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Stary 13-11-2012, 17:50   #10
Tadeus
 
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Lista błogosławieństw, które można otrzymać od Besmary z rosnącą wokół waszego statku legendą - im bardziej śmiałe pirackie czyny, tym więcej punktów do wydania. To tak na zachętę

Disgraceful Impositions

2 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.

5 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.

5 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.

10 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.

Despicable Impositions


5 Lashings!: The speed of the PCs’ ship 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.

Notorious Impositions

5 You’ll Take It!: The PCs can spend up to 5 points
of plunder in 1 day at 50% of its value (regardless
of a community’s maximum sale %). This
amount cannot be adjusted by skill checks.

5 Honor the Code!: The PCs and their crew gain
a +4 bonus on all Charisma-based skill checks
made against other pirates for the next 24 hours.

10 Master the Winds!: As a standard action, a PC
on board her ship can cast call lightning storm,
control winds, mirage arcana, or telekinesis with
a caster level equal to her character level.

15 Chum the Waters!: For every Infamy threshold
they possess, the PCs summon 1d4 sharks into
the waters surrounding their ship. These sharks
are not under the PCs’ control and viciously
attack any creature in the water.

Loathsome Impositions

5 Evade!: Teleport your ship 100 feet in any direction.
This imposition can be used once per day.

10 You’ll Take It and Like It!: The PCs can spend up to
5 points of plunder in 1 day at 100% of its value
(regardless of a community’s maximum sale %).
This amount cannot be adjusted by skill checks.

10 Master the Waves!: As a standard action, a PC on
board her ship can cast control weather, discern
location, hero’s feast, or waves of exhaustion with
a caster level equal to her character level.

20 The Widow’s Scar!: Choose one enemy to curse.
You and your crew gain a +2 bonus on attack and
damage rolls against that NPC for 1 week. The
enemy is aware of the curse and who cursed her,
and can end the effect with a remove curse spell.

Vile Impositions

10 More Lashings!: The speed of the PCs’ ship
quadruples for 1 day.

15 The Hungry Sea!: A PC aboard her ship may
cast elemental swarm, storm of vengeance, or
whirlwind as an 17th-level caster.

20 Dive! Dive! Dive!: The PCs’ ship submerges and
can travel underwater at its normal speed for
up to 1 hour. During this time, the vessel is
encompassed by a bubble of breathable air and
takes no ill effects from the water—even most
sea creatures keep their distance. The ship
leaves no visible wake upon the waters above,
but might be visible in particularly clear water.

25 Summon the Serpent!: One sea serpent comes
to the aid of the PCs’ ship. This sea monster is
under the control of the PCs and serves for 10
minutes before disappearing back into the deep.
 

Ostatnio edytowane przez Tadeus : 13-11-2012 o 18:02.
Tadeus jest offline