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Surprised by the triggering events, Arbiscar crosses the room launching a powerful charge attack against the robot "For Abadaaar!"
mwk silver earthbreaker-PA+charge (flat-footed?): 1d20 + 7 - 1 + 2 ⇒ (10) + 7 - 1 + 2 = 18
Bludgeoning/Silver/Magical damage+PA+MW: 2d6 + 4 + 3 + 1 ⇒ (6, 1) + 4 + 3 + 1 = 15

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Considering I'm up in the same initiative block as Beau, and the Heat Wave subsides on my turn, I don't think he has to take damage from it?
The Heat Wave around Miyako disappears, and her image stops blurring. As Miyako's face becomes fully visible again, a look of disappointment can be seen on it. "Bummer... I thought that might melt it, even just a bit..."
Acrobatics: 1d20 + 10 ⇒ (6) + 10 = 16
With some quick jumps Miyako maneuvers in between the furniture as she circles the robot. Meanwhile, she draws her rapier.
"Guess I'll have to do it this way again," Miyako says as she stabs the adamantine weapon at the robot.
+1 Adamantine Rapier, Flanking: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Confirm Crit: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 Damage: 1d6 + 1 ⇒ (1) + 1 = 2

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@Giltman Sorry forgot the illusion.
Arbiscar misses with his earthbreaker.
Beauregard gets large and moves toward the robot.
Miyako deftly moves as she draws he rapier, the adamantine cuts through the robot easily.
Master Mido delays ready for anything, as Giltman rattles Pendleton with a big non-lethal blow. Pendleton drops unconscious. As he does silvery goo pours from his ears and nose, pooling behind him.
Cyperplasm Init: 1d20 + 9 ⇒ (18) + 9 = 27
Round 2 Museum_Top
Master Mido Delay
Giltman 2 dmg
Pendleton 25 non-lethal - unconscious
Arbiscar
Gearsman 9 dmg
Beauregard 4 dmg
Miyako
Round 3
Cyberplasm dazed
Master Mido
Giltman
Mido and Arbiscar may act.

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Mido steps forward and assaults the ooze with negative energy all the while attempting to keep the robot distracted so that his allies can finish it up quickly.
Interestingly one could argue that the intelect of a robot is also somewhat parasitic in nature. Planted into inate object and controling it!
Cast Chill Touch, 5 foot step. attatck with touch attack. Prolly nox SA damage I'd assume. Bluff to Bewlder the Robot one more round. Bluff 1d20 + 10 ⇒ (13) + 10 = 23
Touch attack 1d20 + 6 ⇒ (10) + 6 = 16 Damage1d6 ⇒ 6

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Arbiscar profits the flanking offered by Miyako to attempt hit the robot strongly.
mwk silver earthbreaker-PA+flanking: 1d20 + 7 - 1 + 2 ⇒ (14) + 7 - 1 + 2 = 22
Bludgeoning/Silver/Magical damage+PA+MW: 2d6 + 4 + 3 + 1 ⇒ (6, 5) + 4 + 3 + 1 = 19

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Master Mido reaches down attempting to touch the silvery goo, but he can't seem to get ahold of it.
Sense Motive: 1d20 + 8 ⇒ (2) + 8 = 10
He does however continue to confuse the robot. Which Arbiscar promptly smashes with his earthbreaker.
Round 2
Giltman 2 dmg
Pendleton 25 non-lethal - unconscious
Master Mido
Arbiscar
Gearsman 18 dmg - still koaned
Beauregard 4 dmg
Miyako
Round 3
Cyberplasm dazed
Master Mido
Giltman
Beuregard and Miyako. May act.

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Moved around the robot to what I think gets me flanking with Giltman? I think it lines up right. If it doesn't just take 2 off my attack :)
unarmed strike + power attack + flanking: 1d20 + 8 + 2 - 2 ⇒ (13) + 8 + 2 - 2 = 21 damage: 1d10 + 8 ⇒ (3) + 8 = 11
Calling out to his party as this fight progresses "Is Pendleton alright? Whats going on with that Slime?"

