
Basil NaN |

Hum, why didn't Xol-Nomag just go out there and murder Zaag :) She'd wander out there, shout for the blood ghost to come get her...then go "Unexpected Strike", "Readied Action", Taunting Stance(with Combat Reflexes), then go to town more when it's her turn...(and yeah, I know she can only do the stance on the round after the surprise attack. Would still f*ck Zaag up.)
Basil slightly relaxes when Keldor accepts the verdict.
She will further her quest for social understanding and attempt to partake in the feast to the best of her abilities, mimicking what other females are doing and asking for guidance if she does not understand certain aspects.
Regardless, she attempt to keep an eye on Harg and Thawm, and if possible, remains near the latter. (not "next to her", but within, say, 2 rounds of double-moves. Unless Thawm picks up a tribe member to "celebrate" in which case she will sit near the fire and watch Zaag smolder.)

GM Polyfrequencies |

Why not indeed? I'm sure she had her reasons.
The celebration is raucous. Not only were the majority of the Ghost Wolves now together (save perhaps for individuals that had been harder to reach, or outside of the tribe's territory), but there was ample reason to celebrate. Anyone seeking to *ahem* celebrate finds it easy to find their choice of rustic vice.
One of the events in which many of the tribe's warriors take part in is taking an enormous battleaxe with a blade made of adamantine and trying to carve as deep as possible into the chassis of a long-deactivated, rusted-out robot. Deep gashes are accompanied by chiseled signatures demonstrating each individual's prowess.
You are welcome to step up and try this yourself. It's an otherwise-mundane adamantine greataxe (1d12/x3, masterwork), thus bypassing hardness under 20. There is no need to make an attack roll and the object is immune to critical hits unless you have an ability that says otherwise, so you can just roll for damage.
---
However the party chooses to celebrate (or not), they are awoken the following day by Jala Spirit-Eye. "Prepare yourselves," he says. "Xol-Nomag has indicated great trust in you following yesterday's events. Five of my best warriors and I will guide you to Sulfur Gulch."
Those six Ghost Wolves, the four Torchers, and Dinvaya bring the party of travelers to nearly a dozen. The half-elven cleric insists on coming along, though she makes no promises to join the search party inside Sulfur Gulch.
The journey is a relatively quick one, cutting southeast across the scrublands of the western Sellen Hills. Around the camp at the of the first day, Jala informs the group that they should reach Sulfur Gulch by noon of the next day.
This prediction proves accurate. The sun rides high in the sky when the shaggy scrub grasses give way to barren, gray soil as far as the eye can see. A chemical smell lingers in the air, sharp but not quite burning, merely lingering unpleasantly at the back of one's throat. As the group moves down a trail, they notice a faint, greenish vapor wafting up from a foot-wide crack in a shallow gully. The half-dozen Ghost Wolves exchange glances and spread out.
Make a Perception check as you approach and go ahead and place yourselves on the map behind (i.e., southwest of) the purple line. You're also welcome to cast any spells that you want. You have obviously rested, healed, and prepared any spells.

Harg |

Harg walks up to the old robot chassis and swings down hard with the blade. Looking at the axe with a grin, he pumps power into it and swings down hard.
Damage: 1d12 + 15 ⇒ (12) + 15 = 27
Arcane Pool +2, Power Attack +6, 2 handed so Strength 1.5x
-----
Staying quiet, and following along the group. Harg tries to keep an eye out for what might surprise them.
Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Map is still the old map. No purple line

GM Polyfrequencies |

Whoops and thanks! The map has been updated.
Harg's powerful swing bites deep into the chassis, going over two feet into the metal--a good way past what many other Ghost Wolves were able to do. It isn't the deepest gash, however--that honor belongs to the chieftain herself, with a powerful stroke half again as deep as Harg's best work, nearing four feet into solid skymetal. Xol-Nomag grunts in admiration at the honorary Ghost Wolf's best work. "Not bad, Harg Darkblade," she says, trying out an appellation to see how it rings in the half-orc's ears.
---
At Sulfur Gulch, Harg's sharp eyes don't catch anything out of the ordinary. But his feet do. It's faint, but he can feel the ground trembling, like something deep beneath the ground is rumbling. The vibrations grow slightly stronger as the group descends into the gully and the crack ahead. From that crack, Harg can just hear the sound of a whistle.

Basil NaN |

As they approach their location, Basil increases her output of adrenaline and alert level.(via Heightened Awareness) - her eyes softly flicker and change color as she once again peeks into a broader spectrum of wavelenghts.(via See Invisibility). Finally, even her skin changes it's texture, taking on a metallic nature while remaining soft to the touch. Resist Energy(Fire)
All 10 min/level. Unless we are delayed somewhere, they should stay active for a while.
Such prepared, she advances slowly towards the crack, but remains behind Harg and Keldor.
Perception: 1d20 + 15 ⇒ (16) + 15 = 31

Gauntlet the Eidolon |

Having summoned Gauntlet at the first hint of sulfur in the air, Keldor attempts to stay at the front of the group in order to be more likely the first attacked by hostiles.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Pausing a moment to try something new, Keldor casts a spell upon Gauntlet and enhancing his senses.

Thawm Uhturj |

Thawm is reminded of the lasers by Basil's spell and likewise protects herself from fire. She also casts Detect Radiation
and Barkskin.
"Give me a moment to peek ahead." She explains as she uses Remote Viewing.
visual sensor just over the hole ahead of us...
Items:
. wand of CMW (x15 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal (x1)
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant (x1)
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology (x1)
. (Divine) scroll of Restoration, Lesser (x1)
. blood boiling pill x8
Supernatural Abilities
. at will Blessing of the Faithful
. 5/5 /day Channel Energy (DC 15; 3d6)
. 1/1 /day Bonded Holy Symbol
. 1/1 /day Deflection Aura (7 rounds)
Spell-like Abilities
. at will Lore Keeper (successful touch attack equals a 25 on the appropriate knowledge check for the touched creature)
. 6/6 /day Acid Dart
. 1/1 /day Arcane Bond (Ring)
. 6/7 /rounds per day Remote Viewing (at will standard action and limited by rounds/day)
Cleric Spells
. 4th 1+1/day {D} Arcane Eye, Summon Monster 4
. 3rd 3+1/day {D} Dispel Magic, Second Wind, Summon Monster 3, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Eroding Ray, Resist Energy, Restoration, Lesser
. 1st 5+1/day {D} Shield, Abundant Ammunition, Abundant Ammunition, Bless, Bless, Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark
Wizard Spells
. 4th 1+2/day {S} Dimension Door [x2], Summon Monster 4
. 3rd 3+2/day {S} Summon Monster 3 [x2], Dispel Magic, Fly, Haste
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Eroding Ray, Summon Monster 2
. 1st 5+2/day {S} Grease (DC 14) [x2], Detect Radiation, Mount, Technomancy, True Strike, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic

