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Sirettis watches the bidders slowly drop out, one by one. They were foolish to come here. This is much too risky.
Glass breaks out everywhere.
Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Sirettis is cut quite badly.
Sirettis sees more cultists burst in. "Of course, it would make sense that someone would simply try to steal the key."
Spellcraft: 1d20 + 13 ⇒ (1) + 13 = 14
Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23
Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Sirettis identifies some of the magic immediately, but it's too late- the cloud's fumes overwhelm her.

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Do not forget your Good Hope bonuses here! You have plus two to saves and skills as well as attack and damage!
Fortitude, Good Hope: 1d20 + 2 + 5 ⇒ (15) + 2 + 5 = 22

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Reflex: 1d20 + 8 ⇒ (12) + 8 = 20
Fortitude, Good Hope: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Gallix is able to shield himself from the worst of the glass raining down on the crowd, but he isn't quick enough to avoid inhaling some of the sickening fog. "Gah! Disgusting! What is that, Peppers?"

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Reflex, good hope: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Fort, good hope: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
D. dodges the initial flying stuff, and holds his own vs the stinking cloud.
D. steps out of the cloud, and seeing a cultist to the north, throws a composite blast at him/her.
Eat 1 burn for composite blast.
Empowered blast, PBS, overflow, inspire, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (5) + 10 + 1 + 1 + 2 + 2 = 21 Dmg, inspire, good hope: 8d6 + 4 + 4 + 1 + 2 + 2 ⇒ (1, 4, 3, 5, 5, 6, 3, 3) + 4 + 4 + 1 + 2 + 2 = 43
I hope that hits. ^^
+50% for 64 dmg.

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Ah crap, thanks HMM, forgot about good hope! I made that spellcraft check vs the scroll! I'm also not sure when my disruption would go off if it would negate the need for the fort saves for those who hadn't gone yet?
Mr Peppers finally puts together the spell the man is casting from the scroll "He's summoning a nasty monster! Get him quick before he finishes it!"

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D blows a hole through the casting cultist's robe - and his body! He loses his spell, but remains standing. DC 77 Concentration check, hah!
Green takes out a scroll and runs his finger along it, reading each arcane word as he casts.
Yellow points to the tiled cathedral floor, and a field of black, rubbery tentacles shoot out of the ground, wrapping around everyone's legs.
CMB to Grapple: 1d20 + 4 + 9 ⇒ (4) + 4 + 9 = 17
If this beats your CMD, take 1d6+4 damage and become Grappled. Escaping a tentacle grapple requires a DC 23 CMB check.
-- Bold is up --
Cup (-16)
Blue (-64), Yellow
Sir D (-1), Mr. Peppers (-7)
Green, Red
Sirettis (-16), Gallix (-8), Uesugi, Longjing

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Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
For Fortitude save will use resolute. Roll 2 take best roll.
Fortitude: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Fortitude: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
The spray of glass embeds itself into Uesugi hands and face as he is too slow to react to the explosion. The fog proves to be ineffective against the samurai as he races past the black tentacles that are now bursting through the floor.
"Little Dragon strike the one Mr. Peppers has indicated!
Dragon Attack, Inspire, aid another Uesugi, Good Hope: 1d20 + 13 + 2 + 2 ⇒ (14) + 13 + 2 + 2 = 31
The banner of the Red Arm flaps in the air as Uesugi crosses the room the sight of red sigils against the black background lifts the morale of all to see. Cup's song cancels any bonuses from this out but I figured I should add some text about it :)
katana 1st strike '2hand', p.a, charge, g.h, i.c, a.a: 1d20 + 12 - 2 + 2 + 2 + 3 ⇒ (16) + 12 - 2 + 2 + 2 + 3 = 33
If hit=True Cornugan Strike (demoralize): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
damage: 1d8 + 5 + 6 + 2 ⇒ (6) + 5 + 6 + 2 = 19

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Spellcraft: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
"The one is green is trying to summon. We must be quick about-"
Grapple Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Sirettis finds herself quickly bound.
Concentration Check vs 10 + Grappler's CMB + Spell Level: 1d20 + 14 ⇒ (13) + 14 = 27
Knowing she won't be able to free herself, she decides to aim for some irony.
"Come to me, cultist in yellow. Come to the symbol of your affection..."
I'm trying to cast Unnatural Lust. DC 17 Will Save to resist being drawn to me- and the tentacles within!

