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
"Well, in absence of confirmation from Cap'n Shark Lazertoy or whatever, I guess First Mate Pointy Ears will work."
"Follow me."
He leads you to a ship known as the Stingray.
"First test's a rigging challenge."
"One of you and one of my men will race. You go to the top of the foremast, while he goes up the mizzenmast, and we'll see who can unfurl the sails, alone first."
"No flying magic or summoned fliers or what have you."
Quick breakdown: Climb checks to get up there, Acrobatics checks to shimmy along the yardarm, and Profession: Sailor checks to unfurl the sail.
Ixrul climbs a bit faster than the man, but Haines climbs like a monkey. Ixrul makes it up in 3 rounds; it takes Haines 4.
Haines begins edging across the yardarm.
Ixrul, you can move across the yardarm at a quarter speed with a DC 10 Climb check, or half speed with a DC 16 Acrobatics check (25 for full). You need to move 15 feet to the first place you need to unfurl the sail from, and 15 more to the next one (on both sides) then make a DC 15 Profession: Sailor check at each one.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Tsadok sees your familiar helping you out up top.
"I said ALONE!" he roars, and gets one of his men to pass him a javelin. His muscles bulge, putting eve Jrahk's Enlarged muscles to shame, and he launches the weapon at the little dinosaur.
Attack:1d20 + 17 - 2 - 4 ⇒ (6) + 17 - 2 - 4 = 17
Damage:1d6 + 18 ⇒ (5) + 18 = 23
The javelin spears through the interloping dinosaur, and slays it instantly. It's body dissipates into black smoke, and disappears before it hits the ground.
"NEXT TIME THAT'LL BE YOUR HEAD!" he shouts, flecks of spittle flying from his lips.
Haines, unfazed, shimmies across the yardarm.
Acrobatic:1d20 + 14 ⇒ (11) + 14 = 25
The nimble sailor dashes across the yardarm to the end, and begins untying the first knot.
Prof:1d20 + 10 ⇒ (16) + 10 = 26
You and he are both skilled enough to know that untying both knots on the same side will hinder you more than help, as the wind catches the unfurled bits of sail and tosses it about. It's better to go from one side to the other.
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.
"That was not a separate entity! It was an extension of my mind and body, and is part of me!"
Even as he says this, Ixrul scuttles back across the yardarm to the other side. Both move and standard to go back to the farthest one on the other side.
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
Ix, if you win this I will personally reimburse you for the loss of your familiar, using the gold I find in Tsadok's coinpurse when I eventually decide to kill him.
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 the hell was that!?, You trying to cheat us, bro?"
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.
What's the point of living for 300 years if you're not going to take some risks? Besides - if Tsadok kills us, that reflects badly on the Hurricane king.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Remember that there are three tests. It's not all or nothing. Also, while Ixrul cannot act without cheating, remember the Pirates Code...they're more like guidelines, really. You can cheat as long as you don't get caught. The rest of you can use Stealth to cast spells without arousing suspicion, or do other sneaky things. So, Grease y/n?
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 |
Okay, I set up my spells, best I got would be to say he has go to pee, goes out of sight, goes invis, then do something?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You could just cast Invisibility right there in the crowd, if you can make a DC 20 Stealth check. Tsadok would likely just tell you to drop trou and piss over the railing, like a real sailor would.
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
Alright, f#~+ it. I'll be damned before I end up being the sole voice of reason in this campaign. I don't have any spells that'll help, but I can do something else.
Just before Ixrul's Grease materializes, Jrahk shouts to Haines, "YOU NOT LOOK SO TOUGH! ON JRAHK'S CREW, YOU WOULD BE SHARK FOOD!"
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 would try, but the dice hates my guts
Ace says loudly "I have to go to the bathroom" before running off behind some bushes.
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.
Hearing this both of these statements, Ixrul will stop himself before he shifts and climb the thing rapidly, undoing the first knot on the side he fell from.
Since I may be out for a fair while, have next round's roles as well.
Take 10 to move at full speed to the far knot on the side he has yet to undo - unless the 60 feet of movement from last round would get me to the first knot on that side. Prof Sailor:1d20 + 5 ⇒ (19) + 5 = 24