GM Polyfrequencies |

Basil also feels the trembling beneath the ground, and once Keldor activates Gauntlet's new tremorsense, he feels it as well. The whistling crescendos. Thankfully there is no radiation here at the entrance.
Borrowing a trick from the All-Seeing Eye, Thawm extends her vision beyond the caved-in entrance and sees a significant build-up of the green gas. And within the miasmic cloud, Thawm thinks she sees...robots. One, two, three...five. And one of them is bigger than the others.
All at once, the whistling sound either stops or exceeds the limits of the group's hearing. And then a 20-foot-wide stretch of the bully explodes outward in a shower of soil, stone, and choking mist. The group is far enough away that they're not caught in the shower, but it's impossible to see through the cloud of gas through typical means.
A fog cloud is now centered on the entrance. If anyone has the Scent (Ex) ability, make a DC 18 Fortitude save or be sickened for 1 minute.
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Gauntlet: 1d20 + 2 ⇒ (19) + 2 = 21
Harg: 1d20 + 2 ⇒ (3) + 2 = 5
Thawm: 1d20 + 4 ⇒ (2) + 4 = 6
GM: 1d20 + 1 ⇒ (1) + 1 = 2
WR: 1d20 + 8 ⇒ (19) + 8 = 27
Dinvaya: 1d20 - 3 ⇒ (8) - 3 = 5
Ghost Wolves: 1d20 + 3 ⇒ (6) + 3 = 9
Jala Spirit-Eye: 1d20 + 4 ⇒ (17) + 4 = 21
The sound of pistons pumping emerges from the gas cloud as a large, bulky construct stomps forward on stout, multi-jointed legs. It swivels to face the group and speaks in a cold, monotonous voice.
A panel on the construct's head opens up and a small metallic rod emerges and begins visibly vibrating. You can't hear the vibration, but you can feel it, even without the benefit of tremorsense. And it doesn't feel good.
Everyone: Make a DC 17 Fortitude save. If you fail, you fall prone and become nauseated for 1d4 ⇒ 1 rounds. If you succeed, you're safe...for this round.
Jala Knowledge (engineering): 1d20 + 18 ⇒ (3) + 18 = 21
Although the Ghost Wolves and Dinvaya have hung back as the group approached, Jala shouts from behind to inform the party what they have just been hit by. "It's making very loud, very low sounds below your hearing. It's strongest within 30 feet of the robot! Have courage, friends of the Ghost Wolves!"
Even if each individual on the front lines isn't feeling their best, Jala's words carry with them magical effects that help you feel more courageous. Inspire Courage +2 activated!
---
Round One: Skirmish in Sulfur Gulch
Large Robot
Jala: Inspire Courage, Heroism
Gauntlet: Tremorsense, DC 17 Fort save
Basil: Heightened Awareness, Resist Energy (Fire), See Invisibility, DC 17 Fort save
Ghost Wolves
Thawm: Barkskin, Detect Radiation, DC 17 Fort save
Harg: DC 17 Fort save
Dinvaya
Medium Robots: (4?) Concealed
Active Group Effects: Inspire Courage (+2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls)
---
Rather than junking up initiative with the Ghost Wolves and Dinvaya, their aid will occur in one of the following ways, which you can claim on your turn:
Note: This aid is not available to Gauntlet and Basil on Round One because the Ghost Wolves cannot act until after them.
The Party is up! Roll your Fortitude saves first to see what you can or can't do.

Thawm Uhturj |

Thawm also has Resist Energy (fire), I'll be more clear next time xD
fort: 1d20 + 7 ⇒ (18) + 7 = 25
engineering w/ technologist: 1d20 + 10 ⇒ (9) + 10 = 19
Thawm begins casting Summon Monster 3.
before this post
Items:
. wand of CMW (x15 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal (x1)
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant (x1)
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology (x1)
. (Divine) scroll of Restoration, Lesser (x1)
. blood boiling pill x8
Supernatural Abilities
. at will Blessing of the Faithful
. 5/5 /day Channel Energy (DC 15; 3d6)
. 1/1 /day Bonded Holy Symbol
. 1/1 /day Deflection Aura (7 rounds)
Spell-like Abilities
. at will Lore Keeper (successful touch attack equals a 25 on the appropriate knowledge check for the touched creature)
. 6/6 /day Acid Dart
. 1/1 /day Arcane Bond (Ring)
. 6/7 /rounds per day Remote Viewing (at will standard action and limited by rounds/day)
Cleric Spells
. 4th 1+1/day {D} Arcane Eye, Summon Monster 4
. 3rd 3+1/day {D} Dispel Magic, Second Wind, Summon Monster 3, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Eroding Ray, Resist Energy, Restoration, Lesser
. 1st 5+1/day {D} Shield, Abundant Ammunition, Abundant Ammunition, Bless, Bless, Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark
Wizard Spells
. 4th 1+2/day {S} Dimension Door [x2], Summon Monster 4
. 3rd 3+2/day {S} Summon Monster 3 [x2], Dispel Magic, Fly, Haste
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Eroding Ray, Summon Monster 2
. 1st 5+2/day {S} Grease (DC 14) [x2], Detect Radiation, Mount, Technomancy, True Strike, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic

Gauntlet the Eidolon |

Fort: 1d20 + 11 ⇒ (18) + 11 = 29
Know:Engineering w/Technologist: 1d20 + 15 ⇒ (15) + 15 = 30
Riding the unknown sonic effect into semi-anger, Gauntlet's form gives Keldor the power to resist the robot's attack for now. He moves toward the metal monster, whips out his chainsaw and activates it...and it begins to glow with a divine white light!
Move action:5 ft step while drawing weapon, Standard action: activating Divine bond with his new Chainsaw. I'm assuming activating the Chainsaw is a free action, like pulling a trigger or flicking a switch.
He tries to speak over his weapon's noise, "It says to retreat or he will destroy us! NOT going to happen here...I will keep its focus. Flank it somehow!"

Harg |

Fortitude Save: 1d20 + 8 ⇒ (20) + 8 = 28
Looking over the strange machine, "What does it mean by Aerotech Synthesis Compound. Ancient tech, or is there something nearby? I will get behind it."
Study Target
Spell Combat: Bladed Dash
Spell Combat: Attack with other hand
Harg rushes forward in a series of strange raimbow patterns. Turning into light for a moment. When he reappears he is behind the machine. Cutting the robot along the way.
Bladed Dash +3 to hit, Inspire +2, Spell Combat -2, Robot Slayer +1, Studied +2, Power Attack -2
Bladed Dash: 1d20 + 19 ⇒ (6) + 19 = 25
Slashing damage: 1d6 + 17 ⇒ (5) + 17 = 22
Spell Combat second attack: 1d20 + 16 ⇒ (19) + 16 = 35
Confirm: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d6 + 17 ⇒ (6) + 17 = 23
Spell Combat full attack: 1d20 + 11 ⇒ (20) + 11 = 31
Confirm: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d6 + 17 ⇒ (1) + 17 = 18

Basil NaN |
3 people marked this as a favorite. |

Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16
The vibrations take Basil by surprise.
When in situations where she expects combat, her muscles are always tense, ready to spring in a direction at a moments notice. (as per Defensive Strategist) - but when there's sudden vibrations, they turn her own tension against her, throwing her completely off balance.
Dropping prone and feeling last nights meal attempting another pass through her head, she attempts to focus, getting back up and facing the creature once more.
Yeah, guess I fall prone and use my move to get back up.
KN(Engi+Tech): 1d20 + 16 ⇒ (6) + 16 = 22
It also doesn't help her concentration, but she still manages to speak up:
<Androffan>"We are not a visitor. This is the overdue maintainance inspection. Stand down or be disassembled for malfunction."</Androffan>