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Beauregard's fist clangs against the metal plating, the thick armor is tough to damage. Miyako lines up her next rapier strike, picking the right moment to strike.
The strange silvery goo begins to move like a swarm of tiny metallic vermin. The swarm moves and begin overtaking Master Mido.
Swarm damage: 2d6 ⇒ (6, 2) = 8
Master Mido make a DC13 Fortitude Save vs. Distraction or be nauseated for 1 round.
Round 2 Museum_Top
Miyako Delay
Round 3
Cyberplasm
Giltman 2 dmg
Pendleton 25 non-lethal - unconscious
Master Mido 8 dmg
Arbiscar
Gearsman 19 dmg - still koaned
Beauregard 4 dmg
Miyako
Miyako, Giltman, Master Mido, and Arbiscar are up.

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Fort 1d20 + 4 ⇒ (17) + 4 = 21
Mido badly hurt by the odd ooze retreats as quickly as he can but still finds time to attempt to further distract the Gearsman.
In fact you should consider taking on this intergalactic slime instead of myself. I would argue that the two of yu both clearly not organic in nature should be a fine fusion.
Double move. Swift action Bewildering Koan. Bluff 1d20 + 10 ⇒ (19) + 10 = 29

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"Does anyone have a lighting bolt to fry that horrible dam thing?" shots Arbiscar pressed on.
The dwarf attempts to break through the strong shield of the gearsman with his Earthbreaker.
mwk silver earthbreaker-PA+flanking: 1d20 + 7 - 1 + 2 ⇒ (6) + 7 - 1 + 2 = 14
Bludgeoning/Silver/Magical damage+PA+MW: 2d6 + 4 + 3 + 1 ⇒ (6, 6) + 4 + 3 + 1 = 20

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sense motive: 1d20 + 8 ⇒ (19) + 8 = 27
Gearsman can't succeed vs. a 29.
Master Mido continues to confuse the gearsman, who seems only capable of defending for the moment.
Arbiscar takes a mighty swing that misses the gearsman.
The koaning opens up the round for Beauregard and Miyako to post.
Mikayo (may post for Rnd 2 & 3), Giltman, Beuaregard are up.

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"For all gods! This is horrible! What will it take to down this creature?" shouts the dwarf.
What is a koaning? Is it providing any penalty to his AC?

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Giltman will five-foot step over and swing at the ooze, hoping to finally finish it off. He will also call out to his deity to add magical damage to his hammer. Using a Swift action to make the attack Magic incase there is some DR to overcome here.
light hammer, power attack: 1d20 + 7 + 1 - 2 ⇒ (10) + 7 + 1 - 2 = 16
light hammer reroll: 1d20 + 7 + 1 - 2 ⇒ (2) + 7 + 1 - 2 = 8
damage: 1d6 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12 and Magic
Unfortunately that is very unlikely to hit...

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Bewildering Koan - As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating. If the creature fails its check, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.
It's a feat from Gnomes of Golarion. I did some research on it and according to the designer of the feat the lose next action=loss next round. It doesn't effect the AC.
A bit overpowered if you ask me. But legal and effective.

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The feat itself is overpowered. But believe me it's hard to build around and has a lot of limitations. Last adventure I played I used it 0 times cause we were only fighting undead who are immune to mind affecting stuff. Also Mido will be out of Ki for this combat soon so you will have to find a way to kill that Gearsman soon. Also why not try the laser gun against the Silverslime?

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@Master Mido it's all good. I like your build very clever.
The laser pistol is out of charges.
@Arbiscar You mentioned a lightning bolt - don't forget you bought a couple bottled lightning's earlier.

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I have a friend who recently discovered this feat, its limited in use but incredibly powerful, at times. Also Bo will spend a move action to gain Improved Grapple as a bonus feat for 10 rounds. My CMB to Grapple is 4BAB + 4STR + 1 Large Size + 2 Improved Grapple = +11, my CMD vs Grapple is 4BAB + 4STR + 1DEX + 1Large Size + 2Improved Grapple +3 Favored Class bonus + 10 = 25
"I'll try and lock down this robot for as long as I can
grapple: 1d20 + 11 ⇒ (9) + 11 = 20

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Yeah no offense taken. I do concur with you that it's overpowered which is why I'm using it and why I'm playing a Gnome Ninja in the first place. The fact that the feat makes that race/class combo viable is sufficient tribute to it's power...