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Concentration: 1d20 + 9 ⇒ (4) + 9 = 13
Uesugi zips past the cloud of stinking smoke, and through the tentacles towards the cultist, ending with his katana piercing through his belly.
"Ugh... Do you mind? I'm just trying to summon some fiendish friends here." He gasps, but suddenly feels shaken at his new understanding of Uesugi's raw power.
Will save, yellow: 1d20 + 8 ⇒ (18) + 8 = 26
The yellow-robed cultist laughs at Sirettis' request. "The symbol of my affection? Lady, you're not my type. Join the cult, maybe put some meat on those bones, then we'll talk!"
-- Bold is up --
Cup (-16)
Blue (-64), Yellow
Sir D (-1), Mr. Peppers (-7)
Green (-19, shaken), Red
Sirettis (-16), Gallix (-8), Uesugi, Longjing

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If nauseated...
Gallix pulls a vial from his belt as he continues to retch.
If not nauseated...
Gallix grabs a mutagenic cigarette from his chest pocket and lights it with a snap of his fingers. He draws a vial from him belt and stares down his enemies as he takes a quick step toward them. ”C’mon, punk! Make my day!”

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Yeah, we need to know if Pep managed to dispell the stinking cloud.
Cup is a sturdy little thing, and manages to avoid inhaling the nauseating gas.
Grapple Damage: 1d6 + 4 ⇒ (6) + 4 = 10
"Aaack!" The little gnome shrieks a moment as a large rubbery tentacle grapples her and slams her to the marble floor of the Cathedral.
Ooof!
"Unseen Servant! My spellbook! Open to page 28, 'Liberating Command!'" Using her once-a-day comparative arcane studies, Cup attempts to cast Liberating Command on herself.
This allows her to cast the spell as if it were a spell known.
Concentration, Good Hope: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Four Star GM Roll: 1d20 + 13 + 2 + 4 ⇒ (13) + 13 + 2 + 4 = 32
Immediate Action Escape Artist: 1d20 + 2 + 2 + 16 ⇒ (6) + 2 + 2 + 16 = 26
Cup flies free of the tentacles. She flies towards Uesugi, in order to help him kill bad guys next turn!

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Unfortunately, spell disruption would have only worked on Mr. Peppers. If you succeed at the save, but you're still in the cloud, you need a new save next round. Once you leave the cloud, you are still nauseated for 1d4+1 rounds if you failed the initial save.
Gallix gags and heaves as the smell fills in his senses, but Cup is sturdy and zips out of it!
Meanwhile, blue begins casting again...
As does yellow, with the help of a scroll.
-- Bold is up --
Cup (-26)
Blue (-64), Yellow
Sir D (-1), Mr. Peppers (-7)
Green (-19, shaken), Red
Sirettis (-25), Gallix (-8), Uesugi (-16), Longjing (needs saves)

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Spellcraft: 1d20 + 13 ⇒ (11) + 13 = 24
Spellcraft: 1d20 + 13 ⇒ (16) + 13 = 29
"They are both trying... to summon!" Sirettis struggles against the tentacles.

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Tentacles: 1d6 + 4 ⇒ (4) + 4 = 8
Mr Peppers watches as the tentacles wrap around his ankles and begin crushing his shoes "This is MADNESS! Rotten eggs, slimy, crushing tentacles! Summoning of monsters! And you've torn my cloak!"
He reaches down with a hand and tries to disrupt the arcane energy controlling the tentacles around his feet. Disrupt: 1d20 + 7 ⇒ (16) + 7 = 23 He smiles slightly as they recoil from his touch and he walks outside the chaos. "They are summoning monsters of the 5th sphere, please stop them quickly."
He then cracks his knuckles, ready to get to work. Neophytes, all of these cultists!
I think I moved outside of all the clouds and tentacles, but if not please edge me out further. Hard to tell what's what with that map.

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The black 20 foot radius is stinking cloud, and the white are tentacles. I have moved Mr. Peppers out of both.

