
![]() |

If the Reposition combat maneuver mentioned swapping, it would suffice... otherwise, you technically need to take a feat (Friendly Switch, Swap Places, etc) in order to do it.
Given that this isn't PFS, just ask the GM and cross your fingers...
Source: PZO1115 (Advanced Players Guide)
You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.
An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.

Karthurg "The Lurker" |

I assume that I do not need to make the CMB against Hank since he is paralyzed.
Karthurg watches his ally get frozen. Woahh there Hank! Lets move you out of danger! He grabs a hold of the paralyzed halfling, moving him as Kathrug step's into the same spot Hank just was.
Standard action to reposition and move action to move into Hank's spot.

![]() |

Seeing the one ghoul go down, Phedran saves his last vial of acid, and elects to use a bomb instead.
Ranged, bomb vs. AC 5: 1d20 + 4 ⇒ (2) + 4 = 6 (target gets +4 to AC from soft cover) (noooooooooooooooooo~)
Misdirection: 1d8 ⇒ 8 (NOOOOOOOOOOOOOOOO~)
Bomb hits the red X intersection, but at least there's a DC 15 Reflex to only take half of the 5 splash damage... Phedran will be forking over some CLW infusions for Karthurg...

![]() |

Phedran shouts from the back. "Sooooorry!"

GM MacShack |

Belliken sees how crowded the hallway is and delays.
The ghoul throws itself forward, and Karthurg is able to interpose himself between it and Hank just in time.
Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Claw 1: 1d20 + 3 ⇒ (7) + 3 = 10
Claw 2: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Karthurg also feels a strange stiffness begin to lock up his joints...
Karthurg Fortitude: 1d20 + 5 ⇒ (16) + 5 = 21
... however, he is able to resist the paralysis.
Round 3
Karthurg
Hank and Cammy
Belliken
Phedran
Ghoul
4 rounds of paralysis left.

Belliken Weaver |

Yes that hallway looks quite crowded!
Not much'n I can do from back here Cammy, but I can try putting the godforsaken thing to sleep I reckon. Watch my back while I cast alright big buddy?
Belliken casts sleep on the Ghoul.

Karthurg "The Lurker" |

Die already! Your friend had the right idea.
Earth breaker: 1d20 + 5 ⇒ (12) + 5 = 17
damage (B): 2d6 + 9 ⇒ (6, 2) + 9 = 17
Standard action to attack once

![]() |

Phedran will head towards the northern tunnel and take a look.

Hank the Keeper |

Hank splutters awake. "Wha? Wha? Oh dang, those folks needed more healin' than I had."
But he tops off Karthurg and the rest of the crew.
CLW: 1d8 ⇒ 51d8 ⇒ 21d8 ⇒ 81d8 ⇒ 21d8 ⇒ 61d8 ⇒ 71d8 ⇒ 71d8 ⇒ 5
...it takes eight charges, and the wand steams afterwards.
"Uh, guys, if we use this thing that much one more time, it's kicked."

GM MacShack |

New map: Museum
The ladder leads up into what is recognizably the storeroom of the museum. Against one wall is a pedestal with a note beside it: "Amber statuette of a snake. Possibly Thassilionian?" However, the statue in question is absent. The door into the main section of the building is hanging open, revealing the strange scene inside. The door is coated in a shimmering golden fog, as are all the windows. Wisps of the golden mist dance across the floor, bathing everything from below in an unsettling light.
Around the museum are several exhibits - from a beautifully-made statue of Iomedae to engraved stone tablets - which might prove interesting in calmer circumstances. Across the room lies a figure in a dark cloak, either dead or unconscious. A fist-sized red gem is next to the prone form.

![]() |

Phedran will carefully approach the figure, and take a look at the gem.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

GM MacShack |

The figure is bloodied but alive, clad in robes like those worn by the Aracus Guild. They also wear a similar mask, though it is split roughly down the middle. The gem has clearly been refined and polished, and has a smooth surface. Moments later, the golden mist begins to swirl and travel upwards to a large set of double doors. The doors begin to swing open, revealing a humanoid shape. It appears to be a long-dead skeleton, bearing rusted armour to which the mist clings. Looking down at Phedran, the skeleton speaks in what sounds like ancient Osiriani, then pauses and continues to stare at him.

![]() |

Phedran rises back to his feet, standing over the robed figure. He looks down at the gem, then up to the skeleton. "Hello chap, there appears to be a bit of... a language barrier here. Among other things. Like a life versus unlife barrier..."
He looks over his shoulder, hoping to see the rest of the party a few steps behind.
I'll stall as best I can until the others are near.

Belliken Weaver |

Well I can at least get a one way road goin' on this conversation. I can't speak it but I can understand him here, hold on.
Belliken channels his arcane power as a blue energy swirls about his head.
Understand Languages has been cast!
Alright please repeat that one for us buddy? Belliken says shakily, making a swirl with his hand, and pointing it to his ear.

Belliken Weaver |

He wants us to bend the knee and swear fealty to the King AKhutan. I'm gonna do what he says. Belliken whispers and takes a slight step forward.
I have no Quarrel with this King Akhutan. Belliken says and kneels. He is acutely aware of the weight of the crossbow on his back, and takes mental not of where all the straps are to remove it if he should need it.

![]() |

King Akhutan... I've never heard the name uttered before...
Phedran glances at Belliken, then back to the skeletons. "You'll have to forgive me, I'm quite parched after that slog through the sewers back there."
Phedran will grab one of his infusions of cure light wounds and quaff it.

Karthurg "The Lurker" |

Anyone have knowledge nobility/history?
Karthurg doesn't know the name, but he sees his allies kneel. He kneels on the ground, but does so wordlessly.

Hank the Keeper |

Hank, though, Hank is a simple hobbit from a simple place.
Ma said I ought never bow to no bully.
Hank sturdily plants his feet while he whispers to his friends, "Guys, let's scram to a spot where Karth can block the hall. He can smush these jerks and I'll keep him going with the happy stick. If we need to pop smoke to get outta here, I got the fog spell."

![]() |

No relevant Knowledge skills, unfortunately.
Phedran looks at Karthurg kneel alongside Belliken, and he can't help but frown. "Are you two of sound mind? How do you swear fealty to one you know nothing of?"
The alchemist thinks of his morningstar, and the sound it will make as it smashes a pile of dusty Osirian bones. "Come, brothers - let us stand against this would-be tyrant." He looks behind his shoulder at Hank and Cammy, then down at Belliken and Karthurg.

![]() |

BTW, I posted that not seeing Hank's response before mine... uh, whoops?

Belliken Weaver |

Well I was more hopin' that they would take this as a sign of curtesy and let us be on our merry way, but seein' as this looks a bit more like a recruitment, I say we scram!
Belliken stands up and shuffles behind Karthurg.
Up and at 'em buddy! They want more than just the tip o' the hat here.

GM MacShack |

Belliken Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Cammy Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Hank Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Karthurg Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Phedran Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Sehetep Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Skeletons Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Since they don't seem to understand Common, you guys get a surprise round.
Surprise Round
Phedran
Skeletons
Hank and Cammy
Belliken
Karthurg
Sehetep

![]() |

"Now's a good a time as any..." mutters Phedran to himself, as he quickly retrieves an extract from his bandolier and quaffs it in one smooth motion.
Standard: 'Cast' shield

![]() |

Phedran will draw his morningstar, then pick up the gem with his free hand if possible. (5' shifting to the square it's in if that's necessary, otherwise he'll stay where he is.