GM Polyfrequencies |

Okay, that's five pieces of information that you can gain about the Warden Robot. You have already experienced (and Jala told you about) the Infrasonic Field. It's obvious that it's a construct/robot w/ typical construct immunities, so remaining questions are below:
Wardens are dangerous guardian robots often found protecting sealed vaults or patrolling ancient, buried corridors. They carry out their orders with ruthlessness and zeal, usually offering no warning before attacking a perceived threat. The Technic League has had moderate success in controlling a few of these robots, and occasionally assigns them as guards for valuable treasures or important prisoners, roles for which they’re well suited.
Although the mere sight of these massive machines is imposing enough to ward off most intruders, those who are undeterred by a warden’s appearance soon find the robot to be quite capable of destroying those who enter its territory without proper clearance. Unlike golems or similarly mindless constructs, wardens possess an intelligence that allows them to employ tactics, either on their own or as part of a unit. When acting in groups, the robots are smart enough to suppress and reactivate their nausea-inducing sound waves in concert, maximizing the length of time their opponents are incapacitated.
Most wardens are in Silver Mount, but some can be found in many other parts of Numeria. Nearly all share the same characteristics: a squat upper body with a domed shape and two arms ending in six surprisingly dexterous “fingers” surrounding emitters that serve as its primary ranged weapons. Two stout, multi-jointed legs provide the construct with great mobility, even on hilly or rough terrain.
Unfortunately, activating the Chainsaw is a standard action, so you'll have to choose which ability to activate this round.
Bladed dash is so cool with the magus! The consensus agrees that you get your full-round attack, just in case anyone was wondering.
---
While Thawm and Gauntlet begin moving into position to get ready and Basil succumbs momentarily to the infrasonic field, Harg dashes forward and delivers three solid slashes to the Warden Robot. While two of the strikes feel like they might be especially deadly, their angle isn't sufficient to bite deeper into the robot's chassis. And although it probably doesn't surprise the robot slayer, his blows are dulled by the powerful metal. That sort of assault might have worked on a being of flesh and blood like Zagmaander, but robots hard made of sterner stuff.
Blue Spear Charge, Power Attack vs Harg AC 23: 1d20 + 12 + 2 - 2 ⇒ (7) + 12 + 2 - 2 = 19 Piercing Dmg: 1d8 + 10 + 4 ⇒ (6) + 10 + 4 = 20 Electricity Dmg: 1d6 ⇒ 5 Miss
Green Spear Charge, Power Attack vs Harg AC 23: 1d20 + 12 + 2 - 2 ⇒ (13) + 12 + 2 - 2 = 25 Piercing Dmg: 1d8 + 10 + 4 ⇒ (5) + 10 + 4 = 19 Electricity Dmg: 1d6 ⇒ 1 Hit
Orange double move
Integrated Sonic Disruptor 1 vs Basil Touch AC 13: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 26 Sonic Dmg: 2d8 ⇒ (1, 7) = 8
Integrated Sonic Disruptor 1 vs Thawm Touch AC 10: 1d20 + 18 - 4 ⇒ (5) + 18 - 4 = 19 Sonic Dmg: 2d8 ⇒ (7, 6) = 13
Warden Slam 1, Power Attack vs Harg AC 23: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27 Bludgeoning Dmg: 1d8 + 4 + 8 ⇒ (6) + 4 + 8 = 18
Warden Slam 2, Power Attack vs Gauntlet AC 28: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30 Bludgeoning Dmg: 1d8 + 4 + 8 ⇒ (3) + 4 + 8 = 15
A spear comes flying from behind Harg, though the whistling sound alerts him enough to dodge out of the way even with the concealment of the enemy. Two more human-sized robots come charging out of the fog embankment. One chain gets stuck in the half-orc's chainmail, but another pierces straight through. A 25 vs Harg's AC for 19 piercing damage and 1 electricity damage. A fourth robot marches out and braces its spear against Gauntlet, prepared for further entanglement.
The Warden steps away from Harg and turns to listen to Basil's retort. It responds.
Androffan: <"Authority not recognized. Disperse immediately or you will be terminated.">
There is a tremendous whirring of gears and the Warden reaches both arms out towards Basil and Thawm. As opposed to the constant infrasonic noise wracking their bodies, a highly-focused, high-intensity burst of sound launches at both members of the backline with a 26 vs Basil's Touch for 8 sonic damage and a 19 vs Thawm's Touch for 13 sonic damage. Both arms then swing simultaneously into the frontliners with a 27 vs Harg's AC for 18 damage and a 30 vs Gauntlet for 15 damage.
---
Round Two: Skirmish in Sulfur Gulch
Warden Robot: -33
Gauntlet: 62/77, 27/42, Tremorsense, Active Chainsaw or Divine Bond Keen, DC 17 Fort save
Basil: 76/84, Heightened Awareness, Resist Fire, See Invisibility, DC 17 Fort save
Thawm: 50/63, Barkskin, Detect Radiation, Resist Fire, Summoning, DC 26 Concentration check, DC 17 Fort save
Harg: 53/91, DC 17 Fort save
Gearsmen (4)
Active Group Effects: Inspire Courage (+2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls)
Refer to previous post for battle-specific items.
The party is up! If you fail your Fort save, you fall prone and are nauseated for 1d4 ⇒ 1 rounds. I'm open to nauseated restricting actions, like no full-attack, instead of no standard actions period.

Gauntlet the Eidolon |

Do we have to save again each round?

Keldor Whisthawk |

It doesn’t say you have to make a save every round, only that it can turn it off and on at will. Most saves like that in my experience, once you pass them you can ignore the effects for a time, not just 1 round. Since this is technology and not magic I guess it doesn’t follow standard balance rules. Can I target the emitter directly?

Gauntlet the Eidolon |

Basically we need to kill this thing ASAP. Since I don't know who gets to ask for what info, and we know about several special attacks now, I'm just going to ask for all of its three Special Defense abilities and its weaknesses. That's 4 out of 5. Does anybody care about the rest right now? Chainsaw is running, Divine Bond can wait. I'll also absorb half the damage to Gauntlet to help keep him up and running. That puts me at 70 and Gauntlet at 34 hps
Fort: 1d20 + 11 ⇒ (12) + 11 = 23
Stepping up and revving the motor, Keldor swings his new weapon for the first time...
+1 Chainsaw w/Inspire Courage: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
2-Hand Damage (Magic/Slashing): 3d6 + 6 + 1 + 2 ⇒ (6, 1, 2) + 6 + 1 + 2 = 18
+
+1 Chainsaw (Iterative) w/Inspire Courage: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
2-Hand Damage (Magic/Slashing): 3d6 + 6 + 1 + 2 ⇒ (6, 6, 6) + 6 + 1 + 2 = 27
My Aid Request (Round 2): Jala as a Bard, or Dinvaya as a cleric (or anyone else who is with us) can they attempt to nullify the sonic emitter's effects? A simple Silence spell should do it. Right? And provide protection against the sonic blasts too. I'm assuming a Bard's 'Countersong' doesn't work here since none of these are magical attacks...unless you go with 'Technology is another form of magic' game style. Which is fine too.

GM Polyfrequencies |

Any sufficiently advanced technology is indistinguishable from magic, right? So even though it's an (Ex) ability, yeah, it's magical for these purposes.
---
Jala sees Basil fall down from further away. He stops orating and begins singing a powerful song that seems to counter the robot's infrasonic field. (Because Yoshimi is going to battle those pink robots, if anyone gets the reference.)
Jala Perform (sing), Countersong: 1d20 + 17 ⇒ (13) + 17 = 30
The creature sees in all directions at once. It cannot be flanked.
When a creature with hardness takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is subtracted from its hit points. A creature with hardness doesn’t further reduce damage from energy attacks, ranged attacks, or other types of attacks as objects typically do. Adamantine weapons bypass hardness of 20 or less.
A warden robot is covered in a special shell that reacts explosively to powerful strikes. Due to this covering, a warden robot gains light fortification (25% chance to negate critical hits and sneak attacks). When the armor negates a critical hit from a melee weapon, the attacker takes an amount of fire damage equal to half of the damage dealt to the robot. Attackers using reach or ranged weapons avoid this damage.
And I'll give one more there that technically counts but feels like a pain to waste a question on.
Warden robots receive a +3 racial bonus on all saving throws.
The chainsaw is a remarkable, terrifying invention. In Gauntlet's capable hands, the whirring teeth bite into the Warden's armor. And yet its chassis still seems able to absorb some of the punishment coming its way. It must be like many of these robots in Numeria, their strange metal especially resistant to near everything other than the purest of adamantine. Keldor notices during Harg's bladed dash past that the half-orc's blade also seemed to throw off sparks as he passed, as though he might inadvertently set off an explosion at the right angle. Finally, as the inevitable moves into place to try to set up a flank, Erastil's favored summoner recognizes something called "cameras" where the things eyes might be all around. He and Harg probably won't be able to flank the robot.
---
So you lose Inspire Courage, but Jala is going to provide Countersong instead, which might be more important. Clutch thought there, Gauntlet!
Basil and Thawm still get to ask their questions.

Thawm Uhturj |

Concentration DC26: 1d20 + 7 + 3 ⇒ (15) + 7 + 3 = 25 darn, one short. If only it had been SMII...
countersong for fort? :D
Thawm wants to know weaknesses :D

Harg |

As the large robot moved closer to Gauntlet, Harg follows along with a careful step forward.
"We may not be able to flank this thing, but we can overpower it!"
Filling up his sword with some inner power, Harg focuses an electric charge into the blade. Arcane Pool +1 Shocking
Then with blade in one hand and a spell weaving in the other, Harg attempts to project multiple images of himself.
Defensive Cast Mirror Image DC 19: 1d20 + 12 ⇒ (10) + 12 = 22
Mirrors: 1d4 + 2 ⇒ (3) + 2 = 5
With mirros in place, Harg unloads a few massive swings.
Arcane pool +1, Power Attack -2, cant't flank, Robot Slayer +1, Spell Combat -2, Studied +2
damage breakdown: Studied +2, Power attack +4, Black Blade strike +2, Arcane Pool +1
Swing 1: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d6 + 16 + 1d6 ⇒ (5) + 16 + (2) = 23 2 of that is electricity
Swing 2: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d6 + 16 + 1d6 ⇒ (3) + 16 + (1) = 20 1 of that is electricity