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D. steps 5ft NE.
To blue..
"Going to try it again? Then be myguest, have another serving."
Eat 1 burn.
Empowering composite blast, PBS, overflow, good hope, inspire: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (10) + 10 + 1 + 1 + 2 + 2 = 26 Dmg, PBS, overflow, good hope, inspire: 8d6 + 4 + 4 + 1 + 2 + 2 ⇒ (1, 4, 1, 4, 3, 1, 2, 1) + 4 + 4 + 1 + 2 + 2 = 30
+50% for 45 dmg.

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While the cathedral continues to degrade into an all out battlefield, you recall that the assassins who grabbed the key are still on the move...
Sir D vaporizes one cultist, while the shaken one moves away from Uesugi and creates a mass of webs near the front doors. As per the Web spell, DC 17
"While you're busy fighting us, the key is on the move! And now, you cannot escape!"
Red also begins chanting a long, drawn out spell.
Longjing, Reflex from earlier: 1d20 + 9 ⇒ (10) + 9 = 19
Longjing, Fortitude: 1d20 + 3 ⇒ (20) + 3 = 23
-- Bold is up (Round 2) --
Cup (-26)
Yellow
Sir D (-1), Mr. Peppers (-7)
Green (-19, shaken), Red
Sirettis (-25), Gallix (-8), Uesugi (-16), Longjing (-8)

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Still nauseated, though I think I'm leaving the cloud now.
Gallix continues to hack and cough as he clutches his stomach and runs out of the stinking cloud. "Damn...*coughcough*...poisons! *Cough*"
So now that I'm out of the cloud, I'm still nauseated for 1d4+1 rounds, right? Let's see what that looks like.
Nauseated: 1d4 + 1 ⇒ (1) + 1 = 2

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Spellcraft: 1d20 + 13 ⇒ (15) + 13 = 28
"They are quite persistent with their summons..." Sirettis grunts.

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Cup burns a boon from Cosmic Captive to recast a spell that she had previously cast.... She casts liberating command on Sirettis.
Sirettis gets a +16 +2 for Good Hope on her escape artist attempt to flee the grapple. It’s an immediate action! Get loose!

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Sirettis feels something- a sudden urge to break free!
Escape Artist: 1d20 + 2 + 16 + 2 ⇒ (4) + 2 + 16 + 2 = 24
Good timing, dice. Luckily the CMD is 23.
A breeze suddenly loosens her free of the tentacle's grip and she quickly moves to safety!
She continues to cough up noxious gas for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.

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“YAY!” says Cup!

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Uesugi hears Madame Poshkettle encouraging shout but his decision is already made. "Little Dragon! With me!" following the sound of the chanting the samurai leaves the injured mage and heads for the the other mage. There he watches as the mage reads off the unfurled parchment. Little Dragon attacks him first.
His blade ready he slices across the face of the caster.
Dragon Attack, Inspire, Good Hope, aid another Uesugi: 1d20 + 13 + 2 + 2 ⇒ (15) + 13 + 2 + 2 = 32
katana 1st strike '2hand'+p.a+a.a+g.h+i.c+charge: 1d20 + 12 - 2 + 3 + 2 + 2 + 2 ⇒ (9) + 12 - 2 + 3 + 2 + 2 + 2 = 28
If hit=True Cornugan Strike (demoralize): 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d8 + 5 + 6 + 2 + 2 + 2 ⇒ (1) + 5 + 6 + 2 + 2 + 2 = 18

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Concentration DC 28: 1d20 + 9 ⇒ (17) + 9 = 26
Uesugi charges past a pew and injures another cultist gravely, ruining his casting, and also causing him to be shaken by the attack.
"If you think you scared me, wait until you see this..." The cultist mutters, stepping back and casting another spell, concluding his cast by pointing his index finger at Uesugi's head.
DC 16 Will to become frightened for 1 round. Fail and become frightened for 5 rounds.
-- Bold is up (Round 3) --
Cup (-26)
Yellow (-18, shaken)
Sir D (-1), Mr. Peppers (-7)
Green (-19, shaken), Red
Sirettis (-25), Gallix (-8), Uesugi (-16), Longjing (-8)

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D. setps 5ft east.
"More of that bad mojo talk?"
Eating 1 burn.
Gathering power....
Empowered composite vs green, overflow, good hope: 1d20 + 10 + 1 + 2 ⇒ (13) + 10 + 1 + 2 = 26 Dmg, overflow, good hope: 8d6 + 4 + 4 + 1 + 2 ⇒ (2, 1, 3, 5, 6, 3, 4, 4) + 4 + 4 + 1 + 2 = 39
+50% for 57 dmg.

