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Aldonza strides into the room.
”Bakbat, ladies and gentlemen!”, she announces, pointing toward the goblin with her marotte.
”And now, the star of our show, Society scribe and aspiring escape artist, Zatqualmish!”
She steps up to the gnome and says, ”Don’t run off yet! Take a bow!”
Stride, Perform (Panache), Stride
Perform: 1d20 + 10 ⇒ (7) + 10 = 17

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Green moves up and strikes at Aldonza twice.
fist: 1d20 + 8 ⇒ (1) + 8 = 9 bludgeoning: 1d10 + 4 ⇒ (5) + 4 = 9
fist: 1d20 + 4 ⇒ (10) + 4 = 14 bludgeoning: 1d10 + 4 ⇒ (9) + 4 = 13
Both of those miss.
Ulfgar and Chenaii are up.

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Ulfgar squints, takes in the scene then lumbers into the room. He heads to the left to shore up that side of the Pathfinder line, drawing his waraxe along the way.
◆Stride
◆Stride
◆Interact (Draw Waraxe)

Chenaii |
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Chenaii remains by the door. She holds her right-hand palm skywards and concentrates for a short moment. Her hair and clothes swirl in the wind as she does so - a small ball of whirling dust gathers above her palm. She focuses further, and the ball in her hand expands to envelop a larger area around her. BakBat suddenly senses that the wind is always at his back, pushing him forward wherever he wishes to move.
Mechanics : Fair Winds - a 10 ft emanation aura surrounding Chenaii, providing tailwind to her allies, and hindering foes. The area becomes difficult terrain for enemies, but provides +10 ft movement speed to any ally that starts their turn within the 10ft emanation around Chenaii.
"Time to go in?", she winks at the goblin arcanist.
◆ Gather element (Air)
◆◆ Fair Winds
Traits : CONJURATION KINETICIST MANIPULATE PRIMAL
Requirements You have a hand free.
You draw forth elemental matter through your inner gate from one of the six planes. Choose one element you can channel. A mass of that element appears in your open hand. Your hand is occupied by the element you’ve channeled, and you can’t use it for anything other than elemental impulse abilities to shape and direct the gathered element. You can use the Release basic action to cause the element to dissipate. Using an action that has the overflow trait (page 4) also causes the element to dissipate. You can have only one element gathered at a time, and Gathering an Element again causes any element you’ve already gathered to dissipate.
The element is in a pure form with its typical physical properties. For example, gathered air ruffles your clothes and hair, fire sheds light like a torch, and water is fresh and drinkable. You can Gather an Element, hold it, and use it even in environments where this normally wouldn’t be possible. For example, you could gather fire while underwater and use it to fuel fire impulses, even though normally fire actions can’t be used underwater, or gather air and use it for air impulses in a vacuum.
The Gather Element action gains the trait of the element you gather.
Fair Winds (Air) / 2 Actions /
FAIR WINDS [two-actions] FEAT 1
Traits: AIR, CONJURATION, IMPULSE, KINETIC AURA, KINETICIST, PRIMAL
Winds swirling around you provide a tailwind to speed you and your allies and a headwind to harry your foes. Squares in the aura are difficult terrain for your enemies. You gain a +5-foot status bonus to your land Speed. Any of your allies that start their turn in the aura gain a +10-foot status bonus to their land Speeds until the end of their turn. These bonuses also apply to fly Speeds for creatures that have them.
Kinetic Aura: Impulses that create an elemental aura around you have this trait. They have the aura trait, and follow some additional rules. First, any kinetic aura is a 10-foot emanation unless you have an ability that changes its size. Second, if you already are in a kinetic aura, it takes you 1 action fewer to use a different kinetic aura impulse with the same elemental trait. This can’t reduce the impulse below 1 action. A kinetic aura lasts until you get knocked out, until the encounter ends, or until you use a new kinetic aura, whichever comes first. You can use a kinetic aura only in encounter mode, and after you create a kinetic aura, you can’t use another kinetic aura for 1 round
Impulse: The primary magical actions kineticists use are called impulses. To use an impulse action, you must have an element gathered, which is typically done with the Gather Element kineticist action. The element must be appropriate to the element trait of the impulse you use; for example, you must have water gathered to use an impulse that has the water trait. Using an impulse requires gesturing and focusing on your powers. The impulse trait also means the action has the concentrate and manipulate traits unless another ability changes this.