GM Polyfrequencies |

Yeah, those Concentration DCs get nasty! 15 + damage + spell level.
Thawm tries to maintain the arcane energies of her summoning spell, but they spiral out of control at the last moment.
The good news is that she recognizes a certain vulnerability that these robots have. Although their highly reactive armor can absorb critical hits and cause some damage to explode outwards, they are particularly vulnerable to such damage. Electricity, as well, when applied in the right spots and at the right voltage and amperage, can potentially overload the circuitry animating them.
In other words, vulnerability to critical hits and electricity.
A creature with a vulnerability takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
And you know what, the Ecology connects to this, so let's throw that in there for free, especially because it may be of interest to Thawm given her history...
The warden’s reactive armor is a matter of particular interest to the Technic League. Although the robots are still vulnerable to critical hits, their armor reduces the risk posed by this weakness. A few of the League’s most talented members have devoted themselves to determining how the reactive armor works and how to replicate it. The secret appears to be in the material that comprises the robot’s exoskeleton—which behaves like metal in all respects until struck by a powerful force, when it responds with a violent, fiery explosion. Amazingly, the explosive material restores itself over time, as long as the robot continues to function.
These are weaknesses for all robots, so this can be considered perpetual knowledge moving forward. I will only raise weaknesses as a prospective question if it's different for some reason.
Oh, and as I don't think you have faced the Gearsmen previously, they can be identified with a DC 14 Knowledge (engineering).
---
Harg would have discovered the the robot's vulnerability to electricity if only his blows had connected and pierced the armor. But with Jala's song changing and combat inspiration disappeared in favor of defense against "music" used as a weapon, the fury of the robot slayer's blade fails to bite into the armor.
Two misses!
Basil and Thawm are up! Basil still has a question to ask.

Basil NaN |

Fortitude DC 17: 1d20 + 7 ⇒ (14) + 7 = 21
For information, I'll take Typical Feats, thank you.
Basil moves slightly forward, then fires a round of enhanced Flechette Pellets, cautious to not hit Keldor or Harg.
25-feet Cone from upper right of my position, swift for Bane, free for Scattershot and free(+1 Grit) for Targetted Blast
"Authorization code is Seven - Three - Nine - Alpha - Six divided by Zero."
Ranged Touch, Gearsman Orange: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 Damage with Targetted Blast, Bane and Assistance: 1d6 + 4 + 7 + 2 + 2d6 + 1d6 ⇒ (2) + 4 + 7 + 2 + (2, 2) + (2) = 21
Ranged Touch, Warden: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 Damage with Targetted Blast, Bane and Assistance: 1d6 + 4 + 7 + 2 + 2d6 + 1d6 ⇒ (6) + 4 + 7 + 2 + (4, 1) + (6) = 30

GM Polyfrequencies |

Basil knows that Wardens are exceedingly proficient in basic combat, demonstrating heightened awareness and the ability to function dangerously in both melee and at range while preventing opponents from moving away.
Typical Feats: Alertness, Combat Reflexes, Improved Initiative, Nimble Moves, Point-Blank Shot, Power Attack, Precise Shot, Stand Still.
Harg takes advantage of the Warden's ranged shot at Basil and clips its arm. Then Basil moves up, offers another retort, and fires her paddlefoot. Although the Ghost Wolves seem wary of the sudden appearance of technological prowess by their new allies, they add their own arrows to chip away and add to the android's damage output. Even Basil's deific blessing, however, does not fully cut through. She hits both robots but her flechette pellets only cut so deep. (She estimates her damage output at 60.78% effectiveness overall.)
Basil, you're welcome to roll a Bluff check.
Thawm is up.

Basil NaN |
2 people marked this as a favorite. |

Bluff: 1d20 + 3 ⇒ (1) + 3 = 4
Basil's attempt at a Paradox Bluff almost causes her own Nanites to turn on her in frustration.
She had fully expected the hard outer shells of the robots to mitigate the damage to a certain threeshold(or pretty exactly Hardness 10 by math via percentage) - which is why she attempted to maximize it - but was satisfied with the visible impact the pellets left on the hulls.

Thawm Uhturj |

Thawm, livid at both the injury to herself and the loss of her spell, casts Fly on herself and takes to the sky.
She looks down maliciously at the robots.
I want to go 30' up and 30' ... mostly to the right (I need to check the map). Should I just be slightly off grid with some text about my height?
before this post
Items:
. wand of CMW (x15 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal (x1)
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant (x1)
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology (x1)
. (Divine) scroll of Restoration, Lesser (x1)
. blood boiling pill x8
Supernatural Abilities
. at will Blessing of the Faithful
. 5/5 /day Channel Energy (DC 15; 3d6)
. 1/1 /day Bonded Holy Symbol
. 1/1 /day Deflection Aura (7 rounds)
Spell-like Abilities
. at will Lore Keeper (successful touch attack equals a 25 on the appropriate knowledge check for the touched creature)
. 6/6 /day Acid Dart
. 1/1 /day Arcane Bond (Ring)
. 6/7 /rounds per day Remote Viewing (at will standard action and limited by rounds/day)
Cleric Spells
. 4th 1+1/day {D} Arcane Eye, Summon Monster 4
. 3rd 3+1/day {D} Dispel Magic, Second Wind, Summon Monster 3, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Eroding Ray, Resist Energy, Restoration, Lesser
. 1st 5+1/day {D} Shield, Abundant Ammunition, Abundant Ammunition, Bless, Bless, Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark
Wizard Spells
. 4th 1+2/day {S} Dimension Door [x2], Summon Monster 4
. 3rd 3+2/day {S} Summon Monster 3 [x2], Dispel Magic, Fly, Haste
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Eroding Ray, Summon Monster 2
. 1st 5+2/day {S} Grease (DC 14) [x2], Detect Radiation, Mount, Technomancy, True Strike, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic

GM Polyfrequencies |

Thawm I have put a feather icon on your token with the number 6, indicating 6x5 ft in the air.
Thawm takes to the air, finding herself out of the range of the worst of the sonic effects. (i.e., even without the countersong, you're no longer in range)
Bludgeoning Dmg: 1d4 + 10 ⇒ (3) + 10 = 13
Blue Spear Charge vs Gauntlet AC 28: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 Miss
Piercing Dmg: 1d8 + 10 ⇒ (5) + 10 = 15
Electricity Dmg: 1d6 ⇒ 4
Green Spear Charge vs Harg AC 23: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 Hit Mirror Images, Hit on 5: 1d5 ⇒ 3 Mirror Image Destroyed
Piercing Dmg: 1d8 + 10 ⇒ (5) + 10 = 15
Electricity Dmg: 1d6 ⇒ 4
Orange Spear vs Basil AC 18: 1d20 + 12 ⇒ (6) + 12 = 18 Hit
Piercing Dmg: 1d8 + 10 ⇒ (3) + 10 = 13
Electricity Dmg: 1d6 ⇒ 3
AC 25, Touch 15, FF 21
Integrated Sonic Disruptor 1 vs Basil Soft Cover Touch AC 17, Fighting Defensively: 1d20 + 18 - 4 - 4 ⇒ (16) + 18 - 4 - 4 = 26 Hit
Sonic Dmg: 2d8 ⇒ (4, 1) = 5
Integrated Sonic Disruptor 2 vs Thawm Touch AC 10, Fighting Defensively: 1d20 + 18 - 4 - 4 ⇒ (14) + 18 - 4 - 4 = 24 Hit
Sonic Dmg: 2d8 ⇒ (2, 2) = 4
Warden Slam 1, Power Attack vs Harg AC 23, Fighting Defensively: 1d20 + 18 - 4 - 4 ⇒ (18) + 18 - 4 - 4 = 28 Hit Mirror Images, Hit on 4: 1d4 ⇒ 3 Mirror Image Destroyed
Bludgeoning Dmg: 1d8 + 4 + 8 ⇒ (4) + 4 + 8 = 16
Warden Slam 2, Power Attack vs Gauntlet AC 28: 1d20 + 18 - 4 - 4 ⇒ (8) + 18 - 4 - 4 = 18 Miss
Bludgeoning Dmg: 1d8 + 4 + 8 ⇒ (8) + 4 + 8 = 20
[dice=Warden AoO vs
The gearsmen press the attack that they had begun to drive out these interlopers to Sulfur Gulch, or the Aerotech Synthesis Compound. The one that threw its spear at Harg comes charging clumsily out of the cloud, only destroy a mirror image. One changes directions and charges at Gauntlet, but finds it electrified spear unable to strike through the eidolon's near-impervious armor. A third gearsman follows suit, charging to close the distance between it and Harg and nearly finding a gap in the half-orc's defenses. But it, too, strikes through a mirror image instead.
The fourth and final gearsman continues to move out until it finds Basil, stepping up to her and stabbing her with its spear. An 18 vs Basil's AC for 13 piercing damage and 3 electricity damage.
The Warden changes its stance, stepping back and saying (in Androffan) <"Mathematical paradox not accepted. Engaging enhanced defense protocols. Disperse immediately or you will be terminated."> Its arms swivel to locate Basil and Thawm's new positions, unleashing new sonic blasts. 26 vs Basil's Touch AC, 24 vs Thawm's Touch AC for 5 and 4 sonic damage respectively. This provokes AoOs from both Harg and Gauntlet.
As soon as its ranged blasts are unleashed, the Warden swings its arms back around. The Warden's metallic arm bounces off of Gauntlet and the other swipes through a third of Harg's mirror images, leaving only two remaining.
Jala moves in towards the rightmost gearsman while maintaining his countersong. Jala Countersong: 1d20 + 17 ⇒ (19) + 17 = 36 He lifts a greatsword and swings it at the robot.
Jala Adamantine Greatsword: 1d20 + 12 ⇒ (19) + 12 = 31
Slashing Damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8
Crit Confirm: 1d20 + 12 ⇒ (6) + 12 = 18 fail to confirm
Crit Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12
He hits, and it looks like it's going to be a tremendous blow, but the gearsman deflects the worst if it at the last moment.
Round Three: Skirmish in Sulfur Gulch
Warden Robot: -69
Jala: countersong, heroism
Gauntlet: 70/77, 34/42, Tremorsense, Active Chainsaw
Basil: 55/84, Heightened Awareness, Resist Fire, See Invisibility, Bane
Thawm: 46/63, Barkskin, Detect Radiation, Resist Fire, Fly
Harg: 53/91, 2 Mirror Images (d3)
Red Gearsman
Blue
Green: -8
Orange: -16
Active Group Effects: Countersong nullifies infrasonic field
Refer to previous post for battle-specific items.
The party is up!