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Mr Peppers, not sure why he didn't earlier, activates his magical sight, curious what these... arcane imposters have for magical protections. Seeing everyone out of the cloud and grasping tentacles, and the red man casting yet another summon, he makes his choice: "Stop using up all MY scrolls! SOME of us may want to learn those spells later!"
He rears back and unleashes a barrage of glowing missiles at the man in Red in hopes to ruining his casting.
Casting Magic Missile with +2 CL: Caster Check/Damage: 1d20 + 13 ⇒ (7) + 13 = 205d4 + 5 ⇒ (2, 4, 4, 1, 1) + 5 = 17
Activate See Magic. I should have all the cultists within the 60' range so please list off any magical spells or what have you they have going on. If Red has shield up I obviously won't be wasting MM on him, I'd probably cast Scorching ray instead.
See Magic (Su): The arcanist can see magical auras. If she expends 1 point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects (as per detect magic). During this time, she is treated as if she had studied each aura for 3 rounds, and she treats her Knowledge (arcana) check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack in order to touch the item.
Mage armor and shield, tricky bastards... changing that to scorching ray!
Casting Scorching Ray (1st Ray) vs Red: Caster Check/Ranged Touch Attack/Damage: 1d20 + 9 ⇒ (18) + 9 = 271d20 + 6 + 2 + 2 ⇒ (11) + 6 + 2 + 2 = 214d6 ⇒ (3, 5, 6, 1) = 15
Casting Scorching Ray (2nd Ray) vs Red: Caster Check/Ranged Touch Attack/Damage: 1d20 + 9 ⇒ (12) + 9 = 211d20 + 6 + 2 + 2 ⇒ (15) + 6 + 2 + 2 = 254d6 ⇒ (2, 1, 5, 2) = 10
Immediate Action: Counterspell attempt on the Scare on Uesugi. Using a 3rd level slot and 1 arcane point.
Counterspell vs Scare: 1d20 + 7 ⇒ (15) + 7 = 22
Counterspell (Su): By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.

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Concentration DC 25: 1d20 + 14 ⇒ (5) + 14 = 19
Tentacle damage to Peppers from earlier: 1d6 + 4 ⇒ (4) + 4 = 8
D obliterates the shaky green cultist with his sand cannon, while Mr. Peppers stops yellow's scare spell, then zaps red twice, ruining his spell - and his robe.
"You there, with the sand tricks and tough words. How strong will you be when you... Cannot think straight?"
His eyes glow red as he gets into D's mind.
Gallix and D need a DC 19 Will save vs confusion, though it won't affect Gallix much since he's nauseated right now!
-- Bold is up (Round 3/4) --
Cup (-26)
Yellow (-18, shaken)
Sir D (-1), Mr. Peppers (-15)
Red (-25)
Sirettis (-25), Gallix (-8), Uesugi (-16), Longjing (-8)

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Bane of martials, good hope: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Haha! XD
D. flips the man the finger.
"I can think just fine. We'll see if you can, if i litter your grey mass on the floor."

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Aw come on! I'm still dealing with my tummy issues! :(
Hahaha!
Will Save, Good hope: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 Well poo!
Confusion effect: 1d100 ⇒ 19 YAY!
Gallix continues his retreat as his stomach begins to steadily settle back down. 1 round of nauseated condition remaining!

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Sirettis hides behind a pillar, coughing up more gas. She estimates 1 more round of coughing before she can focus herself.

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Cup aids Uesugi’s next strike to kill Yellow.
Whip, Aid Another: 1d20 + 8 + 2 + 2 ⇒ (14) + 8 + 2 + 2 = 26
Uesugi gets a plus four Aid Another on his next strike!

