible for your crew to take on in direct combat. It's larger, with more crewmen, and a LOT more firepower than your ship, bristling with cannons, 20 of them in total, and catapults for indirect attacks, on top of being significantly better armored than the Devil's Pallor.
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 sneak to the gunpowder hold, and set it on fire, the fly out. fast.
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.
I have +21 on bluff... I could pretend to be some hermit who lives here and stuff and say I saw a pirate ship heading in the opposite direction that we are.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The lie being far-fetched. Mostly the part about how a pirate ship fled from them without them even noticing it. If you had their stat blocks you'd see why.
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.
With a muttered word, Ixrul dismissess the enlarge effect on his familiar. Compy promptly jumps into the elf's sleeve and vanishes, before Ixrul flies out the window and returns to the Pallor.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
While they'll be tied up for some time, the crew would be better off leaving as quickly as possible. Marines are streaming off the boat in great numbers, and coming to scour the island.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You sail away. They manage to fire off a few shots, but none do significant damage to the ship.
Later that night, however, you have a new, yet old, problem.
The tolling of a bell rings, and with it comes a heavy fog, out of which sails the Deathknell once again, appearing right next to you and grappling the ship as before.
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.
Kn Religion:1d20 + 13 ⇒ (20) + 13 = 33
Ixrul remembers a treatise he read about the Deathknell phenomena, recalling that the captain chokes people, that if destroyed he and his ship reform in one to three weeks, that the captain has some kind of connection to his bell, and that he used to be a whaler.
In addition, he knows the rather grisly fact that if he should kill you, he takes you below deck and strips your flesh from your bones to feed his crew or fuel himself.
He relays this information to his compatriots.
"Our best bet is to destroy the bell. We have to cross over."
Ixrul casts Mirror Image on Jrahk. "Kindly prevent him from reaching me. Let's go."
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
3d20 ⇒ (1, 15, 2) = 18
Initiative Order:
Ixrul
Ace
Cyrdic
Zombie
Pilk
Jrahk
Zombie
Ixrul, Ace, and Cyrdic cast their spells. The two zombies move forward onto your ship, and Jrahk cuts one down. Pilk paces.
Sorry for the brevity, my computer is maddening me with something obscuring part of the screen and I need to restart. Back up to the top of Initiative.
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 |