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Round 2:
Miyako stabs at the robot again.
+1 Adamantine Rapier, Flanking: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 Damage: 1d6 + 1 ⇒ (5) + 1 = 6
"More holes! More hoooooles!" she shouts excitedly.
Round 3:
and again, Miyako stabs at the robot. "Poke! Poke-poke!"
+1 Adamantine Rapier, Flanking: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19 Damage: 1d6 + 1 ⇒ (5) + 1 = 6

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Miyako merrily stabs more holes into the robot, the adamantine seems to be the only thing that cuts it easily.
Giltman moves over and attempts to attack the silvery swarm. His hammer crashes down amongst the small silver bug-like things that make up the space slime, he crushes a few, but more still dart away from his hammer as it lands, the little things move so fast it seems like it would take a lot of hammering to kill them all.
Beauregard wraps his large meaty arms around the robot, despite its lack of aggression, it tries to avoid him, but Beauregard just barely manages the grapple.
Which is perfect for Miyako, whose next stab is slightly wilder and might have missed by a hair if not for Beauregard's tight grasp. The repeated blows are starting to show on the robot.
The cyberplasm swarms over Giltman a most unpleasant experience.
swarm damage: 2d6 ⇒ (5, 1) = 6
Giltman make a DC13 Fortitude Save vs. Distraction or be nauseated for 1 round.
Round 3 Museum_Top
Cyberplasm
Giltman 8 dmg
Pendleton 25 non-lethal - unconscious
Master Mido 8 dmg
Arbiscar
Gearsman 31 dmg
Beauregard 4 dmg
Miyako
Giltman, Master Mido, and Arbiscar are up.

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Mido having shaken off the swarm rushes over to the Gearsman and infuses it with his necromantic touch.
Attack Flanking1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 Damage SA 1d6 + 1d6 ⇒ (6) + (6) = 12
It's a swarm folks. We will need fire or spells or something similar to beat it!

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"There's a swarm? Dig around in me britches for some Alchemist Fire, I should have a couple left over!"
I still have 5 alchemist fires, I am not sure what action is to take them off my belt pouch but probably a standard action ?

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Pressed by the combat Arbiscar delivers a powerful hit in the robot while Bo holds his grasp on him.
mwk silver earthbreaker-PA+flanking: 1d20 + 7 - 1 + 2 ⇒ (20) + 7 - 1 + 2 = 28
Bludgeoning/Silver/Magical damage+PA+MW: 2d6 + 4 + 3 + 1 ⇒ (4, 4) + 4 + 3 + 1 = 16
Crit?: 1d20 + 7 - 1 + 2 ⇒ (16) + 7 - 1 + 2 = 24
Bludgeoning/Silver/Magical damage+PA+MW: 4d6 + 8 + 6 + 2 ⇒ (5, 6, 3, 5) + 8 + 6 + 2 = 35
"Uaaargh! I have some bottled lighting " roars the dwarf as he releases the tension.

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Master Mido deftly steps forward and laces the failing robot with negative energy it looks on the verge of dropping, as Arbiscar takes a mighty swing that takes the head straight off the robot it clangs against a lovely painting on the wall showing a large Osirian pyramid next to a lush flowing river. The rest of the robot crumples in Beauregard's arms.
The swarm continues to crawl over Giltman.
Round 4 (this is actually rnd 4 - I posted 3 above)
Cyberplasm
Giltman 8 dmg
Pendleton 25 non-lethal - unconscious
Master Mido 8 dmg
Arbiscar
Gearsman 68 dmg - Terminated
Beauregard 4 dmg
Miyako
Giltman, Beauregard, and Miyako are up.

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"Giltman, get outtta there so we can bomb that ooze!"
Bo draws two alchemist fires Using his move and standard to draw them looking to hand them to anyone who wants one.

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Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Giltman withdraws from the ooze if possible. He'll grab one of the alchemist fires from Bo as he passes by, ready to toss it next round.

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"Someone said fire?" Miyako asks as she sheaths her rapier and 5-foot steps toward the silver slime.
Miyako opens her hand and puts her palm in the slime's direction. A wave of flames erupts from her palm and washes over it.
Burning Hands: 4d4 ⇒ (2, 4, 1, 4) = 11
DC 15 Ref for half damage.

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Beauregard pulls out 2 alchemist's fire. Giltman steps back out of the slime and grabs one of the alchemist's fire.
Miyako casts burning hands on the cyberplasm.
DC15 Reflex for half: 1d20 + 9 ⇒ (11) + 9 = 20
The fast slime seems particularly good at evading things and misses the worst of the fire damage.
The cyberplasm moves toward the source of the covering Miyako.
swarm damage: 2d6 ⇒ (2, 6) = 8
Miyako make a DC13 Fortitude Save vs. Distraction or be nauseated for 1 round.
Round 5 Museum_Top
Cyberplasm 5 dmg
Giltman 8 dmg
Pendleton 25 non-lethal - unconscious
Master Mido 8 dmg
Arbiscar
Beauregard 4 dmg
Miyako 8 dmg
Pathfinders -- your turn -- light it up!