Longjing |

Dashing and Darting, Longjing aids Uesugi’s next strike.
Dragon ATTACK, Defensive, Aid Another+IC+GH: 1d20 + 8 - 4 + 2 + 2 ⇒ (16) + 8 - 4 + 2 + 2 = 24
This will provoke an attack of opportunity/

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Sirettis, still nauseated from the gas, decides to hold her position and pull out her mace.
Next round she will be able to fully act!

Suede |

"Gah! What is this abominable little thing! Get away!" He takes several wild swings with a small hand dagger, trying and failing to swat away at Longjing as "dragon" darts around him like a hummingbird.
-- Bold is up (Round 3/4) --
Cup (-26)
Yellow (-18, shaken)
Sir D (-1)
Mr. Peppers (-15)
Red(CM) (-25)
Sirettis (-25, Nauseated)
Gallix (-8, Nauseated, Confused)
Uesugi (-16)
Longjing (-8)
I believe we are just waiting on Uesugi. I think I know how all of you are debuffed at the moment, I set up some tracking for myself. Please let me know if I missed anything or added something I shouldn't!

Bot Buddy 2000 |

The whole party also has inspire courage and good hope.
Click. Whirr.
BOTTING UESUGI
katana 1st strike '2hand'+p.a+a.a+i.c: 1d20 + 12 - 2 + 3 + 4 + 2 ⇒ (7) + 12 - 2 + 3 + 4 + 2 = 26
If hit=True Cornugan Strike (demoralize): 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
damage+ic+gh: 1d8 + 5 + 6 + 2 + 2 ⇒ (4) + 5 + 6 + 2 + 2 = 19
katana 2nd strike '2hand'+p.a+a.a+i.c: 1d20 + 7 - 2 + 3 + 4 + 2 ⇒ (18) + 7 - 2 + 3 + 4 + 2 = 32
Crit?: 1d20 + 7 - 2 + 3 + 4 + 2 + 2 ⇒ (20) + 7 - 2 + 3 + 4 + 2 + 2 = 36
If hit=True Cornugan Strike (demoralize): 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
damage+ic+gh: 1d8 + 5 + 6 + 2 + 2 ⇒ (2) + 5 + 6 + 2 + 2 = 17
Crit damage+ic+gh: 1d8 + 5 + 6 + 2 + 2 ⇒ (4) + 5 + 6 + 2 + 2 = 19

Suede |
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Uesugi takes advantage of the the distracted cultist to drive his blade straight through the man's chest with the excessive and stylized gore on a Samurai could manage. He then twists the blade and swipes it out in a blow that cuts the man cleanly in two. There won't be any quick recoveries for that foe.
The last standing cultist in the Red robes continues to glare at the party with murderous fervor, unwilling to back down though you see the hints of trepidation in his expression.
-- Bold is up (Round 4) --
Party Buffs:Good Hope, Inspire Courage
Cup (-26)
Sir D (-1)
Mr. Peppers (-15)
Red(CM) (-25)
Sirettis (-25, Nauseated)
Gallix (-8, Nauseated, Confused)
Uesugi (-16)
Longjing (-8)

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Mr Peppers grimaces as he sees the yellow cultist go down quickly. He glances up at the remaining red one and shakes his head slowly. "Sir D will make quick work of you. We've got a date with a key."
He then moves as quickly as he can towards the exit with an eye on disrupting that web spell. "No one get into that web before I deal with it!"

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D. slightly smirks.
"Now, back to the topic of grey matter and floors..."
Empowered composite, good hope, PBS, overflow: 1d20 + 10 + 2 + 1 + 1 ⇒ (7) + 10 + 2 + 1 + 1 = 21 Dmg, PBS, good hope: 8d6 + 4 + 4 + 1 + 2 ⇒ (3, 6, 6, 2, 6, 1, 1, 1) + 4 + 4 + 1 + 2 = 37
+50% for 55 dmg.

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You forgot inspire courage.

