The following benefits can be purchased by groups that spend the listed amount of Disrepute and have achieved the requisite amount of Infamy. Over the course of the Skull & Shackles Adventure Path, characters might find other ways to spend their Disrepute. GMs are also encouraged to create their own impositions using the following as guidelines.
Cost Imposition Benefit______________________________________
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
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.
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.
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
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.
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.
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.