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Arbiscar draws a bottled lighting and shouts "Miyako! Get out!"
Fearing to damage his friends, the dwarf steps over the robot and hurls the bottle to the part of the slime not covering the kitsune, a powerful sonic boom following the bottle as it explodes in a bolt of lighting.
Throw bottle (touch): 1d20 + 3 ⇒ (20) + 3 = 23
Electrical damage +1 sonic: 1d8 + 1 ⇒ (7) + 1 = 8 +50% vs swarm? Ref DC 15 negates the 1 point sonic damage
Second crit in a row? *o_o*: 1d20 + 3 ⇒ (11) + 3 = 14
Electrical damage +1 sonic: 1d8 + 1 ⇒ (1) + 1 = 2 +50% vs swarm? Ref DC 15 negates the 1 point sonic damage

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I believe I have 7 rounds left of Improved Grapple, I don't think its going to come up again. Again recalculating my CMD because I forgot Weapon Focus Unarmed Strike applies here. Sorry, I have like an excel spreadsheet for this character for all his possible attacks so I'm not used to making these on the fly! 4 BAB + 4 STR + 1 Size + 1 Weapon Focus = +10 to CMD normally, +11 to Disarm, +12 to Grapple.
"Don't worry Miyako, I'll save you, just hold on tight!"
combat maneuver Reposition: 1d20 + 10 ⇒ (11) + 10 = 21 Looks like I beat her CMD but not more than 5 so just one square of reposition. Just enough to move her out of that square
With one hand being free now, he'll draw out another Alchemist Fire still holding them at the ready in case his allies need one.

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Giltman will wait until Miyako is out of the slimb, then hurl the alchemist's fire at the thing.
Ranged touch: 1d20 + 1 ⇒ (5) + 1 = 6
fire: 1d6 ⇒ 5
Unfortunately, he probably misses.
miss square: 1d8 ⇒ 4
The bottle hits the square behind and to the left of the ooze, splashing it for a paltry 1 fire damage.

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Fort: 1d20 + 3 ⇒ (10) + 3 = 13
"Wee!" Miyako says while Beau moves her out of the slime. "Thank you, Bo-bo!"
Once back on her feet, Miyako immediately sends another wave of flames at the slime.
Burning Hands: 4d4 ⇒ (3, 4, 1, 1) = 9
DC 15 Ref for half damage.

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Giltman misses with his alchemist's fire, the splash hits for a little damage.
Master Mido contemplates his next move. Want to move or anything?
Arbiscar lands his bottled lightning on target.
Reflex DC15 : 1d20 + 9 ⇒ (18) + 9 = 27
The electricity seems particularly effective against it! The sonic not so much.
Beauregard pulls Miyako out of danger temporarily and readies another alchemist's fire.
Miyako again burning hands the strange alien life form.
Reflex DC15: 1d20 + 9 ⇒ (4) + 9 = 13
The fire seems to burn a lot of the slime, but it's still menacing.
The Cyberplasm swarm, unrelenting in it's want to destroy living tissue,moves onto Miyako and Arbiscar.
damage Miyako: 2d6 ⇒ (3, 6) = 9
damage Arbiscar: 2d6 ⇒ (4, 1) = 5
Miyako & Arbiscar make a DC13 Fortitude Save vs. Distraction or be nauseated for 1 round.
Round 6 Museum_Top
Cyberplasm 27 dmg
Giltman 8 dmg
Pendleton 25 non-lethal - unconscious
Master Mido 8 dmg
Arbiscar 5 dmg
Beauregard 4 dmg
Miyako 17 dmg
Pathfinders are up!

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For DC 13 (distraction): 1d20 + 6 ⇒ (3) + 6 = 9 I guess the +2 vs poison applies here
Arbiscar fells how the swarm crawls over his body, he flies in panic out of the horrible creature, too much distracted getting rid of the technic vermin to take any useful action than flee away.