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Zatqualmish spends his next two actions scvrambling over crates etc to hind somewhere to hide. He then casts Shield
Yellow moves up to Kaitlyn and strikes twice
fist: 1d20 + 8 ⇒ (20) + 8 = 28 bludgeoning: 1d10 + 4 ⇒ (7) + 4 = 11
fist: 1d20 + 4 ⇒ (17) + 4 = 21 bludgeoning: 1d10 + 4 ⇒ (5) + 4 = 9
Red moves up to Ulgar and also strikes twice
fist: 1d20 + 8 ⇒ (20) + 8 = 28 bludgeoning: 1d10 + 4 ⇒ (7) + 4 = 11
fist: 1d20 + 4 ⇒ (16) + 4 = 20 bludgeoning: 1d10 + 4 ⇒ (5) + 4 = 9
Both of them get pushed back 5 feet (Improved Push) as well as receiving electricity: 1d8 ⇒ 6 (Kaitlyn) electricty: 1d8 ⇒ 7 (Ulfgar) from the Crit strike as well as having to make a DC 15 reflex save to avoid being Clumsy 2 for a round.
Everyone except Ulfgar and Chenaii are up.

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Cal ◆ closes in on Red, trying to put it off-balance with a ◆ Snagging Strike Snagging Strike, slashing: 1d20 + 12 ⇒ (17) + 12 = 291d8 + 4 ⇒ (1) + 4 = 5
He then does the same again, ◆ Snagging Strike Snagging Strike, slashing, vs FF if previous strike hit: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 4 ⇒ (6) + 4 = 10

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Two crits doing a total of 50 points of damage, since they have weaknesses to slashing weapons. That is enough to take it out.

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She successfully tumbles past

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She successfully tumbles past
And gains Panache in the process
She grips the top of her marotte, and draws the sword hidden inside.
”Time to meet your deadline!”, she adds, before stabbing at it.
Interact, Strike
Attack: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13

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"BakBat 'rupt you!"
Damage from Disrupt Undead, FORT DC 20: 2d6 + 4 ⇒ (4, 4) + 4 = 12

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((Green -13))
fort: 1d20 + 9 ⇒ (2) + 9 = 11 (Which one BakBat?)

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Kat steps forward, concentrates for a bit and lashes out with two clawlike attacks on Yellow.
Ki Strike, Flurry 1, Tiger Claw: 1d20 + 11 ⇒ (10) + 11 = 21
Ki Strike, Flurry 2, Tiger Claw, MAP, Agile: 1d20 + 7 ⇒ (5) + 7 = 12
Ki Strike, Flurry 2, Tiger Claw, MAP, Agile, HP, Vestments: 1d20 + 8 ⇒ (11) + 8 = 19
Slashing Damage 1: 1d8 + 2 ⇒ (5) + 2 = 7
Force 1: 1d6 ⇒ 5
Slashing Damage 2: 1d8 + 2 ⇒ (8) + 2 = 10
Force 2: 1d6 ⇒ 4
if the first strike is a crit then 1d4 persistent bleed
Kat steps back out of reach.
◆ Step
◆ Ki Strike
◆ Step (10')

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((Green -13))
[dice=fort]d20+9 (Which one BakBat?)
Green? clearing the way.

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Green lays into Aldonza
fist: 1d20 + 8 ⇒ (6) + 8 = 14 bludgeoning: 1d10 + 4 ⇒ (2) + 4 = 6
fist: 1d20 + 4 ⇒ (15) + 4 = 19 bludgeoning: 1d10 + 4 ⇒ (6) + 4 = 10
fist: 1d20 + 0 ⇒ (9) + 0 = 9 bludgeoning: 1d10 + 4 ⇒ (5) + 4 = 9
Ulfgar and Chenaii are up.

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GM did Kat hit Yellow?

