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 |
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 |
Ace asks the crew "anyone here know any ice spells?"
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 starts off with some homing magic missiles, to damage and to tell Mr. orc who to 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 |
what would happen if a pure melee party fights this guy?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Jrahk, unfortunately, misses by a hair just barely manages to connect his blade with its vine-y face. It is a solid hit, but doesn't seem to faze it as much as he's used to.
Revised Initiative Order:
Canopy Creeper (22)
Ixrul (21)
Sahuagin + Shark (16 and 17 delayed to 16)
Ace (13)
Sahuagin + Shark (13 and 13)
Jrahk (12)
Sahuagin + Shark (3 and 22 delayed to 3)
The Sahuagin saw some more.
The Creeper has a Jrahk int its face, well within reach of its many, many tentacles.
It flails at him.
1d20 + 18 ⇒ (8) + 18 = 26
1d20 + 12 ⇒ (15) + 12 = 27
1d20 + 12 ⇒ (15) + 12 = 27
1d20 + 12 ⇒ (4) + 12 = 16
1d20 + 12 ⇒ (5) + 12 = 17
Grapple:1d20 + 25 ⇒ (5) + 25 = 30
Grapple:1d20 + 25 ⇒ (4) + 25 = 29
It rips into Jrahk with its bite, revealed behind a writhing mass of vines, and two vine tendrils, which wrap around him, pulling him into a Grapple. One of the vines snakes up his nose and attaches, drinking his blood. It immediately detaches, then makes way for a second one stabbing into the side of his neck, doing the same.
Jrahk, take 23 damage and you are Grappled. You also take 2 Strength damage from the blood being drained.
Note of a potential way to make it less dangerous: You can sever its tendrils, and it has to use actions to make more. The vines are easily destroyed by any one of your hits.
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 |
Does Ixruel have any more flying spells? Ace would like to get close and personal with the creeper.
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 the crew to fire the ballestae at the creeper, as he starts to fly over.
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 guess charging would take less time and allow more arieal combat, so charge, I guess.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ace hits! Though barely...
You hit its AC exactly. I would consider buffs. I know you have at least one that would be useful here that you never use: Arcane Pool. As a Swift action you can add up to +2 to your weapon. A flat +2, or +1 Frost (it's weak to cold, so that's an extra 2-9 extra damage) would be good here.
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 thinks for a moment,adds an ice enchantment(+1), and strikes twice.
His sword, knowing what his master is about to do concentrates as well and uses black blade strike. (+2)
atk1:1d20 + 11 + 3 ⇒ (15) + 11 + 3 = 29
dmg:1d6 + 7 + 3 ⇒ (5) + 7 + 3 = 15
atk2:1d20 + 11 + 3 ⇒ (10) + 11 + 3 = 24
dmg:1d6 + 7 + 3 ⇒ (6) + 7 + 3 = 16
and im not even using the scabbbard of vigor bounuses
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Note: Your Black Blade Strike only adds to DAMAGE, not to-hit. Also, where's your second attack coming from? Haste, durr. NVM. Regardless, it would miss since you have +2 hit in there that shouldn't be. HASTE TO THE RESCUE AGAIN!
Also you forgot to roll the extra d6 for Frost.
2d6 ⇒ (5, 3) = 8+50%, for 12 extra damage.
The creature shrinks away from all the cold being slung at it, but doesn't seem to be unduly harmed as of yet.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
LOL. That looks a little like my attack routine in Blackest Scale yesterday. 20, 19, 19, a lesser hit, a miss, then a 20 CONFIRMED BY a 20 on an AoO. But sadder.
You DO confirm that second one though. You forgot the +1 from Haste I believe, since your your base to-hit should be +12 (+7 Str, +6 BaB, +1 weapon, +1 Haste, -1 Size, -2 Power Attack).
Jrahk strikes the creature mercilessly, twice, and hacks its bushy head off its shoulders. It releases one final hiss before dropping into the ocean.
Its body falls soon afterwards, but doesn't go far...the network of vines making up its limbs stop it one it oes below the canopy.
Meanwhile, the Sahuagin continue sawing at the boat.
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 |
Ace follows the orc, firing his last barrage of magic missiles at the sahuagin he last hit.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Jrahk Lacertus wrote:
Rynjin wrote:
Ixrul casts Infernal Healing on Jrahk.
Eh? He did that before the fight began. Also hi Ixrul, didn't see you got within touch range of me all of a sudden.
He has a 90 foot move speed and he was at most 50 feet away from you. The movement isn't an issue. Infernal Healing only lasts a minute, it was over and done with by the time you returned to combat.
Ace drops the Sahuagin. It ceases its sawing.
Its shark mills around aimlessly.
His brethren shake their heads disapprovingly at the unconscious Sahuagin and continue sawing.
Ixrul flies over and lobs a Snowball at one of the remaining saboteurs.
1d20 + 6 ⇒ (19) + 6 = 25
5d6 ⇒ (2, 6, 1, 3, 1) = 13
It burbles and looks at Ixxrul angrily, knocked off-kilter by the hard ball of ice to the side of its head.
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 flies in closer, when he is near enough, he attacks/