Harg |

Harg swings quickly at the Warden when there is an opening.
AoO: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d6 + 16 + 1d6 ⇒ (3) + 16 + (1) = 20 1 point of that is electricity
Harg sees the battle and getting surrounded. He steps to the side to make some space, then grips his blade in both hands. Filling up a massive charge of electricity and concentrating on the spell
5 foot step
Swift: Arcane Accuracy +3
Standard action Cast Intensify Shocking Grasp - Spellstrike
Cast Defensively DC 19: 1d20 + 13 ⇒ (8) + 13 = 21
Arcane Accuracy +3, Arcane Pool +1, Power Attack/Furious Focus +-0, Robot Slayer +1, Study target +2, Made of metal +3
Spellstrike: 1d20 + 23 ⇒ (4) + 23 = 27
Damge: 1d6 + 16 + 1d6 + 8d6 ⇒ (1) + 16 + (5) + (1, 3, 6, 3, 2, 6, 3, 1) = 47 30 of that is Electricity

Gauntlet the Eidolon |

Seeing the massive robot slip for a second, Keldor/Gauntlet swings his chainsaw desperately!
+1 Chainsaw - AoO: 1d20 + 12 ⇒ (12) + 12 = 24
2-Hand Damage (Magic/Slashing): 3d6 + 6 + 1 ⇒ (1, 3, 1) + 6 + 1 = 12
Feeling ineffective, and knowing all robots lack the ability to heal, Keldor remains steadfast and summons his god's healing power to wash over all his friends...
Channel Positive Energy(30 Ft. Radius): 4d6 ⇒ (3, 5, 2, 6) = 16
NOTE: GM can I get your ruling on this? My last GM (Harg) ruled that when I healed myself with Lay On Hands or Channeled my healing it healed BOTH me and Gauntlet. Is that OK by you, or would you rather change that ruling?

GM Polyfrequencies |

While Gauntlet's blow just narrowly misses, Harg's one-two slice proves devastating. The attention of all of the robots nearby seems to turn to focus on the half-orc. The wave of healing energy helps to ameliorate some of the wounds, but Harg may want to watch out for the devastation about to come his way for wielding such dangerous magic.
Round Three: Skirmish in Sulfur Gulch
Warden Robot: -132
Jala: countersong, heroism
Gauntlet: 77/77, 27/42, Tremorsense, Active Chainsaw
Basil: 71/84, Heightened Awareness, Resist Fire, See Invisibility, Bane
Thawm: 46/63, Barkskin, Detect Radiation, Resist Fire, Fly
Harg: 69/91, 2 Mirror Images (d3)
Red Gearsman
Blue
Green: -8
Orange: -16
Active Group Effects: Countersong nullifies infrasonic field
Basil and Thawm are up.

Thawm Uhturj |

am I able to change the 6 to an 8? I just realized I don't know how but I want to be 40' off the ground ^^;
Thawm flies up farther and right over the biggest robot.
(Androffan) <"No. You get terminated.">
She casts Eroding Ray and two rays of orange crackling light spring forth from her fingertips.
ranged touch vs big guy: 1d20 + 5 ⇒ (5) + 5 = 10
damage bypassing hardness & DR: 2d6 ⇒ (2, 3) = 5
ranged touch vs big guy: 1d20 + 5 ⇒ (18) + 5 = 23
damage bypassing hardness & DR: 2d6 ⇒ (2, 4) = 6
before this post
Items:
. wand of CMW (x15 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal (x1)
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant (x1)
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology (x1)
. (Divine) scroll of Restoration, Lesser (x1)
. blood boiling pill x8
Supernatural Abilities
. at will Blessing of the Faithful
. 5/5 /day Channel Energy (DC 15; 3d6)
. 1/1 /day Bonded Holy Symbol
. 1/1 /day Deflection Aura (7 rounds)
Spell-like Abilities
. at will Lore Keeper (successful touch attack equals a 25 on the appropriate knowledge check for the touched creature)
. 6/6 /day Acid Dart
. 1/1 /day Arcane Bond (Ring)
. 6/7 /rounds per day Remote Viewing (at will standard action and limited by rounds/day)
Cleric Spells
. 4th 1+1/day {D} Arcane Eye, Summon Monster 4
. 3rd 3+1/day {D} Dispel Magic, Second Wind, Summon Monster 3, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Eroding Ray, Resist Energy, Restoration, Lesser
. 1st 5+1/day {D} Shield, Abundant Ammunition, Abundant Ammunition, Bless, Bless, Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark
Wizard Spells
. 4th 1+2/day {S} Dimension Door [x2], Summon Monster 4
. 3rd 3+2/day {S} Summon Monster 3 [x2], Dispel Magic, Fly, Haste
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Eroding Ray, Summon Monster 2
. 1st 5+2/day {S} Grease (DC 14) [x2], Detect Radiation, Mount, Technomancy, True Strike, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic

GM Polyfrequencies |

If you click on your token, you'll see five different circles show up (three on top, two on the bottom). On the bottom you have the gear and the button. Click the button, which opens up a menu of icons. If you press a number from 0-9 while your cursor is over one of the icons, that icon will display on your token with the number superimposed. I've done it for you here.
Thawm's deteriorating beams spiral down towards the Warden. One goes wide, destroying a rock on the ground, but the other shears a hole through the Warden's armor.
-138, and Basil is up.

Basil NaN |

Apologies, I thought I had posted, but post-boned to wait on Keldors action first-
With no way to make use of her pellets without also spraying Gauntlet with them, Basil takes a step back and fires two bullets into the Gearsman in front of her.
Meanwhile, her wounds begin to glow with a blueish light as they start closing themselves. <Androffan>"The same applies to you."</Androffan>
Attack Touch Primary, Bane: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 Damage, Bane, Support: 1d6 + 4 + 2 + 2d6 + 1d6 ⇒ (1) + 4 + 2 + (3, 5) + (5) = 20
Attack Touch Iterative, Bane: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Attack Touch Iterative, Bane, reroll: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 Damage, Bane, Support: 1d6 + 4 + 2 + 2d6 + 1d6 ⇒ (6) + 4 + 2 + (3, 3) + (2) = 20
Free maintain Bane, Free Repair Nanites are triggered by the damage(+ 14 HP - which, together with the Channel, makes me full HP again), Start Resistance Judgement(Sonic 6) as Swift, Full attack. Free Action: Spend one Determination for Aggression to re-roll the Natural 1 to avoid Misfire.

