
Cecil Von Spirito |

Cecil cast's haste targeting :Owen, Shinami, Brynn, Ossled, Armen
School: transmutation
Level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2
Casting Time: 1 standard action
Components: V, S, M (a shaving of licorice root)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Brynn Halistack |

With a 40' movement speed, can I charge the commander? If not, then one of the others?
Brynn quickly reacts to the call-to-arms and throws herself at a guard.
1d20 + 10 ⇒ (1) + 10 = 11
Full-round: charge commander (if available, if not, closest guard) while drawing greatsword
Atk: 1d20 + 17 ⇒ (7) + 17 = 24 for Dmg: 2d6 + 17 ⇒ (5, 2) + 17 = 24

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Brynn flies across the room in a blur and opens a massive wound on her target.
Staring down in horror at this wound, the command shouts:
"Fall back! Sound the Alarm! Wake them!"
She strokes a thin, bone ring on her finger and....
BOOM!
10d6 + 10 ⇒ (5, 6, 3, 2, 6, 2, 1, 3, 3, 1) + 10 = 42
Brynn, Owen, and Shinami: Make reflex saves please.
The guard called Patrick dives through a door way, 2 others are reduced to ash, leaving a crispy looking commander and the bowman who is now wielding a brace of swords.

Cecil Von Spirito |

"Son of a...!"
If Cecil can see the spot around the doorway where the man dove he will cast Create Pit to try and engulf the area where the man presumably is.
DC =16
The pit is 10X10 and 60' deep
School conjuration (creation); Level sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no
You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

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A bit opens under the now wounded Patrick. Despereate, he dives for the door!
1d20 + 6 ⇒ (8) + 6 = 14
He falls! 3d6 ⇒ (1, 3, 4) = 8 Spell says its a max. of 30' deep.
He hits the bottom with a thud.
We now have a wounded Patrick in a hole, and a lone guardsmen previously practicing his archery.
Osslend and Kayla have actions left.
Brom looses an arrow at the guardsman.
1d20 + 8 ⇒ (19) + 8 = 27 for 1d8 + 2 ⇒ (3) + 2 = 5
The shot is well aimed. It sails for the mans throat, but at the last second, is deflected by an unseen force.

Osslend Abenier |

Seeing the last guard, Osslend swings at the man, turning his mace as much as possible to blunt the blow. Virgil joins his master, but Raleigh stays back, watching the field.
Non-lethal
If I don't need to move, 3 attacks (haste). If I have to move to get to him, just use the first and third.:
Attack:1d20 + 12 ⇒ (9) + 12 = 21
Dmg:1d8 + 6 ⇒ (8) + 6 = 14
Attack:1d20 + 7 ⇒ (18) + 7 = 25
Dmg:1d8 + 6 ⇒ (3) + 6 = 9
(haste)Attack:1d20 + 12 ⇒ (8) + 12 = 20
Dmg:1d8 + 6 ⇒ (6) + 6 = 12
Virgil:
Attack:1d20 + 8 ⇒ (12) + 8 = 20
Dmg:1d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
Trip attempt:1d20 + 6 ⇒ (5) + 6 = 11

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Osslend rushes in with Virgil on his heels and crushes them man to within an inch of passing out. Virgil bites the man as Shinami wraps in up in a joint lock. The ninja pops the man's should out of its socket and he passes out from the pain.
All visable enemies are dead, incapacitated, or in a pit. What do you do now?

Kayla Adrianas |

Kayla retrieves her clw wand from her bag and taps Brynn a few times while she asks the soldier: "Do you know where the litch is?
clw wand 5d8 + 5 ⇒ (1, 5, 1, 1, 7) + 5 = 20
I'll do it 5 times unless something interupts us in the time it would take to do it. I wasn't going to use so many charges, but then I didn't expect to roll so poorly. Stupid 1s...

Armen Corrick |

Armen leans in close to the prisoner.
"You serve at the whim of a monster that enslaves men against their will, and commanders who sacrifice the men they lead for no gain. Your country cannot survive such leaders. Tell me where the Grand Necromancer's laboratory is, and you will survive to see your country in better hands."
Do i need another intimidate roll?

Armen Corrick |

"Dare we keep him waiting?" Armen snarls.
"Bind him and leave him. Let him hope that the gods have the mercy his leaders lack."
He sheathes his sword, and leans down to the man's ear.
"The same gods who gave you a will of your own... which you use to bow to tyrants and cowards. Hope we are victorious; cowards fear failure most, and punish it most harshly."
He walks away from the man as quickly as possible.