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Yes. Both strikes

Chenaii |
Without a word, Chenaii moves to her allies. Her unkempt hair flowing in the wind as she moves. When she gets to the party, she tarts a barrage of strikes at the creature attacked by Kaytlin. The air in her hand lashes at the creature in near the eastern wall like a whip, slashing at the flesh.
Note you all get +10 ft movement speed for the round if you start in the 10ft aura emanation.
◆ Stride; ◆ Elemental Blast; ◆ Elemental Blast (MAP-4)
VS Yellow - Elemental Blast - Ranged Air +10 / 1d4 Slashing ( agile, air, range increment 120 feet, versatile B ): 1d20 + 10 ⇒ (20) + 10 = 301d4 ⇒ 4
VS Yellow - Elemental Blast - Ranged Air +10 / 1d4 Slashing ( agile, air, range increment 120 feet, versatile B ): 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 201d4 ⇒ 1
ELEMENTAL BLAST [one-action]
Traits: EVOCATION IMPULSE KINETICIST PRIMAL
With a wave of your hand, you swing or hurl elemental matter at a foe. Make a melee or ranged Strike using your gathered element. The damage die, damage type, and the traits for both the melee and ranged version of each elemental blast are listed in Table 1–2 on page 6. If you make a melee Strike, you add your Strength modifier to the damage as normal, as the element is more intense when physically closer to your inner gate.
Though it’s not actually an unarmed attack, an elemental blast uses your proficiency with unarmed attacks, gets any bonuses and penalties that apply to unarmed attacks, and uses weapon damage dice and weapon traits in the same way an unarmed attack does. The blast can benefit from runes granted by handwraps of mighty blows. If you have weapon specialization, the blast gains extra damage as if it were an unarmed attack. Elemental blasts have unique critical specializations; if you gain critical specialization in an elemental blast, its effects are listed under critical element (page 7).
mpulse: The primary magical actions kineticists use are called impulses. To use an impulse action, you must have an element gathered, which is typically done with the Gather Element kineticist action. The element must be appropriate to the element trait of the impulse you use; for example, you must have water gathered to use an impulse that has the water trait. Using an impulse requires gesturing and focusing on your powers. The impulse trait also means the action has the concentrate and manipulate traits unless another ability changes this.

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((Green: -13, Yellow: -35))

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((Waiting on Ulfgar))

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Will be in the hospital keeping my dad company tomorrow, so I'm posting my turn ahead
Kat steps towards Green and rakes her claws at him.
Flurry Tiger Claw 1: 1d20 + 10 ⇒ (3) + 10 = 13
Flurry Tiger Claw 2, MAP, Agile: 1d20 + 6 ⇒ (17) + 6 = 23
Slashing, Tiger Claw 1: 1d8 + 2 ⇒ (5) + 2 = 7
Slashing, Tiger Claw 2: 1d8 + 2 ⇒ (2) + 2 = 4
1d4 persistent bleed if strike #2 was a crit
She then steps back.
10-foot step is from Tiger Stance
◆ Step 10'
◆ Flurry
◆ Step 10'

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Botting Ulfgar just to keep things going
Ulfgar, waraxe in hand, strides past his companions towards Yellow then swings twice.
Dwarven Waraxe: 1d20 + 9 ⇒ (16) + 9 = 25 Slashing: 1d8 + 3 ⇒ (8) + 3 = 11
Dwarven Waraxe: 1d20 + 4 ⇒ (16) + 4 = 20 Slashing: 1d8 + 3 ⇒ (4) + 3 = 7
... and completely obliterates Yellow.

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Three magic missiles speed out from behind a pile of crates and impact upon Kaitlyn.
mm: 3d4 + 4 ⇒ (3, 3, 3) + 4 = 13
Everyone except Ulfgar and Chenaii are up.
Kaitlyn moves and attacks Green, slicing it to ribbons. All that is left is a gnome who is resisting arrest.
With Green gone, Ulfgar and Chenaii are also up.

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Aldonza rounds the corner, and dances her way through the scattered debris to Zatqualmish. ”No applause, just throw money!”, she says, sheathing her sword with a snap.
”So, let’s chat”, she adds, curling an arm around his shoulders.
Stride, Interact, Grapple
Athletics: 1d20 + 7 ⇒ (17) + 7 = 24

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Kat cries out in pain as the magic missiles strike her. “That hurt, you miscreant! However that’s nothing compared to what I had to go through in the monastery. ”
Are we still in initiative? If so, is it Kat’s turn?

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Yes ... and everyone apart from Aldonza is yet to go.
A rather nervous gnome replies Errrrr ... what about while contemplating the possibility of getting away.