GM Polyfrequencies |

I am feeling very silly. Integrated ranged weapons do not provoke attacks of opportunity, so no more AoOs for you!
Blue Nanite Repair: 4d6 ⇒ (2, 4, 4, 1) = 11
Green Nanite Repair: 4d6 ⇒ (6, 1, 2, 2) = 11
Orange Spear, Power Attack vs Basil AC 18: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
Piercing Dmg: 1d8 + 10 + 6 ⇒ (1) + 10 + 6 = 17
Electricity Dmg: 1d6 ⇒ 6
AC 25, Touch 15, FF 21
Integrated Sonic Disruptor 1 vs Harg Touch AC 14, Fighting Defensively: 1d20 + 18 - 4 - 4 ⇒ (5) + 18 - 4 - 4 = 15 Hit
Mirror Images, hit on 3: 1d3 ⇒ 2 Pop Mirror
Sonic Dmg: 2d8 ⇒ (5, 8) = 13
Integrated Sonic Disruptor 2 vs Harg Touch AC 14, Fighting Defensively: 1d20 + 18 - 4 - 4 ⇒ (17) + 18 - 4 - 4 = 27 Hit
Mirror Images, hit on 2: 1d2 ⇒ 1 Pop Mirror
Sonic Dmg: 2d8 ⇒ (2, 4) = 6
Slam 1, Power Attack vs Harg AC 23, Fighting Defensively: 1d20 + 18 - 4 - 4 ⇒ (2) + 18 - 4 - 4 = 12
Bludgeoning Dmg: 1d8 + 4 + 8 ⇒ (1) + 4 + 8 = 13
Slam 2, Power Attack vs Harg AC 23, Fighting Defensively: 1d20 + 18 - 4 - 4 ⇒ (5) + 18 - 4 - 4 = 15
Bludgeoning Dmg: 1d8 + 4 + 8 ⇒ (1) + 4 + 8 = 13
Basil's two bullets rip into the gearsman nearest her, which falters under the brutal assault but still stands. (It appears to Basil as though one more blow like that will destroy it utterly, however.)
Sparks of electricity and plumes of smoke are rising from the near-wrecked shell of the Warden as three of the gearsman close ranks on it and seem to plug their outstretched hands into plugs on the Warden's chassis. The chassis begins to meld back together due to some unseen force: not completely restoring the injuries but undoing some of the damage just laid out.
You can make a DC 14 Knowledge (engineering) check to know what just occurred.
The fourth gearsman continues to press the attack against Basil, flashily swinging its spear around and stabbing it powerfully into her abdomen. A 29 vs Basil's AC for 17 piercing damage and 6 electricity damage.
Having witnessed what Harg can do, the Warden turns all of its attention to him. With two blasts from its integrated sonic disruptors, the half-orc's remaining mirror images are sundered. But the remaining blows are unable to pierce the magus' defenses, leaving him standing with only bruises.
Jala steps up, determined to help his brother-in-arms and these other new potential friends.
Jala Countersong: 1d20 + 17 ⇒ (4) + 17 = 21
Jala Adamantine Greatsword, Heroism vs Green: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 Hit
Slashing Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7
Jala Adamantine Greatsword, Heroism vs Green, Iterative: 1d20 + 12 + 2 - 5 ⇒ (12) + 12 + 2 - 5 = 21 Miss
Slashing Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12
Round Four: Skirmish in Sulfur Gulch
Warden Robot: -98
Jala: countersong, heroism
Gauntlet: 77/77, 27/42, Tremorsense, Active Chainsaw
Basil: 61/84, Heightened Awareness, Resist Fire, See Invisibility, Bane Robot, Resistance Judgment
Thawm: 46/63, Barkskin, Detect Radiation, Resist Fire, Fly
Harg: 69/91
Red Gearsman
Blue
Green: -15
Orange: -46
Active Group Effects: Countersong nullifies infrasonic field
Some healing and some stabbing but you're overall progressing! The party is up!

Harg |

Seeing his defenses drop, Harg pulls a hand up and starts to make his form blur more and more until he seems to be located in two places.
Swift: Arcane Accuracy
Full: Spell Combat - Displacement
Cast Defensively DC 21: 1d20 + 12 ⇒ (9) + 12 = 21
Harg then uses his remaining energy to attack the largest machine multiple times.
Arcane Accuracy +3, Arcane Pool +1, Power Attack -2, Robot Slayer +1, Spell Combat -2, Studied Target +2
Strike 1: 1d20 + 18 ⇒ (18) + 18 = 36
Confirm: 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 1d6 + 16 + 1d6 ⇒ (1) + 16 + (5) = 22 (Crit damage: 34 Slashing, 10 Electricity)
Strike 1: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d6 + 16 + 1d6 ⇒ (3) + 16 + (5) = 24 (19 slashing 5 electricity)

Basil NaN |

Attack Touch Primary, Bane: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 Damage, Bane, Support: 1d6 + 4 + 2 + 2d6 + 1d6 ⇒ (1) + 4 + 2 + (3, 2) + (1) = 13
Attack Touch Iterative, Bane: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 Damage, Bane, Support: 1d6 + 4 + 2 + 2d6 + 1d6 ⇒ (4) + 4 + 2 + (5, 2) + (5) = 22
Seeing how the Warden stops using it's sonic attacks against her, Basil steps back and reconfigures her "Judgement"-System to nanite-based healing, then fires another shot at the Gearsman in front of her: "Stop resisting."
She reloads, then fires again:"I said stop resisting."
I trust the first shot after DR won't be sufficient to down it, but if it is, then the second probably fizzles with a -4 into melee against Blue.
Also, Healing, for Fast Healing 3.

Gauntlet the Eidolon |

Growling in barely restrained anger, Keldor/Gauntlet swings at the large robot with intent...
+1 Chainsaw: 1d20 + 12 ⇒ (6) + 12 = 18
2-Hand Damage (Magic/Slashing): 3d6 + 6 + 1 ⇒ (1, 6, 2) + 6 + 1 = 16
+
+1 Chainsaw (Iterative): 1d20 + 7 ⇒ (14) + 7 = 21
2-Hand Damage (Magic/Slashing): 3d6 + 6 + 1 ⇒ (3, 6, 6) + 6 + 1 = 22
...then takes a step back and swears as he missed with every swing!
Yeah, well...just ignore me I guess. I'm not doing anything here really. Might as well try something else since this isn't working.

GM Polyfrequencies |

If it helps, Gauntlet, you're quite terrifying.
24 slashing, 15 electricity
Fort DC 15 or stunned: 1d20 + 8 ⇒ (19) + 8 = 27 Staggered
9 slashing, 7 electricity
A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Gauntlet's chainsaw pings off of the Warden's armor. Although he seems unable to get the whirring teeth to bite into the chassis, he provides enough distraction that Harg gets in two powerful blows. (Harg bypasses the robot's light fortification and does not suffer the explosive blow-back! Between vulnerabilities and hardness, that's 55 damage!) The sparks and smoke return and it seems clear that the Warden is not long for this plane of existence.
Androffan: <"Disp...im...dee...tlee...you...be...min...ted..."> comes the garbled message through pops and crackles of static.
A few feet away, Basil reduces her opponent to a smoking heap of scrap metal with two well-placed bullets.
Round Four: Skirmish in Sulfur Gulch
Warden Robot: -153, staggered
Jala: countersong, heroism
Gauntlet: 77/77, 27/42, Tremorsense, Active Chainsaw
Basil: 64/84, Heightened Awareness, Resist Fire, See Invisibility, Bane Robot, Fast Healing Judgment
Thawm: 46/63, Barkskin, Detect Radiation, Resist Fire, Fly
Harg: 69/91, Displacement
Red Gearsman
Blue
Green: -15
Active Group Effects: Countersong nullifies infrasonic field
Thawm is up!

