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
I'll move on once I can figure out how to handle this next test without spending the next week on it, or replace it. I forgot how unsuited to this format it was.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Okay, we'll TRY to use it as written for a moment, because it is kind of interesting.
Tsadok waves to his men, and they clear a space on the poop deck, and set up a card table.
"The second test is a test of your luck and skill: Bastard's Fool! The stakes: 100platinum pieces. And we're playing under Port Peril rules: The winner of each hand must down a cup of Gutburn rum!"
Tsadok does not deign to explain the rules, as any pirate worth his salt has heard of the game.
It is played from cobbled together decks of cards, making it the perfect game for a poor deckhand or other sailor; They need not even possess a full deck of cards to play.
Bastard's Fool is a bluffing game similar to poker. Each round you receive a starting hand, and place your bets. You may then discard some of your cards, draw more, and bet again. Once all bets are matched, you reveal your hands and the best hand wins.
In game terms, each player rolls a d20 (secretly. Put it in a labeled spoiler.) which determines your starting hand. Then there is a round of betting, minimum of 1 PP ad maximum of your full stake (100 pp).
To represent the discard and draw, secretly roll a d4, d6, d8, d10, d12, or d20 to improve your score. This is followed by another round of betting.
You may fold at any time instead of betting.
If the total of both dice is 20 or less, that is your score. If the total is OVER 20, then the total score is merely the highest number on a single die (representing a poor draw). Highest score wins, a tie nobody wins. The pot remains on the table, and subsequent hands add to the pot.
You may make a DC 15 Bluff, Sense Motive, or ProfessionL Gambler check to increase your score by +1, and +1 more for every 5 by which you exceed the DC (this may make your score exceed 20).
You may also cheat by succeeding on a DC 20 Sleight of Hand check, but failure means Tsadok notices you cheating, and you lose that hand. Getting caught a second time means failure of the test. Success increaes your score for that hand by 4.
Every time you WIN a hand, you must drink a shot of rum. Each drink afte rthe first forces a Fortitude save (DC 10, +1 for every drink after the second). You take a -1 on skill checks for each failed save. After you have consumed a number of drinks equal to 1+Double Con Modifier, you are sickened for 1 hour for each subsequent drink.
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.
Before the game begins, Ixrul will grab Ace by the shoulder and pull him slightly aside, chuckling and gesturing at Haines as if he's telling a joke.
He will say it under his voice in whatever language he knows would be most esoteric to this crowd, turning his back on Tsodak and his cronies as he does so. Celestial, Sylvan, or Infernal, I'd imagine. Trying to minimize my chances of being heard and understood.
What Ixrul Says:
"Keep your eye on his cards, little Isitoq. But stay back a way."
He will then set one hand on his Metamagic Rod of Extend - and cast Extended Invisibility on the Isitoq in his pocket, with his back still turned to Tsodak, before casually letting it slip into the air.
Ixrul takes his seat and grins.
"A somewhat more intellectual pursuit. More my speed."
He then leans back in his chair, calmly, as the cards are dealt.
Jrahk, intimidate him into taking a -2 on his skill checks. Just laugh, shake your head, and say something like the nerd is going to destroy you as your muscles ripple intimidatingly.
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.
GAMBLEBOYS:
1d20 ⇒ 18
Total 18
Bluff:1d20 + 21 ⇒ (14) + 21 = 35 1 + 4 = 5
Total 23
Ixrul smiles peacefully, his entire form utterly tranquil. "Now, I haven't got all day and beating someone less intelligent then me gets old fast, so I'll bet 20 pieces."
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
I will warn you immediately. Any cheating that is caught directly affecting him with a spell will result in a swift and savage beatdown. Indirect cheating, however, is encouraged (just don't get caught).
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 |
DOnt we have a spyglass of eagle eyes or something?
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
Jrahk paces the deck of his own ship while waiting for this to play out. The telltale CLUNK of his leg sounds even surlier than usual. Lucy is there too so that he has someone to rant at.
"What does game of cards and luck prove for being pirate? First test make more sense, but any crew member could do it."
"Tsadok very strong, strong like Jrahk. But chooses to make dumb tests, then cheats and laughs like bratty child. Why not captain his own ship like Jrahk? Why not test his strength?"
"He say most Free Captains get sponsors." Jrahk spits at that word, growling. "SPONSORS! What kind of pirate need sponsors?! We make our own wealth, not handed to us by fat, rich nobles!"
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
"It has come to Jrahk's attention, sponsors are other Captains. Jrahk still not like that. Having sponsor lets you not take tests. Fills ranks with well-connected weaklings. Which maybe happen anyway with tests like these."
"Should make all Free Captains take tests, and tests should be less stupid."
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 |
"Anything that requires luck is b+!*#&!& in my opinion"