Suede |
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Sir D attempts to live up to his threats with a vicious blast of void-touched aether that lifts the red cultist off his feet and sends him slamming into a wall. The man slumps down to the floor where he remains an unmoving heap. There's no leaking brain matter, but it's unlikely he'll be posing a threat to anyone in the near future.
With their part of the cathedral quiet the group takes barely a moment to breath while the webbing is cleared enough to pass before dashing out the entryway after the thief. You zip around several other clusters of controlled fighting between pathfinders and cultists, but leave those battles in hopefully capable hands to deal with the bigger priority.
After stepping outside it takes several seconds to locate the fleeing target on the busy streets, but Mr. Peppers manages to catch a glimpse of her turning a corner at the last moment and you all take off after in pursuit.
And now everyone's favorite mechanic... a chase! Here's an abbreviated version of the mechanics for people if they aren't familiar or need a refresher.
A character may attempt to move three squares during his turn by taking a full-round action. That character must overcome both obstacles on the square he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one square forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square. A mired character must spend another full-round action becoming unmired, effectively losing his next turn.
A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can’t move at all. Use the number of squares and their established distances (in this case, 30 feet) to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment. A character can only choose to make melee attacks against targets that are in the same square.
Generally speaking for this chase if you are 1 card away there's clear line of sight, 2 cards away there's cover and concealment, 3 cards away there's improved cover and concealment, more than that and you have no LOS/LOE
It proves more difficult to get out of the square where the cathedral rests then you imagined, and the massive crowd of onlookers becomes it's own obstacle. Everyone can start trying to move with the crowd or force their way to the other side.
I need either a Sense Motive Check to get a feel for the crowd, or an Overrun check to try and shove your way past!
Remember, for every 10ft above 30ft you move add a +2 to all your checks. For every 10ft below 30ft you move, you take a -2 penalty. And creative use of skills and abilities is allowed! I threw up a map with the cards and their checks to help us all keep track of your locations in Red's link.
D: 1d20 + 10 ⇒ (15) + 10 = 25
Gallix: 1d20 + 2 ⇒ (5) + 2 = 7
Mr P: 1d20 + 5 ⇒ (10) + 5 = 15
Uesugi: 1d20 + 3 ⇒ (5) + 3 = 8
Cup: 1d20 + 5 ⇒ (3) + 5 = 8
Sirettis: 1d20 + 3 ⇒ (2) + 3 = 5
Longjing: 1d20 + 2 ⇒ (2) + 2 = 4
Thief: 1d20 + 5 ⇒ (7) + 5 = 12
-- Bold is up (Round 1) --
Party Buffs:Good Hope
Sir D (-1)
Mr. Peppers (-15)
Thief
Cup (-26)
Uesugi (-16)
Gallix (-8)
Sirettis (-25)
Longjing (-8)

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I'm unable to make a proper post until i'm home, but a question before then.
Is there an object closeby for two people to stand on?
In effect, D. Would try a chariot thing. Move it with telekinesis, him using the object as a chariot, and my ally as the passenger.

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Would the Calm Emotions or Enthrall spells help relax the crowd for the rest of the party?
Otherwise I'll make a +8 Sense Motive check for me.

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Can i hover it over the crowd? Kinetic haul allows me to do telekinesis with up to 700 pounds. 7000 if i eat 1 burn.

Suede |

Sirettis: Using either of those spells I'll give everyone a +5 on their checks for this square.
D:Sure, as long as the people on the cart didn't write down their weights as something really high like >300lbs =P
I'm going to go ahead and be a bit weird with initiative so everyone has a chance to act today.
You see the thief leap over a rather large pothole in the street without even breaking her stride and scale up the side of a building towards it's impressively steep rooftop.
-- Bold is up (Round 1) --
Party Buffs:Good Hope
Sir D (-1)
Mr. Peppers (-15)
Thief
Cup (-26)
Uesugi (-16)
Gallix (-8)
Sirettis (-25)
Longjing (-8)

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Before anyone can rush off to do anything funny, Mr Peppers gathers everyone around to enhance their speed "If its a chase she wants, its a chase she gets. Everyone hold on to your fancy shoes, greaves, and slippers. Its time to MOVE!"
With that he chants one of his new favorite spells, jazz hands all around, followed by the flipping of a small sliver of root into the air. The world starts moving in slow motion.. or is it you that is moving oh so fast!
Casting Haste, burning 1 arcana to up the caster level by 2 so it will last for 9 rounds. Go go +6 to all skill checks from that 30' movement boost!