Thawm Uhturj |

fly DC 15 to hover: 1d20 + 4 + 3 ⇒ (14) + 4 + 3 = 21 +4 if good maneuverability helps me here
Thawm hovers menacingly overhead.
"Pile of scrap." she explains as she fires another pair of rays.
ranged touch vs big guy: 1d20 + 5 ⇒ (1) + 5 = 6
damage bypassing hardness & DR: 2d6 ⇒ (4, 4) = 8
ranged touch vs big guy: 1d20 + 5 ⇒ (14) + 5 = 19
damage bypassing hardness & DR: 2d6 ⇒ (2, 5) = 7
before this post
Items:
. wand of CMW (x15 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal (x1)
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant (x1)
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology (x1)
. (Divine) scroll of Restoration, Lesser (x1)
. blood boiling pill x8
Supernatural Abilities
. at will Blessing of the Faithful
. 5/5 /day Channel Energy (DC 15; 3d6)
. 1/1 /day Bonded Holy Symbol
. 1/1 /day Deflection Aura (7 rounds)
Spell-like Abilities
. at will Lore Keeper (successful touch attack equals a 25 on the appropriate knowledge check for the touched creature)
. 6/6 /day Acid Dart
. 1/1 /day Arcane Bond (Ring)
. 6/7 /rounds per day Remote Viewing (at will standard action and limited by rounds/day)
Cleric Spells
. 4th 1+1/day {D} Arcane Eye, Summon Monster 4
. 3rd 3+1/day {D} Dispel Magic, Second Wind, Summon Monster 3, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Eroding Ray, Resist Energy, Restoration, Lesser
. 1st 5+1/day {D} Shield, Abundant Ammunition, Abundant Ammunition, Bless, Bless, Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark
Wizard Spells
. 4th 1+2/day {S} Dimension Door [x2], Summon Monster 4
. 3rd 3+2/day {S} Summon Monster 3 [x2], Dispel Magic, Fly, Haste
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Eroding Ray, Summon Monster 2
. 1st 5+2/day {S} Grease (DC 14) [x2], Detect Radiation, Mount, Technomancy, True Strike, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic

GM Polyfrequencies |

As if the thin, foul-smelling miasma coating the field of battle wasn't enough, the plumes of dust kicked up by coruscating magic flashing around the field and the tang of ozone permeate everyone's lungs. Thawm blasts another hole through the Warden. It seems clear that the group's experience with Hellion had prepared them amply for this sort of encounter. It's not all in the bag yet, but the Warden had been reduced to just above scrap while its three remaining peons struggled against the combined might of the attacking force.
Bludgeoning Dmg: 1d4 + 10 + 6 ⇒ (3) + 10 + 6 = 19
Blue PA Mwk Spear vs Gauntlet AC 28: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
Piercing Dmg: 1d8 + 10 + 6 ⇒ (6) + 10 + 6 = 22
Electricity: 1d6 ⇒ 1
Green PA Mwk Spear vs Harg AC 23: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Displacement, Low Miss: 1d100 ⇒ 93
Piercing Dmg: 1d8 + 10 + 6 ⇒ (4) + 10 + 6 = 20
Electricity: 1d6 ⇒ 4
Warden Dazzler vs Harg
As a standard action, a warden robot can target a single creature with a beam of strobing light that functions as a gaze attack with a range of 60 feet. A creature subject to this attack must succeed at a DC 17 Fortitude save or be blinded for 2d4 rounds. Creatures that successfully save are dazzled for 1d4 rounds. Creatures with light blindness or light sensitivity take a –4 penalty on the saving throw. This is a light effect, and the save DC is Intelligence-based.
Although there is likely no emotion behind their actions, the remaining robots seem to rally in their counterattack at the loss of one of their own and the devastation of their "boss." One gearsman robot punches Jala with a powerful blow dealing 19 damage to the Ghost wolf. Another steps up to Gauntlet and finds a gap in the armor animating the eidolon with a 28 on the nose for 22 piercing damage and 1 electricity damage. The third gearsman makes sure that Harg hasn't forgotten about it, stabbing the half-orc in his side with a 25 vs AC and a 93 on the concealment for 20 piercing damage and 4 electricity damage. The Warden stutters where it is before one of its arms rise up to display a new module. The arm begins spinning with strobing lights directly in Harg's eyes.
Androffan: <"Erse...mee...ate...or...will...term...ate...">
@Harg: Make a DC 17 Fortitude save or be blinded for 2d4 ⇒ (2, 1) = 3 rounds. If you succeed, you are instead dazzled for 2 rounds. You take a -4 penalty on the save if you have light blindness or light sensitivity.
Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.
Jala continues his countersong and pushes through his pain to try to bring down one of the smaller threats.
Jala Countersong: 1d20 + 17 ⇒ (7) + 17 = 24
Jala Adamantine Greatsword, Heroism, Flanking vs Green: 1d20 + 12 + 2 + 2 ⇒ (17) + 12 + 2 + 2 = 33
Slashing Damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7
Jala Adamantine Greatsword, Heroism, Flanking vs Green, Iterative: 1d20 + 12 + 2 + 2 - 5 ⇒ (12) + 12 + 2 + 2 - 5 = 23
Slashing Damage: 2d6 + 3 ⇒ (2, 1) + 3 = 6
His blows do not seem particularly powerful, but he demonstrates himself reliably able to cut through their hard chasses. "Come, we nearly have them!"
Round Five: Skirmish in Sulfur Gulch
Warden Robot: -160
Jala: -19, countersong, heroism
Gauntlet: 77/77, 4/42, Tremorsense, Active Chainsaw
Basil: 64/84, Heightened Awareness, Resist Fire, See Invisibility, Bane Robot, Fast Healing Judgment
Thawm: 46/63, Barkskin, Detect Radiation, Resist Fire, Fly
Harg: 45/91, Displacement, DC 17 Fort or blinded 3 rounds (else dazzled 2 rounds)
Red Gearsman
Blue
Green: -28
Active Group Effects: Countersong nullifies infrasonic field
The Warden is on the ropes, and the party is up! A peek behind the curtain, it's got 20 hp left and currently an AC of 23. If you're able to punch through its 10 hardness, feel free to describe your kill.

Gauntlet the Eidolon |

Yelling at Harg, and feeling Gauntlet's pain, Keldor tries to finish off the smaller blue-colored robot quickly...
"Kill it Harg! Smash it NOW!"
Vs. Blue Gearsman
+1 Chainsaw: 1d20 + 12 ⇒ (6) + 12 = 18
2-Hand Damage (Magic/Slashing): 3d6 + 6 + 1 ⇒ (3, 5, 5) + 6 + 1 = 20
+
+1 Chainsaw (Iterative): 1d20 + 7 ⇒ (7) + 7 = 14
2-Hand Damage (Magic/Slashing): 3d6 + 6 + 1 ⇒ (4, 5, 6) + 6 + 1 = 22

Harg |

Fort Save: 1d20 + 8 ⇒ (6) + 8 = 14
The strobing lights in his eyes, Harg can only see flashing lights.
"Keldor, these machines have blinded me. I will try my best"
Swinging wildly at the massive creature.
Swing 1: 1d20 + 17 ⇒ (2) + 17 = 19
Blind miss chance: 1d100 ⇒ 72
The blade goes wild. Not feeling the contact, Harg screams out and swings again.
Swing 2: 1d20 + 10 ⇒ (17) + 10 = 27
Blind miss chance: 1d100 ⇒ 1
Damage: 1d6 + 20 + 1d6 ⇒ (5) + 20 + (4) = 29
With the weakness of the electricty, the final strike makes contact and the last bit of electricity inside the blade moves into the inner workings of the machine. With a pop and a snap, various capacitors and other strange alien components break. The machine falls to the ground.
I believe I dropped it with the weakness to electricity. But barely
Feeling it go down, Harg steps back. Blinking over and over, hoping to recover his eyesight.
Full, 2 attacks. Power attack, 2 handed, furious focus
5 foot step

Basil NaN |

Swift to use Burst of Speed. Move to position(not provoking). Free to extend Scatter Area by 10 feet, Free for targetted blast.
Basil utters a single word in Androffan that roughly means "Velocity", then weaves past the enemies into their back. Carefully calculating the position of her allies, she reloads one of the empty chambers with one of the precious Adamantine cartridges she received from Ury Rume, then fires hoping to make sure the machines go down.
Warden, Touch, Bane: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 Damage, Bane, Assist, Targetted Blast: 1d6 + 4 + 2 + 2d6 + 1d6 + 7 ⇒ (3) + 4 + 2 + (3, 1) + (4) + 7 = 24 ignore Hardness
Green, Touch, Bane: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 Damage, Bane, Assist, Targetted Blast: 1d6 + 4 + 2 + 2d6 + 1d6 + 7 ⇒ (6) + 4 + 2 + (5, 6) + (2) + 7 = 32 ignore Hardness
Blue, Touch, Bane: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Damage, Bane, Assist: 1d6 + 4 + 2 + 2d6 + 1d6 ⇒ (4) + 4 + 2 + (4, 6) + (5) = 25 ignore Hardness
The sharp adamantine pellets cut through the armor - and while the machine had built-in redundancy, it was already near it's limit. Some projectiles cut through connections, others destroyed components, and a few even penetrated the machines shielded inner core. The damage was extensive, and with some servos misfiring, the arms still seemed to flail and search for targets as it came crashing down, nearly catching Jala in it's collapse.

