Skulls & Shackles
The following benefits can be purchased by groups that spend the listed amount of Disrepute and have achieved the requisite amount of Infamy.
Cost: 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.
Cost: 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.
Cost: 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.
Cost: 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.
Cost: 5 Lashings!: The speed of the PCs’ ship doubles for 1 day.
Cost: 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.
Cost: 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.
Cost: 10 Dead Mean Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.
Cost: 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.
Cost: 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.
Cost: 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.
Cost: 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.
Cost: 5 Evade!: Teleport your ship 100 feet in any direction. This imposition can be used once per day.
Cost: 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.
Cost: 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.
Cost: 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.
Cost: 10 More Lashings!: The speed of the PCs’ ship quadruples for 1 day.
Cost: 15 The Hungry Sea!: A PC aboard her ship may cast elemental swarm, storm of vengeance, or whirlwind as an 17th-level caster.
Cost: 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.
Cost: 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.