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Master Mido can heal Miyako! Also Bo there's a feat that lets you deal weapon damage versus swarms. Being a brawler and alll you know...
Mido Seeing his fellow pathfinders in danger tries to patch them up as good as he can.
CLW from wand1d8 + 1 ⇒ (3) + 1 = 4

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I unfortunately don't own Heroes of the Street, if you are talking about the Rat Catcher Feat. It'd definitely be nice right about now I agree. If there is another feat like it though let me know and I'll see if I own the source.
"Miya, I'ma throw this alchemist fire as soon as you step outta the way, kay?"
Readied Attack throw in the square the dead robot is in: 1d20 + 6 ⇒ (14) + 6 = 20 damage: 1d6 ⇒ 4

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Fort: 1d20 + 3 ⇒ (19) + 3 = 22
"Thank you, Mido!" Miyako quickly steps away from the swarm after Mido's healed her. She then sends yet another wave of flames at the swarm.
Burning Hands: 4d4 ⇒ (4, 1, 4, 4) = 13
DC 15 Ref for half damage.
"Go ahead, Bo-bo!"

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Master Mido heals Miyako, as Arbiscar nauseous from the swarm moves away.
As Miyako moves away as well, Bearegard throws an alchemist fire missing the slime, but splashing it.
Miyako launches another burning hands.
Reflex DC15: 1d20 + 9 ⇒ (1) + 9 = 10
The flames jump onto cyberplasm, burning most of the remaining silvery goo...the rest scatter away harmless. The space threat is thwarted.
Combat Over!
Cyberplasm 41 dmg - dead
Giltman 8 dmg
Pendleton 25 non-lethal - unconscious
Master Mido 8 dmg
Arbiscar 5 dmg
Beauregard 4 dmg
Miyako 13 dmg
Near the end - what would you like to do?

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Giltman will throw one of his light hammers at the ooze, not wanting to get closer this time.
ranged light hammer: 1d20 + 3 ⇒ (4) + 3 = 7
reroll: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 + 3 ⇒ (4) + 3 = 7

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"Has anyone checked on Pendleton to see if he is alright?"

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Still removing parts of the swarm from his body, Arbiscar sighs relieved and approaches Pendleton.
Calling for his god blessing the dwarf touches the unconscious human healing some of his wounds.
Swapping Entropic shield for CLW: 1d8 + 3 ⇒ (4) + 3 = 7
"Ei! Are you ok?" requests the warpriest shaking Pendleton "What happened?"

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CMW, Miyako: 2d8 + 4 ⇒ (6, 2) + 4 = 12
Miyako casts a healing spell on herself, healing most of her own wounds.
CMW, Pendleton: 2d8 + 4 ⇒ (3, 5) + 4 = 12
She then heads over to Pendleton and also casts a cure spell on him. "Wakey, wakey!"

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Pendleton comes too, and as he does he looks around amazed at the crew of Pathfinders surrounding him.
In a weak voice. What happened?
After a little while, he's able to recall the attack by the Technic League, how the silvery goo got loose and preceded to begin to swarm everyone. And that it swarmed him, after that the next thing he remembers is waking up just now.
He's definitely grateful. Thank you so much Pathfinders!
Looking around you find the cyberplasm harvested a number of valuable technologies from the Technic League members it slew earlier, including five amber rods (worth 150 gp each), a brown chipfinder, a masterwork noqual heavy pick, and six vials of the skymetal djezet. It seems it was busy using Pendleton's body to build some kind of device, its purpose could only be guessed at.
With the Technic League team mostly slain and the cyberplasm destroyed, the surviving staff of the Blakros Museum begin cleaning and repairs. With the chaos in the museum put to rest, Nigel Aldain immediately begins assessing the damage in hopes of still opening the following night. Which he manages to pull off and goes off with a hitch.
For saving Pendleton, a few days later the team is invited by the Blakros family to a grand dinner in you honor. The family is so thankful for your help that you've earned there gratitude and some of you may even find yourself getting closer with the family if you choose.
And last but not least, Drendle Drang is so impressed with your efforts he finds some trainees to tidy up your paperwork, sparing you the tedium.
He confirms his appreciation by telling you.
Job well done Pathfinders!

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Miyako throws her arms up in the air. "No paperwork! Yay!"

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Arbiscar smiles satisfied, although he does not fully show his feelings. Grasping his hammer strongly, he nods to the Venture Captain "That are also great news, thanks"
That night a lot of good bear went through the dwarf's throat inviting any other willing to share a good cup.

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"Thank you, Venture-Captain... we worked as a team well, and I am proud to call these fellow Pathfinders my friends."
Great game, guys!