Thawm Uhturj |

Fly +spell bonus +good maneuvering vs DC 10 to fly slow: 1d20 + 4 + 3 + 4 ⇒ (6) + 4 + 3 + 4 = 17
Also, I keep forgetting to roll this:
Knowledge Engineering vs DC 14: 1d20 + 10 ⇒ (8) + 10 = 18
Thawm smirks as the larger machine finishes crumbling.
She casts True Strike and floats over to the sky above Jala.
before this post
Items:
. wand of CMW (x15 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal (x1)
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant (x1)
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology (x1)
. (Divine) scroll of Restoration, Lesser (x1)
. blood boiling pill x8
Supernatural Abilities
. at will Blessing of the Faithful
. 5/5 /day Channel Energy (DC 15; 3d6)
. 1/1 /day Bonded Holy Symbol
. 1/1 /day Deflection Aura (7 rounds)
Spell-like Abilities
. at will Lore Keeper (successful touch attack equals a 25 on the appropriate knowledge check for the touched creature)
. 6/6 /day Acid Dart
. 1/1 /day Arcane Bond (Ring)
. 6/7 /rounds per day Remote Viewing (at will standard action and limited by rounds/day)
Cleric Spells
. 4th 1+1/day {D} Arcane Eye, Summon Monster 4
. 3rd 3+1/day {D} Dispel Magic, Second Wind, Summon Monster 3, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Eroding Ray, Resist Energy, Restoration, Lesser
. 1st 5+1/day {D} Shield, Abundant Ammunition, Abundant Ammunition, Bless, Bless, Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark
Wizard Spells
. 4th 1+2/day {S} Dimension Door [x2], Summon Monster 4
. 3rd 3+2/day {S} Summon Monster 3 [x2], Dispel Magic, Fly, Haste
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Eroding Ray, Summon Monster 2
. 1st 5+2/day {S} Grease (DC 14) [x2], Detect Radiation, Mount, Technomancy, True Strike, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic

GM Polyfrequencies |

Bludgeoning Dmg: 1d4 + 10 + 6 ⇒ (3) + 10 + 6 = 19
Blue PA Mwk Spear vs Gauntlet AC 28: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Piercing Dmg: 1d8 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Electricity: 1d6 ⇒ 4
While Gauntlet and Harg are thwarted by dazzling lights and thick armor, Basil proves to be a capable executioner with her adamantine cartridge. Not only does the Warden come crashing down, but a second gearsman riddled with adamantine pellets meets its doom as well.
And that is the designation that Thawm recognizes of the smaller, human-sized robots that they now face: Gearsmen.
Gearsmen are bipedal constructs that seem to be built to resemble humans, albeit by a creator only tangentially familiar with human physiology. Their lack of a functional mouth doesn’t prevent them from talking, though most speak rarely. They speak in shrill, oddly distorted speech devoid of emotion and nuance, and their voices are all eerily alike. They generally only speak to issue warnings and commands.
One notable feature of the gearsman is that any metal weapon wielded by a gearsman becomes charged with electricity and deals additional electricity damage on a hit.
Seemingly undeterred by the loss of their ostensible commander, the two remaining gearsman continue to attack. However, their blows are easily parried aside by both Jala and Gauntlet, giving the impression (whether accurate or not) that they have become less capable.
Meanwhile, Jala changes his song from one designed to counter the nausea-inducing infrasonic field to one dedicated to rallying the group to finish off the remaining gearsman.
Active Group Effects: Inspire Courage +2 (morale bonus on saves vs charm & fear; competence bonus on attack & weapon damage)
Jala Adamantine Greatsword, Heroism, IC vs Red: 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34
Slashing Damage: 2d6 + 3 + 2 ⇒ (2, 1) + 3 + 2 = 8
So close to a crit, my guy.
He strikes decisively. Though inured, he shows no signs of slowing down.
Round Six: Skirmish in Sulfur Gulch
Jala: -19, inspire courage, heroism
Gauntlet: 77/77, 4/42, Tremorsense, Active Chainsaw
Basil: 67/84, Heightened Awareness, Resist Fire, See Invisibility, Bane Robot, Fast Healing Judgment
Thawm: 46/63, Barkskin, Detect Radiation, Resist Fire, Fly, True Strike
Harg: 45/91, Displacement, Blind 2 rounds
Red: -8
Blue: -25
The party is up!

Gauntlet the Eidolon |

Keldor sighs with relief as the others begin to take out the other robots, so Keldor determines to be helpful in some sort of regard…
+1 Chainsaw: 1d20 + 12 ⇒ (8) + 12 = 20
2-Hand Damage (Magic/Slashing): 3d6 + 6 + 1 ⇒ (1, 6, 5) + 6 + 1 = 19
+
+1 Chainsaw (Iterative): 1d20 + 7 ⇒ (17) + 7 = 24
2-Hand Damage (Magic/Slashing): 3d6 + 6 + 1 ⇒ (3, 1, 4) + 6 + 1 = 15
Feel free to move my guy to the nearest bad guy unless my Gearsman is still alive. Im at work and can’t access the map at the moment.

GM Polyfrequencies |

+2 to attack and damage means that both of Keldor's attacks hit for 19 + 2 - 5 = 16 and 15 + 2 - 5 = 12 damage. It also looks like Gauntlet hasn't been taking advantage of any of the Ghost Wolf assistance, so let's roll some additional d6s of damage in there like Basil has been doing.
Ghost Wolf Assist Damage: 2d6 ⇒ (3, 1) = 4
Gauntlet, having struggled to hit consistently during the furious melee, raises his chainsaw and swings it down into the Gearsman. Where its hard chassis had been able to bounce off the whirring teeth before, the eidolon now swings deep into Gearsman. One swing carves through its reinforced arm, while the follow-up swing bisects the robot. It falls to the ground, the fumes of whatever fluid had been animating it leaking upwards to join the host of other noxious fumes.
Only Red is left, and it's keen on continuing! Basil, Thawm, and Harg are up!

Harg |

Blinking over and over, "My vision is still impaired. I will withdraw for a moment. You all have this."
Small scars over his body start to glow slightly then Harg starts to hover along the ground and moves away from the battle.
Standard Action Flight Hex
Move fly along ground half speed.

Basil NaN |

Not wanting to waste more resources than needed on the singular enemy left, Basil lets her Robot-Bane-Nanites fade into nothingness, but takes careful aim before double-tapping her Paddlefoot.
Attack: 1d20 + 11 - 4 + 2 ⇒ (20) + 11 - 4 + 2 = 29 Damage: 1d6 + 4 + 1d6 + 2 ⇒ (2) + 4 + (4) + 2 = 12
Attack, Iterative: 1d20 + 11 - 4 + 2 ⇒ (20) + 11 - 4 + 2 = 29 Damage: 1d6 + 4 + 1d6 + 2 ⇒ (2) + 4 + (3) + 2 = 11
The two shots connect with the remaining Gearsman.
Attack Confirm?: 1d20 + 11 - 4 + 2 ⇒ (10) + 11 - 4 + 2 = 19 Damage: 2d6 + 8 + 4 ⇒ (5, 2) + 8 + 4 = 19
Attack, Iterative Confirm?: 1d20 + 11 - 4 + 2 ⇒ (11) + 11 - 4 + 2 = 20 Damage: 2d6 + 8 + 4 ⇒ (4, 4) + 8 + 4 = 20
The damage is extensive, but not quite enough to stop it.
That's 30 and 31, or 20 and 21 after Hardness. With the 8 from before, I think that means it's standing, but barely so.