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“I don’t think you need to be awake when we bring you in. ” Kat says ominously, as she charges at the gnome and swings her fists at him.
Flurry, Nonlethal: 1d20 + 10 ⇒ (15) + 10 = 25
Flurry, nonlethal, MAP, Agile: 1d20 + 6 ⇒ (17) + 6 = 23
Slash, nonlethal: 1d8 + 2 ⇒ (6) + 2 = 8
Slash, nonlethal: 1d8 + 2 ⇒ (5) + 2 = 7
If he is grappled, then he’d be FF

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And that's 15 points of non-lethal damage to him. Anyone else?

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Chenaii looks at the entire humbug with an eyebrow raised. "I'm confused. I assumed we were to help this person?"
”Well, he disappeared without warning, so the Society feared the worst”, Aldonza replies, ”but it turns out he stole a bunch of important papers, and ran off to his hideaway here for some sort of badness. What kind of scoundrel does that?”

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"If we were supposed to help this person, why did he attack me then?" Kat growls.

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((Waiting on BakBat, Ulfgar and Callistos to go))

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"If we were supposed to help this person, why did he attack me then?" Kat growls.
”We were told to find him”, says Aldonza, ”but he didn’t want to be found, so he got ornery about it”

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((Bakbat an Ulfgar to take actions before he does))

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BakBat yells at him, "Tell BakBat all! Admit what you did! Arghhh!", while making a terrifying face.
Intimidation: 1d20 + 10 ⇒ (13) + 10 = 23

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Ulfgar comes closer to the gnome.
He twirls his waraxe, tests the blade with his thumb then rests it on his shoulder before spitting to the side, glaring at Zatqualmish then raising an eyebrow questioningly.
Ulfgar has Intimidating Glare.
Intimidation: 1d20 + 5 ⇒ (12) + 5 = 17

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The gnome looks intimidated against BakBat (frightened 1)
He attempts to get out of Kaitlyn's grapple.
escape: 1d20 + 9 - 0 - 1 ⇒ (12) + 9 - 0 - 1 = 20
escape: 1d20 + 9 - 5 - 1 ⇒ (10) + 9 - 5 - 1 = 13
escape: 1d20 + 9 - 10 - 1 ⇒ (13) + 9 - 10 - 1 = 11
... and fails.
Everyone is up.

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Kat didn't grapple him. She just tried to punch his lights out
Kat runs around to the other side of the gnome to block his escape.
◆◆◆ Stride

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Sorry - Aldonza has him grappled

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Deciding he should help knock the gnome out, Cal takes his sword ◆ into two hands and tries to hit him with the flat of the blade. (Non-lethal Power Attack)
◆◆ 2h Bastard Sword, Power Attack, non-lethal vs flat-footed: 1d20 + 10 ⇒ (6) + 10 = 162d12 + 4 ⇒ (4, 1) + 4 = 9
Hero point
◆◆ 2h Bastard Sword, Power Attack, non-lethal vs flat-footed: 1d20 + 10 ⇒ (20) + 10 = 302d12 + 4 ⇒ (7, 7) + 4 = 18

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You batter the gnome into unconscious, ending the combat. Searching the desk where he was working, you discover original documents as well as forgeries.
The documents include a ledger of activities the Hajoth Hakados Lodge has undertaken in or near Numeria over the last two decades, with careful notes showing that the Pathfinders didn’t steal or damage any of the technological equipment they studied.

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”Ooo, nice shot!”, Aldonza says approvingly.
She turns to Zatqualmish. ”You ready to go back to the lodge and fess up?”
She takes his chin with her other hand, opening and closing his slack mouth. ”Yes!”, she says in a high-pitched voice. ”I’ve been a very naughty boy!”
She looks around for a crate to dump him into, or a rug to roll him up in.

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So you can take him back to the Lodge and to Vanis, for judgement along with the recovered documents and the half-finished forgeries. Vanis
is relieved to see you and askes for your report on what happened. After you provide the report, Vanis gives you a reward for your work: several gold pieces each and a polytool. He thanks you profusely and offers to provide additional training in handling threats unique to Numeria; (Each of you earn the Numerian Archaeologist boon)
Should have the game reported and Chronicles out within 24 hours - just in time for Gameday

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Game has been reported